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UPrimalInventoryComponent Member List

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

__vftableField()UObjectBaseinline
AbsoluteMaxInventoryItemsField()UPrimalInventoryComponentinline
AbsoluteMaxVanityItemsField()UPrimalInventoryComponentinline
AccessInventoryIconField()UPrimalInventoryComponentinline
ActionWheelAccessInventoryPriorityField()UPrimalInventoryComponentinline
Activate(bool bReset)UActorComponentinline
ActiveInventoryRefreshIntervalField()UPrimalInventoryComponentinline
ActivePlayerInventoryTick(float DeltaTime)UPrimalInventoryComponentinline
AddAfterRemovingFromArkTributeInventory(UPrimalItem *Item, const FItemNetInfo *MyItem, bool bAllowForcedItemDownload)UPrimalInventoryComponentinline
AddArkTributeItem(const FItemNetInfo *theItemInfo, bool bFromLoad)UPrimalInventoryComponentinline
AddAssetUserData(UAssetUserData *InUserData)UActorComponentinline
AddCustomFolder()UPrimalInventoryComponentinlinestatic
AddItem(const FItemNetInfo &theItemInfo, bool bEquipItem, bool bAddToSlot, bool bDontStack, FItemNetID *InventoryInsertAfterItemID, bool bShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bIgnoreAbsoluteMaxInventory, bool bInsertAtItemIDIndexInstead, bool doVersionCheck)UPrimalInventoryComponentinline
AddItemCrafting(UPrimalItem *craftingItem)UPrimalInventoryComponentinline
AddItemObject(UPrimalItem *anItem)UPrimalInventoryComponentinline
AdditionalItemSetsField()UPrimalInventoryComponentinline
AddReferencedObjects(UObject *InThis, FReferenceCollector *Collector)UActorComponentinlinestatic
AddReplicatedSubObject(UObject *SubObject, ELifetimeCondition NetCondition)UActorComponentinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)UActorComponentinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)UActorComponentinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AddToCraftQueue(UPrimalItem *anItem, AShooterPlayerController *ByPC, bool bIsRepair, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)UPrimalInventoryComponentinline
AddToFolders(TArray< FString, TSizedDefaultAllocator< 32 > > *FoldersFound, UPrimalItem *anItem)UPrimalInventoryComponentinline
AllDyeColorItemsField()UPrimalInventoryComponentinline
AllowAddInventoryItem(UPrimalItem *anItem, int *requestedQuantity, bool OnlyAddAll)UPrimalInventoryComponentinline
AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
AllowRegisterWithWorld(UWorld *InWorld)UActorComponentinline
AreAllOuterObjectsValid()UObjectinline
ArkTributeItemsField()UPrimalInventoryComponentinline
AssetUserDataField()UActorComponentinline
AssetVersePathTagName()UObjectinlinestatic
AsyncPhysicsTickComponent(float DeltaTime, float SimTime)UActorComponentinline
bAddMaxInventoryItemsToDefaultItems()UPrimalInventoryComponentinline
bAllDefaultInventoryIsEngrams()UPrimalInventoryComponentinline
bAllowAddingToArkTribute()UPrimalInventoryComponentinline
bAllowAnyoneToDestroyMe()UActorComponentinline
bAllowConcurrentTick()UActorComponentinline
bAllowDeactivatedCrafting()UPrimalInventoryComponentinline
bAllowItemStacking()UPrimalInventoryComponentinline
bAllowRemoteCrafting()UPrimalInventoryComponentinline
bAllowRemoteInventory()UPrimalInventoryComponentinline
bAllowRemoteRepairing()UPrimalInventoryComponentinline
bAllowReregistration()UActorComponentinline
bAllowWorldSettingsInventoryComponentAppends()UPrimalInventoryComponentinline
bAlwaysReplicatePropertyConditional()UActorComponentinline
bAsyncPhysicsTickEnabled()UActorComponentinline
bAutoActivate()UActorComponentinline
bAutoRegister()UActorComponentinline
bBPAllowUseInInventory()UPrimalInventoryComponentinline
bBPForceCustomRemoteInventoryAllowAddItems()UPrimalInventoryComponentinline
bBPForceCustomRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bBPHandleAccessInventory()UPrimalInventoryComponentinline
bBPNotifyItemAdded()UPrimalInventoryComponentinline
bBPNotifyItemQuantityUpdated()UPrimalInventoryComponentinline
bBPNotifyItemRemoved()UPrimalInventoryComponentinline
bBPOverrideItemMinimumUseInterval()UPrimalInventoryComponentinline
bBPRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bCanEquipItems()UPrimalInventoryComponentinline
bCanEverAffectNavigation()UActorComponentinline
bCanInventoryItems()UPrimalInventoryComponentinline
bCanUseWeaponAsEquipment()UPrimalInventoryComponentinline
bCheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
bConfigOverriden()UPrimalInventoryComponentinline
bConsumeCraftingRepairingRequirementsOnStart()UPrimalInventoryComponentinline
bCraftingEnabled()UPrimalInventoryComponentinline
bDataListPadMaxInventoryItems()UPrimalInventoryComponentinline
bDedicatedForceTickingEveryFrame()UActorComponentinline
bDeferCheckForAutoCraftBlueprintsOnInventoryChange()UPrimalInventoryComponentinline
bDisableDropAllItems()UPrimalInventoryComponentinline
bDisableTransferEquipmentOnTransferAll()UPrimalInventoryComponentinline
bDropPhysicalInventoryDeposit()UPrimalInventoryComponentinline
bEditableWhenInherited()UActorComponentinline
BeginDestroy()UActorComponentinline
BeginPlay()UActorComponentinline
bEquipmentForceIgnoreExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentMustRequireExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentPlayerForceRequireExplicitOwnerClass()UPrimalInventoryComponentinline
bForceAllowAllUseInInventory()UPrimalInventoryComponentinline
bForceAllowCustomFoldersField()UPrimalInventoryComponentinline
bForceGenerateItemSets()UPrimalInventoryComponentinline
bForceInventoryBlueprints()UPrimalInventoryComponentinline
bForceInventoryNonRemovable()UPrimalInventoryComponentinline
bForceInventoryNotifyCraftingFinished()UPrimalInventoryComponentinline
bFreeCraftingMode()UPrimalInventoryComponentinline
bGetDataListEntriesOnlyRootItems()UPrimalInventoryComponentinline
bGivesAchievementItems()UPrimalInventoryComponentinline
bGrinderCanGrindAll()UPrimalInventoryComponentinline
bHasBeenCreated()UActorComponentinline
bHasBeenInitialized()UActorComponentinline
bHasBegunPlay()UActorComponentinline
bHideDefaultInventoryItemsFromDisplay()UPrimalInventoryComponentinline
bHideSaddleFromInventoryDisplay()UPrimalInventoryComponentinline
bHideSlotCountFromHud()UPrimalInventoryComponentinline
bHideTributeUploadDinosPanel()UPrimalInventoryComponentinline
bIgnoreDLCEquipRestrictions()UPrimalInventoryComponentinline
bIgnoreEngramEquipRestrictions()UPrimalInventoryComponentinline
bIgnoreMaxInventoryItems()UPrimalInventoryComponentinline
bInitializedDefaultInventory()UPrimalInventoryComponentinline
bInitializedMe()UPrimalInventoryComponentinline
bIsActive()UActorComponentinline
bIsBeingDestroyed()UActorComponentinline
bIsEditorOnly()UActorComponentinline
bIsNetStartupComponent()UActorComponentinline
bIsReadyForReplication()UActorComponentinline
bIsSecondaryInventory()UPrimalInventoryComponentinline
bIsTaxidermyBase()UPrimalInventoryComponentinline
bIsTributeInventory()UPrimalInventoryComponentinline
bMarkedForPreEndOfFrameSync()UActorComponentinline
bMaxInventoryWeightUseCharacterStatus()UPrimalInventoryComponentinline
bNavigationRelevant()UActorComponentinline
bNetAddressable()UActorComponentinline
bNeverNeedsRenderUpdate()UActorComponentinline
bNotifyAddedOnClientReceive()UPrimalInventoryComponentinline
bNotNearWirelessCrafting()UPrimalInventoryComponentinline
bOnlyInitialReplication()UActorComponentinline
bOnlyOneCraftQueueItem()UPrimalInventoryComponentinline
bOnlyRelevantToOwner()UActorComponentinline
bOverrideCraftingMinDurabilityRequirement()UPrimalInventoryComponentinline
bOverrideInventoryDepositClassDontForceDrop()UPrimalInventoryComponentinline
BPAllowAddInventoryItem(UPrimalItem *Item, int RequestedQuantity, bool bOnlyAddAll)UPrimalInventoryComponentinline
BPCreateDropItemInventoryEmpty(long double DestroyAtTime, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, AActor *GroundIgnoreActor, int DeadPlayerID, float DropInventoryOnGroundTraceDistance, bool bOverrideDepositLocation, const UE::Math::TVector< double > *DepositLocationOverride)UPrimalInventoryComponentinline
BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int anItemQuantityOverride, bool bRequestedByPlayer)UPrimalInventoryComponentinline
BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)UPrimalInventoryComponentinline
bPhysicsStateCreated()UActorComponentinline
BPRemoteInventoryAllowCrafting(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRequestedInventoryItems(AShooterPlayerController *forPC)UPrimalInventoryComponentinline
bPreventAutoDecreaseDurability()UPrimalInventoryComponentinline
bPreventCraftingResourceConsumption()UPrimalInventoryComponentinline
bPreventDropInventoryDeposit()UPrimalInventoryComponentinline
bPreventInventoryViewTrace()UPrimalInventoryComponentinline
bPreventOnClient()UActorComponentinline
bPreventOnConsoles()UActorComponentinline
bPreventOnDedicatedServer()UActorComponentinline
bPreventOnNonDedicatedHost()UActorComponentinline
bPreventSendingData()UPrimalInventoryComponentinline
bReceivingArkInventoryItems()UPrimalInventoryComponentinline
bReceivingEquippedItems()UPrimalInventoryComponentinline
bReceivingInventoryItems()UPrimalInventoryComponentinline
bRegistered()UActorComponentinline
bRemoteInventoryAllowAddItems()UPrimalInventoryComponentinline
bRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bRemoteInventoryOnlyAllowSelf()UPrimalInventoryComponentinline
bRemoteInventoryOnlyAllowTribe()UPrimalInventoryComponentinline
bRemoteOnlyAllowBlueprintsOrItemClasses()UPrimalInventoryComponentinline
bRenderDynamicDataDirty()UActorComponentinline
bRenderInstancesDirty()UActorComponentinline
bRenderStateCreated()UActorComponentinline
bRenderStateDirty()UActorComponentinline
bRenderTransformDirty()UActorComponentinline
bRepairingEnabled()UPrimalInventoryComponentinline
bReplicateComponent()UPrimalInventoryComponentinline
bReplicates()UActorComponentinline
bReplicateUsingRegisteredSubObjectList()UActorComponentinline
bRoutedPostRename()UActorComponentinline
bSetCraftingEnabledCheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
bSetsRandomWithoutReplacement()UPrimalInventoryComponentinline
bShowHiddenDefaultInventoryItemsDuringCrafting()UPrimalInventoryComponentinline
bShowHiddenRemoteInventoryItems()UPrimalInventoryComponentinline
bShowItemDefaultFolders()UPrimalInventoryComponentinline
