Ark Server API (ASA) - Wiki
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AShooterWeapon_Activated Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterWeapon_Activated:
+ Collaboration diagram for AShooterWeapon_Activated:

Public Member Functions

int & nLastActivationAnimField ()
 
FTimerHandle & EndActivationAnimHandleField ()
 
float & ActivateCameraShakeSpeedScaleField ()
 
UE::Math::TVector< double > & FireOriginField ()
 
UE::Math::TVector< double > & FireDirectionField ()
 
UE::Math::TVector< double > & TargetLocationField ()
 
FName & BeamTargetParameterNameField ()
 
USoundCue *& FireLoopSoundField ()
 
UAudioComponent *& FireLoopACField ()
 
USoundCue *& IdleSoundField ()
 
UAudioComponent *& IdleACField ()
 
USoundCue *& EmptySoundField ()
 
BitFieldValue< bool, unsigned __int32 > bIsActivated ()
 
BitFieldValue< bool, unsigned __int32 > bActivationHeld ()
 
bool CanPlayFireEffects ()
 
void StartFire (bool bFromGamepad)
 
bool IsActivationAnimPlaying ()
 
void StopFire ()
 
void StartSecondaryAction ()
 
void StartReload (bool bFromReplication)
 
void FireWeapon ()
 
void Tick (float DeltaSeconds)
 
void PlayFireAnimation ()
 
void EndActivationAnim ()
 
bool ShouldDealDamage (AActor *TestActor)
 
void ActivateWeapon (bool bActivate, int nAnimIndex)
 
void ActivateWeapon_Internal (bool bActivate, int *nAnimIndex)
 
void ClientActivateWeapon_Implementation (bool bActivate)
 
void ServerActivateWeapon_Implementation (bool bActivate, int nAnimIndex)
 
void ClientHandleActivation_Implementation (bool bActivate)
 
void CancelActivation_Internal ()
 
void TickShootFX_Internal ()
 
void GetFirePosition (UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *ShootDir)
 
bool BeamTrace (UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *ShootDir, UE::Math::TVector< double > *OutImpact)
 
void MuzzlePSCSpawned ()
 
void ServerCancelActivation_Implementation ()
 
void ServerPreFire_Implementation (UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *ShootDir)
 
- Public Member Functions inherited from AShooterWeapon_FlameThrower
int & InstantDamageAmountField ()
 
float & DamageTestSphereRadiusField ()
 
float & DamageTestBoxExtentSideField ()
 
float & DamageTestMuzzleOffsetField ()
 
float & FlameHurtMaxDistanceField ()
 
TArray< UE::Math::TVector< double >, TSizedDefaultAllocator< 32 > > & DamageImpactPointsField ()
 
UE::Math::TVector< double > & MuzzleDirectionOffsetField ()
 
FColor & FlameThrowerFXDefaultColorField ()
 
TSubclassOf< UDamageType > & DamageTypeField ()
 
UParticleSystem *& FlameThrowerFXField ()
 
UParticleSystem *& FlameThrowerFX_FPVField ()
 
UParticleSystem *& OnFireFXField ()
 
UParticleSystem *& HarvestFXField ()
 
TArray< double, TSizedDefaultAllocator< 32 > > & CachedShotsField ()
 
float & ShotDelayField ()
 
float & FXDelayField ()
 
int & LastFrameServerTickShootFXCounterField ()
 
int & ServerTickShootFXCallsThisFrameField ()
 
FTimerHandle & EndFXDelayHandleField ()
 
BitFieldValue< bool, unsigned __int32 > bUseMuzzlePSCTickGroupOverride ()
 
BitFieldValue< bool, unsigned __int32 > bMuzzlePSC_IsTPV ()
 
void ServerStopShootFX_Implementation ()
 
void StartFire (bool bFromGamepad)
 
void StopFire ()
 
void ResetFXDelay ()
 
void StartReload (bool bFromReplication)
 
void FireWeapon ()
 
void StopSimulatingWeaponFire ()
 
bool IsPointInCone (UE::Math::TVector< double > *Point, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *Direction)
 
void TickShootFX_Implementation (bool a2)
 
void BeginShootFX_Implementation ()
 
void ServerTickShootFX_Implementation ()
 
void ServerBeginShootFX_Implementation ()
 
void StopShootFX_Implementation ()
 
void Tick (float DeltaSeconds)
 
void GetFirePosition (UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *ShootDir)
 
void EndFXDelay ()
 
void SpawnImpactEffects ()
 
void ClientSpawnHarvestFX_Implementation (const TArray< UE::Math::TVector< double >, TSizedDefaultAllocator< 32 > > *Impacts)
 
- Public Member Functions inherited from AShooterWeapon
float & EquipTimeField ()
 
UAnimMontage * OverrideProneInAnimField ()
 
UAnimMontage * OverrideProneOutAnimField ()
 
