5 float&
LowHealthPercentageField() {
return *GetNativePointerField<
float*>(
this,
"APrimalTargetableActor.LowHealthPercentage"); }
7 float&
LifeSpanAfterDeathField() {
return *GetNativePointerField<
float*>(
this,
"APrimalTargetableActor.LifeSpanAfterDeath"); }
18 float&
ReplicatedHealthField() {
return *GetNativePointerField<
float*>(
this,
"APrimalTargetableActor.ReplicatedHealth"); }
19 float&
HealthField() {
return *GetNativePointerField<
float*>(
this,
"APrimalTargetableActor.Health"); }
20 float&
MaxHealthField() {
return *GetNativePointerField<
float*>(
this,
"APrimalTargetableActor.MaxHealth"); }
29 long double&
NextAllowRepairTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalTargetableActor.NextAllowRepairTime"); }
56 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalTargetableActor.StaticClass"); }
58 void Destroyed() { NativeCall<
void>(
this,
"APrimalTargetableActor.Destroyed"); }
59 void BeginPlay() { NativeCall<
void>(
this,
"APrimalTargetableActor.BeginPlay"); }
60 void FellOutOfWorld(UDamageType* dmgType) { NativeCall<
void, UDamageType*>(
this,
"APrimalTargetableActor.FellOutOfWorld", dmgType); }
61 bool IsDead() {
return NativeCall<
bool>(
this,
"APrimalTargetableActor.IsDead"); }
62 void AdjustDamage(
float* Damage, FDamageEvent* DamageEvent, AController* EventInstigator, AActor* DamageCauser) { NativeCall<
void,
float*, FDamageEvent*, AController*, AActor*>(
this,
"APrimalTargetableActor.AdjustDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
63 float TakeDamage(
float Damage, FDamageEvent* DamageEvent, AController* EventInstigator, AActor* DamageCauser) {
return NativeCall<
float,
float, FDamageEvent*, AController*, AActor*>(
this,
"APrimalTargetableActor.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
64 bool Die(
float KillingDamage, FDamageEvent* DamageEvent, AController* Killer, AActor* DamageCauser) {
return NativeCall<
bool,
float, FDamageEvent*, AController*, AActor*>(
this,
"APrimalTargetableActor.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
65 void PlayDyingGeneric_Implementation(
float KillingDamage, FPointDamageEvent DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FPointDamageEvent, APawn*, AActor*>(
this,
"APrimalTargetableActor.PlayDyingGeneric_Implementation", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
66 void PlayDyingRadial_Implementation(
float KillingDamage, FRadialDamageEvent DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FRadialDamageEvent, APawn*, AActor*>(
this,
"APrimalTargetableActor.PlayDyingRadial_Implementation", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
67 void GetDestructionEffectTransform(FVector* OutEffectLoc, FRotator* OutEffectRot) { NativeCall<
void, FVector*, FRotator*>(
this,
"APrimalTargetableActor.GetDestructionEffectTransform", OutEffectLoc, OutEffectRot); }
68 void PlayDying(
float KillingDamage, FDamageEvent* DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*>(
this,
"APrimalTargetableActor.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
69 void PlayHitEffectPoint_Implementation(
float DamageTaken, FPointDamageEvent DamageEvent, APawn* PawnInstigator, AActor* DamageCauser) { NativeCall<
void,
float, FPointDamageEvent, APawn*, AActor*>(
this,
"APrimalTargetableActor.PlayHitEffectPoint_Implementation", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
70 void PlayHitEffectRadial_Implementation(
float DamageTaken, FRadialDamageEvent DamageEvent, APawn* PawnInstigator, AActor* DamageCauser) { NativeCall<
void,
float, FRadialDamageEvent, APawn*, AActor*>(
this,
"APrimalTargetableActor.PlayHitEffectRadial_Implementation", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
71 void PlayHitEffect(
float DamageTaken, FDamageEvent* DamageEvent, APawn* PawnInstigator, AActor* DamageCauser,
bool bIsLocalPath) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*,
bool>(
this,
"APrimalTargetableActor.PlayHitEffect", DamageTaken, DamageEvent, PawnInstigator, DamageCauser, bIsLocalPath); }
72 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalTargetableActor.DrawHUD", HUD); }
73 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalTargetableActor.GetLifetimeReplicatedProps", OutLifetimeProps); }
74 float GetMaxHealth() {
return NativeCall<
float>(
this,
"APrimalTargetableActor.GetMaxHealth"); }
76 bool IsAlive() {
return NativeCall<
bool>(
this,
"APrimalTargetableActor.IsAlive"); }
79 float GetHealth() {
return NativeCall<
float>(
this,
"APrimalTargetableActor.GetHealth"); }
80 float GetHealthPercentage() {
return NativeCall<
float>(
this,
"APrimalTargetableActor.GetHealthPercentage"); }
81 float SetHealth(
float newHealth) {
return NativeCall<
float,
float>(
this,
"APrimalTargetableActor.SetHealth", newHealth); }
82 void SetMaxHealth(
float newMaxHealth) { NativeCall<
void,
float>(
this,
"APrimalTargetableActor.SetMaxHealth", newMaxHealth); }
83 bool IsOfTribe(
int ID) {
return NativeCall<
bool,
int>(
this,
"APrimalTargetableActor.IsOfTribe", ID); }
85 bool IsTargetableDead() {
return NativeCall<
bool>(
this,
"APrimalTargetableActor.IsTargetableDead"); }
87 void Suicide() { NativeCall<
void>(
this,
"APrimalTargetableActor.Suicide"); }
88 bool NetExecCommand(FName CommandName, FNetExecParams* ExecParams) {
return NativeCall<
bool, FName, FNetExecParams*>(
this,
"APrimalTargetableActor.NetExecCommand", CommandName, ExecParams); }
89 void UpdatedHealth(
bool bDoReplication) { NativeCall<
void,
bool>(
this,
"APrimalTargetableActor.UpdatedHealth", bDoReplication); }
92 bool IsInvincible() {
return NativeCall<
bool>(
this,
"APrimalTargetableActor.IsInvincible"); }
93 void HarvestingDepleted(UPrimalHarvestingComponent* fromComponent) { NativeCall<
void, UPrimalHarvestingComponent*>(
this,
"APrimalTargetableActor.HarvestingDepleted", fromComponent); }
96 void BPDied(
float KillingDamage, FDamageEvent* DamageEvent, AController* Killer, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent*, AController*, AActor*>(
this,
"APrimalTargetableActor.BPDied", KillingDamage, DamageEvent, Killer, DamageCauser); }
97 void BPHitEffect(
float DamageTaken, FDamageEvent* DamageEvent, APawn* PawnInstigator, AActor* DamageCauser,
bool bIsLocalPath, UPrimitiveComponent* HitComponent, FVector DamageLoc, FRotator HitNormal) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*,
bool, UPrimitiveComponent*, FVector, FRotator>(
this,
"APrimalTargetableActor.BPHitEffect", DamageTaken, DamageEvent, PawnInstigator, DamageCauser, bIsLocalPath, HitComponent, DamageLoc, HitNormal); }
98 bool BPSupressImpactEffects(
float DamageTaken, FDamageEvent* DamageEvent, APawn* PawnInstigator, AActor* DamageCauser,
bool bIsLocalPath, UPrimitiveComponent* HitComponent) {
return NativeCall<
bool,
float, FDamageEvent*, APawn*, AActor*,
bool, UPrimitiveComponent*>(
this,
"APrimalTargetableActor.BPSupressImpactEffects", DamageTaken, DamageEvent, PawnInstigator, DamageCauser, bIsLocalPath, HitComponent); }
99 void OverrideDestroyedMeshTextures(UMeshComponent* meshComp) { NativeCall<
void, UMeshComponent*>(
this,
"APrimalTargetableActor.OverrideDestroyedMeshTextures", meshComp); }
100 void PlayHitEffectGeneric(
float DamageTaken, FDamageEvent DamageEvent, APawn* PawnInstigator, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent, APawn*, AActor*>(
this,
"APrimalTargetableActor.PlayHitEffectGeneric", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
109 float&
ScaleFactorField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructure.ScaleFactor"); }
113 int&
CurrentVariantField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructure.CurrentVariant"); }
142 float&
MaxSnapLocRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructure.MaxSnapLocRange"); }
165 int&
OwningPlayerIDField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructure.OwningPlayerID"); }
167 long double&
LastInAllyRangeTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructure.LastInAllyRangeTime"); }
189 unsigned int&
StructureIDField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructure.StructureID"); }
190 unsigned int&
AttachedToDinoID1Field() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructure.AttachedToDinoID1"); }
193 unsigned int&
TaggedIndexField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructure.TaggedIndex"); }
194 unsigned int&
TaggedIndexTwoField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructure.TaggedIndexTwo"); }
195 unsigned int&
ProcessTreeTagField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructure.ProcessTreeTag"); }
197 long double&
LastColorizationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructure.LastColorizationTime"); }
206 float&
LastFadeOpacityField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructure.LastFadeOpacity"); }
208 long double&
LastFailedPinTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructure.LastFailedPinTime"); }
234 int&
BedIDField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructure.BedID"); }
411 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalStructure.StaticClass"); }
414 void SetBoundsScale(
float NewScale) { NativeCall<
void,
float>(
this,
"APrimalStructure.SetBoundsScale", NewScale); }
415 void SetContainerActive(
bool reset) { NativeCall<
void,
bool>(
this,
"APrimalStructure.SetContainerActive", reset); }
418 void BeginPlay() { NativeCall<
void>(
this,
"APrimalStructure.BeginPlay"); }
420 void ApplyPrimalItemSettingsToStructure(UMeshComponent* meshToColorize, UPrimalItem* AssociatedPrimalItem) { NativeCall<
void, UMeshComponent*, UPrimalItem*>(
this,
"APrimalStructure.ApplyPrimalItemSettingsToStructure", meshToColorize, AssociatedPrimalItem); }
421 void SetLinkedIDs() { NativeCall<
void>(
this,
"APrimalStructure.SetLinkedIDs"); }
422 void ApplyLinkedIDs(
bool bRelinkParents) { NativeCall<
void,
bool>(
this,
"APrimalStructure.ApplyLinkedIDs", bRelinkParents); }
423 static APrimalStructure*
GetFromID(UWorld* World,
unsigned int TheStructureID) {
return NativeCall<APrimalStructure*, UWorld*,
unsigned int>(
nullptr,
"APrimalStructure.GetFromID", World, TheStructureID); }
424 static APrimalStructure*
BPGetFromID(UWorld* World,
int TheStructureID) {
return NativeCall<APrimalStructure*, UWorld*,
int>(
nullptr,
"APrimalStructure.BPGetFromID", World, TheStructureID); }
427 void SetDinoSaddleAttachment(APrimalDinoCharacter* myDino, FName BoneName, FVector RelLoc, FRotator RelRot,
bool bMaintainWorldPosition) { NativeCall<
void, APrimalDinoCharacter*, FName, FVector, FRotator,
bool>(
this,
"APrimalStructure.SetDinoSaddleAttachment", myDino, BoneName, RelLoc, RelRot, bMaintainWorldPosition); }
431 void ApplyScale(
bool bOnlyInitPhysics) { NativeCall<
void,
bool>(
this,
"APrimalStructure.ApplyScale", bOnlyInitPhysics); }
432 void PostSpawnInitialize(FVector* SpawnLocation, FRotator* SpawnRotation, AActor* InOwner, APawn* InInstigator,
bool bRemoteOwned,
bool bNoFail,
bool bDeferConstruction,
bool bDeferBeginPlay) { NativeCall<
void, FVector*, FRotator*, AActor*, APawn*,
bool,
bool,
bool,
bool>(
this,
"APrimalStructure.PostSpawnInitialize", SpawnLocation, SpawnRotation, InOwner, InInstigator, bRemoteOwned, bNoFail, bDeferConstruction, bDeferBeginPlay); }
437 bool TickPlacingStructure(APrimalStructurePlacer* PlacerActor,
float DeltaTime) {
return NativeCall<
bool, APrimalStructurePlacer*,
float>(
this,
"APrimalStructure.TickPlacingStructure", PlacerActor, DeltaTime); }
439 bool ShouldInstance(UProperty* Property) {
return NativeCall<
bool, UProperty*>(
this,
"APrimalStructure.ShouldInstance", Property); }
440 int IsAllowedToBuild(APlayerController* PC, FVector AtLocation, FRotator AtRotation, FPlacementData* OutPlacementData,
bool bDontAdjustForMaxRange, FRotator PlayerViewRotation,
bool bFinalPlacement) {
return NativeCall<
int, APlayerController*, FVector, FRotator, FPlacementData*,
bool, FRotator,
bool>(
this,
"APrimalStructure.IsAllowedToBuild", PC, AtLocation, AtRotation, OutPlacementData, bDontAdjustForMaxRange, PlayerViewRotation, bFinalPlacement); }
441 static bool IsPointNearSupplyCrateSpawn(UWorld* theWorld, FVector AtPoint) {
return NativeCall<
bool, UWorld*, FVector>(
nullptr,
