104 int&
CustomDataField() {
return *GetNativePointerField<
int*>(
this,
"UActorComponent.CustomData"); }
139 void PostRename(UObject* OldOuter, FName OldName) { NativeCall<
void, UObject*, FName>(
this,
"UActorComponent.PostRename", OldOuter, OldName); }
140 AActor*
GetOwner() {
return NativeCall<AActor*>(
this,
"UActorComponent.GetOwner"); }
142 bool ComponentHasTag(FName Tag) {
return NativeCall<
bool, FName>(
this,
"UActorComponent.ComponentHasTag", Tag); }
144 void BeginDestroy() { NativeCall<
void>(
this,
"UActorComponent.BeginDestroy"); }
147 void OnRegister() { NativeCall<
void>(
this,
"UActorComponent.OnRegister"); }
150 void SetComponentTickEnabled(
bool bEnabled) { NativeCall<
void,
bool>(
this,
"UActorComponent.SetComponentTickEnabled", bEnabled); }
152 void RegisterComponentTickFunctions(
bool bRegister,
bool bSaveAndRestoreComponentTickState) { NativeCall<
void,
bool,
bool>(
this,
"UActorComponent.RegisterComponentTickFunctions", bRegister, bSaveAndRestoreComponentTickState); }
169 void RecreatePhysicsState(
bool bRestoreBoneTransforms) { NativeCall<
void,
bool>(
this,
"UActorComponent.RecreatePhysicsState", bRestoreBoneTransforms); }
170 void AddTickPrerequisiteActor(AActor* PrerequisiteActor) { NativeCall<
void, AActor*>(
this,
"UActorComponent.AddTickPrerequisiteActor", PrerequisiteActor); }
172 void RemoveTickPrerequisiteActor(AActor* PrerequisiteActor) { NativeCall<
void, AActor*>(
this,
"UActorComponent.RemoveTickPrerequisiteActor", PrerequisiteActor); }
178 void Activate(
bool bReset) { NativeCall<
void,
bool>(
this,
"UActorComponent.Activate", bReset); }
179 void Deactivate() { NativeCall<
void>(
this,
"UActorComponent.Deactivate"); }
180 bool ShouldActivate() {
return NativeCall<
bool>(
this,
"UActorComponent.ShouldActivate"); }
181 void SetActive(
bool bNewActive,
bool bReset) { NativeCall<
void,
bool,
bool>(
this,
"UActorComponent.SetActive", bNewActive, bReset); }
182 void ToggleActive() { NativeCall<
void>(
this,
"UActorComponent.ToggleActive"); }
183 bool IsActive() {
return NativeCall<
bool>(
this,
"UActorComponent.IsActive"); }
185 UAssetUserData*
GetAssetUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass) {
return NativeCall<UAssetUserData*, TSubclassOf<UAssetUserData>>(
this,
"UActorComponent.GetAssetUserDataOfClass", InUserDataClass); }
186 void RemoveUserDataOfClass(TSubclassOf<UAssetUserData> InUserDataClass) { NativeCall<
void, TSubclassOf<UAssetUserData>>(
this,
"UActorComponent.RemoveUserDataOfClass", InUserDataClass); }
190 void SetIsReplicated(
bool ShouldReplicate) { NativeCall<
void,
bool>(
this,
"UActorComponent.SetIsReplicated", ShouldReplicate); }
191 bool GetIsReplicated() {
return NativeCall<
bool>(
this,
"UActorComponent.GetIsReplicated"); }
192 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"UActorComponent.GetLifetimeReplicatedProps", OutLifetimeProps); }
215 TArray<
TEnumAsByte<
enum EPrimalEquipmentType::Type>>&
EquippableItemTypesField() {
return *GetNativePointerField<TArray<TEnumAsByte<
enum EPrimalEquipmentType::Type>>*>(
this,
"UPrimalInventoryComponent.EquippableItemTypes"); }
216 float&
CraftingItemSpeedField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalInventoryComponent.CraftingItemSpeed"); }
219 int&
MaxInventoryItemsField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalInventoryComponent.MaxInventoryItems"); }
220 float&
MaxInventoryWeightField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalInventoryComponent.MaxInventoryWeight"); }
222 int&
NumSlotsField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalInventoryComponent.NumSlots"); }
241 TArray<
unsigned char>&
DefaultEngramsField() {
return *GetNativePointerField<TArray<
unsigned char>*>(
this,
"UPrimalInventoryComponent.DefaultEngrams"); }
242 TArray<
unsigned char>&
DefaultEngrams2Field() {
return *GetNativePointerField<TArray<
unsigned char>*>(
this,
"UPrimalInventoryComponent.DefaultEngrams2"); }
243 TArray<
unsigned char>&
DefaultEngrams3Field() {
return *GetNativePointerField<TArray<
unsigned char>*>(
this,
"UPrimalInventoryComponent.DefaultEngrams3"); }
244 TArray<
unsigned char>&
DefaultEngrams4Field() {
return *GetNativePointerField<TArray<
unsigned char>*>(
this,
"UPrimalInventoryComponent.DefaultEngrams4"); }
261 bool&
bHasBeenRegisteredField() {
return *GetNativePointerField<
bool*>(
this,
"UPrimalInventoryComponent.bHasBeenRegistered"); }
264 int&
InvUpdatedFrameField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalInventoryComponent.InvUpdatedFrame"); }
269 float&
MinItemSetsField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalInventoryComponent.MinItemSets"); }
270 float&
MaxItemSetsField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalInventoryComponent.MaxItemSets"); }
271 float&
NumItemSetsPowerField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalInventoryComponent.NumItemSetsPower"); }
394 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"UPrimalInventoryComponent.StaticClass"); }
395 void OnRegister() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.OnRegister"); }
396 bool CanEquipItems() {
return NativeCall<
bool>(
this,
"UPrimalInventoryComponent.CanEquipItems"); }
397 bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType) {
return NativeCall<
bool, EPrimalEquipmentType::Type>(
this,
"UPrimalInventoryComponent.AllowEquippingItemType", equipmentType); }
398 bool CanEquipItem(UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.CanEquipItem", anItem); }
399 bool CanInventoryItems() {
return NativeCall<
bool>(
this,
"UPrimalInventoryComponent.CanInventoryItems"); }
400 bool CanInventoryItem(UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.CanInventoryItem", anItem); }
401 bool AllowAddInventoryItem(UPrimalItem* anItem,
int* requestedQuantity,
bool OnlyAddAll) {
return NativeCall<
bool, UPrimalItem*,
int*,
bool>(
this,
"UPrimalInventoryComponent.AllowAddInventoryItem", anItem, requestedQuantity, OnlyAddAll); }
402 UPrimalItem*
AddItem(
FItemNetInfo*
theItemInfo,
bool bEquipItem,
bool AddToSlot,
bool bDontStack,
FItemNetID*
InventoryInsertAfterItemID,
bool ShowHUDNotification,
bool bDontRecalcSpoilingTime,
bool bForceIncompleteStacking,
AShooterCharacter*
OwnerPlayer,
bool bIgnoreAbsoluteMaxInventory) {
return NativeCall<UPrimalItem*, FItemNetInfo*,
bool,
bool,
bool, FItemNetID*,
bool,
bool,
bool, AShooterCharacter*,
bool>(
this,
"UPrimalInventoryComponent.AddItem", theItemInfo, bEquipItem, AddToSlot, bDontStack, InventoryInsertAfterItemID, ShowHUDNotification, bDontRecalcSpoilingTime, bForceIncompleteStacking, OwnerPlayer, bIgnoreAbsoluteMaxInventory); }
404 void NotifyItemAdded(UPrimalItem* theItem,
bool bEquippedItem) { NativeCall<
void, UPrimalItem*,
bool>(
this,
"UPrimalInventoryComponent.NotifyItemAdded", theItem, bEquippedItem); }
405 void NotifyArkItemAdded() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.NotifyArkItemAdded"); }
406 void NotifyItemRemoved(UPrimalItem* theItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.NotifyItemRemoved", theItem); }
407 void RemoveItemSpoilingTimer(UPrimalItem* theItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.RemoveItemSpoilingTimer", theItem); }
409 bool RemoveItem(
FItemNetID* itemID,
bool bDoDrop,
bool bSecondryAction,
bool bForceRemoval,
bool showHUDMessage) {
return NativeCall<
bool,
FItemNetID*,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.RemoveItem", itemID, bDoDrop, bSecondryAction, bForceRemoval, showHUDMessage); }
410 ADroppedItem*
EjectItem(
FItemNetID*
itemID,
bool bPreventImpule,
bool bForceEject,
bool bSetItemLocation,
FVector*
LocationOverride,
bool showHUDMessage,
TSubclassOf<
ADroppedItem>
TheDroppedTemplateOverride,
bool bAssignToTribeForPickup,
int AssignedTribeID) {
return NativeCall<ADroppedItem*, FItemNetID*,
bool,
bool,
bool, FVector*,
bool, TSubclassOf<ADroppedItem>,
bool,
int>(
this,
"UPrimalInventoryComponent.EjectItem", itemID, bPreventImpule, bForceEject, bSetItemLocation, LocationOverride, showHUDMessage, TheDroppedTemplateOverride, bAssignToTribeForPickup, AssignedTribeID); }
412 void DropItem(FItemNetInfo* theInfo,
bool bOverrideSpawnTransform, FVector* LocationOverride, FRotator* RotationOverride,
bool bPreventDropImpulse,
bool bThrow,
bool bSecondryAction,
bool bSetItemDropLocation) { NativeCall<
void, FItemNetInfo*,
bool, FVector*, FRotator*,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.DropItem", theInfo, bOverrideSpawnTransform, LocationOverride, RotationOverride, bPreventDropImpulse, bThrow, bSecondryAction, bSetItemDropLocation); }
413 static ADroppedItem*
StaticDropNewItem(
AActor*
forActor,
TSubclassOf<
UPrimalItem>
AnItemClass,
float ItemQuality,
bool bForceNoBlueprint,
int QuantityOverride,
bool bForceBlueprint,
TSubclassOf<
ADroppedItem>
TheDroppedTemplateOverride,
FRotator*
DroppedRotationOffset,
bool bOverrideSpawnTransform,
FVector*
LocationOverride,
FRotator*
RotationOverride,
bool bPreventDropImpulse,
bool bThrow,
bool bSecondaryAction,
bool bSetItemDropLocation,
UStaticMesh*
DroppedMeshOverride,
FVector DroppedScaleOverride,
UMaterialInterface*
DroppedMaterialOverride,
float DroppedLifeSpanOverride) {
return NativeCall<ADroppedItem*, AActor*, TSubclassOf<UPrimalItem>,
float,
bool,
int,
bool, TSubclassOf<ADroppedItem>, FRotator*,
bool, FVector*, FRotator*,
bool,
bool,
bool,
bool, UStaticMesh*, FVector, UMaterialInterface*,
float>(
nullptr,
"UPrimalInventoryComponent.StaticDropNewItem", forActor, AnItemClass, ItemQuality, bForceNoBlueprint, QuantityOverride, bForceBlueprint, TheDroppedTemplateOverride, DroppedRotationOffset, bOverrideSpawnTransform, LocationOverride, RotationOverride, bPreventDropImpulse, bThrow, bSecondaryAction, bSetItemDropLocation, DroppedMeshOverride, DroppedScaleOverride, DroppedMaterialOverride, DroppedLifeSpanOverride); }
414 static ADroppedItem*
StaticDropNewItemWithInfo(
AActor*
forActor,
FItemNetInfo*
ItemInfo,
TSubclassOf<
ADroppedItem>
TheDroppedTemplateOverride,
FRotator*
DroppedRotationOffset,
bool bOverrideSpawnTransform,
FVector*
LocationOverride,
FRotator*
RotationOverride,
bool bPreventDropImpulse,
bool bThrow,
bool bSecondaryAction,
bool bSetItemDropLocation,
UStaticMesh*
DroppedMeshOverride,
FVector DroppedScaleOverride,
UMaterialInterface*
DroppedMaterialOverride,
float DroppedLifeSpanOverride) {
return NativeCall<ADroppedItem*, AActor*, FItemNetInfo*, TSubclassOf<ADroppedItem>, FRotator*,
bool, FVector*, FRotator*,
bool,
bool,
bool,
bool, UStaticMesh*, FVector, UMaterialInterface*,
float>(
nullptr,
"UPrimalInventoryComponent.StaticDropNewItemWithInfo", forActor, ItemInfo, TheDroppedTemplateOverride, DroppedRotationOffset, bOverrideSpawnTransform, LocationOverride, RotationOverride, bPreventDropImpulse, bThrow, bSecondaryAction, bSetItemDropLocation, DroppedMeshOverride, DroppedScaleOverride, DroppedMaterialOverride, DroppedLifeSpanOverride); }
415 static ADroppedItem*
StaticDropItem(
AActor*
forActor,
FItemNetInfo*
theInfo,
TSubclassOf<
ADroppedItem>
TheDroppedTemplateOverride,
FRotator*
DroppedRotationOffset,
bool bOverrideSpawnTransform,
FVector*
LocationOverride,
FRotator*
RotationOverride,
bool bPreventDropImpulse,
bool bThrow,
bool bSecondryAction,
bool bSetItemDropLocation,
UStaticMesh*
DroppedMeshOverride,
FVector*
DroppedScaleOverride,
UMaterialInterface*
DroppedMaterialOverride,
float DroppedLifeSpanOverride) {
return NativeCall<ADroppedItem*, AActor*, FItemNetInfo*, TSubclassOf<ADroppedItem>, FRotator*,
bool, FVector*, FRotator*,
bool,
bool,
bool,
bool, UStaticMesh*, FVector*, UMaterialInterface*,
float>(
nullptr,
"UPrimalInventoryComponent.StaticDropItem", forActor, theInfo, TheDroppedTemplateOverride, DroppedRotationOffset, bOverrideSpawnTransform, LocationOverride, RotationOverride, bPreventDropImpulse, bThrow, bSecondryAction, bSetItemDropLocation, DroppedMeshOverride, DroppedScaleOverride, DroppedMaterialOverride, DroppedLifeSpanOverride); }
417 void InventoryViewersPlayLocalSound(USoundBase* aSound,
bool bAttach) { NativeCall<
void, USoundBase*,
bool>(
this,
"UPrimalInventoryComponent.InventoryViewersPlayLocalSound", aSound, bAttach); }
418 void InventoryViewersStopLocalSound(USoundBase* aSound) { NativeCall<
void, USoundBase*>(
this,
"UPrimalInventoryComponent.InventoryViewersStopLocalSound", aSound); }
419 void UpdateNetWeaponClipAmmo(UPrimalItem* anItem,
int ammo) { NativeCall<
void, UPrimalItem*,
int>(
this,
"UPrimalInventoryComponent.UpdateNetWeaponClipAmmo", anItem, ammo); }
420 void NotifyClientsItemStatus(UPrimalItem* anItem,
bool bEquippedItem,
bool bRemovedItem,
bool bOnlyUpdateQuantity,
bool bOnlyUpdateDurability,
bool bOnlyNotifyItemSwap, UPrimalItem* anItem2,
FItemNetID* InventoryInsertAfterItemID,
bool bUsedItem,
bool bNotifyCraftQueue,
bool ShowHUDNotification) { NativeCall<
void, UPrimalItem*,
bool,
bool,
bool,
bool,
bool, UPrimalItem*, FItemNetID*,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.NotifyClientsItemStatus", anItem, bEquippedItem, bRemovedItem, bOnlyUpdateQuantity, bOnlyUpdateDurability, bOnlyNotifyItemSwap, anItem2, InventoryInsertAfterItemID, bUsedItem, bNotifyCraftQueue, ShowHUDNotification); }
421 void NotifyClientsDurabilityChange(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.NotifyClientsDurabilityChange", anItem); }
422 void NotifyClientItemArkTributeStatusChanged(UPrimalItem* anItem,
bool bRemoved,
bool bFromLoad) { NativeCall<
void, UPrimalItem*,
bool,
bool>(
this,
"UPrimalInventoryComponent.NotifyClientItemArkTributeStatusChanged", anItem, bRemoved, bFromLoad); }
423 void ServerRequestItems(AShooterPlayerController* forPC,
bool bEquippedItems,
bool bIsFirstSpawn) { NativeCall<
void, AShooterPlayerController*,
bool,
bool>(
this,
"UPrimalInventoryComponent.ServerRequestItems", forPC, bEquippedItems, bIsFirstSpawn); }
424 void ClientStartReceivingItems(
bool bEquippedItems) { NativeCall<
void,
bool>(
this,
"UPrimalInventoryComponent.ClientStartReceivingItems", bEquippedItems); }
425 void ClientFinishReceivingItems(
bool bEquippedItems) { NativeCall<
void,
bool>(
this,
"UPrimalInventoryComponent.ClientFinishReceivingItems", bEquippedItems); }
428 UPrimalItem*
FindItem(
FItemNetID*
ItemID,
bool bEquippedItems,
bool bAllItems,
int*
itemIdx) {
return NativeCall<UPrimalItem*, FItemNetID*,
bool,
bool,
int*>(
this,
"UPrimalInventoryComponent.FindItem", ItemID, bEquippedItems, bAllItems, itemIdx); }
429 void GiveInitialItems(
bool SkipEngrams) { NativeCall<
void,
bool>(
this,
"UPrimalInventoryComponent.GiveInitialItems", SkipEngrams); }
434 void SetEquippedItemsOwnerNoSee(
bool bNewOwnerNoSee,
bool bForceHideFirstPerson) { NativeCall<
void,
bool,
bool>(
this,
"UPrimalInventoryComponent.SetEquippedItemsOwnerNoSee", bNewOwnerNoSee, bForceHideFirstPerson); }
435 bool RemoteInventoryAllowViewing(AShooterPlayerController* PC,
float MaxAllowedDistanceOffset) {
return NativeCall<
bool, AShooterPlayerController*,
float>(
this,
"UPrimalInventoryComponent.RemoteInventoryAllowViewing", PC, MaxAllowedDistanceOffset); }
436 bool RemoteInventoryAllowAddItems(AShooterPlayerController* PC, UPrimalItem* anItem,
int* anItemQuantityOverride,
bool bRequestedByPlayer) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*,
int*,
bool>(
this,
"UPrimalInventoryComponent.RemoteInventoryAllowAddItems", PC, anItem, anItemQuantityOverride, bRequestedByPlayer); }
437 bool RemoteInventoryAllowRemoveItems(AShooterPlayerController* PC, UPrimalItem* anItemToTransfer,
int* requestedQuantity,
bool bRequestedByPlayer,
bool bRequestDropping) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*,
int*,
bool,
bool>(
this,
"UPrimalInventoryComponent.RemoteInventoryAllowRemoveItems", PC, anItemToTransfer, requestedQuantity, bRequestedByPlayer, bRequestDropping); }
438 bool RemoteInventoryAllowCraftingItems(AShooterPlayerController* PC,
bool bIgnoreEnabled) {
return NativeCall<
bool, AShooterPlayerController*,
bool>(
this,
"UPrimalInventoryComponent.RemoteInventoryAllowCraftingItems", PC, bIgnoreEnabled); }
439 bool RemoteInventoryAllowRepairingItems(AShooterPlayerController* PC,
bool bIgnoreEnabled) {
return NativeCall<
bool, AShooterPlayerController*,
bool>(
this,
"UPrimalInventoryComponent.RemoteInventoryAllowRepairingItems", PC, bIgnoreEnabled); }
441 void ServerViewRemoteInventory(AShooterPlayerController* ByPC) { NativeCall<
void, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.ServerViewRemoteInventory", ByPC); }
442 void ServerCloseRemoteInventory(AShooterPlayerController* ByPC) { NativeCall<
void, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.ServerCloseRemoteInventory", ByPC); }
445 void SwapCustomFolder(FString CFolder1, FString CFolder2,
int DataListType) { NativeCall<
void, FString, FString,
int>(
this,
"UPrimalInventoryComponent.SwapCustomFolder", CFolder1, CFolder2, DataListType); }
446 bool AddToFolders(TArray<FString>* FoldersFound, UPrimalItem* anItem) {
return NativeCall<
bool, TArray<FString>*, UPrimalItem*>(
this,
"UPrimalInventoryComponent.AddToFolders", FoldersFound, anItem); }
447 UObject*
GetObjectW() {
return NativeCall<UObject*>(
this,
"UPrimalInventoryComponent.GetObjectW"); }
449 int GetFirstUnoccupiedSlot(AShooterPlayerState* forPlayerState, UPrimalItem* forItem) {
return NativeCall<
int, AShooterPlayerState*, UPrimalItem*>(
this,
"UPrimalInventoryComponent.GetFirstUnoccupiedSlot", forPlayerState, forItem); }
450 void ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer* Container,
FItemNetID NoteToConsume, TSubclassOf<UPrimalItem> RecipeItemTemplate, FString* CustomName, FString* CustomDescription, TArray<FColor>* CustomColors, TArray<FCraftingResourceRequirement>* CustomRequirements) { NativeCall<
void, APrimalStructureItemContainer*, FItemNetID, TSubclassOf<UPrimalItem>, FString*, FString*, TArray<FColor>*, TArray<FCraftingResourceRequirement>*>(
this,
"UPrimalInventoryComponent.ServerMakeRecipeItem_Implementation", Container, NoteToConsume, RecipeItemTemplate, CustomName, CustomDescription, CustomColors, CustomRequirements); }
455 int IncrementItemTemplateQuantity(TSubclassOf<UPrimalItem> ItemTemplate,
int amount,
bool bReplicateToClient,
bool bIsBlueprint, UPrimalItem** UseSpecificItem, UPrimalItem** IncrementedItem,
bool bRequireExactClassMatch,
bool bIsCraftingResourceConsumption,
bool bIsFromUseConsumption,
bool bIsArkTributeItem,
bool ShowHUDNotification,
bool bDontRecalcSpoilingTime,
bool bDontExceedMaxItems) {
return NativeCall<
int, TSubclassOf<UPrimalItem>,
int,
bool,
bool, UPrimalItem**, UPrimalItem**,
bool,
bool,
