103struct __declspec(align(8)) FDinoSetup
105 TSubclassOf<APrimalDinoCharacter> DinoType;
106 FString DinoBlueprintPath;
109 char BasePointsPerStat[12];
110 char PlayerAddedPointsPerStat[12];
112 TEnumAsByte<
enum EDinoTamedOrder::Type> DinoState;
113 TArray<TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>> PrioritizeStats;
114 TArray<FItemSetup> TamedDinoInventory;
115 TSubclassOf<UPrimalItem> SaddleType;
116 FString SaddleBlueprintPath;
118 float SaddleMinRandomQuality;
119 unsigned __int32 bIsTamed : 1;
120 unsigned __int32 bIgnoreMaxTameLimit : 1;
121 unsigned __int32 bBlockTamedDialog : 1;
122 unsigned __int32 bAutoEquipSaddle : 1;
123 unsigned __int32 bUseFixedSpawnLevel : 1;
135 __int8 bIsFemale : 1;
137 FLinearColor OverrideHeadHairColor;
138 FLinearColor OverrideFacialHairColor;
139 char FacialHairIndex;
141 FString PlayerCharacterName;
142 float RawBoneModifiers[22];
143 int PlayerSpawnRegionIndex;
145 FPrimalPlayerCharacterConfigStruct()
147 FLinearColor black = FLinearColor(0, 0, 0);
149 for (
int i = 0; i < 4; ++i)
150 BodyColors[i] = black;
151 OverrideHeadHairColor = black;
152 OverrideFacialHairColor = black;
153 PlayerSpawnRegionIndex = 0;
154 PlayerCharacterName = L"Survivor";
155 FMemory::Memzero(&RawBoneModifiers,
sizeof(RawBoneModifiers));
169 FLinearColor black = FLinearColor(0, 0, 0);
171 for (
int i = 0; i < 4; ++i)
172 BodyColors[i] = black;
173 PlayerSpawnRegionIndex = 0;
174 PlayerCharacterName = L"Survivor";
175 FMemory::Memzero(&RawBoneModifiers,
sizeof(RawBoneModifiers));
180 bIsFemale = original.bIsFemale;
181 PlayerCharacterName = original.PlayerCharacterName;
182 PlayerSpawnRegionIndex = original.PlayerSpawnRegionIndex;
183 FMemory::Memcpy(&BodyColors, &original.BodyColors,
sizeof(BodyColors));
184 FMemory::Memcpy(&RawBoneModifiers, &original.RawBoneModifiers,
sizeof(RawBoneModifiers));
190 toReturn.bIsFemale = bIsFemale;
191 toReturn.PlayerCharacterName = PlayerCharacterName;
192 toReturn.PlayerSpawnRegionIndex = PlayerSpawnRegionIndex;
193 FMemory::Memcpy(&toReturn.BodyColors, &BodyColors,
sizeof(BodyColors));
194 FMemory::Memcpy(&toReturn.RawBoneModifiers, &RawBoneModifiers,
sizeof(RawBoneModifiers));
253 unsigned __int32 bExactMatch : 1;
326 TArray<FNPCSpawnEntry> NPCSpawnEntries;
327 TArray<FNPCSpawnLimit> NPCSpawnLimits;
328 float MaxDesiredNumEnemiesMultiplier;
361struct __declspec(align(8)) FPrimalCharacterStatusValueDefinition
364 FString StatusValueName;
365 bool bLevelUpSetToMaxValue;
366 bool bDisplayHideCurrentValue;
367 bool bDisplayAsPercent;
414 TEnumAsByte<
enum EComponentMobility::Type>&
MobilityField() {
return *GetNativePointerField<TEnumAsByte<
enum EComponentMobility::Type>*>(
this,
"USceneComponent.Mobility"); }
459 void OnRegister() { NativeCall<
void>(
this,
"USceneComponent.OnRegister"); }
460 void UpdateComponentToWorld(
bool bSkipPhysicsMove) { NativeCall<
void,
bool>(
this,
"USceneComponent.UpdateComponentToWorld", bSkipPhysicsMove); }
461 void PropagateTransformUpdate(
bool bTransformChanged,
bool bSkipPhysicsMove) { NativeCall<
void,
bool,
bool>(
this,
"USceneComponent.PropagateTransformUpdate", bTransformChanged, bSkipPhysicsMove); }
464 void CalcBoundingCylinder(
float* CylinderRadius,
float* CylinderHalfHeight) { NativeCall<
void,
float*,
float*>(
this,
"USceneComponent.CalcBoundingCylinder", CylinderRadius, CylinderHalfHeight); }
465 void UpdateBounds() { NativeCall<
void>(
this,
"USceneComponent.UpdateBounds"); }
466 void SetRelativeLocationAndRotation(FVector NewLocation, FQuat* NewRotation,
bool bSweep) { NativeCall<
void, FVector, FQuat*,
bool>(
this,
"USceneComponent.SetRelativeLocationAndRotation", NewLocation, NewRotation, bSweep); }
467 void AddLocalOffset(FVector DeltaLocation,
bool bSweep) { NativeCall<
void, FVector,
bool>(
this,
"USceneComponent.AddLocalOffset", DeltaLocation, bSweep); }
468 void AddLocalRotation(FRotator DeltaRotation,
bool bSweep) { NativeCall<
void, FRotator,
bool>(
this,
"USceneComponent.AddLocalRotation", DeltaRotation, bSweep); }
469 void AddLocalTransform(FTransform* DeltaTransform,
bool bSweep) { NativeCall<
void, FTransform*,
bool>(
this,
"USceneComponent.AddLocalTransform", DeltaTransform, bSweep); }
470 void AddWorldTransform(FTransform* DeltaTransform,
bool bSweep) { NativeCall<
void, FTransform*,
bool>(
this,
"USceneComponent.AddWorldTransform", DeltaTransform, bSweep); }
471 void SetRelativeScale3D(FVector NewScale3D) { NativeCall<
void, FVector>(
this,
"USceneComponent.SetRelativeScale3D", NewScale3D); }
473 void SetRelativeTransform(FTransform* NewTransform,
bool bSweep) { NativeCall<
void, FTransform*,
bool>(
this,
"USceneComponent.SetRelativeTransform", NewTransform, bSweep); }
475 void SetWorldLocation(FVector NewLocation,
bool bSweep) { NativeCall<
void, FVector,
bool>(
this,
"USceneComponent.SetWorldLocation", NewLocation, bSweep); }
476 void SetWorldRotation(FQuat* NewRotation,
bool bSweep) { NativeCall<
void, FQuat*,
bool>(
this,
"USceneComponent.SetWorldRotation", NewRotation, bSweep); }
477 void SetWorldScale3D(FVector NewScale) { NativeCall<
void, FVector>(
this,
"USceneComponent.SetWorldScale3D", NewScale); }
478 void SetWorldTransform(FTransform* NewTransform,
bool bSweep) { NativeCall<
void, FTransform*,
bool>(
this,
"USceneComponent.SetWorldTransform", NewTransform, bSweep); }
479 void SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation,
bool bSweep) { NativeCall<
void, FVector, FRotator,
bool>(
this,
"USceneComponent.SetWorldLocationAndRotation", NewLocation, NewRotation, bSweep); }
480 void SetWorldLocationAndRotation(FVector NewLocation, FQuat* NewRotation,
bool bSweep) { NativeCall<
void, FVector, FQuat*,
bool>(
this,
"USceneComponent.SetWorldLocationAndRotation", NewLocation, NewRotation, bSweep); }
481 void SetWorldLocationAndRotationNoPhysics(FVector* NewLocation, FRotator* NewRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"USceneComponent.SetWorldLocationAndRotationNoPhysics", NewLocation, NewRotation); }
482 void SetAbsolute(
bool bNewAbsoluteLocation,
bool bNewAbsoluteRotation,
bool bNewAbsoluteScale) { NativeCall<
void,
bool,
bool,
bool>(
this,
"USceneComponent.SetAbsolute", bNewAbsoluteLocation, bNewAbsoluteRotation, bNewAbsoluteScale); }
486 void GetChildrenComponents(
bool bIncludeAllDescendants, TArray<USceneComponent*>* Children) { NativeCall<
void,
bool, TArray<USceneComponent*>*>(
this,
"USceneComponent.GetChildrenComponents", bIncludeAllDescendants, Children); }
487 void AppendDescendants(TArray<USceneComponent*>* Children) { NativeCall<
void, TArray<USceneComponent*>*>(
this,
"USceneComponent.AppendDescendants", Children); }
488 void AttachTo(
USceneComponent* Parent, FName InSocketName, EAttachLocation::Type AttachType,
bool bWeldSimulatedBodies) { NativeCall<
void, USceneComponent*, FName, EAttachLocation::Type,
bool>(
this,
"USceneComponent.AttachTo", Parent, InSocketName, AttachType, bWeldSimulatedBodies); }
489 void DetachFromParent(
bool bMaintainWorldPosition) { NativeCall<
void,
bool>(
this,
"USceneComponent.DetachFromParent", bMaintainWorldPosition); }
494 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"USceneComponent.Serialize", Ar); }
499 FQuat*
GetSocketQuaternion(FQuat* result, FName SocketName) {
return NativeCall<FQuat*, FQuat*, FName>(
this,
"USceneComponent.GetSocketQuaternion", result, SocketName); }
501 void GetSocketWorldLocationAndRotation(FName InSocketName, FVector* OutLocation, FRotator* OutRotation) { NativeCall<
void, FName, FVector*, FRotator*>(
this,
"USceneComponent.GetSocketWorldLocationAndRotation", InSocketName, OutLocation, OutRotation); }
503 void SetMobility(EComponentMobility::Type NewMobility) { NativeCall<
void, EComponentMobility::Type>(
this,
"USceneComponent.SetMobility", NewMobility); }
505 void UpdatePhysicsVolume(
bool bTriggerNotifiers) { NativeCall<
void,
bool>(
this,
"USceneComponent.UpdatePhysicsVolume", bTriggerNotifiers); }
506 void BeginDestroy() { NativeCall<
void>(
this,
"USceneComponent.BeginDestroy"); }
507 bool InternalSetWorldLocationAndRotation(FVector NewLocation, FQuat* RotationQuat,
bool bNoPhysics) {
return NativeCall<
bool, FVector, FQuat*,
bool>(
this,
"USceneComponent.InternalSetWorldLocationAndRotation", NewLocation, RotationQuat, bNoPhysics); }
508 bool MoveComponentImpl(FVector* Delta, FQuat* NewRotation,
bool bSweep,
FHitResult* OutHit, EMoveComponentFlags MoveFlags,
bool bUpdateOverlaps) {
return NativeCall<
bool, FVector*, FQuat*,
bool, FHitResult*, EMoveComponentFlags,
bool>(
this,
"USceneComponent.MoveComponentImpl", Delta, NewRotation, bSweep, OutHit, MoveFlags, bUpdateOverlaps); }
509 bool IsVisibleInEditor() {
return NativeCall<
bool>(
this,
"USceneComponent.IsVisibleInEditor"); }
510 bool ShouldRender() {
return NativeCall<
bool>(
this,
"USceneComponent.ShouldRender"); }
511 bool CanEverRender() {
return NativeCall<
bool>(
this,
"USceneComponent.CanEverRender"); }
512 bool IsVisible() {
return NativeCall<
bool>(
this,
"USceneComponent.IsVisible"); }
513 void SetVisibility(
bool bNewVisibility,
bool bPropagateToChildren) { NativeCall<
void,
bool,
bool>(
this,
"USceneComponent.SetVisibility", bNewVisibility, bPropagateToChildren); }
514 void SetHiddenInGame(
bool NewHiddenGame,
bool bPropagateToChildren) { NativeCall<
void,
bool,
bool>(
this,
"USceneComponent.SetHiddenInGame", NewHiddenGame, bPropagateToChildren); }
515 void ApplyWorldOffset(FVector* InOffset,
bool bWorldShift) { NativeCall<
void, FVector*,
bool>(
this,
"USceneComponent.ApplyWorldOffset", InOffset, bWorldShift); }
517 void PreNetReceive() { NativeCall<
void>(
this,
"USceneComponent.PreNetReceive"); }
518 void PostNetReceive() { NativeCall<
void>(
this,
"USceneComponent.PostNetReceive"); }
519 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"USceneComponent.GetLifetimeReplicatedProps", OutLifetimeProps); }
520 void StopSound(USoundBase* SoundToStop,
float FadeOutTime) { NativeCall<
void, USoundBase*,
float>(
this,
"USceneComponent.StopSound", SoundToStop, FadeOutTime); }
527 float&
MinDrawDistanceField() {
return *GetNativePointerField<
float*>(
this,
"UPrimitiveComponent.MinDrawDistance"); }
529 float&
LDMaxDrawDistanceField() {
return *GetNativePointerField<
float*>(
this,
"UPrimitiveComponent.LDMaxDrawDistance"); }
534 int&
ObjectLayerField() {
return *GetNativePointerField<
int*>(
this,
"UPrimitiveComponent.ObjectLayer"); }
539 int&
VisibilityIdField() {
return *GetNativePointerField<
int*>(
this,
"UPrimitiveComponent.VisibilityId"); }
544 float&
LpvBiasMultiplierField() {
return *GetNativePointerField<
float*>(
this,
"UPrimitiveComponent.LpvBiasMultiplier"); }
548 float&
BoundsScaleField() {
return *GetNativePointerField<
float*>(
this,
"UPrimitiveComponent.BoundsScale"); }
549 long double&
LastSubmitTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimitiveComponent.LastSubmitTime"); }
550 long double&
LastRenderTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimitiveComponent.LastRenderTime"); }
554 FComponentBeginOverlapSignature&
OnComponentBeginOverlapField() {
return *GetNativePointerField<FComponentBeginOverlapSignature*>(
this,
"UPrimitiveComponent.OnComponentBeginOverlap"); }
555 FComponentEndOverlapSignature&
OnComponentEndOverlapField() {
return *GetNativePointerField<FComponentEndOverlapSignature*>(
this,
"UPrimitiveComponent.OnComponentEndOverlap"); }
556 FComponentBeginCursorOverSignature&
OnBeginCursorOverField() {
return *GetNativePointerField<FComponentBeginCursorOverSignature*>(
this,
"UPrimitiveComponent.OnBeginCursorOver"); }
557 FComponentEndCursorOverSignature&
OnEndCursorOverField() {
return *GetNativePointerField<FComponentEndCursorOverSignature*>(
this,
"UPrimitiveComponent.OnEndCursorOver"); }
558 FComponentOnClickedSignature&
OnClickedField() {
return *GetNativePointerField<FComponentOnClickedSignature*>(
this,
"UPrimitiveComponent.OnClicked"); }
559 FComponentOnReleasedSignature&
OnReleasedField() {
return *GetNativePointerField<FComponentOnReleasedSignature*>(
this,
"UPrimitiveComponent.OnReleased"); }
560 FComponentOnInputTouchBeginSignature&
OnInputTouchBeginField() {
return *GetNativePointerField<FComponentOnInputTouchBeginSignature*>(
this,
"UPrimitiveComponent.OnInputTouchBegin"); }
561 FComponentOnInputTouchEndSignature&
OnInputTouchEndField() {
return *GetNativePointerField<FComponentOnInputTouchEndSignature*>(
this,
"UPrimitiveComponent.OnInputTouchEnd"); }
562 FComponentBeginTouchOverSignature&
OnInputTouchEnterField() {
return *GetNativePointerField<FComponentBeginTouchOverSignature*>(
this,
"UPrimitiveComponent.OnInputTouchEnter"); }
563 FComponentEndTouchOverSignature&
OnInputTouchLeaveField() {
return *GetNativePointerField<FComponentEndTouchOverSignature*>(
this,
"UPrimitiveComponent.OnInputTouchLeave"); }
564 unsigned int&
ProxyMeshIDField() {
return *GetNativePointerField<
unsigned int*>(
this,
"UPrimitiveComponent.ProxyMeshID"); }
631 bool AreSymmetricRotations(FQuat* A, FQuat* B, FVector* Scale3D) {
return NativeCall<
bool, FQuat*, FQuat*, FVector*>(
this,
"UPrimitiveComponent.AreSymmetricRotations", A, B, Scale3D); }
635 void GetLightAndShadowMapMemoryUsage(
int* OutNum,
int* OutMax) { NativeCall<
void,
int*,
int*>(
this,
"UPrimitiveComponent.GetLightAndShadowMapMemoryUsage", OutNum, OutMax); }
637 void FinishDestroy() { NativeCall<
void>(
this,
"UPrimitiveComponent.FinishDestroy"); }
638 void InvalidateLightingCacheDetailed(
bool bInvalidateBuildEnqueuedLighting,
bool bTranslationOnly) { NativeCall<
void,
bool,
bool>(
this,
"UPrimitiveComponent.InvalidateLightingCacheDetailed", bInvalidateBuildEnqueuedLighting, bTranslationOnly); }
639 bool IsEditorOnly() {
return NativeCall<
bool>(
this,
"UPrimitiveComponent.IsEditorOnly"); }
640 void RegisterComponentTickFunctions(
bool bRegister,
bool bSaveAndRestoreComponentTickState) { NativeCall<
void,
bool,
bool>(
this,
"UPrimitiveComponent.RegisterComponentTickFunctions", bRegister, bSaveAndRestoreComponentTickState); }
643 void OnRegister() { NativeCall<
void>(
this,
"UPrimitiveComponent.OnRegister"); }
644 void OnUnregister() { NativeCall<
void>(
this,
"UPrimitiveComponent.OnUnregister"); }
647 void OnUpdateTransform(
bool bSkipPhysicsMove) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.OnUpdateTransform", bSkipPhysicsMove); }
648 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"UPrimitiveComponent.Serialize", Ar); }
649 void PostLoad() { NativeCall<
void>(
this,
"UPrimitiveComponent.PostLoad"); }
650 void PostDuplicate(
bool bDuplicateForPIE) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.PostDuplicate", bDuplicateForPIE); }
652 bool NeedsLoadForClient() {
return NativeCall<
bool>(
this,
"UPrimitiveComponent.NeedsLoadForClient"); }
653 bool NeedsLoadForServer() {
return NativeCall<
bool>(
this,
"UPrimitiveComponent.NeedsLoadForServer"); }
654 void SetOwnerNoSee(
bool bNewOwnerNoSee) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetOwnerNoSee", bNewOwnerNoSee); }
655 void SetOnlyOwnerSee(
bool bNewOnlyOwnerSee) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetOnlyOwnerSee", bNewOnlyOwnerSee); }
660 void SetCastShadow(
bool NewCastShadow) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetCastShadow", NewCastShadow); }
661 void SetCullDistance(
float NewCullDistance) { NativeCall<
void,
float>(
this,
"UPrimitiveComponent.SetCullDistance", NewCullDistance); }
662 void SetAbsoluteMaxDrawScale(
bool bInValue) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetAbsoluteMaxDrawScale", bInValue); }
663 bool IsWorldGeometry() {
return NativeCall<
bool>(
this,
"UPrimitiveComponent.IsWorldGeometry"); }
665 void InitSweepCollisionParams(FCollisionQueryParams* OutParams, FCollisionResponseParams* OutResponseParam) { NativeCall<
void, FCollisionQueryParams*, FCollisionResponseParams*>(
this,
"UPrimitiveComponent.InitSweepCollisionParams", OutParams, OutResponseParam); }
666 bool MoveComponentImpl(FVector* Delta, FQuat* NewRotationQuat,
bool bSweep,
FHitResult* OutHit, EMoveComponentFlags MoveFlags,
bool bUpdateOverlaps) {
return NativeCall<
bool, FVector*, FQuat*,
bool, FHitResult*, EMoveComponentFlags,
bool>(
this,
"UPrimitiveComponent.MoveComponentImpl", Delta, NewRotationQuat, bSweep, OutHit, MoveFlags, bUpdateOverlaps); }
670 void SetCanEverAffectNavigation(
bool bRelevant) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetCanEverAffectNavigation", bRelevant); }
671 bool LineTraceComponent(
FHitResult* OutHit, FVector Start, FVector End, FCollisionQueryParams* Params) {
return NativeCall<
bool, FHitResult*, FVector, FVector, FCollisionQueryParams*>(
this,
"UPrimitiveComponent.LineTraceComponent", OutHit, Start, End, Params); }
672 bool ComponentOverlapComponentImpl(
UPrimitiveComponent* PrimComp, FVector Pos, FQuat* Quat, FCollisionQueryParams* Params) {
return NativeCall<
bool, UPrimitiveComponent*, FVector, FQuat*, FCollisionQueryParams*>(
this,
"UPrimitiveComponent.ComponentOverlapComponentImpl", PrimComp, Pos, Quat, Params); }
674 void GetOverlappingActors(TArray<AActor*>* OutOverlappingActors,
UClass* ClassFilter) { NativeCall<
void, TArray<AActor*>*, UClass*>(
this,
"UPrimitiveComponent.GetOverlappingActors", OutOverlappingActors, ClassFilter); }
675 void GetOverlappingComponents(TArray<UPrimitiveComponent*>* OutOverlappingComponents) { NativeCall<
void, TArray<UPrimitiveComponent*>*>(
this,
"UPrimitiveComponent.GetOverlappingComponents", OutOverlappingComponents); }
679 void UpdatePhysicsVolume(
bool bTriggerNotifiers) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.UpdatePhysicsVolume", bTriggerNotifiers); }
681 static void DispatchTouchOverEvents(ETouchIndex::Type FingerIndex,
UPrimitiveComponent* CurrentComponent,
UPrimitiveComponent* NewComponent) { NativeCall<
void, ETouchIndex::Type, UPrimitiveComponent*, UPrimitiveComponent*>(
nullptr,
"UPrimitiveComponent.DispatchTouchOverEvents", FingerIndex, CurrentComponent, NewComponent); }
684 void DispatchOnInputTouchBegin(ETouchIndex::Type FingerIndex) { NativeCall<
void, ETouchIndex::Type>(
this,
"UPrimitiveComponent.DispatchOnInputTouchBegin", FingerIndex); }
685 void DispatchOnInputTouchEnd(ETouchIndex::Type FingerIndex) { NativeCall<
void, ETouchIndex::Type>(
this,
"UPrimitiveComponent.DispatchOnInputTouchEnd", FingerIndex); }
686 void SetRenderCustomDepth(
bool bValue) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetRenderCustomDepth", bValue); }
687 void SetCollisionResponseSet(FCollisionResponseSet* Col) { NativeCall<
void, FCollisionResponseSet*>(
this,
"UPrimitiveComponent.SetCollisionResponseSet", Col); }
691 void SetSimulatePhysics(
bool bSimulate) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetSimulatePhysics", bSimulate); }
692 void AddImpulse(FVector Impulse, FName BoneName,
bool bVelChange) { NativeCall<
void, FVector, FName,
bool>(
this,
"UPrimitiveComponent.AddImpulse", Impulse, BoneName, bVelChange); }
693 void AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName) { NativeCall<
void, FVector, FVector, FName>(
this,
"UPrimitiveComponent.AddImpulseAtLocation", Impulse, Location, BoneName); }
694 void AddRadialImpulse(FVector Origin,
float Radius,
float Strength, ERadialImpulseFalloff Falloff,
bool bVelChange) { NativeCall<
void, FVector,
float,
float, ERadialImpulseFalloff,
bool>(
this,
"UPrimitiveComponent.AddRadialImpulse", Origin, Radius, Strength, Falloff, bVelChange); }
695 void AddForce(FVector Force, FName BoneName) { NativeCall<
void, FVector, FName>(
this,
"UPrimitiveComponent.AddForce", Force, BoneName); }
696 void AddForceAtLocation(FVector Force, FVector Location, FName BoneName) { NativeCall<
void, FVector, FVector, FName>(
this,
"UPrimitiveComponent.AddForceAtLocation", Force, Location, BoneName); }
697 void AddRadialForce(FVector Origin,
float Radius,
float Strength, ERadialImpulseFalloff Falloff) { NativeCall<
void, FVector,
float,
float, ERadialImpulseFalloff>(
this,
"UPrimitiveComponent.AddRadialForce", Origin, Radius, Strength, Falloff); }
698 void SetPhysicsLinearVelocity(FVector NewVel,
bool bAddToCurrent, FName BoneName) { NativeCall<
void, FVector,
bool, FName>(
this,
"UPrimitiveComponent.SetPhysicsLinearVelocity", NewVel, bAddToCurrent, BoneName); }
700 void SetAllPhysicsLinearVelocity(FVector NewVel,
bool bAddToCurrent) { NativeCall<
void, FVector,
bool>(
this,
"UPrimitiveComponent.SetAllPhysicsLinearVelocity", NewVel, bAddToCurrent); }
701 void SetPhysicsAngularVelocity(FVector NewAngVel,
bool bAddToCurrent, FName BoneName) { NativeCall<
void, FVector,
bool, FName>(
this,
"UPrimitiveComponent.SetPhysicsAngularVelocity", NewAngVel, bAddToCurrent, BoneName); }
703 void SetAllPhysicsAngularVelocity(FVector* NewAngVel,
bool bAddToCurrent) { NativeCall<
void, FVector*,
bool>(
this,
"UPrimitiveComponent.SetAllPhysicsAngularVelocity", NewAngVel, bAddToCurrent); }
704 void SetAllPhysicsPosition(FVector NewPos) { NativeCall<
void, FVector>(
this,
"UPrimitiveComponent.SetAllPhysicsPosition", NewPos); }
705 void SetAllPhysicsRotation(FRotator NewRot) { NativeCall<
void, FRotator>(
this,
"UPrimitiveComponent.SetAllPhysicsRotation", NewRot); }
706 void WakeRigidBody(FName BoneName) { NativeCall<
void, FName>(
this,
"UPrimitiveComponent.WakeRigidBody", BoneName); }
708 void SetEnableGravity(
bool bGravityEnabled) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetEnableGravity", bGravityEnabled); }
709 bool IsGravityEnabled() {
return NativeCall<
bool>(
this,
"UPrimitiveComponent.IsGravityEnabled"); }
710 void SetLinearDamping(
float InDamping) { NativeCall<
void,
float>(
this,
"UPrimitiveComponent.SetLinearDamping", InDamping); }
711 float GetLinearDamping() {
return NativeCall<
float>(
this,
"UPrimitiveComponent.GetLinearDamping"); }
712 void SetAngularDamping(
float InDamping) { NativeCall<
void,
float>(
this,
"UPrimitiveComponent.SetAngularDamping", InDamping); }
713 float GetAngularDamping() {
return NativeCall<
float>(
this,
"UPrimitiveComponent.GetAngularDamping"); }
714 float GetMass() {
return NativeCall<
float>(
this,
"UPrimitiveComponent.GetMass"); }
715 float CalculateMass(FName __formal) {
return NativeCall<
float, FName>(
this,
"UPrimitiveComponent.CalculateMass", __formal); }
716 void PutRigidBodyToSleep(FName BoneName) { NativeCall<
void, FName>(
this,
"UPrimitiveComponent.PutRigidBodyToSleep", BoneName); }
718 bool RigidBodyIsAwake(FName BoneName) {
return NativeCall<
bool, FName>(
this,
"UPrimitiveComponent.RigidBodyIsAwake", BoneName); }
720 void SetNotifyRigidBodyCollision(
bool bNewNotifyRigidBodyCollision) { NativeCall<
void,
bool>(
this,
"UPrimitiveComponent.SetNotifyRigidBodyCollision", bNewNotifyRigidBodyCollision); }
723 void GetWeldedBodies(TArray<FBodyInstance*>* OutWeldedBodies, TArray<FName>* OutLabels) { NativeCall<
void, TArray<FBodyInstance*>*, TArray<FName>*>(
this,
"UPrimitiveComponent.GetWeldedBodies", OutWeldedBodies, OutLabels); }
724 void WeldTo(
USceneComponent* InParent, FName InSocketName) { NativeCall<
void, USceneComponent*, FName>(
this,
"UPrimitiveComponent.WeldTo", InParent, InSocketName); }
725 void UnWeldFromParent() { NativeCall<
void>(
this,
"UPrimitiveComponent.UnWeldFromParent"); }
726 FBodyInstance*
GetBodyInstance(FName BoneName,
bool bGetWelded) {
return NativeCall<FBodyInstance*, FName,
bool>(
this,
"UPrimitiveComponent.GetBodyInstance", BoneName, bGetWelded); }
727 float GetDistanceToCollision(FVector* Point, FVector* ClosestPointOnCollision) {
return NativeCall<
float, FVector*, FVector*>(
this,
"UPrimitiveComponent.GetDistanceToCollision", Point, ClosestPointOnCollision); }
728 bool IsSimulatingPhysics(FName BoneName) {
return NativeCall<
bool, FName>(
this,
"UPrimitiveComponent.IsSimulatingPhysics", BoneName); }
730 void SetCollisionObjectType(ECollisionChannel Channel) { NativeCall<
void, ECollisionChannel>(
this,
"UPrimitiveComponent.SetCollisionObjectType", Channel); }
731 void SetCollisionResponseToChannel(ECollisionChannel Channel, ECollisionResponse NewResponse) { NativeCall<
void, ECollisionChannel, ECollisionResponse>(
this,
"UPrimitiveComponent.SetCollisionResponseToChannel", Channel, NewResponse); }
732 void SetCollisionResponseToAllChannels(ECollisionResponse NewResponse) { NativeCall<
void, ECollisionResponse>(
this,
"UPrimitiveComponent.SetCollisionResponseToAllChannels", NewResponse); }
733 void SetCollisionEnabled(ECollisionEnabled::Type NewType) { NativeCall<
void, ECollisionEnabled::Type>(
this,
"UPrimitiveComponent.SetCollisionEnabled", NewType); }
734 void SetCollisionProfileName(FName InCollisionProfileName) { NativeCall<
void, FName>(
this,
"UPrimitiveComponent.SetCollisionProfileName", InCollisionProfileName); }
738 bool K2_LineTraceComponent(FVector TraceStart, FVector TraceEnd,
bool bTraceComplex,
bool bShowTrace, FVector* HitLocation, FVector* HitNormal, FName* BoneName) {
return NativeCall<
bool, FVector, FVector,
bool,
bool, FVector*, FVector*, FName*>(
this,
"UPrimitiveComponent.K2_LineTraceComponent", TraceStart, TraceEnd, bTraceComplex, bShowTrace, HitLocation, HitNormal, BoneName); }
742 void SetInternalOctreeMask(
int InOctreeMask,
bool bReregisterWithTree) { NativeCall<
void,
int,
bool>(
this,
"UPrimitiveComponent.SetInternalOctreeMask", InOctreeMask, bReregisterWithTree); }
748 UMaterialInterface*
ShapeMaterialField() {
return *GetNativePointerField<UMaterialInterface**>(
this,
"UShapeComponent.ShapeMaterial"); }
766 void CalcBoundingCylinder(
float* CylinderRadius,
float* CylinderHalfHeight) { NativeCall<
void,
float*,
float*>(
this,
"USphereComponent.CalcBoundingCylinder", CylinderRadius, CylinderHalfHeight); }
767 void UpdateBodySetup() { NativeCall<
void>(
this,
"USphereComponent.UpdateBodySetup"); }
768 void SetSphereRadius(
float InSphereRadius,
bool bUpdateOverlaps) { NativeCall<
void,
float,
bool>(
this,
"USphereComponent.SetSphereRadius", InSphereRadius, bUpdateOverlaps); }
769 bool IsZeroExtent() {
return NativeCall<
bool>(
this,
"USphereComponent.IsZeroExtent"); }
770 bool AreSymmetricRotations(FQuat* A, FQuat* B, FVector* Scale3D) {
return NativeCall<
bool, FQuat*, FQuat*, FVector*>(
this,
"USphereComponent.AreSymmetricRotations", A, B, Scale3D); }
797 int&
CustomDataField() {
return *GetNativePointerField<
int*>(
this,
"AActor.CustomData"); }
802 unsigned __int64&
LastFrameUnStasisField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"AActor.LastFrameUnStasis"); }
807 int&
NetTagField() {
return *GetNativePointerField<
int*>(
this,
"AActor.NetTag"); }
808 long double&
NetUpdateTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AActor.NetUpdateTime"); }
810 float&
NetPriorityField() {
return *GetNativePointerField<
float*>(
this,
"AActor.NetPriority"); }
816 long double&
CreationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AActor.CreationTime"); }
826 long double&
LastRenderTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AActor.LastRenderTime"); }
829 unsigned __int64&
HiddenEditorViewsField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"AActor.HiddenEditorViews"); }
945 static const wchar_t*
StaticConfigName() {
return NativeCall<
const wchar_t*>(
nullptr,
"AActor.StaticConfigName"); }
957 bool TeleportTo(FVector* DestLocation, FRotator* DestRotation,
bool bIsATest,
bool bNoCheck) {
return NativeCall<
bool, FVector*, FRotator*,
bool,
bool>(
this,
"AActor.TeleportTo", DestLocation, DestRotation, bIsATest, bNoCheck); }
958 bool SimpleTeleportTo(FVector* DestLocation, FRotator* DestRotation) {
return NativeCall<
bool, FVector*, FRotator*>(
this,
"AActor.SimpleTeleportTo", DestLocation, DestRotation); }
965 void PostLoad() { NativeCall<
void>(
this,
"AActor.PostLoad"); }
966 void PostLoadSubobjects(FObjectInstancingGraph* OuterInstanceGraph) { NativeCall<
void, FObjectInstancingGraph*>(
this,
"AActor.PostLoadSubobjects", OuterInstanceGraph); }
968 void RegisterActorTickFunctions(
bool bRegister,
bool bSaveAndRestoreTickState) { NativeCall<
void,
bool,
bool>(
this,
"AActor.RegisterActorTickFunctions", bRegister, bSaveAndRestoreTickState); }
969 void RegisterAllActorTickFunctions(
bool bRegister,
bool bDoComponents,
bool bSaveAndRestoreTickState) { NativeCall<
void,
bool,
bool,
bool>(
this,
"AActor.RegisterAllActorTickFunctions", bRegister, bDoComponents, bSaveAndRestoreTickState); }
970 void SetActorTickEnabled(
bool bEnabled) { NativeCall<
void,
bool>(
this,
"AActor.SetActorTickEnabled", bEnabled); }
971 bool Rename(
const wchar_t* InName,
UObject* NewOuter,
unsigned int Flags) {
return NativeCall<
bool,
const wchar_t*,
UObject*,
unsigned int>(
this,
"AActor.Rename", InName, NewOuter, Flags); }
974 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"AActor.Tick", DeltaSeconds); }
975 void GetComponentsBoundingCylinder(
float* OutCollisionRadius,
float* OutCollisionHalfHeight,
bool bNonColliding) { NativeCall<
void,
float*,
float*,
bool>(
this,
"AActor.GetComponentsBoundingCylinder", OutCollisionRadius, OutCollisionHalfHeight, bNonColliding); }
976 void GetSimpleCollisionCylinder(
float* CollisionRadius,
float* CollisionHalfHeight) { NativeCall<
void,
float*,
float*>(
this,
"AActor.GetSimpleCollisionCylinder", CollisionRadius, CollisionHalfHeight); }
981 bool Modify(
bool bAlwaysMarkDirty) {
return NativeCall<
bool,
bool>(
this,
"AActor.Modify", bAlwaysMarkDirty); }
985 void UpdateOverlaps(
bool bDoNotifies) { NativeCall<
void,
bool>(
this,
"AActor.UpdateOverlaps", bDoNotifies); }
986 void GetOverlappingActors(TArray<AActor*>* OverlappingActors,
UClass* ClassFilter) { NativeCall<
void, TArray<AActor*>*, UClass*>(
this,
"AActor.GetOverlappingActors", OverlappingActors, ClassFilter); }
987 void GetOverlappingComponents(TArray<UPrimitiveComponent*>* OutOverlappingComponents) { NativeCall<
void, TArray<UPrimitiveComponent*>*>(
this,
"AActor.GetOverlappingComponents", OutOverlappingComponents); }
988 long double GetLastRenderTime(
bool ignoreShadow) {
return NativeCall<
long double,
bool>(
this,
"AActor.GetLastRenderTime", ignoreShadow); }
990 bool HasNetOwner() {
return NativeCall<
bool>(
this,
"AActor.HasNetOwner"); }
991 void AttachRootComponentTo(
USceneComponent* InParent, FName InSocketName, EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies) { NativeCall<
void, USceneComponent*, FName, EAttachLocation::Type,
bool>(
this,
"AActor.AttachRootComponentTo", InParent, InSocketName, AttachLocationType, bWeldSimulatedBodies); }
993 void AttachRootComponentToActor(
AActor* InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies) { NativeCall<
void, AActor*, FName, EAttachLocation::Type,
bool>(
this,
"AActor.AttachRootComponentToActor", InParentActor, InSocketName, AttachLocationType, bWeldSimulatedBodies); }
994 void DetachRootComponentFromParent(
bool bMaintainWorldPosition) { NativeCall<
void,
bool>(
this,
"AActor.DetachRootComponentFromParent", bMaintainWorldPosition); }
998 void GetAttachedActors(TArray<AActor*>* OutActors) { NativeCall<
void, TArray<AActor*>*>(
this,
"AActor.GetAttachedActors", OutActors); }
999 bool ActorHasTag(FName Tag) {
return NativeCall<
bool, FName>(
this,
"AActor.ActorHasTag", Tag); }
1006 void PrestreamTextures(
float Seconds,
bool bEnableStreaming,
int CinematicTextureGroups) { NativeCall<
void,
float,
bool,
int>(
this,
"AActor.PrestreamTextures", Seconds, bEnableStreaming, CinematicTextureGroups); }
1007 void EndPlay(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"AActor.EndPlay", EndPlayReason); }
1012 void Destroyed() { NativeCall<
void>(
this,
"AActor.Destroyed"); }
1014 void MakeNoise(
float Loudness,
APawn* NoiseInstigator, FVector NoiseLocation) { NativeCall<
void,
float, APawn*, FVector>(
this,
"AActor.MakeNoise", Loudness, NoiseInstigator, NoiseLocation); }
1015 static void MakeNoiseImpl(
AActor* NoiseMaker,
float Loudness,
APawn* NoiseInstigator, FVector* NoiseLocation) { NativeCall<
void, AActor*,
float, APawn*, FVector*>(
nullptr,
"AActor.MakeNoiseImpl", NoiseMaker, Loudness, NoiseInstigator, NoiseLocation); }
1016 float TakeDamage(
float DamageAmount,
FDamageEvent* DamageEvent,
AController* EventInstigator,
AActor* DamageCauser) {
return NativeCall<
float,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"AActor.TakeDamage", DamageAmount, DamageEvent, EventInstigator, DamageCauser); }
1017 float InternalTakeRadialDamage(
float Damage,
FRadialDamageEvent* RadialDamageEvent,
AController* EventInstigator,
AActor* DamageCauser) {
return NativeCall<
float,
float,
FRadialDamageEvent*,
AController*,
AActor*>(
this,
"AActor.InternalTakeRadialDamage", Damage, RadialDamageEvent, EventInstigator, DamageCauser); }
1018 void DispatchBlockingHit(
UPrimitiveComponent* MyComp,
UPrimitiveComponent* OtherComp,
bool bSelfMoved,
FHitResult* Hit) { NativeCall<
void,
UPrimitiveComponent*,
UPrimitiveComponent*,
bool,
FHitResult*>(
this,
"AActor.DispatchBlockingHit", MyComp, OtherComp, bSelfMoved, Hit); }
1023 void CalcCamera(
float DeltaTime, FMinimalViewInfo* OutResult) { NativeCall<
void,
float, FMinimalViewInfo*>(
this,
"AActor.CalcCamera", DeltaTime, OutResult); }
1025 void GetActorEyesViewPoint(FVector* OutLocation, FRotator* OutRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"AActor.GetActorEyesViewPoint", OutLocation, OutRotation); }
1033 UActorComponent*
GetComponentByClass(TSubclassOf<UActorComponent> ComponentClass) {
return NativeCall<UActorComponent*, TSubclassOf<UActorComponent>>(
this,
"AActor.GetComponentByClass", ComponentClass); }
1040 void PostSpawnInitialize(FVector* SpawnLocation, FRotator* SpawnRotation,
AActor* InOwner,
APawn* InInstigator,
bool bRemoteOwned,
bool bNoFail,
bool bDeferConstruction,
bool bDeferBeginPlay) { NativeCall<
void, FVector*, FRotator*, AActor*, APawn*,
bool,
bool,
bool,
bool>(
this,
"AActor.PostSpawnInitialize", SpawnLocation, SpawnRotation, InOwner, InInstigator, bRemoteOwned, bNoFail, bDeferConstruction, bDeferBeginPlay); }
1041 void FinishSpawning(FTransform* Transform,
bool bIsDefaultTransform) { NativeCall<
void, FTransform*,
bool>(
this,
"AActor.FinishSpawning", Transform, bIsDefaultTransform); }
1042 void DoExecuteActorConstruction(FTransform* Transform,
bool bIsDefaultTransform) { NativeCall<
void, FTransform*,
bool>(
this,
"AActor.DoExecuteActorConstruction", Transform, bIsDefaultTransform); }
1043 void PreSave() { NativeCall<
void>(
this,
"AActor.PreSave"); }
1045 void SetReplicates(
bool bInReplicates) { NativeCall<
void,
bool>(
this,
"AActor.SetReplicates", bInReplicates); }
1048 void BeginPlay() { NativeCall<
void>(
this,
"AActor.BeginPlay"); }
1053 float GetInputAxisValue(FName InputAxisName) {
return NativeCall<
float, FName>(
this,
"AActor.GetInputAxisValue", InputAxisName); }
1056 bool SetActorLocation(FVector* NewLocation,
bool bSweep) {
return NativeCall<
bool, FVector*,
bool>(
this,
"AActor.SetActorLocation", NewLocation, bSweep); }
1057 bool SetActorRotation(FRotator NewRotation) {
return NativeCall<
bool, FRotator>(
this,
"AActor.SetActorRotation", NewRotation); }
1058 bool SetActorRotation(FQuat* NewRotation) {
return NativeCall<
bool, FQuat*>(
this,
"AActor.SetActorRotation", NewRotation); }
1059 bool SetActorLocationAndRotation(FVector* NewLocation, FRotator NewRotation,
bool bSweep) {
return NativeCall<
bool, FVector*, FRotator,
bool>(
this,
"AActor.SetActorLocationAndRotation", NewLocation, NewRotation, bSweep); }
1060 void SetActorScale3D(FVector* NewScale3D) { NativeCall<
void, FVector*>(
this,
"AActor.SetActorScale3D", NewScale3D); }
1062 void SetActorRelativeLocation(FVector NewRelativeLocation,
bool bSweep) { NativeCall<
void, FVector,
bool>(
this,
"AActor.SetActorRelativeLocation", NewRelativeLocation, bSweep); }
1063 void SetActorRelativeRotation(FRotator NewRelativeRotation,
bool bSweep) { NativeCall<
void, FRotator,
bool>(
this,
"AActor.SetActorRelativeRotation", NewRelativeRotation, bSweep); }
1064 void SetActorRelativeScale3D(FVector NewRelativeScale) { NativeCall<
void, FVector>(
this,
"AActor.SetActorRelativeScale3D", NewRelativeScale); }
1065 void SetActorHiddenInGame(
bool bNewHidden) { NativeCall<
void,
bool>(
this,
"AActor.SetActorHiddenInGame", bNewHidden); }
1066 void SetActorEnableCollision(
bool bNewActorEnableCollision) { NativeCall<
void,
bool>(
this,
"AActor.SetActorEnableCollision", bNewActorEnableCollision); }
1067 bool Destroy(
bool bNetForce,
bool bShouldModifyLevel) {
return NativeCall<
bool,
bool,
bool>(
this,
"AActor.Destroy", bNetForce, bShouldModifyLevel); }
1068 bool HasAuthority() {
return NativeCall<
bool>(
this,
"AActor.HasAuthority"); }
1073 void GetActorBounds(
bool bOnlyCollidingComponents, FVector* Origin, FVector* BoxExtent) { NativeCall<
void,
bool, FVector*, FVector*>(
this,
"AActor.GetActorBounds", bOnlyCollidingComponents, Origin, BoxExtent); }
1075 void PlaySoundOnActor(USoundCue* InSoundCue,
float VolumeMultiplier,
float PitchMultiplier) { NativeCall<
void, USoundCue*,
float,
float>(
this,
"AActor.PlaySoundOnActor", InSoundCue, VolumeMultiplier, PitchMultiplier); }
1076 void PlaySoundAtLocation(USoundCue* InSoundCue, FVector SoundLocation,
float VolumeMultiplier,
float PitchMultiplier) { NativeCall<
void, USoundCue*, FVector,
float,
float>(
this,
"AActor.PlaySoundAtLocation", InSoundCue, SoundLocation, VolumeMultiplier, PitchMultiplier); }
1077 void UnregisterAllComponents(
bool bDetachFromOtherParent) { NativeCall<
void,
bool>(
this,
"AActor.UnregisterAllComponents", bDetachFromOtherParent); }
1083 void UninitializeComponents(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"AActor.UninitializeComponents", EndPlayReason); }
1085 bool ActorLineTraceSingle(
FHitResult* OutHit, FVector* Start, FVector* End, ECollisionChannel TraceChannel, FCollisionQueryParams* Params) {
return NativeCall<
bool, FHitResult*, FVector*, FVector*, ECollisionChannel, FCollisionQueryParams*>(
this,
"AActor.ActorLineTraceSingle", OutHit, Start, End, TraceChannel, Params); }
1086 void SetLifeSpan(
float InLifespan) { NativeCall<
void,
float>(
this,
"AActor.SetLifeSpan", InLifespan); }
1087 float GetLifeSpan() {
return NativeCall<
float>(
this,
"AActor.GetLifeSpan"); }
1089 void Stasis() { NativeCall<
void>(
this,
"AActor.Stasis"); }
1090 void Unstasis() { NativeCall<
void>(
this,
"AActor.Unstasis"); }
1103 bool GetMultiUseCenterText(
APlayerController* ForPC,
int UseIndex, FString* OutCenterText, FLinearColor* OutCenterTextColor) {
return NativeCall<
bool, APlayerController*,
int, FString*, FLinearColor*>(
this,
"AActor.GetMultiUseCenterText", ForPC, UseIndex, OutCenterText, OutCenterTextColor); }
1104 bool AllowSaving() {
return NativeCall<
bool>(
this,
"AActor.AllowSaving"); }
1105 void ChangeActorTeam(
int NewTeam) { NativeCall<
void,
int>(
this,
"AActor.ChangeActorTeam", NewTeam); }
1109 void SendExecCommand(FName CommandName,
FNetExecParams* ExecParams,
bool bIsReliable) { NativeCall<
void, FName, FNetExecParams*,
bool>(
this,
"AActor.SendExecCommand", CommandName, ExecParams, bIsReliable); }
1110 void ServerSendSimpleExecCommandToEveryone(FName CommandName,
bool bIsReliable,
bool bForceSendToLocalPlayer,
bool bIgnoreRelevancy) { NativeCall<
void, FName,
bool,
bool,
bool>(
this,
"AActor.ServerSendSimpleExecCommandToEveryone", CommandName, bIsReliable, bForceSendToLocalPlayer, bIgnoreRelevancy); }
1112 void SetTickFunctionEnabled(
bool bEnableTick) { NativeCall<
void,
bool>(
this,
"AActor.SetTickFunctionEnabled", bEnableTick); }
1115 bool BPIsA(TSubclassOf<AActor> anActorClass) {
return NativeCall<
bool, TSubclassOf<AActor>>(
this,
"AActor.BPIsA", anActorClass); }
1116 void MulticastProperty(FName PropertyName) { NativeCall<
void, FName>(
this,
"AActor.MulticastProperty", PropertyName); }
1118 void PropertyServerToClients_Implementation(
AActor* ActorToRep, FName PropertyName, TArray<
unsigned char>* ReplicationData) { NativeCall<
void, AActor*, FName, TArray<
unsigned char>*>(
this,
"AActor.PropertyServerToClients_Implementation", ActorToRep, PropertyName, ReplicationData); }
1120 void StopActorSound(USoundBase* SoundAsset,
float FadeOutTime) { NativeCall<
void, USoundBase*,
float>(
this,
"AActor.StopActorSound", SoundAsset, FadeOutTime); }
1121 void GetAllSceneComponents(TArray<USceneComponent*>* OutComponents) { NativeCall<
void, TArray<USceneComponent*>*>(
this,
"AActor.GetAllSceneComponents", OutComponents); }
1122 void ActorPlaySound_Implementation(USoundBase* SoundAsset,
bool bAttach, FName BoneName, FVector LocOffset) { NativeCall<
void, USoundBase*,
bool, FName, FVector>(
this,
"AActor.ActorPlaySound_Implementation", SoundAsset, bAttach, BoneName, LocOffset); }
1123 void NetAttachRootComponentTo_Implementation(
USceneComponent* InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation) { NativeCall<
void, USceneComponent*, FName, FVector, FRotator>(
this,
"AActor.NetAttachRootComponentTo_Implementation", InParent, InSocketName, RelativeLocation, RelativeRotation); }
1130 UActorComponent*
AddComponent(FName TemplateName,
bool bManualAttachment, FTransform* RelativeTransform,
UObject* ComponentTemplateContext) {
return NativeCall<UActorComponent*, FName,
bool, FTransform*, UObject*>(
this,
"AActor.AddComponent", TemplateName, bManualAttachment, RelativeTransform, ComponentTemplateContext); }
1136 bool IsNetRelevantFor(
APlayerController* RealViewer,
AActor* Viewer, FVector* SrcLocation) {
return NativeCall<
bool, APlayerController*, AActor*, FVector*>(
this,
"AActor.IsNetRelevantFor", RealViewer, Viewer, SrcLocation); }
1137 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"AActor.GetLifetimeReplicatedProps", OutLifetimeProps); }
1142 void GetComponents(TArray<UActorComponent*>* OutComponents) { NativeCall<
void, TArray<UActorComponent*>*>(
this,
"AActor.GetComponents", OutComponents); }
1144 void ForceReplicateNow(
bool bForceCreateChannel,
bool bForceCreateChannelIfRelevant) { NativeCall<
void,
bool,
bool>(
this,
"AActor.ForceReplicateNow", bForceCreateChannel, bForceCreateChannelIfRelevant); }
1145 void ForceNetUpdate(
bool bDormantDontReplicateProperties,
bool bAbsoluteForceNetUpdate,
bool bDontUpdateChannel) { NativeCall<
void,
bool,
bool,
bool>(
this,
"AActor.ForceNetUpdate", bDormantDontReplicateProperties, bAbsoluteForceNetUpdate, bDontUpdateChannel); }
1147 void ActorPlaySound(USoundBase* SoundAsset,
bool bAttach, FName BoneName, FVector LocOffset) { NativeCall<
void, USoundBase*,
bool, FName, FVector>(
this,
"AActor.ActorPlaySound", SoundAsset, bAttach, BoneName, LocOffset); }
1148 void ActorPlaySoundUnreliable(USoundBase* SoundAsset,
bool bAttach, FName BoneName, FVector LocOffset) { NativeCall<
void, USoundBase*,
bool, FName, FVector>(
this,
"AActor.ActorPlaySoundUnreliable", SoundAsset, bAttach, BoneName, LocOffset); }
1156 bool BPConsumeSetPinCode(
APlayerController* ForPC,
int appledPinCode,
bool bIsSetting,
int TheCustomIndex) {
return NativeCall<
bool,
APlayerController*,
int,
bool,
int>(
this,
"AActor.BPConsumeSetPinCode", ForPC, appledPinCode, bIsSetting, TheCustomIndex); }
1157 bool BPConsumeUsePinCode(
AActor* FromKeypadActor,
APlayerController* ForPC,
int appledPinCode,
bool bIsActivating) {
return NativeCall<
bool,
AActor*,
APlayerController*,
int,
bool>(
this,
"AActor.BPConsumeUsePinCode", FromKeypadActor, ForPC, appledPinCode, bIsActivating); }
1160 bool BPGetMultiUseCenterText(
APlayerController* ForPC,
int UseIndex, FString* OutCenterText, FLinearColor* OutCenterTextColor) {
return NativeCall<
bool, APlayerController*,
int, FString*, FLinearColor*>(
this,
"AActor.BPGetMultiUseCenterText", ForPC, UseIndex, OutCenterText, OutCenterTextColor); }
1169 void MulticastDrawDebugArrow(FVector LineStart, FVector LineEnd,
float ArrowSize, FLinearColor LineColor,
float Duration,
bool enableInShipping) { NativeCall<
void, FVector, FVector,
float, FLinearColor,
float,
bool>(
this,
"AActor.MulticastDrawDebugArrow", LineStart, LineEnd, ArrowSize, LineColor, Duration, enableInShipping); }
1170 void MulticastDrawDebugBox(FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation,
float Duration,
bool enableInShipping) { NativeCall<
void, FVector, FVector, FLinearColor, FRotator,
float,
bool>(
this,
"AActor.MulticastDrawDebugBox", Center, Extent, LineColor, Rotation, Duration, enableInShipping); }
1171 void MulticastDrawDebugCapsule(FVector Center,
float HalfHeight,
float Radius, FRotator Rotation, FLinearColor LineColor,
float Duration,
bool enableInShipping) { NativeCall<
void, FVector,
float,
float, FRotator, FLinearColor,
float,
bool>(
this,
"AActor.MulticastDrawDebugCapsule", Center, HalfHeight, Radius, Rotation, LineColor, Duration, enableInShipping); }
1172 void MulticastDrawDebugCapsuleWithExtents(FVector Top, FVector Bottom,
float Radius, FLinearColor LineColor,
float Duration,
bool bPersistent) { NativeCall<
void, FVector, FVector,
float, FLinearColor,
float,
bool>(
this,
"AActor.MulticastDrawDebugCapsuleWithExtents", Top, Bottom, Radius, LineColor, Duration, bPersistent); }
1173 void MulticastDrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot,
float Scale,
float Duration,
float Thickness) { NativeCall<
void, FVector, FRotator,
float,
float,
float>(
this,
"AActor.MulticastDrawDebugCoordinateSystem", AxisLoc, AxisRot, Scale, Duration, Thickness); }
1174 void MulticastDrawDebugCylinder(FVector Start, FVector End,
float Radius,
int Segments, FLinearColor LineColor,
float Duration) { NativeCall<
void, FVector, FVector,
float,
int, FLinearColor,
float>(
this,
"AActor.MulticastDrawDebugCylinder", Start, End, Radius, Segments, LineColor, Duration); }
1175 void MulticastDrawDebugLine(FVector LineStart, FVector LineEnd, FLinearColor LineColor,
float Duration,
float Thickness,
bool enableInShipping) { NativeCall<
void, FVector, FVector, FLinearColor,
float,
float,
bool>(
this,
"AActor.MulticastDrawDebugLine", LineStart, LineEnd, LineColor, Duration, Thickness, enableInShipping); }
1176 void MulticastDrawDebugPoint(FVector Position,
float Size, FLinearColor PointColor,
float Duration,
bool enableInShipping) { NativeCall<
void, FVector,
float, FLinearColor,
float,
bool>(
this,
"AActor.MulticastDrawDebugPoint", Position, Size, PointColor, Duration, enableInShipping); }
1177 void MulticastDrawDebugSphere(FVector Center,
float Radius,
int Segments, FLinearColor LineColor,
float Duration,
bool enableInShipping) { NativeCall<
void, FVector,
float,
int, FLinearColor,
float,
bool>(
this,
"AActor.MulticastDrawDebugSphere", Center, Radius, Segments, LineColor, Duration, enableInShipping); }
1178 void MulticastDrawDebugString(FVector TextLocation, FString* Text,
AActor* TestBaseActor, FLinearColor TextColor,
float Duration,
bool enableInShipping) { NativeCall<
void, FVector, FString*, AActor*, FLinearColor,
float,
bool>(
this,
"AActor.MulticastDrawDebugString", TextLocation, Text, TestBaseActor, TextColor, Duration, enableInShipping); }
1179 void NetAttachRootComponentTo(
USceneComponent* InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation) { NativeCall<
void, USceneComponent*, FName, FVector, FRotator>(
this,
"AActor.NetAttachRootComponentTo", InParent, InSocketName, RelativeLocation, RelativeRotation); }
1182 void PropertyServerToClients(
AActor* ActorToRep, FName PropertyName, TArray<
unsigned char>* ReplicationData) { NativeCall<
void, AActor*, FName, TArray<
unsigned char>*>(
this,
"AActor.PropertyServerToClients", ActorToRep, PropertyName, ReplicationData); }
1188 void ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex) { NativeCall<
void, ETouchIndex::Type>(
this,
"AActor.ReceiveActorOnInputTouchBegin", FingerIndex); }
1189 void ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex) { NativeCall<
void, ETouchIndex::Type>(
this,
"AActor.ReceiveActorOnInputTouchEnd", FingerIndex); }
1190 void ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex) { NativeCall<
void, ETouchIndex::Type>(
this,
"AActor.ReceiveActorOnInputTouchEnter", FingerIndex); }
1191 void ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex) { NativeCall<
void, ETouchIndex::Type>(
this,
"AActor.ReceiveActorOnInputTouchLeave", FingerIndex); }
1193 void ReceiveAnyDamage(
float Damage,
UDamageType* DamageType,
AController* InstigatedBy,
AActor* DamageCauser) { NativeCall<
void,
float,
UDamageType*,
AController*,
AActor*>(
this,
"AActor.ReceiveAnyDamage", Damage, DamageType, InstigatedBy, DamageCauser); }
1196 void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"AActor.ReceiveEndPlay", EndPlayReason); }
1197 void ReceiveHit(
UPrimitiveComponent* MyComp,
AActor* Other,
UPrimitiveComponent* OtherComp,
bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse,
FHitResult* Hit) { NativeCall<
void, UPrimitiveComponent*, AActor*, UPrimitiveComponent*,
bool, FVector, FVector, FVector, FHitResult*>(
this,
"AActor.ReceiveHit", MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit); }
1198 void ReceiveInput(FString* InputName,
float Value, FVector VectorValue,
bool bStarted,
bool bEnded) { NativeCall<
void, FString*,
float, FVector,
bool,
bool>(
this,
"AActor.ReceiveInput", InputName, Value, VectorValue, bStarted, bEnded); }
1199 void ReceivePointDamage(
float Damage,
UDamageType* DamageType, FVector HitLocation, FVector HitNormal,
UPrimitiveComponent* HitComponent, FName BoneName, FVector ShotFromDirection,
AController* InstigatedBy,
AActor* DamageCauser) { NativeCall<
void,
float, UDamageType*, FVector, FVector, UPrimitiveComponent*, FName, FVector, AController*, AActor*>(
this,
"AActor.ReceivePointDamage", Damage, DamageType, HitLocation, HitNormal, HitComponent, BoneName, ShotFromDirection, InstigatedBy, DamageCauser); }
1200 void ReceiveRadialDamage(
float DamageReceived,
UDamageType* DamageType, FVector Origin,
FHitResult* HitInfo,
AController* InstigatedBy,
AActor* DamageCauser) { NativeCall<
void,
float, UDamageType*, FVector, FHitResult*, AController*, AActor*>(
this,
"AActor.ReceiveRadialDamage", DamageReceived, DamageType, Origin, HitInfo, InstigatedBy, DamageCauser); }
1201 void ReceiveTick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"AActor.ReceiveTick", DeltaSeconds); }
1247 void PostLoad() { NativeCall<
void>(
this,
"APawn.PostLoad"); }
1258 void TurnOff() { NativeCall<
void>(
this,
"APawn.TurnOff"); }
1261 void Destroyed() { NativeCall<
void>(
this,
"APawn.Destroyed"); }
1262 bool ShouldTakeDamage(
float Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser) {
return NativeCall<
bool,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APawn.ShouldTakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
1263 float TakeDamage(
float Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser) {
return NativeCall<
float,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APawn.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
1273 void SetMovementTether(
AActor * InTetherActor,
float Radius,
float Height) { NativeCall<
void,
AActor*,
float,
float>(
this,
"APawn.SetMovementTether", InTetherActor, Radius, Height); }
1278 bool IsTargetWithinTether(FVector * Destination,
float AdditionalRadius) {
return NativeCall<
bool, FVector*,
float>(
this,
"APawn.IsTargetWithinTether", Destination, AdditionalRadius); }
1281 void AddMovementInput(FVector WorldDirection,
float ScaleValue,
bool bForce) { NativeCall<
void, FVector,
float,
bool>(
this,
"APawn.AddMovementInput", WorldDirection, ScaleValue, bForce); }
1283 void Internal_AddMovementInput(FVector WorldAccel,
bool bForce) { NativeCall<
void, FVector,
bool>(
this,
"APawn.Internal_AddMovementInput", WorldAccel, bForce); }
1289 void Restart() { NativeCall<
void>(
this,
"APawn.Restart"); }
1290 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APawn.Tick", DeltaSeconds); }
1292 void Reset() { NativeCall<
void>(
this,
"APawn.Reset"); }
1294 void GetActorEyesViewPoint(FVector * out_Location, FRotator * out_Rotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"APawn.GetActorEyesViewPoint", out_Location, out_Rotation); }
1296 bool InFreeCam() {
return NativeCall<
bool>(
this,
"APawn.InFreeCam"); }
1298 void ClientSetRotation(FRotator NewRotation) { NativeCall<
void, FRotator>(
this,
"APawn.ClientSetRotation", NewRotation); }
1299 void FaceRotation(FRotator NewControlRotation,
float DeltaTime,
bool bFromController) { NativeCall<
void, FRotator,
float,
bool>(
this,
"APawn.FaceRotation", NewControlRotation, DeltaTime, bFromController); }
1304 bool IsWalking() {
return NativeCall<
bool>(
this,
"APawn.IsWalking"); }
1305 bool IsFalling() {
return NativeCall<
bool>(
this,
"APawn.IsFalling"); }
1306 bool IsCrouched() {
return NativeCall<
bool>(
this,
"APawn.IsCrouched"); }
1307 void PostNetReceiveVelocity(FVector * NewVelocity) { NativeCall<
void, FVector*>(
this,
"APawn.PostNetReceiveVelocity", NewVelocity); }
1310 bool IsNetRelevantFor(
APlayerController * RealViewer,
AActor * Viewer, FVector * SrcLocation) {
return NativeCall<
bool, APlayerController*, AActor*, FVector*>(
this,
"APawn.IsNetRelevantFor", RealViewer, Viewer, SrcLocation); }
1311 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APawn.GetLifetimeReplicatedProps", OutLifetimeProps); }
1312 void PawnMakeNoise(
float Loudness, FVector NoiseLocation,
bool bUseNoiseMakerLocation,
AActor * NoiseMaker) { NativeCall<
void,
float, FVector,
bool, AActor*>(
this,
"APawn.PawnMakeNoise", Loudness, NoiseLocation, bUseNoiseMakerLocation, NoiseMaker); }
1316 void InterceptInputEvent(FString * InputName) { NativeCall<
void, FString*>(
this,
"APawn.InterceptInputEvent", InputName); }
1339 void FreezeFrame(
float delay) { NativeCall<
void,
float>(
this,
"UCheatManager.FreezeFrame", delay); }
1340 void Teleport() { NativeCall<
void>(
this,
"UCheatManager.Teleport"); }
1341 void ChangeSize(
float F) { NativeCall<
void,
float>(
this,
"UCheatManager.ChangeSize", F); }
1342 void Fly() { NativeCall<
void>(
this,
"UCheatManager.Fly"); }
1343 void Walk() { NativeCall<
void>(
this,
"UCheatManager.Walk"); }
1344 void Ghost() { NativeCall<
void>(
this,
"UCheatManager.Ghost"); }
1345 void God() { NativeCall<
void>(
this,
"UCheatManager.God"); }
1346 void Slomo(
float T) { NativeCall<
void,
float>(
this,
"UCheatManager.Slomo", T); }
1347 void DamageTarget(
float DamageAmount) { NativeCall<
void,
float>(
this,
"UCheatManager.DamageTarget", DamageAmount); }
1349 void DestroyAll(TSubclassOf<AActor> aClass) { NativeCall<
void, TSubclassOf<AActor>>(
this,
"UCheatManager.DestroyAll", aClass); }
1350 void DestroyPawns(TSubclassOf<APawn> aClass) { NativeCall<
void, TSubclassOf<APawn>>(
this,
"UCheatManager.DestroyPawns", aClass); }
1351 void Summon(FString* ClassName) { NativeCall<
void, FString*>(
this,
"UCheatManager.Summon", ClassName); }
1352 void PlayersOnly() { NativeCall<
void>(
this,
"UCheatManager.PlayersOnly"); }
1353 void ViewSelf() { NativeCall<
void>(
this,
"UCheatManager.ViewSelf"); }
1354 void ViewPlayer(FString* S) { NativeCall<
void, FString*>(
this,
"UCheatManager.ViewPlayer", S); }
1355 void ViewActor(FName ActorName) { NativeCall<
void, FName>(
this,
"UCheatManager.ViewActor", ActorName); }
1356 void ViewClass(TSubclassOf<AActor> DesiredClass) { NativeCall<
void, TSubclassOf<AActor>>(
this,
"UCheatManager.ViewClass", DesiredClass); }
1357 void SetLevelStreamingStatus(FName PackageName,
bool bShouldBeLoaded,
bool bShouldBeVisible) { NativeCall<
void, FName,
bool,
bool>(
this,
"UCheatManager.SetLevelStreamingStatus", PackageName, bShouldBeLoaded, bShouldBeVisible); }
1358 void StreamLevelIn(FName PackageName) { NativeCall<
void, FName>(
this,
"UCheatManager.StreamLevelIn", PackageName); }
1359 void OnlyLoadLevel(FName PackageName) { NativeCall<
void, FName>(
this,
"UCheatManager.OnlyLoadLevel", PackageName); }
1360 void StreamLevelOut(FName PackageName) { NativeCall<
void, FName>(
this,
"UCheatManager.StreamLevelOut", PackageName); }
1365 void DebugCapsuleSweepSize(
float HalfHeight,
float Radius) { NativeCall<
void,
float,
float>(
this,
"UCheatManager.DebugCapsuleSweepSize", HalfHeight, Radius); }
1367 void DebugCapsuleSweepComplex(
bool bTraceComplex) { NativeCall<
void,
bool>(
this,
"UCheatManager.DebugCapsuleSweepComplex", bTraceComplex); }
1377 void BugItGo(
float X,
float Y,
float Z,
float Pitch,
float Yaw,
float Roll) { NativeCall<
void,
float,
float,
float,
float,
float,
float>(
this,
"UCheatManager.BugItGo", X, Y, Z, Pitch, Yaw, Roll); }
1378 void BugItGoString(FString* TheLocation, FString* TheRotation) { NativeCall<
void, FString*, FString*>(
this,
"UCheatManager.BugItGoString", TheLocation, TheRotation); }
1379 void BugItWorker(FVector TheLocation, FRotator TheRotation) { NativeCall<
void, FVector, FRotator>(
this,
"UCheatManager.BugItWorker", TheLocation, TheRotation); }
1380 void BugIt(FString* ScreenShotDescription) { NativeCall<
void, FString*>(
this,
"UCheatManager.BugIt", ScreenShotDescription); }
1381 void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, FString* GoString, FString* LocString) { NativeCall<
void, FVector, FRotator, FString*, FString*>(
this,
"UCheatManager.BugItStringCreator", ViewLocation, ViewRotation, GoString, LocString); }
1382 void FlushLog() { NativeCall<
void>(
this,
"UCheatManager.FlushLog"); }
1383 void LogLoc() { NativeCall<
void>(
this,
"UCheatManager.LogLoc"); }
1397 void TakeAllDino() { NativeCall<
void>(
this,
"UShooterCheatManager.TakeAllDino"); }
1398 void TakeTribe(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.TakeTribe", TribeTeamID); }
1399 void GMBuff() { NativeCall<
void>(
this,
"UShooterCheatManager.GMBuff"); }
1400 void GMSummon(FString* ClassName,
int Level) { NativeCall<
void, FString*,
int>(
this,
"UShooterCheatManager.GMSummon", ClassName, Level); }
1401 void ClearMyBuffs() { NativeCall<
void>(
this,
"UShooterCheatManager.ClearMyBuffs"); }
1402 void ListMyBuffs() { NativeCall<
void>(
this,
"UShooterCheatManager.ListMyBuffs"); }
1408 void Broadcast(FString* MessageText) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.Broadcast", MessageText); }
1409 void AllowPlayerToJoinNoCheck(FString* SteamId) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.AllowPlayerToJoinNoCheck", SteamId); }
1410 void RenameTribe(FString* TribeName, FString* NewName) { NativeCall<
void, FString*, FString*>(
this,
"UShooterCheatManager.RenameTribe", TribeName, NewName); }
1411 void RenameTribeID(
int TribeID, FString* NewName) { NativeCall<
void,
int, FString*>(
this,
"UShooterCheatManager.RenameTribeID", TribeID, NewName); }
1412 void RenamePlayer(FString* PlayerName, FString* NewName) { NativeCall<
void, FString*, FString*>(
this,
"UShooterCheatManager.RenamePlayer", PlayerName, NewName); }
1413 void RenamePlayerId(
int PlayerID, FString* NewName) { NativeCall<
void,
int, FString*>(
this,
"UShooterCheatManager.RenamePlayerId", PlayerID, NewName); }
1414 void DestroyActors(FString* ClassName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.DestroyActors", ClassName); }
1415 void DestroyWildDinoClasses(FString* ClassName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.DestroyWildDinoClasses", ClassName); }
1416 void SetGraphicsQuality(
int val) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.SetGraphicsQuality", val); }
1417 void SaveWorld() { NativeCall<
void>(
this,
"UShooterCheatManager.SaveWorld"); }
1418 void StartSaveBackup() { NativeCall<
void>(
this,
"UShooterCheatManager.StartSaveBackup"); }
1419 void DoExit() { NativeCall<
void>(
this,
"UShooterCheatManager.DoExit"); }
1420 void OpenMap(FString* MapName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.OpenMap", MapName); }
1421 void DoRestartLevel() { NativeCall<
void>(
this,
"UShooterCheatManager.DoRestartLevel"); }
1422 void SetGlobalPause(
bool bIsPaused) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.SetGlobalPause", bIsPaused); }
1424 void CamZoomIn() { NativeCall<
void>(
this,
"UShooterCheatManager.CamZoomIn"); }
1425 void CamZoomOut() { NativeCall<
void>(
this,
"UShooterCheatManager.CamZoomOut"); }
1427 void GiveResources() { NativeCall<
void>(
this,
"UShooterCheatManager.GiveResources"); }
1428 void GiveEngrams() { NativeCall<
void>(
this,
"UShooterCheatManager.GiveEngrams"); }
1432 void GCM() { NativeCall<
void>(
this,
"UShooterCheatManager.GCM"); }
1433 void DeepPockets() { NativeCall<
void>(
this,
"UShooterCheatManager.DeepPockets"); }
1434 void InfiniteWeight() { NativeCall<
void>(
this,
"UShooterCheatManager.InfiniteWeight"); }
1436 void GCMT() { NativeCall<
void>(
this,
"UShooterCheatManager.GCMT"); }
1438 void GiveCreativeModeToPlayer(
__int64 PlayerID) { NativeCall<
void,
__int64>(
this,
"UShooterCheatManager.GiveCreativeModeToPlayer", PlayerID); }
1439 void GCMP(
__int64 PlayerID) { NativeCall<
void,
__int64>(
this,
"UShooterCheatManager.GCMP", PlayerID); }
1440 void ForceTribes(FString* PlayerName1, FString* PlayerName2, FString* NewTribeName) { NativeCall<
void, FString*, FString*, FString*>(
this,
"UShooterCheatManager.ForceTribes", PlayerName1, PlayerName2, NewTribeName); }
1441 void ShowInGameMenu() { NativeCall<
void>(
this,
"UShooterCheatManager.ShowInGameMenu"); }
1442 void AddExperienceToTarget(
float HowMuch,
bool fromTribeShare,
bool bPreventSharingWithTribe) { NativeCall<
void,
float,
bool,
bool>(
this,
"UShooterCheatManager.AddExperienceToTarget", HowMuch, fromTribeShare, bPreventSharingWithTribe); }
1443 void AddExperience(
float HowMuch,
bool fromTribeShare,
bool bPreventSharingWithTribe) { NativeCall<
void,
float,
bool,
bool>(
this,
"UShooterCheatManager.AddExperience", HowMuch, fromTribeShare, bPreventSharingWithTribe); }
1444 void LevelUp(FName statName,
int numLevels) { NativeCall<
void, FName,
int>(
this,
"UShooterCheatManager.LevelUp", statName, numLevels); }
1445 void SetStatOnTarget(FName StatName,
float value) { NativeCall<
void, FName,
float>(
this,
"UShooterCheatManager.SetStatOnTarget", StatName, value); }
1446 void LevelUpAOE(FName statName,
float Radius,
int numLevels) { NativeCall<
void, FName,
float,
int>(
this,
"UShooterCheatManager.LevelUpAOE", statName, Radius, numLevels); }
1447 void LevelUpTarget(FName StatName,
int NumLevels) { NativeCall<
void, FName,
int>(
this,
"UShooterCheatManager.LevelUpTarget", StatName, NumLevels); }
1448 void LevelUpInternal(
APrimalCharacter* character, FName statName,
int numLevels) { NativeCall<
void, APrimalCharacter*, FName,
int>(
this,
"UShooterCheatManager.LevelUpInternal", character, statName, numLevels); }
1449 void GiveExpToPlayer(
__int64 PlayerID,
float HowMuch,
bool fromTribeShare,
bool bPreventSharingWithTribe) { NativeCall<
void,
__int64,
float,
bool,
bool>(
this,
"UShooterCheatManager.GiveExpToPlayer", PlayerID, HowMuch, fromTribeShare, bPreventSharingWithTribe); }
1450 void GiveTekEngramsTo(
__int64 PlayerID, FName* blueprintPath) { NativeCall<
void,
__int64, FName*>(
this,
"UShooterCheatManager.GiveTekEngramsTo", PlayerID, blueprintPath); }
1451 void GiveExpToTarget(
float HowMuch,
bool fromTribeShare,
bool bPreventSharingWithTribe) { NativeCall<
void,
float,
bool,
bool>(
this,
"UShooterCheatManager.GiveExpToTarget", HowMuch, fromTribeShare, bPreventSharingWithTribe); }
1452 void DebugMyTarget() { NativeCall<
void>(
this,
"UShooterCheatManager.DebugMyTarget"); }
1453 void DebugMyTargetFromLocation(FVector* spectatorLocation, FRotator* rotator) { NativeCall<
void, FVector*, FRotator*>(
this,
"UShooterCheatManager.DebugMyTargetFromLocation", spectatorLocation, rotator); }
1455 void DestroyMyTarget() { NativeCall<
void>(
this,
"UShooterCheatManager.DestroyMyTarget"); }
1456 void SetMyTargetSleeping(
bool bIsSleeping) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.SetMyTargetSleeping", bIsSleeping); }
1457 void SetTargetDinoColor(
int ColorRegion,
int ColorID) { NativeCall<
void,
int,
int>(
this,
"UShooterCheatManager.SetTargetDinoColor", ColorRegion, ColorID); }
1458 void Kill() { NativeCall<
void>(
this,
"UShooterCheatManager.Kill"); }
1459 void KillAOETribe(FName Category,
float Radius,
int TribeID) { NativeCall<
void, FName,
float,
int>(
this,
"UShooterCheatManager.KillAOETribe", Category, Radius, TribeID); }
1460 void KillAOE(FName Category,
float Radius) { NativeCall<
void, FName,
float>(
this,
"UShooterCheatManager.KillAOE", Category, Radius); }
1461 void Mission(FName CheatName,
float Value) { NativeCall<
void, FName,
float>(
this,
"UShooterCheatManager.Mission", CheatName, Value); }
1462 void Dino(FName CheatName) { NativeCall<
void, FName>(
this,
"UShooterCheatManager.Dino", CheatName); }
1463 void DinoSet(FName CheatName,
float Value) { NativeCall<
void, FName,
float>(
this,
"UShooterCheatManager.DinoSet", CheatName, Value); }
1464 void SetNetworkTime(
float NewTime) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetNetworkTime", NewTime); }
1465 void SetDifficultyValue(
float Value) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetDifficultyValue", Value); }
1467 void StartMission(FName MissionTag) { NativeCall<
void, FName>(
this,
"UShooterCheatManager.StartMission", MissionTag); }
1468 void ForceStartMission(FName MissionTag) { NativeCall<
void, FName>(
this,
"UShooterCheatManager.ForceStartMission", MissionTag); }
1469 void LeaveMission() { NativeCall<
void>(
this,
"UShooterCheatManager.LeaveMission"); }
1470 void CompleteMission() { NativeCall<
void>(
this,
"UShooterCheatManager.CompleteMission"); }
1474 void KillPlayer(
__int64 PlayerID) { NativeCall<
void,
__int64>(
this,
"UShooterCheatManager.KillPlayer", PlayerID); }
1475 void TeleportPlayerIDToMe(
__int64 PlayerID) { NativeCall<
void,
__int64>(
this,
"UShooterCheatManager.TeleportPlayerIDToMe", PlayerID); }
1476 void TeleportPlayerNameToMe(FString* PlayerName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.TeleportPlayerNameToMe", PlayerName); }
1477 void TeleportToPlayer(
__int64 PlayerID) { NativeCall<
void,
__int64>(
this,
"UShooterCheatManager.TeleportToPlayer", PlayerID); }
1478 void TeleportToPlayerName(FString* PlayerName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.TeleportToPlayerName", PlayerName); }
1479 void TPName(FString* PlayerName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.TPName", PlayerName); }
1481 void DestroyTribeIdPlayers(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.DestroyTribeIdPlayers", TribeTeamID); }
1483 void DestroyTribeIdDinos(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.DestroyTribeIdDinos", TribeTeamID); }
1484 void DestroyAllTames() { NativeCall<
void>(
this,
"UShooterCheatManager.DestroyAllTames"); }
1486 void DestroyTribeIdStructures(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.DestroyTribeIdStructures", TribeTeamID); }
1487 void DestroyTribeId(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.DestroyTribeId", TribeTeamID); }
1488 void DestroyTribeStructuresLessThan(
int TribeTeamID,
int Connections,
bool includeContainers) { NativeCall<
void,
int,
int,
bool>(
this,
"UShooterCheatManager.DestroyTribeStructuresLessThan", TribeTeamID, Connections, includeContainers); }
1489 void TribeMessage(
int TribeTeamID, FString Message) { NativeCall<
void,
int, FString>(
this,
"UShooterCheatManager.TribeMessage", TribeTeamID, Message); }
1491 void ForcePoop() { NativeCall<
void>(
this,
"UShooterCheatManager.ForcePoop"); }
1492 void ForceJoinTribe() { NativeCall<
void>(
this,
"UShooterCheatManager.ForceJoinTribe"); }
1493 void ForcePlayerToJoinTribe(
__int64 PlayerID, FString TribeName) { NativeCall<
void,
__int64, FString>(
this,
"UShooterCheatManager.ForcePlayerToJoinTribe", PlayerID, TribeName); }
1494 void ForcePlayerToJoinTribeId(
__int64 PlayerID,
int TribeTeamID) { NativeCall<
void,
__int64,
int>(
this,
"UShooterCheatManager.ForcePlayerToJoinTribeId", PlayerID, TribeTeamID); }
1495 void JoinTribe(
__int64 PlayerID,
int TribeTeamID) { NativeCall<
void,
__int64,
int>(
this,
"UShooterCheatManager.JoinTribe", PlayerID, TribeTeamID); }
1496 void SpawnActor(FString* blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset) { NativeCall<
void, FString*,
float,
float,
float>(
this,
"UShooterCheatManager.SpawnActor", blueprintPath, spawnDistance, spawnYOffset, ZOffset); }
1497 void SpawnActorTamed(FString* blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset) { NativeCall<
void, FString*,
float,
float,
float>(
this,
"UShooterCheatManager.SpawnActorTamed", blueprintPath, spawnDistance, spawnYOffset, ZOffset); }
1498 void SpawnDino(FString* blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int DinoLevel) { NativeCall<
void, FString*,
float,
float,
float,
int>(
this,
"UShooterCheatManager.SpawnDino", blueprintPath, spawnDistance, spawnYOffset, ZOffset, DinoLevel); }
1499 APrimalDinoCharacter*
SpawnSetupDinoInternal(FDinoSetup* DinoSetup, FRotator* SpawnRot) {
return NativeCall<APrimalDinoCharacter*, FDinoSetup*, FRotator*>(
this,
"UShooterCheatManager.SpawnSetupDinoInternal", DinoSetup, SpawnRot); }
1500 void SpawnSetupDino(FString* DinoBlueprintPath, FString* SaddleBlueprintPath,
float SaddleQuality,
int DinoLevel, FString* DinoStats,
float SpawnDistance,
float YOffset,
float ZOffset) { NativeCall<
void, FString*, FString*,
float,
int, FString*,
float,
float,
float>(
this,
"UShooterCheatManager.SpawnSetupDino", DinoBlueprintPath, SaddleBlueprintPath, SaddleQuality, DinoLevel, DinoStats, SpawnDistance, YOffset, ZOffset); }
1501 void SpawnExactDino(FString* DinoBlueprintPath, FString* SaddleBlueprintPath,
float SaddleQuality,
int BaseLevel,
int ExtraLevels, FString* BaseStats, FString* AddedStats, FString* DinoName,
char Cloned,
char Neutered, FString* TamedOn, FString* UploadedFrom, FString* ImprinterName,
int ImprinterPlayerID,
float ImprintQuality, FString* Colors,
__int64 DinoID,
__int64 Exp,
float SpawnDistance,
float YOffset,
float ZOffset) { NativeCall<
void, FString*, FString*,
float,
int,
int, FString*, FString*, FString*,
char,
char, FString*, FString*, FString*,
int,
float, FString*,
__int64,
__int64,
float,
float,
float>(
this,
"UShooterCheatManager.SpawnExactDino", DinoBlueprintPath, SaddleBlueprintPath, SaddleQuality, BaseLevel, ExtraLevels, BaseStats, AddedStats, DinoName, Cloned, Neutered, TamedOn, UploadedFrom, ImprinterName, ImprinterPlayerID, ImprintQuality, Colors, DinoID, Exp, SpawnDistance, YOffset, ZOffset); }
1502 void DumpDinoStats() { NativeCall<
void>(
this,
"UShooterCheatManager.DumpDinoStats"); }
1503 AActor*
DoSummon(FString* ClassName) {
return NativeCall<AActor*, FString*>(
this,
"UShooterCheatManager.DoSummon", ClassName); }
1504 void Summon(FString* ClassName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.Summon", ClassName); }
1505 void SummonTamed(FString* ClassName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.SummonTamed", ClassName); }
1506 void ForceGiveBuff(FName* BuffBlueprintPath,
bool bEnable) { NativeCall<
void, FName*,
bool>(
this,
"UShooterCheatManager.ForceGiveBuff", BuffBlueprintPath, bEnable); }
1507 void SDF(FName* DinoBlueprintPath,
bool bIsTamed) { NativeCall<
void, FName*,
bool>(
this,
"UShooterCheatManager.SDF", DinoBlueprintPath, bIsTamed); }
1508 void SpawnActorSpread(FString* blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount) { NativeCall<
void, FString*,
float,
float,
float,
int,
float>(
this,
"UShooterCheatManager.SpawnActorSpread", blueprintPath, spawnDistance, spawnYOffset, ZOffset, NumberActors, SpreadAmount); }
1509 void SpawnActorSpreadTamed(FString* blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount) { NativeCall<
void, FString*,
float,
float,
float,
int,
float>(
this,
"UShooterCheatManager.SpawnActorSpreadTamed", blueprintPath, spawnDistance, spawnYOffset, ZOffset, NumberActors, SpreadAmount); }
1510 void RainDinosHelper(TArray<FString>* dinoRefs,
int NumberActors,
float SpreadAmount,
float ZOffset) { NativeCall<
void, TArray<FString>*,
int,
float,
float>(
this,
"UShooterCheatManager.RainDinosHelper", dinoRefs, NumberActors, SpreadAmount, ZOffset); }
1511 void RainCritters(
int NumberActors,
float SpreadAmount,
float ZOffset) { NativeCall<
void,
int,
float,
float>(
this,
"UShooterCheatManager.RainCritters", NumberActors, SpreadAmount, ZOffset); }
1512 void RainDinos(
int NumberActors,
float SpreadAmount,
float ZOffset) { NativeCall<
void,
int,
float,
float>(
this,
"UShooterCheatManager.RainDinos", NumberActors, SpreadAmount, ZOffset); }
1513 void RainDanger(
int NumberActors,
float SpreadAmount,
float ZOffset) { NativeCall<
void,
int,
float,
float>(
this,
"UShooterCheatManager.RainDanger", NumberActors, SpreadAmount, ZOffset); }
1514 void LeaveMeAlone() { NativeCall<
void>(
this,
"UShooterCheatManager.LeaveMeAlone"); }
1515 void InfiniteStats() { NativeCall<
void>(
this,
"UShooterCheatManager.InfiniteStats"); }
1516 void SetInfiniteStats(
bool bInfinite) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.SetInfiniteStats", bInfinite); }
1518 void RefillStats() { NativeCall<
void>(
this,
"UShooterCheatManager.RefillStats"); }
1519 void ToggleHud() { NativeCall<
void>(
this,
"UShooterCheatManager.ToggleHud"); }
1520 void EnableCheats(FString pass) { NativeCall<
void, FString>(
this,
"UShooterCheatManager.EnableCheats", pass); }
1521 void ToggleGun() { NativeCall<
void>(
this,
"UShooterCheatManager.ToggleGun"); }
1524 void SetGodMode(
bool bEnable) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.SetGodMode", bEnable); }
1525 void BanPlayer(FString PlayerSteamName) { NativeCall<
void, FString>(
this,
"UShooterCheatManager.BanPlayer", PlayerSteamName); }
1526 void UnbanPlayer(FString PlayerSteamName) { NativeCall<
void, FString>(
this,
"UShooterCheatManager.UnbanPlayer", PlayerSteamName); }
1527 void EnableSpectator() { NativeCall<
void>(
this,
"UShooterCheatManager.EnableSpectator"); }
1529 void KickPlayer(FString PlayerSteamName) { NativeCall<
void, FString>(
this,
"UShooterCheatManager.KickPlayer", PlayerSteamName); }
1530 void Suicide() { NativeCall<
void>(
this,
"UShooterCheatManager.Suicide"); }
1531 void ForceTame() { NativeCall<
void>(
this,
"UShooterCheatManager.ForceTame"); }
1532 void ForceTameAOE(
float Radius) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.ForceTameAOE", Radius); }
1533 void SetImprintQuality(
float ImprintQuality) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetImprintQuality", ImprintQuality); }
1534 void SetTamingEffectivenessModifier(
float TamingEffectiveness) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetTamingEffectivenessModifier", TamingEffectiveness); }
1535 void StartNearestHorde(FName HordeType,
int DifficultyLevel) { NativeCall<
void, FName,
int>(
this,
"UShooterCheatManager.StartNearestHorde", HordeType, DifficultyLevel); }
1537 void TeleportToActiveHorde(
int EventIndex) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.TeleportToActiveHorde", EventIndex); }
1538 void SetImprintedPlayer(FString NewImprinterName,
int NewImprinterPlayerDataID) { NativeCall<
void, FString,
int>(
this,
"UShooterCheatManager.SetImprintedPlayer", NewImprinterName, NewImprinterPlayerDataID); }
1539 void TransferImprints(
int oldPlayerId,
int newPlayerId, FString NewImprinterName) { NativeCall<
void,
int,
int, FString>(
this,
"UShooterCheatManager.TransferImprints", oldPlayerId, newPlayerId, NewImprinterName); }
1540 void DoTame() { NativeCall<
void>(
this,
"UShooterCheatManager.DoTame"); }
1541 void GiveToMe() { NativeCall<
void>(
this,
"UShooterCheatManager.GiveToMe"); }
1542 void GiveToMeAOE(
float Radius) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.GiveToMeAOE", Radius); }
1544 void SetTargetPlayerBodyVal(
int BodyValIndex,
float BodyVal) { NativeCall<
void,
int,
float>(
this,
"UShooterCheatManager.SetTargetPlayerBodyVal", BodyValIndex, BodyVal); }
1545 void SetTargetPlayerColorVal(
int ColorValIndex,
float ColorVal) { NativeCall<
void,
int,
float>(
this,
"UShooterCheatManager.SetTargetPlayerColorVal", ColorValIndex, ColorVal); }
1546 void SetBabyAge(
float AgeValue) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetBabyAge", AgeValue); }
1547 void ListPlayers() { NativeCall<
void>(
this,
"UShooterCheatManager.ListPlayers"); }
1548 void GetChat() { NativeCall<
void>(
this,
"UShooterCheatManager.GetChat"); }
1549 void GetGameLog() { NativeCall<
void>(
this,
"UShooterCheatManager.GetGameLog"); }
1550 void EnemyInVisible(
bool Invisible) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.EnemyInVisible", Invisible); }
1551 void ShowTutorial(
int TutorialIndex,
bool bForceDisplay) { NativeCall<
void,
int,
bool>(
this,
"UShooterCheatManager.ShowTutorial", TutorialIndex, bForceDisplay); }
1552 void HideTutorial(
int TutorialInde) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.HideTutorial", TutorialInde); }
1553 void ClearTutorials() { NativeCall<
void>(
this,
"UShooterCheatManager.ClearTutorials"); }
1555 void AddItemToAllClustersInventory(FString UserId,
int MasterIndexNum) { NativeCall<
void, FString,
int>(
this,
"UShooterCheatManager.AddItemToAllClustersInventory", UserId, MasterIndexNum); }
1556 void GiveItemNum(
int masterIndexNum,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint) { NativeCall<
void,
int,
int,
float,
bool>(
this,
"UShooterCheatManager.GiveItemNum", masterIndexNum, quantityOverride, qualityOverride, bForceBlueprint); }
1557 void GiveItem(FString* blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint) { NativeCall<
void, FString*,
int,
float,
bool>(
this,
"UShooterCheatManager.GiveItem", blueprintPath, quantityOverride, qualityOverride, bForceBlueprint); }
1558 static void GiveAllItemsInSet(
AShooterPlayerController* Controller, TArray<FItemCount>* Items) { NativeCall<
void, AShooterPlayerController*, TArray<FItemCount>*>(
nullptr,
"UShooterCheatManager.GiveAllItemsInSet", Controller, Items); }
1559 static float QualityNameToFloat(FName QualityName) {
return NativeCall<
float, FName>(
nullptr,
"UShooterCheatManager.QualityNameToFloat", QualityName); }
1560 void GiveArmorSet(FName Tier, FName QualityName) { NativeCall<
void, FName, FName>(
this,
"UShooterCheatManager.GiveArmorSet", Tier, QualityName); }
1561 void GiveWeaponSet(FName Tier, FName QualityName) { NativeCall<
void, FName, FName>(
this,
"UShooterCheatManager.GiveWeaponSet", Tier, QualityName); }
1562 void GiveItemSet(FName Tier) { NativeCall<
void, FName>(
this,
"UShooterCheatManager.GiveItemSet", Tier); }
1563 void GMComp(
int level) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.GMComp", level); }
1564 void GiveDinoSet(FName Tier,
int NumDinos) { NativeCall<
void, FName,
int>(
this,
"UShooterCheatManager.GiveDinoSet", Tier, NumDinos); }
1565 void GiveDinoSet() { NativeCall<
void>(
this,
"UShooterCheatManager.GiveDinoSet"); }
1566 void AddEquipmentDurability(
const float durability) { NativeCall<
void,
const float>(
this,
"UShooterCheatManager.AddEquipmentDurability", durability); }
1567 void GFI(FName* blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint) { NativeCall<
void, FName*,
int,
float,
bool>(
this,
"UShooterCheatManager.GFI", blueprintPath, quantityOverride, qualityOverride, bForceBlueprint); }
1568 void GiveItemToPlayer(
int playerID, FString* blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint) { NativeCall<
void,
int, FString*,
int,
float,
bool>(
this,
"UShooterCheatManager.GiveItemToPlayer", playerID, blueprintPath, quantityOverride, qualityOverride, bForceBlueprint); }
1569 void GiveItemNumToPlayer(
int playerID,
int masterIndexNum,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint) { NativeCall<
void,
int,
int,
int,
float,
bool>(
this,
"UShooterCheatManager.GiveItemNumToPlayer", playerID, masterIndexNum, quantityOverride, qualityOverride, bForceBlueprint); }
1570 void ClearPlayerInventory(
int playerID,
bool bClearInventory,
bool bClearSlotItems,
bool bClearEquippedItems) { NativeCall<
void,
int,
bool,
bool,
bool>(
this,
"UShooterCheatManager.ClearPlayerInventory", playerID, bClearInventory, bClearSlotItems, bClearEquippedItems); }
1571 void DoTestingThing() { NativeCall<
void>(
this,
"UShooterCheatManager.DoTestingThing"); }
1572 void DoHang() { NativeCall<
void>(
this,
"UShooterCheatManager.DoHang"); }
1573 void SetMessageOfTheDay(FString* Message) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.SetMessageOfTheDay", Message); }
1576 void HibernationReport(FString* ClassName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.HibernationReport", ClassName); }
1577 void HiWarp(FString* ClassName,
int Index) { NativeCall<
void, FString*,
int>(
this,
"UShooterCheatManager.HiWarp", ClassName, Index); }
1582 void SetPlayerPos(
float X,
float Y,
float Z) { NativeCall<
void,
float,
float,
float>(
this,
"UShooterCheatManager.SetPlayerPos", X, Y, Z); }
1583 void PrintActorLocation(FString* ActorName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.PrintActorLocation", ActorName); }
1584 void TeleportToActorLocation(FString* ActorName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.TeleportToActorLocation", ActorName); }
1585 void SPI(
float X,
float Y,
float Z,
float Yaw,
float Pitch) { NativeCall<
void,
float,
float,
float,
float,
float>(
this,
"UShooterCheatManager.SPI", X, Y, Z, Yaw, Pitch); }
1586 void TP(FString LocationName) { NativeCall<
void, FString>(
this,
"UShooterCheatManager.TP", LocationName); }
1587 void TPCoords(
float lat,
float lon,
float z) { NativeCall<
void,
float,
float,
float>(
this,
"UShooterCheatManager.TPCoords", lat, lon, z); }
1588 void ToggleLocation() { NativeCall<
void>(
this,
"UShooterCheatManager.ToggleLocation"); }
1590 void SetTimeOfDay(FString* timeString) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.SetTimeOfDay", timeString); }
1591 void WhatIsMyTarget() { NativeCall<
void>(
this,
"UShooterCheatManager.WhatIsMyTarget"); }
1592 void IsUndermesh(
const float debugDrawSeconds) { NativeCall<
void,
const float>(
this,
"UShooterCheatManager.IsUndermesh", debugDrawSeconds); }
1593 void SetDebugMeleeAttacks(
bool bDebugMelee,
const float drawDuration) { NativeCall<
void,
bool,
const float>(
this,
"UShooterCheatManager.SetDebugMeleeAttacks", bDebugMelee, drawDuration); }
1594 void MoveTargetTo(
float x,
float y,
float z) { NativeCall<
void,
float,
float,
float>(
this,
"UShooterCheatManager.MoveTargetTo", x, y, z); }
1595 void ServerChatTo(FString* SteamID, FString* MessageText) { NativeCall<
void, FString*, FString*>(
this,
"UShooterCheatManager.ServerChatTo", SteamID, MessageText); }
1596 void ServerChatToPlayer(FString* PlayerName, FString* MessageText) { NativeCall<
void, FString*, FString*>(
this,
"UShooterCheatManager.ServerChatToPlayer", PlayerName, MessageText); }
1597 void ServerChat(FString* MessageText) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.ServerChat", MessageText); }
1598 void SetChatLogMaxAgeInDays(
int NumDays) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.SetChatLogMaxAgeInDays", NumDays); }
1600 void DumpAssetProperties(FString* Asset) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.DumpAssetProperties", Asset); }
1603 void GameCommand(FString* TheCommand) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.GameCommand", TheCommand); }
1604 void ScriptCommand(FString* commandString) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.ScriptCommand", commandString); }
1605 void PlayerCommand(FString* TheCommand) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.PlayerCommand", TheCommand); }
1606 void MakeTribeAdmin() { NativeCall<
void>(
this,
"UShooterCheatManager.MakeTribeAdmin"); }
1609 void GiveExplorerNote(
int NoteIndex) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.GiveExplorerNote", NoteIndex); }
1611 void VisualizeClass(FString* ClassIn,
int MaxTotal) { NativeCall<
void, FString*,
int>(
this,
"UShooterCheatManager.VisualizeClass", ClassIn, MaxTotal); }
1612 void UnlockEngram(FString* ItemClassName) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.UnlockEngram", ItemClassName); }
1613 void SetHeadHairPercent(
float thePercent) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetHeadHairPercent", thePercent); }
1614 void SetFacialHairPercent(
float thePercent) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.SetFacialHairPercent", thePercent); }
1615 void SetHeadHairstyle(
int hairStyleIndex) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.SetHeadHairstyle", hairStyleIndex); }
1616 void SetFacialHairstyle(
int hairStyleIndex) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.SetFacialHairstyle", hairStyleIndex); }
1617 void PrintMessageOut(FString* Msg) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.PrintMessageOut", Msg); }
1618 void GetTribeIdPlayerList(
int TribeID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.GetTribeIdPlayerList", TribeID); }
1619 void GetSteamIDForPlayerID(
int PlayerID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.GetSteamIDForPlayerID", PlayerID); }
1620 void GetPlayerIDForSteamID(
int SteamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.GetPlayerIDForSteamID", SteamID); }
1621 void SetShowAllPlayers(
bool bEnable) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.SetShowAllPlayers", bEnable); }
1622 void SAP() { NativeCall<
void>(
this,
"UShooterCheatManager.SAP"); }
1623 void TribeStructureAudit(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.TribeStructureAudit", TribeTeamID); }
1624 void TribeDinoAudit(
int TribeTeamID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.TribeDinoAudit", TribeTeamID); }
1625 void psc(FString* command) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.psc", command); }
1626 void DetachChar() { NativeCall<
void>(
this,
"UShooterCheatManager.DetachChar"); }
1628 void HatchEgg() { NativeCall<
void>(
this,
"UShooterCheatManager.HatchEgg"); }
1629 void DefeatBoss(
int playerID, FName bossName,
char difficulty) { NativeCall<
void,
int, FName,
char>(
this,
"UShooterCheatManager.DefeatBoss", playerID, bossName, difficulty); }
1630 void LvlUp(
__int64 PlayerID,
__int16 Level) { NativeCall<
void,
__int64,
__int16>(
this,
"UShooterCheatManager.LvlUp", PlayerID, Level); }
1631 void LessThan(
int TribeTeamID,
int Connections,
bool includeContainers) { NativeCall<
void,
int,
int,
bool>(
this,
"UShooterCheatManager.LessThan", TribeTeamID, Connections, includeContainers); }
1632 void SetInstantHarvest(
bool bEnable) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.SetInstantHarvest", bEnable); }
1633 void DestroyFoliage(
float Radius) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.DestroyFoliage", Radius); }
1634 void RegrowFoliage(
float Radius) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.RegrowFoliage", Radius); }
1637 void ForceEnableMeshCheckingOnMe(
bool bEnableChecking) { NativeCall<
void,
bool>(
this,
"UShooterCheatManager.ForceEnableMeshCheckingOnMe", bEnableChecking); }
1638 void SetPlayerLevel(
__int64 PlayerID,
__int16 Level) { NativeCall<
void,
__int64,
__int16>(
this,
"UShooterCheatManager.SetPlayerLevel", PlayerID, Level); }
1639 void SendDataDogMetric(FString msg) { NativeCall<
void, FString>(
this,
"UShooterCheatManager.SendDataDogMetric", msg); }
1640 void MaxAscend(
int playerID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.MaxAscend", playerID); }
1641 void DefeatAllBosses(
int playerID) { NativeCall<
void,
int>(
this,
"UShooterCheatManager.DefeatAllBosses", playerID); }
1643 void AddHexagons(
float HowMuch) { NativeCall<
void,
float>(
this,
"UShooterCheatManager.AddHexagons", HowMuch); }
1646 void God() { NativeCall<
void>(
this,
"UShooterCheatManager.God"); }
1647 void DupeLastItem() { NativeCall<
void>(
this,
"UShooterCheatManager.DupeLastItem"); }
1648 void ForceCompleteActiveMission(FString* MissionStateSimValues) { NativeCall<
void, FString*>(
this,
"UShooterCheatManager.ForceCompleteActiveMission", MissionStateSimValues); }
1675 float&
ScoreField() {
return *GetNativePointerField<
float*>(
this,
"APlayerState.Score"); }
1676 char&
PingField() {
return *GetNativePointerField<
char*>(
this,
"APlayerState.Ping"); }
1679 int&
PlayerIdField() {
return *GetNativePointerField<
int*>(
this,
"APlayerState.PlayerId"); }
1680 int&
StartTimeField() {
return *GetNativePointerField<
int*>(
this,
"APlayerState.StartTime"); }
1681 float&
ExactPingField() {
return *GetNativePointerField<
float*>(
this,
"APlayerState.ExactPing"); }
1700 void UpdatePing(
float InPing) { NativeCall<
void,
float>(
this,
"APlayerState.UpdatePing", InPing); }
1709 void Destroyed() { NativeCall<
void>(
this,
"APlayerState.Destroyed"); }
1710 void Reset() { NativeCall<
void>(
this,
"APlayerState.Reset"); }
1712 void SetPlayerName(FString* S) { NativeCall<
void, FString*>(
this,
"APlayerState.SetPlayerName", S); }
1714 void SetUniqueId(TSharedPtr<FUniqueNetId, 0>* InUniqueId) { NativeCall<
void, TSharedPtr<FUniqueNetId, 0>*>(
this,
"APlayerState.SetUniqueId", InUniqueId); }
1715 void RegisterPlayerWithSession(
bool bWasFromInvite) { NativeCall<
void,
bool>(
this,
"APlayerState.RegisterPlayerWithSession", bWasFromInvite); }
1718 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APlayerState.GetLifetimeReplicatedProps", OutLifetimeProps); }
1773 bool AddToTribe(
FTribeData *
MyNewTribe,
bool bMergeTribe,
bool bForce,
bool bIsFromInvite,
APlayerController *
InviterPC) {
return NativeCall<
bool,
FTribeData*,
bool,
bool,
bool,
APlayerController*>(
this,
"AShooterPlayerState.AddToTribe",
MyNewTribe,
bMergeTribe,
bForce,
bIsFromInvite,
InviterPC); }
1843 void ServerDeclareTribeWar_Implementation(
int EnemyTeamID,
int StartDayNum,
int EndDayNumber,
float WarStartTime,
float WarEndTime) {
NativeCall<
void,
int,
int,
int,
float,
float>(
this,
"AShooterPlayerState.ServerDeclareTribeWar_Implementation",
EnemyTeamID,
StartDayNum,
EndDayNumber,
WarStartTime,
WarEndTime); }
1876 void ServerDeclareTribeWar(
int EnemyTeamID,
int StartDayNum,
int EndDayNumber,
float WarStartTime,
float WarEndTime) {
NativeCall<
void,
int,
int,
int,
float,
float>(
this,
"AShooterPlayerState.ServerDeclareTribeWar",
EnemyTeamID,
StartDayNum,
EndDayNumber,
WarStartTime,
WarEndTime); }
1933 void SetInitialLocationAndRotation(FVector * NewLocation, FRotator * NewRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"AController.SetInitialLocationAndRotation", NewLocation, NewRotation); }
1935 void SetControlRotation(FRotator * NewRotation) { NativeCall<
void, FRotator*>(
this,
"AController.SetControlRotation", NewRotation); }
1939 void GetPlayerViewPoint(FVector * out_Location, FRotator * out_Rotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"AController.GetPlayerViewPoint", out_Location, out_Rotation); }
1940 bool LineOfSightTo(
AActor * Other, FVector ViewPoint,
bool bAlternateChecks) {
return NativeCall<
bool, AActor*, FVector,
bool>(
this,
"AController.LineOfSightTo", Other, ViewPoint, bAlternateChecks); }
1944 void Reset() { NativeCall<
void>(
this,
"AController.Reset"); }
1945 void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation) { NativeCall<
void, FVector, FRotator>(
this,
"AController.ClientSetLocation_Implementation", NewLocation, NewRotation); }
1946 void ClientSetRotation_Implementation(FRotator NewRotation,
bool bResetCamera) { NativeCall<
void, FRotator,
bool>(
this,
"AController.ClientSetRotation_Implementation", NewRotation, bResetCamera); }
1950 void OnRep_Pawn() { NativeCall<
void>(
this,
"AController.OnRep_Pawn"); }
1952 void Destroyed() { NativeCall<
void>(
this,
"AController.Destroyed"); }
1954 void InstigatedAnyDamage(
float Damage,
UDamageType * DamageType,
AActor * DamagedActor,
AActor * DamageCauser) { NativeCall<
void,
float,
UDamageType*,
AActor*,
AActor*>(
this,
"AController.InstigatedAnyDamage", Damage, DamageType, DamagedActor, DamageCauser); }
1957 void GetActorEyesViewPoint(FVector * out_Location, FRotator * out_Rotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"AController.GetActorEyesViewPoint", out_Location, out_Rotation); }
1959 void ChangeState(FName NewState) { NativeCall<
void, FName>(
this,
"AController.ChangeState", NewState); }
1960 bool IsInState(FName InStateName) {
return NativeCall<
bool, FName>(
this,
"AController.IsInState", InStateName); }
1962 void GetMoveGoalReachTest(
AActor * MovingActor, FVector * MoveOffset, FVector * GoalOffset,
float* GoalRadius,
float* GoalHalfHeight) { NativeCall<
void, AActor*, FVector*, FVector*,
float*,
float*>(
this,
"AController.GetMoveGoalReachTest", MovingActor, MoveOffset, GoalOffset, GoalRadius, GoalHalfHeight); }
1964 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"AController.GetLifetimeReplicatedProps", OutLifetimeProps); }
1966 void ClientSetRotation(FRotator NewRotation,
bool bResetCamera) { NativeCall<
void, FRotator,
bool>(
this,
"AController.ClientSetRotation", NewRotation, bResetCamera); }
1967 void ReceiveInstigatedAnyDamage(
float Damage,
UDamageType * DamageType,
AActor * DamagedActor,
AActor * DamageCauser) { NativeCall<
void,
float,
UDamageType*,
AActor*,
AActor*>(
this,
"AController.ReceiveInstigatedAnyDamage", Damage, DamageType, DamagedActor, DamageCauser); }
1975 AHUD*
MyHUDField() {
return *GetNativePointerField<AHUD**>(
this,
"APlayerController.MyHUD"); }
1976 APlayerCameraManager*
PlayerCameraManagerField() {
return *GetNativePointerField<APlayerCameraManager**>(
this,
"APlayerController.PlayerCameraManager"); }
1983 int&
ClientCapField() {
return *GetNativePointerField<
int*>(
this,
"APlayerController.ClientCap"); }
1989 char&
NetPlayerIndexField() {
return *GetNativePointerField<
char*>(
this,
"APlayerController.NetPlayerIndex"); }
1995 float&
InputYawScaleField() {
return *GetNativePointerField<
float*>(
this,
"APlayerController.InputYawScale"); }
1996 float&
InputPitchScaleField() {
return *GetNativePointerField<
float*>(
this,
"APlayerController.InputPitchScale"); }
1997 float&
InputRollScaleField() {
return *GetNativePointerField<
float*>(
this,
"APlayerController.InputRollScale"); }
2002 bool&
bLockedInputUIField() {
return *GetNativePointerField<
bool*>(
this,
"APlayerController.bLockedInputUI"); }
2011 ASpectatorPawn*
SpectatorPawnField() {
return *GetNativePointerField<ASpectatorPawn**>(
this,
"APlayerController.SpectatorPawn"); }
2014 unsigned __int16&
SeamlessTravelCountField() {
return *GetNativePointerField<
unsigned __int16*>(
this,
"APlayerController.SeamlessTravelCount"); }
2048 void SetKickedNotification(FString APIKey) { NativeCall<
void, FString>(
this,
"APlayerController.SetKickedNotification", APIKey); }
2052 AHUD*
GetHUD() {
return NativeCall<AHUD*>(
this,
"APlayerController.GetHUD"); }
2054 void ClientPlaySoundAtLocation_Implementation(USoundBase* Sound, FVector Location,
float VolumeMultiplier,
float PitchMultiplier) { NativeCall<
void, USoundBase*, FVector,
float,
float>(
this,
"APlayerController.ClientPlaySoundAtLocation_Implementation", Sound, Location, VolumeMultiplier, PitchMultiplier); }
2062 bool ServerUpdateLevelVisibility_Validate(FName PackageName,
bool bIsVisible) {
return NativeCall<
bool, FName,
bool>(
this,
"APlayerController.ServerUpdateLevelVisibility_Validate", PackageName, bIsVisible); }
2067 bool ServerNotifyLoadedWorld_Validate(FName WorldPackageName) {
return NativeCall<
bool, FName>(
this,
"APlayerController.ServerNotifyLoadedWorld_Validate", WorldPackageName); }
2076 void Possess(
APawn* PawnToPossess) { NativeCall<
void,
APawn*>(
this,
"APlayerController.Possess", PawnToPossess); }
2078 void ReceivedPlayer() { NativeCall<
void>(
this,
"APlayerController.ReceivedPlayer"); }
2080 void PostLoad() { NativeCall<
void>(
this,
"APlayerController.PostLoad"); }
2081 void GetActorEyesViewPoint(FVector* out_Location, FRotator* out_Rotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"APlayerController.GetActorEyesViewPoint", out_Location, out_Rotation); }
2082 void CalcCamera(
float DeltaTime, FMinimalViewInfo* OutResult) { NativeCall<
void,
float, FMinimalViewInfo*>(
this,
"APlayerController.CalcCamera", DeltaTime, OutResult); }
2083 void GetPlayerViewPoint(FVector* out_Location, FRotator* out_Rotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"APlayerController.GetPlayerViewPoint", out_Location, out_Rotation); }
2084 void UpdateRotation(