bShowQuickSlotPanel()UPrimalInventoryComponentinline
bSpawnActorOnTopOfStructure()UPrimalInventoryComponentinline
bStasisPreventUnregister()UActorComponentinline
bSupressInventoryItemNetworking()UPrimalInventoryComponentinline
bTickFunctionsRegistered()UActorComponentinline
bTickInEditor()UActorComponentinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUseBPAllowAddInventoryItem()UPrimalInventoryComponentinline
bUseBPCanGrindItems()UPrimalInventoryComponentinline
bUseBPGetExtraItemDisplay()UPrimalInventoryComponentinline
bUseBPInitializeInventory()UPrimalInventoryComponentinline
bUseBPInventoryRefresh()UPrimalInventoryComponentinline
bUseBPIsCraftingAllowed()UPrimalInventoryComponentinline
bUseBPIsValidCraftingResource()UPrimalInventoryComponentinline
bUseBPOnComponentCreated()UActorComponentinline
bUseBPOnComponentDestroyed()UActorComponentinline
bUseBPOnComponentTick()UActorComponentinline
bUseBPOnTransferAll()UPrimalInventoryComponentinline
bUseBPRemoteInventoryAllowCrafting()UPrimalInventoryComponentinline
bUseBPRemoteInventoryAllowViewing()UPrimalInventoryComponentinline
bUseBPRemoteInventoryGetMaxVisibleSlots()UPrimalInventoryComponentinline
bUseCheatInventory()UPrimalInventoryComponentinline
bUseCraftQueue()UPrimalInventoryComponentinline
bUseExtendedCharacterCraftingFunctionality()UPrimalInventoryComponentinline
bUseItemCountInsteadOfInventory()UPrimalInventoryComponentinline
bUseParentStructureIsValidCraftingResource()UPrimalInventoryComponentinline
bWantsInitializeComponent()UActorComponentinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)UActorComponentinline
CanAccessWirelessResources(UPrimalInventoryComponent *OtherInv)UPrimalInventoryComponentinline
CanBeInCluster()UObjectBaseUtilityinline
CanEquipItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CanGrindItems(const AShooterPlayerController *PC)UPrimalInventoryComponentinline
CanInventoryItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CheatInventoryItemsField()UPrimalInventoryComponentinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()UObjectinline
CheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
CheckFullInventoryConditionForItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CheckRefreshDefaultInventoryItems()UPrimalInventoryComponentinline
CheckReplenishSlotIndex(int slotIndex, TSubclassOf< UPrimalItem > ClassCheckOverride)UPrimalInventoryComponentinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
ClearCraftQueue(bool bForceClearActiveCraftRepair)UPrimalInventoryComponentinline
ClearNeedEndOfFrameUpdate_Internal()UActorComponentinline
ClientItemMessageNotification(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)UPrimalInventoryComponentinline
ClientItemMessageNotification_Implementation(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)UPrimalInventoryComponentinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)UPrimalInventoryComponentinline
ClientOnArkTributeItemsAdded_Implementation()UPrimalInventoryComponentinline
ClientStartReceivingItems(bool bEquippedItems)UPrimalInventoryComponentinline
ClientUpdateFreeCraftingMode(bool bNewFreeCraftingModeValue)UPrimalInventoryComponentinline
ClientUpdateFreeCraftingMode_Implementation(bool bNewVal)UPrimalInventoryComponentinline
CloseInventorySoundField()UPrimalInventoryComponentinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ComponentHasTag(FName Tag)UActorComponentinline
ComponentTagsField()UActorComponentinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ConsumeArmorDurability(float ConsumptionAmount, bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType, float FromDamageBlocked)UPrimalInventoryComponentinline
ConsumeWirelessResources(TSubclassOf< UPrimalItem > ItemTemplate, int Qty, bool bRequireExactClassMatch)UPrimalInventoryComponentinline
CraftedBlueprintSpawnActor(TSubclassOf< UPrimalItem > ForItemClass, TSubclassOf< AActor > ActorClassToSpawn)UPrimalInventoryComponentinline
CraftingItemsField()UPrimalInventoryComponentinline
CraftingItemSpeedField()UPrimalInventoryComponentinline
CreateCluster()UObjectBaseUtilityinline
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObjectinline
CreatePhysicsState(bool bAllowDeferral)UActorComponentinline
CreateRenderState_Concurrent(FRegisterComponentContext *Context)UActorComponentinline
CreationMethodField()UActorComponentinline
CurrentSlotMaxMagicNumberField()UPrimalInventoryComponentinline
CustomDataField()UActorComponentinline
CustomFolderItemsField()UPrimalInventoryComponentinline
CustomTagField()UActorComponentinline
Deactivate()UActorComponentinline
DefaultCraftingQuantityMultiplierField()UPrimalInventoryComponentinline
DefaultCraftingRequirementsMultiplierField()UPrimalInventoryComponentinline
DefaultEngrams2Field()UPrimalInventoryComponentinline
DefaultEngrams3Field()UPrimalInventoryComponentinline
DefaultEngrams4Field()UPrimalInventoryComponentinline
DefaultEngramsField()UPrimalInventoryComponentinline
DefaultEquippedItemsField()UPrimalInventoryComponentinline
DefaultEquippedItemSkinsField()UPrimalInventoryComponentinline
DefaultInventoryItems2Field()UPrimalInventoryComponentinline
