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UPrimalActor Struct Reference

#include <Actor.h>

+ Inheritance diagram for UPrimalActor:
+ Collaboration diagram for UPrimalActor:

Public Member Functions

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)
 

Static Public Member Functions

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 ()
 

Public Attributes

TMulticastDelegate< void __cdecl(UPrimalActor *, int, int), FDefaultDelegateUserPolicy > OnTeamChangedForActorField )()
 

Detailed Description

Definition at line 114 of file Actor.h.

Member Function Documentation

◆ ActorUsingQuickActionField()

TObjectPtr< AActor > & UPrimalActor::ActorUsingQuickActionField ( )
inline

Definition at line 122 of file Actor.h.

◆ AddControllingMatineeActor()

void UPrimalActor::AddControllingMatineeActor ( AMatineeActor * InMatineeActor)
inline

Definition at line 310 of file Actor.h.

◆ AllowIgnoreCharacterEncroachment()

bool UPrimalActor::AllowIgnoreCharacterEncroachment ( UPrimitiveComponent * HitComponent,
AActor * EncroachingCharacter )
inline

Definition at line 278 of file Actor.h.

◆ AllowManualMultiUseActivation()

bool UPrimalActor::AllowManualMultiUseActivation ( APlayerController * ForPC)
inline

Definition at line 279 of file Actor.h.

◆ AllowSaving()

bool UPrimalActor::AllowSaving ( )
inline

Definition at line 265 of file Actor.h.

◆ AllowSeamlessTravel()

bool UPrimalActor::AllowSeamlessTravel ( )
inline

Definition at line 262 of file Actor.h.

◆ bAddedPerformanceThrottledTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAddedPerformanceThrottledTick ( )
inline

Definition at line 241 of file Actor.h.

◆ bAddedRealtimeThrottledTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAddedRealtimeThrottledTick ( )
inline

Definition at line 256 of file Actor.h.

◆ bAddedServerThrottledTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAddedServerThrottledTick ( )
inline

Definition at line 244 of file Actor.h.

◆ bAddedTagsList()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAddedTagsList ( )
inline

Definition at line 242 of file Actor.h.

◆ bAlwaysCreatePhysicsState()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAlwaysCreatePhysicsState ( )
inline

Definition at line 249 of file Actor.h.

◆ bAlwaysRelevantPrimalStructure()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAlwaysRelevantPrimalStructure ( )
inline

Definition at line 220 of file Actor.h.

◆ bAttachmentReplicationUseNetworkParent()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAttachmentReplicationUseNetworkParent ( )
inline

Definition at line 187 of file Actor.h.

◆ bAutoStasis()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bAutoStasis ( )
inline

Definition at line 195 of file Actor.h.

◆ bBlueprintMultiUseEntries()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bBlueprintMultiUseEntries ( )
inline

Definition at line 179 of file Actor.h.

◆ bBPInventoryItemUsedHandlesDurability()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bBPInventoryItemUsedHandlesDurability ( )
inline

Definition at line 218 of file Actor.h.

◆ bBPPostInitializeComponents()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bBPPostInitializeComponents ( )
inline

Definition at line 246 of file Actor.h.

◆ bBPPreInitializeComponents()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bBPPreInitializeComponents ( )
inline

Definition at line 245 of file Actor.h.

◆ bClimbable()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bClimbable ( )
inline

Definition at line 196 of file Actor.h.

◆ bDormantNetMulticastForceFullReplication()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bDormantNetMulticastForceFullReplication ( )
inline

Definition at line 232 of file Actor.h.

◆ bEnableMultiUse()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bEnableMultiUse ( )
inline

Definition at line 178 of file Actor.h.

◆ bForceAllowNetMulticast()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForceAllowNetMulticast ( )
inline

Definition at line 217 of file Actor.h.

◆ bForcedHudDrawingRequiresSameTeam()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForcedHudDrawingRequiresSameTeam ( )
inline

Definition at line 190 of file Actor.h.