float DeltaTime) { NativeCall<
void,
float>(
this,
"APlayerController.UpdateRotation", DeltaTime); }
2086 void AddCheats(
bool bForce) { NativeCall<
void,
bool>(
this,
"APlayerController.AddCheats", bForce); }
2087 void EnableCheats(FString pass) { NativeCall<
void, FString>(
this,
"APlayerController.EnableCheats", pass); }
2091 void GetViewportSize(
int* SizeX,
int* SizeY) { NativeCall<
void,
int*,
int*>(
this,
"APlayerController.GetViewportSize", SizeX, SizeY); }
2092 void Reset() { NativeCall<
void>(
this,
"APlayerController.Reset"); }
2095 bool IsFrozen() {
return NativeCall<
bool>(
this,
"APlayerController.IsFrozen"); }
2098 void UnPossess() { NativeCall<
void>(
this,
"APlayerController.UnPossess"); }
2099 void ClientSetHUD_Implementation(TSubclassOf<AHUD> NewHUDClass) { NativeCall<
void, TSubclassOf<AHUD>>(
this,
"APlayerController.ClientSetHUD_Implementation", NewHUDClass); }
2103 void ClientPlaySound_Implementation(USoundBase* Sound,
float VolumeMultiplier,
float PitchMultiplier) { NativeCall<
void, USoundBase*,
float,
float>(
this,
"APlayerController.ClientPlaySound_Implementation", Sound, VolumeMultiplier, PitchMultiplier); }
2104 void ClientTeamMessage_Implementation(
APlayerState* SenderPlayerState, FString* S, FName Type,
float MsgLifeTime) { NativeCall<
void, APlayerState*, FString*, FName,
float>(
this,
"APlayerController.ClientTeamMessage_Implementation", SenderPlayerState, S, Type, MsgLifeTime); }
2107 void EndPlay(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"APlayerController.EndPlay", EndPlayReason); }
2108 void Destroyed() { NativeCall<
void>(
this,
"APlayerController.Destroyed"); }
2109 void FOV(
float F) { NativeCall<
void,
float>(
this,
"APlayerController.FOV", F); }
2110 void Camera(FName NewMode) { NativeCall<
void, FName>(
this,
"APlayerController.Camera", NewMode); }
2112 void SetCameraMode(FName NewCamMode) { NativeCall<
void, FName>(
this,
"APlayerController.SetCameraMode", NewCamMode); }
2114 void ClientSetCameraFade_Implementation(
bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha,
float FadeTime,
bool bFadeAudio) { NativeCall<
void,
bool, FColor, FVector2D,
float,
bool>(
this,
"APlayerController.ClientSetCameraFade_Implementation", bEnableFading, FadeColor, FadeAlpha, FadeTime, bFadeAudio); }
2117 void SetSpawnLocation(FVector* NewLocation) { NativeCall<
void, FVector*>(
this,
"APlayerController.SetSpawnLocation", NewLocation); }
2118 void SetInitialLocationAndRotation(FVector* NewLocation, FRotator* NewRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"APlayerController.SetInitialLocationAndRotation", NewLocation, NewRotation); }
2119 void ServerUpdateCamera_Implementation(FVector_NetQuantize CamLoc,
int CamPitchAndYaw) { NativeCall<
void, FVector_NetQuantize,
int>(
this,
"APlayerController.ServerUpdateCamera_Implementation", CamLoc, CamPitchAndYaw); }
2121 bool IsPaused() {
return NativeCall<
bool>(
this,
"APlayerController.IsPaused"); }
2122 void Pause() { NativeCall<
void>(
this,
"APlayerController.Pause"); }
2124 void SetName(FString* S) { NativeCall<
void, FString*>(
this,
"APlayerController.SetName", S); }
2127 void NotifyLoadedWorld(FName WorldPackageName,
bool bFinalDest) { NativeCall<
void, FName,
bool>(
this,
"APlayerController.NotifyLoadedWorld", WorldPackageName, bFinalDest); }
2128 void GameHasEnded(
AActor* EndGameFocus,
bool bIsWinner) { NativeCall<
void,
AActor*,
bool>(
this,
"APlayerController.GameHasEnded", EndGameFocus, bIsWinner); }
2131 bool GetHitResultUnderCursorByChannel(ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, ETraceTypeQuery,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultUnderCursorByChannel", TraceChannel, bTraceComplex, HitResult); }
2133 bool GetHitResultUnderFinger(ETouchIndex::Type FingerIndex,
ECollisionChannel TraceChannel,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, ETouchIndex::Type, ECollisionChannel,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultUnderFinger", FingerIndex, TraceChannel, bTraceComplex, HitResult); }
2134 bool GetHitResultUnderFingerByChannel(ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, ETouchIndex::Type, ETraceTypeQuery,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultUnderFingerByChannel", FingerIndex, TraceChannel, bTraceComplex, HitResult); }
2135 bool GetHitResultUnderFingerForObjects(ETouchIndex::Type FingerIndex, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, ETouchIndex::Type, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultUnderFingerForObjects", FingerIndex, ObjectTypes, bTraceComplex, HitResult); }
2136 bool DeprojectMousePositionToWorld(FVector* WorldLocation, FVector* WorldDirection) {
return NativeCall<
bool, FVector*, FVector*>(
this,
"APlayerController.DeprojectMousePositionToWorld", WorldLocation, WorldDirection); }
2137 bool DeprojectScreenPositionToWorld(
float ScreenX,
float ScreenY, FVector* WorldLocation, FVector* WorldDirection) {
return NativeCall<
bool,
float,
float, FVector*, FVector*>(
this,
"APlayerController.DeprojectScreenPositionToWorld", ScreenX, ScreenY, WorldLocation, WorldDirection); }
2138 bool ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D* ScreenLocation, FVector* Out_ViewLocation,
FBox2D* Out_ViewRect,
bool* Out_bIsScreenLocationInsideViewRect) {
return NativeCall<
bool, FVector, FVector2D*, FVector*, FBox2D*,
bool*>(
this,
"APlayerController.ProjectWorldLocationToScreen", WorldLocation, ScreenLocation, Out_ViewLocation, Out_ViewRect, Out_bIsScreenLocationInsideViewRect); }
2139 bool GetHitResultAtScreenPosition(FVector2D ScreenPosition,
ECollisionChannel TraceChannel,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, FVector2D, ECollisionChannel,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultAtScreenPosition", ScreenPosition, TraceChannel, bTraceComplex, HitResult); }
2140 bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ETraceTypeQuery TraceChannel,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, FVector2D, ETraceTypeQuery,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultAtScreenPosition", ScreenPosition, TraceChannel, bTraceComplex, HitResult); }
2141 bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex,
FHitResult* HitResult) {
return NativeCall<
bool, FVector2D, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, FHitResult*>(
this,
"APlayerController.GetHitResultAtScreenPosition", ScreenPosition, ObjectTypes, bTraceComplex, HitResult); }
2142 void PlayerTick(
float DeltaTime) { NativeCall<
void,
float>(
this,
"APlayerController.PlayerTick", DeltaTime); }
2144 bool InputKey(
FKey Key, EInputEvent EventType,
float AmountDepressed,
bool bGamepad) {
return NativeCall<
bool, FKey, EInputEvent,
float,
bool>(
this,
"APlayerController.InputKey", Key, EventType, AmountDepressed, bGamepad); }
2145 bool InputAxis(
FKey Key,
float Delta,
float DeltaTime,
int NumSamples,
bool bGamepad) {
return NativeCall<
bool,
FKey,
float,
float,
int,
bool>(
this,
"APlayerController.InputAxis", Key, Delta, DeltaTime, NumSamples, bGamepad); }
2146 bool InputTouch(
unsigned int Handle, ETouchType::Type Type, FVector2D* TouchLocation, FDateTime DeviceTimestamp,
unsigned int TouchpadIndex) {
return NativeCall<
bool,
unsigned int, ETouchType::Type, FVector2D*, FDateTime,
unsigned int>(
this,
"APlayerController.InputTouch", Handle, Type, TouchLocation, DeviceTimestamp, TouchpadIndex); }
2147 bool InputMotion(FVector* Tilt, FVector* RotationRate, FVector* Gravity, FVector* Acceleration) {
return NativeCall<
bool, FVector*, FVector*, FVector*, FVector*>(
this,
"APlayerController.InputMotion", Tilt, RotationRate, Gravity, Acceleration); }
2151 void ProcessPlayerInput(
const float DeltaTime,
const bool bGamePaused) { NativeCall<
void,
const float,
const bool>(
this,
"APlayerController.ProcessPlayerInput", DeltaTime, bGamePaused); }
2152 void PostProcessInput(
const float DeltaTime,
const bool bGamePaused) { NativeCall<
void,
const float,
const bool>(
this,
"APlayerController.PostProcessInput", DeltaTime, bGamePaused); }
2154 void SetCinematicMode(
bool bInCinematicMode,
bool bAffectsMovement,
bool bAffectsTurning) { NativeCall<
void,
bool,
bool,
bool>(
this,
"APlayerController.SetCinematicMode", bInCinematicMode, bAffectsMovement, bAffectsTurning); }
2155 void SetIgnoreMoveInput(
bool bNewMoveInput) { NativeCall<
void,
bool>(
this,
"APlayerController.SetIgnoreMoveInput", bNewMoveInput); }
2157 void SetIgnoreLookInput(
bool bNewLookInput) { NativeCall<
void,
bool>(
this,
"APlayerController.SetIgnoreLookInput", bNewLookInput); }
2161 void GetAudioListenerPosition(FVector* OutLocation, FVector* OutFrontDir, FVector* OutRightDir) { NativeCall<
void, FVector*, FVector*, FVector*>(
this,
"APlayerController.GetAudioListenerPosition", OutLocation, OutFrontDir, OutRightDir); }
2162 void SetAudioListenerOverride(
USceneComponent* AttachedComponent, FVector Location, FRotator Rotation) { NativeCall<
void, USceneComponent*, FVector, FRotator>(
this,
"APlayerController.SetAudioListenerOverride", AttachedComponent, Location, Rotation); }
2171 void ViewAPlayer(
int dir) { NativeCall<
void,
int>(
this,
"APlayerController.ViewAPlayer", dir); }
2172 void StartFire(
char FireModeNum) { NativeCall<
void,
char>(
this,
"APlayerController.StartFire", FireModeNum); }
2175 bool CanRestartPlayer() {
return NativeCall<
bool>(
this,
"APlayerController.CanRestartPlayer"); }
2178 void SetCinematicMode(
bool bInCinematicMode,
bool bHidePlayer,
bool bAffectsHUD,
bool bAffectsMovement,
bool bAffectsTurning) { NativeCall<
void,
bool,
bool,
bool,
bool,
bool>(
this,
"APlayerController.SetCinematicMode", bInCinematicMode, bHidePlayer, bAffectsHUD, bAffectsMovement, bAffectsTurning); }
2179 void ClientSetCinematicMode_Implementation(
bool bInCinematicMode,
bool bAffectsMovement,
bool bAffectsTurning,
bool bAffectsHUD) { NativeCall<
void,
bool,
bool,
bool,
bool>(
this,
"APlayerController.ClientSetCinematicMode_Implementation", bInCinematicMode, bAffectsMovement, bAffectsTurning, bAffectsHUD); }
2181 void ClientPrepareMapChange_Implementation(FName LevelName,
bool bFirst,
bool bLast) { NativeCall<
void, FName,
bool,
bool>(
this,
"APlayerController.ClientPrepareMapChange_Implementation", LevelName, bFirst, bLast); }
2186 void GetSeamlessTravelActorList(
bool bToEntry, TArray<AActor*>* ActorList) { NativeCall<
void,
bool, TArray<AActor*>*>(
this,
"APlayerController.GetSeamlessTravelActorList", bToEntry, ActorList); }
2189 void StartTalking() { NativeCall<
void>(
this,
"APlayerController.StartTalking"); }
2190 void StopTalking() { NativeCall<
void>(
this,
"APlayerController.StopTalking"); }
2191 void ToggleSpeaking(
bool bSpeaking,
bool bUseSuperRange) { NativeCall<
void,
bool,
bool>(
this,
"APlayerController.ToggleSpeaking", bSpeaking, bUseSuperRange); }
2199 bool IsPlayerMuted(FString* VivoxUsername) {
return NativeCall<
bool, FString*>(
this,
"APlayerController.IsPlayerMuted", VivoxUsername); }
2202 bool IsPrimaryPlayer() {
return NativeCall<
bool>(
this,
"APlayerController.IsPrimaryPlayer"); }
2203 bool IsSplitscreenPlayer(
int* OutSplitscreenPlayerIndex) {
return NativeCall<
bool,
int*>(
this,
"APlayerController.IsSplitscreenPlayer", OutSplitscreenPlayerIndex); }
2205 void ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface* Material,
float ForceDuration,
int CinematicTextureGroups) { NativeCall<
void, UMaterialInterface*,
float,
int>(
this,
"APlayerController.ClientSetForceMipLevelsToBeResident_Implementation", Material, ForceDuration, CinematicTextureGroups); }
2206 void ClientPrestreamTextures_Implementation(
AActor* ForcedActor,
float ForceDuration,
bool bEnableStreaming,
int CinematicTextureGroups) { NativeCall<
void,
AActor*,
float,
bool,
int>(
this,
"APlayerController.ClientPrestreamTextures_Implementation", ForcedActor, ForceDuration, bEnableStreaming, CinematicTextureGroups); }
2207 void ProcessForceFeedback(
const float DeltaTime,
const bool bGamePaused) { NativeCall<
void,
const float,
const bool>(
this,
"APlayerController.ProcessForceFeedback", DeltaTime, bGamePaused); }
2209 void ReceivedSpectatorClass(TSubclassOf<AGameMode> SpectatorClass) { NativeCall<
void, TSubclassOf<AGameMode>>(
this,
"APlayerController.ReceivedSpectatorClass", SpectatorClass); }
2210 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APlayerController.GetLifetimeReplicatedProps", OutLifetimeProps); }
2211 void SetPawn(
APawn* InPawn) { NativeCall<
void,
APawn*>(
this,
"APlayerController.SetPawn", InPawn); }
2214 void TickPlayerInput(
const float DeltaSeconds,
const bool bGamePaused) { NativeCall<
void,
const float,
const bool>(
this,
"APlayerController.TickPlayerInput", DeltaSeconds, bGamePaused); }
2215 bool IsNetRelevantFor(
APlayerController* RealViewer,
AActor* Viewer, FVector* SrcLocation) {
return NativeCall<
bool, APlayerController*, AActor*, FVector*>(
this,
"APlayerController.IsNetRelevantFor", RealViewer, Viewer, SrcLocation); }
2221 void SetSpectatorPawn(ASpectatorPawn* NewSpectatorPawn) { NativeCall<
void, ASpectatorPawn*>(
this,
"APlayerController.SetSpectatorPawn", NewSpectatorPawn); }
2222 ASpectatorPawn*
SpawnSpectatorPawn() {
return NativeCall<ASpectatorPawn*>(
this,
"APlayerController.SpawnSpectatorPawn"); }
2226 void ChangeState(FName NewState) { NativeCall<
void, FName>(
this,
"APlayerController.ChangeState", NewState); }
2229 void AddPitchInput(
float Val) { NativeCall<
void,
float>(
this,
"APlayerController.AddPitchInput", Val); }
2230 void AddYawInput(
float Val) { NativeCall<
void,
float>(
this,
"APlayerController.AddYawInput", Val); }
2231 void AddRollInput(
float Val) { NativeCall<
void,
float>(
this,
"APlayerController.AddRollInput", Val); }
2237 void GetInputMotionState(FVector* Tilt, FVector* RotationRate, FVector* Gravity, FVector* Acceleration) { NativeCall<
void, FVector*, FVector*, FVector*, FVector*>(
this,
"APlayerController.GetInputMotionState", Tilt, RotationRate, Gravity, Acceleration); }
2239 bool GetMousePosition(
float* LocationX,
float* LocationY) {
return NativeCall<
bool,
float*,
float*>(
this,
"APlayerController.GetMousePosition", LocationX, LocationY); }
2240 void GetInputMouseDelta(
float* DeltaX,
float* DeltaY) { NativeCall<
void,
float*,
float*>(
this,
"APlayerController.GetInputMouseDelta", DeltaX, DeltaY); }
2244 void UpdateCameraManager(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APlayerController.UpdateCameraManager", DeltaSeconds); }
2246 void NetSpawnActorAtLocation_Implementation(TSubclassOf<AActor> AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation,
USceneComponent* attachToComponent,
int dataIndex, FName attachSocketName) { NativeCall<
void, TSubclassOf<AActor>, FVector_NetQuantize, FRotator_NetQuantize, USceneComponent*,
int, FName>(
this,
"APlayerController.NetSpawnActorAtLocation_Implementation", AnActorClass, AtLocation, AtRotation, attachToComponent, dataIndex, attachSocketName); }
2256 void ClientGotoState(FName NewState) { NativeCall<
void, FName>(
this,
"APlayerController.ClientGotoState", NewState); }
2257 void ClientMessage(FString* S, FName Type,
float MsgLifeTime) { NativeCall<
void, FString*, FName,
float>(
this,
"APlayerController.ClientMessage", S, Type, MsgLifeTime); }
2261 void ClientReturnToMainMenu(FString* ReturnReason) { NativeCall<
void, FString*>(
this,
"APlayerController.ClientReturnToMainMenu", ReturnReason); }
2262 void ClientSetHUD(TSubclassOf<AHUD> NewHUDClass) { NativeCall<
void, TSubclassOf<AHUD>>(
this,
"APlayerController.ClientSetHUD", NewHUDClass); }
2263 void ClientTeamMessage(
APlayerState* SenderPlayerState, FString* S, FName Type,
float MsgLifeTime) { NativeCall<
void, APlayerState*, FString*, FName,
float>(
this,
"APlayerController.ClientTeamMessage", SenderPlayerState, S, Type, MsgLifeTime); }
2266 void ClientWasKicked(FText* KickReason) { NativeCall<
void, FText*>(
this,
"APlayerController.ClientWasKicked", KickReason); }
2267 void ServerChangeName(FString* S) { NativeCall<
void, FString*>(
this,
"APlayerController.ServerChangeName", S); }
2288 void GameHasEnded(
AActor* EndGameFocus,
bool bIsWinner) { NativeCall<
void,
AActor*,
bool>(
this,
"ABasePlayerController.GameHasEnded", EndGameFocus, bIsWinner); }
2289 void SimulateInputKey(
FKey Key,
bool bPressed) { NativeCall<
void,
FKey,
bool>(
this,
"ABasePlayerController.SimulateInputKey", Key, bPressed); }
2298 void ClientSendRoundEndEvent_Implementation(
bool bIsWinner,
int ExpendedTimeInSeconds) { NativeCall<
void,
bool,
int>(
this,
"ABasePlayerController.ClientSendRoundEndEvent_Implementation", bIsWinner, ExpendedTimeInSeconds); }
2299 void ClientSetSpectatorCamera_Implementation(FVector CameraLocation, FRotator CameraRotation) { NativeCall<
void, FVector, FRotator>(
this,
"ABasePlayerController.ClientSetSpectatorCamera_Implementation", CameraLocation, CameraRotation); }
2308 void ClientSendRoundEndEvent(
bool bIsWinner,
int ExpendedTimeInSeconds) { NativeCall<
void,
bool,
int>(
this,
"ABasePlayerController.ClientSendRoundEndEvent", bIsWinner, ExpendedTimeInSeconds); }
2309 void ClientSetSpectatorCamera(FVector CameraLocation, FRotator CameraRotation) { NativeCall<
void, FVector, FRotator>(
this,
"ABasePlayerController.ClientSetSpectatorCamera", CameraLocation, CameraRotation); }
2311 void ServerCheat(FString* Msg) { NativeCall<
void, FString*>(
this,
"ABasePlayerController.ServerCheat", Msg); }
2325 APrimalStructurePlacer*
StructurePlacerField() {
return *GetNativePointerField<APrimalStructurePlacer**>(
this,
"AShooterPlayerController.StructurePlacer"); }
2327 long double&
LastDeathTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterPlayerController.LastDeathTime"); }
2329 bool&
bWasDeadField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterPlayerController.bWasDead"); }
2332 bool&
bShowGameModeHUDField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterPlayerController.bShowGameModeHUD"); }
2335 USoundCue*
SelectSlotSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterPlayerController.SelectSlotSound"); }
2336 UPrimalLocalProfile*
PrimalLocalProfileField() {
return *GetNativePointerField<UPrimalLocalProfile**>(
this,
"AShooterPlayerController.PrimalLocalProfile"); }
2342 TMap<
enum AtlasVoiceChannelType,
FString,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
enum AtlasVoiceChannelType,
FString, 0> >&
ConnectedVoiceChannelsField() {
return *
GetNativePointerField<
TMap<
enum AtlasVoiceChannelType,
FString,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
enum AtlasVoiceChannelType,
FString, 0> >*>(
this,
"AShooterPlayerController.ConnectedVoiceChannels"); }
2376 TMap<
FGuid,
FARKTributeData,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
FGuid,
FARKTributeData, 0> >&
LastArkTributeDataField() {
return *
GetNativePointerField<
TMap<
FGuid,
FARKTributeData,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
FGuid,
FARKTributeData, 0> >*>(
this,
"AShooterPlayerController.LastArkTributeData"); }
2549 bool GetAllAimedHarvestActors(
float MaxDistance,
TArray<
AActor*>*
OutHarvestActors,
TArray<
UActorComponent*>*
OutHarvestComponents,
TArray<
int>*
OutHitBodyIndices) {
return NativeCall<
bool,
float,
TArray<
AActor*>*,
TArray<
UActorComponent*>*,
TArray<
int>*>(
this,
"AShooterPlayerController.GetAllAimedHarvestActors",
MaxDistance,
OutHarvestActors,
OutHarvestComponents,
OutHitBodyIndices); }
2634 void ServerRequestPlaceStructure_Implementation(
int StructureIndex,
FVector BuildLocation,
FRotator BuildRotation,
FRotator PlayerViewRotation,
APawn*
AttachToPawn,
APrimalDinoCharacter*
DinoCharacter,
FName BoneName,
FItemNetID PlaceUsingItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle) {
NativeCall<
void,
int,
FVector,
FRotator,
FRotator,
APawn*,
APrimalDinoCharacter*,
FName,
FItemNetID,
bool,
bool,
bool,
int>(
this,
"AShooterPlayerController.ServerRequestPlaceStructure_Implementation",
StructureIndex,
BuildLocation,
BuildRotation,
PlayerViewRotation,
AttachToPawn,
DinoCharacter,
BoneName,
PlaceUsingItemID,
bSnapped,
bIsCheat,
bIsFlipped,
SnapPointCycle); }
2637 void SetCinematicMode(
bool bInCinematicMode,
bool bHidePlayer,
bool bAffectsHUD,
bool bAffectsMovement,
bool bAffectsTurning) {
NativeCall<
void,
bool,
bool,
bool,
bool,
bool>(
this,
"AShooterPlayerController.SetCinematicMode",
bInCinematicMode,
bHidePlayer,
bAffectsHUD,
bAffectsMovement,
bAffectsTurning); }
2645 void ClientTeamMessage_Implementation(
APlayerState*
SenderPlayerState,
FString*
S,
FName Type,
float MsgLifeTime) {
NativeCall<
void,
APlayerState*,
FString*,
FName,
float>(
this,
"AShooterPlayerController.ClientTeamMessage_Implementation",
SenderPlayerState,
S,
Type,
MsgLifeTime); }
2662 void ClientAddActorItem_Implementation(
UPrimalInventoryComponent*
forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetInfo,
bool,
bool>(
this,
"AShooterPlayerController.ClientAddActorItem_Implementation",
forInventory,
itemInfo,
bEquipItem,
ShowHUDNotification); }
2663 void ClientAddActorItemToFolder_Implementation(
UPrimalInventoryComponent*
forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification,
FString*
ToFolder) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetInfo,
bool,
bool,
FString*>(
this,
"AShooterPlayerController.ClientAddActorItemToFolder_Implementation",
forInventory,
itemInfo,
bEquipItem,
ShowHUDNotification,
ToFolder); }
2666 void ClientLoadArkItems_Implementation(
UPrimalInventoryComponent*
forInventory,
TArray<
FItemNetInfo>*
itemInfos,
bool bClear,
bool bFinalBatch) {
NativeCall<
void,
UPrimalInventoryComponent*,
TArray<
FItemNetInfo>*,
bool,
bool>(
this,
"AShooterPlayerController.ClientLoadArkItems_Implementation",
forInventory,
itemInfos,
bClear,
bFinalBatch); }
2677 void ServerAddItemToCustomFolder_Implementation(
UPrimalInventoryComponent*
forInventory,
FString*
CFolderName,
int InventoryCompType,
FItemNetID ItemId) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
int,
FItemNetID>(
this,
"AShooterPlayerController.ServerAddItemToCustomFolder_Implementation",
forInventory,
CFolderName,
InventoryCompType,
ItemId); }
2678 void ServerDeleteItemFromCustomFolder_Implementation(
UPrimalInventoryComponent*
forInventory,
FString*
CFolderName,
int InventoryCompType,
FItemNetID ItemId) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
int,
FItemNetID>(
this,
"AShooterPlayerController.ServerDeleteItemFromCustomFolder_Implementation",
forInventory,
CFolderName,
InventoryCompType,
ItemId); }
2682 void ServerRequestInventoryUseItemWithItem_Implementation(
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2,
int AdditionalData) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetID,
FItemNetID,
int>(
this,
"AShooterPlayerController.ServerRequestInventoryUseItemWithItem_Implementation",
inventoryComp,
itemID1,
itemID2,
AdditionalData); }
2683 void ServerRequestInventoryUseItemWithActor_Implementation(
AActor*
anActor,
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID1,
int AdditionalData) {
NativeCall<
void,
AActor*,
UPrimalInventoryComponent*,
FItemNetID,
int>(
this,
"AShooterPlayerController.ServerRequestInventoryUseItemWithActor_Implementation",
anActor,
inventoryComp,
itemID1,
AdditionalData); }
2694 void ServerTransferFromRemoteInventory_Implementation(
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID,
int requestedQuantity,
int ToSlotIndex,
bool bEquipItem) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetID,
int,
int,
bool>(
this,
"AShooterPlayerController.ServerTransferFromRemoteInventory_Implementation",
inventoryComp,
itemID,
requestedQuantity,
ToSlotIndex,
bEquipItem); }
2695 void ServerTransferAllFromRemoteInventory_Implementation(
UPrimalInventoryComponent*
inventoryComp,
FString*
CurrentCustomFolderFilter,
FString*
CurrentNameFilter,
FString*
CurrentDestinationFolder,
bool bNoFolderView) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
FString*,
FString*,
bool>(
this,
"AShooterPlayerController.ServerTransferAllFromRemoteInventory_Implementation",
inventoryComp,
CurrentCustomFolderFilter,
CurrentNameFilter,
CurrentDestinationFolder,
bNoFolderView); }
2697 void ServerTransferAllToRemoteInventory_Implementation(
UPrimalInventoryComponent*
inventoryComp,
FString*
CurrentCustomFolderFilter,
FString*
CurrentNameFilter,
FString*
CurrentDestinationFolder,
bool bNoFolderView) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
FString*,
FString*,
bool>(
this,
"AShooterPlayerController.ServerTransferAllToRemoteInventory_Implementation",
inventoryComp,
CurrentCustomFolderFilter,
CurrentNameFilter,
CurrentDestinationFolder,
bNoFolderView); }
2698 void ServerTransferToRemoteInventory_Implementation(
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID,
bool bAlsoTryToEqup,
int requestedQuantity) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetID,
bool,
int>(
this,
"AShooterPlayerController.ServerTransferToRemoteInventory_Implementation",
inventoryComp,
itemID,
bAlsoTryToEqup,
requestedQuantity); }
2714 void UploadCharacterPlayerDataToArk(
TArray<
unsigned char>*
PlayerDataBytes,
FString PlayerName,
TArray<
FString>
PlayerStats,
unsigned __int64 PlayerDataId,
bool WithItems,
unsigned int ItemCount) {
NativeCall<
void,
TArray<
unsigned char>*,
FString,
TArray<
FString>,
unsigned __int64,
bool,
unsigned int>(
this,
"AShooterPlayerController.UploadCharacterPlayerDataToArk",
PlayerDataBytes,
PlayerName,
PlayerStats,
PlayerDataId,
WithItems,
ItemCount); }
2748 void ServerRequestSetPin_Implementation(
UObject*
forTarget,
int PinValue,
bool bIsSetting,
int TheCustomIndex) {
NativeCall<
void,
UObject*,
int,
bool,
int>(
this,
"AShooterPlayerController.ServerRequestSetPin_Implementation",
forTarget,
PinValue,
bIsSetting,
TheCustomIndex); }
2750 void ClientHUDNotificationTypeParams_Implementation(
int MessageType,
int MessageParam1,
int MessageParam2,
UObject*
ObjectParam1) {
NativeCall<
void,
int,
int,
int,
UObject*>(
this,
"AShooterPlayerController.ClientHUDNotificationTypeParams_Implementation",
MessageType,
MessageParam1,
MessageParam2,
ObjectParam1); }
2761 AActor*
SpawnActor(
FString*
blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
bool bDoDeferBeginPlay) {
return NativeCall<
AActor*,
FString*,
float,
float,
float,
bool>(
this,
"AShooterPlayerController.SpawnActor",
blueprintPath,
spawnDistance,
spawnYOffset,
ZOffset,
bDoDeferBeginPlay); }
2762 bool GiveItem(
TArray<
UPrimalItem*>*
outItems,
FString*
blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint,
bool bAutoEquip,
float MinRandomQuality) {
return NativeCall<
bool,
TArray<
UPrimalItem*>*,
FString*,
int,
float,
bool,
bool,
float>(
this,
"AShooterPlayerController.GiveItem",
outItems,
blueprintPath,
quantityOverride,
qualityOverride,
bForceBlueprint,
bAutoEquip,
MinRandomQuality); }
2763 bool GiveFast(
FName*
blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint,
float MinRandomQuality) {
return NativeCall<
bool,
FName*,
int,
float,
bool,
float>(
this,
"AShooterPlayerController.GiveFast",
blueprintPath,
quantityOverride,
qualityOverride,
bForceBlueprint,
MinRandomQuality); }
2766 bool GiveItemNum(
int masterIndexNum,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint) {
return NativeCall<
bool,
int,
int,
float,
bool>(
this,
"AShooterPlayerController.GiveItemNum",
masterIndexNum,
quantityOverride,
qualityOverride,
bForceBlueprint); }
2782 void GetPlayerViewPointNoModifiers(
FVector*
out_Location,
FRotator*
out_Rotation,
bool ForAiming,
bool bNoTPVAim) {
NativeCall<
void,
FVector*,
FRotator*,
bool,
bool>(
this,
"AShooterPlayerController.GetPlayerViewPointNoModifiers",
out_Location,
out_Rotation,
ForAiming,
bNoTPVAim); }
2783 void ClientNotifyEditText_Implementation(
TSubclassOf<
UObject>
ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject*
ForObject) {
NativeCall<
void,
TSubclassOf<
UObject>,
unsigned int,
unsigned int,
UObject*>(
this,
"AShooterPlayerController.ClientNotifyEditText_Implementation",
ForObjectClass,
ExtraID1,
ExtraID2,
ForObject); }
2784 void ServerNotifyEditText_Implementation(
FString*
TextToUse,
bool checkedBox,
TSubclassOf<
UObject>
ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject*
ForObject) {
NativeCall<
void,
FString*,
bool,
TSubclassOf<
UObject>,
unsigned int,
unsigned int,
UObject*>(
this,
"AShooterPlayerController.ServerNotifyEditText_Implementation",
TextToUse,
checkedBox,
ForObjectClass,
ExtraID1,
ExtraID2,
ForObject); }
2790 void ClientServerNotification_Implementation(
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay) {
NativeCall<
void,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*>(
this,
"AShooterPlayerController.ClientServerNotification_Implementation",
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay); }
2791 void ClientServerNotificationSingle_Implementation(
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay,
int MessageTypeID) {
NativeCall<
void,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*,
int>(
this,
"AShooterPlayerController.ClientServerNotificationSingle_Implementation",
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay,
MessageTypeID); }
2792 void ClientServerSOTFNotification_Implementation(
ESTOFNotificationType::
Type NotificationType,
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay,
bool bLastPlayer,
FString*
TribeName,
TArray<
FString>*
PlayerNames,
FString*
DeathReason,
TArray<
FPrimalPlayerCharacterConfigStructReplicated>*
DeadPlayersData) {
NativeCall<
void,
ESTOFNotificationType::
Type,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*,
bool,
FString*,
TArray<
FString>*,
FString*,
TArray<
FPrimalPlayerCharacterConfigStructReplicated>*>(
this,
"AShooterPlayerController.ClientServerSOTFNotification_Implementation",
NotificationType,
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay,
bLastPlayer,
TribeName,
PlayerNames,
DeathReason,
DeadPlayersData); }
2793 void ClientServerSOTFNotificationCustom_Implementation(
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay) {
NativeCall<
void,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*>(
this,
"AShooterPlayerController.ClientServerSOTFNotificationCustom_Implementation",
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay); }
2796 void OrganizeSOTFQueue(
TEnumAsByte<
enum ESTOFNotificationType::
Type>
NotificationType,
TArray<
FString>
PlayerNames,
FString DeathReason,
FString TribeName,
TArray<
FPrimalPlayerCharacterConfigStructReplicated>
DeadPlayersData,
bool bLastPlayer,
bool bForcePlay,
float DisplayInterval,
FString CustomString) {
NativeCall<
void,
TEnumAsByte<
enum ESTOFNotificationType::
Type>,
TArray<
FString>,
FString,
FString,
TArray<
FPrimalPlayerCharacterConfigStructReplicated>,
bool,
bool,
float,
FString>(
this,
"AShooterPlayerController.OrganizeSOTFQueue",
NotificationType,
PlayerNames,
DeathReason,
TribeName,
DeadPlayersData,
bLastPlayer,
bForcePlay,
DisplayInterval,
CustomString); }
2857 void SPI(
float X,
float Y,
float Z,
float Yaw,
float Pitch) {
NativeCall<
void,
float,
float,
float,
float,
float>(
this,
"AShooterPlayerController.SPI",
X,
Y,
Z,
Yaw,
Pitch); }
2867 void SpawnActorSpread(
FString*
blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount) {
NativeCall<
void,
FString*,
float,
float,
float,
int,
float>(
this,
"AShooterPlayerController.SpawnActorSpread",
blueprintPath,
spawnDistance,
spawnYOffset,
ZOffset,
NumberActors,
SpreadAmount); }
2868 void SpawnActorSpreadTamed(
FString*
blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount) {
NativeCall<
void,
FString*,
float,
float,
float,
int,
float>(
this,
"AShooterPlayerController.SpawnActorSpreadTamed",
blueprintPath,
spawnDistance,
spawnYOffset,
ZOffset,
NumberActors,
SpreadAmount); }
2877 void ClientSetArkTributeLimits_Implementation(
bool LimitItems,
bool LimitDinos,
bool LimitCharacters,
int MaxItems,
int MaxDinos,
int MaxCharacters) {
NativeCall<
void,
bool,
bool,
bool,
int,
int,
int>(
this,
"AShooterPlayerController.ClientSetArkTributeLimits_Implementation",
LimitItems,
LimitDinos,
LimitCharacters,
MaxItems,
MaxDinos,
MaxCharacters); }
2884 void ServerSendArkDataPayloadBegin_Implementation(
FGuid ID,
EPrimalARKTributeDataType::
Type ArkDataType,
FString*
DataClass,
FString*
TagName,
FString*
Name,
TArray<
FString>*
DataStats,
unsigned int ID1,
unsigned int ID2) {
NativeCall<
void,
FGuid,
EPrimalARKTributeDataType::
Type,
FString*,
FString*,
FString*,
TArray<
FString>*,
unsigned int,
unsigned int>(
this,
"AShooterPlayerController.ServerSendArkDataPayloadBegin_Implementation",
ID,
ArkDataType,
DataClass,
TagName,
Name,
DataStats,
ID1,
ID2); }
2887 void ClientSendArkDataPayloadBegin_Implementation(
FGuid ID,
EPrimalARKTributeDataType::
Type ArkDataType,
FString*
DataClass,
FString*
TagName,
FString*
Name,
TArray<
FString>*
DataStats,
unsigned int ID1,
unsigned int ID2) {
NativeCall<
void,
FGuid,
EPrimalARKTributeDataType::
Type,
FString*,
FString*,
FString*,
TArray<
FString>*,
unsigned int,
unsigned int>(
this,
"AShooterPlayerController.ClientSendArkDataPayloadBegin_Implementation",
ID,
ArkDataType,
DataClass,
TagName,
Name,
DataStats,
ID1,
ID2); }
2896 TKeyValuePair<
bool,
FLeaderboardRow>*
GetLatestScoreForMission(
TKeyValuePair<
bool,
FLeaderboardRow>*
result,
FName MissionTag) {
return NativeCall<
TKeyValuePair<
bool,
FLeaderboardRow>*,
TKeyValuePair<
bool,
FLeaderboardRow>*,
FName>(
this,
"AShooterPlayerController.GetLatestScoreForMission",
result,
MissionTag); }
2900 void ClientShowLeaderboard_Implementation(
TSubclassOf<
ULeaderboard>
LeaderboardType,
FName MissionTag,
TArray<
FLeaderboardRow>*
LeaderboardRows,
bool bPlayerHasValidLatestScore,
FLeaderboardRow LatestPlayerScore) {
NativeCall<
void,
TSubclassOf<
ULeaderboard>,
FName,
TArray<
FLeaderboardRow>*,
bool,
FLeaderboardRow>(
this,
"AShooterPlayerController.ClientShowLeaderboard_Implementation",
LeaderboardType,
MissionTag,
LeaderboardRows,
bPlayerHasValidLatestScore,
LatestPlayerScore); }
2958 void ServerPaint_Implementation(
UStructurePaintingComponent*
Structure,
TArray<
FPaintItem>*
Paints,
bool bLastBatch,
bool bFromLoadFile) {
NativeCall<
void,
UStructurePaintingComponent*,
TArray<
FPaintItem>*,
bool,
bool>(
this,
"AShooterPlayerController.ServerPaint_Implementation",
Structure,
Paints,
bLastBatch,
bFromLoadFile); }
3018 void ClientAddFloatingText_Implementation(
FVector_NetQuantize AtLocation,
FString*
FloatingTextString,
FColor FloatingTextColor,
float ScaleX,
float ScaleY,
float TextLifeSpan,
FVector TextVelocity,
float MinScale,
float FadeInTime,
float FadeOutTime) {
NativeCall<
void,
FVector_NetQuantize,
FString*,
FColor,
float,
float,
float,
FVector,
float,
float,
float>(
this,
"AShooterPlayerController.ClientAddFloatingText_Implementation",
AtLocation,
FloatingTextString,
FloatingTextColor,
ScaleX,
ScaleY,
TextLifeSpan,
TextVelocity,
MinScale,
FadeInTime,
FadeOutTime); }
3021 void NotifyDealDamageSuccess(
APrimalCharacter*
HitCharacter,
bool bHitFriendlyTarget,
float PreDamageHealth,
float DamageAmount,
FDamageEvent*
DamageEvent) {
NativeCall<
void,
APrimalCharacter*,
bool,
float,
float,
FDamageEvent*>(
this,
"AShooterPlayerController.NotifyDealDamageSuccess",
HitCharacter,
bHitFriendlyTarget,
PreDamageHealth,
DamageAmount,
DamageEvent); }
3036 void StartSurfaceCamera(
float OnSurfaceTargetYaw,
float OnSurfaceTargetPitch,
float OnSurfaceTargetRoll,
float OnSurfaceCameraInterpolationSpeed,
bool UseSurfaceCameraInterpolation,
FVector*
CameraOffset) {
NativeCall<
void,
float,
float,
float,
float,
bool,
FVector*>(
this,
"AShooterPlayerController.StartSurfaceCamera",
OnSurfaceTargetYaw,
OnSurfaceTargetPitch,
OnSurfaceTargetRoll,
OnSurfaceCameraInterpolationSpeed,
UseSurfaceCameraInterpolation,
CameraOffset); }
3040 void ClientStartSurfaceCameraForPassenger_Implementation(
float yaw,
float pitch,
float roll,
bool bInvertTurnInput) {
NativeCall<
void,
float,
float,
float,
bool>(
this,
"AShooterPlayerController.ClientStartSurfaceCameraForPassenger_Implementation",
yaw,
pitch,
roll,
bInvertTurnInput); }
3050 void ClientReceiveDinoAncestors_Implementation(
APrimalDinoCharacter*
ForDino,
TArray<
FDinoAncestorsEntry>*
DinoAncestors,
TArray<
FDinoAncestorsEntry>*
DinoAncestorsMale,
int RandomMutationsFemale,
int RandomMutationsMale) {
NativeCall<
void,
APrimalDinoCharacter*,
TArray<
FDinoAncestorsEntry>*,
TArray<
FDinoAncestorsEntry>*,
int,
int>(
this,
"AShooterPlayerController.ClientReceiveDinoAncestors_Implementation",
ForDino,
DinoAncestors,
DinoAncestorsMale,
RandomMutationsFemale,
RandomMutationsMale); }
3121 void ClientJoinVivoxChannel_Implementation(
FString*
LoginSessionUserUri,
FString*
ChannelName,
int AtlasVoiceChannelTypeAsInt,
int AttenuationModelAsInt32,
float MaxDistance,
float MinDistance,
float Rolloff) {
NativeCall<
void,
FString*,
FString*,
int,
int,
float,
float,
float>(
this,
"AShooterPlayerController.ClientJoinVivoxChannel_Implementation",
LoginSessionUserUri,
ChannelName,
AtlasVoiceChannelTypeAsInt,
AttenuationModelAsInt32,
MaxDistance,
MinDistance,
Rolloff); }
3133 void ClientAddActorItem(
UPrimalInventoryComponent*
forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetInfo,
bool,
bool>(
this,
"AShooterPlayerController.ClientAddActorItem",
forInventory,
itemInfo,
bEquipItem,
ShowHUDNotification); }
3134 void ClientAddActorItemToFolder(
UPrimalInventoryComponent*
forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification,
FString*
ToFolder) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetInfo,
bool,
bool,
FString*>(
this,
"AShooterPlayerController.ClientAddActorItemToFolder",
forInventory,
itemInfo,
bEquipItem,
ShowHUDNotification,
ToFolder); }
3136 void ClientAddFloatingText(
FVector_NetQuantize AtLocation,
FString*
FloatingTextString,
FColor FloatingTextColor,
float ScaleX,
float ScaleY,
float TextLifeSpan,
FVector TextVelocity,
float MinScale,
float FadeInTime,
float FadeOutTime) {
NativeCall<
void,
FVector_NetQuantize,
FString*,
FColor,
float,
float,
float,
FVector,
float,
float,
float>(
this,
"AShooterPlayerController.ClientAddFloatingText",
AtLocation,
FloatingTextString,
FloatingTextColor,
ScaleX,
ScaleY,
TextLifeSpan,
TextVelocity,
MinScale,
FadeInTime,
FadeOutTime); }
3150 void ClientHUDNotificationTypeParams(
int MessageType,
int MessageType1,
int MessageParam2,
UObject*
ObjectParam1) {
NativeCall<
void,
int,
int,
int,
UObject*>(
this,
"AShooterPlayerController.ClientHUDNotificationTypeParams",
MessageType,
MessageType1,
MessageParam2,
ObjectParam1); }
3152 void ClientJoinVivoxChannel(
FString*
LoginSessionUserUri,
FString*
ChannelName,
int AtlasChannelTypeAsInt,
int AttenuationModelAsInt32,
float MaxDistance,
float MinDistance,
float Rolloff) {
NativeCall<
void,
FString*,
FString*,
int,
int,
float,
float,
float>(
this,
"AShooterPlayerController.ClientJoinVivoxChannel",
LoginSessionUserUri,
ChannelName,
AtlasChannelTypeAsInt,
AttenuationModelAsInt32,
MaxDistance,
MinDistance,
Rolloff); }
3153 void ClientLoadArkItems(
UPrimalInventoryComponent*
forInventory,
TArray<
FItemNetInfo>*
itemInfos,
bool bClear,
bool bFinalBatch) {
NativeCall<
void,
UPrimalInventoryComponent*,
TArray<
FItemNetInfo>*,
bool,
bool>(
this,
"AShooterPlayerController.ClientLoadArkItems",
forInventory,
itemInfos,
bClear,
bFinalBatch); }
3161 void ClientNotifyEditText(
TSubclassOf<
UObject>
ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject*
ForObject) {
NativeCall<
void,
TSubclassOf<
UObject>,
unsigned int,
unsigned int,
UObject*>(
this,
"AShooterPlayerController.ClientNotifyEditText",
ForObjectClass,
ExtraID1,
ExtraID2,
ForObject); }
3184 void ClientReceiveDinoAncestors(
APrimalDinoCharacter*
ForDino,
TArray<
FDinoAncestorsEntry>*
DinoAncestors,
TArray<
FDinoAncestorsEntry>*
DinoAncestorsMale,
int RandomMutationsFemale,
int RandomMutationsMale) {
NativeCall<
void,
APrimalDinoCharacter*,
TArray<
FDinoAncestorsEntry>*,
TArray<
FDinoAncestorsEntry>*,
int,
int>(
this,
"AShooterPlayerController.ClientReceiveDinoAncestors",
ForDino,
DinoAncestors,
DinoAncestorsMale,
RandomMutationsFemale,
RandomMutationsMale); }
3197 void ClientSendArkDataPayloadBegin(
FGuid ID,
EPrimalARKTributeDataType::
Type ArkDataType,
FString*
DataClass,
FString*
TagName,
FString*
Name,
TArray<
FString>*
DataStats,
unsigned int ID1,
unsigned int ID2) {
NativeCall<
void,
FGuid,
EPrimalARKTributeDataType::
Type,
FString*,
FString*,
FString*,
TArray<
FString>*,
unsigned int,
unsigned int>(
this,
"AShooterPlayerController.ClientSendArkDataPayloadBegin",
ID,
ArkDataType,
DataClass,
TagName,
Name,
DataStats,
ID1,
ID2); }
3201 void ClientServerNotification(
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay) {
NativeCall<
void,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*>(
this,
"AShooterPlayerController.ClientServerNotification",
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay); }
3202 void ClientServerNotificationSingle(
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay,
int MessageTypeID) {
NativeCall<
void,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*,
int>(
this,
"AShooterPlayerController.ClientServerNotificationSingle",
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay,
MessageTypeID); }
3203 void ClientServerSOTFNotificationCustom(
FString*
MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D*
MessageIcon,
USoundBase*
SoundToPlay) {
NativeCall<
void,
FString*,
FLinearColor,
float,
float,
UTexture2D*,
USoundBase*>(
this,
"AShooterPlayerController.ClientServerSOTFNotificationCustom",
MessageText,
MessageColor,
DisplayScale,
DisplayTime,
MessageIcon,
SoundToPlay); }
3204 void ClientSetArkTributeLimits(
bool LimitItems,
bool LimitDinos,
bool LimitCharacters,
int MaxItems,
int MaxDinos,
int MaxCharacters) {
NativeCall<
void,
bool,
bool,
bool,
int,
int,
int>(
this,
"AShooterPlayerController.ClientSetArkTributeLimits",
LimitItems,
LimitDinos,
LimitCharacters,
MaxItems,
MaxDinos,
MaxCharacters); }
3210 void ClientShowLeaderboard(
TSubclassOf<
ULeaderboard>
LeaderboardType,
FName MissionTag,
TArray<
FLeaderboardRow>*
LeaderboardRows,
bool bPlayerHasValidLatestScore,
FLeaderboardRow LatestPlayerScore) {
NativeCall<
void,
TSubclassOf<
ULeaderboard>,
FName,
TArray<
FLeaderboardRow>*,
bool,
FLeaderboardRow>(
this,
"AShooterPlayerController.ClientShowLeaderboard",
LeaderboardType,
MissionTag,
LeaderboardRows,
bPlayerHasValidLatestScore,
LatestPlayerScore); }
3217 void ClientStartSurfaceCameraForPassenger(
float yaw,
float pitch,
float roll,
bool bInvertTurnInput) {
NativeCall<
void,
float,
float,
float,
bool>(
this,
"AShooterPlayerController.ClientStartSurfaceCameraForPassenger",
yaw,
pitch,
roll,
bInvertTurnInput); }
3245 void ServerAddItemToCustomFolder(
UPrimalInventoryComponent*
forInventory,
FString*
CFolderName,
int InventoryCompType,
FItemNetID ItemId) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
int,
FItemNetID>(
this,
"AShooterPlayerController.ServerAddItemToCustomFolder",
forInventory,
CFolderName,
InventoryCompType,
ItemId); }
3257 void ServerDeleteItemFromCustomFolder(
UPrimalInventoryComponent*
forInventory,
FString*
CFolderName,
int InventoryCompType,
FItemNetID ItemId) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
int,
FItemNetID>(
this,
"AShooterPlayerController.ServerDeleteItemFromCustomFolder",
forInventory,
CFolderName,
InventoryCompType,
ItemId); }
3276 void ServerNotifyEditText(
FString*
TextToUse,
bool checkedBox,
TSubclassOf<
UObject>
ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject*
ForObject) {
NativeCall<
void,
FString*,
bool,
TSubclassOf<
UObject>,
unsigned int,
unsigned int,
UObject*>(
this,
"AShooterPlayerController.ServerNotifyEditText",
TextToUse,
checkedBox,
ForObjectClass,
ExtraID1,
ExtraID2,
ForObject); }
3277 void ServerPaint(
UStructurePaintingComponent*
Structure,
TArray<
FPaintItem>*
Paints,
bool bLastBatch,
bool bFromLoadFile) {
NativeCall<
void,
UStructurePaintingComponent*,
TArray<
FPaintItem>*,
bool,
bool>(
this,
"AShooterPlayerController.ServerPaint",
Structure,
Paints,
bLastBatch,
bFromLoadFile); }
3296 void ServerRequestInventoryUseItemWithActor(
AActor*
anActor,
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID1,
int AdditionalData) {
NativeCall<
void,
AActor*,
UPrimalInventoryComponent*,
FItemNetID,
int>(
this,
"AShooterPlayerController.ServerRequestInventoryUseItemWithActor",
anActor,
inventoryComp,
itemID1,
AdditionalData); }
3297 void ServerRequestInventoryUseItemWithItem(
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2,
int AdditionalData) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetID,
FItemNetID,
int>(
this,
"AShooterPlayerController.ServerRequestInventoryUseItemWithItem",
inventoryComp,
itemID1,
itemID2,
AdditionalData); }
3300 void ServerRequestPlaceStructure(
int StructureIndex,
FVector BuildLocation,
FRotator BuildRotation,
FRotator PlayerViewRotation,
APawn*
AttachToPawn,
APrimalDinoCharacter*
DinoCharacter,
FName BoneName,
FItemNetID PlaceUsingItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle) {
NativeCall<
void,
int,
FVector,
FRotator,
FRotator,
APawn*,
APrimalDinoCharacter*,
FName,
FItemNetID,
bool,
bool,
bool,
int>(
this,
"AShooterPlayerController.ServerRequestPlaceStructure",
StructureIndex,
BuildLocation,
BuildRotation,
PlayerViewRotation,
AttachToPawn,
DinoCharacter,
BoneName,
PlaceUsingItemID,
bSnapped,
bIsCheat,
bIsFlipped,
SnapPointCycle); }
3307 void ServerRequestSetPin(
UObject*
forTarget,
int PinValue,
bool bIsSetting,
int TheCustomIndex) {
NativeCall<
void,
UObject*,
int,
bool,
int>(
this,
"AShooterPlayerController.ServerRequestSetPin",
forTarget,
PinValue,
bIsSetting,
TheCustomIndex); }
3311 void ServerSendArkDataPayloadBegin(
FGuid ID,
EPrimalARKTributeDataType::
Type ArkDataType,
FString*
DataClass,
FString*
TagName,
FString*
Name,
TArray<
FString>*
DataStats,
unsigned int ID1,
unsigned int ID2) {
NativeCall<
void,
FGuid,
EPrimalARKTributeDataType::
Type,
FString*,
FString*,
FString*,
TArray<
FString>*,
unsigned int,
unsigned int>(
this,
"AShooterPlayerController.ServerSendArkDataPayloadBegin",
ID,
ArkDataType,
DataClass,
TagName,
Name,
DataStats,
ID1,
ID2); }
3326 void ServerTransferAllFromRemoteInventory(
UPrimalInventoryComponent*
inventoryComp,
FString*
CurrentCustomFolderFilter,
FString*
CurrentNameFilter,
FString*
CurrentDestinationFolder,
bool bNoFolderView) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
FString*,
FString*,
bool>(
this,
"AShooterPlayerController.ServerTransferAllFromRemoteInventory",
inventoryComp,
CurrentCustomFolderFilter,
CurrentNameFilter,
CurrentDestinationFolder,
bNoFolderView); }
3327 void ServerTransferAllToRemoteInventory(
UPrimalInventoryComponent*
inventoryComp,
FString*
CurrentCustomFolderFilter,
FString*
CurrentNameFilter,
FString*
CurrentDestinationFolder,
bool bNoFolderView) {
NativeCall<
void,
UPrimalInventoryComponent*,
FString*,
FString*,
FString*,
bool>(
this,
"AShooterPlayerController.ServerTransferAllToRemoteInventory",
inventoryComp,
CurrentCustomFolderFilter,
CurrentNameFilter,
CurrentDestinationFolder,
bNoFolderView); }
3328 void ServerTransferFromRemoteInventory(
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID,
int requestedQuantity,
int ToSlotIndex,
bool bEquipItem) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetID,
int,
int,
bool>(
this,
"AShooterPlayerController.ServerTransferFromRemoteInventory",
inventoryComp,
itemID,
requestedQuantity,
ToSlotIndex,
bEquipItem); }
3330 void ServerTransferToRemoteInventory(
UPrimalInventoryComponent*
inventoryComp,
FItemNetID itemID,
bool bAlsoTryToEqup,
int requestedQuantity) {
NativeCall<
void,
UPrimalInventoryComponent*,
FItemNetID,
bool,
int>(
this,
"AShooterPlayerController.ServerTransferToRemoteInventory",
inventoryComp,
itemID,
bAlsoTryToEqup,
requestedQuantity); }
3399 bool IsJumping() {
return NativeCall<
bool>(
this,
"ACharacter.IsJumping"); }
3400 float ModifyAirControl(
float Damage,
FPointDamageEvent* PointDamageEvent,
AController* EventInstigator,
AActor* DamageCauser) {
return NativeCall<
float,
float,
FPointDamageEvent*,
AController*,
AActor*>(
this,
"ACharacter.ModifyAirControl", Damage, PointDamageEvent, EventInstigator, DamageCauser); }
3410 void GetSimpleCollisionCylinder(
float* CollisionRadius,
float* CollisionHalfHeight) { NativeCall<
void,
float*,
float*>(
this,
"ACharacter.GetSimpleCollisionCylinder", CollisionRadius, CollisionHalfHeight); }
3411 void ApplyWorldOffset(FVector* InOffset,
bool bWorldShift) { NativeCall<
void, FVector*,
bool>(
this,
"ACharacter.ApplyWorldOffset", InOffset, bWorldShift); }
3413 UActorComponent*
FindComponentByClass(TSubclassOf<UActorComponent> ComponentClass) {
return NativeCall<UActorComponent*, TSubclassOf<UActorComponent>>(
this,
"ACharacter.FindComponentByClass", ComponentClass); }
3415 bool CanJump() {
return NativeCall<
bool>(
this,
"ACharacter.CanJump"); }
3417 bool DoJump(
bool bReplayingMoves) {
return NativeCall<
bool,
bool>(
this,
"ACharacter.DoJump", bReplayingMoves); }
3421 bool CanCrouch() {
return NativeCall<
bool>(
this,
"ACharacter.CanCrouch"); }
3422 void Crouch(
bool bClientSimulation) { NativeCall<
void,
bool>(
this,
"ACharacter.Crouch", bClientSimulation); }
3423 void UnCrouch(
bool bClientSimulation) { NativeCall<
void,
bool>(
this,
"ACharacter.UnCrouch", bClientSimulation); }
3424 bool CanProne() {
return NativeCall<
bool>(
this,
"ACharacter.CanProne"); }
3425 void Prone(
bool bClientSimulation) { NativeCall<
void,
bool>(
this,
"ACharacter.Prone", bClientSimulation); }
3426 void UnProne(
bool bClientSimulation) { NativeCall<
void,
bool>(
this,
"ACharacter.UnProne", bClientSimulation); }
3427 void OnEndCrouch(
float HeightAdjust,
float ScaledHeightAdjust) { NativeCall<
void,
float,
float>(
this,
"ACharacter.OnEndCrouch", HeightAdjust, ScaledHeightAdjust); }
3428 void OnStartCrouch(
float HeightAdjust,
float ScaledHeightAdjust) { NativeCall<
void,
float,
float>(
this,
"ACharacter.OnStartCrouch", HeightAdjust, ScaledHeightAdjust); }
3429 void ApplyDamageMomentum(
float DamageTaken,
FDamageEvent* DamageEvent,
APawn* PawnInstigator,
AActor* DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"ACharacter.ApplyDamageMomentum", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
3430 void TeleportSucceeded(
bool bIsATest,
bool bSimpleTeleport) { NativeCall<
void,
bool,
bool>(
this,
"ACharacter.TeleportSucceeded", bIsATest, bSimpleTeleport); }
3433 void SetBase(
UPrimitiveComponent* NewBaseComponent, FName BoneName,
bool bNotifyPawn) { NativeCall<
void, UPrimitiveComponent*, FName,
bool>(
this,
"ACharacter.SetBase", NewBaseComponent, BoneName, bNotifyPawn); }
3435 void TurnOff() { NativeCall<
void>(
this,
"ACharacter.TurnOff"); }
3436 void Restart() { NativeCall<
void>(
this,
"ACharacter.Restart"); }
3439 void UnPossessed() { NativeCall<
void>(
this,
"ACharacter.UnPossessed"); }
3440 void TornOff() { NativeCall<
void>(
this,
"ACharacter.TornOff"); }
3441 void BaseChange() { NativeCall<
void>(
this,
"ACharacter.BaseChange"); }
3442 void LaunchCharacter(FVector LaunchVelocity,
bool bXYOverride,
bool bZOverride) { NativeCall<
void, FVector,
bool,
bool>(
this,
"ACharacter.LaunchCharacter", LaunchVelocity, bXYOverride, bZOverride); }
3443 void OnMovementModeChanged(EMovementMode PrevMovementMode,
char PrevCustomMode) { NativeCall<
void, EMovementMode,
char>(
this,
"ACharacter.OnMovementModeChanged", PrevMovementMode, PrevCustomMode); }
3445 void Jump() { NativeCall<
void>(
this,
"ACharacter.Jump"); }
3446 void StopJumping() { NativeCall<
void>(
this,
"ACharacter.StopJumping"); }
3447 void CheckJumpInput(
float DeltaTime) { NativeCall<
void,
float>(
this,
"ACharacter.CheckJumpInput", DeltaTime); }
3455 void UpdateSimulatedPosition(FVector* NewLocation, FRotator* NewRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"ACharacter.UpdateSimulatedPosition", NewLocation, NewRotation); }
3457 bool TeleportTo(FVector* DestLocation, FRotator* DestRotation,
bool bIsATest,
bool bNoCheck) {
return NativeCall<
bool, FVector*, FRotator*,
bool,
bool>(
this,
"ACharacter.TeleportTo", DestLocation, DestRotation, bIsATest, bNoCheck); }
3458 bool SimpleTeleportTo(FVector* DestLocation, FRotator* DestRotation) {
return NativeCall<
bool, FVector*, FRotator*>(
this,
"ACharacter.SimpleTeleportTo", DestLocation, DestRotation); }
3459 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"ACharacter.GetLifetimeReplicatedProps", OutLifetimeProps); }
3462 float PlayAnimMontage(UAnimMontage* AnimMontage,
float InPlayRate, FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime) {
return NativeCall<
float, UAnimMontage*,
float, FName,
bool,
bool,
float,
float>(
this,
"ACharacter.PlayAnimMontage", AnimMontage, InPlayRate, StartSectionName, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer, BlendInTime, BlendOutTime); }
3463 void StopAnimMontage(UAnimMontage* AnimMontage) { NativeCall<
void, UAnimMontage*>(
this,
"ACharacter.StopAnimMontage", AnimMontage); }
3464 UAnimMontage*
GetCurrentMontage() {
return NativeCall<UAnimMontage*>(
this,
"ACharacter.GetCurrentMontage"); }
3469 float OverrideTerminalVelocity(
bool bIgnoreTrueBlack,
bool bUseGrayscale) {
return NativeCall<
float,
bool,
bool>(
this,
"ACharacter.OverrideTerminalVelocity", bIgnoreTrueBlack, bUseGrayscale); }
3471 bool BP_PreventMovementMode(EMovementMode newMovementMode,
char newCustomMode) {
return NativeCall<
bool, EMovementMode,
char>(
this,
"ACharacter.BP_PreventMovementMode", newMovementMode, newCustomMode); }
3473 void K2_OnEndCrouch(
float HalfHeightAdjust,
float ScaledHalfHeightAdjust) { NativeCall<
void,
float,
float>(
this,
"ACharacter.K2_OnEndCrouch", HalfHeightAdjust, ScaledHalfHeightAdjust); }
3474 void K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode,
char PrevCustomMode,
char NewCustomMode) { NativeCall<
void, EMovementMode, EMovementMode,
char,
char>(
this,
"ACharacter.K2_OnMovementModeChanged", PrevMovementMode, NewMovementMode, PrevCustomMode, NewCustomMode); }
3475 void K2_OnStartCrouch(
float HalfHeightAdjust,
float ScaledHalfHeightAdjust) { NativeCall<
void,
float,
float>(
this,
"ACharacter.K2_OnStartCrouch", HalfHeightAdjust, ScaledHalfHeightAdjust); }
3477 void OnJumped() { NativeCall<
void>(
this,
"ACharacter.OnJumped"); }
3479 void OnLaunched(FVector LaunchVelocity,
bool bXYOverride,
bool bZOverride) { NativeCall<
void, FVector,
bool,
bool>(
this,
"ACharacter.OnLaunched", LaunchVelocity, bXYOverride, bZOverride); }
3489 float&
HalfLegLengthField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.HalfLegLength"); }
3491 float&
FullIKDistanceField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.FullIKDistance"); }
3493 float&
SimpleIkRateField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.SimpleIkRate"); }
3496 UAnimMontage *
JumpAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.JumpAnim"); }
3497 UAnimMontage *
LandedAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.LandedAnim"); }
3498 UAnimMontage *
HurtAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.HurtAnim"); }
3499 UAnimMontage *
HurtAnim_FlyingField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.HurtAnim_Flying"); }
3500 UAnimMontage *
PinnedAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.PinnedAnim"); }
3501 USoundCue *
HurtSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"APrimalCharacter.HurtSound"); }
3510 float&
SnapshotScaleField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.SnapshotScale"); }
3522 USoundBase *
StartDraggedSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalCharacter.StartDraggedSound"); }
3523 USoundBase *
EndDraggedSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalCharacter.EndDraggedSound"); }
3527 long double&
StartDraggingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.StartDraggingTime"); }
3528 long double&
LastDragUpdateTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastDragUpdateTime"); }
3536 long double&
NextBPTimerServerField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.NextBPTimerServer"); }
3556 long double&
LastIkUpdateTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastIkUpdateTime"); }
3565 float&
BaseTurnRateField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.BaseTurnRate"); }
3566 float&
BaseLookUpRateField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.BaseLookUpRate"); }
3567 UAnimMontage *
DeathAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.DeathAnim"); }
3568 USoundCue *
DeathSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"APrimalCharacter.DeathSound"); }
3569 USoundCue *
RunLoopSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"APrimalCharacter.RunLoopSound"); }
3570 USoundCue *
RunStopSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"APrimalCharacter.RunStopSound"); }
3575 float&
MaxFallSpeedField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.MaxFallSpeed"); }
3577 UAudioComponent *
RunLoopACField() {
return *GetNativePointerField<UAudioComponent**>(
this,
"APrimalCharacter.RunLoopAC"); }
3579 APrimalStructureExplosiveTransGPS *
CurrentTransponderField() {
return *GetNativePointerField<APrimalStructureExplosiveTransGPS**>(
this,
"APrimalCharacter.CurrentTransponder"); }
3591 float&
DragWeightField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.DragWeight"); }
3599 float&
KillXPBaseField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.KillXPBase"); }
3614 UAnimMontage *
SyncedMontageField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.SyncedMontage"); }
3618 long double&
LastRunningTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastRunningTime"); }
3631 long double&
LastNetDidLandField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastNetDidLand"); }
3639 UAnimMontage *
PoopAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.PoopAnimation"); }
3641 float&
CorpseLifespanField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.CorpseLifespan"); }
3645 USoundCue *
PoopSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"APrimalCharacter.PoopSound"); }
3649 float&
OrbitCamZoomField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.OrbitCamZoom"); }
3661 long double&
LastTimeSubmergedField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastTimeSubmerged"); }
3674 long double&
LastUnstasisTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastUnstasisTime"); }
3677 long double&
NextBlinkTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.NextBlinkTime"); }
3678 long double&
BlinkTimerField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.BlinkTimer"); }
3682 USoundCue *
LeftSleepingSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"APrimalCharacter.LeftSleepingSound"); }
3685 long double&
LastWalkingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastWalkingTime"); }
3694 long double&
LastSkinnedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastSkinnedTime"); }
3698 float&
RootYawField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.RootYaw"); }
3699 long double&
LastTimeInSwimmingField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastTimeInSwimming"); }
3710 long double&
LastTookDamageTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastTookDamageTime"); }
3713 float&
LastFallingZField() {
return *GetNativePointerField<
float*>(
this,
"APrimalCharacter.LastFallingZ"); }
3714 int&
NumFallZFailsField() {
return *GetNativePointerField<
int*>(
this,
"APrimalCharacter.NumFallZFails"); }
3726 UAnimMontage *
lastPlayedMountAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalCharacter.lastPlayedMountAnim"); }
3731 long double&
LastHitDamageTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalCharacter.LastHitDamageTime"); }
3733 int&
MeshedCounterField() {
return *GetNativePointerField<
int*>(
this,
"APrimalCharacter.MeshedCounter"); }
3940 void Destroyed() { NativeCall<
void>(
this,
"APrimalCharacter.Destroyed"); }
3941 void BeginPlay() { NativeCall<
void>(
this,
"APrimalCharacter.BeginPlay"); }
3943 void Suicide() { NativeCall<
void>(
this,
"APrimalCharacter.Suicide"); }
3944 bool IsDead() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsDead"); }
3946 void AdjustDamage(
float* Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser) { NativeCall<
void,
float*,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalCharacter.AdjustDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
3947 bool CanBeTargetedBy(ITargetableInterface * Attacker) {
return NativeCall<
bool, ITargetableInterface*>(
this,
"APrimalCharacter.CanBeTargetedBy", Attacker); }
3949 float TakeDamage(
float Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser) {
return NativeCall<
float,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalCharacter.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
3950 void HurtMe(
int HowMuch) { NativeCall<
void,
int>(
this,
"APrimalCharacter.HurtMe", HowMuch); }
3951 bool CanDie(
float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser) {
return NativeCall<
bool,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalCharacter.CanDie", KillingDamage, DamageEvent, Killer, DamageCauser); }
3952 bool Die(
float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser) {
return NativeCall<
bool,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalCharacter.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
3954 void PlayDyingPoint_Implementation(
float KillingDamage,
FPointDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FPointDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayDyingPoint_Implementation", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
3955 void PlayDyingRadial_Implementation(
float KillingDamage,
FRadialDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FRadialDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayDyingRadial_Implementation", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
3956 void OnRep_IsDead() { NativeCall<
void>(
this,
"APrimalCharacter.OnRep_IsDead"); }
3957 void SetDeath(
bool bForceRagdoll) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.SetDeath", bForceRagdoll); }
3958 bool CanIgnoreImmobilizationTrap(TSubclassOf<APrimalStructure> TrapClass,
bool* bForceTrigger) {
return NativeCall<
bool, TSubclassOf<APrimalStructure>,
bool*>(
this,
"APrimalCharacter.CanIgnoreImmobilizationTrap", TrapClass, bForceTrigger); }
3959 void Immobilize(
bool bImmobilize,
AActor * UsingActor,
bool bImmobilizeFalling,
bool bPreventDismount) { NativeCall<
void,
bool,
AActor*,
bool,
bool>(
this,
"APrimalCharacter.Immobilize", bImmobilize, UsingActor, bImmobilizeFalling, bPreventDismount); }
3961 void PlayDying(
float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
3962 void PlayHitEffectGeneric_Implementation(
float DamageTaken,
FPointDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser) { NativeCall<
void,
float,
FPointDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayHitEffectGeneric_Implementation", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
3963 void PlayHitEffectRadial_Implementation(
float DamageTaken,
FRadialDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser) { NativeCall<
void,
float,
FRadialDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayHitEffectRadial_Implementation", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
3966 void PlayHitEffect(
float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser,
bool bIsLocalPath) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*,
bool>(
this,
"APrimalCharacter.PlayHitEffect", DamageTaken, DamageEvent, PawnInstigator, DamageCauser, bIsLocalPath); }
3968 void SetRagdollPhysics(
bool bUseRagdollLocationOffset,
bool bForceRecreateBones,
bool bForLoading) { NativeCall<
void,
bool,
bool,
bool>(
this,
"APrimalCharacter.SetRagdollPhysics", bUseRagdollLocationOffset, bForceRecreateBones, bForLoading); }
3974 void DoFindGoodSpot(FVector RagdollLoc,
bool bClearCollisionSweep) { NativeCall<
void, FVector,
bool>(
this,
"APrimalCharacter.DoFindGoodSpot", RagdollLoc, bClearCollisionSweep); }
3976 void SetSleeping(
bool bSleeping,
bool bUseRagdollLocationOffset) { NativeCall<
void,
bool,
bool>(
this,
"APrimalCharacter.SetSleeping", bSleeping, bUseRagdollLocationOffset); }
3977 void ExecSetSleeping(
bool bEnable) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.ExecSetSleeping", bEnable); }
3978 void ExecSetPawnSleeping(
bool bEnable) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.ExecSetPawnSleeping", bEnable); }
3979 void ChangeActorTeam(
int NewTeam) { NativeCall<
void,
int>(
this,
"APrimalCharacter.ChangeActorTeam", NewTeam); }
3980 void UpdateTribeName(FString NewTribeName) { NativeCall<
void, FString>(
this,
"APrimalCharacter.UpdateTribeName", NewTribeName); }
3983 void DrawHUD(AShooterHUD * HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalCharacter.DrawHUD", HUD); }
3984 bool IsSubmerged(
bool bDontCheckSwimming,
bool bUseFullThreshold,
bool bForceCheck,
bool bFromVolumeChange) {
return NativeCall<
bool,
bool,
bool,
bool,
bool>(
this,
"APrimalCharacter.IsSubmerged", bDontCheckSwimming, bUseFullThreshold, bForceCheck, bFromVolumeChange); }
3986 float PlayAnimMontage(UAnimMontage * AnimMontage,
float InPlayRate, FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime) {
return NativeCall<
float, UAnimMontage*,
float, FName,
bool,
bool,
float,
float>(
this,
"APrimalCharacter.PlayAnimMontage", AnimMontage, InPlayRate, StartSectionName, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer, BlendInTime, BlendOutTime); }
3987 void StopAnimMontage(UAnimMontage * AnimMontage) { NativeCall<
void, UAnimMontage*>(
this,
"APrimalCharacter.StopAnimMontage", AnimMontage); }
3988 bool IsMontagePlaying(UAnimMontage * AnimMontage,
float TimeFromEndToConsiderFinished) {
return NativeCall<
bool, UAnimMontage*,
float>(
this,
"APrimalCharacter.IsMontagePlaying", AnimMontage, TimeFromEndToConsiderFinished); }
3989 void StopAllAnimMontages(
float BlendOutTime) { NativeCall<
void,
float>(
this,
"APrimalCharacter.StopAllAnimMontages", BlendOutTime); }
3991 void ToggleWeapon() { NativeCall<
void>(
this,
"APrimalCharacter.ToggleWeapon"); }
3992 void TryPoop() { NativeCall<
void>(
this,
"APrimalCharacter.TryPoop"); }
3994 void OrbitCamOn() { NativeCall<
void>(
this,
"APrimalCharacter.OrbitCamOn"); }
3995 void OrbitCamOff() { NativeCall<
void>(
this,
"APrimalCharacter.OrbitCamOff"); }
3999 void MoveForward(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.MoveForward", Val); }
4000 void MoveRight(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.MoveRight", Val); }
4001 void MoveUp(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.MoveUp", Val); }
4002 void TurnInput(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.TurnInput", Val); }
4003 void LookInput(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.LookInput", Val); }
4004 void TurnAtRate(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.TurnAtRate", Val); }
4005 void LookUpAtRate(
float Val) { NativeCall<
void,
float>(
this,
"APrimalCharacter.LookUpAtRate", Val); }
4007 bool IsInputAllowed() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsInputAllowed"); }
4008 void OnStartFire(
bool bFromGamepadRight) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.OnStartFire", bFromGamepadRight); }
4009 void OnStopFire(
bool bFromGamepadRight) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.OnStopFire", bFromGamepadRight); }
4012 void OnStartAltFire(
bool bFromGamepad) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.OnStartAltFire", bFromGamepad); }
4013 void OnStopAltFire(
bool bFromGamepad) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.OnStopAltFire", bFromGamepad); }
4015 void OnStopRunning() { NativeCall<
void>(
this,
"APrimalCharacter.OnStopRunning"); }
4018 void OnRunToggle() { NativeCall<
void>(
this,
"APrimalCharacter.OnRunToggle"); }
4019 bool IsRunning() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsRunning"); }
4020 bool IsMoving() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsMoving"); }
4021 void UpdateStatusComponent(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalCharacter.UpdateStatusComponent", DeltaSeconds); }
4024 static void StaticApplyCharacterSnapshot(
UPrimalItem * Item,
AActor * To, FVector Offset,
float MaxExtent,
int Pose) { NativeCall<
void, UPrimalItem*, AActor*, FVector,
float,
int>(
nullptr,
"APrimalCharacter.StaticApplyCharacterSnapshot", Item, To, Offset, MaxExtent, Pose); }
4029 void ApplyCharacterSnapshot(
UPrimalItem * Item,
AActor * To, FVector Offset,
float MaxExtent,
int Pose) { NativeCall<
void, UPrimalItem*, AActor*, FVector,
float,
int>(
this,
"APrimalCharacter.ApplyCharacterSnapshot", Item, To, Offset, MaxExtent, Pose); }
4032 static UActorComponent *
CreateSnapshotComponent(
AActor * For,
UObject * Template, FName Tag, FName Name) {
return NativeCall<UActorComponent*, AActor*, UObject*, FName, FName>(
nullptr,
"APrimalCharacter.CreateSnapshotComponent", For, Template, Tag, Name); }
4035 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalCharacter.Tick", DeltaSeconds); }
4036 void EndPlay(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"APrimalCharacter.EndPlay", EndPlayReason); }
4041 bool IsOwningClient() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsOwningClient"); }
4043 void GetCharacterViewLocationAndDirection(FVector * OutViewLocation, FVector * OutViewDirection,
bool* OutFromCrosshairOrCamera,
float FallbackAngleOffsetDegrees) { NativeCall<
void, FVector*, FVector*,
bool*,
float>(
this,
"APrimalCharacter.GetCharacterViewLocationAndDirection", OutViewLocation, OutViewDirection, OutFromCrosshairOrCamera, FallbackAngleOffsetDegrees); }
4044 void ZoomIn() { NativeCall<
void>(
this,
"APrimalCharacter.ZoomIn"); }
4045 void ZoomOut() { NativeCall<
void>(
this,
"APrimalCharacter.ZoomOut"); }
4046 void OnStartJump() { NativeCall<
void>(
this,
"APrimalCharacter.OnStartJump"); }
4047 void PlayJumpAnim() { NativeCall<
void>(
this,
"APrimalCharacter.PlayJumpAnim"); }
4051 void OnVoiceTalkingStateChanged(
bool isTalking,
bool IsUsingSuperRange) { NativeCall<
void,
bool,
bool>(
this,
"APrimalCharacter.OnVoiceTalkingStateChanged", isTalking, IsUsingSuperRange); }
4052 void OnStopJump() { NativeCall<
void>(
this,
"APrimalCharacter.OnStopJump"); }
4053 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalCharacter.GetLifetimeReplicatedProps", OutLifetimeProps); }
4054 float GetRunningSpeedModifier(
bool bIsForDefaultSpeed) {
return NativeCall<
float,
bool>(
this,
"APrimalCharacter.GetRunningSpeedModifier", bIsForDefaultSpeed); }
4055 float GetMaxHealth() {
return NativeCall<
float>(
this,
"APrimalCharacter.GetMaxHealth"); }
4056 bool AllowFirstPerson() {
return NativeCall<
bool>(
this,
"APrimalCharacter.AllowFirstPerson"); }
4057 AActor *
GetAimedActor(
ECollisionChannel CollisionChannel,
UActorComponent * *HitComponent,
float MaxDistanceOverride,
float CheckRadius,
int* hitBodyIndex,
FHitResult * outHitResult,
bool bForceUseCameraLocation,
bool bForceUpdateAimedActors,
bool bForceUseActorLocation) {
return NativeCall<
AActor*,
ECollisionChannel,
UActorComponent**,
float,
float,
int*,
FHitResult*,
bool,
bool,
bool>(
this,
"APrimalCharacter.GetAimedActor", CollisionChannel, HitComponent, MaxDistanceOverride, CheckRadius, hitBodyIndex, outHitResult, bForceUseCameraLocation, bForceUpdateAimedActors, bForceUseActorLocation); }
4058 void GetAimedActor(
FHitResult * outHitResult,
ECollisionChannel CollisionChannel,
float MaxDistanceOverride,
float CheckRadius,
bool bForceUseCameraLocation,
bool bForceUpdateAimedActors) { NativeCall<
void,
FHitResult*,
ECollisionChannel,
float,
float,
bool,
bool>(
this,
"APrimalCharacter.GetAimedActor", outHitResult, CollisionChannel, MaxDistanceOverride, CheckRadius, bForceUseCameraLocation, bForceUpdateAimedActors); }
4061 float PlayAnimEx(UAnimMontage * AnimMontage,
float InPlayRate, FName StartSectionName,
bool bReplicate,
bool bReplicateToOwner,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
bool bForceKeepSynced,
float BlendInTime,
float BlendOutTime) {
return NativeCall<
float, UAnimMontage*,
float, FName,
bool,
bool,
bool,
bool,
bool,
float,
float>(
this,
"APrimalCharacter.PlayAnimEx", AnimMontage, InPlayRate, StartSectionName, bReplicate, bReplicateToOwner, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer, bForceKeepSynced, BlendInTime, BlendOutTime); }
4062 void StopAnimEx(UAnimMontage * AnimMontage,
bool bReplicate,
bool bReplicateToOwner,
float BlendOutTime) { NativeCall<
void, UAnimMontage*,
bool,
bool,
float>(
this,
"APrimalCharacter.StopAnimEx", AnimMontage, bReplicate, bReplicateToOwner, BlendOutTime); }
4063 void ClientPlayAnimation_Implementation(UAnimMontage * AnimMontage,
float PlayRate, FName StartSectionName,
bool bPlayOnOwner,
bool bForceTickPoseAndServerUpdateMesh) { NativeCall<
void, UAnimMontage*,
float, FName,
bool,
bool>(
this,
"APrimalCharacter.ClientPlayAnimation_Implementation", AnimMontage, PlayRate, StartSectionName, bPlayOnOwner, bForceTickPoseAndServerUpdateMesh); }
4064 void ClientSyncAnimation_Implementation(UAnimMontage * AnimMontage,
float PlayRate,
float ServerCurrentMontageTime,
bool bForceTickPoseAndServerUpdateMesh,
float BlendInTime,
float BlendOutTime) { NativeCall<
void, UAnimMontage*,
float,
float,
bool,
float,
float>(
this,
"APrimalCharacter.ClientSyncAnimation_Implementation", AnimMontage, PlayRate, ServerCurrentMontageTime, bForceTickPoseAndServerUpdateMesh, BlendInTime, BlendOutTime); }
4065 void ClientStopAnimation_Implementation(UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime) { NativeCall<
void, UAnimMontage*,
bool,
float>(
this,
"APrimalCharacter.ClientStopAnimation_Implementation", AnimMontage, bStopOnOwner, BlendOutTime); }
4066 float StartSyncedMontage(UAnimMontage * AnimMontage,
float PlayRate,
float BlendInTime,
float BlendOutTime) {
return NativeCall<
float, UAnimMontage*,
float,
float,
float>(
this,
"APrimalCharacter.StartSyncedMontage", AnimMontage, PlayRate, BlendInTime, BlendOutTime); }
4067 void StopSyncedMontage(
float BlendOutTime,
bool bAutoStopAnim) { NativeCall<
void,
float,
bool>(
this,
"APrimalCharacter.StopSyncedMontage", BlendOutTime, bAutoStopAnim); }
4068 void SetRunning(
bool bNewRunning) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.SetRunning", bNewRunning); }
4070 void UpdateRunSounds(
bool bNewRunning) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.UpdateRunSounds", bNewRunning); }
4073 bool IsAlive() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsAlive"); }
4078 float GetHealth() {
return NativeCall<
float>(
this,
"APrimalCharacter.GetHealth"); }
4080 void DrawFloatingChatMessage(AShooterHUD * HUD, FString Message,
long double receivedChatTime) { NativeCall<
void, AShooterHUD*, FString,
long double>(
this,
"APrimalCharacter.DrawFloatingChatMessage", HUD, Message, receivedChatTime); }
4083 float GetClientRotationInterpSpeed(FVector * RootLoc) {
return NativeCall<
float, FVector*>(
this,
"APrimalCharacter.GetClientRotationInterpSpeed", RootLoc); }
4084 FRotator *
GetAimOffsets(
FRotator *
result,
float DeltaTime,
FRotator *
RootRotOffset,
float*
RootYawSpeed,
float MaxYawAimClamp,
FVector *
RootLocOffset) {
return NativeCall<FRotator*, FRotator*,
float, FRotator*,
float*,
float, FVector*>(
this,
"APrimalCharacter.GetAimOffsets", result, DeltaTime, RootRotOffset, RootYawSpeed, MaxYawAimClamp, RootLocOffset); }
4086 void StartForceSkelUpdate(
float ForTime,
bool bForceUpdateMesh,
bool bServerOnly) { NativeCall<
void,
float,
bool,
bool>(
this,
"APrimalCharacter.StartForceSkelUpdate", ForTime, bForceUpdateMesh, bServerOnly); }
4088 void ForceMeshRelevant(
float Duration) { NativeCall<
void,
float>(
this,
"APrimalCharacter.ForceMeshRelevant", Duration); }
4089 bool IsConscious() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsConscious"); }
4090 void Stasis() { NativeCall<
void>(
this,
"APrimalCharacter.Stasis"); }
4091 void Unstasis() { NativeCall<
void>(
this,
"APrimalCharacter.Unstasis"); }
4092 bool AllowFallDamage(
FHitResult * HitResult,
float FallDamageAmount,
bool CustomFallDamage) {
return NativeCall<
bool,
FHitResult*,
float,
bool>(
this,
"APrimalCharacter.AllowFallDamage", HitResult, FallDamageAmount, CustomFallDamage); }
4093 bool IsSimulated() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsSimulated"); }
4094 bool IsWildSlow() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsWildSlow"); }
4096 float GetBaseStatusValue(
TEnumAsByte<
enum EPrimalCharacterStatusValue::Type> StatusValueType) {
return NativeCall<
float, TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>>(
this,
"APrimalCharacter.GetBaseStatusValue", StatusValueType); }
4097 void DrawLocalPlayerHUD(AShooterHUD * HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalCharacter.DrawLocalPlayerHUD", HUD); }
4098 bool IsInStatusState(EPrimalCharacterStatusState::Type StatusStateType) {
return NativeCall<
bool, EPrimalCharacterStatusState::Type>(
this,
"APrimalCharacter.IsInStatusState", StatusStateType); }
4099 float GetCurrentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"APrimalCharacter.GetCurrentStatusValue", StatusValueType); }
4100 float GetMaxStatusValue(EPrimalCharacterStatusValue::Type StatusValueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"APrimalCharacter.GetMaxStatusValue", StatusValueType); }
4101 float GetPercentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"APrimalCharacter.GetPercentStatusValue", StatusValueType); }
4106 float GetJumpZModifier() {
return NativeCall<
float>(
this,
"APrimalCharacter.GetJumpZModifier"); }
4110 void ApplyCustomFallDamage(FVector * Location, FVector * Velocity,
float FallDamageThreshold) { NativeCall<
void, FVector*, FVector*,
float>(
this,
"APrimalCharacter.ApplyCustomFallDamage", Location, Velocity, FallDamageThreshold); }
4113 void DidLand() { NativeCall<
void>(
this,
"APrimalCharacter.DidLand"); }
4117 void PlayFootstep() { NativeCall<
void>(
this,
"APrimalCharacter.PlayFootstep"); }
4121 bool ModifyInputAcceleration(FVector * InputAcceleration) {
return NativeCall<
bool, FVector*>(
this,
"APrimalCharacter.ModifyInputAcceleration", InputAcceleration); }
4125 float SetHealth(
float newHealth) {
return NativeCall<
float,
float>(
this,
"APrimalCharacter.SetHealth", newHealth); }
4126 bool IsOfTribe(
int ID) {
return NativeCall<
bool,
int>(
this,
"APrimalCharacter.IsOfTribe", ID); }
4127 void SetRagdollReplication(
bool Enabled) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.SetRagdollReplication", Enabled); }
4128 void Serialize(FArchive * Ar) { NativeCall<
void, FArchive*>(
this,
"APrimalCharacter.Serialize", Ar); }
4132 void ClientRagdollUpdate_Implementation(TArray<FVector_NetQuantize> * BoneLocations, FRotator_NetQuantize TargetRootRotation) { NativeCall<
void, TArray<FVector_NetQuantize>*, FRotator_NetQuantize>(
this,
"APrimalCharacter.ClientRagdollUpdate_Implementation", BoneLocations, TargetRootRotation); }
4133 void SleepBodies() { NativeCall<
void>(
this,
"APrimalCharacter.SleepBodies"); }
4141 bool CanBeDragged() {
return NativeCall<
bool>(
this,
"APrimalCharacter.CanBeDragged"); }
4142 bool IsInvincible() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsInvincible"); }
4151 float GetKillXP() {
return NativeCall<
float>(
this,
"APrimalCharacter.GetKillXP"); }
4152 void UpdateIK() { NativeCall<
void>(
this,
"APrimalCharacter.UpdateIK"); }
4153 void SetEnableIK(
bool bEnable) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.SetEnableIK", bEnable); }
4154 void EnableIK(
bool bEnable,
bool bForceOnDedicated) { NativeCall<
void,
bool,
bool>(
this,
"APrimalCharacter.EnableIK", bEnable, bForceOnDedicated); }
4157 void GetHUDElements(
APlayerController * ForPC, TArray<FHUDElement> * OutElements) { NativeCall<
void, APlayerController*, TArray<FHUDElement>*>(
this,
"APrimalCharacter.GetHUDElements", ForPC, OutElements); }
4161 bool IsTargetableDead() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsTargetableDead"); }
4163 bool Poop(
bool bForcePoop) {
return NativeCall<
bool,
bool>(
this,
"APrimalCharacter.Poop", bForcePoop); }
4164 void EmitPoop() { NativeCall<
void>(
this,
"APrimalCharacter.EmitPoop"); }
4166 bool GetGroundLocation(FVector * theGroundLoc, FVector * OffsetUp, FVector * OffsetDown) {
return NativeCall<
bool, FVector*, FVector*, FVector*>(
this,
"APrimalCharacter.GetGroundLocation", theGroundLoc, OffsetUp, OffsetDown); }
4170 void ApplyDamageMomentum(
float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"APrimalCharacter.ApplyDamageMomentum", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
4171 void NetAddCharacterMovementImpulse_Implementation(FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ) { NativeCall<
void, FVector,
bool,
float,
bool, EMovementMode,
bool>(
this,
"APrimalCharacter.NetAddCharacterMovementImpulse_Implementation", Impulse, bVelChange, ImpulseExponent, bSetNewMovementMode, NewMovementMode, bOverrideMaxImpulseZ); }
4172 void NetSetCharacterMovementVelocity_Implementation(
bool bSetNewVelocity, FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode) { NativeCall<
void,
bool, FVector,
bool, EMovementMode>(
this,
"APrimalCharacter.NetSetCharacterMovementVelocity_Implementation", bSetNewVelocity, NewVelocity, bSetNewMovementMode, NewMovementMode); }
4173 bool AllowSaving() {
return NativeCall<
bool>(
this,
"APrimalCharacter.AllowSaving"); }
4174 bool IsWatered() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsWatered"); }
4177 int LevelUpPlayerAddedStat(
TEnumAsByte<
enum EPrimalCharacterStatusValue::Type> StatToLevel,
int NumLevels,
AShooterPlayerController * ForPlayer) {
return NativeCall<
int, TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>,
int, AShooterPlayerController*>(
this,
"APrimalCharacter.LevelUpPlayerAddedStat", StatToLevel, NumLevels, ForPlayer); }
4178 void CheckJumpInput(
float DeltaTime) { NativeCall<
void,
float>(
this,
"APrimalCharacter.CheckJumpInput", DeltaTime); }
4184 bool IsRagdolled() {
return NativeCall<
bool>(
this,
"APrimalCharacter.IsRagdolled"); }
4185 static void ForceUpdateAimedCharacters(
UWorld * World, FVector * StartLoc, FVector * EndLoc,
AActor * IgnoreActor,
bool bForceUpdateIgnoreActor,
float TraceRadius) { NativeCall<
void, UWorld*, FVector*, FVector*, AActor*,
bool,
float>(
nullptr,
"APrimalCharacter.ForceUpdateAimedCharacters", World, StartLoc, EndLoc, IgnoreActor, bForceUpdateIgnoreActor, TraceRadius); }
4186 void NetForceUpdateAimedCharacters_Implementation(FVector StartLoc, FVector EndLoc,
AActor * IgnoreActor,
bool bForceUpdateIgnoreActor,
float TraceRadius) { NativeCall<
void, FVector, FVector, AActor*,
bool,
float>(
this,
"APrimalCharacter.NetForceUpdateAimedCharacters_Implementation", StartLoc, EndLoc, IgnoreActor, bForceUpdateIgnoreActor, TraceRadius); }
4188 bool HasBuff(TSubclassOf<APrimalBuff> BuffClass,
bool useExactMatch) {
return NativeCall<
bool, TSubclassOf<APrimalBuff>,
bool>(
this,
"APrimalCharacter.HasBuff", BuffClass, useExactMatch); }
4189 bool HasBuffWithCustomTag(FName buffCustomTag) {
return NativeCall<
bool, FName>(
this,
"APrimalCharacter.HasBuffWithCustomTag", buffCustomTag); }
4190 int GetBuffStackCount(TSubclassOf<APrimalBuff> BuffClass,
bool useExactMatch) {
return NativeCall<
int, TSubclassOf<APrimalBuff>,
bool>(
this,
"APrimalCharacter.GetBuffStackCount", BuffClass, useExactMatch); }
4191 APrimalBuff *
GetBuff(TSubclassOf<APrimalBuff> BuffClass) {
return NativeCall<APrimalBuff*, TSubclassOf<APrimalBuff>>(
this,
"APrimalCharacter.GetBuff", BuffClass); }
4193 void GetAllBuffs(TArray<APrimalBuff*> * AllBuffs) { NativeCall<
void, TArray<APrimalBuff*>*>(
this,
"APrimalCharacter.GetAllBuffs", AllBuffs); }
4194 void GetBuffs(TArray<APrimalBuff*> * TheBuffs) { NativeCall<
void, TArray<APrimalBuff*>*>(
this,
"APrimalCharacter.GetBuffs", TheBuffs); }
4197 void OnStartTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.OnStartTargeting", bFromGamepadLeft); }
4198 void OnStopTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.OnStopTargeting", bFromGamepadLeft); }
4199 void AttachGPSTransponder(APrimalStructureExplosiveTransGPS * Transponder) { NativeCall<
void, APrimalStructureExplosiveTransGPS*>(
this,
"APrimalCharacter.AttachGPSTransponder", Transponder); }
4201 void NetPlaySoundOnCharacter_Implementation(USoundBase * SoundToPlay,
bool bPlayOnOwner) { NativeCall<
void, USoundBase*,
bool>(
this,
"APrimalCharacter.NetPlaySoundOnCharacter_Implementation", SoundToPlay, bPlayOnOwner); }
4206 float GetCarryingSocketYaw(
bool RefreshBones) {
return NativeCall<
float,
bool>(
this,
"APrimalCharacter.GetCarryingSocketYaw", RefreshBones); }
4208 void ClearCarryingDino(
bool bFromDino,
bool bCancelAnyCarryBuffs) { NativeCall<
void,
bool,
bool>(
this,
"APrimalCharacter.ClearCarryingDino", bFromDino, bCancelAnyCarryBuffs); }
4211 void ClearMountedDino(
bool fromMountedDino) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.ClearMountedDino", fromMountedDino); }
4215 bool HasCryoSickness() {
return NativeCall<
bool>(
this,
"APrimalCharacter.HasCryoSickness"); }
4217 void SetBase(
UPrimitiveComponent * NewBaseComponent, FName BoneName,
bool bNotifyPawn) { NativeCall<
void, UPrimitiveComponent*, FName,
bool>(
this,
"APrimalCharacter.SetBase", NewBaseComponent, BoneName, bNotifyPawn); }
4218 void UnPossessed() { NativeCall<
void>(
this,
"APrimalCharacter.UnPossessed"); }
4220 void TryCallMoveTo() { NativeCall<
void>(
this,
"APrimalCharacter.TryCallMoveTo"); }
4222 bool CanBePainted() {
return NativeCall<
bool>(
this,
"APrimalCharacter.CanBePainted"); }
4223 UPaintingTexture *
GetPaintingTexture() {
return NativeCall<UPaintingTexture*>(
this,
"APrimalCharacter.GetPaintingTexture"); }
4228 void DeactivateBuffs(TSubclassOf<APrimalBuff> ForBuffClass,
UPrimalItem * ForInstigatorItem,
bool perfectClassMatch) { NativeCall<
void, TSubclassOf<APrimalBuff>, UPrimalItem*,
bool>(
this,
"APrimalCharacter.DeactivateBuffs", ForBuffClass, ForInstigatorItem, perfectClassMatch); }
4229 bool ExcludePostProcessBlendableMaterial(UMaterialInterface * BlendableMaterialInterface) {
return NativeCall<
bool, UMaterialInterface*>(
this,
"APrimalCharacter.ExcludePostProcessBlendableMaterial", BlendableMaterialInterface); }
4238 void SetLastCausedDamageTime(
const long double lastCausedDamageTime) { NativeCall<
void,
const long double>(
this,
"APrimalCharacter.SetLastCausedDamageTime", lastCausedDamageTime); }
4257 bool IsBlockedByShield(
FHitResult * HitInfo, FVector * ShotDirection,
bool bBlockAllPointDamage) {
return NativeCall<
bool, FHitResult*, FVector*,
bool>(
this,
"APrimalCharacter.IsBlockedByShield", HitInfo, ShotDirection, bBlockAllPointDamage); }
4258 void BPNetAddCharacterMovementImpulse(FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ,
bool bApplyToBigPawns) { NativeCall<
void, FVector,
bool,
float,
bool, EMovementMode,
bool,
bool>(
this,
"APrimalCharacter.BPNetAddCharacterMovementImpulse", Impulse, bVelChange, ImpulseExponent, bSetNewMovementMode, NewMovementMode, bOverrideMaxImpulseZ, bApplyToBigPawns); }
4259 void BPNetSetCharacterMovementVelocity(
bool bSetNewVelocity, FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode) { NativeCall<
void,
bool, FVector,
bool, EMovementMode>(
this,
"APrimalCharacter.BPNetSetCharacterMovementVelocity", bSetNewVelocity, NewVelocity, bSetNewMovementMode, NewMovementMode); }
4260 float GetGravityZScale() {
return NativeCall<
float>(
this,
"APrimalCharacter.GetGravityZScale"); }
4261 void GetCharactersGrappledToMe(TArray<APrimalCharacter*> * GrappledCharsArray) { NativeCall<
void, TArray<APrimalCharacter*>*>(
this,
"APrimalCharacter.GetCharactersGrappledToMe", GrappledCharsArray); }
4264 void EnableBPTimerServer(
bool bEnable) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.EnableBPTimerServer", bEnable); }
4270 void DownCallOne() { NativeCall<
void>(
this,
"APrimalCharacter.DownCallOne"); }
4275 void OverrideWalkingVelocity(FVector * InitialVelocity,
const float* Friction,
float DeltaTime) { NativeCall<
void, FVector*,
const float*,
float>(
this,
"APrimalCharacter.OverrideWalkingVelocity", InitialVelocity, Friction, DeltaTime); }
4276 void OverrideSwimmingVelocity(FVector * InitialVelocity, FVector * Gravity,
const float* FluidFriction,
const float* NetBuoyancy,
float DeltaTime) { NativeCall<
void, FVector*, FVector*,
const float*,
const float*,
float>(
this,
"APrimalCharacter.OverrideSwimmingVelocity", InitialVelocity, Gravity, FluidFriction, NetBuoyancy, DeltaTime); }
4277 void OverrideNewFallVelocity(FVector * InitialVelocity, FVector * Gravity,
float DeltaTime) { NativeCall<
void, FVector*, FVector*,
float>(
this,
"APrimalCharacter.OverrideNewFallVelocity", InitialVelocity, Gravity, DeltaTime); }
4278 bool PreventLanding(FVector ImpactPoint, FVector ImpactAccel, FVector * Velocity) {
return NativeCall<
bool, FVector, FVector, FVector*>(
this,
"APrimalCharacter.PreventLanding", ImpactPoint, ImpactAccel, Velocity); }
4280 void OverrideFlyingVelocity(FVector * InitialVelocity, FVector * Gravity,
float DeltaTime) { NativeCall<
void, FVector*, FVector*,
float>(
this,
"APrimalCharacter.OverrideFlyingVelocity", InitialVelocity, Gravity, DeltaTime); }
4281 void SetDynamicMusic(USoundBase * newMusic) { NativeCall<
void, USoundBase*>(
this,
"APrimalCharacter.SetDynamicMusic", newMusic); }
4283 bool PreventInputType(EPrimalCharacterInputType::Type inputType) {
return NativeCall<
bool, EPrimalCharacterInputType::Type>(
this,
"APrimalCharacter.PreventInputType", inputType); }
4285 float GetImmersionDepth(
bool bUseLineTrace) {
return NativeCall<
float,
bool>(
this,
"APrimalCharacter.GetImmersionDepth", bUseLineTrace); }
4286 bool IsAlliedWithOtherTeam(
int OtherTeamID) {
return NativeCall<
bool,
int>(
this,
"APrimalCharacter.IsAlliedWithOtherTeam", OtherTeamID); }
4287 void TickMovementComponent(
float DeltaTime) { NativeCall<
void,
float>(
this,
"APrimalCharacter.TickMovementComponent", DeltaTime); }
4288 void ResetCollisionSweepLocation(FVector * newLocation) { NativeCall<
void, FVector*>(
this,
"APrimalCharacter.ResetCollisionSweepLocation", newLocation); }
4289 void DidTeleport_Implementation(FVector newLoc, FRotator newRot) { NativeCall<
void, FVector, FRotator>(
this,
"APrimalCharacter.DidTeleport_Implementation", newLoc, newRot); }
4291 void DoExecuteActorConstruction(FTransform * Transform,
bool bIsDefaultTransform) { NativeCall<
void, FTransform*,
bool>(
this,
"APrimalCharacter.DoExecuteActorConstruction", Transform, bIsDefaultTransform); }
4293 void UpdateSimulatedPosition(FVector * NewLocation, FRotator * NewRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"APrimalCharacter.UpdateSimulatedPosition", NewLocation, NewRotation); }
4297 void TeleportSucceeded(
bool bIsATest,
bool bSimpleTeleport) { NativeCall<
void,
bool,
bool>(
this,
"APrimalCharacter.TeleportSucceeded", bIsATest, bSimpleTeleport); }
4299 void AttachToOtherCharacter(
APrimalCharacter * characterToAttachTo, FName InSocketName,
const bool enableMovementAndCollision, EAttachLocation::Type AttachLocation) { NativeCall<
void, APrimalCharacter*, FName,
const bool, EAttachLocation::Type>(
this,
"APrimalCharacter.AttachToOtherCharacter", characterToAttachTo, InSocketName, enableMovementAndCollision, AttachLocation); }
4301 void DetachFromOtherCharacter(
const bool enableMovementAndCollision) { NativeCall<
void,
const bool>(
this,
"APrimalCharacter.DetachFromOtherCharacter", enableMovementAndCollision); }
4304 bool IsProneOrSitting(
bool bIgnoreLockedToSeat) {
return NativeCall<
bool,
bool>(
this,
"APrimalCharacter.IsProneOrSitting", bIgnoreLockedToSeat); }
4306 void DoCharacterDetachment(
bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff * BuffToIgnore) { NativeCall<
void,
bool,
bool,
APrimalBuff*>(
this,
"APrimalCharacter.DoCharacterDetachment", bIncludeRiding, bIncludeCarrying, BuffToIgnore); }
4307 bool IsCharacterHardAttached(
bool bIgnoreRiding,
bool bIgnoreCarried) {
return NativeCall<
bool,
bool,
bool>(
this,
"APrimalCharacter.IsCharacterHardAttached", bIgnoreRiding, bIgnoreCarried); }
4310 bool ShouldForceCameraStyle(
APrimalCharacter * ForViewTarget, ECameraStyle::Type * OutForcedCameraStyle) {
return NativeCall<
bool, APrimalCharacter*, ECameraStyle::Type*>(
this,
"APrimalCharacter.ShouldForceCameraStyle", ForViewTarget, OutForcedCameraStyle); }
4314 bool ShouldDealDamageTo(
APrimalCharacter * OtherCharacter,
bool bAllowDamageToSelf,
bool bAllowDamageToTribe,
bool bAllowDamageToAlliedTribes) {
return NativeCall<
bool,
APrimalCharacter*,
bool,
bool,
bool>(
this,
"APrimalCharacter.ShouldDealDamageTo", OtherCharacter, bAllowDamageToSelf, bAllowDamageToTribe, bAllowDamageToAlliedTribes); }
4315 bool TeleportTo(FVector * DestLocation, FRotator * DestRotation,
bool bIsATest,
bool bNoCheck) {
return NativeCall<
bool, FVector*, FRotator*,
bool,
bool>(
this,
"APrimalCharacter.TeleportTo", DestLocation, DestRotation, bIsATest, bNoCheck); }
4319 void OnMassTeleportEvent(EMassTeleportState::Type EventState,
APrimalCharacter * TeleportInitiatedByChar) { NativeCall<
void, EMassTeleportState::Type, APrimalCharacter*>(
this,
"APrimalCharacter.OnMassTeleportEvent", EventState, TeleportInitiatedByChar); }
4320 bool GetAllAttachedChars(TArray<APrimalCharacter*> * AttachedCharsArray,
const bool bIncludeSelf,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried) {
return NativeCall<
bool, TArray<APrimalCharacter*>*,
const bool,
const bool,
const bool,
const bool>(
this,
"APrimalCharacter.GetAllAttachedChars", AttachedCharsArray, bIncludeSelf, bIncludeBased, bIncludePassengers, bIncludeCarried); }
4321 bool GetAllAttachedCharsInternal(TSet<APrimalCharacter*,DefaultKeyFuncs<APrimalCharacter*,0>,FDefaultSetAllocator> * AttachedChars,
APrimalCharacter * OriginalChar,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried) {
return NativeCall<
bool, TSet<APrimalCharacter*,DefaultKeyFuncs<APrimalCharacter*,0>,FDefaultSetAllocator>*, APrimalCharacter*,
const bool,
const bool,
const bool>(
this,
"APrimalCharacter.GetAllAttachedCharsInternal", AttachedChars, OriginalChar, bIncludeBased, bIncludePassengers, bIncludeCarried); }
4323 float GetMoveAnimRate() {
return NativeCall<
float>(
this,
"APrimalCharacter.GetMoveAnimRate"); }
4329 float GetOverrideWaterJumpVelocity(
float OutOfWaterZ) {
return NativeCall<
float,
float>(
this,
"APrimalCharacter.GetOverrideWaterJumpVelocity", OutOfWaterZ); }
4330 void OverrideCameraInterpSpeed(
const float DefaultTPVCameraSpeedInterpMultiplier,
const float DefaultTPVOffsetInterpSpeed,
float* TPVCameraSpeedInterpMultiplier,
float* TPVOffsetInterpSpeed) { NativeCall<
void,
const float,
const float,
float*,
float*>(
this,
"APrimalCharacter.OverrideCameraInterpSpeed", DefaultTPVCameraSpeedInterpMultiplier, DefaultTPVOffsetInterpSpeed, TPVCameraSpeedInterpMultiplier, TPVOffsetInterpSpeed); }
4331 void NativeSimulateHair(TArray<FVector> * CurrentPos, TArray<FVector> * LastPos, TArray<FVector> * RestPos, TArray<FVector> * PivotPos, TArray<
float> * RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot,
float DeltaTime,
float Damping,
float DampingFrontModifier,
float DampingBack,
float InWater,
float HairWetness,
float DragForce,
float HairScale,
float SpringForce,
float SpringForceFrontModifier,
float SpringForceBack,
float GravityForce, FVector ShoulderLCollisionOffset,
float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset,
float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset,
float HeadHairCollisionRadius, FVector NeckHairCollisionOffset,
float NeckHairCollisionRadius,
float MaxDistanceToRestPos, FTransform LastHeadTransform,
bool bPosAsPivot,
bool bCollideMiddle,
bool bCollideWithNeck) { NativeCall<
void, TArray<FVector>*, TArray<FVector>*, TArray<FVector>*, TArray<FVector>*, TArray<
float>*, FVector, FRotator, FVector, FRotator,
float,
float,
float,
float,
float,
float,
float,
float,
float,
float,
float,
