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); }