◆ bForceHiddenReplication()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForceHiddenReplication ( )
inline

Definition at line 222 of file Actor.h.

◆ bForceIgnoreSpatialComponent()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForceIgnoreSpatialComponent ( )
inline

Definition at line 233 of file Actor.h.

◆ bForceInfiniteDrawDistance()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForceInfiniteDrawDistance ( )
inline

Definition at line 250 of file Actor.h.

◆ bForceNetworkSpatialization()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForceNetworkSpatialization ( )
inline

Definition at line 189 of file Actor.h.

◆ bForcePreventSeamlessTravel()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForcePreventSeamlessTravel ( )
inline

Definition at line 212 of file Actor.h.

◆ bForceReplicateDormantChildrenWithoutSpatialRelevancy()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bForceReplicateDormantChildrenWithoutSpatialRelevancy ( )
inline

Definition at line 211 of file Actor.h.

◆ bHasHighVolumeRPCs()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bHasHighVolumeRPCs ( )
inline

Definition at line 194 of file Actor.h.

◆ bHibernateChange()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bHibernateChange ( )
inline

Definition at line 205 of file Actor.h.

◆ bIgnoredByCharacterEncroachment()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIgnoredByCharacterEncroachment ( )
inline

Definition at line 230 of file Actor.h.

◆ bIgnoreNetworkRangeScaling()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIgnoreNetworkRangeScaling ( )
inline

Definition at line 210 of file Actor.h.

◆ bIsDestroyedFromChildActorComponent()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsDestroyedFromChildActorComponent ( )
inline

Definition at line 252 of file Actor.h.

◆ bIsFromChildActorComponent()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsFromChildActorComponent ( )
inline

Definition at line 251 of file Actor.h.

◆ bIsInstancedFoliage()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsInstancedFoliage ( )
inline

Definition at line 176 of file Actor.h.

◆ bIsMapActor()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsMapActor ( )
inline

Definition at line 191 of file Actor.h.

◆ bIsPrimalCharacter()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsPrimalCharacter ( )
inline

Definition at line 173 of file Actor.h.

◆ bIsPrimalDino()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsPrimalDino ( )
inline

Definition at line 171 of file Actor.h.

◆ bIsPrimalStructure()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsPrimalStructure ( )
inline

Definition at line 174 of file Actor.h.

◆ bIsPrimalStructureExplosive()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsPrimalStructureExplosive ( )
inline

Definition at line 175 of file Actor.h.

◆ bIsShooterCharacter()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsShooterCharacter ( )
inline

Definition at line 172 of file Actor.h.

◆ bIsShooterPlayerController()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsShooterPlayerController ( )
inline

Definition at line 170 of file Actor.h.

◆ bIsValidUnstasisCaster()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bIsValidUnstasisCaster ( )
inline

Definition at line 253 of file Actor.h.

◆ bLoadedFromSaveGame()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bLoadedFromSaveGame ( )
inline

Definition at line 207 of file Actor.h.

◆ bMultiUseCenterHUD()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bMultiUseCenterHUD ( )
inline

Definition at line 183 of file Actor.h.

◆ bNetCritical()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bNetCritical ( )
inline

Definition at line 223 of file Actor.h.

◆ bNetMulticasting()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bNetMulticasting ( )
inline

Definition at line 231 of file Actor.h.

◆ bNetUseClientRelevancy()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bNetUseClientRelevancy ( )
inline

Definition at line 186 of file Actor.h.

◆ bNetworkSpatializationForceRelevancyCheck()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bNetworkSpatializationForceRelevancyCheck ( )
inline

Definition at line 185 of file Actor.h.

◆ bOnlyInitialReplication()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bOnlyInitialReplication ( )
inline

Definition at line 226 of file Actor.h.

◆ bOnlyReplicateOnNetForcedUpdate()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bOnlyReplicateOnNetForcedUpdate ( )
inline

Definition at line 224 of file Actor.h.

◆ BPAttachedRootComponent()

void UPrimalActor::BPAttachedRootComponent ( )
inline

Definition at line 280 of file Actor.h.