UAnimMontage * OverrideJumpAnimField ()
 
UAnimMontage * OverrideLandedAnimField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField ()
 
float & ItemDurabilityToConsumePerMeleeHitField ()
 
float & AmmoIconsCountField ()
 
float & TargetingTooltipCheckRangeField ()
 
int & PrimaryClipIconOffsetField ()
 
int & SecondaryClipIconOffsetField ()
 
FVector2D & TargetingInfoTooltipPaddingField ()
 
FVector2D & TargetingInfoTooltipScaleField ()
 
bool & bOnlyPassiveDurabilityWhenAccessoryActiveField ()
 
bool & bDisableShooterOnElectricStormField ()
 
FName & OverrideAttachPointField ()
 
FVector & FPVRelativeLocationField ()
 
FRotator & FPVRelativeRotationField ()
 
FVector & FPVRelativeLocation_TargetingField ()
 
FRotator & FPVRelativeRotation_TargetingField ()
 
float & FPVEnterTargetingInterpSpeedField ()
 
float & FPVExitTargetingInterpSpeedField ()
 
float & EndDoMeleeSwingTimeField ()
 
FRotator & FPVLookAtMaximumOffsetField ()
 
FRotator & FPVLookAtSpeedBaseField ()
 
FRotator & FPVLookAtInterpSpeedField ()
 
FRotator & FPVLookAtMaximumOffset_TargetingField ()
 
FRotator & FPVLookAtSpeedBase_TargetingField ()
 
FRotator & FPVLookAtInterpSpeed_TargetingField ()
 
FVector & FPVImmobilizedLocationOffsetField ()
 
FRotator & FPVImmobilizedRotationOffsetField ()
 
float & FPVImmobilizedInterpSpeedField ()
 
bool & bUseBlueprintAnimNotificationsField ()
 
TArray< FName > & MeleeSwingSocketsField ()
 
float & AllowMeleeTimeBeforeAnimationEndField ()
 
UPrimalItem * AssociatedPrimalItemField ()
 
AMissionType * AssociatedMissionField ()
 
bool & bCanBeUsedAsEquipmentField ()
 
FItemNetInfo & AssociatedItemNetInfoField ()
 
FWeaponData & WeaponConfigField ()
 
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField ()
 
long double & NextAllowedMeleeTimeField ()
 
TArray< FVector > & LastSocketPositionsField ()
 
TArray< AActor * > MeleeSwingHurtListField ()
 
long double & LastFPVRenderTimeField ()
 
FRotator & LastCameraRotationField ()
 
FRotator & FPVAdditionalLookRotOffsetField ()
 
FVector & FPVLastLocOffsetField ()
 
FVector & FPVLastVROffsetField ()
 
FVector & FPVRelativeLocationOffscreenOffsetField ()
 
FRotator & FPVLastRotOffsetField ()
 
AShooterCharacter * MyPawnField ()
 
UAudioComponent * FireACField ()
 
FName & MuzzleAttachPointField ()
 
USoundCue * FireSoundField ()
 
USoundCue * AltFireSoundField ()
 
USoundCue * FireFinishSoundField ()
 
USoundCue * OutOfAmmoSoundField ()
 
int & MeleeDamageAmountField ()
 
float & TheMeleeSwingRadiusField ()
 
float & MeleeDamageImpulseField ()
 
UAnimMontage * WeaponMesh3PReloadAnimField ()
 
USoundCue * EquipSoundField ()
 
UAnimMontage * WeaponMesh3PFireAnimField ()
 
float & FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMinViewRotSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMaxViewRotSpeedField ()
 
float & FPVMoveOffscreenIdleRestoreIntervalField ()
 
float & FPVMoveOffscreenIdleRestoreSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMaxOffsetField ()
 
long double & FPVStoppedTurningTimeField ()
 
float & ItemDestructionUnequipWeaponDelayField ()
 
float & WeaponUnequipDelayField ()
 
EWeaponState::Type & CurrentStateField ()
 
long double & LastFireTimeField ()
 
int & CurrentAmmoField ()
 
int & CurrentAmmoInClipField ()
 
bool & bReplicateCurrentAmmoInClipToNonOwnersField ()
 
bool & bUseBPAdjustAmmoPerShotField ()
 
FName & FPVAccessoryToggleComponentField ()
 
FName & TPVAccessoryToggleComponentField ()
 
float & TimeToAutoReloadField ()
 
USoundBase * ToggleAccessorySoundField ()
 
int & FiredLastNoAmmoShotField ()
 
long double & LastNotifyShotTimeField ()
 
TSubclassOf< UDamageType > & MeleeDamageTypeField ()
 
FVector & VRTargetingModelOffsetField ()
 
FVector & VRTargetingAimOriginOffsetField ()
 
UMaterialInterface * ScopeOverlayMIField ()
 
UMaterialInterface * ScopeCrosshairMIField ()
 
float & ScopeCrosshairSizeField ()
 