bool,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.IncrementItemTemplateQuantity", ItemTemplate, amount, bReplicateToClient, bIsBlueprint, UseSpecificItem, IncrementedItem, bRequireExactClassMatch, bIsCraftingResourceConsumption, bIsFromUseConsumption, bIsArkTributeItem, ShowHUDNotification, bDontRecalcSpoilingTime, bDontExceedMaxItems); }
456 bool IncrementArkTributeItemQuantity(UPrimalItem* NewItem, UPrimalItem** IncrementedItem) {
return NativeCall<
bool, UPrimalItem*, UPrimalItem**>(
this,
"UPrimalInventoryComponent.IncrementArkTributeItemQuantity", NewItem, IncrementedItem); }
457 UPrimalItem*
GetItemOfTemplate(
TSubclassOf<
UPrimalItem>
ItemTemplate,
bool bOnlyInventoryItems,
bool bOnlyEquippedItems,
bool IgnoreItemsWithFullQuantity,
bool bFavorSlotItems,
bool bIsBlueprint,
UPrimalItem*
CheckCanStackWithItem,
bool bRequiresExactClassMatch,
int*
CheckCanStackWithItemQuantityOverride,
bool bIgnoreSlotItems,
bool bOnlyArkTributeItems,
bool bPreferEngram,
bool bIsForCraftingConsumption) {
return NativeCall<UPrimalItem*, TSubclassOf<UPrimalItem>,
bool,
bool,
bool,
bool,
bool, UPrimalItem*,
bool,
int*,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.GetItemOfTemplate", ItemTemplate, bOnlyInventoryItems, bOnlyEquippedItems, IgnoreItemsWithFullQuantity, bFavorSlotItems, bIsBlueprint, CheckCanStackWithItem, bRequiresExactClassMatch, CheckCanStackWithItemQuantityOverride, bIgnoreSlotItems, bOnlyArkTributeItems, bPreferEngram, bIsForCraftingConsumption); }
458 TArray<
UPrimalItem*>*
FindAllItemsOfType(
TArray<
UPrimalItem*>*
result,
TSubclassOf<
UPrimalItem>
ItemTemplate,
bool bRequiresExactClassMatch,
bool bIncludeInventoryItems,
bool bIncludeEquippedItems,
bool bIncludeArkTributeItems,
bool bIncludeSlotItems,
bool bIncludeBlueprints,
bool bIncludeEngrams) {
return NativeCall<TArray<UPrimalItem*>*, TArray<UPrimalItem*>*, TSubclassOf<UPrimalItem>,
bool,
bool,
bool,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.FindAllItemsOfType", result, ItemTemplate, bRequiresExactClassMatch, bIncludeInventoryItems, bIncludeEquippedItems, bIncludeArkTributeItems, bIncludeSlotItems, bIncludeBlueprints, bIncludeEngrams); }
459 int GetCraftQueueResourceCost(TSubclassOf<UPrimalItem> ItemTemplate, UPrimalItem* IgnoreFirstItem) {
return NativeCall<
int, TSubclassOf<UPrimalItem>, UPrimalItem*>(
this,
"UPrimalInventoryComponent.GetCraftQueueResourceCost", ItemTemplate, IgnoreFirstItem); }
460 int GetItemTemplateQuantity(TSubclassOf<UPrimalItem> ItemTemplate, UPrimalItem* IgnoreItem,
bool bIgnoreBlueprints,
bool bCheckValidForCrafting,
bool bRequireExactClassMatch,
bool bForceCheckForDupes) {
return NativeCall<
int, TSubclassOf<UPrimalItem>, UPrimalItem*,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.GetItemTemplateQuantity", ItemTemplate, IgnoreItem, bIgnoreBlueprints, bCheckValidForCrafting, bRequireExactClassMatch, bForceCheckForDupes); }
461 float GetTotalDurabilityOfTemplate(TSubclassOf<UPrimalItem> ItemTemplate) {
return NativeCall<
float, TSubclassOf<UPrimalItem>>(
this,
"UPrimalInventoryComponent.GetTotalDurabilityOfTemplate", ItemTemplate); }
462 void LocalUseItemSlot(
int slotIndex,
bool bForceCraft) { NativeCall<
void,
int,
bool>(
this,
"UPrimalInventoryComponent.LocalUseItemSlot", slotIndex, bForceCraft); }
464 float GetTotalEquippedItemStat(EPrimalItemStat::Type statType) {
return NativeCall<
float, EPrimalItemStat::Type>(
this,
"UPrimalInventoryComponent.GetTotalEquippedItemStat", statType); }
465 float GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType) {
return NativeCall<
float, EPrimalEquipmentType::Type>(
this,
"UPrimalInventoryComponent.GetEquippedArmorRating", equipmentType); }
466 void ConsumeArmorDurability(
float ConsumptionAmount,
bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType) { NativeCall<
void,
float,
bool, EPrimalEquipmentType::Type>(
this,
"UPrimalInventoryComponent.ConsumeArmorDurability", ConsumptionAmount, bAllArmorTypes, SpecificArmorType); }
467 void ServerCraftItem(
FItemNetID* itemID, AShooterPlayerController* ByPC) { NativeCall<
void, FItemNetID*, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.ServerCraftItem", itemID, ByPC); }
468 void AddToCraftQueue(UPrimalItem* anItem, AShooterPlayerController* ByPC,
bool bIsRepair,
bool bRepairIgnoreInventoryRequirement,
float RepairPercentage,
float RepairSpeedMultiplier) { NativeCall<
void, UPrimalItem*, AShooterPlayerController*,
bool,
bool,
float,
float>(
this,
"UPrimalInventoryComponent.AddToCraftQueue", anItem, ByPC, bIsRepair, bRepairIgnoreInventoryRequirement, RepairPercentage, RepairSpeedMultiplier); }
469 void ClearCraftQueue(
bool bForceClearActiveCraftRepair) { NativeCall<
void,
bool>(
this,
"UPrimalInventoryComponent.ClearCraftQueue", bForceClearActiveCraftRepair); }
470 void ServerRepairItem(
FItemNetID* itemID, AShooterPlayerController* ByPC,
bool bRepairIgnoreInventoryRequirement,
float RepairPercentage,
float RepairSpeedMultiplier) { NativeCall<
void, FItemNetID*, AShooterPlayerController*,
bool,
float,
float>(
this,
"UPrimalInventoryComponent.ServerRepairItem", itemID, ByPC, bRepairIgnoreInventoryRequirement, RepairPercentage, RepairSpeedMultiplier); }
471 void ServerUseInventoryItem(
FItemNetID* itemID, AShooterPlayerController* ByPC) { NativeCall<
void, FItemNetID*, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.ServerUseInventoryItem", itemID, ByPC); }
474 void AddItemCrafting(UPrimalItem* craftingItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.AddItemCrafting", craftingItem); }
475 void RemoveItemCrafting(UPrimalItem* craftingItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.RemoveItemCrafting", craftingItem); }
477 void TickCraftQueue(
float DeltaTime, AShooterGameState* theGameState) { NativeCall<
void,
float, AShooterGameState*>(
this,
"UPrimalInventoryComponent.TickCraftQueue", DeltaTime, theGameState); }
478 float GetCraftingSpeed() {
return NativeCall<
float>(
this,
"UPrimalInventoryComponent.GetCraftingSpeed"); }
480 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"UPrimalInventoryComponent.GetLifetimeReplicatedProps", OutLifetimeProps); }
481 bool AllowOwnerStasis() {
return NativeCall<
bool>(
this,
"UPrimalInventoryComponent.AllowOwnerStasis"); }
482 bool IsLocal() {
return NativeCall<
bool>(
this,
"UPrimalInventoryComponent.IsLocal"); }
483 bool IsLocalToPlayer(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.IsLocalToPlayer", ForPC); }
484 int GetMaxInventoryItems(
bool bIgnoreHiddenDefaultInventory) {
return NativeCall<
int,
bool>(
this,
"UPrimalInventoryComponent.GetMaxInventoryItems", bIgnoreHiddenDefaultInventory); }
486 void Unstasised() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.Unstasised"); }
488 bool IsCraftingAllowed(UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.IsCraftingAllowed", anItem); }
489 void SetCraftingEnabled(
bool bEnable) { NativeCall<
void,
bool>(
this,
"UPrimalInventoryComponent.SetCraftingEnabled", bEnable); }
490 bool IsRepairingAllowed() {
return NativeCall<
bool>(
this,
"UPrimalInventoryComponent.IsRepairingAllowed"); }
491 float GetInventoryWeight() {
return NativeCall<
float>(
this,
"UPrimalInventoryComponent.GetInventoryWeight"); }
494 void GrindItem(
FItemNetID ItemID,
const bool grindStack, AShooterPlayerController* PC) { NativeCall<
void, FItemNetID,
const bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.GrindItem", ItemID, grindStack, PC); }
495 void OnGrindItem() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.OnGrindItem"); }
497 void RemoteDeleteCustomFolder(FString* CFolderName,
int InventoryCompType) { NativeCall<
void, FString*,
int>(
this,
"UPrimalInventoryComponent.RemoteDeleteCustomFolder", CFolderName, InventoryCompType); }
498 void RemoteAddItemToCustomFolder(FString* CFolderName,
int InventoryCompType,
FItemNetID ItemId) { NativeCall<
void, FString*,
int, FItemNetID>(
this,
"UPrimalInventoryComponent.RemoteAddItemToCustomFolder", CFolderName, InventoryCompType, ItemId); }
499 void RemoteDeleteItemFromCustomFolder(AShooterPlayerController* PC, FString* CFolderName,
int InventoryCompType,
FItemNetID ItemId) { NativeCall<
void, AShooterPlayerController*, FString*,
int, FItemNetID>(
this,
"UPrimalInventoryComponent.RemoteDeleteItemFromCustomFolder", PC, CFolderName, InventoryCompType, ItemId); }
502 void ClientMultiUse(APlayerController* ForPC,
int UseIndex,
int hitBodyIndex) { NativeCall<
void, APlayerController*,
int,
int>(
this,
"UPrimalInventoryComponent.ClientMultiUse", ForPC, UseIndex, hitBodyIndex); }
503 bool TryMultiUse(APlayerController* ForPC,
int UseIndex,
int hitBodyIndex) {
return NativeCall<
bool, APlayerController*,
int,
int>(
this,
"UPrimalInventoryComponent.TryMultiUse", ForPC, UseIndex, hitBodyIndex); }
504 void GetGrinderSettings_Implementation(
int* MaxQuantityToGrind,
float* GrindGiveItemsPercent,
int* MaxItemsToGivePerGrind) { NativeCall<
void,
int*,
float*,
int*>(
this,
"UPrimalInventoryComponent.GetGrinderSettings_Implementation", MaxQuantityToGrind, GrindGiveItemsPercent, MaxItemsToGivePerGrind); }
505 bool IsAllowedInventoryAccess(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"UPrimalInventoryComponent.IsAllowedInventoryAccess", ForPC); }
506 void ActivePlayerInventoryTick(
float DeltaTime) { NativeCall<
void,
float>(
this,
"UPrimalInventoryComponent.ActivePlayerInventoryTick", DeltaTime); }
507 void InventoryRefresh() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.InventoryRefresh"); }
509 void NotifyCraftingItemConsumption(TSubclassOf<UPrimalItem> ItemTemplate,
int amount) { NativeCall<
void, TSubclassOf<UPrimalItem>,
int>(
this,
"UPrimalInventoryComponent.NotifyCraftingItemConsumption", ItemTemplate, amount); }
510 float GetSpoilingTimeMultiplier(UPrimalItem* anItem) {
return NativeCall<
float, UPrimalItem*>(
this,
"UPrimalInventoryComponent.GetSpoilingTimeMultiplier", anItem); }
511 long double GetLatestItemClassUseTime(TSubclassOf<UPrimalItem> ItemClass) {
return NativeCall<
long double, TSubclassOf<UPrimalItem>>(
this,
"UPrimalInventoryComponent.GetLatestItemClassUseTime", ItemClass); }
512 void UsedItem(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.UsedItem", anItem); }
513 void RegisterComponentTickFunctions(
bool bRegister,
bool bSaveAndRestoreComponentTickState) { NativeCall<
void,
bool,
bool>(
this,
"UPrimalInventoryComponent.RegisterComponentTickFunctions", bRegister, bSaveAndRestoreComponentTickState); }
514 void UpdatedCraftQueue() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.UpdatedCraftQueue"); }
515 void LoadedFromSaveGame() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.LoadedFromSaveGame"); }
517 bool IsOwnedByPlayer() {
return NativeCall<
bool>(
this,
"UPrimalInventoryComponent.IsOwnedByPlayer"); }
518 void OwnerDied() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.OwnerDied"); }
519 bool DropInventoryDeposit(
long double DestroyAtTime,
bool bDoPreventSendingData,
bool bIgnorEquippedItems, TSubclassOf<APrimalStructureItemContainer> OverrideInventoryDepositClass, APrimalStructureItemContainer* CopyStructureValues, APrimalStructureItemContainer** DepositStructureResult, AActor* GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter,
unsigned __int64 DeathCacheCharacterID,
float DropInventoryOnGroundTraceDistance,
bool bForceDrop,
int OverrideMaxItemsDropped,
bool bOverrideDepositLocation, FVector* DepositLocationOverride,
bool bForceLocation) {
return NativeCall<
bool,
long double,
bool,
bool, TSubclassOf<APrimalStructureItemContainer>, APrimalStructureItemContainer*, APrimalStructureItemContainer**, AActor*, FString, FString,
unsigned __int64,
float,
bool,
int,
bool, FVector*,
bool>(
this,
"UPrimalInventoryComponent.DropInventoryDeposit", DestroyAtTime, bDoPreventSendingData, bIgnorEquippedItems, OverrideInventoryDepositClass, CopyStructureValues, DepositStructureResult, GroundIgnoreActor, CurrentCustomFolderFilter, CurrentNameFilter, DeathCacheCharacterID, DropInventoryOnGroundTraceDistance, bForceDrop, OverrideMaxItemsDropped, bOverrideDepositLocation, DepositLocationOverride, bForceLocation); }
520 bool DropNotReadyInventoryDeposit(
long double DestroyAtTime) {
return NativeCall<
bool,
long double>(
this,
"UPrimalInventoryComponent.DropNotReadyInventoryDeposit", DestroyAtTime); }
521 bool GetGroundLocation(FVector* theGroundLoc, FVector* OffsetUp, FVector* OffsetDown, APrimalStructure** LandedOnStructure, AActor* IgnoreActor,
bool bCheckAnyStationary, UPrimitiveComponent** LandedOnComponent,
bool bUseInputGroundLocAsBase) {
return NativeCall<
bool, FVector*, FVector*, FVector*, APrimalStructure**, AActor*,
bool, UPrimitiveComponent**,
bool>(
this,
"UPrimalInventoryComponent.GetGroundLocation", theGroundLoc, OffsetUp, OffsetDown, LandedOnStructure, IgnoreActor, bCheckAnyStationary, LandedOnComponent, bUseInputGroundLocAsBase); }
523 void NotifyCraftedItem(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.NotifyCraftedItem", anItem); }
524 bool GenerateCrateItems(
float MinQualityMultiplier,
float MaxQualityMultiplier,
int NumPasses,
float QuantityMultiplier,
float SetPowerWeight,
float MaxItemDifficultyClamp) {
return NativeCall<
bool,
float,
float,
int,
float,
float,
float>(
this,
"UPrimalInventoryComponent.GenerateCrateItems", MinQualityMultiplier, MaxQualityMultiplier, NumPasses, QuantityMultiplier, SetPowerWeight, MaxItemDifficultyClamp); }
525 bool GenerateCustomCrateItems(TSubclassOf<UObject> SourceClass, TArray<FSupplyCrateItemSet> CustomItemSets,
float CustomMinItemSets,
float CustomMaxItemSets,
float CustomNumItemSetsPower,
bool bCustomSetsRandomWithoutReplacement, TArray<UPrimalItem*>* GeneratedItems,
float MinQualityMultiplier,
float MaxQualityMultiplier,
int NumPasses,
float QuantityMultiplier,
float SetPowerWeight,
float MaxItemDifficultyClamp,
bool bIsMissionReward) {
return NativeCall<
bool, TSubclassOf<UObject>, TArray<FSupplyCrateItemSet>,
float,
float,
float,
bool, TArray<UPrimalItem*>*,
float,
float,
int,
float,
float,
float,
bool>(
this,
"UPrimalInventoryComponent.GenerateCustomCrateItems", SourceClass, CustomItemSets, CustomMinItemSets, CustomMaxItemSets, CustomNumItemSetsPower, bCustomSetsRandomWithoutReplacement, GeneratedItems, MinQualityMultiplier, MaxQualityMultiplier, NumPasses, QuantityMultiplier, SetPowerWeight, MaxItemDifficultyClamp, bIsMissionReward); }
529 void CheckReplenishSlotIndex(
int slotIndex, TSubclassOf<UPrimalItem> ClassCheckOverride) { NativeCall<
void,
int, TSubclassOf<UPrimalItem>>(
this,
"UPrimalInventoryComponent.CheckReplenishSlotIndex", slotIndex, ClassCheckOverride); }
530 void OnArkTributeItemsRemoved(
bool Success, TArray<FItemNetInfo>* RemovedItems, TArray<FItemNetInfo>* NotFoundItems,
int FailureResponseCode, FString* FailureResponseMessage,
bool bAllowForcedItemDownload) { NativeCall<
void,
bool, TArray<FItemNetInfo>*, TArray<FItemNetInfo>*,
int, FString*,
bool>(
this,
"UPrimalInventoryComponent.OnArkTributeItemsRemoved", Success, RemovedItems, NotFoundItems, FailureResponseCode, FailureResponseMessage, bAllowForcedItemDownload); }
532 void OnArkTributeItemsAdded(
bool Success, TArray<FItemNetInfo>* AddedItems) { NativeCall<
void,
bool, TArray<FItemNetInfo>*>(
this,
"UPrimalInventoryComponent.OnArkTributeItemsAdded", Success, AddedItems); }
534 bool ServerAddToArkTributeInventory(
FItemNetID* itemID, TArray<
unsigned __int64> SteamItemUserIds, FItemNetInfo* AlternateItemInfo) {
return NativeCall<
bool, FItemNetID*, TArray<
unsigned __int64>, FItemNetInfo*>(
this,
"UPrimalInventoryComponent.ServerAddToArkTributeInventory", itemID, SteamItemUserIds, AlternateItemInfo); }
537 void RequestAddArkTributeItem(FItemNetInfo* theItemInfo,
bool bFromLoad) { NativeCall<
void, FItemNetInfo*,
bool>(
this,
"UPrimalInventoryComponent.RequestAddArkTributeItem", theItemInfo, bFromLoad); }
538 void AddArkTributeItem(FItemNetInfo* theItemInfo,
bool bFromLoad) { NativeCall<
void, FItemNetInfo*,
bool>(
this,
"UPrimalInventoryComponent.AddArkTributeItem", theItemInfo, bFromLoad); }
539 void LoadArkTriuteItems(TArray<FItemNetInfo>* ItemInfos,
bool bClear,
bool bFinalBatch) { NativeCall<
void, TArray<FItemNetInfo>*,
bool,
bool>(
this,
"UPrimalInventoryComponent.LoadArkTriuteItems", ItemInfos, bClear, bFinalBatch); }
541 void NotifyItemQuantityUpdated(UPrimalItem* anItem,
int amount) { NativeCall<
void, UPrimalItem*,
int>(
this,
"UPrimalInventoryComponent.NotifyItemQuantityUpdated", anItem, amount); }
542 bool IsServerCustomFolder(
int InventoryCompType) {
return NativeCall<
bool,
int>(
this,
"UPrimalInventoryComponent.IsServerCustomFolder", InventoryCompType); }
543 void AddCustomFolder(FString CFolder,
int InventoryCompType) { NativeCall<
void, FString,
int>(
this,
"UPrimalInventoryComponent.AddCustomFolder", CFolder, InventoryCompType); }
544 void RemoveCustomFolder(AShooterPlayerController* PC, FString FolderName,
int InventoryCompType) { NativeCall<
void, AShooterPlayerController*, FString,
int>(
this,
"UPrimalInventoryComponent.RemoveCustomFolder", PC, FolderName, InventoryCompType); }
546 void DeleteItemFromCustomFolder(AShooterPlayerController* PC, FString CFolder,
FItemNetID ItemId,
int InventoryCompType) { NativeCall<
void, AShooterPlayerController*, FString, FItemNetID,
int>(
this,
"UPrimalInventoryComponent.DeleteItemFromCustomFolder", PC, CFolder, ItemId, InventoryCompType); }
547 int BPIncrementItemTemplateQuantity(TSubclassOf<UPrimalItem> ItemTemplate,
int amount,
bool bReplicateToClient,
bool bIsBlueprint,
bool bRequireExactClassMatch,
bool bIsCraftingResourceConsumption,
bool bIsFromUseConsumption,
bool bIsArkTributeItem, UPrimalItem* UseSpecificItem,
bool bDontExceedMaxItems) {
return NativeCall<
int, TSubclassOf<UPrimalItem>,
int,
bool,
bool,
bool,
bool,
bool,
bool, UPrimalItem*,
bool>(
this,
"UPrimalInventoryComponent.BPIncrementItemTemplateQuantity", ItemTemplate, amount, bReplicateToClient, bIsBlueprint, bRequireExactClassMatch, bIsCraftingResourceConsumption, bIsFromUseConsumption, bIsArkTributeItem, UseSpecificItem, bDontExceedMaxItems); }
548 UPrimalItem*
BPGetItemOfTemplate(
TSubclassOf<
UPrimalItem>
ItemTemplate,
bool bOnlyInventoryItems,
bool bOnlyEquippedItems,
bool IgnoreItemsWithFullQuantity,
bool bFavorSlotItems,
bool bIsBlueprint,
bool bRequiresExactClassMatch,
bool bIgnoreSlotItems,
bool bOnlyArkItems,
bool bPreferEngram,
bool bIsForCraftingConsumption) {
return NativeCall<UPrimalItem*, TSubclassOf<UPrimalItem>,
bool,
bool,
bool,
bool,
bool,
bool,
bool,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.BPGetItemOfTemplate", ItemTemplate, bOnlyInventoryItems, bOnlyEquippedItems, IgnoreItemsWithFullQuantity, bFavorSlotItems, bIsBlueprint, bRequiresExactClassMatch, bIgnoreSlotItems, bOnlyArkItems, bPreferEngram, bIsForCraftingConsumption); }