◆ bPendingUnstasis()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPendingUnstasis ( )
inline

Definition at line 204 of file Actor.h.

◆ BPOverrideServerMultiUseAcceptRange_Implementation()

float UPrimalActor::BPOverrideServerMultiUseAcceptRange_Implementation ( )
inline

Definition at line 308 of file Actor.h.

◆ bPreventActorStasis()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventActorStasis ( )
inline

Definition at line 201 of file Actor.h.

◆ bPreventCharacterBasing()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventCharacterBasing ( )
inline

Definition at line 208 of file Actor.h.

◆ bPreventCharacterBasingAllowSteppingUp()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventCharacterBasingAllowSteppingUp ( )
inline

Definition at line 209 of file Actor.h.

◆ bPreventCliffPlatforms()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventCliffPlatforms ( )
inline

Definition at line 198 of file Actor.h.

◆ bPreventLevelBoundsRelevant()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventLevelBoundsRelevant ( )
inline

Definition at line 213 of file Actor.h.

◆ bPreventNPCSpawnFloor()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventNPCSpawnFloor ( )
inline

Definition at line 221 of file Actor.h.

◆ bPreventOnDedicatedServer()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventOnDedicatedServer ( )
inline

Definition at line 227 of file Actor.h.

◆ bPreventRegularForceNetUpdate()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventRegularForceNetUpdate ( )
inline

Definition at line 225 of file Actor.h.

◆ bPreventSaving()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bPreventSaving ( )
inline

Definition at line 177 of file Actor.h.

◆ bRealtimeThrottledTickUseNativeTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bRealtimeThrottledTickUseNativeTick ( )
inline

Definition at line 257 of file Actor.h.

◆ bReplicateHidden()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bReplicateHidden ( )
inline

Definition at line 203 of file Actor.h.

◆ bSavedWhenStasised()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bSavedWhenStasised ( )
inline

Definition at line 206 of file Actor.h.

◆ bStasisComponentRadiusForceDistanceCheck()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bStasisComponentRadiusForceDistanceCheck ( )
inline

Definition at line 229 of file Actor.h.

◆ bStasised()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bStasised ( )
inline

Definition at line 200 of file Actor.h.

◆ bUnstreamComponentsUseEndOverlap()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUnstreamComponentsUseEndOverlap ( )
inline

Definition at line 239 of file Actor.h.

◆ bUseAttachmentReplication()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseAttachmentReplication ( )
inline

Definition at line 228 of file Actor.h.

◆ bUseBPAllowActorSpawn()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPAllowActorSpawn ( )
inline

Definition at line 254 of file Actor.h.

◆ bUseBPChangedActorTeam()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPChangedActorTeam ( )
inline

Definition at line 188 of file Actor.h.

◆ bUseBPCheckForErrors()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPCheckForErrors ( )
inline

Definition at line 193 of file Actor.h.

◆ bUseBPCustomIsRelevantForClient()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPCustomIsRelevantForClient ( )
inline

Definition at line 247 of file Actor.h.

◆ bUseBPDrawEntry()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPDrawEntry ( )
inline

Definition at line 197 of file Actor.h.

◆ bUseBPFilterMultiUseEntries()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPFilterMultiUseEntries ( )
inline

Definition at line 181 of file Actor.h.

◆ bUseBPForceAllowsInventoryUse()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPForceAllowsInventoryUse ( )
inline

Definition at line 219 of file Actor.h.

◆ bUseBPGetBonesToHideOnAllocation()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPGetBonesToHideOnAllocation ( )
inline

Definition at line 202 of file Actor.h.

◆ bUseBPGetHUDDrawLocationOffset()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPGetHUDDrawLocationOffset ( )
inline

Definition at line 236 of file Actor.h.

◆ bUseBPGetMultiUseCenterText()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPGetMultiUseCenterText ( )
inline

Definition at line 182 of file Actor.h.

◆ bUseBPGetShowDebugAnimationComponents()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPGetShowDebugAnimationComponents ( )
inline

Definition at line 238 of file Actor.h.