float, FVector,
float, FVector,
float, FVector,
float, FVector,
float,
float, FTransform,
bool,
bool,
bool>(
this,
"APrimalCharacter.NativeSimulateHair", CurrentPos, LastPos, RestPos, PivotPos, RestDistance, HairSocketLoc, HairSocketRot, ChestSocketLoc, ChestSocketRot, DeltaTime, Damping, DampingFrontModifier, DampingBack, InWater, HairWetness, DragForce, HairScale, SpringForce, SpringForceFrontModifier, SpringForceBack, GravityForce, ShoulderLCollisionOffset, ShoulderLCollisionRadius, ShoulderRCollisionOffset, ShoulderRCollisionRadius, HeadHairCollisionOffset, HeadHairCollisionRadius, NeckHairCollisionOffset, NeckHairCollisionRadius, MaxDistanceToRestPos, LastHeadTransform, bPosAsPivot, bCollideMiddle, bCollideWithNeck); }
4338 UAnimMontage *
GetPoopAnimation(
bool bForcePoop) {
return NativeCall<UAnimMontage*,
bool>(
this,
"APrimalCharacter.GetPoopAnimation", bForcePoop); }
4340 float BPAdjustDamage(
float IncomingDamage,
FDamageEvent TheDamageEvent,
AController * EventInstigator,
AActor * DamageCauser,
bool bIsPointDamage,
FHitResult PointHitInfo) {
return NativeCall<
float,
float, FDamageEvent, AController*, AActor*,
bool, FHitResult>(
this,
"APrimalCharacter.BPAdjustDamage", IncomingDamage, TheDamageEvent, EventInstigator, DamageCauser, bIsPointDamage, PointHitInfo); }
4341 void PlayDyingGeneric(
float KillingDamage,
FDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float, FDamageEvent, APawn*, AActor*>(
this,
"APrimalCharacter.PlayDyingGeneric", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
4342 void PlayDyingPoint(
float KillingDamage,
FPointDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FPointDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayDyingPoint", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
4343 void PlayDyingRadial(
float KillingDamage,
FRadialDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FRadialDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayDyingRadial", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
4344 void PlayHitEffectPoint(
float DamageTaken,
FPointDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser) { NativeCall<
void,
float,
FPointDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayHitEffectPoint", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
4345 void PlayHitEffectRadial(
float DamageTaken,
FRadialDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser) { NativeCall<
void,
float,
FRadialDamageEvent,
APawn*,
AActor*>(
this,
"APrimalCharacter.PlayHitEffectRadial", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
4346 bool BPPreventStasis() {
return NativeCall<
bool>(
this,
"APrimalCharacter.BPPreventStasis"); }
4347 FVector *
BPAdjustCharacterMovementImpulse(
FVector *
result,
FVector Impulse,
bool bVelocityChange,
float MassScaleImpulseExponent,
bool bOverrideMaxImpulseZ) {
return NativeCall<FVector*, FVector*, FVector,
bool,
float,
bool>(
this,
"APrimalCharacter.BPAdjustCharacterMovementImpulse", result, Impulse, bVelocityChange, MassScaleImpulseExponent, bOverrideMaxImpulseZ); }
4348 FVector *
BPAdjustImpulseFromDamage(
FVector *
result,
FVector DesiredImpulse,
float DamageTaken,
FDamageEvent TheDamageEvent,
APawn *
PawnInstigator,
AActor *
DamageCauser,
bool bIsPointDamage,
FHitResult PointHitInfo) {
return NativeCall<FVector*, FVector*, FVector,
float, FDamageEvent, APawn*, AActor*,
bool, FHitResult>(
this,
"APrimalCharacter.BPAdjustImpulseFromDamage", result, DesiredImpulse, DamageTaken, TheDamageEvent, PawnInstigator, DamageCauser, bIsPointDamage, PointHitInfo); }
4351 FVector *
BPOverrideCharacterNewFallVelocity(
FVector *
result,
FVector *
InitialVelocity,
FVector *
Gravity,
float DeltaTime) {
return NativeCall<FVector*, FVector*, FVector*, FVector*,
float>(
this,
"APrimalCharacter.BPOverrideCharacterNewFallVelocity", result, InitialVelocity, Gravity, DeltaTime); }
4354 bool AllowPlayMontage(UAnimMontage * AnimMontage) {
return NativeCall<
bool, UAnimMontage*>(
this,
"APrimalCharacter.AllowPlayMontage", AnimMontage); }
4355 bool BP_ForceAllowAddBuff(TSubclassOf<APrimalBuff> BuffClass) {
return NativeCall<
bool, TSubclassOf<APrimalBuff>>(
this,
"APrimalCharacter.BP_ForceAllowAddBuff", BuffClass); }
4356 bool BP_IsCharacterHardAttached(
bool bIgnoreRiding,
bool bIgnoreCarried) {
return NativeCall<
bool,
bool,
bool>(
this,
"APrimalCharacter.BP_IsCharacterHardAttached", bIgnoreRiding, bIgnoreCarried); }
4357 void BP_OnEndCarried(
bool bFromDino,
bool bCancelAnyCarryBuffs) { NativeCall<
void,
bool,
bool>(
this,
"APrimalCharacter.BP_OnEndCarried", bFromDino, bCancelAnyCarryBuffs); }
4360 void BP_OnSetDeath() { NativeCall<
void>(
this,
"APrimalCharacter.BP_OnSetDeath"); }
4361 void BP_OnSetRunning(
bool bNewIsRunning) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.BP_OnSetRunning", bNewIsRunning); }
4363 void BP_OnZoomIn() { NativeCall<
void>(
this,
"APrimalCharacter.BP_OnZoomIn"); }
4364 void BP_OnZoomOut() { NativeCall<
void>(
this,
"APrimalCharacter.BP_OnZoomOut"); }
4367 float BPAdjustTorpidityDamage(
float DesiredTorpidityDamage,
float HealthDamageAmount, TSubclassOf<UDamageType> DamageType) {
return NativeCall<
float,
float,
float, TSubclassOf<UDamageType>>(
this,
"APrimalCharacter.BPAdjustTorpidityDamage", DesiredTorpidityDamage, HealthDamageAmount, DamageType); }
4368 void BPApplyCharacterSnapshot(
UPrimalItem * Item,
AActor * To, FVector Offset,
float MaxExtent,
int Pose) { NativeCall<
void, UPrimalItem*, AActor*, FVector,
float,
int>(
this,
"APrimalCharacter.BPApplyCharacterSnapshot", Item, To, Offset, MaxExtent, Pose); }
4376 void BPCheckJumpInput(
bool* bUseCustomErrorMessage, FString * ErrorMessageToDisplay) { NativeCall<
void,
bool*, FString*>(
this,
"APrimalCharacter.BPCheckJumpInput", bUseCustomErrorMessage, ErrorMessageToDisplay); }
4382 void BPGetOverrideCameraInterpSpeed(
float DefaultTPVCameraSpeedInterpolationMultiplier,
float DefaultTPVOffsetInterpSpeed,
float* TPVCameraSpeedInterpolationMultiplier,
float* TPVOffsetInterpSpeed) { NativeCall<
void,
float,
float,
float*,
float*>(
this,
"APrimalCharacter.BPGetOverrideCameraInterpSpeed", DefaultTPVCameraSpeedInterpolationMultiplier, DefaultTPVOffsetInterpSpeed, TPVCameraSpeedInterpolationMultiplier, TPVOffsetInterpSpeed); }
4384 bool BPHandlePoop() {
return NativeCall<
bool>(
this,
"APrimalCharacter.BPHandlePoop"); }
4388 float BPModifyFOVInterpSpeed(
float FOVInterpSpeedIn) {
return NativeCall<
float,
float>(
this,
"APrimalCharacter.BPModifyFOVInterpSpeed", FOVInterpSpeedIn); }
4395 void BPNotifyLevelUp(
int ExtraCharacterLevel) { NativeCall<
void,
int>(
this,
"APrimalCharacter.BPNotifyLevelUp", ExtraCharacterLevel); }
4396 void BPNotifyToggleHUD(
bool bHUDHidden) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.BPNotifyToggleHUD", bHUDHidden); }
4397 void BPOnAnimPlayedNotify(UAnimMontage * AnimMontage,
float InPlayRate, FName StartSectionName,
bool bReplicate,
bool bReplicateToOwner,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer) { NativeCall<
void, UAnimMontage*,
float, FName,
bool,
bool,
bool,
bool>(
this,
"APrimalCharacter.BPOnAnimPlayedNotify", AnimMontage, InPlayRate, StartSectionName, bReplicate, bReplicateToOwner, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer); }
4399 void BPOnLethalDamage(
float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser,
bool* bPreventDeath) { NativeCall<
void,
float,
FDamageEvent*,
AController*,
AActor*,
bool*>(
this,
"APrimalCharacter.BPOnLethalDamage", KillingDamage, DamageEvent, Killer, DamageCauser, bPreventDeath); }
4400 void BPOnMassTeleportEvent(EMassTeleportState::Type EventState,
APrimalCharacter * TeleportInitiatedByChar) { NativeCall<
void, EMassTeleportState::Type, APrimalCharacter*>(
this,
"APrimalCharacter.BPOnMassTeleportEvent", EventState, TeleportInitiatedByChar); }
4403 FVector *
BPOverrideFlyingVelocity(
FVector *
result,
FVector *
InitialVelocity,
FVector *
Gravity,
float DeltaTime) {
return NativeCall<FVector*, FVector*, FVector*, FVector*,
float>(
this,
"APrimalCharacter.BPOverrideFlyingVelocity", result, InitialVelocity, Gravity, DeltaTime); }
4405 UAnimMontage *
BPOverrideHurtAnim(
float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser,
bool bIsLocalPath,
bool bIsPointDamage, FVector PointDamageLocation, FVector PointDamageHitNormal) {
return NativeCall<UAnimMontage*,
float, FDamageEvent*, APawn*, AActor*,
bool,
bool, FVector, FVector>(
this,
"APrimalCharacter.BPOverrideHurtAnim", DamageTaken, DamageEvent, PawnInstigator, DamageCauser, bIsLocalPath, bIsPointDamage, PointDamageLocation, PointDamageHitNormal); }
4408 bool BPPreventInputType(EPrimalCharacterInputType::Type inputType) {
return NativeCall<
bool, EPrimalCharacterInputType::Type>(
this,
"APrimalCharacter.BPPreventInputType", inputType); }
4414 void BPTimerServer() { NativeCall<
void>(
this,
"APrimalCharacter.BPTimerServer"); }
4415 void ClientDidPoop() { NativeCall<
void>(
this,
"APrimalCharacter.ClientDidPoop"); }
4419 void ClientPlayAnimation(UAnimMontage * AnimMontage,
float PlayRate, FName StartSectionName,
bool bPlayOnOwner,
bool bForceTickPoseAndServerUpdateMesh) { NativeCall<
void, UAnimMontage*,
float, FName,
bool,
bool>(
this,
"APrimalCharacter.ClientPlayAnimation", AnimMontage, PlayRate, StartSectionName, bPlayOnOwner, bForceTickPoseAndServerUpdateMesh); }
4420 void ClientRagdollUpdate(TArray<FVector_NetQuantize> * BoneLocations, FRotator_NetQuantize TargetRootRotation) { NativeCall<
void, TArray<FVector_NetQuantize>*, FRotator_NetQuantize>(
this,
"APrimalCharacter.ClientRagdollUpdate", BoneLocations, TargetRootRotation); }
4421 void ClientStopAnimation(UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime) { NativeCall<
void, UAnimMontage*,
bool,
float>(
this,
"APrimalCharacter.ClientStopAnimation", AnimMontage, bStopOnOwner, BlendOutTime); }
4422 void ClientSyncAnimation(UAnimMontage * AnimMontage,
float PlayRate,
float ServerCurrentMontageTime,
bool bForceTickPoseAndServerUpdateMesh,
float BlendInTime,
float BlendOutTime) { NativeCall<
void, UAnimMontage*,
float,
float,
bool,
float,
float>(
this,
"APrimalCharacter.ClientSyncAnimation", AnimMontage, PlayRate, ServerCurrentMontageTime, bForceTickPoseAndServerUpdateMesh, BlendInTime, BlendOutTime); }
4424 void DidTeleport(FVector newLoc, FRotator newRot) { NativeCall<
void, FVector, FRotator>(
this,
"APrimalCharacter.DidTeleport", newLoc, newRot); }
4430 void NetAddCharacterMovementImpulse(FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ) { NativeCall<
void, FVector,
bool,
float,
bool, EMovementMode,
bool>(
this,
"APrimalCharacter.NetAddCharacterMovementImpulse", Impulse, bVelChange, ImpulseExponent, bSetNewMovementMode, NewMovementMode, bOverrideMaxImpulseZ); }
4431 void NetDidLand() { NativeCall<
void>(
this,
"APrimalCharacter.NetDidLand"); }
4432 void NetOnJumped() { NativeCall<
void>(
this,
"APrimalCharacter.NetOnJumped"); }
4433 void NetPlaySoundOnCharacter(USoundBase * SoundToPlay,
bool bPlayOnOwner) { NativeCall<
void, USoundBase*,
bool>(
this,
"APrimalCharacter.NetPlaySoundOnCharacter", SoundToPlay, bPlayOnOwner); }
4434 void NetSetCharacterMovementVelocity(
bool bSetNewVelocity, FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode) { NativeCall<
void,
bool, FVector,
bool, EMovementMode>(
this,
"APrimalCharacter.NetSetCharacterMovementVelocity", bSetNewVelocity, NewVelocity, bSetNewMovementMode, NewMovementMode); }
4436 void NetUpdateTribeName(FString * NewTribeName) { NativeCall<
void, FString*>(
this,
"APrimalCharacter.NetUpdateTribeName", NewTribeName); }
4438 void OnEndDrag() { NativeCall<
void>(
this,
"APrimalCharacter.OnEndDrag"); }
4446 void ServerCallMoveTo(FVector MoveToLoc) { NativeCall<
void, FVector>(
this,
"APrimalCharacter.ServerCallMoveTo", MoveToLoc); }
4453 void ServerDinoOrder(
APrimalDinoCharacter * aDino, EDinoTamedOrder::Type OrderType,
AActor * target) { NativeCall<
void, APrimalDinoCharacter*, EDinoTamedOrder::Type, AActor*>(
this,
"APrimalCharacter.ServerDinoOrder", aDino, OrderType, target); }
4456 void ServerSetRunning(
bool bNewRunning) { NativeCall<
void,
bool>(
this,
"APrimalCharacter.ServerSetRunning", bNewRunning); }
4457 void ServerTryPoop() { NativeCall<
void>(
this,
"APrimalCharacter.ServerTryPoop"); }
4463 UAnimMontage*
SpawnIntroAnim1PField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.SpawnIntroAnim1P"); }
4464 UAnimMontage*
RespawnIntroAnim1PField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.RespawnIntroAnim1P"); }
4465 UAnimMontage*
ProneInAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.ProneInAnim"); }
4466 UAnimMontage*
ProneOutAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.ProneOutAnim"); }
4467 UAnimMontage*
StartRidingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.StartRidingAnim"); }
4468 UAnimMontage*
StopRidingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.StopRidingAnim"); }
4469 UAnimMontage*
TalkingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.TalkingAnim"); }
4470 UAnimMontage*
VoiceTalkingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.VoiceTalkingAnim"); }
4471 UAnimMontage*
VoiceYellingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.VoiceYellingAnim"); }
4482 bool&
bWasProneField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bWasProne"); }
4484 long double&
DontTargetUntilTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.DontTargetUntilTime"); }
4488 float&
TargetingTimeField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.TargetingTime"); }
4491 long double&
LastCheckSevenField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastCheckSeven"); }
4492 long double&
LastCheckSevenHitField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastCheckSevenHit"); }
4494 long double&
LastValidCheckSevenField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastValidCheckSeven"); }
4506 UAnimMontage*
DropItemAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.DropItemAnimation"); }
4507 UAnimMontage*
ThrowItemAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.ThrowItemAnimation"); }
4508 UAnimMontage*
PickupItemAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.PickupItemAnimation"); }
4513 UAudioComponent*
LastGrapHookACField() {
return *GetNativePointerField<UAudioComponent**>(
this,
"AShooterCharacter.LastGrapHookAC"); }
4517 UMaterialInterface*
GrapHookMaterialField() {
return *GetNativePointerField<UMaterialInterface**>(
this,
"AShooterCharacter.GrapHookMaterial"); }
4525 long double&
LastUncrouchTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastUncrouchTime"); }
4526 long double&
LastUnproneTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastUnproneTime"); }
4528 float&
WalkBobOldSpeedField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.WalkBobOldSpeed"); }
4529 float&
AppliedBobField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.AppliedBob"); }
4530 float&
BobTimeField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.BobTime"); }
4531 long double&
LastPressReloadTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastPressReloadTime"); }
4534 USoundCue*
LowHealthSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterCharacter.LowHealthSound"); }
4535 UAnimMontage*
CallFollowAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CallFollowAnim"); }
4536 UAnimMontage*
CallStayAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CallStayAnim"); }
4537 UAnimMontage*
CallFollowAnimSingleField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CallFollowAnimSingle"); }
4538 UAnimMontage*
CallStayAnimSingleField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CallStayAnimSingle"); }
4539 UAnimMontage*
CallMoveToAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CallMoveToAnim"); }
4540 UAnimMontage*
CallAttackAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CallAttackAnim"); }
4541 UAudioComponent*
LowHealthWarningPlayerField() {
return *GetNativePointerField<UAudioComponent**>(
this,
"AShooterCharacter.LowHealthWarningPlayer"); }
4543 float&
WeaponBobTimeField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.WeaponBobTime"); }
4559 USoundCue*
StartCrouchSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterCharacter.StartCrouchSound"); }
4560 USoundCue*
EndCrouchSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterCharacter.EndCrouchSound"); }
4561 USoundCue*
StartProneSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterCharacter.StartProneSound"); }
4562 USoundCue*
EndProneSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterCharacter.EndProneSound"); }
4568 unsigned __int64&
LinkedPlayerDataIDField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"AShooterCharacter.LinkedPlayerDataID"); }
4569 long double&
LastTimeInFallingField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastTimeInFalling"); }
4570 long double&
StartedRidingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.StartedRidingTime"); }
4574 UAnimMontage*
DrinkingAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.DrinkingAnimation"); }
4576 unsigned __int64&
LastRequestedTribeIDField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"AShooterCharacter.LastRequestedTribeID"); }
4582 long double&
LastIndoorCheckTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastIndoorCheckTime"); }
4590 UAnimMontage*
ShieldCoverAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.ShieldCoverAnimation"); }
4603 char&
HeadHairIndexField() {
return *GetNativePointerField<
char*>(
this,
"AShooterCharacter.HeadHairIndex"); }
4606 bool&
bIsRainWateredField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bIsRainWatered"); }
4607 long double&
LastAttackTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastAttackTime"); }
4610 unsigned int&
UniqueNetIdTypeHashField() {
return *GetNativePointerField<
unsigned int*>(
this,
"AShooterCharacter.UniqueNetIdTypeHash"); }
4611 long double&
LastUseHarvestTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastUseHarvestTime"); }
4612 long double&
StopRidingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.StopRidingTime"); }
4613 UAnimMontage*
SpawnAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.SpawnAnim"); }
4614 UAnimMontage*
FirstSpawnAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.FirstSpawnAnim"); }
4617 bool&
bWasHostPlayerField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bWasHostPlayer"); }
4620 long double&
LastTaggedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastTaggedTime"); }
4621 long double&
LastTaggedTimeExtraField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastTaggedTimeExtra"); }
4622 long double&
LastTaggedTimeThirdField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastTaggedTimeThird"); }
4623 float&
ExtraFloatVarField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.ExtraFloatVar"); }
4631 bool&
bIsServerAdminField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bIsServerAdmin"); }
4647 unsigned int&
AllianceInviteIDField() {
return *GetNativePointerField<
unsigned int*>(
this,
"AShooterCharacter.AllianceInviteID"); }
4649 long double&
AllianceInviteTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.AllianceInviteTime"); }
4652 UAnimMontage*
CuddleAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterCharacter.CuddleAnimation"); }
4663 long double&
LastEmotePlayTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastEmotePlayTime"); }
4672 long double&
LocalDiedAtTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LocalDiedAtTime"); }
4673 long double&
LastNotStuckTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterCharacter.LastNotStuckTime"); }
4674 USoundBase*
ProneMoveSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"AShooterCharacter.ProneMoveSound"); }
4683 TEnumAsByte<
enum EPrimalStatsValueTypes::Type>&
BestInstantShotResultField() {
return *GetNativePointerField<TEnumAsByte<
enum EPrimalStatsValueTypes::Type>*>(
this,
"AShooterCharacter.BestInstantShotResult"); }
4690 bool&
bAutoPlayerField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bAutoPlayer"); }
4691 float&
fAutoMoveField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.fAutoMove"); }
4692 float&
fAutoStrafeField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.fAutoStrafe"); }
4693 float&
fAutoTurnField() {
return *GetNativePointerField<
float*>(
this,
"AShooterCharacter.fAutoTurn"); }
4694 bool&
bAutoJumpField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bAutoJump"); }
4695 bool&
bAutoFireField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bAutoFire"); }
4697 bool&
bAutoProneField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterCharacter.bAutoProne"); }
4744 bool TemplateAllowActorSpawn(
UWorld* World, FVector* AtLocation, FRotator* AtRotation,
FActorSpawnParameters* SpawnParameters) {
return NativeCall<
bool, UWorld*, FVector*, FRotator*, FActorSpawnParameters*>(
this,
"AShooterCharacter.TemplateAllowActorSpawn", World, AtLocation, AtRotation, SpawnParameters); }
4749 void Destroyed() { NativeCall<
void>(
this,
"AShooterCharacter.Destroyed"); }
4752 void BeginPlay() { NativeCall<
void>(
this,
"AShooterCharacter.BeginPlay"); }
4754 void DrawTranspondersInfo(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"AShooterCharacter.DrawTranspondersInfo", HUD); }
4755 void PlaySpawnAnim() { NativeCall<
void>(
this,
"AShooterCharacter.PlaySpawnAnim"); }
4756 void ClearSpawnAnim() { NativeCall<
void>(
this,
"AShooterCharacter.ClearSpawnAnim"); }
4757 void PlayJumpAnim() { NativeCall<
void>(
this,
"AShooterCharacter.PlayJumpAnim"); }
4758 void PlayLandedAnim() { NativeCall<
void>(
this,
"AShooterCharacter.PlayLandedAnim"); }
4761 void ModifyFirstPersonCameraLocation(FVector* Loc,
float DeltaTime) { NativeCall<
void, FVector*,
float>(
this,
"AShooterCharacter.ModifyFirstPersonCameraLocation", Loc, DeltaTime); }
4764 void ServerDetachGrapHookCable_Implementation(
bool bDoUpwardsJump,
float UpwardsJumpYaw) { NativeCall<
void,
bool,
float>(
this,
"AShooterCharacter.ServerDetachGrapHookCable_Implementation", bDoUpwardsJump, UpwardsJumpYaw); }
4768 void UpdateGrapHook(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"AShooterCharacter.UpdateGrapHook", DeltaSeconds); }
4769 void SetCarriedPitchYaw_Implementation(
float NewCarriedPitch,
float NewCarriedYaw) { NativeCall<
void,
float,
float>(
this,
"AShooterCharacter.SetCarriedPitchYaw_Implementation", NewCarriedPitch, NewCarriedYaw); }
4770 FRotator*
GetAimOffsets(
FRotator*
result,
float DeltaTime,
FRotator*
RootRotOffset,
float*
RootYawSpeed,
float MaxYawAimClamp,
FVector*
RootLocOffset) {
return NativeCall<FRotator*, FRotator*,
float, FRotator*,
float*,
float, FVector*>(
this,
"AShooterCharacter.GetAimOffsets", result, DeltaTime, RootRotOffset, RootYawSpeed, MaxYawAimClamp, RootLocOffset); }
4771 void UpdatePawnMeshes(
bool bForceThirdPerson,
bool bForceFlush) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.UpdatePawnMeshes", bForceThirdPerson, bForceFlush); }
4772 void OnCameraUpdate(FVector* CameraLocation, FRotator* CameraRotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"AShooterCharacter.OnCameraUpdate", CameraLocation, CameraRotation); }
4774 void ToggleWeapon() { NativeCall<
void>(
this,
"AShooterCharacter.ToggleWeapon"); }
4775 void GiveDefaultWeapon(
bool bForceGiveDefaultWeapon) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.GiveDefaultWeapon", bForceGiveDefaultWeapon); }
4776 void GiveMapWeapon() { NativeCall<
void>(
this,
"AShooterCharacter.GiveMapWeapon"); }
4777 void SwitchMap() { NativeCall<
void>(
this,
"AShooterCharacter.SwitchMap"); }
4778 void DelayGiveDefaultWeapon(
float DelayTime) { NativeCall<
void,
float>(
this,
"AShooterCharacter.DelayGiveDefaultWeapon", DelayTime); }
4786 void DrawFloatingHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"AShooterCharacter.DrawFloatingHUD", HUD); }
4790 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"AShooterCharacter.Serialize", Ar); }
4791 void ForceSleep() { NativeCall<
void>(
this,
"AShooterCharacter.ForceSleep"); }
4792 bool CanFire() {
return NativeCall<
bool>(
this,
"AShooterCharacter.CanFire"); }
4793 void SetTargeting(
bool bNewTargeting) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.SetTargeting", bNewTargeting); }
4795 void ClientUpdateTranspondersInfo_Implementation(TArray<FTransponderInfo>* TranspondersInfo,
bool bNewData) { NativeCall<
void, TArray<FTransponderInfo>*,
bool>(
this,
"AShooterCharacter.ClientUpdateTranspondersInfo_Implementation", TranspondersInfo, bNewData); }
4796 void ZoomIn() { NativeCall<
void>(
this,
"AShooterCharacter.ZoomIn"); }
4797 void ZoomOut() { NativeCall<
void>(
this,
"AShooterCharacter.ZoomOut"); }
4798 bool CanProne() {
return NativeCall<
bool>(
this,
"AShooterCharacter.CanProne"); }
4799 bool CanCrouch() {
return NativeCall<
bool>(
this,
"AShooterCharacter.CanCrouch"); }
4800 void OnPressCrouch() { NativeCall<
void>(
this,
"AShooterCharacter.OnPressCrouch"); }
4801 void OnPressProne() { NativeCall<
void>(
this,
"AShooterCharacter.OnPressProne"); }
4804 void OnEndCrouch(
float HalfHeightAdjust,
float ScaledHalfHeightAdjust) { NativeCall<
void,
float,
float>(
this,
"AShooterCharacter.OnEndCrouch", HalfHeightAdjust, ScaledHalfHeightAdjust); }
4805 void OnStartCrouch(
float HalfHeightAdjust,
float ScaledHalfHeightAdjust) { NativeCall<
void,
float,
float>(
this,
"AShooterCharacter.OnStartCrouch", HalfHeightAdjust, ScaledHalfHeightAdjust); }
4806 void OnStartFire(
bool bFromGamepadRight) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.OnStartFire", bFromGamepadRight); }
4807 void OnStopFire(
bool bFromGamepadRight) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.OnStopFire", bFromGamepadRight); }
4808 void OnStartAltFire(
bool bFromGamepad) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.OnStartAltFire", bFromGamepad); }
4809 void OnStopAltFire(
bool bFromGamepad) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.OnStopAltFire", bFromGamepad); }
4810 void OnStartTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.OnStartTargeting", bFromGamepadLeft); }
4811 void OnStopTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.OnStopTargeting", bFromGamepadLeft); }
4812 void OnPressReload() { NativeCall<
void>(
this,
"AShooterCharacter.OnPressReload"); }
4813 void OnReload() { NativeCall<
void>(
this,
"AShooterCharacter.OnReload"); }
4814 void OnStartRunning() { NativeCall<
void>(
this,
"AShooterCharacter.OnStartRunning"); }
4815 bool IsRunning() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsRunning"); }
4816 void SetSleeping(
bool bSleeping,
bool bUseRagdollLocationOffset) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.SetSleeping", bSleeping, bUseRagdollLocationOffset); }
4819 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"AShooterCharacter.Tick", DeltaSeconds); }
4821 float GetCarryingSocketYaw(
bool RefreshBones) {
return NativeCall<
float,
bool>(
this,
"AShooterCharacter.GetCarryingSocketYaw", RefreshBones); }
4823 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"AShooterCharacter.GetLifetimeReplicatedProps", OutLifetimeProps); }
4832 float GetActualTargetingFOV(
float DefaultTargetingFOV) {
return NativeCall<
float,
float>(
this,
"AShooterCharacter.GetActualTargetingFOV", DefaultTargetingFOV); }
4833 bool IsTargeting() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsTargeting"); }
4834 bool IsFirstPerson() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsFirstPerson"); }
4836 void SetActorHiddenInGame(
bool bNewHidden) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.SetActorHiddenInGame", bNewHidden); }
4837 bool AllowFirstPerson() {
return NativeCall<
bool>(
this,
"AShooterCharacter.AllowFirstPerson"); }
4838 void SetCameraMode(
bool bFirstperson,
bool bIgnoreSettingFirstPersonRiding) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.SetCameraMode", bFirstperson, bIgnoreSettingFirstPersonRiding); }
4839 void StartCameraTransition(
float Duration) { NativeCall<
void,
float>(
this,
"AShooterCharacter.StartCameraTransition", Duration); }
4840 void PlaySpawnIntro() { NativeCall<
void>(
this,
"AShooterCharacter.PlaySpawnIntro"); }
4848 void PlayDying(
float KillingDamage,
FDamageEvent* DamageEvent,
APawn* InstigatingPawn,
AActor* DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"AShooterCharacter.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
4849 bool IsFiring() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsFiring"); }
4850 bool IsUsingShield() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsUsingShield"); }
4853 bool GetBlockingShieldOffsets(FVector* OutBlockingShieldFPVTranslation, FRotator* OutBlockingShieldFPVRotation) {
return NativeCall<
bool, FVector*, FRotator*>(
this,
"AShooterCharacter.GetBlockingShieldOffsets", OutBlockingShieldFPVTranslation, OutBlockingShieldFPVRotation); }
4855 void ServerForceUpdatedAimedActors(
float OverrideMaxDistance,
bool bReplicateToSimulatedClients) { NativeCall<
void,
float,
bool>(
this,
"AShooterCharacter.ServerForceUpdatedAimedActors", OverrideMaxDistance, bReplicateToSimulatedClients); }
4861 void ClearRidingDino(
bool bFromDino,
int OverrideUnboardDirection,
bool bForceEvenIfBuffPreventsClear) { NativeCall<
void,
bool,
int,
bool>(
this,
"AShooterCharacter.ClearRidingDino", bFromDino, OverrideUnboardDirection, bForceEvenIfBuffPreventsClear); }
4863 void ClearCarryingDino(
bool bFromDino,
bool bCancelAnyCarryBuffs) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.ClearCarryingDino", bFromDino, bCancelAnyCarryBuffs); }
4870 bool Die(
float KillingDamage,
FDamageEvent* DamageEvent,
AController* Killer,
AActor* DamageCauser) {
return NativeCall<
bool,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"AShooterCharacter.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
4871 void ApplyDamageMomentum(
float DamageTaken,
FDamageEvent* DamageEvent,
APawn* PawnInstigator,
AActor* DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"AShooterCharacter.ApplyDamageMomentum", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
4873 bool CanProneInternal() {
return NativeCall<
bool>(
this,
"AShooterCharacter.CanProneInternal"); }
4874 bool IsCrafting() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsCrafting"); }
4882 void ChangeActorTeam(
int NewTeam) { NativeCall<
void,
int>(
this,
"AShooterCharacter.ChangeActorTeam", NewTeam); }
4887 bool CalcIsIndoors() {
return NativeCall<
bool>(
this,
"AShooterCharacter.CalcIsIndoors"); }
4888 static bool IsIndoorsAtLoc(
UWorld* theWorld, FVector* actorLoc) {
return NativeCall<
bool, UWorld*, FVector*>(
nullptr,
"AShooterCharacter.IsIndoorsAtLoc", theWorld, actorLoc); }
4889 float GetInsulationFromItem(
FHitResult* HitOut, EPrimalItemStat::Type TypeInsulation) {
return NativeCall<
float, FHitResult*, EPrimalItemStat::Type>(
this,
"AShooterCharacter.GetInsulationFromItem", HitOut, TypeInsulation); }
4890 float GetCharacterAdditionalInsulationValueFromStructure(
UWorld* theWorld, FVector* actorLoc, EPrimalItemStat::Type TypeInsulation) {
return NativeCall<
float, UWorld*, FVector*, EPrimalItemStat::Type>(
this,
"AShooterCharacter.GetCharacterAdditionalInsulationValueFromStructure", theWorld, actorLoc, TypeInsulation); }
4894 void PreApplyAccumulatedForces(
float DeltaSeconds, FVector* PendingImpulseToApply, FVector* PendingForceToApply) { NativeCall<
void,
float, FVector*, FVector*>(
this,
"AShooterCharacter.PreApplyAccumulatedForces", DeltaSeconds, PendingImpulseToApply, PendingForceToApply); }
4897 bool IsSubmerged(
bool bDontCheckSwimming,
bool bUseHalfThreshold,
bool bForceCheck,
bool bFromVolumeChange) {
return NativeCall<
bool,
bool,
bool,
bool,
bool>(
this,
"AShooterCharacter.IsSubmerged", bDontCheckSwimming, bUseHalfThreshold, bForceCheck, bFromVolumeChange); }
4902 UAnimSequence*
GetDinoRidingAnimation() {
return NativeCall<UAnimSequence*>(
this,
"AShooterCharacter.GetDinoRidingAnimation"); }
4904 UAnimSequence*
GetSeatingAnimation() {
return NativeCall<UAnimSequence*>(
this,
"AShooterCharacter.GetSeatingAnimation"); }
4905 float GetBaseTargetingDesire(ITargetableInterface* Attacker) {
return NativeCall<
float, ITargetableInterface*>(
this,
"AShooterCharacter.GetBaseTargetingDesire", Attacker); }
4909 void ApplyCharacterSnapshot(
UPrimalItem* Item,
AActor* To, FVector Offset,
float MaxExtent,
int Pose) { NativeCall<
void, UPrimalItem*, AActor*, FVector,
float,
int>(
this,
"AShooterCharacter.ApplyCharacterSnapshot", Item, To, Offset, MaxExtent, Pose); }
4911 float GetTargetingDesirability(ITargetableInterface* Attacker) {
return NativeCall<
float, ITargetableInterface*>(
this,
"AShooterCharacter.GetTargetingDesirability", Attacker); }
4912 UAnimMontage*
GetOverridenMontage(UAnimMontage* AnimMontage) {
return NativeCall<UAnimMontage*, UAnimMontage*>(
this,
"AShooterCharacter.GetOverridenMontage", AnimMontage); }
4913 UAnimSequence*
GetOverridenAnimSequence(UAnimSequence* AnimSeq) {
return NativeCall<UAnimSequence*, UAnimSequence*>(
this,
"AShooterCharacter.GetOverridenAnimSequence", AnimSeq); }
4914 bool IsWatered() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsWatered"); }
4916 void AdjustDamage(
float* Damage,
FDamageEvent* DamageEvent,
AController* EventInstigator,
AActor* DamageCauser) { NativeCall<
void,
float*,
FDamageEvent*,
AController*,
AActor*>(
this,
"AShooterCharacter.AdjustDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
4917 bool IsBlockedByShield(
FHitResult* HitInfo, FVector* ShotDirection,
bool bBlockAllPointDamage) {
return NativeCall<
bool, FHitResult*, FVector*,
bool>(
this,
"AShooterCharacter.IsBlockedByShield", HitInfo, ShotDirection, bBlockAllPointDamage); }
4919 void StartedFiringWeapon(
bool bPrimaryFire) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.StartedFiringWeapon", bPrimaryFire); }
4920 void FiredWeapon() { NativeCall<
void>(
this,
"AShooterCharacter.FiredWeapon"); }
4921 long double GetLastAttackTime() {
return NativeCall<
long double>(
this,
"AShooterCharacter.GetLastAttackTime"); }
4922 void OrbitCamOn() { NativeCall<
void>(
this,
"AShooterCharacter.OrbitCamOn"); }
4923 void OrbitCamToggle() { NativeCall<
void>(
this,
"AShooterCharacter.OrbitCamToggle"); }
4924 void SetRagdollPhysics(
bool bUseRagdollLocationOffset,
bool bForceRecreateBones,
bool bForLoading) { NativeCall<
void,
bool,
bool,
bool>(
this,
"AShooterCharacter.SetRagdollPhysics", bUseRagdollLocationOffset, bForceRecreateBones, bForLoading); }
4943 void OnVoiceTalkingStateChanged(
bool talking,
bool IsUsingSuperRange) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.OnVoiceTalkingStateChanged", talking, IsUsingSuperRange); }
4946 void OnFailedJumped() { NativeCall<
void>(
this,
"AShooterCharacter.OnFailedJumped"); }
4951 UAnimSequence*
GetAlternateStandingAnim(
float* OutBlendInTime,
float* OutBlendOutTime) {
return NativeCall<UAnimSequence*,
float*,
float*>(
this,
"AShooterCharacter.GetAlternateStandingAnim", OutBlendInTime, OutBlendOutTime); }
4954 UAnimSequence*
GetAdditiveStandingAnim(
float* OutBlendInTime,
float* OutBlendOutTime) {
return NativeCall<UAnimSequence*,
float*,
float*>(
this,
"AShooterCharacter.GetAdditiveStandingAnim", OutBlendInTime, OutBlendOutTime); }
4957 bool AnimUseAimOffset() {
return NativeCall<
bool>(
this,
"AShooterCharacter.AnimUseAimOffset"); }
4959 void GameStateHandleEvent_Implementation(FName NameParam, FVector VecParam) { NativeCall<
void, FName, FVector>(
this,
"AShooterCharacter.GameStateHandleEvent_Implementation", NameParam, VecParam); }
4960 void CallGameStateHandleEvent(FName NameParam, FVector VecParam) { NativeCall<
void, FName, FVector>(
this,
"AShooterCharacter.CallGameStateHandleEvent", NameParam, VecParam); }
4975 void BreakGrapple() { NativeCall<
void>(
this,
"AShooterCharacter.BreakGrapple"); }
4980 void ServerFireBallistaProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir) { NativeCall<
void, FVector, FVector_NetQuantizeNormal>(
this,
"AShooterCharacter.ServerFireBallistaProjectile_Implementation", Origin, ShootDir); }
4985 void ServerNetEndClimbingLadder_Implementation(
bool bIsClimbOver, FVector ClimbOverLoc,
float RightDir) { NativeCall<
void,
bool, FVector,
float>(
this,
"AShooterCharacter.ServerNetEndClimbingLadder_Implementation", bIsClimbOver, ClimbOverLoc, RightDir); }
4987 bool AllowDinoTargetingRange(FVector* AtLoc,
float TargetingRange) {
return NativeCall<
bool, FVector*,
float>(
this,
"AShooterCharacter.AllowDinoTargetingRange", AtLoc, TargetingRange); }
4990 void ClientInviteToAlliance_Implementation(
int RequestingTeam,
unsigned int AllianceID, FString* AllianceName, FString* InviteeName) { NativeCall<
void,
int,
unsigned int, FString*, FString*>(
this,
"AShooterCharacter.ClientInviteToAlliance_Implementation", RequestingTeam, AllianceID, AllianceName, InviteeName); }
4991 void InviteToAlliance(
int RequestingTeam,
unsigned int AllianceID, FString AllianceName, FString InviterName) { NativeCall<
void,
int,
unsigned int, FString, FString>(
this,
"AShooterCharacter.InviteToAlliance", RequestingTeam, AllianceID, AllianceName, InviterName); }
4994 bool IsCarryingSomething(
bool bNotForRunning) {
return NativeCall<
bool,
bool>(
this,
"AShooterCharacter.IsCarryingSomething", bNotForRunning); }
4997 bool IsOutside() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsOutside"); }
4998 void HideWeapon() { NativeCall<
void>(
this,
"AShooterCharacter.HideWeapon"); }
4999 void ShowWeapon() { NativeCall<
void>(
this,
"AShooterCharacter.ShowWeapon"); }
5000 void ServerStartSurfaceCameraForPassenger_Implementation(
float yaw,
float roll,
float pitch,
bool bShouldInvertInput) { NativeCall<
void,
float,
float,
float,
bool>(
this,
"AShooterCharacter.ServerStartSurfaceCameraForPassenger_Implementation", yaw, roll, pitch, bShouldInvertInput); }
5001 float ModifyAirControl(
float AirControlIn) {
return NativeCall<
float,
float>(
this,
"AShooterCharacter.ModifyAirControl", AirControlIn); }
5005 void NetSetHeadHairPercent_Implementation(
float thePercent,
int newHeadHairIndex) { NativeCall<
void,
float,
int>(
this,
"AShooterCharacter.NetSetHeadHairPercent_Implementation", thePercent, newHeadHairIndex); }
5006 void NetSetFacialHairPercent_Implementation(
float thePercent,
int newFacialHairIndex) { NativeCall<
void,
float,
int>(
this,
"AShooterCharacter.NetSetFacialHairPercent_Implementation", thePercent, newFacialHairIndex); }
5007 void UpdateHair() { NativeCall<
void>(
this,
"AShooterCharacter.UpdateHair"); }
5014 void Unstasis() { NativeCall<
void>(
this,
"AShooterCharacter.Unstasis"); }
5015 void RegisterActorTickFunctions(
bool bRegister,
bool bSaveAndRestoreTickState) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.RegisterActorTickFunctions", bRegister, bSaveAndRestoreTickState); }
5018 static float ComputeHeadHairMorphTargetValue(
bool bFemale,
char HairIndex,
float PercentOfGrowth) {
return NativeCall<
float,
bool,
char,
float>(
nullptr,
"AShooterCharacter.ComputeHeadHairMorphTargetValue", bFemale, HairIndex, PercentOfGrowth); }
5020 static float ComputeFacialHairMorphTargetValue(
bool bFemale,
char HairIndex,
float PercentOfGrowth) {
return NativeCall<
float,
bool,
char,
float>(
nullptr,
"AShooterCharacter.ComputeFacialHairMorphTargetValue", bFemale, HairIndex, PercentOfGrowth); }
5024 bool Poop(
bool bForcePoop) {
return NativeCall<
bool,
bool>(
this,
"AShooterCharacter.Poop", bForcePoop); }
5032 void FaceRotation(FRotator NewControlRotation,
float DeltaTime,
bool bFromController) { NativeCall<
void, FRotator,
float,
bool>(
this,
"AShooterCharacter.FaceRotation", NewControlRotation, DeltaTime, bFromController); }
5035 void ServerClearSwitchingWeapon_Implementation(
bool bOnlyIfDefaultWeapon,
bool bClientRequestNextWeaponID) { NativeCall<
void,
bool,
bool>(
this,
"AShooterCharacter.ServerClearSwitchingWeapon_Implementation", bOnlyIfDefaultWeapon, bClientRequestNextWeaponID); }
5037 void DoCharacterDetachment(
bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff* BuffToIgnore) { NativeCall<
void,
bool,
bool,
APrimalBuff*>(
this,
"AShooterCharacter.DoCharacterDetachment", bIncludeRiding, bIncludeCarrying, BuffToIgnore); }
5038 bool IsCharacterHardAttached(
bool bIgnoreRiding,
bool bIgnoreCarried) {
return NativeCall<
bool,
bool,
bool>(
this,
"AShooterCharacter.IsCharacterHardAttached", bIgnoreRiding, bIgnoreCarried); }
5040 bool TeleportTo(FVector* DestLocation, FRotator* DestRotation,
bool bIsATest,
bool bNoCheck) {
return NativeCall<
bool, FVector*, FRotator*,
bool,
bool>(
this,
"AShooterCharacter.TeleportTo", DestLocation, DestRotation, bIsATest, bNoCheck); }
5043 bool ForceCrosshair() {
return NativeCall<
bool>(
this,
"AShooterCharacter.ForceCrosshair"); }
5046 void SetAutoPlayer(
bool bEnable) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.SetAutoPlayer", bEnable); }
5049 void UpdateAutoMove() { NativeCall<
void>(
this,
"AShooterCharacter.UpdateAutoMove"); }
5050 void UpdateAutoTurn() { NativeCall<
void>(
this,
"AShooterCharacter.UpdateAutoTurn"); }
5051 void UpdateAutoJump() { NativeCall<
void>(
this,
"AShooterCharacter.UpdateAutoJump"); }
5052 void UpdateAutoFire() { NativeCall<
void>(
this,
"AShooterCharacter.UpdateAutoFire"); }
5053 float PlayAnimMontage(UAnimMontage* AnimMontage,
float InPlayRate, FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime) {
return NativeCall<
float, UAnimMontage*,
float, FName,
bool,
bool,
float,
float>(
this,
"AShooterCharacter.PlayAnimMontage", AnimMontage, InPlayRate, StartSectionName, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer, BlendInTime, BlendOutTime); }
5054 bool GetAllAttachedCharsInternal(TSet<APrimalCharacter*, DefaultKeyFuncs<APrimalCharacter*, 0>, FDefaultSetAllocator>* AttachedChars,
APrimalCharacter* OriginalChar,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried) {
return NativeCall<
bool, TSet<APrimalCharacter*, DefaultKeyFuncs<APrimalCharacter*, 0>, FDefaultSetAllocator>*, APrimalCharacter*,
const bool,
const bool,
const bool>(
this,
"AShooterCharacter.GetAllAttachedCharsInternal", AttachedChars, OriginalChar, bIncludeBased, bIncludePassengers, bIncludeCarried); }
5056 int GiveHexagons(
int NumHexagons,
int TriggerIndex,
float OverrideHexGainFalloffRate,
int OverrideHexGainFalloffMin,
float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts) {
return NativeCall<
int,
int,
int,
float,
int,
float, FVector,
int,
bool>(
this,
"AShooterCharacter.GiveHexagons", NumHexagons, TriggerIndex, OverrideHexGainFalloffRate, OverrideHexGainFalloffMin, OverrideCollectSFXVolume, OverrideVfxSpawnLoc, OverrideHexagonVFXActorCount, VFXImmediatelyAttracts); }
5057 int GiveHexagonsOnMissionReward(FName MissionTag,
int BonusEarnedHexagons,
int HexagonAmountOverride) {
return NativeCall<
int, FName,
int,
int>(
this,
"AShooterCharacter.GiveHexagonsOnMissionReward", MissionTag, BonusEarnedHexagons, HexagonAmountOverride); }
5058 void ClientsSpawnHexagonVFX_Implementation(
int NumHexagons,
float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts) { NativeCall<
void,
int,
float, FVector,
int,
bool>(
this,
"AShooterCharacter.ClientsSpawnHexagonVFX_Implementation", NumHexagons, OverrideCollectSFXVolume, OverrideVfxSpawnLoc, OverrideHexagonVFXActorCount, VFXImmediatelyAttracts); }
5059 bool SetPlayerHexagonCount(
int NewHexagonCount) {
return NativeCall<
bool,
int>(
this,
"AShooterCharacter.SetPlayerHexagonCount", NewHexagonCount); }
5061 void ServerRequestHexagonTrade_Implementation(
int RequestedTradableItemIndex,
int Quantity) { NativeCall<
void,
int,
int>(
this,
"AShooterCharacter.ServerRequestHexagonTrade_Implementation", RequestedTradableItemIndex, Quantity); }
5066 bool CanEquipWeapons() {
return NativeCall<
bool>(
this,
"AShooterCharacter.CanEquipWeapons"); }
5067 void SetPreventEquipAllWeapons(
const bool bPrevent) { NativeCall<
void,
const bool>(
this,
"AShooterCharacter.SetPreventEquipAllWeapons", bPrevent); }
5068 bool IsRider() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsRider"); }
5069 unsigned __int64 GetLinkedPlayerDataID() {
return NativeCall<
unsigned __int64>(
this,
"AShooterCharacter.GetLinkedPlayerDataID"); }
5071 bool IsVoiceTalking() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsVoiceTalking"); }
5073 bool IsSitting(
bool bIgnoreLockedToSeat) {
return NativeCall<
bool,
bool>(
this,
"AShooterCharacter.IsSitting", bIgnoreLockedToSeat); }
5074 bool IsProneOrSitting(
bool bIgnoreLockedToSeat) {
return NativeCall<
bool,
bool>(
this,
"AShooterCharacter.IsProneOrSitting", bIgnoreLockedToSeat); }
5075 bool IsVoiceSilent() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsVoiceSilent"); }
5077 bool IsVoiceYelling() {
return NativeCall<
bool>(
this,
"AShooterCharacter.IsVoiceYelling"); }
5078 void SetVivoxUsername(FString* Value) { NativeCall<
void, FString*>(
this,
"AShooterCharacter.SetVivoxUsername", Value); }
5083 bool BPSetPlayerHexagonCount(
int NewHexagonCount) {
return NativeCall<
bool,
int>(
this,
"AShooterCharacter.BPSetPlayerHexagonCount", NewHexagonCount); }
5085 void ClientInviteToAlliance(
int RequestingTeam,
unsigned int AllianceID, FString* AllianceName, FString* InviteeName) { NativeCall<
void,
int,
unsigned int, FString*, FString*>(
this,
"AShooterCharacter.ClientInviteToAlliance", RequestingTeam, AllianceID, AllianceName, InviteeName); }
5087 void ClientNotifyTribeRequest(FString* RequestTribeName,
AShooterCharacter* PlayerCharacter) { NativeCall<
void, FString*, AShooterCharacter*>(
this,
"AShooterCharacter.ClientNotifyTribeRequest", RequestTribeName, PlayerCharacter); }
5089 void ClientOrderedMoveTo(FVector MoveToLoc) { NativeCall<
void, FVector>(
this,
"AShooterCharacter.ClientOrderedMoveTo", MoveToLoc); }
5092 void ClientsSpawnHexagonVFX(
int NumHexagons,
float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts) { NativeCall<
void,
int,
float, FVector,
int,
bool>(
this,
"AShooterCharacter.ClientsSpawnHexagonVFX", NumHexagons, OverrideCollectSFXVolume, OverrideVfxSpawnLoc, OverrideHexagonVFXActorCount, VFXImmediatelyAttracts); }
5093 void ClientUpdateTranspondersInfo(TArray<FTransponderInfo>* TranspondersInfo,
bool bNewData) { NativeCall<
void, TArray<FTransponderInfo>*,
bool>(
this,
"AShooterCharacter.ClientUpdateTranspondersInfo", TranspondersInfo, bNewData); }
5096 void GameStateHandleEvent(FName NameParam, FVector VecParam) { NativeCall<
void, FName, FVector>(
this,
"AShooterCharacter.GameStateHandleEvent", NameParam, VecParam); }
5098 void NetSetFacialHairPercent(
float thePercent,
int newFacialHairIndex) { NativeCall<
void,
float,
int>(
this,
"AShooterCharacter.NetSetFacialHairPercent", thePercent, newFacialHairIndex); }
5099 void NetSetHeadHairPercent(
float thePercent,
int newHeadHairIndex) { NativeCall<
void,
float,
int>(
this,
"AShooterCharacter.NetSetHeadHairPercent", thePercent, newHeadHairIndex); }
5103 void PlayEmoteAnimation(
char EmoteIndex) { NativeCall<
void,
char>(
this,
"AShooterCharacter.PlayEmoteAnimation", EmoteIndex); }
5104 void RenamePlayer(FString* NewName) { NativeCall<
void, FString*>(
this,
"AShooterCharacter.RenamePlayer", NewName); }
5106 void ServerDetachGrapHookCable(
bool bDoUpwardsJump,
float UpwardsJumpYaw) { NativeCall<
void,
bool,
float>(
this,
"AShooterCharacter.ServerDetachGrapHookCable", bDoUpwardsJump, UpwardsJumpYaw); }
5107 void ServerFireBallistaProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir) { NativeCall<
void, FVector, FVector_NetQuantizeNormal>(
this,
"AShooterCharacter.ServerFireBallistaProjectile", Origin, ShootDir); }
5109 void ServerNetEndClimbingLadder(
bool bIsClimbOver, FVector ClimbOverLoc,
float RightDir) { NativeCall<
void,
bool, FVector,
float>(
this,
"AShooterCharacter.ServerNetEndClimbingLadder", bIsClimbOver, ClimbOverLoc, RightDir); }
5110 void ServerNotifyBallistaShot(
FHitResult Impact, FVector_NetQuantizeNormal ShootDir) { NativeCall<
void, FHitResult, FVector_NetQuantizeNormal>(
this,
"AShooterCharacter.ServerNotifyBallistaShot", Impact, ShootDir); }
5113 void ServerRequestHexagonTrade(
int RequestedTradableItemIndex,
int Quantity) { NativeCall<
void,
int,
int>(
this,
"AShooterCharacter.ServerRequestHexagonTrade", RequestedTradableItemIndex, Quantity); }
5115 void ServerSetBallistaNewRotation(
float Pitch,
float Yaw) { NativeCall<
void,
float,
float>(
this,
"AShooterCharacter.ServerSetBallistaNewRotation", Pitch, Yaw); }
5116 void ServerSetIsVoiceActive(
bool IsActive) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.ServerSetIsVoiceActive", IsActive); }
5117 void ServerSetTargeting(
bool bNewTargeting) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.ServerSetTargeting", bNewTargeting); }
5118 void ServerSetViewingInventory(
bool bIsViewing) { NativeCall<
void,
bool>(
this,
"AShooterCharacter.ServerSetViewingInventory", bIsViewing); }
5119 void ServerStartSurfaceCameraForPassenger(
float yaw,
float pitch,
float roll,
bool bShouldInvertInput) { NativeCall<
void,
float,
float,
float,
bool>(
this,
"AShooterCharacter.ServerStartSurfaceCameraForPassenger", yaw, pitch, roll, bShouldInvertInput); }
5124 void SetCarriedPitchYaw(
float NewCarriedPitch,
float NewCarriedYaw) { NativeCall<
void,
float,
float>(
this,
"AShooterCharacter.SetCarriedPitchYaw", NewCarriedPitch, NewCarriedYaw); }
5125 void SyncGrapHookDistance(
float Distance) { NativeCall<
void,
float>(
this,
"AShooterCharacter.SyncGrapHookDistance", Distance); }
5148 char&
FacialHairIndexField() {
return *GetNativePointerField<
char*>(
this,
"FPrimalPersistentCharacterStatsStruct.FacialHairIndex"); }
5149 char&
HeadHairIndexField() {
return *GetNativePointerField<
char*>(
this,
"FPrimalPersistentCharacterStatsStruct.HeadHairIndex"); }
5154 bool IsPerMapExplorerNoteUnlocked(
int ExplorerNoteIndex) {
return NativeCall<
bool,
int>(
this,
"FPrimalPersistentCharacterStatsStruct.IsPerMapExplorerNoteUnlocked", ExplorerNoteIndex); }
5157 void UnlockEmote(FName EmoteName) { NativeCall<
void, FName>(
this,
"FPrimalPersistentCharacterStatsStruct.UnlockEmote", EmoteName); }
5158 bool IsEmoteUnlocked(FName EmoteName) {
return NativeCall<
bool, FName>(
this,
"FPrimalPersistentCharacterStatsStruct.IsEmoteUnlocked", EmoteName); }
5159 void UnlockPerMapExplorerNote(
int ExplorerNoteIndex) { NativeCall<
void,
int>(
this,
"FPrimalPersistentCharacterStatsStruct.UnlockPerMapExplorerNote", ExplorerNoteIndex); }
5165 unsigned __int64&
PlayerDataIDField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"FPrimalPlayerDataStruct.PlayerDataID"); }
5169 unsigned int&
LocalPlayerIndexField() {
return *GetNativePointerField<
unsigned int*>(
this,
"FPrimalPlayerDataStruct.LocalPlayerIndex"); }
5171 int&
LastPinCodeUsedField() {
return *GetNativePointerField<
int*>(
this,
"FPrimalPlayerDataStruct.LastPinCodeUsed"); }
5174 int&
TribeIDField() {
return *GetNativePointerField<
int*>(
this,
"FPrimalPlayerDataStruct.TribeID"); }
5175 TArray<
int>&
AppIDSetField() {
return *GetNativePointerField<TArray<
int>*>(
this,
"FPrimalPlayerDataStruct.AppIDSet"); }
5179 long double&
LoginTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FPrimalPlayerDataStruct.LoginTime"); }
5180 long double&
LastLoginTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FPrimalPlayerDataStruct.LastLoginTime"); }
5182 float&
NumOfDeathsField() {
return *GetNativePointerField<
float*>(
this,
"FPrimalPlayerDataStruct.NumOfDeaths"); }
5183 int&
SpawnDayNumberField() {
return *GetNativePointerField<
int*>(
this,
"FPrimalPlayerDataStruct.SpawnDayNumber"); }
5184 float&
SpawnDayTimeField() {
return *GetNativePointerField<
float*>(
this,
"FPrimalPlayerDataStruct.SpawnDayTime"); }
5202 bool&
bIsLocalPlayerField() {
return *GetNativePointerField<
bool*>(
this,
"UPrimalPlayerData.bIsLocalPlayer"); }
5204 TMap<
FName,
int,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
FName,
int, 0> >&
MissionTagToLatestMissionScoreField() {
return *
GetNativePointerField<
TMap<
FName,
int,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
FName,
int, 0> >*>(
this,
"UPrimalPlayerData.MissionTagToLatestMissionScore"); }
5264 float&
CheatMaxWeightField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.CheatMaxWeight"); }
5273 float&
WindedSpeedModifierField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.WindedSpeedModifier"); }
5283 int&
BaseCharacterLevelField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalCharacterStatusComponent.BaseCharacterLevel"); }
5284 unsigned __int16&
ExtraCharacterLevelField() {
return *GetNativePointerField<
unsigned __int16*>(
this,
"UPrimalCharacterStatusComponent.ExtraCharacterLevel"); }
5285 float&
ExperiencePointsField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.ExperiencePoints"); }
5287 TEnumAsByte<
enum ELevelExperienceRampType::Type>&
LevelExperienceRampTypeField() {
return *GetNativePointerField<TEnumAsByte<
enum ELevelExperienceRampType::Type>*>(
this,
"UPrimalCharacterStatusComponent.LevelExperienceRampType"); }
5288 float&
MaxExperiencePointsField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.MaxExperiencePoints"); }
5338 TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>&
MaxStatusValueToAutoUpdateField() {
return *GetNativePointerField<TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>*>(
this,
"UPrimalCharacterStatusComponent.MaxStatusValueToAutoUpdate"); }
5339 float&
GenericXPMultiplierField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.GenericXPMultiplier"); }
5341 float&
MinInventoryWeightField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.MinInventoryWeight"); }
5377 float&
DefaultMaxOxygenField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.DefaultMaxOxygen"); }
5379 float&
OriginalMaxTorporField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalCharacterStatusComponent.OriginalMaxTorpor"); }
5392 bool&
bInWeightLockField() {
return *GetNativePointerField<
bool*>(
this,
"UPrimalCharacterStatusComponent.bInWeightLock"); }
5393 long double&
LastReplicatedXPTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalCharacterStatusComponent.LastReplicatedXPTime"); }
5440 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"UPrimalCharacterStatusComponent.GetLifetimeReplicatedProps", OutLifetimeProps); }
5442 float GetTotalStatusModifierDescriptionIndex(
int StatusValueModifierDescriptionIndex) {
return NativeCall<
float,
int>(
this,
"UPrimalCharacterStatusComponent.GetTotalStatusModifierDescriptionIndex", StatusValueModifierDescriptionIndex); }
5443 void AddStatusValueModifier(EPrimalCharacterStatusValue::Type ValueType,
float Amount,
float Speed,
bool bContinueOnUnchangedValue,
bool bSetValue,
int StatusValueModifierDescriptionIndex,
bool bResetExistingModifierDescriptionIndex,
float LimitExistingModifierDescriptionToMaxAmount,
bool bSetAdditionalValue, EPrimalCharacterStatusValue::Type StopAtValueNearMax,
bool bMakeUntameable, TSubclassOf<UDamageType> ScaleValueByCharacterDamageType) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float,
float,
bool,
bool,
int,
bool,
float,
bool, EPrimalCharacterStatusValue::Type,
bool, TSubclassOf<UDamageType>>(
this,
"UPrimalCharacterStatusComponent.AddStatusValueModifier", ValueType, Amount, Speed, bContinueOnUnchangedValue, bSetValue, StatusValueModifierDescriptionIndex, bResetExistingModifierDescriptionIndex, LimitExistingModifierDescriptionToMaxAmount, bSetAdditionalValue, StopAtValueNearMax, bMakeUntameable, ScaleValueByCharacterDamageType); }
5444 void ApplyStatusValueModifiers(
float DeltaTime) { NativeCall<
void,
float>(
this,
"UPrimalCharacterStatusComponent.ApplyStatusValueModifiers", DeltaTime); }
5446 void SetAllStatsToMaximumExcluding(EPrimalCharacterStatusValue::Type exclude) { NativeCall<
void, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalCharacterStatusComponent.SetAllStatsToMaximumExcluding", exclude); }
5447 void TickStatus(
float DeltaTime,
bool bForceStatusUpdate) { NativeCall<
void,
float,
bool>(
this,
"UPrimalCharacterStatusComponent.TickStatus", DeltaTime, bForceStatusUpdate); }
5448 void UpdateStatusValue(EPrimalCharacterStatusValue::Type valueType,
float DeltaTime,
bool bManualUpdate) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float,
bool>(
this,
"UPrimalCharacterStatusComponent.UpdateStatusValue", valueType, DeltaTime, bManualUpdate); }
5449 void UpdateWeightStat(
bool bForceSetValue) { NativeCall<
void,
bool>(
this,
"UPrimalCharacterStatusComponent.UpdateWeightStat", bForceSetValue); }
5450 void AdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType,
float* Amount, TSubclassOf<UDamageType> DamageTypeClass,
bool bManualModification) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float*, TSubclassOf<UDamageType>,
bool>(
this,
"UPrimalCharacterStatusComponent.AdjustStatusValueModification", valueType, Amount, DamageTypeClass, bManualModification); }
5454 void SetExtraCharacterLevel(
int NewExtraCharacterLevel) { NativeCall<
void,
int>(
this,
"UPrimalCharacterStatusComponent.SetExtraCharacterLevel", NewExtraCharacterLevel); }
5456 float ModifyCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType,
float Amount,
bool bPercentOfMax,
bool bPercentOfCurrent,
bool bManualModification,
bool bSetValue, TSubclassOf<UDamageType> DamageTypeClass,
bool bDamageDontKill,
bool bForceSetValue) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type,
float,
bool,
bool,
bool,
bool, TSubclassOf<UDamageType>,
bool,
bool>(
this,
"UPrimalCharacterStatusComponent.ModifyCurrentStatusValue", valueType, Amount, bPercentOfMax, bPercentOfCurrent, bManualModification, bSetValue, DamageTypeClass, bDamageDontKill, bForceSetValue); }
5457 void ChangedStatusState(EPrimalCharacterStatusState::Type valueType,
bool bEnteredState) { NativeCall<
void, EPrimalCharacterStatusState::Type,
bool>(
this,
"UPrimalCharacterStatusComponent.ChangedStatusState", valueType, bEnteredState); }
5458 void CharacterUpdatedInventory(
bool bEquippedOrUneqippedItem) { NativeCall<
void,
bool>(
this,
"UPrimalCharacterStatusComponent.CharacterUpdatedInventory", bEquippedOrUneqippedItem); }
5460 void RefreshInsulation() { NativeCall<
void>(
this,
"UPrimalCharacterStatusComponent.RefreshInsulation"); }
5461 void RescaleMaxStat(EPrimalCharacterStatusValue::Type LevelUpValueType,
float TargetValue,
bool bIsPercentOfTrueValue) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float,
bool>(
this,
"UPrimalCharacterStatusComponent.RescaleMaxStat", LevelUpValueType, TargetValue, bIsPercentOfTrueValue); }
5462 void RefreshTemperature() { NativeCall<
void>(
this,
"UPrimalCharacterStatusComponent.RefreshTemperature"); }
5463 void UpdatedCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType,
float Amount,
bool bManualModification, TSubclassOf<UDamageType> DamageTypeClass,
bool bDamageDontKill,
bool bDontAdjustOtherStats) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float,
bool, TSubclassOf<UDamageType>,
bool,
bool>(
this,
"UPrimalCharacterStatusComponent.UpdatedCurrentStatusValue", valueType, Amount, bManualModification, DamageTypeClass, bDamageDontKill, bDontAdjustOtherStats); }
5464 float GetStatusValueRecoveryRate(EPrimalCharacterStatusValue::Type valueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalCharacterStatusComponent.GetStatusValueRecoveryRate", valueType); }
5465 float GetRawStatusValueRecoveryRate(EPrimalCharacterStatusValue::Type valueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalCharacterStatusComponent.GetRawStatusValueRecoveryRate", valueType); }
5466 void DrawLocalPlayerHUD(AShooterHUD* HUD,
float ScaleMult,
bool bFromBottomRight) { NativeCall<
void, AShooterHUD*,
float,
bool>(
this,
"UPrimalCharacterStatusComponent.DrawLocalPlayerHUD", HUD, ScaleMult, bFromBottomRight); }
5467 void DrawLocalPlayerHUDDescriptions(AShooterHUD* HUD,
long double TheTimeSeconds,
float ScaleMult,
bool bDrawBottomRight) { NativeCall<
void, AShooterHUD*,
long double,
float,
bool>(
this,
"UPrimalCharacterStatusComponent.DrawLocalPlayerHUDDescriptions", HUD, TheTimeSeconds, ScaleMult, bDrawBottomRight); }
5468 bool IsInStatusState(EPrimalCharacterStatusState::Type StateType) {
return NativeCall<
bool, EPrimalCharacterStatusState::Type>(
this,
"UPrimalCharacterStatusComponent.IsInStatusState", StateType); }
5470 void OnJumped() { NativeCall<
void>(
this,
"UPrimalCharacterStatusComponent.OnJumped"); }
5474 float GetJumpZModifier() {
return NativeCall<
float>(
this,
"UPrimalCharacterStatusComponent.GetJumpZModifier"); }
5481 bool CanLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType,
bool bCheckExperience) {
return NativeCall<
bool, EPrimalCharacterStatusValue::Type,
bool>(
this,
"UPrimalCharacterStatusComponent.CanLevelUp", LevelUpValueType, bCheckExperience); }
5482 void ServerApplyLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType,
AShooterPlayerController* ByPC) { NativeCall<
void, EPrimalCharacterStatusValue::Type, AShooterPlayerController*>(
this,
"UPrimalCharacterStatusComponent.ServerApplyLevelUp", LevelUpValueType, ByPC); }
5483 void SetBaseLevel(
int Level,
bool bDontCurrentSetToMax) { NativeCall<
void,
int,
bool>(
this,
"UPrimalCharacterStatusComponent.SetBaseLevel", Level, bDontCurrentSetToMax); }
5484 void SetBaseLevelNoStatChange(
int Level) { NativeCall<
void,
int>(
this,
"UPrimalCharacterStatusComponent.SetBaseLevelNoStatChange", Level); }
5485 void SetBaseLevelCustomized(
int Level,
TArray<
FStatValuePair>*
CustomBaseStats,
TArray<
TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>>* PrioritizeStats,
bool bDontCurrentSetToMax) { NativeCall<
void,
int, TArray<FStatValuePair>*, TArray<TEnumAsByte<
enum EPrimalCharacterStatusValue::Type>>*,
bool>(
this,
"UPrimalCharacterStatusComponent.SetBaseLevelCustomized", Level, CustomBaseStats, PrioritizeStats, bDontCurrentSetToMax); }
5486 void SetTameable(
bool bTameable) { NativeCall<
void,
bool>(
this,
"UPrimalCharacterStatusComponent.SetTameable", bTameable); }
5487 void SetTamed(
float TameIneffectivenessModifier,
bool bSkipAddingTamedLevels) { NativeCall<
void,
float,
bool>(
this,
"UPrimalCharacterStatusComponent.SetTamed", TameIneffectivenessModifier, bSkipAddingTamedLevels); }
5488 void ApplyTamingStatModifiers(
float TameIneffectivenessModifier) { NativeCall<
void,
float>(
this,
"UPrimalCharacterStatusComponent.ApplyTamingStatModifiers", TameIneffectivenessModifier); }
5489 bool IsAlignedWithTeam(
int TargetingTeam) {
return NativeCall<
bool,
int>(
this,
"UPrimalCharacterStatusComponent.IsAlignedWithTeam", TargetingTeam); }
5493 int GetCharacterLevel() {
return NativeCall<
int>(
this,
"UPrimalCharacterStatusComponent.GetCharacterLevel"); }
5494 int GetBaseLevelFromLevelUpPoints(
bool bIncludePlayerAddedLevels) {
return NativeCall<
int,
bool>(
this,
"UPrimalCharacterStatusComponent.GetBaseLevelFromLevelUpPoints", bIncludePlayerAddedLevels); }
5495 void AddExperience(
float HowMuch,
bool bShareWithTribe, EXPType::Type XPType) { NativeCall<
void,
float,
bool, EXPType::Type>(
this,
"UPrimalCharacterStatusComponent.AddExperience", HowMuch, bShareWithTribe, XPType); }
5499 bool IsAtMaxLevel() {
return NativeCall<
bool>(
this,
"UPrimalCharacterStatusComponent.IsAtMaxLevel"); }
5501 float GetExperiencePercent() {
return NativeCall<
float>(
this,
"UPrimalCharacterStatusComponent.GetExperiencePercent"); }
5502 void NetSyncMaxStatusValues_Implementation(TArray<
float>* NetMaxStatusValues, TArray<
float>* NetBaseMaxStatusValues) { NativeCall<
void, TArray<
float>*, TArray<
float>*>(
this,
"UPrimalCharacterStatusComponent.NetSyncMaxStatusValues_Implementation", NetMaxStatusValues, NetBaseMaxStatusValues); }
5503 void ClientSyncMaxStatusValues_Implementation(TArray<
float>* NetMaxStatusValues, TArray<
float>* NetBaseMaxStatusValues) { NativeCall<
void, TArray<
float>*, TArray<
float>*>(
this,
"UPrimalCharacterStatusComponent.ClientSyncMaxStatusValues_Implementation", NetMaxStatusValues, NetBaseMaxStatusValues); }
5504 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"UPrimalCharacterStatusComponent.Serialize", Ar); }
5505 bool AllowTaming() {
return NativeCall<
bool>(
this,
"UPrimalCharacterStatusComponent.AllowTaming"); }
5506 void BPDirectSetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType,
float newValue) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float>(
this,
"UPrimalCharacterStatusComponent.BPDirectSetCurrentStatusValue", valueType, newValue); }
5507 void BPDirectSetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType,
float newValue) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float>(
this,
"UPrimalCharacterStatusComponent.BPDirectSetMaxStatusValue", valueType, newValue); }
5508 float BPGetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalCharacterStatusComponent.BPGetCurrentStatusValue", valueType); }
5509 float BPGetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalCharacterStatusComponent.BPGetMaxStatusValue", valueType); }
5510 float BPGetPercentStatusValue(EPrimalCharacterStatusValue::Type valueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalCharacterStatusComponent.BPGetPercentStatusValue", valueType); }
5511 void SetMaxStatusValue(EPrimalCharacterStatusValue::Type StatType,
float newValue) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float>(
this,
"UPrimalCharacterStatusComponent.SetMaxStatusValue", StatType, newValue); }
5512 void RescaleAllStats() { NativeCall<
void>(
this,
"UPrimalCharacterStatusComponent.RescaleAllStats"); }
5514 void BPSetRecoveryRateStatusValue(EPrimalCharacterStatusValue::Type valueType,
float newValue) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
float>(
this,
"UPrimalCharacterStatusComponent.BPSetRecoveryRateStatusValue", valueType, newValue); }
5515 int GetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType,
bool bTamedPoints) {
return NativeCall<
int, EPrimalCharacterStatusValue::Type,
bool>(
this,
"UPrimalCharacterStatusComponent.GetLevelUpPoints", valueType, bTamedPoints); }
5516 void SetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType,
bool bTamedPoints,
int newPoints) { NativeCall<
void, EPrimalCharacterStatusValue::Type,
bool,
int>(
this,
"UPrimalCharacterStatusComponent.SetLevelUpPoints", valueType, bTamedPoints, newPoints); }
5517 void ClearAllLevelUpPoints(
bool bTamedPoints) { NativeCall<
void,
bool>(
this,
"UPrimalCharacterStatusComponent.ClearAllLevelUpPoints", bTamedPoints); }
5521 static UClass*
GetPrivateStaticClass(
const wchar_t* Package) {
return NativeCall<
UClass*,
const wchar_t*>(
nullptr,
"UPrimalCharacterStatusComponent.GetPrivateStaticClass", Package); }
5522 float BPAdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType,
float Amount, TSubclassOf<UDamageType> DamageTypeClass,
bool bManualModification) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type,
float, TSubclassOf<UDamageType>,
bool>(
this,
"UPrimalCharacterStatusComponent.BPAdjustStatusValueModification", valueType, Amount, DamageTypeClass, bManualModification); }
5523 float BPModifyMaxExperiencePoints(
float InMaxExperiencePoints) {
return NativeCall<
float,
float>(
this,
"UPrimalCharacterStatusComponent.BPModifyMaxExperiencePoints", InMaxExperiencePoints); }
5524 int BPModifyMaxLevel(
int InMaxLevel) {
return NativeCall<
int,
int>(
this,
"UPrimalCharacterStatusComponent.BPModifyMaxLevel", InMaxLevel); }
5525 void ClientSyncMaxStatusValues(TArray<
float>* NetMaxStatusValues, TArray<
float>* NetBaseMaxStatusValues) { NativeCall<
void, TArray<
float>*, TArray<
float>*>(
this,
"UPrimalCharacterStatusComponent.ClientSyncMaxStatusValues", NetMaxStatusValues, NetBaseMaxStatusValues); }
5526 void NetSyncMaxStatusValues(TArray<
float>* NetMaxStatusValues, TArray<
float>* NetBaseMaxStatusValues) { NativeCall<
void, TArray<
float>*, TArray<
float>*>(
this,
"UPrimalCharacterStatusComponent.NetSyncMaxStatusValues", NetMaxStatusValues, NetBaseMaxStatusValues); }
5536 UAnimMontage *
StartChargeAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.StartChargeAnimation"); }
5547 float&
MeleeSwingRadiusField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.MeleeSwingRadius"); }
5550 char&
LastAttackIndexField() {
return *GetNativePointerField<
char*>(
this,
"APrimalDinoCharacter.LastAttackIndex"); }
5553 float&
AttackOffsetField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.AttackOffset"); }
5562 long double&
StartLandingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.StartLandingTime"); }
5564 long double&
LastMoveForwardTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastMoveForwardTime"); }
5570 float&
MaxLandingTimeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.MaxLandingTime"); }
5573 UAnimMontage *
ChargingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.ChargingAnim"); }
5585 UAnimMontage *
DinoWithPassengerAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.DinoWithPassengerAnim"); }
5598 long double&
EndAttackTargetTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.EndAttackTargetTime"); }
5605 long double&
LastEggBoostedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastEggBoostedTime"); }
5611 float&
LastBabyAgeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.LastBabyAge"); }
5614 float&
BabyAgeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.BabyAge"); }
5622 float&
OpenDoorDelayField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.OpenDoorDelay"); }
5631 UAnimMontage *
PlayAnimBelowHealthField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.PlayAnimBelowHealth"); }
5632 USoundBase *
LowHealthExitSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalDinoCharacter.LowHealthExitSound"); }
5633 USoundBase *
LowHealthEnterSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalDinoCharacter.LowHealthEnterSound"); }
5647 UAnimMontage *
WakingTameAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.WakingTameAnimation"); }
5658 USoundBase *
OverrideAreaMusicField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalDinoCharacter.OverrideAreaMusic"); }
5662 long double&
LastColorizationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastColorizationTime"); }
5670 UAnimMontage *
EnterFlightAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.EnterFlightAnim"); }
5671 UAnimMontage *
ExitFlightAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.ExitFlightAnim"); }
5672 UAnimMontage *
SleepConsumeFoodAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.SleepConsumeFoodAnim"); }
5673 UAnimMontage *
WakingConsumeFoodAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.WakingConsumeFoodAnim"); }
5674 UAnimMontage *
FallAsleepAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.FallAsleepAnim"); }
5675 UAnimMontage *
TamedUnsleepAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.TamedUnsleepAnim"); }
5676 UAnimMontage *
WildUnsleepAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.WildUnsleepAnim"); }
5677 UAnimMontage *
OpenDoorAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.OpenDoorAnim"); }
5709 int&
TamingTeamIDField() {
return *GetNativePointerField<
int*>(
this,
"APrimalDinoCharacter.TamingTeamID"); }
5710 int&
OwningPlayerIDField() {
return *GetNativePointerField<
int*>(
this,
"APrimalDinoCharacter.OwningPlayerID"); }
5713 unsigned int&
DinoID1Field() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalDinoCharacter.DinoID1"); }
5714 unsigned int&
DinoID2Field() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalDinoCharacter.DinoID2"); }
5738 UAnimMontage *
EggLayingAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.EggLayingAnimation"); }
5746 UAnimSequence *
RiderAnimOverrideField() {
return *GetNativePointerField<UAnimSequence**>(
this,
"APrimalDinoCharacter.RiderAnimOverride"); }
5750 UAnimSequence *
RiderMoveAnimOverrideField() {
return *GetNativePointerField<UAnimSequence**>(
this,
"APrimalDinoCharacter.RiderMoveAnimOverride"); }
5765 long double&
TamedAtTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.TamedAtTime"); }
5766 long double&
LastInAllyRangeTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastInAllyRangeTime"); }
5772 long double&
LastTimeFallingField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastTimeFalling"); }
5776 float&
MateBoostRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.MateBoostRange"); }
5794 UAnimMontage *
StartledAnimationLeftField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.StartledAnimationLeft"); }
5803 long double&
LastStartledTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastStartledTime"); }
5815 long double&
LastAttackedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastAttackedTime"); }
5822 long double&
LastSetRiderTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastSetRiderTime"); }
5847 float&
ChargeBumpDamageField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.ChargeBumpDamage"); }
5857 UAnimMontage *
EndChargingAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.EndChargingAnimation"); }
5864 float&
BabyScaleField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.BabyScale"); }
5871 long double&
LastChargeEndTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastChargeEndTime"); }
5878 float&
BabyAgeSpeedField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.BabyAgeSpeed"); }
5881 float&
FemaleMatingTimeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.FemaleMatingTime"); }
5883 float&
MatingProgressField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.MatingProgress"); }
5886 UAnimMontage *
MatingAnimationMaleField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.MatingAnimationMale"); }
5897 float&
InsulationRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.InsulationRange"); }
5898 float&
GangOverlapRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.GangOverlapRange"); }
5900 float&
GangDamageField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.GangDamage"); }
5901 int&
MaxGangCountField() {
return *GetNativePointerField<
int*>(
this,
"APrimalDinoCharacter.MaxGangCount"); }
5902 int&
GangCountField() {
return *GetNativePointerField<
int*>(
this,
"APrimalDinoCharacter.GangCount"); }
5903 long double&
LastGangCheckTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastGangCheckTime"); }
5907 float&
WildRandomScaleField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.WildRandomScale"); }
5909 UAnimMontage *
SlowFallingAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.SlowFallingAnim"); }
5927 USoundBase *
PlayKillLocalSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalDinoCharacter.PlayKillLocalSound"); }
5934 unsigned __int64&
ImprinterPlayerDataIDField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"APrimalDinoCharacter.ImprinterPlayerDataID"); }
5941 long double&
BabyNextCuddleTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.BabyNextCuddleTime"); }
5942 TEnumAsByte<
enum EBabyCuddleType::Type> &
BabyCuddleTypeField() {
return *GetNativePointerField<TEnumAsByte<
enum EBabyCuddleType::Type>*>(
this,
"APrimalDinoCharacter.BabyCuddleType"); }
5944 UAnimMontage *
BabyCuddledAnimationField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"APrimalDinoCharacter.BabyCuddledAnimation"); }
5951 long double&
LastEatAnimationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastEatAnimationTime"); }
5972 float&
HealthBarOffsetYField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoCharacter.HealthBarOffsetY"); }
5994 long double&
DinoDownloadedAtTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.DinoDownloadedAtTime"); }
6024 long double&
LastServerTamedTickField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastServerTamedTick"); }
6029 long double&
LastGrappledTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoCharacter.LastGrappledTime"); }
6041 USoundBase *
SwimSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalDinoCharacter.SwimSound"); }
6470 void OnDinoStartled(UAnimMontage * StartledAnimPlayed,
bool bFromAIController) { NativeCall<
void, UAnimMontage*,
bool>(
this,
"APrimalDinoCharacter.OnDinoStartled", StartledAnimPlayed, bFromAIController); }
6471 float GetXPMultiplier() {
return NativeCall<
float>(
this,
"APrimalDinoCharacter.GetXPMultiplier"); }
6472 bool IsBossDino() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsBossDino"); }
6474 bool AllowPushOthers() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.AllowPushOthers"); }
6477 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.Tick", DeltaSeconds); }
6479 void SetForcedAggro(ITargetableInterface * Targetable,
float AggroAmount,
float ForcedAggroTime) { NativeCall<
void, ITargetableInterface*,
float,
float>(
this,
"APrimalDinoCharacter.SetForcedAggro", Targetable, AggroAmount, ForcedAggroTime); }
6480 void BPSetForcedAggro(
AActor * TargetableActor,
float AggroAmount,
float ForcedAggroTime) { NativeCall<
void,
AActor*,
float,
float>(
this,
"APrimalDinoCharacter.BPSetForcedAggro", TargetableActor, AggroAmount, ForcedAggroTime); }
6482 void PlayDying(
float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"APrimalDinoCharacter.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
6483 void AutoDrag() { NativeCall<
void>(
this,
"APrimalDinoCharacter.AutoDrag"); }
6484 bool CanRide(
AShooterCharacter * byPawn,
char* bOutHasSaddle,
char* bOutCanRideOtherThanSaddle,
bool bDontCheckDistance) {
return NativeCall<
bool,
AShooterCharacter*,
char*,
char*,
bool>(
this,
"APrimalDinoCharacter.CanRide", byPawn, bOutHasSaddle, bOutCanRideOtherThanSaddle, bDontCheckDistance); }
6486 void Stasis() { NativeCall<
void>(
this,
"APrimalDinoCharacter.Stasis"); }
6487 void Unstasis() { NativeCall<
void>(
this,
"APrimalDinoCharacter.Unstasis"); }
6488 void HandleUnstasised(
bool bWasFromHibernation) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.HandleUnstasised", bWasFromHibernation); }
6489 bool IsRemoteDino() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsRemoteDino"); }
6495 bool AllowZoneAutoKill() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.AllowZoneAutoKill"); }
6496 void StopActiveState(
bool bShouldResetAttackIndex) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.StopActiveState", bShouldResetAttackIndex); }
6497 bool DoAttack(
int AttackIndex,
bool bSetCurrentAttack,
bool bInterruptCurrentAttack) {
return NativeCall<
bool,
int,
bool,
bool>(
this,
"APrimalDinoCharacter.DoAttack", AttackIndex, bSetCurrentAttack, bInterruptCurrentAttack); }
6498 bool CancelCurrentAttack(
bool bStopCurrentAttackAnim,
float AttackAnimBlendOutTime) {
return NativeCall<
bool,
bool,
float>(
this,
"APrimalDinoCharacter.CancelCurrentAttack", bStopCurrentAttackAnim, AttackAnimBlendOutTime); }
6500 bool HasReachedDestination(FVector * Goal) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.HasReachedDestination", Goal); }
6502 bool DisableHarvesting() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.DisableHarvesting"); }
6503 float TakeDamage(
float Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser) {
return NativeCall<
float,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalDinoCharacter.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
6504 bool CanAttack(
int AttackIndex) {
return NativeCall<
bool,
int>(
this,
"APrimalDinoCharacter.CanAttack", AttackIndex); }
6505 bool IsAttacking() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsAttacking"); }
6506 void PlayAttackAnimationOfAnimationArray(
int AnimationIndex, TArray<UAnimMontage*> attackAnimations) { NativeCall<
void,
int, TArray<UAnimMontage*>>(
this,
"APrimalDinoCharacter.PlayAttackAnimationOfAnimationArray", AnimationIndex, attackAnimations); }
6509 bool IsWakingTame() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsWakingTame"); }
6510 void OnDinoCheat(FName CheatName,
bool bSetValue,
float Value) { NativeCall<
void, FName,
bool,
float>(
this,
"APrimalDinoCharacter.OnDinoCheat", CheatName, bSetValue, Value); }
6513 void DealDamage(
FHitResult * Impact, FVector * ShootDir,
int DamageAmount, TSubclassOf<UDamageType> DamageType,
float Impulse) { NativeCall<
void, FHitResult*, FVector*,
int, TSubclassOf<UDamageType>,
float>(
this,
"APrimalDinoCharacter.DealDamage", Impact, ShootDir, DamageAmount, DamageType, Impulse); }
6517 void ClearCarriedCharacter(
bool fromCarriedCharacter,
bool bCancelAnyCarryBuffs) { NativeCall<
void,
bool,
bool>(
this,
"APrimalDinoCharacter.ClearCarriedCharacter", fromCarriedCharacter, bCancelAnyCarryBuffs); }
6519 void ClearPassengers() { NativeCall<
void>(
this,
"APrimalDinoCharacter.ClearPassengers"); }
6520 bool AddPassenger(
APrimalCharacter * Character,
int PassengerSeatIndex,
bool bForcePassenger,
bool bAllowFlyersAndWaterDinos,
bool bSkipLineTrace) {
return NativeCall<
bool,
APrimalCharacter*,
int,
bool,
bool,
bool>(
this,
"APrimalDinoCharacter.AddPassenger", Character, PassengerSeatIndex, bForcePassenger, bAllowFlyersAndWaterDinos, bSkipLineTrace); }
6523 bool IsPassengerSeatAvailable(
int PassengerSeatIndex) {
return NativeCall<
bool,
int>(
this,
"APrimalDinoCharacter.IsPassengerSeatAvailable", PassengerSeatIndex); }
6524 int GetNumAvailablePassengerSeats(
bool bOnlyManualPassengerSeats) {
return NativeCall<
int,
bool>(
this,
"APrimalDinoCharacter.GetNumAvailablePassengerSeats", bOnlyManualPassengerSeats); }
6525 bool CanTakePassenger(
APrimalCharacter * Character,
int PassengerSeatIndex,
bool bForcePassenger,
bool bAllowFlyersAndWaterDinos,
bool bSkipLineTrace) {
return NativeCall<
bool,
APrimalCharacter*,
int,
bool,
bool,
bool>(
this,
"APrimalDinoCharacter.CanTakePassenger", Character, PassengerSeatIndex, bForcePassenger, bAllowFlyersAndWaterDinos, bSkipLineTrace); }
6526 int GetNumPassengerSeats(
bool bOnlyManualPassengerSeats) {
return NativeCall<
int,
bool>(
this,
"APrimalDinoCharacter.GetNumPassengerSeats", bOnlyManualPassengerSeats); }
6529 void OnRep_bIsFlying() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnRep_bIsFlying"); }
6531 void StartCharging(
bool bForce) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.StartCharging", bForce); }
6533 void EndCharging(
bool bForce) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.EndCharging", bForce); }
6536 void OnRep_Rider() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnRep_Rider"); }
6538 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalDinoCharacter.GetLifetimeReplicatedProps", OutLifetimeProps); }
6539 void ForceUpdateColorSets_Implementation(
int ColorRegion,
int ColorSet) { NativeCall<
void,
int,
int>(
this,
"APrimalDinoCharacter.ForceUpdateColorSets_Implementation", ColorRegion, ColorSet); }
6540 void MulticastUpdateAllColorSets_Implementation(
int Color0,
int Color1,
int Color2,
int Color3,
int Color4,
int Color5) { NativeCall<
void,
int,
int,
int,
int,
int,
int>(
this,
"APrimalDinoCharacter.MulticastUpdateAllColorSets_Implementation", Color0, Color1, Color2, Color3, Color4, Color5); }
6544 void ForceClearRider() { NativeCall<
void>(
this,
"APrimalDinoCharacter.ForceClearRider"); }
6545 bool CanClearRider() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.CanClearRider"); }
6546 void ClearRider(
bool FromRider,
bool bCancelForceLand,
bool SpawnDinoDefaultController,
int OverrideUnboardDirection,
bool bForceEvenIfBuffPreventsClear) { NativeCall<
void,
bool,
bool,
bool,
int,
bool>(
this,
"APrimalDinoCharacter.ClearRider", FromRider, bCancelForceLand, SpawnDinoDefaultController, OverrideUnboardDirection, bForceEvenIfBuffPreventsClear); }
6550 UMaterialInterface *
GetEntryIconMaterial(
UObject * AssociatedDataObject,
bool bIsEnabled) {
return NativeCall<UMaterialInterface*,
UObject*,
bool>(
this,
"APrimalDinoCharacter.GetEntryIconMaterial", AssociatedDataObject, bIsEnabled); }
6554 void DrawHUD(AShooterHUD * HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalDinoCharacter.DrawHUD", HUD); }
6556 bool TamedProcessOrder(
APrimalCharacter * FromCharacter, EDinoTamedOrder::Type OrderType,
bool bForce,
AActor * enemyTarget) {
return NativeCall<
bool, APrimalCharacter*, EDinoTamedOrder::Type,
bool, AActor*>(
this,
"APrimalDinoCharacter.TamedProcessOrder", FromCharacter, OrderType, bForce, enemyTarget); }
6559 void ServerTamedTick() { NativeCall<
void>(
this,
"APrimalDinoCharacter.ServerTamedTick"); }
6560 UPrimalItem *
GetBestInventoryFoodItem(
float* FoodIncrease,
bool bLookForAffinity,
bool bFoodItemRequiresLivePlayerCharacter,
UPrimalItem * *foundFoodItem,
bool bLookForWorstFood) {
return NativeCall<
UPrimalItem*,
float*,
bool,
bool,
UPrimalItem**,
bool>(
this,
"APrimalDinoCharacter.GetBestInventoryFoodItem", FoodIncrease, bLookForAffinity, bFoodItemRequiresLivePlayerCharacter, foundFoodItem, bLookForWorstFood); }
6561 AShooterCharacter *
ConsumeInventoryFoodItem(
UPrimalItem * foodItem,
float* AffinityIncrease,
bool bDontDecrementItem,
float* FoodIncrease,
float FoodAmountMultiplier,
bool bConsumeEntireStack) {
return NativeCall<
AShooterCharacter*,
UPrimalItem*,
float*,
bool,
float*,
float,
bool>(
this,
"APrimalDinoCharacter.ConsumeInventoryFoodItem", foodItem, AffinityIncrease, bDontDecrementItem, FoodIncrease, FoodAmountMultiplier, bConsumeEntireStack); }
6566 void ServerClearRider_Implementation(
int OverrideUnboardDirection) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.ServerClearRider_Implementation", OverrideUnboardDirection); }
6567 void ElevateDinoBP(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.ElevateDinoBP", Val); }
6568 void OnElevateDino(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.OnElevateDino", Val); }
6569 void LowerDinoBP(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.LowerDinoBP", Val); }
6570 void OnLowerDino(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.OnLowerDino", Val); }
6571 void BrakeDinoBP(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.BrakeDinoBP", Val); }
6572 void OnBrake() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnBrake"); }
6573 void OffBrake() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OffBrake"); }
6575 void OnStartFire(
bool bFromGamepadRight) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.OnStartFire", bFromGamepadRight); }
6576 void OnStopFire(
bool bFromGamepadRight) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.OnStopFire", bFromGamepadRight); }
6577 void OnStartTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.OnStartTargeting", bFromGamepadLeft); }
6582 float GetApproachRadius() {
return NativeCall<
float>(
this,
"APrimalDinoCharacter.GetApproachRadius"); }
6584 bool GetClosestTargetOverride(FVector * attackPos, FVector * targetPos) {
return NativeCall<
bool, FVector*, FVector*>(
this,
"APrimalDinoCharacter.GetClosestTargetOverride", attackPos, targetPos); }
6587 void GetAttackTargets(
AActor * *attackActor, FVector * attackLoc) { NativeCall<
void, AActor**, FVector*>(
this,
"APrimalDinoCharacter.GetAttackTargets", attackActor, attackLoc); }
6590 void UnPossessed() { NativeCall<
void>(
this,
"APrimalDinoCharacter.UnPossessed"); }
6591 FRotator *
ProcessRootRotAndLoc(
FRotator *
result,
float DeltaTime,
FVector *
RootLocOffset,
FRotator *
RootRotOffset,
float*
RootYawSpeed,
float MaxYawAimClamp,
float CurrentAimBlending,
FRotator *
TargetAimRot,
float*
RootRot) {
return NativeCall<FRotator*, FRotator*,
float, FVector*, FRotator*,
float*,
float,
float, FRotator*,
float*>(
this,
"APrimalDinoCharacter.ProcessRootRotAndLoc", result, DeltaTime, RootLocOffset, RootRotOffset, RootYawSpeed, MaxYawAimClamp, CurrentAimBlending, TargetAimRot, RootRot); }
6592 FRotator *
GetAimOffsets(
FRotator *
result,
float DeltaTime,
FRotator *
RootRotOffset,
float*
RootYawSpeed,
float MaxYawAimClamp,
FVector *
RootLocOffset) {
return NativeCall<FRotator*, FRotator*,
float, FRotator*,
float*,
float, FVector*>(
this,
"APrimalDinoCharacter.GetAimOffsets", result, DeltaTime, RootRotOffset, RootYawSpeed, MaxYawAimClamp, RootLocOffset); }
6593 FRotator *
GetAimOffsetsTransform(
FRotator *
result,
float DeltaTime,
FTransform *
RootRotOffsetTransform,
float*
RootYawSpeed,
float MaxYawAimClamp,
FVector *
RootLocOffset) {
return NativeCall<FRotator*, FRotator*,
float, FTransform*,
float*,
float, FVector*>(
this,
"APrimalDinoCharacter.GetAimOffsetsTransform", result, DeltaTime, RootRotOffsetTransform, RootYawSpeed, MaxYawAimClamp, RootLocOffset); }
6595 float GetRootYawSpeed(
float DeltaTime) {
return NativeCall<
float,
float>(
this,
"APrimalDinoCharacter.GetRootYawSpeed", DeltaTime); }
6597 bool ModifyInputAcceleration(FVector * InputAcceleration) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.ModifyInputAcceleration", InputAcceleration); }
6599 bool IsInTekShield() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsInTekShield"); }
6600 float GetSpeedModifier() {
return NativeCall<
float>(
this,
"APrimalDinoCharacter.GetSpeedModifier"); }
6603 bool IsFleeing() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsFleeing"); }
6604 void FaceRotation(FRotator NewControlRotation,
float DeltaTime,
bool bFromController) { NativeCall<
void, FRotator,
float,
bool>(
this,
"APrimalDinoCharacter.FaceRotation", NewControlRotation, DeltaTime, bFromController); }
6605 void MoveForward(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.MoveForward", Val); }
6606 void MoveRight(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.MoveRight", Val); }
6607 void MoveUp(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.MoveUp", Val); }
6608 void TurnInput(
float Val) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.TurnInput", Val); }
6609 void SetCurrentAttackIndex(
char index) { NativeCall<
void,
char>(
this,
"APrimalDinoCharacter.SetCurrentAttackIndex", index); }
6612 bool GetCurrentAttackInfo(
int* AttackIndex, FDinoAttackInfo * AttackInfo) {
return NativeCall<
bool,
int*, FDinoAttackInfo*>(
this,
"APrimalDinoCharacter.GetCurrentAttackInfo", AttackIndex, AttackInfo); }
6614 char GetWiegthedAttack(
float distance,
float attackRangeOffset,
AActor * OtherTarget) {
return NativeCall<
char,
float,
float,
AActor*>(
this,
"APrimalDinoCharacter.GetWiegthedAttack", distance, attackRangeOffset, OtherTarget); }
6615 void FireProjectileLocal(FVector Origin, FVector_NetQuantizeNormal ShootDir,
bool bScaleProjDamageByDinoDamage) { NativeCall<
void, FVector, FVector_NetQuantizeNormal,
bool>(
this,
"APrimalDinoCharacter.FireProjectileLocal", Origin, ShootDir, bScaleProjDamageByDinoDamage); }
6616 void DinoFireProjectileEx_Implementation(TSubclassOf<AShooterProjectile> ProjectileClass, FVector Origin, FVector_NetQuantizeNormal ShootDir,
bool bScaleProjDamageByDinoDamage,
bool bAddDinoVelocityToProjectile,
float OverrideInitialSpeed,
float OverrideMaxSpeed,
float ExtraDirectDamageMultiplier,
float ExtraExplosionDamageMultiplier,
bool spawnOnOwningClient) { NativeCall<
void, TSubclassOf<AShooterProjectile>, FVector, FVector_NetQuantizeNormal,
bool,
bool,
float,
float,
float,
float,
bool>(
this,
"APrimalDinoCharacter.DinoFireProjectileEx_Implementation", ProjectileClass, Origin, ShootDir, bScaleProjDamageByDinoDamage, bAddDinoVelocityToProjectile, OverrideInitialSpeed, OverrideMaxSpeed, ExtraDirectDamageMultiplier, ExtraExplosionDamageMultiplier, spawnOnOwningClient); }
6617 void FireMultipleProjectilesEx_Implementation(TSubclassOf<AShooterProjectile> ProjectileClass, TArray<FVector> * Locations, TArray<FVector> * Directions,
bool bAddPawnVelocityToProjectile,
bool bScaleProjDamageByDinoDamage,
USceneComponent * HomingTarget, FVector HomingTargetOffset,
float OverrideInitialSpeed) { NativeCall<
void, TSubclassOf<AShooterProjectile>, TArray<FVector>*, TArray<FVector>*,
bool,
bool, USceneComponent*, FVector,
float>(
this,
"APrimalDinoCharacter.FireMultipleProjectilesEx_Implementation", ProjectileClass, Locations, Directions, bAddPawnVelocityToProjectile, bScaleProjDamageByDinoDamage, HomingTarget, HomingTargetOffset, OverrideInitialSpeed); }
6618 void FireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir,
bool bScaleProjDamageByDinoDamage) { NativeCall<
void, FVector, FVector_NetQuantizeNormal,
bool>(
this,
"APrimalDinoCharacter.FireProjectile_Implementation", Origin, ShootDir, bScaleProjDamageByDinoDamage); }
6619 void ServerToClientsPlayAttackAnimation_Implementation(
char AttackinfoIndex,
char AnimationIndex,
float InPlayRate, FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
AActor * MyTarget) { NativeCall<
void,
char,
char,
float, FName,
bool,
bool, AActor*>(
this,
"APrimalDinoCharacter.ServerToClientsPlayAttackAnimation_Implementation", AttackinfoIndex, AnimationIndex, InPlayRate, StartSectionName, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer, MyTarget); }
6624 void StartLanding(FVector OverrideLandingLocation) { NativeCall<
void, FVector>(
this,
"APrimalDinoCharacter.StartLanding", OverrideLandingLocation); }
6625 bool IsLandingOnDino(FVector * loc) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.IsLandingOnDino", loc); }
6630 void FinishedLanding() { NativeCall<
void>(
this,
"APrimalDinoCharacter.FinishedLanding"); }
6633 bool CanFly() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.CanFly"); }
6636 void SetFlight(
bool bFly,
bool bCancelForceLand) { NativeCall<
void,
bool,
bool>(
this,
"APrimalDinoCharacter.SetFlight", bFly, bCancelForceLand); }
6637 void KeepFlight(
float ForDuration) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.KeepFlight", ForDuration); }
6638 void KeepFlightTimer() { NativeCall<
void>(
this,
"APrimalDinoCharacter.KeepFlightTimer"); }
6639 void DidLand() { NativeCall<
void>(
this,
"APrimalDinoCharacter.DidLand"); }
6641 void OnStartJump() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnStartJump"); }
6642 void OnStopJump() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnStopJump"); }
6650 void SetupTamed(
bool bWasJustTamed) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.SetupTamed", bWasJustTamed); }
6651 void TameDino(
AShooterPlayerController * ForPC,
bool bIgnoreMaxTameLimit,
int OverrideTamingTeamID,
bool bPreventNameDialog,
bool bSkipAddingTamedLevels,
bool bSuppressNotifications) { NativeCall<
void,
AShooterPlayerController*,
bool,
int,
bool,
bool,
bool>(
this,
"APrimalDinoCharacter.TameDino", ForPC, bIgnoreMaxTameLimit, OverrideTamingTeamID, bPreventNameDialog, bSkipAddingTamedLevels, bSuppressNotifications); }
6652 void SetCharacterStatusTameable(
bool bSetTameable,
bool bCreateInventory,
bool keepInventoryForWakingTame) { NativeCall<
void,
bool,
bool,
bool>(
this,
"APrimalDinoCharacter.SetCharacterStatusTameable", bSetTameable, bCreateInventory, keepInventoryForWakingTame); }
6656 long double GetForceClaimTime() {
return NativeCall<
long double>(
this,
"APrimalDinoCharacter.GetForceClaimTime"); }
6657 void UnclaimDino(
bool bDestroyAI) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.UnclaimDino", bDestroyAI); }
6662 void ChangeActorTeam(
int NewTeam) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.ChangeActorTeam", NewTeam); }
6664 bool AllowNewEggAtLocation(FVector * AtLocation) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.AllowNewEggAtLocation", AtLocation); }
6665 void SpawnEgg() { NativeCall<
void>(
this,
"APrimalDinoCharacter.SpawnEgg"); }
6666 float GetRunningSpeedModifier(
bool bIsForDefaultSpeed) {
return NativeCall<
float,
bool>(
this,
"APrimalDinoCharacter.GetRunningSpeedModifier", bIsForDefaultSpeed); }
6667 void BeginPlay() { NativeCall<
void>(
this,
"APrimalDinoCharacter.BeginPlay"); }
6669 void FlyerCheck() { NativeCall<
void>(
this,
"APrimalDinoCharacter.FlyerCheck"); }
6670 void AutoTame() { NativeCall<
void>(
this,
"APrimalDinoCharacter.AutoTame"); }
6674 TArray<
unsigned char> *
GetColorizationData(
TArray<
unsigned char> *
result) {
return NativeCall<TArray<
unsigned char>*, TArray<
unsigned char>*>(
this,
"APrimalDinoCharacter.GetColorizationData", result); }
6675 void SetColorizationData(TArray<
unsigned char> * ColorData) { NativeCall<
void, TArray<
unsigned char>*>(
this,