549 bool HasItemsEquipped(TArray<TSubclassOf<UPrimalItem>>* ItemTemplates,
bool bRequiresExactClassMatch,
bool bOnlyArkItems,
bool bEnsureAllItems) {
return NativeCall<
bool, TArray<TSubclassOf<UPrimalItem>>*,
bool,
bool,
bool>(
this,
"UPrimalInventoryComponent.HasItemsEquipped", ItemTemplates, bRequiresExactClassMatch, bOnlyArkItems, bEnsureAllItems); }
550 bool OverrideBlueprintCraftingRequirement(TSubclassOf<UPrimalItem> ItemTemplate,
int ItemQuantity) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>,
int>(
this,
"UPrimalInventoryComponent.OverrideBlueprintCraftingRequirement", ItemTemplate, ItemQuantity); }
551 bool AllowBlueprintCraftingRequirement(TSubclassOf<UPrimalItem> ItemTemplate,
int ItemQuantity) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>,
int>(
this,
"UPrimalInventoryComponent.AllowBlueprintCraftingRequirement", ItemTemplate, ItemQuantity); }
552 bool AllowCraftingResourceConsumption(TSubclassOf<UPrimalItem> ItemTemplate,
int ItemQuantity) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>,
int>(
this,
"UPrimalInventoryComponent.AllowCraftingResourceConsumption", ItemTemplate, ItemQuantity); }
555 float GetItemWeightMultiplier(UPrimalItem* anItem) {
return NativeCall<
float, UPrimalItem*>(
this,
"UPrimalInventoryComponent.GetItemWeightMultiplier", anItem); }
557 void BPDropInventoryDeposit(
long double DestroyAtTime,
int OverrideMaxItemsDropped,
bool bOverrideCacheLocation, FVector CacheLocationOverride) { NativeCall<
void,
long double,
int,
bool, FVector>(
this,
"UPrimalInventoryComponent.BPDropInventoryDeposit", DestroyAtTime, OverrideMaxItemsDropped, bOverrideCacheLocation, CacheLocationOverride); }
558 void BPDropForceLocationInventoryDeposit(
long double DestroyAtTime,
int OverrideMaxItemsDropped, FVector CacheLocationOverride,
int DeadPlayerID) { NativeCall<
void,
long double,
int, FVector,
int>(
this,
"UPrimalInventoryComponent.BPDropForceLocationInventoryDeposit", DestroyAtTime, OverrideMaxItemsDropped, CacheLocationOverride, DeadPlayerID); }
559 float OverrideItemMinimumUseInterval(UPrimalItem* theItem) {
return NativeCall<
float, UPrimalItem*>(
this,
"UPrimalInventoryComponent.OverrideItemMinimumUseInterval", theItem); }
561 UPrimalItem*
AddItemObjectEx(
UPrimalItem*
anItem,
bool bEquipItem,
bool AddToSlot,
bool bDontStack,
bool ShowHUDNotification,
bool bDontRecalcSpoilingTime,
bool bForceIncompleteStacking,
AShooterCharacter*
OwnerPlayer,
bool bClampStats,
UPrimalItem*
InsertAfterItem,
bool bInsertAtItemInstead) {
return NativeCall<UPrimalItem*, UPrimalItem*,
bool,
bool,
bool,
bool,
bool,
bool, AShooterCharacter*,
bool, UPrimalItem*,
bool>(
this,
"UPrimalInventoryComponent.AddItemObjectEx", anItem, bEquipItem, AddToSlot, bDontStack, ShowHUDNotification, bDontRecalcSpoilingTime, bForceIncompleteStacking, OwnerPlayer, bClampStats, InsertAfterItem, bInsertAtItemInstead); }
563 bool AllowAddInventoryItem_OnlyAddAll(UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.AllowAddInventoryItem_OnlyAddAll", anItem); }
564 bool AllowAddInventoryItem_MaxQuantity(UPrimalItem* anItem,
const int* requestedQuantityIn,
int* requestedQuantityOut) {
return NativeCall<
bool, UPrimalItem*,
const int*,
int*>(
this,
"UPrimalInventoryComponent.AllowAddInventoryItem_MaxQuantity", anItem, requestedQuantityIn, requestedQuantityOut); }
565 bool AllowAddInventoryItem_AnyQuantity(UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.AllowAddInventoryItem_AnyQuantity", anItem); }
566 bool BPRemoteInventoryAllowAddItems(AShooterPlayerController* PC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryAllowAddItems", PC); }
567 bool BPRemoteInventoryAllowAddItem(AShooterPlayerController* PC, UPrimalItem* anItem) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryAllowAddItem", PC, anItem); }
568 bool BPRemoteInventoryAllowAddItem_SpecificQuantity(AShooterPlayerController* PC, UPrimalItem* anItem,
const int* SpecificQuantityIn,
int* SpecificQuantityOut) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*,
const int*,
int*>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryAllowAddItem_SpecificQuantity", PC, anItem, SpecificQuantityIn, SpecificQuantityOut); }
569 bool IsValidCraftingResource(UPrimalItem* theItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.IsValidCraftingResource", theItem); }
570 void OnComponentCreated() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.OnComponentCreated"); }
571 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"UPrimalInventoryComponent.Serialize", Ar); }
576 void BPAccessedInventory(AShooterPlayerController* ForPC) { NativeCall<
void, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.BPAccessedInventory", ForPC); }
577 bool BPAllowAddInventoryItem(UPrimalItem* Item,
int RequestedQuantity,
bool bOnlyAddAll) {
return NativeCall<
bool, UPrimalItem*,
int,
bool>(
this,
"UPrimalInventoryComponent.BPAllowAddInventoryItem", Item, RequestedQuantity, bOnlyAddAll); }
578 bool BPAllowUseInInventory(UPrimalItem* theItem,
bool bIsRemoteInventory, AShooterPlayerController* ByPC) {
return NativeCall<
bool, UPrimalItem*,
bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.BPAllowUseInInventory", theItem, bIsRemoteInventory, ByPC); }
579 void BPCraftingFinishedNotification(UPrimalItem* itemToBeCrafted) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPCraftingFinishedNotification", itemToBeCrafted); }
580 bool BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController* PC, UPrimalItem* anItem,
int anItemQuantityOverride,
bool bRequestedByPlayer) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*,
int,
bool>(
this,
"UPrimalInventoryComponent.BPCustomRemoteInventoryAllowAddItems", PC, anItem, anItemQuantityOverride, bRequestedByPlayer); }
581 bool BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController* PC, UPrimalItem* anItemToTransfer,
int requestedQuantity,
bool bRequestedByPlayer) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*,
int,
bool>(
this,
"UPrimalInventoryComponent.BPCustomRemoteInventoryAllowRemoveItems", PC, anItemToTransfer, requestedQuantity, bRequestedByPlayer); }
582 void BPGetExtraItemDisplay(
bool* bShowExtraItem, FString* Description, FString* CustomString, UTexture2D** EntryIcon, UMaterialInterface** EntryMaterial) { NativeCall<
void,
bool*, FString*, FString*, UTexture2D**, UMaterialInterface**>(
this,
"UPrimalInventoryComponent.BPGetExtraItemDisplay", bShowExtraItem, Description, CustomString, EntryIcon, EntryMaterial); }
584 void BPInventoryRefresh() { NativeCall<
void>(
this,
"UPrimalInventoryComponent.BPInventoryRefresh"); }
585 bool BPIsCraftingAllowed(UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPIsCraftingAllowed", anItem); }
586 bool BPIsValidCraftingResource(UPrimalItem* theItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPIsValidCraftingResource", theItem); }
587 void BPNotifyItemAdded(UPrimalItem* anItem,
bool bEquipItem) { NativeCall<
void, UPrimalItem*,
bool>(
this,
"UPrimalInventoryComponent.BPNotifyItemAdded", anItem, bEquipItem); }
588 void BPNotifyItemQuantityUpdated(UPrimalItem* anItem,
int amount) { NativeCall<
void, UPrimalItem*,
int>(
this,
"UPrimalInventoryComponent.BPNotifyItemQuantityUpdated", anItem, amount); }
589 void BPNotifyItemRemoved(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPNotifyItemRemoved", anItem); }
590 float BPOverrideItemMinimumUseInterval(UPrimalItem* theItem) {
return NativeCall<
float, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPOverrideItemMinimumUseInterval", theItem); }
593 bool BPPreventEquipItem(UPrimalItem* theItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPPreventEquipItem", theItem); }
594 bool BPPreventEquipItemType(EPrimalEquipmentType::Type equipmentType) {
return NativeCall<
bool, EPrimalEquipmentType::Type>(
this,
"UPrimalInventoryComponent.BPPreventEquipItemType", equipmentType); }
595 bool BPRemoteInventoryAllowCrafting(AShooterPlayerController* PC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryAllowCrafting", PC); }
596 bool BPRemoteInventoryAllowRemoveItems(AShooterPlayerController* PC, UPrimalItem* anItemToTransfer) {
return NativeCall<
bool, AShooterPlayerController*, UPrimalItem*>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryAllowRemoveItems", PC, anItemToTransfer); }
597 bool BPRemoteInventoryAllowViewing(AShooterPlayerController* PC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryAllowViewing", PC); }
598 int BPRemoteInventoryGetMaxVisibleSlots(
int NumItems, AShooterPlayerController* PC,
bool bIsLocal) {
return NativeCall<
int,
int, AShooterPlayerController*,
bool>(
this,
"UPrimalInventoryComponent.BPRemoteInventoryGetMaxVisibleSlots", NumItems, PC, bIsLocal); }
599 void BPRequestedInventoryItems(AShooterPlayerController* forPC) { NativeCall<
void, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.BPRequestedInventoryItems", forPC); }
600 bool CanGrindItem(UPrimalItem* item) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.CanGrindItem", item); }
601 bool CanGrindItems(AShooterPlayerController* PC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"UPrimalInventoryComponent.CanGrindItems", PC); }
602 void ClientItemMessageNotification(
FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType) { NativeCall<
void, FItemNetID, EPrimalItemMessage::Type>(
this,
"UPrimalInventoryComponent.ClientItemMessageNotification", ItemID, ItemMessageType); }
604 void ClientUpdateFreeCraftingMode(
bool bNewFreeCraftingModeValue) { NativeCall<
void,
bool>(
this,
"UPrimalInventoryComponent.ClientUpdateFreeCraftingMode", bNewFreeCraftingModeValue); }
605 void GetGrinderSettings(
int* MaxQuantityToGrind,
float* GrindGiveItemsPercent,
int* MaxItemsToGivePerGrind) { NativeCall<
void,
int*,
float*,
int*>(
this,
"UPrimalInventoryComponent.GetGrinderSettings", MaxQuantityToGrind, GrindGiveItemsPercent, MaxItemsToGivePerGrind); }
606 bool OverrideUseItem(UPrimalItem* theItem) {
return NativeCall<
bool, UPrimalItem*>(
this,
"UPrimalInventoryComponent.OverrideUseItem", theItem); }
609 void ServerMakeRecipeItem(APrimalStructureItemContainer* Container,
FItemNetID NoteToConsume, TSubclassOf<UPrimalItem> RecipeItemTemplate, FString* CustomName, FString* CustomDescription, TArray<FColor>* CustomColors, TArray<FCraftingResourceRequirement>* CustomRequirements) { NativeCall<
void, APrimalStructureItemContainer*, FItemNetID, TSubclassOf<UPrimalItem>, FString*, FString*, TArray<FColor>*, TArray<FCraftingResourceRequirement>*>(
this,
"UPrimalInventoryComponent.ServerMakeRecipeItem", Container, NoteToConsume, RecipeItemTemplate, CustomName, CustomDescription, CustomColors, CustomRequirements); }
627 unsigned int&
ExpirationTimeUTCField() {
return *GetNativePointerField<
unsigned int*>(
this,
"UPrimalItem.ExpirationTimeUTC"); }
643 TEnumAsByte<
enum EPrimalItemType::Type>&
MyItemTypeField() {
return *GetNativePointerField<TEnumAsByte<
enum EPrimalItemType::Type>*>(
this,
"UPrimalItem.MyItemType"); }
644 TEnumAsByte<
enum EPrimalConsumableType::Type>&
MyConsumableTypeField() {
return *GetNativePointerField<TEnumAsByte<
enum EPrimalConsumableType::Type>*>(
this,
"UPrimalItem.MyConsumableType"); }
645 TEnumAsByte<
enum EPrimalEquipmentType::Type>&
MyEquipmentTypeField() {
return *GetNativePointerField<TEnumAsByte<
enum EPrimalEquipmentType::Type>*>(
this,
"UPrimalItem.MyEquipmentType"); }
647 float&
ItemIconScaleField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.ItemIconScale"); }
660 int&
SlotIndexField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalItem.SlotIndex"); }
666 float&
ItemRatingField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.ItemRating"); }
667 unsigned __int16&
CraftQueueField() {
return *GetNativePointerField<
unsigned __int16*>(
this,
"UPrimalItem.CraftQueue"); }
668 float&
CraftingSkillField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.CraftingSkill"); }
702 float&
SpoilingTimeField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.SpoilingTime"); }
705 float&
BaseItemWeightField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.BaseItemWeight"); }
715 float&
ResourceRarityField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.ResourceRarity"); }
721 float&
BaseCraftingXPField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.BaseCraftingXP"); }
727 unsigned int&
WeaponClipAmmoField() {
return *GetNativePointerField<
unsigned int*>(
this,
"UPrimalItem.WeaponClipAmmo"); }
729 long double&
LastTimeToShowInfoField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalItem.LastTimeToShowInfo"); }
730 char&
ItemVersionField() {
return *GetNativePointerField<
char*>(
this,
"UPrimalItem.ItemVersion"); }
731 float&
ItemDurabilityField() {
return *GetNativePointerField<
float*>(
this,
"UPrimalItem.ItemDurability"); }
745 int&
ItemQuantityField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalItem.ItemQuantity"); }
747 TArray<
unsigned __int64>&
SteamItemUserIDsField() {
return *GetNativePointerField<TArray<
unsigned __int64>*>(
this,
"UPrimalItem.SteamItemUserIDs"); }
768 long double&
CreationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalItem.CreationTime"); }
770 long double&
LastUseTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalItem.LastUseTime"); }
771 long double&
LastLocalUseTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalItem.LastLocalUseTime"); }
773 int&
TempSlotIndexField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalItem.TempSlotIndex"); }
782 int&
CropMaxFruitsField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalItem.CropMaxFruits"); }
801 long double&
NextSpoilingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalItem.NextSpoilingTime"); }
802 long double&
LastSpoilingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"UPrimalItem.LastSpoilingTime"); }
826 int&
CustomItemIDField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalItem.CustomItemID"); }
856 int&
CustomFlagsField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalItem.CustomFlags"); }
1068 void InitFromNetInfo(FItemNetInfo* theInfo) { NativeCall<
void, FItemNetInfo*>(
this,
"UPrimalItem.InitFromNetInfo", theInfo); }
1069 UWorld*
GetWorldHelper(UObject* WorldContextObject) {
return NativeCall<UWorld*, UObject*>(
this,
"UPrimalItem.GetWorldHelper", WorldContextObject); }
1070 int GetMaxItemQuantity(UObject* WorldContextObject) {
return NativeCall<
int, UObject*>(
this,
"UPrimalItem.GetMaxItemQuantity", WorldContextObject); }
1071 void AddItemDurability(
float durabilityToAdd) { NativeCall<
void,
float>(
this,
"UPrimalItem.AddItemDurability", durabilityToAdd); }
1072 void InitNewItem(
float ItemQuality,
UPrimalInventoryComponent* toInventory,
float MaxItemDifficultyClamp,
float MinRandomQuality) { NativeCall<
void,
float,
UPrimalInventoryComponent*,
float,
float>(
this,
"UPrimalItem.InitNewItem", ItemQuality, toInventory, MaxItemDifficultyClamp, MinRandomQuality); }
1076 void AddToInventory(
UPrimalInventoryComponent* toInventory,
bool bEquipItem,
bool AddToSlotItems,
FItemNetID* InventoryInsertAfterItemID,
bool ShowHUDNotification,
bool bDontRecalcSpoilingTime,
bool bIgnoreAbsoluteMaxInventory) { NativeCall<
void,
UPrimalInventoryComponent*,
bool,
bool,
FItemNetID*,
bool,
bool,
bool>(
this,
"UPrimalItem.AddToInventory", toInventory, bEquipItem, AddToSlotItems, InventoryInsertAfterItemID, ShowHUDNotification, bDontRecalcSpoilingTime, bIgnoreAbsoluteMaxInventory); }
1078 bool RemoveItemFromInventory(
bool bForceRemoval,
bool showHUDMessage) {
return NativeCall<
bool,
bool,
bool>(
this,
"UPrimalItem.RemoveItemFromInventory", bForceRemoval, showHUDMessage); }
1079 float GetSpoilingTime() {
return NativeCall<
float>(
this,
"UPrimalItem.GetSpoilingTime"); }
1080 void GetItemBytes(TArray<
unsigned char>* Bytes) { NativeCall<
void, TArray<
unsigned char>*>(
this,
"UPrimalItem.GetItemBytes", Bytes); }
1081 static UPrimalItem*
CreateFromBytes(TArray<
unsigned char>* Bytes) {
return NativeCall<UPrimalItem*, TArray<
unsigned char>*>(
nullptr,
"UPrimalItem.CreateFromBytes", Bytes); }
1082 static UPrimalItem*
AddNewItem(TSubclassOf<UPrimalItem> ItemArchetype,
UPrimalInventoryComponent* GiveToInventory,
bool bEquipItem,
bool bDontStack,
float ItemQuality,
bool bForceNoBlueprint,
int quantityOverride,
bool bForceBlueprint,
float MaxItemDifficultyClamp,
bool CreateOnClient, TSubclassOf<UPrimalItem> ApplyItemSkin,
float MinRandomQuality,
bool clampStats,
bool bIgnoreAbsolueMaxInventory) {
return NativeCall<UPrimalItem*, TSubclassOf<UPrimalItem>, UPrimalInventoryComponent*,
bool,
bool,
float,
bool,
int,
bool,
float,
bool, TSubclassOf<UPrimalItem>,
float,
bool,
bool>(
nullptr,
"UPrimalItem.AddNewItem", ItemArchetype, GiveToInventory, bEquipItem, bDontStack, ItemQuality, bForceNoBlueprint, quantityOverride, bForceBlueprint, MaxItemDifficultyClamp, CreateOnClient, ApplyItemSkin, MinRandomQuality, clampStats, bIgnoreAbsolueMaxInventory); }
1083 static UPrimalItem*
CreateItemFromNetInfo(FItemNetInfo* newItemInfo) {
return NativeCall<UPrimalItem*, FItemNetInfo*>(
nullptr,
"UPrimalItem.CreateItemFromNetInfo", newItemInfo); }
1084 FString*
GetItemName(
FString*
result,
bool bIncludeQuantity,
bool bShortName,
AShooterPlayerController*
ForPC) {
return NativeCall<FString*, FString*,
bool,
bool, AShooterPlayerController*>(
this,
"UPrimalItem.GetItemName", result, bIncludeQuantity, bShortName, ForPC); }
1088 void EquippedItem() { NativeCall<
void>(
this,
"UPrimalItem.EquippedItem"); }
1090 void UpdatedItem(
bool ResetUploadTime) { NativeCall<
void,
bool>(
this,
"UPrimalItem.UpdatedItem", ResetUploadTime); }
1092 static bool StaticGetItemNameAndIcon(TSubclassOf<UPrimalItem> ItemType, FString* OutItemName, UTexture2D** OutItemIcon,
bool bShortName, AShooterPlayerController* ForPC) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>, FString*, UTexture2D**,
bool, AShooterPlayerController*>(
nullptr,
"UPrimalItem.StaticGetItemNameAndIcon", ItemType, OutItemName, OutItemIcon, bShortName, ForPC); }
1093 void RefreshAttachments(
bool bRefreshDefaultAttachments,
bool isShieldSpecificRefresh,
bool bIsFromUpdateItem) { NativeCall<
void,
bool,
bool,
bool>(
this,
"UPrimalItem.RefreshAttachments", bRefreshDefaultAttachments, isShieldSpecificRefresh, bIsFromUpdateItem); }
1094 void ApplyColorsToMesh(UMeshComponent* mComp) { NativeCall<
void, UMeshComponent*>(
this,
"UPrimalItem.ApplyColorsToMesh", mComp); }
1095 void SetOwnerNoSee(
bool bNoSee,
bool bForceHideFirstPerson) { NativeCall<
void,
bool,
bool>(
this,
"UPrimalItem.SetOwnerNoSee", bNoSee, bForceHideFirstPerson); }
1096 void RemoveAttachments(AActor* UseOtherActor,