◆ bUseBPInventoryItemDropped()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPInventoryItemDropped ( )
inline

Definition at line 215 of file Actor.h.

◆ bUseBPInventoryItemUsed()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPInventoryItemUsed ( )
inline

Definition at line 214 of file Actor.h.

◆ bUseBPOverrideTargetingLocation()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPOverrideTargetingLocation ( )
inline

Definition at line 216 of file Actor.h.

◆ bUseBPOverrideUILocation()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPOverrideUILocation ( )
inline

Definition at line 199 of file Actor.h.

◆ bUseBPPreventAttachments()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseBPPreventAttachments ( )
inline

Definition at line 237 of file Actor.h.

◆ bUseCanMoveThroughActor()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseCanMoveThroughActor ( )
inline

Definition at line 180 of file Actor.h.

◆ bUseNetworkSpatialization()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseNetworkSpatialization ( )
inline

Definition at line 184 of file Actor.h.

◆ bUseOnlyPointForLevelBounds()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseOnlyPointForLevelBounds ( )
inline

Definition at line 192 of file Actor.h.

◆ bUseStasisGrid()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bUseStasisGrid ( )
inline

Definition at line 248 of file Actor.h.

◆ bWantsPerformanceThrottledTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bWantsPerformanceThrottledTick ( )
inline

Definition at line 240 of file Actor.h.

◆ bWantsRealtimeThrottledTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bWantsRealtimeThrottledTick ( )
inline

Definition at line 255 of file Actor.h.

◆ bWantsServerThrottledTick()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bWantsServerThrottledTick ( )
inline

Definition at line 243 of file Actor.h.

◆ bWasForceIgnoreSpatialComponent()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bWasForceIgnoreSpatialComponent ( )
inline

Definition at line 234 of file Actor.h.

◆ bWillStasisAfterSpawn()

BitFieldValue< bool, unsigned __int32 > UPrimalActor::bWillStasisAfterSpawn ( )
inline

Definition at line 235 of file Actor.h.

◆ ChangeActorTeam()

void UPrimalActor::ChangeActorTeam ( int NewTeam)
inline

Definition at line 267 of file Actor.h.

◆ CheckBPAllowActorSpawn()

bool UPrimalActor::CheckBPAllowActorSpawn ( UWorld * World,
const UE::Math::TVector< double > * AtLocation,
const UE::Math::TRotator< double > * AtRotation,
AActor * ForOwner,
APawn * ForInstigator )
inline

Definition at line 288 of file Actor.h.

◆ ClientMultiUse()

void UPrimalActor::ClientMultiUse ( APlayerController * ForPC,
int UseIndex,
int hitBodyInstance )
inline

Definition at line 298 of file Actor.h.

◆ ClientReplicationSendNowThresholdField()

float & UPrimalActor::ClientReplicationSendNowThresholdField ( )
inline

Definition at line 156 of file Actor.h.

◆ ControllingMatineeActorsField()

TArray< TObjectPtr< AMatineeActor >, TSizedDefaultAllocator< 32 > > & UPrimalActor::ControllingMatineeActorsField ( )
inline

Definition at line 164 of file Actor.h.

◆ ControlRigNotify()

void UPrimalActor::ControlRigNotify ( FName NotifyName,
FName NotifyCustomTag,
const FHitResult * WorldSpaceHitResult,
const UE::Math::TVector< double > * Velocity )
inline

Definition at line 266 of file Actor.h.

◆ CustomActorFlagsField()

int & UPrimalActor::CustomActorFlagsField ( )
inline

Definition at line 121 of file Actor.h.

◆ CustomDataField()

int & UPrimalActor::CustomDataField ( )
inline

Definition at line 124 of file Actor.h.

◆ CustomTagField()

FName & UPrimalActor::CustomTagField ( )
inline

Definition at line 123 of file Actor.h.

◆ DefaultStasisComponentOctreeFlagsField()

int & UPrimalActor::DefaultStasisComponentOctreeFlagsField ( )
inline

Definition at line 141 of file Actor.h.

