17 float&
ImpulseField() {
return *GetNativePointerField<
float*>(
this,
"FDamageEvent.Impulse"); }
18 float&
OriginalDamageField() {
return *GetNativePointerField<
float*>(
this,
"FDamageEvent.OriginalDamage"); }
24 void GetBestHitInfo(AActor* HitActor, AActor* HitInstigator, FHitResult* OutHitInfo, FVector* OutImpulseDir) { NativeCall<
void, AActor*, AActor*, FHitResult*, FVector*>(
this,
"FDamageEvent.GetBestHitInfo", HitActor, HitInstigator, OutHitInfo, OutImpulseDir); }
37 float&
TimeField() {
return *GetNativePointerField<
float*>(
this,
"FHitResult.Time"); }
45 int&
ItemField() {
return *GetNativePointerField<
int*>(
this,
"FHitResult.Item"); }
51 int&
FaceIndexField() {
return *GetNativePointerField<
int*>(
this,
"FHitResult.FaceIndex"); }
62 AActor*
GetActor() {
return NativeCall<AActor*>(
this,
"FHitResult.GetActor"); }
69 bool&
bFromSweepField() {
return *GetNativePointerField<
bool*>(
this,
"FOverlapInfo.bFromSweep"); }
71 void*
CachedCompPtrField() {
return *GetNativePointerField<
void**>(
this,
"FOverlapInfo.CachedCompPtr"); }
126 unsigned __int64&
SocketField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"FSocketBSD.Socket"); }
131 bool Close() {
return NativeCall<
bool>(
this,
"FSocketBSD.Close"); }
134 bool Listen(
int MaxBacklog) {
return NativeCall<
bool,
int>(
this,
"FSocketBSD.Listen", MaxBacklog); }
135 bool HasPendingConnection(
bool* bHasPendingConnection) {
return NativeCall<
bool,
bool*>(
this,
"FSocketBSD.HasPendingConnection", bHasPendingConnection); }
136 bool HasPendingData(
unsigned int* PendingDataSize) {
return NativeCall<
bool,
unsigned int*>(
this,
"FSocketBSD.HasPendingData", PendingDataSize); }
137 FSocket*
Accept(FString* SocketDescription) {
return NativeCall<FSocket*, FString*>(
this,
"FSocketBSD.Accept", SocketDescription); }
138 FSocket*
Accept(
FInternetAddr* OutAddr, FString* SocketDescription) {
return NativeCall<FSocket*, FInternetAddr*, FString*>(
this,
"FSocketBSD.Accept", OutAddr, SocketDescription); }
139 bool SendTo(
const char* Data,
int Count,
int* BytesSent,
FInternetAddr* Destination) {
return NativeCall<
bool,
const char*,
int,
int*,
FInternetAddr*>(
this,
"FSocketBSD.SendTo", Data, Count, BytesSent, Destination); }
140 bool Send(
const char* Data,
int Count,
int* BytesSent) {
return NativeCall<
bool,
const char*,
int,
int*>(
this,
"FSocketBSD.Send", Data, Count, BytesSent); }
141 bool RecvFrom(
char* Data,
int BufferSize,
int* BytesRead,
FInternetAddr* Source, ESocketReceiveFlags::Type Flags) {
return NativeCall<
bool,
char*,
int,
int*, FInternetAddr*, ESocketReceiveFlags::Type>(
this,
"FSocketBSD.RecvFrom", Data, BufferSize, BytesRead, Source, Flags); }
142 bool Recv(
char* Data,
int BufferSize,
int* BytesRead, ESocketReceiveFlags::Type Flags) {
return NativeCall<
bool,
char*,
int,
int*, ESocketReceiveFlags::Type>(
this,
"FSocketBSD.Recv", Data, BufferSize, BytesRead, Flags); }
145 bool SetNonBlocking(
bool bIsNonBlocking) {
return NativeCall<
bool,
bool>(
this,
"FSocketBSD.SetNonBlocking", bIsNonBlocking); }
146 bool SetBroadcast(
bool bAllowBroadcast) {
return NativeCall<
bool,
bool>(
this,
"FSocketBSD.SetBroadcast", bAllowBroadcast); }
149 bool SetMulticastLoopback(
bool bLoopback) {
return NativeCall<
bool,
bool>(
this,
"FSocketBSD.SetMulticastLoopback", bLoopback); }
150 bool SetMulticastTtl(
char TimeToLive) {
return NativeCall<
bool,
char>(
this,
"FSocketBSD.SetMulticastTtl", TimeToLive); }
151 bool SetReuseAddr(
bool bAllowReuse) {
return NativeCall<
bool,
bool>(
this,
"FSocketBSD.SetReuseAddr", bAllowReuse); }
152 bool SetLinger(
bool bShouldLinger,
int Timeout) {
return NativeCall<
bool,
bool,
int>(
this,
"FSocketBSD.SetLinger", bShouldLinger, Timeout); }
153 bool SetSendBufferSize(
int Size,
int* NewSize) {
return NativeCall<
bool,
int,
int*>(
this,
"FSocketBSD.SetSendBufferSize", Size, NewSize); }
154 bool SetReceiveBufferSize(
int Size,
int* NewSize) {
return NativeCall<
bool,
int,
int*>(
this,
"FSocketBSD.SetReceiveBufferSize", Size, NewSize); }
155 int GetPortNo() {
return NativeCall<
int>(
this,
"FSocketBSD.GetPortNo"); }
162 bool&
IsAuthenticatedField() {
return *GetNativePointerField<
bool*>(
this,
"RCONClientConnection.IsAuthenticated"); }
163 bool&
IsClosedField() {
return *GetNativePointerField<
bool*>(
this,
"RCONClientConnection.IsClosed"); }
164 TArray<
signed char>&
DataBufferField() {
return *GetNativePointerField<TArray<
signed char>*>(
this,
"RCONClientConnection.DataBuffer"); }
165 unsigned int&
CurrentPacketSizeField() {
return *GetNativePointerField<
unsigned int*>(
this,
"RCONClientConnection.CurrentPacketSize"); }
166 long double&
LastReceiveTimeField() {
return *GetNativePointerField<
long double*>(
this,
"RCONClientConnection.LastReceiveTime"); }
167 long double&
LastSendKeepAliveTimeField() {
return *GetNativePointerField<
long double*>(
this,
"RCONClientConnection.LastSendKeepAliveTime"); }
172 void Tick(
long double WorldTime, UWorld* InWorld) { NativeCall<
void,
long double, UWorld*>(
this,
"RCONClientConnection.Tick", WorldTime, InWorld); }
173 void ProcessRCONPacket(RCONPacket* Packet, UWorld* InWorld) { NativeCall<
void, RCONPacket*, UWorld*>(
this,
"RCONClientConnection.ProcessRCONPacket", Packet, InWorld); }
174 void SendMessageW(
int Id,
int Type, FString* OutGoingMessage) { NativeCall<
void,
int,
int, FString*>(
this,
"RCONClientConnection.SendMessageW", Id, Type, OutGoingMessage); }
175 void Close() { NativeCall<
void>(
this,
"RCONClientConnection.Close"); }
194 static void SetGlobalTimeDilation(UObject* WorldContextObject,
float TimeDilation) { NativeCall<
void, UObject*,
float>(
nullptr,
"UGameplayStatics.SetGlobalTimeDilation", WorldContextObject, TimeDilation); }
195 static bool SetGamePaused(UObject* WorldContextObject,
bool bPaused) {
return NativeCall<
bool, UObject*,
bool>(
nullptr,
"UGameplayStatics.SetGamePaused", WorldContextObject, bPaused); }
196 static bool ApplyRadialDamage(UObject* WorldContextObject,
float BaseDamage, FVector* Origin,
float DamageRadius, TSubclassOf<UDamageType> DamageTypeClass, TArray<AActor*>* IgnoreActors, AActor* DamageCauser, AController* InstigatedByController,
bool bDoFullDamage, ECollisionChannel DamagePreventionChannel,
float Impulse) {
return NativeCall<
bool, UObject*,
float, FVector*,
float, TSubclassOf<UDamageType>, TArray<AActor*>*, AActor*, AController*,
bool, ECollisionChannel,
float>(
nullptr,
"UGameplayStatics.ApplyRadialDamage", WorldContextObject, BaseDamage, Origin, DamageRadius, DamageTypeClass, IgnoreActors, DamageCauser, InstigatedByController, bDoFullDamage, DamagePreventionChannel, Impulse); }
197 static bool ApplyRadialDamageIgnoreDamageActors(UObject* WorldContextObject,
float BaseDamage, FVector* Origin,
float DamageRadius, TSubclassOf<UDamageType> DamageTypeClass, TArray<AActor*>* IgnoreActors, TArray<AActor*>* IgnoreDamageActors, AActor* DamageCauser, AController* InstigatedByController,
bool bDoFullDamage, ECollisionChannel DamagePreventionChannel,
float Impulse) {
return NativeCall<
bool, UObject*,
float, FVector*,
float, TSubclassOf<UDamageType>, TArray<AActor*>*, TArray<AActor*>*, AActor*, AController*,
bool, ECollisionChannel,
float>(
nullptr,
"UGameplayStatics.ApplyRadialDamageIgnoreDamageActors", WorldContextObject, BaseDamage, Origin, DamageRadius, DamageTypeClass, IgnoreActors, IgnoreDamageActors, DamageCauser, InstigatedByController, bDoFullDamage, DamagePreventionChannel, Impulse); }
198 static bool ApplyRadialDamageWithFalloff(UObject* WorldContextObject,
float BaseDamage,
float MinimumDamage, FVector* Origin,
float DamageInnerRadius,
float DamageOuterRadius,
float DamageFalloff, TSubclassOf<UDamageType> DamageTypeClass, TArray<AActor*>* IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, ECollisionChannel DamagePreventionChannel,
float Impulse, TArray<AActor*>* IgnoreDamageActors,
int NumAdditionalAttempts) {
return NativeCall<
bool, UObject*,
float,
float, FVector*,
float,
float,
float, TSubclassOf<UDamageType>, TArray<AActor*>*, AActor*, AController*, ECollisionChannel,
float, TArray<AActor*>*,
int>(
nullptr,
"UGameplayStatics.ApplyRadialDamageWithFalloff", WorldContextObject, BaseDamage, MinimumDamage, Origin, DamageInnerRadius, DamageOuterRadius, DamageFalloff, DamageTypeClass, IgnoreActors, DamageCauser, InstigatedByController, DamagePreventionChannel, Impulse, IgnoreDamageActors, NumAdditionalAttempts); }
199 static void ApplyPointDamage(AActor* DamagedActor,
float BaseDamage, FVector* HitFromDirection,
FHitResult* HitInfo, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass,
float Impulse,
bool bForceCollisionCheck, ECollisionChannel ForceCollisionCheckTraceChannel) { NativeCall<
void, AActor*,
float, FVector*, FHitResult*, AController*, AActor*, TSubclassOf<UDamageType>,
float,
bool, ECollisionChannel>(
nullptr,
"UGameplayStatics.ApplyPointDamage", DamagedActor, BaseDamage, HitFromDirection, HitInfo, EventInstigator, DamageCauser, DamageTypeClass, Impulse, bForceCollisionCheck, ForceCollisionCheckTraceChannel); }
201 static void ApplyDamage(AActor* DamagedActor,
float BaseDamage, AController* EventInstigator, AActor* DamageCauser) { NativeCall<
void, AActor*,
float, AController*, AActor*>(
nullptr,
"UGameplayStatics.ApplyDamage", DamagedActor, BaseDamage, EventInstigator, DamageCauser); }
202 static AActor*
BeginSpawningActorFromBlueprint(
UObject*
WorldContextObject,
UBlueprint*
Blueprint,
FTransform*
SpawnTransform,
bool bNoCollisionFail) {
return NativeCall<AActor*, UObject*, UBlueprint*, FTransform*,
bool>(
nullptr,
"UGameplayStatics.BeginSpawningActorFromBlueprint", WorldContextObject, Blueprint, SpawnTransform, bNoCollisionFail); }
203 static AActor*
BeginSpawningActorFromClass(
UObject*
WorldContextObject,
TSubclassOf<
AActor>
ActorClass,
FTransform*
SpawnTransform,
bool bNoCollisionFail) {
return NativeCall<AActor*, UObject*, TSubclassOf<AActor>, FTransform*,
bool>(
nullptr,
"UGameplayStatics.BeginSpawningActorFromClass", WorldContextObject, ActorClass, SpawnTransform, bNoCollisionFail); }
205 static void LoadStreamLevel(UObject* WorldContextObject, FName LevelName,
bool bMakeVisibleAfterLoad,
bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo) { NativeCall<
void, UObject*, FName,
bool,
bool, FLatentActionInfo>(
nullptr,
"UGameplayStatics.LoadStreamLevel", WorldContextObject, LevelName, bMakeVisibleAfterLoad, bShouldBlockOnLoad, LatentInfo); }
206 static void UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo) { NativeCall<
void, UObject*, FName, FLatentActionInfo>(
nullptr,
"UGameplayStatics.UnloadStreamLevel", WorldContextObject, LevelName, LatentInfo); }
207 static void OpenLevel(UObject* WorldContextObject, FName LevelName,
bool bAbsolute, FString Options) { NativeCall<
void, UObject*, FName,
bool, FString>(
nullptr,
"UGameplayStatics.OpenLevel", WorldContextObject, LevelName, bAbsolute, Options); }
209 static void GetActorArrayBounds(TArray<AActor*>* Actors,
bool bOnlyCollidingComponents, FVector* Center, FVector* BoxExtent) { NativeCall<
void, TArray<AActor*>*,
bool, FVector*, FVector*>(
nullptr,
"UGameplayStatics.GetActorArrayBounds", Actors, bOnlyCollidingComponents, Center, BoxExtent); }
210 static void GetAllActorsOfClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, TArray<AActor*>* OutActors) { NativeCall<
void, UObject*, TSubclassOf<AActor>, TArray<AActor*>*>(
nullptr,
"UGameplayStatics.GetAllActorsOfClass", WorldContextObject, ActorClass, OutActors); }
211 static void GetAllActorsWithInterface(UObject* WorldContextObject, TSubclassOf<UInterface> Interface, TArray<AActor*>* OutActors) { NativeCall<
void, UObject*, TSubclassOf<UInterface>, TArray<AActor*>*>(
nullptr,
"UGameplayStatics.GetAllActorsWithInterface", WorldContextObject, Interface, OutActors); }
212 static void BreakHitResult(