FName & ScopeCrosshairColorParameterField ()
 
float & MinItemDurabilityPercentageForShotField ()
 
float & OverrideTargetingFOVField ()
 
float & TargetingDelayTimeField ()
 
float & TargetingFOVInterpSpeedField ()
 
float & AimDriftYawAngleField ()
 
float & AimDriftPitchAngleField ()
 
float & AimDriftYawFrequencyField ()
 
float & AimDriftPitchFrequencyField ()
 
UAnimMontage * AlternateInventoryEquipAnimField ()
 
float & MeleeHitRandomChanceToDestroyItemField ()
 
float & GlobalFireCameraShakeScaleField ()
 
float & DurabilityCostToEquipField ()
 
float & PassiveDurabilityCostPerIntervalField ()
 
float & PassiveDurabilityCostIntervalField ()
 
float & GlobalFireCameraShakeScaleTargetingField ()
 
float & MeleeCameraShakeSpeedScaleField ()
 
float & ReloadCameraShakeSpeedScaleField ()
 
float & MeleeConsumesStaminaField ()
 
float & HypoThermiaInsulationField ()
 
float & HyperThermiaInsulationField ()
 
float & InsulationRangeField ()
 
long double & LastDurabilityConsumptionTimeField ()
 
bool & bLastMeleeHitField ()
 
bool & bLastMeleeHitStationaryField ()
 
bool & bClientAlreadyReloadedField ()
 
float & AutoReloadTimerField ()
 
bool & bConsumedDurabilityForThisMeleeHitField ()
 
USoundCue * TargetingSoundField ()
 
USoundCue * UntargetingSoundField ()
 
float & FPVMeleeTraceFXRangeField ()
 
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField ()
 
float & MeleeAttackHarvetUsableComponentsRadiusField ()
 
float & MeleeAttackUsableHarvestDamageMultiplierField ()
 
FieldArray< bool, 6 > bColorizeRegionsField ()
 
UAnimMontage * TPVForcePlayAnimField ()
 
bool & bPreventOpeningInventoryField ()
 
bool & bAllowUseOnSeatingStructureField ()
 
bool & bOnlyUseOnSeatingStructureField ()
 
bool & bBPDoClientCheckCanFireField ()
 
bool & bRestrictTPVCameraYawField ()
 
float & TPVCameraYawRangeField ()
 
bool & bFoceSimulatedTickField ()
 
bool & bWasLastFireFromGamePadField ()
 
bool & bDisableWeaponCrosshairField ()
 
UStaticMesh * DyePreviewMeshOverrideSMField ()
 
bool & bBPOverrideAspectRatioField ()
 
bool & bBPOverrideFPVMasterPoseComponentField ()
 
bool & bForceAllowMountedWeaponryField ()
 
float & FireCameraShakeSpreadScaleExponentField ()
 
float & FireCameraShakeSpreadScaleExponentLessThanField ()
 
float & FireCameraShakeSpreadScaleMultiplierLessThanField ()
 
float & FireCameraShakeSpreadScaleMultiplierField ()
 
bool & bUseFireCameraShakeScaleField ()
 
bool & bForceTickWithNoControllerField ()
 
FInstantWeaponData & InstantConfigField ()
 
float & CurrentFiringSpreadField ()
 
TSubclassOf< APrimalBuff > & ScopedBuffField ()
 
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField ()
 
UAnimSequence * OverrideTPVShieldAnimationField ()
 
bool & bAllowTargetingDuringMeleeSwingField ()
 
FVector & FPVMuzzleLocationOffsetField ()
 
FVector & TPVMuzzleLocationOffsetField ()
 
bool & bForceTPV_EquippedWhileRidingField ()
 
bool & bCutsEnemyGrapplingCableField ()
 
FVector & FPVInventoryReequipOffsetField ()
 
long double & LocalInventoryViewingSkippedEquipAnimTimeField ()
 
float & DraggingOffsetInterpField ()
 
bool & bForceTPVCameraOffsetField ()
 
bool & bUseBPSpawnMeleeEffectsField ()
 
BitFieldValue< bool, unsigned __int32 > bUseDinoRangeForTooltip ()
 
BitFieldValue< bool, unsigned __int32 > bFPVUsingImmobilizedTransform ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyUseFirstMeleeAnimWithShield ()
 
BitFieldValue< bool, unsigned __int32 > bForceShowCrosshairWhileFiring ()
 
BitFieldValue< bool, unsigned __int32 > bIsFireActivelyHeld ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSubmergedFiring ()
 
BitFieldValue< bool, unsigned __int32 > bIsInMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32 > bDoMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingCameraAnimFPV ()
 
BitFieldValue< bool, unsigned __int32 > bIsWeaponBreaking ()
 
BitFieldValue< bool, unsigned __int32 > bHideFPVMesh ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bCanAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bAltFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bAltFireDoesNotStopFire ()
 