"APrimalStructure.IsPointNearSupplyCrateSpawn", theWorld, AtPoint); }
445 bool AllowSpawnForPlayer(AShooterPlayerController* PC,
bool bCheckCooldownTime,
APrimalStructure* FromStructure) {
return NativeCall<
bool, AShooterPlayerController*,
bool, APrimalStructure*>(
this,
"APrimalStructure.AllowSpawnForPlayer", PC, bCheckCooldownTime, FromStructure); }
446 void NetUpdateOriginalOwnerNameAndID_Implementation(
int NewOriginalOwnerID, FString* NewOriginalOwnerName) { NativeCall<
void,
int, FString*>(
this,
"APrimalStructure.NetUpdateOriginalOwnerNameAndID_Implementation", NewOriginalOwnerID, NewOriginalOwnerName); }
448 void NonPlayerFinalStructurePlacement(
int PlacementTargetingTeam,
int PlacementOwningPlayerID, FString* PlacementOwningPlayerName,
APrimalStructure* ForcePrimaryParent) { NativeCall<
void,
int,
int, FString*, APrimalStructure*>(
this,
"APrimalStructure.NonPlayerFinalStructurePlacement", PlacementTargetingTeam, PlacementOwningPlayerID, PlacementOwningPlayerName, ForcePrimaryParent); }
449 bool FinalStructurePlacement(APlayerController* PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn* AttachToPawn, FName BoneName,
bool bIsFlipped) {
return NativeCall<
bool, APlayerController*, FVector, FRotator, FRotator, APawn*, FName,
bool>(
this,
"APrimalStructure.FinalStructurePlacement", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bIsFlipped); }
450 FVector*
GetSnapPointLocation(
FVector*
result,
int SnapPointIndex,
bool bOverrideTransform,
FVector OverrideLoc,
FRotator OverrideRot) {
return NativeCall<FVector*, FVector*,
int,
bool, FVector, FRotator>(
this,
"APrimalStructure.GetSnapPointLocation", result, SnapPointIndex, bOverrideTransform, OverrideLoc, OverrideRot); }
451 bool GetSnapToLocation(FVector* AtLoc, FRotator* AtRotation, FPlacementData* OutPlacementData,
APrimalStructure** OutParentStructure,
int* OutSnapToIndex, APlayerController* PC,
bool bFinalPlacement,
int SnapPointCycle) {
return NativeCall<
bool, FVector*, FRotator*, FPlacementData*, APrimalStructure**,
int*, APlayerController*,
bool,
int>(
this,
"APrimalStructure.GetSnapToLocation", AtLoc, AtRotation, OutPlacementData, OutParentStructure, OutSnapToIndex, PC, bFinalPlacement, SnapPointCycle); }
452 void GetSnapToParentStructures(FVector AtLocation, FRotator AtRotation,
int InitialMySnapIndex,
APrimalStructure* InitialParent, TArray<APrimalStructure*>* SnapToParentStructures, APlayerController* PC) { NativeCall<
void, FVector, FRotator,
int, APrimalStructure*, TArray<APrimalStructure*>*, APlayerController*>(
this,
"APrimalStructure.GetSnapToParentStructures", AtLocation, AtRotation, InitialMySnapIndex, InitialParent, SnapToParentStructures, PC); }
453 bool GetPlacingGroundLocation(AActor** OutHitActor, FPlacementData* OutPlacementData, APlayerController* PC,
bool bFinalPlacement,
int SnapPointCycle, UPrimitiveComponent** OutComponent) {
return NativeCall<
bool, AActor**, FPlacementData*, APlayerController*,
bool,
int, UPrimitiveComponent**>(
this,
"APrimalStructure.GetPlacingGroundLocation", OutHitActor, OutPlacementData, PC, bFinalPlacement, SnapPointCycle, OutComponent); }
454 bool ClampBuildLocation(FVector FromLocation, AActor** OutHitActor, FPlacementData* OutPlacementData,
bool bDontAdjustForMaxRange, APlayerController* PC) {
return NativeCall<
bool, FVector, AActor**, FPlacementData*,
bool, APlayerController*>(
this,
"APrimalStructure.ClampBuildLocation", FromLocation, OutHitActor, OutPlacementData, bDontAdjustForMaxRange, PC); }
455 bool CheckNotEncroaching(FVector PlacementLocation, FRotator PlacementRotation, AActor* DinoCharacter,
APrimalStructure* SnappedToParentStructure,
APrimalStructure* ReplacesStructure,
bool bUseAlternatePlacementTraceScale) {
return NativeCall<
bool, FVector, FRotator, AActor*, APrimalStructure*, APrimalStructure*,
bool>(
this,
"APrimalStructure.CheckNotEncroaching", PlacementLocation, PlacementRotation, DinoCharacter, SnappedToParentStructure, ReplacesStructure, bUseAlternatePlacementTraceScale); }
456 APrimalStructure*
GetNearbyFoundation(FPlacementData* PlacementData, APlayerController* ForPC) {
return NativeCall<APrimalStructure*, FPlacementData*, APlayerController*>(
this,
"APrimalStructure.GetNearbyFoundation", PlacementData, ForPC); }
458 float TakeDamage(
float Damage, FDamageEvent* DamageEvent, AController* EventInstigator, AActor* DamageCauser) {
return NativeCall<
float,
float, FDamageEvent*, AController*, AActor*>(
this,
"APrimalStructure.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
459 bool Die(
float KillingDamage, FDamageEvent* DamageEvent, AController* Killer, AActor* DamageCauser) {
return NativeCall<
bool,
float, FDamageEvent*, AController*, AActor*>(
this,
"APrimalStructure.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
460 void PlayDying(
float KillingDamage, FDamageEvent* DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*>(
this,
"APrimalStructure.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
462 static void ReprocessTree(TArray<APrimalStructure*>* StartingStructures, AController* InstigatorController, AActor* DamageCauser) { NativeCall<
void, TArray<APrimalStructure*>*, AController*, AActor*>(
nullptr,
"APrimalStructure.ReprocessTree", StartingStructures, InstigatorController, DamageCauser); }
463 static void FindFoundations(TArray<APrimalStructure*>* StartingStructures, TArray<APrimalStructure*>* Foundations) { NativeCall<
void, TArray<APrimalStructure*>*, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.FindFoundations", StartingStructures, Foundations); }
464 static void FindFoundations(
APrimalStructure* StartingStructure, TArray<APrimalStructure*>* Foundations) { NativeCall<
void, APrimalStructure*, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.FindFoundations", StartingStructure, Foundations); }
465 static void CullAgainstFoundations(TArray<APrimalStructure*>* StartingStructures, TArray<APrimalStructure*>* Foundations) { NativeCall<
void, TArray<APrimalStructure*>*, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.CullAgainstFoundations", StartingStructures, Foundations); }
466 static bool CullAgainstFoundations(
APrimalStructure** StartingStructure, TArray<APrimalStructure*>* Foundations) {
return NativeCall<
bool, APrimalStructure**, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.CullAgainstFoundations", StartingStructure, Foundations); }
467 static void FlagConnectionsLessThan(TArray<APrimalStructure*>* Structures,
int Connections, TArray<APrimalStructure*>* StructuresToDestroy) { NativeCall<
void, TArray<APrimalStructure*>*,
int, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.FlagConnectionsLessThan", Structures, Connections, StructuresToDestroy); }
468 static void FlagConnectionsLessThan(
APrimalStructure** StartingStructure,
int Connections, TArray<APrimalStructure*>* StructuresToDestroy) { NativeCall<
void, APrimalStructure**,
int, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.FlagConnectionsLessThan", StartingStructure, Connections, StructuresToDestroy); }
469 static void FlagReachable(TArray<APrimalStructure*>* Foundations) { NativeCall<
void, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.FlagReachable", Foundations); }
471 static void CleanUpTree(TArray<APrimalStructure*>* StartingStructures, AController* InstigatorController, AActor* DamageCauser) { NativeCall<
void, TArray<APrimalStructure*>*, AController*, AActor*>(
nullptr,
"APrimalStructure.CleanUpTree", StartingStructures, InstigatorController, DamageCauser); }
472 static void CleanUpTree(
APrimalStructure* StartingStructure, AController* InstigatorController, AActor* DamageCauser) { NativeCall<
void, APrimalStructure*, AController*, AActor*>(
nullptr,
"APrimalStructure.CleanUpTree", StartingStructure, InstigatorController, DamageCauser); }
473 void RemoveLinkedStructure(
APrimalStructure* Structure, AController* InstigatorController, AActor* DamageCauser) { NativeCall<
void, APrimalStructure*, AController*, AActor*>(
this,
"APrimalStructure.RemoveLinkedStructure", Structure, InstigatorController, DamageCauser); }
474 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructure.GetLifetimeReplicatedProps", OutLifetimeProps); }
477 void RefreshStructureColors(UMeshComponent* ForceRefreshComponent) { NativeCall<
void, UMeshComponent*>(
this,
"APrimalStructure.RefreshStructureColors", ForceRefreshComponent); }
480 void GetAllLinkedStructures(TArray<APrimalStructure*>* OutLinkedStructures) { NativeCall<
void, TArray<APrimalStructure*>*>(
this,
"APrimalStructure.GetAllLinkedStructures", OutLinkedStructures); }
481 void BPGetAllLinkedStructures(TArray<APrimalStructure*>* OutLinkedStructures) { NativeCall<
void, TArray<APrimalStructure*>*>(
this,
"APrimalStructure.BPGetAllLinkedStructures", OutLinkedStructures); }
482 long double GetForceDemolishTime() {
return NativeCall<
long double>(
this,
"APrimalStructure.GetForceDemolishTime"); }
483 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructure.TryMultiUse", ForPC, UseIndex); }
484 void ClientMultiUse(APlayerController* ForPC,
int UseIndex) { NativeCall<
void, APlayerController*,
int>(
this,
"APrimalStructure.ClientMultiUse", ForPC, UseIndex); }
485 void Demolish(APlayerController* ForPC, AActor* DamageCauser) { NativeCall<
void, APlayerController*, AActor*>(
this,
"APrimalStructure.Demolish", ForPC, DamageCauser); }
486 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalStructure.DrawHUD", HUD); }
487 bool DoAnyTribePermissionsRestrict(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructure.DoAnyTribePermissionsRestrict", ForPC); }
488 void DrawStructureTooltip(AShooterHUD* HUD,
bool bForMultiUseSelector) { NativeCall<
void, AShooterHUD*,
bool>(
this,
"APrimalStructure.DrawStructureTooltip", HUD, bForMultiUseSelector); }
489 void ChangeActorTeam(
int NewTeam) { NativeCall<
void,
int>(
this,
"APrimalStructure.ChangeActorTeam", NewTeam); }
493 void PlacedStructure(AShooterPlayerController* PC) { NativeCall<
void, AShooterPlayerController*>(
this,
"APrimalStructure.PlacedStructure", PC); }
494 void UpdatedHealth(
bool bDoReplication) { NativeCall<
void,
bool>(
this,
"APrimalStructure.UpdatedHealth", bDoReplication); }
495 void SetupDynamicMeshMaterials(UMeshComponent* meshComp) { NativeCall<
void, UMeshComponent*>(
this,
"APrimalStructure.SetupDynamicMeshMaterials", meshComp); }
496 void StartRepair() { NativeCall<
void>(
this,
"APrimalStructure.StartRepair"); }
498 void EndPlay(EEndPlayReason::Type EndPlayReason) { NativeCall<
void, EEndPlayReason::Type>(
this,
"APrimalStructure.EndPlay", EndPlayReason); }
499 void Stasis() { NativeCall<
void>(
this,
"APrimalStructure.Stasis"); }
500 void Destroyed() { NativeCall<
void>(
this,
"APrimalStructure.Destroyed"); }
501 void Unstasis() { NativeCall<
void>(
this,
"APrimalStructure.Unstasis"); }
503 static void GetNearbyStructuresOfClass(UWorld* World, TSubclassOf<APrimalStructure> StructureClass, FVector* Location,
float Range, TArray<APrimalStructure*>* Structures) { NativeCall<
void, UWorld*, TSubclassOf<APrimalStructure>, FVector*,
float, TArray<APrimalStructure*>*>(
nullptr,
"APrimalStructure.GetNearbyStructuresOfClass", World, StructureClass, Location, Range, Structures); }
505 void ClientUpdateLinkedStructures_Implementation(TArray<
unsigned int>* NewLinkedStructures) { NativeCall<
void, TArray<
unsigned int>*>(
this,
"APrimalStructure.ClientUpdateLinkedStructures_Implementation", NewLinkedStructures); }
506 bool AllowColoringBy(APlayerController* ForPC, UObject* anItem) {
return NativeCall<
bool, APlayerController*, UObject*>(
this,
"APrimalStructure.AllowColoringBy", ForPC, anItem); }
507 void ServerRequestUseItemWithActor(APlayerController* ForPC, UObject* anItem,
int AdditionalData) { NativeCall<
void, APlayerController*, UObject*,
int>(
this,
"APrimalStructure.ServerRequestUseItemWithActor", ForPC, anItem, AdditionalData); }
508 void ApplyColorToRegions(
__int16 CustomColorID,
bool* ApplyToRegions) { NativeCall<
void,
__int16,
bool*>(
this,
"APrimalStructure.ApplyColorToRegions", CustomColorID, ApplyToRegions); }
509 bool IsNetRelevantFor(APlayerController* RealViewer, AActor* Viewer, FVector* SrcLocation) {
return NativeCall<