DefaultInventoryItems3Field()UPrimalInventoryComponentinline
DefaultInventoryItems4Field()UPrimalInventoryComponentinline
DefaultInventoryItemsField()UPrimalInventoryComponentinline
DefaultInventoryQualitiesField()UPrimalInventoryComponentinline
DefaultSlotItemsField()UPrimalInventoryComponentinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DeleteItemFromCustomFolder()UPrimalInventoryComponentinlinestatic
DestroyComponent(bool bPromoteChildren)UActorComponentinline
DestroyPhysicsState()UActorComponentinline
DestroyRenderState_Concurrent()UActorComponentinline
DetermineUCSModifiedProperties()UActorComponentinline
DinoAutoHealingItemsField()UPrimalInventoryComponentinline
DisplayDefaultItemInventoryCountField()UPrimalInventoryComponentinline
DoDeferredRenderUpdates_Concurrent()UActorComponentinline
DropInventoryDeposit(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, APrimalStructureItemContainer **DepositStructureResult, AActor *GroundIgnoreActor, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, unsigned __int64 DeathCacheCharacterID, float DropInventoryOnGroundTraceDistance, bool bForceDrop, int OverrideMaxItemsDropped, bool bOverrideDepositLocation, const UE::Math::TVector< double > *DepositLocationOverride, bool bForceLocation)UPrimalInventoryComponentinline
DropItem(const FItemNetInfo *theInfo, bool bOverrideSpawnTransform, const UE::Math::TVector< double > *LocationOverride, const UE::Math::TRotator< double > *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation)UPrimalInventoryComponentinline
DropItemRotationOffsetField()UPrimalInventoryComponentinline
DropNotReadyInventoryDeposit(long double DestroyAtTime)UPrimalInventoryComponentinline
EjectItem(const FItemNetID *itemID, bool bPreventImpule, bool bForceEject, bool bSetItemLocation, const UE::Math::TVector< double > *LocationOverride, bool showHUDMessage, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, bool bAssignToTribeForPickup, int AssignedTribeID)UPrimalInventoryComponentinline
EndPlay(const EEndPlayReason::Type EndPlayReason)UActorComponentinline
EquippableItemTypesField()UPrimalInventoryComponentinline
EquippedItemsField()UPrimalInventoryComponentinline
EventItemsField()UPrimalInventoryComponentinline
ExecuteUnregisterEvents()UActorComponentinline
ExtraItemDisplayField()UPrimalInventoryComponentinline
FailedToRegisterWithWorld(UWorld *InWorld)UActorComponentinline
FindAllItemsOfType(TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UPrimalItem > ItemTemplate, bool bRequiresExactClassMatch, bool bIncludeInventoryItems, bool bIncludeEquippedItems, bool bIncludeArkTributeItems, bool bIncludeSlotItems, bool bIncludeBlueprints, bool bIncludeEngrams)UPrimalInventoryComponentinline
FindArkTributeItem(const FItemNetID *ItemID)UPrimalInventoryComponentinline
FindBrushColorItem(TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > *result, __int16 ArchIndex)UPrimalInventoryComponentinline
FindColorItem(TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > *result, FColor theColor, bool bEquippedItems)UPrimalInventoryComponentinline
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindInventoryStackableItemCompareQuantity(TSubclassOf< UPrimalItem > ItemClass, bool bFindLeastQuantity, UPrimalItem *StacksWithAndIgnoreItem)UPrimalInventoryComponentinline
FindItem(const FItemNetID *ItemID, bool bEquippedItems, bool bAllItems, int *itemIdx)UPrimalInventoryComponentinline
FindProperty(FName name)UObject
FinishDestroy()UObjectinline
ForceAddToFolderField()UPrimalInventoryComponentinline
ForceDefaultInventoryRefreshVersionField()UPrimalInventoryComponentinline
FreeCraftingModeQuantityValueField()UPrimalInventoryComponentinline
GenerateCrateItems(float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp)UPrimalInventoryComponentinline
GenerateCustomCrateItems()UPrimalInventoryComponentinlinestatic
GenerateItemSetsQualityMultiplierMaxField()UPrimalInventoryComponentinline
GenerateItemSetsQualityMultiplierMinField()UPrimalInventoryComponentinline
GetArchetype()UObjectinline
GetAssetRegistryTags(FAssetData *Out)UObjectinline
GetAssetUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)UActorComponentinline
GetCharacterStatusComponent()UPrimalInventoryComponentinline
GetCraftingSpeed()UPrimalInventoryComponentinline
GetCraftQueueResourceCost(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreFirstItem)UPrimalInventoryComponentinline
GetCurrentNumInventoryItems()UPrimalInventoryComponentinline
GetCustomFolderItems()UPrimalInventoryComponentinlinestatic
GetCustomFolders(TArray< FString, TSizedDefaultAllocator< 32 > > *result, int InventoryCompType)UPrimalInventoryComponentinline
GetDataListEntries(TArray< IDataListEntryInterface *, TSizedDefaultAllocator< 32 > > *OutDataListEntries, int DataListType, bool bCreateFolders, char FolderLevel, TArray< FString, TSizedDefaultAllocator< 32 > > *FoldersFound, UObject *ForObject, const wchar_t *CustomFolderFilter, char SortType, const wchar_t *NameFilter, bool includeSkins, bool onlySkins, bool bSkinSelectorMode)UPrimalInventoryComponentinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetEmptySlotCount(bool bIsVanityItem)UPrimalInventoryComponentinline
GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
GetEquippedItemOfType(EPrimalEquipmentType::Type aType)UPrimalInventoryComponentinline
GetExternalPackageInternal()UObjectBaseinline
GetFirstUnoccupiedSlot(AShooterPlayerState *forPlayerState, UPrimalItem *forItem)UPrimalInventoryComponentinline
GetForceShowCraftablesInventoryTab()UPrimalInventoryComponentinline
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetFunctionCallspace(UFunction *Function, FFrame *Stack)UActorComponentinline
GetGrinderSettings_Implementation(int *MaxQuantityToGrind, float *GrindGiveItemsPercent, int *MaxItemsToGivePerGrind)UPrimalInventoryComponentinline
GetGroundLocation(UE::Math::TVector< double > *theGroundLoc, const UE::Math::TVector< double > *OffsetUp, const UE::Math::TVector< double > *OffsetDown, APrimalStructure **LandedOnStructure, AActor *IgnoreActor, bool bCheckAnyStationary, UPrimitiveComponent **LandedOnComponent, bool bUseInputGroundLocAsBase)UPrimalInventoryComponentinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetInventoryName(FString *result, bool bIsEquipped, bool shortDesc)UPrimalInventoryComponentinline
GetInventoryWeight()UPrimalInventoryComponentinline
GetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, UPrimalItem *CheckCanStackWithItem, bool bRequiresExactClassMatch, int *CheckCanStackWithItemQuantityOverride, bool bIgnoreSlotItems, bool bOnlyArkTributeItems, bool bPreferEngram, bool bIsForCraftingConsumption)UPrimalInventoryComponentinline
GetItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreItem, bool bIgnoreBlueprints, bool bCheckValidForCrafting, bool bRequireExactClassMatch, bool bForceCheckForDupes)UPrimalInventoryComponentinline
GetItemWeightMultiplier(UPrimalItem *anItem)UPrimalInventoryComponentinline
GetLastItemSlot()UPrimalInventoryComponentinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)UPrimalInventoryComponentinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetLocalOwnerHUD()UPrimalInventoryComponentinline
GetMaxInventoryItems(bool bIgnoreHiddenDefaultInventory)UPrimalInventoryComponentinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyIndex)UPrimalInventoryComponentinline
GetNumOfDefaultItemsBlacklisted()UPrimalInventoryComponentinline
GetOutermostObject()UObjectBaseUtilityinline
GetOwnerController()UPrimalInventoryComponentinline
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()UPrimalInventoryComponentinlinestatic
GetReadableName(FString *result)UActorComponentinline
GetReplicationCondition()UActorComponentinline
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetSpoilingTimeMultiplier(UPrimalItem *anItem)UPrimalInventoryComponentinline
GetTotalDurabilityOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate)UPrimalInventoryComponentinline
GetTotalEquippedItemStat(EPrimalItemStat::Type statType)UPrimalInventoryComponentinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUCSModifiedProperties(TSet< FProperty const *, DefaultKeyFuncs< FProperty const *, 0 >, FDefaultSetAllocator > *ModifiedProperties)UActorComponentinline
GetWirelessItemQty(TSubclassOf< UPrimalItem > ItemTemplate, bool bRequireExactClassMatch)UPrimalInventoryComponentinline
GetWorld()UActorComponentinline
GetWorld_Uncached()UActorComponentinline
GiveInitialItems(bool SkipEngrams)UPrimalInventoryComponentinline
GroundDropTraceLocationOffsetField()UPrimalInventoryComponentinline
IncrementArkTributeItemQuantity(UPrimalItem *NewItem, UPrimalItem **IncrementedItem)UPrimalInventoryComponentinline
IncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, UPrimalItem **UseSpecificItem, UPrimalItem **IncrementedItem, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bDontExceedMaxItems)UPrimalInventoryComponentinline
InitDefaultInventory()UPrimalInventoryComponentinline
InitializeComponent()UActorComponentinline
InitializeInventory()UPrimalInventoryComponentinline
InternalGetNetMode()UActorComponentinline
InternalIndexField()UObjectBaseinline
InventoryCustomFilter_Implementation(const TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > *UnfilteredItemsList, TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > *FilteredItemsList)UPrimalInventoryComponentinline
InventoryItemsField()UPrimalInventoryComponentinline
InventoryNameOverrideField()UPrimalInventoryComponentinline
InventoryRefresh()UPrimalInventoryComponentinline
InventoryViewersPlayLocalSound(USoundBase *aSound, bool bAttach)UPrimalInventoryComponentinline
InventoryViewersStopLocalSound(USoundBase *aSound)UPrimalInventoryComponentinline
InvUpdatedFrameField()UPrimalInventoryComponentinline
IsAllowedInventoryAccess(APlayerController *ForPC)UPrimalInventoryComponentinline
IsAsset()UObjectinline
IsAtMaxInventoryItems()UPrimalInventoryComponentinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsComponentTickEnabled()UActorComponentinline
IsCraftingAllowed(UPrimalItem *anItem)UPrimalInventoryComponentinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsFullNameStableForNetworking()UObjectinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)UObjectinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsLocal()UPrimalInventoryComponentinline