bool bRefreshDefaultAttachments,
bool isShieldSpecificRefresh) { NativeCall<
void, AActor*,
bool,
bool>(
this,
"UPrimalItem.RemoveAttachments", UseOtherActor, bRefreshDefaultAttachments, isShieldSpecificRefresh); }
1098 UActorComponent*
GetAttachedComponent(
int attachmentIndex, AActor* UseOtherActor) {
return NativeCall<UActorComponent*,
int, AActor*>(
this,
"UPrimalItem.GetAttachedComponent", attachmentIndex, UseOtherActor); }
1099 UActorComponent*
GetComponentToAttach(
int attachmentIndex, AActor* UseOtherActor) {
return NativeCall<UActorComponent*,
int, AActor*>(
this,
"UPrimalItem.GetComponentToAttach", attachmentIndex, UseOtherActor); }
1104 float GetItemWeight(
bool bJustOneQuantity,
bool bForceNotBlueprintWeight) {
return NativeCall<
float,
bool,
bool>(
this,
"UPrimalItem.GetItemWeight", bJustOneQuantity, bForceNotBlueprintWeight); }
1105 void AddToSlot(
int theSlotIndex,
bool bForce) { NativeCall<
void,
int,
bool>(
this,
"UPrimalItem.AddToSlot", theSlotIndex, bForce); }
1106 void RemoveFromSlot(
bool bForce) { NativeCall<
void,
bool>(
this,
"UPrimalItem.RemoveFromSlot", bForce); }
1108 bool IsBroken() {
return NativeCall<
bool>(
this,
"UPrimalItem.IsBroken"); }
1109 int GetExplicitEntryIndexType(
bool bGetBaseValue) {
return NativeCall<
int,
bool>(
this,
"UPrimalItem.GetExplicitEntryIndexType", bGetBaseValue); }
1110 float GetUseItemAddCharacterStatusValue(EPrimalCharacterStatusValue::Type valueType) {
return NativeCall<
float, EPrimalCharacterStatusValue::Type>(
this,
"UPrimalItem.GetUseItemAddCharacterStatusValue", valueType); }
1111 void Use(
bool bOverridePlayerInput) { NativeCall<
void,
bool>(
this,
"UPrimalItem.Use", bOverridePlayerInput); }
1113 bool CanSpawnOverWater(AActor* ownerActor, FTransform* SpawnTransform) {
return NativeCall<
bool, AActor*, FTransform*>(
this,
"UPrimalItem.CanSpawnOverWater", ownerActor, SpawnTransform); }
1116 bool CanUse(
bool bIgnoreCooldown) {
return NativeCall<
bool,
bool>(
this,
"UPrimalItem.CanUse", bIgnoreCooldown); }
1117 void LocalUse(AShooterPlayerController* ForPC) { NativeCall<
void, AShooterPlayerController*>(
this,
"UPrimalItem.LocalUse", ForPC); }
1118 void UnequipWeapon(
bool bDelayedUnequip) { NativeCall<
void,
bool>(
this,
"UPrimalItem.UnequipWeapon", bDelayedUnequip); }
1121 void InitializeItem(
bool bForceReinit,
UWorld* OptionalInitWorld) { NativeCall<
void,
bool,
UWorld*>(
this,
"UPrimalItem.InitializeItem", bForceReinit, OptionalInitWorld); }
1123 void InitItemIcon() { NativeCall<
void>(
this,
"UPrimalItem.InitItemIcon"); }
1124 void ApplyColorsFromStructure(APrimalStructure* theStructure) { NativeCall<
void, APrimalStructure*>(
this,
"UPrimalItem.ApplyColorsFromStructure", theStructure); }
1127 unsigned __int16 calcResourceQuantityRequired(TSubclassOf<UPrimalItem> itemType,
const float baseRequiredAmount,
UPrimalInventoryComponent* inventory,
bool isCrafting) {
return NativeCall<
unsigned __int16, TSubclassOf<UPrimalItem>,
const float, UPrimalInventoryComponent*,
bool>(
this,
"UPrimalItem.calcResourceQuantityRequired", itemType, baseRequiredAmount, inventory, isCrafting); }
1131 static int GetItemColorIDFromDyeItemID(
int MasterItemListIndex) {
return NativeCall<
int,
int>(
nullptr,
"UPrimalItem.GetItemColorIDFromDyeItemID", MasterItemListIndex); }
1137 void SetItemStatInfo(
int idx, FItemStatInfo* val) { NativeCall<
void,
int, FItemStatInfo*>(
this,
"UPrimalItem.SetItemStatInfo", idx, val); }
1138 float BPGetItemStatModifier(
int idx,
int ItemStatValue) {
return NativeCall<
float,
int,
int>(
this,
"UPrimalItem.BPGetItemStatModifier", idx, ItemStatValue); }
1139 int BPGetItemStatRandomValue(
float QualityLevel,
int idx) {
return NativeCall<
int,
float,
int>(
this,
"UPrimalItem.BPGetItemStatRandomValue", QualityLevel, idx); }
1140 int GetItemStatValues(
int idx) {
return NativeCall<
int,
int>(
this,
"UPrimalItem.GetItemStatValues", idx); }
1141 void SetItemStatValues(
int idx,
int val) { NativeCall<
void,
int,
int>(
this,
"UPrimalItem.SetItemStatValues", idx, val); }
1142 TEnumAsByte<
enum EPrimalEquipmentType::Type>*
GetActualEquipmentType(
TEnumAsByte<
enum EPrimalEquipmentType::Type>* result,
bool bGetBaseValue) {
return NativeCall<TEnumAsByte<
enum EPrimalEquipmentType::Type>*, TEnumAsByte<
enum EPrimalEquipmentType::Type>*,
bool>(
this,
"UPrimalItem.GetActualEquipmentType", result, bGetBaseValue); }
1145 int IncrementItemQuantity(
int amount,
bool bReplicateToClient,
bool bDontUpdateWeight,
bool bIsFromUseConsumption,
bool bIsArkTributeItem,
bool bIsFromCraftingConsumption) {
return NativeCall<
int,
int,
bool,
bool,
bool,
bool,
bool>(
this,
"UPrimalItem.IncrementItemQuantity", amount, bReplicateToClient, bDontUpdateWeight, bIsFromUseConsumption, bIsArkTributeItem, bIsFromCraftingConsumption); }
1146 void OverrideItemRating(
float rating) { NativeCall<
void,
float>(
this,
"UPrimalItem.OverrideItemRating", rating); }
1150 bool MeetBlueprintCraftingRequirements(
UPrimalInventoryComponent* compareInventoryComp,
int CraftAmountOverride, AShooterPlayerController* ForPlayer,
bool bIsForCraftQueueAddition,
bool bTestFullQueue) {
return NativeCall<
bool, UPrimalInventoryComponent*,
int, AShooterPlayerController*,
bool,
bool>(
this,
"UPrimalItem.MeetBlueprintCraftingRequirements", compareInventoryComp, CraftAmountOverride, ForPlayer, bIsForCraftQueueAddition, bTestFullQueue); }
1155 FString*
GetRepairingRequirementsString(
FString*
result,
UPrimalInventoryComponent*
compareInventoryComp,
bool bUseBaseRequeriments,
float OverrideRepairPercent) {
return NativeCall<FString*, FString*, UPrimalInventoryComponent*,
bool,
float>(
this,
"UPrimalItem.GetRepairingRequirementsString", result, compareInventoryComp, bUseBaseRequeriments, OverrideRepairPercent); }
1156 float GetItemStatModifier(EPrimalItemStat::Type statType) {
return NativeCall<
float, EPrimalItemStat::Type>(
this,
"UPrimalItem.GetItemStatModifier", statType); }
1158 bool UsesDurability() {
return NativeCall<
bool>(
this,
"UPrimalItem.UsesDurability"); }
1159 bool CanRepair(
bool bIgnoreInventoryRequirement) {
return NativeCall<
bool,
bool>(
this,
"UPrimalItem.CanRepair", bIgnoreInventoryRequirement); }
1162 void CraftBlueprint(
bool bConsumeResources) { NativeCall<
void,
bool>(
this,
"UPrimalItem.CraftBlueprint", bConsumeResources); }
1163 bool CanFullyCraft() {
return NativeCall<
bool>(
this,
"UPrimalItem.CanFullyCraft"); }
1164 void StopCraftingRepairing(
bool bCheckIfCraftingOrRepairing) { NativeCall<
void,
bool>(
this,
"UPrimalItem.StopCraftingRepairing", bCheckIfCraftingOrRepairing); }
1169 void TickCraftingItem(
float DeltaTime, AShooterGameState* theGameState) { NativeCall<
void,
float, AShooterGameState*>(
this,
"UPrimalItem.TickCraftingItem", DeltaTime, theGameState); }
1172 void SetQuantity(
int NewQuantity,
bool ShowHUDNotification) { NativeCall<
void,
int,
bool>(
this,
"UPrimalItem.SetQuantity", NewQuantity, ShowHUDNotification); }
1173 void RepairItem(
bool bIgnoreInventoryRequirement,
float UseNextRepairPercentage,
float RepairSpeedMultiplier) { NativeCall<
void,
bool,
float,
float>(
this,
"UPrimalItem.RepairItem", bIgnoreInventoryRequirement, UseNextRepairPercentage, RepairSpeedMultiplier); }
1175 void Used(
UPrimalItem* DestinationItem,
int AdditionalData) { NativeCall<
void,
UPrimalItem*,
int>(
this,
"UPrimalItem.Used", DestinationItem, AdditionalData); }
1180 void RemoveClipAmmo(
bool bDontUpdateItem) { NativeCall<
void,
bool>(
this,
"UPrimalItem.RemoveClipAmmo", bDontUpdateItem); }
1183 bool CanCraft() {
return NativeCall<
bool>(
this,
"UPrimalItem.CanCraft"); }
1186 bool AllowUseInInventory(
bool bIsRemoteInventory, AShooterPlayerController* ByPC,
bool DontCheckActor) {
return NativeCall<
bool,
bool, AShooterPlayerController*,
bool>(
this,
"UPrimalItem.AllowUseInInventory", bIsRemoteInventory, ByPC, DontCheckActor); }
1189 bool CanSpoil() {
return NativeCall<
bool>(
this,
"UPrimalItem.CanSpoil"); }
1193 bool IsOwnerInWater() {
return NativeCall<
bool>(
this,
"UPrimalItem.IsOwnerInWater"); }
1195 bool AllowRemoteAddToInventory(
UPrimalInventoryComponent* invComp, AShooterPlayerController* ByPC,
bool bRequestedByPlayer) {
return NativeCall<
bool, UPrimalInventoryComponent*, AShooterPlayerController*,
bool>(
this,
"UPrimalItem.AllowRemoteAddToInventory", invComp, ByPC, bRequestedByPlayer); }
1196 bool CanDrop() {
return NativeCall<
bool>(
this,
"UPrimalItem.CanDrop"); }
1197 void PickupAlertDinos(AActor* groundItem) { NativeCall<
void, AActor*>(
this,
"UPrimalItem.PickupAlertDinos", groundItem); }
1198 void GetItemAttachmentInfos(AActor* OwnerActor) { NativeCall<
void, AActor*>(
this,
"UPrimalItem.GetItemAttachmentInfos", OwnerActor); }
1201 bool IsDyed() {
return NativeCall<
bool>(
this,
"UPrimalItem.IsDyed"); }
1202 int GetItemColorID(
int theRegion) {
return NativeCall<
int,
int>(
this,
"UPrimalItem.GetItemColorID", theRegion); }
1205 void LocalUseItemOntoItem(AShooterPlayerController* ForPC,
UPrimalItem* DestinationItem) { NativeCall<
void, AShooterPlayerController*, UPrimalItem*>(
this,
"UPrimalItem.LocalUseItemOntoItem", ForPC, DestinationItem); }
1207 void Serialize(FArchive* Ar) { NativeCall<
void, FArchive*>(
this,
"UPrimalItem.Serialize", Ar); }
1208 bool ProcessEditText(AShooterPlayerController* ForPC, FString* TextToUse,
bool __formal) {
return NativeCall<
bool, AShooterPlayerController*, FString*,
bool>(
this,
"UPrimalItem.ProcessEditText", ForPC, TextToUse, __formal); }
1209 void NotifyEditText(AShooterPlayerController* PC) { NativeCall<
void, AShooterPlayerController*>(
this,
"UPrimalItem.NotifyEditText", PC); }
1212 void EquippedTick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UPrimalItem.EquippedTick", DeltaSeconds); }
1221 int GetCraftingResourceRequirement(
int CraftingResourceIndex) {
return NativeCall<
int,
int>(
this,
"UPrimalItem.GetCraftingResourceRequirement", CraftingResourceIndex); }
1222 void BPGetItemID(
int* ItemID1,
int* ItemID2) { NativeCall<
void,
int*,
int*>(
this,
"UPrimalItem.BPGetItemID", ItemID1, ItemID2); }
1223 bool BPMatchesItemID(
int ItemID1,
int ItemID2) {
return NativeCall<
bool,
int,
int>(
this,
"UPrimalItem.BPMatchesItemID", ItemID1, ItemID2); }
1226 bool CanEquipWeapon() {
return NativeCall<
bool>(
this,
"UPrimalItem.CanEquipWeapon"); }
1227 bool HasCustomItemData(FName CustomDataName) {
return NativeCall<
bool, FName>(
this,
"UPrimalItem.HasCustomItemData", CustomDataName); }
1228 void RemoveCustomItemData(FName CustomDataName) { NativeCall<
void, FName>(
this,
"UPrimalItem.RemoveCustomItemData", CustomDataName); }
1229 bool GetCustomItemData(FName CustomDataName,
FCustomItemData* OutData) {
return NativeCall<
bool, FName, FCustomItemData*>(
this,
"UPrimalItem.GetCustomItemData", CustomDataName, OutData); }
1234 void BPSetWeaponClipAmmo(
int NewClipAmmo) { NativeCall<
void,
int>(
this,
"UPrimalItem.BPSetWeaponClipAmmo", NewClipAmmo); }
1236 void Crafted_Implementation(
bool bWasCraftedFromEngram) { NativeCall<
void,
bool>(
this,
"UPrimalItem.Crafted_Implementation", bWasCraftedFromEngram); }
1238 bool GetItemCustomColor(
int ColorRegion, FLinearColor* outColor) {
return NativeCall<
bool,
int, FLinearColor*>(
this,
"UPrimalItem.GetItemCustomColor", ColorRegion, outColor); }
1242 float HandleShieldDamageBlocking_Implementation(AShooterCharacter* ForShooterCharacter,
float DamageIn, FDamageEvent* DamageEvent, AController* EventInstigator, AActor* DamageCauser) {
return NativeCall<
float, AShooterCharacter*,
float, FDamageEvent*, AController*, AActor*>(
this,
"UPrimalItem.HandleShieldDamageBlocking_Implementation", ForShooterCharacter, DamageIn, DamageEvent, EventInstigator, DamageCauser); }
1248 void BeginDestroy() { NativeCall<
void>(
this,
"UPrimalItem.BeginDestroy"); }
1251 void OnVersionChange(
bool* doDestroy,
UWorld* World, AShooterGameMode* gameMode) { NativeCall<
void,
bool*, UWorld*, AShooterGameMode*>(
this,
"UPrimalItem.OnVersionChange", doDestroy, World, gameMode); }
1255 void BlueprintEquipped(
bool bIsFromSaveGame) { NativeCall<
void,
bool>(
this,
"UPrimalItem.BlueprintEquipped", bIsFromSaveGame); }
1256 void BlueprintOwnerPosssessed(AController* PossessedByController) { NativeCall<
void, AController*>(
this,
"UPrimalItem.BlueprintOwnerPosssessed", PossessedByController); }
1261 bool BPAllowRemoteAddToInventory(
UPrimalInventoryComponent* invComp, AShooterPlayerController* ByPC,
bool bRequestedByPlayer) {
return NativeCall<
bool, UPrimalInventoryComponent*, AShooterPlayerController*,
bool>(
this,
"UPrimalItem.BPAllowRemoteAddToInventory", invComp, ByPC, bRequestedByPlayer); }
1262 bool BPAllowRemoteRemoveFromInventory(
UPrimalInventoryComponent* invComp, AShooterPlayerController* ByPC,
bool bRequestedByPlayer) {
return NativeCall<
bool, UPrimalInventoryComponent*, AShooterPlayerController*,
bool>(
this,
"UPrimalItem.BPAllowRemoteRemoveFromInventory", invComp, ByPC, bRequestedByPlayer); }
1264 bool BPCanUse(
bool bIgnoreCooldown) {
return NativeCall<
bool,
bool>(
this,
"UPrimalItem.BPCanUse", bIgnoreCooldown); }
1265 bool BPConsumeProjectileImpact(AShooterProjectile* theProjectile, FHitResult* HitResult) {
return NativeCall<
bool, AShooterProjectile*, FHitResult*>(
this,
"UPrimalItem.BPConsumeProjectileImpact", theProjectile, HitResult); }
1266 void BPCrafted() { NativeCall<
void>(
this,
"UPrimalItem.BPCrafted"); }
1267 void BPEquippedItemOnXPEarning(APrimalCharacter* forChar,
float howMuchXP, EXPType::Type TheXPType) { NativeCall<
void, APrimalCharacter*,
float, EXPType::Type>(
this,
"UPrimalItem.BPEquippedItemOnXPEarning", forChar, howMuchXP, TheXPType); }
1276 FString*
BPGetItemDescription(
FString*
result,
FString*
InDescription,
bool bGetLongDescription,
AShooterPlayerController*
ForPC) {
return NativeCall<FString*, FString*, FString*,
bool, AShooterPlayerController*>(
this,
"UPrimalItem.BPGetItemDescription", result, InDescription, bGetLongDescription, ForPC); }
1284 void BPInitItemColors(TArray<
int>* ColorIDs) { NativeCall<
void, TArray<
int>*>(
this,
"UPrimalItem.BPInitItemColors", ColorIDs); }
1287 void BPItemBroken() { NativeCall<
void>(
this,
"UPrimalItem.BPItemBroken"); }
1288 void BPNotifyDropped(APrimalCharacter* FromCharacter,
bool bWasThrown) { NativeCall<
void, APrimalCharacter*,
bool>(
this,
"UPrimalItem.BPNotifyDropped", FromCharacter, bWasThrown); }
1291 void BPPostAddBuffToGiveOwnerCharacter(APrimalCharacter* OwnerCharacter, APrimalBuff* Buff) { NativeCall<
void, APrimalCharacter*, APrimalBuff*>(
this,
"UPrimalItem.BPPostAddBuffToGiveOwnerCharacter", OwnerCharacter, Buff); }
1294 void BPPreUseItem() { NativeCall<
void>(
this,
"UPrimalItem.BPPreUseItem"); }
1298 bool BPProcessEditText(AShooterPlayerController* ForPC, FString* TextToUse) {
return NativeCall<
bool, AShooterPlayerController*, FString*>(
this,
"UPrimalItem.BPProcessEditText", ForPC, TextToUse); }
1300 void BPTributeItemDownloaded(UObject* ContextObject) { NativeCall<
void, UObject*>(
this,
"UPrimalItem.BPTributeItemDownloaded", ContextObject); }
1301 void BPTributeItemUploaded(UObject* ContextObject) { NativeCall<
void, UObject*>(
this,
"UPrimalItem.BPTributeItemUploaded", ContextObject); }
1304 void Crafted(
bool bWasCraftedFromEngram) { NativeCall<
void,
bool>(
this,
"UPrimalItem.Crafted", bWasCraftedFromEngram); }
1305 void EquippedBlueprintTick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UPrimalItem.EquippedBlueprintTick", DeltaSeconds); }
1307 float HandleShieldDamageBlocking(AShooterCharacter* ForShooterCharacter,
float DamageIn, FDamageEvent* DamageEvent, AController* EventInstigator, AActor* DamageCauser) {
return NativeCall<
float, AShooterCharacter*,
float, FDamageEvent*, AController*, AActor*>(
this,
"UPrimalItem.HandleShieldDamageBlocking", ForShooterCharacter, DamageIn, DamageEvent, EventInstigator, DamageCauser); }
1312 void SlottedTick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"UPrimalItem.SlottedTick", DeltaSeconds); }
1319 unsigned int&
ItemQuantityField() {
return *GetNativePointerField<
unsigned int*>(
this,
"FItemNetInfo.ItemQuantity"); }
1320 int&
CustomItemIDField() {
return *GetNativePointerField<
int*>(
this,
"FItemNetInfo.CustomItemID"); }
1321 int&
SlotIndexField() {
return *GetNativePointerField<
int*>(
this,
"FItemNetInfo.SlotIndex"); }
1322 long double&
CreationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FItemNetInfo.CreationTime"); }
1326 TArray<
unsigned __int64>&
SteamUserItemIDField() {
return *GetNativePointerField<TArray<
unsigned __int64>*>(
this,
"FItemNetInfo.SteamUserItemID"); }
1327 unsigned __int16&
CraftQueueField() {
return *GetNativePointerField<
unsigned __int16*>(
this,
"FItemNetInfo.CraftQueue"); }
1329 float&
CraftingSkillField() {
return *GetNativePointerField<
float*>(
this,
"FItemNetInfo.CraftingSkill"); }
1333 unsigned int&
WeaponClipAmmoField() {
return *GetNativePointerField<
unsigned int*>(
this,
"FItemNetInfo.WeaponClipAmmo"); }
1335 float&
ItemRatingField() {
return *GetNativePointerField<
float*>(
this,
"FItemNetInfo.ItemRating"); }
1336 unsigned int&
ExpirationTimeUTCField() {
return *GetNativePointerField<
unsigned int*>(
this,
"FItemNetInfo.ExpirationTimeUTC"); }
1345 long double&
NextSpoilingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FItemNetInfo.NextSpoilingTime"); }
1346 long double&
LastSpoilingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FItemNetInfo.LastSpoilingTime"); }
1347 unsigned __int64&
OwnerPlayerDataIdField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"FItemNetInfo.OwnerPlayerDataId"); }
1356 char&
ItemVersionField() {
return *GetNativePointerField<
char*>(
this,
"FItemNetInfo.ItemVersion"); }
1410 float GetItemStatModifier(
unsigned __int16 ItemStatValue) {
return NativeCall<
float,
unsigned __int16>(
this,
"FItemStatInfo.GetItemStatModifier", ItemStatValue); }
1411 unsigned __int16 GetRandomValue(
float QualityLevel,
float MinRandomQuality,
float* outRandonMultiplier) {
return NativeCall<
unsigned __int16,
float,
float,
float*>(
this,
"FItemStatInfo.GetRandomValue", QualityLevel, MinRandomQuality, outRandonMultiplier); }
TArray< unsigned char, FDefaultAllocator > Bytes
TArray< FCustomItemByteArray, FDefaultAllocator > ByteArrays
TArray< UClass *, FDefaultAllocator > CustomDataClasses
TArray< FName, FDefaultAllocator > CustomDataNames
FCustomItemByteArrays CustomDataBytes
TArray< UObject *, FDefaultAllocator > CustomDataObjects
TArray< FString, FDefaultAllocator > CustomDataStrings
FCustomItemDoubles CustomDataDoubles
TArray< float, FDefaultAllocator > CustomDataFloats
TArray< double, FDefaultAllocator > Doubles
float RepairSpeedMultiplier