"APrimalDinoCharacter.SetColorizationData", ColorData); }
6676 void ModifyFirstPersonCameraLocation(FVector * Loc,
float DeltaTime) { NativeCall<
void, FVector*,
float>(
this,
"APrimalDinoCharacter.ModifyFirstPersonCameraLocation", Loc, DeltaTime); }
6678 void RefreshColorization(
bool bForceRefresh) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.RefreshColorization", bForceRefresh); }
6679 bool CanTarget(ITargetableInterface * Victim) {
return NativeCall<
bool, ITargetableInterface*>(
this,
"APrimalDinoCharacter.CanTarget", Victim); }
6681 float GetTargetingDesirability(ITargetableInterface * Attacker) {
return NativeCall<
float, ITargetableInterface*>(
this,
"APrimalDinoCharacter.GetTargetingDesirability", Attacker); }
6683 void NetUpdateDinoNameStrings_Implementation(FString * NewTamerString, FString * NewTamedName) { NativeCall<
void, FString*, FString*>(
this,
"APrimalDinoCharacter.NetUpdateDinoNameStrings_Implementation", NewTamerString, NewTamedName); }
6684 void ProcessEditText(
AShooterPlayerController * ForPC, FString * TextToUse,
bool checkedBox) { NativeCall<
void, AShooterPlayerController*, FString*,
bool>(
this,
"APrimalDinoCharacter.ProcessEditText", ForPC, TextToUse, checkedBox); }
6687 void Destroyed() { NativeCall<
void>(
this,
"APrimalDinoCharacter.Destroyed"); }
6688 void DrawFloatingHUD(AShooterHUD * HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalDinoCharacter.DrawFloatingHUD", HUD); }
6689 void DrawDinoFloatingHUD(AShooterHUD * HUD,
bool bDrawDinoOrderIcon) { NativeCall<
void, AShooterHUD*,
bool>(
this,
"APrimalDinoCharacter.DrawDinoFloatingHUD", HUD, bDrawDinoOrderIcon); }
6709 float GetCorpseLifespan() {
return NativeCall<
float>(
this,
"APrimalDinoCharacter.GetCorpseLifespan"); }
6710 void UpdateMateBoost() { NativeCall<
void>(
this,
"APrimalDinoCharacter.UpdateMateBoost"); }
6711 void AdjustDamage(
float* Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser) { NativeCall<
void,
float*,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalDinoCharacter.AdjustDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
6713 bool AllowFallDamage(
FHitResult * HitResult,
float FallDamageAmount,
bool CustomFallDamage) {
return NativeCall<
bool,
FHitResult*,
float,
bool>(
this,
"APrimalDinoCharacter.AllowFallDamage", HitResult, FallDamageAmount, CustomFallDamage); }
6714 void ApplyDamageMomentum(
float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"APrimalDinoCharacter.ApplyDamageMomentum", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
6715 void UpdateIK() { NativeCall<
void>(
this,
"APrimalDinoCharacter.UpdateIK"); }
6716 bool AllowIKFreeze() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.AllowIKFreeze"); }
6717 void SetSleeping(
bool bSleeping,
bool bUseRagdollLocationOffset) { NativeCall<
void,
bool,
bool>(
this,
"APrimalDinoCharacter.SetSleeping", bSleeping, bUseRagdollLocationOffset); }
6718 bool Die(
float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser) {
return NativeCall<
bool,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalDinoCharacter.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
6724 void UpdateStatusComponent(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.UpdateStatusComponent", DeltaSeconds); }
6726 void ApplyCharacterSnapshot(
UPrimalItem * Item,
AActor * To, FVector Offset,
float MaxExtent,
int Pose) { NativeCall<
void, UPrimalItem*, AActor*, FVector,
float,
int>(
this,
"APrimalDinoCharacter.ApplyCharacterSnapshot", Item, To, Offset, MaxExtent, Pose); }
6727 void TamedDinoUnstasisConsumeFood(
long double ForceTimeSinceStasis) { NativeCall<
void,
long double>(
this,
"APrimalDinoCharacter.TamedDinoUnstasisConsumeFood", ForceTimeSinceStasis); }
6734 float GetCarryingSocketYaw(
bool RefreshBones) {
return NativeCall<
float,
bool>(
this,
"APrimalDinoCharacter.GetCarryingSocketYaw", RefreshBones); }
6735 void GetRidingCarryingIgnoreList(TArray<AActor*> * IgnoreList) { NativeCall<
void, TArray<AActor*>*>(
this,
"APrimalDinoCharacter.GetRidingCarryingIgnoreList", IgnoreList); }
6737 void ClearCarryingDino(
bool bFromDino,
bool bCancelAnyCarryBuffs) { NativeCall<
void,
bool,
bool>(
this,
"APrimalDinoCharacter.ClearCarryingDino", bFromDino, bCancelAnyCarryBuffs); }
6742 void StartForceSkelUpdate(
float ForTime,
bool bForceUpdateMesh,
bool bServerOnly) { NativeCall<
void,
float,
bool,
bool>(
this,
"APrimalDinoCharacter.StartForceSkelUpdate", ForTime, bForceUpdateMesh, bServerOnly); }
6743 void ClearMountCharacter(
bool bFromMountCharacter) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.ClearMountCharacter", bFromMountCharacter); }
6745 static APrimalDinoCharacter *
SpawnDino(
UWorld * World, TSubclassOf<APrimalDinoCharacter> DinoClass, FVector SpawnLoc, FRotator SpawnRot,
float LevelMultiplier,
int ExtraLevelOffset,
bool AddLevelOffsetBeforeMultiplier,
bool bOverrideBaseNPCLevel,
int BaseLevelOverrideValue,
bool bNPCDontWander,
float NPCAIRangeMultiplier,
int NPCAbsoluteBaseLevel,
bool bSpawnWithoutCapsuleOffset) {
return NativeCall<APrimalDinoCharacter*, UWorld*, TSubclassOf<APrimalDinoCharacter>, FVector, FRotator,
float,
int,
bool,
bool,
int,
bool,
float,
int,
bool>(
nullptr,
"APrimalDinoCharacter.SpawnDino", World, DinoClass, SpawnLoc, SpawnRot, LevelMultiplier, ExtraLevelOffset, AddLevelOffsetBeforeMultiplier, bOverrideBaseNPCLevel, BaseLevelOverrideValue, bNPCDontWander, NPCAIRangeMultiplier, NPCAbsoluteBaseLevel, bSpawnWithoutCapsuleOffset); }
6746 void UpdateNextAllowedMatingTime(
long double fromTime) { NativeCall<
void,
long double>(
this,
"APrimalDinoCharacter.UpdateNextAllowedMatingTime", fromTime); }
6747 void SetNextAllowedMatingTime(
long double nextAllowedMatingTime) { NativeCall<
void,
long double>(
this,
"APrimalDinoCharacter.SetNextAllowedMatingTime", nextAllowedMatingTime); }
6749 void NetUpdateDinoOwnerData_Implementation(FString * NewOwningPlayerName,
int NewOwningPlayerID) { NativeCall<
void, FString*,
int>(
this,
"APrimalDinoCharacter.NetUpdateDinoOwnerData_Implementation", NewOwningPlayerName, NewOwningPlayerID); }
6753 bool IsTaming() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsTaming"); }
6754 void UpdateWakingTame(
float DeltaTime) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.UpdateWakingTame", DeltaTime); }
6756 void AddStructure(
APrimalStructure * Structure, FVector RelLoc, FRotator RelRot, FName BoneName) { NativeCall<
void, APrimalStructure*, FVector, FRotator, FName>(
this,
"APrimalDinoCharacter.AddStructure", Structure, RelLoc, RelRot, BoneName); }
6760 void OnRep_Saddle() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnRep_Saddle"); }
6763 UAnimMontage *
GetPoopAnimation(
bool bForcePoop) {
return NativeCall<UAnimMontage*,
bool>(
this,
"APrimalDinoCharacter.GetPoopAnimation", bForcePoop); }
6764 void EmitPoop() { NativeCall<
void>(
this,
"APrimalDinoCharacter.EmitPoop"); }
6766 void OverrideRandomWanderLocation_Implementation(FVector * originalDestination, FVector * inVec) { NativeCall<
void, FVector*, FVector*>(
this,
"APrimalDinoCharacter.OverrideRandomWanderLocation_Implementation", originalDestination, inVec); }
6769 bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType) {
return NativeCall<
bool, EPrimalEquipmentType::Type>(
this,
"APrimalDinoCharacter.AllowEquippingItemType", equipmentType); }
6770 void OnPressProne() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnPressProne"); }
6771 void OnReleaseProne() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnReleaseProne"); }
6772 void OnPressReload() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnPressReload"); }
6773 void OnPressCrouch() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnPressCrouch"); }
6774 void OnReleaseCrouch() { NativeCall<
void>(
this,
"APrimalDinoCharacter.OnReleaseCrouch"); }
6775 void DoDinoCrouch() { NativeCall<
void>(
this,
"APrimalDinoCharacter.DoDinoCrouch"); }
6781 void StartRepair() { NativeCall<
void>(
this,
"APrimalDinoCharacter.StartRepair"); }
6788 void SetBabyAge(
float TheAge) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.SetBabyAge", TheAge); }
6789 void ApplyBoneModifiers(
bool bForce,
bool bForceOnDedicated) { NativeCall<
void,
bool,
bool>(
this,
"APrimalDinoCharacter.ApplyBoneModifiers", bForce, bForceOnDedicated); }
6793 bool Poop(
bool bForcePoop) {
return NativeCall<
bool,
bool>(
this,
"APrimalDinoCharacter.Poop", bForcePoop); }
6794 float GetBaseDragWeight() {
return NativeCall<
float>(
this,
"APrimalDinoCharacter.GetBaseDragWeight"); }
6795 void ServerUpdateBabyAge(
float overrideAgePercent) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.ServerUpdateBabyAge", overrideAgePercent); }
6798 void UpdateMating() { NativeCall<
void>(
this,
"APrimalDinoCharacter.UpdateMating"); }
6800 ADroppedItem *
CreateCloneFertilizedEgg(FVector AtLoc, FRotator AtRot, TSubclassOf<ADroppedItem> DroppedItemTemplateOverride) {
return NativeCall<ADroppedItem*, FVector, FRotator, TSubclassOf<ADroppedItem>>(
this,
"APrimalDinoCharacter.CreateCloneFertilizedEgg", AtLoc, AtRot, DroppedItemTemplateOverride); }
6802 static APrimalDinoCharacter *
BPStaticCreateBabyDinoNoAncestors(
UWorld * TheWorld, TSubclassOf<APrimalDinoCharacter> EggDinoClassToSpawn, FVector * theGroundLoc,
float actorRotationYaw, TArray<
unsigned char> EggColorSetIndices, TArray<
unsigned char> EggNumberOfLevelUpPointsApplied,
float EggTamedIneffectivenessModifier,
int NotifyTeamOverride,
int EggRandomMutationsFemale,
int EggRandomMutationsMale) {
return NativeCall<APrimalDinoCharacter*, UWorld*, TSubclassOf<APrimalDinoCharacter>, FVector*,
float, TArray<
unsigned char>, TArray<
unsigned char>,
float,
int,
int,
int>(
nullptr,
"APrimalDinoCharacter.BPStaticCreateBabyDinoNoAncestors", TheWorld, EggDinoClassToSpawn, theGroundLoc, actorRotationYaw, EggColorSetIndices, EggNumberOfLevelUpPointsApplied, EggTamedIneffectivenessModifier, NotifyTeamOverride, EggRandomMutationsFemale, EggRandomMutationsMale); }
6803 static APrimalDinoCharacter *
BPStaticCreateBabyDino(
UWorld * TheWorld, TSubclassOf<APrimalDinoCharacter> EggDinoClassToSpawn, FVector * theGroundLoc,
float actorRotationYaw, TArray<
unsigned char> EggColorSetIndices, TArray<
unsigned char> EggNumberOfLevelUpPointsApplied,
float EggTamedIneffectivenessModifier, TArray<FDinoAncestorsEntry> EggDinoAncestors, TArray<FDinoAncestorsEntry> EggDinoAncestorsMale,
int NotifyTeamOverride,
int EggRandomMutationsFemale,
int EggRandomMutationsMale) {
return NativeCall<APrimalDinoCharacter*, UWorld*, TSubclassOf<APrimalDinoCharacter>, FVector*,
float, TArray<
unsigned char>, TArray<
unsigned char>,
float, TArray<FDinoAncestorsEntry>, TArray<FDinoAncestorsEntry>,
int,
int,
int>(
nullptr,
"APrimalDinoCharacter.BPStaticCreateBabyDino", TheWorld, EggDinoClassToSpawn, theGroundLoc, actorRotationYaw, EggColorSetIndices, EggNumberOfLevelUpPointsApplied, EggTamedIneffectivenessModifier, EggDinoAncestors, EggDinoAncestorsMale, NotifyTeamOverride, EggRandomMutationsFemale, EggRandomMutationsMale); }
6804 static APrimalDinoCharacter *
StaticCreateBabyDino(
UWorld * theWorld, TSubclassOf<APrimalDinoCharacter> EggDinoClassToSpawn, FVector * theGroundLoc,
float actorRotationYaw,
char* EggColorSetIndices,
char* EggNumberOfLevelUpPointsApplied,
float EggTamedIneffectivenessModifier,
int NotifyTeamOverride, TArray<FDinoAncestorsEntry> * EggDinoAncestors, TArray<FDinoAncestorsEntry> * EggDinoAncestorsMale,
int EggRandomMutationsFemale,
int EggRandomMutationsMale) {
return NativeCall<APrimalDinoCharacter*, UWorld*, TSubclassOf<APrimalDinoCharacter>, FVector*,
float,
char*,
char*,
float,
int, TArray<FDinoAncestorsEntry>*, TArray<FDinoAncestorsEntry>*,
int,
int>(
nullptr,
"APrimalDinoCharacter.StaticCreateBabyDino", theWorld, EggDinoClassToSpawn, theGroundLoc, actorRotationYaw, EggColorSetIndices, EggNumberOfLevelUpPointsApplied, EggTamedIneffectivenessModifier, NotifyTeamOverride, EggDinoAncestors, EggDinoAncestorsMale, EggRandomMutationsFemale, EggRandomMutationsMale); }
6806 void UpdateGang() { NativeCall<
void>(
this,
"APrimalDinoCharacter.UpdateGang"); }
6808 bool BPIsTamed() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.BPIsTamed"); }
6810 bool ShouldForceFlee() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.ShouldForceFlee"); }
6811 float GetGravityZScale() {
return NativeCall<
float>(
this,
"APrimalDinoCharacter.GetGravityZScale"); }
6816 void UpdateTribeGroupRanks_Implementation(
char NewTribeGroupPetOrderingRank,
char NewTribeGroupPetRidingRank) { NativeCall<
void,
char,
char>(
this,
"APrimalDinoCharacter.UpdateTribeGroupRanks_Implementation", NewTribeGroupPetOrderingRank, NewTribeGroupPetRidingRank); }
6823 bool GetForceTickPose() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.GetForceTickPose"); }
6825 bool BPGetAttackOfPlayedAnimation(FDinoAttackInfo * OutAttackInfo) {
return NativeCall<
bool, FDinoAttackInfo*>(
this,
"APrimalDinoCharacter.BPGetAttackOfPlayedAnimation", OutAttackInfo); }
6827 void SetPreventSaving(
bool fPreventSaving) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.SetPreventSaving", fPreventSaving); }
6828 void SetStasisComponentRadius(
float StasisOverrideRadius) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.SetStasisComponentRadius", StasisOverrideRadius); }
6830 void UpdateImprintingDetails_Implementation(FString * NewImprinterName,
unsigned __int64 NewImprinterPlayerDataID) { NativeCall<
void, FString*,
unsigned __int64>(
this,
"APrimalDinoCharacter.UpdateImprintingDetails_Implementation", NewImprinterName, NewImprinterPlayerDataID); }
6832 void UpdateBabyCuddling_Implementation(
long double NewBabyNextCuddleTime,
char NewBabyCuddleType, TSubclassOf<UPrimalItem> NewBabyCuddleFood) { NativeCall<
void,
long double,
char, TSubclassOf<UPrimalItem>>(
this,
"APrimalDinoCharacter.UpdateBabyCuddling_Implementation", NewBabyNextCuddleTime, NewBabyCuddleType, NewBabyCuddleFood); }
6837 float GetBaseTargetingDesire(ITargetableInterface * Attacker) {
return NativeCall<
float, ITargetableInterface*>(
this,
"APrimalDinoCharacter.GetBaseTargetingDesire", Attacker); }
6838 bool BPAllowEquippingItemType_Implementation(EPrimalEquipmentType::Type equipmentType) {
return NativeCall<
bool, EPrimalEquipmentType::Type>(
this,
"APrimalDinoCharacter.BPAllowEquippingItemType_Implementation", equipmentType); }
6841 bool IsVehicle() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsVehicle"); }
6844 void ResetTakingOff() { NativeCall<
void>(
this,
"APrimalDinoCharacter.ResetTakingOff"); }
6846 void FireMultipleProjectiles_Implementation(TArray<FVector> * Locations, TArray<FVector> * Directions,
bool bScaleProjectileDamageByDinoDamage) { NativeCall<
void, TArray<FVector>*, TArray<FVector>*,
bool>(
this,
"APrimalDinoCharacter.FireMultipleProjectiles_Implementation", Locations, Directions, bScaleProjectileDamageByDinoDamage); }
6847 bool IsMissionDino() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsMissionDino"); }
6849 void SetAnimWeightsForAttackAtIndex(
int attackIndex, TArray<
float> newWeights) { NativeCall<
void,
int, TArray<
float>>(
this,
"APrimalDinoCharacter.SetAnimWeightsForAttackAtIndex", attackIndex, newWeights); }
6853 bool HasTarget() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.HasTarget"); }
6854 UPrimalItem *
GiveSaddle(TSubclassOf<UPrimalItem> SaddleType,
float Quality,
float MinRandomQuality,
bool bAutoEquip) {
return NativeCall<UPrimalItem*, TSubclassOf<UPrimalItem>,
float,
float,
bool>(
this,
"APrimalDinoCharacter.GiveSaddle", SaddleType, Quality, MinRandomQuality, bAutoEquip); }
6855 UPrimalItem *
GiveSaddleFromString(FString * BlueprintPath,
float Quality,
float MinRandomQuality,
bool bAutoEquip) {
return NativeCall<UPrimalItem*, FString*,
float,
float,
bool>(
this,
"APrimalDinoCharacter.GiveSaddleFromString", BlueprintPath, Quality, MinRandomQuality, bAutoEquip); }
6856 void StartSurfaceCameraForPassengers(
float yaw,
float pitch,
float roll) { NativeCall<
void,
float,
float,
float>(
this,
"APrimalDinoCharacter.StartSurfaceCameraForPassengers", yaw, pitch, roll); }
6857 void StartSurfaceCameraForPassenger(
AShooterCharacter * Passenger,
float yaw,
float pitch,
float roll,
bool bInvertTurnInput) { NativeCall<
void,
AShooterCharacter*,
float,
float,
float,
bool>(
this,
"APrimalDinoCharacter.StartSurfaceCameraForPassenger", Passenger, yaw, pitch, roll, bInvertTurnInput); }
6859 void GetPassengersAndSeatIndexes(TArray<APrimalCharacter*> * Passengers, TArray<
int> * Indexes) { NativeCall<
void, TArray<APrimalCharacter*>*, TArray<
int>*>(
this,
"APrimalDinoCharacter.GetPassengersAndSeatIndexes", Passengers, Indexes); }
6862 bool AllowMountedWeaponry(
bool bIgnoreCurrentWeapon,
bool bWeaponForcesMountedWeaponry) {
return NativeCall<
bool,
bool,
bool>(
this,
"APrimalDinoCharacter.AllowMountedWeaponry", bIgnoreCurrentWeapon, bWeaponForcesMountedWeaponry); }
6863 void ModifyDesiredRotation(FRotator * InDesiredRotation) { NativeCall<
void, FRotator*>(
this,
"APrimalDinoCharacter.ModifyDesiredRotation", InDesiredRotation); }
6867 float BPModifyHarvestingQuantity_Implementation(
float originalQuantity, TSubclassOf<UPrimalItem> resourceSelected) {
return NativeCall<
float,
float, TSubclassOf<UPrimalItem>>(
this,
"APrimalDinoCharacter.BPModifyHarvestingQuantity_Implementation", originalQuantity, resourceSelected); }
6871 void OnStopTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.OnStopTargeting", bFromGamepadLeft); }
6872 void SetDynamicMusic(USoundBase * newMusic) { NativeCall<
void, USoundBase*>(
this,
"APrimalDinoCharacter.SetDynamicMusic", newMusic); }
6883 bool AllowTickPhysics() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.AllowTickPhysics"); }
6885 long double GetDinoDeathTime() {
return NativeCall<
long double>(
this,
"APrimalDinoCharacter.GetDinoDeathTime"); }
6886 bool ShouldIgnoreHitResult(
UWorld * InWorld,
FHitResult * TestHit, FVector * MovementDirDenormalized) {
return NativeCall<
bool, UWorld*, FHitResult*, FVector*>(
this,
"APrimalDinoCharacter.ShouldIgnoreHitResult", InWorld, TestHit, MovementDirDenormalized); }
6887 bool WalkingAllowCheckFloor(FVector * DeltaWalk) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.WalkingAllowCheckFloor", DeltaWalk); }
6888 bool WalkingAllowCheckFall(FVector * DeltaWalk) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.WalkingAllowCheckFall", DeltaWalk); }
6900 void SetLastAttackTimeForAttack(
int AttackIndex,
long double NewTime) { NativeCall<
void,
int,
long double>(
this,
"APrimalDinoCharacter.SetLastAttackTimeForAttack", AttackIndex, NewTime); }
6907 void GetDinoIDs(
int* OutDinoID1,
int* OutDinoID2) { NativeCall<
void,
int*,
int*>(
this,
"APrimalDinoCharacter.GetDinoIDs", OutDinoID1, OutDinoID2); }
6908 void GetDinoIDsAsStrings(FString * OutDinoID1, FString * OutDinoID2) { NativeCall<
void, FString*, FString*>(
this,
"APrimalDinoCharacter.GetDinoIDsAsStrings", OutDinoID1, OutDinoID2); }
6909 bool IsDeprecated() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsDeprecated"); }
6911 bool IsActiveEventDino() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.IsActiveEventDino"); }
6912 bool GetAllAttachedCharsInternal(TSet<APrimalCharacter*,DefaultKeyFuncs<APrimalCharacter*,0>,FDefaultSetAllocator> * AttachedChars,
APrimalCharacter * OriginalChar,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried) {
return NativeCall<
bool, TSet<APrimalCharacter*,DefaultKeyFuncs<APrimalCharacter*,0>,FDefaultSetAllocator>*, APrimalCharacter*,
const bool,
const bool,
const bool>(
this,
"APrimalDinoCharacter.GetAllAttachedCharsInternal", AttachedChars, OriginalChar, bIncludeBased, bIncludePassengers, bIncludeCarried); }
6914 bool ShouldShowDinoTooltip(AShooterHUD * HUD) {
return NativeCall<
bool, AShooterHUD*>(
this,
"APrimalDinoCharacter.ShouldShowDinoTooltip", HUD); }
6915 void OverrideBasedCharactersCameraInterpSpeed(
APrimalCharacter * ForBasedChar,
const float DefaultTPVCameraSpeedInterpMultiplier,
const float DefaultTPVOffsetInterpSpeed,
float* TPVCameraSpeedInterpMultiplier,
float* TPVOffsetInterpSpeed) { NativeCall<
void,
APrimalCharacter*,
const float,
const float,
float*,
float*>(
this,
"APrimalDinoCharacter.OverrideBasedCharactersCameraInterpSpeed", ForBasedChar, DefaultTPVCameraSpeedInterpMultiplier, DefaultTPVOffsetInterpSpeed, TPVCameraSpeedInterpMultiplier, TPVOffsetInterpSpeed); }
6921 void OnVersionChange(
bool* doDestroy) { NativeCall<
void,
bool*>(
this,
"APrimalDinoCharacter.OnVersionChange", doDestroy); }
6925 void AddedImprintingQuality(
float Amount) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.AddedImprintingQuality", Amount); }
6928 float BlueprintAdjustOutputDamage(
int AttackIndex,
float OriginalDamageAmount,
AActor * HitActor, TSubclassOf<UDamageType> * OutDamageType,
float* OutDamageImpulse) {
return NativeCall<
float,
int,
float, AActor*, TSubclassOf<UDamageType>*,
float*>(
this,
"APrimalDinoCharacter.BlueprintAdjustOutputDamage", AttackIndex, OriginalDamageAmount, HitActor, OutDamageType, OutDamageImpulse); }
6929 bool BlueprintCanAttack(
int AttackIndex,
float distance,
float attackRangeOffset,
AActor * OtherTarget) {
return NativeCall<
bool,
int,
float,
float,
AActor*>(
this,
"APrimalDinoCharacter.BlueprintCanAttack", AttackIndex, distance, attackRangeOffset, OtherTarget); }
6930 bool BlueprintCanRiderAttack(
int AttackIndex) {
return NativeCall<
bool,
int>(
this,
"APrimalDinoCharacter.BlueprintCanRiderAttack", AttackIndex); }
6931 void BlueprintDrawFloatingHUD(AShooterHUD * HUD,
float CenterX,
float CenterY,
float DrawScale) { NativeCall<
void, AShooterHUD*,
float,
float,
float>(
this,
"APrimalDinoCharacter.BlueprintDrawFloatingHUD", HUD, CenterX, CenterY, DrawScale); }
6933 float BlueprintGetAttackWeight(
int AttackIndex,
float inputWeight,
float distance,
float attackRangeOffset,
AActor * OtherTarget) {
return NativeCall<
float,
int,
float,
float,
float,
AActor*>(
this,
"APrimalDinoCharacter.BlueprintGetAttackWeight", AttackIndex, inputWeight, distance, attackRangeOffset, OtherTarget); }
6935 bool BlueprintOverrideWantsToRun(
bool bInputWantsToRun) {
return NativeCall<
bool,
bool>(
this,
"APrimalDinoCharacter.BlueprintOverrideWantsToRun", bInputWantsToRun); }
6936 void BlueprintPlayDying(
float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
APawn*,
AActor*>(
this,
"APrimalDinoCharacter.BlueprintPlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
6939 bool BP_CanFly() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.BP_CanFly"); }
6942 bool BP_InterceptMoveForward(
float axisValue) {
return NativeCall<
bool,
float>(
this,
"APrimalDinoCharacter.BP_InterceptMoveForward", axisValue); }
6943 bool BP_InterceptMoveRight(
float axisValue) {
return NativeCall<
bool,
float>(
this,
"APrimalDinoCharacter.BP_InterceptMoveRight", axisValue); }
6944 bool BP_InterceptTurnInput(
float axisValue) {
return NativeCall<
bool,
float>(
this,
"APrimalDinoCharacter.BP_InterceptTurnInput", axisValue); }
6948 void BP_OnPostNetReplication(FVector ReplicatedLoc, FRotator ReplicatedRot) { NativeCall<
void, FVector, FRotator>(
this,
"APrimalDinoCharacter.BP_OnPostNetReplication", ReplicatedLoc, ReplicatedRot); }
6950 void BP_OnStartLandFailed(
int ReasonIndex) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.BP_OnStartLandFailed", ReasonIndex); }
6952 void BP_OnTamedOrderReceived(
APrimalCharacter * FromCharacter, EDinoTamedOrder::Type OrderType,
bool bForce,
AActor * enemyTarget,
bool orderNotExecuted) { NativeCall<
void, APrimalCharacter*, EDinoTamedOrder::Type,
bool, AActor*,
bool>(
this,
"APrimalDinoCharacter.BP_OnTamedOrderReceived", FromCharacter, OrderType, bForce, enemyTarget, orderNotExecuted); }
6954 void BP_OverrideBasedCharactersCameraInterpSpeed(
APrimalCharacter * ForBasedChar,
const float DefaultTPVCameraSpeedInterpMultiplier,
const float DefaultTPVOffsetInterpSpeed,
float* TPVCameraSpeedInterpMultiplier,
float* TPVOffsetInterpSpeed) { NativeCall<
void,
APrimalCharacter*,
const float,
const float,
float*,
float*>(
this,
"APrimalDinoCharacter.BP_OverrideBasedCharactersCameraInterpSpeed", ForBasedChar, DefaultTPVCameraSpeedInterpMultiplier, DefaultTPVOffsetInterpSpeed, TPVCameraSpeedInterpMultiplier, TPVOffsetInterpSpeed); }
6961 int BPAdjustAttackIndex(
int attackIndex) {
return NativeCall<
int,
int>(
this,
"APrimalDinoCharacter.BPAdjustAttackIndex", attackIndex); }
6964 bool BPAllowEquippingItemType(EPrimalEquipmentType::Type equipmentType) {
return NativeCall<
bool, EPrimalEquipmentType::Type>(
this,
"APrimalDinoCharacter.BPAllowEquippingItemType", equipmentType); }
6965 void BPBecomeAdult() { NativeCall<
void>(
this,
"APrimalDinoCharacter.BPBecomeAdult"); }
6966 void BPBecomeBaby() { NativeCall<
void>(
this,
"APrimalDinoCharacter.BPBecomeBaby"); }
6970 bool BPCanIgnoreImmobilizationTrap(TSubclassOf<APrimalStructure> TrapClass,
bool bForceTrigger) {
return NativeCall<
bool, TSubclassOf<APrimalStructure>,
bool>(
this,
"APrimalDinoCharacter.BPCanIgnoreImmobilizationTrap", TrapClass, bForceTrigger); }
6972 bool BPCanTakePassenger(
APrimalCharacter * Character,
int PassengerSeatIndex,
bool bForcePassenger,
bool bAllowFlyersAndWaterDinos) {
return NativeCall<
bool,
APrimalCharacter*,
int,
bool,
bool>(
this,
"APrimalDinoCharacter.BPCanTakePassenger", Character, PassengerSeatIndex, bForcePassenger, bAllowFlyersAndWaterDinos); }
6973 bool BPCanTargetCorpse() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.BPCanTargetCorpse"); }
6983 bool BPDinoTooltipCustomTamingProgressBar(
bool* overrideTamingProgressBarIfActive,
float* progressPercent, FString * Label) {
return NativeCall<
bool,
bool*,
float*, FString*>(
this,
"APrimalDinoCharacter.BPDinoTooltipCustomTamingProgressBar", overrideTamingProgressBarIfActive, progressPercent, Label); }
6984 bool BPDinoTooltipCustomTorpidityProgressBar(
bool* overrideTorpidityProgressBarIfActive,
float* progressPercent, FString * Label) {
return NativeCall<
bool,
bool*,
float*, FString*>(
this,
"APrimalDinoCharacter.BPDinoTooltipCustomTorpidityProgressBar", overrideTorpidityProgressBarIfActive, progressPercent, Label); }
6986 void BPDoAttack(
int AttackIndex) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.BPDoAttack", AttackIndex); }
6987 void BPDoHarvestAttack(
int harvestIndex) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.BPDoHarvestAttack", harvestIndex); }
6988 void BPDrawToRiderHUD(AShooterHUD * HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalDinoCharacter.BPDrawToRiderHUD", HUD); }
6993 void BPGetCrosshairLocation(
float CanvasClipX,
float CanvasClipY,
float* OutX,
float* OutY) { NativeCall<
void,
float,
float,
float*,
float*>(
this,
"APrimalDinoCharacter.BPGetCrosshairLocation", CanvasClipX, CanvasClipY, OutX, OutY); }
7009 bool BPModifyDesiredRotation(FRotator * InDesiredRotation, FRotator * OutDesiredRotation) {
return NativeCall<
bool, FRotator*, FRotator*>(
this,
"APrimalDinoCharacter.BPModifyDesiredRotation", InDesiredRotation, OutDesiredRotation); }
7010 float BPModifyHarvestingQuantity(
float originalQuantity, TSubclassOf<UPrimalItem> resourceSelected) {
return NativeCall<
float,
float, TSubclassOf<UPrimalItem>>(
this,
"APrimalDinoCharacter.BPModifyHarvestingQuantity", originalQuantity, resourceSelected); }
7011 void BPModifyHarvestingWeightsArray(TArray<
float> * resourceWeightsIn, TArray<UPrimalItem*> * resourceItems, TArray<
float> * resourceWeightsOut) { NativeCall<
void, TArray<
float>*, TArray<UPrimalItem*>*, TArray<
float>*>(
this,
"APrimalDinoCharacter.BPModifyHarvestingWeightsArray", resourceWeightsIn, resourceItems, resourceWeightsOut); }
7013 void BPNotifyBabyAgeIncrement(
float PreviousAge,
float NewAge) { NativeCall<
void,
float,
float>(
this,
"APrimalDinoCharacter.BPNotifyBabyAgeIncrement", PreviousAge, NewAge); }
7015 void BPNotifyClaimed() { NativeCall<
void>(
this,
"APrimalDinoCharacter.BPNotifyClaimed"); }
7022 void BPNotifyWildHarvestAttack(
int harvestIndex) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.BPNotifyWildHarvestAttack", harvestIndex); }
7024 void BPOnDinoCheat(FName CheatName,
bool bSetValue,
float Value) { NativeCall<
void, FName,
bool,
float>(
this,
"APrimalDinoCharacter.BPOnDinoCheat", CheatName, bSetValue, Value); }
7025 void BPOnDinoStartled(UAnimMontage * StartledAnimPlayed,
bool bFromAIController) { NativeCall<
void, UAnimMontage*,
bool>(
this,
"APrimalDinoCharacter.BPOnDinoStartled", StartledAnimPlayed, bFromAIController); }
7026 void BPOnEndCharging() { NativeCall<
void>(
this,
"APrimalDinoCharacter.BPOnEndCharging"); }
7027 void BPOnRefreshColorization(TArray<FLinearColor> * Colors) { NativeCall<
void, TArray<FLinearColor>*>(
this,
"APrimalDinoCharacter.BPOnRefreshColorization", Colors); }
7029 void BPOnSetFlight(
bool bFly) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.BPOnSetFlight", bFly); }
7031 bool BPOnStartJump() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.BPOnStartJump"); }
7032 bool BPOnStopJump() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.BPOnStopJump"); }
7033 void BPOnTamedProcessOrder(
APrimalCharacter * FromCharacter, EDinoTamedOrder::Type OrderType,
bool bForce,
AActor * enemyTarget,
bool orderNotExecuted) { NativeCall<
void, APrimalCharacter*, EDinoTamedOrder::Type,
bool, AActor*,
bool>(
this,
"APrimalDinoCharacter.BPOnTamedProcessOrder", FromCharacter, OrderType, bForce, enemyTarget, orderNotExecuted); }
7034 void BPOrderedMoveToLoc(FVector * DestLoc) { NativeCall<
void, FVector*>(
this,
"APrimalDinoCharacter.BPOrderedMoveToLoc", DestLoc); }
7036 int BPOverrideGetAttackAnimationIndex(
int AttackIndex, TArray<UAnimMontage*> * AnimationArray) {
return NativeCall<
int,
int, TArray<UAnimMontage*>*>(
this,
"APrimalDinoCharacter.BPOverrideGetAttackAnimationIndex", AttackIndex, AnimationArray); }
7038 bool BPOverrideMoveToOrder(FVector MoveToLocation,
AShooterCharacter * OrderingPlayer) {
return NativeCall<
bool, FVector, AShooterCharacter*>(
this,
"APrimalDinoCharacter.BPOverrideMoveToOrder", MoveToLocation, OrderingPlayer); }
7040 bool BPPreventOrderAllowed(
APrimalCharacter * FromCharacter, EDinoTamedOrder::Type OrderType,
bool bForce,
AActor * enemyTarget,
bool orderNotExecuted) {
return NativeCall<
bool, APrimalCharacter*, EDinoTamedOrder::Type,
bool, AActor*,
bool>(
this,
"APrimalDinoCharacter.BPPreventOrderAllowed", FromCharacter, OrderType, bForce, enemyTarget, orderNotExecuted); }
7043 void BPSetupTamed(
bool bWasJustTamed) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.BPSetupTamed", bWasJustTamed); }
7044 bool BPShouldCancelDoAttack(
int AttackIndex) {
return NativeCall<
bool,
int>(
this,
"APrimalDinoCharacter.BPShouldCancelDoAttack", AttackIndex); }
7045 bool BPShouldForceFlee() {
return NativeCall<
bool>(
this,
"APrimalDinoCharacter.BPShouldForceFlee"); }
7046 bool BPShowTamingPanel(
bool currentVisibility) {
return NativeCall<
bool,
bool>(
this,
"APrimalDinoCharacter.BPShowTamingPanel", currentVisibility); }
7049 float BPUnstasisConsumeFood(
float FoodNeeded) {
return NativeCall<
float,
float>(
this,
"APrimalDinoCharacter.BPUnstasisConsumeFood", FoodNeeded); }
7054 void ClientStartLanding(FVector landingLoc) { NativeCall<
void, FVector>(
this,
"APrimalDinoCharacter.ClientStartLanding", landingLoc); }
7055 void DinoFireProjectileEx(TSubclassOf<AShooterProjectile> ProjectileClass, FVector Origin, FVector_NetQuantizeNormal ShootDir,
bool bScaleProjDamageByDinoDamage,
bool bAddDinoVelocityToProjectile,
float OverrideInitialSpeed,
float OverrideMaxSpeed,
float ExtraDirectDamageMultiplier,
float ExtraExplosionDamageMultiplier,
bool spawnOnOwningClient) { NativeCall<
void, TSubclassOf<AShooterProjectile>, FVector, FVector_NetQuantizeNormal,
bool,
bool,
float,
float,
float,
float,
bool>(
this,
"APrimalDinoCharacter.DinoFireProjectileEx", ProjectileClass, Origin, ShootDir, bScaleProjDamageByDinoDamage, bAddDinoVelocityToProjectile, OverrideInitialSpeed, OverrideMaxSpeed, ExtraDirectDamageMultiplier, ExtraExplosionDamageMultiplier, spawnOnOwningClient); }
7056 void DinoShoulderMountedLaunch(FVector launchDir,
AShooterCharacter * throwingCharacter) { NativeCall<
void, FVector, AShooterCharacter*>(
this,
"APrimalDinoCharacter.DinoShoulderMountedLaunch", launchDir, throwingCharacter); }
7057 void DoNeuter() { NativeCall<
void>(
this,
"APrimalDinoCharacter.DoNeuter"); }
7058 float DoOverrideMountedAirControl(
float AirControlIn) {
return NativeCall<
float,
float>(
this,
"APrimalDinoCharacter.DoOverrideMountedAirControl", AirControlIn); }
7060 void FireMultipleProjectiles(TArray<FVector> * Locations, TArray<FVector> * Directions,
bool bScaleProjectileDamageByDinoDamage) { NativeCall<
void, TArray<FVector>*, TArray<FVector>*,
bool>(
this,
"APrimalDinoCharacter.FireMultipleProjectiles", Locations, Directions, bScaleProjectileDamageByDinoDamage); }
7061 void FireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir,
bool bScaleProjDamageByDinoDamage) { NativeCall<
void, FVector, FVector_NetQuantizeNormal,
bool>(
this,
"APrimalDinoCharacter.FireProjectile", Origin, ShootDir, bScaleProjDamageByDinoDamage); }
7062 void ForceUpdateColorSets(
int ColorRegion,
int ColorSet) { NativeCall<
void,
int,
int>(
this,
"APrimalDinoCharacter.ForceUpdateColorSets", ColorRegion, ColorSet); }
7063 UAnimMontage *
GetDinoLevelUpAnimation() {
return NativeCall<UAnimMontage*>(
this,
"APrimalDinoCharacter.GetDinoLevelUpAnimation"); }
7064 USoundBase *
GetDinoTameSound() {
return NativeCall<USoundBase*>(
this,
"APrimalDinoCharacter.GetDinoTameSound"); }
7067 bool InterceptMountedOnPlayerEmoteAnim(UAnimMontage * EmoteAnim) {
return NativeCall<
bool, UAnimMontage*>(
this,
"APrimalDinoCharacter.InterceptMountedOnPlayerEmoteAnim", EmoteAnim); }
7068 bool InterceptRiderEmoteAnim(UAnimMontage * EmoteAnim) {
return NativeCall<
bool, UAnimMontage*>(
this,
"APrimalDinoCharacter.InterceptRiderEmoteAnim", EmoteAnim); }
7070 void NetUpdateDinoNameStrings(FString * NewTamerString, FString * NewTamedName) { NativeCall<
void, FString*, FString*>(
this,
"APrimalDinoCharacter.NetUpdateDinoNameStrings", NewTamerString, NewTamedName); }
7071 void NetUpdateDinoOwnerData(FString * NewOwningPlayerName,
int NewOwningPlayerID) { NativeCall<
void, FString*,
int>(
this,
"APrimalDinoCharacter.NetUpdateDinoOwnerData", NewOwningPlayerName, NewOwningPlayerID); }
7072 void OnUpdateMountedDinoMeshHiding(
bool bshouldBeVisible) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.OnUpdateMountedDinoMeshHiding", bshouldBeVisible); }
7073 bool OverrideFinalWanderLocation(FVector * outVec) {
return NativeCall<
bool, FVector*>(
this,
"APrimalDinoCharacter.OverrideFinalWanderLocation", outVec); }
7074 void OverrideRandomWanderLocation(FVector * originalDestination, FVector * inVec) { NativeCall<
void, FVector*, FVector*>(
this,
"APrimalDinoCharacter.OverrideRandomWanderLocation", originalDestination, inVec); }
7076 void RidingTick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.RidingTick", DeltaSeconds); }
7077 void ServerClearRider(
int OverrideUnboardDirection) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.ServerClearRider", OverrideUnboardDirection); }
7080 void ServerRequestAttack(
int attackIndex) { NativeCall<
void,
int>(
this,
"APrimalDinoCharacter.ServerRequestAttack", attackIndex); }
7081 void ServerRequestBraking(
bool bWantsToBrake) { NativeCall<
void,
bool>(
this,
"APrimalDinoCharacter.ServerRequestBraking", bWantsToBrake); }
7085 void ServerToClientsPlayAttackAnimation(
char AttackinfoIndex,
char animationIndex,
float InPlayRate, FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
AActor * MyTarget) { NativeCall<
void,
char,
char,
float, FName,
bool,
bool, AActor*>(
this,
"APrimalDinoCharacter.ServerToClientsPlayAttackAnimation", AttackinfoIndex, animationIndex, InPlayRate, StartSectionName, bForceTickPoseAndServerUpdateMesh, bForceTickPoseOnServer, MyTarget); }
7087 void ServerUpdateAttackTargets(
AActor * AttackTarget, FVector AttackLocation) { NativeCall<
void, AActor*, FVector>(
this,
"APrimalDinoCharacter.ServerUpdateAttackTargets", AttackTarget, AttackLocation); }
7088 bool SetTurretMode(
bool enabled) {
return NativeCall<
bool,
bool>(
this,
"APrimalDinoCharacter.SetTurretMode", enabled); }
7089 void UpdateBabyCuddling(
long double NewBabyNextCuddleTime,
char NewBabyCuddleType, TSubclassOf<UPrimalItem> NewBabyCuddleFood) { NativeCall<
void,
long double,
char, TSubclassOf<UPrimalItem>>(
this,
"APrimalDinoCharacter.UpdateBabyCuddling", NewBabyNextCuddleTime, NewBabyCuddleType, NewBabyCuddleFood); }
7090 void UpdateImprintingDetails(FString * NewImprinterName,
unsigned __int64 NewImprinterPlayerDataID) { NativeCall<
void, FString*,
unsigned __int64>(
this,
"APrimalDinoCharacter.UpdateImprintingDetails", NewImprinterName, NewImprinterPlayerDataID); }
7091 void UpdateImprintingQuality(
float NewImprintingQuality) { NativeCall<
void,
float>(
this,
"APrimalDinoCharacter.UpdateImprintingQuality", NewImprintingQuality); }
7092 void UpdateTribeGroupRanks(
char NewTribeGroupPetOrderingRank,
char NewTribeGroupPetRidingRank) { NativeCall<
void,
char,
char>(
this,
"APrimalDinoCharacter.UpdateTribeGroupRanks", NewTribeGroupPetOrderingRank, NewTribeGroupPetRidingRank); }
7096 static APrimalDinoCharacter*
SpawnFromDinoDataEx(
FARKDinoData* InDinoData,
UWorld* InWorld, FVector* AtLocation, FRotator* AtRotation,
bool* dupedDino,
int ForTeam,
bool bGenerateNewDinoID,
AShooterPlayerController* TamerController,
bool beginPlay) {
return NativeCall<APrimalDinoCharacter*, FARKDinoData*, UWorld*, FVector*, FRotator*,
bool*,
int,
bool, AShooterPlayerController*,
bool>(
nullptr,
"APrimalDinoCharacter.SpawnFromDinoDataEx", InDinoData, InWorld, AtLocation, AtRotation, dupedDino, ForTeam, bGenerateNewDinoID, TamerController, beginPlay); }
7101 float&
EquipTimeField() {
return *GetNativePointerField<
float*>(
this,
"AShooterWeapon.EquipTime"); }
7102 UAnimMontage*
OverrideProneInAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterWeapon.OverrideProneInAnim"); }
7104 UAnimMontage*
OverrideJumpAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterWeapon.OverrideJumpAnim"); }
7105 UAnimMontage*
OverrideLandedAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterWeapon.OverrideLandedAnim"); }
7109 float&
AmmoIconsCountField() {
return *GetNativePointerField<
float*>(
this,
"AShooterWeapon.AmmoIconsCount"); }
7146 long double&
LastFPVRenderTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterWeapon.LastFPVRenderTime"); }
7154 UAudioComponent*
FireACField() {
return *GetNativePointerField<UAudioComponent**>(
this,
"AShooterWeapon.FireAC"); }
7156 USoundCue*
FireSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.FireSound"); }
7157 USoundCue*
AltFireSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.AltFireSound"); }
7158 USoundCue*
FireFinishSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.FireFinishSound"); }
7159 USoundCue*
OutOfAmmoSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.OutOfAmmoSound"); }
7164 USoundCue*
EquipSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.EquipSound"); }
7177 long double&
LastFireTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterWeapon.LastFireTime"); }
7178 int&
CurrentAmmoField() {
return *GetNativePointerField<
int*>(
this,
"AShooterWeapon.CurrentAmmo"); }
7187 long double&
LastNotifyShotTimeField() {
return *GetNativePointerField<
long double*>(
this,
"AShooterWeapon.LastNotifyShotTime"); }
7191 UMaterialInterface*
ScopeOverlayMIField() {
return *GetNativePointerField<UMaterialInterface**>(
this,
"AShooterWeapon.ScopeOverlayMI"); }
7192 UMaterialInterface*
ScopeCrosshairMIField() {
return *GetNativePointerField<UMaterialInterface**>(
this,
"AShooterWeapon.ScopeCrosshairMI"); }
7217 bool&
bLastMeleeHitField() {
return *GetNativePointerField<
bool*>(
this,
"AShooterWeapon.bLastMeleeHit"); }
7222 USoundCue*
TargetingSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.TargetingSound"); }
7223 USoundCue*
UntargetingSoundField() {
return *GetNativePointerField<USoundCue**>(
this,
"AShooterWeapon.UntargetingSound"); }
7229 UAnimMontage*
TPVForcePlayAnimField() {
return *GetNativePointerField<UAnimMontage**>(
this,
"AShooterWeapon.TPVForcePlayAnim"); }
7409 static ABrush*
GetStandingAnimation_Implementation(TSubclassOf<ABrush> BrushType, FTransform* BrushTransform, FVector BoxExtent) {
return NativeCall<ABrush*, TSubclassOf<ABrush>, FTransform*, FVector>(
nullptr,
"AShooterWeapon.GetStandingAnimation_Implementation", BrushType, BrushTransform, BoxExtent); }
7412 void ZoomOut() { NativeCall<
void>(
this,
"AShooterWeapon.ZoomOut"); }
7413 void ZoomIn() { NativeCall<
void>(
this,
"AShooterWeapon.ZoomIn"); }
7416 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"AShooterWeapon.DrawHUD", HUD); }
7417 void UpdateFirstPersonMeshes(
bool bIsFirstPerson) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.UpdateFirstPersonMeshes", bIsFirstPerson); }
7418 void Destroyed() { NativeCall<
void>(
this,
"AShooterWeapon.Destroyed"); }
7420 void OnEquip() { NativeCall<
void>(
this,
"AShooterWeapon.OnEquip"); }
7428 bool AllowedToFire(
bool bForceAllowSubmergedFiring) {
return NativeCall<
bool,
bool>(
this,
"AShooterWeapon.AllowedToFire", bForceAllowSubmergedFiring); }
7429 void StartFire(
bool bFromGamepad) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.StartFire", bFromGamepad); }
7430 void StopFire() { NativeCall<
void>(
this,
"AShooterWeapon.StopFire"); }
7431 void StartAltFire() { NativeCall<
void>(
this,
"AShooterWeapon.StartAltFire"); }
7434 void OnStartTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.OnStartTargeting", bFromGamepadLeft); }
7435 void OnStopTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.OnStopTargeting", bFromGamepadLeft); }
7437 void SetAccessoryEnabled(
bool bEnabled) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.SetAccessoryEnabled", bEnabled); }
7440 bool CanMeleeAttack() {
return NativeCall<
bool>(
this,
"AShooterWeapon.CanMeleeAttack"); }
7441 void DoMeleeAttack() { NativeCall<
void>(
this,
"AShooterWeapon.DoMeleeAttack"); }
7442 void StopAltFire() { NativeCall<
void>(
this,
"AShooterWeapon.StopAltFire"); }
7445 bool CanRun() {
return NativeCall<
bool>(
this,
"AShooterWeapon.CanRun"); }
7446 void StartReload(
bool bFromReplication) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.StartReload", bFromReplication); }
7459 bool CanFire(
bool bForceAllowSubmergedFiring) {
return NativeCall<
bool,
bool>(
this,
"AShooterWeapon.CanFire", bForceAllowSubmergedFiring); }
7460 bool AllowFiring() {
return NativeCall<
bool>(
this,
"AShooterWeapon.AllowFiring"); }
7461 bool CanReload() {
return NativeCall<
bool>(
this,
"AShooterWeapon.CanReload"); }
7462 void UseAmmo(
int UseAmmoAmountOverride) { NativeCall<
void,
int>(
this,
"AShooterWeapon.UseAmmo", UseAmmoAmountOverride); }
7464 void HandleFiring(
bool bSentFromClient) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.HandleFiring", bSentFromClient); }
7465 bool CanTarget() {
return NativeCall<
bool>(
this,
"AShooterWeapon.CanTarget"); }
7467 void ReloadWeapon() { NativeCall<
void>(
this,
"AShooterWeapon.ReloadWeapon"); }
7469 void ConsumeAmmoItem(
int Quantity) { NativeCall<
void,
int>(
this,
"AShooterWeapon.ConsumeAmmoItem", Quantity); }
7470 void SetWeaponState(EWeaponState::Type NewState) { NativeCall<
void, EWeaponState::Type>(
this,
"AShooterWeapon.SetWeaponState", NewState); }
7472 void SetAutoReload() { NativeCall<
void>(
this,
"AShooterWeapon.SetAutoReload"); }
7475 bool IsSimulated() {
return NativeCall<
bool>(
this,
"AShooterWeapon.IsSimulated"); }
7478 UAudioComponent*
PlayWeaponSound(USoundCue* Sound) {
return NativeCall<UAudioComponent*, USoundCue*>(
this,
"AShooterWeapon.PlayWeaponSound", Sound); }
7479 float PlayCameraAnimationFPV(UAnimMontage* Animation1P) {
return NativeCall<
float, UAnimMontage*>(
this,
"AShooterWeapon.PlayCameraAnimationFPV", Animation1P); }
7487 FHitResult*
WeaponTrace(
FHitResult* result, FVector* StartTrace, FVector* EndTrace) {
return NativeCall<FHitResult*, FHitResult*, FVector*, FVector*>(
this,
"AShooterWeapon.WeaponTrace", result, StartTrace, EndTrace); }
7488 void WeaponTraceHits(TArray<FHitResult>* HitResults, FVector* StartTrace, FVector* EndTrace) { NativeCall<
void, TArray<FHitResult>*, FVector*, FVector*>(
this,
"AShooterWeapon.WeaponTraceHits", HitResults, StartTrace, EndTrace); }
7490 void OnCameraUpdate(FVector* CameraLocation, FRotator* CameraRotation, FVector* WeaponBob) { NativeCall<
void, FVector*, FRotator*, FVector*>(
this,
"AShooterWeapon.OnCameraUpdate", CameraLocation, CameraRotation, WeaponBob); }
7491 void OnRep_MyPawn() { NativeCall<
void>(
this,
"AShooterWeapon.OnRep_MyPawn"); }
7494 void StartMuzzleFX() { NativeCall<
void>(
this,
"AShooterWeapon.StartMuzzleFX"); }
7495 void StopMuzzleFX() { NativeCall<
void>(
this,
"AShooterWeapon.StopMuzzleFX"); }
7498 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"AShooterWeapon.GetLifetimeReplicatedProps", OutLifetimeProps); }
7501 int GetCurrentAmmo() {
return NativeCall<
int>(
this,
"AShooterWeapon.GetCurrentAmmo"); }
7503 bool UsesAmmo() {
return NativeCall<
bool>(
this,
"AShooterWeapon.UsesAmmo"); }
7504 bool HasInfiniteAmmo() {
return NativeCall<
bool>(
this,
"AShooterWeapon.HasInfiniteAmmo"); }
7506 void EndMeleeSwing() { NativeCall<
void>(
this,
"AShooterWeapon.EndMeleeSwing"); }
7510 void DealDamage(
FHitResult* Impact, FVector* ShootDir,
int DamageAmount, TSubclassOf<UDamageType> DamageType,
float Impulse) { NativeCall<
void, FHitResult*, FVector*,
int, TSubclassOf<UDamageType>,
float>(
this,
"AShooterWeapon.DealDamage", Impact, ShootDir, DamageAmount, DamageType, Impulse); }
7512 void TickMeleeSwing(
float DeltaTime) { NativeCall<
void,
float>(
this,
"AShooterWeapon.TickMeleeSwing", DeltaTime); }
7514 void CosumeMeleeHitDurability(
float DurabilityConsumptionMultiplier) { NativeCall<
void,
float>(
this,
"AShooterWeapon.CosumeMeleeHitDurability", DurabilityConsumptionMultiplier); }
7516 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"AShooterWeapon.Tick", DeltaSeconds); }
7517 bool IsFiring() {
return NativeCall<
bool>(
this,
"AShooterWeapon.IsFiring"); }
7518 void BeginPlay() { NativeCall<
void>(
this,
"AShooterWeapon.BeginPlay"); }
7520 bool IsLocallyOwned() {
return NativeCall<
bool>(
this,
"AShooterWeapon.IsLocallyOwned"); }
7522 bool IsOwningClient() {
return NativeCall<
bool>(
this,
"AShooterWeapon.IsOwningClient"); }
7526 void OwnerDied() { NativeCall<
void>(
this,
"AShooterWeapon.OwnerDied"); }
7528 void ClientSetClipAmmo_Implementation(
int newClipAmmo,
bool bOnlyUpdateItem) { NativeCall<
void,
int,
bool>(
this,
"AShooterWeapon.ClientSetClipAmmo_Implementation", newClipAmmo, bOnlyUpdateItem); }
7534 void FireWeapon() { NativeCall<
void>(
this,
"AShooterWeapon.FireWeapon"); }
7537 bool TryFireWeapon() {
return NativeCall<
bool>(
this,
"AShooterWeapon.TryFireWeapon"); }
7539 void SetAmmoInClip(
int newAmmo) { NativeCall<
void,
int>(
this,
"AShooterWeapon.SetAmmoInClip", newAmmo); }
7541 bool IsInMeleeAttack() {
return NativeCall<
bool>(
this,
"AShooterWeapon.IsInMeleeAttack"); }
7544 float BPModifyFOV(
float inFOV) {
return NativeCall<
float,
float>(
this,
"AShooterWeapon.BPModifyFOV", inFOV); }
7547 bool AllowTargeting() {
return NativeCall<
bool>(
this,
"AShooterWeapon.AllowTargeting"); }
7548 bool AllowUnequip() {
return NativeCall<
bool>(
this,
"AShooterWeapon.AllowUnequip"); }
7555 bool BPConstrainAspectRatio(
float* OutAspectRatio) {
return NativeCall<
bool,
float*>(
this,
"AShooterWeapon.BPConstrainAspectRatio", OutAspectRatio); }
7556 void BPDrawHud(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"AShooterWeapon.BPDrawHud", HUD); }
7557 void BPFiredWeapon() { NativeCall<
void>(
this,
"AShooterWeapon.BPFiredWeapon"); }
7558 void BPFireWeapon() { NativeCall<
void>(
this,
"AShooterWeapon.BPFireWeapon"); }
7561 UAnimSequence*
BPGetSeatingAnimation() {
return NativeCall<UAnimSequence*>(
this,
"AShooterWeapon.BPGetSeatingAnimation"); }
7568 void BPOnScoped() { NativeCall<
void>(
this,
"AShooterWeapon.BPOnScoped"); }
7569 void BPOnStartTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.BPOnStartTargeting", bFromGamepadLeft); }
7570 void BPOnStopTargeting(
bool bFromGamepadLeft) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.BPOnStopTargeting", bFromGamepadLeft); }
7576 void BPSpawnMeleeEffects(FVector Impact, FVector ShootDir) { NativeCall<
void, FVector, FVector>(
this,
"AShooterWeapon.BPSpawnMeleeEffects", Impact, ShootDir); }
7581 bool BPTryFireWeapon() {
return NativeCall<
bool>(
this,
"AShooterWeapon.BPTryFireWeapon"); }
7582 bool BPWeaponCanFire() {
return NativeCall<
bool>(
this,
"AShooterWeapon.BPWeaponCanFire"); }
7583 int BPWeaponDealDamage(
FHitResult* Impact, FVector* ShootDir,
int DamageAmount, TSubclassOf<UDamageType> DamageType,
float Impulse) {
return NativeCall<
int, FHitResult*, FVector*,
int, TSubclassOf<UDamageType>,
float>(
this,
"AShooterWeapon.BPWeaponDealDamage", Impact, ShootDir, DamageAmount, DamageType, Impulse); }
7584 void BPWeaponZoom(
bool bZoomingIn) { NativeCall<
void,
bool>(
this,
"AShooterWeapon.BPWeaponZoom", bZoomingIn); }
7586 void ClientSetClipAmmo(
int newClipAmmo,
bool bOnlyUpdateItem) { NativeCall<
void,
int,
bool>(
this,
"AShooterWeapon.ClientSetClipAmmo", newClipAmmo, bOnlyUpdateItem); }
7588 void ClientSpawnMeleeEffects(FVector Impact, FVector ShootDir) { NativeCall<
void, FVector, FVector>(
this,
"AShooterWeapon.ClientSpawnMeleeEffects", Impact, ShootDir); }
7593 UAnimSequence*
GetStandingAnimation(
float* OutBlendInTime,
float* OutBlendOutTime) {
return NativeCall<UAnimSequence*,
float*,
float*>(
this,
"AShooterWeapon.GetStandingAnimation", OutBlendInTime, OutBlendOutTime); }
7597 void ServerSetColorizeRegion(
int theRegion,
bool bValToUse) { NativeCall<
void,
int,
bool>(
this,
"AShooterWeapon.ServerSetColorizeRegion", theRegion, bValToUse); }
7606 void StartUnequip() { NativeCall<
void>(
this,
"AShooterWeapon.StartUnequip"); }
7617 unsigned int&
RequestMoveIDField() {
return *GetNativePointerField<
unsigned int*>(
this,
"AAIController.RequestMoveID"); }
7640 void Tick(
float DeltaTime) { NativeCall<
void,
float>(
this,
"AAIController.Tick", DeltaTime); }
7643 void Reset() { NativeCall<
void>(
this,
"AAIController.Reset"); }
7644 void GetPlayerViewPoint(FVector * out_Location, FRotator * out_Rotation) { NativeCall<
void, FVector*, FRotator*>(
this,
"AAIController.GetPlayerViewPoint", out_Location, out_Rotation); }
7645 void SetFocalPoint(FVector FP,
bool bOffsetFromBase,
char InPriority) { NativeCall<
void, FVector,
bool,
char>(
this,
"AAIController.SetFocalPoint", FP, bOffsetFromBase, InPriority); }
7648 void SetFocus(
AActor * NewFocus,
char InPriority) { NativeCall<
void,
AActor*,
char>(
this,
"AAIController.SetFocus", NewFocus, InPriority); }
7649 void ClearFocus(
char InPriority) { NativeCall<
void,
char>(
this,
"AAIController.ClearFocus", InPriority); }
7650 bool LineOfSightTo(
AActor * Other, FVector ViewPoint,
bool bAlternateChecks) {
return NativeCall<
bool, AActor*, FVector,
bool>(
this,
"AAIController.LineOfSightTo", Other, ViewPoint, bAlternateChecks); }
7651 void UpdateControlRotation(
float DeltaTime,
bool bUpdatePawn) { NativeCall<
void,
float,
bool>(
this,
"AAIController.UpdateControlRotation", DeltaTime, bUpdatePawn); }
7653 void UnPossess() { NativeCall<
void>(
this,
"AAIController.UnPossess"); }
7654 EPathFollowingRequestResult::
Type MoveToActor(
AActor *
Goal,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bCanStrafe,
TSubclassOf<
UNavigationQueryFilter>
FilterClass) {
return NativeCall<EPathFollowingRequestResult::Type, AActor*,
float,
bool,
bool,
bool, TSubclassOf<UNavigationQueryFilter>>(
this,
"AAIController.MoveToActor", Goal, AcceptanceRadius, bStopOnOverlap, bUsePathfinding, bCanStrafe, FilterClass); }
7655 EPathFollowingRequestResult::
Type MoveToLocation(
FVector *
Dest,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bProjectDestinationToNavigation,
bool bCanStrafe,
TSubclassOf<
UNavigationQueryFilter>
FilterClass,
bool WasPlayerCommand) {
return NativeCall<EPathFollowingRequestResult::Type, FVector*,
float,
bool,
bool,
bool,
bool, TSubclassOf<UNavigationQueryFilter>,
bool>(
this,
"AAIController.MoveToLocation", Dest, AcceptanceRadius, bStopOnOverlap, bUsePathfinding, bProjectDestinationToNavigation, bCanStrafe, FilterClass, WasPlayerCommand); }
7656 bool HasReached(FVector * TestPoint,
float InAcceptanceRadius,
bool bExactSpot) {
return NativeCall<
bool, FVector*,
float,
bool>(
this,
"AAIController.HasReached", TestPoint, InAcceptanceRadius, bExactSpot); }
7657 bool HasReached(
AActor * TestGoal,
float InAcceptanceRadius,
bool bExactSpot) {
return NativeCall<
bool,
AActor*,
float,
bool>(
this,
"AAIController.HasReached", TestGoal, InAcceptanceRadius, bExactSpot); }
7658 bool HasReachedDestination(FVector * CurrentLocation) {
return NativeCall<
bool, FVector*>(
this,
"AAIController.HasReachedDestination", CurrentLocation); }
7659 bool HasReachedCurrentTarget(FVector * CurrentLocation) {
return NativeCall<
bool, FVector*>(
this,
"AAIController.HasReachedCurrentTarget", CurrentLocation); }
7660 bool HasReachedInternal(FVector * Goal,
float GoalRadius,
float GoalHalfHeight, FVector * AgentLocation,
float RadiusThreshold,
bool bUseAgentRadius) {
return NativeCall<
bool, FVector*,
float,
float, FVector*,
float,
bool>(
this,
"AAIController.HasReachedInternal", Goal, GoalRadius, GoalHalfHeight, AgentLocation, RadiusThreshold, bUseAgentRadius); }
7661 void AbortMove(FString * Reason,
FAIRequestID RequestID,
bool bResetVelocity,
bool bSilent,
char MessageFlags) { NativeCall<
void, FString*, FAIRequestID,
bool,
bool,
char>(
this,
"AAIController.AbortMove", Reason, RequestID, bResetVelocity, bSilent, MessageFlags); }
7663 void FollowPathSegment(
float DeltaTime) { NativeCall<
void,
float>(
this,
"AAIController.FollowPathSegment", DeltaTime); }
7665 void OnPathFinished(EPathFollowingResult::Type Result) { NativeCall<
void, EPathFollowingResult::Type>(
this,
"AAIController.OnPathFinished", Result); }
7668 void SetMoveSegment(
int SegmentStartIndex) { NativeCall<
void,
int>(
this,
"AAIController.SetMoveSegment", SegmentStartIndex); }
7669 void StopMovement() { NativeCall<
void>(
this,
"AAIController.StopMovement"); }
7670 void OnMoveCompleted(
FAIRequestID RequestID, EPathFollowingResult::Type Result) { NativeCall<
void, FAIRequestID, EPathFollowingResult::Type>(
this,
"AAIController.OnMoveCompleted", RequestID, Result); }
7686 long double&
LastBlockadeCheckTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoAIController.LastBlockadeCheckTime"); }
7690 float&
LastBlockadeWidthField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoAIController.LastBlockadeWidth"); }
7708 bool&
bDontWanderField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalDinoAIController.bDontWander"); }
7721 bool&
bUseAggroField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalDinoAIController.bUseAggro"); }
7722 float&
MinAggroValueField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoAIController.MinAggroValue"); }
7735 float&
AttackRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoAIController.AttackRange"); }
7736 float&
AttackIntervalField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoAIController.AttackInterval"); }
7770 float&
NaturalMaxDepthZField() {
return *GetNativePointerField<
float*>(
this,
"APrimalDinoAIController.NaturalMaxDepthZ"); }
7780 long double&
ForceAggroUntilTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoAIController.ForceAggroUntilTime"); }
7782 long double&
LastForcedFleeTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoAIController.LastForcedFleeTime"); }
7783 long double&
LastFleeLocCheckTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoAIController.LastFleeLocCheckTime"); }
7790 long double&
ForcedMoveToUntilTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalDinoAIController.ForcedMoveToUntilTime"); }
7836 void BeginPlay() { NativeCall<
void>(
this,
"APrimalDinoAIController.BeginPlay"); }
7837 void ForceLand() { NativeCall<
void>(
this,
"APrimalDinoAIController.ForceLand"); }
7838 FVector*
GetRandomWanderDestination(
FVector*
result,
FVector LocOverride,
float RandomOffsetMultiplier,
bool bUseRandomNegativeXDir,
bool bOrientRandOffsetByRotation,
FRotator OrientRandOffsetByRotation) {
return NativeCall<FVector*, FVector*, FVector,
float,
bool,
bool, FRotator>(
this,
"APrimalDinoAIController.GetRandomWanderDestination", result, LocOverride, RandomOffsetMultiplier, bUseRandomNegativeXDir, bOrientRandOffsetByRotation, OrientRandOffsetByRotation); }
7839 static FVector*
StaticGetRandomWanderDestination(
FVector*
result,
APrimalDinoCharacter*
TargetCharacter,
APrimalDinoAIController*
TargetAIController,
FVector LocOverride,
float RandomOffsetMultiplier,
bool bUseRandomNegativeXDir,
bool bOrientRandOffsetByRotation,
FRotator OrientRandOffsetByRotation,
float GroundCheckSpreadOverride) {
return NativeCall<FVector*, FVector*, APrimalDinoCharacter*, APrimalDinoAIController*, FVector,
float,
bool,
bool, FRotator,
float>(
nullptr,
"APrimalDinoAIController.StaticGetRandomWanderDestination", result, TargetCharacter, TargetAIController, LocOverride, RandomOffsetMultiplier, bUseRandomNegativeXDir, bOrientRandOffsetByRotation, OrientRandOffsetByRotation, GroundCheckSpreadOverride); }
7840 void Unstasis() { NativeCall<
void>(
this,
"APrimalDinoAIController.Unstasis"); }
7842 AActor*
FindTarget(
bool bDontSet) {
return NativeCall<
AActor*,
bool>(
this,
"APrimalDinoAIController.FindTarget", bDontSet); }
7844 void SetTarget(
AActor* InTarget,
bool bDontAddAggro,
bool bOverlapFoundTarget) { NativeCall<
void,
AActor*,
bool,
bool>(
this,
"APrimalDinoAIController.SetTarget", InTarget, bDontAddAggro, bOverlapFoundTarget); }
7845 void AddToAggro(
AActor* Attacker,
float DamagePercent,
bool bNotifyNeighbors,
bool SetValue,
bool bIsFromDamage,
bool skipTeamCheck) { NativeCall<
void,
AActor*,
float,
bool,
bool,
bool,
bool>(
this,
"APrimalDinoAIController.AddToAggro", Attacker, DamagePercent, bNotifyNeighbors, SetValue, bIsFromDamage, skipTeamCheck); }
7848 void UpdateAggro() { NativeCall<
void>(
this,
"APrimalDinoAIController.UpdateAggro"); }
7849 bool IsWithinAttackRange(
AActor* Other,
bool bForceUseLastAttackIndex) {
return NativeCall<
bool,
AActor*,
bool>(
this,
"APrimalDinoAIController.IsWithinAttackRange", Other, bForceUseLastAttackIndex); }
7850 float GetAttackRange() {
return NativeCall<
float>(
this,
"APrimalDinoAIController.GetAttackRange"); }
7851 float GetMinAttackRange() {
return NativeCall<
float>(
this,
"APrimalDinoAIController.GetMinAttackRange"); }
7852 float GetAttackInterval() {
return NativeCall<
float>(
this,
"APrimalDinoAIController.GetAttackInterval"); }
7859 bool CalculateAndSetWonderingAIState(
bool* StateChanged) {
return NativeCall<
bool,
bool*>(
this,
"APrimalDinoAIController.CalculateAndSetWonderingAIState", StateChanged); }
7862 void NotifyTakeDamage(
float Damage,
FDamageEvent* DamageEvent,
AController* EventInstigator,
AActor* DamageCauser) { NativeCall<
void,
float,
FDamageEvent*,
AController*,
AActor*>(
this,
"APrimalDinoAIController.NotifyTakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
7863 bool CheckMoveAroundBlockadePoint(FVector moveToPoint) {
return NativeCall<
bool, FVector>(
this,
"APrimalDinoAIController.CheckMoveAroundBlockadePoint", moveToPoint); }
7864 bool MoveAroundBlockade(FVector PreBumpLocation,
AActor* BlockadeActor,
UPrimitiveComponent* OtherComp,
float BlockadeWidth, FVector HitNormal, FVector HitLocation,
bool SkipBlockingCheck) {
return NativeCall<
bool, FVector, AActor*, UPrimitiveComponent*,
float, FVector, FVector,
bool>(
this,
"APrimalDinoAIController.MoveAroundBlockade", PreBumpLocation, BlockadeActor, OtherComp, BlockadeWidth, HitNormal, HitLocation, SkipBlockingCheck); }
7865 void NotifyBump(FVector PreBumpLocation,
AActor* Other,
UPrimitiveComponent* OtherComp, FVector* HitNormal, FVector* HitLocation) { NativeCall<
void, FVector, AActor*, UPrimitiveComponent*, FVector*, FVector*>(
this,
"APrimalDinoAIController.NotifyBump", PreBumpLocation, Other, OtherComp, HitNormal, HitLocation); }
7866 void RecoverMovement() { NativeCall<
void>(
this,
"APrimalDinoAIController.RecoverMovement"); }
7867 void PlayStartledAnim() { NativeCall<
void>(
this,
"APrimalDinoAIController.PlayStartledAnim"); }
7868 void Destroyed() { NativeCall<
void>(
this,
"APrimalDinoAIController.Destroyed"); }
7869 bool CanLand() {
return NativeCall<
bool>(
this,
"APrimalDinoAIController.CanLand"); }
7876 void ResetGroundSpeed() { NativeCall<
void>(
this,
"APrimalDinoAIController.ResetGroundSpeed"); }
7877 void AvoidOutOfWater() { NativeCall<
void>(
this,
"APrimalDinoAIController.AvoidOutOfWater"); }
7878 void AvoidGenericToPoint(FVector TargetDestination) { NativeCall<
void, FVector>(
this,
"APrimalDinoAIController.AvoidGenericToPoint", TargetDestination); }
7880 void Possess(
APawn* InPawn) { NativeCall<
void,
APawn*>(
this,
"APrimalDinoAIController.Possess", InPawn); }
7882 bool ShouldForceFlee() {
return NativeCall<
bool>(
this,
"APrimalDinoAIController.ShouldForceFlee"); }
7885 bool GetAggroEntry(
int Index,
AActor** OutAttacker,
float* OutAggroFactor,
long double* OutLastAggroHitTime) {
return NativeCall<
bool,
int,
AActor**,
float*,
long double*>(
this,
"APrimalDinoAIController.GetAggroEntry", Index, OutAttacker, OutAggroFactor, OutLastAggroHitTime); }
7886 void SetHasAttackPriority(
bool Value) { NativeCall<
void,
bool>(
this,
"APrimalDinoAIController.SetHasAttackPriority", Value); }
7891 void OnMoveCompleted(
FAIRequestID RequestID, EPathFollowingResult::Type Result) { NativeCall<
void, FAIRequestID, EPathFollowingResult::Type>(
this,
"APrimalDinoAIController.OnMoveCompleted", RequestID, Result); }
7892 void StopBrainComponent(FString reason) { NativeCall<
void, FString>(
this,
"APrimalDinoAIController.StopBrainComponent", reason); }
7894 void PauseBrainComponent(FString reason) { NativeCall<
void, FString>(
this,
"APrimalDinoAIController.PauseBrainComponent", reason); }
7895 void ResumeBrainComponent(FString reason) { NativeCall<
void, FString>(
this,
"APrimalDinoAIController.ResumeBrainComponent", reason); }
7896 bool IsLogicPaused() {
return NativeCall<
bool>(
this,
"APrimalDinoAIController.IsLogicPaused"); }
7904 float BPGetTargetingDesire(
AActor* ForTarget,
float ForTargetingDesireValue) {
return NativeCall<
float,
AActor*,
float>(
this,
"APrimalDinoAIController.BPGetTargetingDesire", ForTarget, ForTargetingDesireValue); }
7906 void BPOnFleeEvent() { NativeCall<
void>(
this,
"APrimalDinoAIController.BPOnFleeEvent"); }
7913 void ChangedAITarget() { NativeCall<
void>(
this,
"APrimalDinoAIController.ChangedAITarget"); }
7929 unsigned __int64&
DroppedByPlayerIDField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"ADroppedItem.DroppedByPlayerID"); }
7964 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"ADroppedItem.Tick", DeltaSeconds); }
7966 void Stasis() { NativeCall<
void>(
this,
"ADroppedItem.Stasis"); }
7969 void BeginPlay() { NativeCall<
void>(
this,
"ADroppedItem.BeginPlay"); }
7973 void DrawHUD(AShooterHUD * HUD) { NativeCall<
void, AShooterHUD*>(
this,
"ADroppedItem.DrawHUD", HUD); }
7974 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"ADroppedItem.GetLifetimeReplicatedProps", OutLifetimeProps); }
7975 void ForceSleep() { NativeCall<
void>(
this,
"ADroppedItem.ForceSleep"); }
7976 void SetupVisuals() { NativeCall<
void>(
this,
"ADroppedItem.SetupVisuals"); }
8001 void UpdateEgg(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"ADroppedItemEgg.UpdateEgg", DeltaSeconds); }
8002 void Tick(
float DeltaTime) { NativeCall<
void,
float>(
this,
"ADroppedItemEgg.Tick", DeltaTime); }
8004 void Stasis() { NativeCall<
void>(
this,
"ADroppedItemEgg.Stasis"); }
8008 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"ADroppedItemEgg.GetLifetimeReplicatedProps", OutLifetimeProps); }
8010 void BeginPlay() { NativeCall<
void>(
this,
"ADroppedItemEgg.BeginPlay"); }
8016 float&
PlayRateField() {
return *GetNativePointerField<
float*>(
this,
"AMatineeActor.PlayRate"); }
8027 void AddActorToGroup(FName GroupName,
AActor* TheGroupActor) { NativeCall<
void, FName, AActor*>(
this,
"AMatineeActor.AddActorToGroup", GroupName, TheGroupActor); }
8029 void NotifyEventTriggered(FName EventName,
float EventTime) { NativeCall<
void, FName,
float>(
this,
"AMatineeActor.NotifyEventTriggered", EventName, EventTime); }
8030 void Play(
float OverrideSetPosition,
bool bOverridePositionJump) { NativeCall<
void,
float,
bool>(
this,
"AMatineeActor.Play", OverrideSetPosition, bOverridePositionJump); }
8031 void Reverse() { NativeCall<
void>(
this,
"AMatineeActor.Reverse"); }
8032 void Stop() { NativeCall<
void>(
this,
"AMatineeActor.Stop"); }
8033 void Pause() { NativeCall<
void>(
this,
"AMatineeActor.Pause"); }
8035 void SetLoopingState(
bool bNewLooping) { NativeCall<
void,
bool>(
this,
"AMatineeActor.SetLoopingState", bNewLooping); }
8036 void SetPosition(
float NewPosition,
bool bJump,
bool bForceJumpFromBeginningForEvents,
bool bSkipMatineeUpdate) { NativeCall<
void,
float,
bool,
bool,
bool>(
this,
"AMatineeActor.SetPosition", NewPosition, bJump, bForceJumpFromBeginningForEvents, bSkipMatineeUpdate); }
8038 void Tick(
float DeltaTime) { NativeCall<
void,
float>(
this,
"AMatineeActor.Tick", DeltaTime); }
8039 void UpdateStreamingForCameraCuts(
float CurrentTime,
bool bPreview) { NativeCall<
void,
float,
bool>(
this,
"AMatineeActor.UpdateStreamingForCameraCuts", CurrentTime, bPreview); }
8040 void UpdateInterp(
float NewPosition,
bool bPreview,
bool bJump,
bool bSkipMatineeUpdate) { NativeCall<
void,
float,
bool,
bool,
bool>(
this,
"AMatineeActor.UpdateInterp", NewPosition, bPreview, bJump, bSkipMatineeUpdate); }
8041 void InitInterp() { NativeCall<
void>(
this,
"AMatineeActor.InitInterp"); }
8042 void TermInterp() { NativeCall<
void>(
this,
"AMatineeActor.TermInterp"); }
8045 void StepInterp(
float DeltaTime,
bool bPreview) { NativeCall<
void,
float,
bool>(
this,
"AMatineeActor.StepInterp", DeltaTime, bPreview); }
8046 void EnableCinematicMode(
bool bEnable) { NativeCall<
void,
bool>(
this,
"AMatineeActor.EnableCinematicMode", bEnable); }
8047 void PostLoadSubobjects(FObjectInstancingGraph* OuterInstanceGraph) { NativeCall<
void, FObjectInstancingGraph*>(
this,
"AMatineeActor.PostLoadSubobjects", OuterInstanceGraph); }
8048 void UpdateReplicatedData(
bool bIsBeginningPlay) { NativeCall<
void,
bool>(
this,
"AMatineeActor.UpdateReplicatedData", bIsBeginningPlay); }
8049 void BeginPlay() { NativeCall<
void>(
this,
"AMatineeActor.BeginPlay"); }
8050 void ApplyWorldOffset(FVector* InOffset,
bool bWorldShift) { NativeCall<
void, FVector*,
bool>(
this,
"AMatineeActor.ApplyWorldOffset", InOffset, bWorldShift); }
8053 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"AMatineeActor.GetLifetimeReplicatedProps", OutLifetimeProps); }
8068 float&
MaxStepHeightField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxStepHeight"); }
8069 float&
JumpZVelocityField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.JumpZVelocity"); }
8070 float&
JumpOffJumpZFactorField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.JumpOffJumpZFactor"); }
8071 bool&
bSlipOffLedgesField() {
return *GetNativePointerField<
bool*>(
this,
"UCharacterMovementComponent.bSlipOffLedges"); }
8075 float&
WalkableFloorAngleField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.WalkableFloorAngle"); }
8076 float&
WalkableFloorZField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.WalkableFloorZ"); }
8077 long double&
TimeLastAppliedImpulseField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.TimeLastAppliedImpulse"); }
8081 FQuat &
OldBaseQuatField() {
return *GetNativePointerField<FQuat*>(
this,
"UCharacterMovementComponent.OldBaseQuat"); }
8082 long double&
LastNonZeroAccelField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.LastNonZeroAccel"); }
8085 long double&
ForceBigPushingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.ForceBigPushingTime"); }
8086 long double&
LastClientMoveTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.LastClientMoveTime"); }
8087 float&
GravityScaleField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.GravityScale"); }
8088 float&
GroundFrictionField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.GroundFriction"); }
8089 float&
MaxWalkSpeedField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxWalkSpeed"); }
8091 float&
MaxWalkSpeedProneField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxWalkSpeedProne"); }
8093 float&
MaxSwimSpeedField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxSwimSpeed"); }
8094 float&
MaxFlySpeedField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxFlySpeed"); }
8098 long double&
LastLandedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.LastLandedTime"); }
8099 float&
MaxAccelerationField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxAcceleration"); }
8106 float&
AirControlField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.AirControl"); }
8110 float&
CrouchedHalfHeightField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.CrouchedHalfHeight"); }
8111 float&
ProneHalfHeightField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.ProneHalfHeight"); }
8112 float&
BuoyancyField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.Buoyancy"); }
8118 float&
OutofWaterZField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.OutofWaterZ"); }
8119 float&
MassField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.Mass"); }
8130 float&
PushForceFactorField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.PushForceFactor"); }
8132 float&
TouchForceFactorField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.TouchForceFactor"); }
8133 float&
MinTouchForceField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MinTouchForce"); }
8134 float&
MaxTouchForceField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.MaxTouchForce"); }
8135 float&
RepulsionForceField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.RepulsionForce"); }
8156 float&
RotationBrakingField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.RotationBraking"); }
8160 bool&
bHACKTickedField() {
return *GetNativePointerField<
bool*>(
this,
"UCharacterMovementComponent.bHACKTicked"); }
8163 long double&
LastStepUpTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.LastStepUpTime"); }
8166 float&
AvoidanceLockTimerField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.AvoidanceLockTimer"); }
8167 long double&
LastSkippedMoveTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.LastSkippedMoveTime"); }
8168 long double&
LastSwimTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UCharacterMovementComponent.LastSwimTime"); }
8172 float&
LostDeltaTimeField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.LostDeltaTime"); }
8173 float&
LastLostDeltaTimeField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.LastLostDeltaTime"); }
8174 int&
AvoidanceUIDField() {
return *GetNativePointerField<
int*>(
this,
"UCharacterMovementComponent.AvoidanceUID"); }
8175 float&
AvoidanceWeightField() {
return *GetNativePointerField<
float*>(
this,
"UCharacterMovementComponent.AvoidanceWeight"); }
8177 FNetworkPredictionData_Client_Character *
ClientPredictionDataField() {
return *GetNativePointerField<FNetworkPredictionData_Client_Character**>(
this,
"UCharacterMovementComponent.ClientPredictionData"); }
8178 FNetworkPredictionData_Server_Character *
ServerPredictionDataField() {
return *GetNativePointerField<FNetworkPredictionData_Server_Character**>(
this,
"UCharacterMovementComponent.ServerPredictionData"); }
8265 float GetJumpZVelocity() {
return NativeCall<
float>(
this,
"UCharacterMovementComponent.GetJumpZVelocity"); }
8266 void OnUnregister() { NativeCall<
void>(
this,
"UCharacterMovementComponent.OnUnregister"); }
8267 void PostLoad() { NativeCall<
void>(
this,
"UCharacterMovementComponent.PostLoad"); }
8268 void OnRegister() { NativeCall<
void>(
this,
"UCharacterMovementComponent.OnRegister"); }
8269 void BeginDestroy() { NativeCall<
void>(
this,
"UCharacterMovementComponent.BeginDestroy"); }
8271 bool HasValidData() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.HasValidData"); }
8272 bool DoJump(
bool bReplayingMoves) {
return NativeCall<
bool,
bool>(
this,
"UCharacterMovementComponent.DoJump", bReplayingMoves); }
8274 void Launch(FVector * LaunchVel,
bool bNoLowerVelocity) { NativeCall<
void, FVector*,
bool>(
this,
"UCharacterMovementComponent.Launch", LaunchVel, bNoLowerVelocity); }
8275 bool HandlePendingLaunch() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.HandlePendingLaunch"); }
8276 void JumpOff(
AActor * MovementBaseActor) { NativeCall<
void,
AActor*>(
this,
"UCharacterMovementComponent.JumpOff", MovementBaseActor); }
8282 bool MoveUpdatedComponentImpl(FVector * Delta, FQuat * NewRotation,
bool bSweep,
FHitResult * OutHit) {
return NativeCall<
bool, FVector*, FQuat*,
bool, FHitResult*>(
this,
"UCharacterMovementComponent.MoveUpdatedComponentImpl", Delta, NewRotation, bSweep, OutHit); }
8284 void ApplyNetworkMovementMode(
const char ReceivedMode) { NativeCall<
void,
const char>(
this,
"UCharacterMovementComponent.ApplyNetworkMovementMode", ReceivedMode); }
8285 void PerformAirControl(FVector Direction,
float ZDiff) { NativeCall<
void, FVector,
float>(
this,
"UCharacterMovementComponent.PerformAirControl", Direction, ZDiff); }
8286 void PerformAirControlForPathFollowing(FVector Direction,
float ZDiff) { NativeCall<
void, FVector,
float>(
this,
"UCharacterMovementComponent.PerformAirControlForPathFollowing", Direction, ZDiff); }
8289 void SimulatedTick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.SimulatedTick", DeltaSeconds); }
8290 void SimulateMovement(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.SimulateMovement", DeltaSeconds); }
8292 void SetBase(
UPrimitiveComponent * NewBase, FName BoneName,
bool bNotifyActor) { NativeCall<
void, UPrimitiveComponent*, FName,
bool>(
this,
"UCharacterMovementComponent.SetBase", NewBase, BoneName, bNotifyActor); }
8293 void MaybeUpdateBasedMovement(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.MaybeUpdateBasedMovement", DeltaSeconds); }
8295 void UpdateBasedMovement(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.UpdateBasedMovement", DeltaSeconds); }
8296 void UpdateBasedRotation(FRotator * FinalRotation, FRotator * ReducedRotation) { NativeCall<
void, FRotator*, FRotator*>(
this,
"UCharacterMovementComponent.UpdateBasedRotation", FinalRotation, ReducedRotation); }
8297 void DisableMovement() { NativeCall<
void>(
this,
"UCharacterMovementComponent.DisableMovement"); }
8298 void PerformMovement(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.PerformMovement", DeltaSeconds); }
8299 void CallMovementUpdateDelegate(
float DeltaTime, FVector * OldLocation, FVector * OldVelocity) { NativeCall<
void,
float, FVector*, FVector*>(
this,
"UCharacterMovementComponent.CallMovementUpdateDelegate", DeltaTime, OldLocation, OldVelocity); }
8300 void SaveBaseLocation() { NativeCall<
void>(
this,
"UCharacterMovementComponent.SaveBaseLocation"); }
8302 bool IsWalking() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsWalking"); }
8303 void Crouch(
bool bClientSimulation) { NativeCall<
void,
bool>(
this,
"UCharacterMovementComponent.Crouch", bClientSimulation); }
8304 void UnCrouch(
bool bClientSimulation,
bool bForce) { NativeCall<
void,
bool,
bool>(
this,
"UCharacterMovementComponent.UnCrouch", bClientSimulation, bForce); }
8305 void StartNewPhysics(
float deltaTime,
int Iterations) { NativeCall<
void,
float,
int>(
this,
"UCharacterMovementComponent.StartNewPhysics", deltaTime, Iterations); }
8306 float GetGravityZ() {
return NativeCall<
float>(
this,
"UCharacterMovementComponent.GetGravityZ"); }
8307 float GetMaxSpeed() {
return NativeCall<
float>(
this,
"UCharacterMovementComponent.GetMaxSpeed"); }
8308 bool ResolvePenetrationImpl(FVector * Adjustment,
FHitResult * Hit, FQuat * NewRotation) {
return NativeCall<
bool, FVector*, FHitResult*, FQuat*>(
this,
"UCharacterMovementComponent.ResolvePenetrationImpl", Adjustment, Hit, NewRotation); }
8309 float SlideAlongSurface(FVector * Delta,
float Time, FVector * InNormal,
FHitResult * Hit,
bool bHandleImpact) {
return NativeCall<
float, FVector*,
float, FVector*, FHitResult*,
bool>(
this,
"UCharacterMovementComponent.SlideAlongSurface", Delta, Time, InNormal, Hit, bHandleImpact); }
8310 void TwoWallAdjust(FVector * Delta,
FHitResult * Hit, FVector * OldHitNormal) { NativeCall<
void, FVector*, FHitResult*, FVector*>(
this,
"UCharacterMovementComponent.TwoWallAdjust", Delta, Hit, OldHitNormal); }
8311 FVector *
ComputeSlideVector(
FVector *
result,
FVector *
InDelta,
const float Time,
FVector *
Normal,
FHitResult *
Hit) {
return NativeCall<FVector*, FVector*, FVector*,
const float, FVector*, FHitResult*>(
this,
"UCharacterMovementComponent.ComputeSlideVector", result, InDelta, Time, Normal, Hit); }
8312 FVector *
HandleSlopeBoosting(
FVector *
result,
FVector *
SlideResult,
FVector *
Delta,
const float Time,
FVector *
Normal,
FHitResult *
Hit) {
return NativeCall<FVector*, FVector*, FVector*, FVector*,
const float, FVector*, FHitResult*>(
this,
"UCharacterMovementComponent.HandleSlopeBoosting", result, SlideResult, Delta, Time, Normal, Hit); }
8314 FVector *
NewFallVelocity(
FVector *
result,
FVector *
InitialVelocity,
FVector *
Gravity,
float DeltaTime) {
return NativeCall<FVector*, FVector*, FVector*, FVector*,
float>(
this,
"UCharacterMovementComponent.NewFallVelocity", result, InitialVelocity, Gravity, DeltaTime); }
8315 float ImmersionDepth(
bool bUseLineTrace) {
return NativeCall<
float,
bool>(
this,
"UCharacterMovementComponent.ImmersionDepth", bUseLineTrace); }
8316 bool IsFlying() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsFlying"); }
8317 bool IsMovingOnGround() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsMovingOnGround"); }
8318 bool IsFalling() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsFalling"); }
8319 bool IsSwimming() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsSwimming"); }
8320 bool IsCrouching() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsCrouching"); }
8321 bool IsProne() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsProne"); }
8322 void CalcVelocity(
float DeltaTime,
float Friction,
bool bFluid,
float BrakingDeceleration) { NativeCall<
void,
float,
float,
bool,
float>(
this,
"UCharacterMovementComponent.CalcVelocity", DeltaTime, Friction, bFluid, BrakingDeceleration); }
8323 bool ApplyRequestedMove(
float DeltaTime,
float MaxAccel,
float MaxSpeed,
float Friction,
float BrakingDeceleration, FVector * OutAcceleration,
float* OutRequestedSpeed) {
return NativeCall<
bool,
float,
float,
float,
float,
float, FVector*,
float*>(
this,
"UCharacterMovementComponent.ApplyRequestedMove", DeltaTime, MaxAccel, MaxSpeed, Friction, BrakingDeceleration, OutAcceleration, OutRequestedSpeed); }
8324 void RequestDirectMove(FVector * MoveVelocity,
bool bForceMaxSpeed) { NativeCall<
void, FVector*,
bool>(
this,
"UCharacterMovementComponent.RequestDirectMove", MoveVelocity, bForceMaxSpeed); }
8327 float GetMaxJumpHeight() {
return NativeCall<
float>(
this,
"UCharacterMovementComponent.GetMaxJumpHeight"); }
8330 float GetMaxAcceleration() {
return NativeCall<
float>(
this,
"UCharacterMovementComponent.GetMaxAcceleration"); }
8331 void ApplyVelocityBraking(
float DeltaTime,
float Friction,
float BrakingDeceleration) { NativeCall<
void,
float,
float,
float>(
this,
"UCharacterMovementComponent.ApplyVelocityBraking", DeltaTime, Friction, BrakingDeceleration); }
8332 bool PhysFlyingAsync(
float deltaTime,
int Iterations,
float friction,
float brakingDeceleration) {
return NativeCall<
bool,
float,
int,
float,
float>(
this,
"UCharacterMovementComponent.PhysFlyingAsync", deltaTime, Iterations, friction, brakingDeceleration); }
8333 void PhysFlying(
float deltaTime,
int Iterations,
float friction,
float brakingDeceleration) { NativeCall<
void,
float,
int,
float,
float>(
this,
"UCharacterMovementComponent.PhysFlying", deltaTime, Iterations, friction, brakingDeceleration); }
8334 void PhysSwimming(
float deltaTime,
int Iterations) { NativeCall<
void,
float,
int>(
this,
"UCharacterMovementComponent.PhysSwimming", deltaTime, Iterations); }
8335 void StartSwimming(FVector OldLocation, FVector OldVelocity,
float timeTick,
float remainingTime,
int Iterations) { NativeCall<
void, FVector, FVector,
float,
float,
int>(
this,
"UCharacterMovementComponent.StartSwimming", OldLocation, OldVelocity, timeTick, remainingTime, Iterations); }
8336 float Swim(FVector Delta,
FHitResult * Hit) {
return NativeCall<
float, FVector, FHitResult*>(
this,
"UCharacterMovementComponent.Swim", Delta, Hit); }
8338 void NotifyJumpApex() { NativeCall<
void>(
this,
"UCharacterMovementComponent.NotifyJumpApex"); }
8340 float GetAirControl(
float DeltaTime,
float TickAirControl, FVector * FallAcceleration) {
return NativeCall<
float,
float,
float, FVector*>(
this,
"UCharacterMovementComponent.GetAirControl", DeltaTime, TickAirControl, FallAcceleration); }
8341 float BoostAirControl(
float DeltaTime,
float TickAirControl, FVector * FallAcceleration) {
return NativeCall<
float,
float,
float, FVector*>(
this,
"UCharacterMovementComponent.BoostAirControl", DeltaTime, TickAirControl, FallAcceleration); }
8342 void PhysFalling(
float deltaTime,
int Iterations) { NativeCall<
void,
float,
int>(
this,
"UCharacterMovementComponent.PhysFalling", deltaTime, Iterations); }
8343 bool FindAirControlImpact(
float DeltaTime,
float TickAirControl, FVector * FallAcceleration,
FHitResult * OutHitResult) {
return NativeCall<
bool,
float,
float, FVector*, FHitResult*>(
this,
"UCharacterMovementComponent.FindAirControlImpact", DeltaTime, TickAirControl, FallAcceleration, OutHitResult); }
8344 float LimitAirControl(
float DeltaTime,
float TickAirControl, FVector * FallAcceleration,
FHitResult * HitResult) {
return NativeCall<
float,
float,
float, FVector*, FHitResult*>(
this,
"UCharacterMovementComponent.LimitAirControl", DeltaTime, TickAirControl, FallAcceleration, HitResult); }
8345 bool CheckLedgeDirection(FVector * OldLocation, FVector * SideStep, FVector * GravDir) {
return NativeCall<
bool, FVector*, FVector*, FVector*>(
this,
"UCharacterMovementComponent.CheckLedgeDirection", OldLocation, SideStep, GravDir); }
8346 FVector *
GetLedgeMove(
FVector *
result,
FVector *
OldLocation,
FVector *
Delta,
FVector *
GravDir) {
return NativeCall<FVector*, FVector*, FVector*, FVector*, FVector*>(
this,
"UCharacterMovementComponent.GetLedgeMove", result, OldLocation, Delta, GravDir); }
8347 bool CanWalkOffLedges() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.CanWalkOffLedges"); }
8348 bool CheckFall(
FHitResult * Hit, FVector Delta, FVector subLoc,
float remainingTime,
float timeTick,
int Iterations,
bool bMustJump) {
return NativeCall<
bool, FHitResult*, FVector, FVector,
float,
float,
int,
bool>(
this,
"UCharacterMovementComponent.CheckFall", Hit, Delta, subLoc, remainingTime, timeTick, Iterations, bMustJump); }
8349 void StartFalling(
int Iterations,
float remainingTime,
float timeTick, FVector * Delta, FVector * subLoc) { NativeCall<
void,
int,
float,
float, FVector*, FVector*>(
this,
"UCharacterMovementComponent.StartFalling", Iterations, remainingTime, timeTick, Delta, subLoc); }
8350 FVector *
ComputeGroundMovementDelta(
FVector *
result,
FVector *
Delta,
FHitResult *
RampHit,
const bool bHitFromLineTrace) {
return NativeCall<FVector*, FVector*, FVector*, FHitResult*,
const bool>(
this,
"UCharacterMovementComponent.ComputeGroundMovementDelta", result, Delta, RampHit, bHitFromLineTrace); }
8352 bool PhysWalkingAsync(
float deltaTime,
int Iterations) {
return NativeCall<
bool,
float,
int>(
this,
"UCharacterMovementComponent.PhysWalkingAsync", deltaTime, Iterations); }
8353 void PhysWalking(
float deltaTime,
int Iterations) { NativeCall<
void,
float,
int>(
this,
"UCharacterMovementComponent.PhysWalking", deltaTime, Iterations); }
8354 void PhysCustom(
float deltaTime,
int Iterations) { NativeCall<
void,
float,
int>(
this,
"UCharacterMovementComponent.PhysCustom", deltaTime, Iterations); }
8355 void AdjustFloorHeight() { NativeCall<
void>(
this,
"UCharacterMovementComponent.AdjustFloorHeight"); }
8357 void ProcessLanded(
FHitResult * Hit,
float remainingTime,
int Iterations) { NativeCall<
void,
FHitResult*,
float,
int>(
this,
"UCharacterMovementComponent.ProcessLanded", Hit, remainingTime, Iterations); }
8359 void OnTeleported() { NativeCall<
void>(
this,
"UCharacterMovementComponent.OnTeleported"); }
8361 FRotator *
ComputeOrientToMovementRotation(
FRotator *
result,
FRotator *
CurrentRotation,
float DeltaTime,
FRotator *
DeltaRotation) {
return NativeCall<FRotator*, FRotator*, FRotator*,
float, FRotator*>(
this,
"UCharacterMovementComponent.ComputeOrientToMovementRotation", result, CurrentRotation, DeltaTime, DeltaRotation); }
8362 void PhysicsRotation(
float DeltaTime) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.PhysicsRotation", DeltaTime); }
8363 bool ShouldJumpOutOfWater(FVector * JumpDir) {
return NativeCall<
bool, FVector*>(
this,
"UCharacterMovementComponent.ShouldJumpOutOfWater", JumpDir); }
8364 void ServerJumpOutOfWater_Implementation(FVector_NetQuantize100 WallNormal,
char JumpFlag) { NativeCall<
void, FVector_NetQuantize100,
char>(
this,
"UCharacterMovementComponent.ServerJumpOutOfWater_Implementation", WallNormal, JumpFlag); }
8365 bool CheckWaterJump(FVector CheckPoint, FVector * WallNormal) {
return NativeCall<
bool, FVector, FVector*>(
this,
"UCharacterMovementComponent.CheckWaterJump", CheckPoint, WallNormal); }
8366 void AddImpulse(FVector Impulse,
bool bVelocityChange,
float MassScaleImpulseExponent,
bool bOverrideMaxImpulseZ) { NativeCall<
void, FVector,
bool,
float,
bool>(
this,
"UCharacterMovementComponent.AddImpulse", Impulse, bVelocityChange, MassScaleImpulseExponent, bOverrideMaxImpulseZ); }
8367 void AddForce(FVector Force) { NativeCall<
void, FVector>(
this,
"UCharacterMovementComponent.AddForce", Force); }
8369 void SetWalkableFloorZ(
float InWalkableFloorZ) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.SetWalkableFloorZ", InWalkableFloorZ); }
8370 bool IsWithinEdgeTolerance(FVector * CapsuleLocation, FVector * TestImpactPoint,
const float CapsuleRadius) {
return NativeCall<
bool, FVector*, FVector*,
const float>(
this,
"UCharacterMovementComponent.IsWithinEdgeTolerance", CapsuleLocation, TestImpactPoint, CapsuleRadius); }
8371 bool IsValidLandingSpot(FVector * CapsuleLocation,
FHitResult * Hit) {
return NativeCall<
bool, FVector*, FHitResult*>(
this,
"UCharacterMovementComponent.IsValidLandingSpot", CapsuleLocation, Hit); }
8372 bool ShouldCheckForValidLandingSpot(
float DeltaTime, FVector * Delta,
FHitResult * Hit) {
return NativeCall<
bool,
float, FVector*, FHitResult*>(
this,
"UCharacterMovementComponent.ShouldCheckForValidLandingSpot", DeltaTime, Delta, Hit); }
8374 float GetValidPerchRadius() {
return NativeCall<
float>(
this,
"UCharacterMovementComponent.GetValidPerchRadius"); }
8377 void HandleImpact(
FHitResult * Impact,
float TimeSlice, FVector * MoveDelta) { NativeCall<
void, FHitResult*,
float, FVector*>(
this,
"UCharacterMovementComponent.HandleImpact", Impact, TimeSlice, MoveDelta); }
8378 void ApplyImpactPhysicsForces(
FHitResult * Impact, FVector * ImpactAcceleration, FVector * ImpactVelocity) { NativeCall<
void, FHitResult*, FVector*, FVector*>(
this,
"UCharacterMovementComponent.ApplyImpactPhysicsForces", Impact, ImpactAcceleration, ImpactVelocity); }
8385 void ForcePositionUpdate(
float DeltaTime) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.ForcePositionUpdate", DeltaTime); }
8386 FNetworkPredictionData_Client *
GetPredictionData_Client() {
return NativeCall<FNetworkPredictionData_Client*>(
this,
"UCharacterMovementComponent.GetPredictionData_Client"); }
8387 FNetworkPredictionData_Server *
GetPredictionData_Server() {
return NativeCall<FNetworkPredictionData_Server*>(
this,
"UCharacterMovementComponent.GetPredictionData_Server"); }
8388 FNetworkPredictionData_Client_Character *
GetPredictionData_Client_Character() {
return NativeCall<FNetworkPredictionData_Client_Character*>(
this,
"UCharacterMovementComponent.GetPredictionData_Client_Character"); }
8389 FNetworkPredictionData_Server_Character *
GetPredictionData_Server_Character() {
return NativeCall<FNetworkPredictionData_Server_Character*>(
this,
"UCharacterMovementComponent.GetPredictionData_Server_Character"); }
8392 void ReplicateMoveToServer(
float DeltaTime, FVector * NewAcceleration) { NativeCall<
void,
float, FVector*>(
this,
"UCharacterMovementComponent.ReplicateMoveToServer", DeltaTime, NewAcceleration); }
8393 void ServerMoveOld_Implementation(
float OldTimeStamp, FVector_NetQuantize100 OldAccel,
char OldMoveFlags) { NativeCall<
void,
float, FVector_NetQuantize100,
char>(
this,
"UCharacterMovementComponent.ServerMoveOld_Implementation", OldTimeStamp, OldAccel, OldMoveFlags); }
8394 void ServerMoveWithRotation_Implementation(
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char MoveFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode, FRotator ClientRotation) { NativeCall<
void,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char, FRotator>(
this,
"UCharacterMovementComponent.ServerMoveWithRotation_Implementation", TimeStamp, InAccel, ClientLoc, MoveFlags, ClientRoll, View, ClientMovementBase, ClientBaseBoneName, ClientMovementMode, ClientRotation); }
8395 void ServerMoveOldWithRotation_Implementation(
float OldTimeStamp, FVector_NetQuantize100 OldAccel,
char OldMoveFlags, FRotator OldRotation) { NativeCall<
void,
float, FVector_NetQuantize100,
char, FRotator>(
this,
"UCharacterMovementComponent.ServerMoveOldWithRotation_Implementation", OldTimeStamp, OldAccel, OldMoveFlags, OldRotation); }
8396 void ServerMoveDualWithRotation_Implementation(
float TimeStamp0, FVector_NetQuantize100 InAccel0,
char PendingFlags,
unsigned int View0,
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char NewFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBone,
char ClientMovementMode, FRotator InRotation0, FRotator InRotation) { NativeCall<
void,
float, FVector_NetQuantize100,
char,
unsigned int,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char, FRotator, FRotator>(
this,
"UCharacterMovementComponent.ServerMoveDualWithRotation_Implementation", TimeStamp0, InAccel0, PendingFlags, View0, TimeStamp, InAccel, ClientLoc, NewFlags, ClientRoll, View, ClientMovementBase, ClientBaseBone, ClientMovementMode, InRotation0, InRotation); }
8397 void ServerMoveHandleClientErrorForDinos(
float TimeStamp,
float DeltaTime, FVector * Accel, FVector * RelativeClientLoc,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode, FRotator * InClientRot) { NativeCall<
void,
float,
float, FVector*, FVector*, UPrimitiveComponent*, FName,
char, FRotator*>(
this,
"UCharacterMovementComponent.ServerMoveHandleClientErrorForDinos", TimeStamp, DeltaTime, Accel, RelativeClientLoc, ClientMovementBase, ClientBaseBoneName, ClientMovementMode, InClientRot); }
8398 void ServerMoveDual_Implementation(
float TimeStamp0, FVector_NetQuantize100 InAccel0,
char PendingFlags,
unsigned int View0,
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char NewFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBone,
char ClientMovementMode) { NativeCall<
void,
float, FVector_NetQuantize100,
char,
unsigned int,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char>(
this,
"UCharacterMovementComponent.ServerMoveDual_Implementation", TimeStamp0, InAccel0, PendingFlags, View0, TimeStamp, InAccel, ClientLoc, NewFlags, ClientRoll, View, ClientMovementBase, ClientBaseBone, ClientMovementMode); }
8399 bool VerifyClientTimeStamp(
float TimeStamp, FNetworkPredictionData_Server_Character * ServerData) {
return NativeCall<
bool,
float, FNetworkPredictionData_Server_Character*>(
this,
"UCharacterMovementComponent.VerifyClientTimeStamp", TimeStamp, ServerData); }
8400 void ReadjustClientPositionToCurrent(
float TimeStamp, FNetworkPredictionData_Server_Character * ServerData) { NativeCall<
void,
float, FNetworkPredictionData_Server_Character*>(
this,
"UCharacterMovementComponent.ReadjustClientPositionToCurrent", TimeStamp, ServerData); }
8401 bool ProcessClientTimeStamp(
float TimeStamp, FNetworkPredictionData_Server_Character * ServerData) {
return NativeCall<
bool,
float, FNetworkPredictionData_Server_Character*>(
this,
"UCharacterMovementComponent.ProcessClientTimeStamp", TimeStamp, ServerData); }
8402 void ServerMove_Implementation(
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char MoveFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode) { NativeCall<
void,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char>(
this,
"UCharacterMovementComponent.ServerMove_Implementation", TimeStamp, InAccel, ClientLoc, MoveFlags, ClientRoll, View, ClientMovementBase, ClientBaseBoneName, ClientMovementMode); }
8403 void ServerMoveHandleClientError(
float TimeStamp,
float DeltaTime, FVector * Accel, FVector * RelativeClientLoc,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode) { NativeCall<
void,
float,
float, FVector*, FVector*, UPrimitiveComponent*, FName,
char>(
this,
"UCharacterMovementComponent.ServerMoveHandleClientError", TimeStamp, DeltaTime, Accel, RelativeClientLoc, ClientMovementBase, ClientBaseBoneName, ClientMovementMode); }
8404 void ServerMoveOnlyRotation_Implementation(
float TimeStamp,
char ClientRoll,
unsigned int View) { NativeCall<
void,
float,
char,
unsigned int>(
this,
"UCharacterMovementComponent.ServerMoveOnlyRotation_Implementation", TimeStamp, ClientRoll, View); }
8405 void ServerMoveDualOnlyRotation_Implementation(
float TimeStamp0,
unsigned int View0,
float TimeStamp,
char ClientRoll,
unsigned int View) { NativeCall<
void,
float,
unsigned int,
float,
char,
unsigned int>(
this,
"UCharacterMovementComponent.ServerMoveDualOnlyRotation_Implementation", TimeStamp0, View0, TimeStamp, ClientRoll, View); }
8406 void MoveAutonomous(
float ClientTimeStamp,
float DeltaTime,
char CompressedFlags, FVector * NewAccel) { NativeCall<
void,
float,
float,
char, FVector*>(
this,
"UCharacterMovementComponent.MoveAutonomous", ClientTimeStamp, DeltaTime, CompressedFlags, NewAccel); }
8409 void ClientVeryShortAdjustPosition_Implementation(
float TimeStamp, FVector NewLoc,
UPrimitiveComponent * NewBase, FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
char ServerMovementMode) { NativeCall<
void,
float, FVector, UPrimitiveComponent*, FName,
bool,
bool,
char>(
this,
"UCharacterMovementComponent.ClientVeryShortAdjustPosition_Implementation", TimeStamp, NewLoc, NewBase, NewBaseBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode); }
8410 void ClientAdjustPosition_Implementation(
float TimeStamp, FVector NewLocation, FVector NewVelocity,
UPrimitiveComponent * NewBase, FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
char ServerMovementMode) { NativeCall<
void,
float, FVector, FVector, UPrimitiveComponent*, FName,
bool,
bool,
char>(
this,
"UCharacterMovementComponent.ClientAdjustPosition_Implementation", TimeStamp, NewLocation, NewVelocity, NewBase, NewBaseBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode); }
8411 void ClientAdjustRootMotionPosition_Implementation(
float TimeStamp,
float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase, FName ServerBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
char ServerMovementMode) { NativeCall<