◆ DefaultStasisedOctreeFlagsField()

int & UPrimalActor::DefaultStasisedOctreeFlagsField ( )
inline

Definition at line 142 of file Actor.h.

◆ DefaultUnstasisedOctreeFlagsField()

int & UPrimalActor::DefaultUnstasisedOctreeFlagsField ( )
inline

Definition at line 143 of file Actor.h.

◆ DeferredMovementComponentField()

UMovementComponent *& UPrimalActor::DeferredMovementComponentField ( )
inline

Definition at line 166 of file Actor.h.

◆ DesiredRepGraphBehaviorField()

TEnumAsByte< enum EReplicationGraphBehavior > & UPrimalActor::DesiredRepGraphBehaviorField ( )
inline

Definition at line 129 of file Actor.h.

◆ DrawBasicFloatingHUD()

void UPrimalActor::DrawBasicFloatingHUD ( AHUD * ForHUD)
inline

Definition at line 281 of file Actor.h.

◆ FilterMultiUseEntries()

void UPrimalActor::FilterMultiUseEntries ( APlayerController * ForPC,
TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * MultiUseEntries )
inline

Definition at line 304 of file Actor.h.

◆ ForceAllowsInventoryUse()

bool UPrimalActor::ForceAllowsInventoryUse ( const UObject * InventoryItemObject)
inline

Definition at line 296 of file Actor.h.

◆ ForceImmediateReplicationFrameField()

int & UPrimalActor::ForceImmediateReplicationFrameField ( )
inline

Definition at line 157 of file Actor.h.

◆ ForceInfiniteDrawDistanceOnComponent()

bool UPrimalActor::ForceInfiniteDrawDistanceOnComponent ( const UPrimitiveComponent * OnComponent)
inline

Definition at line 268 of file Actor.h.

◆ ForceMaximumReplicationRateUntilTimeField()

long double & UPrimalActor::ForceMaximumReplicationRateUntilTimeField ( )
inline

Definition at line 130 of file Actor.h.

◆ ForceReplicateNow()

void UPrimalActor::ForceReplicateNow ( bool bForceCreateChannel,
bool bForceCreateChannelIfRelevant,
bool bOnlyIfNoChannel )
inline

Definition at line 315 of file Actor.h.

◆ GetAllSceneComponents()

void UPrimalActor::GetAllSceneComponents ( TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > * OutComponents)
inline

Definition at line 309 of file Actor.h.

◆ GetApproachRadius()

float UPrimalActor::GetApproachRadius ( )
inline

Definition at line 291 of file Actor.h.

◆ GetIsMapActor()

bool UPrimalActor::GetIsMapActor ( )
inline

Definition at line 264 of file Actor.h.

◆ GetLifetimeReplicatedProps()

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

Definition at line 287 of file Actor.h.

◆ GetMultiUseCenterText()

bool UPrimalActor::GetMultiUseCenterText ( APlayerController * ForPC,
int UseIndex,
FString * OutCenterText,
FLinearColor * OutCenterTextColor )
inline

Definition at line 305 of file Actor.h.

◆ GetMultiUseEntries()

void UPrimalActor::GetMultiUseEntries ( APlayerController * ForPC,
TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * MultiUseEntries,
int hitBodyInstance )
inline

Definition at line 301 of file Actor.h.

◆ GetMultiUseIcon()

UTexture2D * UPrimalActor::GetMultiUseIcon ( APlayerController * ForPC,
FMultiUseEntry * MultiUseEntry )
inline

Definition at line 302 of file Actor.h.

◆ GetNetStasisAndRangeMultiplier()

float UPrimalActor::GetNetStasisAndRangeMultiplier ( bool bIsForNetworking)
inline

Definition at line 293 of file Actor.h.

◆ GetNetworkRangeMultiplier()

float UPrimalActor::GetNetworkRangeMultiplier ( )
inline

Definition at line 263 of file Actor.h.