FHitResult* Hit, FVector* Location, FVector* Normal, FVector* ImpactPoint, FVector* ImpactNormal,
UPhysicalMaterial** PhysMat, AActor** HitActor, UPrimitiveComponent** HitComponent, FName* HitBoneName,
int* HitItem,
bool* BlockingHit) { NativeCall<
void, FHitResult*, FVector*, FVector*, FVector*, FVector*, UPhysicalMaterial**, AActor**, UPrimitiveComponent**, FName*,
int*,
bool*>(
nullptr,
"UGameplayStatics.BreakHitResult", Hit, Location, Normal, ImpactPoint, ImpactNormal, PhysMat, HitActor, HitComponent, HitBoneName, HitItem, BlockingHit); }
213 static void BreakHitResult_OLD(
FHitResult* Hit, FVector* Location, FVector* Normal, FVector* ImpactPoint, FVector* ImpactNormal,
UPhysicalMaterial** PhysMat, AActor** HitActor, UPrimitiveComponent** HitComponent, FName* HitBoneName,
int* HitItem) { NativeCall<
void, FHitResult*, FVector*, FVector*, FVector*, FVector*, UPhysicalMaterial**, AActor**, UPrimitiveComponent**, FName*,
int*>(
nullptr,
"UGameplayStatics.BreakHitResult_OLD", Hit, Location, Normal, ImpactPoint, ImpactNormal, PhysMat, HitActor, HitComponent, HitBoneName, HitItem); }
215 static bool AreAnyListenersWithinRange(FVector Location,
float MaximumRange) {
return NativeCall<
bool, FVector,
float>(
nullptr,
"UGameplayStatics.AreAnyListenersWithinRange", Location, MaximumRange); }
216 static void PlayDialogueAtLocation(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext* Context, FVector Location,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime, USoundAttenuation* AttenuationSettings) { NativeCall<
void, UObject*, UDialogueWave*, FDialogueContext*, FVector,
float,
float,
float, USoundAttenuation*>(
nullptr,
"UGameplayStatics.PlayDialogueAtLocation", WorldContextObject, Dialogue, Context, Location, VolumeMultiplier, PitchMultiplier, StartTime, AttenuationSettings); }
217 static UAudioComponent*
PlayDialogueAttached(
UDialogueWave*
Dialogue,
FDialogueContext*
Context,
USceneComponent*
AttachToComponent,
FName AttachPointName,
FVector Location,
EAttachLocation::
Type LocationType,
bool bStopWhenAttachedToDestroyed,
float VolumeMultiplier,
float PitchMultiplier,
float StartTime,
USoundAttenuation*
AttenuationSettings) {
return NativeCall<UAudioComponent*, UDialogueWave*, FDialogueContext*, USceneComponent*, FName, FVector, EAttachLocation::Type,
bool,
float,
float,
float, USoundAttenuation*>(
nullptr,
"UGameplayStatics.PlayDialogueAttached", Dialogue, Context, AttachToComponent, AttachPointName, Location, LocationType, bStopWhenAttachedToDestroyed, VolumeMultiplier, PitchMultiplier, StartTime, AttenuationSettings); }
218 static void PlaySound(UObject* WorldContextObject, USoundCue* InSoundCue, USceneComponent* AttachComponent, FName AttachName,
bool bFollow,
float VolumeMultiplier,
float PitchMultiplier) { NativeCall<
void, UObject*, USoundCue*, USceneComponent*, FName,
bool,
float,
float>(
nullptr,
"UGameplayStatics.PlaySound", WorldContextObject, InSoundCue, AttachComponent, AttachName, bFollow, VolumeMultiplier, PitchMultiplier); }
223 static void GetAccurateRealTime(UObject* WorldContextObject,
int* Seconds,
float* PartialSeconds) { NativeCall<
void, UObject*,
int*,
float*>(
nullptr,
"UGameplayStatics.GetAccurateRealTime", WorldContextObject, Seconds, PartialSeconds); }
242 int&
MyEngramIndexField() {
return *GetNativePointerField<
int*>(
this,
"UPrimalEngramEntry.MyEngramIndex"); }
243 TEnumAsByte<
enum EEngramGroup::Type>&
EngramGroupField() {
return *GetNativePointerField<TEnumAsByte<
enum EEngramGroup::Type>*>(
this,
"UPrimalEngramEntry.EngramGroup"); }
256 bool MeetsEngramRequirements(AShooterPlayerState* aPlayerState,
bool bOnlyCheckLevel,
bool bDontCheckEngramPreRequirements) {
return NativeCall<
bool, AShooterPlayerState*,
bool,
bool>(
this,
"UPrimalEngramEntry.MeetsEngramRequirements", aPlayerState, bOnlyCheckLevel, bDontCheckEngramPreRequirements); }
257 bool MeetsEngramChainRequirements(AShooterPlayerState* aPlayerState) {
return NativeCall<
bool, AShooterPlayerState*>(
this,
"UPrimalEngramEntry.MeetsEngramChainRequirements", aPlayerState); }
261 int GetRequiredLevel() {
return NativeCall<
int>(
this,
"UPrimalEngramEntry.GetRequiredLevel"); }
263 bool IsEngramClassHidden(TSubclassOf<UPrimalItem> ForItemClass) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>>(
this,
"UPrimalEngramEntry.IsEngramClassHidden", ForItemClass); }
264 void GetAllChainedPreReqs(AShooterPlayerState* aPlayerState, TArray<TSubclassOf<UPrimalEngramEntry>>* TestedEntries) { NativeCall<
void, AShooterPlayerState*, TArray<TSubclassOf<UPrimalEngramEntry>>*>(
this,
"UPrimalEngramEntry.GetAllChainedPreReqs", aPlayerState, TestedEntries); }
265 int GetChainRequiredEngramPoints(TArray<TSubclassOf<UPrimalEngramEntry>>* TestedEntries) {
return NativeCall<
int, TArray<TSubclassOf<UPrimalEngramEntry>>*>(
this,
"UPrimalEngramEntry.GetChainRequiredEngramPoints", TestedEntries); }
296 static bool DoesImplementInterface(UObject* TestObject, TSubclassOf<UInterface> Interface) {
return NativeCall<
bool, UObject*, TSubclassOf<UInterface>>(
nullptr,
"UKismetSystemLibrary.DoesImplementInterface", TestObject, Interface); }
300 static void K2_SetTimer(UObject* Object, FString FunctionName,
float Time,
bool bLooping) { NativeCall<
void, UObject*, FString,
float,
bool>(
nullptr,
"UKismetSystemLibrary.K2_SetTimer", Object, FunctionName, Time, bLooping); }
301 static void K2_SetTimerForNextTick(UObject* Object, FString FunctionName,
bool bLooping) { NativeCall<
void, UObject*, FString,
bool>(
nullptr,
"UKismetSystemLibrary.K2_SetTimerForNextTick", Object, FunctionName, bLooping); }
302 static void K2_SetTimerDelegate(FBlueprintTimerDynamicDelegate Delegate,
float Time,
bool bLooping) { NativeCall<
void, FBlueprintTimerDynamicDelegate,
float,
bool>(
nullptr,
"UKismetSystemLibrary.K2_SetTimerDelegate", Delegate, Time, bLooping); }
303 static void K2_SetTimerForNextTickDelegate(FBlueprintTimerDynamicDelegate Delegate,
bool bLooping) { NativeCall<
void, FBlueprintTimerDynamicDelegate,
bool>(
nullptr,
"UKismetSystemLibrary.K2_SetTimerForNextTickDelegate", Delegate, bLooping); }
304 static void K2_ClearTimer(UObject* Object, FString FunctionName) { NativeCall<
void, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_ClearTimer", Object, FunctionName); }
305 static void K2_PauseTimer(UObject* Object, FString FunctionName) { NativeCall<
void, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_PauseTimer", Object, FunctionName); }
306 static void K2_UnPauseTimer(UObject* Object, FString FunctionName) { NativeCall<
void, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_UnPauseTimer", Object, FunctionName); }
307 static bool K2_IsTimerActive(UObject* Object, FString FunctionName) {
return NativeCall<
bool, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_IsTimerActive", Object, FunctionName); }
308 static bool K2_IsTimerPaused(UObject* Object, FString FunctionName) {
return NativeCall<
bool, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_IsTimerPaused", Object, FunctionName); }
309 static bool K2_TimerExists(UObject* Object, FString FunctionName) {
return NativeCall<
bool, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_TimerExists", Object, FunctionName); }
310 static float K2_GetTimerElapsedTime(UObject* Object, FString FunctionName) {
return NativeCall<
float, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_GetTimerElapsedTime", Object, FunctionName); }
311 static float K2_GetTimerRemainingTime(UObject* Object, FString FunctionName) {
return NativeCall<
float, UObject*, FString>(
nullptr,
"UKismetSystemLibrary.K2_GetTimerRemainingTime", Object, FunctionName); }
312 static void SetClassPropertyByName(UObject* Object, FName PropertyName, TSubclassOf<UObject> Value) { NativeCall<
void, UObject*, FName, TSubclassOf<UObject>>(
nullptr,
"UKismetSystemLibrary.SetClassPropertyByName", Object, PropertyName, Value); }
313 static void SetVectorPropertyByName(UObject* Object, FName PropertyName, FVector* Value) { NativeCall<
void, UObject*, FName, FVector*>(
nullptr,
"UKismetSystemLibrary.SetVectorPropertyByName", Object, PropertyName, Value); }
314 static void SetRotatorPropertyByName(UObject* Object, FName PropertyName, FRotator* Value) { NativeCall<
void, UObject*, FName, FRotator*>(
nullptr,
"UKismetSystemLibrary.SetRotatorPropertyByName", Object, PropertyName, Value); }
315 static void SetLinearColorPropertyByName(UObject* Object, FName PropertyName, FLinearColor* Value) { NativeCall<
void, UObject*, FName, FLinearColor*>(
nullptr,
"UKismetSystemLibrary.SetLinearColorPropertyByName", Object, PropertyName, Value); }
316 static void SetTransformPropertyByName(UObject* Object, FName PropertyName, FTransform* Value) { NativeCall<
void, UObject*, FName, FTransform*>(
nullptr,
"UKismetSystemLibrary.SetTransformPropertyByName", Object, PropertyName, Value); }
317 static void GetActorListFromComponentList(TArray<UPrimitiveComponent*>* ComponentList, UClass* ActorClassFilter, TArray<AActor*>* OutActorList) { NativeCall<
void, TArray<UPrimitiveComponent*>*, UClass*, TArray<AActor*>*>(
nullptr,
"UKismetSystemLibrary.GetActorListFromComponentList", ComponentList, ActorClassFilter, OutActorList); }
318 static bool SphereOverlapActors_NEW(
UObject*
WorldContextObject,
FVector SpherePos,
float SphereRadius,
TArray<
TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ActorClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<AActor*>* OutActors) {
return NativeCall<
bool, UObject*, FVector,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<AActor*>*>(
nullptr,
"UKismetSystemLibrary.SphereOverlapActors_NEW", WorldContextObject, SpherePos, SphereRadius, ObjectTypes, ActorClassFilter, ActorsToIgnore, OutActors); }
319 static bool SphereOverlapActorsSimple(UObject* WorldContextObject, FVector SpherePos,
float SphereRadius, TEnumAsByte<
enum EObjectTypeQuery> ObjectType, UClass* ActorClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<AActor*>* OutActors) {
return NativeCall<
bool, UObject*, FVector,
float, TEnumAsByte<
enum EObjectTypeQuery>, UClass*, TArray<AActor*>*, TArray<AActor*>*>(
nullptr,
"UKismetSystemLibrary.SphereOverlapActorsSimple", WorldContextObject, SpherePos, SphereRadius, ObjectType, ActorClassFilter, ActorsToIgnore, OutActors); }
320 static bool SphereOverlapComponents_NEW(UObject* WorldContextObject, FVector SpherePos,
float SphereRadius, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ComponentClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<UPrimitiveComponent*>* OutComponents) {
return NativeCall<
bool, UObject*, FVector,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<UPrimitiveComponent*>*>(
nullptr,
"UKismetSystemLibrary.SphereOverlapComponents_NEW", WorldContextObject, SpherePos, SphereRadius, ObjectTypes, ComponentClassFilter, ActorsToIgnore, OutComponents); }
321 static bool BoxOverlapActors_NEW(UObject* WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ActorClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<AActor*>* OutActors) {
return NativeCall<
bool, UObject*, FVector, FVector, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<AActor*>*>(
nullptr,
"UKismetSystemLibrary.BoxOverlapActors_NEW", WorldContextObject, BoxPos, BoxExtent, ObjectTypes, ActorClassFilter, ActorsToIgnore, OutActors); }
322 static bool BoxOverlapComponents_NEW(UObject* WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ComponentClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<UPrimitiveComponent*>* OutComponents) {
return NativeCall<
bool, UObject*, FVector, FVector, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<UPrimitiveComponent*>*>(
nullptr,
"UKismetSystemLibrary.BoxOverlapComponents_NEW", WorldContextObject, BoxPos, BoxExtent, ObjectTypes, ComponentClassFilter, ActorsToIgnore, OutComponents); }