BitFieldValue< bool, unsigned __int32 > bHideDamageSourceFromLogs ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingReloadAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUsePartialReloadAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseEquipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseUnequipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeleeNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bHideLeftArmFPV ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitUseMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bUsePostUpdateTickForFPVParticles ()
 
BitFieldValue< bool, unsigned __int32 > bFPVMoveOffscreenWhenTurning ()
 
BitFieldValue< bool, unsigned __int32 > bReloadAnimForceTickPoseOnServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedFireSound ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargetingWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitColorizesStructures ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bFPVWasTurning ()
 
BitFieldValue< bool, unsigned __int32 > bAutoRefire ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoOnUseAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bTargetUnTargetWithClick ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallyConsumeItemAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bBPUseWeaponCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bBPUseTargetingEvents ()
 
BitFieldValue< bool, unsigned __int32 > bIsEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToFire ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bPendingReload ()
 
BitFieldValue< bool, unsigned __int32 > bPendingEquip ()
 
BitFieldValue< bool, unsigned __int32 > bUnequipping ()
 
BitFieldValue< bool, unsigned __int32 > bNotifiedOutOfAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bPlayedTargetingSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmmoOnFiring ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmmoServerOnly ()
 
BitFieldValue< bool, unsigned __int32 > bListenToAppliedForeces ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAimOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bHasToggleableAccessory ()
 
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltFireSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanToggleAccessory ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnScoped ()
 
BitFieldValue< bool, unsigned __int32 > bIsDefaultWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bForceKeepEquippedWhileInInventory ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowUseWhenRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bPrimaryFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitCaptureDermis ()
 
BitFieldValue< bool, unsigned __int32 > bIsAccessoryActive ()
 
BitFieldValue< bool, unsigned __int32 > bCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoItemOnReload ()
 
BitFieldValue< bool, unsigned __int32 > bUseAutoReload ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToAutoReload ()
 
BitFieldValue< bool, unsigned __int32 > bHasPlayedReload ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoopedSimulatingWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bClientLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bBPHandleMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPShouldDealDamage ()
 
BitFieldValue< bool, unsigned __int32 > bDoesntUsePrimalItem ()
 
BitFieldValue< bool, unsigned __int32 > bUseCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetActorForTargetingTooltip ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideAimDirection ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidUnstasisActor ()
 
BitFieldValue< bool, unsigned __int32 > bLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bFiredFirstBurstShot ()
 
BitFieldValue< bool, unsigned __int32 > bClientTriggersHandleFiring ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseHarvesting ()
 
BitFieldValue< bool, unsigned __int32 > bPreventItemColors ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetSelectedMeleeAttackAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponDealDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bColorCrosshairBasedOnTarget ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDropAndPickup ()
 
BitFieldValue< bool, unsigned __int32 > bApplyAimDriftWhenTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseScopeOverlay ()
 
BitFieldValue< bool, unsigned __int32 > bHideFPVMeshWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadRightIsSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadLeftIsPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetingOnDino ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bPreventEquippingUnderwater ()
 
BitFieldValue< bool, unsigned __int32 > bUseTPVWeaponMeshMeleeSockets ()
 
BitFieldValue< bool, unsigned __int32 > bTargetingForceTraceFloatingHUD ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunning ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bSupportsOffhandShield ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSettingColorizeRegions ()
 
BitFieldValue< bool, unsigned __int32 > bAttemptToDyeWithMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyDamagePawns ()
 
BitFieldValue< bool, unsigned __int32 > bUseCharacterMeleeDamageModifier ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeZoomInOut ()
 
BitFieldValue< bool, unsigned __int32 > bClipScopeInY ()
 
BitFieldValue< bool, unsigned __int32 > bScopeFullscreen ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileFiring ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileMeleeAttacking ()
 
BitFieldValue< bool, unsigned __int32 > bColorizeMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bForceFirstPersonWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPStartEquippedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bUseAlternateAimOffset ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideStandingAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseCustomSeatedAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceTPVTargetingAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventSwitchingWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanEquip ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPRemainEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bIsInDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bForceReloadOnDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOV ()
 
BitFieldValue< bool, unsigned __int32 > bServerIgnoreCheckCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetTPVCameraOffset ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideRootRotationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bSpawnedByMission ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysPlayEquipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bLastMeleeAttacked ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreReloadState ()
 
bool IsPlayingCameraAnimFPV ()
 
USceneComponent * FindComponentByName (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 ()
 
UAudioComponent * PlayWeaponSound (USoundCue *Sound)
 
float PlayCameraAnimationFPV (UAnimMontage *Animation1P)
 
void StopCameraAnimationFPV ()
 
void ClientPlayShieldHitAnim_Implementation ()
 
FVector * GetAdjustedAim (FVector *result)
 