bool bIgnoreInventoryRequirement
BitFieldValue< bool, unsigned __int32 > bIsFoodRecipe()
long double & CreationTimeField()
unsigned __int64 & OwnerPlayerDataIdField()
long double & UploadEarliestValidTimeField()
unsigned __int16 & CraftQueueField()
TArray< FColor > & CustomItemColorsField()
long double & NextCraftCompletionTimeField()
TArray< FCraftingResourceRequirement > & CustomResourceRequirementsField()
FVector & OriginalItemDropLocationField()
long double & NextSpoilingTimeField()
BitFieldValue< bool, unsigned __int32 > bIsBlueprint()
TSubclassOf< UPrimalItem > & ItemSkinTemplateField()
BitFieldValue< bool, unsigned __int32 > bIsCustomRecipe()
float & CraftedSkillBonusField()
FString & CrafterCharacterNameField()
FItemNetID & ItemIDField()
unsigned int & ExpirationTimeUTCField()
BitFieldValue< bool, unsigned __int32 > bIsInitialItem()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsField()
unsigned int & WeaponClipAmmoField()
BitFieldValue< bool, unsigned __int32 > bForcePreventGrinding()
char & ItemVersionField()
unsigned int & ItemQuantityField()
TSubclassOf< UPrimalItem > & ItemCustomClassField()
TSubclassOf< UPrimalItem > & ItemArchetypeField()
float & EggTamedIneffectivenessModifierField()
FItemNetInfo * operator=(FItemNetInfo *__that)
BitFieldValue< bool, unsigned __int32 > bIsEngram()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsMaleField()
BitFieldValue< bool, unsigned __int32 > bIsSlot()
char & EggRandomMutationsMaleField()
float & ItemRatingField()
FieldArray< char, 16 > EggNumberOfLevelUpPointsAppliedField()
FieldArray< __int16, 6 > ItemColorIDField()
FString & CustomItemNameField()
bool & bNetInfoFromClientField()
BitFieldValue< bool, unsigned __int32 > bHideFromInventoryDisplay()
FieldArray< unsigned __int16, 8 > ItemStatValuesField()
BitFieldValue< bool, unsigned __int32 > bAllowRemovalFromSteamInventory()
TWeakObjectPtr< AShooterCharacter > & LastOwnerPlayerField()
long double & LastSpoilingTimeField()
float & CraftingSkillField()
TArray< unsigned __int64 > & SteamUserItemIDField()
char & EggRandomMutationsFemaleField()
char & ItemQualityIndexField()
TArray< FCustomItemData > & CustomItemDatasField()
BitFieldValue< bool, unsigned __int32 > bFromSteamInventory()
long double & ClusterSpoilingTimeUTCField()
BitFieldValue< bool, unsigned __int32 > bIsEquipped()
FieldArray< char, 6 > EggColorSetIndicesField()
BitFieldValue< bool, unsigned __int32 > bAllowRemovalFromInventory()
int & CustomItemIDField()
float & ItemDurabilityField()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
static UScriptStruct * StaticStruct()
long double & LastAutoDurabilityDecreaseTimeField()
FString & CustomItemDescriptionField()
BitFieldValue< bool, unsigned __int32 > bIsFromAllClustersInventory()
char & ItemProfileVersionField()
FString & CrafterTribeNameField()
float & ItemStatClampsMultiplierField()
FieldArray< __int16, 6 > PreSkinItemColorIDField()
TSubclassOf< AActor > ActorClassOverride
TSubclassOf< UPrimalItem > ItemClass
float & TheRandomizerPowerField()
int & DefaultModifierValueField()
int & RandomizerRangeOverrideField()
static UScriptStruct * StaticStruct()
float & InitialValueConstantField()
BitFieldValue< bool, unsigned __int32 > bHideStatFromTooltip()
BitFieldValue< bool, unsigned __int32 > bDisplayAsPercent()
BitFieldValue< bool, unsigned __int32 > bCalculateAsPercent()
unsigned __int16 GetRandomValue(float QualityLevel, float MinRandomQuality, float *outRandonMultiplier)
float & AbsoluteMaxValueField()
float & RatingValueMultiplierField()
float & RandomizerRangeMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUsed()
float & StateModifierScaleField()
float GetItemStatModifier(unsigned __int16 ItemStatValue)
BitFieldValue< bool, unsigned __int32 > bRequiresSubmerged()
BitFieldValue< bool, unsigned __int32 > bPreventIfSubmerged()
TArray< float > ExperiencePointsForLevel
TArray< FItemNetID, FDefaultAllocator > CustomFolderItemIds
float LimitExistingModifierDescriptionToMaxAmount
unsigned __int32 bAddOverTimeSpeedInSeconds
unsigned __int32 bAddOverTime
unsigned __int32 bPercentOfMaxStatusValue
unsigned __int32 bResetExistingModifierDescriptionIndex
unsigned __int32 bDontRequireLessThanMaxToUse
float PercentAbsoluteMinValue
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StopAtValueNearMax
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType
int StatusValueModifierDescriptionIndex
unsigned __int32 bSetAdditionalValue
TSubclassOf< UDamageType > ScaleValueByCharacterDamageType
unsigned __int32 bUseItemQuality
unsigned __int32 bPercentOfCurrentStatusValue
float ItemQualityAddValueMultiplier
float PercentAbsoluteMaxValue
unsigned __int32 bForceUseStatOnDinos
unsigned __int32 bContinueOnUnchangedValue
unsigned __int32 bSetValue
bool ComponentHasTag(FName Tag)
void SetActive(bool bNewActive, bool bReset)
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
BitFieldValue< bool, unsigned __int32 > bHasBeenCreated()
BitFieldValue< bool, unsigned __int32 > bAutoActivate()
bool NeedsLoadForClient()
BitFieldValue< bool, unsigned __int32 > bRegistered()
void InitializeComponent()
void SendRenderDynamicData_Concurrent()
void OnComponentCreated()
void RegisterComponentWithWorld(UWorld *InWorld)
BitFieldValue< bool, unsigned __int32 > bRenderStateDirty()
BitFieldValue< bool, unsigned __int32 > bRenderDynamicDataDirty()
FString * GetReadableName(FString *result)
void ExecuteUnregisterEvents()
void RecreatePhysicsState(bool bRestoreBoneTransforms)
void ReregisterComponent()
UAssetUserData * GetAssetUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)
BitFieldValue< bool, unsigned __int32 > bPhysicsStateCreated()
void UninitializeComponent()
static void StaticRegisterNativesUActorComponent()
BitFieldValue< bool, unsigned __int32 > bUseBPOnComponentTick()
BitFieldValue< bool, unsigned __int32 > bAllowConcurrentTick()
BitFieldValue< bool, unsigned __int32 > bNeverNeedsRenderUpdate()
void DoDeferredRenderUpdates_Concurrent()
bool NeedsLoadForServer()
TArray< UAssetUserData * > AssetUserDataField()
void MarkForNeededEndOfFrameRecreate()
BitFieldValue< bool, unsigned __int32 > bHasCachedOwner()
bool IsNameStableForNetworking()
BitFieldValue< bool, unsigned __int32 > bRenderTransformDirty()
BitFieldValue< bool, unsigned __int32 > bWantsInitializeComponent()
void ExecuteRegisterEvents()
void MarkRenderDynamicDataDirty()
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bAutoRegister()
bool IsSupportedForNetworking()
bool IsPhysicsStateCreated()
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
void CreateRenderState_Concurrent()
BitFieldValue< bool, unsigned __int32 > bNetAddressable()
void RecreateRenderState_Concurrent()
BitFieldValue< bool, unsigned __int32 > bIsActive()
void UnregisterComponent()
TArray< FName > & ComponentTagsField()
void AddedAsPrimalItemAttachment()
BitFieldValue< bool, unsigned __int32 > bReplicates()
void InvalidateLightingCache()
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bHasBeenInitialized()
void CreatePhysicsState()
void SetComponentTickEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bAlwaysReplicatePropertyConditional()
void SendRenderTransform_Concurrent()
void PostInitProperties()
void MarkForNeededEndOfFrameUpdate()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
void PostRename(UObject *OldOuter, FName OldName)
BitFieldValue< bool, unsigned __int32 > bUseBPOnComponentDestroyed()
AActor * CachedOwnerField()
void OnComponentDestroyed()
void DestroyPhysicsState()
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
void SetIsReplicated(bool ShouldReplicate)
BitFieldValue< bool, unsigned __int32 > bCreatedByConstructionScript()
void DestroyRenderState_Concurrent()
void SetComponentTickEnabledAsync(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bTickInEditor()
void RemoveUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)
BitFieldValue< bool, unsigned __int32 > bRenderStateCreated()
void Activate(bool bReset)
void AddAssetUserData(UAssetUserData *InUserData)
TSubclassOf< ADroppedItem > & DroppedItemTemplateOverrideField()
void NotifyArkItemAdded()
UPrimalItem * FindArkTributeItem(FItemNetID *ItemID)
bool CanGrindItem(UPrimalItem *item)
void ServerMakeRecipeItem(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)
BitFieldValue< bool, unsigned __int32 > bCheckForAutoCraftBlueprints()
void BPInitializeInventory()
void NotifyClientsItemStatus(UPrimalItem *anItem, bool bEquippedItem, bool bRemovedItem, bool bOnlyUpdateQuantity, bool bOnlyUpdateDurability, bool bOnlyNotifyItemSwap, UPrimalItem *anItem2, FItemNetID *InventoryInsertAfterItemID, bool bUsedItem, bool bNotifyCraftQueue, bool ShowHUDNotification)
void SetNextItemConsumptionID(FItemNetID NextItemID)
TArray< TSubclassOf< UPrimalItem > > & ForceAllowItemStackingsField()
void UsedItem(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxInventoryItems()
TArray< FItemSpawnActorClassOverride > & ItemSpawnActorClassOverridesField()
void GetGrinderSettings(int *MaxQuantityToGrind, float *GrindGiveItemsPercent, int *MaxItemsToGivePerGrind)
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryOnlyAllowTribe()
void ServerRepairItem(FItemNetID *itemID, AShooterPlayerController *ByPC, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)
TArray< TSubclassOf< UPrimalItem > > & RemoteAddItemPreventItemClassesField()
bool IsCraftingAllowed(UPrimalItem *anItem)
TArray< FEventItem > & EventItemsField()
bool AllowAddInventoryItem(UPrimalItem *anItem, int *requestedQuantity, bool OnlyAddAll)
void OnArkTributeItemsRemoved(bool Success, TArray< FItemNetInfo > *RemovedItems, TArray< FItemNetInfo > *NotFoundItems, int FailureResponseCode, FString *FailureResponseMessage, bool bAllowForcedItemDownload)
BitFieldValue< bool, unsigned __int32 > bAllowRemoteRepairing()
int GetCurrentNumInventoryItems()
FRotator & DropItemRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bAllowAddingToArkTribute()
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryRefresh()
BitFieldValue< bool, unsigned __int32 > bHideDefaultInventoryItemsFromDisplay()
bool RemoteInventoryAllowViewing(AShooterPlayerController *PC, float MaxAllowedDistanceOffset)
void LocalUseItemSlot(int slotIndex, bool bForceCraft)
BitFieldValue< bool, unsigned __int32 > bForceAllowAllUseInInventory()
int & AbsoluteMaxInventoryItemsField()
UPrimalItem * AddItem(FItemNetInfo *theItemInfo, bool bEquipItem, bool AddToSlot, bool bDontStack, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bIgnoreAbsoluteMaxInventory)
TArray< FItemCraftingConsumptionReplenishment > & ItemCraftingConsumptionReplenishmentsField()
int BPIncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, UPrimalItem *UseSpecificItem, bool bDontExceedMaxItems)
bool BPIsCraftingAllowed(UPrimalItem *anItem)
void BPGetExtraItemDisplay(bool *bShowExtraItem, FString *Description, FString *CustomString, UTexture2D **EntryIcon, UMaterialInterface **EntryMaterial)
void ServerRequestItems(AShooterPlayerController *forPC, bool bEquippedItems, bool bIsFirstSpawn)
void ServerCraftItem(FItemNetID *itemID, AShooterPlayerController *ByPC)
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems3Field()
float BPOverrideItemMinimumUseInterval(UPrimalItem *theItem)
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
char & TribeGroupInventoryRankField()
bool BPRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer)
AActor * CraftedBlueprintSpawnActor(TSubclassOf< UPrimalItem > ForItemClass, TSubclassOf< AActor > ActorClassToSpawn)
bool BPAllowAddInventoryItem(UPrimalItem *Item, int RequestedQuantity, bool bOnlyAddAll)
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryOnlyAllowSelf()
UPrimalItem * GetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, UPrimalItem *CheckCanStackWithItem, bool bRequiresExactClassMatch, int *CheckCanStackWithItemQuantityOverride, bool bIgnoreSlotItems, bool bOnlyArkTributeItems, bool bPreferEngram, bool bIsForCraftingConsumption)
static void StaticRegisterNativesUPrimalInventoryComponent()
BitFieldValue< bool, unsigned __int32 > bShowItemDefaultFolders()
BitFieldValue< bool, unsigned __int32 > bUseBPCanGrindItems()
TArray< float > & DefaultInventoryItemsRandomCustomStringsWeightsField()
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemQuantityUpdated()
UPrimalItem * AddItemObjectEx(UPrimalItem *anItem, bool bEquipItem, bool AddToSlot, bool bDontStack, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bClampStats, UPrimalItem *InsertAfterItem, bool bInsertAtItemInstead)
int & MaxItemCraftQueueEntriesField()
TArray< FItemCraftQueueEntry > & ItemCraftQueueEntriesField()
int & DisplayDefaultItemInventoryCountField()
void AddToCraftQueue(UPrimalItem *anItem, AShooterPlayerController *ByPC, bool bIsRepair, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)
BitFieldValue< bool, unsigned __int32 > bSetCraftingEnabledCheckForAutoCraftBlueprints()
bool HasItemsEquipped(TArray< TSubclassOf< UPrimalItem > > *ItemTemplates, bool bRequiresExactClassMatch, bool bOnlyArkItems, bool bEnsureAllItems)
BitFieldValue< bool, unsigned __int32 > bBPForceCustomRemoteInventoryAllowRemoveItems()
float & MaxRemoteInventoryViewingDistanceField()
UPrimalItem * GetEquippedItemOfType(EPrimalEquipmentType::Type aType)
bool ServerAddFromArkTributeInventory(FItemNetID *itemID, int Quantity)
float & NumItemSetsPowerField()
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryAllowViewing()
bool BPPreventEquipItemType(EPrimalEquipmentType::Type equipmentType)
void SwapCustomFolder(FString CFolder1, FString CFolder2, int DataListType)
TArray< UPrimalItem * > CraftingItemsField()
TArray< FActorClassAttachmentInfo > & WeaponAsEquipmentAttachmentInfosField()
float & MaxItemCooldownTimeClearField()
int GetItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreItem, bool bIgnoreBlueprints, bool bCheckValidForCrafting, bool bRequireExactClassMatch, bool bForceCheckForDupes)
BitFieldValue< bool, unsigned __int32 > bBPHandleAccessInventory()
bool IsLocalToPlayer(AShooterPlayerController *ForPC)
long double & LastAddToCraftQueueSoundTimeField()
void BPNotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
void SwapInventoryItems(FItemNetID *itemID1, FItemNetID *itemID2)
void ClientItemMessageNotification(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)
TSubclassOf< UPrimalItem > & EngramRequirementClassOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsSecondaryInventory()
int & DefaultCraftingQuantityMultiplierField()
bool AddToFolders(TArray< FString > *FoldersFound, UPrimalItem *anItem)
void ServerUseItemWithItem(FItemNetID *itemID1, FItemNetID *itemID2, int AdditionalData)
BitFieldValue< bool, unsigned __int32 > bBPRemoteInventoryAllowRemoveItems()
void LoadedFromSaveGame()
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
BitFieldValue< bool, unsigned __int32 > bEquipmentForceIgnoreExplicitOwnerClass()
void NotifyItemAdded(UPrimalItem *theItem, bool bEquippedItem)
bool AllowAddInventoryItem_MaxQuantity(UPrimalItem *anItem, const int *requestedQuantityIn, int *requestedQuantityOut)
bool IsRepairingAllowed()
void OnArkTributeItemsAdded(bool Success, TArray< FItemNetInfo > *AddedItems)
long double & LastInventoryRefreshTimeField()
BitFieldValue< bool, unsigned __int32 > bCanEquipItems()
int & ForceDefaultInventoryRefreshVersionField()
float GetIndirectTorpidityIncreaseMultiplierScale()
bool & bHasBeenRegisteredField()
BitFieldValue< bool, unsigned __int32 > bDeferCheckForAutoCraftBlueprintsOnInventoryChange()
BitFieldValue< bool, unsigned __int32 > bPreventInventoryViewTrace()
void NotifyCraftedItem(UPrimalItem *anItem)
void LoadArkTriuteItems(TArray< FItemNetInfo > *ItemInfos, bool bClear, bool bFinalBatch)
void NotifyClientsDurabilityChange(UPrimalItem *anItem)
void CheckForAutoCraftBlueprints()
void OnComponentCreated()
BitFieldValue< bool, unsigned __int32 > bBPAllowUseInInventory()
bool RemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int *anItemQuantityOverride, bool bRequestedByPlayer)
bool BPPreventEquipItem(UPrimalItem *theItem)
void ShowBeforeUsingConfirmationDialog(UPrimalItem *Item)
BitFieldValue< bool, unsigned __int32 > bAllowRemoteCrafting()
TArray< UPrimalItem * > EquippedItemsField()
void RemoveItemCrafting(UPrimalItem *craftingItem)
TArray< TSubclassOf< UPrimalItem > > & DefaultSlotItemsField()
void ServerAddItemToSlot_Implementation(FItemNetID ItemID, int SlotIndex)
TArray< TSubclassOf< UPrimalItem > > & DefaultEquippedItemSkinsField()
bool BPRemoteInventoryAllowAddItem_SpecificQuantity(AShooterPlayerController *PC, UPrimalItem *anItem, const int *SpecificQuantityIn, int *SpecificQuantityOut)
void ActivePlayerInventoryTick(float DeltaTime)
bool RemoteInventoryAllowCraftingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)
BitFieldValue< bool, unsigned __int32 > bReceivingInventoryItems()
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryGetMaxVisibleSlots()
BitFieldValue< bool, unsigned __int32 > bPreventDropInventoryDeposit()
TArray< unsigned char > & DefaultEngramsField()
TArray< FItemMultiplier > & ItemSpoilingTimeMultipliersField()
void InventoryViewersStopLocalSound(USoundBase *aSound)
BitFieldValue< bool, unsigned __int32 > bForceInventoryBlueprints()
TArray< float > & SetQuantityWeightsField()
void BPAccessedInventory(AShooterPlayerController *ForPC)
void RemoteDeleteCustomFolder(FString *CFolderName, int InventoryCompType)
FString & ForceAddToFolderField()
bool AllowAddInventoryItem_OnlyAddAll(UPrimalItem *anItem)
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
bool BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int anItemQuantityOverride, bool bRequestedByPlayer)
BitFieldValue< bool, unsigned __int32 > bUseCheatInventory()
void ClientOnArkTributeItemsAdded()
bool BPRemoteInventoryAllowCrafting(AShooterPlayerController *PC)
bool CanEquipItem(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bGrinderCanGrindAll()
void DropItem(FItemNetInfo *theInfo, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation)
float GetItemWeightMultiplier(UPrimalItem *anItem)
void RefreshItemSpoilingTimes()
int & ActionWheelAccessInventoryPriorityField()
void RemoteAddItemToCustomFolder(FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
bool IsServerCustomFolder(int InventoryCompType)
void ClientItemMessageNotification_Implementation(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)
void BPNotifyItemRemoved(UPrimalItem *anItem)
void ClientUpdateFreeCraftingMode_Implementation(bool bNewFreeCraftingModeValue)
BitFieldValue< bool, unsigned __int32 > bAllowItemStacking()