323 static bool CapsuleOverlapActors_NEW(UObject* WorldContextObject, FVector CapsulePos,
float Radius,
float HalfHeight, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ActorClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<AActor*>* OutActors) {
return NativeCall<
bool, UObject*, FVector,
float,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<AActor*>*>(
nullptr,
"UKismetSystemLibrary.CapsuleOverlapActors_NEW", WorldContextObject, CapsulePos, Radius, HalfHeight, ObjectTypes, ActorClassFilter, ActorsToIgnore, OutActors); }
324 static bool CapsuleOverlapComponents_NEW(UObject* WorldContextObject, FVector CapsulePos,
float Radius,
float HalfHeight, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ComponentClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<UPrimitiveComponent*>* OutComponents) {
return NativeCall<
bool, UObject*, FVector,
float,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<UPrimitiveComponent*>*>(
nullptr,
"UKismetSystemLibrary.CapsuleOverlapComponents_NEW", WorldContextObject, CapsulePos, Radius, HalfHeight, ObjectTypes, ComponentClassFilter, ActorsToIgnore, OutComponents); }
325 static bool ComponentOverlapActors_NEW(UPrimitiveComponent* Component, FTransform* ComponentTransform, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ActorClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<AActor*>* OutActors) {
return NativeCall<
bool, UPrimitiveComponent*, FTransform*, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<AActor*>*>(
nullptr,
"UKismetSystemLibrary.ComponentOverlapActors_NEW", Component, ComponentTransform, ObjectTypes, ActorClassFilter, ActorsToIgnore, OutActors); }
326 static bool ComponentOverlapComponents_NEW(UPrimitiveComponent* Component, FTransform* ComponentTransform, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes, UClass* ComponentClassFilter, TArray<AActor*>* ActorsToIgnore, TArray<UPrimitiveComponent*>* OutComponents) {
return NativeCall<
bool, UPrimitiveComponent*, FTransform*, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*, UClass*, TArray<AActor*>*, TArray<UPrimitiveComponent*>*>(
nullptr,
"UKismetSystemLibrary.ComponentOverlapComponents_NEW", Component, ComponentTransform, ObjectTypes, ComponentClassFilter, ActorsToIgnore, OutComponents); }
327 static bool BoxTraceSingle(UObject* WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType,
FHitResult* OutHit,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector, FVector, FRotator, ETraceTypeQuery,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, FHitResult*,
bool>(
nullptr,
"UKismetSystemLibrary.BoxTraceSingle", WorldContextObject, Start, End, HalfSize, Orientation, TraceChannel, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHit, bIgnoreSelf); }
328 static bool BoxTraceMulti(UObject* WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>* OutHits,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector, FVector, FRotator, ETraceTypeQuery,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, TArray<FHitResult>*,
bool>(
nullptr,
"UKismetSystemLibrary.BoxTraceMulti", WorldContextObject, Start, End, HalfSize, Orientation, TraceChannel, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHits, bIgnoreSelf); }
329 static bool LineTraceSingleForObjects(UObject* WorldContextObject, FVector Start, FVector End, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType,
FHitResult* OutHit,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, FHitResult*,
bool>(
nullptr,
"UKismetSystemLibrary.LineTraceSingleForObjects", WorldContextObject, Start, End, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHit, bIgnoreSelf); }
330 static bool LineTraceMultiForObjects(UObject* WorldContextObject, FVector Start, FVector End, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>* OutHits,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, TArray<FHitResult>*,
bool>(
nullptr,
"UKismetSystemLibrary.LineTraceMultiForObjects", WorldContextObject, Start, End, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHits, bIgnoreSelf); }
331 static bool SphereTraceSingleForObjects(UObject* WorldContextObject, FVector Start, FVector End,
float Radius, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType,
FHitResult* OutHit,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, FHitResult*,
bool>(
nullptr,
"UKismetSystemLibrary.SphereTraceSingleForObjects", WorldContextObject, Start, End, Radius, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHit, bIgnoreSelf); }
332 static bool SphereTraceMultiForObjects(UObject* WorldContextObject, FVector Start, FVector End,
float Radius, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>* OutHits,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, TArray<FHitResult>*,
bool>(
nullptr,
"UKismetSystemLibrary.SphereTraceMultiForObjects", WorldContextObject, Start, End, Radius, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHits, bIgnoreSelf); }
333 static bool BoxTraceSingleForObjects(UObject* WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType,
FHitResult* OutHit,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector, FVector, FRotator, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, FHitResult*,
bool>(
nullptr,
"UKismetSystemLibrary.BoxTraceSingleForObjects", WorldContextObject, Start, End, HalfSize, Orientation, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHit, bIgnoreSelf); }
334 static bool BoxTraceMultiForObjects(UObject* WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>* OutHits,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector, FVector, FRotator, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, TArray<FHitResult>*,
bool>(
nullptr,
"UKismetSystemLibrary.BoxTraceMultiForObjects", WorldContextObject, Start, End, HalfSize, Orientation, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHits, bIgnoreSelf); }
335 static bool CapsuleTraceSingleForObjects(UObject* WorldContextObject, FVector Start, FVector End,
float Radius,
float HalfHeight, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType,
FHitResult* OutHit,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector,
float,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, FHitResult*,
bool>(
nullptr,
"UKismetSystemLibrary.CapsuleTraceSingleForObjects", WorldContextObject, Start, End, Radius, HalfHeight, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHit, bIgnoreSelf); }
336 static bool CapsuleTraceMultiForObjects(UObject* WorldContextObject, FVector Start, FVector End,
float Radius,
float HalfHeight, TArray<TEnumAsByte<
enum EObjectTypeQuery>>* ObjectTypes,
bool bTraceComplex, TArray<AActor*>* ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray<FHitResult>* OutHits,
bool bIgnoreSelf) {
return NativeCall<
bool, UObject*, FVector, FVector,
float,
float, TArray<TEnumAsByte<
enum EObjectTypeQuery>>*,
bool, TArray<AActor*>*, EDrawDebugTrace::Type, TArray<FHitResult>*,
bool>(
nullptr,
"UKismetSystemLibrary.CapsuleTraceMultiForObjects", WorldContextObject, Start, End, Radius, HalfHeight, ObjectTypes, bTraceComplex, ActorsToIgnore, DrawDebugType, OutHits, bIgnoreSelf); }
337 static void DrawDebugFrustum(UObject* WorldContextObject, FTransform* FrustumTransform, FLinearColor FrustumColor,
float Duration) { NativeCall<
void, UObject*, FTransform*, FLinearColor,
float>(
nullptr,
"UKismetSystemLibrary.DrawDebugFrustum", WorldContextObject, FrustumTransform, FrustumColor, Duration); }
338 static void DrawDebugFloatHistoryLocation(UObject* WorldContextObject, FDebugFloatHistory* FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor,
float LifeTime) { NativeCall<
void, UObject*, FDebugFloatHistory*, FVector, FVector2D, FLinearColor,
float>(
nullptr,
"UKismetSystemLibrary.DrawDebugFloatHistoryLocation", WorldContextObject, FloatHistory, DrawLocation, DrawSize, DrawColor, LifeTime); }
340 static void GetActorBounds(AActor* Actor, FVector* Origin, FVector* BoxExtent) { NativeCall<
void, AActor*, FVector*, FVector*>(
nullptr,
"UKismetSystemLibrary.GetActorBounds", Actor, Origin, BoxExtent); }
341 static void Delay(UObject* WorldContextObject,
float Duration, FLatentActionInfo LatentInfo) { NativeCall<
void, UObject*,
float, FLatentActionInfo>(
nullptr,
"UKismetSystemLibrary.Delay", WorldContextObject, Duration, LatentInfo); }
342 static void RetriggerableDelay(UObject* WorldContextObject,
float Duration, FLatentActionInfo LatentInfo) { NativeCall<
void, UObject*,
float, FLatentActionInfo>(
nullptr,
"UKismetSystemLibrary.RetriggerableDelay", WorldContextObject, Duration, LatentInfo); }
346 static void ShowPlatformSpecificAchievementsScreen(APlayerController* SpecificPlayer) { NativeCall<
void, APlayerController*>(
nullptr,
"UKismetSystemLibrary.ShowPlatformSpecificAchievementsScreen", SpecificPlayer); }
359 AActor*
GetActor() {
return NativeCall<AActor*>(
this,
"FOverlapResult.GetActor"); }
380 static bool OverlappingActors(UWorld* theWorld, TArray<FOverlapResult>* Overlaps, FVector Origin,
float Radius,
int CollisionGroups, AActor* InIgnoreActor, FName TraceName,
bool bComplexOverlapTest) {
return NativeCall<
bool, UWorld*, TArray<FOverlapResult>*, FVector,
float,
int, AActor*, FName,
bool>(
nullptr,
"UVictoryCore.OverlappingActors", theWorld, Overlaps, Origin, Radius, CollisionGroups, InIgnoreActor, TraceName, bComplexOverlapTest); }
381 static FRotator*
RLerp(
FRotator*
result,
FRotator A,
FRotator B,
float Alpha,
bool bShortestPath) {
return NativeCall<FRotator*, FRotator*, FRotator, FRotator,
float,
bool>(
nullptr,
"UVictoryCore.RLerp", result, A, B, Alpha, bShortestPath); }
384 static bool OverlappingActorsTrace(UWorld* theWorld, TArray<FOverlapResult>* Overlaps, FVector Origin,
float Radius, ECollisionChannel TraceChannel, AActor* InIgnoreActor, FName TraceName,
bool bComplexOverlapTest) {
return NativeCall<
bool, UWorld*, TArray<FOverlapResult>*, FVector,
float, ECollisionChannel, AActor*, FName,
bool>(
nullptr,
"UVictoryCore.OverlappingActorsTrace", theWorld, Overlaps, Origin, Radius, TraceChannel, InIgnoreActor, TraceName, bComplexOverlapTest); }
385 static int GetWeightedRandomIndex(TArray<
float>* pArray,
float ForceRand) {
return NativeCall<
int, TArray<
float>*,
float>(
nullptr,
"UVictoryCore.GetWeightedRandomIndex", pArray, ForceRand); }
388 static UPhysicalMaterial*
TracePhysMaterial(UWorld* theWorld, FVector StartPos, FVector EndPos, AActor* IgnoreActor) {
return NativeCall<UPhysicalMaterial*, UWorld*, FVector, FVector, AActor*>(
nullptr,
"UVictoryCore.TracePhysMaterial", theWorld, StartPos, EndPos, IgnoreActor); }
390 static float ClampRotAxis(
float BaseAxis,
float DesiredAxis,
float MaxDiff) {
return NativeCall<
float,
float,
float,
float>(
nullptr,
"UVictoryCore.ClampRotAxis", BaseAxis, DesiredAxis, MaxDiff); }
391 static FVector*
ClampLocation(
FVector*
result,
FVector BaseLocation,
FVector DesiredLocation,
float MaxDiff,
bool bTraceClampLocation,
UWorld*
TraceWorld,
FVector*
TraceFromLocation) {
return NativeCall<FVector*, FVector*, FVector, FVector,
float,
bool, UWorld*, FVector*>(
nullptr,
"UVictoryCore.ClampLocation", result, BaseLocation, DesiredLocation, MaxDiff, bTraceClampLocation, TraceWorld, TraceFromLocation); }
392 static int BPGetWeightedRandomIndex(TArray<
float>* pArray,
float ForceRand) {
return NativeCall<
int, TArray<
float>*,
float>(
nullptr,
"UVictoryCore.BPGetWeightedRandomIndex", pArray, ForceRand); }
393 static bool ComponentBoundsEncompassesPoint(UPrimitiveComponent* Comp, FVector* Point,
float BoundsMultiplier) {
return NativeCall<
bool, UPrimitiveComponent*, FVector*,
float>(
nullptr,
"UVictoryCore.ComponentBoundsEncompassesPoint", Comp, Point, BoundsMultiplier); }
394 static bool SphereOverlapFast(UObject* WorldContextObject, FVector* Loc,
const float Radius) {
return NativeCall<
bool, UObject*, FVector*,
const float>(