◆ GetPrivateStaticClass()

static UClass * UPrimalActor::GetPrivateStaticClass ( )
inlinestatic

Definition at line 277 of file Actor.h.

◆ GetUsablePriority()

float UPrimalActor::GetUsablePriority ( )
inline

Definition at line 282 of file Actor.h.

◆ GetWheelOptionByUseIndex()

FMultiUseWheelOption * UPrimalActor::GetWheelOptionByUseIndex ( FMultiUseWheelOption * result,
APlayerController * ForPC,
int Index )
inline

Definition at line 307 of file Actor.h.

◆ GetWheelOptionInfo()

FMultiUseWheelOption * UPrimalActor::GetWheelOptionInfo ( FMultiUseWheelOption * result,
APlayerController * ForPC,
int WheelCategory )
inline

Definition at line 306 of file Actor.h.

◆ GetWheelOptionInfoBP()

FMultiUseWheelOption * UPrimalActor::GetWheelOptionInfoBP ( FMultiUseWheelOption * result,
APlayerController * ForPC,
int WheelCategory )
inline

Definition at line 283 of file Actor.h.

◆ InputDismissPOI()

void UPrimalActor::InputDismissPOI ( APlayerController * ForPC,
int Index )
inline

Definition at line 300 of file Actor.h.

◆ InventoryItemDropped()

void UPrimalActor::InventoryItemDropped ( UObject * InventoryItemObject)
inline

Definition at line 295 of file Actor.h.

◆ InventoryItemUsed()

void UPrimalActor::InventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 294 of file Actor.h.

◆ IsInstancedFoliage()

bool UPrimalActor::IsInstancedFoliage ( )
inline

Definition at line 276 of file Actor.h.

◆ IsMatineeControlled()

bool UPrimalActor::IsMatineeControlled ( )
inline

Definition at line 312 of file Actor.h.

◆ IsPrimalCharacter()

bool UPrimalActor::IsPrimalCharacter ( )
inline

Definition at line 273 of file Actor.h.

◆ IsPrimalCharacterOrStructure()

bool UPrimalActor::IsPrimalCharacterOrStructure ( )
inline

Definition at line 275 of file Actor.h.

◆ IsPrimalDino()

bool UPrimalActor::IsPrimalDino ( )
inline

Definition at line 272 of file Actor.h.

◆ IsPrimalStructure()

bool UPrimalActor::IsPrimalStructure ( )
inline

Definition at line 274 of file Actor.h.

◆ IsShooterCharacter()

bool UPrimalActor::IsShooterCharacter ( )
inline

Definition at line 271 of file Actor.h.

◆ IsValidUnStasisCaster()

bool UPrimalActor::IsValidUnStasisCaster ( )
inline

Definition at line 261 of file Actor.h.

◆ LastActorForceReplicationFrameField()

int & UPrimalActor::LastActorForceReplicationFrameField ( )
inline

Definition at line 132 of file Actor.h.

◆ LastActorForceReplicationTimeField()

long double & UPrimalActor::LastActorForceReplicationTimeField ( )
inline

Definition at line 131 of file Actor.h.

◆ LastActorUnstasisedCycleField()

__int64 & UPrimalActor::LastActorUnstasisedCycleField ( )
inline

Definition at line 161 of file Actor.h.

◆ LastEnterStasisTimeField()

long double & UPrimalActor::LastEnterStasisTimeField ( )
inline

Definition at line 148 of file Actor.h.

◆ LastExitStasisTimeField()

long double & UPrimalActor::LastExitStasisTimeField ( )
inline

Definition at line 149 of file Actor.h.

◆ LastFrameCalculatedNetworkRangeMultiplierField()

int & UPrimalActor::LastFrameCalculatedNetworkRangeMultiplierField ( )
inline

Definition at line 137 of file Actor.h.

◆ LastFrameUnStasisField()

unsigned __int64 & UPrimalActor::LastFrameUnStasisField ( )
inline

Definition at line 152 of file Actor.h.

◆ LastOnlyInitialReplicationPreReplicationFrameField()

unsigned int & UPrimalActor::LastOnlyInitialReplicationPreReplicationFrameField ( )
inline

Definition at line 162 of file Actor.h.