UPrimalItem * FindItem(FItemNetID *ItemID, bool bEquippedItems, bool bAllItems, int *itemIdx)
void ClearCraftQueue(bool bForceClearActiveCraftRepair)
int IncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, UPrimalItem **UseSpecificItem, UPrimalItem **IncrementedItem, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bDontExceedMaxItems)
bool IncrementArkTributeItemQuantity(UPrimalItem *NewItem, UPrimalItem **IncrementedItem)
BitFieldValue< bool, unsigned __int32 > bAddMaxInventoryItemsToDefaultItems()
int & InvUpdatedFrameField()
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, APrimalStructure **LandedOnStructure, AActor *IgnoreActor, bool bCheckAnyStationary, UPrimitiveComponent **LandedOnComponent, bool bUseInputGroundLocAsBase)
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemRemoved()
TArray< UPrimalItem * > InventoryItemsField()
void ServerSplitItemStack(FItemNetID ItemID, int AmountToSplit)
void ClientFinishReceivingItems(bool bEquippedItems)
TArray< TSubclassOf< UPrimalItem > > & LastUsedItemClassesField()
void DeferredDeprecationCheck()
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
BitFieldValue< bool, unsigned __int32 > bUseBPGetExtraItemDisplay()
void BPInventoryRefresh()
bool IsValidCraftingResource(UPrimalItem *theItem)
BitFieldValue< bool, unsigned __int32 > bMaxInventoryWeightUseCharacterStatus()
USoundBase * OpenInventorySoundField()
void Serialize(FArchive *Ar)
void BPRequestedInventoryItems(AShooterPlayerController *forPC)
FItemNetID & NextItemConsumptionIDField()
AShooterPlayerController * GetOwnerController()
BitFieldValue< bool, unsigned __int32 > bSpawnActorOnTopOfStructure()
BitFieldValue< bool, unsigned __int32 > bReplicateComponent()
float & MaxItemSetsField()
void ConsumeArmorDurability(float ConsumptionAmount, bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType)
BitFieldValue< bool, unsigned __int32 > bAllowRemoteInventory()
TArray< UPrimalItem * > * FindAllItemsOfType(TArray< UPrimalItem * > *result, TSubclassOf< UPrimalItem > ItemTemplate, bool bRequiresExactClassMatch, bool bIncludeInventoryItems, bool bIncludeEquippedItems, bool bIncludeArkTributeItems, bool bIncludeSlotItems, bool bIncludeBlueprints, bool bIncludeEngrams)
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowAddItems()
int GetFirstUnoccupiedSlot(AShooterPlayerState *forPlayerState, UPrimalItem *forItem)
bool AllowAddInventoryItem_AnyQuantity(UPrimalItem *anItem)
void StopAllCraftingRepairing()
void NotifyClientItemArkTributeStatusChanged(UPrimalItem *anItem, bool bRemoved, bool bFromLoad)
TArray< UPrimalItem * > AllDyeColorItemsField()
BitFieldValue< bool, unsigned __int32 > bRemoteOnlyAllowBlueprintsOrItemClasses()
BitFieldValue< bool, unsigned __int32 > bPreventSendingData()
float & MaxInventoryWeightField()
static ADroppedItem * StaticDropNewItemWithInfo(AActor *forActor, FItemNetInfo *ItemInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
float & GenerateItemSetsQualityMultiplierMaxField()
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems4Field()
void TransferAllItemsToInventory(UPrimalInventoryComponent *ToInventory)
int BPRemoteInventoryGetMaxVisibleSlots(int NumItems, AShooterPlayerController *PC, bool bIsLocal)
BitFieldValue< bool, unsigned __int32 > bAllowWorldSettingsInventoryComponentAppends()
TArray< TEnumAsByte< enum EPrimalEquipmentType::Type > > & EquippableItemTypesField()
void CheckReplenishSlotIndex(int slotIndex, TSubclassOf< UPrimalItem > ClassCheckOverride)
TArray< unsigned char > & DefaultEngrams3Field()
bool DropInventoryDeposit(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, APrimalStructureItemContainer **DepositStructureResult, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, unsigned __int64 DeathCacheCharacterID, float DropInventoryOnGroundTraceDistance, bool bForceDrop, int OverrideMaxItemsDropped, bool bOverrideDepositLocation, FVector *DepositLocationOverride, bool bForceLocation)
TArray< TSubclassOf< UPrimalInventoryComponent > > & ForceAllowCraftingForInventoryComponentsField()
bool LoadAdditionalStructureEngrams()
void UpdateNetWeaponClipAmmo(UPrimalItem *anItem, int ammo)
bool ServerAddToArkTributeInventory(FItemNetID *itemID, TArray< unsigned __int64 > SteamItemUserIds, FItemNetInfo *AlternateItemInfo)
void ClientStartReceivingItems(bool bEquippedItems)
TArray< UPrimalItem * > * FindBrushColorItem(TArray< UPrimalItem * > *result, __int16 ArchIndex)
bool IsAtMaxInventoryItems()
void GiveInitialItems(bool SkipEngrams)
bool RemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int *requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)
TArray< TSubclassOf< UPrimalItem > > & RemoteAddItemOnlyAllowItemClassesField()
void CheckRefreshDefaultInventoryItems()
TArray< FItemMultiplier > & MaxItemTemplateQuantitiesField()
float & ActiveInventoryRefreshIntervalField()
int & MaxInventoryItemsField()
TArray< UPrimalItem * > * FindColorItem(TArray< UPrimalItem * > *result, FColor theColor, bool bEquippedItems)
BitFieldValue< bool, unsigned __int32 > bCraftingEnabled()
TArray< FSupplyCrateItemSet > & ItemSetsField()
BitFieldValue< bool, unsigned __int32 > bSetsRandomWithoutReplacement()
void RequestAddArkTributeItem(FItemNetInfo *theItemInfo, bool bFromLoad)
bool CanInventoryItem(UPrimalItem *anItem)
void ServerAddItemToSlot(FItemNetID ItemID, int SlotIndex)
bool AllowCraftingResourceConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
BitFieldValue< bool, unsigned __int32 > bGetDataListEntriesOnlyRootItems()
BitFieldValue< bool, unsigned __int32 > bEquipmentPlayerForceRequireExplicitOwnerClass()
BitFieldValue< bool, unsigned __int32 > bCanInventoryItems()
BitFieldValue< bool, unsigned __int32 > bUseExtendedCharacterCraftingFunctionality()
BitFieldValue< bool, unsigned __int32 > bFreeCraftingMode()
BitFieldValue< bool, unsigned __int32 > bConsumeCraftingRepairingRequirementsOnStart()
TArray< float > & SetQuantityValuesField()
FVector & GroundDropTraceLocationOffsetField()
TArray< TSubclassOf< UPrimalItem > > & OnlyAllowCraftingItemClassesField()
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidCraftingResource()
int & OverrideInventoryDefaultTabField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)
BitFieldValue< bool, unsigned __int32 > bUseParentStructureIsValidCraftingResource()
bool BPIsValidCraftingResource(UPrimalItem *theItem)
void NotifyItemRemoved(UPrimalItem *theItem)
BitFieldValue< bool, unsigned __int32 > bOverrideCraftingMinDurabilityRequirement()
USoundBase * ItemRemovedBySoundField()
AShooterHUD * GetLocalOwnerHUD()
TArray< UPrimalItem * > ArkTributeItemsField()
void GetGrinderSettings_Implementation(int *MaxQuantityToGrind, float *GrindGiveItemsPercent, int *MaxItemsToGivePerGrind)
BitFieldValue< bool, unsigned __int32 > bUseCraftQueue()
void BPNotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bPreventAutoDecreaseDurability()
void RemoveCustomFolder(AShooterPlayerController *PC, FString FolderName, int InventoryCompType)
void AddArkTributeItem(FItemNetInfo *theItemInfo, bool bFromLoad)
FString & RemoteInventoryDescriptionStringField()
UPrimalItem * AddItemObject(UPrimalItem *anItem)
float & CraftingItemSpeedField()
void AddCustomFolder(FString CFolder, int InventoryCompType)
BitFieldValue< bool, unsigned __int32 > bDropPhysicalInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryAllowCrafting()
float & DefaultCraftingRequirementsMultiplierField()
BitFieldValue< bool, unsigned __int32 > bGivesAchievementItems()
TArray< TSubclassOf< UPrimalItem > > & TamedDinoForceConsiderFoodTypesField()
void InitializeInventory()
UPrimalItem * GetEquippedItemOfClass(TSubclassOf< UPrimalItem > ItemClass)
BitFieldValue< bool, unsigned __int32 > bSupressInventoryItemNetworking()
BitFieldValue< bool, unsigned __int32 > bConfigOverriden()
bool IsLocalInventoryViewer()
TArray< unsigned char > & DefaultEngrams4Field()
bool GenerateCrateItems(float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp)
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemAdded()
float OverrideItemMinimumUseInterval(UPrimalItem *theItem)
TArray< FItemMultiplier > & ItemClassWeightMultipliersField()
FItemNetID & NextItemSpoilingIDField()
void BPCraftingFinishedNotification(UPrimalItem *itemToBeCrafted)
ADroppedItem * EjectItem(FItemNetID *itemID, bool bPreventImpule, bool bForceEject, bool bSetItemLocation, FVector *LocationOverride, bool showHUDMessage, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, bool bAssignToTribeForPickup, int AssignedTribeID)
BitFieldValue< bool, unsigned __int32 > bIsTributeInventory()
void AddItemCrafting(UPrimalItem *craftingItem)
BitFieldValue< bool, unsigned __int32 > bOnlyOneCraftQueueItem()
TArray< FString > & ServerCustomFolderField()
float GetDamageTorpidityIncreaseMultiplierScale()
void ClientUpdateFreeCraftingMode(bool bNewFreeCraftingModeValue)
USoundBase * CloseInventorySoundField()
bool AllowAddingToArkTribute()
bool OverrideUseItem(UPrimalItem *theItem)
BitFieldValue< bool, unsigned __int32 > bReceivingArkInventoryItems()
void BPDropInventoryDeposit(long double DestroyAtTime, int OverrideMaxItemsDropped, bool bOverrideCacheLocation, FVector CacheLocationOverride)
bool RemoteInventoryAllowRepairingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)
TArray< TSubclassOf< UPrimalItem > > & CheatInventoryItemsField()
BitFieldValue< bool, unsigned __int32 > bInitializedMe()
BitFieldValue< bool, unsigned __int32 > bForceInventoryNonRemovable()
BitFieldValue< bool, unsigned __int32 > bForceInventoryNotifyCraftingFinished()
TArray< FString > * GetCustomFolders(TArray< FString > *result, int InventoryCompType)
int GetInventoryUpdatedFrame()
float & GenerateItemSetsQualityMultiplierMinField()
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
void ClientOnArkTributeItemsAdded_Implementation()
BitFieldValue< bool, unsigned __int32 > bUseBPInitializeInventory()
bool CanGrindItems(AShooterPlayerController *PC)
bool & bLastPreventUseItemSpoilingTimeMultipliersField()
void InitDefaultInventory()
void InventoryViewersPlayLocalSound(USoundBase *aSound, bool bAttach)
BitFieldValue< bool, unsigned __int32 > bNotifyAddedOnClientReceive()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< UPrimalItem * > DinoAutoHealingItemsField()
void ServerSplitItemStack_Implementation(FItemNetID ItemID, int AmountToSplit)
void GrindItem(FItemNetID ItemID, const bool grindStack, AShooterPlayerController *PC)
void OnComponentDestroyed()
bool AllowBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
void SetCraftingEnabled(bool bEnable)
void ServerMergeItemStack_Implementation(FItemNetID ItemID)
bool DropNotReadyInventoryDeposit(long double DestroyAtTime)
BitFieldValue< bool, unsigned __int32 > bCanUseWeaponAsEquipment()
FString & InventoryNameOverrideField()
static ADroppedItem * StaticDropNewItem(AActor *forActor, TSubclassOf< UPrimalItem > AnItemClass, float ItemQuality, bool bForceNoBlueprint, int QuantityOverride, bool bForceBlueprint, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
BitFieldValue< bool, unsigned __int32 > bAllDefaultInventoryIsEngrams()
BitFieldValue< bool, unsigned __int32 > bShowHiddenRemoteInventoryItems()
bool RemoveItem(FItemNetID *itemID, bool bDoDrop, bool bSecondryAction, bool bForceRemoval, bool showHUDMessage)
BitFieldValue< bool, unsigned __int32 > bRepairingEnabled()
BitFieldValue< bool, unsigned __int32 > bDataListPadMaxInventoryItems()
USoundBase * OverrideCraftingFinishedSoundField()
void UpdateTribeGroupInventoryRank_Implementation(char NewRank)
BitFieldValue< bool, unsigned __int32 > bDisableDropAllItems()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void BPPreInitDefaultInventory()
void BPPostInitDefaultInventory()
TArray< FServerCustomFolder > & CustomFolderItemsField()
TArray< unsigned char > & DefaultEngrams2Field()
BitFieldValue< bool, unsigned __int32 > bIsTaxidermyBase()
void ServerUseInventoryItem(FItemNetID *itemID, AShooterPlayerController *ByPC)
void TickCraftQueue(float DeltaTime, AShooterGameState *theGameState)
UPrimalItem * BPFindItemWithID(int ItemID1, int ItemID2)
void DeleteItemFromCustomFolder(AShooterPlayerController *PC, FString CFolder, FItemNetID ItemId, int InventoryCompType)
TArray< double > & LastUsedItemTimesField()
BitFieldValue< bool, unsigned __int32 > bHideSaddleFromInventoryDisplay()
float & MaxInventoryAccessDistanceField()
void RemoteDeleteItemFromCustomFolder(AShooterPlayerController *PC, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void ServerRemoveItemFromSlot_Implementation(FItemNetID ItemID)
BitFieldValue< bool, unsigned __int32 > bEquipmentMustRequireExplicitOwnerClass()
void SetNextItemConsumptionID_Implementation(FItemNetID NextItemID)
FString * GetInventoryName(FString *result, bool bIsEquipped)
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItemsField()
float GetInventoryWeight()
float GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType)
bool BPRemoteInventoryAllowViewing(AShooterPlayerController *PC)
void SetNextItemSpoilingID_Implementation(FItemNetID NextItemID)
void ServerViewRemoteInventory(AShooterPlayerController *ByPC)
void UpdateTribeGroupInventoryRank(char NewRank)
UPrimalItem * FindInventoryStackableItemCompareQuantity(TSubclassOf< UPrimalItem > ItemClass, bool bFindLeastQuantity, UPrimalItem *StacksWithAndIgnoreItem)
void SetNextItemSpoilingID(FItemNetID NextItemID)
bool IsAllowedInventoryAccess(APlayerController *ForPC)
bool OverrideBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
float & MinItemSetsField()
TArray< FString > & DefaultInventoryItemsRandomCustomStringsField()
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowRemoveItems()
UPrimalItem * AddAfterRemovingFromArkTributeInventory(UPrimalItem *Item, FItemNetInfo *MyItem, bool bAllowForcedItemDownload)
static ADroppedItem * StaticDropItem(AActor *forActor, FItemNetInfo *theInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector *DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
BitFieldValue< bool, unsigned __int32 > bReceivingEquippedItems()
long double GetLatestItemClassUseTime(TSubclassOf< UPrimalItem > ItemClass)
void ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)
bool BPAllowUseInInventory(UPrimalItem *theItem, bool bIsRemoteInventory, AShooterPlayerController *ByPC)
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems2Field()
TArray< TSubclassOf< UPrimalItem > > & DefaultEquippedItemsField()
UPrimalItem * BPGetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, bool bRequiresExactClassMatch, bool bIgnoreSlotItems, bool bOnlyArkItems, bool bPreferEngram, bool bIsForCraftingConsumption)
BitFieldValue< bool, unsigned __int32 > bOverrideInventoryDepositClassDontForceDrop()
int GetCraftQueueResourceCost(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreFirstItem)
int & SavedForceDefaultInventoryRefreshVersionField()
BitFieldValue< bool, unsigned __int32 > bUseBPIsCraftingAllowed()
void ServerRemoveItemFromSlot(FItemNetID ItemID)
float GetTotalDurabilityOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate)
TArray< UPrimalItem * > ItemSlotsField()
BitFieldValue< bool, unsigned __int32 > bForceGenerateItemSets()
void ServerForceMergeItemStack_Implementation(FItemNetID Item1ID, FItemNetID Item2ID)
BitFieldValue< bool, unsigned __int32 > bInitializedDefaultInventory()
bool RemoveArkTributeItem(FItemNetID *itemID, unsigned int Quantity)
void RemoveItemSpoilingTimer(UPrimalItem *theItem)
USoundBase * ItemCraftingSoundOverrideField()
int GetMaxInventoryItems(bool bIgnoreHiddenDefaultInventory)
static UClass * StaticClass()
BitFieldValue< bool, unsigned __int32 > bAllowDeactivatedCrafting()
TArray< TWeakObjectPtr< AShooterPlayerController > > & RemoteViewingInventoryPlayerControllersField()
float GetTotalEquippedItemStat(EPrimalItemStat::Type statType)
BitFieldValue< bool, unsigned __int32 > bUseBPAllowAddInventoryItem()
bool ServerEquipItem(FItemNetID *itemID)
TArray< float > & DefaultInventoryQualitiesField()
TArray< FSupplyCrateItemSet > & AdditionalItemSetsField()
void ServerForceMergeItemStack(FItemNetID Item1ID, FItemNetID Item2ID)
bool BPRemoteInventoryAllowAddItem(AShooterPlayerController *PC, UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bBPOverrideItemMinimumUseInterval()
BitFieldValue< bool, unsigned __int32 > bPreventCraftingResourceConsumption()
void SetEquippedItemsOwnerNoSee(bool bNewOwnerNoSee, bool bForceHideFirstPerson)
BitFieldValue< bool, unsigned __int32 > bBPForceCustomRemoteInventoryAllowAddItems()
void BPDropForceLocationInventoryDeposit(long double DestroyAtTime, int OverrideMaxItemsDropped, FVector CacheLocationOverride, int DeadPlayerID)
void NotifyCraftingItemConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int amount)
bool BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int requestedQuantity, bool bRequestedByPlayer)
void ServerCloseRemoteInventory(AShooterPlayerController *ByPC)
bool BPRemoteInventoryAllowAddItems(AShooterPlayerController *PC)
void ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
UGenericDataListEntry * ExtraItemDisplayField()
long double & LastRefreshCheckItemTimeField()
bool GenerateCustomCrateItems(TSubclassOf< UObject > SourceClass, TArray< FSupplyCrateItemSet > CustomItemSets, float CustomMinItemSets, float CustomMaxItemSets, float CustomNumItemSetsPower, bool bCustomSetsRandomWithoutReplacement, TArray< UPrimalItem * > *GeneratedItems, float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp, bool bIsMissionReward)
void FinishedLoadingArkItems()
int & ExtraItemCategoryFlagsField()
static void StaticRegisterNativesUPrimalItem()
void ApplyingSkinOntoItem(UPrimalItem *ToOwnerItem, bool bIsFirstTime)
BitFieldValue< bool, unsigned __int32 > bEquipmentHatHideItemFacialHair()
TEnumAsByte< enum EPrimalItemType::Type > & MyItemTypeField()
TSubclassOf< APrimalEmitterSpawnable > & UseParticleEffectField()
BitFieldValue< bool, unsigned __int32 > bIsInitialItem()
int & CraftingGivesItemQuantityOverrideField()
TSubclassOf< ADroppedItem > & DroppedItemTemplateOverrideField()
void GetItemBytes(TArray< unsigned char > *Bytes)
FString * BPGetItemName(FString *result, FString *ItemNameIn, AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bOnlyCanUseInFalling()
float & UseDecreaseDurabilityMinField()
BitFieldValue< bool, unsigned __int32 > bUseBPCustomDurabilityTextColor()
bool AllowSlotting(UPrimalInventoryComponent *toInventory, bool bForce)
TArray< FCustomItemData > & CustomItemDatasField()
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalWeaponTemplate()
void Use(bool bOverridePlayerInput)