nullptr,
"UVictoryCore.SphereOverlapFast", WorldContextObject, Loc, Radius); }
395 static bool CapsuleOverlapFast(
UObject*
WorldContextObject,
AActor**
OutFirstOverlappedActor,
FVector*
Origin,
FRotator*
CapsuleRotation,
float Radius,
float HalfHeight,
TEnumAsByte<
enum ECollisionChannel> CollisionChannel,
bool bTraceComplex,
bool bIgnoreSelf, AActor* IgnoreActor,
bool bDebugDraw,
float DebugDrawDuration,
bool bBlockingOnly) {
return NativeCall<
bool, UObject*, AActor**, FVector*, FRotator*,
float,
float, TEnumAsByte<
enum ECollisionChannel>,
bool,
bool, AActor*,
bool,
float,
bool>(
nullptr,
"UVictoryCore.CapsuleOverlapFast", WorldContextObject, OutFirstOverlappedActor, Origin, CapsuleRotation, Radius, HalfHeight, CollisionChannel, bTraceComplex, bIgnoreSelf, IgnoreActor, bDebugDraw, DebugDrawDuration, bBlockingOnly); }
396 static bool CapsuleSweepFast(UObject* WorldContextObject,
FHitResult* OutHit, FVector* Start, FVector* End, FRotator* CapsuleRot,
float Radius,
float HalfHeight, TEnumAsByte<
enum ECollisionChannel> CollisionChannel,
bool bTraceComplex,
bool bIgnoreSelf, TArray<AActor*>* IgnoreActors,
bool bDebugDraw,
float DebugDrawDuration) {
return NativeCall<
bool, UObject*, FHitResult*, FVector*, FVector*, FRotator*,
float,
float, TEnumAsByte<
enum ECollisionChannel>,
bool,
bool, TArray<AActor*>*,
bool,
float>(
nullptr,
"UVictoryCore.CapsuleSweepFast", WorldContextObject, OutHit, Start, End, CapsuleRot, Radius, HalfHeight, CollisionChannel, bTraceComplex, bIgnoreSelf, IgnoreActors, bDebugDraw, DebugDrawDuration); }
397 static bool CapsuleSweepFast(UObject* WorldContextObject,
FHitResult* OutHit, FVector* Start, FVector* End, FRotator* CapsuleRot,
float Radius,
float HalfHeight, TEnumAsByte<
enum ECollisionChannel> CollisionChannel,
bool bTraceComplex,
bool bIgnoreSelf, AActor* IgnoreActor,
bool bDebugDraw,
float DebugDrawDuration) {
return NativeCall<
bool, UObject*, FHitResult*, FVector*, FVector*, FRotator*,
float,
float, TEnumAsByte<
enum ECollisionChannel>,
bool,
bool, AActor*,
bool,
float>(
nullptr,
"UVictoryCore.CapsuleSweepFast", WorldContextObject, OutHit, Start, End, CapsuleRot, Radius, HalfHeight, CollisionChannel, bTraceComplex, bIgnoreSelf, IgnoreActor, bDebugDraw, DebugDrawDuration); }
398 static bool CapsuleSweepMulti(UObject* WorldContextObject, TArray<FHitResult>* OutHits, FVector* Start, FVector* End, FRotator* CapsuleRot,
float Radius,
float HalfHeight, TArray<AActor*>* IgnoreActors,
bool bIgnoreSelf, TEnumAsByte<
enum ECollisionChannel> CollisionChannel,
bool bTraceComplex,
bool bDebugDraw,
float DebugDrawDuration,
bool bFindInitialOverlaps) {
return NativeCall<
bool, UObject*, TArray<FHitResult>*, FVector*, FVector*, FRotator*,
float,
float, TArray<AActor*>*,
bool, TEnumAsByte<
enum ECollisionChannel>,
bool,
bool,
float,
bool>(
nullptr,
"UVictoryCore.CapsuleSweepMulti", WorldContextObject, OutHits, Start, End, CapsuleRot, Radius, HalfHeight, IgnoreActors, bIgnoreSelf, CollisionChannel, bTraceComplex, bDebugDraw, DebugDrawDuration, bFindInitialOverlaps); }
399 static void MultiTraceProjectSphere(UObject* WorldContextObject, TArray<FHitResult>* OutResults, FVector* Origin,
ECollisionChannel TraceChannel,
int HorizResolution,
int VertResolution,
float StartDistance,
float EndDistance,
float NorthConeSubtractAngle,
float SouthConeSubtractAngle,
int PctChanceToTrace,
int MaxTraceCount,
bool bDrawDebugLines,
float DebugDrawDuration) { NativeCall<
void, UObject*, TArray<FHitResult>*, FVector*, ECollisionChannel,
int,
int,
float,
float,
float,
float,
int,
int,
bool,
float>(
nullptr,
"UVictoryCore.MultiTraceProjectSphere", WorldContextObject, OutResults, Origin, TraceChannel, HorizResolution, VertResolution, StartDistance, EndDistance, NorthConeSubtractAngle, SouthConeSubtractAngle, PctChanceToTrace, MaxTraceCount, bDrawDebugLines, DebugDrawDuration); }
405 static void MultiLinePenetrationTraceByChannel(UObject* WorldContextObject, TArray<FPenetrationTraceHit>* OutResults, FVector* Start, FVector* End,
ECollisionChannel TraceChannel, TArray<AActor*>* ActorsToIgnore,
bool bTraceComplex,
bool bIgnoreSelf,
bool bDrawDebugLines,
float DebugDrawDuration) { NativeCall<
void, UObject*, TArray<FPenetrationTraceHit>*, FVector*, FVector*, ECollisionChannel, TArray<AActor*>*,
bool,
bool,
bool,
float>(
nullptr,
"UVictoryCore.MultiLinePenetrationTraceByChannel", WorldContextObject, OutResults, Start, End, TraceChannel, ActorsToIgnore, bTraceComplex, bIgnoreSelf, bDrawDebugLines, DebugDrawDuration); }
406 static bool FindValidLocationNextToTarget(UObject* WorldContextObject, FVector* OutLocation, APrimalCharacter* SourceCharacter, APrimalCharacter* TargetCharacter,
float DistanceMargin,
int MaxTraceCount, AActor* ActorToIgnore,
bool bTraceComplex,
bool bDrawDebug,
float DebugDrawDuration) {
return NativeCall<
bool, UObject*, FVector*, APrimalCharacter*, APrimalCharacter*,
float,
int, AActor*,
bool,
bool,
float>(
nullptr,
"UVictoryCore.FindValidLocationNextToTarget", WorldContextObject, OutLocation, SourceCharacter, TargetCharacter, DistanceMargin, MaxTraceCount, ActorToIgnore, bTraceComplex, bDrawDebug, DebugDrawDuration); }
407 static FRotator*
BPRotatorLerp(
FRotator*
result,
FRotator*
A,
FRotator*
B,
const float*
Alpha) {
return NativeCall<FRotator*, FRotator*, FRotator*, FRotator*,
const float*>(
nullptr,
"UVictoryCore.BPRotatorLerp", result, A, B, Alpha); }
413 static FVector*
ViewDirectionAngleOffset(
FVector*
result,
FVector ViewDirection,
FVector RightVector,
float AngleOffsetDegrees,
float MaxAngleDegreesBeforeInterpToUp) {
return NativeCall<FVector*, FVector*, FVector, FVector,
float,
float>(
nullptr,
"UVictoryCore.ViewDirectionAngleOffset", result, ViewDirection, RightVector, AngleOffsetDegrees, MaxAngleDegreesBeforeInterpToUp); }
416 static bool BPFastTrace(UWorld* theWorld, FVector TraceEnd, FVector TraceStart, AActor* ActorToIgnore,
float DebugDrawDuration) {
return NativeCall<
bool, UWorld*, FVector, FVector, AActor*,
float>(
nullptr,
"UVictoryCore.BPFastTrace", theWorld, TraceEnd, TraceStart, ActorToIgnore, DebugDrawDuration); }
417 static bool VTraceIgnoreFoliage(UWorld* theWorld, FVector* Start, FVector* End,
FHitResult* HitOut, AActor* ActorToIgnore,
ECollisionChannel Channel,
int CollisionGroups,
bool bReturnPhysMaterial,
bool bTraceComplex, FVector* BoxExtent, FName TraceTag, AActor* OtherActorToIgnore, TArray<AActor*>* OtherActorsToIgnore, FQuat* Rot, AActor* AnotherActorToIgnore,
bool bIgnoreFoliage) {
return NativeCall<
bool, UWorld*, FVector*, FVector*, FHitResult*, AActor*, ECollisionChannel,
int,
bool,
bool, FVector*, FName, AActor*, TArray<AActor*>*, FQuat*, AActor*,
bool>(
nullptr,
"UVictoryCore.VTraceIgnoreFoliage", theWorld, Start, End, HitOut, ActorToIgnore, Channel, CollisionGroups, bReturnPhysMaterial, bTraceComplex, BoxExtent, TraceTag, OtherActorToIgnore, OtherActorsToIgnore, Rot, AnotherActorToIgnore, bIgnoreFoliage); }
418 static void SteamOverlayOpenURL(FString* ToURL) { NativeCall<
void, FString*>(
nullptr,
"UVictoryCore.SteamOverlayOpenURL", ToURL); }
419 static void SetSessionPrefix(FString* InPrefix) { NativeCall<
void, FString*>(
nullptr,
"UVictoryCore.SetSessionPrefix", InPrefix); }
421 static FString*
BPFormatAsTime(
FString*
result,
int InTime,
bool UseLeadingZero,
bool bForceLeadingZeroHour,
bool bShowSeconds) {
return NativeCall<FString*, FString*,
int,
bool,
bool,
bool>(
nullptr,
"UVictoryCore.BPFormatAsTime", result, InTime, UseLeadingZero, bForceLeadingZeroHour, bShowSeconds); }
422 static FString*
FormatAsTime(
FString*
result,
int InTime,
bool UseLeadingZero,
bool bForceLeadingZeroHour,
bool bShowSeconds) {
return NativeCall<FString*, FString*,
int,
bool,
bool,
bool>(
nullptr,
"UVictoryCore.FormatAsTime", result, InTime, UseLeadingZero, bForceLeadingZeroHour, bShowSeconds); }
425 static bool CalculateInterceptPosition(FVector* StartPosition, FVector* StartVelocity,
float ProjectileVelocity, FVector* TargetPosition, FVector* TargetVelocity, FVector* InterceptPosition) {
return NativeCall<
bool, FVector*, FVector*,
float, FVector*, FVector*, FVector*>(
nullptr,
"UVictoryCore.CalculateInterceptPosition", StartPosition, StartVelocity, ProjectileVelocity, TargetPosition, TargetVelocity, InterceptPosition); }
426 static int GetSecondsIntoDay() {
return NativeCall<
int>(
nullptr,
"UVictoryCore.GetSecondsIntoDay"); }
428 static bool StaticCheckForCommand(FString CommandName) {
return NativeCall<
bool, FString>(
nullptr,
"UVictoryCore.StaticCheckForCommand", CommandName); }
429 static bool GetGroundLocation(UWorld* forWorld, FVector* theGroundLoc, FVector* StartLoc, FVector* OffsetUp, FVector* OffsetDown) {
return NativeCall<
bool, UWorld*, FVector*, FVector*, FVector*, FVector*>(
nullptr,
"UVictoryCore.GetGroundLocation", forWorld, theGroundLoc, StartLoc, OffsetUp, OffsetDown); }
430 static void CallGlobalLevelEvent(UWorld* forWorld, FName EventName) { NativeCall<
void, UWorld*, FName>(
nullptr,
"UVictoryCore.CallGlobalLevelEvent", forWorld, EventName); }
432 static TArray<
AActor*>*
ServerOctreeOverlapActors(
TArray<
AActor*>*
result,
UWorld*
theWorld,
FVector AtLoc,
float Radius,
EServerOctreeGroup::
Type OctreeType,
bool bForceActorLocationDistanceCheck) {
return NativeCall<TArray<AActor*>*, TArray<AActor*>*, UWorld*, FVector,
float, EServerOctreeGroup::Type,
bool>(
nullptr,
"UVictoryCore.ServerOctreeOverlapActors", result, theWorld, AtLoc, Radius, OctreeType, bForceActorLocationDistanceCheck); }
433 static TArray<
AActor*>*
ServerOctreeOverlapActorsBitMask(
TArray<
AActor*>*
result,
UWorld*
theWorld,
FVector AtLoc,
float Radius,
int OctreeTypeBitMask,
bool bForceActorLocationDistanceCheck) {
return NativeCall<TArray<AActor*>*, TArray<AActor*>*, UWorld*, FVector,
float,
int,
bool>(
nullptr,
"UVictoryCore.ServerOctreeOverlapActorsBitMask", result, theWorld, AtLoc, Radius, OctreeTypeBitMask, bForceActorLocationDistanceCheck); }
434 static TArray<
AActor*>*
ServerOctreeOverlapActorsClass(
TArray<
AActor*>*
result,
UWorld*
theWorld,
FVector AtLoc,
float Radius,
EServerOctreeGroup::
Type OctreeType,
TSubclassOf<
AActor>
ActorClass,
bool bForceActorLocationDistanceCheck) {
return NativeCall<TArray<AActor*>*, TArray<AActor*>*, UWorld*, FVector,
float, EServerOctreeGroup::Type, TSubclassOf<AActor>,
bool>(
nullptr,
"UVictoryCore.ServerOctreeOverlapActorsClass", result, theWorld, AtLoc, Radius, OctreeType, ActorClass, bForceActorLocationDistanceCheck); }
435 static TArray<
AActor*>*
ServerOctreeOverlapActorsClassBitMask(
TArray<
AActor*>*
result,
UWorld*
theWorld,
FVector AtLoc,
float Radius,
int OctreeTypeBitMask,
TSubclassOf<
AActor>
ActorClass,
bool bForceActorLocationDistanceCheck) {
return NativeCall<TArray<AActor*>*, TArray<AActor*>*, UWorld*, FVector,
float,
int, TSubclassOf<AActor>,
bool>(
nullptr,
"UVictoryCore.ServerOctreeOverlapActorsClassBitMask", result, theWorld, AtLoc, Radius, OctreeTypeBitMask, ActorClass, bForceActorLocationDistanceCheck); }
442 static bool FindWorldActors(UWorld* fWorld, TArray<AActor*>* fContainer, TSubclassOf<AActor> fType, FName fTag) {
return NativeCall<
bool, UWorld*, TArray<AActor*>*, TSubclassOf<AActor>, FName>(
nullptr,
"UVictoryCore.FindWorldActors", fWorld, fContainer, fType, fTag); }
444 static void FinishSpawning(AActor* Actor) { NativeCall<
void, AActor*>(
nullptr,
"UVictoryCore.FinishSpawning", Actor); }
445 static bool KillTargetCharacterOrStructure(AActor* ActorToKill,
bool bTryDestroyActor) {
return NativeCall<
bool, AActor*,
bool>(
nullptr,
"UVictoryCore.KillTargetCharacterOrStructure", ActorToKill, bTryDestroyActor); }
446 static int GetWeightedRandomIndexFromArray(TArray<
float> pArray,
float ForceRand) {
return NativeCall<
int, TArray<
float>,
float>(
nullptr,
"UVictoryCore.GetWeightedRandomIndexFromArray", pArray, ForceRand); }