bool, APlayerController*, AActor*, FVector*>(
this,
"APrimalStructure.IsNetRelevantFor", RealViewer, Viewer, SrcLocation); }
512 void ProcessEditText(AShooterPlayerController* ForPC, FString* TextToUse,
bool bCheckedBox) { NativeCall<
void, AShooterPlayerController*, FString*,
bool>(
this,
"APrimalStructure.ProcessEditText", ForPC, TextToUse, bCheckedBox); }
513 float AddAggroOnBump(APrimalDinoCharacter* BumpedBy) {
return NativeCall<
float, APrimalDinoCharacter*>(
this,
"APrimalStructure.AddAggroOnBump", BumpedBy); }
514 int GetNumStructuresInRange(FVector AtLocation,
float WithinRange) {
return NativeCall<
int, FVector,
float>(
this,
"APrimalStructure.GetNumStructuresInRange", AtLocation, WithinRange); }
515 static void GetStructuresInRange(UWorld* theWorld, FVector AtLocation,
float WithinRange, TSubclassOf<APrimalStructure> StructureClass, TArray<APrimalStructure*>* StructuresOut,
bool bUseInternalOctree,
APrimalStructure* IgnoreStructure) { NativeCall<
void, UWorld*, FVector,
float, TSubclassOf<APrimalStructure>, TArray<APrimalStructure*>*,
bool, APrimalStructure*>(
nullptr,
"APrimalStructure.GetStructuresInRange", theWorld, AtLocation, WithinRange, StructureClass, StructuresOut, bUseInternalOctree, IgnoreStructure); }
516 static int GetNumStructuresInRangeStructureTypeFlag(UWorld* theWorld, FVector AtLocation,
int TypeFlag,
float WithinRange,
bool bCheckBPCountStructureInRange,
bool bUseInternalOctree,
APrimalStructure* IgnoreStructure,
bool bCheckWithAltCollisionChannel) {
return NativeCall<
int, UWorld*, FVector,
int,
float,
bool,
bool, APrimalStructure*,
bool>(
nullptr,
"APrimalStructure.GetNumStructuresInRangeStructureTypeFlag", theWorld, AtLocation, TypeFlag, WithinRange, bCheckBPCountStructureInRange, bUseInternalOctree, IgnoreStructure, bCheckWithAltCollisionChannel); }
517 bool AllowPickupForItem(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructure.AllowPickupForItem", ForPC); }
521 bool AllowSnappingWith(
APrimalStructure* OtherStructure, APlayerController* ForPC) {
return NativeCall<
bool, APrimalStructure*, APlayerController*>(
this,
"APrimalStructure.AllowSnappingWith", OtherStructure, ForPC); }
522 bool SetVariant(
int VariantIndex,
bool bForceSet) {
return NativeCall<
bool,
int,
bool>(
this,
"APrimalStructure.SetVariant", VariantIndex, bForceSet); }
523 void RefreshVariantSettings(
int NewVariantIndex) { NativeCall<
void,
int>(
this,
"APrimalStructure.RefreshVariantSettings", NewVariantIndex); }
526 bool AllowStructureAccess(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructure.AllowStructureAccess", ForPC); }
527 static bool IsPointObstructedByWorldGeometry(UWorld* ForWorld, FVector ThePoint,
bool bIgnoreTerrain,
bool bOnlyCheckTerrain,
bool bIgnoreFoliage,
float OBSTRUCTION_CHECK_DIST) {
return NativeCall<
bool, UWorld*, FVector,
bool,
bool,
bool,
float>(
nullptr,
"APrimalStructure.IsPointObstructedByWorldGeometry", ForWorld, ThePoint, bIgnoreTerrain, bOnlyCheckTerrain, bIgnoreFoliage, OBSTRUCTION_CHECK_DIST); }
528 bool CanBePainted() {
return NativeCall<
bool>(
this,
"APrimalStructure.CanBePainted"); }
534 bool CanBeBaseForCharacter(APawn* Pawn) {
return NativeCall<
bool, APawn*>(
this,
"APrimalStructure.CanBeBaseForCharacter", Pawn); }
537 bool PreventCharacterBasing(AActor* OtherActor, UPrimitiveComponent* BasedOnComponent) {
return NativeCall<
bool, AActor*, UPrimitiveComponent*>(
this,
"APrimalStructure.PreventCharacterBasing", OtherActor, BasedOnComponent); }
539 bool PreventPlacingOnFloorClass(TSubclassOf<APrimalStructure> FloorClass) {
return NativeCall<
bool, TSubclassOf<APrimalStructure>>(
this,
"APrimalStructure.PreventPlacingOnFloorClass", FloorClass); }
541 bool AllowPlacingOnSaddleParentClass(APrimalDinoCharacter* theDino,
bool bForcePrevent) {
return NativeCall<
bool, APrimalDinoCharacter*,
bool>(
this,
"APrimalStructure.AllowPlacingOnSaddleParentClass", theDino, bForcePrevent); }
542 static APrimalStructure*
GetClosestStructureToPoint(UWorld* ForWorld, FVector AtPoint,
float OverlapRadius) {
return NativeCall<APrimalStructure*, UWorld*, FVector,
float>(
nullptr,
"APrimalStructure.GetClosestStructureToPoint", ForWorld, AtPoint, OverlapRadius); }
545 bool IsOnlyLinkedToFastDecayStructuresInternal(TSet<APrimalStructure*, DefaultKeyFuncs<APrimalStructure*, 0>, FDefaultSetAllocator>* TestedStructures) {
return NativeCall<
bool, TSet<APrimalStructure*, DefaultKeyFuncs<APrimalStructure*, 0>, FDefaultSetAllocator>*>(
this,
"APrimalStructure.IsOnlyLinkedToFastDecayStructuresInternal", TestedStructures); }
546 bool CanAutoDemolish() {
return NativeCall<
bool>(
this,
"APrimalStructure.CanAutoDemolish"); }
552 void SetEnabled(
bool bEnabled) { NativeCall<
void,
bool>(
this,
"APrimalStructure.SetEnabled", bEnabled); }
554 void CreateDynamicMaterials(UMeshComponent* ForceCreateForComponent) { NativeCall<
void, UMeshComponent*>(
this,
"APrimalStructure.CreateDynamicMaterials", ForceCreateForComponent); }
558 int GetStructureColorValue(
int ColorRegionIndex) {
return NativeCall<
int,
int>(
this,
"APrimalStructure.GetStructureColorValue", ColorRegionIndex); }
559 void SetStructureColorValue(
int ColorRegionIndex,
int SetVal) { NativeCall<
void,
int,
int>(
this,
"APrimalStructure.SetStructureColorValue", ColorRegionIndex, SetVal); }
560 void StructureHarvestingDepleted(UPrimalHarvestingComponent* fromComponent) { NativeCall<
void, UPrimalHarvestingComponent*>(
this,
"APrimalStructure.StructureHarvestingDepleted", fromComponent); }
561 void SetHarvestingActive(
bool bActive,
bool bOverrideBaseHealth,
float BaseHarvestHealthMult,
bool bAssignToTribe,
int AssignedToTribeID) { NativeCall<
void,
bool,
bool,
float,
bool,
int>(
this,
"APrimalStructure.SetHarvestingActive", bActive, bOverrideBaseHealth, BaseHarvestHealthMult, bAssignToTribe, AssignedToTribeID); }
564 bool GetClosestTargetOverride(FVector* attackPos, FVector* targetPos) {
return NativeCall<
bool, FVector*, FVector*>(
this,
"APrimalStructure.GetClosestTargetOverride", attackPos, targetPos); }
565 bool IsDeprecated() {
return NativeCall<
bool>(
this,
"APrimalStructure.IsDeprecated"); }
569 void BlueprintDrawHUD(AShooterHUD* HUD,
float CenterX,
float CenterY) { NativeCall<
void, AShooterHUD*,
float,
float>(
this,
"APrimalStructure.BlueprintDrawHUD", HUD, CenterX, CenterY); }
570 void BlueprintDrawPreviewHUD(AShooterHUD* HUD,
float CenterX,
float CenterY) { NativeCall<
void, AShooterHUD*,
float,
float>(
this,
"APrimalStructure.BlueprintDrawPreviewHUD", HUD, CenterX, CenterY); }
571 bool BPAllowPickupGiveItem(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructure.BPAllowPickupGiveItem", ForPC); }
572 bool BPAllowSnappingWith(
APrimalStructure* OtherStructure, APlayerController* ForPC) {
return NativeCall<
bool, APrimalStructure*, APlayerController*>(
this,
"APrimalStructure.BPAllowSnappingWith", OtherStructure, ForPC); }
573 bool BPAllowSnapRotationForStructure(
int ThisSnapPointIndex, FName ThisSnapPointName,
APrimalStructure* OtherStructure,
int OtherStructureSnapPointIndex, FName OtherStructureSnapPointName) {
return NativeCall<
bool,
int, FName, APrimalStructure*,
int, FName>(
this,
"APrimalStructure.BPAllowSnapRotationForStructure", ThisSnapPointIndex, ThisSnapPointName, OtherStructure, OtherStructureSnapPointIndex, OtherStructureSnapPointName); }
574 bool BPAllowSwitchToVariant(
int VariantIndex) {
return NativeCall<
bool,
int>(
this,
"APrimalStructure.BPAllowSwitchToVariant", VariantIndex); }
576 void BPBeginPreview() { NativeCall<
void>(
this,
"APrimalStructure.BPBeginPreview"); }
577 void BPDefaultProcessEditText(AShooterPlayerController* ForPC, FString* TextToUse,
bool checkedBox) { NativeCall<
void, AShooterPlayerController*, FString*,
bool>(
this,
"APrimalStructure.BPDefaultProcessEditText", ForPC, TextToUse, checkedBox); }
578 bool BPForceConsideredEnemyFoundation(APlayerController* PC,
APrimalStructure* ForNewStructure, FVector* TestAtLocation) {
return NativeCall<
bool, APlayerController*, APrimalStructure*, FVector*>(
this,
"APrimalStructure.BPForceConsideredEnemyFoundation", PC, ForNewStructure, TestAtLocation); }
580 bool BPHandleBedFastTravel(AShooterPlayerController* ForPC,
APrimalStructure* ToBed) {
return NativeCall<
bool, AShooterPlayerController*, APrimalStructure*>(
this,
"APrimalStructure.BPHandleBedFastTravel", ForPC, ToBed); }
581 void BPHandleStructureEnabled(
bool bEnabled) { NativeCall<
void,
bool>(
this,
"APrimalStructure.BPHandleStructureEnabled", bEnabled); }
582 bool BPImpactEffect(FHitResult* HitRes, FVector* ShootDirection) {
return NativeCall<
bool, FHitResult*, FVector*>(
this,
"APrimalStructure.BPImpactEffect", HitRes, ShootDirection); }
583 int BPIsAllowedToBuild(FPlacementData* OutPlacementData,
int CurrentAllowedReason) {
return NativeCall<
int, FPlacementData*,
int>(
this,
"APrimalStructure.BPIsAllowedToBuild", OutPlacementData, CurrentAllowedReason); }
584 int BPIsAllowedToBuildEx(FPlacementData* OutPlacementData,
int CurrentAllowedReason, APlayerController* PC,
bool bFinalPlacement,
bool bChoosingRotation) {
return NativeCall<
int, FPlacementData*,
int, APlayerController*,
bool,
bool>(
this,
"APrimalStructure.BPIsAllowedToBuildEx", OutPlacementData, CurrentAllowedReason, PC, bFinalPlacement, bChoosingRotation); }
585 void BPOnDemolish(APlayerController* ForPC, AActor* DamageCauser) { NativeCall<
void, APlayerController*, AActor*>(
this,
"APrimalStructure.BPOnDemolish", ForPC, DamageCauser); }
586 void BPOnStructurePickup(APlayerController* PlayerController, TSubclassOf<UPrimalItem> ItemType, UPrimalItem* NewlyPickedUpItem,
bool bIsQuickPickup) { NativeCall<
void, APlayerController*, TSubclassOf<UPrimalItem>, UPrimalItem*,
bool>(
this,
"APrimalStructure.BPOnStructurePickup", PlayerController, ItemType, NewlyPickedUpItem, bIsQuickPickup); }
587 void BPOnVariantSwitch(
int NewVariantIndex) { NativeCall<
void,
int>(
this,
"APrimalStructure.BPOnVariantSwitch", NewVariantIndex); }
588 bool BPOverrideAllowStructureAccess(AShooterPlayerController* ForPC,
bool bIsAccessAllowed) {
return NativeCall<
bool, AShooterPlayerController*,
bool>(
this,
"APrimalStructure.BPOverrideAllowStructureAccess", ForPC, bIsAccessAllowed); }
590 bool BPOverrideDemolish(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructure.BPOverrideDemolish", ForPC); }
592 bool BPOverrideSnappedFromTransform(
APrimalStructure* parentStructure,
int ParentSnapFromIndex, FName ParentSnapFromName, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot,
int SnapToIndex, FName SnapToName, FVector* OutLocation, FRotator* OutRotation,
int* bForceInvalidateSnap) {
return NativeCall<
bool, APrimalStructure*,
int, FName, FVector, FRotator, FVector, FRotator,
int, FName, FVector*, FRotator*,
int*>(
this,
"APrimalStructure.BPOverrideSnappedFromTransform", parentStructure, ParentSnapFromIndex, ParentSnapFromName, UnsnappedPlacementPos, UnsnappedPlacementRot, SnappedPlacementPos, SnappedPlacementRot, SnapToIndex, SnapToName, OutLocation, OutRotation, bForceInvalidateSnap); }
593 bool BPOverrideSnappedToTransform(
APrimalStructure* childStructure,
int ChildSnapFromIndex, FName ChildSnapFromName, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot,
int SnapToIndex, FName SnapToName, FVector* OutLocation, FRotator* OutRotation,
int* bForceInvalidateSnap) {
return NativeCall<
bool, APrimalStructure*,
int, FName, FVector, FRotator, FVector, FRotator,
int, FName, FVector*, FRotator*,
int*>(
this,
"APrimalStructure.BPOverrideSnappedToTransform", childStructure, ChildSnapFromIndex, ChildSnapFromName, UnsnappedPlacementPos, UnsnappedPlacementRot, SnappedPlacementPos, SnappedPlacementRot, SnapToIndex, SnapToName, OutLocation, OutRotation, bForceInvalidateSnap); }
595 void BPPlacedStructure(APlayerController* ForPC) { NativeCall<
void, APlayerController*>(
this,
"APrimalStructure.BPPlacedStructure", ForPC); }
596 void BPPlayDying(
float KillingDamage, FDamageEvent* DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*>(
this,
"APrimalStructure.BPPlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
599 bool BPPreventPlacementOnPawn(APlayerController* PC, APrimalCharacter* ForCharacter, FName ForBone) {