BitFieldValue< bool, unsigned __int32 > bRestoreDurabilityWhenColorized()
BitFieldValue< bool, unsigned __int32 > bDragClearDyedItem()
float & ResourceRequirementIncreaseRatingPowerField()
void BlueprintEquipped(bool bIsFromSaveGame)
BitFieldValue< bool, unsigned __int32 > bUseBPCustomDurabilityText()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCraftingConsumption()
BitFieldValue< bool, unsigned __int32 > bItemSkinAllowEquipping()
bool CanUse(bool bIgnoreCooldown)
float & Ingredient_StaminaIncreasePerQuantityField()
BitFieldValue< bool, unsigned __int32 > bUseItemStats()
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
bool MeetRepairingRequirements(UPrimalInventoryComponent *compareInventoryComp, bool bIsForCraftQueueAddition)
BitFieldValue< bool, unsigned __int32 > bCanBeBlueprint()
TArray< TSubclassOf< AActor > > & UseRequiresOwnerActorClassesField()
void AddToArkTributeInvenroty(UPrimalInventoryComponent *toInventory, bool bFromLoad)
FString & CustomItemNameField()
BitFieldValue< bool, unsigned __int32 > bCopyItemDurabilityFromCraftingResource()
TArray< TSubclassOf< UPrimalItem > > & EquippingRequiresEngramsField()
static int GetItemColorIDFromDyeItemID(int MasterItemListIndex)
int & ItemQuantityField()
TArray< FName > & EquipRequiresExplicitOwnerTagsField()
BitFieldValue< bool, unsigned __int32 > bAutoCraftBlueprint()
int & FPVHandsMeshTextureMaskMaterialIndex2Field()
void InventoryLoadedFromSaveGame()
TArray< FUseItemAddCharacterStatusValue > & UseItemAddCharacterStatusValuesField()
TSubclassOf< AShooterWeapon > & WeaponTemplateField()
float & EggAlertDinosAggroRadiusField()
TSubclassOf< ADroppedItem > & DroppedItemTemplateForSecondryActionField()
void RemoveWeaponAccessory()
UTexture2D * FPVHandsMeshTextureMaskField()
TArray< TSubclassOf< AActor > > & EquipRequiresExplicitOwnerClassesField()
BitFieldValue< bool, unsigned __int32 > bThrowUsesSecondaryActionDrop()
float & DurabilityDecreaseMultiplierField()
bool BPForceAllowRemoteAddToInventory(UPrimalInventoryComponent *toInventory)
void CraftBlueprint(bool bConsumeResources)
FString & CustomRepairTextField()
BitFieldValue< bool, unsigned __int32 > bDurabilityRequirementIgnoredInWater()
float & CropMaxFruitFertilizerConsumptionRateField()
TSubclassOf< UPrimalItem > & ItemClassToUseAsInitialCustomDataField()
BitFieldValue< bool, unsigned __int32 > bInitializedItem()
long double & LastSpoilingTimeField()
UStaticMesh * NetDroppedMeshOverrideField()
bool CheckAutoCraftBlueprint()
TArray< FCraftingResourceRequirement > & BaseCraftingResourceRequirementsField()
FieldArray< FItemStatInfo, 8 > ItemStatInfosField()
long double & LastTimeToShowInfoField()
FString * BPGetItemDescription(FString *result, FString *InDescription, bool bGetLongDescription, AShooterPlayerController *ForPC)
int & BlueprintAllowMaxCraftingsField()
BitFieldValue< bool, unsigned __int32 > bItemSkinIgnoreSkinIcon()
float & ResourceRequirementRatingScaleField()
void SetOwnerNoSee(bool bNoSee, bool bForceHideFirstPerson)
BitFieldValue< bool, unsigned __int32 > bUseSlottedTick()
void LocalUse(AShooterPlayerController *ForPC)
bool GetCustomItemData(FName CustomDataName, FCustomItemData *OutData)
BitFieldValue< bool, unsigned __int32 > bForceAllowCustomItemDescription()
void RemovedSkinFromItem(UPrimalItem *FromOwnerItem, bool bIsFirstTime)
bool IsValidForCrafting()
void BlueprintUnequipped()
UTexture2D * GetItemIcon(AShooterPlayerController *ForPC)
void Serialize(FArchive *Ar)
TArray< FActorClassAttachmentInfo > & ActorClassAttachmentInfosField()
int GetEngramRequirementLevel()
FieldArray< unsigned __int16, 8 > ItemStatValuesField()
BitFieldValue< bool, unsigned __int32 > bUseBPConsumeProjectileImpact()
float & ItemRatingField()
float GetItemStatModifier(EPrimalItemStat::Type statType)
int & EggRandomMutationsMaleField()
int & TempSlotIndexField()
BitFieldValue< bool, unsigned __int32 > bPreventUseAtTameLimit()
BitFieldValue< bool, unsigned __int32 > bPreventDragOntoOtherItemIfSameCustomData()
BitFieldValue< bool, unsigned __int32 > bIsSPlusItem()
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorTakeOwnerRotation()
void AddToInventory(UPrimalInventoryComponent *toInventory, bool bEquipItem, bool AddToSlotItems, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bIgnoreAbsoluteMaxInventory)
FName & FPVHandsMeshTextureMaskParamNameField()
TSubclassOf< AShooterProjectile > * BPOverrideProjectileType(TSubclassOf< AShooterProjectile > *result)
bool CheckForInventoryDupes()
TSubclassOf< APrimalBuff > & BuffToGiveOwnerWhenEquippedField()
float & SinglePlayerCraftingSpeedMultiplierField()
float & RepairResourceRequirementMultiplierField()
float & EggMaxTemperatureField()
BitFieldValue< bool, unsigned __int32 > bUseBPCustomInventoryWidgetText()
FString & OverrideUseStringField()
int GetAttachedComponentsNum()
TArray< unsigned short > & CraftingResourceRequirementsField()
TSubclassOf< UPrimalItem > & EngramRequirementItemClassOverrideField()
TArray< FString > & DefaultFolderPathsField()
float & WeaponFrequencyField()
bool IsReadyToUpload(UWorld *theWorld)
BitFieldValue< bool, unsigned __int32 > bIsCustomRecipe()
bool BPProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse)
float & MinimumUseIntervalField()
FieldArray< char, 6 > EggColorSetIndicesField()
BitFieldValue< bool, unsigned __int32 > bUseBPEquippedItemOnXPEarning()
TWeakObjectPtr< UPrimalInventoryComponent > & OwnerInventoryField()
float GetItemWeight(bool bJustOneQuantity, bool bForceNotBlueprintWeight)
FString * GetMiscInfoString(FString *result)
int & CraftingMinLevelRequirementField()
static UPrimalItem * CreateItemFromNetInfo(FItemNetInfo *newItemInfo)
float HandleShieldDamageBlocking_Implementation(AShooterCharacter *ForShooterCharacter, float DamageIn, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
int & MaxCustomItemDescriptionLengthField()
unsigned __int16 calcResourceQuantityRequired(TSubclassOf< UPrimalItem > itemType, const float baseRequiredAmount, UPrimalInventoryComponent *inventory, bool isCrafting)
BitFieldValue< bool, unsigned __int32 > bIsCookingIngredient()
UClass * GetBuffToGiveOwnerWhenEquipped(bool bForceResolveSoftRef)
void UnequipWeapon(bool bDelayedUnequip)
BitFieldValue< bool, unsigned __int32 > bOnlyCanUseInWater()
float & BaseRepairingXPField()
BitFieldValue< bool, unsigned __int32 > bBPAllowRemoteRemoveFromInventory()
BitFieldValue< bool, unsigned __int32 > bCraftDontActuallyGiveItem()
BitFieldValue< bool, unsigned __int32 > bEquipRequiresDLC_Aberration()
void BPOverrideCraftingConsumption(int AmountToConsume)
FName & UseUnlocksEmoteNameField()
FString * BPAllowCrafting(FString *result, AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bEggIsTooHot()
static UPrimalItem * CreateFromBytes(TArray< unsigned char > *Bytes)
BitFieldValue< bool, unsigned __int32 > bDeprecateItem()
BitFieldValue< bool, unsigned __int32 > bRefreshOnDyeUsed()
float & CropMaxFruitWaterConsumptionRateField()
FString * GetItemName(FString *result, bool bIncludeQuantity, bool bShortName, AShooterPlayerController *ForPC)
FString * GetItemSubtypeString(FString *result)
int & NoLevelEngramSortingPriorityField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventUseOntoItem()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsField()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
BitFieldValue< bool, unsigned __int32 > bInitializedRecipeStats()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemDescription()
TArray< FName > & EggAlertDinosAggroTagsField()
bool BPConsumeProjectileImpact(AShooterProjectile *theProjectile, FHitResult *HitResult)
BitFieldValue< bool, unsigned __int32 > bAllowUseInInventory()
float & BlueprintTimeToCraftField()
bool CanCraftInInventory(UPrimalInventoryComponent *invComp)
UMaterialInterface * GetHUDIconMaterial()
int GetItemColorID(int theRegion)
BitFieldValue< bool, unsigned __int32 > bAllowInventoryItem()
TArray< TSubclassOf< UPrimalItem > > & SupportDragOntoItemClassesField()
BitFieldValue< bool, unsigned __int32 > bUseBPAllowAddToInventory()
BitFieldValue< bool, unsigned __int32 > bUseBPCustomAutoDecreaseDurabilityPerInterval()
TSubclassOf< UDamageType > * GetWeaponTemplateHarvestDamageType(TSubclassOf< UDamageType > *result)
void ClientUpdatedWeaponClipAmmo()
TArray< FItemAttachmentInfo > * ItemAttachmentInfosField()
BitFieldValue< bool, unsigned __int32 > bUseScaleStatEffectivenessByDurability()
float GetRemainingCooldownTime()
BitFieldValue< bool, unsigned __int32 > bUseBPInitItemColors()
UTexture2D * BPGetItemIcon(AShooterPlayerController *ForPC)
float & CraftingSkillField()
static FLinearColor * StaticGetColorForItemColorID(FLinearColor *result, int ID)
BitFieldValue< bool, unsigned __int32 > bHideFromRemoteInventoryDisplay()
void AddToSlot(int theSlotIndex, bool bForce)
void ServerRemoveItemSkinOnly()
bool CanUseWithItemSource(UPrimalItem *DestinationItem)
BitFieldValue< bool, unsigned __int32 > bResourcePreventGivingFromDemolition()
float GetWeaponTemplateMeleeDamageAmount()
void ApplyColorsFromStructure(APrimalStructure *theStructure)
void BPGetItemID(int *ItemID1, int *ItemID2)
FVector & SpawnOnWaterEncroachmentBoxExtentField()
BitFieldValue< bool, unsigned __int32 > bForceDediAttachments()
void ConsumeCraftingRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent)
void BPEquippedItemOnXPEarning(APrimalCharacter *forChar, float howMuchXP, EXPType::Type TheXPType)
float & ResourceRarityField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoAutoConsume()
void GetItemAttachmentInfos(AActor *OwnerActor)
FString * GetItemStatString(FString *result, EPrimalItemStat::Type statType)
int IncrementItemQuantity(int amount, bool bReplicateToClient, bool bDontUpdateWeight, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool bIsFromCraftingConsumption)
TSubclassOf< UPrimalColorSet > & RandomColorSetField()
BitFieldValue< bool, unsigned __int32 > bUseBPDrawItemIcon()
BitFieldValue< bool, unsigned __int32 > bThrowOnHotKeyUse()
float & EggMinTemperatureField()
void ServerRemoveItemSkin()
float & AlternateItemIconBelowDurabilityValueField()
BitFieldValue< bool, unsigned __int32 > bEquippedItem()
BitFieldValue< bool, unsigned __int32 > bAutoDecreaseDurabilityOverTime()
bool TestMeetsCraftingRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent)
BitFieldValue< bool, unsigned __int32 > bAllowRemovalFromInventory()
FString & DurabilityStringShortField()
float & Ingredient_HealthIncreasePerQuantityField()
int & CraftingGiveItemCountField()
void BPInitItemColors(TArray< int > *ColorIDs)
float & SpoilingTimeField()
FLinearColor * GetItemQualityColor(FLinearColor *result)
float HandleShieldDamageBlocking(AShooterCharacter *ForShooterCharacter, float DamageIn, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUseBPPostAddBuffToGiveOwnerCharacter()
float & EggAlertDinosAggroAmountField()
BitFieldValue< bool, unsigned __int32 > bPreventUseByHumans()
FString & ItemDescriptionField()
bool BPMatchesItemID(int ItemID1, int ItemID2)
static int StaticGetDinoColorSetIndexForItemColorID(int ID)
float & ExtraEggLoseDurabilityPerSecondMultiplierField()
float & Ingredient_WaterIncreasePerQuantityField()
float & ItemIconScaleField()
void SetEngramBlueprint()
FItemStatInfo * GetItemStatInfo(FItemStatInfo *result, int idx)
TArray< unsigned __int64 > & SteamItemUserIDsField()
bool RemoveItemFromInventory(bool bForceRemoval, bool showHUDMessage)
void BPAddedAttachments()
BitFieldValue< bool, unsigned __int32 > bForceAllowGrinding()
void BPInitIconMaterial()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemIcon()
bool & bBuffToGiveOwnerWhenEquipped_SoftRefCachedField()
long double & LastItemAdditionTimeField()
FString & CraftItemButtonStringOverrideField()
bool IsOwnerInNoPainWater()
float & NewItemDurabilityOverrideField()
BitFieldValue< bool, unsigned __int32 > bAllowEquppingItem()
float & ItemStatClampsMultiplierField()
static UPrimalItem * AddNewItem(TSubclassOf< UPrimalItem > ItemArchetype, UPrimalInventoryComponent *GiveToInventory, bool bEquipItem, bool bDontStack, float ItemQuality, bool bForceNoBlueprint, int quantityOverride, bool bForceBlueprint, float MaxItemDifficultyClamp, bool CreateOnClient, TSubclassOf< UPrimalItem > ApplyItemSkin, float MinRandomQuality, bool clampStats, bool bIgnoreAbsolueMaxInventory)
unsigned __int16 & CraftQueueField()
float & ShieldDamageToDurabilityRatioField()
bool BPCanUse(bool bIgnoreCooldown)
void BPNotifyDropped(APrimalCharacter *FromCharacter, bool bWasThrown)
bool BPPreventEquip(UPrimalInventoryComponent *toInventory)
UPrimalItem * MyItemSkinField()
void BPUsedOntoItem(UPrimalItem *DestinationItem, int AdditionalData)
BitFieldValue< bool, unsigned __int32 > bCopyDurabilityIntoSpoiledItem()
BitFieldValue< bool, unsigned __int32 > bIgnoreDrawingItemButtonIcon()
bool CanStackWithItem(UPrimalItem *otherItem, int *QuantityOverride)
int & LastValidItemVersionField()
USoundBase * OverrideCrouchingSound(USoundBase *InSound, bool bIsProne, int soundState)
float & MaxDurabiltiyOverrideField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemDurabilityPercentage()
BitFieldValue< bool, unsigned __int32 > bCensoredItemSkin()
USoundBase * BPGetFuelAudioOverride(APrimalStructure *ForStructure)
BitFieldValue< bool, unsigned __int32 > bEquipRequiresDLC_Genesis()
BitFieldValue< bool, unsigned __int32 > bAllowDefaultCharacterAttachment()
static TSubclassOf< AShooterProjectile > * GetProjectileType(TSubclassOf< AShooterProjectile > *result, TSubclassOf< UPrimalItem > ItemType)
BitFieldValue< bool, unsigned __int32 > bUseBPInitFromItemNetInfo()
float & DurabilityNotifyThresholdValueField()
BitFieldValue< bool, unsigned __int32 > bOnlyEquipWhenUnconscious()
long double & NextCraftCompletionTimeField()
bool GetItemCustomColor(int ColorRegion, FLinearColor *outColor)
UTexture2D * AccessoryActivatedIconOverrideField()
TSubclassOf< AShooterProjectile > * BPOverrideProjectileType_Implementation(TSubclassOf< AShooterProjectile > *result)
FString * GetItemShortName(FString *result)
UMaterialInterface * BPGetCustomIconMaterialParent()
long double & LastLocalUseTimeField()
TSubclassOf< UPrimalItem > & SpoilingItemField()
BitFieldValue< bool, unsigned __int32 > bIsItemSkin()
BitFieldValue< bool, unsigned __int32 > bDestroyBrokenItem()
BitFieldValue< bool, unsigned __int32 > bCanBuildStructures()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCrafting()
BitFieldValue< bool, unsigned __int32 > bAlwaysLearnedEngram()
FString * GetInventoryIconDisplayText(FString *result)
TArray< TSubclassOf< AShooterWeapon > > & SkinWeaponTemplatesForAmmoField()
long double & NextSpoilingTimeField()
float & CropGrowingWaterConsumptionRateField()
static bool StaticGetItemNameAndIcon(TSubclassOf< UPrimalItem > ItemType, FString *OutItemName, UTexture2D **OutItemIcon, bool bShortName, AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bEquipmentHatHideItemHeadHair()
float & EquippedReduceDurabilityPerIntervalField()
UAnimMontage * PlayAnimationOnUseField()
BitFieldValue< bool, unsigned __int32 > bCanUseSwimming()
BitFieldValue< bool, unsigned __int32 > bForcePreventGrinding()
BitFieldValue< bool, unsigned __int32 > bPreventUseWhenSleeping()
int GetExplicitEntryIndexType(bool bGetBaseValue)
float BPGetCustomAutoDecreaseDurabilityPerInterval()
BitFieldValue< bool, unsigned __int32 > bUseEquippedItemBlueprintTick()
float & ItemDurabilityField()
void AddItemDurability(float durabilityToAdd)
UPrimalInventoryComponent * GetInitializeItemOwnerInventory()
void BPPreInitializeItem(UWorld *OptionalInitWorld)
UWorld * GetWorldHelper(UObject *WorldContextObject)
FLinearColor & DurabilityBarColorForegroundField()
FieldArray< __int16, 6 > PreSkinItemColorIDField()
void Crafted_Implementation(bool bWasCraftedFromEngram)
FName & DefaultWeaponMeshNameField()
BitFieldValue< bool, unsigned __int32 > bCanSlot()
USoundBase * ExtraThrowItemSoundField()
BitFieldValue< bool, unsigned __int32 > bEquipRequiresDLC_ScorchedEarth()
BitFieldValue< bool, unsigned __int32 > bAppendPrimaryColorToName()
BitFieldValue< bool, unsigned __int32 > bBPAllowRemoteAddToInventory()
float & EggLoseDurabilityPerSecondField()
TSubclassOf< APrimalBuff > & BuffToGiveOwnerCharacterField()
FString * GetCraftingRequirementsString(FString *result, UPrimalInventoryComponent *compareInventoryComp)
TEnumAsByte< enum EPrimalConsumableType::Type > & MyConsumableTypeField()
float GetMiscInfoFontScale()
BitFieldValue< bool, unsigned __int32 > bForceDisplayInInventory()
FString * BPGetCustomInventoryWidgetText(FString *result)
FItemNetID & ItemIDField()
TArray< FColor > & CustomColorsField()
float & CraftingSkillQualityMultiplierMaxField()
void SetItemStatValues(int idx, int val)
FieldArray< __int16, 6 > ItemColorIDField()
BitFieldValue< bool, unsigned __int32 > bBPCanUse()
TSubclassOf< APrimalStructure > & StructureToBuildField()
void InitializeItem(bool bForceReinit, UWorld *OptionalInitWorld)
FItemNetInfo * GetItemNetInfo(FItemNetInfo *result, bool bIsForSendingToClient)
void LocalUseItemOntoItem(AShooterPlayerController *ForPC, UPrimalItem *DestinationItem)
TArray< TSubclassOf< AShooterWeapon > > & AmmoSupportDragOntoWeaponItemWeaponTemplatesField()
static UClass * GetPrivateStaticClass()
int & CustomItemIDField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyDropped()
BitFieldValue< bool, unsigned __int32 > bUseItemDurability()
float & IndirectTorpidityArmorRatingField()
int & WeaponTotalAmmoField()
BitFieldValue< bool, unsigned __int32 > bIsDroppedItem()
BitFieldValue< bool, unsigned __int32 > bPickupEggAlertsDinos()
int GetCraftingResourceRequirement(int CraftingResourceIndex)
int & PlayerMeshTextureMaskMaterialIndexField()
UPrimalItem * FinishCraftingBlueprint()
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRiding()
FString & ItemRatingStringField()
long double & LastEquippedReduceDurabilityTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCustomInventoryWidgetTextColor()
FString & AbstractItemCraftingDescriptionField()
BitFieldValue< bool, unsigned __int32 > bIsDinoAutoHealingItem()
float & BaseItemWeightField()
void RemoveAttachments(AActor *UseOtherActor, bool bRefreshDefaultAttachments, bool isShieldSpecificRefresh)
BitFieldValue< bool, unsigned __int32 > bDeprecateBlueprint()
BitFieldValue< bool, unsigned __int32 > bNameForceNoStatQualityRank()
TArray< FCropItemPhaseData > & CropPhasesDataField()
BitFieldValue< bool, unsigned __int32 > bAutoTameSpawnedActor()
TSubclassOf< UPrimalItem > & SendToClientClassOverrideField()
void SetCustomItemData(FCustomItemData *InData)
BitFieldValue< bool, unsigned __int32 > bAlwaysTriggerTributeDownloaded()