449 static long double GetNetworkTimeInSeconds(UObject* WorldContextObject) {
return NativeCall<
long double, UObject*>(
nullptr,
"UVictoryCore.GetNetworkTimeInSeconds", WorldContextObject); }
452 static bool VTraceSingleBP(UWorld* theWorld,
FHitResult* OutHit, FVector* Start, FVector* End,
ECollisionChannel TraceChannel,
int CollisionGroups, FName TraceTag,
bool bTraceComplex, AActor* ActorToIgnore) {
return NativeCall<
bool, UWorld*, FHitResult*, FVector*, FVector*, ECollisionChannel,
int, FName,
bool, AActor*>(
nullptr,
"UVictoryCore.VTraceSingleBP", theWorld, OutHit, Start, End, TraceChannel, CollisionGroups, TraceTag, bTraceComplex, ActorToIgnore); }
453 static bool VTraceSingleBP_IgnoreActorsArray(UWorld* theWorld,
FHitResult* OutHit, FVector* Start, FVector* End, TArray<AActor*, FDefaultAllocator>* ExtraIgnoreActors, AActor* InIgnoreActor,
ECollisionChannel TraceChannel,
int CollisionGroups, FName TraceTag,
bool bReturnPhysMaterial,
bool bTraceComplex,
float DebugDrawDuration) {
return NativeCall<
bool, UWorld*, FHitResult*, FVector*, FVector*, TArray<AActor*>*, AActor*, ECollisionChannel,
int, FName,
bool,
bool,
float>(
nullptr,
"UVictoryCore.VTraceSingleBP_IgnoreActorsArray", theWorld, OutHit, Start, End, ExtraIgnoreActors, InIgnoreActor, TraceChannel, CollisionGroups, TraceTag, bReturnPhysMaterial, bTraceComplex, DebugDrawDuration); }
454 static bool VTraceSphereBP(UWorld* theWorld, FVector* Start, FVector* End,
FHitResult* HitOut,
float Radius, AActor* ActorToIgnore,
ECollisionChannel Channel,
int CollisionGroups,
bool bReturnPhysMaterial,
bool bTraceComplex, FName TraceTag, AActor* OtherActorToIgnore, AActor* AnotherActorToIgnore) {
return NativeCall<
bool, UWorld*, FVector*, FVector*, FHitResult*,
float, AActor*, ECollisionChannel,
int,
bool,
bool, FName, AActor*, AActor*>(
nullptr,
"UVictoryCore.VTraceSphereBP", theWorld, Start, End, HitOut, Radius, ActorToIgnore, Channel, CollisionGroups, bReturnPhysMaterial, bTraceComplex, TraceTag, OtherActorToIgnore, AnotherActorToIgnore); }
455 static bool VTraceMulti(UWorld* theWorld, TArray<FHitResult>* OutHits, FVector* Start, FVector* End, AActor* InIgnoreActor,
int CollisionGroups,
float SphereRadius, FVector* BoxExtent,
bool bReturnPhysMaterial,
ECollisionChannel TraceChannel,
bool bTraceComplex, FName TraceTag,
bool bTraceChannelForceOverlap,
bool bDoSort, AActor* AdditionalIgnoreActor, AActor* AnotherIgnoreActor,
bool bJustDoSphereOverlapAtStartLoc, TArray<AActor*>* ExtraIgnoreActors) {
return NativeCall<
bool, UWorld*, TArray<FHitResult>*, FVector*, FVector*, AActor*,
int,
float, FVector*,
bool, ECollisionChannel,
bool, FName,
bool,
bool, AActor*, AActor*,
bool, TArray<AActor*>*>(
nullptr,
"UVictoryCore.VTraceMulti", theWorld, OutHits, Start, End, InIgnoreActor, CollisionGroups, SphereRadius, BoxExtent, bReturnPhysMaterial, TraceChannel, bTraceComplex, TraceTag, bTraceChannelForceOverlap, bDoSort, AdditionalIgnoreActor, AnotherIgnoreActor, bJustDoSphereOverlapAtStartLoc, ExtraIgnoreActors); }
457 static bool IsGamePadConnected() {
return NativeCall<
bool>(
nullptr,
"UVictoryCore.IsGamePadConnected"); }
458 static int IsChildOfClasses(TSubclassOf<UObject> childClass, TArray<TSubclassOf<UObject>>* ParentClassesArray) {
return NativeCall<
int, TSubclassOf<UObject>, TArray<TSubclassOf<UObject>>*>(
nullptr,
"UVictoryCore.IsChildOfClasses", childClass, ParentClassesArray); }
459 static bool IsPVEServer(UObject* WorldContextObject) {
return NativeCall<
bool, UObject*>(
nullptr,
"UVictoryCore.IsPVEServer", WorldContextObject); }
460 static bool IsCooldownComplete(UObject* WorldContextObject,
long double CooldownClock,
float NumSeconds) {
return NativeCall<
bool, UObject*,
long double,
float>(
nullptr,
"UVictoryCore.IsCooldownComplete", WorldContextObject, CooldownClock, NumSeconds); }
461 static float CooldownTimeRemaining(UObject* WorldContextObject,
long double CooldownClock,
float CooldownDuration) {
return NativeCall<
float, UObject*,
long double,
float>(
nullptr,
"UVictoryCore.CooldownTimeRemaining", WorldContextObject, CooldownClock, CooldownDuration); }
462 static void PauseTimer(UObject* Object, FString FunctionName) { NativeCall<
void, UObject*, FString>(
nullptr,
"UVictoryCore.PauseTimer", Object, FunctionName); }
463 static void UnPauseTimer(UObject* Object, FString FunctionName) { NativeCall<
void, UObject*, FString>(
nullptr,
"UVictoryCore.UnPauseTimer", Object, FunctionName); }
464 static bool IsTimerActive(UObject* Object, FString FunctionName) {
return NativeCall<
bool, UObject*, FString>(
nullptr,
"UVictoryCore.IsTimerActive", Object, FunctionName); }
465 static bool IsTimerPaused(UObject* Object, FString FunctionName) {
return NativeCall<
bool, UObject*, FString>(
nullptr,
"UVictoryCore.IsTimerPaused", Object, FunctionName); }
468 static void SetLastHostedMapPlayed(FString* NewLastHostedMapPlayed) { NativeCall<
void, FString*>(
nullptr,
"UVictoryCore.SetLastHostedMapPlayed", NewLastHostedMapPlayed); }
469 static bool OwnsScorchedEarth() {
return NativeCall<
bool>(
nullptr,
"UVictoryCore.OwnsScorchedEarth"); }
470 static bool OwnsAberration() {
return NativeCall<
bool>(
nullptr,
"UVictoryCore.OwnsAberration"); }
471 static bool OwnsExtinction() {
return NativeCall<
bool>(
nullptr,
"UVictoryCore.OwnsExtinction"); }
473 static bool OwnsDLC(FString DLCName) {
return NativeCall<
bool, FString>(
nullptr,
"UVictoryCore.OwnsDLC", DLCName); }
474 static bool OwnsSteamAppID(
int AppID) {
return NativeCall<
bool,
int>(
nullptr,
"UVictoryCore.OwnsSteamAppID", AppID); }
475 static void OpenStorePageForDLC(FString DLCName) { NativeCall<
void, FString>(
nullptr,
"UVictoryCore.OpenStorePageForDLC", DLCName); }
476 static FVector*
LeadTargetPosition(
FVector*
result,
FVector*
ProjLocation,
float ProjSpeed,
FVector*
TargetLocation,
FVector*
TargetVelocity) {
return NativeCall<FVector*, FVector*, FVector*,
float, FVector*, FVector*>(
nullptr,
"UVictoryCore.LeadTargetPosition", result, ProjLocation, ProjSpeed, TargetLocation, TargetVelocity); }
478 static void AddToActorList(UWorld* ForWorld,
int ActorListNum, AActor* ActorRef) { NativeCall<
void, UWorld*,
int, AActor*>(
nullptr,
"UVictoryCore.AddToActorList", ForWorld, ActorListNum, ActorRef); }
481 static bool IsWorkshopIDSubscribed(FString* WorkshopID) {
return NativeCall<
bool, FString*>(
nullptr,
"UVictoryCore.IsWorkshopIDSubscribed", WorkshopID); }
486 static bool VTraceAgainstActorExpensive(UWorld* theWorld, FVector* Start, FVector* End,
FHitResult* HitOut, AActor* ActorToTraceAgainst,
ECollisionChannel Channel,
int CollisionGroups,
float SphereRadius,
bool bReturnPhysMaterial,
bool bTraceComplex, FVector* BoxExtent, FName TraceTag,
bool bSort) {
return NativeCall<
bool, UWorld*, FVector*, FVector*, FHitResult*, AActor*, ECollisionChannel,
int,
float,
bool,
bool, FVector*, FName,
bool>(
nullptr,
"UVictoryCore.VTraceAgainstActorExpensive", theWorld, Start, End, HitOut, ActorToTraceAgainst, Channel, CollisionGroups, SphereRadius, bReturnPhysMaterial, bTraceComplex, BoxExtent, TraceTag, bSort); }
491 static int StringToIntAscii(FString SourceString,
int Index) {
return NativeCall<
int, FString,
int>(
nullptr,
"UVictoryCore.StringToIntAscii", SourceString, Index); }
495 static AActor*
SpawnActorInWorld(
UWorld*
ForWorld,
TSubclassOf<
AActor>
AnActorClass,
FVector AtLocation,
FRotator AtRotation,
USceneComponent*
attachToComponent,
int dataIndex,
FName attachSocketName,
AActor*
OwnerActor,
APawn*
InstigatorPawn) {
return NativeCall<AActor*, UWorld*, TSubclassOf<AActor>, FVector, FRotator, USceneComponent*,
int, FName, AActor*, APawn*>(
nullptr,
"UVictoryCore.SpawnActorInWorld", ForWorld, AnActorClass, AtLocation, AtRotation, attachToComponent, dataIndex, attachSocketName, OwnerActor, InstigatorPawn); }
497 static bool GetCharacterCapsuleSize(TSubclassOf<APrimalCharacter> CharClass,
float* OutCapsuleRadius,
float* OutCapsuleHalfHeight) {
return NativeCall<
bool, TSubclassOf<APrimalCharacter>,
float*,
float*>(
nullptr,
"UVictoryCore.GetCharacterCapsuleSize", CharClass, OutCapsuleRadius, OutCapsuleHalfHeight); }
502 static void GetObjectsReferencedBy(UObject* ForObject, TArray<UObject*>* OutReferencedObjects,
bool bIgnoreTransient) { NativeCall<
void, UObject*, TArray<UObject*>*,
bool>(
nullptr,
"UVictoryCore.GetObjectsReferencedBy", ForObject, OutReferencedObjects, bIgnoreTransient); }
503 static bool GetOverlappedHarvestActors(UWorld* ForWorld, FVector* AtLoc,
float AtRadius, TArray<AActor*>* OutHarvestActors, TArray<UActorComponent*>* OutHarvestComponents, TArray<FVector>* OutHarvestLocations, TArray<
int>* OutHitBodyIndices) {
return NativeCall<
bool, UWorld*, FVector*,
float, TArray<AActor*>*, TArray<UActorComponent*>*, TArray<FVector>*, TArray<
int>*>(
nullptr,
"UVictoryCore.GetOverlappedHarvestActors", ForWorld, AtLoc, AtRadius, OutHarvestActors, OutHarvestComponents, OutHarvestLocations, OutHitBodyIndices); }
504 static FName*
GetHitBoneNameFromDamageEvent(
FName*
result,
APrimalCharacter*
Character,
AController*
HitInstigator,
FDamageEvent*
DamageEvent,
bool bIsPointDamage,
FHitResult*
PointHitResult,
FName MatchCollisionPresetName) {
return NativeCall<FName*, FName*, APrimalCharacter*, AController*, FDamageEvent*,
bool, FHitResult*, FName>(
nullptr,
"UVictoryCore.GetHitBoneNameFromDamageEvent", result, Character, HitInstigator, DamageEvent, bIsPointDamage, PointHitResult, MatchCollisionPresetName); }
505 static float GetAngleBetweenVectors(FVector* VectorA, FVector* VectorB, FVector* AroundAxis) {
return NativeCall<
float, FVector*, FVector*, FVector*>(
nullptr,
"UVictoryCore.GetAngleBetweenVectors", VectorA, VectorB, AroundAxis); }
506 static float GetAngleBetweenVectorsPure(FVector VectorA, FVector VectorB, FVector AroundAxis) {
return NativeCall<
float, FVector, FVector, FVector>(
nullptr,
"UVictoryCore.GetAngleBetweenVectorsPure", VectorA, VectorB, AroundAxis); }
507 static bool AreRotatorsNearlyEqual(FRotator* RotatorA, FRotator* RotatorB,
float WithinError) {
return NativeCall<
bool, FRotator*, FRotator*,
float>(
nullptr,
"UVictoryCore.AreRotatorsNearlyEqual", RotatorA, RotatorB, WithinError); }
508 static void SetBoolArrayElemTrue(TArray<
bool>* TheArray,
int TheIndex) { NativeCall<
void, TArray<
bool>*,
int>(
nullptr,
"UVictoryCore.SetBoolArrayElemTrue", TheArray, TheIndex); }
509 static void SetBoolArrayElemFalse(TArray<
bool>* TheArray,
int TheIndex) { NativeCall<
void, TArray<
bool>*,
int>(
nullptr,
"UVictoryCore.SetBoolArrayElemFalse", TheArray, TheIndex); }
510 static void MulticastDrawDebugLine(AActor* ReplicatedActor, FVector LineStart, FVector LineEnd, FLinearColor LineColor,
float Duration,
float Thickness) { NativeCall<
void, AActor*, FVector, FVector, FLinearColor,
float,
float>(
nullptr,
"UVictoryCore.MulticastDrawDebugLine", ReplicatedActor, LineStart, LineEnd, LineColor, Duration, Thickness); }
511 static void MulticastDrawDebugSphere(AActor* ReplicatedActor, FVector Center,
float Radius,
int Segments, FLinearColor LineColor,
float Duration) { NativeCall<
void, AActor*, FVector,
float,
int, FLinearColor,
float>(
nullptr,
"UVictoryCore.MulticastDrawDebugSphere", ReplicatedActor, Center, Radius, Segments, LineColor, Duration); }
513 static APrimalDinoCharacter*
GetDinoCharacterByID(
UObject*
WorldContextObject,
const int DinoID1,
const int DinoID2,
const bool bSearchTamedOnly) {
return NativeCall<APrimalDinoCharacter*, UObject*,
const int,
const int,
const bool>(
nullptr,
"UVictoryCore.GetDinoCharacterByID", WorldContextObject, DinoID1, DinoID2, bSearchTamedOnly); }
514 static void GetAllClassesOfType(TArray<TSubclassOf<UObject>>* Subclasses, TSubclassOf<UObject> ParentClass,
bool bAllowAbstract, FString Path) { NativeCall<
void, TArray<TSubclassOf<UObject>>*, TSubclassOf<UObject>,
bool, FString>(
nullptr,