FVector * GetCameraDamageStartLocation (FVector *result, FVector *AimDir)
 
FVector * GetShootingCameraLocation (FVector *result)
 
FVector * GetMuzzleLocation (FVector *result)
 
FVector * GetMuzzleDirection (FVector *result)
 
FHitResult * WeaponTrace (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)
 
AShooterCharacter * GetPawnOwner ()
 
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)
 
FString * GetDebugInfoString (FString *result)
 
bool IsInMeleeAttack ()
 
void ClientSpawnMeleeEffects_Implementation (FVector Impact, FVector ShootDir)
 
FString * BPGetDebugInfoString (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 ()
 
AActor * BPGetActorForTargetingTooltip ()
 
UAnimSequence * BPGetSeatingAnimation ()
 
FText * BPGetTargetingTooltipInfoLabel (FText *result)
 
FVector * BPGetTPVCameraOffset (FVector *result)
 
void BPGlobalFireWeapon ()
 
void BPHandleMeleeAttack ()
 
void BPLostController ()
 
void BPMeleeAttackStarted ()
 
void BPOnScoped ()
 
void BPOnStartTargeting (bool bFromGamepadLeft)
 
void BPOnStopTargeting (bool bFromGamepadLeft)
 
FVector * BPOverrideAimDirection (FVector *result, FVector *DesiredAimDirection)
 
FRotator * BPOverrideRootRotationOffset (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 ()
 
UAnimSequence * GetStandingAnimation (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
FActorTickFunction & PrimaryActorTickField ()
 
EActorUpdateOverlapsMethod & UpdateOverlapsMethodDuringLevelStreamingField ()
 
int & LastForceNetUpdateFrameField ()
 
float & InitialLifeSpanField ()
 
float & CustomTimeDilationField ()
 
int & RayTracingGroupIdField ()
 
FRepAttachment & AttachmentReplicationField ()
 
FRepMovement & ReplicatedMovementField ()
 
TObjectPtr< AActor > & OwnerField ()
 
FName & NetDriverNameField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TEnumAsByte< enum EAutoReceiveInput::Type > & AutoReceiveInputField ()
 
int & InputPriorityField ()
 
long double & CreationTimeField ()
 
TObjectPtr< UInputComponent > & InputComponentField ()
 
float & NetCullDistanceSquaredField ()
 
int & NetTagField ()
 
float & NetUpdateFrequencyField ()
 
float & MinNetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeOnScreenField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TObjectPtr< APawn > & InstigatorField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & ChildrenField ()
 
TObjectPtr< USceneComponent > & RootComponentField ()
 
FTimerHandle & TimerHandle_LifeSpanExpiredField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & LayersField ()
 
TWeakObjectPtr< UChildActorComponent > & ParentComponentField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & TagsField ()
 
int & CachedStasisGridIndexField ()
 
FTakePointDamageSignature & OnTakePointDamageField ()
 
FActorBeginOverlapSignature & OnActorBeginOverlapField ()
 
FActorBeginCursorOverSignature & OnBeginCursorOverField ()
 
FActorOnClickedSignature & OnClickedField ()
 
FActorOnInputTouchBeginSignature & OnInputTouchBeginField ()
 
FActorBeginTouchOverSignature & OnInputTouchEnterField ()
 
FActorHitSignature & OnActorHitField ()
 
FActorEndPlaySignature & OnEndPlayField ()
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > & ReplicatedComponentsField ()
 
TSet< UActorComponent *, DefaultKeyFuncs< UActorComponent *, 0 >, FDefaultSetAllocator > & OwnedComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & InstanceComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & BlueprintCreatedComponentsField ()
 
FRenderCommandFence & DetachFenceField ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bCallPreReplication ()
 
BitFieldValue< bool, unsigned __int32 > bCallPreReplicationForReplay ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetAddressable ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bRelevantForNetworkReplays ()
 
BitFieldValue< bool, unsigned __int32 > bRelevantForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplayRewindable ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTickBeforeBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bForceHighQualityViewerReplication ()
 
BitFieldValue< bool, unsigned __int32 > bActorPreventPhysicsSceneRegistration ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEventsDuringLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bEnableAutoLODGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bIsEditorOnlyActor ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bDisableRigidBodyAnimNodes ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeInCluster ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetCheckedInitialPhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUsingRegisteredSubObjectList ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorBeginningPlayFromLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32 > bTickFunctionsRegistered ()
 
BitFieldValue< bool, unsigned __int32 > bHasDeferredComponentRegistration ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasRegisteredAllComponents ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bPrimalDeferredConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bActorIsBeingDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bActorWantsDestroyDuringBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > ActorHasBegunPlay ()
 
BitFieldValue< bool, unsigned __int32 > bActorIsBeingConstructed ()
 
BitFieldValue< bool, unsigned __int32 > bAsyncPhysicsTickEnabled ()
 
