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UPrimalActor Member List

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

__vftableField()UObjectBaseinline
ActorUsingQuickActionField()UPrimalActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)UPrimalActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)UPrimalActorinline
AllowSaving()UPrimalActorinline
AllowSeamlessTravel()UPrimalActorinline
AreAllOuterObjectsValid()UObjectinline
AssetVersePathTagName()UObjectinlinestatic
bAddedPerformanceThrottledTick()UPrimalActorinline
bAddedRealtimeThrottledTick()UPrimalActorinline
bAddedServerThrottledTick()UPrimalActorinline
bAddedTagsList()UPrimalActorinline
bAlwaysCreatePhysicsState()UPrimalActorinline
bAlwaysRelevantPrimalStructure()UPrimalActorinline
bAttachmentReplicationUseNetworkParent()UPrimalActorinline
bAutoStasis()UPrimalActorinline
bBlueprintMultiUseEntries()UPrimalActorinline
bBPInventoryItemUsedHandlesDurability()UPrimalActorinline
bBPPostInitializeComponents()UPrimalActorinline
bBPPreInitializeComponents()UPrimalActorinline
bClimbable()UPrimalActorinline
bDormantNetMulticastForceFullReplication()UPrimalActorinline
BeginDestroy()UObjectinline
bEnableMultiUse()UPrimalActorinline
bForceAllowNetMulticast()UPrimalActorinline
bForcedHudDrawingRequiresSameTeam()UPrimalActorinline
bForceHiddenReplication()UPrimalActorinline
bForceIgnoreSpatialComponent()UPrimalActorinline
bForceInfiniteDrawDistance()UPrimalActorinline
bForceNetworkSpatialization()UPrimalActorinline
bForcePreventSeamlessTravel()UPrimalActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()UPrimalActorinline
bHasHighVolumeRPCs()UPrimalActorinline
bHibernateChange()UPrimalActorinline
bIgnoredByCharacterEncroachment()UPrimalActorinline
bIgnoreNetworkRangeScaling()UPrimalActorinline
bIsDestroyedFromChildActorComponent()UPrimalActorinline
bIsFromChildActorComponent()UPrimalActorinline
bIsInstancedFoliage()UPrimalActorinline
bIsMapActor()UPrimalActorinline
bIsPrimalCharacter()UPrimalActorinline
bIsPrimalDino()UPrimalActorinline
bIsPrimalStructure()UPrimalActorinline
bIsPrimalStructureExplosive()UPrimalActorinline
bIsShooterCharacter()UPrimalActorinline
bIsShooterPlayerController()UPrimalActorinline
bIsValidUnstasisCaster()UPrimalActorinline
bLoadedFromSaveGame()UPrimalActorinline
bMultiUseCenterHUD()UPrimalActorinline
bNetCritical()UPrimalActorinline
bNetMulticasting()UPrimalActorinline
bNetUseClientRelevancy()UPrimalActorinline
bNetworkSpatializationForceRelevancyCheck()UPrimalActorinline
bOnlyInitialReplication()UPrimalActorinline
bOnlyReplicateOnNetForcedUpdate()UPrimalActorinline
BPAttachedRootComponent()UPrimalActorinline
bPendingUnstasis()UPrimalActorinline
BPOverrideServerMultiUseAcceptRange_Implementation()UPrimalActorinline
bPreventActorStasis()UPrimalActorinline
bPreventCharacterBasing()UPrimalActorinline
bPreventCharacterBasingAllowSteppingUp()UPrimalActorinline
bPreventCliffPlatforms()UPrimalActorinline
bPreventLevelBoundsRelevant()UPrimalActorinline
bPreventNPCSpawnFloor()UPrimalActorinline
bPreventOnDedicatedServer()UPrimalActorinline
bPreventRegularForceNetUpdate()UPrimalActorinline
bPreventSaving()UPrimalActorinline
bRealtimeThrottledTickUseNativeTick()UPrimalActorinline
bReplicateHidden()UPrimalActorinline
bSavedWhenStasised()UPrimalActorinline
bStasisComponentRadiusForceDistanceCheck()UPrimalActorinline
bStasised()UPrimalActorinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUnstreamComponentsUseEndOverlap()UPrimalActorinline
bUseAttachmentReplication()UPrimalActorinline
bUseBPAllowActorSpawn()UPrimalActorinline
bUseBPChangedActorTeam()UPrimalActorinline
bUseBPCheckForErrors()UPrimalActorinline
bUseBPCustomIsRelevantForClient()UPrimalActorinline
bUseBPDrawEntry()UPrimalActorinline
bUseBPFilterMultiUseEntries()UPrimalActorinline
bUseBPForceAllowsInventoryUse()UPrimalActorinline
bUseBPGetBonesToHideOnAllocation()UPrimalActorinline
bUseBPGetHUDDrawLocationOffset()UPrimalActorinline
bUseBPGetMultiUseCenterText()UPrimalActorinline
bUseBPGetShowDebugAnimationComponents()UPrimalActorinline
bUseBPInventoryItemDropped()UPrimalActorinline