"UVictoryCore.GetAllClassesOfType", Subclasses, ParentClass, bAllowAbstract, Path); }
516 static float GetScreenPercentage() {
return NativeCall<
float>(
nullptr,
"UVictoryCore.GetScreenPercentage"); }
517 static bool ProjectWorldLocationToScreenOrScreenEdgePosition(APlayerController* playerController, FVector WorldLocation, FVector2D* ScreenPosition,
const float screenMarginPercent,
bool widgetSpace,
bool* OnScreen) {
return NativeCall<
bool, APlayerController*, FVector, FVector2D*,
const float,
bool,
bool*>(
nullptr,
"UVictoryCore.ProjectWorldLocationToScreenOrScreenEdgePosition", playerController, WorldLocation, ScreenPosition, screenMarginPercent, widgetSpace, OnScreen); }
520 static bool IsPointStuckWithinMesh(UWorld* theWorld, FVector TestPoint,
int hemisphereSubdivisions,
float rayDistance,
float percentageConsideredStuck, AActor* ActorToIgnore) {
return NativeCall<
bool, UWorld*, FVector,
int,
float,
float, AActor*>(
nullptr,
"UVictoryCore.IsPointStuckWithinMesh", theWorld, TestPoint, hemisphereSubdivisions, rayDistance, percentageConsideredStuck, ActorToIgnore); }
521 static bool ServerCheckMeshingOnActor(AActor* OnActor,
bool bForceUseActorCenterBounds) {
return NativeCall<
bool, AActor*,
bool>(
nullptr,
"UVictoryCore.ServerCheckMeshingOnActor", OnActor, bForceUseActorCenterBounds); }
523 static bool IsDinoDuped(UWorld* WorldContext,
const unsigned int id1,
const unsigned int id2) {
return NativeCall<
bool, UWorld*,
const unsigned int,
const unsigned int>(
nullptr,
"UVictoryCore.IsDinoDuped", WorldContext, id1, id2); }
524 static bool IsUnderMesh(APrimalCharacter* Character, FVector* CheckSevenHitLocation,
bool* bOverlapping, UActorComponent** CheckSevenResult,
bool DebugDraw,
float DebugDrawSeconds) {
return NativeCall<
bool, APrimalCharacter*, FVector*,
bool*, UActorComponent**,
bool,
float>(
nullptr,
"UVictoryCore.IsUnderMesh", Character, CheckSevenHitLocation, bOverlapping, CheckSevenResult, DebugDraw, DebugDrawSeconds); }
526 static bool OverlappingStationaryObjectsTrace(UWorld* theWorld, APrimalCharacter* SourceCharacter, TArray<FOverlapResult>* Overlaps, FVector Origin,
float Radius,
ECollisionChannel TraceChannel, AActor* InIgnoreActor, FName TraceName,
bool bComplexOverlapTest) {
return NativeCall<
bool, UWorld*, APrimalCharacter*, TArray<FOverlapResult>*, FVector,
float, ECollisionChannel, AActor*, FName,
bool>(
nullptr,
"UVictoryCore.OverlappingStationaryObjectsTrace", theWorld, SourceCharacter, Overlaps, Origin, Radius, TraceChannel, InIgnoreActor, TraceName, bComplexOverlapTest); }
530 static void ServerSearchFoliage(UObject* WorldContextObject, FVector* Origin,
float Radius, TArray<FOverlappedFoliageElement>* OutFoliage,
bool bVisibleAndActiveOnly,
bool bIncludeUsableFoliage,
bool bIncludeMeshFoliage,
bool bSortByDistance,
bool bReverseSort) { NativeCall<
void, UObject*, FVector*,
float, TArray<FOverlappedFoliageElement>*,
bool,
bool,
bool,
bool,
bool>(
nullptr,
"UVictoryCore.ServerSearchFoliage", WorldContextObject, Origin, Radius, OutFoliage, bVisibleAndActiveOnly, bIncludeUsableFoliage, bIncludeMeshFoliage, bSortByDistance, bReverseSort); }
538 float&
DefaultImpulseField() {
return *GetNativePointerField<
float*>(
this,
"UDamageType.DefaultImpulse"); }
563 float&
AttackWeightField() {
return *GetNativePointerField<
float*>(
this,
"FDinoAttackInfo.AttackWeight"); }
564 float&
AttackRangeField() {
return *GetNativePointerField<
float*>(
this,
"FDinoAttackInfo.AttackRange"); }
565 float&
MinAttackRangeField() {
return *GetNativePointerField<
float*>(
this,
"FDinoAttackInfo.MinAttackRange"); }
567 float&
AttackIntervalField() {
return *GetNativePointerField<
float*>(
this,
"FDinoAttackInfo.AttackInterval"); }
570 long double&
LastAttackTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FDinoAttackInfo.LastAttackTime"); }
571 long double&
RiderLastAttackTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FDinoAttackInfo.RiderLastAttackTime"); }
573 long double&
AttackSelectionTimeField() {
return *GetNativePointerField<
long double*>(
this,
"FDinoAttackInfo.AttackSelectionTime"); }
583 float&
AttackOffsetField() {
return *GetNativePointerField<
float*>(
this,
"FDinoAttackInfo.AttackOffset"); }
584 float&
StaminaCostField() {
return *GetNativePointerField<
float*>(
this,
"FDinoAttackInfo.StaminaCost"); }
605struct __declspec(align(8)) FHordeCrateDifficultyLevel
607 int& DifficultyLevelField() {
return *GetNativePointerField<
int*>(
this,
"FHordeCrateDifficultyLevel.DifficultyLevel"); }
TSubclassOf< AMissionType > & MissionClassField()
static UScriptStruct * StaticStruct()
void FScriptStruct_ShooterGame_StaticRegisterNativesFAvailableMission()
FVector & DispatcherLocationField()
bool bCraftingRequireExactResourceType
TSubclassOf< UPrimalItem > ResourceItemType
float BaseResourceRequirement
TSubclassOf< UDamageType > & DamageTypeClassField()
void GetBestHitInfo(AActor *HitActor, AActor *HitInstigator, FHitResult *OutHitInfo, FVector *OutImpulseDir)
int & InstanceBodyIndexField()
float & OriginalDamageField()
static UScriptStruct * StaticStruct()
unsigned int FemaleDinoID2
unsigned int FemaleDinoID1
static UScriptStruct * StaticStruct()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
FDinoAttackInfo * operator=(FDinoAttackInfo *__that)
FName & RangedSocketField()
long double & LastProjectileSpawnTimeField()
FRotator & AttackRotationRateField()
TArray< FName > & MeleeSwingSocketsField()
float & AttackWithJumpChanceField()
TArray< FVector > & LastSocketPositionsField()
float & ActivateAttackRangeField()
int & MeleeDamageAmountField()
float & AttackWeightField()
float & AttackIntervalField()
float & AttackRunningSpeedModifierField()
long double & RiderLastAttackTimeField()
float & SwimmingAttackRunningSpeedModifierField()
float & AttackRotationGroundSpeedMultiplierField()
float & RiderAttackIntervalField()
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
float & MeleeDamageImpulseField()
TArray< UAnimMontage * > AttackAnimationsField()
TArray< int > & ChildStateIndexesField()
FName & AttackNameField()
float & AttackSelectionExpirationTimeField()
TArray< float > & AttackAnimationWeightsField()
float & StaminaCostField()
long double & AttackSelectionTimeField()
float & MinAttackRangeField()
float & AttackRotationRangeDegreesField()
long double & LastAttackTimeField()
float & SetAttackTargetTimeField()
float & DotProductCheckMinField()
float & MeleeSwingRadiusField()
float & AttackRangeField()
float & AttackOffsetField()
float & DotProductCheckMaxField()
FBodyInstance * BodyInstanceField()
FHitResult * operator=(FHitResult *__that)
BitFieldValue< bool, unsigned __int32 > bVolatileCollision()
TWeakObjectPtr< UPrimitiveComponent > & ComponentField()
FVector_NetQuantize & ImpactPointField()
FVector_NetQuantize & TraceEndField()
FVector_NetQuantize & LocationField()
float & PenetrationDepthField()
FVector_NetQuantize & TraceStartField()
BitFieldValue< bool, unsigned __int32 > bStartPenetrating()
static UScriptStruct * StaticStruct()
TWeakObjectPtr< UPhysicalMaterial > & PhysMaterialField()
TWeakObjectPtr< AActor > & ActorField()
UPrimitiveComponent * GetComponent()
BitFieldValue< bool, unsigned __int32 > bBlockingHit()
FVector_NetQuantizeNormal & ImpactNormalField()
FVector_NetQuantizeNormal & NormalField()
TSubclassOf< UPrimalItem > ItemClass
unsigned __int32 bClientSideOnly
unsigned __int32 bDisplayOnInventoryUI
unsigned __int32 bDrawTooltip
unsigned __int32 bDisplayOnInventoryUISecondary
unsigned __int32 bHideActivationKey
unsigned __int32 bHideFromUI
unsigned __int32 bPersistWheelOnActivation
unsigned __int32 bRepeatMultiUse
float EntryActivationTimer
unsigned __int32 bDisableUse
unsigned __int32 bIsSecondaryUse
unsigned __int32 bOverrideUseTextColor
unsigned __int32 bHarvestable
USoundBase * ActivationSound
int UseInventoryButtonStyleOverrideIndex
UActorComponent * ForComponent
unsigned __int32 bPersistWheelRequiresDirectActivation
unsigned __int32 bDisplayOnInventoryUITertiary
float DefaultEntryActivationTimer
FHitResult & OverlapInfoField()
void * CachedCompPtrField()
unsigned __int32 bBlockingHit
TWeakObjectPtr< AActor > Actor
TWeakObjectPtr< UPrimitiveComponent > Component
static UScriptStruct * StaticStruct()
float CurrentHarvestHealth
UPrimalHarvestingComponent * HarvestingComponent
__int8 bIsVisibleAndActive
UInstancedStaticMeshComponent * InstancedStaticMeshComponent
unsigned __int64 & SocketField()
bool SetNonBlocking(bool bIsNonBlocking)
bool SetMulticastTtl(char TimeToLive)
bool Listen(int MaxBacklog)
bool LeaveMulticastGroup(FInternetAddr *GroupAddress)
bool Send(const char *Data, int Count, int *BytesSent)
bool Recv(char *Data, int BufferSize, int *BytesRead, ESocketReceiveFlags::Type Flags)
bool SetReuseAddr(bool bAllowReuse)
bool SetLinger(bool bShouldLinger, int Timeout)
bool HasPendingConnection(bool *bHasPendingConnection)
bool SetBroadcast(bool bAllowBroadcast)
bool SetSendBufferSize(int Size, int *NewSize)
bool HasPendingData(unsigned int *PendingDataSize)
FSocket * Accept(FInternetAddr *OutAddr, FString *SocketDescription)
FDateTime & LastActivityTimeField()
ESocketConnectionState GetConnectionState()
bool SetMulticastLoopback(bool bLoopback)
bool Bind(FInternetAddr *Addr)
bool JoinMulticastGroup(FInternetAddr *GroupAddress)
bool SendTo(const char *Data, int Count, int *BytesSent, FInternetAddr *Destination)
bool RecvFrom(char *Data, int BufferSize, int *BytesRead, FInternetAddr *Source, ESocketReceiveFlags::Type Flags)
void GetAddress(FInternetAddr *OutAddr)
FSocket * Accept(FString *SocketDescription)
bool Connect(FInternetAddr *Addr)
bool SetReceiveBufferSize(int Size, int *NewSize)
FString & SocketDescriptionField()
ESocketType & SocketTypeField()
UShooterCheatManager * CheatManagerField()
void Tick(long double WorldTime, UWorld *InWorld)
TArray< signed char > & DataBufferField()
unsigned int & CurrentPacketSizeField()
bool & IsAuthenticatedField()
void ProcessRCONPacket(RCONPacket *Packet, UWorld *InWorld)
FString & ServerPasswordField()
void SendMessageW(int Id, int Type, FString *OutGoingMessage)
long double & LastSendKeepAliveTimeField()
long double & LastReceiveTimeField()
static void StaticRegisterNativesUDamageType()
BitFieldValue< bool, unsigned __int32 > bIsPassiveDamage()
float & DestructibleImpulseScaleField()
float & DefaultImpulseField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bAllowPerBoneDamageAdjustment()
BitFieldValue< bool, unsigned __int32 > bIsPhysicalDamage()
BitFieldValue< bool, unsigned __int32 > bScaleMomentumByMass()
BitFieldValue< bool, unsigned __int32 > bImpulseAffectsLivePawns()
float & ArmorDurabilityDegradationMultiplierField()
float & ImpulseRagdollScaleField()
float & ImpulseMinimumZPercentField()
BitFieldValue< bool, unsigned __int32 > bCausedByWorld()
float & RadialPartiallyObstructedDamagePercentField()
BitFieldValue< bool, unsigned __int32 > bRadialDamageVelChange()
float & GeneralDamageArmorEffectivenessField()
float & PointDamageArmorEffectivenessField()
static void SetGlobalTimeDilation(UObject *WorldContextObject, float TimeDilation)
static bool SetGamePaused(UObject *WorldContextObject, bool bPaused)
static void PlaySound(UObject *WorldContextObject, USoundCue *InSoundCue, USceneComponent *AttachComponent, FName AttachName, bool bFollow, float VolumeMultiplier, float PitchMultiplier)
static AActor * FinishSpawningActor(AActor *Actor, FTransform *SpawnTransform)
static bool ApplyRadialDamageWithFalloff(UObject *WorldContextObject, float BaseDamage, float MinimumDamage, FVector *Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, float Impulse, TArray< AActor * > *IgnoreDamageActors, int NumAdditionalAttempts)
static void BreakHitResult_OLD(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem)
static APlayerController * CreatePlayer(UObject *WorldContextObject, int ControllerId, bool bSpawnPawn)