return NativeCall<
bool, APlayerController*, APrimalCharacter*, FName>(
this,
"APrimalStructure.BPPreventPlacementOnPawn", PC, ForCharacter, ForBone); }
600 bool BPPreventPlacingOnFloorStructure(FPlacementData* theOutPlacementData,
APrimalStructure* FloorStructure) {
return NativeCall<
bool, FPlacementData*, APrimalStructure*>(
this,
"APrimalStructure.BPPreventPlacingOnFloorStructure", theOutPlacementData, FloorStructure); }
601 bool BPPreventPlacingStructureOntoMe(APlayerController* PC,
APrimalStructure* ForNewStructure, FHitResult* ForHitResult) {
return NativeCall<
bool, APlayerController*, APrimalStructure*, FHitResult*>(
this,
"APrimalStructure.BPPreventPlacingStructureOntoMe", PC, ForNewStructure, ForHitResult); }
602 bool BPPreventSpawnForPlayer(AShooterPlayerController* PC,
bool bCheckCooldownTime,
APrimalStructure* FromStructure) {
return NativeCall<
bool, AShooterPlayerController*,
bool, APrimalStructure*>(
this,
"APrimalStructure.BPPreventSpawnForPlayer", PC, bCheckCooldownTime, FromStructure); }
603 bool BPPreventUsingAsFloorForStructure(FPlacementData* theOutPlacementData,
APrimalStructure* StructureToPlaceOnMe) {
return NativeCall<
bool, FPlacementData*, APrimalStructure*>(
this,
"APrimalStructure.BPPreventUsingAsFloorForStructure", theOutPlacementData, StructureToPlaceOnMe); }
605 void BPStructurePreGetMultiUseEntries(APlayerController* ForPC) { NativeCall<
void, APlayerController*>(
this,
"APrimalStructure.BPStructurePreGetMultiUseEntries", ForPC); }
608 void BPUnstasis() { NativeCall<
void>(
this,
"APrimalStructure.BPUnstasis"); }
611 void ClientUpdateLinkedStructures(TArray<
unsigned int>* NewLinkedStructures) { NativeCall<
void, TArray<
unsigned int>*>(
this,
"APrimalStructure.ClientUpdateLinkedStructures", NewLinkedStructures); }
617 void MultiRefreshVariantSettings(
int NewVariantIndex) { NativeCall<
void,
int>(
this,
"APrimalStructure.MultiRefreshVariantSettings", NewVariantIndex); }
621 void NetUpdateOriginalOwnerNameAndID(
int NewOriginalOwnerID, FString* NewOriginalOwnerName) { NativeCall<
void,
int, FString*>(
this,
"APrimalStructure.NetUpdateOriginalOwnerNameAndID", NewOriginalOwnerID, NewOriginalOwnerName); }
622 void NetUpdateTeamAndOwnerName(
int NewTeam, FString* NewOwnerName) { NativeCall<
void,
int, FString*>(
this,
"APrimalStructure.NetUpdateTeamAndOwnerName", NewTeam, NewOwnerName); }
626 void GetMultiUseEntries(APlayerController* ForPC, TArray<FMultiUseEntry>* MultiUseEntries) { NativeCall<
void, APlayerController*, TArray<FMultiUseEntry>*>(
this,
"APrimalStructure.GetMultiUseEntries", ForPC, MultiUseEntries); }
633 unsigned int&
LinkedPlayerIDField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructureBed.LinkedPlayerID"); }
636 float&
UseCooldownTimeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureBed.UseCooldownTime"); }
637 float&
UseCooldownRadiusField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureBed.UseCooldownRadius"); }
639 long double&
NextAllowedUseTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureBed.NextAllowedUseTime"); }
640 long double&
LastSignNamingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureBed.LastSignNamingTime"); }
649 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalStructureBed.StaticClass"); }
650 bool AllowPickupForItem(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructureBed.AllowPickupForItem", ForPC); }
651 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructureBed.GetLifetimeReplicatedProps", OutLifetimeProps); }
652 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructureBed.TryMultiUse", ForPC, UseIndex); }
653 void ClientMultiUse(APlayerController* ForPC,
int UseIndex) { NativeCall<
void, APlayerController*,
int>(
this,
"APrimalStructureBed.ClientMultiUse", ForPC, UseIndex); }
654 void ProcessEditText(AShooterPlayerController* ForPC, FString* TextToUse,
bool __formal) { NativeCall<
void, AShooterPlayerController*, FString*,
bool>(
this,
"APrimalStructureBed.ProcessEditText", ForPC, TextToUse, __formal); }
655 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalStructureBed.DrawHUD", HUD); }
656 void PlacedStructure(AShooterPlayerController* PC) { NativeCall<
void, AShooterPlayerController*>(
this,
"APrimalStructureBed.PlacedStructure", PC); }
657 bool AllowSpawnForPlayer(AShooterPlayerController* PC,
bool bCheckCooldownTime,
APrimalStructure* FromStructure) {
return NativeCall<
bool, AShooterPlayerController*,
bool, APrimalStructure*>(
this,
"APrimalStructureBed.AllowSpawnForPlayer", PC, bCheckCooldownTime, FromStructure); }
658 bool AllowSpawnForDownloadedPlayer(
unsigned __int64 PlayerDataID,
unsigned __int64 TribeID,
bool bCheckCooldownTime) {
return NativeCall<
bool,
unsigned __int64,
unsigned __int64,
bool>(
this,
"APrimalStructureBed.AllowSpawnForDownloadedPlayer", PlayerDataID, TribeID, bCheckCooldownTime); }
659 bool CheckStructureActivateTribeGroupPermission(
unsigned __int64 PlayerDataID,
unsigned __int64 TribeID) {
return NativeCall<
bool,
unsigned __int64,
unsigned __int64>(
this,
"APrimalStructureBed.CheckStructureActivateTribeGroupPermission", PlayerDataID, TribeID); }
660 void SpawnedPlayerFor_Implementation(AShooterPlayerController* PC, APawn* ForPawn) { NativeCall<
void, AShooterPlayerController*, APawn*>(
this,
"APrimalStructureBed.SpawnedPlayerFor_Implementation", PC, ForPawn); }
661 void Destroyed() { NativeCall<
void>(
this,
"APrimalStructureBed.Destroyed"); }
662 void BeginPlay() { NativeCall<
void>(
this,
"APrimalStructureBed.BeginPlay"); }
664 static APrimalStructure*
FindBedWithID(UWorld* forWorld,
int theBedID) {
return NativeCall<APrimalStructure*, UWorld*,
int>(
nullptr,
"APrimalStructureBed.FindBedWithID", forWorld, theBedID); }
671 void SpawnedPlayerFor(AShooterPlayerController* PC, APawn* ForPawn) { NativeCall<
void, AShooterPlayerController*, APawn*>(
this,
"APrimalStructureBed.SpawnedPlayerFor", PC, ForPawn); }
677 float&
RotationSpeedField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureDoor.RotationSpeed"); }
680 unsigned int&
CurrentPinCodeField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructureDoor.CurrentPinCode"); }
682 char&
DoorOpenStateField() {
return *GetNativePointerField<
char*>(
this,
"APrimalStructureDoor.DoorOpenState"); }
686 float&
CurrentDoorAngleField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureDoor.CurrentDoorAngle"); }
692 char&
DelayedDoorStateField() {
return *GetNativePointerField<
char*>(
this,
"APrimalStructureDoor.DelayedDoorState"); }
719 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalStructureDoor.StaticClass"); }
720 void BeginPlay() { NativeCall<
void>(
this,
"APrimalStructureDoor.BeginPlay"); }
721 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalStructureDoor.Tick", DeltaSeconds); }
722 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructureDoor.GetLifetimeReplicatedProps", OutLifetimeProps); }
723 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalStructureDoor.DrawHUD", HUD); }
724 void OnRep_DoorOpenState(
char PrevDoorOpenState) { NativeCall<
void,
char>(
this,
"APrimalStructureDoor.OnRep_DoorOpenState", PrevDoorOpenState); }
725 void GotoDoorState(
char DoorState) { NativeCall<
void,
char>(
this,
"APrimalStructureDoor.GotoDoorState", DoorState); }
726 void DelayedGotoDoorState(
char DoorState,
float DelayTime) { NativeCall<
void,
char,
float>(
this,
"APrimalStructureDoor.DelayedGotoDoorState", DoorState, DelayTime); }
728 bool HasSamePinCode(APrimalStructureItemContainer* otherContainer) {
return NativeCall<
bool, APrimalStructureItemContainer*>(
this,
"APrimalStructureDoor.HasSamePinCode", otherContainer); }
729 bool IsPinLocked() {
return NativeCall<
bool>(
this,
"APrimalStructureDoor.IsPinLocked"); }
730 int GetPinCode() {
return NativeCall<
int>(
this,
"APrimalStructureDoor.GetPinCode"); }
731 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructureDoor.TryMultiUse", ForPC, UseIndex); }
732 bool CanOpen(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureDoor.CanOpen", ForPC); }
734 bool ApplyPinCode(AShooterPlayerController* ForPC,
int appledPinCode,
bool bIsSetting,
int TheCustomIndex) {
return NativeCall<
bool, AShooterPlayerController*,
int,
bool,
int>(
this,
"APrimalStructureDoor.ApplyPinCode", ForPC, appledPinCode, bIsSetting, TheCustomIndex); }
738 bool AllowStructureAccess(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureDoor.AllowStructureAccess", ForPC); }
739 bool PreventCharacterBasing(AActor* OtherActor, UPrimitiveComponent* BasedOnComponent) {
return NativeCall<
bool, AActor*, UPrimitiveComponent*>(
this,
"APrimalStructureDoor.PreventCharacterBasing", OtherActor, BasedOnComponent); }
740 bool AllowPickupForItem(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructureDoor.AllowPickupForItem", ForPC); }
741 void BPSetDoorState(
int DoorState) { NativeCall<
void,
int>(
this,
"APrimalStructureDoor.BPSetDoorState", DoorState); }
742 bool AllowIgnoreCharacterEncroachment_Implementation(UPrimitiveComponent* HitComponent, AActor* EncroachingCharacter) {
return NativeCall<
bool, UPrimitiveComponent*, AActor*>(
this,
"APrimalStructureDoor.AllowIgnoreCharacterEncroachment_Implementation", HitComponent, EncroachingCharacter); }
745 void BPGotoDoorState(
int NewDoorState) { NativeCall<
void,
int>(
this,
"APrimalStructureDoor.BPGotoDoorState", NewDoorState); }
746 void NetGotoDoorState(
char DoorState) { NativeCall<
void,
char>(
this,
"APrimalStructureDoor.NetGotoDoorState", DoorState); }
754 float&
SolarRefreshIntervalField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer.SolarRefreshInterval"); }
755 long double&
LastSolarRefreshTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.LastSolarRefreshTime"); }
763 FString&
BoxNameField() {
return *GetNativePointerField<FString*>(
this,
"APrimalStructureItemContainer.BoxName"); }
764 float&
InsulationRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer.InsulationRange"); }
776 long double&
NetDestructionTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.NetDestructionTime"); }
777 unsigned int&
CurrentPinCodeField() {
return *GetNativePointerField<
unsigned int*>(
this,
"APrimalStructureItemContainer.CurrentPinCode"); }
778 long double&
CurrentFuelTimeCacheField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.CurrentFuelTimeCache"); }
779 long double&
LastCheckedFuelTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.LastCheckedFuelTime"); }
781 int&
CurrentItemCountField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureItemContainer.CurrentItemCount"); }
782 int&
MaxItemCountField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureItemContainer.MaxItemCount"); }
785 long double&
LastLockStateChangeTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.LastLockStateChangeTime"); }
799 long double&
DeathCacheCreationTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.DeathCacheCreationTime"); }
802 long double&
LastSignNamingTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.LastSignNamingTime"); }
820 long double&
LastDeactivatedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.LastDeactivatedTime"); }
821 long double&
LastActivatedTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer.LastActivatedTime"); }
824 float&
UsablePriorityField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer.UsablePriority"); }
825 unsigned __int64&
DeathCacheCharacterIDField() {
return *GetNativePointerField<
unsigned __int64*>(
this,
"APrimalStructureItemContainer.DeathCacheCharacterID"); }
901 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalStructureItemContainer.StaticClass"); }
902 bool IsPowered() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer.IsPowered"); }
903 bool CanBeActivated() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer.CanBeActivated"); }
904 bool AllowToggleActivation(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer.AllowToggleActivation", ForPC); }
905 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructureItemContainer.TryMultiUse", ForPC, UseIndex); }
906 float SubtractWaterFromConnections(
float Amount,
bool bAllowNetworking) {
return NativeCall<
float,
float,
bool>(
this,