FString * GetActorNameOrLabel (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 ()
 
UWorld * GetWorld ()
 
FTimerManager * GetWorldTimerManager ()
 
UGameInstance * GetGameInstance ()
 
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)
 
UNetConnection * GetNetConnection ()
 
UPlayer * GetNetOwningPlayer ()
 
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)
 
AActor * GetAttachParentActor ()
 
void ForEachAttachedActors (TFunctionRef< bool __cdecl(AActor *)> *Functor)
 
void GetAttachedActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)
 
bool ActorHasTag (FName Tag)
 
APhysicsVolume * GetPhysicsVolume ()
 
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)
 
UActorComponent * FindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponent * GetComponentByClass (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)
 
UActorComponent * FindComponentByInterface (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)
 
AWorldSettings * GetWorldSettings ()
 
ENetMode InternalGetNetMode ()
 
UNetDriver * GetNetDriver ()
 
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 ()
 
AActor * GetSelectionParent ()
 
AActor * GetRootSelectionParent ()
 
bool IsActorOrSelectionParentSelected ()
 
void PushSelectionToProxies ()
 
bool IsChildActor ()
 
UChildActorComponent * GetParentComponent ()
 
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 ()
 
UActorComponent * CreateComponentFromTemplate (UActorComponent *Template, const FName InName)
 
UActorComponent * CreateComponentFromTemplateData (const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)
 
UActorComponent * AddComponent (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)
 
UActorComponent * GetComponentByCustomTag (FName TheTag)
 
UPrimitiveComponent * GetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponent * GetVisibleUnhiddenComponentByClass (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)
 
APlayerController * GetOwnerController ()
 
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
FTargetingTeamChanged & OnTargetingTeamChangedField ()
 
int & TargetingTeamField ()
 
int & CustomActorFlagsField ()
 
TObjectPtr< AActor > & ActorUsingQuickActionField ()
 
FName & CustomTagField ()
 
int & CustomDataField ()
 
FActorCustomEventSignature & OnActorCustomEventField ()
 
long double & LastThrottledTickTimeField ()
 
FActorMatineeUpdated & OnMatineeUpdatedField ()
 
TMulticastDelegate< void __cdecl(void), FDefaultDelegateUserPolicy > & OnMatineeUpdatedRawField ()
 
TEnumAsByte< enum EReplicationGraphBehavior > & DesiredRepGraphBehaviorField ()
 
long double & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
int & LastActorForceReplicationFrameField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
int & LastFrameCalculatedNetworkRangeMultiplierField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenDormantField ()
 
TObjectPtr< AActor > & NetworkSpatializationParentField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
float & OverrideStasisComponentRadiusField ()
 
TObjectPtr< UPrimitiveComponent > & StasisCheckComponentField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FString & LastSelectedWindSourceComponentNameField ()
 
unsigned __int8 & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & StasisUnRegisteredComponentsField ()
 
float & ReplicationIntervalMultiplierField ()
 
float & ClientReplicationSendNowThresholdField ()
 
int & ForceImmediateReplicationFrameField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
FActorSemaphoreTaken & OnSemaphoreTakenField ()
 
long double & OriginalCreationTimeField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
unsigned int & LastOnlyInitialReplicationPreReplicationFrameField ()
 
TArray< FTimerHandle, TSizedDefaultAllocator< 32 > > & TimerStasisStoreField ()
 
TArray< TObjectPtr< AMatineeActor >, TSizedDefaultAllocator< 32 > > & ControllingMatineeActorsField ()
 
int & NetCriticalPriorityAdjustmentField ()
 
UMovementComponent *& DeferredMovementComponentField ()
 
BitFieldValue< bool, unsigned __int32 > bIsShooterPlayerController ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsShooterCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalStructureExplosive ()
 
BitFieldValue< bool, unsigned __int32 > bIsInstancedFoliage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bUseCanMoveThroughActor ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPFilterMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPDrawEntry ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCliffPlatforms ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetBonesToHideOnAllocation ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowNetMulticast ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWillStasisAfterSpawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedTagsList ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bUseStasisGrid ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bIsFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32 > bIsDestroyedFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32 > bIsValidUnstasisCaster ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowActorSpawn ()
 
BitFieldValue< bool, unsigned __int32 > bWantsRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bRealtimeThrottledTickUseNativeTick ()
 
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 ()
 
FMultiUseWheelOption * GetWheelOptionInfoBP (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)
 
UTexture2D * GetMultiUseIcon (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)
 
FMultiUseWheelOption * GetWheelOptionInfo (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
FMultiUseWheelOption * GetWheelOptionByUseIndex (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)
 
FString * GetDetailedInfoInternal (FString *result)
 
bool AreAllOuterObjectsValid ()
 
bool IsInBlueprint ()
 
bool IsBasedOnArchetype (const UObject *const SomeObject)
 
