Ark Server API (ASA) - Wiki
Loading...
Searching...
No Matches
AShooterWeapon_InstantPenetrating Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterWeapon_InstantPenetrating:
+ Collaboration diagram for AShooterWeapon_InstantPenetrating:

Public Member Functions

floatMaxPenetrationTraceDistanceField ()
 
floatPenaltyPerPenetrationField ()
 
floatPenaltyPerUnrealUnitField ()
 
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > & HurtListField ()
 
BitFieldValue< bool, unsigned __int32bDebugPenetration ()
 
void Serialize (FStructuredArchiveRecord Record)
 
void Serialize (FArchive *Ar)
 
bool ShouldDealDamage (AActor *TestActor)
 
bool IsValidShootDirForImpact (const FHitResult *impact, const FVector_NetQuantizeNormal *shootDir)
 
void WeaponPenetrationTrace (const UE::Math::TVector< double > *StartTrace, const UE::Math::TVector< double > *EndTrace, bool FilterVisuals, bool bDebugDraw, float DebugDrawDuration, TArray< FHitResult, TSizedDefaultAllocator< 32 > > *OutHitResults, TArray< bool, TSizedDefaultAllocator< 32 > > *OutIsEntryHit, float *OutMaxDistance)
 
float WeaponTraceForHits (TArray< FHitResult, TSizedDefaultAllocator< 32 > > *OutHitResults, TArray< bool, TSizedDefaultAllocator< 32 > > *OutIsEntryHit, const UE::Math::TVector< double > *StartTrace, const UE::Math::TVector< double > *EndTrace, bool FilterVisuals)
 
int ComputeAmountOfHitsToProcess (const TArray< FHitResult, TSizedDefaultAllocator< 32 > > *UseImpacts, const TArray< FVector_NetQuantizeNormal, TSizedDefaultAllocator< 32 > > *UseShootDirs)
 
- Public Member Functions inherited from AShooterWeapon_Instant
FTimerHandleCheckRefireTimerHandleField ()
 
UParticleSystem *& TrailFXField ()
 
UParticleSystem *& TrailFX_LocalField ()
 
FNameTrailTargetParamField ()
 
floatOriginCheckDistanceField ()
 
intNumTracesPerShotField ()
 
intNumTracesPerShotTimesField ()
 
BitFieldValue< bool, unsigned __int32bPlayFireSoundOnInstantHit ()
 
BitFieldValue< bool, unsigned __int32bExecSpread ()
 
BitFieldValue< bool, unsigned __int32bFireFromMuzzle ()
 
BitFieldValue< bool, unsigned __int32bPreventSimulatingMultipleShots ()
 
BitFieldValue< bool, unsigned __int32bPerformObstructionCheck ()
 
BitFieldValue< bool, unsigned __int32bSpawnTrailToHit ()
 
BitFieldValue< bool, unsigned __int32bClampTrailToMaxWeaponRange ()
 
BitFieldValue< bool, unsigned __int32bUseBPSpawnImpactEffects ()
 
BitFieldValue< bool, unsigned __int32bAllowNativeWithSpawnedImpacts ()
 
BitFieldValue< bool, unsigned __int32bRotateTrailFXByFireDirection ()
 
BitFieldValue< bool, unsigned __int32bAttachTrailFXToFirstPersonMuzzle ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetCurrentSpread ()
 
BitFieldValue< bool, unsigned __int32bUseBPKillImpactEffects ()
 
float WeaponTraceForHits (TArray< FHitResult, TSizedDefaultAllocator< 32 > > *HitResults, TArray< bool, TSizedDefaultAllocator< 32 > > *IsEntryHit, const UE::Math::TVector< double > *StartTrace, const UE::Math::TVector< double > *EndTrace, bool FilterVisuals)
 
int ComputeAmountOfHitsToProcess (const TArray< FHitResult, TSizedDefaultAllocator< 32 > > *UseImpacts, const TArray< FVector_NetQuantizeNormal, TSizedDefaultAllocator< 32 > > *UseShootDirs)
 
void OnBurstFinished ()
 
void FireWeapon ()
 
void CheckRefireTimer ()
 
void NetSimulateForceShot_Implementation (UE::Math::TVector< double > *ShotOrigin, UE::Math::TVector< double > *ShootDir)
 
void ServerNotifyShot_Implementation (const TArray< FHitResult, TSizedDefaultAllocator< 32 > > *Impacts, const TArray< FVector_NetQuantizeNormal, TSizedDefaultAllocator< 32 > > *ShootDirs)
 
void ServerNotifyShotOrigin_Implementation (UE::Math::TVector< double > *Origin, const TArray< FHitResult, TSizedDefaultAllocator< 32 > > *Impacts, const TArray< FVector_NetQuantizeNormal, TSizedDefaultAllocator< 32 > > *ShootDirs)
 