static bool ApplyRadialDamageIgnoreDamageActors(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, TArray< AActor * > *IgnoreDamageActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)
static void OpenLevel(UObject *WorldContextObject, FName LevelName, bool bAbsolute, FString Options)
static void GetAllActorsWithInterface(UObject *WorldContextObject, TSubclassOf< UInterface > Interface, TArray< AActor * > *OutActors)
static void PlayDialogueAtLocation(UObject *WorldContextObject, UDialogueWave *Dialogue, FDialogueContext *Context, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)
static FVector * GetActorArrayAverageLocation(FVector *result, TArray< AActor * > *Actors)
static bool AreAnyListenersWithinRange(FVector Location, float MaximumRange)
static void ApplyDamage(AActor *DamagedActor, float BaseDamage, AController *EventInstigator, AActor *DamageCauser)
static FString * GetPlatformName(FString *result)
static void GetActorArrayBounds(TArray< AActor * > *Actors, bool bOnlyCollidingComponents, FVector *Center, FVector *BoxExtent)
static APlayerController * GetPlayerController(UObject *WorldContextObject, int PlayerIndex)
static UAudioComponent * PlayDialogueAttached(UDialogueWave *Dialogue, FDialogueContext *Context, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)
static AActor * BeginSpawningActorFromClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, FTransform *SpawnTransform, bool bNoCollisionFail)
static void LoadStreamLevel(UObject *WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)
static EPhysicalSurface GetSurfaceType(FHitResult *Hit)
static void BreakHitResult(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem, bool *BlockingHit)
static void UnloadStreamLevel(UObject *WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo)
static bool ApplyRadialDamage(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)
static AActor * BeginSpawningActorFromBlueprint(UObject *WorldContextObject, UBlueprint *Blueprint, FTransform *SpawnTransform, bool bNoCollisionFail)
static void StaticRegisterNativesUGameplayStatics()
static void GetAccurateRealTime(UObject *WorldContextObject, int *Seconds, float *PartialSeconds)
static void ApplyPointDamage(AActor *DamagedActor, float BaseDamage, FVector *HitFromDirection, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse, bool bForceCollisionCheck, ECollisionChannel ForceCollisionCheckTraceChannel)
static void GetAllActorsOfClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, TArray< AActor * > *OutActors)
static void SetRotatorPropertyByName(UObject *Object, FName PropertyName, FRotator *Value)
static bool K2_IsTimerActive(UObject *Object, FString FunctionName)
static bool BoxTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static bool BoxTraceSingle(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void SetTransformPropertyByName(UObject *Object, FName PropertyName, FTransform *Value)
static void K2_UnPauseTimer(UObject *Object, FString FunctionName)
static bool SphereOverlapComponents_NEW(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static FDebugFloatHistory * AddFloatHistorySample(FDebugFloatHistory *result, float Value, FDebugFloatHistory *FloatHistory)
static bool CapsuleOverlapComponents_NEW(UObject *WorldContextObject, FVector CapsulePos, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static bool DoesImplementInterface(UObject *TestObject, TSubclassOf< UInterface > Interface)
static bool SphereTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static FString * GetGameName(FString *result)
static bool BoxOverlapComponents_NEW(UObject *WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static void DrawDebugFloatHistoryLocation(UObject *WorldContextObject, FDebugFloatHistory *FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor, float LifeTime)
static void StaticRegisterNativesUKismetSystemLibrary()
static bool K2_TimerExists(UObject *Object, FString FunctionName)
static void SetVectorPropertyByName(UObject *Object, FName PropertyName, FVector *Value)
static int GetRenderingMaterialQualityLevel()
static bool K2_IsTimerPaused(UObject *Object, FString FunctionName)
static bool ComponentOverlapComponents_NEW(UPrimitiveComponent *Component, FTransform *ComponentTransform, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
static void GetActorListFromComponentList(TArray< UPrimitiveComponent * > *ComponentList, UClass *ActorClassFilter, TArray< AActor * > *OutActorList)
static int GetRenderingDetailMode()
static void K2_SetTimerForNextTick(UObject *Object, FString FunctionName, bool bLooping)
static float K2_GetTimerElapsedTime(UObject *Object, FString FunctionName)
static void K2_SetTimer(UObject *Object, FString FunctionName, float Time, bool bLooping)
static void SetLinearColorPropertyByName(UObject *Object, FName PropertyName, FLinearColor *Value)
static bool LineTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void DrawDebugFrustum(UObject *WorldContextObject, FTransform *FrustumTransform, FLinearColor FrustumColor, float Duration)
static bool CapsuleOverlapActors_NEW(UObject *WorldContextObject, FVector CapsulePos, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static float K2_GetTimerRemainingTime(UObject *Object, FString FunctionName)
static void K2_PauseTimer(UObject *Object, FString FunctionName)
static FString * GetPlatformUserName(FString *result)
static FString * MakeLiteralString(FString *result, FString *Value)
static void SetClassPropertyByName(UObject *Object, FName PropertyName, TSubclassOf< UObject > Value)
static void K2_SetTimerForNextTickDelegate(FBlueprintTimerDynamicDelegate Delegate, bool bLooping)
static bool SphereTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static bool BoxTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static void ShowPlatformSpecificAchievementsScreen(APlayerController *SpecificPlayer)
static bool SphereOverlapActorsSimple(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TEnumAsByte< enum EObjectTypeQuery > ObjectType, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static FString * GetEngineVersion(FString *result)
static void GetActorBounds(AActor *Actor, FVector *Origin, FVector *BoxExtent)
static FString * GetDisplayName(FString *result, UObject *Object)
static bool CapsuleTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
static bool BoxTraceMulti(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static bool ComponentOverlapActors_NEW(UPrimitiveComponent *Component, FTransform *ComponentTransform, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static FString * GetUniqueDeviceId(FString *result)
static bool LineTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static FString * GetClassDisplayName(FString *result, UClass *Class)
static bool CapsuleTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
static void K2_SetTimerDelegate(FBlueprintTimerDynamicDelegate Delegate, float Time, bool bLooping)
static void Delay(UObject *WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
static void RetriggerableDelay(UObject *WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
static bool BoxOverlapActors_NEW(UObject *WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
static void K2_ClearTimer(UObject *Object, FString FunctionName)
BitFieldValue< bool, unsigned __int32 > bGiveBlueprintToPlayerInventory()
FString & ExtraEngramDescriptionField()
TSubclassOf< UPrimalItem > & BluePrintEntryField()
bool IsEngramClassHidden(TSubclassOf< UPrimalItem > ForItemClass)
BitFieldValue< bool, unsigned __int32 > bIsSPlusEngram()
TEnumAsByte< enum EEngramGroup::Type > & EngramGroupField()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
bool UseEngramRequirementSets()
TArray< FEngramEntries > & EngramRequirementSetsField()
BitFieldValue< bool, unsigned __int32 > bCanBeManuallyUnlocked()
int & RequiredCharacterLevelField()
void ClearHiddenEngramRequirements()
FString * GetEngramDescription(FString *result, AShooterPlayerState *aPlayerState)
int & RequiredEngramPointsField()
bool MeetsEngramRequirements(AShooterPlayerState *aPlayerState, bool bOnlyCheckLevel, bool bDontCheckEngramPreRequirements)
int & MyEngramIndexField()
bool MeetsEngramChainRequirements(AShooterPlayerState *aPlayerState)
int GetRequiredEngramPoints()
FString * GetEngramName(FString *result)
FString * GetEntryString(FString *result)
int GetChainRequiredEngramPoints(TArray< TSubclassOf< UPrimalEngramEntry > > *TestedEntries)
void GetAllChainedPreReqs(AShooterPlayerState *aPlayerState, TArray< TSubclassOf< UPrimalEngramEntry > > *TestedEntries)
FString & ServerPasswordField()
TArray< RCONClientConnection * > & ConnectionsField()
UShooterCheatManager & CheatManagerField()
TSharedPtr< FInternetAddr > & ListenAddrField()
static void OpenStorePageForDLC(FString DLCName)
static void AddToActorList(UWorld *ForWorld, int ActorListNum, AActor *ActorRef)
static FRotator * RLerp(FRotator *result, FRotator A, FRotator B, float Alpha, bool bShortestPath)
static FName * GetHitBoneNameFromDamageEvent(FName *result, APrimalCharacter *Character, AController *HitInstigator, FDamageEvent *DamageEvent, bool bIsPointDamage, FHitResult *PointHitResult, FName MatchCollisionPresetName)
static bool IsDinoDuped(UWorld *WorldContext, const unsigned int id1, const unsigned int id2)
static bool ProjectWorldLocationToScreenOrScreenEdgePosition(APlayerController *playerController, FVector WorldLocation, FVector2D *ScreenPosition, const float screenMarginPercent, bool widgetSpace, bool *OnScreen)
static bool GetCharacterCapsuleSize(TSubclassOf< APrimalCharacter > CharClass, float *OutCapsuleRadius, float *OutCapsuleHalfHeight)
static int GetWeightedRandomIndexFromArray(TArray< float > pArray, float ForceRand)
static FVector2D * InverseTransformVectorByScreenProjectionGlobalTransform(FVector2D *result, FVector2D vec)
static bool IsTimerPaused(UObject *Object, FString FunctionName)
static int IsChildOfClasses(TSubclassOf< UObject > childClass, TArray< TSubclassOf< UObject > > *ParentClassesArray)
static bool OverlappingActorsTrace(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
static float GetScreenPercentage()
static float CooldownTimeRemaining(UObject *WorldContextObject, long double CooldownClock, float CooldownDuration)
static FString * BPFormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds)
static FVector * FlattenDirectionVectorInLocalSpace(FVector *result, FVector Direction, FRotator Rotation)
static void MulticastDrawDebugLine(AActor *ReplicatedActor, FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness)
static UClass * BPLoadClass(const FString &PathName)
static FString * GetClassString(FString *result, UObject *ForObject)
static APrimalDinoCharacter * GetDinoCharacterByID(UObject *WorldContextObject, const int DinoID1, const int DinoID2, const bool bSearchTamedOnly)
static void ServerSearchFoliage(UObject *WorldContextObject, FVector *Origin, float Radius, TArray< FOverlappedFoliageElement > *OutFoliage, bool bVisibleAndActiveOnly, bool bIncludeUsableFoliage, bool bIncludeMeshFoliage, bool bSortByDistance, bool bReverseSort)
static TArray< AActor * > * ServerOctreeOverlapActorsClassBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck)
static FString * FormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds)
static AShooterCharacter * GetShooterCharacterFromPawn(APawn *Pawn)
static void MultiLinePenetrationTraceByChannel(UObject *WorldContextObject, TArray< FPenetrationTraceHit > *OutResults, FVector *Start, FVector *End, ECollisionChannel TraceChannel, TArray< AActor * > *ActorsToIgnore, bool bTraceComplex, bool bIgnoreSelf, bool bDrawDebugLines, float DebugDrawDuration)