"APrimalStructureItemContainer.SubtractWaterFromConnections", Amount, bAllowNetworking); }
907 void ClientMultiUse(APlayerController* ForPC,
int UseIndex) { NativeCall<
void, APlayerController*,
int>(
this,
"APrimalStructureItemContainer.ClientMultiUse", ForPC, UseIndex); }
909 void BeginPlay() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.BeginPlay"); }
912 void Stasis() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.Stasis"); }
913 void Unstasis() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.Unstasis"); }
914 void PlacedStructure(AShooterPlayerController* PC) { NativeCall<
void, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer.PlacedStructure", PC); }
915 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructureItemContainer.GetLifetimeReplicatedProps", OutLifetimeProps); }
917 bool IsValidWaterSourceForPipe(APrimalStructureWaterPipe* ForWaterPipe) {
return NativeCall<
bool, APrimalStructureWaterPipe*>(
this,
"APrimalStructureItemContainer.IsValidWaterSourceForPipe", ForWaterPipe); }
919 void TryActivation() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.TryActivation"); }
920 void SetContainerActive(
bool bNewActive) { NativeCall<
void,
bool>(
this,
"APrimalStructureItemContainer.SetContainerActive", bNewActive); }
922 bool CanOpen(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureItemContainer.CanOpen", ForPC); }
923 void ServerCloseRemoteInventory(AShooterPlayerController* ByPC) { NativeCall<
void, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer.ServerCloseRemoteInventory", ByPC); }
924 bool VerifyPinCode(
int pinCode) {
return NativeCall<
bool,
int>(
this,
"APrimalStructureItemContainer.VerifyPinCode", pinCode); }
926 bool IsPinLocked() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer.IsPinLocked"); }
927 int GetPinCode() {
return NativeCall<
int>(
this,
"APrimalStructureItemContainer.GetPinCode"); }
928 int AddToValidatedByPinCodePlayerControllers(AShooterPlayerController* ForPC) {
return NativeCall<
int, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer.AddToValidatedByPinCodePlayerControllers", ForPC); }
929 bool IsValidatedPinCodePlayerController(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureItemContainer.IsValidatedPinCodePlayerController", ForPC); }
931 bool ApplyPinCode(AShooterPlayerController* ForPC,
int appledPinCode,
bool bIsSetting,
int TheCustomIndex) {
return NativeCall<
bool, AShooterPlayerController*,
int,
bool,
int>(
this,
"APrimalStructureItemContainer.ApplyPinCode", ForPC, appledPinCode, bIsSetting, TheCustomIndex); }
932 bool RemoteInventoryAllowViewing(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureItemContainer.RemoteInventoryAllowViewing", ForPC); }
933 bool RemoteInventoryAllowActivation(AShooterPlayerController* ForPC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer.RemoteInventoryAllowActivation", ForPC); }
935 void CheckAutoReactivate() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.CheckAutoReactivate"); }
936 void ConsumeFuel(
bool bGiveItem) { NativeCall<
void,
bool>(
this,
"APrimalStructureItemContainer.ConsumeFuel", bGiveItem); }
937 void NotifyItemQuantityUpdated(UPrimalItem* anItem,
int amount) { NativeCall<
void, UPrimalItem*,
int>(
this,
"APrimalStructureItemContainer.NotifyItemQuantityUpdated", anItem, amount); }
938 void NotifyItemAdded(UPrimalItem* anItem,
bool bEquipItem) { NativeCall<
void, UPrimalItem*,
bool>(
this,
"APrimalStructureItemContainer.NotifyItemAdded", anItem, bEquipItem); }
940 void CheckFuelSetActive() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.CheckFuelSetActive"); }
941 void NotifyItemRemoved(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"APrimalStructureItemContainer.NotifyItemRemoved", anItem); }
942 void ClientNotifyInventoryItemChange(
bool bIsItemAdd, UPrimalItem* theItem,
bool bEquipItem) { NativeCall<
void,
bool, UPrimalItem*,
bool>(
this,
"APrimalStructureItemContainer.ClientNotifyInventoryItemChange", bIsItemAdd, theItem, bEquipItem); }
943 void RefreshFuelState() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.RefreshFuelState"); }
945 void UpdateSolarPower() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.UpdateSolarPower"); }
946 void CharacterBasedOnUpdate(AActor* characterBasedOnMe,
float DeltaSeconds) { NativeCall<
void, AActor*,
float>(
this,
"APrimalStructureItemContainer.CharacterBasedOnUpdate", characterBasedOnMe, DeltaSeconds); }
947 bool AllowSaving() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer.AllowSaving"); }
948 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalStructureItemContainer.DrawHUD", HUD); }
949 void ProcessEditText(AShooterPlayerController* ForPC, FString* TextToUse,
bool bCheckedBox) { NativeCall<
void, AShooterPlayerController*, FString*,
bool>(
this,
"APrimalStructureItemContainer.ProcessEditText", ForPC, TextToUse, bCheckedBox); }
950 void NetUpdateLocation_Implementation(FVector NewLocation) { NativeCall<
void, FVector>(
this,
"APrimalStructureItemContainer.NetUpdateLocation_Implementation", NewLocation); }
951 void NetSetContainerActive_Implementation(
bool bSetActive, TSubclassOf<UPrimalItem> NetReplicatedFuelItemClass,
__int16 NetReplicatedFuelItemColorIndex) { NativeCall<
void,
bool, TSubclassOf<UPrimalItem>,
__int16>(
this,
"APrimalStructureItemContainer.NetSetContainerActive_Implementation", bSetActive, NetReplicatedFuelItemClass, NetReplicatedFuelItemColorIndex); }
952 void NetUpdateBoxName_Implementation(FString* NewName) { NativeCall<
void, FString*>(
this,
"APrimalStructureItemContainer.NetUpdateBoxName_Implementation", NewName); }
953 void PlayDying(
float KillingDamage, FDamageEvent* DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*>(
this,
"APrimalStructureItemContainer.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
954 void SetDisabledTimer(
float DisabledTime) { NativeCall<
void,
float>(
this,
"APrimalStructureItemContainer.SetDisabledTimer", DisabledTime); }
955 void EnableActive() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.EnableActive"); }
956 void GetBlueprintSpawnActorTransform(FVector* spawnLoc, FRotator* spawnRot) { NativeCall<
void, FVector*, FRotator*>(
this,
"APrimalStructureItemContainer.GetBlueprintSpawnActorTransform", spawnLoc, spawnRot); }
961 void NotifyCraftedItem(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"APrimalStructureItemContainer.NotifyCraftedItem", anItem); }
962 void LoadedFromSaveGame() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.LoadedFromSaveGame"); }
964 void PostSpawnInitialize() { NativeCall<
void>(
this,
"APrimalStructureItemContainer.PostSpawnInitialize"); }
965 void SetPoweredOverrideCounter(
int NewPoweredOverrideCounter) { NativeCall<
void,
int>(
this,
"APrimalStructureItemContainer.SetPoweredOverrideCounter", NewPoweredOverrideCounter); }
968 void SetPlayerConstructor(APlayerController* PC) { NativeCall<
void, APlayerController*>(
this,
"APrimalStructureItemContainer.SetPlayerConstructor", PC); }
971 bool IsPlayerControllerInPinCodeValidationList(APlayerController* PlayerController) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureItemContainer.IsPlayerControllerInPinCodeValidationList", PlayerController); }
974 static UClass*
GetPrivateStaticClass(
const wchar_t*
Package) {
return NativeCall<UClass*,
const wchar_t*>(
nullptr,
"APrimalStructureItemContainer.GetPrivateStaticClass", Package); }
975 bool BPApplyPinCode(AShooterPlayerController* ForPC,
int appledPinCode,
bool bIsSetting,
int TheCustomIndex) {
return NativeCall<
bool, AShooterPlayerController*,
int,
bool,
int>(
this,
"APrimalStructureItemContainer.BPApplyPinCode", ForPC, appledPinCode, bIsSetting, TheCustomIndex); }
976 bool BPCanBeActivated() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer.BPCanBeActivated"); }
977 bool BPCanBeActivatedByPlayer(AShooterPlayerController* PC) {
return NativeCall<
bool, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer.BPCanBeActivatedByPlayer", PC); }
981 bool BPIsValidWaterSourceForPipe(APrimalStructureWaterPipe* ForWaterPipe) {
return NativeCall<
bool, APrimalStructureWaterPipe*>(
this,
"APrimalStructureItemContainer.BPIsValidWaterSourceForPipe", ForWaterPipe); }
982 void BPNotifyInventoryItemChange(
bool bIsItemAdd, UPrimalItem* theItem,
bool bEquipItem) { NativeCall<
void,
bool, UPrimalItem*,
bool>(
this,
"APrimalStructureItemContainer.BPNotifyInventoryItemChange", bIsItemAdd, theItem, bEquipItem); }
984 void BPPreGetMultiUseEntries(APlayerController* ForPC) { NativeCall<
void, APlayerController*>(
this,
"APrimalStructureItemContainer.BPPreGetMultiUseEntries", ForPC); }
985 void BPSetPlayerConstructor(APlayerController* PC) { NativeCall<
void, APlayerController*>(
this,
"APrimalStructureItemContainer.BPSetPlayerConstructor", PC); }
986 bool IsValidForDinoFeedingContainer(APrimalDinoCharacter* ForDino) {
return NativeCall<
bool, APrimalDinoCharacter*>(
this,
"APrimalStructureItemContainer.IsValidForDinoFeedingContainer", ForDino); }
987 void NetSetContainerActive(
bool bSetActive, TSubclassOf<UPrimalItem> NetReplicatedFuelItemClass,
__int16 NetReplicatedFuelItemColorIndex) { NativeCall<
void,
bool, TSubclassOf<UPrimalItem>,
__int16>(
this,
"APrimalStructureItemContainer.NetSetContainerActive", bSetActive, NetReplicatedFuelItemClass, NetReplicatedFuelItemColorIndex); }
988 void NetUpdateBoxName(FString* NewName) { NativeCall<
void, FString*>(
this,
"APrimalStructureItemContainer.NetUpdateBoxName", NewName); }
990 void GetMultiUseEntries(APlayerController* ForPC, TArray<FMultiUseEntry>* MultiUseEntries) { NativeCall<
void, APlayerController*, TArray<FMultiUseEntry>*>(
this,
"APrimalStructureItemContainer.GetMultiUseEntries", ForPC, MultiUseEntries); }
998 float&
FireIntervalField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureTurret.FireInterval"); }
999 long double&
LastFireTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureTurret.LastFireTime"); }
1000 float&
MaxFireYawDeltaField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureTurret.MaxFireYawDelta"); }
1007 float&
FireDamageAmountField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureTurret.FireDamageAmount"); }
1012 float&
AimSpreadField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureTurret.AimSpread"); }
1013 char&
RangeSettingField() {
return *GetNativePointerField<
char*>(
this,
"APrimalStructureTurret.RangeSetting"); }
1014 char&
AISettingField() {
return *GetNativePointerField<
char*>(
this,
"APrimalStructureTurret.AISetting"); }
1015 char&
WarningSettingField() {
return *GetNativePointerField<
char*>(
this,
"APrimalStructureTurret.WarningSetting"); }
1016 int&
NumBulletsField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureTurret.NumBullets"); }
1024 bool&
bWarnedField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalStructureTurret.bWarned"); }
1028 long double&
LastWarningTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureTurret.LastWarningTime"); }
1047 void BeginPlay() { NativeCall<
void>(
this,
"APrimalStructureTurret.BeginPlay"); }
1048 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructureTurret.GetLifetimeReplicatedProps", OutLifetimeProps); }
1049 AActor*
FindTarget() {
return NativeCall<AActor*>(
this,
"APrimalStructureTurret.FindTarget"); }
1050 void SetTarget(AActor* aTarget) { NativeCall<
void, AActor*>(
this,
"APrimalStructureTurret.SetTarget", aTarget); }
1051 void WeaponTraceHits(TArray<FHitResult>* HitResults, FVector* StartTrace, FVector* EndTrace) { NativeCall<
void, TArray<FHitResult>*, FVector*, FVector*>(
this,
"APrimalStructureTurret.WeaponTraceHits", HitResults, StartTrace, EndTrace); }
1052 bool NetExecCommand(FName CommandName, FNetExecParams* ExecParams) {
return NativeCall<
bool, FName, FNetExecParams*>(
this,
"APrimalStructureTurret.NetExecCommand", CommandName, ExecParams); }
1053 void DoFire(
int RandomSeed) { NativeCall<
void,
int>(
this,
"APrimalStructureTurret.DoFire", RandomSeed); }
1054 void DoFireProjectile(FVector Origin, FVector ShootDir) { NativeCall<
void, FVector, FVector>(
this,
"APrimalStructureTurret.DoFireProjectile", Origin, ShootDir); }
1055 void ClientsFireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir) { NativeCall<