void BlueprintOwnerPosssessed(AController *PossessedByController)
float & Ingredient_WeightIncreasePerQuantityField()
long double & LastUseTimeField()
FString & CustomItemDescriptionField()
void OnVersionChange(bool *doDestroy, UWorld *World, AShooterGameMode *gameMode)
TArray< TSubclassOf< UPrimalInventoryComponent > > & CraftingRequiresInventoryComponentField()
BitFieldValue< bool, unsigned __int32 > bFromSteamInventory()
float & ResourceRequirementRatingIncreasePercentageField()
float & DurabilityIncreaseMultiplierField()
bool AllowUseInInventory(bool bIsRemoteInventory, AShooterPlayerController *ByPC, bool DontCheckActor)
float & RecipeCraftingSkillScaleField()
long double & CreationTimeField()
FName & UseParticleEffectSocketNameField()
UTexture2D * ItemIconField()
TArray< FDinoAncestorsEntry > & EggDinoAncestorsMaleField()
BitFieldValue< bool, unsigned __int32 > bOverrideRepairingRequirements()
float GetEggHatchTimeRemaining(UWorld *theWorld)
float BPGetItemStatModifier(int idx, int ItemStatValue)
TSubclassOf< APrimalDinoCharacter > & EggDinoClassToSpawnField()
bool BPAllowRemoteRemoveFromInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
float & Ingredient_FoodIncreasePerQuantityField()
float & GlobalTameAffinityMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideProjectileType()
void RemoveFromWorldItemMap()
TArray< FItemAttachmentInfo > & ItemSkinAddItemAttachmentsField()
UStaticMesh * DroppedMeshOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsBlueprint()
TWeakObjectPtr< AShooterWeapon > & AssociatedWeaponField()
AShooterCharacter * GetOwnerPlayer()
FString & CrafterCharacterNameField()
void SkinEquippedBlueprintTick(UPrimalItem *OwnerItem, float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bPreventUploadingWeaponClipAmmo()
BitFieldValue< bool, unsigned __int32 > bOverrideExactClassCraftingRequirement()
FRotator & BlockingShieldFPVRotationField()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
float GetTimeForFullRepair()
USoundCue * UseItemSoundField()
bool HasBuffToGiveOwnerWhenEquipped()
FVector & NetDroppedMeshOverrideScale3DField()
UTexture2D * PlayerMeshTextureMaskField()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintEquippedNotifications()
long double & ClusterSpoilingTimeUTCField()
BitFieldValue< bool, unsigned __int32 > bAllowRemoveFromSteamInventory()
BitFieldValue< bool, unsigned __int32 > bDeferWeaponBeginPlayToAssociatedItemSetTime()
float GetUseItemAddCharacterStatusValue(EPrimalCharacterStatusValue::Type valueType)
int BPGetItemStatRandomValue(float QualityLevel, int idx)
float & PreviewCameraDefaultZoomMultiplierField()
bool IsActiveEventItem(UWorld *World)
TArray< TSubclassOf< AShooterWeapon > > & SkinWeaponTemplatesField()
TArray< TSubclassOf< UPrimalItem > > & SupportAmmoItemForWeaponSkinField()
void SetQuantity(int NewQuantity, bool ShowHUDNotification)
BitFieldValue< bool, unsigned __int32 > bIsEngram()
USoundBase * OverrideCrouchingSound_Implementation(USoundBase *InSound, bool bIsProne, int soundState)
BitFieldValue< bool, unsigned __int32 > bEggIsTooCold()
TSubclassOf< UPrimalItem > & OverrideCooldownTimeItemClassField()
FLinearColor * GetColorForItemColorID(FLinearColor *result, int SetNum, int ID)
float & UseMinDurabilityRequirementField()
int & ItemSkinTemplateIndexField()
FVector & PreviewCameraPivotOffsetField()
UMaterialInterface * ItemIconMaterialParentField()
void PickupAlertDinos(AActor *groundItem)
FString * GetCraftRepairInvReqString(FString *result)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString * GetItemTypeString(FString *result)
float & EggTamedIneffectivenessModifierField()
int & LastCalculatedTotalAmmoInvUpdatedFrameField()
char & ItemVersionField()
BitFieldValue< bool, unsigned __int32 > bIsFromAllClustersInventory()
USoundBase * RemovedFromOtherItemSoundField()
TSubclassOf< UPrimalItem > & ItemSkinTemplateField()
TArray< TSubclassOf< UPrimalItem > > & CraftingAdditionalItemsToGiveField()
FString * GetPrimaryColorName(FString *result)
BitFieldValue< bool, unsigned __int32 > bGiveItemWhenUsedCopyItemStats()
FString * GetItemStatsString(FString *result)
float & TimeForFullRepairField()
BitFieldValue< bool, unsigned __int32 > bPreventArmorDurabiltyConsumption()
UTexture2D * PlayerMeshNoItemDefaultTextureMaskField()
BitFieldValue< bool, unsigned __int32 > bDroppedItemAllowDinoPickup()
FLinearColor & DurabilityBarColorBackgroundField()
USoundBase * UseItemOnItemSoundField()
TSubclassOf< UPrimalItem > & GiveItemWhenUsedField()
BitFieldValue< bool, unsigned __int32 > bHideFromInventoryDisplay()
void RemoveClipAmmo(bool bDontUpdateItem)
BitFieldValue< bool, unsigned __int32 > bUseOnItemWeaponRemoveClipAmmo()
void SetAttachedMeshesMaterialScalarParamValue(FName ParamName, float Value)
BitFieldValue< bool, unsigned __int32 > bItemSkinReceiveOwnerEquippedBlueprintEvents()
bool ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool __formal)
void RemoveCustomItemData(FName CustomDataName)
float & BlueprintWeightField()
float & CraftingSkillQualityMultiplierMinField()
float BPGetItemDurabilityPercentage()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemNetInfo()
BitFieldValue< bool, unsigned __int32 > bUseItemColors()
BitFieldValue< bool, unsigned __int32 > bShowItemRatingAsPercent()
FString * GetEntryDescription(FString *result)
float & MinItemDurabilityField()
float GetRepairingPercent()
void NotifyEditText(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bCraftedRequestCustomItemDescription()
float & MinBlueprintTimeToCraftField()
TSubclassOf< UDamageType > * GetWeaponTemplateMeleeDamageType(TSubclassOf< UDamageType > *result)
bool AllowRemoteAddToInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
FString * GetInventoryIconDisplayText_Implementation(FString *result)
BitFieldValue< bool, unsigned __int32 > bEquipmentForceHairHiding()
BitFieldValue< bool, unsigned __int32 > bIsDescriptionOnlyItem()
void BPSetWeaponClipAmmo(int NewClipAmmo)
USoundBase * UsedOnOtherItemSoundField()
bool CanBeArkTributeItem()
void InitFromNetInfo(FItemNetInfo *theInfo)
TArray< TSubclassOf< AActor > > & OnlyUsableOnSpecificClassesField()
bool MeetBlueprintCraftingRequirements(UPrimalInventoryComponent *compareInventoryComp, int CraftAmountOverride, AShooterPlayerController *ForPlayer, bool bIsForCraftQueueAddition, bool bTestFullQueue)
UMaterialInterface * DroppedMeshMaterialOverrideField()
FString & DurabilityStringField()
void ServerRemoveWeaponAccessoryOnly()
BitFieldValue< bool, unsigned __int32 > bPickupEggForceAggro()
float GetCraftingPercent()
FString & BuffToGiveOwnerWhenEquipped_BlueprintPathField()
bool BPPreventWeaponEquip()
TSubclassOf< UPrimalItem > & ItemCustomClassField()
BitFieldValue< bool, unsigned __int32 > bPreventUpload()
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemName()
void InventoryRefreshCheckItem()
TEnumAsByte< enum EPrimalEquipmentType::Type > & MyEquipmentTypeField()
UTexture2D * BrokenIconField()
BitFieldValue< bool, unsigned __int32 > bConsumeItemOnUse()
static UClass * StaticClass()
TArray< FItemAttachmentInfo > & DynamicItemAttachmentInfosField()
BitFieldValue< bool, unsigned __int32 > bValidCraftingResource()
USoundBase * UnEquipSoundField()
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowRemoteAddToInventory()
bool IsBlueprintDeprecated(UWorld *World)
unsigned int & WeaponClipAmmoField()
float & EggAlertDinosForcedAggroTimeField()
float & CropGrowingFertilizerConsumptionRateField()
FColor * BPGetCustomInventoryWidgetTextColor(FColor *result)
void RecalcSpoilingTime(long double TimeSeconds, float SpoilPercent, UPrimalInventoryComponent *forComp)
void EquippedTick(float DeltaSeconds)
float GetDurabilityPercentage()
BitFieldValue< bool, unsigned __int32 > bIsFoodRecipe()
void BPItemBelowDurabilityThreshold()
FieldArray< char, 16 > EggNumberOfLevelUpPointsAppliedField()
FVector & DroppedMeshOverrideScale3DField()
float & EggDroppedInvalidTempLoseItemRatingSpeedField()
BitFieldValue< bool, unsigned __int32 > bUseBPSetupHUDIconMaterial()
bool BPPreventUseOntoItem(UPrimalItem *DestinationItem)
FName & SaddleOverrideRiderSocketNameField()
float & FertilizerEffectivenessMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventCheatGive()
void SlottedTick(float DeltaSeconds)
void StopCraftingRepairing(bool bCheckIfCraftingOrRepairing)
BitFieldValue< bool, unsigned __int32 > bUseSkinnedBPCustomInventoryWidgetText()
void InitNewItem(float ItemQuality, UPrimalInventoryComponent *toInventory, float MaxItemDifficultyClamp, float MinRandomQuality)
BitFieldValue< bool, unsigned __int32 > bAddedToWorldItemMap()
float & CraftedSkillBonusField()
int & MaxItemQuantityField()
float & SavedDurabilityField()
float & DroppedItemLifeSpanOverrideField()
BitFieldValue< bool, unsigned __int32 > bClearSkinOnInventoryRemoval()
BitFieldValue< bool, unsigned __int32 > bHideCustomDescription()
BitFieldValue< bool, unsigned __int32 > bUseBPCustomInventoryWidgetTextForBlueprint()
BitFieldValue< bool, unsigned __int32 > bAllowRepair()
bool BPAllowRemoteAddToInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
FString * GetEntryString(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidForCrafting()
float & RandomChanceToBeBlueprintField()
BitFieldValue< bool, unsigned __int32 > bPreventNativeItemBroken()
BitFieldValue< bool, unsigned __int32 > bPreventRemovingClipAmmo()
bool BPIsValidForCrafting()
TSubclassOf< AActor > & UseSpawnActorClassField()
BitFieldValue< bool, unsigned __int32 > bUseBPCrafted()
float GetTimeUntilUploadAllowed(UWorld *theWorld)
USoundBase * ItemBrokenSoundField()
bool AllowInventoryItem(UPrimalInventoryComponent *toInventory)
BitFieldValue< bool, unsigned __int32 > bCanBeArkTributeItem()
bool BPCanAddToInventory(UPrimalInventoryComponent *toInventory)
float & UseGiveDinoTameAffinityPercentField()
bool IsUsableConsumable()
BitFieldValue< bool, unsigned __int32 > bPreventEquipOnTaxidermyBase()
BitFieldValue< bool, unsigned __int32 > bCopyCustomDescriptionIntoSpoiledItem()
bool BPSupportUseOntoItem(UPrimalItem *DestinationItem)
float & AddDinoTargetingRangeField()
TArray< TSubclassOf< UPrimalItem > > & ItemSkinUseOnItemClassesField()
BitFieldValue< bool, unsigned __int32 > bAllowOverrideItemAutoDecreaseDurability()
BitFieldValue< bool, unsigned __int32 > bUseEquippedItemNativeTick()
void Crafted(bool bWasCraftedFromEngram)
BitFieldValue< bool, unsigned __int32 > bScaleOverridenRepairingRequirements()
BitFieldValue< bool, unsigned __int32 > bPreventItemSkins()
BitFieldValue< bool, unsigned __int32 > bForceAllowRemovalWhenDead()
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorWhenRiding()
BitFieldValue< bool, unsigned __int32 > bForcePreventConsumableWhileHandcuffed()
FString * BPGetSkinnedCustomInventoryWidgetText(FString *result)
FVector & BlockingShieldFPVTranslationField()
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorRelativeLoc()
BitFieldValue< bool, unsigned __int32 > bUsingRequiresStandingOnSolidGround()
BitFieldValue< bool, unsigned __int32 > bForceUseItemAddCharacterStatsOnDinos()
UTexture2D * AlternateItemIconBelowDurabilityField()
BitFieldValue< bool, unsigned __int32 > bSkinAddWeightToSkinnedItem()
void EquippedBlueprintTick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bDontResetAttachmentIfNotUpdatingItem()
float & PreviewCameraDistanceScaleFactorField()
int & CropMaxFruitsField()
BitFieldValue< bool, unsigned __int32 > bAllowRemoteUseInInventory()
long double & LastAutoDurabilityDecreaseTimeField()
int & ArkTributeVersionField()
void ServerUpdatedWeaponClipAmmo()
BitFieldValue< bool, unsigned __int32 > bSkinDisableWhenSubmerged()
float & CropNoFertilizerOrWaterCacheReductionRateField()
TSubclassOf< UPrimalItem > & BrokenGiveItemClassField()
bool CanRepairInInventory(UPrimalInventoryComponent *invComp)
BitFieldValue< bool, unsigned __int32 > bIgnoreMinimumUseIntervalForDinoAutoEatingFood()
BitFieldValue< bool, unsigned __int32 > bAllowCustomColors()
USoundBase * ShieldHitSoundField()
float & BaseCraftingXPField()
bool UseItemOntoItem(UPrimalItem *DestinationItem, int AdditionalData)
TSubclassOf< UPrimalItem > & SupportDragOntoItemClassField()
BitFieldValue< bool, unsigned __int32 > bNonBlockingShield()
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
void BPInitFromItemNetInfo()
void SetItemStatInfo(int idx, FItemStatInfo *val)
FString * GetItemDescription(FString *result, bool bGetLongDescription, AShooterPlayerController *ForPC)
void TickCraftingItem(float DeltaTime, AShooterGameState *theGameState)
void Used(UPrimalItem *DestinationItem, int AdditionalData)
BitFieldValue< bool, unsigned __int32 > bPreventConsumeItemOnDrag()
BitFieldValue< bool, unsigned __int32 > bSupportDragOntoOtherItem()
float & DamageTorpidityArmorRatingField()
TArray< FSaddlePassengerSeatDefinition > & SaddlePassengerSeatsField()
BitFieldValue< bool, unsigned __int32 > bBPInventoryNotifyCraftingFinished()
BitFieldValue< bool, unsigned __int32 > bUsableWithTekGrenadeLauncher()
BitFieldValue< bool, unsigned __int32 > bItemSkinReceiveOwnerEquippedBlueprintTick()
BitFieldValue< bool, unsigned __int32 > bDivideTimeToCraftByGlobalCropGrowthSpeed()
float GetTimeToCraftBlueprint()
BitFieldValue< bool, unsigned __int32 > bNewWeaponAutoFillClipAmmo()
UTexture2D * BlueprintBackgroundOverrideTextureField()
void BPTributeItemUploaded(UObject *ContextObject)
bool CanRepair(bool bIgnoreInventoryRequirement)
USoundBase * EquipSoundField()
BitFieldValue< bool, unsigned __int32 > bEquipRequiresDLC_Extinction()
bool HasCustomItemData(FName CustomDataName)
BitFieldValue< bool, unsigned __int32 > bCustomBrokenIcon()
float & AutoDecreaseMinDurabilityField()
FVector & OriginalItemDropLocationField()
UActorComponent * GetComponentToAttach(int attachmentIndex, AActor *UseOtherActor)
BitFieldValue< bool, unsigned __int32 > bTekItem()
void RemoveFromSlot(bool bForce)
float & PreviewCameraMaxZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForceDropDestruction()
BitFieldValue< bool, unsigned __int32 > bUseBPInitializeItem()
UActorComponent * GetAttachedComponent(int attachmentIndex, AActor *UseOtherActor)
BitFieldValue< bool, unsigned __int32 > bUseOnItemSetIndexAsDestinationItemCustomData()
BitFieldValue< bool, unsigned __int32 > bHideMoreOptionsIfNonRemovable()
UStaticMesh * DyePreviewMeshOverrideSMField()
int & EggRandomMutationsFemaleField()
unsigned int & ExpirationTimeUTCField()
TArray< FCraftingResourceRequirement > & CustomResourceRequirementsField()
static FItemNetID BPMakeItemID(int TheItemID1, int TheItemID2)
int & CraftingConsumesDurabilityField()
float & AutoDecreaseDurabilityAmountPerIntervalField()
TArray< TSubclassOf< UPrimalItem > > & ItemSkinPreventOnItemClassesField()
FString * BPGetCustomDurabilityText(FString *result)
void BPPostInitializeItem(UWorld *OptionalInitWorld)
TSubclassOf< UPrimalItem > & PreservingItemClassField()
void RefreshAttachments(bool bRefreshDefaultAttachments, bool isShieldSpecificRefresh, bool bIsFromUpdateItem)
FString & DescriptiveNameBaseField()
TWeakObjectPtr< AShooterCharacter > & LastOwnerPlayerField()
TSubclassOf< AActor > & CraftingActorToSpawnField()
TArray< FCraftingResourceRequirement > & OverrideRepairingRequirementsField()
bool CanUseWithItemDestination(UPrimalItem *SourceItem)
float & CraftingCooldownIntervalField()
char & ItemQualityIndexField()
float GetWeaponTemplateDurabilityToConsumePerMeleeHit()
float & AutoDurabilityDecreaseIntervalField()
TArray< FLinearColor > * GetItemDyeColors(TArray< FLinearColor > *result)
static void GenerateItemID(FItemNetID *TheItemID)
BitFieldValue< bool, unsigned __int32 > bUnappliedItemSkinIgnoreItemAttachments()
float & DinoAutoHealingThresholdPercentField()
long double & UploadEarliestValidTimeField()
int GetMaximumAdditionalCrafting(UPrimalInventoryComponent *forComp, AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bUseSpawnActor()
BitFieldValue< bool, unsigned __int32 > bAllowInvalidItemVersion()
FString * GetRepairingRequirementsString(FString *result, UPrimalInventoryComponent *compareInventoryComp, bool bUseBaseRequeriments, float OverrideRepairPercent)
float & PreservingItemSpoilingTimeMultiplierField()
bool IsCooldownReadyForUse()
float & ShieldBlockDamagePercentageField()
float & ClearColorDurabilityThresholdField()
bool AllowEquipItem(UPrimalInventoryComponent *toInventory)
BitFieldValue< bool, unsigned __int32 > bPreventUseByDinos()
float & EquippedReduceDurabilityIntervalField()
bool CanSpawnOverWater(AActor *ownerActor, FTransform *SpawnTransform)
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
UPrimalItem * WeaponAmmoOverrideItemCDOField()
FColor * BPGetCustomDurabilityTextColor(FColor *result)
int & FPVHandsMeshTextureMaskMaterialIndexField()
int GetMaxItemQuantity(UObject *WorldContextObject)
BitFieldValue< bool, unsigned __int32 > bUsesCreationTime()
BitFieldValue< bool, unsigned __int32 > bPreventItemBlueprint()
BitFieldValue< bool, unsigned __int32 > bIsEgg()
TSubclassOf< AShooterWeapon > & AmmoSupportDragOntoWeaponItemWeaponTemplateField()
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalIcon()
bool RemoveItemFromArkTributeInventory()
void BPTributeItemDownloaded(UObject *ContextObject)
int GetItemStatValues(int idx)
FVector & UseSpawnActorLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bSpawnActorOnWaterOnly()
void RepairItem(bool bIgnoreInventoryRequirement, float UseNextRepairPercentage, float RepairSpeedMultiplier)
float & EggMaximumDistanceFromOriginalDropToAlertDinosField()
bool IsDeprecated(UWorld *World)
void UpdatedItem(bool ResetUploadTime)
BitFieldValue< bool, unsigned __int32 > bIsAbstractItem()
BitFieldValue< bool, unsigned __int32 > bUseInWaterRestoreDurability()
BitFieldValue< bool, unsigned __int32 > bConfirmBeforeUsing()
BitFieldValue< bool, unsigned __int32 > bNetInfoFromClient()
float & NextRepairPercentageField()
FieldArray< char, 6 > bUseItemColorField()
FRotator & PreviewCameraRotationField()
float & MinDurabilityForCraftingResourceField()
FString & CrafterTribeNameField()
int & ItemCustomDataField()
float & UseDecreaseDurabilityField()
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalItemName()
void BPPostAddBuffToGiveOwnerCharacter(APrimalCharacter *OwnerCharacter, APrimalBuff *Buff)
float & DinoAutoHealingUseTimeIntervalField()
BitFieldValue< bool, unsigned __int32 > bPreventCraftingResourceAtFullDurability()
FName & PlayerMeshTextureMaskParamNameField()
void ApplyColorsToMesh(UMeshComponent *mComp)
float GetWeaponTemplateHarvestDamageMultiplier()
void OverrideItemRating(float rating)