void,
float,
float, FVector, FVector_NetQuantizeNormal,
float, UPrimitiveComponent*, FName,
bool,
bool,
char>(
this,
"UCharacterMovementComponent.ClientAdjustRootMotionPosition_Implementation", TimeStamp, ServerMontageTrackPosition, ServerLoc, ServerRotation, ServerVelZ, ServerBase, ServerBaseBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode); }
8413 void CapsuleTouched(
AActor * Other,
UPrimitiveComponent * OtherComp,
int OtherBodyIndex,
bool bFromSweep,
FHitResult * SweepResult) { NativeCall<
void,
AActor*,
UPrimitiveComponent*,
int,
bool,
FHitResult*>(
this,
"UCharacterMovementComponent.CapsuleTouched", Other, OtherComp, OtherBodyIndex, bFromSweep, SweepResult); }
8414 void ApplyRepulsionForce(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.ApplyRepulsionForce", DeltaSeconds); }
8415 void ApplyAccumulatedForces(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.ApplyAccumulatedForces", DeltaSeconds); }
8416 void AddRadialForce(FVector * Origin,
float Radius,
float Strength, ERadialImpulseFalloff Falloff) { NativeCall<
void, FVector*,
float,
float, ERadialImpulseFalloff>(
this,
"UCharacterMovementComponent.AddRadialForce", Origin, Radius, Strength, Falloff); }
8417 void AddRadialImpulse(FVector * Origin,
float Radius,
float Strength, ERadialImpulseFalloff Falloff,
bool bVelChange) { NativeCall<
void, FVector*,
float,
float, ERadialImpulseFalloff,
bool>(
this,
"UCharacterMovementComponent.AddRadialImpulse", Origin, Radius, Strength, Falloff, bVelChange); }
8419 void RegisterComponentTickFunctions(
bool bRegister,
bool bSaveAndRestoreComponentTickState) { NativeCall<
void,
bool,
bool>(
this,
"UCharacterMovementComponent.RegisterComponentTickFunctions", bRegister, bSaveAndRestoreComponentTickState); }
8420 void TickCharacterPose(
float DeltaTime) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.TickCharacterPose", DeltaTime); }
8421 void UpdateFromCompressedFlags(
char Flags) { NativeCall<
void,
char>(
this,
"UCharacterMovementComponent.UpdateFromCompressedFlags", Flags); }
8422 void Prone(
bool bClientSimulation) { NativeCall<
void,
bool>(
this,
"UCharacterMovementComponent.Prone", bClientSimulation); }
8423 void UnProne(
bool bClientSimulation,
bool bForce) { NativeCall<
void,
bool,
bool>(
this,
"UCharacterMovementComponent.UnProne", bClientSimulation, bForce); }
8424 bool IsOnWalkableFloor() {
return NativeCall<
bool>(
this,
"UCharacterMovementComponent.IsOnWalkableFloor"); }
8427 void ClientAckGoodMove(
float TimeStamp) { NativeCall<
void,
float>(
this,
"UCharacterMovementComponent.ClientAckGoodMove", TimeStamp); }
8428 void ClientAdjustPosition(
float TimeStamp, FVector NewLoc, FVector NewVel,
UPrimitiveComponent * NewBase, FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
char ServerMovementMode) { NativeCall<
void,
float, FVector, FVector, UPrimitiveComponent*, FName,
bool,
bool,
char>(
this,
"UCharacterMovementComponent.ClientAdjustPosition", TimeStamp, NewLoc, NewVel, NewBase, NewBaseBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode); }
8429 void ClientVeryShortAdjustPosition(
float TimeStamp, FVector NewLoc,
UPrimitiveComponent * NewBase, FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
char ServerMovementMode) { NativeCall<
void,
float, FVector, UPrimitiveComponent*, FName,
bool,
bool,
char>(
this,
"UCharacterMovementComponent.ClientVeryShortAdjustPosition", TimeStamp, NewLoc, NewBase, NewBaseBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode); }
8430 void ServerJumpOutOfWater(FVector_NetQuantize100 WallNormal,
char JumpFlag) { NativeCall<
void, FVector_NetQuantize100,
char>(
this,
"UCharacterMovementComponent.ServerJumpOutOfWater", WallNormal, JumpFlag); }
8431 void ServerMove(
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char CompressedMoveFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode) { NativeCall<
void,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char>(
this,
"UCharacterMovementComponent.ServerMove", TimeStamp, InAccel, ClientLoc, CompressedMoveFlags, ClientRoll, View, ClientMovementBase, ClientBaseBoneName, ClientMovementMode); }
8432 void ServerMoveDual(
float TimeStamp0, FVector_NetQuantize100 InAccel0,
char PendingFlags,
unsigned int View0,
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char NewFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode) { NativeCall<
void,
float, FVector_NetQuantize100,
char,
unsigned int,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char>(
this,
"UCharacterMovementComponent.ServerMoveDual", TimeStamp0, InAccel0, PendingFlags, View0, TimeStamp, InAccel, ClientLoc, NewFlags, ClientRoll, View, ClientMovementBase, ClientBaseBoneName, ClientMovementMode); }
8433 void ServerMoveDualOnlyRotation(
float TimeStamp0,
unsigned int View0,
float TimeStamp,
char ClientRoll,
unsigned int View) { NativeCall<
void,
float,
unsigned int,
float,
char,
unsigned int>(
this,
"UCharacterMovementComponent.ServerMoveDualOnlyRotation", TimeStamp0, View0, TimeStamp, ClientRoll, View); }
8434 void ServerMoveDualWithRotation(
float TimeStamp0, FVector_NetQuantize100 InAccel0,
char PendingFlags,
unsigned int View0,
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char NewFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode, FRotator InRotation0, FRotator InRotation) { NativeCall<
void,
float, FVector_NetQuantize100,
char,
unsigned int,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char, FRotator, FRotator>(
this,
"UCharacterMovementComponent.ServerMoveDualWithRotation", TimeStamp0, InAccel0, PendingFlags, View0, TimeStamp, InAccel, ClientLoc, NewFlags, ClientRoll, View, ClientMovementBase, ClientBaseBoneName, ClientMovementMode, InRotation0, InRotation); }
8435 void ServerMoveOld(
float OldTimeStamp, FVector_NetQuantize100 OldAccel,
char OldMoveFlags) { NativeCall<
void,
float, FVector_NetQuantize100,
char>(
this,
"UCharacterMovementComponent.ServerMoveOld", OldTimeStamp, OldAccel, OldMoveFlags); }
8436 void ServerMoveOldWithRotation(
float OldTimeStamp, FVector_NetQuantize100 OldAccel,
char OldMoveFlags, FRotator OldRotation) { NativeCall<
void,
float, FVector_NetQuantize100,
char, FRotator>(
this,
"UCharacterMovementComponent.ServerMoveOldWithRotation", OldTimeStamp, OldAccel, OldMoveFlags, OldRotation); }
8437 void ServerMoveOnlyRotation(
float TimeStamp,
char ClientRoll,
unsigned int View) { NativeCall<
void,
float,
char,
unsigned int>(
this,
"UCharacterMovementComponent.ServerMoveOnlyRotation", TimeStamp, ClientRoll, View); }
8438 void ServerMoveWithRotation(
float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc,
char CompressedMoveFlags,
char ClientRoll,
unsigned int View,
UPrimitiveComponent * ClientMovementBase, FName ClientBaseBoneName,
char ClientMovementMode, FRotator ClientRotation) { NativeCall<
void,
float, FVector_NetQuantize100, FVector_NetQuantize100,
char,
char,
unsigned int, UPrimitiveComponent*, FName,
char, FRotator>(
this,
"UCharacterMovementComponent.ServerMoveWithRotation", TimeStamp, InAccel, ClientLoc, CompressedMoveFlags, ClientRoll, View, ClientMovementBase, ClientBaseBoneName, ClientMovementMode, ClientRotation); }
8471
8472
8473
8474
8475
8476
8477
8478
8489
8490
8491
8501 float&
LongitudeScaleField() {
return *GetNativePointerField<
float*>(
this,
"APrimalWorldSettings.LongitudeScale"); }
8502 float&
LatitudeScaleField() {
return *GetNativePointerField<
float*>(
this,
"APrimalWorldSettings.LatitudeScale"); }
8503 float&
LongitudeOriginField() {
return *GetNativePointerField<
float*>(
this,
"APrimalWorldSettings.LongitudeOrigin"); }
8504 float&
LatitudeOriginField() {
return *GetNativePointerField<
float*>(
this,
"APrimalWorldSettings.LatitudeOrigin"); }
8505 TMap<
unsigned int,
AActor*>&
StructureIDMapField() {
return *GetNativePointerField <TMap<
unsigned int, AActor*>*>(
this,
"APrimalWorldSettings.StructureIDMap"); }
8514 bool&
bEnabledField() {
return *GetNativePointerField<
bool*>(
this,
"ANPCZoneManager.bEnabled"); }
8536 bool&
bNPCNoKillXPField() {
return *GetNativePointerField<
bool*>(
this,
"ANPCZoneManager.bNPCNoKillXP"); }
8562 int&
NumNPCSpawnedField() {
return *GetNativePointerField<
int*>(
this,
"ANPCZoneManager.NumNPCSpawned"); }
8582 void BeginPlay() { NativeCall<
void>(
this,
"ANPCZoneManager.BeginPlay"); }
8584 int GetNumberOfClassNPCTouching(TSubclassOf<APrimalDinoCharacter> ADinoClass) {
return NativeCall<
int, TSubclassOf<APrimalDinoCharacter>>(
this,
"ANPCZoneManager.GetNumberOfClassNPCTouching", ADinoClass); }
8587 bool SpawnNPCs() {
return NativeCall<
bool>(
this,
"ANPCZoneManager.SpawnNPCs"); }
8589 void Report(
TMap<
UClass *,
int,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
UClass *,
int, 0> > *
DinoGroups) { NativeCall<
void, TMap<UClass *,
int, FDefaultSetAllocator, TDefaultMapKeyFuncs<UClass *,
int, 0> > *>(
this,
"ANPCZoneManager.Report", DinoGroups); }
8590 APrimalDinoCharacter *
SpawnFromEntries(
int SpawnVolumeEntry, TArray<FNPCSpawnEntry> * spawnEntries, FVector * AtSpawnPoint, TArray<APrimalDinoCharacter *> * AllSpawnedNPCs,
float OverrideYaw) {
return NativeCall<APrimalDinoCharacter *,
int, TArray<FNPCSpawnEntry> *, FVector *, TArray<APrimalDinoCharacter *> *,
float>(
this,
"ANPCZoneManager.SpawnFromEntries", SpawnVolumeEntry, spawnEntries, AtSpawnPoint, AllSpawnedNPCs, OverrideYaw); }
8592 bool GetValidSpawnPoint(
int volumeEntryIndex, FVector extentCheck, FVector * ValidSpawnPoint, FVector * OverrideStartPoint,
float OverrideStartPointExpansionRadius,
float WaterOnlySpawnMinimumWaterHeight,
float MaximumWaterHeight,
float SpawnMinDistanceFromStructuresMultiplier,
float SpawnMinDistanceFromPlayersMultiplier,
float SpawnMinDistanceFromTamedDinosMultiplier,
float * OverrideYawOut) {
return NativeCall<
bool,
int, FVector, FVector *, FVector *,
float,
float,
float,
float,
float,
float,
float *>(
this,
"ANPCZoneManager.GetValidSpawnPoint", volumeEntryIndex, extentCheck, ValidSpawnPoint, OverrideStartPoint, OverrideStartPointExpansionRadius, WaterOnlySpawnMinimumWaterHeight, MaximumWaterHeight, SpawnMinDistanceFromStructuresMultiplier, SpawnMinDistanceFromPlayersMultiplier, SpawnMinDistanceFromTamedDinosMultiplier, OverrideYawOut); }
8593 APrimalDinoCharacter *
SpawnNPC(TSubclassOf<APrimalDinoCharacter> PawnTemplate, FVector SpawnLoc,
bool bOverrideNPCLevel,
int NPCLevelOffset,
float NPCLevelMultiplier,
bool bAddLevelOffsetBeforeMultiplier,
float WaterOnlySpawnMinimumWaterHeight,
float SpawnVolumeStartExtentZ,
float OverrideYaw,
float MaximumWaterHeight) {
return NativeCall<APrimalDinoCharacter *, TSubclassOf<APrimalDinoCharacter>, FVector,
bool,
int,
float,
bool,
float,
float,
float,
float>(
this,
"ANPCZoneManager.SpawnNPC", PawnTemplate, SpawnLoc, bOverrideNPCLevel, NPCLevelOffset, NPCLevelMultiplier, bAddLevelOffsetBeforeMultiplier, WaterOnlySpawnMinimumWaterHeight, SpawnVolumeStartExtentZ, OverrideYaw, MaximumWaterHeight); }
8595 void EndPlay(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"ANPCZoneManager.EndPlay", EndPlayReason); }
8596 static TArray<
APrimalDinoCharacter *> *
StaticSpawnNPCs(
TArray<
APrimalDinoCharacter *> *
result,
UObject *
WorldContext,
ANPCZoneManager *
AtZoneManager,
TSubclassOf<
UNPCSpawnEntriesContainer>
TheNPCSpawnEntries,
FVector AtSpawnPoint,
FRotator AtRotation,
int UseSpawnVolumeIndex) {
return NativeCall<TArray<APrimalDinoCharacter *> *, TArray<APrimalDinoCharacter *> *, UObject *, ANPCZoneManager *, TSubclassOf<UNPCSpawnEntriesContainer>, FVector, FRotator,
int>(
nullptr,
"ANPCZoneManager.StaticSpawnNPCs", result, WorldContext, AtZoneManager, TheNPCSpawnEntries, AtSpawnPoint, AtRotation, UseSpawnVolumeIndex); }
8633 float&
XPtoAddField() {
return *GetNativePointerField<
float*>(
this,
"APrimalBuff.XPtoAdd"); }
8634 float&
XPtoAddRateField() {
return *GetNativePointerField<
float*>(
this,
"APrimalBuff.XPtoAddRate"); }
8642 long double&
BuffStartTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalBuff.BuffStartTime"); }
8643 UMaterialInterface*
BuffPostProcessEffectField() {
return *GetNativePointerField<UMaterialInterface**>(
this,
"APrimalBuff.BuffPostProcessEffect"); }
8648 float&
AOEBuffRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalBuff.AOEBuffRange"); }
8667 UPrimalBuffPersistentData*
MyBuffPersistentDataField() {
return *GetNativePointerField<UPrimalBuffPersistentData**>(
this,
"APrimalBuff.MyBuffPersistentData"); }
8704 bool&
bWasStasisedField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalBuff.bWasStasised"); }
8706 USoundBase*
DeactivatedSoundField() {
return *GetNativePointerField<USoundBase**>(
this,
"APrimalBuff.DeactivatedSound"); }
8716 bool&
bIsCarryBuffField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalBuff.bIsCarryBuff"); }
8722 int&
FNameIntField() {
return *GetNativePointerField<
int*>(
this,
"APrimalBuff.FNameInt"); }
8841 void Deactivate() { NativeCall<
void>(
this,
"APrimalBuff.Deactivate"); }
8843 void BeginPlay() { NativeCall<
void>(
this,
"APrimalBuff.BeginPlay"); }
8844 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalBuff.GetLifetimeReplicatedProps", OutLifetimeProps); }
8845 void AddDamageStatusValueModifier(
APrimalCharacter* addToCharacter, EPrimalCharacterStatusValue::Type ValueType,
bool bSpeedToAddInSeconds,
bool bContinueOnUnchangedValue,
bool bResetExistingModifierDescriptionIndex,
bool bSetValue,
bool bSetAdditionalValue,
float LimitExistingModifierDescriptionToMaxAmount,
float damageMultiplierAmountToAdd,
float speedToAdd,
int StatusValueModifierDescriptionIndex,
bool bUsePercentualDamage,
bool bMakeUntameable,
float percentualDamage, TSubclassOf<UDamageType> ScaleValueByCharacterDamageType) { NativeCall<
void, APrimalCharacter*, EPrimalCharacterStatusValue::Type,
bool,
bool,
bool,
bool,
bool,
float,
float,
float,
int,
bool,
bool,
float, TSubclassOf<UDamageType>>(
this,
"APrimalBuff.AddDamageStatusValueModifier", addToCharacter, ValueType, bSpeedToAddInSeconds, bContinueOnUnchangedValue, bResetExistingModifierDescriptionIndex, bSetValue, bSetAdditionalValue, LimitExistingModifierDescriptionToMaxAmount, damageMultiplierAmountToAdd, speedToAdd, StatusValueModifierDescriptionIndex, bUsePercentualDamage, bMakeUntameable, percentualDamage, ScaleValueByCharacterDamageType); }
8847 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalBuff.Tick", DeltaSeconds); }
8848 void ProcessStaticPathing(
bool triggerRunning) { NativeCall<
void,
bool>(
this,
"APrimalBuff.ProcessStaticPathing", triggerRunning); }
8849 FVector*
UpdateStaticPathingDestination(
FVector*
result,
FVector locOverride,
float randomOffsetMultiplier,
bool useRandomNegativeXDir,
bool orientRandOffsetByRotation,
FRotator randOffsetByRotation,
float GroundCheckSpreadOverride) {
return NativeCall<FVector*, FVector*, FVector,
float,
bool,
bool, FRotator,
float>(
this,
"APrimalBuff.UpdateStaticPathingDestination", result, locOverride, randomOffsetMultiplier, useRandomNegativeXDir, orientRandOffsetByRotation, randOffsetByRotation, GroundCheckSpreadOverride); }
8853 void Destroyed() { NativeCall<
void>(
this,
"APrimalBuff.Destroyed"); }
8855 bool ResetBuffStart() {
return NativeCall<
bool>(
this,
"APrimalBuff.ResetBuffStart"); }
8857 void GetHUDElements(
APlayerController* ForPC, TArray<FHUDElement>* OutHUDElements) { NativeCall<
void, APlayerController*, TArray<FHUDElement>*>(
this,
"APrimalBuff.GetHUDElements", ForPC, OutHUDElements); }
8858 static APrimalBuff*
StaticAddBuff(TSubclassOf<APrimalBuff> BuffClass,
APrimalCharacter* ForCharacter,
UPrimalItem* AssociatedItem,
AActor* DamageCauser,
bool bForceOnClient) {
return NativeCall<APrimalBuff*, TSubclassOf<APrimalBuff>, APrimalCharacter*, UPrimalItem*, AActor*,
bool>(
nullptr,
"APrimalBuff.StaticAddBuff", BuffClass, ForCharacter, AssociatedItem, DamageCauser, bForceOnClient); }
8859 bool ExcludePostProcessBlendableMaterial(UMaterialInterface* BlendableMaterialInterface) {
return NativeCall<
bool, UMaterialInterface*>(
this,
"APrimalBuff.ExcludePostProcessBlendableMaterial", BlendableMaterialInterface); }
8861 bool PreventRunning() {
return NativeCall<
bool>(
this,
"APrimalBuff.PreventRunning"); }
8864 void Stasis() { NativeCall<
void>(
this,
"APrimalBuff.Stasis"); }
8865 void Unstasis() { NativeCall<
void>(
this,
"APrimalBuff.Unstasis"); }
8866 bool ExtendBuffTime(
float AmountOfAdditionalTime) {
return NativeCall<
bool,
float>(
this,
"APrimalBuff.ExtendBuffTime", AmountOfAdditionalTime); }
8868 bool ReduceBuffTime(
float AmountOfTimeToReduce) {
return NativeCall<
bool,
float>(
this,
"APrimalBuff.ReduceBuffTime", AmountOfTimeToReduce); }
8869 bool IsNetRelevantFor(
APlayerController* RealViewer,
AActor* Viewer, FVector* SrcLocation) {
return NativeCall<
bool, APlayerController*, AActor*, FVector*>(
this,
"APrimalBuff.IsNetRelevantFor", RealViewer, Viewer, SrcLocation); }
8872 void BPGetHUDElements(
APlayerController* ForPC, TArray<FHUDElement>* OutElements) { NativeCall<
void, APlayerController*, TArray<FHUDElement>*>(
this,
"APrimalBuff.BPGetHUDElements", ForPC, OutElements); }
8873 void BPOverrideCameraViewTarget(FName CurrentCameraMode, FVector DesiredCameraLocation, FRotator DesiredCameraRotation,
float DesiredFOV,
bool* bOverrideCameraLocation, FVector* CameraLocation,
bool* bOverrideCameraRotation, FRotator* CameraRotation,
bool* bOverrideCameraFOV,
float* CameraFOV) { NativeCall<
void, FName, FVector, FRotator,
float,
bool*, FVector*,
bool*, FRotator*,
bool*,
float*>(
this,
"APrimalBuff.BPOverrideCameraViewTarget", CurrentCameraMode, DesiredCameraLocation, DesiredCameraRotation, DesiredFOV, bOverrideCameraLocation, CameraLocation, bOverrideCameraRotation, CameraRotation, bOverrideCameraFOV, CameraFOV); }
8875 void BPDrawBuffStatusHUD(AShooterHUD* HUD,
float XPos,
float YPos,
float ScaleMult) { NativeCall<
void, AShooterHUD*,
float,
float,
float>(
this,
"APrimalBuff.BPDrawBuffStatusHUD", HUD, XPos, YPos, ScaleMult); }
8876 void BPOnInstigatorCapsuleComponentHit(
AActor* OtherActor,
UPrimitiveComponent* OtherComp, FVector* NormalImpulse,
FHitResult* Hit) { NativeCall<
void, AActor*, UPrimitiveComponent*, FVector*, FHitResult*>(
this,
"APrimalBuff.BPOnInstigatorCapsuleComponentHit", OtherActor, OtherComp, NormalImpulse, Hit); }
8877 float BuffAdjustDamage(
float Damage,
FHitResult* HitInfo,
AController* EventInstigator,
AActor* DamageCauser, TSubclassOf<UDamageType> TheDamgeType) {
return NativeCall<
float,
float, FHitResult*, AController*, AActor*, TSubclassOf<UDamageType>>(
this,
"APrimalBuff.BuffAdjustDamage", Damage, HitInfo, EventInstigator, DamageCauser, TheDamgeType); }
8878 void BuffPostAdjustDamage(
float Damage,
FHitResult* HitInfo,
AController* EventInstigator,
AActor* DamageCauser, TSubclassOf<UDamageType> TheDamgeType) { NativeCall<
void,
float, FHitResult*, AController*, AActor*, TSubclassOf<UDamageType>>(
this,
"APrimalBuff.BuffPostAdjustDamage", Damage, HitInfo, EventInstigator, DamageCauser, TheDamgeType); }
8879 void DrawBuffFloatingHUD(
int BuffIndex, AShooterHUD* HUD,
float CenterX,
float CenterY,
float DrawScale) { NativeCall<
void,
int, AShooterHUD*,
float,
float,
float>(
this,
"APrimalBuff.DrawBuffFloatingHUD", BuffIndex, HUD, CenterX, CenterY, DrawScale); }
8881 int GetBuffType() {
return NativeCall<
int>(
this,
"APrimalBuff.GetBuffType"); }
8882 void NotifyDamage(
float DamageAmount, TSubclassOf<UDamageType> DamageClass,
AController* EventInstigator,
AActor* TheDamageCauser) { NativeCall<
void,
float, TSubclassOf<UDamageType>, AController*, AActor*>(
this,
"APrimalBuff.NotifyDamage", DamageAmount, DamageClass, EventInstigator, TheDamageCauser); }
8891 void BreakAllTethers() { NativeCall<
void>(
this,
"APrimalBuff_Grappled.BreakAllTethers"); }
8920 void BeginDestroy() { NativeCall<
void>(
this,
"UMeshComponent.BeginDestroy"); }
8921 void SetMaterial(
int ElementIndex, UMaterialInterface* Material) { NativeCall<
void,
int, UMaterialInterface*>(
this,
"UMeshComponent.SetMaterial", ElementIndex, Material); }
8922 void GetUsedMaterials(TArray<UMaterialInterface*>* OutMaterials) { NativeCall<
void, TArray<UMaterialInterface*>*>(
this,
"UMeshComponent.GetUsedMaterials", OutMaterials); }
8923 void PrestreamTextures(
float Seconds,
bool bPrioritizeCharacterTextures,
int CinematicTextureGroups) { NativeCall<
void,
float,
bool,
int>(
this,
"UMeshComponent.PrestreamTextures", Seconds, bPrioritizeCharacterTextures, CinematicTextureGroups); }
8924 void SetTextureForceResidentFlag(
bool bForceMiplevelsToBeResident) { NativeCall<
void,
bool>(
this,
"UMeshComponent.SetTextureForceResidentFlag", bForceMiplevelsToBeResident); }
8937 int&
ForcedLodModelField() {
return *GetNativePointerField<
int*>(
this,
"USkinnedMeshComponent.ForcedLodModel"); }
8938 int&
MinLodModelField() {
return *GetNativePointerField<
int*>(
this,
"USkinnedMeshComponent.MinLodModel"); }
8956 bool&
bPoseTickedField() {
return *GetNativePointerField<
bool*>(
this,
"USkinnedMeshComponent.bPoseTicked"); }
8962 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"USkinnedMeshComponent.Serialize", Ar); }
8964 void OnRegister() { NativeCall<
void>(
this,
"USkinnedMeshComponent.OnRegister"); }
8965 void OnUnregister() { NativeCall<
void>(
this,
"USkinnedMeshComponent.OnUnregister"); }
8970 void InitLODInfos() { NativeCall<
void>(
this,
"USkinnedMeshComponent.InitLODInfos"); }
8971 bool ShouldTickPose() {
return NativeCall<
bool>(
this,
"USkinnedMeshComponent.ShouldTickPose"); }
8972 bool ShouldUpdateTransform(
bool bLODHasChanged) {
return NativeCall<
bool,
bool>(
this,
"USkinnedMeshComponent.ShouldUpdateTransform", bLODHasChanged); }
8973 void TickUpdateRate() { NativeCall<
void>(
this,
"USkinnedMeshComponent.TickUpdateRate"); }
8974 int GetNumMaterials() {
return NativeCall<
int>(
this,
"USkinnedMeshComponent.GetNumMaterials"); }
8979 FBoxSphereBounds*
CalcMeshBound(
FBoxSphereBounds*
result,
FVector*
RootOffset,
bool UsePhysicsAsset,
FTransform*
LocalToWorld) {
return NativeCall<FBoxSphereBounds*, FBoxSphereBounds*, FVector*,
bool, FTransform*>(
this,
"USkinnedMeshComponent.CalcMeshBound", result, RootOffset, UsePhysicsAsset, LocalToWorld); }
8982 int GetBoneIndex(FName BoneName) {
return NativeCall<
int, FName>(
this,
"USkinnedMeshComponent.GetBoneIndex", BoneName); }
8996 bool DoesSocketExist(FName InSocketName) {
return NativeCall<
bool, FName>(
this,
"USkinnedMeshComponent.DoesSocketExist", InSocketName); }
8997 FQuat*
GetBoneQuaternion(FQuat* result, FName BoneName,
int Space) {
return NativeCall<FQuat*, FQuat*, FName,
int>(
this,
"USkinnedMeshComponent.GetBoneQuaternion", result, BoneName, Space); }
8999 bool HasAnySockets() {
return NativeCall<
bool>(
this,
"USkinnedMeshComponent.HasAnySockets"); }
9001 void UpdateOverlaps(TArray<FOverlapInfo>* PendingOverlaps,
bool bDoNotifies, TArray<FOverlapInfo>* OverlapsAtEndLocation) { NativeCall<
void, TArray<FOverlapInfo>*,
bool, TArray<FOverlapInfo>*>(
this,
"USkinnedMeshComponent.UpdateOverlaps", PendingOverlaps, bDoNotifies, OverlapsAtEndLocation); }
9002 void TransformToBoneSpace(FName BoneName, FVector InPosition, FRotator InRotation, FVector* OutPosition, FRotator* OutRotation) { NativeCall<
void, FName, FVector, FRotator, FVector*, FRotator*>(
this,
"USkinnedMeshComponent.TransformToBoneSpace", BoneName, InPosition, InRotation, OutPosition, OutRotation); }
9003 void TransformFromBoneSpace(FName BoneName, FVector InPosition, FRotator InRotation, FVector* OutPosition, FRotator* OutRotation) { NativeCall<
void, FName, FVector, FRotator, FVector*, FRotator*>(
this,
"USkinnedMeshComponent.TransformFromBoneSpace", BoneName, InPosition, InRotation, OutPosition, OutRotation); }
9004 FName*
FindClosestBone(
FName*
result,
FVector TestLocation,
FVector*
BoneLocation,
float IgnoreScale) {
return NativeCall<FName*, FName*, FVector, FVector*,
float>(
this,
"USkinnedMeshComponent.FindClosestBone", result, TestLocation, BoneLocation, IgnoreScale); }
9005 void GetUsedMaterials(TArray<UMaterialInterface*>* OutMaterials) { NativeCall<
void, TArray<UMaterialInterface*>*>(
this,
"USkinnedMeshComponent.GetUsedMaterials", OutMaterials); }
9007 void ComputeSkinnedPositions(TArray<FVector>* OutPositions) { NativeCall<
void, TArray<FVector>*>(
this,
"USkinnedMeshComponent.ComputeSkinnedPositions", OutPositions); }
9010 void UnHideBone(
int BoneIndex) { NativeCall<
void,
int>(
this,
"USkinnedMeshComponent.UnHideBone", BoneIndex); }
9011 bool IsBoneHidden(
int BoneIndex) {
return NativeCall<
bool,
int>(
this,
"USkinnedMeshComponent.IsBoneHidden", BoneIndex); }
9012 bool IsBoneHiddenByName(FName BoneName) {
return NativeCall<
bool, FName>(
this,
"USkinnedMeshComponent.IsBoneHiddenByName", BoneName); }
9014 void UnHideBoneByName(FName BoneName) { NativeCall<
void, FName>(
this,
"USkinnedMeshComponent.UnHideBoneByName", BoneName); }
9015 bool UpdateLODStatus() {
return NativeCall<
bool>(
this,
"USkinnedMeshComponent.UpdateLODStatus"); }
9018 void AnimUpdateRateSetParams(
const bool* bRecentlyRendered,
const float* MaxDistanceFactor,
const bool* bPlayingRootMotion) { NativeCall<
void,
const bool*,
const float*,
const bool*>(
this,
"USkinnedMeshComponent.AnimUpdateRateSetParams", bRecentlyRendered, MaxDistanceFactor, bPlayingRootMotion); }
9036 float&
IkInterpSpeedField() {
return *GetNativePointerField<
float*>(
this,
"USkeletalMeshComponent.IkInterpSpeed"); }
9037 float&
IkInterpSpeedUpField() {
return *GetNativePointerField<
float*>(
this,
"USkeletalMeshComponent.IkInterpSpeedUp"); }
9054 int&
MaxIterationsField() {
return *GetNativePointerField<
int*>(
this,
"USkeletalMeshComponent.MaxIterations"); }
9059 float&
RootOffsetField() {
return *GetNativePointerField<
float*>(
this,
"USkeletalMeshComponent.RootOffset"); }
9061 long double&
LastIkUpdateTimeField() {
return *GetNativePointerField<
long double*>(
this,
"USkeletalMeshComponent.LastIkUpdateTime"); }
9063 long double&
ForceIkUpdateTimeField() {
return *GetNativePointerField<
long double*>(
this,
"USkeletalMeshComponent.ForceIkUpdateTime"); }
9066 float&
LastRootZField() {
return *GetNativePointerField<
float*>(
this,
"USkeletalMeshComponent.LastRootZ"); }
9068 bool&
bMovedLastFrameField() {
return *GetNativePointerField<
bool*>(
this,
"USkeletalMeshComponent.bMovedLastFrame"); }
9070 bool&
bUsingFrozenIKField() {
return *GetNativePointerField<
bool*>(
this,
"USkeletalMeshComponent.bUsingFrozenIK"); }
9087 float&
MinLinearDampingField() {
return *GetNativePointerField<
float*>(
this,
"USkeletalMeshComponent.MinLinearDamping"); }
9091 float&
ClothBlendWeightField() {
return *GetNativePointerField<
float*>(
this,
"USkeletalMeshComponent.ClothBlendWeight"); }
9093 int&
NumNonZeroLODsField() {
return *GetNativePointerField<
int*>(
this,
"USkeletalMeshComponent.NumNonZeroLODs"); }
9096 TArray<
unsigned short>&
RequiredBonesField() {
return *GetNativePointerField<TArray<
unsigned short>*>(
this,
"USkeletalMeshComponent.RequiredBones"); }
9097 int&
RootBodyIndexField() {
return *GetNativePointerField<
int*>(
this,
"USkeletalMeshComponent.RootBodyIndex"); }
9101 TMap<
FName,
float,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
FName,
float, 0> >&
MorphTargetCurvesField() {
return *
GetNativePointerField<
TMap<
FName,
float,
FDefaultSetAllocator,
TDefaultMapKeyFuncs<
FName,
float, 0> >*>(
this,
"USkeletalMeshComponent.MorphTargetCurves"); }
9181 void AddRadialImpulse(
FVector Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff,
bool bVelChange) {
NativeCall<
void,
FVector,
float,
float,
ERadialImpulseFalloff,
bool>(
this,
"USkeletalMeshComponent.AddRadialImpulse",
Origin,
Radius,
Strength,
Falloff,
bVelChange); }
9182 void AddRadialForce(
FVector Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff) {
NativeCall<
void,
FVector,
float,
float,
ERadialImpulseFalloff>(
this,
"USkeletalMeshComponent.AddRadialForce",
Origin,
Radius,
Strength,
Falloff); }
9212 bool LineTraceComponent(
FHitResult*
OutHit,
FVector Start,
FVector End,
FCollisionQueryParams*
Params) {
return NativeCall<
bool,
FHitResult*,
FVector,
FVector,
FCollisionQueryParams*>(
this,
"USkeletalMeshComponent.LineTraceComponent",
OutHit,
Start,
End,
Params); }
9214 bool ComponentOverlapComponentImpl(
UPrimitiveComponent*
PrimComp,
FVector Pos,
FQuat*
Quat,
FCollisionQueryParams*
Params) {
return NativeCall<
bool,
UPrimitiveComponent*,
FVector,
FQuat*,
FCollisionQueryParams*>(
this,
"USkeletalMeshComponent.ComponentOverlapComponentImpl",
PrimComp,
Pos,
Quat,
Params); }
9220 void UpdateKinematicBonesToPhysics(
bool bTeleport,
bool bNeedsSkinning,
bool bForceUpdate,
bool bAbsoluteForceUpdate,
bool bOnlyDisableKinematicCollisions) {
NativeCall<
void,
bool,
bool,
bool,
bool,
bool>(
this,
"USkeletalMeshComponent.UpdateKinematicBonesToPhysics",
bTeleport,
bNeedsSkinning,
bForceUpdate,
bAbsoluteForceUpdate,
bOnlyDisableKinematicCollisions); }
9242 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"UStaticMeshComponent.GetLifetimeReplicatedProps", OutLifetimeProps); }
9243 bool HasAnySockets() {
return NativeCall<
bool>(
this,
"UStaticMeshComponent.HasAnySockets"); }
9248 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"UStaticMeshComponent.Serialize", Ar); }
9251 void OnRegister() { NativeCall<
void>(
this,
"UStaticMeshComponent.OnRegister"); }
9252 void OnUnregister() { NativeCall<
void>(
this,
"UStaticMeshComponent.OnUnregister"); }
9255 bool DoesSocketExist(FName InSocketName) {
return NativeCall<
bool, FName>(
this,
"UStaticMeshComponent.DoesSocketExist", InSocketName); }
9258 void BeginDestroy() { NativeCall<
void>(
this,
"UStaticMeshComponent.BeginDestroy"); }
9261 void PostLoad() { NativeCall<
void>(
this,
"UStaticMeshComponent.PostLoad"); }
9263 void GetLocalBounds(FVector* Min, FVector* Max) { NativeCall<
void, FVector*, FVector*>(
this,
"UStaticMeshComponent.GetLocalBounds", Min, Max); }
9265 bool GetLightMapResolution(
int* Width,
int* Height) {
return NativeCall<
bool,
int*,
int*>(
this,
"UStaticMeshComponent.GetLightMapResolution", Width, Height); }
9266 void GetEstimatedLightMapResolution(
int* Width,
int* Height) { NativeCall<
void,
int*,
int*>(
this,
"UStaticMeshComponent.GetEstimatedLightMapResolution", Width, Height); }
9268 bool UsesTextureLightmaps(
int InWidth,
int InHeight) {
return NativeCall<
bool,
int,
int>(
this,
"UStaticMeshComponent.UsesTextureLightmaps", InWidth, InHeight); }
9270 void GetTextureLightAndShadowMapMemoryUsage(
int InWidth,
int InHeight,
int* OutLightMapMemoryUsage,
int* OutShadowMapMemoryUsage) { NativeCall<
void,
int,
int,
int*,
int*>(
this,
"UStaticMeshComponent.GetTextureLightAndShadowMapMemoryUsage", InWidth, InHeight, OutLightMapMemoryUsage, OutShadowMapMemoryUsage); }
9271 void GetLightAndShadowMapMemoryUsage(
int* LightMapMemoryUsage,
int* ShadowMapMemoryUsage) { NativeCall<
void,
int*,
int*>(
this,
"UStaticMeshComponent.GetLightAndShadowMapMemoryUsage", LightMapMemoryUsage, ShadowMapMemoryUsage); }
9272 bool GetEstimatedLightAndShadowMapMemoryUsage(
int* TextureLightMapMemoryUsage,
int* TextureShadowMapMemoryUsage,
int* VertexLightMapMemoryUsage,
int* VertexShadowMapMemoryUsage,
int* StaticLightingResolution,
bool* bIsUsingTextureMapping,
bool* bHasLightmapTexCoords) {
return NativeCall<
bool,
int*,
int*,
int*,
int*,
int*,
bool*,
bool*>(
this,
"UStaticMeshComponent.GetEstimatedLightAndShadowMapMemoryUsage", TextureLightMapMemoryUsage, TextureShadowMapMemoryUsage, VertexLightMapMemoryUsage, VertexShadowMapMemoryUsage, StaticLightingResolution, bIsUsingTextureMapping, bHasLightmapTexCoords); }
9273 int GetNumMaterials() {
return NativeCall<
int>(
this,
"UStaticMeshComponent.GetNumMaterials"); }
9274 void GetUsedMaterials(TArray<UMaterialInterface*>* OutMaterials) { NativeCall<
void, TArray<UMaterialInterface*>*>(
this,
"UStaticMeshComponent.GetUsedMaterials", OutMaterials); }
9279 float GetEmissiveBoost(
int ElementIndex) {
return NativeCall<
float,
int>(
this,
"UStaticMeshComponent.GetEmissiveBoost", ElementIndex); }
9280 float GetDiffuseBoost(
int ElementIndex) {
return NativeCall<
float,
int>(
this,
"UStaticMeshComponent.GetDiffuseBoost", ElementIndex); }
9281 void InvalidateLightingCacheDetailed(
bool bInvalidateBuildEnqueuedLighting,
bool bTranslationOnly) { NativeCall<
void,
bool,
bool>(
this,
"UStaticMeshComponent.InvalidateLightingCacheDetailed", bInvalidateBuildEnqueuedLighting, bTranslationOnly); }
9282 bool SetStaticLightingMapping(
bool bTextureMapping,
int ResolutionToUse) {
return NativeCall<
bool,
bool,
int>(
this,
"UStaticMeshComponent.SetStaticLightingMapping", bTextureMapping, ResolutionToUse); }
9283 void SetLODDataCount(
const unsigned int MinSize,
const unsigned int MaxSize) { NativeCall<
void,
const unsigned int,
const unsigned int>(
this,
"UStaticMeshComponent.SetLODDataCount", MinSize, MaxSize); }
9289 void DealDirectDamage(
APlayerController* ForPC,
float DamageAmount, TSubclassOf<UDamageType> DamageTypeClass,
int hitBodyIndex) { NativeCall<
void, APlayerController*,
float, TSubclassOf<UDamageType>,
int>(
this,
"UInstancedStaticMeshComponent.DealDirectDamage", ForPC, DamageAmount, DamageTypeClass, hitBodyIndex); }
9298 FString&
TagField() {
return *GetNativePointerField<FString*>(
this,
"UStaticMeshSocket.Tag"); }
9302 bool GetSocketTransform(FTransform* OutTransform,
UStaticMeshComponent* MeshComp) {
return NativeCall<
bool, FTransform*, UStaticMeshComponent*>(
this,
"UStaticMeshSocket.GetSocketTransform", OutTransform, MeshComp); }
9316 unsigned __int64&
RequestLoadField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"UStaticMesh.RequestLoad"); }
9328 long double&
LastRenderTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UStaticMesh.LastRenderTime"); }
9342 float GetStreamingTextureFactor(
int RequestedUVIndex) {
return NativeCall<
float,
int>(
this,
"UStaticMesh.GetStreamingTextureFactor", RequestedUVIndex); }
9345 void BeginDestroy() { NativeCall<
void>(
this,
"UStaticMesh.BeginDestroy"); }
9348 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"UStaticMesh.Serialize", Ar); }
9349 void PostLoad() { NativeCall<
void>(
this,
"UStaticMesh.PostLoad"); }
9351 bool ContainsPhysicsTriMeshData(
bool bInUseAllTriData) {
return NativeCall<
bool,
bool>(
this,
"UStaticMesh.ContainsPhysicsTriMeshData", bInUseAllTriData); }
9352 void AddAssetUserData(UAssetUserData* InUserData) { NativeCall<
void, UAssetUserData*>(
this,
"UStaticMesh.AddAssetUserData", InUserData); }
9354 void RemoveUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass) { NativeCall<
void, TSubclassOf<UAssetUserData>>(
this,
"UStaticMesh.RemoveUserDataOfClass", InUserDataClass); }
9358 void SetLODStreaming(
long double CurrentAppTime) { NativeCall<
void,
long double>(
this,
"UStaticMesh.SetLODStreaming", CurrentAppTime); }
9361 void Dyn_SetStreaming(
bool bShouldStream) { NativeCall<
void,
bool>(
this,
"UStaticMesh.Dyn_SetStreaming", bShouldStream); }
9363 bool Dyn_IsStreamed() {
return NativeCall<
bool>(
this,
"UStaticMesh.Dyn_IsStreamed"); }
9402 void DealDirectDamage(
APlayerController* ForPC,
float DamageAmount, TSubclassOf<UDamageType> DamageTypeClass) { NativeCall<
void, APlayerController*,
float, TSubclassOf<UDamageType>>(
this,
"UPrimalHarvestingComponent.DealDirectDamage", ForPC, DamageAmount, DamageTypeClass); }
9423 static void GetNearbyPlayersAndTamedDinos(
UObject* WorldContextObject, TArray<APrimalCharacter*>* OutCharacters, FVector* Location,
float Radius) { NativeCall<
void, UObject*, TArray<APrimalCharacter*>*, FVector*,
float>(
nullptr,
"AMissionType.GetNearbyPlayersAndTamedDinos", WorldContextObject, OutCharacters, Location, Radius); }
9439 int&
SpawnPointIDField() {
return *GetNativePointerField<
int*>(
this,
"FSpawnPointInfo.SpawnPointID"); }
9443 long double&
NextAllowedUseTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FSpawnPointInfo.NextAllowedUseTime"); }
9444 bool&
bAllowedUseField() {
return *GetNativePointerField<
bool*>(
this,
"FSpawnPointInfo.bAllowedUse"); }
9463 static UClass* Class = Globals::FindClass(
"Class /Script/Engine.TriggerSphere");
EIndirectLightingCacheQuality
BitFieldValue< bool, unsigned __int32 > bLOSflag()
TWeakObjectPtr< AActor > & CurrentGoalField()
BitFieldValue< bool, unsigned __int32 > bAllowStrafe()
void AbortMove(FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
int & MoveSegmentStartIndexField()
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
void PostInitializeComponents()
FVector * GetMoveFocus(FVector *result)
float & ReachedDestinationThresholdOffsetField()
void UpdateControlRotation(float DeltaTime, bool bUpdatePawn)
void Tick(float DeltaTime)
void SetFocus(AActor *NewFocus, char InPriority)
UObject * GetUObjectInterfaceAIPerceptionListenerInterface()
bool HasReachedCurrentTarget(FVector *CurrentLocation)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
void SetFocalPoint(FVector FP, bool bOffsetFromBase, char InPriority)
bool HasReached(FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
FVector & TargetFocalPositionOffsetField()
void OnPathFinished(EPathFollowingResult::Type Result)
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand()
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks()
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
bool HasReachedInternal(FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
float & MovementGoalHeightField()
bool HasReachedDestination(FVector *CurrentLocation)
float & CurrentAcceptanceRadiusField()
int & MoveSegmentEndIndexField()
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal()
void Possess(APawn *InPawn)
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState()
EPathFollowingRequestResult::Type MoveToActor(AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap()
BitFieldValue< bool, unsigned __int32 > bForceInputAcceptanceRadius()
void SetMoveSegment(int SegmentStartIndex)
FVector & MoveTowardTargetOffsetField()
static void StaticRegisterNativesAAIController()
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius()
EPathFollowingRequestResult::Type MoveToLocation(FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
unsigned int & RequestMoveIDField()
FVector & MoveSegmentDirectionField()
FVector * GetFocalPoint(FVector *result)
void FollowPathSegment(float DeltaTime)
void ClearFocus(char InPriority)
void PostRegisterAllComponents()
bool HasReached(AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled()
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality()
void AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
UActorComponent * AddComponent(FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
void ProcessEvent(UFunction *Function, void *Parameters)
void NetAttachRootComponentTo(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
FBox * GetComponentsBoundingBox(FBox *result, bool bNonColliding)
void SetNetworkSpatializationParent(AActor *NewParent)
long double & LastRenderTimeIgnoreShadowField()
void MulticastDrawDebugCylinder(FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator()
bool IsRelevancyOwnerFor(AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
void EndPlay(EEndPlayReason::Type EndPlayReason)
static void StaticRegisterNativesAActor()
bool AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
void InvalidateLightingCacheDetailed(bool bTranslationOnly)
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer()
void PostNetReceiveLocationAndRotation()
void ReceiveInput(FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient()
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries()
long double GetLastRenderTime(bool ignoreShadow)
float GetVerticalDistanceTo(AActor *OtherActor)
void MulticastDrawDebugString(FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
void ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex)
BitFieldValue< bool, unsigned __int32 > bReplicateMovement()
FString * GetHumanReadableName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap()
void GetComponents(TArray< UActorComponent * > *OutComponents)
void OutsideWorldBounds()
void BPInventoryItemDropped(UObject *InventoryItemObject)
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
float & CustomTimeDilationField()
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy()
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication()
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue()
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget()
BitFieldValue< bool, unsigned __int32 > bNetTemporary()
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs()
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision()
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript()
BitFieldValue< bool, unsigned __int32 > bEverSetTimer()
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability()
void NetAttachRootComponentTo_Implementation(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
TArray< FName > & LayersField()
bool IsPendingKillPending()
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished()
void SetActorEnableCollision(bool bNewActorEnableCollision)
bool GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication()
TEnumAsByte< enum ENetRole > & RoleField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset()
void PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality()
void BPAttachedRootComponent()
void UserConstructionScript()
void MulticastDrawDebugBox(FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer()
void RemoveOwnedComponent(UActorComponent *Component)
TArray< AActor * > NetworkSpatializationChildrenField()
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate()
static const wchar_t * StaticConfigName()
UNetConnection * GetNetConnection()
bool AllowManualMultiUseActivation(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed()
long double & LastRenderTimeField()
bool IsBasedOnActor(AActor *Other)
void RerunConstructionScripts()
void PerformanceThrottledTick()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void ClearCrossLevelReferences()
TArray< UActorComponent * > SerializedComponentsField()
void DetachRootComponentFromParent(bool bMaintainWorldPosition)
TArray< UActorComponent * > * GetComponentsByClass(TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse()
void ForceReplicateNowWithChannel()
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy()
void ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort()
bool IsOwnedOrControlledBy(AActor *TestOwner)
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent()
unsigned int & AnimUpdateRateFrameCountField()
void InventoryItemUsed(UObject *InventoryItemObject)
void PostActorConstruction()
AController * GetInstigatorController()
void ReceiveActorEndOverlap(AActor *OtherActor)
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
BitFieldValue< bool, unsigned __int32 > bExchangedRoles()
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
void MulticastDrawDebugCapsule(FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField()
long double & NetUpdateTimeField()
void MulticastDrawDebugSphere(FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField()
void GetActorEyesViewPoint(FVector *OutLocation, FRotator *OutRotation)
void ResetPropertiesForConstruction()
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning()
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing()
void OnRep_ReplicatedMovement()
bool BPForceAllowsInventoryUse(UObject *InventoryItemObject)
FTransform * GetInterpolatedTransform(FTransform *result)
void PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
FVector * GetInputVectorAxisValue(FVector *result, FKey InputAxisKey)
unsigned __int64 & LastFrameUnStasisField()
bool BPConsumeSetPinCode(APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
float GetInputAxisKeyValue(FKey InputAxisKey)
static void MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
void GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
TEnumAsByte< enum ENetDormancy > & NetDormancyField()
long double & LastActorForceReplicationTimeField()
float TakeDamage(float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
UPrimitiveComponent * GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
TArray< AMatineeActor * > ControllingMatineeActorsField()
long double & OriginalCreationTimeField()
BitFieldValue< bool, unsigned __int32 > bNetCritical()
void AddOwnedComponent(UActorComponent *Component)
char & RandomStartByteField()
int & LastFrameForceNetUpdateField()
FVector * GetActorScale3D(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents()
void SetActorScale3D(FVector *NewScale3D)
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis()
FVector * GetHUDWorldDrawLocation(FVector *result, FName *HUDTag)
float & NetworkAndStasisRangeMultiplierField()
void OnRep_AttachmentReplication()
long double & LastReplicatedMovementField()
void UnregisterAllComponents(bool bDetachFromOtherParent)
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
float GetInputAxisValue(FName InputAxisName)
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD()
UGameInstance * GetGameInstance()
bool Modify(bool bAlwaysMarkDirty)
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse()
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis()
BitFieldValue< bool, unsigned __int32 > bNetMulticasting()
AActor * NetworkSpatializationParentField()
void K2_OnEndViewTarget(APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent()
BitFieldValue< bool, unsigned __int32 > bBlockInput()
float GetUsablePriority()
void MulticastDrawDebugPoint(FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
long double & LastNetUpdateTimeField()
void InventoryItemDropped(UObject *InventoryItemObject)
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant()
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization()
AActor * GetAttachParentActor()
void PropertyServerToClients_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
void OnSubobjectCreatedFromReplication(UObject *NewSubobject)
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors()
void ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
FVector * BP_GetHUDWorldDrawLocation(FVector *result, FName HUDTag)
long double & LastExitStasisTimeField()
float & NetCullDistanceSquaredDormantField()
void InitializeComponents()
BitFieldValue< bool, unsigned __int32 > bTearOff()
volatile int & LastUnstasisFrameCounterField()
bool ForceAllowsInventoryUse(UObject *InventoryItemObject)
bool SetActorLocation(FVector *NewLocation, bool bSweep)
void ReceivePointDamage(float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
void CopyRemoteRoleFrom(AActor *CopyFromActor)
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting()
int & LastFrameCalculcatedNetworkRangeMultiplierField()
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
bool IsRootComponentStationary()
void ReceiveActorBeginOverlap(AActor *OtherActor)
void ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex)
long double & UnstasisLastInRangeTimeField()
long double & LastEnterStasisTimeField()
BitFieldValue< bool, unsigned __int32 > bReplicateHidden()
void ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex)
long double & LastPreReplicationTimeField()
void PostInitializeComponents()
void SetRemoteRoleForBackwardsCompat(ENetRole InRemoteRole)
void ActorPlaySound(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
void GetAttachedActors(TArray< AActor * > *OutActors)
bool IsNameStableForNetworking()
UActorComponent * GetComponentByCustomTag(FName TheTag)
UActorComponent * GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
bool BPGetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
APawn * InstigatorField()
float GetDistanceTo(AActor *OtherActor)
unsigned __int64 & HiddenEditorViewsField()
void SetActorRelativeScale3D(FVector NewRelativeScale)
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor()
void DetachSceneComponentsFromParent(USceneComponent *InParentComponent, bool bMaintainWorldPosition)
APlayerController * GetOwnerController()
void ReceiveAnyDamage(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
void ReceiveActorOnClicked()
bool IsReadyForFinishDestroy()
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
bool ActorLineTraceSingle(FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
AWorldSettings * GetWorldSettings()
void SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep)
void RegisterAllComponents()
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
bool SetActorLocationAndRotation(FVector *NewLocation, FRotator NewRotation, bool bSweep)
char & StasisSetIndexField()
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
bool BPIsA(TSubclassOf< AActor > anActorClass)
void ModifyHudMultiUseLoc(FVector2D *theVec, APlayerController *PC, int index)
float & NetUpdateFrequencyField()
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
BitFieldValue< bool, unsigned __int32 > bPendingKillPending()
FVector * GetActorRightVector(FVector *result)
float & ReplicationIntervalMultiplierField()
void MulticastPropertyToPlayer(FName PropertyName, APlayerController *PC)
void DisableInput(APlayerController *PlayerController)
FTargetingTeamChanged & OnTargetingTeamChangedField()
FVector & DefaultActorLocationField()
BitFieldValue< bool, unsigned __int32 > bDoNotCook()
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate()
int & ForceImmediateReplicationFrameField()
void DrawBasicFloatingHUD(AHUD *ForHUD)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
void MulticastProperty(FName PropertyName)
void ReceiveActorEndCursorOver()
TArray< FName > & TagsField()
void PlaySoundAtLocation(USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick()
bool Destroy(bool bNetForce, bool bShouldModifyLevel)
bool SetActorRotation(FQuat *NewRotation)
void SetActorTickEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bActorInitialized()
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
void BecomeViewTarget(APlayerController *PC)
TWeakObjectPtr< AActor > & ParentComponentActorField()
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy()
void ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex)
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField()
FName * GetAttachParentSocketName(FName *result)
void EndViewTarget(APlayerController *PC)
TEnumAsByte< enum ENetRole > & RemoteRoleField()
void PostNetReceivePhysicState()
void TargetingTeamChanged()
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction()
void BPChangedActorTeam()
TArray< UActorComponent * > * GetComponentsByCustomTag(TArray< UActorComponent * > *result, FName TheTag)
void DestroyConstructedComponents()
void SetActorHiddenInGame(bool bNewHidden)
long double & CreationTimeField()
int & TargetingTeamField()
bool CheckDefaultSubobjectsInternal()
void ReceiveRadialDamage(float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
void SetReplicates(bool bInReplicates)
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner()
UPlayer * GetNetOwningPlayer()
FVector * GetActorUpVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp()
void ReregisterAllComponents()
FVector * BPOverrideUILocation(FVector *result, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties()
float GetNetStasisAndRangeMultiplier()
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant()
bool IsOwnedBy(AActor *TestOwner)
BitFieldValue< bool, unsigned __int32 > bReplicates()
FName & NetDriverNameField()
float InternalTakeRadialDamage(float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
float & ClientReplicationSendNowThresholdField()
void K2_OnBecomeViewTarget(APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow()
void RecieveMatineeUpdated()
bool & bForceAllowNetMulticastField()
void ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
bool ActorHasTag(FName Tag)
void OnSubobjectDestroyFromReplication(UObject *NewSubobject)
bool SetActorRotation(FRotator NewRotation)
bool IsLevelBoundsRelevant()
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents()
void BPInventoryItemUsed(UObject *InventoryItemObject)
bool SetRootComponent(USceneComponent *NewRootComponent)
void SetOwner(AActor *NewOwner)
void PreInitializeComponents()
FGuid & UniqueGuidIdField()
void PropertyServerToClients(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
float & NetPriorityField()
TArray< AActor * > ChildrenField()
void MulticastDrawDebugArrow(FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
void ReceiveActorOnReleased()
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
BitFieldValue< bool, unsigned __int32 > bPreventSaving()
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick()
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication()
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped()
float & OverrideStasisComponentRadiusField()
void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
void ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
void DisableComponentsSimulatePhysics()
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
void GetActorBounds(bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
BitFieldValue< bool, unsigned __int32 > bClimbable()
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick()
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance()
bool IsRootComponentMovable()
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
void EnableInput(APlayerController *PlayerController)
BitFieldValue< bool, unsigned __int32 > bAutoStasis()
TArray< UActorComponent * > OwnedComponentsField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation()
FVector * GetTargetPathfindingLocation(FVector *result, AActor *RequestedBy)
BitFieldValue< bool, unsigned __int32 > bIsMapActor()
bool IsAttachedTo(AActor *Other)
void UpdateOverlaps(bool bDoNotifies)
void SetTickFunctionEnabled(bool bEnableTick)
void NetDetachRootComponentFromAny_Implementation()
void OnInventoryItemGrind()
void SendExecCommand(FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
FTransform * GetTransform(FTransform *result)
BitFieldValue< bool, unsigned __int32 > bNetStartup()
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck()
void GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > *ObjList)
void MulticastDrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
FVector * GetActorViewDirection(FVector *result)
FTransform * ActorToWorld(FTransform *result)
unsigned int & AnimUpdateRateShiftTagField()
void MakeNoise(float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
UPrimitiveComponent * StasisCheckComponentField()
FVector * BP_OverrideTargetingLocation(FVector *result, AActor *Attacker)
void ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
ECollisionResponse GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
void DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
void ClearNetworkSpatializationParent()
FBox * GetComponentsBoundingBoxForLevelBounds(FBox *result)
void ReceiveActorBeginCursorOver()
float GetDotProductTo(AActor *OtherActor)
int & DefaultStasisComponentOctreeFlagsField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation()
void ActorPlaySoundUnreliable(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
float & InitialLifeSpanField()
void FinishSpawning(FTransform *Transform, bool bIsDefaultTransform)
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds()
float GetApproachRadius()
bool IsPrimalCharacterOrStructure()
BitFieldValue< bool, unsigned __int32 > bHibernateChange()
bool IsRootComponentCollisionRegistered()
void PostInitProperties()
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate()
bool BPConsumeUsePinCode(AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient()
FVector * GetTargetingLocation(FVector *result, AActor *Attacker)
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay()
void MarkComponentsAsPendingKill()
void RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
void ReceiveTick(float DeltaSeconds)
void MarkComponentsRenderStateDirty()
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick()
void ChangeActorTeam(int NewTeam)
void FellOutOfWorld(UDamageType *dmgType)
bool IsMatineeControlled()
void ResetOwnedComponents()
bool CheckActorComponents()
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication()
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization()
float GetHorizontalDistanceTo(AActor *OtherActor)
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
int BPGetExtraSpecialBlueprintInt()
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText()
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck()
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged()
void UninitializeComponents(EEndPlayReason::Type EndPlayReason)
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick()
void GatherCurrentMovement()
USceneComponent * RootComponentField()
void MulticastDrawDebugLine(FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
bool IsRootComponentStatic()
FVector * GetActorForwardVector(FVector *result)
void SetLifeSpan(float InLifespan)
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & ForceMaximumReplicationRateUntilTimeField()
float GetHorizontalDotProductTo(AActor *OtherActor)
void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)
UActorComponent * CreateComponentFromTemplate(UActorComponent *Template, FString *InName)
void AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
BitFieldValue< bool, unsigned __int32 > bHidden()
void StopActorSound(USoundBase *SoundAsset, float FadeOutTime)
void MulticastDrawDebugCapsuleWithExtents(FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
void SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep)
void GetOverlappingActors(TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
void GetAllSceneComponents(TArray< USceneComponent * > *OutComponents)
BitFieldValue< bool, unsigned __int32 > bStasised()
float & NetCullDistanceSquaredField()
void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds)
void ClientGameEnded_Implementation(AActor *EndGameFocus, bool bIsWinner)
void CleanupSessionOnReturnToMenu()
void GameHasEnded(AActor *EndGameFocus, bool bIsWinner)
void ClientReturnToMainMenu_Implementation(FString *ReturnReason)
void ClientSetSpectatorCamera(FVector CameraLocation, FRotator CameraRotation)
void HandleReturnToMainMenu()
void OnQueryAchievementsComplete(FUniqueNetId *PlayerId, const bool bWasSuccessful)
void ClientSetSpectatorCamera_Implementation(FVector CameraLocation, FRotator CameraRotation)
FName & ServerSayStringField()
BitFieldValue< bool, unsigned __int32 > bAllowGameActions()
void ClientGameStarted_Implementation()
static UClass * StaticClass()
void ClientEndOnlineGame_Implementation()
bool IsLookInputIgnored()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void ClientSendRoundEndEvent_Implementation(bool bIsWinner, int ExpendedTimeInSeconds)
void ClientEndOnlineGame()
bool & bHasSentStartEventsField()
void ClientStartOnlineGame()
bool IsGameInputAllowed()
void ClientStartOnlineGame_Implementation()
void ServerCheat(FString *Msg)
BitFieldValue< bool, unsigned __int32 > bGameEndedFrame()
void ServerCheat_Implementation(FString *Msg)
void SimulateInputKey(FKey Key, bool bPressed)
static void StaticRegisterNativesABasePlayerController()
BitFieldValue< bool, unsigned __int32 > bCheatEnabled()
bool IsMoveInputIgnored()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bClientUpdating()
FRotator * BPModifyRootMotionDeltaRotation_Implementation(FRotator *result, FRotator *Delta)
bool NotifyLanded(FHitResult *Hit)
bool AllowOverrideNewFallVelocity()
BitFieldValue< bool, unsigned __int32 > bIsBigPusher()
TArray< USoundBase * > CharacterOverrideSoundFromField()
USoundBase * BPOverrideCharacterSound_Implementation(USoundBase *SoundIn)
bool CanJumpInternal_Implementation()
void ClientCheatWalk_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsProne()
void ClearCrossLevelReferences()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound()
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity()
void K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
UAnimMontage * GetCurrentMontage()
void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PrevCustomMode)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
void OnEndCrouch(float HeightAdjust, float ScaledHeightAdjust)
UActorComponent * FindComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
float OverrideTerminalVelocity(bool bIgnoreTrueBlack, bool bUseGrayscale)
bool IsPlayingRootMotion()
FRotator * BPModifyRootMotionDeltaRotation(FRotator *result, FRotator *Delta)
bool ReplicateMovementToSimulatedClients()
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch()
BitFieldValue< bool, unsigned __int32 > bForceUnfreezeIkNextFrame()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled()
char & ReplicatedMovementModeField()
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField()
bool & bInBaseReplicationField()
void OnLanded(FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bClientWasFalling()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle()
void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
static void StaticRegisterNativesACharacter()
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathMoveTick()
BitFieldValue< bool, unsigned __int32 > bIsCrouched()
float ModifyAirControl(float Damage, FPointDamageEvent *PointDamageEvent, AController *EventInstigator, AActor *DamageCauser)
bool AllowOverrideSwimmingVelocity()
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion()
float & JumpKeyHoldTimeField()
void SetLastMovementDesiredRotation(FRotator *InRotation)
void UnCrouch(bool bClientSimulation)
void UnProne(bool bClientSimulation)
float & ExtraFrictionModifierField()
float & ProneEyeHeightField()
void OnStartCrouch(float HeightAdjust, float ScaledHeightAdjust)
BitFieldValue< bool, unsigned __int32 > bUsesRootMotion()
BitFieldValue< bool, unsigned __int32 > bCanPushOthers()
void NetTeleportSucceeded_Implementation(FVector ToLoc, FRotator ToRot)
float & LeftDynamicActorBaseTimeField()
BitFieldValue< bool, unsigned __int32 > bCanBePushed()
void OnRep_ReplicatedBasedMovement()
float GetDefaultHalfHeight()
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField()
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
void Landed(FHitResult *Hit)
void Prone(bool bClientSimulation)
TArray< USoundBase * > CharacterOverrideSoundToField()
void PostNetReceiveLocationAndRotation()
void Crouch(bool bClientSimulation)
void OnLaunched(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode()
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathSMCTick()
void CheckJumpInput(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bPressedJump()
FVector & BaseTranslationOffsetField()
void ClientCheatFly_Implementation()
void PossessedBy(AController *NewController)
bool IsBasedOnDynamicActor()
UPrimitiveComponent * GetMovementBase()
BitFieldValue< bool, unsigned __int32 > bPreventWaterHopCorrectionVelChange()
BitFieldValue< bool, unsigned __int32 > bOverrideFlyingVelocity()
bool AllowOverrideFlyingVelocity()
void K2_UpdateCustomMovement(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity()
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool ShouldReplicateRotPitch()
bool ShouldNotifyLanded(FHitResult *Hit)
float GetJumpMaxHoldTime()
float & HarvestingDestructionMeshRangeMultiplerField()
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bCanEverProne()
void OnRep_ReplicatedMovement()
void RecalculateBaseEyeHeight()
bool AllowOverrideWalkingVelocity()
void ClientCheatGhost_Implementation()
void StopAnimMontage(UAnimMontage *AnimMontage)
bool DoJump(bool bReplayingMoves)
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
float & CrouchedEyeHeightField()
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity()
float & JumpMaxHoldTimeField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
bool BP_PreventMovementMode(EMovementMode newMovementMode, char newCustomMode)
float & ExtraMaxAccelerationModifierField()
int & LastTeleportedFrameField()
APlayerState * PlayerStateField()
void ReceiveInstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
bool IsInState(FName InStateName)
void ClientSetRotation(FRotator NewRotation, bool bResetCamera)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
void RemovePawnTickDependency(APawn *InOldPawn)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ChangeState(FName NewState)
FRotator * GetDesiredRotation(FRotator *result)
void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation)
void AttachToPawn(APawn *InPawn)
void CleanupPlayerState()
ACharacter * CharacterField()
FVector * GetNavAgentLocation(FVector *result)
void AddPawnTickDependency(APawn *NewPawn)
void SetControlRotation(FRotator *NewRotation)
void SetPawn(APawn *InPawn)
void Possess(APawn *InPawn)
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
void GetMoveGoalReachTest(AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
TWeakObjectPtr< AActor > & StartSpotField()
void PawnPendingDestroy(APawn *inPawn)
void PostInitializeComponents()
TWeakObjectPtr< APawn > & OldPawnField()
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
void UpdateNavigationComponents()
void ClientSetRotation_Implementation(FRotator NewRotation, bool bResetCamera)
FRotator * GetControlRotation(FRotator *result)
void InstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
FRotator & ControlRotationField()
FString * GetHumanReadableName(FString *result)
static void StaticRegisterNativesAController()
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
BitFieldValue< bool, unsigned __int32 > bAttachToPawn()
static UClass * GetPrivateStaticClass()
float & HyperThermalInsulationField()
float & IndoorsHypoThermalInsulationField()
static UClass * GetPrivateStaticClass()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void Tick(float DeltaTime)
float & IndoorsHyperThermalInsulationField()
BitFieldValue< bool, unsigned __int32 > bIsEggTooCold()
void UpdateEgg(float DeltaSeconds)
void NetSpawnDinoEmitter_Implementation()
float & EggThermalInsulationTemperatureMultiplierField()
void NetSpawnDinoEmitter()
double & LastInsulationCalcTimeField()
BitFieldValue< bool, unsigned __int32 > bIsEggTooHot()
float & HypoThermalInsulationField()
static UClass * StaticClass()
long double & SpawnDropSoundTimeField()
long double & DroppedItemDestructionTimeField()
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
static void StaticRegisterNativesADroppedItem()
void KeepPhysicsActiveForDuration(float Duration)
UStaticMesh * NetDroppedMeshOverrideField()
bool & bClientDisablePhysicsField()
float & DroppedLifeSpanOverrideField()
BitFieldValue< bool, unsigned __int32 > bLowQuality()
int & AssignedToTribeIDField()
BitFieldValue< bool, unsigned __int32 > bNotifyPreviousOwnerOfPickup()
AActor * DroppedByActorField()
BitFieldValue< bool, unsigned __int32 > bAssignedToTribePickupOnly()
void PostNetReceiveLocationAndRotation()
float & ImpulseMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bUseCollisionTrace()
float & LocationStuckTimerField()
void Tick(float DeltaSeconds)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
static UClass * StaticClass()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
void LoadedFromSaveGame()
UPrimalItem * MyItemField()
unsigned __int64 & DroppedByPlayerIDField()
void PreInitializeComponents()
float & PrevAngularDampingField()
FVector & PreviousLocationField()
bool IsAllowedToPickupItem(APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bPreventPickup()
float & MaxPickUpDistanceField()
void SetupDroppedItemLifeSpan()
FVector & DroppedItemScaleField()
long double & PhysicsKeepAliveUntilTimeField()
float GetDroppedItemLifeTime()
float & ForceSleepTimerField()
FVector & DroppedItemInterpTargetField()
FVector & PreviousStuckLocationField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
FItemNetInfo & MyItemInfoField()
float & PickupAllRangeField()
FString & DroppedByNameField()
FVector2D & OverlayTooltipPaddingField()
BitFieldValue< bool, unsigned __int32 > bUseClientDroppedItemPhysics()
FVector & NetDroppedMeshOverrideScale3DField()
float & PrevLinearDampingField()
BitFieldValue< bool, unsigned __int32 > bApplyImpulseOnSpawn()
FVector2D & OverlayTooltipScaleField()
BitFieldValue< bool, unsigned __int32 > bDestroyOutOfWater()
void DrawHUD(AShooterHUD *HUD)
float & FreezePhysicsAfterTimeField()
static UClass * StaticClass()
char & ReplicationForceIsPlayingField()
void AddPlayerToDirectorTracks(APlayerController *PC)
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
void AddActorToGroup(FName GroupName, AActor *TheGroupActor)
void SetPosition(float NewPosition, bool bJump, bool bForceJumpFromBeginningForEvents, bool bSkipMatineeUpdate)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool IsMatineeCompatibleWithPlayer(APlayerController *InPC)
void UpdateReplicatedData(bool bIsBeginningPlay)
void PostInitializeComponents()
FName * GetFunctionNameForEvent(FName *result, FName EventName)
void UpdateInterp(float NewPosition, bool bPreview, bool bJump, bool bSkipMatineeUpdate)
void UpdateStreamingForCameraCuts(float CurrentTime, bool bPreview)
void NotifyEventTriggered(FName EventName, float EventTime)
int & PreferredSplitScreenNumField()
void EnableCinematicMode(bool bEnable)
void Tick(float DeltaTime)
int & MatineeManagerPriorityField()
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
float & ClientSidePositionErrorToleranceField()
void StepInterp(float DeltaTime, bool bPreview)
void ChangePlaybackDirection()
void CheckPriorityRefresh()
void Play(float OverrideSetPosition, bool bOverridePositionJump)
void SetLoopingState(bool bNewLooping)
FName & MatineeControllerNameField()
float & InterpPositionField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & ForceStartPositionField()
static UClass * StaticClass()
static void GetNearbyPlayersAndTamedDinos(UObject *WorldContextObject, TArray< APrimalCharacter * > *OutCharacters, FVector *Location, float Radius)
int & MissionVersionField()
FName & CachedMissionTagField()
FString & MissionDisplayNameField()
static UClass * GetPrivateStaticClass()
float & NPCLevelMultiplierField()
TSubclassOf< UNPCSpawnEntriesContainer > & NPCSpawnEntriesContainerObjectField()
bool & bNPCForcePreventExitingWaterField()
float & TheNextIncreaseNPCIntervalField()
int & AbsoluteMaximumNumberNearbyCoreStructuresField()
bool & bNPCPreventSavingField()
float & MinimumManualSpawnIntervalField()
int GetNumberOfClassNPCTouching(TSubclassOf< APrimalDinoCharacter > ADinoClass)
TArray< FLinkedZoneSpawnVolumeEntry > & LinkedZoneSpawnVolumeEntriesField()
int & MinDesiredNumberOfNPCField()
int FindLinkedSpawnVolumeEntryContainingPoint(FVector AtPoint)
int & ForceOverrideNPCBaseLevelField()
bool & bForceInEditorField()
bool & bOnlyCheckMySublevelWaterField()
float & TheMinimumPlayerDistanceFromSpawnPointField()
int & UseDesiredNumberOfNPCField()
bool & bUsesManualSpawningField()
float & TheDecreaseNPCIntervalField()
void EndPlay(EEndPlayReason::Type EndPlayReason)
long double & LastDecreaseNPCTimeField()
bool & bIgnoreNPCRandomClassReplacementsField()
bool & bSpawnAllNPCEntriesField()
float & TheIncreaseNPCIntervalMaxField()
int & MaxNumberSpawnZoneRandomPointChecksField()
bool & bSpawnsWaterDinosField()
long double & LastIncreaseNPCTimeField()
float & TheNewNewEditorNumberOfNPCMultiplierField()
float & TheMinimumStructureDistanceFromSpawnPointField()
bool & bAllowExtentTestField()
static TArray< APrimalDinoCharacter * > * StaticSpawnNPCs(TArray< APrimalDinoCharacter * > *result, UObject *WorldContext, ANPCZoneManager *AtZoneManager, TSubclassOf< UNPCSpawnEntriesContainer > TheNPCSpawnEntries, FVector AtSpawnPoint, FRotator AtRotation, int UseSpawnVolumeIndex)
float & NPCAIRangeMultiplierField()
TArray< AActor * > DefaultZoneSpawnVolumeFloorsField()
bool & bUseSpawnPointOverrideRotationField()
float & NPCWanderRadiusMultiplierField()
TArray< FNPCSpawnEntry > & NPCSpawnEntriesField()
TArray< FNPCSpawnLimit > & NPCSpawnLimitsField()
bool & bOnlyUseInDedicatedServerField()
bool & bOnlyUseInSingleplayerField()
TArray< AActor * > SpawnPointOverridesField()
int & TheNPCDynamicIncreaseMaximumIterationsField()
float & TheIncreaseNPCIntervalField()
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
int & MaximumNumberNearbyCoreStructuresField()
bool & bIgnoreVolumeEcompassingCheckField()
int & SP_MinDesiredNumberOfNPCField()
bool & bOnlySpawnInWaterField()
bool IsValidNPCEntry(FNPCSpawnEntry *NPCEntry)
float & TheSpawnPointMinimumFloorNormalField()
bool & bTraceForSpawnAgainstWaterField()
int & NumSpawnFailuresField()
int & TheNPCFullIncreaseMaximumIterationsField()
float & TheMaximumWorldTimeForFullIncreaseField()
int & MaxNumberOfNPCField()
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
APrimalDinoCharacter * SpawnNPC(TSubclassOf< APrimalDinoCharacter > PawnTemplate, FVector SpawnLoc, bool bOverrideNPCLevel, int NPCLevelOffset, float NPCLevelMultiplier, bool bAddLevelOffsetBeforeMultiplier, float WaterOnlySpawnMinimumWaterHeight, float SpawnVolumeStartExtentZ, float OverrideYaw, float MaximumWaterHeight)
float & SP_TheIncreaseNPCIntervalField()
float & ManualSpawningNPCLerpToMaxRandomBaseLevelField()
void Report(TMap< UClass *, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< UClass *, int, 0 > > *DinoGroups)
bool & bForceUntameableField()
int GetNumberOfNPCTouching()
TArray< FName > & DefaultZoneSpawnVolumeFloorTagsField()
bool & bNPCDontWanderField()
bool & bTriedFullIncreaseField()
APrimalDinoCharacter * GetBestNPCToAutoKill()
int & NumNPCSpawnedField()
static void StaticRegisterNativesANPCZoneManager()
bool & bSpawnsAmphibiousDinosField()
float & KillOffOverweightNPCStasisTimeField()
float & TheMinimumTamedDinoDistanceFromSpawnPointField()
bool & bForceRespawnDinosField()
APrimalDinoCharacter * SpawnFromEntries(int SpawnVolumeEntry, TArray< FNPCSpawnEntry > *spawnEntries, FVector *AtSpawnPoint, TArray< APrimalDinoCharacter * > *AllSpawnedNPCs, float OverrideYaw)
bool GetValidSpawnPoint(int volumeEntryIndex, FVector extentCheck, FVector *ValidSpawnPoint, FVector *OverrideStartPoint, float OverrideStartPointExpansionRadius, float WaterOnlySpawnMinimumWaterHeight, float MaximumWaterHeight, float SpawnMinDistanceFromStructuresMultiplier, float SpawnMinDistanceFromPlayersMultiplier, float SpawnMinDistanceFromTamedDinosMultiplier, float *OverrideYawOut)
bool & bNPCNoKillXPField()
bool & bNPCWildIgnoreWildField()
float & CloseStructureDistanceFromSpawnPointField()
long double & LastManuallySpawnedTimeField()
bool & bAutoKillUseGlobalStasisArrayField()
bool & bNeverSpawnInWaterField()
float & DesiredNumberOfNPCMultiplierField()
float & NPCLerpToMaxRandomBaseLevelField()
void BecomeViewTarget(APlayerController *PC)
static void StaticRegisterNativesAPawn()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
FVector * Internal_ConsumeMovementInputVector(FVector *result)
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
AController * ControllerField()
void PreInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
TSubclassOf< AController > & AIControllerClassField()
FRotator * GetControlRotation(FRotator *result)
FVector * GetTetheredVelocity(FVector *result, FVector *RequestedVelocity, float DeltaSeconds)
void EnableInput(APlayerController *PlayerController)
void PossessedBy(AController *NewController)
char & RemoteViewPitchField()
FRotator * GetViewRotation(FRotator *result)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void OutsideWorldBounds()
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration()
FVector & ControlInputVectorField()
void PostNetReceiveVelocity(FVector *NewVelocity)
void DetachFromControllerPendingDestroy()
void PawnMakeNoise(float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
FVector * GetNavAgentLocation(FVector *result)
void PostNetReceiveLocationAndRotation()
bool IsMovementTethered()
void Internal_AddMovementInput(FVector WorldAccel, bool bForce)
float & AllowedYawErrorField()
APlayerController * GetOwnerController()
bool ShouldTickIfViewportsOnly()
void SpawnDefaultController()
AController * GetDamageInstigator(AController *InstigatedBy, UDamageType *DamageType)
void Tick(float DeltaSeconds)
UPlayer * GetNetOwningPlayer()
AController * GetCharacterController()
void PostInitializeComponents()
FRotator * GetBaseAimRotation(FRotator *result)
APlayerState * PlayerStateField()
void AddControllerRollInput(float Val)
bool IsBasedOnActor(AActor *Other)
bool ReachedDesiredRotation()
void PostInputProcessed()
FVector * ConsumeMovementInputVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch()
bool & bClearOnConsumeField()
void AddControllerPitchInput(float Val)
bool IsLocallyControlled()
AActor * GetTetherObject()
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw()
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll()
bool IsMoveInputIgnored()
bool IsLocallyControlledByPlayer()
UNetConnection * GetNetConnection()
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds()
bool IsTargetWithinTether(FVector *Destination, float AdditionalRadius)
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
void DisableInput(APlayerController *PlayerController)
void ClientSetRotation(FRotator NewRotation)
void PostRegisterAllComponents()
void AddMovementInput(FVector WorldDirection, float ScaleValue, bool bForce)
float & BaseEyeHeightField()
bool ShouldTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & TetherHeightField()
FVector * GetTetheredDestination(FVector *result, FVector *Destination, float AdditionalRadius)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
void RecalculateBaseEyeHeight()
void DestroyPlayerInputComponent()
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess()
FString * GetHumanReadableName(FString *result)
TWeakObjectPtr< AActor > & TetherActorField()
void AddControllerYawInput(float Val)
void SetMovementTether(AActor *InTetherActor, float Radius, float Height)
void InterceptInputEvent(FString *InputName)
float GetDefaultHalfHeight()
FVector & LastControlInputVectorField()
float & TetherRadiusField()
AController * LastHitByField()
void ClearMovementTether()
TWeakObjectPtr< AController > & SpawnedForControllerField()
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ClientProcessSimpleNetExecCommandBP_Implementation(AActor *ForActor, FName CommandName)
void SetSpawnLocation(FVector *NewLocation)
APawn * GetPawnOrSpectator()
EMouseCursor::Type GetMouseCursor()
bool IsLookInputIgnored()
void ServerUnmutePlayer(FUniqueNetIdRepl PlayerId)
void ClientCapBandwidth_Implementation(int Cap)
FVector & LastReplicatedFocalLocField()
void CleanupGameViewport()
void NetSpawnActorAtLocation_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
void Possess(APawn *PawnToPossess)
AActor * BaseGetPlayerCharacter()
bool DeprojectMousePositionToWorld(FVector *WorldLocation, FVector *WorldDirection)
void ClientTeamMessage(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
bool WasInputKeyJustReleased(FKey Key)
void AddCheats(bool bForce)
BitFieldValue< bool, unsigned __int32 > bCheatPlayer()
void PlayerTick(float DeltaTime)
FRotator & BlendedTargetViewRotationField()
TArray< AActor * > * GetAlwaysReleventNetworkActors()
void ClientRetryClientRestart_Implementation(APawn *NewPawn)
float GetInputKeyTimeDown(FKey Key)
void ClientReset_Implementation()
bool WasInputKeyJustPressed(FKey Key)
BitFieldValue< bool, unsigned __int32 > bCinematicMode()
void TickPlayerInput(const float DeltaSeconds, const bool bGamePaused)
void SetPawn(APawn *InPawn)
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
static void StaticRegisterNativesAPlayerController()
bool ServerAcknowledgePossession_Validate(APawn *P)
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation(AActor *ForActor, FName CommandName)
void SafeServerCheckClientPossession()
UCheatManager * CheatManagerField()
float & InputRollScaleField()
bool ServerNotifyLoadedWorld_Validate(FName WorldPackageName)
void StartSpectatingOnly()
void NotifyLoadedWorld(FName WorldPackageName, bool bFinalDest)
void BeginInactiveState()
void ClientPlaySoundAtLocation_Implementation(USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
void EndSpectatingState()
AActor * GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
void GetInputMouseDelta(float *DeltaX, float *DeltaY)
FVector & AudioListenerLocationOverrideField()
void ClientSetHUD(TSubclassOf< AHUD > NewHUDClass)
void SafeRetryClientRestart()
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey()
char & IgnoreLookInputField()
void SetPlayer(UPlayer *InPlayer)
TSubobjectPtr< USceneComponent > & TransformComponentField()
float & InputYawScaleField()
void SendClientAdjustment()
UNetConnection * NetConnectionField()
void ClientCommitMapChange_Implementation()
void BeginSpectatingState()
void ClientUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
bool GetHitResultUnderCursorByChannel(ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
bool ServerPause_Validate()
void GetInputMotionState(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
void ClientEnableNetworkVoice_Implementation(bool bEnable)
FVector * GetInputVectorKeyState(FVector *result, FKey Key)
void ClientPrepareMapChange_Implementation(FName LevelName, bool bFirst, bool bLast)
void ClientRetryClientRestart(APawn *NewPawn)
void DestroySpectatorPawn()
APawn * AcknowledgedPawnField()
FPlayerMuteList & MuteListField()
bool NetConnectionHasActiveActor(AActor *AnActor)
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor()
TArray< FName > & PendingMapChangeLevelNamesField()
void GetViewportSize(int *SizeX, int *SizeY)
TArray< AActor * > HiddenActorsField()
bool ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D *ScreenLocation, FVector *Out_ViewLocation, FBox2D *Out_ViewRect, bool *Out_bIsScreenLocationInsideViewRect)
FRotator & PreviousRotationInputField()
bool NotifyServerReceivedClientData(APawn *InPawn, float TimeStamp)
void EndPlay(EEndPlayReason::Type EndPlayReason)
FRotator & RotationInputField()
void ServerVerifyViewTarget()
void ResetIgnoreInputFlags()
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
unsigned __int16 & SeamlessTravelCountField()
void Camera(FName NewMode)
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
bool ServerUpdateLevelVisibility_Validate(FName PackageName, bool bIsVisible)
ASpectatorPawn * SpectatorPawnField()
bool & bIsDelayedNetCleanupField()
FRotator & TargetViewRotationField()
void SetupInputComponent()
void ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
bool IsSplitscreenPlayer(int *OutSplitscreenPlayerIndex)
APlayerState * GetNextViewablePlayer(int dir)
FString * ConsoleCommand(FString *result, FString *Cmd, bool bWriteToLog)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
bool IsMoveInputIgnored()
void CreateTouchInterface()
void ChangeState(FName NewState)
void ServerUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
void StartFire(char FireModeNum)
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents()
void AddPitchInput(float Val)
long double & ServerLastReceivedSpectatorLocTimeField()
static UClass * StaticClass()
void ServerUpdateCamera_Implementation(FVector_NetQuantize CamLoc, int CamPitchAndYaw)
void ClientWasKicked(FText *KickReason)
void ClientSetBlockOnAsyncLoading_Implementation()
void ToggleSpeaking(bool bSpeaking, bool bUseSuperRange)
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused()
bool IsPlayerMuted(FString *VivoxUsername)
void ClientPrestreamTextures_Implementation(AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor()
float & LastTeleportDistanceField()
void SetVirtualJoystickVisibility(bool bVisible)
void ClientRepObjRef(UObject *Object)
FRotator & AudioListenerRotationOverrideField()
void ClientReturnToMainMenu(FString *ReturnReason)
void ClientMessage(FString *S, FName Type, float MsgLifeTime)
void ClientNetGUIDActorDeletion_Implementation(FNetworkGUID TheNetGUID)
bool InputTouch(unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
bool HasClientLoadedCurrentWorld()
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField()
void ServerSetSpectatorLocation_Implementation(FVector NewLoc)
void AddRollInput(float Val)
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField()
void SetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
void ServerViewPrevPlayer_Implementation()
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
void ClientUnmutePlayer(FUniqueNetIdRepl PlayerId)
void SetAudioListenerOverride(USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
void GetSeamlessTravelActorList(bool bToEntry, TArray< AActor * > *ActorList)
UNetConnection * PendingSwapConnectionField()
void SpawnPlayerCameraManager()
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled()
void ServerPause_Implementation()
bool & bLockedInputUIField()
void SmoothTargetViewRotation(APawn *TargetPawn, float DeltaSeconds)
bool InputAxis(FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents()
TArray< AActor * > AlwaysReleventNetworkActorsField()
BitFieldValue< bool, unsigned __int32 > bIsAdmin()
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
float & LastSpectatorStateSynchTimeField()
void ClientForceGarbageCollection_Implementation()
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove()
void ClientGotoState(FName NewState)
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ForceSingleNetUpdateFor(AActor *Target)
float & LocalPlayerCachedLODDistanceFactorField()
void ServerMutePlayer(FUniqueNetIdRepl PlayerId)
void SetCameraMode(FName NewCamMode)
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents()
void ClientReturnToMainMenu_Implementation(FString *ReturnReason)
void ServerViewNextPlayer_Implementation()
bool GetHitResultUnderFingerByChannel(ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void AcknowledgePossession(APawn *P)
void ServerRestartPlayer()
void AddYawInput(float Val)
void ServerReceivedPlayerControllerAck_Implementation()
int GetSplitscreenPlayerCount()
void ClientVoiceHandshakeComplete()
FVector & SpawnLocationField()
BitFieldValue< bool, unsigned __int32 > bForceSpawnedNotification()
void ClientClearCameraLensEffects_Implementation()
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
void ClientVoiceHandshakeComplete_Implementation()
void ClientEnableNetworkVoice(bool bEnable)
void ClientSetHUD_Implementation(TSubclassOf< AHUD > NewHUDClass)
void ClientIgnoreLookInput_Implementation(bool bIgnore)
void ClientFlushLevelStreaming_Implementation()
UNetConnection * GetNetConnection()
void ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
void ClientIgnoreMoveInput_Implementation(bool bIgnore)
void ClientPlaySound_Implementation(USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
void ServerMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
char & IgnoreMoveInputField()
FVector * GetFocalLocation(FVector *result)
bool InputKey(FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
void EnableInput(APlayerController *PlayerController)
void UpdateCameraManager(float DeltaSeconds)
void ServerChangeName_Implementation(FString *S)
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener()
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting()
void DisableInput(APlayerController *PlayerController)
float GetInputAnalogKeyState(FKey Key)
bool & bAutoManageActiveCameraTargetField()
TSubclassOf< UCheatManager > & CheatClassField()
FVector * GetSpawnLocation(FVector *result)
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField()
void SeamlessTravelFrom(APlayerController *OldPC)
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes()
void ClientRestart_Implementation(APawn *NewPawn)
void SetIgnoreMoveInput(bool bNewMoveInput)
BitFieldValue< bool, unsigned __int32 > bIsAnselActive()
void PostInitializeComponents()
void UpdateRotation(float DeltaTime)
bool ServerChangeName_Validate(FString *S)
void CleanupPlayerState()
bool GetHitResultUnderFingerForObjects(ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
void ViewAPlayer(int dir)
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents()
void EnableCheats(FString pass)
unsigned __int16 & LastCompletedSeamlessTravelCountField()
void ClientWasKicked_Implementation(FText *KickReason)
void ClientProcessNetExecCommandUnreliable_Implementation(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
void ClientMutePlayer(FUniqueNetIdRepl PlayerId)
void ProcessForceFeedback(const float DeltaTime, const bool bGamePaused)
void AutoManageActiveCameraTarget(AActor *SuggestedTarget)
bool GetHitResultUnderFinger(ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ClientCommitMapChange()
void ClientMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
void ServerNotifyLoadedWorld_Implementation(FName WorldPackageName)
void CleanUpAudioComponents()
bool ServerUnmutePlayer_Validate(FUniqueNetIdRepl PlayerId)
FString * GetPlayerNetworkAddress(FString *result)
void SetKickedNotification(FString APIKey)
void ClientCancelPendingMapChange_Implementation()
void ServerCheckClientPossession_Implementation()
bool InputMotion(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
void OnNetCleanup(UNetConnection *Connection)
UPlayerInput * PlayerInputField()
void ProcessPlayerInput(const float DeltaTime, const bool bGamePaused)
void ClientClearCameraLensEffects()
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField()
void ServerAcknowledgePossession_Implementation(APawn *P)
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField()
UPlayer * GetNetOwningPlayer()
void ClientRepObjRef_Implementation(UObject *Object)
ASpectatorPawn * SpawnSpectatorPawn()
float & InputPitchScaleField()
void SetSpectatorPawn(ASpectatorPawn *NewSpectatorPawn)
void ClientGameEnded_Implementation(AActor *EndGameFocus, bool bIsWinner)
APlayerCameraManager * PlayerCameraManagerField()
void ServerVerifyViewTarget_Implementation()
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut()
bool IsPlayerMuted(FUniqueNetId *PlayerId)
void ClearAudioListenerOverride()
bool GetHitResultUnderCursor(ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
void ServerRestartPlayer_Implementation()
void ServerChangeName(FString *S)
void ServerCamera_Implementation(FName NewMode)
void UpdateStateInputComponents()
bool IsInputKeyDown(FKey Key)
float & LastRetryPlayerTimeField()
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField()
void GameHasEnded(AActor *EndGameFocus, bool bIsWinner)
void ClientGotoState_Implementation(FName NewState)
void ReceivedSpectatorClass(TSubclassOf< AGameMode > SpectatorClass)
void ClientSetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
bool ShouldShowMouseCursor()
void DelayedPrepareMapChange()
void ServerUpdateLevelVisibility_Implementation(FName PackageName, bool bIsVisible)
void SetIgnoreLookInput(bool bNewLookInput)
void ClientSetCameraFade_Implementation(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook()
char & NetPlayerIndexField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField()
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField()
void SafeServerUpdateSpectatorState()
void ServerToggleAILogging_Implementation()
bool GetMousePosition(float *LocationX, float *LocationY)
void OverrideWith(APlayerState *PlayerState)
static void StaticRegisterNativesAPlayerState()
void SeamlessTravelTo(APlayerState *NewPlayerState)
APlayerState * Duplicate()
void RecalculateAvgPing()
float & CurPingBucketTimestampField()
void ClientInitialize(AController *C)
void RegisterPlayerWithSession(bool bWasFromInvite)
FString * GetHumanReadableName(FString *result)
BitFieldValue< bool, unsigned __int32 > bFromPreviousLevel()
char & CurPingBucketField()
BitFieldValue< bool, unsigned __int32 > bIsInactive()
bool ShouldBroadCastWelcomeMessage(bool bExiting)
void UpdatePing(float InPing)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void SetPlayerName(FString *S)
void PostInitializeComponents()
FString & SavedNetworkAddressField()
FUniqueNetIdRepl & UniqueIdField()
BitFieldValue< bool, unsigned __int32 > bIsSpectator()
BitFieldValue< bool, unsigned __int32 > bIsABot()
void CopyProperties(APlayerState *PlayerState)
BitFieldValue< bool, unsigned __int32 > bOnlySpectator()
void SetUniqueId(TSharedPtr< FUniqueNetId, 0 > *InUniqueId)
FName & SessionNameField()
FString & PlayerNameField()
BitFieldValue< bool, unsigned __int32 > bHasBeenWelcomed()
BitFieldValue< bool, unsigned __int32 > bBPAddMultiUseEntries()
float & MaximumVelocityZForSlowingFallField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoDismount()
BitFieldValue< bool, unsigned __int32 > bDediServerUseBPModifyPlayerBoneModifiers()
TSubclassOf< APrimalBuff > & AOEOtherBuffToApplyField()
float & ViewMaxExposureMultiplierField()
long double & LastItemDurabilityDepletionTimeField()
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
bool & bContinueTickingClientAfterDeactivateField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyPlayerBoneModifiers()
FVector * UpdateStaticPathingDestination(FVector *result, FVector locOverride, float randomOffsetMultiplier, bool useRandomNegativeXDir, bool orientRandOffsetByRotation, FRotator randOffsetByRotation, float GroundCheckSpreadOverride)
BitFieldValue< bool, unsigned __int32 > bAddReactivates()
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToDinos()
BitFieldValue< bool, unsigned __int32 > bBuffDrawFloatingHUD()
FStatusValueModifierDescription * GetBuffDescription(FStatusValueModifierDescription *result)
bool & bUseBPExcludeAoEActorField()
FieldArray< FLinearColor, 6 > DesiredDinoColorsField()
FName & InstigatorAttachmentSocketField()
int & DinoColorizationPriorityField()
TSubclassOf< UDamageType > & AoEApplyDamageTypeField()
bool & bDeactivatedSoundOnlyLocalField()
bool IsValidUnStasisCaster()
FieldArray< float, 12 > ValuesToAddPerSecondField()
BitFieldValue< bool, unsigned __int32 > bAoEIgnoreDinosTargetingInstigator()
UMaterialInterface * BuffPostProcessEffectField()
BitFieldValue< bool, unsigned __int32 > bPreventCarryOrPassenger()
static UClass * StaticClass()
bool & bBPModifyCharacterFOVField()
TSubclassOf< UPrimalBuffPersistentData > & BuffPersistentDataClassField()
TArray< TSubclassOf< AActor > > & AoEClassesToExcludeField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIsNetRelevantFor()
long double & NextBuffTickTimeServerField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffDeactivated()
BitFieldValue< bool, unsigned __int32 > bPreventOnPlayer()
BitFieldValue< bool, unsigned __int32 > bModifyMaxSpeed()
bool ExcludeAoEActor(AActor *ActorToConsider)
bool & bDeactivateAfterAddingXPField()
BitFieldValue< bool, unsigned __int32 > bAoEApplyDamageAllTargetables()
long double & TimeForNextAOECheckField()
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
BitFieldValue< bool, unsigned __int32 > bFollowTarget()
float & CharacterMultiplier_ExtraWaterConsumptionMultiplierField()
float & SlowInstigatorFallingDampenZVelocityField()
TArray< TSubclassOf< APrimalCharacter > > & BuffRequiresOwnerClassField()
float & ForceNetworkSpatializationBuffMaxLimitRangeField()
bool & bUseBPOverrideBuffToGiveOnDeactivationField()
bool & bWasStasisedField()
BitFieldValue< bool, unsigned __int32 > bBPAdjustStatusValueModification()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFlight()
void Tick(float DeltaSeconds)
bool & bUseBPSetupForInstigatorField()
BitFieldValue< bool, unsigned __int32 > bRemoteForcedFlee()
BitFieldValue< bool, unsigned __int32 > bPreventOnRobotDino()
BitFieldValue< bool, unsigned __int32 > bPlayerIgnoreBuffPostprocessEffectWhenRidingDino()