void, FVector, FVector_NetQuantizeNormal>(
this,
"APrimalStructureTurret.ClientsFireProjectile_Implementation", Origin, ShootDir); }
1056 void SpawnImpactEffects(FHitResult* Impact, FVector* ShootDir) { NativeCall<
void, FHitResult*, FVector*>(
this,
"APrimalStructureTurret.SpawnImpactEffects", Impact, ShootDir); }
1057 void SpawnTrailEffect(FVector* EndPoint) { NativeCall<
void, FVector*>(
this,
"APrimalStructureTurret.SpawnTrailEffect", EndPoint); }
1058 bool ShouldDealDamage(AActor* TestActor) {
return NativeCall<
bool, AActor*>(
this,
"APrimalStructureTurret.ShouldDealDamage", TestActor); }
1059 void DealDamage(FHitResult* Impact, FVector* ShootDir,
int DamageAmount, TSubclassOf<UDamageType> DamageType,
float Impulse) { NativeCall<
void, FHitResult*, FVector*,
int, TSubclassOf<UDamageType>,
float>(
this,
"APrimalStructureTurret.DealDamage", Impact, ShootDir, DamageAmount, DamageType, Impulse); }
1060 void StartWarning() { NativeCall<
void>(
this,
"APrimalStructureTurret.StartWarning"); }
1061 void FinishWarning() { NativeCall<
void>(
this,
"APrimalStructureTurret.FinishWarning"); }
1062 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalStructureTurret.Tick", DeltaSeconds); }
1063 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalStructureTurret.DrawHUD", HUD); }
1064 bool IsValidToFire() {
return NativeCall<
bool>(
this,
"APrimalStructureTurret.IsValidToFire"); }
1070 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructureTurret.TryMultiUse", ForPC, UseIndex); }
1071 void ClientMultiUse(APlayerController* ForPC,
int UseIndex) { NativeCall<
void, APlayerController*,
int>(
this,
"APrimalStructureTurret.ClientMultiUse", ForPC, UseIndex); }
1072 void NotifyItemRemoved(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"APrimalStructureTurret.NotifyItemRemoved", anItem); }
1073 void NotifyItemAdded(UPrimalItem* anItem,
bool bEquipItem) { NativeCall<
void, UPrimalItem*,
bool>(
this,
"APrimalStructureTurret.NotifyItemAdded", anItem, bEquipItem); }
1074 void NotifyItemQuantityUpdated(UPrimalItem* anItem,
int amount) { NativeCall<
void, UPrimalItem*,
int>(
this,
"APrimalStructureTurret.NotifyItemQuantityUpdated", anItem, amount); }
1077 void Stasis() { NativeCall<
void>(
this,
"APrimalStructureTurret.Stasis"); }
1078 void Unstasis() { NativeCall<
void>(
this,
"APrimalStructureTurret.Unstasis"); }
1082 bool CanFire() {
return NativeCall<
bool>(
this,
"APrimalStructureTurret.CanFire"); }
1085 bool UseTurretFastTargeting(
bool bCheckFastTargetingAutoEnabled) {
return NativeCall<
bool,
bool>(
this,
"APrimalStructureTurret.UseTurretFastTargeting", bCheckFastTargetingAutoEnabled); }
1086 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalStructureTurret.StaticClass"); }
1089 bool BPTurretPreventsTargeting(APrimalCharacter* PotentialTarget) {
return NativeCall<
bool, APrimalCharacter*>(
this,
"APrimalStructureTurret.BPTurretPreventsTargeting", PotentialTarget); }
1095 float&
CropRefreshIntervalMinField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.CropRefreshIntervalMin"); }
1096 float&
CropRefreshIntervalMaxField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.CropRefreshIntervalMax"); }
1098 float&
MaxWaterAmountField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.MaxWaterAmount"); }
1103 float&
CropRefreshIntervalField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.CropRefreshInterval"); }
1107 long double&
LastCropRefreshTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer_CropPlot.LastCropRefreshTime"); }
1108 bool&
bDelayCropRefreshField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalStructureItemContainer_CropPlot.bDelayCropRefresh"); }
1109 long double&
NextAllowedCropRefreshTimeField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer_CropPlot.NextAllowedCropRefreshTime"); }
1110 long double&
CropRefreshTimeCacheField() {
return *GetNativePointerField<
long double*>(
this,
"APrimalStructureItemContainer_CropPlot.CropRefreshTimeCache"); }
1111 int&
FertilizerAmountField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureItemContainer_CropPlot.FertilizerAmount"); }
1112 float&
WaterAmountField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.WaterAmount"); }
1114 bool&
bIsOpenToSkyField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalStructureItemContainer_CropPlot.bIsOpenToSky"); }
1118 float&
LastWaterAmountField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.LastWaterAmount"); }
1122 float&
GainWaterRateField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_CropPlot.GainWaterRate"); }
1127 bool AllowRemoteAddItemToInventory(UPrimalInventoryComponent* invComp, UPrimalItem* anItem) {
return NativeCall<
bool, UPrimalInventoryComponent*, UPrimalItem*>(
this,
"APrimalStructureItemContainer_CropPlot.AllowRemoteAddItemToInventory", invComp, anItem); }
1128 void RefreshOpenToSky() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.RefreshOpenToSky"); }
1129 void Tick(
float DeltaTime) { NativeCall<
void,
float>(
this,
"APrimalStructureItemContainer_CropPlot.Tick", DeltaTime); }
1130 void AutoWaterRefreshCrop() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.AutoWaterRefreshCrop"); }
1131 void DoRefreshCrop() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.DoRefreshCrop"); }
1133 void Unstasis() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.Unstasis"); }
1134 float AddWater(
float Amount,
bool bAllowNetworking) {
return NativeCall<
float,
float,
bool>(
this,
"APrimalStructureItemContainer_CropPlot.AddWater", Amount, bAllowNetworking); }
1135 bool RefreshCrop(
float DeltaTime) {
return NativeCall<
bool,
float>(
this,
"APrimalStructureItemContainer_CropPlot.RefreshCrop", DeltaTime); }
1137 void RefreshWatered() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.RefreshWatered"); }
1138 void RefreshWaterState() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.RefreshWaterState"); }
1139 void SetWaterState(
bool bValue) { NativeCall<
void,
bool>(
this,
"APrimalStructureItemContainer_CropPlot.SetWaterState", bValue); }
1140 void RefreshFertilized() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.RefreshFertilized"); }
1141 void NotifyItemRemoved(UPrimalItem* anItem) { NativeCall<
void, UPrimalItem*>(
this,
"APrimalStructureItemContainer_CropPlot.NotifyItemRemoved", anItem); }
1142 void NotifyItemAdded(UPrimalItem* anItem,
bool bEquipItem) { NativeCall<
void, UPrimalItem*,
bool>(
this,
"APrimalStructureItemContainer_CropPlot.NotifyItemAdded", anItem, bEquipItem); }
1143 void DrawHUD(AShooterHUD* HUD) { NativeCall<
void, AShooterHUD*>(
this,
"APrimalStructureItemContainer_CropPlot.DrawHUD", HUD); }
1144 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructureItemContainer_CropPlot.GetLifetimeReplicatedProps", OutLifetimeProps); }
1145 void BeginPlay() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.BeginPlay"); }
1147 bool AreCropRequirementsMet() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer_CropPlot.AreCropRequirementsMet"); }
1148 void RemovePlantedCrop() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.RemovePlantedCrop"); }
1150 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructureItemContainer_CropPlot.TryMultiUse", ForPC, UseIndex); }
1152 void OnRep_PlantedCrop(UClass* PrevPlantedCrop) { NativeCall<
void, UClass*>(
this,
"APrimalStructureItemContainer_CropPlot.OnRep_PlantedCrop", PrevPlantedCrop); }
1153 void UpdateCropVisuals() { NativeCall<
void>(
this,
"APrimalStructureItemContainer_CropPlot.UpdateCropVisuals"); }
1154 void OnRep_HasFruitItems(
bool bPreviousHasFruitItems) { NativeCall<
void,
bool>(
this,
"APrimalStructureItemContainer_CropPlot.OnRep_HasFruitItems", bPreviousHasFruitItems); }
1156 void InventoryItemUsed(UObject* InventoryItemObject) { NativeCall<
void, UObject*>(
this,
"APrimalStructureItemContainer_CropPlot.InventoryItemUsed", InventoryItemObject); }
1157 bool ForceAllowsInventoryUse(UObject* InventoryItemObject) {
return NativeCall<
bool, UObject*>(
this,
"APrimalStructureItemContainer_CropPlot.ForceAllowsInventoryUse", InventoryItemObject); }
1158 bool NetExecCommand(FName CommandName, FNetExecParams* ExecParams) {
return NativeCall<
bool, FName, FNetExecParams*>(
this,
"APrimalStructureItemContainer_CropPlot.NetExecCommand", CommandName, ExecParams); }
1159 bool OverrideHasWaterSource() {
return NativeCall<
bool>(
this,
"APrimalStructureItemContainer_CropPlot.OverrideHasWaterSource"); }
1160 void PlacedStructure(AShooterPlayerController* PC) { NativeCall<
void, AShooterPlayerController*>(
this,
"APrimalStructureItemContainer_CropPlot.PlacedStructure", PC); }
1161 bool RemoteInventoryAllowViewing(APlayerController* ForPC) {
return NativeCall<
bool, APlayerController*>(
this,
"APrimalStructureItemContainer_CropPlot.RemoteInventoryAllowViewing", ForPC); }
1162 void Demolish(APlayerController* ForPC, AActor* DamageCauser) { NativeCall<
void, APlayerController*, AActor*>(
this,
"APrimalStructureItemContainer_CropPlot.Demolish", ForPC, DamageCauser); }
1163 bool OverrideBlueprintCraftingRequirement(TSubclassOf<UPrimalItem> ItemTemplate,
int ItemQuantity) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>,
int>(
this,
"APrimalStructureItemContainer_CropPlot.OverrideBlueprintCraftingRequirement", ItemTemplate, ItemQuantity); }
1164 bool AllowBlueprintCraftingRequirement(TSubclassOf<UPrimalItem> ItemTemplate,
int ItemQuantity) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>,
int>(
this,
"APrimalStructureItemContainer_CropPlot.AllowBlueprintCraftingRequirement", ItemTemplate, ItemQuantity); }
1165 bool AllowCraftingResourceConsumption(TSubclassOf<UPrimalItem> ItemTemplate,
int ItemQuantity) {
return NativeCall<
bool, TSubclassOf<UPrimalItem>,
int>(
this,
"APrimalStructureItemContainer_CropPlot.AllowCraftingResourceConsumption", ItemTemplate, ItemQuantity); }
1182 float&
PlacementMaxSpeedField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureExplosive.PlacementMaxSpeed"); }
1183 float&
PlacementAccelField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureExplosive.PlacementAccel"); }
1184 float&
ExplosionDamageField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureExplosive.ExplosionDamage"); }
1185 float&
ExplosionRadiusField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureExplosive.ExplosionRadius"); }
1186 float&
ExplosionImpulseField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureExplosive.ExplosionImpulse"); }
1187 float&
AlertDinosRangeField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureExplosive.AlertDinosRange"); }
1188 int&
PickUpQuantityField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureExplosive.PickUpQuantity"); }
1191 bool&
bExplosiveReadyField() {
return *GetNativePointerField<
bool*>(
this,
"APrimalStructureExplosive.bExplosiveReady"); }
1194 static UClass*
StaticClass() {
return NativeCall<UClass*>(
nullptr,
"APrimalStructureExplosive.StaticClass"); }
1197 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>* OutLifetimeProps) { NativeCall<
void, TArray<FLifetimeProperty>*>(
this,
"APrimalStructureExplosive.GetLifetimeReplicatedProps", OutLifetimeProps); }
1200 void Tick(
float DeltaSeconds) { NativeCall<
void,
float>(
this,
"APrimalStructureExplosive.Tick", DeltaSeconds); }
1201 void SetPlayerConstructor(APlayerController* PC) { NativeCall<
void, APlayerController*>(
this,
"APrimalStructureExplosive.SetPlayerConstructor", PC); }
1202 bool CanDetonateMe(AShooterCharacter* Character,
bool bUsingRemote) {
return NativeCall<
bool, AShooterCharacter*,
bool>(
this,
"APrimalStructureExplosive.CanDetonateMe", Character, bUsingRemote); }
1203 void PlayDying(
float KillingDamage, FDamageEvent* DamageEvent, APawn* InstigatingPawn, AActor* DamageCauser) { NativeCall<
void,
float, FDamageEvent*, APawn*, AActor*>(
this,
"APrimalStructureExplosive.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
1204 bool TryMultiUse(APlayerController* ForPC,
int UseIndex) {
return NativeCall<
bool, APlayerController*,
int>(
this,
"APrimalStructureExplosive.TryMultiUse", ForPC, UseIndex); }
1212 static UClass*
GetPrivateStaticClass(
const wchar_t*
Package) {
return NativeCall<UClass*,