◆ LastPostProcessVolumeSoundField()

TWeakObjectPtr< USoundBase > & UPrimalActor::LastPostProcessVolumeSoundField ( )
inline

Definition at line 158 of file Actor.h.

◆ LastPreReplicationTimeField()

long double & UPrimalActor::LastPreReplicationTimeField ( )
inline

Definition at line 147 of file Actor.h.

◆ LastSelectedWindSourceComponentNameField()

FString & UPrimalActor::LastSelectedWindSourceComponentNameField ( )
inline

Definition at line 150 of file Actor.h.

◆ LastThrottledTickTimeField()

long double & UPrimalActor::LastThrottledTickTimeField ( )
inline

Definition at line 126 of file Actor.h.

◆ LastUnstasisFrameCounterField()

volatile int & UPrimalActor::LastUnstasisFrameCounterField ( )
inline

Definition at line 153 of file Actor.h.

◆ MatineeUpdated()

void UPrimalActor::MatineeUpdated ( )
inline

Definition at line 289 of file Actor.h.

◆ ModifyHudMultiUseLoc()

void UPrimalActor::ModifyHudMultiUseLoc ( UE::Math::TVector2< double > * theVec,
APlayerController * PC,
int index )
inline

Definition at line 284 of file Actor.h.

◆ MulticastProperty()

void UPrimalActor::MulticastProperty ( FName PropertyName,
bool bUnreliable )
inline

Definition at line 314 of file Actor.h.

◆ NetCriticalPriorityAdjustmentField()

int & UPrimalActor::NetCriticalPriorityAdjustmentField ( )
inline

Definition at line 165 of file Actor.h.

◆ NetCullDistanceSquaredDormantField()

float & UPrimalActor::NetCullDistanceSquaredDormantField ( )
inline

Definition at line 135 of file Actor.h.

◆ NetworkAndStasisRangeMultiplierField()

float & UPrimalActor::NetworkAndStasisRangeMultiplierField ( )
inline

Definition at line 133 of file Actor.h.

◆ NetworkDormantChildrenOpIdxField()

int & UPrimalActor::NetworkDormantChildrenOpIdxField ( )
inline

Definition at line 136 of file Actor.h.

◆ NetworkRangeMultiplierField()

float & UPrimalActor::NetworkRangeMultiplierField ( )
inline

Definition at line 134 of file Actor.h.

◆ NetworkSpatializationChildrenDormantField()

TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & UPrimalActor::NetworkSpatializationChildrenDormantField ( )
inline

Definition at line 139 of file Actor.h.

◆ NetworkSpatializationChildrenField()

TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & UPrimalActor::NetworkSpatializationChildrenField ( )
inline

Definition at line 138 of file Actor.h.

◆ NetworkSpatializationParentField()

TObjectPtr< AActor > & UPrimalActor::NetworkSpatializationParentField ( )
inline

Definition at line 140 of file Actor.h.

◆ OffsetHUDFromCenterScreenY_Implementation()

float UPrimalActor::OffsetHUDFromCenterScreenY_Implementation ( )
inline

Definition at line 270 of file Actor.h.

◆ OnActorCustomEventField()

FActorCustomEventSignature & UPrimalActor::OnActorCustomEventField ( )
inline

Definition at line 125 of file Actor.h.

◆ OnMatineeUpdatedField()

FActorMatineeUpdated & UPrimalActor::OnMatineeUpdatedField ( )
inline

Definition at line 127 of file Actor.h.

◆ OnMatineeUpdatedRawField()

TMulticastDelegate< void __cdecl(void), FDefaultDelegateUserPolicy > & UPrimalActor::OnMatineeUpdatedRawField ( )
inline

Definition at line 128 of file Actor.h.

◆ OnSemaphoreTakenField()

FActorSemaphoreTaken & UPrimalActor::OnSemaphoreTakenField ( )
inline

Definition at line 159 of file Actor.h.