void AddDamageStatusValueModifier(APrimalCharacter *addToCharacter, EPrimalCharacterStatusValue::Type ValueType, bool bSpeedToAddInSeconds, bool bContinueOnUnchangedValue, bool bResetExistingModifierDescriptionIndex, bool bSetValue, bool bSetAdditionalValue, float LimitExistingModifierDescriptionToMaxAmount, float damageMultiplierAmountToAdd, float speedToAdd, int StatusValueModifierDescriptionIndex, bool bUsePercentualDamage, bool bMakeUntameable, float percentualDamage, TSubclassOf< UDamageType > ScaleValueByCharacterDamageType)
APrimalBuff * AddBuff(APrimalCharacter *ForCharacter, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUsePostAdjustDamage()
BitFieldValue< bool, unsigned __int32 > bDeactivateOnJump()
BitFieldValue< bool, unsigned __int32 > bPreventClearRiderOnDinoImmobilize()
BitFieldValue< bool, unsigned __int32 > bDisableIfCharacterUnderwater()
BitFieldValue< bool, unsigned __int32 > bPreventInputDoesOffset()
int & AddBuffMaxNumStacksField()
float & CharacterMultiplier_SubmergedOxygenDecreaseSpeedField()
bool & bPersistentBuffSurvivesLevelUpField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeCarried()
BitFieldValue< bool, unsigned __int32 > bBPOverrideWeaponBob()
bool & bUseBuffTickServerField()
BitFieldValue< bool, unsigned __int32 > bPreventFallDamage()
FVector & AoEBuffLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnPlayers()
float & WeaponRecoilMultiplierField()
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToPlayers()
TArray< FPostProcessMaterialAdjuster > & PostprocessMaterialAdjustersField()
bool & bBPOverrideCharacterNewFallVelocityField()
BitFieldValue< bool, unsigned __int32 > bAllowBuffWhenInstigatorDead()
BitFieldValue< bool, unsigned __int32 > bUseTickingDeactivation()
float & HyperThermiaInsulationField()
TArray< TSubclassOf< AActor > > & PreventActorClassesTargetingField()
float & Maximum2DVelocityForStaminaRecoveryField()
float & TPVCameraSpeedInterpolationMultiplierField()
float & UnsubmergedMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
BitFieldValue< bool, unsigned __int32 > bForcePlayerProne()
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargeting()
BitFieldValue< bool, unsigned __int32 > bUseBPIsCharacterHardAttached()
void EnableTickFunction()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffIgnoreSameTeam()
float BuffAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
float & BuffTickServerMinTimeField()
TSubclassOf< APrimalBuff > & ForceNetworkSpatializationMaxLimitBuffTypeField()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeCarrying()
BitFieldValue< bool, unsigned __int32 > bPreventOnDino()
void DrawBuffFloatingHUD(int BuffIndex, AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffActivated()
TArray< TSubclassOf< AActor > > & AoEClassesToIncludeField()
BitFieldValue< bool, unsigned __int32 > bCausesCryoSickness()
float & AOEBuffRangeField()
BitFieldValue< bool, unsigned __int32 > bIsBuffPersistent()
void ProcessStaticPathing(bool triggerRunning)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTalkerCharacter()
BitFieldValue< bool, unsigned __int32 > bUseBPOnInstigatorCapsuleComponentHit()
float & OnlyForInstigatorSoundFadeInTimeField()
BitFieldValue< bool, unsigned __int32 > bCheckPreventInput()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAddingOtherBuff()
TSubclassOf< APrimalBuff > & BuffToGiveOnDeactivationField()
float & CharacterAOEBuffDamageField()
BitFieldValue< bool, unsigned __int32 > bWasDestroyed()
BitFieldValue< bool, unsigned __int32 > bOnlyAddCharacterValuesUnderwater()
float & CharacterAdd_DefaultHypothermicInsulationField()
BitFieldValue< bool, unsigned __int32 > bDeactivated()
float & InsulationRangeField()
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTickDedicated()
FStatusValueModifierDescription & BuffDescriptionField()
BitFieldValue< bool, unsigned __int32 > bPreventJump()
bool & bIsCarryBuffField()
float & DinoColorizationInterpSpeedField()
void SetBuffCauser(AActor *CausedBy)
float & PreventIfMovementMassGreaterThanField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventRunning()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffRequireSameTeam()
BitFieldValue< bool, unsigned __int32 > bDontPlayInstigatorActiveSoundOnDino()
float & XPtoAddRateField()
long double & TickingDeactivationTimeField()
float & AoEApplyDamageField()
BitFieldValue< bool, unsigned __int32 > bAddExtendBuffTime()
TArray< TWeakObjectPtr< APrimalCharacter > > & BuffedCharactersField()
float & XPEarningMultiplierField()
BitFieldValue< bool, unsigned __int32 > bHUDFormatTimerAsTimecode()
float & DeactivateAfterTimeField()
void NetDeactivate_Implementation()
BitFieldValue< bool, unsigned __int32 > bCustomDepthStencilIgnoreHealth()
void NotifyDamage(float DamageAmount, TSubclassOf< UDamageType > DamageClass, AController *EventInstigator, AActor *TheDamageCauser)
bool & bTickFunctionDisabledField()
float & DeactivationLifespanField()
TArray< UMaterialInterface * > PostprocessBlendablesToExcludeField()
void SetupForInstigator()
float & BuffTickServerMaxTimeField()
USoundBase * ExtraActivationSoundToPlayField()
BitFieldValue< bool, unsigned __int32 > bUseBPInitializedCharacterAnimScriptInstance()
bool & bUseBPCustomAllowAddBuffField()
BitFieldValue< bool, unsigned __int32 > bUseBPNonDedicatedPlayerPostAnimUpdate()
BitFieldValue< bool, unsigned __int32 > bPreventOnBigDino()
BitFieldValue< bool, unsigned __int32 > bAoEOnlyOnDinosTargetingInstigator()
float & ReceiveDamageMultiplierField()
void GetHUDElements(APlayerController *ForPC, TArray< FHUDElement > *OutHUDElements)
void BPGetHUDElements(APlayerController *ForPC, TArray< FHUDElement > *OutElements)
float & AOEBuffIntervalMinField()
BitFieldValue< bool, unsigned __int32 > bPreventInstigatorAttack()
BitFieldValue< bool, unsigned __int32 > bPreventOnBossDino()
BitFieldValue< bool, unsigned __int32 > bNetResetBuffStart()
BitFieldValue< bool, unsigned __int32 > bAllowBuffStasis()
BitFieldValue< bool, unsigned __int32 > bHideBuffFromHUD()
USoundBase * DeactivatedSoundField()
UPrimalBuffPersistentData * MyBuffPersistentDataField()
BitFieldValue< bool, unsigned __int32 > bDisplayHUDProgressBar()
BitFieldValue< bool, unsigned __int32 > bAoEBuffAllowIfAlreadyBuffed()
FVector & AoETraceToTargetsStartOffsetField()
float & AOEBuffIntervalMaxField()
void NetResetBuffStart_Implementation()
int & ForceNetworkSpatializationBuffMaxLimitNumField()
TWeakObjectPtr< AActor > & TargetField()
BitFieldValue< bool, unsigned __int32 > bPreventOnWildDino()
BitFieldValue< bool, unsigned __int32 > bBPDrawBuffStatusHUD()
static void StaticRegisterNativesAPrimalBuff()
bool & bUseBuffTickClientField()
int GetBuffType_Implementation()
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTick()
TArray< FMaxStatScaler > & MaxStatScalersField()
TArray< TSubclassOf< APrimalCharacter > > & BuffPreventsOwnerClassField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventThrowingItem()
BitFieldValue< bool, unsigned __int32 > bDinoIgnoreBuffPostprocessEffectWhenRidden()
FVector & staticPathingDestinationField()
bool & bDisableLightShaftsField()
BitFieldValue< bool, unsigned __int32 > bAddResetsBuffTime()
BitFieldValue< bool, unsigned __int32 > bUseInstigatorItem()
bool PreventActorTargeting_Implementation(AActor *ByActor)
float & CharacterMultiplier_ExtraFoodConsumptionMultiplierField()
long double & LastBuffTickTimeClientField()
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedPawn()
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargetingTurret()
float & BuffTickClientMinTimeField()
bool ReduceBuffTime(float AmountOfTimeToReduce)
void BPOnInstigatorCapsuleComponentHit(AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector *NormalImpulse, FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bDestroyOnTargetStasis()
bool & bDisableBloomField()
BitFieldValue< bool, unsigned __int32 > bAddCharacterValues()
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDElements()
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidUnstasisActor()
float & PostProcessInterpSpeedDownField()
long double & LastBuffTickTimeServerField()
BitFieldValue< bool, unsigned __int32 > bRequireController()
float & RemoteForcedFleeDurationField()
BitFieldValue< bool, unsigned __int32 > bNotifyExperienceGained()
BitFieldValue< bool, unsigned __int32 > bOnlyTickWhenVisible()
long double & NextBuffTickTimeClientField()
long double & BuffStartTimeField()
float & CharacterAOEBuffResistanceField()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeRiding()
BitFieldValue< bool, unsigned __int32 > bEnableStaticPathing()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachment()
static APrimalBuff * StaticAddBuff(TSubclassOf< APrimalBuff > BuffClass, APrimalCharacter *ForCharacter, UPrimalItem *AssociatedItem, AActor *DamageCauser, bool bForceOnClient)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustImpulseFromDamage()
FString * GetDebugInfoString(FString *result)
bool ExtendBuffTime(float AmountOfAdditionalTime)
long double & LastAoEApplyDamageTimeField()
bool & bOnlyTickWhenPossessedField()
bool & bOverrideBuffDescriptionField()
float & DepleteInstigatorItemDurabilityPerSecondField()
bool HideBuffFromHUD_Implementation()
BitFieldValue< bool, unsigned __int32 > bPreventDinoRiding()
BitFieldValue< bool, unsigned __int32 > bAOEOnlyApplyOtherBuffToWildDinos()
BitFieldValue< bool, unsigned __int32 > bSlowInstigatorFalling()
BitFieldValue< bool, unsigned __int32 > bUseBPDinoRefreshColorization()
bool PreventActorTargeting(AActor *ByActor)
bool & bContinueTickingServerAfterDeactivateField()
BitFieldValue< bool, unsigned __int32 > bHideTimerFromHUD()
BitFieldValue< bool, unsigned __int32 > bIsDisease()
float & AoEApplyDamageIntervalField()
bool & bForceOverrideCharacterNewFallVelocityField()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnDinos()
BitFieldValue< bool, unsigned __int32 > bOnlyActivateSoundForInstigator()
BitFieldValue< bool, unsigned __int32 > bUsesInstigator()
BitFieldValue< bool, unsigned __int32 > bAOEBuffCarnosOnly()
TArray< FDamagePrimalCharacterStatusValueModifier > & CharacterStatusValueModifiersField()
BitFieldValue< bool, unsigned __int32 > bUseBPHandleOnStartFire()
float & MeleeDamageMultiplierField()
float & PostProcessInterpSpeedUpField()
float & BuffTickClientMaxTimeField()
BitFieldValue< bool, unsigned __int32 > bUseActivateSoundFadeInDuration()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFirstPerson()
void BPOverrideCameraViewTarget(FName CurrentCameraMode, FVector DesiredCameraLocation, FRotator DesiredCameraRotation, float DesiredFOV, bool *bOverrideCameraLocation, FVector *CameraLocation, bool *bOverrideCameraRotation, FRotator *CameraRotation, bool *bOverrideCameraFOV, float *CameraFOV)
BitFieldValue< bool, unsigned __int32 > bAoETraceToTargets()
TWeakObjectPtr< AActor > & DamageCauserField()
BitFieldValue< bool, unsigned __int32 > bForceAddUnderwaterCharacterStatusValues()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCameraViewTarget()
BitFieldValue< bool, unsigned __int32 > bImmobilizeTarget()
TWeakObjectPtr< UPrimalItem > & InstigatorItemField()
float & ViewMinExposureMultiplierField()
TArray< float > & PreventActorClassesTargetingRangesField()
bool AOEBuffCanAffect(APrimalCharacter *forChar)
float & SlowInstigatorFallingAddZVelocityField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventInstigatorMovementMode()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & bUseBPDeactivatedField()
bool & bDestroyWhenUnpossessedField()
BitFieldValue< bool, unsigned __int32 > bEnabledCollisionNotify()
float & SubmergedMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bNotifyDamage()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustCharacterMovementImpulse()
TArray< TSubclassOf< APrimalBuff > > & ActivePreventsBuffClassesField()
void BuffPostAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
float & CharacterAdd_DefaultHyperthermicInsulationField()
TArray< TSubclassOf< APrimalBuff > > & BuffClassesToCancelOnActivationField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnInstigatorMovementModeChangedNotify()
float & HypoThermiaInsulationField()
void BPDrawBuffStatusHUD(AShooterHUD *HUD, float XPos, float YPos, float ScaleMult)
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedByPawn()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent()
void AttachedToOtherCharacterUpdateWorldLocation(FVector *worldLocation)
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores()
EShooterPhysMaterialType::Type GetTargetableDamageFXDefaultPhysMaterial()
void UpdateTribeName(FString NewTribeName)
float & SnapshotScaleField()
void BP_OnSetRunning(bool bNewIsRunning)
void PlayHitEffectPoint(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
TArray< int > & ReplicatedBonesIndiciesField()
long double & LastIkUpdateTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting()
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation()
long double & LastUpdatedAimOffsetsTimeField()
float & ProneWaterSubmergedDepthThresholdField()
int & DraggingBodyIndexField()
float & DragWeightField()
float & DamageTheMeleeDamageCauserPercentField()
BitFieldValue< bool, unsigned __int32 > bInterpHealthDamageMaterialOverlayAlpha()
BitFieldValue< bool, unsigned __int32 > bVerifyBasingForSaddleStructures()
void StopAnimEx(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials()
void OnRep_RagdollPositions()
float & PreviewCameraDistanceScaleFactorField()
long double & LastForceMeshRefreshBonesTimeField()
float & DeadBaseTargetingDesirabilityField()
float GetHealthPercentage()
BitFieldValue< bool, unsigned __int32 > bOrbitCamera()
float & FootstepsMaxRangeField()
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle()
float & ServerForceSleepRagdollIntervalField()
float & CorpseFadeAwayTimeField()
void ClientNotifyLevelUp()
FRotator & CurrentAimRotField()
float & IKAfterFallingTimeField()
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown()
void NetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomState()
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems()
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization()
USoundBase * StartDraggedSoundField()
bool AllowColoringBy(APlayerController *ForPC, UObject *anItem)
bool BPCanBeBaseForCharacter(APawn *Pawn)
float GetWaterSubmergedDepthThreshold()
FVector * GetTargetPathfindingLocation(FVector *result, AActor *Attacker)
bool DinoMountOnMe(APrimalDinoCharacter *dinoCharacter)
FVector * GetTargetingLocation(FVector *result, AActor *Attacker)
float PlayAnimEx(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, bool bForceKeepSynced, float BlendInTime, float BlendOutTime)
void BPApplyCharacterSnapshot(UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
bool BPHandleRightShoulderButton()
BitFieldValue< bool, unsigned __int32 > bAllowAirJump()
FDamageEvent * CurrentDamageEventField()
float BPGetAddForwardVelocityOnJump()
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
long double & LastStartedTalkingTimeField()
UAnimMontage * JumpAnimField()
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled()
void ClearRagdollPhysics()
void NetSetCharacterMovementVelocity_Implementation(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
float GetMaxSpeedModifier()
float & FallDamageMultiplierField()
FVector & DragOffsetField()
void ChangeActorTeam(int NewTeam)
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim()
FString * GetDebugInfoString(FString *result)
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput()
bool ShouldDealDamageTo(APrimalCharacter *OtherCharacter, bool bAllowDamageToSelf, bool bAllowDamageToTribe, bool bAllowDamageToAlliedTribes)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveRight()
float & WaterSubmergedDepthThresholdField()
void EnableBodiesGravity()
void PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
TArray< APrimalBuff * > BuffsField()
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField()
bool ModifyInputAcceleration(FVector *InputAcceleration)
bool ShouldForceCameraStyle(APrimalCharacter *ForViewTarget, ECameraStyle::Type *OutForcedCameraStyle)
long double & LastDragUpdateTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBaseOnCharacter()
void OnStartAltFire(bool bFromGamepad)
static int StaticGetSnapshotPoseCount(UPrimalItem *Item)
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
bool ConsumeProjectileImpact(AShooterProjectile *theProjectile, FHitResult *HitResult)
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeBaseForCharacter()
long double & LastListenRangePushTimeField()
float GetBaseDragWeight()
void DoSetRagdollPhysics()
void OnPrimalCharacterSleeped()
TWeakObjectPtr< AController > & LastDamageEventInstigatorField()
UPaintingTexture * GetPaintingTexture()
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity()
bool BP_IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
UAnimMontage * PoopAnimationField()
float & CurrentCarriedYawField()
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs()
void TurnInput(float Val)
UPrimalCharacterStatusComponent * MyCharacterStatusComponentField()
bool AllowOverrideWalkingVelocity()
bool TryAccessInventory()
int & DraggedBoneIndexField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void BPTimerNonDedicated()
float & CorpseLifespanField()
FVector * GetTPVCameraOffset(FVector *result)
long double & LastTimeInSwimmingField()
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook()
float GetDamageTorpidityIncreaseMultiplierScale()
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume()
bool IsMeshGameplayRelevant()
long double & LastTimeNotInFallingField()
UPrimitiveComponent * GetPrimaryHitComponent()
FVector * GetInputDirectionVector(FVector *result, bool bRelativeToViewDirection)
bool AllowOverrideNewFallVelocity()
int & CachedNumberOfClientRagdollCorrectionAttemptsField()
void UpdateRagdollReplicationOnClient()
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps()
float & OrbitCamZoomField()
float & DurabilityDegrateTheMeleeDamageCauserPercentField()
FVector * BPGetFPVViewLocation(FVector *result, APrimalCharacter *viewingCharacter)
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment()
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
void PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ResetCollisionSweepLocation(FVector *newLocation)
void OnLanded(FHitResult *Hit)
FName & CapsulePreRagdollCollisionProfileNameField()
FName & DediOverrideCapsuleCollisionProfileNameField()
void BPNotifyBumpedPawn(APrimalCharacter *BumpedPawn)
FRotator * GetBaseAimRotation(FRotator *result)
BitFieldValue< bool, unsigned __int32 > bPreventProjectileAttachment()
bool SimulatedPreventBasedPhysics()
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDElements()
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent()
long double & LastStoppedEatAnimationTimeField()
bool BP_ShouldDisableCameraInterpolation()
void FadeOutLoadingMusic()
void OnEndDrag_Implementation()
APrimalBuff * GetBuff(TSubclassOf< APrimalBuff > BuffClass)
bool BPIsBasedOnDynamicActor()
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField()
float GetRotationRateModifier()
void GetCharacterViewLocationAndDirection(FVector *OutViewLocation, FVector *OutViewDirection, bool *OutFromCrosshairOrCamera, float FallbackAngleOffsetDegrees)
FVector & LastForceFallCheckBaseLocationField()
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
float & SyncedMontageDurationField()
TSubclassOf< APrimalBuff_Grappled > * GetGrappledBuffClassOverride(TSubclassOf< APrimalBuff_Grappled > *result)
int & MeshedCounterField()
void NotifyBumpedByPawn(APrimalCharacter *ByPawn)
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll()
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval()
ECameraStyle::Type BPForceCameraStyle(APrimalCharacter *ForViewTarget)
float & CorpseHarvestFadeTimeField()
void PlayDyingPoint_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
FVector * BPAdjustImpulseFromDamage(FVector *result, FVector DesiredImpulse, float DamageTaken, FDamageEvent TheDamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
float & ServerTargetCarriedYawField()
bool ShouldDisableCameraInterpolation()
FRotator & OrbitCamRotField()
float & BPTimerNonDedicatedMaxField()
bool BP_AnimationPreventsInput()
void BPAddedAttachmentsForItem(UPrimalItem *anItem)
long double & LastRunningTimeField()
BitFieldValue< bool, unsigned __int32 > bUseGetOverrideSocket()
BitFieldValue< bool, unsigned __int32 > bInRagdoll()
bool CanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
FRotator * BPCameraBaseOrientation(FRotator *result, APrimalCharacter *viewingCharacter)
void SetDynamicMusic(USoundBase *newMusic)
void NetAddCharacterMovementImpulse_Implementation(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
void PossessedBy(AController *NewController)
FRotator * BPLimitPlayerRotation(FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
float & PoopAltItemChanceField()
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage()
void ClientStopAnimation_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bDebugIK()
float & FallingDamageHealthScaleBaseField()
float GetClientRotationInterpSpeed(FVector *RootLoc)
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll()
BitFieldValue< bool, unsigned __int32 > bCanBeCarried()
void OnRunToggleReleased()
bool ShouldAttackStopMoveCollapsing()
float GetCorpseDecayRate()
bool AllowOverrideFlyingVelocity()
long double & LastInSwimmingSoundTimeField()
float & ScaleDeathHarvestHealthyByMaxHealthBaseField()
BitFieldValue< bool, unsigned __int32 > bUseBPGrabDebugSnapshot()
void DrawHUD(AShooterHUD *HUD)
float & BPTimerServerMinField()
BitFieldValue< bool, unsigned __int32 > bIsDead()
USoundCue * LeftSleepingSoundField()
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse()
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField()
bool CanDragCharacter(APrimalCharacter *Character)
void PreInitializeComponents()
void CheckOnDinoPlatformSaddle()
BitFieldValue< bool, unsigned __int32 > bIsAmphibious()
void ServerCallFollowDistanceCycleOne(APrimalDinoCharacter *ForDinoChar)
EPhysicalSurface GetFootPhysicalSurfaceType(bool bForce, bool bIsForFootstepParticles)
float GetCarryingSocketYaw(bool RefreshBones)
void BPCheckJumpInput(bool *bUseCustomErrorMessage, FString *ErrorMessageToDisplay)
void TurnAtRate(float Val)
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField()
float & ExtraMaxSpeedModifierField()
TArray< FPrimalSnapshotPose > & SnapshotPosesField()
void LookUpAtRate(float Val)
long double & CorpseDestructionTimeField()
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField()
void ClientHandleNetDestroy()
FName & MeshRootSocketNameField()
USoundCue * EnteredSleepingSoundField()
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping()
bool PreventInputDoesOffset()
void TryCallAttackTarget()
float BPGetHUDOverrideBuffProgressBarPercent()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & ExtraReceiveDamageMultiplierField()
float & RagdollImpactDamageVelocityScaleField()
void BPOnMovementModeChangedNotify(EMovementMode PrevMovementMode, char PreviousCustomMode)
void NetOnJumped_Implementation()
void TakeFallingDamage(FHitResult *Hit)
void BPPreSerializeSaveGame()
bool BPHandleLeftShoulderButton()
float & ReplicatedCurrentTorporField()
void ForceSleepRagdollEx()
void DeathHarvestingFadeOut_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseBP_ForceAllowBuffClasses()
void ServerUploadCharacter(AShooterPlayerController *UploadedBy)
bool PreventInputType(EPrimalCharacterInputType::Type inputType)
bool UseClearOnConsumeInput()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ServerCallStayOne(APrimalDinoCharacter *ForDinoChar)
void ServerCallFollowOne(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bIsNPC()
BitFieldValue< bool, unsigned __int32 > bIsWaterDino()
static void ForceUpdateCharacter(UWorld *World, APrimalCharacter *primalChar)
void EndPlay(EEndPlayReason::Type EndPlayReason)
float GetCurrentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
BitFieldValue< bool, unsigned __int32 > bIsBlinking()
float & ExtraRotationRateModifierField()
bool CharacterIsCarriedAsPassenger()
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField()
void NotifyBumpedPawn(APawn *BumpedPawn)
void GetAllBuffs(TArray< APrimalBuff * > *AllBuffs)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
float & RunningMaxDesiredRotDeltaField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn()
long double & MeshStopForceUpdatingAtTimeField()
void OnPrimalCharacterUnsleeped()
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType()
APrimalDinoCharacter * GetBasedOrSeatingOnDino()
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged()
bool HasBuff(TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
void OnAttachedToCharacter()
void AttachToOtherCharacter(APrimalCharacter *characterToAttachTo, FName InSocketName, const bool enableMovementAndCollision, EAttachLocation::Type AttachLocation)
float & LastAttackedNearbyPlayerTimeField()
void ControllerLeavingGame(AShooterPlayerController *theController)
void ServerRequestDrag_Implementation()
void BPNotifyBumpedByPawn(APrimalCharacter *ByPawn)
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim()
BitFieldValue< bool, unsigned __int32 > bIsRespawn()
bool BPCanBaseOnCharacter(APrimalCharacter *BaseCharacter)
FVector * GetInterpolatedLocation(FVector *result)
float & MaxDragDistanceTimeoutField()
float & CharacterDamageImpulseMultiplierField()
FString & DescriptiveNameField()
long double & LastForceAimedCharactersTimeField()
void ValidatePaintingComponentOctree()
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop()
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer()
void OnRep_PaintingComponent()
void OnRep_AttachmentReplication()
void SetEnableIK(bool bEnable)
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll()
long double & LastUnstasisTimeField()
long double & LastFootPhysicalSurfaceCheckTimeField()
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
void ModifyStasisComponentRadius(float Delta)
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic()
BitFieldValue< bool, unsigned __int32 > bIsCarried()
APrimalStructureExplosiveTransGPS * CurrentTransponderField()
FVector & DeathActorTargetingOffsetField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
float & OriginalCorpseLifespanField()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustCharacterMovementImpulse()
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK()
void DeactivateBuffs(TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
float & StasisConsumerRangeMultiplierField()
float & MountedDinoTimeField()
bool IsMontagePlaying(UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
USoundCue * RunStopSoundField()
float & BaseLookUpRateField()
bool PreventsTargeting(AActor *ByActor)
bool GetAllAttachedCharsInternal(TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, APrimalCharacter *OriginalChar, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
FVector & LastSubmergedCheckLocField()
long double & LastNetDidLandField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
float BPGetGravityZScale()
FVector * GetRootBodyBoneLocation(FVector *result)
float & OrbitCamMaxZoomLevelField()
FRotator & ReplicatedRootRotationField()
BitFieldValue< bool, unsigned __int32 > bEnableIK()
TArray< FName > & ReplicatedBonesField()
float & KillXPBaseField()
void ClientEndRagdollUpdate_Implementation()
void SetCharacterAndRagdollLocation(FVector NewLocation)
void RefreshBiomeZoneVolumes()
APrimalDinoCharacter * GetBasedOnDino()
UAnimMontage * LandedAnimField()
void TickMovementComponent(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis()
float & MaxFallSpeedField()
BitFieldValue< bool, unsigned __int32 > bIgnoreCorpseDecompositionMultipliers()
float GetIndirectTorpidityIncreaseMultiplierScale()
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping()
TSubclassOf< UPrimalItem > & TaxidermySkinClassField()
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
void DrawFloatingChatMessage(AShooterHUD *HUD, FString Message, long double receivedChatTime)
FVector & RagdollLastFrameLinearVelocityField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOVInterpSpeed()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
static void StaticRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
void ForceMeshRelevant(float Duration)
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones()
TWeakObjectPtr< APrimalStructureElevatorPlatform > & BasedElevatorField()
void SetRagdollPhysics(bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly()
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
FRotator & OldRotationField()
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField()
FVector * BPAdjustCharacterMovementImpulse(FVector *result, FVector Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
void ClientSyncAnimation(UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
TSubclassOf< UPrimalItem > & PoopAltItemClassField()
void UpdateNetDynamicMusic()
float GetLowHealthPercentage()
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
void LookInput(float Val)
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim()
BitFieldValue< bool, unsigned __int32 > bEnableMoveCollapsing()
void NetPlaySoundOnCharacter_Implementation(USoundBase *SoundToPlay, bool bPlayOnOwner)
APrimalStructureExplosive * GetAttachedExplosive()
void BPCharacterUnsleeped()
void AttachGPSTransponder(APrimalStructureExplosiveTransGPS *Transponder)
void DeathHarvestingDepleted(UPrimalHarvestingComponent *fromComponent)
UPrimalInventoryComponent * MyInventoryComponentField()
float & StartFallingImpactRagdollTimeIntervalField()
bool AllowOverrideSwimmingVelocity()
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
UAnimMontage * GetPoopAnimation(bool bForcePoop)
void ServerDinoOrder(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
void StopSyncedMontage(float BlendOutTime, bool bAutoStopAnim)
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
BitFieldValue< bool, unsigned __int32 > bIKEnabled()
static UActorComponent * GetSnapshotComponent(AActor *From, FName Tag)
long double & LastStartedBeingCarriedTimeField()
void ExecSetSleeping(bool bEnable)
BitFieldValue< bool, unsigned __int32 > bUseBPOnLanded()
void DeathHarvestingFadeOut()
int & CurrentFrameAnimPreventInputField()
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater()
bool EnableTurnToFaceRotation()
float & ClientForceSleepRagdollIntervalField()
void TryGiveDefaultWeapon()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent()
int & RagdollPenetrationFailuresField()
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset()
void GetAimedActor(FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
float & BaseTurnRateField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify()
static FPrimalSnapshotPose * StaticGetSnapshotPose(FPrimalSnapshotPose *result, UPrimalItem *Item, int PoseIndex)
bool AllowHurtAnimation()
float & DamageNotifyTeamAggroRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bIsImmobilized()
BitFieldValue< bool, unsigned __int32 > bUseBPSetCharacterMeshseMaterialScalarParamValue()
float & ExtraMeleeDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir()
BitFieldValue< bool, unsigned __int32 > bAllowRun()
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField()
void UpdateRunSounds(bool bNewRunning)
void BPNotifyLevelUp(int ExtraCharacterLevel)
FVector * GetTPVCameraOffsetMultiplier(FVector *result)
void SetCarryingDino(APrimalDinoCharacter *aDino)
float & LastDamageAmountMaterialValueField()
void Serialize(FArchive *Ar)
void DidTeleport(FVector newLoc, FRotator newRot)
float & MaxDragMovementSpeedField()
void OnMassTeleportEvent(EMassTeleportState::Type EventState, APrimalCharacter *TeleportInitiatedByChar)
void InventoryItemUsed(UObject *InventoryItemObject)
FVector & CurrentRootLocField()
void OnStartFire(bool bFromGamepadRight)
float & BuffedResistanceMultField()
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField()
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
long double & CorpseDestructionTimerField()
APrimalCharacter * DraggedCharacterField()
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino()
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal()
float & RagdollReplicationIntervalField()
float & SimpleIkRateField()
float & BaseTargetingDesirabilityField()
void ServerCaptureDermis_Implementation(APrimalCharacter *Target)
void TryCallFlyerLandOne()
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
FName & MeshPreRagdollCollisionProfileNameField()
bool IsGameInputAllowed()
float OverrideTerminalVelocity()
long double GetLastCausedDamageTime()
EMovementMode GetPrimalCharMovementMode()
long double & LastCausedDamageTimeField()
int & NumberOfClientRagdollCorrectionAttemptsField()
bool HasBuffWithCustomTag(FName buffCustomTag)
FVector * GetCapsuleBottomLocation(FVector *result)
void ClientCheatWalk_Implementation()
long double & LastTookDamageTimeField()
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
long double & LastStartFallingRagdollTimeField()
void CheckJumpInput(float DeltaTime)
float & EffectorInterpSpeedField()
FVector * BPModifyRightDirectionInput(FVector *result, FVector *directionInput)
UAudioComponent * RunLoopACField()
void GetCharactersGrappledToMe(TArray< APrimalCharacter * > *GrappledCharsArray)
bool BPPreventFallDamage(FHitResult *HitResult, float FallDamageAmount)
void CheckJumpOutOfWater()
void FinalLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bDebugIK_ShowTraceNames()
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking()
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped()
void ServerCallLandFlyerOne(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps()
FVector * BPModifyRightDirectionInput_Implementation(FVector *result, FVector *directionInput)
void OnVoiceTalkingStateChanged(bool isTalking, bool IsUsingSuperRange)
static void StaticApplyCharacterSnapshot(UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
bool IsInStatusState(EPrimalCharacterStatusState::Type StatusStateType)
float & PreviewCameraMaxZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideFlyingVelocity()
void PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bIsMounted()
long double GetLastStartedTalkingTime()
float GetOverrideWaterJumpVelocity(float OutOfWaterZ)
float GetStasisConsumerRangeMultiplier()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void SetRagdollReplication(bool Enabled)
UObject * GetUObjectInterfaceTargetableInterface()
float & LastTickStaminaValueField()
float & TPVStructurePlacingHeightMultiplierField()
void ForceTickPoseDelta()
void SetMyInventoryComponent(UPrimalInventoryComponent *theInventoryComponent)
float & MaxDragDistanceField()
FString & TribeNameField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming()
void OverrideCameraInterpSpeed(const float DefaultTPVCameraSpeedInterpMultiplier, const float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpMultiplier, float *TPVOffsetInterpSpeed)
void OnDetachedFromCharacter(APrimalCharacter *aCharacter, int OverrideDirection)
TSubclassOf< UPrimalItem > & PoopItemClassField()
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick()
bool PreventsTargeting_Implementation(AActor *ByActor)
void DrawLocalPlayerHUD(AShooterHUD *HUD)
float & DamageNotifyTeamAggroRangeField()
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI()
float GetCorpseLifespan()
void Immobilize(bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling, bool bPreventDismount)
void ClientPlayAnimation_Implementation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
long double & NextBPTimerNonDedicatedField()
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
long double & LastSkinnedTimeField()
void NetForceUpdateAimedCharacters_Implementation(FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
bool BPPreventInputType(EPrimalCharacterInputType::Type inputType)
void ClearCachedIkTraceResults()
float BP_GetMaxSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bPreventPerPixelPainting()
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll()
long double & LastTimeBasedMovementHadCurrentActorField()
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase()
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar()
void BPRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
void ServerGiveDefaultWeapon()
bool ShouldForceDedicatedMovementTickEveryFrame()
UAnimMontage * lastPlayedMountAnimField()
void SetRunning(bool bNewRunning)
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset()
bool CanJumpInternal_Implementation()
int & NumFallZFailsField()
float & BPTimerServerMaxField()
AActor * GetAimedActor(ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
void EndDinoPlatformDragging()
bool BPCanNotifyTeamAggroAI(APrimalDinoCharacter *Dino)
void ServerCallAggressive()
void CheckRagdollPenetration()
float & MinTimeBetweenFootstepsRunningField()
BitFieldValue< bool, unsigned __int32 > bUseBPForceCameraStyle()
bool BPOnAttachmentReplication()
TArray< USoundCue * > FootStepSoundsPhysMatField()
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField()
FName & SocketOverrideTargetingLocationField()
void OnBeginDrag(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
void DoFindGoodSpot(FVector RagdollLoc, bool bClearCollisionSweep)
char & TribeGroupInventoryRankField()
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation()
bool AnimationPreventsInput()
FName & SnaredFromSocketField()
FVector & OldLocationField()
EPhysicalSurface GetPhysMatTypeFromHit(FHitResult *FromHit)
bool CanDie(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void GetBuffs(TArray< APrimalBuff * > *TheBuffs)
void BPCharacterSleeped()
UTexture2D * GetOverrideDefaultCharacterParamTexture(FName theParamName, UTexture2D *CurrentTexture)
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
void ServerTryPoop_Implementation()
void ServerSetRunning_Implementation(bool bNewRunning)
void BPOnStaminaDrained()
void Poop(bool bForcePoop)
static void StaticApplyCharacterSnapshotEquipment(UPrimalInventoryComponent *Inventory, AActor *To)
void PlayDyingGeneric(float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideHurtAnim()
float & DamageNotifyTeamAggroMultiplierField()
void PlayDyingPoint(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ExecSetPawnSleeping(bool bEnable)
int & MeshingTickCounterMultiplierField()
float & FullIKDistanceField()
USoundCue * EnteredSwimmingSoundField()
float & MinTimeBetweenFootstepsField()
float GetPercentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
float & AddForwardVelocityOnJumpField()
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFallDamage()
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
FVector & GroundCheckExtentField()
void OverrideWalkingVelocity(FVector *InitialVelocity, const float *Friction, float DeltaTime)
void UpdateSwimmingState()
AActor * ImmobilizationActorField()
void SetDeath(bool bForceRagdoll)
void OverrideNewFallVelocity(FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bIsBuffed()
void BPNotifyToggleHUD(bool bHUDHidden)
UAnimMontage * BPOverrideHurtAnim(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, bool bIsPointDamage, FVector PointDamageLocation, FVector PointDamageHitNormal)
bool IsDraggingCharacter()
void ClientEndRagdollUpdate()
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField()
void UpdateStatusComponent(float DeltaSeconds)
void LocalPossessedBy(APlayerController *ByController)
int & customBitFlagsField()
float GetDefaultMovementSpeed()
float BPAdjustTorpidityDamage(float DesiredTorpidityDamage, float HealthDamageAmount, TSubclassOf< UDamageType > DamageType)
bool AllowFallDamage(FHitResult *HitResult, float FallDamageAmount, bool CustomFallDamage)
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement()
USoundBase * EndDraggedSoundField()
void BP_OnEndCarried(bool bFromDino, bool bCancelAnyCarryBuffs)
void ClientRagdollUpdate_Implementation(TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
bool ForceAddUnderwaterCharacterStatusValues()
FName & DragBoneNameField()
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun()
void ServerCaptureDermis(APrimalCharacter *Target)
void InitializedAnimScriptInstance()
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField()
UTexture2D * PoopIconField()
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
static void StaticRegisterNativesAPrimalCharacter()
float & RunningSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI()
FVector & TargetPathfindingLocationOffsetField()
long double & LastWalkingTimeField()
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
void OnStartTargeting(bool bFromGamepadLeft)
void BPGetOverrideCameraInterpSpeed(float DefaultTPVCameraSpeedInterpolationMultiplier, float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpolationMultiplier, float *TPVOffsetInterpSpeed)
FName & DragSocketNameField()
bool CanBeTargetedBy(ITargetableInterface *Attacker)
float & FootPhysicalSurfaceCheckIntervalField()
void NetStopAllAnimMontage()
void ServerCallSetAggressive()
void NetPlaySoundOnCharacter(USoundBase *SoundToPlay, bool bPlayOnOwner)
bool IsValidForStatusUpdate()
void EnableBPTimerNonDedicated(bool bEnable)
UAnimMontage * HurtAnim_FlyingField()
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted()
int GetBuffStackCount(TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
void OnEndDragged(APrimalCharacter *Dragger)
FTransform & LocalDraggedCharacterTransformField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
void BPOnAnimPlayedNotify(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
BitFieldValue< bool, unsigned __int32 > bPreventJump()
void BPNotifyBPNotifyIsDamageCauserOfAddedBuff(APrimalBuff *buff)
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK()
void OnRunTogglePressed()
char & bShouldBeInGodModeField()
void InitRagdollRepConstraints()
bool IsAttachedToSomething()
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision()
BitFieldValue< bool, unsigned __int32 > bIsDragging()
TEnumAsByte< enum EShooterPhysMaterialType::Type > & TargetableDamageFXDefaultPhysMaterialField()
float & OrbitCamMinZoomLevelField()
bool AllowPlayMontage(UAnimMontage *AnimMontage)
bool PreventLanding(FVector ImpactPoint, FVector ImpactAccel, FVector *Velocity)
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase()
float & GlideMaxCarriedWeightField()
int & LastYawSpeedWorldFrameCounterField()
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking()
float GetFallAcceleration()
void OnJumped_Implementation()
bool CanMountOnMe(APrimalDinoCharacter *dinoCharacter)
UAnimMontage * DeathAnimField()
float & BPTimerNonDedicatedMinField()
void ServerCallAttackTarget(AActor *TheTarget)
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn()
void MoveForward(float Val)
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting()
float & LastFallingZField()
FVector & MeshPreRagdollRelativeLocationField()
void PostInitializeComponents()
FVector * GetCapsuleTopLocation(FVector *result)
void OverrideFlyingVelocity(FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules()
void ClientSyncAnimation_Implementation(UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bReadyToPoop()
void CaptureCharacterSnapshot(UPrimalItem *Item)
FVector & TPVCameraOrgOffsetField()
bool GiveKillExperience()
bool IsPrimalCharWalking()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyIsDamageCauserOfAddedBuff()
BitFieldValue< bool, unsigned __int32 > bStaminaIsGreaterThanZero()
EPhysicalSurface & LastFootPhysicalSurfaceTypeField()
void EnableIK(bool bEnable, bool bForceOnDedicated)
void ClientDidPoop_Implementation()
float & ClientRotationInterpSpeedMultiplierGroundField()
void LocalUnpossessed_Implementation()
bool IsPrimalCharFalling()
float & RunMinVelocityRotDotField()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid()
float GetDragWeight(APrimalCharacter *ForDragger)
TArray< UAnimMontage * > AnimationsPreventInputField()
FVector * BPOverrideFlyingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
void ClientStopAnimation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
UStructurePaintingComponent * PaintingComponentField()
bool UseCenteredTPVCamera()
void GetHUDElements(APlayerController *ForPC, TArray< FHUDElement > *OutElements)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustImpulseFromDamage()
long double & LastPlayedFootstepTimeField()
UAnimMontage * HurtAnimField()
float & ReplicatedMaxTorporField()
void EndForceSkelUpdate()
float SetHealth(float newHealth)
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField()
static UClass * StaticClass()
static UActorComponent * CreateSnapshotComponent(AActor *For, UObject *Template, FName Tag, FName Name)
APrimalBuff * GetBuffForPostEffect(UMaterialInterface *anEffect)
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater()
bool BPShouldLimitRightDirection()
BitFieldValue< bool, unsigned __int32 > bIsSleeping()
bool IsValidForCombatMusic()
FString * GetShortName(FString *result)
FName & RootBodyBoneNameField()
void StopAllAnimMontages(float BlendOutTime)
float & MaxCursorHUDDistanceField()
void RemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
BitFieldValue< bool, unsigned __int32 > bSuppressPlayerKillNotification()
float BPGetExtraMeleeDamageModifier()
void ServerSetRunning(bool bNewRunning)
float BPAdjustDamage(float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
BitFieldValue< bool, unsigned __int32 > bUseBPCheckJumpInput()
BitFieldValue< bool, unsigned __int32 > bUseBPGetOverrideCameraInterpSpeed()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity()
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField()
BitFieldValue< bool, unsigned __int32 > bIsBigDino()
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated()
bool BP_ForceAllowAddBuff(TSubclassOf< APrimalBuff > BuffClass)
void NetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
void StopAnimMontage(UAnimMontage *AnimMontage)
float & ClientLocationInterpSpeedField()
float BPGetAddForwardVelocityOnJump_Implementation()
BitFieldValue< bool, unsigned __int32 > bSetDeath()
bool BPOverrideFPVViewLocation(APrimalCharacter *viewingCharacter)
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify()
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube()
void ClientRagdollUpdate(TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations()
BitFieldValue< bool, unsigned __int32 > bUseBPPreSerializeSaveGame()
FVector & TPVCameraOffsetMultiplierField()
FVector * BPOverrideCharacterNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
long double & LastHitDamageTimeField()
USoundBase * NetDynamicMusicSoundField()
void SetLastCausedDamageTime(const long double lastCausedDamageTime)
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater()
bool BPShouldLimitForwardDirection()
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll()
void NotifyItemRemoved(UPrimalItem *anItem)
float GetMaxStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer()
void NativeSimulateHair(TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustTorpidityDamage()
long double & LastMontageSyncTimeField()
FVector & LastHitWallSweepCheckLocationField()
long double & NextBPTimerServerField()
EPhysicalSurface GetPhysMatTypeFromHits(TArray< FHitResult > *FromHits)
float BPModifyViewHitDir(APrimalCharacter *viewingCharacter, float InViewHitDir)
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound()
float & TargetCarriedYawField()
void FellOutOfWorld(UDamageType *dmgType)
BitFieldValue< bool, unsigned __int32 > bUseBP_ShouldForceDisableTPVCameraInterpolation()
float StartSyncedMontage(UAnimMontage *AnimMontage, float PlayRate, float BlendInTime, float BlendOutTime)
FRotator * GetInterpolatedRotation_NonFlattened(FRotator *result)
bool IsPrimalCharSwimming()
void OnStopTargeting(bool bFromGamepadLeft)
FVector & PreviousRagdollLocationField()
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum()
void TagFriendlyStructures()
UPrimalHarvestingComponent * MyDeathHarvestingComponentField()
FRotator & MeshPreRagdollRelativeRotationField()
void BPOnLethalDamage(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser, bool *bPreventDeath)
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino()
bool IsAlliedWithOtherTeam(int OtherTeamID)
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets()
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking()
bool IsSubmerged(bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
bool UseFastTurretTargeting()
void MoveRight(float Val)
BitFieldValue< bool, unsigned __int32 > bCanDrag()
void BPNotifyDroppedItemPickedUp(ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
long double & LastSpecialDamageTimeField()
float & TamedDinoCallOutRangeField()
void Tick(float DeltaSeconds)
void NetUpdateTribeName_Implementation(FString *NewTribeName)
void BPOnMassTeleportEvent(EMassTeleportState::Type EventState, APrimalCharacter *TeleportInitiatedByChar)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideDamageCauserHitMarker()
USoundCue * DeathSoundField()
float & OrbitCamZoomStepSizeField()
void RemoveAllJumpDeactivatedBuffs(APrimalBuff *IgnoredBuff)
void ClientCheatFly_Implementation()
USoundCue * HurtSoundField()
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting()
BitFieldValue< bool, unsigned __int32 > bIsSkinned()
BitFieldValue< bool, unsigned __int32 > bPreventMovement()
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction()
float & ClientRotationInterpSpeedField()
float & GlideGravityScaleMultiplierField()
UAnimMontage * SyncedMontageField()
float & RagdollDeathImpulseScalerField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
bool IsInVacuumSealedSpace()
bool CanBeBaseForCharacter(APawn *Pawn)
float BPModifyFOVInterpSpeed(float FOVInterpSpeedIn)
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis()
void PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
void InitRagdollReplication()
BitFieldValue< bool, unsigned __int32 > bPreventInventoryAccess()
BitFieldValue< bool, unsigned __int32 > bUseBPOnStaminaDrained()
void TryAccessInventoryWrapper()
float & RagdollImpactDamageMinDecelerationSpeedField()
TArray< USoundCue * > LandedSoundsPhysMatField()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh()
FRotator * BPCameraRotationFinal(FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
void BPNetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
void ApplyCharacterSnapshot(UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
int GetNearestBoneIndexForDrag(APrimalCharacter *Character, FVector HitLocation)
FString * GetDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward()
bool IsHostileTo(APrimalCharacter *OtherCharacter)
long double & BlinkTimerField()
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideTerminalVelocity()
FVector & CurrentLocalRootLocField()
FVector & LastApproximatePhysVolumeLocationField()
AActor *& LastGrapHookPullingMeField()
bool IsValidForStatusRecovery()
void NetStopAllAnimMontage_Implementation()
float & ReplicatedCurrentHealthField()
float & HalfLegLengthField()
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking()
void TryCallFollowDistanceCycleOne()
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField()
FName & DediOverrideMeshCollisionProfileNameField()
static void ForceUpdateAimedCharacters(UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
BitFieldValue< bool, unsigned __int32 > bIgnoreLowGravityDisorientation()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMassTeleportEvent()
void PlayHitEffectGeneric_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation()
bool GetAllAttachedChars(TArray< APrimalCharacter * > *AttachedCharsArray, const bool bIncludeSelf, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
BitFieldValue< bool, unsigned __int32 > bUseBPOnLethalDamage()
FVector * BPModifyForwardDirectionInput(FVector *result, FVector *directionInput)
float & PreviewCameraDefaultZoomMultiplierField()
void ServerCallMoveTo(FVector MoveToLoc)
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk()
BitFieldValue< bool, unsigned __int32 > bTicksOnClient()
float & LastHurtByNearbyPlayerTimeField()
float & GrabWeightThresholdField()
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame()
float & BuffedDamageMultField()
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
void OnStopFire(bool bFromGamepadRight)
void NetDidLand_Implementation()
void OnStopAltFire(bool bFromGamepad)
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown)
USoundCue * PoopSoundField()
FRotator * GetInterpolatedRotation(FRotator *result)
APrimalBuff * GetBuffWithCustomTag(FName BuffCustomTag)
float & CorpseDraggedDecayRateField()
void OnBeginDragged(APrimalCharacter *Dragger)
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying()
long double & LastRelevantToPlayerTimeField()
bool IsHostileOrAggressiveTo(APrimalCharacter *OtherCharacter)
void UpdateStencilValues()
BitFieldValue< bool, unsigned __int32 > bPreventIKWhenNotWalking()
void ServerDinoOrder_Implementation(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
void ClientPlayAnimation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
void TermRagdollRepConstraints()
void NetUpdateTribeName(FString *NewTribeName)
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity()
void DetachFromOtherCharacter(const bool enableMovementAndCollision)
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck()
BitFieldValue< bool, unsigned __int32 > bAllowCorpseDestructionWithPreventSaving()
AShooterCharacter * LastGrapHookPullingOwnerField()
APrimalCharacter * DraggingCharacterField()
void DidTeleport_Implementation(FVector newLoc, FRotator newRot)
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput()
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField()
bool IsBlockedByShield(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage)
void OverrideSwimmingVelocity(FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
FVector & TPVCameraOffsetField()
BitFieldValue< bool, unsigned __int32 > bCanRun()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents()
float & LowHealthPercentageField()
float & LandedSoundMaxRangeField()
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation()
BitFieldValue< bool, unsigned __int32 > bWantsToRun()
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay()
void ClearMountedDino(bool fromMountedDino)
TArray< FBoneDamageAdjuster > & BoneDamageAdjustersField()
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
long double & StartDraggingTimeField()
float & TwoLeggedVirtualPointDistFactorField()
void ClientFailedPoop_Implementation()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
long double & ForceCheckPushThroughWallsTimeField()
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand()
void LoadedFromSaveGame()
float GetImmersionDepth(bool bUseLineTrace)
float & MontageSyncIntervalField()
bool UseOverrideWaterJumpVelocity()
void EnableBPTimerServer(bool bEnable)
void BP_OnStartCarried(APrimalDinoCharacter *aDino)
void BPSetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh()
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot()
bool IsPrimalCharFlying()
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPlayMontage()
TArray< FString > * GetDetailedDescription(TArray< FString > *result, FString *IndentPrefix)
FVector * GetFloatingHUDLocation(FVector *result)
USoundCue * RunLoopSoundField()
float & ReplicatedMaxHealthField()
void BPNetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ, bool bApplyToBigPawns)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bRemoteRunning()
void ApplyCustomFallDamage(FVector *Location, FVector *Velocity, float FallDamageThreshold)
UPrimitiveComponent * GetBasedMovementComponent()
FName * GetOverrideSocket(FName *result, FName from)
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
long double & NextBlinkTimeField()
float & NonRelevantServerForceSleepRagdollIntervalField()
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger()
TArray< FName > & BonesToIngoreWhileDraggedField()
float BPModifyFOV_Implementation(float FOVIn)
long double & LastBumpedDamageTimeField()
UAnimMontage * PinnedAnimField()
BitFieldValue< bool, unsigned __int32 > bCanBeDragged()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead()
void PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bIsAttachedOtherCharacter()
long double & LastTimeSubmergedField()
bool & bWildUseDeltaZTargetingForFlyerPawnOrBigDinoField()
BitFieldValue< bool, unsigned __int32 > bAttackForcesRunning()
float & ForcedFleeDurationField()
bool & bUseBPShouldNotifyNeighborField()
BitFieldValue< bool, unsigned __int32 > bUseBP_TamedOverrideHorizontalLandingRange()
FRotator & AttackRotationRateField()
bool BPShouldNotifyAnyNeighbor(APrimalDinoCharacter *neighbor)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & AttackIntervalField()
float & WanderFlyingMinZHeightAboveGroundField()
float & AggroFactorDamagePercentageMultiplierField()
AActor * GetAggroEntriesAttackerAtIndex(int Index)
float & BelowDeltaZAttackRangeField()
float & AggroNotifyNeighborsRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bAlwaysStartledWhenAggroedByNeighbor()
float & DamagedForceAggroIntervalField()
float & MovingAroundBlockadeDirectionField()
float & LandDinoMaxFlyerTargetDeltaZField()
FVector & LastBlockadeHitLocationField()
float & AggroFactorDecreaseGracePeriodField()
float & MinimumWanderGroundNormalZField()
float & TargetingDistanceReductionFactorLinearField()
float & WildBelowDeltaZTargetingRangeField()
FVector * GetWanderAroundActorDestination(FVector *result, APrimalDinoCharacter *dinoCharacter, FVector originalDestination)
float & MoveAroundObjectMaxVelocityField()
BitFieldValue< bool, unsigned __int32 > bIgnoreWaterOrAmphibiousTargets()
TArray< float > & TamedAITargetingRangeMultipliersField()
bool BPForceTargetDinoRider(AShooterCharacter *playerTarget)
bool ShouldForceRunWhenAttacking()
BitFieldValue< bool, unsigned __int32 > bNotifyBPTargetSet()
bool MoveAroundBlockade(FVector PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, FVector HitNormal, FVector HitLocation, bool SkipBlockingCheck)
float & FlyingReachedDestinationThresholdOffsetField()
TArray< TSubclassOf< AActor > > & TamedTargetingDesireMultiplierClassesField()
float & MinAggroValueField()
float & SeekingPercentChanceToFlyField()
BitFieldValue< bool, unsigned __int32 > bUseBPSetupFindTarget()
float & TamedCorpseFoodTargetingRangeField()
bool IsWithinAttackRange(AActor *Other, bool bForceUseLastAttackIndex)
FVector & MovingAroundBlockadePointField()
bool & bDontWanderField()
BitFieldValue< bool, unsigned __int32 > bRidingPlayerTargetDino()
float GetMinAttackRange()
bool UseLowQualityBehaviorTreeTick()
AActor * BPUpdateBestTarget(AActor *bestTarget, bool dontSetIn, bool *dontSetOut)
bool IsForceTargetDinoRider(AShooterCharacter *playerTarget)
float & AttackRotationGroundSpeedMultiplierField()
float & LastBlockadeWidthField()
float & TamedMaxFollowDistanceField()
BitFieldValue< bool, unsigned __int32 > bUseFlyingTargetOffsets()
bool & bUseOverlapTargetCheckTracesField()
static UClass * StaticClass()
BitFieldValue< bool, unsigned __int32 > bDisableForceFlee()
float & DieIfLeftWaterTargetUnsubmergedTimeoutField()
float & FlyingWanderRandomDistanceAmountField()
FVector & LastCheckAttackRangePawnLocationField()
TArray< TSubclassOf< AActor > > & WildTargetingDesireMultiplierClassesField()
float & BaseStructureTargetingDesireField()
float & AboveDeltaZAttackRangeField()
FVector & LastFleeLocCheckField()
float & DieIfLeftWaterWanderMinimumWaterHeightMultiplierField()
float & ForceFleeUnderHealthPercentageField()
AActor * LastMovingAroundBlockadeActorField()
bool & HasAttackPriorityField()
void SetTarget(AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget)
float & TamedFollowAcceptanceHeightOffsetField()
float & ForcedAggroTimeCounterField()
BitFieldValue< bool, unsigned __int32 > bIgnoreMoveAroundBlockade()
bool & bFocusOnTargetDuringAttackField()
void Possess(APawn *InPawn)
BitFieldValue< bool, unsigned __int32 > bNotAllowedToFindTargets()
float & AIFlightMaxLandingZDistanceField()
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayerOrTamed()
void SetAttackRotationRate()
float GetAcceptanceHeightOffset()
float GetAggroNotifyNeighborsRange_Implementation()
float & AggroToAddUponRemovingTargetField()
float & WanderFlyingClampZHeightAboveGroundField()
FVector & LastCheckAttackRangeClosestPointField()
BitFieldValue< bool, unsigned __int32 > bFlyingUseMoveAroundBlockade()
bool BPOverrideIgnoredByWildDino(AActor *wildDinoToIgnore)
float & MinAttackIntervalForFleeingField()
float & RangeTargetWildDinosMultiplierField()
bool BPShouldNotifyNeighbor(APrimalDinoCharacter *neighbor)
void ResetAccelerationFollowsRotation()
void StopBrainComponent(FString reason)
float & WanderRandomDistanceAmountField()
float & FindLandingPositionZOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPUpdateBestTarget()
bool & bUseBPShouldNotifyAnyNeighborField()
long double & ForcedMoveToUntilTimeField()
float & DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField()
float & TamedFollowAcceptanceRadiusOffsetField()
void SetAttackGroundSpeed()
AActor * GetCorpseFoodTarget()
float & MoveAroundBlockadeAdditionalWidthField()
APawn * GetControllerPawn()
void NotifyTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bCanUseAttackStateOnTargetChange()
FVector & StartMovingAroundBlockadeLocationField()
bool CalculateAndSetWonderingAIState(bool *StateChanged)
BitFieldValue< bool, unsigned __int32 > bCheckBuffTargetingDesireOverride()
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
AActor * ForceTargetActorField()
float & NaturalMaxDepthZField()
float & AttackRotationRangeDegreesField()
BitFieldValue< bool, unsigned __int32 > bUseBPTargetingDesire()
TWeakObjectPtr< AActor > & ForcedAttackTargetField()
BitFieldValue< bool, unsigned __int32 > bAllowForceFleeToSameTargetingTeam()
long double & LastForcedFleeTimeField()
bool & bRequireAbsoluteDamageForNeighborNotificationField()
void RestartBrainComponent()
float GetAttackRotationRangeDegrees()
static void StaticRegisterNativesAPrimalDinoAIController()
float & AggroNotifyNeighborsRangeField()
float BPGetTargetingDesire(AActor *ForTarget, float ForTargetingDesireValue)
FVector & FlyingTargetFocalPositionOffsetField()
bool IsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
float & AggroToAddUponAcquiringTargetField()
long double & LastBlockadeCheckTimeField()
float GetAcceptanceRadiusOffset()
long double & LastFleeLocCheckTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTargetDinoRider()
float & WildAboveDeltaZTargetingRangeField()
void AvoidGenericToPoint(FVector TargetDestination)
bool & bUseAlternateMovePointField()
void ResetRotationUseAcceleration()
float & FleeFromAttackTimeLimitField()
BitFieldValue< bool, unsigned __int32 > bIsMissionDino()
float & AttackRangeField()
static FVector * StaticGetRandomWanderDestination(FVector *result, APrimalDinoCharacter *TargetCharacter, APrimalDinoAIController *TargetAIController, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
BitFieldValue< bool, unsigned __int32 > bUseCombatMoveTowardsTargetOffset()
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayers()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIgnoredByWildDino()
long double & LastExecutedAttackTimeField()
bool & bNotifyNeighborsWithoutDamageField()
int GetAggroEntriesCount()
void PauseBrainComponent(FString reason)
FVector & LastCheckAttackRangeTargetLocationField()
BitFieldValue< bool, unsigned __int32 > bUseImprovedAggroFalloffBehavior()
FVector & FlyingMoveTowardsTargetOffsetField()
float & AggroNotifyNeighborsMultiplierField()
void SetHasAttackPriority(bool Value)
FRotator * GetAttackRotationRate(FRotator *result)
BitFieldValue< bool, unsigned __int32 > bRidingDinoTargetPlayer()
float & PercentageTorporForFleeingField()
TArray< TSubclassOf< APrimalDinoCharacter > > & AggroNotifyNeighborsClassesField()
BitFieldValue< bool, unsigned __int32 > bForcedAggro()
float & FollowStoppingDistanceField()
APrimalDinoCharacter * GetControlledDino()
bool & bUseOverlapTargetCheckField()
float & FleeFromAttackCoolDownTimeField()
TArray< float > & WildTargetingDesireMultiplierValuesField()
void ResumeBrainComponent(FString reason)
void NotifyBump(FVector PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, FVector *HitNormal, FVector *HitLocation)
float & WanderFlyingZScalerField()
FString * GetDebugInfoString(FString *result)
AActor * FindTarget(bool bDontSet)
long double & ForceAggroUntilTimeField()
float & TamedTargetingRangeField()
bool & bOnlyOverlapTargetCorpsesUnlessHasTargetField()
BitFieldValue< bool, unsigned __int32 > bTargetChanged()
long double & LastMovingAroundBlockadeTimeField()
void AddToAggro(AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck)
float & MaxFlyingTargetDeltaZField()
float & BeyondTargetingRangeAggroAdditionField()
int & NumAlliesToAttackField()
float GetAggroDesirability(AActor *InTarget)
FVector & CombatFlyingMoveTowardsTargetOffsetField()
float GetTargetingDesire(AActor *InTarget)
float & NaturalTargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowWaterTargeting()
BitFieldValue< bool, unsigned __int32 > bModifiedWanderRadius()
AActor * FindNewTarget(bool bDontSet)
AActor * LastCheckAttackRangeTargetField()
void OnLosingTargetEvent()
FVector * GetLandingLocation(FVector *result)
bool & bTotallyIgnoreWaterTargetsField()
bool GetAggroEntry(int Index, AActor **OutAttacker, float *OutAggroFactor, long double *OutLastAggroHitTime)
float & FlyingWanderFixedDistanceAmountField()
FVector & LastBlockadeHitNormalField()
float & MinLocChangeIntervalForFleeingField()
BitFieldValue< bool, unsigned __int32 > bFlyerWanderDefaultToOrigin()
float & DieIfLeftWaterTargetingRequiresFreeDepthField()
bool CalculateAndSetWonderingAIStateEvent(bool StateChanged)
float & TargetingDistanceReductionFactorExponentField()
BitFieldValue< bool, unsigned __int32 > bForceTargetDinoRider()
float & LandDinoMaxWaterTargetDepthCapsuleMultiplierField()
long double & LastHadAggroEntriesTimeField()
bool & bWaterDinoAllowUnsubmergedTargetsField()
float & ExtraCorpseTargetingRangeField()
long double & LastForcedAttackEnemyTeamTimeField()
BitFieldValue< bool, unsigned __int32 > bForceTargetingAllStructures()
float GetAttackRotationGroundSpeedMultiplier()
float & SeekingPercentChanceToLandField()
FVector * GetRandomWanderDestination(FVector *result, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation)
bool & bFleeOnCriticalHealthField()
float & SeekingIntervalCheckToLandField()
float GetAttackInterval()
float & AggroFactorDecreaseSpeedField()
float & WanderFixedDistanceAmountField()
float & MateBoostAggroNotifyNeighborsMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseGeometryInsteadOfStationObjForFreeDepthTest()
float & AttackDestinationOffsetField()
int & LastCharacterTargetTeamField()
float & SeekingIntervalCheckToFlyField()
int & ForcedAttackEnemyTeamField()
TArray< float > & TamedTargetingDesireMultiplierValuesField()
float GetAggroNotifyNeighborsRange()
char GetCurrentAttackIndex()
bool CheckMoveAroundBlockadePoint(FVector moveToPoint)
FVector2D * BP_TamedOverrideHorizontalLandingRange(FVector2D *result)
float & AggroFactorDesirabilityMultiplierField()
void ServerFinishedLanding()
static void StaticRegisterNativesAPrimalDinoCharacter()
bool IsImprintPlayer(AShooterCharacter *ForChar)
FString * GetCurrentDinoName(FString *result, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bRotateToFaceLatchingObject()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnPostNetReplication()
BitFieldValue< bool, unsigned __int32 > bUseBPCanCryo()
BitFieldValue< bool, unsigned __int32 > bUseBPOnRefreshColorization()
bool CheckLocalPassengers()
AShooterCharacter * FindFirstFoodItemPlayerCharacter()
void ClientInterruptLanding()
FString & ImprinterNameField()
float & RandomMutationGivePointsField()
BitFieldValue< bool, unsigned __int32 > bKeepAffinityOnDamageRecievedWakingTame()
void ReassertColorization()
float & WildSwimmingRotationRateModifierField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & SlopeBiasForMaxCapsulePercentField()
BitFieldValue< bool, unsigned __int32 > bPreventHibernation()
bool BP_PreventCarryingByCharacter(APrimalCharacter *ByCarrier)
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsField()
float & CloneBaseElementCostField()
float & UntamedPoopTimeMaxIntervalField()
bool FlyingUseHighQualityCollision()
bool BPDinoTooltipCustomTamingProgressBar(bool *overrideTamingProgressBarIfActive, float *progressPercent, FString *Label)
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideBasedCharactersCameraInterpSpeed()
UAnimMontage * WakingTameAnimationField()
BitFieldValue< bool, unsigned __int32 > bStepDamageAllTargetables()
BitFieldValue< bool, unsigned __int32 > bUseBPUnstasisConsumeFood()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustAttackIndex()
BitFieldValue< bool, unsigned __int32 > bUseBPKilledSomethingEvent()
void ApplyGestationBoneModifiers()
FVector2D & OverlayTooltipScaleField()
float & RiderMaxRunSpeedModifierField()
long double & LastAutoHealingItemUseField()
bool BPPreventOrderAllowed(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
void NotifyItemRemoved(UPrimalItem *anItem)
TSubclassOf< UDamageType > & ChargeBumpDamageTypeField()
float & EggRangeMaximumNumberField()
long double & LastSetRiderTimeField()
BitFieldValue< bool, unsigned __int32 > bIsBraking()
bool BPShouldCancelDoAttack(int AttackIndex)
float & RiderMaxImprintingQualityDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForceRiderNetworkParent()
FVector & RiderCheckTraceOffsetField()
long double & RepeatPrimaryAttackLastSendTimeField()
void RegisterAllComponents()
bool ShouldShowDinoTooltip(AShooterHUD *HUD)
TSubclassOf< UDamageType > & StepHarvestableDamageTypeField()
int & LastFrameUseLowQualityAnimationTickField()
BitFieldValue< bool, unsigned __int32 > bUsePreciseLaunching()
void RefreshBabyScaling()
BitFieldValue< bool, unsigned __int32 > bForceNoCharacterStatusComponentTick()
void BPDidClearCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
float & ForcePawnBigPushingForTimeField()
BitFieldValue< bool, unsigned __int32 > bServerInitializedDino()
UAnimMontage * SleepConsumeFoodAnimField()
float & WildPercentageChanceOfBabyField()
BitFieldValue< bool, unsigned __int32 > bRiderJumpTogglesFlight()
BitFieldValue< bool, unsigned __int32 > bIsBossDino()
UAnimMontage * OpenDoorAnimField()
bool SpecialActorWantsPerFrameTicking()
void BPDoHarvestAttack(int harvestIndex)
void ModifyFirstPersonCameraLocation(FVector *Loc, float DeltaTime)
int & OverrideDinoTameSoundIndexField()
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
FString * GetEntryString(FString *result)
TSubclassOf< UPrimalItem > & BabyCuddleFoodField()
BitFieldValue< bool, unsigned __int32 > bUseRootLocSwimOffset()
FString * GetColorSetInidcesAsString(FString *result)
float & RootLocSwimOffsetField()
bool AllowWakingTame_Implementation(APlayerController *ForPC)
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
float & WakingTameFeedIntervalField()
BitFieldValue< bool, unsigned __int32 > bChargeDamageStructures()
BitFieldValue< bool, unsigned __int32 > bIsRobot()
BitFieldValue< bool, unsigned __int32 > bAttackTargetWhenLaunched()
UAnimMontage * FlyingStartledAnimationField()
TSubclassOf< UPrimalItem > & BaseEggClassField()
BitFieldValue< bool, unsigned __int32 > bRepeatPrimaryAttack()
FVector * GetTargetPathfindingLocation(FVector *result, AActor *Attacker)
void OnVersionChange(bool *doDestroy)
BitFieldValue< bool, unsigned __int32 > bDisallowPostNetReplication()
BitFieldValue< bool, unsigned __int32 > bTamedAIAllowSpecialAttacks()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
void ServerUpdateGestation()
BitFieldValue< bool, unsigned __int32 > bUseBPGetDragSocketDinoName()
void DrawHUD(AShooterHUD *HUD)
float & KeepFlightRemainingTimeField()
void ServerRequestUseItemWithActor(APlayerController *ForPC, UObject *anItem, int AdditionalData)
BitFieldValue< bool, unsigned __int32 > bDisableHighQualityAIVolumeLedgeChecking()
float & TamingIneffectivenessModifierIncreaseByDamagePercentField()
float & WanderAroundActorMaxDistanceField()
void SetCharacterStatusTameable(bool bSetTameable, bool bCreateInventory, bool keepInventoryForWakingTame)
float & LatchingInitialPitchField()
float & OutsideOriginalNPCVolumeStasisDestroyIntervalField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyStructurePlacedNearby()
float & TameIneffectivenessModifierField()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bRemovingStructuresOnDeath()
BitFieldValue< bool, unsigned __int32 > bPreventSleepingTame()
float & AIRangeMultiplierField()
int & SaveDestroyWildDinosUnderVersionField()
bool IsCurrentAttackStopsMovement()
BitFieldValue< bool, unsigned __int32 > bTamingHasFood()
long double & NextAllowedMatingTimeField()
int & TamedAggressionLevelField()
float & WakingTameFoodIncreaseMultiplierField()
long double & ChargingStartBlockedTimeField()
float GetAIFollowStoppingDistanceMultiplier()
bool HasBuffPreventingFlight()
float & ChargingActivationRequiresStaminaField()
bool IsPassengerSeatAvailable(int PassengerSeatIndex)
UAnimMontage * StartRidingAnimOverrideField()
BitFieldValue< bool, unsigned __int32 > bBabyPreventExitingWater()
float & FlyingForceRotationRateModifierField()
long double & LastDinoAllyLookInterpTimeField()
float DoOverrideMountedAirControl(float AirControlIn)
float & chargingRotationRateModifierField()
void BPFedWakingTameEvent(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bSupportWakingTame()
bool IsCurrentlyPlayingAttackAnimation()
BitFieldValue< bool, unsigned __int32 > bAllowRiding()
bool & CalculateStructureHeightFromSaddleField()
float & LatchingInterpolatedPitchField()
void BPNotifyBabyAgeIncrement(float PreviousAge, float NewAge)
bool CanCryo(AShooterPlayerController *ForPC)
float & BabyImprintingQualityTotalMaturationTimeField()
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
float & WildBabyAgeWeightField()
FWeightedObjectList & DeathInventoryTemplatesField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanAutodrag()
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired()
static APrimalDinoCharacter * BPStaticCreateBabyDino(UWorld *TheWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, TArray< unsigned char > EggColorSetIndices, TArray< unsigned char > EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, TArray< FDinoAncestorsEntry > EggDinoAncestors, TArray< FDinoAncestorsEntry > EggDinoAncestorsMale, int NotifyTeamOverride, int EggRandomMutationsFemale, int EggRandomMutationsMale)
FieldArray< FName, 6 > ColorSetNamesField()
void UpdateImprintingDetails_Implementation(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
float & DurationBeforeMovingStuckPawnField()
BitFieldValue< bool, unsigned __int32 > bHeldJumpSlowFalling()
void BPOnSetFlight(bool bFly)
void BPOnClearMountedDino()
long double & LastStartledTimeField()
float & TamedCorpseLifespanField()
void RemoveSaddleAttachment(FItemNetID Id)
TArray< UAnimMontage * > WildAmbientHarvestingAnimationsField()
float & TamedWalkableFloorZField()
float & ChargeSpeedMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventStasis()
TArray< APrimalCharacter * > DraggedRagdollsField()
float BPModifyHarvestDamage_Implementation(UPrimalHarvestingComponent *harvestComponent, float inDamage)
AActor * GetTamedFollowTarget()
void OnLowerDino(float Val)
UPrimalItem * GiveSaddle(TSubclassOf< UPrimalItem > SaddleType, float Quality, float MinRandomQuality, bool bAutoEquip)
BitFieldValue< bool, unsigned __int32 > bIsLatching()
bool BP_PreventCarrying()
void ServerSetRiderMountedWeaponRotation_Implementation(FRotator InVal)
float & PlayerMountedLaunchUpSpeedField()
TSubclassOf< UPrimalItem > & RepairRequirementsItemField()
BitFieldValue< bool, unsigned __int32 > bUseBPInterceptTurnInputEvents()
BitFieldValue< bool, unsigned __int32 > bForcedLanding()
void ClearAllSaddleStructures()
BitFieldValue< bool, unsigned __int32 > bAllowDraggingWhileFalling()
BitFieldValue< bool, unsigned __int32 > bDelayedAttachement()
float & WalkingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideStencilAllianceForTarget()
FVector * GetActorCenterTraceLocation(FVector *result)
bool AllowFallDamage(FHitResult *HitResult, float FallDamageAmount, bool CustomFallDamage)
float & FemaleMatingTimeField()
float & DeathGiveItemRangeField()
float & StartledAnimationCooldownField()
void GetDinoData(FARKDinoData *OutDinoData)
bool BlueprintCanAttack(int AttackIndex, float distance, float attackRangeOffset, AActor *OtherTarget)
void DinoFireProjectileEx(TSubclassOf< AShooterProjectile > ProjectileClass, FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage, bool bAddDinoVelocityToProjectile, float OverrideInitialSpeed, float OverrideMaxSpeed, float ExtraDirectDamageMultiplier, float ExtraExplosionDamageMultiplier, bool spawnOnOwningClient)
BitFieldValue< bool, unsigned __int32 > bPreventPlatformSaddleMultiFloors()
long double & LastTimeFallingField()
BitFieldValue< bool, unsigned __int32 > bUseBP_ShouldPreventBasedCharactersCameraInterpolation()
BitFieldValue< bool, unsigned __int32 > bTickedStasis()
float & DefaultActivateAttackRangeOffsetField()
UAnimMontage * DinoLevelUpAnimationOverrideField()
bool IsReadyToUpload(UWorld *theWorld)
APrimalStructureExplosive * GetAttachedExplosive()
BitFieldValue< bool, unsigned __int32 > bAllowWildRunningWithoutTarget()
TSubclassOf< UDamageType > & TamedHarvestDamageTypeField()
FVector & LastOverrodeRandomWanderLocationField()
float & MeleeSwingRadiusField()
void GetDinoIDsAsStrings(FString *OutDinoID1, FString *OutDinoID2)
BitFieldValue< bool, unsigned __int32 > bWildProduceEggDynamically()
BitFieldValue< bool, unsigned __int32 > bBonesHidden()
BitFieldValue< bool, unsigned __int32 > bCenterOffscreenFloatingHUDWidgets()
float & DeathGivesDossierDelayField()
BitFieldValue< bool, unsigned __int32 > bPreventStasisOnDedi()
float & LastHigherScaleExtraRunningSpeedValueField()
float & CurrentMovementAnimRateField()
FName & RiderFPVCameraUseSocketNameField()
FVector & LastChargeLocationField()
void ServerInterruptLanding()
float & MeleeHarvestDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bModifyBasedCamera()
float & FlyerForceLimitPitchMaxField()
int & EggMaximumNumberField()
FRotator & DinoAimRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bNPCSpawnerOverrideLevel()
bool BPGetAttackOfPlayedAnimation(FDinoAttackInfo *OutAttackInfo)
void BP_OnTargetedByTamedOrder(APrimalCharacter *OrderingCharacter, APrimalDinoCharacter *AttackingDino, bool bForced)
void ApplyRidingAttackExtraVelocity()
BitFieldValue< bool, unsigned __int32 > bUseBPGetAttackWeight()
void NetUpdateDinoOwnerData_Implementation(FString *NewOwningPlayerName, int NewOwningPlayerID)
UAnimMontage * DinoWithDinoPassengerAnimField()
float & ChargingStopDotTresholdField()
BitFieldValue< bool, unsigned __int32 > bIsInTurretMode()
void DoNeuter_Implementation()
float & LatchedFirstPersonViewAngleField()
void DoDeathHarvestingFadeOut()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowRidingInCaves()
BitFieldValue< bool, unsigned __int32 > bAllowDamageSameTeamAndClass()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideWantsToRun()
FName * BPGetDragSocketDinoName(FName *result, APrimalDinoCharacter *aGrabbedDino)
float & ChargingBlockedStopTimeThresholdField()
BitFieldValue< bool, unsigned __int32 > bIncludeCarryWeightOfBasedPawns()
void BPNotifyStructurePlacedNearby(APrimalStructure *NewStructure)
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByAllStationaryObjects()
BitFieldValue< bool, unsigned __int32 > bRidingIsSeperateUnstasisCaster()
BitFieldValue< bool, unsigned __int32 > bLimitRiderYawOnLatched()
void UpdateTribeGroupRanks(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
BitFieldValue< bool, unsigned __int32 > bTakingOff()
BitFieldValue< bool, unsigned __int32 > bForceAllowBackwardsMovementWithNoRider()
UAnimMontage * ChargingAnimField()
TArray< FPrimalSaddleStructure > & SaddleStructuresField()
float & TamedWanderHarvestIntervalField()
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
void SetLastMovementDesiredRotation(FRotator *InRotation)
BitFieldValue< bool, unsigned __int32 > bServerForceUpdateDinoGameplayMeshNearPlayer()
void BlueprintTamedTick()
BitFieldValue< bool, unsigned __int32 > bHiddenForLocalPassenger()
FString * BP_OverrideDinoName(FString *result, FString *CurrentDinoName, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingLiveUnriddenDinos()
float GetCarryingSocketYaw(bool RefreshBones)
float BPUnstasisConsumeFood(float FoodNeeded)
void FinalLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bPassiveFlee()
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideRiderCameraCollisionSweep()
float & SwimOffsetInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bDeprecateDino()
void ChangeActorTeam(int NewTeam)
bool ForceAllowAccelerationRotationWhenFalling()
BitFieldValue< bool, unsigned __int32 > bTargetEverything()
long double & LastVacuumSpaceCheckTimeField()
float & WildRandomScaleField()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintExtraBabyScale()
bool PlayedAnimationHasAttack()
void BPSentKilledNotification(AShooterPlayerController *ToPC)
TArray< UMaterialInterface * > FemaleMaterialOverridesField()
int & SavedLastValidTameVersionField()
BitFieldValue< bool, unsigned __int32 > bPreventWildTrapping()
BitFieldValue< bool, unsigned __int32 > bSingleplayerFreezePhysicsWhenNoTarget()
void BPTamedConsumeFoodItem(UPrimalItem *foodItem)
UAnimMontage * EggLayingAnimationField()
float & DeathGiveItemQualityMaxField()
float BlueprintExtraBabyScaling()
float & OverrideApproachRadiusField()
BitFieldValue< bool, unsigned __int32 > bIsCloneDino()
APrimalCharacter * GetPassengerPerSeat(int SeatIndex)
BitFieldValue< bool, unsigned __int32 > bRotatingUpdatesDinoIK()
BitFieldValue< bool, unsigned __int32 > bUseBPGetRiderUnboardDirection()
BitFieldValue< bool, unsigned __int32 > bBPModifyAimOffsetNoTarget()
BitFieldValue< bool, unsigned __int32 > bNoKillXP()
void UpdateImprintingQuality_Implementation(float NewImprintingQuality)
long double & UploadEarliestValidTimeField()
int & MaxDinoTameLevelsField()
BitFieldValue< bool, unsigned __int32 > bPoopIsDud()
TSubclassOf< UPrimalItem > & SaddleItemClassField()
BitFieldValue< bool, unsigned __int32 > bEggBoosted()
float BPClampMaxHarvestHealth()
BitFieldValue< bool, unsigned __int32 > bIsDestroyingDino()
void UpdateImprintingDetails(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
BitFieldValue< bool, unsigned __int32 > bSupportsSaddleStructures()
FVector * GetDinoVelocity(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseBPInterceptMoveInputEvents()
BitFieldValue< bool, unsigned __int32 > bResetUseAccelerationForRequestedMove()
float & TameIneffectivenessByAffinityField()
long double & LastForcedLandingCheckTimeField()
void ServerRequestBraking_Implementation(bool bWantsToBrake)
float & AttackPlayerDesirabilityMultiplierField()
float & UntamedPoopTimeMinIntervalField()
void CaptureCharacterSnapshot(UPrimalItem *Item)
void ServerRequestToggleFlight_Implementation()
void TameDino(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit, int OverrideTamingTeamID, bool bPreventNameDialog, bool bSkipAddingTamedLevels, bool bSuppressNotifications)
float & StepDamageRadialDamageAmountGeneralField()
TWeakObjectPtr< AActor > & TamedFollowTargetField()
void GetRidingCarryingIgnoreList(TArray< AActor * > *IgnoreList)
BitFieldValue< bool, unsigned __int32 > bTamedWanderCorpseHarvesting()
float & WanderRadiusMultiplierField()
void NotifyBumpedPawn(APawn *BumpedPawn)
UAnimMontage * EndChargingAnimationField()
BitFieldValue< bool, unsigned __int32 > bCancelInterpolation()
FVector * BPGetHealthBarColor(FVector *result)
int BPOverrideGetAttackAnimationIndex(int AttackIndex, TArray< UAnimMontage * > *AnimationArray)
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
void ServerSleepingTick()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllWhistles()
BitFieldValue< bool, unsigned __int32 > bWildDinoPreventWeight()
FName & OriginalNPCVolumeNameField()
TArray< TSubclassOf< UPrimalItem > > & FertilizedEggItemsToSpawnField()
float & BabyCuddleWalkDistanceField()
void SetLastAttackTimeForAttack(int AttackIndex, long double NewTime)
int & EggMaximumNumberFromSameDinoTypeField()
BitFieldValue< bool, unsigned __int32 > bAttackStopsMovement()
bool WalkingAllowCheckFloor(FVector *DeltaWalk)
float GetTargetingDesirability(ITargetableInterface *Attacker)
float & DinoExtraIncreasePlayerCollisionActivationDistanceSquaredField()
void OverrideRandomWanderLocation_Implementation(FVector *originalDestination, FVector *inVec)
long double & LastUpdatedMatingAtTimeField()
BitFieldValue< bool, unsigned __int32 > bUseColorization()
long double & LastClientCameraRotationServerUpdateField()
BitFieldValue< bool, unsigned __int32 > bSupplyPlayerMountedCarryAnimation()
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
float & RidingAttackExtraVelocityDelayField()
FString & UploadedFromServerNameField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnDinoStartled()
FVector & FlyerTakeOffAdditionalVelocityField()
TSubclassOf< UPrimalInventoryComponent > & TamedInventoryComponentTemplateField()
float & SinglePlayerOutgoingDamageModifierField()
void DrawDinoFloatingHUD(AShooterHUD *HUD, bool bDrawDinoOrderIcon)
int & FlyerNumUnderGroundFailField()
FLinearColor * GetDinoColor(FLinearColor *result, int ColorRegionIndex)
BitFieldValue< bool, unsigned __int32 > bAutoTameable()
void TempDampenInputAcceleration()
BitFieldValue< bool, unsigned __int32 > bForceUsePhysicalFootSurfaceTrace()
char & TribeGroupPetRidingRankField()
TArray< FDinoAttackInfo > & AttackInfosField()
UAnimMontage * WakingConsumeFoodAnimField()
BitFieldValue< bool, unsigned __int32 > bIsRaidDino()
bool BlueprintCanRiderAttack(int AttackIndex)
float & WakingTameMaxDistanceField()
float & MatingProgressField()
float & FlyerForceLimitPitchMinField()
void InitializeInvisiableSaddle()
void BPDinoARKDownloadedEnd()
USoundBase * GetDinoTameSound_Implementation()
TArray< float > & DeathGiveItemChanceToBeBlueprintField()
float & TickStatusTimeAccumulationField()
TSubclassOf< UPrimalItem > * GetFirstAffinityFoodItemClass(TSubclassOf< UPrimalItem > *result)
void UpdateBabyCuddling(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
FString & PreviousUploadedFromServerNameField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnEndCharging()
bool ShouldIgnoreHitResult(UWorld *InWorld, FHitResult *TestHit, FVector *MovementDirDenormalized)
void ServerGiveDefaultWeapon_Implementation()
FSaddlePassengerSeatDefinition * GetPassengerSeatDefinition(char SeatIndex)
long double & LastAllyTargetLookTimeField()
FString & TamedNameField()
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoreWildDinos()
TArray< TWeakObjectPtr< APrimalCharacter > > & PassengerPerSeatField()
char GetWiegthedAttack(float distance, float attackRangeOffset, AActor *OtherTarget)
void ServerUploadCharacter(AShooterPlayerController *UploadedBy)
long double & LastFootStepDamageTimeField()
bool BPIsValidUnStasisCaster()
TWeakObjectPtr< APrimalStructureItemContainer_SupplyCrate > & LinkedSupplyCrateField()
float & RidingAnimSpeedFactorField()
void BPForceReachedDestination()
bool SetTurretMode(bool enabled)
void ClientShouldNotifyLanded()
BitFieldValue< bool, unsigned __int32 > bEnableTamedMating()
void BlueprintPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & NewFemaleMaxTimeBetweenMatingField()
BitFieldValue< bool, unsigned __int32 > bAllowTogglingPublicSeating()
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsMaleField()
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocationNoRider()
BitFieldValue< bool, unsigned __int32 > bAllowsFishingOnSaddle()
TArray< AActor * > * GetDinoPlatformCollisionIgnoreActors(TArray< AActor * > *result)
float & DecayDestructionPeriodField()
FVector * GetInterpolatedLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bChargingRequiresWalking()
FVector & UnboardLocationOffsetField()
void ServerCallAggressive_Implementation()
BitFieldValue< bool, unsigned __int32 > bAllowDeathAutoGrab()
BitFieldValue< bool, unsigned __int32 > bWakingTameConsumeEntireStack()
BitFieldValue< bool, unsigned __int32 > bRefreshedColorization()
float & TamedWanderHarvestSearchRangeField()
int & GestationEggRandomMutationsFemaleField()
int BPGetCurrentAttackIndex()
bool CarryCharacter(APrimalCharacter *character, bool byPassCanCarryCheck)
float & NPCZoneVolumeCountWeightField()
void BPGetCrosshairLocation(float CanvasClipX, float CanvasClipY, float *OutX, float *OutY)
ADroppedItem * CreateCloneFertilizedEgg(FVector AtLoc, FRotator AtRot, TSubclassOf< ADroppedItem > DroppedItemTemplateOverride)
void ServerCallMoveTo_Implementation(FVector MoveToLoc)
void PlayAttackAnimationOfAnimationArray(int AnimationIndex, TArray< UAnimMontage * > attackAnimations)
BitFieldValue< bool, unsigned __int32 > bIsManualFoodEat()
bool BP_InterceptMoveForward(float axisValue)
UAnimSequence * RiderAnimOverrideField()
float & BabyGestationSpeedField()
TArray< FName > & HideBoneNamesField()
void ServerCallPassive_Implementation()
void ServerClearRider_Implementation(int OverrideUnboardDirection)
long double & LastGangCheckTimeField()
ECollisionChannel & MeshOriginalCollisionChannelField()
float & SinglePlayerIncomingDamageModifierField()
float & MinStaminaForRiderField()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
BitFieldValue< bool, unsigned __int32 > bUseBPShouldForceFlee()
USoundBase * SwimSoundField()
UAnimMontage * MatingAnimationMaleField()
BitFieldValue< bool, unsigned __int32 > bPreventCloning()
bool AreSpawnerSublevelsLoaded()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowFlyingWithExplosive()
void SetStasisComponentRadius(float StasisOverrideRadius)
BitFieldValue< bool, unsigned __int32 > bAllowTargetingCorpses()
BitFieldValue< bool, unsigned __int32 > bUseBPDoAttack()
float & MateBoostRangeField()
BitFieldValue< bool, unsigned __int32 > bDisableCollisionWithDinosWhenFlying()
TArray< FDinoAncestorsEntry > & DinoAncestorsField()
TArray< TSubclassOf< UPrimalItem > > & ForceAllowFoodAsConsumableListField()
bool BPAllowEquippingItemType_Implementation(EPrimalEquipmentType::Type equipmentType)
TArray< FDinoBaseLevelWeightEntry > & DinoBaseLevelWeightEntriesField()
int & MaxAllowedRandomMutationsField()
int FindSaddleStructure(APrimalStructure *Structure)
float & UntamedWalkingSpeedModifierField()
void UpdateAttackTargets()
float & FlyerHardBreakingOverrideField()
TWeakObjectPtr< APrimalCharacter > & AutoDragByPawnField()
FString & TamedOnServerNameField()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bUseBPGetLookOffsetSocketName()
int & LastTickDelayFrameCountField()
void ServerCallNeutral_Implementation()
UObject * GetUObjectInterfaceDataListEntryInterface()
float & StepDamageRadialDamageAmountHarvestableField()
BitFieldValue< bool, unsigned __int32 > bAlwaysUpdateAimOffsetInterpolation()
FVector & RiderAttackLocationField()
TArray< APrimalCharacter * > SavedPassengerPerSeatField()
BitFieldValue< bool, unsigned __int32 > bPreventUploading()
long double & LastUpdatedGestationAtTimeField()
long double GetDinoDeathTime()
BitFieldValue< bool, unsigned __int32 > bAllowWaterSurfaceExtraJump()
float & ScaleExtraRunningSpeedModifierSpeedField()
float GetAttachedSoundPitchMultiplier()
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageTamedOnly()
BitFieldValue< bool, unsigned __int32 > bIsHordeDino()
float & LastBabyAgeField()
float & BabyMaxCuddleIntervalField()
float GetRotationRateModifier()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
unsigned __int64 & ImprinterPlayerDataIDField()
float & TamedRunningRotationRateModifierField()
void ServerInterruptLanding_Implementation()
BitFieldValue< bool, unsigned __int32 > bOverridePlatformStructureLimit()
void PostNetReceiveLocationAndRotation()
BitFieldValue< bool, unsigned __int32 > bPreventUntamedRun()
void HandleUnstasised(bool bWasFromHibernation)
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
float GetAffinityIncreaseForFoodItem(UPrimalItem *foodItem)
BitFieldValue< bool, unsigned __int32 > bForceAllowTickingThisFrame()
void CopyPaintingComponentFrom(APrimalDinoCharacter *Other)
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
void ServerCallLandFlyerOne_Implementation(APrimalDinoCharacter *ForDinoChar)
void DeferredDeprecationCheck()
UAnimMontage * WildAmbientHarvestingAnimationField()
float & HeldJumpSlowFallingGravityZScaleField()
BitFieldValue< bool, unsigned __int32 > bHadLinkedSupplyCrate()
void OnDinoStartled(UAnimMontage *StartledAnimPlayed, bool bFromAIController)
BitFieldValue< bool, unsigned __int32 > bPreventWakingTameFeeding()
void ClientStartLanding_Implementation(FVector loc)
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
long double & LastEggSpawnChanceTimeField()
BitFieldValue< bool, unsigned __int32 > bFlyerForceNoPitch()
void SetDynamicMusic(USoundBase *newMusic)
long double & LastAxisStartPressTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanTargetCorpse()
BitFieldValue< bool, unsigned __int32 > bForceDrawHUD()
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType_Implementation(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
bool BPPreventRiding(AShooterCharacter *byPawn, bool bDontCheckDistance)
BitFieldValue< bool, unsigned __int32 > bWasRidingFalling()
long double & NextTickDelayAllowTimeField()
BitFieldValue< bool, unsigned __int32 > bIsElevating()
BitFieldValue< bool, unsigned __int32 > bAttackStopsRotation()
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
BitFieldValue< bool, unsigned __int32 > bAllowTrapping()
float & UntamedRunningSpeedModifierField()
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > MeleeSwingHurtListField()
int GetNumAvailablePassengerSeats(bool bOnlyManualPassengerSeats)
BitFieldValue< bool, unsigned __int32 > bUseExtendedUnstasisCheck()
bool IsNearFeed(AShooterPlayerState *ForPlayer)
int & SaddlePivotOffsetField()
BitFieldValue< bool, unsigned __int32 > bOverrideLevelMusicIfTamed()
TWeakObjectPtr< APrimalBuff > & ColorOverrideBuffField()
float & StepDamageFootDamageIntervalField()
void BP_OnBasedPawnRemovedNotify(AActor *RemovedActor)
long double & LastStartChargingTimeField()
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
float & AttackOffsetField()
FVector * BPOverrideFloatingHUDLocation(FVector *result)
FVector * BPChargingModifyInputAcceleration(FVector *result, FVector inputAcceleration)
UAnimMontage * StartledAnimationRightDefaultField()
void ForceRefreshTransform()
TArray< UAnimMontage * > AttackAnimationsField()
bool ShouldDisableControllerDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
void SetNextAllowedMatingTime(long double nextAllowedMatingTime)
float & ExtraBabyAgeSpeedMultiplierField()
float & TimeBetweenTamedWakingEatAnimationsField()
int & LastFrameMoveLeftField()
float & ExtraRunningSpeedModifierField()
float & RandomMutationChanceField()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnTamedOrderReceived()