IsLocalizedResource()UObjectinline
IsLocalToPlayer(AShooterPlayerController *ForPC)UPrimalInventoryComponentinline
IsNameStableForNetworking()UActorComponentinline
IsOnCraftRequestCooldown()UPrimalInventoryComponentinline
IsOwnedByPlayer()UPrimalInventoryComponentinline
IsRepairingAllowed()UPrimalInventoryComponentinline
IsSafeForRootSet()UObjectinline
IsServerCustomFolder(int InventoryCompType)UPrimalInventoryComponentinline
IsSupportedForNetworking()UActorComponentinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidWirelessConnection(UPrimalInventoryComponent *OtherInv, UPrimalWirelessExchangeData *MyExchange)UPrimalInventoryComponentinline
ItemClassWeightMultipliersField()UPrimalInventoryComponentinline
ItemCraftingConsumptionReplenishmentsField()UPrimalInventoryComponentinline
ItemCraftingSoundOverrideField()UPrimalInventoryComponentinline
ItemCraftQueueEntriesField()UPrimalInventoryComponentinline
ItemRemovedBySoundField()UPrimalInventoryComponentinline
ItemSetsField()UPrimalInventoryComponentinline
ItemSlotsField()UPrimalInventoryComponentinline
ItemSpawnActorClassOverridesField()UPrimalInventoryComponentinline
ItemSpoilingTimeMultipliersField()UPrimalInventoryComponentinline
LastAddToCraftQueueSoundTimeField()UPrimalInventoryComponentinline
LastCraftRequestTimeField()UPrimalInventoryComponentinline
LastInventoryRefreshTimeField()UPrimalInventoryComponentinline
LastRefreshCheckItemTimeField()UPrimalInventoryComponentinline
LastUsedItemTimesField()UPrimalInventoryComponentinline
LastWirelessCraftingCheckLocField()UPrimalInventoryComponentinline
LastWirelessUpdateFrameField()UPrimalInventoryComponentinline
LastWirelessUpdateTimeField()UPrimalInventoryComponentinline
LoadAdditionalStructureEngrams()UPrimalInventoryComponentinline
LoadArkTriuteItems(const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *ItemInfos, bool bClear, bool bFinalBatch)UPrimalInventoryComponentinline
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
LocalUseItemSlot(int slotIndex, bool bForceCraft)UPrimalInventoryComponentinline
MarkedForEndOfFrameUpdateArrayIndexField()UActorComponentinline
MarkedForEndOfFrameUpdateState()UActorComponentinline
MarkForNeededEndOfFrameUpdate()UActorComponentinline
MarkPackageDirty()UObjectBaseUtilityinline
MarkRenderStateDirty()UActorComponentinline
MaxInventoryAccessDistanceField()UPrimalInventoryComponentinline
MaxInventoryItemsField()UPrimalInventoryComponentinline
MaxInventoryWeightField()UPrimalInventoryComponentinline
MaxItemCooldownTimeClearField()UPrimalInventoryComponentinline
MaxItemCraftQueueEntriesField()UPrimalInventoryComponentinline
MaxItemSetsField()UPrimalInventoryComponentinline
MaxItemTemplateQuantitiesField()UPrimalInventoryComponentinline
MaxRemoteInventoryViewingDistanceField()UPrimalInventoryComponentinline
MinItemSetsField()UPrimalInventoryComponentinline
MulticastUpdateNearbyWirelessCrafting_Implementation()UPrimalInventoryComponentinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
NeedsLoadForClient()UActorComponentinline
NeedsLoadForEditorGame()UActorComponentinline
NeedsLoadForServer()UActorComponentinline
NextItemConsumptionIDField()UPrimalInventoryComponentinline
NextItemSpoilingIDField()UPrimalInventoryComponentinline
NotifyClientItemArkTributeStatusChanged(UPrimalItem *anItem, bool bRemoved, bool bFromLoad)UPrimalInventoryComponentinline
NotifyClientsItemStatus(UPrimalItem *anItem, bool bEquippedItem, bool bRemovedItem, bool bOnlyUpdateQuantity, bool bOnlyUpdateDurability, bool bOnlyNotifyItemSwap, UPrimalItem *anItem2, FItemNetID *InventoryInsertAfterItemID, bool bUsedItem, bool bNotifyCraftQueue, bool ShowHUDNotification)UPrimalInventoryComponentinline
NotifyCraftingItemConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int amount)UPrimalInventoryComponentinline
NotifyItemAdded(UPrimalItem *theItem, bool bEquippedItem)UPrimalInventoryComponentinline
NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)UPrimalInventoryComponentinline
NotifyItemRemoved(UPrimalItem *theItem)UPrimalInventoryComponentinline
NumItemSetsPowerField()UPrimalInventoryComponentinline
NumSlotsField()UPrimalInventoryComponentinline
NumVanityItemsField()UPrimalInventoryComponentinline
ObjectFlagsField()UObjectBaseinline
OnArkTributeItemsAdded(bool Success, const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *AddedItems)UPrimalInventoryComponentinline
OnArkTributeItemsRemoved(bool Success, const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *RemovedItems, const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *NotFoundItems, int FailureResponseCode, const FString *FailureResponseMessage, bool bAllowForcedItemDownload)UPrimalInventoryComponentinline
OnComponentCreated()UPrimalInventoryComponentinline
OnComponentDeactivatedField()UActorComponentinline
OnComponentDestroyed(bool bDestroyingHierarchy)UPrimalInventoryComponentinline
OnCreatePhysicsState()UActorComponentinline
OnDeserializedByGame(EOnDeserializationType::Type DeserializationType)UPrimalInventoryComponentinline
OnDestroyPhysicsState()UActorComponentinline