static TArray< AShooterPlayerController * > * GetAllLocalPlayerControllers(TArray< AShooterPlayerController * > *result, UObject *WorldContextObject)
static bool VTraceAgainstActorExpensive(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToTraceAgainst, ECollisionChannel Channel, int CollisionGroups, float SphereRadius, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, bool bSort)
static FString * BPFormatAsTimeLong(FString *result, int InTime)
static TArray< AActor * > * ServerOctreeOverlapActorsClass(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck)
static bool IsPVEServer(UObject *WorldContextObject)
static FRotator * BPRTransformInverse(FRotator *result, FRotator *R, FRotator *RBasis)
static FString * FormatSecondsAsHoursMinutesSeconds(FString *result, unsigned int Seconds)
static FString * GetKeyNameFromActionName(FString *result, FName ActionName)
static TArray< AActor * > * SortActorsByTag(TArray< AActor * > *result, int tagIndex, TArray< AActor * > *actors)
static bool ServerCheckMeshingOnActor(AActor *OnActor, bool bForceUseActorCenterBounds)
static bool CapsuleSweepFast(UObject *WorldContextObject, FHitResult *OutHit, FVector *Start, FVector *End, FRotator *CapsuleRot, float Radius, float HalfHeight, TEnumAsByte< enum ECollisionChannel > CollisionChannel, bool bTraceComplex, bool bIgnoreSelf, TArray< AActor * > *IgnoreActors, bool bDebugDraw, float DebugDrawDuration)
static FName * GetObjectPath(FName *result, UObject *Obj)
static void StaticRegisterNativesUVictoryCore()
static UObject * BPLoadObject(FString *PathName)
static FString * SimpleFloatString(FString *result, float inputVal)
static void MulticastDrawDebugSphere(AActor *ReplicatedActor, FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration)
static TArray< AActor * > * ServerOctreeOverlapActors(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, bool bForceActorLocationDistanceCheck)
static bool StaticCheckForCommand(FString CommandName)
static int StringToIntAscii(FString SourceString, int Index)
static FString * GetLastHostedMapPlayed(FString *result)
static TArray< TWeakObjectPtr< APrimalDinoCharacter > > * RemoveInvalidObjectsInContainer(TArray< TWeakObjectPtr< APrimalDinoCharacter > > *result, TArray< TWeakObjectPtr< APrimalDinoCharacter > > fContainer)
static FVector2D * ProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC)
static void MultiTraceProjectSphere(UObject *WorldContextObject, TArray< FHitResult > *OutResults, FVector *Origin, ECollisionChannel TraceChannel, int HorizResolution, int VertResolution, float StartDistance, float EndDistance, float NorthConeSubtractAngle, float SouthConeSubtractAngle, int PctChanceToTrace, int MaxTraceCount, bool bDrawDebugLines, float DebugDrawDuration)
static AActor * SpawnActorInWorld(UWorld *ForWorld, TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, AActor *OwnerActor, APawn *InstigatorPawn)
static void PauseTimer(UObject *Object, FString FunctionName)
static FColor * GetTeamColor(FColor *result, const int TargetingTeam)
static FString * GetKeyName(FString *result, FKey key)
static bool OwnsGenesisSeasonPass()
static void SetSessionPrefix(FString *InPrefix)
static long double GetNetworkTimeInSeconds(UObject *WorldContextObject)
static FString * IntToStringAscii(FString *result, int CharValue)
static FString * GetClassPathName(FString *result, UObject *ForObject)
static bool IsUnderMesh(APrimalCharacter *Character, FVector *CheckSevenHitLocation, bool *bOverlapping, UActorComponent **CheckSevenResult, bool DebugDraw, float DebugDrawSeconds)
static bool OwnsDLC(FString DLCName)
static UClass * BPLoadClass(FString *PathName)
static TArray< int > * GetArrayIndicesSorted_Double(TArray< int > *result, TArray< double > *Array, bool bSortLowToHigh)
static int GetSecondsIntoDay()
static FString * BPGetPrimaryMapName(FString *result, UWorld *WorldContext)
static bool OwnsAberration()
static bool IsWorkshopIDSubscribed(FString *WorkshopID)
static void SteamOverlayOpenURL(FString *ToURL)
static bool GetGroundLocation(UWorld *forWorld, FVector *theGroundLoc, FVector *StartLoc, FVector *OffsetUp, FVector *OffsetDown)
static int BPGetWeightedRandomIndex(TArray< float > *pArray, float ForceRand)
static bool BPFastTrace(UWorld *theWorld, FVector TraceEnd, FVector TraceStart, AActor *ActorToIgnore, float DebugDrawDuration)
static TArray< AShooterCharacter * > * GetAllLocalPlayerCharacters(TArray< AShooterCharacter * > *result, UObject *WorldContextObject)
static bool SphereOverlapFast(UObject *WorldContextObject, FVector *Loc, const float Radius)
static FVector2D * ProjectWorldToScreenPositionRaw(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC)
static bool OverlappingActors(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, int CollisionGroups, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
static TArray< AActor * > * ServerOctreeOverlapActorsBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, bool bForceActorLocationDistanceCheck)
static bool AreRotatorsNearlyEqual(FRotator *RotatorA, FRotator *RotatorB, float WithinError)
static TArray< AActor * > * SortActorsByDistance(TArray< AActor * > *result, FVector *fromLoc, TArray< AActor * > *actors)
static FRotator * BPRotatorLerp(FRotator *result, FRotator *A, FRotator *B, const float *Alpha)
static bool FindValidLocationNextToTarget(UObject *WorldContextObject, FVector *OutLocation, APrimalCharacter *SourceCharacter, APrimalCharacter *TargetCharacter, float DistanceMargin, int MaxTraceCount, AActor *ActorToIgnore, bool bTraceComplex, bool bDrawDebug, float DebugDrawDuration)
static FString * JoinStringArrayWithNewlines(FString *result, TArray< FString > *SourceArray)
static bool CapsuleSweepMulti(UObject *WorldContextObject, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, FRotator *CapsuleRot, float Radius, float HalfHeight, TArray< AActor * > *IgnoreActors, bool bIgnoreSelf, TEnumAsByte< enum ECollisionChannel > CollisionChannel, bool bTraceComplex, bool bDebugDraw, float DebugDrawDuration, bool bFindInitialOverlaps)
static bool VTraceSphereBP(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, float Radius, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FName TraceTag, AActor *OtherActorToIgnore, AActor *AnotherActorToIgnore)
static FString * FormatAsTimeLong(FString *result, int InTime)
static float GetAngleBetweenVectors(FVector *VectorA, FVector *VectorB, FVector *AroundAxis)
static TArray< int > * GetArrayIndicesSorted_Int(TArray< int > *result, TArray< int > *Array, bool bSortLowToHigh)
static bool IsGamePadConnected()
static bool CalculateInterceptPosition(FVector *StartPosition, FVector *StartVelocity, float ProjectileVelocity, FVector *TargetPosition, FVector *TargetVelocity, FVector *InterceptPosition)
static bool ComponentBoundsEncompassesPoint(UPrimitiveComponent *Comp, FVector *Point, float BoundsMultiplier)
static FString * GetTotalCoversionIdAsString(FString *result)
static void SetBoolArrayElemFalse(TArray< bool > *TheArray, int TheIndex)
static bool OwnsExtinction()
static void GetObjectsReferencedBy(UObject *ForObject, TArray< UObject * > *OutReferencedObjects, bool bIgnoreTransient)
static bool VTraceIgnoreFoliage(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, AActor *OtherActorToIgnore, TArray< AActor * > *OtherActorsToIgnore, FQuat *Rot, AActor *AnotherActorToIgnore, bool bIgnoreFoliage)
static AShooterCharacter * GetPlayerCharacterByController(APlayerController *PC)
static bool VTraceMulti(UWorld *theWorld, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, AActor *InIgnoreActor, int CollisionGroups, float SphereRadius, FVector *BoxExtent, bool bReturnPhysMaterial, ECollisionChannel TraceChannel, bool bTraceComplex, FName TraceTag, bool bTraceChannelForceOverlap, bool bDoSort, AActor *AdditionalIgnoreActor, AActor *AnotherIgnoreActor, bool bJustDoSphereOverlapAtStartLoc, TArray< AActor * > *ExtraIgnoreActors)
static FVector * ClampLocation(FVector *result, FVector BaseLocation, FVector DesiredLocation, float MaxDiff, bool bTraceClampLocation, UWorld *TraceWorld, FVector *TraceFromLocation)
static float ClampRotAxis(float BaseAxis, float DesiredAxis, float MaxDiff)
static void SetLastHostedMapPlayed(FString *NewLastHostedMapPlayed)
static TArray< int > * GetArrayIndicesSorted_Float(TArray< int > *result, TArray< float > *Array, bool bSortLowToHigh)
static bool KillTargetCharacterOrStructure(AActor *ActorToKill, bool bTryDestroyActor)
static void SetBoolArrayElemTrue(TArray< bool > *TheArray, int TheIndex)
static float GetAngleBetweenVectorsPure(FVector VectorA, FVector VectorB, FVector AroundAxis)
static bool IsCooldownComplete(UObject *WorldContextObject, long double CooldownClock, float NumSeconds)
static FVector * FlattenDirectionVector(FVector *result, FVector Direction)
static FString * GetTwoLetterISOLanguageName(FString *result)
static bool GetOverlappedHarvestActors(UWorld *ForWorld, FVector *AtLoc, float AtRadius, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< FVector > *OutHarvestLocations, TArray< int > *OutHitBodyIndices)
static ACustomActorList * GetCustomActorList(UWorld *ForWorld, FName SearchCustomTag)
static TSubclassOf< UObject > * StringReferenceToClass(TSubclassOf< UObject > *result, FString *StringReference)
static bool OwnsSteamAppID(int AppID)
static FRotator * BPRTransform(FRotator *result, FRotator *R, FRotator *RBasis)
static FLinearColor * ChangeSaturation(FLinearColor *result, FLinearColor *InColor, float NewSaturation)
static bool VTraceSingleBP_IgnoreActorsArray(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, TArray< AActor *, FDefaultAllocator > *ExtraIgnoreActors, AActor *InIgnoreActor, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bReturnPhysMaterial, bool bTraceComplex, float DebugDrawDuration)
static void CallGlobalLevelEvent(UWorld *forWorld, FName EventName)
static int GetWeightedRandomIndex(TArray< float > *pArray, float ForceRand)
static FVector * LeadTargetPosition(FVector *result, FVector *ProjLocation, float ProjSpeed, FVector *TargetLocation, FVector *TargetVelocity)
static bool FindWorldActors(UWorld *fWorld, TArray< AActor * > *fContainer, TSubclassOf< AActor > fType, FName fTag)
static bool IsTimerActive(UObject *Object, FString FunctionName)
static bool OverlappingStationaryObjectsTrace(UWorld *theWorld, APrimalCharacter *SourceCharacter, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
static void FinishSpawning(AActor *Actor)
static void UnPauseTimer(UObject *Object, FString FunctionName)
static bool VTraceSingleBP(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bTraceComplex, AActor *ActorToIgnore)
static FVector * ViewDirectionAngleOffset(FVector *result, FVector ViewDirection, FVector RightVector, float AngleOffsetDegrees, float MaxAngleDegreesBeforeInterpToUp)
static FString * GetLastMapPlayed(FString *result)
static FString * ConsumeBonusItemCode(FString *result)
static void GetAllClassesOfType(TArray< TSubclassOf< UObject > > *Subclasses, TSubclassOf< UObject > ParentClass, bool bAllowAbstract, FString Path)
static FString * GetNewlineCharacter(FString *result)
static bool IsPointStuckWithinMesh(UWorld *theWorld, FVector TestPoint, int hemisphereSubdivisions, float rayDistance, float percentageConsideredStuck, AActor *ActorToIgnore)
static FString * ClassToStringReference(FString *result, TSubclassOf< UObject > obj)
static bool OwnsScorchedEarth()
static AActor * GetClosestActorArray(FVector ToPoint, TArray< AActor * > *ActorArray)
static long double GetRealWorldUtcTimeInSeconds()
static UPhysicalMaterial * TracePhysMaterial(UWorld *theWorld, FVector StartPos, FVector EndPos, AActor *IgnoreActor)
static FVector2D * BPProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC)
static FTransform * InverseTransform(FTransform *result, FTransform *TransformIn)