const wchar_t*>(
nullptr,
"APrimalStructureItemContainer_SupplyCrate.GetPrivateStaticClass", Package); }
1214 float&
MinItemSetsField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_SupplyCrate.MinItemSets"); }
1215 float&
MaxItemSetsField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_SupplyCrate.MaxItemSets"); }
1216 float&
NumItemSetsPowerField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_SupplyCrate.NumItemSetsPower"); }
1218 float&
MinQualityMultiplierField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_SupplyCrate.MinQualityMultiplier"); }
1219 float&
MaxQualityMultiplierField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_SupplyCrate.MaxQualityMultiplier"); }
1224 int&
RequiredLevelToAccessField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureItemContainer_SupplyCrate.RequiredLevelToAccess"); }
1225 int&
MaxLevelToAccessField() {
return *GetNativePointerField<
int*>(
this,
"APrimalStructureItemContainer_SupplyCrate.MaxLevelToAccess"); }
1226 float&
InitialTimeToLoseHealthField() {
return *GetNativePointerField<
float*>(
this,
"APrimalStructureItemContainer_SupplyCrate.InitialTimeToLoseHealth"); }
FString & LinkedPlayerNameField()
FRotator * GetPlayerSpawnRotation(FRotator *result)
FVector & PlayerSpawnLocOffsetField()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
FRotator & PlayerSpawnRotOffsetField()
FVector * GetPlayerSpawnLocation(FVector *result)
static UClass * GetPrivateStaticClass()
bool AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
long double & LastSignNamingTimeField()
float & UseCooldownRadiusField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool __formal)
BitFieldValue< bool, unsigned __int32 > bDestroyAfterRespawnUse()
float & AttachedToPlatformStructureEnemySpawnPreventionRadiusField()
bool CheckStructureActivateTribeGroupPermission(unsigned __int64 PlayerDataID, unsigned __int64 TribeID)
void SpawnedPlayerFor_Implementation(AShooterPlayerController *PC, APawn *ForPawn)
static void StaticRegisterNativesAPrimalStructureBed()
static UClass * StaticClass()
void PostInitializeComponents()
void SpawnedPlayerFor(AShooterPlayerController *PC, APawn *ForPawn)
bool AllowPickupForItem(AShooterPlayerController *ForPC)
FString * GetDescriptiveName(FString *result)
static APrimalStructure * FindBedWithID(UWorld *forWorld, int theBedID)
void DrawHUD(AShooterHUD *HUD)
float & UseCooldownTimeField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
unsigned int & LinkedPlayerIDField()
unsigned int & NextAllowedUseTimeField()
bool AllowSpawnForDownloadedPlayer(unsigned __int64 PlayerDataID, unsigned __int64 TribeID, bool bCheckCooldownTime)
FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo *result)
void PlacedStructure(AShooterPlayerController *PC)
bool AllowStructureAccess(APlayerController *ForPC)
float & RotationSpeedField()
void Tick(float DeltaSeconds)
bool CanOpen(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bForceDoorOpenOut()
void BPGotoDoorState(int NewDoorState)
BitFieldValue< bool, unsigned __int32 > bRotateYaw()
BitFieldValue< bool, unsigned __int32 > bUseSecondDoor()
BitFieldValue< bool, unsigned __int32 > bRotateRoll()
char & ClientPrevDoorOpenStateField()
void BPSetDoorState(int DoorState)
FString * GetDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bSupportsLocking()
BitFieldValue< bool, unsigned __int32 > bRotatePitch()
FRotator & SecondDoorDefaultRotField()
void GotoDoorState(char DoorState)
void DelayedGotoDoorState(char DoorState, float DelayTime)
void DelayedGotoDoorStateTimer()
BitFieldValue< bool, unsigned __int32 > bIsDoorMoving()
void NetGotoDoorState_Implementation(char DoorState)
long double & LastDoorStateChangeTimeField()
bool AllowIgnoreCharacterEncroachment_Implementation(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
long double & LastLockStateChangeTimeField()
USoundCue * DoorOpenSoundField()
BitFieldValue< bool, unsigned __int32 > bInitializedRotation()
BitFieldValue< bool, unsigned __int32 > bSupportsPinLocking()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bInvertOpenCloseDirection()
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
USoundBase * LockDoorSoundField()
void OnRep_DoorOpenState(char PrevDoorOpenState)
void NetGotoDoorState(char DoorState)
TSubobjectPtr< USceneComponent > & MyDoorTransformField()
char & DelayedDoorStateField()
BitFieldValue< bool, unsigned __int32 > bCanBeForcedOpenByDino()
char & DoorOpenStateField()
void DrawHUD(AShooterHUD *HUD)
float & CurrentDoorAngleField()
BitFieldValue< bool, unsigned __int32 > bForceStaticMobility()
USoundCue * DoorCloseSoundField()
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bForceDoorOpenIn()
BitFieldValue< bool, unsigned __int32 > bPreventDoorInterpolation()
unsigned int & CurrentPinCodeField()
bool AllowPickupForItem(AShooterPlayerController *ForPC)
static UClass * StaticClass()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool HasSamePinCode(APrimalStructureItemContainer *otherContainer)
BitFieldValue< bool, unsigned __int32 > bAdminOnlyAccess()
long double & LastPinOpenSuccessTimeField()
BitFieldValue< bool, unsigned __int32 > bIsLocked()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
USoundBase * LockedSoundField()
BitFieldValue< bool, unsigned __int32 > bUseBPGotoDoorState()
float & DoorStateChangeIgnoreEncroachmentIntervalField()
static void StaticRegisterNativesAPrimalStructureDoor()
BitFieldValue< bool, unsigned __int32 > bPreventBasingWhileMoving()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
USoundBase * UnlockDoorSoundField()
BitFieldValue< bool, unsigned __int32 > bIsPinLocked()
bool ApplyPinCode(AShooterPlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
FRotator & ExplosiveRotOffsetField()
void PrepareAsPlacementPreview()
bool & bExplosiveReadyField()
void SetPlayerConstructor(APlayerController *PC)
float & AnimationTargetHeightField()
void LoadedFromSaveGame()
void Tick(float DeltaSeconds)
float & PlacementInterpSpeedField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
bool CanDetonateMe(AShooterCharacter *Character, bool bUsingRemote)
void NetDoSpawnEffects_Implementation()
float & PlacementAccelField()
FVector & ExplosiveLocOffsetField()
float & PlacementInitialSpeedField()
AShooterCharacter * ConstructorPawnField()
unsigned int & ConstructorPlayerDataIDField()
FVector & OriginalRelativeLocationField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ApplyPlacementPreview()
float & ExplosionImpulseField()
FRotator & OriginalRelativeRotationField()
float & ExplosionRadiusField()
float & PlacementMaxSpeedField()
int & ConstructorTargetingTeamField()
int & PickUpQuantityField()
float & ExplosionDamageField()
static UClass * StaticClass()
void PostSpawnInitialize()
float & AlertDinosRangeField()
unsigned int & TaggedIndexTwoField()
FVector & PreviewCameraPivotOffsetField()
BitFieldValue< bool, unsigned __int32 > bAllowSnapRotation()
void PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
void CreateDynamicMaterials(UMeshComponent *ForceCreateForComponent)
BitFieldValue< bool, unsigned __int32 > bAllowPickingUpStructureAfterPlacement()
BitFieldValue< bool, unsigned __int32 > bRequireFreePrimarySnappedStructure()
TWeakObjectPtr< APrimalDinoCharacter > & SaddleDinoField()
BitFieldValue< bool, unsigned __int32 > bPreventAttachToSaddle()
unsigned int & ProcessTreeTagField()
BitFieldValue< bool, unsigned __int32 > bSnapToWaterSurface()
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocket()
long double & LastColorizationTimeField()
void BPPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWith()
bool BPOverrideSnappedToTransform(APrimalStructure *childStructure, int ChildSnapFromIndex, FName ChildSnapFromName, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FName SnapToName, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)
FString & OwningPlayerNameField()
void BlueprintDrawHUD(AShooterHUD *HUD, float CenterX, float CenterY)
TArray< APrimalDinoCharacter * > LatchedDinosField()
static void FlagConnectionsLessThan(APrimalStructure **StartingStructure, int Connections, TArray< APrimalStructure * > *StructuresToDestroy)
BitFieldValue< bool, unsigned __int32 > bRequiresToBeInsideZoneVolume()
TArray< TSubclassOf< APrimalStructure > > & ExcludeInStructuresRadiusClassesField()
UPrimitiveComponent * GetPrimaryHitComponent()
bool BPPreventPlacingStructureOntoMe(APlayerController *PC, APrimalStructure *ForNewStructure, FHitResult *ForHitResult)
static bool CullAgainstFoundations(APrimalStructure **StartingStructure, TArray< APrimalStructure * > *Foundations)
BitFieldValue< bool, unsigned __int32 > bEnforceStructureLinkExactRotation()
char & TribeRankHUDYOffsetField()
BitFieldValue< bool, unsigned __int32 > bRequiresPlacingOnWall()
bool AllowStructureAccess(APlayerController *ForPC)
void UpdateTribeGroupStructureRank_Implementation(char NewRank)
BitFieldValue< bool, unsigned __int32 > bPreventDefaultVariant()
void SetDinoSaddleAttachment(APrimalDinoCharacter *myDino, FName BoneName, FVector RelLoc, FRotator RelRot, bool bMaintainWorldPosition)
bool IsValidForSnappingFrom(APrimalStructure *OtherStructure)
FVector & GroundEncroachmentCheckLocationOffsetField()
BitFieldValue< bool, unsigned __int32 > bRootFoundationLimitBuildArea()
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesFromAttachField()
BitFieldValue< bool, unsigned __int32 > bUsesWorldSpaceMaterial()
UMaterialInterface * StructureIconMaterialField()
void NonPlayerFinalStructurePlacement(int PlacementTargetingTeam, int PlacementOwningPlayerID, FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent)
float & OverrideApproachRadiusField()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
static void FindFoundations(TArray< APrimalStructure * > *StartingStructures, TArray< APrimalStructure * > *Foundations)
TArray< FVector > & PlacementTraceDirectionsField()
bool GetPlacingGroundLocation(AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, UPrimitiveComponent **OutComponent)
bool IsValidSnapPointFrom(APrimalStructure *ParentStructure, int MySnapPointFromIndex)
int BPIsAllowedToBuild(FPlacementData *OutPlacementData, int CurrentAllowedReason)
bool BPTreatAsFoundationForSnappedStructure(APrimalStructure *OtherStructure, FPlacementData *WithPlacementData)
float & SnapOverlapCheckRadiusField()
bool AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
bool TickPlacingStructure(APrimalStructurePlacer *PlacerActor, float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormalDirectly()
BitFieldValue< bool, unsigned __int32 > bDontActuallySnapJustPlacement()
void DestroyStructuresPlacedOnFloor()
BitFieldValue< bool, unsigned __int32 > bPreventAttachedChildStructures()
FName & StructureTagField()
float & MaxSnapLocRangeField()
float & ReturnDamageImpulseField()
TArray< APrimalStructure * > LinkedStructuresField()
bool BPOverrideDemolish(AShooterPlayerController *ForPC)
int & OwningPlayerIDField()
static void FlagConnectionsLessThan(TArray< APrimalStructure * > *Structures, int Connections, TArray< APrimalStructure * > *StructuresToDestroy)
BitFieldValue< bool, unsigned __int32 > UseBPOverrideTargetLocation()
BitFieldValue< bool, unsigned __int32 > bAllowStructureColors()
void UpdateTribeGroupStructureRank(char NewRank)
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInRange()
FVector2D & OverlayTooltipPaddingField()
TArray< FName > & SnapFromStructureTagsToExcludeField()
TArray< USceneComponent * > OverrideTargetComponentsField()
BitFieldValue< bool, unsigned __int32 > bRequiresSnapping()
static void CleanUpTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool bCheckedBox)
TSubclassOf< APrimalStructure > & AllowReplacementByStructureClassTypeField()
void UpdateStencilValues()
void UpdatedHealth(bool bDoReplication)
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnDynamicsFoliageAndDoors()
TSubobjectPtr< USceneComponent > & MyRootTransformField()
BitFieldValue< bool, unsigned __int32 > bAllowAttachToSaddle()
BitFieldValue< bool, unsigned __int32 > bDisallowPreventCropsBiomes()
BitFieldValue< bool, unsigned __int32 > bIsDrawingHUDPickupTimer()