◆ OnTargetingTeamChangedField()

FTargetingTeamChanged & UPrimalActor::OnTargetingTeamChangedField ( )
inline

Definition at line 118 of file Actor.h.

◆ OnUROPostInterpolation_AnyThread()

void UPrimalActor::OnUROPostInterpolation_AnyThread ( float Delta,
USkeletalMeshComponent * Mesh,
FAnimationEvaluationContext * InOutContext )
inline

Definition at line 313 of file Actor.h.

◆ OriginalCreationTimeField()

long double & UPrimalActor::OriginalCreationTimeField ( )
inline

Definition at line 160 of file Actor.h.

◆ OverrideStasisComponentRadiusField()

float & UPrimalActor::OverrideStasisComponentRadiusField ( )
inline

Definition at line 144 of file Actor.h.

◆ PlaySoundOnActor()

void UPrimalActor::PlaySoundOnActor ( USoundCue * InSoundCue,
float VolumeMultiplier,
float PitchMultiplier )
inline

Definition at line 297 of file Actor.h.

◆ PreventCharacterBasing()

bool UPrimalActor::PreventCharacterBasing ( AActor * OtherActor,
UPrimitiveComponent * BasedOnComponent )
inline

Definition at line 290 of file Actor.h.

◆ RandomStartByteField()

unsigned __int8 & UPrimalActor::RandomStartByteField ( )
inline

Definition at line 151 of file Actor.h.

◆ RemoveControllingMatineeActor()

void UPrimalActor::RemoveControllingMatineeActor ( AMatineeActor * InMatineeActor)
inline

Definition at line 311 of file Actor.h.

◆ ReplicationIntervalMultiplierField()

float & UPrimalActor::ReplicationIntervalMultiplierField ( )
inline

Definition at line 155 of file Actor.h.

◆ SetDesiredRepGraphBehavior()

void UPrimalActor::SetDesiredRepGraphBehavior ( EReplicationGraphBehavior NewBehavior)
inline

Definition at line 303 of file Actor.h.

◆ StasisCheckComponentField()

TObjectPtr< UPrimitiveComponent > & UPrimalActor::StasisCheckComponentField ( )
inline

Definition at line 145 of file Actor.h.

◆ StasisUnRegisteredComponentsField()

TArray< TWeakObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & UPrimalActor::StasisUnRegisteredComponentsField ( )
inline

Definition at line 154 of file Actor.h.

◆ StaticRegisterNativesUPrimalActor()

static void UPrimalActor::StaticRegisterNativesUPrimalActor ( )
inlinestatic

Definition at line 285 of file Actor.h.

◆ TargetingTeamChanged()

void UPrimalActor::TargetingTeamChanged ( )
inline

Definition at line 269 of file Actor.h.

◆ TargetingTeamField()

int & UPrimalActor::TargetingTeamField ( )
inline

Definition at line 120 of file Actor.h.

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◆ TimerStasisStoreField()

TArray< FTimerHandle, TSizedDefaultAllocator< 32 > > & UPrimalActor::TimerStasisStoreField ( )
inline

Definition at line 163 of file Actor.h.

◆ TryMultiUse()

bool UPrimalActor::TryMultiUse ( APlayerController * ForPC,
int UseIndex,
int hitBodyInstance )
inline

Definition at line 299 of file Actor.h.

◆ UnstasisLastInRangeTimeField()

long double & UPrimalActor::UnstasisLastInRangeTimeField ( )
inline

Definition at line 146 of file Actor.h.

◆ UseNetworkRangeScaling()

bool UPrimalActor::UseNetworkRangeScaling ( )
inline

Definition at line 292 of file Actor.h.

◆ ValidateGeneratedRepEnums()

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

Definition at line 286 of file Actor.h.

Member Data Documentation

◆ OnTeamChangedForActorField

TMulticastDelegate< void __cdecl(UPrimalActor *, int, int), FDefaultDelegateUserPolicy > UPrimalActor::OnTeamChangedForActorField) ()
inline

Definition at line 119 of file Actor.h.


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