void AddDinoReferenceInLatchingStructure(APrimalStructure *Structure)
BitFieldValue< bool, unsigned __int32 > bLocationBasedAttack()
TArray< UAnimMontage * > StartledAnimationsField()
bool AllowWalkableSlopeOverride(UPrimitiveComponent *ForComponent)
BitFieldValue< bool, unsigned __int32 > bUseBPDoHarvestAttack()
BitFieldValue< bool, unsigned __int32 > bTamedAIToggleSpecialAttacks()
float & PlayerMountedLaunchFowardSpeedField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDestroyOnRapidDeath()
float BPGetCrosshairAlpha()
float & AttackForceWalkDistanceMultiplierField()
float & MateBoostDamageReceiveMultiplierField()
void UpdateNetDynamicMusic()
FName & NonDedicatedFreezeDinoPhysicsIfLevelUnloadedField()
float GetCorpseLifespan()
BitFieldValue< bool, unsigned __int32 > bUseBPDisplayTamedMessage()
void MoveRight(float Val)
float & HealthBarOffsetYField()
void LoadedFromSaveGame()
void ForceUpdateColorSets_Implementation(int ColorRegion, int ColorSet)
FHitResult * BP_OverrideRiderCameraCollisionSweep(FHitResult *result, FVector *SweepStart, FVector *SweepEnd)
void CalcCapsuleHalfHeight()
float & PreviousRootYawSpeedField()
USoundBase * LowHealthExitSoundField()
float & HighQualityLedgeDetectionExtraTraceDistanceField()
float & MovementSpeedScalingRotationRatePowerField()
UPrimalDinoSettings * MyDinoSettingsCDOField()
FDinoSaddleStruct & SaddleStructField()
float & ForceNextAttackIndexField()
FColor & UniqueDino_MapMarkerColorField()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreRagdollHarvesting()
bool IsLandingOnDino(FVector *loc)
void CycleAttackWeightsForAttackAtIndex(int attackIndex)
BitFieldValue< bool, unsigned __int32 > bCollectVictimItems()
FVector & LastGangCheckPositionField()
UAnimMontage * PlayerMountedCarryAnimationField()
BitFieldValue< bool, unsigned __int32 > bPreventRotationRateModifier()
float & CurrentTameAffinityField()
float & LatchingInitialYawField()
void BPDoAttack(int AttackIndex)
TArray< TSubclassOf< UPrimalHarvestingComponent > > & WildAmbientHarvestingComponentClassesField()
bool AllowNewEggAtLocation(FVector *AtLocation)
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFloor()
BitFieldValue< bool, unsigned __int32 > bCanBeTamed()
int & NPCSpawnerExtraLevelOffsetField()
bool GetCurrentAttackInfo(int *AttackIndex, FDinoAttackInfo *AttackInfo)
BitFieldValue< bool, unsigned __int32 > NPCSpawnerAddLevelOffsetBeforeMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseTamedVisibleComponents()
void OnRep_CarriedCharacter()
void LowerDinoBP(float Val)
bool IsBasedOnActor(AActor *Other)
char & TamedAITargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bUniqueDino()
BitFieldValue< bool, unsigned __int32 > bShouldNotifyClientWhenLanded()
BitFieldValue< bool, unsigned __int32 > bIsHeldJumpSlowFalling()
bool CanCarryCharacter(APrimalCharacter *CanCarryPawn)
BitFieldValue< bool, unsigned __int32 > bScaleInsulationByMeleeDamage()
void StartLanding(FVector OverrideLandingLocation)
BitFieldValue< bool, unsigned __int32 > bInventoryOnlyAllowCraftingWhenWandering()
BitFieldValue< bool, unsigned __int32 > bSuppressDeathNotification()
BitFieldValue< bool, unsigned __int32 > bDisplaySummonedNotification()
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowStrafing()
float BPOverrideHealthBarOffset(APlayerController *forPC)
float & SetAttackTargetTraceDistanceField()
void ExportDino(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bAlwaysSetTamingTeamOnItemAdd()
BitFieldValue< bool, unsigned __int32 > bAllowDemolish()
static APrimalDinoCharacter * SpawnFromDinoDataEx(FARKDinoData *InDinoData, UWorld *InWorld, FVector *AtLocation, FRotator *AtRotation, bool *dupedDino, int ForTeam, bool bGenerateNewDinoID, AShooterPlayerController *TamerController, bool beginPlay)
void HandleMountedDinoAction(AShooterPlayerController *PC)
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
int & PreviousTargetingTeamField()
BitFieldValue< bool, unsigned __int32 > bHideSaddleInFPV()
FName & AttackLineOfSightMeshSocketNameField()
void FireMultipleProjectiles_Implementation(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
bool IsValidUnStasisCaster()
void StartSurfaceCameraForPassengers(float yaw, float pitch, float roll)
FieldArray< float, 6 > ColorSetIntensityMultipliersField()
bool ForceAllowBackwardsMovement()
TSubclassOf< AController > & TamedAIControllerOverrideField()
void TurnInput(float Val)
BitFieldValue< bool, unsigned __int32 > bBabyInitiallyUnclaimed()
FVector & LastRiderOverlappedPositionField()
void ClearRidingDinoAsPassenger(bool bFromDino)
BitFieldValue< bool, unsigned __int32 > bPreventMountedDinoMeshHiding()
float & AllowWaterSurfaceExtraJumpStaminaCostField()
float & RiderExtraMaxSpeedModifierField()
bool HasBuffPreventingClearRiderOnDinoImmobilized()
BitFieldValue< bool, unsigned __int32 > bForcePerFrameTicking()
bool AllowPenetrationCheck(AActor *OtherActor)
bool BPCanCryo(AShooterPlayerController *ForPC)
void PlayHardEndChargingShake()
BitFieldValue< bool, unsigned __int32 > bAllowDinoAutoConsumeInventoryFood()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyMateBoostChanged()
BitFieldValue< bool, unsigned __int32 > bHasRider()
FString & HideBonesStringField()
void ClientShouldNotifyLanded_Implementation()
FRotator & PreviousAimRotField()
TArray< unsigned char > * GetColorizationData(TArray< unsigned char > *result)
BitFieldValue< bool, unsigned __int32 > bUseShoulderMountedLaunch()
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_RotationRate()
float & CloneElementCostPerLevelField()
TSubclassOf< UPrimalColorSet > & RandomColorSetsMaleField()
long double & LastValidNotStuckTimeField()
void SetRider(AShooterCharacter *aRider)
BitFieldValue< bool, unsigned __int32 > bUseBPGetRiderSocket()
float & maxRangeForWeaponTriggeredTooltipField()
bool BPCanTakePassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
float & StepDamageFootDamageRunningMultiplierField()
float & LimitRiderYawOnLatchedRangeField()
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestNonUsableHarvesting()
void OnStartTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bDinoLoadedFromSaveGame()
float & FlyingWanderRandomDistanceAmountField()
float & UntamedPoopTimeCacheField()
FString * GetDebugInfoString(FString *result)
TWeakObjectPtr< AShooterCharacter > & PreviousRiderField()
BitFieldValue< bool, unsigned __int32 > bOnlyTargetConscious()
char & AttackIndexOfPlayedAnimationField()
void BPDinoPostBeginPlay()
BitFieldValue< bool, unsigned __int32 > bRiderDontBeBlockedByPawnMesh()
void NotifyBumpedStructure(AActor *BumpedStructure)
int & DestroyTamesOverLevelClampOffsetField()
float & RepairAmountRemainingField()
bool CancelCurrentAttack(bool bStopCurrentAttackAnim, float AttackAnimBlendOutTime)
BitFieldValue< bool, unsigned __int32 > bPreventDinoResetAffinityOnUnsleep()
void StartCharging(bool bForce)
BitFieldValue< bool, unsigned __int32 > bRidingRequiresTamed()
BitFieldValue< bool, unsigned __int32 > bIsCarnivore()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bSleepedForceCreateInventory()
UAnimMontage * BabyCuddledAnimationField()
BitFieldValue< bool, unsigned __int32 > bDrawHealthBar()
BitFieldValue< bool, unsigned __int32 > bHideAncestorsButton()
float & ExtraDamageMultiplierField()
float & SwimmingRotationRateModifierField()
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
float & EggIntervalBetweenUnstasisChancesField()
void UpdateTribeGroupRanks_Implementation(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
FVector & RiderFPVCameraOffsetField()
BitFieldValue< bool, unsigned __int32 > bPassengerDinosUsePassengerAnim()
void ServerRequestWaterSurfaceJump_Implementation()
bool ShouldAttackOfPlayedAnimationStopMovement()
bool IsMovementTethered()
bool CanBeCarried(APrimalCharacter *ByCarrier)
float & FinalNPCLevelMultiplierField()
bool BP_OverrideCarriedCharacterTransform(APrimalCharacter *ForCarriedChar)
FString * BPOverrideTamingDescriptionLabel(FString *result, FSlateColor *TextColor)
float & StepDamageFootDamageRadiusField()
float & CurrentRootLocSwimOffsetField()
float & RidingNetUpdateFequencyField()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
bool AllowHurtAnimation()
TArray< TSubclassOf< UPrimalItem > > & EggItemsToSpawnField()
BitFieldValue< bool, unsigned __int32 > bUseSaddlePassengerSeatsWhenAvailable()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTamingDescriptionLabel()
float & CurrentStrafeMagnitudeField()
void BPOnDinoStartled(UAnimMontage *StartledAnimPlayed, bool bFromAIController)
TSubclassOf< UPrimalDinoSettings > & DinoSettingsClassField()
BitFieldValue< bool, unsigned __int32 > bForceAllowPvECarry()
bool GetAllAttachedCharsInternal(TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, APrimalCharacter *OriginalChar, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
float & MaxPercentOfCapsulHeightAllowedForIKField()
float & BabySpeedMultiplierField()
void StartSurfaceCameraForPassenger(AShooterCharacter *Passenger, float yaw, float pitch, float roll, bool bInvertTurnInput)
FVector * GetFloatingHUDLocation(FVector *result)
void BPOnSetMountedDino()
float & SwimSoundTimeCacheField()
int GetNumPassengerSeats(bool bOnlyManualPassengerSeats)
void BPNotifyAddPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
void KeepFlight(float ForDuration)
void UnclaimDino(bool bDestroyAI)
float & TargetLatchingInitialYawField()
BitFieldValue< bool, unsigned __int32 > bPlayingSlowFallingAnim()
void DinoKillerTransferItemsToInventory(UPrimalInventoryComponent *FromInventory)
bool InterceptRiderEmoteAnim(UAnimMontage *EmoteAnim)
bool OverrideForcePreventExitingWater()
FString * GetDinoDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bOverrideCrosshairAlpha()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingWeightsArray()
char & CurrentAttackIndexField()
TArray< FSaddlePassengerSeatDefinition > & NoSaddlePassengerSeatsField()
BitFieldValue< bool, unsigned __int32 > bUseFixedSpawnLevel()
float & OverrideDinoMaxExperiencePointsField()
TArray< FName > & MeleeSwingSocketsField()
int & WakingTameConsumeEntireStackMaxQuantityField()
void UpdateImprintingQuality(float NewImprintingQuality)
float & AIAggroNotifyNeighborsClassesRangeScaleField()
UAnimMontage * StartChargeAnimationField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
bool BPOverrideMoveToOrder(FVector MoveToLocation, AShooterCharacter *OrderingPlayer)
float & CheckForWildAmbientHarvestingIntervalMinField()
TArray< FDinoExtraDefaultItemList > & DinoExtraDefaultInventoryItemsField()
BitFieldValue< bool, unsigned __int32 > bPreventAllRiderWeaponsOnReequip()
BitFieldValue< bool, unsigned __int32 > bDontWander()
BitFieldValue< bool, unsigned __int32 > bTameTimerSet()
FName & SaddleRiderMovementTraceThruSocketNameField()
void CheckForWildAmbientHarvesting()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMountStateChanged()
bool IsValidForStatusUpdate()
FVector * GetSocketLocationTemp(FVector *result, FName SocketName)
float GetHealthPercentage()
void BPSetForcedAggro(AActor *TargetableActor, float AggroAmount, float ForcedAggroTime)
FVector * BPGetRiderUnboardLocation(FVector *result, APrimalCharacter *RidingCharacter)
float & RequiredTameAffinityPerBaseLevelField()
BitFieldValue< bool, unsigned __int32 > bForceAutoTame()
float & PlayAnimBelowHealthPercentField()
void ServerCallSetAggressive_Implementation()
bool OverrideFinalWanderLocation(FVector *outVec)
UAnimMontage * StartledAnimationLeftField()
void BlueprintDrawFloatingHUD(AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
BitFieldValue< bool, unsigned __int32 > bUseBP_OnStartLandingNotify()
float & BabyCuddleLoseImpringQualityPerSecondField()
bool ShouldDisableBasedCharactersCameraInterpolation(APrimalCharacter *ForBasedChar)
BitFieldValue< bool, unsigned __int32 > bUseBPGetDragSocketName()
void ClearCharacterAIMovement()
float & TamedOverrideStasisComponentRadiusField()
float & RequiredTameAffinityField()
float & InsulationRangeField()
TWeakObjectPtr< APrimalCharacter > & PreviousCarriedCharacterField()
float & BabyVolumeMultiplierField()
bool UseLowQualityMovementTick()
void MulticastUpdateAllColorSets_Implementation(int Color0, int Color1, int Color2, int Color3, int Color4, int Color5)
USoundBase * PlayKillLocalSoundField()
bool BPCanDragCharacter(APrimalCharacter *Character)
bool CanOrder(APrimalCharacter *FromCharacter, bool bBuildingStructures)
void BP_OnStartLandingNotify()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTurretFastTargeting()
BitFieldValue< bool, unsigned __int32 > bLocalForceNearbySkelMeshUpdate()
void ImprintOnPlayerTarget(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit)
BitFieldValue< bool, unsigned __int32 > bDebugMeleeAttacks()
float & TamedAllowNamingTimeField()
TArray< FStatValuePair > & OverrideBaseStatLevelsOnSpawnField()
BitFieldValue< bool, unsigned __int32 > bUseAttackForceWalkDistanceMultiplier()
FVector2D & OverlayTooltipPaddingField()
float & RepairCheckIntervalField()
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoredByWildDinos()
bool BPHasCurrentAttack()
TWeakObjectPtr< AActor > & WanderAroundActorField()
float & GangOverlapRangeField()
TEnumAsByte< enum EBabyCuddleType::Type > & BabyCuddleTypeField()
float & NoRiderRotationModifierField()
void DealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
BitFieldValue< bool, unsigned __int32 > bIsOceanManagerDino()
long double & TamedAtTimeField()
float & CarryCameraYawOffsetField()
float & ForceUpdateIKTimerField()
BitFieldValue< bool, unsigned __int32 > bBPModifyAimOffsetTargetLocation()
BitFieldValue< bool, unsigned __int32 > bIsVehicle()
void ServerUpdateBabyAge(float overrideAgePercent)
TSubclassOf< UPrimalColorSet > & RandomColorSetsFemaleField()
BitFieldValue< bool, unsigned __int32 > bUseBPDinoPostBeginPlay()
FVector & OldInterpolatedLocationField()
TArray< TSubclassOf< UPrimalItem > > & MyBabyCuddleFoodTypesField()
BitFieldValue< bool, unsigned __int32 > bAllowMountedWeaponry()
BitFieldValue< bool, unsigned __int32 > bFlyerDontAutoLandOnDismount()
float & TamedWanderHarvestCollectRadiusField()
FString * GetEntryDescription(FString *result)
BitFieldValue< bool, unsigned __int32 > bDoStepDamageTamedOnly()
BitFieldValue< bool, unsigned __int32 > bUseVelocityForRequestedMoveIfStuck()
BitFieldValue< bool, unsigned __int32 > bAllowRidingInWater()
float & RiderRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanTakePassenger()
BitFieldValue< bool, unsigned __int32 > bForceAllowBackwardsMovement()
float & SetAttackTargetTraceWidthField()
BitFieldValue< bool, unsigned __int32 > bReplicatePitchWhileSwimming()
void ClearTamedLandTarget()
float & BabyCuddleGracePeriodField()
float BlueprintAdjustOutputDamage(int AttackIndex, float OriginalDamageAmount, AActor *HitActor, TSubclassOf< UDamageType > *OutDamageType, float *OutDamageImpulse)
void FireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
float GetAttackRangeOffset()
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
float & MeleeDamageImpulseField()
float & BreakFleeHealthPercentageField()
bool IsDamageOccludedByStructures(AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bRunCheckCarriedTrace()
void ClearRider(bool FromRider, bool bCancelForceLand, bool SpawnDinoDefaultController, int OverrideUnboardDirection, bool bForceEvenIfBuffPreventsClear)
void BPSetupTamed(bool bWasJustTamed)
float & TamingFoodConsumeIntervalField()
float & WildAmbientHarvestingRadiusField()
void ServerClearRider(int OverrideUnboardDirection)
void UpdateUnstasisFlags()
long double & ColorOverrideBuffDeactivateTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingQuantity()
bool BPModifyDesiredRotation(FRotator *InDesiredRotation, FRotator *OutDesiredRotation)
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
float & GainStaminaWhenLatchedRateField()
float GetMaxSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bIsFlying()
long double & LastTamedFlyerNearbyAllyCheckTimeField()
bool CanAttack(int AttackIndex)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox)
BitFieldValue< bool, unsigned __int32 > bAllowCarryCharacterWithoutRider()
void PlayHardEndChargingShake_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsCarryingPassenger()
bool BlueprintOverrideWantsToRun(bool bInputWantsToRun)
int & LastFrameMoveRightField()
TArray< TSubclassOf< APrimalBuff > > & DefaultTamedBuffsField()
bool & CalculateStructureDistanceFromSaddleField()
void SetMovementAccelerationVector(FVector fVector)
float & CheckForWildAmbientHarvestingIntervalMaxField()
void SpawnDefaultController()
BitFieldValue< bool, unsigned __int32 > bUseBPFedWakingTameEvent()
long double & LastWakingTameFedTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideDinoName()
float & ChargeBumpDamageField()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCarryCharacter()
float & ExtraUnTamedSpeedMultiplierField()
bool HasReachedDestination(FVector *Goal)
bool BPDisplayTamedMessage()
TArray< TWeakObjectPtr< APrimalCharacter > > & PrevPassengerPerSeatField()
bool UseLowQualityBehaviorTreeTick()
int & LastValidTameVersionField()
int & MinPlayerLevelForWakingTameField()
static APrimalDinoCharacter * StaticCreateBabyDino(UWorld *theWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, char *EggColorSetIndices, char *EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, int NotifyTeamOverride, TArray< FDinoAncestorsEntry > *EggDinoAncestors, TArray< FDinoAncestorsEntry > *EggDinoAncestorsMale, int EggRandomMutationsFemale, int EggRandomMutationsMale)
BitFieldValue< bool, unsigned __int32 > bWildAllowFollowTamedTarget()
BitFieldValue< bool, unsigned __int32 > bIsLanding()
BitFieldValue< bool, unsigned __int32 > bWildPreventTeleporting()
BitFieldValue< bool, unsigned __int32 > bEnableTamedWandering()
float & TamedSwimmingRotationRateModifierField()
AShooterCharacter * ConsumeInventoryFoodItem(UPrimalItem *foodItem, float *AffinityIncrease, bool bDontDecrementItem, float *FoodIncrease, float FoodAmountMultiplier, bool bConsumeEntireStack)
UAnimMontage * WildUnsleepAnimField()
TSubclassOf< UDamageType > & StepActorDamageTypeOverrideField()
float & NoRiderFlyingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bCheatForceTameRide()
float & NPCLerpToMaxRandomBaseLevelField()
float & AttackNoStaminaTorpidityMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForceUseDediAttackTiming()
void ServerCallFollow_Implementation()
void ServerSetRiderMountedWeaponRotation(FRotator InVal)
BitFieldValue< bool, unsigned __int32 > bUseAdvancedAnimLerp()
bool BPIsBasedOnActor(AActor *Other)
float & RidingSwimmingRunSpeedModifierField()
float & FlyingWanderFixedDistanceAmountField()
void WasPushed(ACharacter *ByOtherCharacter)
TArray< FName > & StepDamageFootDamageSocketsField()
BitFieldValue< bool, unsigned __int32 > bDebugBaby()
float & WakingTameFoodAffinityMultiplierField()
UAnimMontage * TamedUnsleepAnimField()
long double & LastAttackedTimeField()
BitFieldValue< bool, unsigned __int32 > bPoopIsEgg()
BitFieldValue< bool, unsigned __int32 > bFlyerPreventRiderAutoFly()
float GetAIFollowStoppingDistanceOffset()
FVector & BabyCuddleWalkStartingLocationField()
void ServerRequestToggleFlight()
int GetOriginalTargetingTeam()
void UpdateWakingTame(float DeltaTime)
long double & LastChargeEndTimeField()
float & FleeHealthPercentageField()
void ServerToClientsPlayAttackAnimation(char AttackinfoIndex, char animationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
BitFieldValue< bool, unsigned __int32 > bForceAllowMountedCarryRunning()
int GetPassengersSeatIndex(APrimalCharacter *Passenger)
int BPAdjustAttackIndex(int attackIndex)
bool BPCanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool bForceTrigger)
void FireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
FVector & InterpolatedVelocityField()
float & StepDamageRadialDamageExtraRadiusField()
void ApplyCharacterSnapshot(UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
void TamedDinoUnstasisConsumeFood(long double ForceTimeSinceStasis)
void BP_OnPostNetReplication(FVector ReplicatedLoc, FRotator ReplicatedRot)
FVector * GetLandingLocation(FVector *result)
float BPModifyHarvestingQuantity_Implementation(float originalQuantity, TSubclassOf< UPrimalItem > resourceSelected)
BitFieldValue< bool, unsigned __int32 > bForceAlwaysAllowBasing()
void AddStructure(APrimalStructure *Structure, FVector RelLoc, FRotator RelRot, FName BoneName)
UTexture * GetDinoEntryIcon()
UAnimMontage * UnmountCharacterAnimationField()
BitFieldValue< bool, unsigned __int32 > bForceWanderOverrideNPCZoneManager()
BitFieldValue< bool, unsigned __int32 > bUnderwaterMating()
float & LoseStaminaWithRiderRateField()
UAnimMontage * PlayAnimBelowHealthField()
float & BabyAgeSpeedField()
UPrimalItem * GiveSaddleFromString(FString *BlueprintPath, float Quality, float MinRandomQuality, bool bAutoEquip)
float & RiderMaxImprintingQualityDamageReductionField()
BitFieldValue< bool, unsigned __int32 > bUseOnUpdateMountedDinoMeshHiding()
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
static APrimalDinoCharacter * BPStaticCreateBabyDinoNoAncestors(UWorld *TheWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, TArray< unsigned char > EggColorSetIndices, TArray< unsigned char > EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, int NotifyTeamOverride, int EggRandomMutationsFemale, int EggRandomMutationsMale)
float & LastBabyGestationProgressField()
BitFieldValue< bool, unsigned __int32 > bIsLatchedDownward()
float & RiderMovementSpeedScalingRotationRatePowerMultiplierField()
int & MeleeDamageAmountField()
void IncrementNumTamedDinos()
BitFieldValue< bool, unsigned __int32 > bDoHighQualityLedgeChecking()
void ServerCallStay_Implementation()
void LinkedSupplyCrateDestroyed(APrimalStructureItemContainer_SupplyCrate *aCrate)
unsigned int & DinoID2Field()
float & FemaleMatingRangeAdditionField()
void CheckForTamedFoodConsumption(int Steps)
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvest()
float & GangDamageField()
void ElevateDinoBP(float Val)
float & StasisAutoDestroyIntervalField()
BitFieldValue< bool, unsigned __int32 > bStepDamageFoliageOnly()
BitFieldValue< bool, unsigned __int32 > bAllowFlyerLandedRider()
UAnimMontage * SlowFallingAnimField()
float & LatchingCameraInterpolationSpeedField()
BitFieldValue< bool, unsigned __int32 > bFlyerForceLimitPitch()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
USoundBase * LowHealthEnterSoundField()
BitFieldValue< bool, unsigned __int32 > bIsSingleplayer()
bool BP_ShouldDisableBasedCharactersCameraInterpolation(APrimalCharacter *ForBasedChar)
TArray< float > & AttackAnimationWeightsField()
bool AddPassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos, bool bSkipLineTrace)
float & BabyChanceOfTwinsField()
BitFieldValue< bool, unsigned __int32 > bSimulatedNetLandCheckFloor()
UAnimMontage * GetDinoLevelUpAnimation()
void PostInitProperties()
bool CanMount(APrimalCharacter *aCharacter)
bool UseLowQualityAnimationTick()
int & LastRiderExitFrameCounterField()
void AddBasedPawn(AActor *anPawn)
BitFieldValue< bool, unsigned __int32 > bLocalPrimaryAttackPressed()
BitFieldValue< bool, unsigned __int32 > bDisableHarvesting()
long double & LastTamedDinoCharacterStatusTickTimeField()
void BPKilledSomethingEvent(APrimalCharacter *killedTarget)
void BPDinoPrepareForARKUploading()
void MoveForward(float Val)
float & ChargingStaminaPerSecondDrainField()
void BPOrderedMoveToLoc(FVector *DestLoc)
FVector & LandingLocationField()
long double & TamingLastFoodConsumptionTimeField()
USoundBase * GetDinoTameSound()
BitFieldValue< bool, unsigned __int32 > bIncrementedNumDinos()
float & ColorizationIntensityField()
void BPModifyHarvestingWeightsArray(TArray< float > *resourceWeightsIn, TArray< UPrimalItem * > *resourceItems, TArray< float > *resourceWeightsOut)
float & CorpseLifespanNonRelevantField()
BitFieldValue< bool, unsigned __int32 > bHasPlayDying()
BitFieldValue< bool, unsigned __int32 > bUseBP_CanFly()
BitFieldValue< bool, unsigned __int32 > DisableCameraShakes()
BitFieldValue< bool, unsigned __int32 > bCanHaveBaby()
TSubclassOf< UPrimalItem > * GetBabyCuddleFood(TSubclassOf< UPrimalItem > *result)
float & FollowingRunDistanceField()
TWeakObjectPtr< APrimalCharacter > & MountCharacterField()
BitFieldValue< bool, unsigned __int32 > bUseWildRandomScale()
BitFieldValue< bool, unsigned __int32 > bIsClearingRider()
bool BPAllowClaiming(AShooterPlayerController *forPlayer)
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestAllowUsableHarvestingAsWell()
TWeakObjectPtr< AActor > & TamedLandTargetField()
AShooterCharacter * BPConsumeInventoryFoodItem(UPrimalItem *foodItem, bool bConsumeEntireStack)
float & EggRangeMaximumNumberFromSameDinoTypeField()
bool CanTame(AShooterPlayerController *ForPC, bool bIgnoreMaxTamedDinos)
float & EggChanceToSpawnUnstasisField()
FName & RiderSocketNameField()
FRotator * GetAimOffsetsTransform(FRotator *result, float DeltaTime, FTransform *RootRotOffsetTransform, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
bool BPDinoTooltipCustomTorpidityProgressBar(bool *overrideTorpidityProgressBarIfActive, float *progressPercent, FString *Label)
float & GangDamageResistanceField()
void OnReleaseCrouchProneToggle()
BitFieldValue< bool, unsigned __int32 > bFlyerDontGainImpulseOnSubmerged()
BitFieldValue< bool, unsigned __int32 > bForcedLandingClearRider()
long double & LastServerTamedTickField()
UStaticMesh * UniqueDino_MapMarkerMeshField()
long double & StartLandingTimeField()
void EndCharging(bool bForce)
long double & LastPlayerDinoOverlapRelevantTimeField()
void DeathHarvestingFadeOut_Implementation()
BitFieldValue< bool, unsigned __int32 > bInterceptPlayerEmotes()
FieldArray< char, 6 > ColorSetIndicesField()
bool BPHandleUseButtonPress(AShooterPlayerController *RiderController)
void ServerFinishedLanding_Implementation()
int & MaxSaddleStructuresNumField()
char & FollowStoppingDistanceField()
FVector & RidingFirstPersonViewLocationOffsetField()
int & RandomMutationsFemaleField()
void BPOnDinoCheat(FName CheatName, bool bSetValue, float Value)
BitFieldValue< bool, unsigned __int32 > bUseInteprolatedVelocity()
float & RiderFlyingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bDontPlayAttackingMusic()
void OnControllerInitiatedAttack(int AttackIndex)
FString & DeathGiveAchievementField()
BitFieldValue< bool, unsigned __int32 > bCanOpenLockedDoors()
void RemovePassenger(APrimalCharacter *Character, bool bFromCharacter, bool bFromPlayerController)
TArray< USceneComponent * > OverrideTargetComponentsField()
BitFieldValue< bool, unsigned __int32 > WildAmbientHarvestingAnimationServerTickPose()
AShooterPlayerController * AttackMyTargetForPlayerControllerField()
TWeakObjectPtr< AActor > & ForcedMasterTargetField()
BitFieldValue< bool, unsigned __int32 > bUseCustomHealthBarColor()
long double & DinoDownloadedAtTimeField()
TSubclassOf< UPrimalColorSet > & SpawnerColorSetsField()
BitFieldValue< bool, unsigned __int32 > bIgnoreFlierRidingRestrictions()
void ServerToggleCharging()
BitFieldValue< bool, unsigned __int32 > bPreventFallingBumpCheck()
TArray< APrimalCharacter * > * GetPassengers(TArray< APrimalCharacter * > *result)
float & DeathInventoryChanceToUseField()
void NetUpdateDinoOwnerData(FString *NewOwningPlayerName, int NewOwningPlayerID)
FVector & TamedWanderHarvestCollectOffsetField()
BitFieldValue< bool, unsigned __int32 > bSupportsPassengerSeats()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
long double & LastRadialStepDamageTimeField()
void ServerRequestWaterSurfaceJump()
void GetPassengersAndSeatIndexes(TArray< APrimalCharacter * > *Passengers, TArray< int > *Indexes)
float & ScaleExtraRunningSpeedModifierMaxField()
BitFieldValue< bool, unsigned __int32 > bCanCharge()
void BPDinoARKDownloadedBegin()
BitFieldValue< bool, unsigned __int32 > bUseBPShowTamingPanel()
bool ShouldStillAllowRequestedMoveAcceleration()
float & HypoThermiaInsulationField()
long double & LastGrappledTimeField()
FRotator & LastRiderMountedWeaponRotationField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestDamage()
BitFieldValue< bool, unsigned __int32 > bDropWildEggsWithoutMateBoost()
BitFieldValue< bool, unsigned __int32 > bPreventWanderingUnderWater()
long double & LastEggBoostedTimeField()
BitFieldValue< bool, unsigned __int32 > bIKIgnoreSaddleStructures()
BitFieldValue< bool, unsigned __int32 > bOnlyDoStepDamageWhenRunning()
int GetSeatIndexForPassenger(APrimalCharacter *PassengerChar)
float & RiderMaxSpeedModifierField()
void OnStopFire(bool bFromGamepadRight)
BitFieldValue< bool, unsigned __int32 > bInitializedForReplicatedBasing()
BitFieldValue< bool, unsigned __int32 > bPreventBasingWhenUntamed()
int & TamingTeamIDField()
void ModifyDesiredRotation(FRotator *InDesiredRotation)
void UpdateBabyCuddling_Implementation(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideFloatingHUDLocation()
FString & OwningPlayerNameField()
float & BabyChanceOfTripletsField()
void RemoveFromMeleeSwingHurtList(AActor *AnActor)
float & FlyingRunSpeedModifierField()
FName & TargetingTeamNameOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsWakingTame()
void BP_OnLandingInterruptedNotify()
void BP_OnBasedPawnAddedNotify(AActor *AddedActor)
int & OwningPlayerIDField()
long double & LastMoveForwardTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowWildDinoEquipment()
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
char & LastAttackIndexField()
BitFieldValue< bool, unsigned __int32 > bAllowPublicSeating()
void FireMultipleProjectilesEx_Implementation(TSubclassOf< AShooterProjectile > ProjectileClass, TArray< FVector > *Locations, TArray< FVector > *Directions, bool bAddPawnVelocityToProjectile, bool bScaleProjDamageByDinoDamage, USceneComponent *HomingTarget, FVector HomingTargetOffset, float OverrideInitialSpeed)
void FedWakingTameDino_Implementation()
BitFieldValue< bool, unsigned __int32 > bAllowRidingInTurretMode()
bool CanDinoAttackTargetsWithoutRider()
BitFieldValue< bool, unsigned __int32 > bForceRiderDrawCrosshair()
float GetAttachedSoundVolumeMultiplier()
BitFieldValue< bool, unsigned __int32 > bAdvancedCarryRelease()
BitFieldValue< bool, unsigned __int32 > bLastAnyLegOnGround()
bool InterceptMountedOnPlayerEmoteAnim(UAnimMontage *EmoteAnim)
void Poop(bool bForcePoop)
UAnimSequence * TurningRightRiderAnimOverrideField()
bool DoAttack(int AttackIndex, bool bSetCurrentAttack, bool bInterruptCurrentAttack)
int & RandomMutationsMaleField()
BitFieldValue< bool, unsigned __int32 > bHasDied()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventOrderAllowed()
bool CanDragCharacter(APrimalCharacter *Character)
UAnimSequence * LatchedRiderAnimOverrideField()
float & LatchingDistanceLimitField()
int & GestationEggRandomMutationsMaleField()
bool ShouldReplicateRotPitch()
float & PaintConsumptionMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPDinoTooltipCustomProgressBar()
BitFieldValue< bool, unsigned __int32 > bForceFoodItemAutoConsume()
void PerformanceThrottledTick_Implementation()
void PlayWeightedAttackAnimation()
bool ShouldForceDedicatedMovementTickEveryFrame()
float BP_GetCustomModifier_RotationRate()
float & PercentChanceFemaleField()
BitFieldValue< bool, unsigned __int32 > bReceivedDinoAncestors()
FName * BPGetRiderSocket(FName *result)
float & LandingTraceMaxDistanceField()
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageWithoutRunning()
BitFieldValue< bool, unsigned __int32 > bDidAllowTickingTickingThisFrame()
void StopActiveState(bool bShouldResetAttackIndex)
TArray< TSubclassOf< AActor > > & DamageVictimClassesIgnoreBlockingGeomtryTraceField()
FName & PassengerFPVCameraRootSocketField()
float & AutoFadeOutAfterTameTimeField()
void BPNotifySetRider(AShooterCharacter *RiderSetting)
BitFieldValue< bool, unsigned __int32 > bNeutered()
void IncrementImprintingQuality()
bool CanTarget(ITargetableInterface *Victim)
BitFieldValue< bool, unsigned __int32 > bUseBPIsBasedOnActor()
BitFieldValue< bool, unsigned __int32 > bUseBPCanMountOnCharacter()
void OnRep_bBonesHidden()
void ServerToClientsPlayAttackAnimation_Implementation(char AttackinfoIndex, char AnimationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
bool SetTurretMode_Implementation(bool enabled)
float & MateBoostDamageGiveMultiplierField()
TArray< TSubclassOf< UPrimalEngramEntry > > & DeathGiveEngramClassesField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCameraViewTarget()
float & NewFemaleMinTimeBetweenMatingField()
void OnRep_PassengerPerSeat()
float & OriginalCapsuleHalfHeightField()
void BPOnTamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
TArray< FDinoAncestorsEntry > & DinoAncestorsMaleField()
void ClientInterruptLanding_Implementation()
bool BP_AllowWalkableSlopeOverride(UPrimitiveComponent *ForComponent)
FName & PassengerBoneNameOverrideField()
UAnimMontage * StopRidingAnimOverrideField()
FName & WakingTameDistanceSocketNameField()
void SetCurrentAttackIndex(char index)
BitFieldValue< bool, unsigned __int32 > bAllowAutoUnstasisDestroy()
TArray< FVector > & LastSocketPositionsField()
float & RepairPercentPerIntervalField()
BitFieldValue< bool, unsigned __int32 > bIsCorrupted()
BitFieldValue< bool, unsigned __int32 > bPreventMating()
UAnimMontage * EnterFlightAnimField()
BitFieldValue< bool, unsigned __int32 > bTargetEverythingIncludingSameTeamInPVE()
bool IsUpdatingComponentTransforms(USceneComponent *InSceneComponent)
float & TamedRunningSpeedModifierField()
bool BPCanAutodrag(APrimalCharacter *characterToDrag)
float & MeleeAttackStaminaCostField()
BitFieldValue< bool, unsigned __int32 > CanElevate()
static APrimalDinoCharacter * SpawnDino(UWorld *World, TSubclassOf< APrimalDinoCharacter > DinoClass, FVector SpawnLoc, FRotator SpawnRot, float LevelMultiplier, int ExtraLevelOffset, bool AddLevelOffsetBeforeMultiplier, bool bOverrideBaseNPCLevel, int BaseLevelOverrideValue, bool bNPCDontWander, float NPCAIRangeMultiplier, int NPCAbsoluteBaseLevel, bool bSpawnWithoutCapsuleOffset)
BitFieldValue< bool, unsigned __int32 > bIsCharging()
BitFieldValue< bool, unsigned __int32 > MovingForward()
void Tick(float DeltaSeconds)
FVector * BPModifyAimOffsetTargetLocation(FVector *result, FVector *AimTargetLocation)
void SetMountCharacter(APrimalCharacter *aCharacter)
void SetupTamed(bool bWasJustTamed)
bool AllowExtendedCraftingFunctionality()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
void OverrideBasedCharactersCameraInterpSpeed(APrimalCharacter *ForBasedChar, const float DefaultTPVCameraSpeedInterpMultiplier, const float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpMultiplier, float *TPVOffsetInterpSpeed)
float & DeathGiveItemQualityMinField()
FString & TamerStringField()
bool UseHighQualityMovement()
BitFieldValue< bool, unsigned __int32 > bCanLatch()
void UpdateImprintingDetailsForController(AShooterPlayerController *controller)
float & BabyGestationProgressField()
long double & NextRidingFlyerUndergroundCheckField()
BitFieldValue< bool, unsigned __int32 > bUseBPChargingModifyInputAcceleration()
BitFieldValue< bool, unsigned __int32 > bForcePreventInventoryAccess()
int & RandomMutationRollsField()
long double & LastColorizationTimeField()
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
bool InitializeForReplicatedBasing()
long double & LastHigherScaleExtraRunningSpeedTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnTamedProcessOrder()
float & ChargeBumpImpulseField()
float GetGestationTimeRemaining()
void BPNotifyClearPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
void UpdateNextAllowedMatingTime(long double fromTime)
TArray< FName > & FPVRiderBoneNamesToHideField()
float & MaxDinoKillerTransferWeightPercentField()
int & LastPlayedAttackAnimationField()
TWeakObjectPtr< APrimalCharacter > & CarriedCharacterField()
UAnimMontage * GetPoopAnimation(bool bForcePoop)
bool BPDesiredRotationIsLocalSpace()
FRotator * ProcessRootRotAndLoc(FRotator *result, float DeltaTime, FVector *RootLocOffset, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, float CurrentAimBlending, FRotator *TargetAimRot, float *RootRot)
AActor * GetOtherActorToIgnore()
FVector * BPGetRiderUnboardDirection(FVector *result, APrimalCharacter *RidingCharacter)
void PostInitializeComponents()
USoundBase * OverrideAreaMusicField()
AMissionType * OwnerMissionField()
float & StasisedDestroyIntervalField()
FieldArray< char, 6 > PreventColorizationRegionsField()
float & AttackForceWalkRotationRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPDesiredRotationIsLocalSpace()
BitFieldValue< bool, unsigned __int32 > bUseWildDinoMapMultipliers()
TArray< float > & EggWeightsToSpawnField()
float & ColorOverrideBuffInterpSpeedField()
bool TamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget)
void BPDidSetCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
BitFieldValue< bool, unsigned __int32 > bTreatCrouchInputAsAttack()
BitFieldValue< bool, unsigned __int32 > bUsesWaterWalking()
long double GetForceClaimTime()
void ServerUpdateAttackTargets_Implementation(AActor *AttackTarget, FVector AttackLocation)
void BPUnsetupDinoTameable()
BitFieldValue< bool, unsigned __int32 > bAllowInvalidTameVersion()
FieldArray< char, 6 > AllowPaintingColorRegionsField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetRiderUnboardLocation()
float & ExtraTamedSpeedMultiplierField()
BitFieldValue< bool, unsigned __int32 > bClientWasTamed()
void OnPrimalCharacterSleeped()
FName & RiderLatchedFPVCameraUseSocketNameField()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowClaiming()
FVector & RidingAttackExtraVelocityField()
void SetImprintPlayer(AShooterCharacter *ForChar)
FName * BPGetLookOffsetSocketName(FName *result, APrimalCharacter *ForPrimalChar)
char & TribeGroupPetOrderingRankField()
void ServerUpdateAttackTargets(AActor *AttackTarget, FVector AttackLocation)
TSubclassOf< UPrimalDinoSettings > & LowHealthDinoSettingsField()
bool WalkingAllowCheckFall(FVector *DeltaWalk)
void ServerRequestAttack_Implementation(int attackIndex)
UAnimSequence * TurningLeftRiderAnimOverrideField()
void RemoveBasedPawn(AActor *anPawn)
void DinoFireProjectileEx_Implementation(TSubclassOf< AShooterProjectile > ProjectileClass, FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage, bool bAddDinoVelocityToProjectile, float OverrideInitialSpeed, float OverrideMaxSpeed, float ExtraDirectDamageMultiplier, float ExtraExplosionDamageMultiplier, bool spawnOnOwningClient)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
float & SwimmingRunSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bForceReachedDestination()
void BP_OnTamedOrderReceived(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
static UClass * StaticClass()
bool BPForceTurretFastTargeting()
BitFieldValue< bool, unsigned __int32 > bForceWildDeathInventoryDeposit()
FLinearColor * GetColorForColorizationRegion(FLinearColor *result, int ColorRegionIndex, int ColorIndexOverride)
BitFieldValue< bool, unsigned __int32 > bUseBP_AllowWalkableSlopeOverride()
BitFieldValue< bool, unsigned __int32 > bUseLocalSpaceDesiredRotationWithRider()
FieldArray< char, 6 > GestationEggColorSetIndicesField()
float & StepDamageFootDamageAmountField()
void OnUpdateMountedDinoMeshHiding(bool bshouldBeVisible)
float BPModifyHarvestingQuantity(float originalQuantity, TSubclassOf< UPrimalItem > resourceSelected)
BitFieldValue< bool, unsigned __int32 > bDroppedInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
void BP_OnStartLandFailed(int ReasonIndex)
BitFieldValue< bool, unsigned __int32 > bHideFloatingHUD()
FieldArray< char, 16 > GestationEggNumberOfLevelUpPointsAppliedField()
BitFieldValue< bool, unsigned __int32 > bSuppressWakingTameMessage()
BitFieldValue< bool, unsigned __int32 > bUseBPShouldCancelDoAttack()
FVector & WaterSurfaceExtraJumpVectorField()
bool & bUseBPIsValidUnStasisCasterField()
BitFieldValue< bool, unsigned __int32 > bPreventFlyerFlyingRider()
bool ShouldDealDamage(AActor *TestActor)
void ServerToggleCharging_Implementation()
TArray< TEnumAsByte< enum EPrimalCharacterStatusValue::Type > > & OverrideStatPriorityOnSpawnField()
int & AbsoluteBaseLevelField()
long double & NextTamedDinoCharacterStatusTickTimeField()
void BrakeDinoBP(float Val)
BitFieldValue< bool, unsigned __int32 > bAllowCarryFlyerDinos()
FName & MountCharacterSocketNameField()
FString & SaddleSlotNameOverrideField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyDesiredRotation()
FString & LatestUploadedFromServerNameField()
bool ShouldIgnoreMoveCombiningOverlap()
float & DediForceStartAttackAfterAnimTimeField()
float & LastTimeWhileHeadingToGoalField()
void OnPressCrouchProneToggle()
BitFieldValue< bool, unsigned __int32 > bUseBPGetCrosshairLocation()
BitFieldValue< bool, unsigned __int32 > bCanBeOrdered()
FString * GetShortName(FString *result)
TArray< APrimalStructure * > SaddledStructuresField()
BitFieldValue< bool, unsigned __int32 > bRiderMovementLocked()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void SetForcedAggro(ITargetableInterface *Targetable, float AggroAmount, float ForcedAggroTime)
float & BabyMinCuddleIntervalField()
void OnPrimalCharacterUnsleeped()
UAnimMontage * GetDinoLevelUpAnimation_Implementation()
float & DeathInventoryQualityPerLevelMultiplierField()
float & LeavePlayAnimBelowHealthPercentField()
bool AllowWakingTame(APlayerController *ForPC)
void SetColorizationData(TArray< unsigned char > *ColorData)
BitFieldValue< bool, unsigned __int32 > bForceDrawHUDWithoutRecentlyRendered()
float & PlatformSaddleMaxStructureBuildDistance2DField()
BitFieldValue< bool, unsigned __int32 > bGlideWhenMounted()
BitFieldValue< bool, unsigned __int32 > bDisplayKilledNotification()
int & PersonalTamedDinoCostField()
void SetCarryingDino(APrimalDinoCharacter *aDino)
float & ScaleExtraRunningSpeedModifierMinField()
unsigned int & DinoID1Field()
int & LastTempDampenMovementInputAccelerationFrameField()
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_MaxSpeed()
BitFieldValue< bool, unsigned __int32 > bWasBaby()
BitFieldValue< bool, unsigned __int32 > bPreventFlyerLanding()
void InitDownloadedTamedDino(AShooterPlayerController *TamerController, int AltTeam)
float & WakingTameAllowFeedingFoodPercentageField()
void BP_OnRiderChangeWeapons(AShooterCharacter *theRider, UPrimalItem *newWeapon)
BitFieldValue< bool, unsigned __int32 > bUseBPTamedTick()
float & OpenDoorDelayField()
void GetAttackTargets(AActor **attackActor, FVector *attackLoc)
TArray< APrimalStructure * > LatchedOnStructuresField()
FVector & LastCheckedLocationField()
int GetFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
long double & BabyNextCuddleTimeField()
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
bool ModifyInputAcceleration(FVector *InputAcceleration)
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bCanTargetVehicles()
float & AIDinoForceActiveUntasisingRangeField()
float & SwimSoundIntervalPerHundredSpeedField()
float & TamedWalkingSpeedModifierField()
bool BPCanMountOnCharacter(APrimalCharacter *character)
BitFieldValue< bool, unsigned __int32 > bUseBPCanDragCharacter()
BitFieldValue< bool, unsigned __int32 > bCanUnclaimTame()
void OnStopTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bPreventFlyerCapsuleExpansion()
FVector & FloatingHUDTextWorldOffsetField()
bool BPShowTamingPanel(bool currentVisibility)
float & FlyerAttachedExplosiveSpeedMultiplierField()
float & AcceptableLandingRadiusField()
bool OverrideFinalWanderLocation_Implementation(FVector *outVec)
BitFieldValue< bool, unsigned __int32 > bForcePerfectTame()
BitFieldValue< bool, unsigned __int32 > bAddPassengerSeatMultiUseEntries()
BitFieldValue< bool, unsigned __int32 > bIsCarryingCharacter()
FieldArray< float, 2 > GenderSpeedMultipliersField()
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
BitFieldValue< bool, unsigned __int32 > bUseBP_OnBasedPawnNotifies()
void BPNotifyNameEditText(AShooterPlayerController *ForPC)
float GetCorpseTargetingMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseGang()
void SetTurretModeMovementRestrictions(bool enabled)
float & StepDamageRadialDamageIntervalField()
int & MaxGangCountField()
BitFieldValue< bool, unsigned __int32 > bAllowAttackWithCryoSickness()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllyLook()
BitFieldValue< bool, unsigned __int32 > bGlideWhenFalling()
float & AllowRidingMaxDistanceField()
void RemoveStructure(APrimalStructure *Structure)
float & ExtraBabyGestationSpeedMultiplierField()
TWeakObjectPtr< AShooterCharacter > & RiderField()
BitFieldValue< bool, unsigned __int32 > bUseBabyGestation()
BitFieldValue< bool, unsigned __int32 > bIsTemporaryMissionDino()
void ResetCurrentAttackIndex()
BitFieldValue< bool, unsigned __int32 > bBPOverrideHealthBarOffset()
long double & LastMatingNotificationTimeField()
bool BP_InterceptTurnInput(float axisValue)
FVector * GetTargetingLocation(FVector *result, AActor *Attacker)
void BPNotifyCarriedDinoBabyAgeIncrement(APrimalDinoCharacter *AgingCarriedDino, float PreviousAge, float NewAge)
int & DeathGivesDossierIndexField()
BitFieldValue< bool, unsigned __int32 > bWildIgnoredByAutoTurrets()
BitFieldValue< bool, unsigned __int32 > bReachedMaxStructures()
bool CanRide(AShooterCharacter *byPawn, char *bOutHasSaddle, char *bOutCanRideOtherThanSaddle, bool bDontCheckDistance)
UAnimMontage * ExitFlightAnimField()
bool RemoteInventoryAllowViewing(APlayerController *ForPC)
AActor * GetTamedLandTarget()
bool WantsPerFrameSkeletalAnimationTicking()
void ClearMountCharacter(bool bFromMountCharacter)
BitFieldValue< bool, unsigned __int32 > bKeepInventoryForWakingTame()
UAnimMontage * FallAsleepAnimField()
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawFloatingHUD()
void GetDinoIDs(int *OutDinoID1, int *OutDinoID2)
void OnStartFire(bool bFromGamepadRight)
BitFieldValue< bool, unsigned __int32 > bOverrideCrosshairColor()
UPrimalItem * GetBestInventoryFoodItem(float *FoodIncrease, bool bLookForAffinity, bool bFoodItemRequiresLivePlayerCharacter, UPrimalItem **foundFoodItem, bool bLookForWorstFood)
TWeakObjectPtr< AActor > & RiderAttackTargetField()
float & WildAmbientHarvestingTimerField()
FLinearColor * BPGetCrosshairColor(FLinearColor *result)
UAnimMontage * DinoWithPassengerAnimField()
BitFieldValue< bool, unsigned __int32 > bDoStepDamage()
float & BasedCameraSpeedMultiplierField()
void RemoveDinoReferenceFromLatchingStructure()
BitFieldValue< bool, unsigned __int32 > bUseBPOnRepIsCharging()
int & OriginalTargetingTeamField()
void AddFlyerTakeOffImpulse()
BitFieldValue< bool, unsigned __int32 > bHideFloatingName()
float & NPCSpawnerLevelMultiplierField()
float & HyperThermiaInsulationField()
float & AttackRangeOffsetField()
FVector & UnboardLocationTraceOffsetField()
float BlueprintGetAttackWeight(int AttackIndex, float inputWeight, float distance, float attackRangeOffset, AActor *OtherTarget)
BitFieldValue< bool, unsigned __int32 > bIsLatched()
void ServerRequestAttack(int attackIndex)
float & GestationEggTamedIneffectivenessModifierField()
void BPUntamedConsumeFoodItem(UPrimalItem *foodItem)
BitFieldValue< bool, unsigned __int32 > bRetainCarriedCharacterOnDismount()
BitFieldValue< bool, unsigned __int32 > bUsePlayerMountedCarryingDinoAnimation()
float & LocInterpolationSnapDistanceField()
BitFieldValue< bool, unsigned __int32 > bDidSetupTamed()
FVector & RiderEjectionImpulseField()
BitFieldValue< bool, unsigned __int32 > bForceCarriedPlayerToCheckForWalls()
int GetTamedDinoCountCost()
float & AICombatRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bPreventUnalignedDinoBasing()
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
TSubclassOf< APrimalBuff > & BuffGivenToBasedCharactersField()
float & RandomPlayStartledAnimIntervalMaxField()
void OnElevateDino(float Val)
BitFieldValue< bool, unsigned __int32 > bFlyerDisableEnemyTargetingMaxDeltaZ()
float & AttackOnLaunchMaximumTargetDistanceField()
BitFieldValue< bool, unsigned __int32 > bClearRiderOnDinoImmobilized()
UAnimMontage * MountCharacterAnimationField()
void FireProjectileLocal(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
bool AddToMeleeSwingHurtList(AActor *AnActor)
BitFieldValue< bool, unsigned __int32 > bUseBPCheckCanSpawnFromLocation()
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByStrutures()
BitFieldValue< bool, unsigned __int32 > bPreventNeuter()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bDamageNonFoliageFeetSocketsOnly()
BitFieldValue< bool, unsigned __int32 > bWildAllowTargetingNeutralStructures()
float & MinChargeIntervalField()
long double & LastEatAnimationTimeField()
bool BPHandleControllerInitiatedAttack(int AttackIndex)
float & DediForceAttackAnimTimeField()
float & WakingTameAffinityDecreaseFoodPercentageField()
void FireMultipleProjectiles(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
BitFieldValue< bool, unsigned __int32 > bWasChargingBlocked()
TArray< FName > * GetColorSetNamesAsArray(TArray< FName > *result)
bool BPHandleOnStopTargeting()
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideCarriedCharacterTransform()
void BPNotifyWildHarvestAttack(int harvestIndex)
void UpdateStatusComponent(float DeltaSeconds)
float BP_GetCustomModifier_MaxSpeed()
bool GetClosestTargetOverride(FVector *attackPos, FVector *targetPos)
void SetPreventSaving(bool fPreventSaving)
static APrimalDinoCharacter * FindDinoWithID(UWorld *aWorld, unsigned int DinoID1, unsigned int DinoID2)
long double & LastStartedCarryingCharacterTimeField()
BitFieldValue< bool, unsigned __int32 > bPreventAllRiderWeapons()
BitFieldValue< bool, unsigned __int32 > bCanMountOnHumans()
void BPNotifyClearRider(AShooterCharacter *RiderClearing)
void DinoShoulderMountedLaunch(FVector launchDir, AShooterCharacter *throwingCharacter)
float & RandomPlayStartledAnimIntervalMinField()
TArray< FString > * GetDetailedDescription(TArray< FString > *result, FString *IndentPrefix)
BitFieldValue< bool, unsigned __int32 > bUsesGender()
FRotator * GetCurrentAimOffsetsRotation(FRotator *result)
void BPNotifyMateBoostChanged()
void AnimNotifyMountedDino()
float & SlowFallingStaminaCostPerSecondField()
BitFieldValue< bool, unsigned __int32 > bHasInvisiableSaddle()
void ForceUpdateColorSets(int ColorRegion, int ColorSet)
float GetBaseDragWeight()
void BPDrawToRiderHUD(AShooterHUD *HUD)
void SetFlight(bool bFly, bool bCancelForceLand)
void TargetingTeamChanged()
BitFieldValue< bool, unsigned __int32 > bIsBaby()
APrimalDinoCharacter * MatingWithDinoField()
void SetAnimWeightsForAttackAtIndex(int attackIndex, TArray< float > newWeights)
void NetUpdateDinoNameStrings(FString *NewTamerString, FString *NewTamedName)
void ControllerLeavingGame(AShooterPlayerController *theController)
float & StepRadialDamageOffsetField()
void BPNotifyIfPassengerLaunchShoulderMount(APrimalCharacter *launchedCharacter)
void AddedImprintingQuality(float Amount)
UAnimSequence * RiderMoveAnimOverrideField()
void BP_OverrideBasedCharactersCameraInterpSpeed(APrimalCharacter *ForBasedChar, const float DefaultTPVCameraSpeedInterpMultiplier, const float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpMultiplier, float *TPVOffsetInterpSpeed)
void ClearControlInputVector()
char & CurrentPassengerSeatIndexField()
BitFieldValue< bool, unsigned __int32 > bPreventBackwardsWalking()
int GetExtraFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
float & WildRunningRotationRateModifierField()
void AddedImprintingQuality_Implementation(float Amount)
void ClearCarriedCharacter(bool fromCarriedCharacter, bool bCancelAnyCarryBuffs)
float & MaxLandingTimeField()
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFalling()
bool BP_InterceptMoveRight(float axisValue)
long double & LastUpdatedBabyAgeAtTimeField()
long double & LastAttackedTargetTimeField()
float GetApproachRadius()
int & LoadDestroyWildDinosUnderVersionField()
float & ChargingActivationConsumesStaminaField()
BitFieldValue< bool, unsigned __int32 > bScaleExtraRunningSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bClampOffscreenFloatingHUDWidgets()
void DrawFloatingHUD(AShooterHUD *HUD)
float & ChargingAnimDelayField()
FName * BPGetDragSocketName(FName *result, APrimalCharacter *DraggingChar)
void ServerRequestBraking(bool bWantsToBrake)
float & CorpseTargetingMultiplierField()
void RidingTick(float DeltaSeconds)
bool CanBeBaseForCharacter(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bRiderDontRequireSaddle()
BitFieldValue< bool, unsigned __int32 > bUsesPassengerAnimOnDinos()
bool BPAllowCarryCharacter(APrimalCharacter *checkCharacter)
void DoMate(APrimalDinoCharacter *WithMate)
BitFieldValue< bool, unsigned __int32 > bSimulateRootMotion()
BitFieldValue< bool, unsigned __int32 > bHadStaticBase()
BitFieldValue< bool, unsigned __int32 > bUseLowQualityAnimationTick()
BitFieldValue< bool, unsigned __int32 > bHandleUseButtonPressBP()
FName & DinoNameTagField()
bool AllowMountedWeaponry(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
float & ControlFacePitchInterpSpeedField()
void OverrideRandomWanderLocation(FVector *originalDestination, FVector *inVec)
int & MaxSaddleStructuresHeightField()
BitFieldValue< bool, unsigned __int32 > bHasMateBoost()
float & ExtraTamedBaseHealthMultiplierField()
void BPOnRefreshColorization(TArray< FLinearColor > *Colors)
TArray< float > & FertilizedEggWeightsToSpawnField()
BitFieldValue< bool, unsigned __int32 > bAnimIsMoving()
BitFieldValue< bool, unsigned __int32 > bUseBPPlayDying()
TArray< TSubclassOf< UPrimalItem > > & DeathGiveItemClassesField()
FName * GetSocketForMeleeTraceForHitBlockers(FName *result, int AttackIndex)
BitFieldValue< bool, unsigned __int32 > bRiderUseDirectionalAttackIndex()
bool AllowCarryCharacter(APrimalCharacter *CanCarryPawn)
BitFieldValue< bool, unsigned __int32 > bIsTrapTamed()
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
long double & LastRiderMountedWeaponRotationSentTimeField()
void OnDinoCheat(FName CheatName, bool bSetValue, float Value)
FString * GetDescriptiveName(FString *result)
long double & LastInAllyRangeTimeField()
void RefreshColorization(bool bForceRefresh)
BitFieldValue< bool, unsigned __int32 > bForceAllowCarryWaterDinos()
float GetRootYawSpeed(float DeltaTime)
void ClientStartLanding(FVector landingLoc)
bool BPHandleOnStopFire()
void ApplyBoneModifiers(bool bForce, bool bForceOnDedicated)
bool BPAllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
bool CanTakePassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos, bool bSkipLineTrace)
BitFieldValue< bool, unsigned __int32 > bOverrideRotationOnCarriedCharacter()
BitFieldValue< bool, unsigned __int32 > bUseBPClampMaxHarvestHealth()
float & BabyPitchMultiplierField()
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowBackwardsFlight()
FName & EggSpawnSocketNameField()
long double & EndAttackTargetTimeField()
FRotator * BPModifyAimOffsetNoTarget(FRotator *result, FRotator *Aim)
void SetBabyAge(float TheAge)
TWeakObjectPtr< AActor > & TargetField()
BitFieldValue< bool, unsigned __int32 > bAllowsTurretMode()
void NetUpdateDinoNameStrings_Implementation(FString *NewTamerString, FString *NewTamedName)
void BSetupDinoTameable()
BitFieldValue< bool, unsigned __int32 > bForceDisablingTaming()
BitFieldValue< bool, unsigned __int32 > bPlatformSaddleIgnoreRotDotCheck()
TMap< unsigned int, AActor * > & StructureIDMapField()
float & LongitudeOriginField()
float & LatitudeOriginField()
bool & bOverrideLongitudeAndLatitudeField()
float & LongitudeScaleField()
float & LatitudeScaleField()
float & TargetingSpeedModifierField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
long double & LastTaggedTimeField()
void ClientsSpawnHexagonVFX_Implementation(int NumHexagons, float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
unsigned __int64 & LastRequestedTribeIDField()
bool ShouldReplicateRotPitch()
BitFieldValue< bool, unsigned __int32 > bIsClimbing()
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
bool IsValidUnStasisCaster()
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField()
float & ReplicatedWeightField()
char & HeadHairIndexField()
float & ServerSeatedViewRotationYawField()
TArray< UAnimSequence * > AnimSequencesOverrideFromField()
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
AShooterWeapon * GivePrimalItemWeaponForMission(UPrimalItem *aPrimalItem, AMissionType *AssociatedMission)
float & GrapHookSyncTimeField()
bool & bCacheRidingDinoWeaponField()
bool IsControllingBallistaTurret()
UAnimMontage * DraggingCharacterAnimField()
UAnimSequence * DefaultDinoRidingAnimationField()
UAnimMontage * CuddleAnimationField()
float GetCharacterAdditionalHypothermiaInsulationValue()
void NotifyBumpedPawn(APawn *BumpedPawn)
TArray< UAnimMontage * > AnimOverrideToField()
void PlayEmoteAnimation(char EmoteIndex)
int & LastCameraAttachmentChangedIncrementField()
TSubclassOf< AShooterWeapon > & OverrideDefaultWeaponField()
bool IsBlockingWithShield()
FRotator * GetPassengerAttachedRotation(FRotator *result)
static UClass * GetPrivateStaticClass()
float & ExtraFloatVarField()
FName & WeaponAttachPointField()
BitFieldValue< bool, unsigned __int32 > bWasFirstPerson()
float & OriginalCollisionHeightField()
USoundCue * StartCrouchSoundField()
void ServerCallLandFlyerOne_Implementation(APrimalDinoCharacter *ForDinoChar)
int & PlayerHexagonCountField()
bool CanDoUsableHarvesting()
bool AllowDinoTargetingRange(FVector *AtLoc, float TargetingRange)
UAnimMontage * GetOverridenMontage(UAnimMontage *AnimMontage)
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
long double & AllianceInviteTimeField()
void ServerSetBallistaNewRotation(float Pitch, float Yaw)
FItemNetID & NextWeaponItemIDField()
void SetCameraMode(bool bFirstperson, bool bIgnoreSettingFirstPersonRiding)
float GetPercentageOfFacialHairGrowth()
UPrimalPlayerData * GetPlayerData()
void RefreshRiderSocket()
void ServerSwitchMap_Implementation()
float & WalkBobMagnitudeField()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
BitFieldValue< bool, unsigned __int32 > bIsConnected()
TArray< UAnimMontage * > EmoteAnimsField()
bool & bIsRainWateredField()
void RenamePlayer(FString *NewName)
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField()
TSubclassOf< AShooterWeapon > & MapWeaponField()
void WeaponEquipped(AShooterWeapon *NewWeapon)
void TryCutEnemyGrapplingCable()
BitFieldValue< bool, unsigned __int32 > bLastLocInterpProne()
void ForceGiveDefaultWeapon()
float GetHeadHairMorphTargetValue()
long double & LastTaggedTimeExtraField()
void ClientReceiveNextWeaponID_Implementation(FItemNetID theItemID)
void SetCarriedPitchYaw(float NewCarriedPitch, float NewCarriedYaw)
unsigned int & CurrentVoiceModeAsUInt32Field()
void ServerStartSurfaceCameraForPassenger_Implementation(float yaw, float roll, float pitch, bool bShouldInvertInput)
FString * GetDescriptiveName(FString *result)
void ClientReceiveNextWeaponID(FItemNetID theItemID)
FRotator & LastDinoAimRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bPossessionDontUnsleep()
BitFieldValue< bool, unsigned __int32 > bWasSubmerged()
UAnimMontage * StartRidingAnimField()
float & AppliedBobField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
void GiveDefaultWeaponTimer()
float & IntervalForFullHeadHairGrowthField()
void ServerStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bShouldInvertInput)
UPrimalInventoryComponent * GetInventoryComponent(AActor *UseOtherActor)
UAnimSequence * DefaultSeatingAnimationField()
int & PlayerNumUnderGroundFailField()
void ServerCheckDrinkingWater()
bool & bClientIgnoreCurrentVoiceModeReplicationsField()
long double & LocalDiedAtTimeField()
void OnEndDrag_Implementation()
BitFieldValue< bool, unsigned __int32 > bReceivedGenesisSeasonPassItems()
bool TryAccessInventory()
unsigned __int64 GetLinkedPlayerDataID()
long double & InterpLastCrouchProneStateChangeTimeField()
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
void PlayTalkingAnimation()
bool AllowBlockingWithShield()
FVector & UpdateHypoThermalInsulationPositionField()
bool & bIsServerAdminField()
float ModifyAirControl(float AirControlIn)
void PossessedBy(AController *InController)
void AttachToLadder(USceneComponent *Parent)
BitFieldValue< bool, unsigned __int32 > bHadWeaponWhenStartedClimbingLadder()
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure()
FString & PlayerNameField()
AActor * StructurePlacementUseAlternateOriginActor()
void SetRidingDino(APrimalDinoCharacter *aDino)
long double & SavedLastTimeHadControllerField()
bool IsBlockedByShield(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage)
void ClientClearTribeRequest()
void ClientNetEndClimbingLadder_Implementation()
int & LastCapsuleAttachmentChangedIncrementField()
long double & UploadEarliestValidTimeField()
BitFieldValue< bool, unsigned __int32 > bPreventAllWeapons()
TWeakObjectPtr< AController > & LastControllerField()
int GiveHexagonsOnMissionReward(FName MissionTag, int BonusEarnedHexagons, int HexagonAmountOverride)
unsigned int GetUniqueNetIdTypeHash()
int & LastMeshAttachmentChangedIncrementField()
void ServerGiveDefaultWeapon_Implementation()
float & CurrentWeaponBobSpeedField()
void ServerNotifyBallistaShot_Implementation(FHitResult Impact, FVector_NetQuantizeNormal ShootDir)
long double & LastPressReloadTimeField()
void OnRep_CurrentVoiceModeAsUInt32()
long double & LastAttackTimeField()
void OnWeaponUnequipped(AShooterWeapon *OldWeapon)
bool IsPlayingRepawnAnim()
FVector & LastCheckSevenLocationField()
bool IsCarryingSomething(bool bNotForRunning)
int BPGetPlayerHexagonCount_Implementation()
void ServerSetViewingInventory_Implementation(bool bIsViewing)
long double & LastCollisionStuckTimeField()
float GetRecoilMultiplier()
UAnimMontage * MountedCarryingDinoAnimationField()
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField()
bool UseAdditiveStandingAnim()
FWeaponEvent & NotifyWeaponEquippedField()
UAnimMontage * VoiceYellingAnimField()
UAnimSequence * GetSeatingAnimation()
UAnimMontage * CallMoveToAnimField()
long double & LastUpdatedAimActorsTimeField()
void RefreshDefaultAttachments(AActor *UseOtherActor, bool bIsSnapshot)
void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
int & _GrapHookCableObjectCountField()
float & PercentOfFullHeadHairGrowthField()
FString & VivoxUsernameField()
void NetSetFacialHairPercent_Implementation(float thePercent, int newFacialHairIndex)
void ClientNetEndClimbingLadder()
void GiveDefaultWeapon(bool bForceGiveDefaultWeapon)
BitFieldValue< bool, unsigned __int32 > bLastLocInterpCrouched()
long double & LastNotStuckTimeField()
long double & PressCrouchProneToggleTimeField()
float & ClientSeatedViewRotationYawField()
void SetVivoxUsername(FString *Value)
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField()
void ServerPlayFireBallistaAnimation()
BitFieldValue< bool, unsigned __int32 > bLastViewingInventory()
bool IsGameInputAllowed()
void ServerReleaseGrapHookCable(bool bReleasing)
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
UAnimSequence * GetAdditiveStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
void FinishWeaponSwitch()
FItemNetID & PreMapWeaponItemNetIDField()
void ServerCallMoveTo_Implementation(FVector MoveToLoc)
void ServerReleaseGrapHookCable_Implementation(bool bReleasing)
static AShooterCharacter * FindForPlayerController(AShooterPlayerController *aPC)
UAnimMontage * ShieldCoverAnimationForCrouchField()
long double & LastTimeInFallingField()
bool CanJumpInternal_Implementation()
float & ServerSeatedViewRotationPitchField()
void ReleaseSeatingStructure(APrimalStructureSeating *InSeatingStructure)
void ClientOrderedMoveTo_Implementation(FVector MoveToLoc)
TArray< UAnimSequence * > AnimSequenceOverrideToField()
UAudioComponent * LastGrapHookACField()
bool & bWasHostPlayerField()
float & InventoryDragWeightScaleField()
bool IsPlayingUpperBodyCallAnimation_Implementation()
void OnRep_VivoxUsername()
void NetSetOverrideFacialHairColor_Implementation(FLinearColor HairColor)
long double & LastEmoteTryPlayTimeField()
TWeakObjectPtr< APrimalStructure > & CurrentItemBalloonField()
static float ComputeHeadHairMorphTargetValue(bool bFemale, char HairIndex, float PercentOfGrowth)
void LocalPossessedBy(APlayerController *ByController)
long double & LastUnproneTimeField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & LoggedOutTargetingDesirabilityField()
float GetTargetingDesirability(ITargetableInterface *Attacker)
void Tick(float DeltaSeconds)
TSubclassOf< AShooterWeapon > & CompassWeaponField()
bool & bIsControllingBallistaField()
FieldArray< FLinearColor, 4 > BodyColorsField()
FWeaponEvent & NotifyWeaponUnequippedField()
FUniqueNetIdRepl & PlatformProfileIDField()
void ClientPlayHarvestAnim()
bool GetAdditiveStandingAnimNonAdditive()
float GetRidingDinoAnimSpeedRatio()
int GiveHexagons(int NumHexagons, int TriggerIndex, float OverrideHexGainFalloffRate, int OverrideHexGainFalloffMin, float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
void PostInitializeComponents()
float & LastAdditionalHypoThermalInsulationField()
void UpdateSwimmingState()
void ApplyCharacterSnapshot(UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
float & WeaponBobSpeedBaseField()
void OnWeaponEquipped(AShooterWeapon *NewWeapon)
void ServerDetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
bool CanDragCharacter(APrimalCharacter *Character)
void SetAutoPlayer(bool bEnable)
bool & bPreventWeaponMovementAnimsField()
BitFieldValue< bool, unsigned __int32 > bPlayFirstSpawnAnim()
FString * LinkedPlayerIDString(FString *result)
FVector & WeaponBobMagnitudes_TargetingField()
float & CurrentAimBlendingField()
BitFieldValue< bool, unsigned __int32 > bWasOverrideHiddenShadowValue()
long double & LastUseHarvestTimeField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
long double & StopRidingTimeField()
TWeakObjectPtr< APrimalStructureLadder > & ClimbingLadderField()
void PreInitializeComponents()
unsigned __int64 & LinkedPlayerDataIDField()
int & SimulatedLastFrameProcessedForceUpdateAimedActorsField()
void NotifyEquippedItems()
void ServerSeatingStructureAction_Implementation(char ActionNumber)
void GameStateHandleEvent_Implementation(FName NameParam, FVector VecParam)
bool & bWasLocallyControlledField()
APrimalProjectileBoomerang * LastFiredBoomerangField()
float & PercentOfFullFacialHairGrowthField()
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation)
void ServerSetIsVoiceActive_Implementation(bool IsActive)
long double & LastIndoorCheckTimeField()
UAnimMontage * ActivateInventoryAnimationField()
bool IsWatchingExplorerNote()
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
bool IsValidForStatusRecovery()
unsigned int & UniqueNetIdTypeHashField()
bool IsCurrentPassengerLimitCameraYaw()
float & LastSweepCapsuleRadiusField()
void ClientOrderedMoveTo(FVector MoveToLoc)
FName & ExtraNameVarField()
BitFieldValue< bool, unsigned __int32 > bHatHidden()
BitFieldValue< bool, unsigned __int32 > bBeganPlay()
AActor * GetSecondaryMountedActor()
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
FVector & LastStasisCastPositionField()
void ControllerLeavingGame(AShooterPlayerController *theController)
FVector * GetTPVCameraOffset(FVector *result)
TSubclassOf< AShooterWeapon > & GPSWeaponField()
USoundCue * LowHealthSoundField()
UAnimMontage * TalkingAnimField()
float & WalkBobInterpSpeedField()
bool & bIsOnSeatingStructureField()
void ServerToClientsPlayFireBallistaAnimation()
float GetActualTargetingFOV(float DefaultTargetingFOV)
float GetCharacterAdditionalHyperthermiaInsulationValue()
void FinalLoadedFromSaveGame()
FVector & ExtraExtraVectorVarField()
void ServerFireBallistaProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir)
FVector & WeaponBobMagnitudesField()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
int & SeatingStructureSeatNumberField()
static UClass * StaticClass()
bool & bAutoPlayerField()
void DetachGrapHookCable()
float & LastAdditionalHyperThermalInsulationField()
float & LadderLateralJumpVelocityField()
void ServerUpdateCurrentVoiceModeAsUInt32_Implementation(unsigned int NewValue)
long double & StartedRidingTimeField()
void OnAttachedToSeatingStructure()
float & WeaponBobMaxMovementSpeedField()
void RemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
FVector * GetTalkerLocation(FVector *result)
void AttachToLadder_Implementation(USceneComponent *Parent)
void Serialize(FArchive *Ar)
BitFieldValue< bool, unsigned __int32 > bPlaySpawnAnim()
float & BobMaxMovementSpeedField()
void TryGiveGenesisSeasonPassItems(int AppID)
bool & bIsActivelyTalkingField()
FieldArray< float, 22 > RawBoneModifiersField()
FVector * GetTargetingLocation(FVector *result, AActor *Attacker)
float & WalkBobOldSpeedField()
UPrimalItem * GetShieldItem()
AActor * GetUnstasisViewerSiblingActor()
float & fAutoStrafeField()
int GetPlayerHexagonCount()
BitFieldValue< bool, unsigned __int32 > bUseAlternateFallBlendspace()
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory()
float GetTargetingSpeedModifier()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
void OnVoiceTalkingStateChanged(bool talking, bool IsUsingSuperRange)
AShooterWeapon * CurrentWeaponField()
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch()
unsigned int & AllianceInviteIDField()
float & LastSweepCapsuleHeightField()
FString * GetShortName(FString *result)
UAnimMontage * SpawnIntroAnim1PField()
void ServerUpdateCurrentVoiceModeAsUInt32(unsigned int NewValue)
void ServerSetTargeting(bool bNewTargeting)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
void Poop(bool bForcePoop)
long double & NextUpdateHypoThermalInsulationTimeField()
long double GetLastAttackTime()
USoundCue * StartProneSoundField()
void GivePrimalItemWeapon(UPrimalItem *aPrimalItem)
void ClientInviteToAlliance_Implementation(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
TArray< FName > & LowerBodyPartRootBonesField()
FItemNetID & PreInventoryWeaponItemNetIDField()
bool AllowGrappling_Implementation()
bool & bReleasingGrapHookField()
void ServerLaunchMountedDino_Implementation()
float & MeshHeightAdjustmentField()
USoundBase * ThrowCharacterSoundField()
float & WaterLossRateMultiplierField()
void OnStopTargeting(bool bFromGamepadLeft)
bool IsPlayingUpperBodyCallAnimation()
long double & LastTaggedTimeThirdField()
void ServerPlayFireBallistaAnimation_Implementation()
void ClientNotifyTribeRequest_Implementation(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
float & EnemyPlayerMaxCursorHUDDistanceProneField()
float & WeaponBobMinimumSpeedField()
TSubclassOf< AShooterWeapon > & DefaultWeaponField()
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
void NetSimulatedForceUpdateAimedActors(float OverrideMaxDistance)
float & GrapHookCableWidthField()
UAudioComponent * CharacterStatusStateSoundComponentField()
bool & bIsPreviewCharacterField()
FString * GetDebugInfoString(FString *result)
UAnimMontage * FirstSpawnAnimField()
UAnimMontage * CallStayAnimField()
void DelayGiveDefaultWeapon(float DelayTime)
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
long double & LastCheckSevenTransmissionField()
void ServerLaunchMountedDino()
BitFieldValue< bool, unsigned __int32 > bGaveInitialItems()
void ModifyFirstPersonCameraLocation(FVector *Loc, float DeltaTime)
void ServerSeatingStructureAction(char ActionNumber)
long double & LastRequestedTribeTimeField()
void SetCarriedPitchYaw_Implementation(float NewCarriedPitch, float NewCarriedYaw)
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
UAnimSequence * DefaultDinoRidingMoveAnimationField()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
void ServerNetEndClimbingLadder_Implementation(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
UAnimMontage * CallStayAnimSingleField()
long double & LastEmotePlayTimeField()
long double & LastCheckSevenTeleportField()
bool UseAlternateStandingAnim()
bool IsUsingClimbingPick()
void OnStartAltFire(bool bFromGamepad)
void ChangeActorTeam(int NewTeam)
void PlayeReloadBallistaAnimation()
void DetachGrapHookCable_Implementation()
UAnimMontage * CallFollowAnimSingleField()
UAnimMontage * RespawnIntroAnim1PField()
TArray< FItemAttachmentInfo > & DefaultAttachmentInfosField()
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bAddedToActivePlayerList()
UAnimMontage * VoiceTalkingAnimField()
bool IsSubmerged(bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
FVector & WeaponBobPeriodsField()
void WasPushed(ACharacter *ByOtherCharacter)
char & FacialHairIndexField()
void DedicatedServerBoneFixup()
BitFieldValue< bool, unsigned __int32 > bNoPhysics()
void ClientPlayHarvestAnim_Implementation()
void ServerToClientsPlayFireBallistaAnimation_Implementation()
void SetTargeting(bool bNewTargeting)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
float & WeaponBobTimeField()
void ServerFireBallistaProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir)
float & WeaponBobSpeedBaseFallingField()
void ServerCallSetAggressive_Implementation()
UAnimMontage * SpawnAnimField()
bool & bWasAlreadyYellingField()
float & IndoorsHypothermiaInsulationField()
FVector & WeaponBobPeriods_TargetingField()
FVector & ExtraVectorVarField()
void NetSetHeadHairPercent(float thePercent, int newHeadHairIndex)
void GameStateHandleEvent(FName NameParam, FVector VecParam)
void ServerRequestHexagonTrade(int RequestedTradableItemIndex, int Quantity)
bool BPSetPlayerHexagonCount_Implementation(int NewHexagonCount)
void SyncGrapHookDistance_Implementation(float Distance)
BitFieldValue< bool, unsigned __int32 > bRefreshDefaultAttachmentsHadEquippedItems()
void SyncGrapHookDistance(float Distance)
UAnimMontage * FireBallistaAnimationField()
bool UseAltAimOffsetAnim()
FName * GetWeaponAttachPoint(FName *result)
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField()
UAnimSequence * GetDinoRidingMoveAnimation()
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField()
float & GrapHookPulledRopeDistanceField()
FString & AllianceInviteNameField()
void PlayDrinkingAnimation()
FLinearColor & OriginalHairColorField()
void ServerForceUpdatedAimedActors(float OverrideMaxDistance, bool bReplicateToSimulatedClients)
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation()
void SetPreventEquipAllWeapons(const bool bPrevent)
BitFieldValue< bool, unsigned __int32 > bIsCrafting()
void UpdateTransponders()
BitFieldValue< bool, unsigned __int32 > bCheckPushedThroughWallsWasSeatingStructure()
static float ComputeFacialHairMorphTargetValue(bool bFemale, char HairIndex, float PercentOfGrowth)
APrimalDinoCharacter * GetRidingDino()
FString & PlatformProfileNameField()
FRotator & LastAimRotOffsetField()
void OnPrimalCharacterSleeped()
void ClientUpdateTranspondersInfo_Implementation(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
BitFieldValue< bool, unsigned __int32 > bAllowDPC()
UAnimSequence * GetDinoRidingAnimation()
void ServerCallFollow_Implementation()
AMissionType * GetActiveMission()
void ServerRequestHexagonTrade_Implementation(int RequestedTradableItemIndex, int Quantity)
void TakeSeatingStructure(APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
void ClearRidingDinoAsPassenger(bool bFromDino)
float & TargetingTimeField()
void ServerCheckDrinkingWater_Implementation()
void OnStopFire(bool bFromGamepadRight)
AShooterWeapon * GetCurrentWeapon()
UAnimSequence * GetOverridenAnimSequence(UAnimSequence *AnimSeq)
bool IsSitting(bool bIgnoreLockedToSeat)
AShooterPlayerController * GetSpawnedForController()
FString & LastRequestedTribeNameField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
BitFieldValue< bool, unsigned __int32 > bIsIndoors()
FVector * GetLastSweepLocation(FVector *result)
TWeakObjectPtr< AShooterPlayerController > & LastValidPlayerControllerField()
void TempDampenInputAcceleration()
unsigned int & VoiceModeForCullingTestsField()
void RemoveAttachments(AActor *From, bool bIsSnapshot)
FVector & OriginalLastHitWallSweepCheckLocationField()
long double & TimeSinceLastControllerField()
BitFieldValue< bool, unsigned __int32 > bPlayedSpawnIntro()
long double & LocalLastViewingInventoryTimeField()
void SetCarryingDino(APrimalDinoCharacter *aDino)
FLinearColor * GetFacialHairColor(FLinearColor *result)
void ServerCallPassive_Implementation()
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
long double & LastTimeHadControllerField()
APrimalDinoCharacter * GetBasedOnDino()
void BPUnlockedAllExplorerNotes()
BitFieldValue< bool, unsigned __int32 > bIsRiding()
void DetachFromLadder_Implementation()
void ServerNotifyBallistaShot(FHitResult Impact, FVector_NetQuantizeNormal ShootDir)
bool & bShouldInvertTurnInputField()
void DrawFloatingHUD(AShooterHUD *HUD)
FLinearColor * GetHeadHairColor(FLinearColor *result)
bool IsReadyToUpload(UWorld *theWorld)
UAnimMontage * CallAttackAnimField()
UAnimMontage * CallFollowAnimField()
void ApplyBoneModifiers()
void ClientClearTribeRequest_Implementation()
UAnimMontage * PickupItemAnimationField()
TArray< FTransponderInfo > & ClientTranspondersInfoField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
bool IsOnSeatingStructure()
float & PreviousRootYawSpeedField()
long double & LastReleaseSeatingStructureTimeField()
FVector & UpdateHyperThermalInsulationPositionField()
void ServerCallNeutral_Implementation()
void OnReleaseCrouchProneToggle()
UAnimMontage * ReloadBallistaAnimationField()
float GetMaxSpeedModifier()
void ReplicateVoiceModeToClients()
void ServerCallStay_Implementation()
APrimalStructureExplosive * GetAttachedExplosive()
void PreApplyAccumulatedForces(float DeltaSeconds, FVector *PendingImpulseToApply, FVector *PendingForceToApply)
UMaterialInterface * GrapHookMaterialField()
long double & DontTargetUntilTimeField()
void ServerDetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
void ClientOrderedAttackTarget(AActor *attackTarget)
void NetSetFacialHairPercent(float thePercent, int newFacialHairIndex)
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
void UpdateGrapHook(float DeltaSeconds)
void UpdatePawnMeshes(bool bForceThirdPerson, bool bForceFlush)
long double & LastCheckSevenField()
UAnimMontage * ProneOutAnimField()
APrimalStructureTurretBallista * GetControlledTurretBallista()
void NetSetOverrideHeadHairColor_Implementation(FLinearColor HairColor)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
static bool IsIndoorsAtLoc(UWorld *theWorld, FVector *actorLoc)
void NetSimulatedForceUpdateAimedActors_Implementation(float OverrideMaxDistance)
UAnimSequence * ViewingInventoryAnimationField()
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
float & BuffExtraDamageMultiplierField()
bool BuffsPreventFirstPerson()
float & CurrentControlledBallistaYawField()
UAnimMontage * DrinkingAnimationField()
float & IndoorsHyperthermiaInsulationField()
void CheckFallFromLadder()
void ServerNetEndClimbingLadder(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
long double & LastUncrouchTimeField()
void DrawTranspondersInfo(AShooterHUD *HUD)
void OnStartFire(bool bFromGamepadRight)
void SetRagdollPhysics(bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
UAnimSequence * DefaultShieldAnimationField()
void SetActorHiddenInGame(bool bNewHidden)
void ClientNotifyTribeRequest(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
long double & NextPlayerUndergroundCheckField()
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField()
static void StaticRegisterNativesAShooterCharacter()
void StartCameraTransition(float Duration)
BitFieldValue< bool, unsigned __int32 > bIsTargeting()
UAnimMontage * DropItemAnimationField()
long double & LastValidCheckSevenField()
bool ValidToRestoreForPC(AShooterPlayerController *aPC)
float & EnemyPlayerMaxCursorHUDDistanceStandingField()
TSubclassOf< AShooterWeapon > * GetDefaultWeapon(TSubclassOf< AShooterWeapon > *result)
UAnimSequence * GetAlternateStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
bool & bAutoFireTargetField()
FItemNetID & PreRidingWeaponItemNetIDField()
float & ClientSeatedViewRotationPitchField()
BitFieldValue< bool, unsigned __int32 > bDisableLookYaw()
ACharacter * GetTalkerCharacter()
UAudioComponent * LowHealthWarningPlayerField()
FVector & GrapHookDefaultOffsetField()
void CallGameStateHandleEvent(FName NameParam, FVector VecParam)
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
long double & LastTryAccessInventoryFailTimeField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ServerClearSwitchingWeapon_Implementation(bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
void ClientInviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
void PlayEmoteAnimation_Implementation(char EmoteIndex)
bool IsGrapplingHardAttached()
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
long double & NextUpdateHyperThermalInsulationTimeField()
bool & bUseBallistaAimOffsetField()
void StartWeaponSwitch(UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
float GetPercentageOfHeadHairGrowth()
int & DefaultHexagonAmountEarnedOnMissionCompletionField()
void StasisingCharacter()
void ServerSetBallistaNewRotation_Implementation(float Pitch, float Yaw)
USoundBase * ProneMoveSoundField()
void StartedFiringWeapon(bool bPrimaryFire)
UAnimMontage * ShieldCoverAnimationField()
void ServerSetViewingInventory(bool bIsViewing)
float & EnemyPlayerMaxCursorHUDDistanceCrouchedField()
void ServerStopFireBallista()
void ClientUpdateTranspondersInfo(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
float GetCharacterAdditionalInsulationValueFromStructure(UWorld *theWorld, FVector *actorLoc, EPrimalItemStat::Type TypeInsulation)
UAnimMontage * ProneInAnimField()
USoundCue * EndProneSoundField()
FVector & WeaponBobOffsets_TargetingField()
bool IsPlayingInitialSpawnAnim()
TArray< UAnimMontage * > AnimsOverrideFromField()
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
void OnPressCrouchProneToggle()
void OnStartTargeting(bool bFromGamepadLeft)
void ServerCallAggressive_Implementation()
void ClientNotifyLevelUp_Implementation()
float & CraftingMovementSpeedModifierField()
void OnDetachedFromSeatingStructure(APrimalStructureSeating *InSeatingStructure)
int & IgnoreCollisionSweepUntilFrameNumberField()
float & IndoorCheckIntervalField()
FWeaponEvent & NotifyWeaponFiredField()
bool BPSetPlayerHexagonCount(int NewHexagonCount)
bool SetPlayerHexagonCount(int NewHexagonCount)
bool CanBeCarried(APrimalCharacter *ByCarrier)
USceneComponent * GetActorSoundAttachmentComponentOverride(USceneComponent *ForComponent)
UAnimMontage * StopRidingAnimField()
void InviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString AllianceName, FString InviterName)
float GetCarryingSocketYaw(bool RefreshBones)
FVector & WeaponBobOffsetsField()
void CaptureCharacterSnapshot(UPrimalItem *Item)
void ServerSetTargeting_Implementation(bool bNewTargeting)
float GetInsulationFromItem(FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
int BPGetPlayerHexagonCount()
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
float GetFacialHairMorphTargetValue()
void OnStopAltFire(bool bFromGamepad)
char & PlayerBadgeGroupField()
BitFieldValue< bool, unsigned __int32 > bHadGrapHookAttachActor()
void NetSetHeadHairPercent_Implementation(float thePercent, int newHeadHairIndex)
void ServerStopFireBallista_Implementation()
void ClientsSpawnHexagonVFX(int NumHexagons, float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
void RenamePlayer_Implementation(FString *NewName)
long double & LastCheckSevenHitField()
void ServerSetIsVoiceActive(bool IsActive)
bool TemplateAllowActorSpawn(UWorld *World, FVector *AtLocation, FRotator *AtRotation, FActorSpawnParameters *SpawnParameters)
UAnimMontage * ThrowItemAnimationField()
USoundCue * EndCrouchSoundField()
FSaddlePassengerSeatDefinition & CurrentPassengerSeatDefinitionField()
void OnRep_RawBoneModifiers()
void WeaponUnequipped(AShooterWeapon *OldWeapon)
bool GetBlockingShieldOffsets(FVector *OutBlockingShieldFPVTranslation, FRotator *OutBlockingShieldFPVRotation)
bool GetAllAttachedCharsInternal(TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, APrimalCharacter *OriginalChar, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
float & WeaponBobTargetingBlendField()
float & IntervalForFullFacialHairGrowthField()
int & AllianceInviteRequestingTeamField()
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
void ClientOrderedAttackTarget_Implementation(AActor *attackTarget)
UAnimSequence * CharacterAdditiveStandingAnimField()
void ClearRidingDino(bool bFromDino, int OverrideUnboardDirection, bool bForceEvenIfBuffPreventsClear)
long double & LastDeadCharacterDestructionTimeField()
int & CurrentGameModeMaxNumOfRespawnsField()
TWeakObjectPtr< APrimalCharacter > & LastDeathPrimalCharacterField()
FVector2D & CurrentRadialDirection1Field()
int & VivoxJoinChannelAttemptsField()
FieldArray< long double, 10 > HeldItemSlotTimeField()
USoundCue * SelectSlotSoundField()
FieldArray< long double, 10 > LastRepeatUseConsumableTimeField()
FieldArray< long double, 10 > LastUsedItemSlotTimesField()
FString & VivoxUsernameField()
FieldArray< char, 10 > UsedItemSlotField()
int & ModifedButtonCountField()
int & nArkTributeLoadIndexField()
long double & LastDeathTimeField()
APrimalStructurePlacer * StructurePlacerField()
FieldArray< char, 10 > HeldItemSlotField()
long double & LastLargeQuantityTranserAllTimeField()
FVector2D & CurrentRadialDirection2Field()
int & VivoxLoginAttemptsField()
FVector & LastDeathLocationField()
bool & bShowGameModeHUDField()
UPrimalLocalProfile * PrimalLocalProfileField()
FVector & LastRawInputDirField()
FVector & CurrentPlayerCharacterLocationField()
UPrimalPlayerData * MyPlayerDataField()
FTribeData * LastTribeInviteDataField()
int & TotalEngramPointsField()
FTribeData * MyTribeDataField()
TArray< FSpawnPointInfo > & CachedSpawnPointInfosField()
int & FreeEngramPointsField()
TArray< TSubclassOf< UPrimalItem > > & EngramItemBlueprintsField()
FieldArray< TSubclassOf< UPrimalItem >, 10 > DefaultItemSlotClassesField()
FieldArray< char, 10 > DefaultItemSlotEngramsField()
FPrimalPlayerDataStruct * MyPlayerDataStructField()
TWeakObjectPtr< AActor > & DamageCauserField()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bUseAmmoOnFiring()
int & CurrentAmmoInClipField()
BitFieldValue< bool, unsigned __int32 > bUseTargetingFireAnim()
float & FPVMoveOffscreenWhenTurningMinViewRotSpeedField()
FVector & FPVInventoryReequipOffsetField()
float & ScopeCrosshairSizeField()
BitFieldValue< bool, unsigned __int32 > bHasToggleableAccessory()
float & ReloadCameraShakeSpeedScaleField()
bool & bFoceSimulatedTickField()
void StartUnequip_Implementation()
BitFieldValue< bool, unsigned __int32 > bOnlyUseFirstMeleeAnimWithShield()
UAnimMontage * OverrideJumpAnimField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileFiring()
bool PreventSwitchingWeapon()
static ABrush * GetStandingAnimation_Implementation(TSubclassOf< ABrush > BrushType, FTransform *BrushTransform, FVector BoxExtent)
BitFieldValue< bool, unsigned __int32 > bCanAccessoryBeSetOn()
void ServerStartReload_Implementation()
void ServerToggleAccessory_Implementation()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysPlayEquipAnim()
bool IsPlayingCameraAnimFPV()
BitFieldValue< bool, unsigned __int32 > bUseBPShouldDealDamage()
FRotator & FPVLookAtSpeedBase_TargetingField()
void BPMeleeAttackStarted()
bool & bForceAllowMountedWeaponryField()
bool & bForceTPVCameraOffsetField()
TSubclassOf< APrimalBuff > & ScopedBuffField()
void ServerToggleAccessory()
EWeaponState::Type & CurrentStateField()
float GetConsumeDurabilityPerShot()
void ConsumeAmmoItem(int Quantity)
BitFieldValue< bool, unsigned __int32 > bPlayingCameraAnimFPV()
FName & FPVAccessoryToggleComponentField()
BitFieldValue< bool, unsigned __int32 > bColorizeMuzzleFX()
BitFieldValue< bool, unsigned __int32 > bBPUseTargetingEvents()
bool IsValidUnStasisCaster()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
bool BPCanToggleAccessory()
float & CurrentFiringSpreadField()
bool & bWasLastFireFromGamePadField()
BitFieldValue< bool, unsigned __int32 > bUseTPVWeaponMeshMeleeSockets()
long double & LastDurabilityConsumptionTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventSwitchingWeapon()
void ClientStopSimulatingWeaponFire()
void ClientSetClipAmmo(int newClipAmmo, bool bOnlyUpdateItem)
void OnStartTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bUseAutoReload()
void ClientSimulateWeaponFire_Implementation()
FVector * BPOverrideAimDirection(FVector *result, FVector *DesiredAimDirection)
BitFieldValue< bool, unsigned __int32 > bFPVMoveOffscreenWhenTurning()
long double & LastNotifyShotTimeField()
void ApplyPrimalItemSettingsToWeapon(bool bShallowUpdate)
BitFieldValue< bool, unsigned __int32 > bUseBPStartEquippedNotify()
void CheckForMeleeAttack()
BitFieldValue< bool, unsigned __int32 > bFPVWasTurning()
BitFieldValue< bool, unsigned __int32 > bColorCrosshairBasedOnTarget()
void PlayUseHarvestAnimation_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseCustomSeatedAnim()
bool ForceTPVTargetingAnimation()
BitFieldValue< bool, unsigned __int32 > bUseMeleeNoAmmoClipAnim()
float & HypoThermiaInsulationField()
BitFieldValue< bool, unsigned __int32 > bAllowTargetingWhileReloading()
FRotator & FPVAdditionalLookRotOffsetField()
BitFieldValue< bool, unsigned __int32 > bLoopedFireSound()
BitFieldValue< bool, unsigned __int32 > bIsInDestruction()
float & DurabilityCostToEquipField()
BitFieldValue< bool, unsigned __int32 > bCanAltFire()
AActor * BPGetActorForTargetingTooltip()
void StopSecondaryActionEvent()
USoundBase * ToggleAccessorySoundField()
UAnimMontage * AlternateInventoryEquipAnimField()
bool ForcesTPVCameraOffset()
void SimulateWeaponFire()
BitFieldValue< bool, unsigned __int32 > bUseCanAccessoryBeSetOn()
TArray< FName > & MeleeSwingSocketsField()
float & HyperThermiaInsulationField()
USoundCue * FireFinishSoundField()
bool & bBPOverrideFPVMasterPoseComponentField()
int & SecondaryClipIconOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseDinoRangeForTooltip()
BitFieldValue< bool, unsigned __int32 > bConsumeZoomInOut()
void LoadedFromSaveGame()
float & AimDriftPitchAngleField()
FRotator * BPOverrideRootRotationOffset(FRotator *result, FRotator InRootRotation)
USoundCue * TargetingSoundField()
float PlayCameraAnimationFPV(UAnimMontage *Animation1P)
void ClientSetClipAmmo_Implementation(int newClipAmmo, bool bOnlyUpdateItem)
BitFieldValue< bool, unsigned __int32 > bUseEquipNoAmmoClipAnim()
void SetAmmoInClip(int newAmmo)
float & FPVExitTargetingInterpSpeedField()
float & WeaponUnequipDelayField()
FVector & VRTargetingModelOffsetField()
UMaterialInterface * ScopeCrosshairMIField()
void SetOwningPawn(AShooterCharacter *NewOwner)
UStaticMesh * DyePreviewMeshOverrideSMField()
UAnimMontage * OverrideProneInAnimField()
BitFieldValue< bool, unsigned __int32 > bNetLoopedSimulatingWeaponFire()
bool CanFire(bool bForceAllowSubmergedFiring)
bool & bLastMeleeHitStationaryField()
FVector & FPVRelativeLocationOffscreenOffsetField()
BitFieldValue< bool, unsigned __int32 > bHideLeftArmFPV()
BitFieldValue< bool, unsigned __int32 > bPlayedTargetingSound()
BitFieldValue< bool, unsigned __int32 > bWantsToAltFire()
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToSecondaryAction()
BitFieldValue< bool, unsigned __int32 > bFPVUsingImmobilizedTransform()
UAudioComponent * PlayWeaponSound(USoundCue *Sound)
void CheckItemAssocation()
float BPModifyFOV(float inFOV)
APrimalCharacter * MyPawnField()
void StopSimulatingWeaponFire()
void ClientStartMuzzleFX_Implementation()
BitFieldValue< bool, unsigned __int32 > bForceShowCrosshairWhileFiring()
long double & NextAllowedMeleeTimeField()
void DetachMeshFromPawn()
void ApplyCharacterSnapshot(UPrimalItem *SnapshotItem, AActor *To)
static void StaticRegisterNativesAShooterWeapon()
long double & FPVStoppedTurningTimeField()
void StopCheckForMeleeAttack()
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToAltFire()
bool & bCutsEnemyGrapplingCableField()
FRotator & FPVLookAtMaximumOffsetField()
float & AmmoIconsCountField()
float & FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField()
bool & bClientAlreadyReloadedField()
BitFieldValue< bool, unsigned __int32 > bOnlyDamagePawns()
void StopCameraAnimationFPV()
BitFieldValue< bool, unsigned __int32 > bWantsToAutoReload()
void PlayWeaponBreakAnimation()
int BPAdjustAmmoPerShot()
void BPHandleMeleeAttack()
FVector * BPGetTPVCameraOffset(FVector *result)
int BPWeaponDealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
void PostInitializeComponents()
float & MinItemDurabilityPercentageForShotField()
void ClientStopSimulatingWeaponFire_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseBPCanEquip()
FRotator & FPVLookAtInterpSpeed_TargetingField()
float & ItemDestructionUnequipWeaponDelayField()
float & AimDriftYawFrequencyField()
BitFieldValue< bool, unsigned __int32 > bAutoRefire()
BitFieldValue< bool, unsigned __int32 > bHideFPVMeshWhileTargeting()
void ServerStartAltFire_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseAmmoServerOnly()
float GetFireCameraShakeScale()
void StopSecondaryAction()
float & FPVMoveOffscreenIdleRestoreIntervalField()
FRotator & FPVLastRotOffsetField()
long double & LastFPVRenderTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPRemainEquipped()
BitFieldValue< bool, unsigned __int32 > bUseBPGetActorForTargetingTooltip()
float & GlobalFireCameraShakeScaleField()
void RefreshToggleAccessory()
void UpdateFirstPersonMeshes(bool bIsFirstPerson)
long double & LastFireTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRidingDino()
bool & bDisableShooterOnElectricStormField()
bool & bDisableWeaponCrosshairField()
void StartFire(bool bFromGamepad)
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToPrimaryFire()
void StartSecondaryAction()
float & TargetingTooltipCheckRangeField()
BitFieldValue< bool, unsigned __int32 > bPendingReload()
UAnimMontage * TPVForcePlayAnimField()
FRotator & FPVRelativeRotationField()
BitFieldValue< bool, unsigned __int32 > bUsePartialReloadAnim()
float & AutoReloadTimerField()
BitFieldValue< bool, unsigned __int32 > bUseTargetingReloadAnim()
BitFieldValue< bool, unsigned __int32 > bPreventEquippingUnderwater()
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField()
BitFieldValue< bool, unsigned __int32 > bOverrideStandingAnim()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTPVTargetingAnimation()
void BPStartEquippedNotify()
BitFieldValue< bool, unsigned __int32 > bMeleeHitCaptureDermis()
FRotator & FPVLookAtInterpSpeedField()
static UClass * StaticClass()
void ClientPlayShieldHitAnim()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & AimDriftPitchFrequencyField()
BitFieldValue< bool, unsigned __int32 > bPrimaryFireDoesMeleeAttack()
void TickMeleeSwing(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bServerIgnoreCheckCanFire()
BitFieldValue< bool, unsigned __int32 > bForceReloadOnDestruction()
BitFieldValue< bool, unsigned __int32 > bLastMeleeAttacked()
BitFieldValue< bool, unsigned __int32 > bClientTriggersHandleFiring()
FHitResult * WeaponTrace(FHitResult *result, FVector *StartTrace, FVector *EndTrace)
USceneComponent * FindComponentByName(FName ComponentName)
void ClientSpawnMeleeEffects_Implementation(FVector Impact, FVector ShootDir)
BitFieldValue< bool, unsigned __int32 > bClientLoopingSimulateWeaponFire()
bool & bUseBPAdjustAmmoPerShotField()
BitFieldValue< bool, unsigned __int32 > bForcePreventUseWhileRidingDino()
bool & bCanBeUsedAsEquipmentField()