void ServerProcessShotsInternal (const TArray< FHitResult, TSizedDefaultAllocator< 32 > > *Impacts, const TArray< FVector_NetQuantizeNormal, TSizedDefaultAllocator< 32 > > *ShootDirs)
 
void ProcessInstantHit_Confirmed (const FHitResult *Impact, const UE::Math::TVector< double > *Origin, const UE::Math::TVector< double > *ShootDir)
 
float GetCurrentSpread ()
 
void SimulateInstantHit_Implementation (UE::Math::TVector< double > *ShotOrigin, FVector_NetQuantizeNormal *ShootDir, bool bForceOnLocal, int ShotIndex)
 
void SpawnImpactEffects (const FHitResult *Impact, const UE::Math::TVector< double > *ShootDir, bool bIsEntryHit, float WeaponMaxRange)
 
void SpawnTrailEffect (const UE::Math::TVector< double > *EndPoint, const UE::Math::TVector< double > *StartPoint)
 
- Public Member Functions inherited from AShooterWeapon
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 void StaticRegisterNativesAShooterWeapon_InstantPenetrating ()
 
- Static Public Member Functions inherited from AShooterWeapon_Instant
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAShooterWeapon_Instant ()
 
- Static Public Member Functions inherited from AShooterWeapon
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 10846 of file Actor.h.

Member Function Documentation

◆ bDebugPenetration()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon_InstantPenetrating::bDebugPenetration ( )
inline

Definition at line 10857 of file Actor.h.

◆ ComputeAmountOfHitsToProcess()

int AShooterWeapon_InstantPenetrating::ComputeAmountOfHitsToProcess ( const TArray< FHitResult, TSizedDefaultAllocator< 32 > > * UseImpacts,
const TArray< FVector_NetQuantizeNormal, TSizedDefaultAllocator< 32 > > * UseShootDirs )
inline

Definition at line 10869 of file Actor.h.

◆ HurtListField()

TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > & AShooterWeapon_InstantPenetrating::HurtListField ( )
inline

Definition at line 10853 of file Actor.h.

◆ IsValidShootDirForImpact()

bool AShooterWeapon_InstantPenetrating::IsValidShootDirForImpact ( const FHitResult * impact,
const FVector_NetQuantizeNormal * shootDir )
inline

Definition at line 10866 of file Actor.h.

◆ MaxPenetrationTraceDistanceField()

float & AShooterWeapon_InstantPenetrating::MaxPenetrationTraceDistanceField ( )
inline

Definition at line 10850 of file Actor.h.

◆ PenaltyPerPenetrationField()

float & AShooterWeapon_InstantPenetrating::PenaltyPerPenetrationField ( )
inline

Definition at line 10851 of file Actor.h.

◆ PenaltyPerUnrealUnitField()

float & AShooterWeapon_InstantPenetrating::PenaltyPerUnrealUnitField ( )
inline

Definition at line 10852 of file Actor.h.

◆ Serialize() [1/2]

void AShooterWeapon_InstantPenetrating::Serialize ( FArchive * Ar)
inline

Definition at line 10864 of file Actor.h.

◆ Serialize() [2/2]

void AShooterWeapon_InstantPenetrating::Serialize ( FStructuredArchiveRecord Record)
inline

Definition at line 10863 of file Actor.h.

◆ ShouldDealDamage()

bool AShooterWeapon_InstantPenetrating::ShouldDealDamage ( AActor * TestActor)
inline

Definition at line 10865 of file Actor.h.

◆ StaticClass()

static UClass * AShooterWeapon_InstantPenetrating::StaticClass ( )
inlinestatic

Definition at line 10861 of file Actor.h.

◆ StaticRegisterNativesAShooterWeapon_InstantPenetrating()

static void AShooterWeapon_InstantPenetrating::StaticRegisterNativesAShooterWeapon_InstantPenetrating ( )
inlinestatic

Definition at line 10862 of file Actor.h.

◆ WeaponPenetrationTrace()

void AShooterWeapon_InstantPenetrating::WeaponPenetrationTrace ( const UE::Math::TVector< double > * StartTrace,
const UE::Math::TVector< double > * EndTrace,
bool FilterVisuals,
bool bDebugDraw,
float DebugDrawDuration,
TArray< FHitResult, TSizedDefaultAllocator< 32 > > * OutHitResults,
TArray< bool, TSizedDefaultAllocator< 32 > > * OutIsEntryHit,
float * OutMaxDistance )
inline

Definition at line 10867 of file Actor.h.

◆ WeaponTraceForHits()

float AShooterWeapon_InstantPenetrating::WeaponTraceForHits ( TArray< FHitResult, TSizedDefaultAllocator< 32 > > * OutHitResults,
TArray< bool, TSizedDefaultAllocator< 32 > > * OutIsEntryHit,
const UE::Math::TVector< double > * StartTrace,
const UE::Math::TVector< double > * EndTrace,
bool FilterVisuals )
inline

Definition at line 10868 of file Actor.h.


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