UObject * CreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
UObject * GetDefaultSubobjectByName (FName ToFind)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostLoad ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForClient ()
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FString * GetDetailedInfo (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 ()
 
FPrimaryAssetId * GetPrimaryAssetId (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)
 
FString * GetDefaultConfigFilename (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)
 
UFunction * FindFunctionChecked (FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
void ProcessContextOpcode (FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)
 
UObject * GetArchetype ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
void SetLinker (FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 
ARK_API FProperty * FindProperty (FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
FPackageFileVersion * GetLinkerUEVersion (FPackageFileVersion *result)
 
FString * GetPathName (FString *result, const UObject *StopOuter)
 
void GetPathName (const UObject *StopOuter, FString *ResultString)
 
void GetPathName (const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)
 
FString * GetFullGroupName (FString *result, bool bStartWithOuter)
 
UObject * GetOutermostObject ()
 
UPackage * GetPackage ()
 
bool MarkPackageDirty ()
 
UObject * GetTypedOuter (UClass *Target)
 
bool IsIn (const UObject *SomeOuter)
 
bool IsInPackage (const UPackage *SomePackage)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)
 
bool CanBeInCluster ()
 
void CreateCluster ()
 
FLinkerLoad * GetLinker ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
UObjectBase_vtbl *& __vftableField ()
 
EObjectFlags & ObjectFlagsField ()
 
int & InternalIndexField ()
 
UClass *& ClassPrivateField ()
 
UClass *& ClassField ()
 
FName & NamePrivateField ()
 
FName & NameField ()
 
UObject *& OuterPrivateField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
UPackage * GetExternalPackageInternal ()
 
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 UClass * StaticClass ()
 
static void StaticRegisterNativesAShooterWeapon_Activated ()
 
- Static Public Member Functions inherited from AShooterWeapon_FlameThrower
static UClass * GetPrivateStaticClass ()
 
static void StaticRegisterNativesAShooterWeapon_FlameThrower ()
 
- Static Public Member Functions inherited from AShooterWeapon
static UClass * StaticClass ()
 
static ABrush * GetStandingAnimation_Implementation (TSubclassOf< ABrush > BrushType, FTransform *BrushTransform, FVector BoxExtent)
 
static void StaticRegisterNativesAShooterWeapon ()
 
static UClass * GetPrivateStaticClass (const wchar_t *Package)
 
- Static Public Member Functions inherited from AActor
static UClass * StaticClass ()
 
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 UClass * GetPrivateStaticClass ()
 
static void StaticRegisterNativesUPrimalActor ()
 
- Static Public Member Functions inherited from UObject
static UClass * StaticClass ()
 
static const FName * AssetVersePathTagName ()
 
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), FDefaultDelegateUserPolicy > OnTeamChangedForActorField )()
 

Detailed Description

Definition at line 10718 of file Actor.h.

Member Function Documentation

◆ ActivateCameraShakeSpeedScaleField()

float & AShooterWeapon_Activated::ActivateCameraShakeSpeedScaleField ( )
inline

Definition at line 10729 of file Actor.h.

◆ ActivateWeapon()

void AShooterWeapon_Activated::ActivateWeapon ( bool bActivate,
int nAnimIndex )
inline

Definition at line 10760 of file Actor.h.

◆ ActivateWeapon_Internal()

void AShooterWeapon_Activated::ActivateWeapon_Internal ( bool bActivate,
int * nAnimIndex )
inline

Definition at line 10761 of file Actor.h.

◆ bActivationHeld()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon_Activated::bActivationHeld ( )
inline

Definition at line 10743 of file Actor.h.

◆ BeamTargetParameterNameField()

FName & AShooterWeapon_Activated::BeamTargetParameterNameField ( )
inline

Definition at line 10733 of file Actor.h.

◆ BeamTrace()

bool AShooterWeapon_Activated::BeamTrace ( UE::Math::TVector< double > * Origin,
UE::Math::TVector< double > * ShootDir,
UE::Math::TVector< double > * OutImpact )
inline

Definition at line 10768 of file Actor.h.

◆ bIsActivated()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon_Activated::bIsActivated ( )
inline

Definition at line 10742 of file Actor.h.

◆ CancelActivation_Internal()

void AShooterWeapon_Activated::CancelActivation_Internal ( )
inline

Definition at line 10765 of file Actor.h.

◆ CanPlayFireEffects()

bool AShooterWeapon_Activated::CanPlayFireEffects ( )
inline

Definition at line 10748 of file Actor.h.

◆ ClientActivateWeapon_Implementation()

void AShooterWeapon_Activated::ClientActivateWeapon_Implementation ( bool bActivate)
inline

Definition at line 10762 of file Actor.h.

◆ ClientHandleActivation_Implementation()

void AShooterWeapon_Activated::ClientHandleActivation_Implementation ( bool bActivate)
inline

Definition at line 10764 of file Actor.h.