UMaterialInterface * ScopeOverlayMIField()
float & TimeToAutoReloadField()
BitFieldValue< bool, unsigned __int32 > bAltFireDoesNotStopFire()
float & MeleeAttackUsableHarvestDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseScopeOverlay()
float & MeleeConsumesStaminaField()
BitFieldValue< bool, unsigned __int32 > bDoesntUsePrimalItem()
float & FPVMoveOffscreenWhenTurningMaxOffsetField()
void StartReload(bool bFromReplication)
float & FireCameraShakeSpreadScaleExponentField()
BitFieldValue< bool, unsigned __int32 > bOverrideAimOffsets()
bool BPConstrainAspectRatio(float *OutAspectRatio)
FRotator & FPVLookAtSpeedBaseField()
void DoReregisterAllComponents()
BitFieldValue< bool, unsigned __int32 > bForceTargeting()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOV()
FString * GetDebugInfoString(FString *result)
BitFieldValue< bool, unsigned __int32 > bMeleeHitUseMuzzleFX()
BitFieldValue< bool, unsigned __int32 > bLoopedFireAnim()
bool & bUseBPSpawnMeleeEffectsField()
FVector * GetAdjustedAim(FVector *result)
bool & bBPOverrideAspectRatioField()
BitFieldValue< bool, unsigned __int32 > bClipScopeInY()
void ServerStartFire_Implementation()
void StartSecondaryActionEvent()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideRootRotationOffset()
BitFieldValue< bool, unsigned __int32 > bUseBPGetSelectedMeleeAttackAnim()
float GetWeaponDamageMultiplier()
FVector & FPVImmobilizedLocationOffsetField()
void BPOnStopTargeting(bool bFromGamepadLeft)
bool & bForceTickWithNoControllerField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileReloading()
BitFieldValue< bool, unsigned __int32 > bGamepadRightIsSecondaryAction()
BitFieldValue< bool, unsigned __int32 > bMeleeHitColorizesStructures()
BitFieldValue< bool, unsigned __int32 > bAllowRunning()
float & TheMeleeSwingRadiusField()
bool & bAllowTargetingDuringMeleeSwingField()
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidUnstasisActor()
FVector2D & TargetingInfoTooltipScaleField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnScoped()
BitFieldValue< bool, unsigned __int32 > bHideDamageSourceFromLogs()
void StopReloadAnimation()
BitFieldValue< bool, unsigned __int32 > bIsEquipped()
USoundCue * OutOfAmmoSoundField()
float & InsulationRangeField()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowUseWhenRidingDino()
BitFieldValue< bool, unsigned __int32 > bUseUnequipNoAmmoClipAnim()
UAnimMontage * WeaponMesh3PFireAnimField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetTPVCameraOffset()
float & FPVMoveOffscreenIdleRestoreSpeedField()
FVector & FPVMuzzleLocationOffsetField()
BitFieldValue< bool, unsigned __int32 > bForceTargetingOnDino()
BitFieldValue< bool, unsigned __int32 > bAllowUseHarvesting()
float & MeleeAttackHarvetUsableComponentsRadiusField()
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField()
float & FireCameraShakeSpreadScaleMultiplierLessThanField()
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation, FVector *WeaponBob)
UAnimMontage * OverrideProneOutAnimField()
FVector & FPVLastVROffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanToggleAccessory()
BitFieldValue< bool, unsigned __int32 > bLoopedMuzzleFX()
void BPWeaponZoom(bool bZoomingIn)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FRotator & FPVRelativeRotation_TargetingField()
FVector & FPVRelativeLocation_TargetingField()
float & FireCameraShakeSpreadScaleMultiplierField()
float & TargetingFOVInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bAttemptToDyeWithMeleeAttack()
BitFieldValue< bool, unsigned __int32 > bPreventItemColors()
BitFieldValue< bool, unsigned __int32 > bTargetingForceTraceFloatingHUD()
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToSecondaryAction()
UAnimSequence * BPGetSeatingAnimation()
FieldArray< bool, 6 > bColorizeRegionsField()
FRotator & FPVLookAtMaximumOffset_TargetingField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponAnimPlayedNotify()
USoundCue * FireSoundField()
BitFieldValue< bool, unsigned __int32 > bAllowDropAndPickup()
bool & bOnlyUseOnSeatingStructureField()
void ServerSetColorizeRegion(int theRegion, bool bValToUse)
BitFieldValue< bool, unsigned __int32 > bIgnoreReloadState()
void BPAppliedPrimalItemToWeapon()
void DealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
void BPSpawnMeleeEffects(FVector Impact, FVector ShootDir)
void RefreshAmmoItemQuantity()
FVector * GetMuzzleLocation(FVector *result)
TArray< FVector > & LastSocketPositionsField()
void ClientStartMuzzleFX()
BitFieldValue< bool, unsigned __int32 > bAltFireDoesMeleeAttack()
BitFieldValue< bool, unsigned __int32 > bBPUseWeaponCanFire()
BitFieldValue< bool, unsigned __int32 > bPendingEquip()
UAnimSequence * OverrideTPVShieldAnimationField()
BitFieldValue< bool, unsigned __int32 > bAllowTargeting()
bool BPShouldDealDamage(AActor *TestActor)
void OnRep_CurrentAmmoInClip()
bool ForcesTPVCameraOffset_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseCharacterMeleeDamageModifier()
bool & bBPDoClientCheckCanFireField()
void BPOnStartTargeting(bool bFromGamepadLeft)
FVector & FPVLastLocOffsetField()
void DrawHUD(AShooterHUD *HUD)
FVector & TPVMuzzleLocationOffsetField()
BitFieldValue< bool, unsigned __int32 > bApplyAimDriftWhenTargeting()
void WeaponTraceHits(TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
bool IsFirstPersonMeshVisible()
BitFieldValue< bool, unsigned __int32 > bUsePostUpdateTickForFPVParticles()
float & FireCameraShakeSpreadScaleExponentLessThanField()
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoItemOnReload()
float PlayReloadAnimation()
USoundCue * AltFireSoundField()
FString * BPGetDebugInfoString(FString *result)
void ServerStartSecondaryAction_Implementation()
FName & MuzzleAttachPointField()
BitFieldValue< bool, unsigned __int32 > bLoopingSimulateWeaponFire()
float & FPVMoveOffscreenWhenTurningMaxViewRotSpeedField()
int & FiredLastNoAmmoShotField()
void OnRep_AccessoryToggle()
BitFieldValue< bool, unsigned __int32 > bIsFireActivelyHeld()
bool & bLastMeleeHitField()
FVector * GetShootingCameraLocation(FVector *result)
bool & bOnlyPassiveDurabilityWhenAccessoryActiveField()
bool BPPreventSwitchingWeapon()
float & FPVImmobilizedInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bIsDefaultWeapon()
BitFieldValue< bool, unsigned __int32 > bCanFire()
float & MeleeCameraShakeSpeedScaleField()
void HandleFiring(bool bSentFromClient)
bool & bAllowUseOnSeatingStructureField()
bool & bPreventOpeningInventoryField()
FVector & VRTargetingAimOriginOffsetField()
BitFieldValue< bool, unsigned __int32 > bSpawnedByMission()
bool & bUseBlueprintAnimNotificationsField()
int GetCurrentAmmoInClip()
float & AimDriftYawAngleField()
void Tick(float DeltaSeconds)
float & TargetingDelayTimeField()
void PlayUnequipAnimation()
FRotator & FPVImmobilizedRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bReloadAnimForceTickPoseOnServer()
int & MeleeDamageAmountField()
USoundCue * EquipSoundField()
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltMuzzleFX()
void OnStopTargeting(bool bFromGamepadLeft)
USoundCue * UntargetingSoundField()
BitFieldValue< bool, unsigned __int32 > bPlayingFireAnim()
bool UseAlternateAimOffsetAnim()
void DetermineWeaponState()
FWeaponData & WeaponConfigField()
bool ShouldDealDamage(AActor *TestActor)
FVector & FPVRelativeLocationField()
BitFieldValue< bool, unsigned __int32 > bGamepadLeftIsPrimaryFire()
void CosumeMeleeHitDurability(float DurabilityConsumptionMultiplier)
float & PassiveDurabilityCostIntervalField()
bool CanToggleAccessory()
BitFieldValue< bool, unsigned __int32 > bAllowSettingColorizeRegions()
bool BPCanEquip(AShooterCharacter *ByCharacter)
long double & LocalInventoryViewingSkippedEquipAnimTimeField()
UAudioComponent * FireACField()
FText * BPGetTargetingTooltipInfoLabel(FText *result)
float & FPVEnterTargetingInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bWantsToFire()
void ClientStartReload_Implementation()
float & EndDoMeleeSwingTimeField()
void BPToggleAccessoryFailed()
BitFieldValue< bool, unsigned __int32 > bScopeFullscreen()
EWeaponState::Type GetCurrentState()
bool AddToMeleeSwingHurtList(AActor *AnActor)
float & OverrideTargetingFOVField()
UAnimSequence * GetStandingAnimation(float *OutBlendInTime, float *OutBlendOutTime)
BitFieldValue< bool, unsigned __int32 > bListenToAppliedForeces()
BitFieldValue< bool, unsigned __int32 > bDoMeleeSwing()
float & PassiveDurabilityCostPerIntervalField()
bool & bConsumedDurabilityForThisMeleeHitField()
void ServerStopFire_Implementation()
bool BPForceTPVTargetingAnimation()
float & TPVCameraYawRangeField()
float & DraggingOffsetInterpField()
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoOnUseAmmo()
BitFieldValue< bool, unsigned __int32 > bUseAlternateAimOffset()
void PlayUseHarvestAnimation()
bool & bRestrictTPVCameraYawField()
BitFieldValue< bool, unsigned __int32 > bHasPlayedReload()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideAimDirection()
APrimalCharacter * GetPawnOwner()
void ClientSpawnMeleeEffects(FVector Impact, FVector ShootDir)
float & MeleeDamageImpulseField()
BitFieldValue< bool, unsigned __int32 > bIsAccessoryActive()
void BPGlobalFireWeapon()
bool BPAllowNativeFireWeapon()
FInstantWeaponData & InstantConfigField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileMeleeAttacking()
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
BitFieldValue< bool, unsigned __int32 > bFiredFirstBurstShot()
BitFieldValue< bool, unsigned __int32 > bTargetUnTargetWithClick()
bool & bReplicateCurrentAmmoInClipToNonOwnersField()
BitFieldValue< bool, unsigned __int32 > bForceFirstPersonWhileTargeting()
bool & bUseFireCameraShakeScaleField()
void SetAccessoryEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToAltFire()
UPrimalItem * AssociatedPrimalItemField()
float & FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField()
BitFieldValue< bool, unsigned __int32 > bHideFPVMesh()
bool & bForceTPV_EquippedWhileRidingField()
void ServerStopSecondaryAction_Implementation()
bool AllowedToFire(bool bForceAllowSubmergedFiring)
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltFireSound()
FName & ScopeCrosshairColorParameterField()
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField()
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponDealDamage()
TArray< AActor * > MeleeSwingHurtListField()
FVector * GetMuzzleDirection(FVector *result)
float & FPVMeleeTraceFXRangeField()
FVector2D & TargetingInfoTooltipPaddingField()
FName & OverrideAttachPointField()
float & ItemDurabilityToConsumePerMeleeHitField()
void SetWeaponState(EWeaponState::Type NewState)
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField()
void ServerStartAltFire()
AMissionType * AssociatedMissionField()
void ClientPlayShieldHitAnim_Implementation()
void ServerStartSecondaryAction()
void ServerSetColorizeRegion_Implementation(int theRegion, bool bValToUse)
void OnInstigatorPlayDyingEvent()
void UseAmmo(int UseAmmoAmountOverride)
FVector * GetCameraDamageStartLocation(FVector *result, FVector *AimDir)
FItemNetInfo & AssociatedItemNetInfoField()
BitFieldValue< bool, unsigned __int32 > bBPHandleMeleeAttack()
float & MeleeHitRandomChanceToDestroyItemField()
BitFieldValue< bool, unsigned __int32 > bDontActuallyConsumeItemAmmo()
BitFieldValue< bool, unsigned __int32 > bAllowSubmergedFiring()
UAnimMontage * WeaponMesh3PReloadAnimField()
int & PrimaryClipIconOffsetField()
void ServerStopAltFire_Implementation()
float & GlobalFireCameraShakeScaleTargetingField()
BitFieldValue< bool, unsigned __int32 > bUnequipping()
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField()
void OnRep_NetLoopedWeaponFire()
BitFieldValue< bool, unsigned __int32 > bIsWeaponBreaking()
BitFieldValue< bool, unsigned __int32 > bIsInMeleeSwing()
void BPDrawHud(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bForceKeepEquippedWhileInInventory()
BitFieldValue< bool, unsigned __int32 > bNotifiedOutOfAmmo()
float & AllowMeleeTimeBeforeAnimationEndField()
FName & TPVAccessoryToggleComponentField()
UAnimMontage * OverrideLandedAnimField()
void PlayWeaponBreakAnimation_Implementation()
BitFieldValue< bool, unsigned __int32 > bSupportsOffhandShield()
void ClientSimulateWeaponFire()
FRotator & LastCameraRotationField()
TSubobjectPtr< UShapeComponent > & CollisionComponentField()
static UClass * GetPrivateStaticClass()
static UClass * GetClass()
TArray< unsigned char > DinoData
long double LastReceiveDataTime
TEnumAsByte< enum EPrimalARKTributeDataType::Type > DataType
TArray< unsigned char > DataBytes
TArray< FString > DataStats
TArray< unsigned char > DinoData
float DinoExperiencePoints
unsigned int ExpirationTimeUTC
float DinoExperiencePoints
unsigned __int32 bRemoteOwned
unsigned __int32 bDeferBeginPlay
unsigned __int32 bNoCollisionFail
unsigned __int32 bDeferruction
unsigned __int32 bAllowDuringructionScript
USceneComponent * AttachToComponent
unsigned __int64 TargetingTeamID
unsigned __int64 PlayerID
unsigned __int64 PlayerDataID
FString UploadingServerMapName
TArray< unsigned char > PlayerDataBytes
FString UploadingServerMapName
unsigned int ExpirationTimeUTC
unsigned __int64 PlayerDataID
long double LastReplenishTime
float CurrentHarvestHealth
float HarvestEffectivenessCache
long double LastDepletionTime
__int8 bDontRegisterWithOctree
UMeshComponent * BaseMeshComponent
UPrimalHarvestingComponent * ParentHarvestingComponent
__int8 bUseInternalActorComponentOctree
int OriginalIndexIntoBase
__int8 bRegisteredInternalActorComponentOctree
__int8 bHarvestingComponentHidden
TArray< UActorComponent *, FDefaultAllocator > AdditionalComponentAttachments
float DepletionExhaustionEffect
float NextReplenishInterval
AShooterPlayerController * Controller
AShooterCharacter * Character
FChatMessage * operator=(FChatMessage *__that)
TEnumAsByte< enum EChatType::Type > ChatType
FChatMessage(FChatMessage *__that)
TEnumAsByte< EChatSendMode::Type > SendMode
unsigned int RadioFrequency
TArray< TSubclassOf< UObject > > ToClasses
TSubclassOf< UObject > FromClass
FRotator ComponentRotationOffset
FVector ComponentLocationOffset
TSubclassOf< UActorComponent > ActorComponentClass
TArray< float, FDefaultAllocator > DamageTypeEntryMinQuantityOverrides
TArray< float, FDefaultAllocator > DamageTypeEntryWeightOverrides
float OverrideQuantityRandomPower
__int8 bScaleWithDinoBabyAge
float EffectivenessQuantityMultiplier
float EffectivenessQualityMultiplier
TArray< TSubclassOf< UDamageType >, FDefaultAllocator > DamageTypeEntryValuesOverrides
TArray< float, FDefaultAllocator > DamageTypeEntryMaxQuantityOverrides
TSubclassOf< UPrimalItem > ResourceItem
FString ItemBlueprintPath
TSubclassOf< UPrimalItem > ItemType
TArray< float > GameDifficulties
TArray< float > EnemyLevelsMin
TArray< float > EnemyLevelsMax
TArray< FVector > NPCsSpawnOffsets
TArray< float > NPCMinLevelOffset
float WaterOnlySpawnMinimumWaterHeight
TArray< unsigned char > NPCOverrideLevel
float SpawnMinDistanceFromTamedDinosMultiplier
TArray< FNPCDifficultyLevelRange > NPCDifficultyLevelRanges
TArray< float > NPCMaxLevelOffset
TArray< FClassRemappingWeight > NPCRandomSpawnClassWeights
float SpawnMinDistanceFromPlayersMultiplier
unsigned __int32 bAddLevelOffsetBeforeMultiplier
float ManualSpawnPointSpreadRadius
TArray< FString > NPCsToSpawnStrings
TArray< float > NPCMaxLevelMultiplier
TArray< TSubclassOf< APrimalDinoCharacter > > NPCsToSpawn
TArray< float > NPCMinLevelMultiplier
TArray< float > NPCsToSpawnPercentageChance
float LevelDifficultyTestOverride
float RandGroupSpawnOffsetZMin
float RandGroupSpawnOffsetZMax
float SpawnMinDistanceFromStructuresMultiplier
int CurrentNumberOfNPCTouching
TSubclassOf< APrimalDinoCharacter > NPCClass
float MaxPercentageOfDesiredNumToAllow
int StatusValueThresholdIndex
FString StatusStateDescription
FColor StatusStateNameColor
UTexture2D * StatusStateIcon
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType
EPrimalCharacterStatusValue::Type ValueType
bool bContinueOnUnchangedValue
int StatusValueModifierDescriptionIndex
EPrimalCharacterStatusValue::Type StopOnValueNearMax
char & HeadHairIndexField()
FieldArray< char, 10 > PlayerState_DefaultItemSlotEngramsField()
FPrimalPersistentCharacterStatsStruct * operator=(FPrimalPersistentCharacterStatsStruct *__that)
void UnlockPerMapExplorerNote(int ExplorerNoteIndex)
FieldArray< FDinoOrderGroup, 10 > DinoOrderGroupsField()
long double & CharacterStatusComponent_LastRespecUtcTimeSecondsField()
int & CharacterStatusComponent_HighestExtraCharacterLevelField()
float & CharacterStatusComponent_ExperiencePointsField()
TArray< unsigned int > & PerMapExplorerNoteUnlocksField()
bool & bHasUnlockedAllExplorerNotes()
TArray< TSubclassOf< UPrimalItem > > & PlayerState_EngramBlueprintsField()
bool IsPerMapExplorerNoteUnlocked(int ExplorerNoteIndex)
int & CurrentlySelectedDinoOrderGroupField()
static UScriptStruct * StaticStruct()
int & PlayerState_TotalEngramPointsField()
FieldArray< char, 16 > CharacterStatusComponent_NumberOfLevelUpPointsAppliedField()
void ApplyToPrimalCharacter(APrimalCharacter *aChar, AShooterPlayerController *forPC, bool bIgnoreStats)
float & PercentageOfFacialHairGrowthField()
void GiveEngramsToPlayerState(APrimalCharacter *aChar, AShooterPlayerController *forPC)
float & PercentageOfHeadHairGrowthField()
TArray< FName > & EmoteUnlocksField()
unsigned __int16 & CharacterStatusComponent_ExtraCharacterLevelField()
void UnlockEmote(FName EmoteName)
FieldArray< TSubclassOf< UPrimalItem >, 10 > PlayerState_DefaultItemSlotClassesField()
char & FacialHairIndexField()
int & CharacterStatusComponent_LastRespecAtExtraCharacterLevelField()
bool IsEmoteUnlocked(FName EmoteName)
FString PlayerCharacterName
FPrimalPlayerCharacterConfigStructReplicated()
int32 PlayerSpawnRegionIndex
FPrimalPlayerCharacterConfigStructReplicated(const FPrimalPlayerCharacterConfigStruct &original)
FPrimalPlayerCharacterConfigStruct GetPlayerCharacterConfig()
float RawBoneModifiers[22]
float & AllowedRespawnIntervalField()
int & LastPinCodeUsedField()
long double & LastLoginTimeField()
unsigned int & LocalPlayerIndexField()
FString & SavedNetworkAddressField()
float & NumOfDeathsField()
FPrimalPlayerDataStruct * operator=(FPrimalPlayerDataStruct *__that)
int & PlayerDataVersionField()
BitFieldValue< bool, unsigned __int32 > bUseSpectator()
BitFieldValue< bool, unsigned __int32 > bFirstSpawned()
FString & PlayerNameField()
long double & LastTimeDiedToEnemyTeamField()
static UScriptStruct * StaticStruct()
unsigned __int64 & PlayerDataIDField()
int & SpawnDayNumberField()
FUniqueNetIdRepl & UniqueIDField()
float & SpawnDayTimeField()
FPrimalPlayerCharacterConfigStruct & MyPlayerCharacterConfigField()
FPrimalPersistentCharacterStatsStruct * MyPersistentCharacterStatsField()
TArray< int > & AppIDSetField()
TArray< FLatestMissionScore > & LatestMissionScoresField()
long double & NextAllowedRespawnTimeField()
int & NumPersonalDinosField()
long double & LoginTimeField()
FVector & AtLocationField()
int & SpawnPointIDField()
ABiomeZoneVolume * SpawnPointVolumeField()
FString * GetDisplayName(FString *result, FVector *FromPos, bool bIncludeDistance)
bool operator==(FSpawnPointInfo *Other)
bool & bAllowedUseField()
unsigned int & NextAllowedUseTimeField()
FSpawnPointInfo * operator=(FSpawnPointInfo *__that)
TSharedPtr< FUniqueNetId > UniqueNetId
TArray< float, FDefaultAllocator > Weights
TArray< UObject *, FDefaultAllocator > AssociatedObjects
bool CanStepUp(FHitResult *Hit)
float & AvoidanceWeightField()
BitFieldValue< bool, unsigned __int32 > bMaintainHorizontalGroundVelocity()
BitFieldValue< bool, unsigned __int32 > bReplicateRelativeToAttachedParent()
BitFieldValue< bool, unsigned __int32 > bCanWalkOffLedgesWhenCrouching()
float & DinoClientPositionErrorToleranceStoppedField()
BitFieldValue< bool, unsigned __int32 > bUseRootMotionForLocomotion()
BitFieldValue< bool, unsigned __int32 > bPerformingJumpOff()
void ServerMoveOnlyRotation_Implementation(float TimeStamp, char ClientRoll, unsigned int View)
void StartNewPhysics(float deltaTime, int Iterations)
long double & LastSkippedMoveTimeField()
FVector & PendingForceToApplyField()
bool & bHackTestDisableRotationCodeField()
bool ShouldComputePerchResult(FHitResult *InHit, bool bCheckRadius)
FVector & LastCheckedFloorAtRelativeLocField()
BitFieldValue< bool, unsigned __int32 > bNetworkUpdateReceived()
BitFieldValue< bool, unsigned __int32 > bCheatFlying()
float & CurrentLedgeSlipPushVelocityField()
float & JumpOutOfWaterPitchField()
bool PhysWalkingAsync(float deltaTime, int Iterations)
BitFieldValue< bool, unsigned __int32 > bForceMaxAccel()
void PhysCustom(float deltaTime, int Iterations)
void AdjustProxyCapsuleSize()
BitFieldValue< bool, unsigned __int32 > bMovementInProgress()
void Prone(bool bClientSimulation)
bool & bHACKTickedField()
BitFieldValue< bool, unsigned __int32 > bUseRVOPostProcess()
bool & bScalePushForceToVelocityField()
float & AirControlField()
BitFieldValue< bool, unsigned __int32 > bEnableScopedMovementUpdates()
BitFieldValue< bool, unsigned __int32 > bForceNextFloorCheck()
float & RotationBrakingField()
bool ResolvePenetrationImpl(FVector *Adjustment, FHitResult *Hit, FQuat *NewRotation)
float ImmersionDepth(bool bUseLineTrace)
long double & ForceBigPushingTimeField()
FRotator * ComputeOrientToMovementRotation(FRotator *result, FRotator *CurrentRotation, float DeltaTime, FRotator *DeltaRotation)
bool & bPushForceScaledToMassField()
float & AirControlBoostVelocityThresholdField()
BitFieldValue< bool, unsigned __int32 > bOnlyForwardsInputAcceleration()
BitFieldValue< bool, unsigned __int32 > bPreventAddingImpulse()
void SimulatedTick(float DeltaSeconds)
void ClientAdjustPosition_Implementation(float TimeStamp, FVector NewLocation, FVector NewVelocity, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
int & MaxSimulationIterationsField()
BitFieldValue< bool, unsigned __int32 > bAccelerationFollowsRotation()
void UpdateFromCompressedFlags(char Flags)
float & PerchAdditionalHeightField()
void ClientVeryShortAdjustPosition_Implementation(float TimeStamp, FVector NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
void ProcessLanded(FHitResult *Hit, float remainingTime, int Iterations)
void ForcePositionUpdate(float DeltaTime)
ACharacter * CharacterOwnerField()
float & AccelerationFollowsRotationMinDotField()
BitFieldValue< bool, unsigned __int32 > bRequestedMoveWithMaxSpeed()
BitFieldValue< bool, unsigned __int32 > bPreventExitingWaterForceExtraOverlap()
BitFieldValue< bool, unsigned __int32 > bUseRotationAcceleration()
float & LastLostDeltaTimeField()
bool & bSlipOffLedgesField()
void AddImpulse(FVector Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
void PerformAirControlForPathFollowing(FVector Direction, float ZDiff)
void PhysWalking(float deltaTime, int Iterations)
UPrimitiveComponent * GetMovementBase()
float & LandedPreventRequestedMoveIntervalField()
void ServerMoveDualWithRotation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator InRotation0, FRotator InRotation)
void ApplyImpactPhysicsForces(FHitResult *Impact, FVector *ImpactAcceleration, FVector *ImpactVelocity)
void SetBase(UPrimitiveComponent *NewBase, FName BoneName, bool bNotifyActor)
bool ProcessClientTimeStamp(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
UObject * GetUObjectInterfaceNetworkPredictionInterface()
void JumpOff(AActor *MovementBaseActor)
long double & TimeLastAppliedImpulseField()
float & MaxCustomMovementSpeedField()
float & AvoidanceLockTimerField()
FVector * GetBestDirectionOffActor(FVector *result, AActor *BaseActor)
bool IsWalkable(FHitResult *Hit)
bool IsFlyingOrControlledFalling()
void PhysicsRotation(float DeltaTime)
void AddRadialForce(FVector *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
void PerformMovement(float DeltaSeconds)
void ServerMoveOnlyRotation(float TimeStamp, char ClientRoll, unsigned int View)
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
FVector & PendingLaunchVelocityField()
BitFieldValue< bool, unsigned __int32 > bPreventEnteringWater()
BitFieldValue< bool, unsigned __int32 > bJustTeleported()
BitFieldValue< bool, unsigned __int32 > bPendingLaunchNoLowerVelocity()
float & AirControlBoostMultiplierField()
bool MoveUpdatedComponentImpl(FVector *Delta, FQuat *NewRotation, bool bSweep, FHitResult *OutHit)
BitFieldValue< bool, unsigned __int32 > bPreventSlidingWhileFalling()
BitFieldValue< bool, unsigned __int32 > bLastAllowSimulate()
void Crouch(bool bClientSimulation)
BitFieldValue< bool, unsigned __int32 > bCheckFallingAITempIgnoreDinoRiderMesh()
BitFieldValue< bool, unsigned __int32 > bOnlyForwardsInputAccelerationWalking()
float ComputeAnalogInputModifier()
float & LedgeSlipPushVelocityField()
FVector & AccelerationField()
BitFieldValue< bool, unsigned __int32 > bUseBPAcknowledgeServerCorrection()
void StartSwimming(FVector OldLocation, FVector OldVelocity, float timeTick, float remainingTime, int Iterations)
float GetAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration)
FRotator & RotationRateField()
float & LedgeSlipCapsuleRadiusMultiplierField()
long double & DisableMovementPhysicsUntilTimeField()
float BoostAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration)
FVector * HandleSlopeBoosting(FVector *result, FVector *SlideResult, FVector *Delta, const float Time, FVector *Normal, FHitResult *Hit)
TEnumAsByte< enum EMovementMode > & DefaultLandMovementModeField()
void ClientAdjustPosition(float TimeStamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
FVector * GetLedgeMove(FVector *result, FVector *OldLocation, FVector *Delta, FVector *GravDir)
BitFieldValue< bool, unsigned __int32 > bAllowSimulatedTickDistanceSkip()
bool CheckFall(FHitResult *Hit, FVector Delta, FVector subLoc, float remainingTime, float timeTick, int Iterations, bool bMustJump)
BitFieldValue< bool, unsigned __int32 > bRunPhysicsWithNoController()
float & GroundFrictionField()
float & TouchForceFactorField()
FVector * GetFallingLateralAcceleration(FVector *result, float DeltaTime)
float & LedgeSlipVelocityBuildUpMultiplierField()
float SlideAlongSurface(FVector *Delta, float Time, FVector *InNormal, FHitResult *Hit, bool bHandleImpact)
void ClientAckGoodMove(float TimeStamp)
void MaybeUpdateBasedMovement(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bAllowImpactDeflection()
long double & LastClientMoveTimeField()
float & GravityScaleField()
TArray< FTraceHandle > & PendingAsyncTracesField()
FVector * AdjustUpperHemisphereImpact(FVector *result, FVector *Delta, FHitResult *Hit)
void ReplicateMoveToServer(float DeltaTime, FVector *NewAcceleration)
void ResetPredictionData_Client()
float & PerchRadiusThresholdField()
FVector * FindWaterLine(FVector *result, FVector InWater, FVector OutofWater)
float & ProneHalfHeightField()
void ResetPredictionData_Server()
void TwoWallAdjust(FVector *Delta, FHitResult *Hit, FVector *OldHitNormal)
FNetworkPredictionData_Server_Character * GetPredictionData_Server_Character()
float & MaxImpulseVelocityZField()
void NotifyBumpedPawn(APawn *BumpedPawn)
void PhysSwimming(float deltaTime, int Iterations)
char & CustomMovementModeField()
FVector & PendingImpulseToApplyField()
float & MaxWalkSpeedField()
int & LastFrameDisabledFloorBasingField()
void CapsuleTouched(AActor *Other, UPrimitiveComponent *OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult *SweepResult)
bool ShouldJumpOutOfWater(FVector *JumpDir)
float & BackwardsMaxSpeedMultiplierField()
long double & LastSwimTimeField()
float & SimulatedTickSkipDistanceSQField()
void SetMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
BitFieldValue< bool, unsigned __int32 > bForceNextTickUpdate()
float GetValidPerchRadius()
char PackNetworkMovementMode()
float & AccelerationFollowsRotationStopDistanceField()
float & PushForceFactorField()
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
void ServerMoveOldWithRotation_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation)
FRotator & CurrentRotationSpeedField()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
BitFieldValue< bool, unsigned __int32 > bDisableSimulatedMovement()
FVector * ComputeGroundMovementDelta(FVector *result, FVector *Delta, FHitResult *RampHit, const bool bHitFromLineTrace)
void SimulateMovement(float DeltaSeconds)
FNetworkPredictionData_Client_Character * GetPredictionData_Client_Character()
float & BrakingDecelerationSwimmingField()
void UpdateBasedMovement(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bPreventZeroPitchAndRollWhileFalling()
void ExecuteStoredMoves()
BitFieldValue< bool, unsigned __int32 > bFallingAITempIgnoreDinoRiderMesh()
void ApplyNetworkMovementMode(const char ReceivedMode)
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckFloor()
BitFieldValue< bool, unsigned __int32 > bUseCharacterInterpolationAndStops()
float & BrakingDecelerationWalkingField()
float & WalkableFloorAngleField()
BitFieldValue< bool, unsigned __int32 > bReduceBackwardsMovement()
BitFieldValue< bool, unsigned __int32 > bIgnoreBaseRotation()
float & FallingLateralFrictionField()
void MaintainHorizontalGroundVelocity()
void SetUpdatedComponent(UPrimitiveComponent *NewUpdatedComponent)
BitFieldValue< bool, unsigned __int32 > bNetworkMovementModeChanged()
bool VerifyClientTimeStamp(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
void PhysFlying(float deltaTime, int Iterations, float friction, float brakingDeceleration)
FVector & OldBaseLocationField()
void ServerMoveOld(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags)
float & SwimmingAccelZMultiplierField()
float GetMaxAcceleration()
float & AngleToStartRotationBrakingField()
bool IsWithinEdgeTolerance(FVector *CapsuleLocation, FVector *TestImpactPoint, const float CapsuleRadius)
void ServerMoveDual(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
BitFieldValue< bool, unsigned __int32 > bUseFlatBaseForFloorChecks()
BitFieldValue< bool, unsigned __int32 > bUseControllerDesiredRotation()
void ClientVeryShortAdjustPosition(float TimeStamp, FVector NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
FVector & RequestedVelocityField()
long double & LastLandedTimeField()
void ServerMoveDual_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode)
bool ApplyRequestedMove(float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, FVector *OutAcceleration, float *OutRequestedSpeed)
FRotator * GetDeltaRotation(FRotator *result, float DeltaTime)
FNetworkPredictionData_Client * GetPredictionData_Client()
FVector * ComputeSlideVector(FVector *result, FVector *InDelta, const float Time, FVector *Normal, FHitResult *Hit)
float & InitialPushForceFactorField()
float GetPerchRadiusThreshold()
float LimitAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration, FHitResult *HitResult)
FVector & LastForcedNetVelocityField()
BitFieldValue< bool, unsigned __int32 > bPreventExitingWater()
float & MaxSimulationTimeStepField()
float & MaxImpulseVelocityMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bRequireAccelerationForUseControllerDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bFindFloorOnce()
bool HasPredictionData_Server()
BitFieldValue< bool, unsigned __int32 > bCanWalkOffLedges()
bool HandlePendingLaunch()
void ServerMoveOldWithRotation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation)
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityZ()
BitFieldValue< bool, unsigned __int32 > bWantsToCrouch()
long double & LastNonZeroAccelField()
float & StandingDownwardForceScaleField()
float & MaxTouchForceField()
BitFieldValue< bool, unsigned __int32 > bDeferUpdateMoveComponent()
float & WalkableFloorZField()
BitFieldValue< bool, unsigned __int32 > bForceDontAllowDesiredRotationWhenFalling()
TEnumAsByte< enum EMovementMode > & MovementModeField()
bool & bEnablePhysicsInteractionField()
float & BrakingDecelerationFallingField()
BitFieldValue< bool, unsigned __int32 > bPreventWaterSurfaceHopping()
bool DoJump(bool bReplayingMoves)
void AddRadialImpulse(FVector *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
BitFieldValue< bool, unsigned __int32 > bIgnoreRotationAccelerationWhenSwimming()
float & TamedSwimmingAccelZMultiplierField()
void ApplyAccumulatedForces(float DeltaSeconds)
bool CanCrouchInCurrentState()
void ClientAdjustRootMotionPosition_Implementation(float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
void SendClientAdjustment()
BitFieldValue< bool, unsigned __int32 > bAssumeSymmetricalRotation()
float & BackwardsMovementDotThresholdField()
float & MinTouchForceField()
float & PreventWaterHoppingPlaneOffsetField()
void ServerJumpOutOfWater(FVector_NetQuantize100 WallNormal, char JumpFlag)
static void StaticRegisterNativesUCharacterMovementComponent()
void ApplyRepulsionForce(float DeltaSeconds)
float & MinimumImpulseToApplyField()
BitFieldValue< bool, unsigned __int32 > bUseAsyncWalking()
long double & PreventWaterHopping_LastTimeAtSurfaceField()
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForInvallidFloor()
bool PhysFlyingAsync(float deltaTime, int Iterations, float friction, float brakingDeceleration)
FVector & LastUpdateLocationField()
BitFieldValue< bool, unsigned __int32 > bCanSlide()
void MaybeSaveBaseLocation()
float Swim(FVector Delta, FHitResult *Hit)
void ServerMoveDualWithRotation_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, FRotator InRotation0, FRotator InRotation)
float & RepulsionForceField()
float & UpperImpactNormalScaleField()
FQuat & OldBaseQuatField()
void Launch(FVector *LaunchVel, bool bNoLowerVelocity)
TEnumAsByte< enum EMovementMode > & DefaultWaterMovementModeField()
bool FindAirControlImpact(float DeltaTime, float TickAirControl, FVector *FallAcceleration, FHitResult *OutHitResult)
void SetPostLandedPhysics(FHitResult *Hit)
void UpdateBasedRotation(FRotator *FinalRotation, FRotator *ReducedRotation)
float & PushForcePointZOffsetFactorField()
float & LostDeltaTimeField()
BitFieldValue< bool, unsigned __int32 > bForceBraking_DEPRECATED()
void ServerMoveWithRotation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation)
void SetDefaultMovementMode()
void CallMovementUpdateDelegate(float DeltaTime, FVector *OldLocation, FVector *OldVelocity)
float & AnalogInputModifierField()
float & DinoClientPositionErrorToleranceMovingFlyingField()
void PhysFalling(float deltaTime, int Iterations)
void ServerMoveHandleClientErrorForDinos(float TimeStamp, float DeltaTime, FVector *Accel, FVector *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator *InClientRot)
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityX()
BitFieldValue< bool, unsigned __int32 > bWantsToProne()
bool CheckWaterJump(FVector CheckPoint, FVector *WallNormal)
float & MaxOutOfWaterStepHeightField()
BitFieldValue< bool, unsigned __int32 > bZeroPitchWhenNoAcceleration()
float & MaxFlySpeedField()
FVector * ConstrainInputAcceleration(FVector *result, FVector *InputAcceleration)
void ServerJumpOutOfWater_Implementation(FVector_NetQuantize100 WallNormal, char JumpFlag)
void ServerMoveHandleClientError(float TimeStamp, float DeltaTime, FVector *Accel, FVector *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
FVector & MoveStartLocationField()
BitFieldValue< bool, unsigned __int32 > bPreventPhysicsModeChange()
BitFieldValue< bool, unsigned __int32 > bImpartBaseAngularVelocity()
bool & bWasSimulatingRootMotionField()
BitFieldValue< bool, unsigned __int32 > bNotifyApex()
float & CrouchedHalfHeightField()
BitFieldValue< bool, unsigned __int32 > bHasRequestedVelocity()
bool CheckLedgeDirection(FVector *OldLocation, FVector *SideStep, FVector *GravDir)
BitFieldValue< bool, unsigned __int32 > bOrientRotationToMovement()
float & JumpOffJumpZFactorField()
void ServerMove(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
FNetworkPredictionData_Server_Character * ServerPredictionDataField()
void PerformAirControl(FVector Direction, float ZDiff)
FNetworkPredictionData_Server * GetPredictionData_Server()
float & MaxSwimSpeedField()
void AddForce(FVector Force)
bool ShouldForceDedicatedTickEveryFrame()
void UpdateFloorFromAdjustment()
void TickCharacterPose(float DeltaTime)
float & MaxAccelerationField()
TArray< FStoredMoveData > & ClientMovedDataField()
void HandleImpact(FHitResult *Impact, float TimeSlice, FVector *MoveDelta)
BitFieldValue< bool, unsigned __int32 > bFastAttachedMove()
void ServerMoveDualOnlyRotation_Implementation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View)
bool CanStopPathFollowing()
void RequestDirectMove(FVector *MoveVelocity, bool bForceMaxSpeed)
void StopActiveMovement()
FVector * NewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
long double & LastStepUpTimeField()
UPrimitiveComponent * DeferredUpdatedMoveComponentField()
FNetworkPredictionData_Client_Character * ClientPredictionDataField()
float & MaxStepHeightField()
void ServerMoveDualOnlyRotation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View)
float GetNetworkSafeRandomAngleDegrees()
void ServerMoveOld_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags)
void StartFalling(int Iterations, float remainingTime, float timeTick, FVector *Delta, FVector *subLoc)
void SetWalkableFloorZ(float InWalkableFloorZ)
int & AvoidanceUIDField()
bool & bTouchForceScaledToMassField()
void MoveAutonomous(float ClientTimeStamp, float DeltaTime, char CompressedFlags, FVector *NewAccel)
FVector & AvoidanceLockVelocityField()
int & BadFloorPenetrationCountField()
float K2_GetModifiedMaxAcceleration()
void ForceReplicationUpdate()
FString * GetMovementName(FString *result)
bool ClientUpdatePositionAfterServerUpdate()
void ServerMove_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
float & OutofWaterZField()
float & RotationAccelerationField()
bool IsValidLandingSpot(FVector *CapsuleLocation, FHitResult *Hit)
float & LedgeCheckThresholdField()
float & JumpZVelocityField()
float & MaxWalkSpeedProneField()
FVector * GetImpartedMovementBaseVelocity(FVector *result)
void UnProne(bool bClientSimulation, bool bForce)
void ClientAckGoodMove_Implementation(float TimeStamp)
BitFieldValue< bool, unsigned __int32 > bCrouchMaintainsBaseLocation()
float & LandedPreventRequestedMoveMinVelocityMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bRequestedMoveUseAcceleration()
float & MinTimeBetweenTimeStampResetsField()
BitFieldValue< bool, unsigned __int32 > bShrinkProxyCapsule()
void ApplyVelocityBraking(float DeltaTime, float Friction, float BrakingDeceleration)
void UnCrouch(bool bClientSimulation, bool bForce)
bool ShouldCheckForValidLandingSpot(float DeltaTime, FVector *Delta, FHitResult *Hit)
void OnMovementModeChanged(EMovementMode PreviousMovementMode, char PreviousCustomMode)
BitFieldValue< bool, unsigned __int32 > bDeferUpdateBasedMovement()
float GetModifiedMaxAcceleration()
float & MaxWalkSpeedCrouchedField()
void ServerMoveWithRotation_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation)
void ReadjustClientPositionToCurrent(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
BitFieldValue< bool, unsigned __int32 > bWasAvoidanceUpdated()
bool HasPredictionData_Client()
FVector * ScaleInputAcceleration(FVector *result, FVector *InputAcceleration)
BitFieldValue< bool, unsigned __int32 > bLastHasRequestedVelocity()
float & PlayerClientPositionErrorToleranceOverrideField()
float & BrakingDecelerationFlyingField()
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityY()
void ViewActor(FName ActorName)
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleSweepPawn()
void ViewPlayer(FString *S)
float & DebugCapsuleRadiusField()
float & DebugTraceDrawNormalLengthField()
void DestroyAll(TSubclassOf< AActor > aClass)
void ServerToggleAILogging()
void TestCollisionDistance()
int & CurrentTracePawnIndexField()
void BugItWorker(FVector TheLocation, FRotator TheRotation)
void DebugCapsuleSweepSize(float HalfHeight, float Radius)
void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, FString *GoString, FString *LocString)
void DebugCapsuleSweepClear()
void DebugCapsuleSweepPawn()
void DebugCapsuleSweepCapture()
static void StaticRegisterNativesUCheatManager()
void Summon(FString *ClassName)
BitFieldValue< bool, unsigned __int32 > bToggleAILogging()
void FreezeFrame(float delay)
float & DebugTraceDistanceField()
void DestroyPawns(TSubclassOf< APawn > aClass)
void DumpVoiceMutingState()
void OnlyLoadLevel(FName PackageName)
void BugItGoString(FString *TheLocation, FString *TheRotation)
TEnumAsByte< enum ECollisionChannel > & DebugTraceChannelField()
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleSweep()
void DebugCapsuleSweepComplex(bool bTraceComplex)
void BugIt(FString *ScreenShotDescription)
float & DumpAILogsIntervalField()
void DisableDebugCamera()
void StreamLevelIn(FName PackageName)
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll)
void StreamLevelOut(FName PackageName)
void DamageTarget(float DamageAmount)
void DumpOnlineSessionState()
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleTraceComplex()
void ViewClass(TSubclassOf< AActor > DesiredClass)
int & CurrentTraceIndexField()
void SetLevelStreamingStatus(FName PackageName, bool bShouldBeLoaded, bool bShouldBeVisible)
float & DebugCapsuleHalfHeightField()
void DebugCapsuleSweepChannel(ECollisionChannel Channel)
void DealDirectDamage(APlayerController *ForPC, float DamageAmount, TSubclassOf< UDamageType > DamageTypeClass, int hitBodyIndex)
TArray< UMaterialInterface *, FDefaultAllocator > DefaultMaterialsOverride
void SetTextureForceResidentFlag(bool bForceMiplevelsToBeResident)
TSubclassOf< AActor > DamageFXActorToSpawn
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< UMaterialInterface * > & MaterialsField()
TArray< UMaterialInterface *, FDefaultAllocator > Materials
void SetMaterial(int ElementIndex, UMaterialInterface *Material)
void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups)
void GetUsedMaterials(TArray< UMaterialInterface * > *OutMaterials)
FVector & VelocityField()
FString & ClientGivenIPField()
int BattlEye_GetAddrAsInt()
unsigned __int64 & TransferringPlayerDataIdField()
void SwitchController(APlayerController *PC)
int & ConfiguredInternetSpeedField()
int & CurrentNetSpeedField()
APlayerController * PlayerControllerField()
int & ConfiguredLanSpeedField()
float & SuffocationHealthPercentDecreaseSpeedField()
FieldArray< float, 16 > ReplicatedBaseLevelMaxStatusValuesField()
unsigned __int16 & ExtraCharacterLevelField()
float & BaseFoodConsumptionRateField()
FString & FoodStatusNameOverrideField()
float & WalkingStaminaConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bTicked()
BitFieldValue< bool, unsigned __int32 > bRunningConsumesStamina()
void RefreshTemperature()
FieldArray< long double, 16 > LastIncreasedStatusValuesTimesField()
float & WeightJumpDecreasePowerField()
TSubclassOf< UDamageType > & RegainOxygenDamageTypeField()
float ModifyCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float Amount, bool bPercentOfMax, bool bPercentOfCurrent, bool bManualModification, bool bSetValue, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bForceSetValue)
float & ExperiencePointsField()
BitFieldValue< bool, unsigned __int32 > bForceRefreshWeight()
float & TheMaxTorporIncreasePerBaseLevelField()
float & TorporExitPercentThresholdField()
BitFieldValue< bool, unsigned __int32 > bInfiniteStats()
float & DefaultHyperthermicInsulationField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyMaxLevel()
float & InjuredSpeedModifierField()
void SetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType, bool bTamedPoints, int newPoints)
float & SwimmingOrFlyingStaminaConsumptionRateField()
FieldArray< float, 16 > AmountMaxGainedPerLevelUpValueTamedField()
BitFieldValue< bool, unsigned __int32 > bInitializedMe()
float & HyperthermiaTemperatureThresholdField()
void OnRep_GlobalMaxStatusValues()
float & BaseWaterConsumptionRateField()
FieldArray< float, 16 > BaseLevelMaxStatusValuesField()
void AddExperience(float HowMuch, bool bShareWithTribe, EXPType::Type XPType)
FieldArray< float, 16 > AdditionalStatusValuesField()
float & WindedSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bForceDefaultSpeed()
BitFieldValue< bool, unsigned __int32 > bReplicateGlobalStatusValues()
float GetTotalStatusModifierDescriptionIndex(int StatusValueModifierDescriptionIndex)
float & MaxTamingEffectivenessBaseLevelMultiplierField()
float & BabyGestationConsumingFoodRateMultiplierField()
FieldArray< float, 16 > MaxStatusValuesField()
bool HasExperienceForLevelUp()
float & InsulationHypothermiaOffsetExponentField()
float & ExperienceAutomaticConsciousIncreaseSpeedField()
float & XPEarnedPerStaminaConsumedField()
BitFieldValue< bool, unsigned __int32 > bFreezeStatusValues()
FieldArray< float, 16 > AmountMaxGainedPerLevelUpValueField()
float & GenericXPMultiplierField()
float & TamedBaseHealthMultiplierField()
FieldArray< long double, 16 > LastMaxedStatusValuesTimesField()
void ChangedStatusState(EPrimalCharacterStatusState::Type valueType, bool bEnteredState)
float & ExtraTamedDinoDamageMultiplierField()
FieldArray< float, 16 > RecoveryRateStatusValueField()
BitFieldValue< bool, unsigned __int32 > bAutomaticallyUpdateTemperature()
float & WaterConsumptionMultiplierField()
float & FoodConsumptionMultiplierField()
FieldArray< float, 16 > TimeToRecoverAfterDepletionStatusValueField()
void SetExtraCharacterLevel(int NewExtraCharacterLevel)
int GetExtraCharacterLevel()
void BPDirectSetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
BitFieldValue< bool, unsigned __int32 > bStatusSpeedModifierOnlyFullOrNone()
FieldArray< char, 16 > NumberOfLevelUpPointsAppliedTamedField()
float & HypothermicHealthDecreaseRateBaseField()
FieldArray< float, 16 > DinoMaxStatAddMultiplierImprintingField()
float & HypothermiaDecreaseFoodMultiplierBaseField()
void BPSetRecoveryRateStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
float & HyperthermiaDecreaseWaterMultiplierPerDegreeField()
APrimalCharacter * GetPrimalCharacter()
FieldArray< float, 16 > ReplicatedCurrentStatusValuesField()
FieldArray< float, 16 > ReplicatedGlobalMaxStatusValuesField()
FieldArray< char, 16 > CanLevelUpValueField()
void DrawLocalPlayerHUD(AShooterHUD *HUD, float ScaleMult, bool bFromBottomRight)
void ServerSyncReplicatedValues()
FString * GetStatusValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType, bool bValueOnly)
float & DinoTamedAdultConsumingFoodRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bNoStaminaRecoveryWhenStarving()
float & BabyDinoStarvationHealthDecreaseRateMultiplierField()
float & InsulationHypothermiaOffsetScalerField()
void ClientSyncMaxStatusValues(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
BitFieldValue< bool, unsigned __int32 > bIgnoreStatusSpeedModifierIfSwimming()
float & FortitudeTorpidityDecreaseMultiplierField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void ClientSyncMaxStatusValues_Implementation(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & LastHyperthermalCharacterInsulationValueField()
float & CurrentStatusValuesReplicationIntervalField()
float & MountedDinoDinoWeightMultiplierField()
void SetTamed(float TameIneffectivenessModifier, bool bSkipAddingTamedLevels)
float & DehyrdationTorpidityIncreaseRateField()
void OnRep_ReplicatedExperiencePoints()
float & DinoRiderWeightMultiplierField()
FieldArray< float, 16 > MaxLevelUpMultiplierField()
static EPrimalCharacterStatusValue::Type ConvertIntToCharacterStatusEnum(int InInteger)
BitFieldValue< bool, unsigned __int32 > bHideFoodStatusFromHUD()
float BPGetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
float & ExtraTamedHealthMultiplierField()
float & HypoCharacterInsulationValueField()
int & BaseCharacterLevelField()
FieldArray< float, 16 > TimeToRecoverAfterDecreaseStatusValueField()
float & KillEarnXPMultiplierField()
FieldArray< char, 16 > MaxGainedPerLevelUpValueIsPercentField()
float & PoopItemFoodConsumptionCacheField()
long double & LastReplicatedCurrentStatusValuesTimeField()
void OnRep_CurrentStatusValues()
float BPGetPercentStatusValue(EPrimalCharacterStatusValue::Type valueType)
BitFieldValue< bool, unsigned __int32 > bForceGainOxygen()
bool IsInStatusState(EPrimalCharacterStatusState::Type StateType)
float & WindedSpeedModifierSwimmingOrFlyingField()
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & MaxStatusValueToAutoUpdateField()
void OnRep_GlobalBaseLevelMaxStatusValues()
float & StaminaConsumptionDecreaseWaterMultiplierField()
float & TamingIneffectivenessMultiplierField()
float & HealthRecoveryDecreaseFoodMultiplierField()
FieldArray< float, 16 > CurrentStatusValuesField()
float & ExtraBabyDinoConsumingFoodRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bCanGetHungry()
BitFieldValue< bool, unsigned __int32 > bConsumeFoodAutomatically()
void UpdateStatusValue(EPrimalCharacterStatusValue::Type valueType, float DeltaTime, bool bManualUpdate)
float & SwimmingStaminaRecoveryRateMultiplierField()
void SetBaseLevelNoStatChange(int Level)
float & KillXPMultiplierPerCharacterLevelField()
void RescaleMaxStat(EPrimalCharacterStatusValue::Type LevelUpValueType, float TargetValue, bool bIsPercentOfTrueValue)
void NetSyncMaxStatusValues(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
FieldArray< FPrimalCharacterStatusStateThresholds, 12 > StatusStateThresholdsField()
float & SubmergedWaterIncreaseRateField()
FString * GetDebugString(FString *result)
float & InsulationHyperthermiaOffsetScalerField()
UTexture2D * FoodStatusIconBackgroundOverrideField()
float & PoopItemMaxFoodConsumptionIntervalField()
BitFieldValue< bool, unsigned __int32 > bConsumeWaterAutomatically()
float & TamedIneffectivenessModifierField()
float BPGetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType)
int BPModifyMaxLevel(int InMaxLevel)
void AdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType, float *Amount, TSubclassOf< UDamageType > DamageTypeClass, bool bManualModification)
float & WeightMultiplierForCarriedPassengersField()
void UninitializeComponent()
float & BabyDinoConsumingFoodRateMultiplierField()
bool & bInWeightLockField()
TArray< FPrimalCharacterStatusValueModifier > & StatusValueModifiersField()
float & BabyMaxHealthPercentField()
long double & LastReplicatedXPTimeField()
void Serialize(FArchive *Ar)
FieldArray< float, 16 > TamingMaxStatMultipliersField()
BitFieldValue< bool, unsigned __int32 > bApplyingStatusValueModifiers()
float BPModifyMaxExperiencePoints(float InMaxExperiencePoints)
float & DinoImprintingQualityField()
float GetRawStatusValueRecoveryRate(EPrimalCharacterStatusValue::Type valueType)
BitFieldValue< bool, unsigned __int32 > bNeverAllowXP()
void GetDinoFoodConsumptionRateMultiplier(float *Amount)
float GetStatusValueRecoveryRate(EPrimalCharacterStatusValue::Type valueType)
float & StaminaRecoveryDecreaseWaterMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseStatusSpeedModifiers()
void AddStatusValueModifier(EPrimalCharacterStatusValue::Type ValueType, float Amount, float Speed, bool bContinueOnUnchangedValue, bool bSetValue, int StatusValueModifierDescriptionIndex, bool bResetExistingModifierDescriptionIndex, float LimitExistingModifierDescriptionToMaxAmount, bool bSetAdditionalValue, EPrimalCharacterStatusValue::Type StopAtValueNearMax, bool bMakeUntameable, TSubclassOf< UDamageType > ScaleValueByCharacterDamageType)
void UpdateWeightStat(bool bForceSetValue)
TEnumAsByte< enum ELevelExperienceRampType::Type > & LevelExperienceRampTypeField()
void DrawLocalPlayerHUDDescriptions(AShooterHUD *HUD, long double TheTimeSeconds, float ScaleMult, bool bDrawBottomRight)
float GetExperienceRequiredForPreviousLevelUp()
float & StaminaConsumptionDecreaseFoodMultiplierField()
float & StaminaRecoveryDecreaseFoodMultiplierField()
float & CheatMaxWeightField()
static void StaticRegisterNativesUPrimalCharacterStatusComponent()
float & PoopItemMinFoodConsumptionIntervalField()
float GetMovementSpeedModifier()
float & DehydrationTorpidityMultiplierField()
float & FortitudeTorpidityIncreaseResistanceField()
float & CrouchedWaterFoodConsumptionMultiplierField()
float & HyperthermiaDecreaseWaterMultiplierBaseField()
BitFieldValue< bool, unsigned __int32 > bInfiniteWeight()
BitFieldValue< bool, unsigned __int32 > bAddExperienceAutomatically()
BitFieldValue< bool, unsigned __int32 > bWalkingConsumesStamina()
float & WeightMultiplierForPlatformPassengersInventoryField()
float & HarvestEarnXPMultiplierField()
float & WeightMultiplierWhenCarriedOrBasedField()
FString * GetStatusNameString(FString *result, EPrimalCharacterStatusValue::Type ValueType)
float & WakingTameFoodConsumptionRateMultiplierField()
float & ProneWaterFoodConsumptionMultiplierField()
float & CraftEarnXPMultiplierField()
void NetSyncMaxStatusValues_Implementation(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
float & OriginalMaxTorporField()
float & ProneStaminaConsumptionMultiplierField()
BitFieldValue< bool, unsigned __int32 > bRunningUseDefaultSpeed()
FieldArray< long double, 16 > LastDecreasedStatusValuesTimesField()
void SetAllStatsToMaximumExcluding(EPrimalCharacterStatusValue::Type exclude)
void OnRep_GlobalCurrentStatusValues()
float & DefaultHypothermicInsulationField()
float & HypothermiaTemperatureThresholdField()
float & StarvationTorpidityMultuplierField()
FieldArray< char, 16 > DontUseValueField()
void ApplyTamingStatModifiers(float TameIneffectivenessModifier)
void SetTameable(bool bTameable)
float & HypothermicHealthDecreaseRatePerDegreeField()
float BPAdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType, float Amount, TSubclassOf< UDamageType > DamageTypeClass, bool bManualModification)
BitFieldValue< bool, unsigned __int32 > bDontScaleMeleeDamage()
float & JumpStaminaConsumptionField()
float & MovingStaminaRecoveryRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bInfiniteFood()
float & DehyrdationHealthConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bAllowSharingXPWithTribe()
BitFieldValue< bool, unsigned __int32 > bUseStamina()
float & SubmergedOxygenDecreaseSpeedField()
BitFieldValue< bool, unsigned __int32 > bServerFirstInitialized()
int GetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType, bool bTamedPoints)
FieldArray< char, 16 > RecoveryRateIsPercentField()
TArray< unsigned char > & StatusValueModifierDescriptionIndicesField()
float & SpecialEarnXPMultiplierField()
float & ReplicatedExperiencePointsField()
int & CharacterStatusComponentPriorityField()
float GetMeleeDamageModifier()
void SetMaxStatusValue(EPrimalCharacterStatusValue::Type StatType, float newValue)
float & LastHypothermalCharacterInsulationValueField()
float & UnsubmergedOxygenIncreaseSpeedField()
bool IsAlignedWithTeam(int TargetingTeam)
float & KnockedOutTorpidityRecoveryRateMultiplierField()
int GetBaseLevelFromLevelUpPoints(bool bIncludePlayerAddedLevels)
FieldArray< float, 16 > ReplicatedGlobalCurrentStatusValuesField()
float & HypothermiaDecreaseFoodMultiplierPerDegreeField()
float & GenericEarnXPMultiplierField()
float & DefaultMaxOxygenField()
void SetAllStatsToMaximum()
int GetNumLevelUpsAvailable()
BitFieldValue< bool, unsigned __int32 > bCanSuffocate()
FieldArray< float, 16 > TamingMaxStatAdditionsField()
float GetExperiencePercent()
bool & bHasUnlockedMaxDinoLevelAchievementThisSessionField()
float & TamedLandDinoSwimSpeedLevelUpEffectivenessField()
float & StaminaRecoveryExtraResourceDecreaseMultiplierField()
void UpdateInventoryWeight(APrimalCharacter *aPrimalChar)
float & StarvationHealthConsumptionRateField()
float & MinInventoryWeightField()
void ServerApplyLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType, AShooterPlayerController *ByPC)
float & ExtraOxygenSpeedStatMultiplierField()
bool & bHasUnlockedMaxPlayerLevelAchievementThisSessionField()
FieldArray< long double, 16 > LastDepletedStatusValuesTimesField()
float & MaxExperiencePointsField()
BitFieldValue< bool, unsigned __int32 > bAllowLevelUps()
UPrimalCharacterStatusComponent * GetDefaultCharacterStatusComponent()
void ClearAllLevelUpPoints(bool bTamedPoints)
float & RunningStaminaConsumptionRateField()
BitFieldValue< bool, unsigned __int32 > bInitializedBaseLevelMaxStatusValues()
void TickStatus(float DeltaTime, bool bForceStatusUpdate)
float & CrouchedStaminaConsumptionMultiplierField()
void InitializeComponent()
TArray< USoundBase * > ExitStatusStateSoundsField()
void SetBaseLevel(int Level, bool bDontCurrentSetToMax)
void ApplyStatusValueModifiers(float DeltaTime)
float & HyperthermicHealthDecreaseRatePerDegreeField()
float GetCraftingSpeedModifier()
float & StarvationTorpidityIncreaseRateField()
BitFieldValue< bool, unsigned __int32 > bCanSuffocateIfTamed()
float & HyperthermicHealthDecreaseRateBaseField()
FieldArray< char, 16 > CurrentStatusStatesField()
float & InjuredTorpidityIncreaseMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventTamedStatReplication()
float & ExtraWildDinoDamageMultiplierField()
void BPDirectSetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
FieldArray< char, 16 > NumberOfLevelUpPointsAppliedField()
FString * GetStatusMaxValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType, bool bValueOnly)
void CharacterUpdatedInventory(bool bEquippedOrUneqippedItem)
TArray< FString > & StatusValueNameOverridesField()
float & ShareXPWithTribeRangeField()
float & WeightSpeedDecreasePowerField()
float & InsulationHyperthermiaOffsetExponentField()
void CopyPrimalStatusComponentValues(UPrimalCharacterStatusComponent *src)
float & ExtraWaterConsumptionMultiplierField()
UTexture2D * FoodStatusIconForegroundOverrideField()
void UpdatedCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float Amount, bool bManualModification, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bDontAdjustOtherStats)
BitFieldValue< bool, unsigned __int32 > bPreventJump()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustStatusValueModification()
bool CanLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType, bool bCheckExperience)
float & ExtraFoodConsumptionMultiplierField()
TArray< USoundBase * > EnteredStatusStateSoundsField()
float & HyperCharacterInsulationValueField()
float & DehydrationStaminaRecoveryRateField()
static UClass * StaticClass()
float GetExperienceRequiredForNextLevelUp()
FAttachedInstancedHarvestingElement * ActiveInstancedElement()
TArray< FComponentAttachmentEntry > & AdditionalComponentAttachments()
FString & UseHarvestString()
static void StaticRegisterNativesUPrimalHarvestingComponent()
bool TemplateCheckForHarvestRepopulation(bool bForceReinit, UWorld *world, FVector *where)
void DealDirectDamage(APlayerController *ForPC, float DamageAmount, TSubclassOf< UDamageType > DamageTypeClass)
TArray< FHarvestResourceEntry > & HarvestResourceEntries()
FString & UnequipWeaponToUseHarvestString()
FString & DescriptiveName()
TArray< FHarvestResourceEntry > & BaseHarvestResourceEntries()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString & HarvestableFriendlyName()
FPrimalPlayerDataStruct * MyDataField()
bool & bIsLocalPlayerField()
TArray< UPrimalBuffPersistentData * > MyPersistentBuffDatasField()
float & LastXPWritePercentField()
void DestroyRenderState_Concurrent()
BitFieldValue< bool, unsigned __int32 > bMultiBodyOverlap()
void DispatchOnInputTouchEnd(ETouchIndex::Type FingerIndex)
BitFieldValue< bool, unsigned __int32 > bExcludeFromLevelBounds()
BitFieldValue< bool, unsigned __int32 > DrawInGame_DEPRECATED()
BitFieldValue< bool, unsigned __int32 > bIncludeBoundsRadiusInDrawDistances()
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnServer()
void SetCollisionObjectType(ECollisionChannel Channel)
FBodyInstance & BodyInstanceField()
BitFieldValue< bool, unsigned __int32 > bDisableAllRigidBody_DEPRECATED()
BitFieldValue< bool, unsigned __int32 > bRenderCustomDepth()
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
void SetAngularDamping(float InDamping)
void SetRenderCustomDepth(bool bValue)
bool ComponentOverlapComponentImpl(UPrimitiveComponent *PrimComp, FVector Pos, FQuat *Quat, FCollisionQueryParams *Params)
TArray< TWeakObjectPtr< AActor > > * GetMoveIgnoreActors()
void AddForceAtLocation(FVector Force, FVector Location, FName BoneName)
bool & bHasCachedStaticLightingField()
void AddImpulse(FVector Impulse, FName BoneName, bool bVelChange)
BitFieldValue< bool, unsigned __int32 > bIsInForeground()
BitFieldValue< bool, unsigned __int32 > bTreatAsBackgroundForOcclusion()
ECollisionEnabled::Type GetCollisionEnabled()
TArray< TWeakObjectPtr< AActor > > & MoveIgnoreActorsField()
float & LDMaxDrawDistanceField()
unsigned int & ProxyMeshIDField()
float & LastCheckedAllCollideableDescendantsTimeField()
BitFieldValue< bool, unsigned __int32 > bSelectable()
void SetCullDistance(float NewCullDistance)
BitFieldValue< bool, unsigned __int32 > bAllowBasedCharacters()
BitFieldValue< bool, unsigned __int32 > bUseViewOwnerDepthPriorityGroup()
float GetDistanceToCollision(FVector *Point, FVector *ClosestPointOnCollision)
void DispatchOnReleased()
bool ShouldRenderSelected()
void GetWeldedBodies(TArray< FBodyInstance * > *OutWeldedBodies, TArray< FName > *OutLabels)
BitFieldValue< bool, unsigned __int32 > bHasPerInstanceHitProxies()
BitFieldValue< bool, unsigned __int32 > bNavigationRelevant()
TEnumAsByte< enum ESceneDepthPriorityGroup > & ViewOwnerDepthPriorityGroupField()
bool IsNavigationRelevant()
void SetCustomDepthStencilValue(int Value)
BitFieldValue< bool, unsigned __int32 > bTraceComplexOnMove()
void SetOwnerNoSee(bool bNewOwnerNoSee)
void SetEnableGravity(bool bGravityEnabled)
float & MinDrawDistanceField()
TEnumAsByte< enum EIndirectLightingCacheQuality > & IndirectLightingCacheQualityField()
bool IsReadyForFinishDestroy()
void SetAllPhysicsRotation(FRotator NewRot)
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
BitFieldValue< bool, unsigned __int32 > bReturnMaterialOnMove()
FComponentBeginOverlapSignature & OnComponentBeginOverlapField()
bool CanCharacterStepUp(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bUseAsOccluder()
bool HasValidSettingsForStaticLighting()
bool K2_LineTraceComponent(FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, FVector *HitLocation, FVector *HitNormal, FName *BoneName)
BitFieldValue< bool, unsigned __int32 > bCastVolumetricTranslucentShadow()
bool IsSimulatingPhysics(FName BoneName)
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialImpulse()
BitFieldValue< bool, unsigned __int32 > bMovableUseDynamicDrawDistance()
FComponentOnClickedSignature & OnClickedField()
ECollisionResponse GetCollisionResponseToChannel(ECollisionChannel Channel)
void UpdatePhysicsVolume(bool bTriggerNotifiers)
BitFieldValue< bool, unsigned __int32 > bAffectDistanceFieldLighting()
void SetCastShadow(bool NewCastShadow)
bool IsAnyRigidBodyAwake()
int & VisibilityIdField()
void IgnoreActorWhenMoving(AActor *Actor, bool bShouldIgnore)
float & MassiveLODSizeOnScreenField()
BitFieldValue< bool, unsigned __int32 > bAffectDynamicIndirectLighting()
BitFieldValue< bool, unsigned __int32 > bCachedAllCollideableDescendantsRelative()
float & OverrideStepHeightField()
BitFieldValue< bool, unsigned __int32 > bHasMotionBlurVelocityMeshes()
void SetAllPhysicsAngularVelocity(FVector *NewAngVel, bool bAddToCurrent)
FVector * GetPhysicsAngularVelocity(FVector *result, FName BoneName)
FComponentOnInputTouchBeginSignature & OnInputTouchBeginField()
BitFieldValue< bool, unsigned __int32 > HiddenGame_DEPRECATED()
bool & bHasActiveProxyMeshChildrenField()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
FName * GetCollisionProfileName(FName *result)
char GetStaticDepthPriorityGroup()
int & InternalOctreeMaskField()
void SetCollisionEnabled(ECollisionEnabled::Type NewType)
bool RigidBodyIsAwake(FName BoneName)
TEnumAsByte< enum ESceneDepthPriorityGroup > & DepthPriorityGroupField()
void WeldTo(USceneComponent *InParent, FName InSocketName)
BitFieldValue< bool, unsigned __int32 > bCastStaticShadow()
FComponentEndOverlapSignature & OnComponentEndOverlapField()
void AddForce(FVector Force, FName BoneName)
BitFieldValue< bool, unsigned __int32 > bCastShadowAsTwoSided()
float & BoundsScaleField()
bool & bStaticLightingBuildEnqueuedField()
FBox * GetNavigationBounds(FBox *result)
void SetPhysicsLinearVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName)
void CreatePhysicsState()
void OnActorEnableCollisionChanged()
void WakeRigidBody(FName BoneName)
FComponentOnReleasedSignature & OnReleasedField()
void Serialize(FArchive *Ar)
void SetLinearDamping(float InDamping)
void PutRigidBodyToSleep(FName BoneName)
void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
unsigned int & GameThread_OverlapIncrementorField()
BitFieldValue< bool, unsigned __int32 > bUseInternalOctreeOnClient()
void DispatchOnInputTouchBegin(ETouchIndex::Type FingerIndex)
FComponentBeginTouchOverSignature & OnInputTouchEnterField()
BitFieldValue< bool, unsigned __int32 > bCastDynamicShadow()
BitFieldValue< bool, unsigned __int32 > bRenderInMainPass()
void UpdatePhysicsToRBChannels()
bool CanBeBaseForCharacter(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bUseInternalOctree()
void SetCollisionResponseSet(FCollisionResponseSet *Col)
FComponentOnInputTouchEndSignature & OnInputTouchEndField()
void AddRadialForce(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
bool LineTraceComponent(FHitResult *OutHit, FVector Start, FVector End, FCollisionQueryParams *Params)
FComponentEndTouchOverSignature & OnInputTouchLeaveField()
void SetAllPhysicsLinearVelocity(FVector NewVel, bool bAddToCurrent)
BitFieldValue< bool, unsigned __int32 > bCanEverAffectNavigation()
BitFieldValue< bool, unsigned __int32 > bForceOverlapEvents()
void WakeAllRigidBodies()
float & CachedMaxDrawDistanceField()
void SetSimulatePhysics(bool bSimulate)
BitFieldValue< bool, unsigned __int32 > bLightAttachmentsAsGroup()
long double & LastSubmitTimeField()
static UClass * GetPrivateStaticClass()
FComponentEndCursorOverSignature & OnEndCursorOverField()
bool MoveComponentImpl(FVector *Delta, FQuat *NewRotationQuat, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
static void StaticRegisterNativesUPrimitiveComponent()
BitFieldValue< bool, unsigned __int32 > bPreventDamage()
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnClient()
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
void GetOverlappingActors(TArray< AActor * > *OutOverlappingActors, UClass *ClassFilter)
void OnUpdateTransform(bool bSkipPhysicsMove)
long double & LastRenderTimeField()
float & LastPhysxSleepTimeField()
static void DispatchMouseOverEvents(UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
int & CustomDepthStencilValueField()
BitFieldValue< bool, unsigned __int32 > bRegisteredInternalOctree()
void SetCollisionResponseToAllChannels(ECollisionResponse NewResponse)
BitFieldValue< bool, unsigned __int32 > bNoEncroachCheck_DEPRECATED()
void SetPhysicsAngularVelocity(FVector NewAngVel, bool bAddToCurrent, FName BoneName)
bool HasValidPhysicsState()
BitFieldValue< bool, unsigned __int32 > bUseEditorCompositing()
void SendRenderTransform_Concurrent()
void PutAllRigidBodiesToSleep()
void SetCollisionProfileName(FName InCollisionProfileName)
float GetAngularDamping()
void SetInternalOctreeMask(int InOctreeMask, bool bReregisterWithTree)
void SetCanEverAffectNavigation(bool bRelevant)
TEnumAsByte< enum ECanBeCharacterBase > & CanCharacterStepUpOnField()
FVector * GetPhysicsLinearVelocity(FVector *result, FName BoneName)
FBodyInstance * GetBodyInstance(FName BoneName, bool bGetWelded)
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
ECollisionChannel GetCollisionObjectType()
void OnAttachmentChanged()
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialForce()
void SetAbsoluteMaxDrawScale(bool bInValue)
BitFieldValue< bool, unsigned __int32 > bForceMipStreaming()
FVector * GetComponentVelocity(FVector *result)
void GetLightAndShadowMapMemoryUsage(int *OutNum, int *OutMax)
bool AreSymmetricRotations(FQuat *A, FQuat *B, FVector *Scale3D)
bool NeedsLoadForServer()
void AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName)
void DispatchBlockingHit(AActor *Owner, FHitResult *BlockingHit)
void PostDuplicate(bool bDuplicateForPIE)
BitFieldValue< bool, unsigned __int32 > bAllowCullDistanceVolume()
BitFieldValue< bool, unsigned __int32 > bCastHiddenShadow()
float CalculateMass(FName __formal)
void SetAllPhysicsPosition(FVector NewPos)
BitFieldValue< bool, unsigned __int32 > bOnlyOwnerSee()
bool AreAllCollideableDescendantsRelative(bool bAllowCachedValue)
void OnComponentCollisionSettingsChanged()
BitFieldValue< bool, unsigned __int32 > bCastInsetShadow()
float & LpvBiasMultiplierField()
bool & bIsProxyMeshParentField()
BitFieldValue< bool, unsigned __int32 > bCastFarShadow()
BitFieldValue< bool, unsigned __int32 > bForceDynamicPhysics()
void SetPhysMaterialOverride(UPhysicalMaterial *NewPhysMaterial)
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEvents()
void InitSweepCollisionParams(FCollisionQueryParams *OutParams, FCollisionResponseParams *OutResponseParam)
static void DispatchTouchOverEvents(ETouchIndex::Type FingerIndex, UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
BitFieldValue< bool, unsigned __int32 > bUseAbsoluteMaxDrawDisatance()
bool NeedsLoadForClient()
void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
long double & LastRenderTimeIgnoreShadowField()
int & TranslucencySortPriorityField()
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
BitFieldValue< bool, unsigned __int32 > bReceivesDecals()
unsigned int & GameThread_OverlapIndexMaskField()
void SyncComponentToRBPhysics()
FComponentBeginCursorOverSignature & OnBeginCursorOverField()
BitFieldValue< bool, unsigned __int32 > CastShadow()
BitFieldValue< bool, unsigned __int32 > bCheckAsyncSceneOnMove()
BitFieldValue< bool, unsigned __int32 > bOwnerNoSee()
void SetCollisionResponseToChannel(ECollisionChannel Channel, ECollisionResponse NewResponse)
bool IsOverlappingActor(AActor *Other)
bool CanEditSimulatePhysics()
bool ShouldCreatePhysicsState()
void CreateRenderState_Concurrent()
bool ShouldComponentAddToScene()
BitFieldValue< bool, unsigned __int32 > bLightAsIfStatic()
void UpdatePhysicsVolume(bool bTriggerNotifiers)
static UClass * StaticClass()
bool InternalSetWorldLocationAndRotation(FVector NewLocation, FQuat *RotationQuat, bool bNoPhysics)
void UpdateChildTransforms()
FVector * GetSocketLocation(FVector *result, FName SocketName)
BitFieldValue< bool, unsigned __int32 > bAbsoluteScale()
BitFieldValue< bool, unsigned __int32 > bShouldUpdatePhysicsVolume()
void AddLocalOffset(FVector DeltaLocation, bool bSweep)
bool IsAnySimulatingPhysics()
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren)
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
BitFieldValue< bool, unsigned __int32 > bAllowActorUpdateCallback()
BitFieldValue< bool, unsigned __int32 > bIgnoreParentTransformUpdate()
unsigned __int64 GetAttachParent()
void PropagateTransformUpdate(bool bTransformChanged, bool bSkipPhysicsMove)
FVector & RelativeScale3DField()
FVector * GetComponentVelocity(FVector *result)
void SetHiddenInGame(bool NewHiddenGame, bool bPropagateToChildren)
USceneComponent * NetOldAttachParentField()
void DetachFromParent(bool bMaintainWorldPosition)
void SetWorldLocationAndRotationNoPhysics(FVector *NewLocation, FRotator *NewRotation)
void SetWorldScale3D(FVector NewScale)
BitFieldValue< bool, unsigned __int32 > bRequiresCustomLocation()
FBoxSphereBounds * GetPlacementExtent(FBoxSphereBounds *result)
void StopSound(USoundBase *SoundToStop, float FadeOutTime)
BitFieldValue< bool, unsigned __int32 > bClientSyncAlwaysUpdatePhysicsCollision()
void ResetRelativeTransform()
void CalcBoundingCylinder(float *CylinderRadius, float *CylinderHalfHeight)
void SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep)
void OnChildAttached(USceneComponent *ChildComponent)
FVector & ComponentVelocityField()
BitFieldValue< bool, unsigned __int32 > bWorldToComponentUpdated()
BitFieldValue< bool, unsigned __int32 > bHiddenInGame()
FVector * GetRightVector(FVector *result)
FRotator & RelativeRotationField()
FTransform & ComponentToWorldField()
void AddWorldTransform(FTransform *DeltaTransform, bool bSweep)
FTransform * GetSocketTransform(FTransform *result, FName SocketName, ERelativeTransformSpace TransformSpace)
FTransform * CalcNewComponentToWorld(FTransform *result, FTransform *NewRelativeTransform, USceneComponent *Parent)
void Serialize(FArchive *Ar)
void SetRelativeLocationAndRotation(FVector NewLocation, FQuat *NewRotation, bool bSweep)
TArray< FName > * GetAllSocketNames(TArray< FName > *result)
BitFieldValue< bool, unsigned __int32 > bUpdateChildOverlaps()
bool MoveComponentImpl(FVector *Delta, FQuat *NewRotation, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
void AttachTo(USceneComponent *Parent, FName InSocketName, EAttachLocation::Type AttachType, bool bWeldSimulatedBodies)
void GetSocketWorldLocationAndRotation(FName InSocketName, FVector *OutLocation, FRotator *OutRotation)
BitFieldValue< bool, unsigned __int32 > bUseAttachParentBound()
BitFieldValue< bool, unsigned __int32 > bAbsoluteTranslation_DEPRECATED()
TEnumAsByte< enum EComponentMobility::Type > & MobilityField()
void SetWorldRotation(FQuat *NewRotation, bool bSweep)
void SetWorldLocation(FVector NewLocation, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bAbsoluteRotation()
AActor * GetAttachmentRootActor()
void AppendDescendants(TArray< USceneComponent * > *Children)
FVector * GetUpVector(FVector *result)
FVector * GetMeshScaleMultiplier(FVector *result)
FRotator * GetSocketRotation(FRotator *result, FName SocketName)
FCollisionResponseContainer * GetCollisionResponseToChannels()
FQuat * GetSocketQuaternion(FQuat *result, FName SocketName)
TEnumAsByte< enum EDetailMode > & DetailModeField()
void SetRelativeScale3D(FVector NewScale3D)
void SetMobility(EComponentMobility::Type NewMobility)
void SetWorldTransform(FTransform *NewTransform, bool bSweep)
void GetChildrenComponents(bool bIncludeAllDescendants, TArray< USceneComponent * > *Children)
void AddLocalTransform(FTransform *DeltaTransform, bool bSweep)
FName & NetOldAttachSocketNameField()
FTransform * GetRelativeTransform(FTransform *result)
void UpdateComponentToWorldWithParent(USceneComponent *Parent, bool bSkipPhysicsMove, FQuat *RelativeRotationQuat)
FTransform * GetBaseToWorldTransform(FTransform *result)
FVector & RelativeLocationField()
TArray< USceneComponent * > AttachChildrenField()
FVector * GetWorldLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bAbsoluteLocation()
void PostInterpChange(UProperty *PropertyThatChanged)
void SetRelativeTransform(FTransform *NewTransform, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bAttachedSoundsForceHighPriority()
FName & AttachSocketNameField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & NetUpdateTransformField()
BitFieldValue< bool, unsigned __int32 > bBoundsChangeTriggersStreamingDataRebuild()
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
FBoxSphereBounds & BoundsField()
void AddLocalRotation(FRotator DeltaRotation, bool bSweep)
static void StaticRegisterNativesUSceneComponent()
FVector * GetForwardVector(FVector *result)
USceneComponent * AttachParentField()
void SetWorldLocationAndRotation(FVector NewLocation, FQuat *NewRotation, bool bSweep)
int & AttachmentChangedIncrementerField()
void UpdateComponentToWorld(bool bSkipPhysicsMove)
FVector * GetCustomLocation(FVector *result)
bool IsCollisionEnabled()
BitFieldValue< bool, unsigned __int32 > bVisible()
BitFieldValue< bool, unsigned __int32 > bDrawOnlyIfSelected()
UMaterialInterface * ShapeMaterialField()
BitFieldValue< bool, unsigned __int32 > bShouldCollideWhenPlacing()
bool ShouldCollideWhenPlacing()
void LevelUp(FName statName, int numLevels)
void DefeatAllBosses(int playerID)
void Broadcast(FString *MessageText)
void BanPlayer(FString PlayerSteamName)
void SetTargetPlayerBodyVal(int BodyValIndex, float BodyVal)
void OpenMap(FString *MapName)
void ShowTutorial(int TutorialIndex, bool bForceDisplay)
void ForcePlayerToJoinTribe(__int64 PlayerID, FString TribeName)
void HiWarp(FString *ClassName, int Index)
void SPI(float X, float Y, float Z, float Yaw, float Pitch)
void ShowMessageOfTheDay()
static void GiveAllItemsInSet(AShooterPlayerController *Controller, TArray< FItemCount > *Items)
void ReassertColorization()
void ReportLeastSpawnManagers()
static UClass * StaticClass()
void JoinTribe(__int64 PlayerID, int TribeTeamID)
AShooterPlayerController * MyPCField()
void GiveItemNum(int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetTimeOfDay(FString *timeString)
void ServerChatToPlayer(FString *PlayerName, FString *MessageText)
void GMSummon(FString *ClassName, int Level)
void ForcePlayerToJoinTargetTribe(__int64 PlayerID)
static void StaticRegisterNativesUShooterCheatManager()
void SetDifficultyValue(float Value)
void AddHexagons(float HowMuch)
void ServerChatTo(FString *SteamID, FString *MessageText)
void TakeTribe(int TribeTeamID)
void PlayerCommand(FString *TheCommand)
void DebugCompanionReactions()
void SetInfiniteStats(bool bInfinite)
void DestroyTribeId(int TribeTeamID)
void SendDataDogMetric(FString msg)
void SetChatLogMaxAgeInDays(int NumDays)
void VerifyTransferInventory()
void KickPlayer(FString PlayerSteamName)
void Dino(FName CheatName)
void DestroyTribeIdPlayers(int TribeTeamID)
void TestSteamRefreshItems()
void GiveEngramsTekOnly()
void SetTargetPlayerColorVal(int ColorValIndex, float ColorVal)
void SetImprintQuality(float ImprintQuality)
void DinoSet(FName CheatName, float Value)
void AddExperienceToTarget(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
void TeleportToPlayerName(FString *PlayerName)
void MoveTargetTo(float x, float y, float z)
void SetGraphicsQuality(int val)
void EnableCheats(FString pass)
void ToggleClawStepping()
void GiveItem(FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetHeadHairstyle(int hairStyleIndex)
void GiveExpToPlayer(__int64 PlayerID, float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
void SetPlayerPos(float X, float Y, float Z)
bool SetCreativeModeOnPawn(AShooterCharacter *Pawn, bool bCreativeMode)
void SpawnActorTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset)
void GiveDinoSet(FName Tier, int NumDinos)
void RenameTribeID(int TribeID, FString *NewName)
void RainCritters(int NumberActors, float SpreadAmount, float ZOffset)
bool & bIsRCONCheatManagerField()
void DestroyTribeIdDinos(int TribeTeamID)
void SetInstantHarvest(bool bEnable)
void DebugAllowVRMissionTeleport()
void ShowActiveMissions()
void AddExperience(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
void SetFacialHairstyle(int hairStyleIndex)
void ForceTribes(FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
void DisallowPlayerToJoinNoCheck(FString *SteamId)
void AddItemToAllClustersInventory(FString UserId, int MasterIndexNum)
void DebugMyTargetPrint(AActor *actor)
void LevelUpInternal(APrimalCharacter *character, FName statName, int numLevels)
TArray< TSubclassOf< AMissionType > > * FuzzyMissionSearch(TArray< TSubclassOf< AMissionType > > *result, FString *MissionTag)
void LessThan(int TribeTeamID, int Connections, bool includeContainers)
void GiveTekEngramsTo(__int64 PlayerID, FName *blueprintPath)
void ReportSpawnManagers()
void GiveToMeAOE(float Radius)
void KillAOETribe(FName Category, float Radius, int TribeID)
void RenameTribe(FString *TribeName, FString *NewName)
void HideTutorial(int TutorialInde)
void ForcePlayerToJoinTribeId(__int64 PlayerID, int TribeTeamID)
void SetMyTargetSleeping(bool bIsSleeping)
void ScriptCommand(FString *commandString)
void SpawnDino(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int DinoLevel)
void RenamePlayer(FString *PlayerName, FString *NewName)
void RenamePlayerId(int PlayerID, FString *NewName)
void SpawnSetupDino(FString *DinoBlueprintPath, FString *SaddleBlueprintPath, float SaddleQuality, int DinoLevel, FString *DinoStats, float SpawnDistance, float YOffset, float ZOffset)
void GiveAllExplorerNotes()
void TeleportToActiveHorde(int EventIndex)
void TeleportPlayerNameToMe(FString *PlayerName)
void UnbanPlayer(FString PlayerSteamName)
void TP(FString LocationName)
void DumpAssetProperties(FString *Asset)
void StartMission(FName MissionTag)
void KillPlayer(__int64 PlayerID)
void ForceEnableMeshCheckingOnMe(bool bEnableChecking)
void GiveItemSet(FName Tier)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void GiveExplorerNote(int NoteIndex)
void OnToggleInGameMenu()
void TribeDinoAudit(int TribeTeamID)
void DebugCompanionAsyncLoadedFiles()
void RainDanger(int NumberActors, float SpreadAmount, float ZOffset)
void ForceStartMission(FName MissionTag)
void Mission(FName CheatName, float Value)
void GiveItemNumToPlayer(int playerID, int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void SetShowAllPlayers(bool bEnable)
void TribeStructureAudit(int TribeTeamID)
void ForceCompleteActiveMission(FString *MissionStateSimValues)
void TPCoords(float lat, float lon, float z)
void GiveCreativeModeToTarget()
void TeleportToActorLocation(FString *ActorName)
void GameCommand(FString *TheCommand)
void SetDebugMeleeAttacks(bool bDebugMelee, const float drawDuration)
void SDF(FName *DinoBlueprintPath, bool bIsTamed)
void SetHeadHairPercent(float thePercent)
void GCMP(__int64 PlayerID)
void SetTargetDinoColor(int ColorRegion, int ColorID)
void HibernationReport(FString *ClassName)
void DestroyTribeStructuresLessThan(int TribeTeamID, int Connections, bool includeContainers)
void SetFacialHairPercent(float thePercent)
void psc(FString *command)
void SetImprintedPlayer(FString NewImprinterName, int NewImprinterPlayerDataID)
void DestroyTribePlayers()
void GiveArmorSet(FName Tier, FName QualityName)
void ResetLiveTuningOverloads()
void LevelUpAOE(FName statName, float Radius, int numLevels)
void SetTamingEffectivenessModifier(float TamingEffectiveness)
void GetPlayerIDForSteamID(int SteamID)
void GiveItemToPlayer(int playerID, FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void TPName(FString *PlayerName)
void IsUndermesh(const float debugDrawSeconds)
void SaveWorldDisableTransfer()
void SetNetworkTime(float NewTime)
void RainDinosHelper(TArray< FString > *dinoRefs, int NumberActors, float SpreadAmount, float ZOffset)
void ForceUpdateDynamicConfig()
void GFI(FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void ForceGiveBuff(FName *BuffBlueprintPath, bool bEnable)
void AddEquipmentDurability(const float durability)
void SetGodMode(bool bEnable)
void SpawnExactDino(FString *DinoBlueprintPath, FString *SaddleBlueprintPath, float SaddleQuality, int BaseLevel, int ExtraLevels, FString *BaseStats, FString *AddedStats, FString *DinoName, char Cloned, char Neutered, FString *TamedOn, FString *UploadedFrom, FString *ImprinterName, int ImprinterPlayerID, float ImprintQuality, FString *Colors, __int64 DinoID, __int64 Exp, float SpawnDistance, float YOffset, float ZOffset)
void TeleportToPlayer(__int64 PlayerID)
void DefeatBoss(int playerID, FName bossName, char difficulty)
void PrintMessageOut(FString *Msg)
void AllowPlayerToJoinNoCheck(FString *SteamId)
void VisualizeClass(FString *ClassIn, int MaxTotal)
void SetStatOnTarget(FName StatName, float value)
void DestroyTribeStructures()
void ForceTameAOE(float Radius)
void GiveCreativeModeToPlayer(__int64 PlayerID)
void TransferImprints(int oldPlayerId, int newPlayerId, FString NewImprinterName)
void SetGlobalPause(bool bIsPaused)
void DestroyActors(FString *ClassName)
void StartNearestHorde(FName HordeType, int DifficultyLevel)
void SpawnActor(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset)
void SpawnActorSpreadTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void RegrowFoliage(float Radius)
void ClearPlayerInventory(int playerID, bool bClearInventory, bool bClearSlotItems, bool bClearEquippedItems)
void KillAOE(FName Category, float Radius)
void MaxAscend(int playerID)
void DestroyWildDinoClasses(FString *ClassName)
void RainDinos(int NumberActors, float SpreadAmount, float ZOffset)
void DestroyTribeIdStructures(int TribeTeamID)
void LevelUpTarget(FName StatName, int NumLevels)
void Summon(FString *ClassName)
void ServerChat(FString *MessageText)
AActor * DoSummon(FString *ClassName)
void LvlUp(__int64 PlayerID, __int16 Level)
void SetPlayerLevel(__int64 PlayerID, __int16 Level)
void GiveExpToTarget(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
static float QualityNameToFloat(FName QualityName)
void GetSteamIDForPlayerID(int PlayerID)
AShooterPlayerController * FindPlayerControllerFromPlayerID(__int64 PlayerID)
void TribeMessage(int TribeTeamID, FString Message)
void SummonTamed(FString *ClassName)
void GiveInfiniteStatsToTarget()
void GiveWeaponSet(FName Tier, FName QualityName)
void PrintActorLocation(FString *ActorName)
void SetActiveMissionDebugFlags(int DebugFlags)
void GetTribeIdPlayerList(int TribeID)
void ToggleDamageNumbers()
void DebugMyTargetFromLocation(FVector *spectatorLocation, FRotator *rotator)
FString * ListBuffs(FString *result, APrimalCharacter *target)
void SpawnActorSpread(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void DestroyFoliage(float Radius)
void SetBabyAge(float AgeValue)
void EnemyInVisible(bool Invisible)
APrimalDinoCharacter * SpawnSetupDinoInternal(FDinoSetup *DinoSetup, FRotator *SpawnRot)
void ListActiveHordeEvents()
void ToggleDamageLogging()
void SetMessageOfTheDay(FString *Message)
void UnlockEngram(FString *ItemClassName)
void TeleportPlayerIDToMe(__int64 PlayerID)
float & ForceUpdateValuesTimeLimitField()
bool & bMovedLastFrameField()
float & ComponentMassScaleField()
int & NumNonZeroLODsField()
int & LastIKCalculationFrameField()
FVector & TwoLegVirtualHitLocationWSField()
FVector & RootBoneTranslationField()
int & RootBodyIndexField()
TArray< FBodyInstance * > & BodiesField()
float & IkGroundPlaneInterpSpeedField()
TArray< unsigned short > & RequiredBonesField()
float & RootPitchRotationLimitField()
float & BoneModifiersLegLengthPercentageField()
FVector & IkRootLocationOffsetField()
float & IkInterpSpeedUpField()
FRotator & RootRotationOffsetField()
float & IkRootAdjustmentHeightCSField()
float & FeetAlignmentLimitField()
long double & IKFirstFrozenUpdatedTimeField()
float & IkFeetAlignmentInterpSpeedField()
FRotator & InterpolatedRootRotationField()
TArray< FTransform > & CachedLocalAtomsField()
float & GlobalAnimRateScaleField()
float & DinoIKAnimationLegZOffsetingMultiplierField()
float & MinAngularDampingField()
float & MatchSlopeRotationSpeedField()
long double & LastIkUpdateTimeField()
FVector & TwoLegVirtualHitLocationWSTargetField()
float & IkRootWorldOffsetInterpSpeedUpField()
FVector & LineCheckBoundsScaleField()
float & TeleportDistanceThresholdField()
FVector & LastIKPositionField()
float & ClothBlendWeightField()
long double & ForceIkUpdateTimeField()
float & DinoIKSlopeMatchingRootHeightOffsetField()
float & MinHitNormalZForFeetAlignmentField()
FQuat & CurrentGroundSlopeField()
float & TeleportRotationThresholdField()
FRotator & IkRootRotationOffsetField()
FVector & CachedTwoLegVirtualHitLocationWSField()
float & IkFabrikInterpSpeedField()
FVector & CachedTwoLegVirtualHitLocationCSField()
float & IkRootOffsetInterpSpeedField()
bool & bNeedsUpdateToCachedLegInfosField()
float & LegLimitRatioFromCylinderHeightField()
long double & TimeToStopUpdatingLegCachesField()
float & IkRootOffsetInterpSpeedUpField()
long double & LastMeshGameplayRelevantTimeField()
FVector & TwoLegVirtualHitLocationCSField()
float & IkInterpSpeedField()
float & IkRootWorldOffsetInterpSpeedField()
float & DistanceFromGroundToStartIKField()
float & DistanceFromGroundToStartIKBiasField()
TArray< FTransform > & LocalAtomsField()
TEnumAsByte< enum ECollisionEnabled::Type > & PreSleepingKinematicsCollisionTypeField()
float & RootRollRotationLimitField()
float & DinoIKDelayedTraceFreezeDurationMultiplierField()
float & MinLinearDampingField()
long double & LastIKFrozenStartTimeField()
float & RootOffsetField()
FVector & InterpolatedRootLocationField()
TArray< float > & OriginalBonesOffsetsField()
bool & bUsingFrozenIKField()
FVector & CurrentSkeletonUpDirField()
TArray< FTransform > & CachedSpaceBasesField()
int & MaxIterationsField()
void UpdateOverlaps(TArray< FOverlapInfo > *PendingOverlaps, bool bDoNotifies, TArray< FOverlapInfo > *OverlapsAtEndLocation)
bool IsBoneHiddenByName(FName BoneName)
bool ShouldUpdateBoneVisibility()
void GetUsedMaterials(TArray< UMaterialInterface * > *OutMaterials)
void RebuildVisibilityArray()
TArray< int > & MasterBoneMapField()
bool AllocateTransformData()
int & PredictedLODLevelField()
void UnHideBoneByName(FName BoneName)
int & ForcedLodModelField()
float & ShadowedRecentlyRenderedBoundsScaleMultiplierField()
void TransformToBoneSpace(FName BoneName, FVector InPosition, FRotator InRotation, FVector *OutPosition, FRotator *OutRotation)
bool & bCachedLocalBoundsUpToDateField()
void ComputeSkinnedPositions(TArray< FVector > *OutPositions)
FBoxSphereBounds & CachedLocalBoundsField()
TArray< FName > * GetAllSocketNames(TArray< FName > *result)
float & ForceTickPoseWithinRangeSquaredField()
bool DoesSocketExist(FName InSocketName)
void AnimUpdateRateTick()
bool & bDisplayDebugUpdateRateOptimizationsField()
void CreateRenderState_Concurrent()
FQuat * GetBoneQuaternion(FQuat *result, FName BoneName, int Space)
FColor * GetVertexColor(FColor *result, int VertexIndex)
int GetBoneIndex(FName BoneName)
void DestroyRenderState_Concurrent()
float & StreamingDistanceMultiplierField()
char & CustomSortAlternateIndexModeField()
FTransform * GetSocketTransform(FTransform *result, FName InSocketName, ERelativeTransformSpace TransformSpace)
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
void InvalidateCachedBounds()
bool IsBoneHidden(int BoneIndex)
FTransform * GetBoneTransform(FTransform *result, int BoneIdx)
FVector * GetSkinnedVertexPosition(FVector *result, int VertexIndex)
void DeallocateTransformData()
void SendRenderDynamicData_Concurrent()
bool & bEnableUpdateRateOptimizationsField()
FString * GetDetailedInfoInternal(FString *result)
void UpdateMasterBoneMap()
bool ShouldUpdateTransform(bool bLODHasChanged)
TArray< unsigned char > & BoneVisibilityStatesField()
TArray< FTransform > & SpaceBasesField()
FColor & WireframeColorField()
bool & bPoseTickedField()
void AnimUpdateRateSetParams(const bool *bRecentlyRendered, const float *MaxDistanceFactor, const bool *bPlayingRootMotion)
void UnHideBone(int BoneIndex)
FName * GetBoneName(FName *result, int BoneIndex)
void Serialize(FArchive *Ar)
void RefreshSlaveComponents()
float & MaxDistanceFactorField()
FVector * GetBoneLocation(FVector *result, FName BoneName, int Space)
FName * FindClosestBone(FName *result, FVector TestLocation, FVector *BoneLocation, float IgnoreScale)
FBoxSphereBounds * CalcMeshBound(FBoxSphereBounds *result, FVector *RootOffset, bool UsePhysicsAsset, FTransform *LocalToWorld)
float & SkippedTickDeltaTimeField()
int & OldPredictedLODLevelField()
void SetMasterPoseComponent(USkinnedMeshComponent *NewMasterBoneComponent)
float & ProgressiveDrawingFractionField()
void TransformFromBoneSpace(FName BoneName, FVector InPosition, FRotator InRotation, FVector *OutPosition, FRotator *OutRotation)
bool AreSymmetricRotations(FQuat *A, FQuat *B, FVector *Scale3D)
void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps)
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
void CalcBoundingCylinder(float *CylinderRadius, float *CylinderHalfHeight)
static void StaticRegisterNativesUSphereComponent()
bool SetStaticMesh(UStaticMesh *NewMesh)
int & SubDivisionStepSizeField()
static UClass * StaticClass()
void GetEstimatedLightMapResolution(int *Width, int *Height)
float & StreamingDistanceMultiplierField()
void GetLightAndShadowMapMemoryUsage(int *LightMapMemoryUsage, int *ShadowMapMemoryUsage)
bool GetEstimatedLightAndShadowMapMemoryUsage(int *TextureLightMapMemoryUsage, int *TextureShadowMapMemoryUsage, int *VertexLightMapMemoryUsage, int *VertexShadowMapMemoryUsage, int *StaticLightingResolution, bool *bIsUsingTextureMapping, bool *bHasLightmapTexCoords)
FName * GetComponentInstanceDataType(FName *result)
int & LandscapeInfoMaskField()
bool UsesTextureLightmaps(int InWidth, int InHeight)
bool AreNativePropertiesIdenticalTo(UObject *Other)
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
int & OverriddenLightMapResField()
void GetTextureLightAndShadowMapMemoryUsage(int InWidth, int InHeight, int *OutLightMapMemoryUsage, int *OutShadowMapMemoryUsage)
bool GetLightMapResolution(int *Width, int *Height)
bool & bOverrideWireframeColorField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void SetLODDataCount(const unsigned int MinSize, const unsigned int MaxSize)
bool SetStaticLightingMapping(bool bTextureMapping, int ResolutionToUse)
void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
void ExportCustomProperties(FOutputDevice *Out, unsigned int Indent)
FString * GetDetailedInfoInternal(FString *result)
bool HasLightmapTextureCoordinates()
bool HasValidSettingsForStaticLighting()
TArray< FName > * GetAllSocketNames(TArray< FName > *result)
bool UsesOnlyUnlitMaterials()
UStaticMesh * StaticMeshField()
FColor & WireframeColorOverrideField()
float GetEmissiveBoost(int ElementIndex)
void GetLocalBounds(FVector *Min, FVector *Max)
UStaticMeshSocket * GetSocketByName(FName InSocketName)
bool GetShadowIndirectOnly()
bool CanEditSimulatePhysics()
float GetDiffuseBoost(int ElementIndex)
bool DoesSocketExist(FName InSocketName)
FTransform * GetSocketTransform(FTransform *result, FName InSocketName, ERelativeTransformSpace TransformSpace)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool ShouldRecreateProxyOnUpdateTransform()
void Serialize(FArchive *Ar)
TArray< FGuid > & IrrelevantLightsField()
void GetUsedMaterials(TArray< UMaterialInterface * > *OutMaterials)
FBoxSphereBounds * GetBounds(FBoxSphereBounds *result)
TArray< UStaticMeshSocket * > & SocketsField()
FGuid & LightingGuidField()
int & LightMapCoordinateIndexField()
int & LightMapResolutionField()
unsigned int & HighResSourceMeshCRCField()
FString & HighResSourceMeshNameField()
float GetStreamingTextureFactor(int RequestedUVIndex)
void RemoveUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)
bool IsReadyForFinishDestroy()
bool ContainsPhysicsTriMeshData(bool bInUseAllTriData)
float & LpvBiasMultiplierField()
TArray< UMaterialInterface *, FDefaultAllocator > & MaterialsField()
long double Dyn_GetLastRenderTime()
void Dyn_SetStreaming(bool bShouldStream)
bool & bStreamInStateField()
long double & LastRenderTimeField()
long double & LastStreamChangeCallField()
float & DistanceFieldRuntimeQualityField()
float & ClosestDistanceField()
UAssetUserData * GetAssetUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)
bool & bStreamInRequestField()
float Dyn_GetSizePriority()
int & CurrentStreamedInSizeField()
TArray< UAssetUserData * > & AssetUserDataField()
unsigned __int64 & RequestLoadField()
void AddAssetUserData(UAssetUserData *InUserData)
unsigned int & StreamDistanceFrameField()
float & StreamingDistanceMultiplierField()
void ResetStreamingState()
void Serialize(FArchive *Ar)
FString * GetDesc(FString *result)
void SetLODStreaming(long double CurrentAppTime)
int & ElementToIgnoreForTexFactorField()
void EnforceLightmapRestrictions()
bool HasValidRenderData()
int Dyn_GetStreamingSize()
FRotator & RelativeRotationField()
FVector & RelativeLocationField()
FName & SocketNameField()
FVector & RelativeScaleField()
bool GetSocketTransform(FTransform *OutTransform, UStaticMeshComponent *MeshComp)