bUseBPInventoryItemUsed()UPrimalActorinline
bUseBPOverrideTargetingLocation()UPrimalActorinline
bUseBPOverrideUILocation()UPrimalActorinline
bUseBPPreventAttachments()UPrimalActorinline
bUseCanMoveThroughActor()UPrimalActorinline
bUseNetworkSpatialization()UPrimalActorinline
bUseOnlyPointForLevelBounds()UPrimalActorinline
bUseStasisGrid()UPrimalActorinline
bWantsPerformanceThrottledTick()UPrimalActorinline
bWantsRealtimeThrottledTick()UPrimalActorinline
bWantsServerThrottledTick()UPrimalActorinline
bWasForceIgnoreSpatialComponent()UPrimalActorinline
bWillStasisAfterSpawn()UPrimalActorinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CanBeInCluster()UObjectBaseUtilityinline
ChangeActorTeam(int NewTeam)UPrimalActorinline
CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)UPrimalActorinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()UObjectinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
ClientReplicationSendNowThresholdField()UPrimalActorinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ControllingMatineeActorsField()UPrimalActorinline
ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)UPrimalActorinline
CreateCluster()UObjectBaseUtilityinline
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObjectinline
CustomActorFlagsField()UPrimalActorinline
CustomDataField()UPrimalActorinline
CustomTagField()UPrimalActorinline
DefaultStasisComponentOctreeFlagsField()UPrimalActorinline
DefaultStasisedOctreeFlagsField()UPrimalActorinline
DefaultUnstasisedOctreeFlagsField()UPrimalActorinline
DeferredMovementComponentField()UPrimalActorinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DesiredRepGraphBehaviorField()UPrimalActorinline
DrawBasicFloatingHUD(AHUD *ForHUD)UPrimalActorinline
FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)UPrimalActorinline
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindProperty(FName name)UObject
FinishDestroy()UObjectinline
ForceAllowsInventoryUse(const UObject *InventoryItemObject)UPrimalActorinline
ForceImmediateReplicationFrameField()UPrimalActorinline
ForceInfiniteDrawDistanceOnComponent(const UPrimitiveComponent *OnComponent)UPrimalActorinline
ForceMaximumReplicationRateUntilTimeField()UPrimalActorinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)UPrimalActorinline
GetAllSceneComponents(TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)UPrimalActorinline
GetApproachRadius()UPrimalActorinline
GetArchetype()UObjectinline
GetAssetRegistryTags(FAssetData *Out)UObjectinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetExternalPackageInternal()UObjectBaseinline
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetIsMapActor()UPrimalActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)UPrimalActorinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)UPrimalActorinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)UPrimalActorinline
GetMultiUseIcon(APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)UPrimalActorinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)UPrimalActorinline
GetNetworkRangeMultiplier()UPrimalActorinline
GetOutermostObject()UObjectBaseUtilityinline
GetPackage()UObjectBaseUtilityinline
GetPathName(FString *result, const UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)UObjectBaseUtilityinline
GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)UObjectinline
GetPrimaryAssetId(FPrimaryAssetId *result)UObjectinline
GetPrivateStaticClass()UPrimalActorinlinestatic
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUsablePriority()UPrimalActorinline
GetWheelOptionByUseIndex(FMultiUseWheelOption *result, APlayerController *ForPC, int Index)UPrimalActorinline
GetWheelOptionInfo(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWheelOptionInfoBP(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
InputDismissPOI(APlayerController *ForPC, int Index)UPrimalActorinline
InternalIndexField()UObjectBaseinline
InventoryItemDropped(UObject *InventoryItemObject)UPrimalActorinline
InventoryItemUsed(UObject *InventoryItemObject)UPrimalActorinline