OnGrindItem()UPrimalInventoryComponentinline
OnInventoryItemAddedField()UPrimalInventoryComponentinline
OnInventoryItemRemovedField()UPrimalInventoryComponentinline
OnRegister()UPrimalInventoryComponentinline
OnRep_IsActive()UActorComponentinline
OpenInventorySoundField()UPrimalInventoryComponentinline
OuterPrivateField()UObjectBaseinline
OverrideCraftingFinishedSoundField()UPrimalInventoryComponentinline
OverrideInventoryDefaultTabField()UPrimalInventoryComponentinline
OverrideItemMinimumUseInterval(const UPrimalItem *theItem)UPrimalInventoryComponentinline
OwnerPrivateField()UActorComponentinline
PostInitProperties()UActorComponentinline
PostLoad()UObjectinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
PostRename(UObject *OldOuter, const FName OldName)UActorComponentinline
PreReplication(IRepChangedPropertyTracker *ChangedPropertyTracker)UActorComponentinline
PrimaryComponentTickField()UActorComponentinline
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
ReadyForReplication()UActorComponentinline
RecreatePhysicsState()UActorComponentinline
RecreateRenderState_Concurrent()UActorComponentinline
RefreshItemSpoilingTimes()UPrimalInventoryComponentinline
RegisterAllComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)UActorComponentinline
RegisterAsyncPhysicsTickEnabled(bool bRegister)UActorComponentinline
RegisterComponent()UActorComponentinline
RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)UActorComponentinline
RegisterComponentWithWorld(UWorld *InWorld, FRegisterComponentContext *Context)UActorComponentinline
RemoteAddItemToCustomFolder(const FString *CFolderName, int InventoryCompType, FItemNetID ItemId)UPrimalInventoryComponentinline
RemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int *anItemQuantityOverride, bool bRequestedByPlayer)UPrimalInventoryComponentinline
RemoteInventoryAllowCraftingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)UPrimalInventoryComponentinline
RemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int *requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)UPrimalInventoryComponentinline
RemoteInventoryAllowRepairingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)UPrimalInventoryComponentinline
RemoteInventoryAllowViewing(AShooterPlayerController *PC, float MaxAllowedDistanceOffset)UPrimalInventoryComponentinline
RemoteInventoryDescriptionStringField()UPrimalInventoryComponentinline
RemoteViewingInventoryPlayerControllersField()UPrimalInventoryComponentinline
RemoveArkTributeItem(FItemNetID *itemID, unsigned int Quantity)UPrimalInventoryComponentinline
RemoveCustomFolder()UPrimalInventoryComponentinlinestatic
RemoveItem(const FItemNetID *itemID, bool bDoDrop, bool bSecondryAction, bool bForceRemoval, bool showHUDMessage)UPrimalInventoryComponentinline
RemoveItemCrafting(UPrimalItem *craftingItem)UPrimalInventoryComponentinline
RemoveItemSpoilingTimer(UPrimalItem *theItem)UPrimalInventoryComponentinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)UActorComponentinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)UActorComponentinline
RemoveUCSModifiedProperties(const TArray< FProperty *, TSizedDefaultAllocator< 32 > > *Properties)UActorComponentinline
RemoveUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)UActorComponentinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)UActorComponentinline
ReplicateSubobjects(UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)UActorComponentinline
RequestAddArkTributeItem(const FItemNetInfo *theItemInfo, bool bFromLoad)UPrimalInventoryComponentinline
ReregisterComponent()UActorComponentinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
SavedForceDefaultInventoryRefreshVersionField()UPrimalInventoryComponentinline
SendRenderInstanceData_Concurrent()UActorComponentinline
SendRenderTransform_Concurrent()UActorComponentinline
Serialize(FStructuredArchiveRecord Record)UPrimalInventoryComponentinline
Serialize(FArchive *Ar)UPrimalInventoryComponentinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
ServerAddFromArkTributeInventory(FItemNetID *itemID, int Quantity)UPrimalInventoryComponentinline
ServerAddItemToSlot(FItemNetID ItemID, int SlotIndex, bool bSuppressSound)UPrimalInventoryComponentinline
ServerAddItemToSlot_Implementation(FItemNetID ItemID, int SlotIndex, bool bSuppressSound)UPrimalInventoryComponentinline
ServerAddToArkTributeInventory()UPrimalInventoryComponentinlinestatic
ServerCloseRemoteInventory(AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerCraftItem(FItemNetID *itemID, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerCustomFolderField()UPrimalInventoryComponentinline
ServerEquipItem(FItemNetID &itemID)UPrimalInventoryComponentinline
ServerForceMergeItemStack(FItemNetID Item1ID, FItemNetID Item2ID)UPrimalInventoryComponentinline
ServerForceMergeItemStack_Implementation(FItemNetID Item1ID, FItemNetID Item2ID)UPrimalInventoryComponentinline
ServerMakeRecipeItem(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, const FString *CustomName, const FString *CustomDescription, const TArray< FColor, TSizedDefaultAllocator< 32 > > *CustomColors, const TArray< FCraftingResourceRequirement, TSizedDefaultAllocator< 32 > > *CustomRequirements)UPrimalInventoryComponentinline
ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, const FString *CustomName, const FString *CustomDescription, const TArray< FColor, TSizedDefaultAllocator< 32 > > *CustomColors, const TArray< FCraftingResourceRequirement, TSizedDefaultAllocator< 32 > > *CustomRequirements)UPrimalInventoryComponentinline
ServerMergeItemStack_Implementation(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRemoveItemFromSlot(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRemoveItemFromSlot_Implementation(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRepairItem(const FItemNetID *itemID, AShooterPlayerController *ByPC, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)UPrimalInventoryComponentinline
ServerRequestItems(AShooterPlayerController *forPC, bool bEquippedItems, bool bIsFirstSpawn)UPrimalInventoryComponentinline
ServerSelectedCustomItemAction(const FItemNetID *itemID, const FName *SelectedOption, AShooterPlayerController *ForPC)UPrimalInventoryComponentinline
ServerSplitItemStack(FItemNetID ItemID, int AmountToSplit)UPrimalInventoryComponentinline
ServerSplitItemStack_Implementation(FItemNetID ItemID, int AmountToSplit)UPrimalInventoryComponentinline
ServerViewRemoteInventory(AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
SetActive(bool bNewActive, bool bReset)UActorComponentinline
SetAutoActivate(bool bNewAutoActivate)UActorComponentinline
SetCanEverAffectNavigation(bool bRelevant)UActorComponentinline
SetComponentTickEnabled(bool bEnabled)UActorComponentinline
SetComponentTickEnabledAsync(bool bEnabled)UActorComponentinline
SetComponentTickIntervalAndCooldown(float TickInterval)UActorComponentinline
SetCraftingEnabled(bool bEnable)UPrimalInventoryComponentinline
SetEquippedItemsOwnerNoSee(bool bNewOwnerNoSee, bool bForceHideFirstPerson)UPrimalInventoryComponentinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetFirstPersonMasterPoseComponent(USkeletalMeshComponent *WeaponComp)UPrimalInventoryComponentinline
SetIsReplicated(bool bShouldReplicate)UActorComponentinline
SetIsReplicatedByDefault(const bool bNewReplicates)UActorComponentinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SetNextItemConsumptionID_Implementation(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemSpoilingID_Implementation(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetQuantityValuesField()UPrimalInventoryComponentinline
SetQuantityWeightsField()UPrimalInventoryComponentinline
SetupActorComponentTickFunction(FTickFunction *TickFunction)UActorComponentinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
SlotMaxMagicNumberField()UPrimalInventoryComponentinline
StartingAbsoluteMaxInventoryItemsField()UPrimalInventoryComponentinline
StaticClass()UObjectinlinestatic
StaticDropItem(AActor *forActor, const FItemNetInfo *theInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, const UE::Math::TRotator< double > *DroppedRotationOffset, bool bOverrideSpawnTransform, const UE::Math::TVector< double > *LocationOverride, const UE::Math::TRotator< double > *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, const UE::Math::TVector< double > *DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticDropNewItem()UPrimalInventoryComponentinlinestatic
StaticRegisterNativesUActorComponent()UActorComponentinlinestatic
StaticRegisterNativesUPrimalInventoryComponent()UPrimalInventoryComponentinlinestatic
StopAllCraftingRepairing()UPrimalInventoryComponentinline
SwapCustomFolder()UPrimalInventoryComponentinlinestatic
SwapInventoryItems(FItemNetID *itemID1, FItemNetID *itemID2)UPrimalInventoryComponentinline
TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)UPrimalInventoryComponentinline
TickCraftQueue(float DeltaTime, AShooterGameState *theGameState)UPrimalInventoryComponentinline
ToggleActive()UActorComponentinline
TransferAllItemsToInventory(UPrimalInventoryComponent *ToInventory)UPrimalInventoryComponentinline
TribeInventoryAccessRankSelectionIconsField()UPrimalInventoryComponentinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)UPrimalInventoryComponentinline
UCSSerializationIndexField()UActorComponentinline
UninitializeComponent()UActorComponentinline
UnregisterComponent()UActorComponentinline
Unstasised()UPrimalInventoryComponentinline
UpdatedCraftQueue()UPrimalInventoryComponentinline
UpdateNetWeaponClipAmmo(UPrimalItem *anItem, int ammo)UPrimalInventoryComponentinline
UpdateSlotMagicNumber()UPrimalInventoryComponentinline
UpdateTribeGroupInventoryRank(unsigned __int8 NewRank)UPrimalInventoryComponentinline
UpdateTribeGroupInventoryRank_Implementation(unsigned __int8 NewRank)UPrimalInventoryComponentinline
UpdateWirelessResources(bool bForceUpdate, bool DontTrace)UPrimalInventoryComponentinline
UsedItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
UsesWirelessCrafting(UPrimalItem *ItemToCraft, APlayerController *PC)UPrimalInventoryComponentinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)UPrimalInventoryComponentinline
WeaponAsEquipmentAttachmentInfosField()UPrimalInventoryComponentinline
WorldPrivateField()UActorComponentinline