◆ EmptySoundField()

USoundCue *& AShooterWeapon_Activated::EmptySoundField ( )
inline

Definition at line 10738 of file Actor.h.

◆ EndActivationAnim()

void AShooterWeapon_Activated::EndActivationAnim ( )
inline

Definition at line 10758 of file Actor.h.

◆ EndActivationAnimHandleField()

FTimerHandle & AShooterWeapon_Activated::EndActivationAnimHandleField ( )
inline

Definition at line 10727 of file Actor.h.

◆ FireDirectionField()

UE::Math::TVector< double > & AShooterWeapon_Activated::FireDirectionField ( )
inline

Definition at line 10731 of file Actor.h.

◆ FireLoopACField()

UAudioComponent *& AShooterWeapon_Activated::FireLoopACField ( )
inline

Definition at line 10735 of file Actor.h.

◆ FireLoopSoundField()

USoundCue *& AShooterWeapon_Activated::FireLoopSoundField ( )
inline

Definition at line 10734 of file Actor.h.

◆ FireOriginField()

UE::Math::TVector< double > & AShooterWeapon_Activated::FireOriginField ( )
inline

Definition at line 10730 of file Actor.h.

◆ FireWeapon()

void AShooterWeapon_Activated::FireWeapon ( )
inline

Definition at line 10755 of file Actor.h.

◆ GetFirePosition()

void AShooterWeapon_Activated::GetFirePosition ( UE::Math::TVector< double > * Origin,
UE::Math::TVector< double > * ShootDir )
inline

Definition at line 10767 of file Actor.h.

◆ IdleACField()

UAudioComponent *& AShooterWeapon_Activated::IdleACField ( )
inline

Definition at line 10737 of file Actor.h.

◆ IdleSoundField()

USoundCue *& AShooterWeapon_Activated::IdleSoundField ( )
inline

Definition at line 10736 of file Actor.h.

◆ IsActivationAnimPlaying()

bool AShooterWeapon_Activated::IsActivationAnimPlaying ( )
inline

Definition at line 10751 of file Actor.h.

◆ MuzzlePSCSpawned()

void AShooterWeapon_Activated::MuzzlePSCSpawned ( )
inline

Definition at line 10769 of file Actor.h.

◆ nLastActivationAnimField()

int & AShooterWeapon_Activated::nLastActivationAnimField ( )
inline

Definition at line 10722 of file Actor.h.

◆ PlayFireAnimation()

void AShooterWeapon_Activated::PlayFireAnimation ( )
inline

Definition at line 10757 of file Actor.h.

◆ ServerActivateWeapon_Implementation()

void AShooterWeapon_Activated::ServerActivateWeapon_Implementation ( bool bActivate,
int nAnimIndex )
inline

Definition at line 10763 of file Actor.h.

◆ ServerCancelActivation_Implementation()

void AShooterWeapon_Activated::ServerCancelActivation_Implementation ( )
inline

Definition at line 10770 of file Actor.h.

◆ ServerPreFire_Implementation()

void AShooterWeapon_Activated::ServerPreFire_Implementation ( UE::Math::TVector< double > * Origin,
UE::Math::TVector< double > * ShootDir )
inline

Definition at line 10771 of file Actor.h.

◆ ShouldDealDamage()

bool AShooterWeapon_Activated::ShouldDealDamage ( AActor * TestActor)
inline

Definition at line 10759 of file Actor.h.

◆ StartFire()

void AShooterWeapon_Activated::StartFire ( bool bFromGamepad)
inline

Definition at line 10750 of file Actor.h.

◆ StartReload()

void AShooterWeapon_Activated::StartReload ( bool bFromReplication)
inline

Definition at line 10754 of file Actor.h.

◆ StartSecondaryAction()

void AShooterWeapon_Activated::StartSecondaryAction ( )
inline

Definition at line 10753 of file Actor.h.

◆ StaticClass()

static UClass * AShooterWeapon_Activated::StaticClass ( )
inlinestatic

Definition at line 10747 of file Actor.h.

◆ StaticRegisterNativesAShooterWeapon_Activated()

static void AShooterWeapon_Activated::StaticRegisterNativesAShooterWeapon_Activated ( )
inlinestatic

Definition at line 10749 of file Actor.h.

◆ StopFire()

void AShooterWeapon_Activated::StopFire ( )
inline

Definition at line 10752 of file Actor.h.

◆ TargetLocationField()

UE::Math::TVector< double > & AShooterWeapon_Activated::TargetLocationField ( )
inline

Definition at line 10732 of file Actor.h.

◆ Tick()

void AShooterWeapon_Activated::Tick ( float DeltaSeconds)
inline

Definition at line 10756 of file Actor.h.

◆ TickShootFX_Internal()

void AShooterWeapon_Activated::TickShootFX_Internal ( )
inline

Definition at line 10766 of file Actor.h.


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