IsAsset()UObjectinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsFullNameStableForNetworking()UObjectinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)UObjectinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsInstancedFoliage()UPrimalActorinline
IsLocalizedResource()UObjectinline
IsMatineeControlled()UPrimalActorinline
IsNameStableForNetworking()UObjectinline
IsPrimalCharacter()UPrimalActorinline
IsPrimalCharacterOrStructure()UPrimalActorinline
IsPrimalDino()UPrimalActorinline
IsPrimalStructure()UPrimalActorinline
IsSafeForRootSet()UObjectinline
IsShooterCharacter()UPrimalActorinline
IsSupportedForNetworking()UObjectinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidUnStasisCaster()UPrimalActorinline
LastActorForceReplicationFrameField()UPrimalActorinline
LastActorForceReplicationTimeField()UPrimalActorinline
LastActorUnstasisedCycleField()UPrimalActorinline
LastEnterStasisTimeField()UPrimalActorinline
LastExitStasisTimeField()UPrimalActorinline
LastFrameCalculatedNetworkRangeMultiplierField()UPrimalActorinline
LastFrameUnStasisField()UPrimalActorinline
LastOnlyInitialReplicationPreReplicationFrameField()UPrimalActorinline
LastPostProcessVolumeSoundField()UPrimalActorinline
LastPreReplicationTimeField()UPrimalActorinline
LastSelectedWindSourceComponentNameField()UPrimalActorinline
LastThrottledTickTimeField()UPrimalActorinline
LastUnstasisFrameCounterField()UPrimalActorinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)UObjectinline
MarkPackageDirty()UObjectBaseUtilityinline
MatineeUpdated()UPrimalActorinline
ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)UPrimalActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)UPrimalActorinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
NeedsLoadForClient()UObjectinline
NeedsLoadForServer()UObjectinline
NetCriticalPriorityAdjustmentField()UPrimalActorinline
NetCullDistanceSquaredDormantField()UPrimalActorinline
NetworkAndStasisRangeMultiplierField()UPrimalActorinline
NetworkDormantChildrenOpIdxField()UPrimalActorinline
NetworkRangeMultiplierField()UPrimalActorinline
NetworkSpatializationChildrenDormantField()UPrimalActorinline
NetworkSpatializationChildrenField()UPrimalActorinline
NetworkSpatializationParentField()UPrimalActorinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromCenterScreenY_Implementation()UPrimalActorinline
OnActorCustomEventField()UPrimalActorinline
OnMatineeUpdatedField()UPrimalActorinline
OnMatineeUpdatedRawField()UPrimalActorinline
OnSemaphoreTakenField()UPrimalActorinline
OnTargetingTeamChangedField()UPrimalActorinline
OnTeamChangedForActorFieldUPrimalActorinline
OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)UPrimalActorinline
OriginalCreationTimeField()UPrimalActorinline
OuterPrivateField()UObjectBaseinline
OverrideStasisComponentRadiusField()UPrimalActorinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)UPrimalActorinline
PostLoad()UObjectinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)UPrimalActorinline
ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)UObjectinline
ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)UObjectinline
ProcessEvent(UFunction *Function, void *Parms)UObjectinline
ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result)UObjectinlinestatic
RandomStartByteField()UPrimalActorinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)UObjectinline
ReplicationIntervalMultiplierField()UPrimalActorinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
Serialize(FStructuredArchiveRecord Record)UObjectinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior)UPrimalActorinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
StasisCheckComponentField()UPrimalActorinline
StasisUnRegisteredComponentsField()UPrimalActorinline
StaticClass()UObjectinlinestatic
StaticRegisterNativesUPrimalActor()UPrimalActorinlinestatic
TargetingTeamChanged()UPrimalActorinline
TargetingTeamField()UPrimalActorinline
TimerStasisStoreField()UPrimalActorinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
UnstasisLastInRangeTimeField()UPrimalActorinline
UseNetworkRangeScaling()UPrimalActorinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)UPrimalActorinline