BitFieldValue< bool, unsigned __int32 > bIsFlippable()
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocketRotation()
BitFieldValue< bool, unsigned __int32 > bForceGroundForFoundation()
void MultiSetPickupAllowedBeforeNetworkTime(long double NewTime)
TArray< TSubclassOf< APrimalStructure > > & ForceAllowWallAttachmentClassesField()
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWithButAlsoCallSuper()
void SetEnabledPrimarySnappedStructureParent(bool bEnabled)
float & LastHealthPercentageField()
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannels()
bool AllowPickupForItem(AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bIgnoreSnappedToOtherFloorStructures()
bool SetVariant(int VariantIndex, bool bForceSet)
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void StructureHarvestingDepleted(UPrimalHarvestingComponent *fromComponent)
FVector & SpawnEmitterLocationOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPTreatAsFoundationForSnappedStructure()
TArray< TSubclassOf< APrimalStructure > > & SnapToStructureTypesToExcludeField()
BitFieldValue< bool, unsigned __int32 > bIgnorePawns()
BitFieldValue< bool, unsigned __int32 > bIsFloor()
static bool IsPointNearSupplyCrateSpawn(UWorld *theWorld, FVector AtPoint)
TArray< APrimalStructure * > StructuresPlacedOnFloorField()
void DeferredDeprecationCheck()
float & OverrideEnemyFoundationPreventionRadiusField()
void ApplyColorToRegions(__int16 CustomColorID, bool *ApplyToRegions)
BitFieldValue< bool, unsigned __int32 > bForceSnappedStructureToGround()
float & ScaleFactorField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnVariantSwitch()
TArray< TSubclassOf< APrimalStructure > > & AllowPlacingOnFloorClassesField()
bool BPForceConsideredEnemyFoundation(APlayerController *PC, APrimalStructure *ForNewStructure, FVector *TestAtLocation)
FVector & PlacementTraceScaleField()
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
void MultiSetPickupAllowedBeforeNetworkTime_Implementation(long double NewTime)
TArray< TSubclassOf< UDamageType > > & ReturnDamageExcludeIncomingTypesField()
bool BPAllowPickupGiveItem(APlayerController *ForPC)
TSubclassOf< AActor > & ItemsUseAlternateActorClassAttachmentField()
float & PlacementInitialTracePointOffsetForVerticalGroundField()
static int BPGetStructureID(APrimalStructure *PrimalStructure)
TArray< TSubclassOf< APrimalStructure > > & StructuresAllowedToBeVerticalGroundField()
FVector & PlacementEncroachmentBoxExtentField()
void DrawStructureTooltip(AShooterHUD *HUD, bool bForMultiUseSelector)
int & LimitMaxStructuresInRangeTypeFlagField()
float & LastBumpedDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bUsingStructureColors()
void EndPlay(EEndPlayReason::Type EndPlayReason)
static UClass * GetPrivateStaticClass()
APrimalStructure * GetNearbyFoundation(FPlacementData *PlacementData, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bAllowLoadBearing()
unsigned int & TaggedIndexField()
FVector * GetSnapPointLocation(FVector *result, int SnapPointIndex, bool bOverrideTransform, FVector OverrideLoc, FRotator OverrideRot)
float & UnstasisAutoDestroyAfterTimeField()
BitFieldValue< bool, unsigned __int32 > bFinalPlacementDontAdjustForMaxRange()
FVector & AdvancedRotationPlacementOffsetField()
BitFieldValue< bool, unsigned __int32 > bCanBuildUpon()
float & LimitMaxStructuresInRangeRadiusField()
BitFieldValue< bool, unsigned __int32 > bAllowSnapOntoSameLocation()
BitFieldValue< bool, unsigned __int32 > bDidSpawnEffects()
void BPOnVariantSwitch(int NewVariantIndex)
int & SavedStructureMinAllowedVersionField()
float & DemolishGiveItemCraftingResourcePercentageField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoPlacementDistanceIncrease()
void NetSpawnCoreStructureDeathActor()
TSubclassOf< UPrimalItem > & PickupGivesItemField()
BitFieldValue< bool, unsigned __int32 > bDestroyStructureIfFloorDestroyed()
long double GetForceDemolishTime()
float & ReturnDamageAmountField()
FVector * BPOverrideTargetLocation(FVector *result, FVector *attackPos)
FName & PreviewMaterialColorParamNameField()
bool IsValidSnapPointFrom_Implementation(APrimalStructure *ChildStructure, int MySnapPointToIndex)
BitFieldValue< bool, unsigned __int32 > bIsEnvironmentStructure()
void PostSpawnInitialize()
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials()
TArray< FString > & PreventBuildStructureReasonStringOverridesField()
void ClearCustomColors_Implementation()
BitFieldValue< bool, unsigned __int32 > bDisableStructureOnElectricStorm()
int & bTraceCheckOnlyUseStructuresWithTypeFlagsField()
BitFieldValue< bool, unsigned __int32 > bReturnDamageOnHitFromPawn()
float & MaximumHeightUnderWorldMaxKillZField()
static void FindFoundations(APrimalStructure *StartingStructure, TArray< APrimalStructure * > *Foundations)
TArray< TSubclassOf< APrimalStructure > > & SnapFromStructureTypesToExcludeField()
bool CanBeBaseForCharacter(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bSnapRequiresPlacementOnGround()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
UPrimalHarvestingComponent * MyStructureHarvestingComponentField()
void PlacedStructure(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bHasResetDecayTime()
FVector * GetTargetingLocation(FVector *result, AActor *Attacker)
void SetHarvestingActive(bool bActive, bool bOverrideBaseHealth, float BaseHarvestHealthMult, bool bAssignToTribe, int AssignedToTribeID)
int BPIsAllowedToBuildEx(FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement, bool bChoosingRotation)
FLinearColor * GetStructureColor(FLinearColor *result, int ColorRegionIndex)
BitFieldValue< bool, unsigned __int32 > bUseBPGetInfoFromConsumedItemForPlacedStructure()
BitFieldValue< bool, unsigned __int32 > bIsPlacingPlayerStructure()
TArray< TSubclassOf< APrimalDinoCharacter > > & PreventSaddleDinoClassesField()
bool AllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)
void ForceReplicateLinkedStructures()
void PreInitializeComponents()
TArray< TSubclassOf< UDamageType > > & ReturnDamageOnlyForIncomingTypesField()
float & ExpandEnemyFoundationPreventionRadiusField()
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnGround()
BitFieldValue< bool, unsigned __int32 > bUseBPRefreshedStructureColors()
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bUseBPIsAllowedToBuildEx()
TArray< TSubclassOf< APrimalDinoCharacter > > & AllowSaddleDinoClassesField()
TSubclassOf< UPrimalItem > & ConsumesPrimalItemField()
void SetStructureCollisionChannels()
float & ForcePreventPlacingInOfflineRaidStructuresRadiusField()
TSubclassOf< UPrimalHarvestingComponent > & StructureHarvestingComponentField()
BitFieldValue< bool, unsigned __int32 > bNoCollision()
static void CleanUpTree(APrimalStructure *StartingStructure, AController *InstigatorController, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bForcePreventEnemyStructuresNearby()
BitFieldValue< bool, unsigned __int32 > bTraceThruEncroachmentPoints()
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnStructureFloors()
FVector & SnapAlternatePlacementTraceScaleField()
int GetStructureColorValue(int ColorRegionIndex)
static void FlagReachable(APrimalStructure *StartingStructure)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
void GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry > *MultiUseEntries)
void BPDefaultProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox)
void ApplyLinkedIDs(bool bRelinkParents)
BitFieldValue< bool, unsigned __int32 > bUsesHealth()
BitFieldValue< bool, unsigned __int32 > bForceDisableFootSound()
float & MaximumFoundationSupport2DBuildDistanceField()
void DelayedDisableSnapParent()
BitFieldValue< bool, unsigned __int32 > bTakeAnythingAsGround()
bool BPUseCountStructureInRange()
float & DecayDestructionPeriodMultiplierField()
void ServerRequestUseItemWithActor(APlayerController *ForPC, UObject *anItem, int AdditionalData)
FName * GetSnapPointName(FName *result, int SnapPointIndex)
APrimalStructure * PlacedOnFloorStructureField()
void MultiAddStructuresPlacedOnFloor(APrimalStructure *structure)
FVector & PlacementHitLocOffsetField()
void NetDoSpawnEffects_Implementation()
void RefreshStructureColors(UMeshComponent *ForceRefreshComponent)
void BPRefreshedStructureColors()
BitFieldValue< bool, unsigned __int32 > bImmuneToAutoDemolish()
void RefreshVariantSettings(int NewVariantIndex)
BitFieldValue< bool, unsigned __int32 > bAllowAttachToPawn()
BitFieldValue< bool, unsigned __int32 > bUseTribeGroupStructureRank()
BitFieldValue< bool, unsigned __int32 > bIsBed()
void LoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructuresPvPOnly()
static APrimalStructure * GetClosestStructureToPoint(UWorld *ForWorld, FVector AtPoint, float OverlapRadius)
BitFieldValue< bool, unsigned __int32 > bDontOverrideCollisionProfile()
float & LastFadeOpacityField()
BitFieldValue< bool, unsigned __int32 > bForceAllowNearSupplyCrateSpawns()
float & PreviewCameraDistanceScaleFactorField()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowPlacementInWater()
TSubclassOf< UDamageType > & ReturnDamageTypeField()
void OnRep_AttachmentReplication()
bool GetClosestTargetOverride(FVector *attackPos, FVector *targetPos)
void ClientUpdateLinkedStructures_Implementation(TArray< unsigned int > *NewLinkedStructures)
FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo *result)
bool DoAnyTribePermissionsRestrict(AShooterPlayerController *ForPC)
FRotator & PlacementTraceRotOffsetField()
BitFieldValue< bool, unsigned __int32 > bFoundationRequiresGroundTrace()
float & TraceDistanceFromActorToWallVerticalGroundField()
BitFieldValue< bool, unsigned __int32 > bIsCoreStructure()
bool ClampBuildLocation(FVector FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC)
TArray< unsigned int > & LinkedStructuresIDField()
void NetUpdateOriginalOwnerNameAndID_Implementation(int NewOriginalOwnerID, FString *NewOriginalOwnerName)
int & CurrentVariantField()
FRotator * GetPlayerSpawnRotation(FRotator *result)
BitFieldValue< bool, unsigned __int32 > bUseBPOnLinkedStructureDestroyed()
static APrimalStructure * GetFromID(UWorld *World, unsigned int TheStructureID)
BitFieldValue< bool, unsigned __int32 > bIsWall()
BitFieldValue< bool, unsigned __int32 > bBeginPlayIgnoreApplyScale()
bool AllowSnapRotationForStructure(int ThisSnapPointIndex, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex)
float GetStructureDemolishTime()
BitFieldValue< bool, unsigned __int32 > bPickupGiveItemRequiresAccess()
TSubclassOf< APrimalStructure > & PreventReplacementOfStructureClassTypeField()
void FinalLoadedFromSaveGame()
int & ForceLimitStructuresInRangeField()
BitFieldValue< bool, unsigned __int32 > bDemolishJustDestroy()
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired()
float & ExcludeInStructuresRadiusField()
BitFieldValue< bool, unsigned __int32 > bDisablePickingUpStructureAfterPlacementOnTryMultiUse()
bool IsActiveEventStructure()
TArray< TSubclassOf< APrimalStructure > > & FastDecayLinkedStructureClassesField()
BitFieldValue< bool, unsigned __int32 > bPlacementChooseRotation()
BitFieldValue< bool, unsigned __int32 > bShowInPlaceableList()
bool BPPreventSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
void BPGetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)
bool IsValidSnapPointTo(APrimalStructure *ChildStructure, int MySnapPointToIndex)
static void GetNearbyStructuresOfClass(UWorld *World, TSubclassOf< APrimalStructure > StructureClass, FVector *Location, float Range, TArray< APrimalStructure * > *Structures)
void BPOnDemolish(APlayerController *ForPC, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUseBPOnDemolish()
BitFieldValue< bool, unsigned __int32 > bDeprecateStructure()
FRotator & SnappingRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseAdvancedRotationPlacement()
BitFieldValue< bool, unsigned __int32 > bSnappingRequiresNearbyFoundation()
void NetUpdateTeamAndOwnerName_Implementation(int NewTeam, FString *NewOwnerName)
BitFieldValue< bool, unsigned __int32 > bForcePersonalStructureOwnership()
BitFieldValue< bool, unsigned __int32 > bSetStaticMobility()
BitFieldValue< bool, unsigned __int32 > bPendingRemoval()
BitFieldValue< bool, unsigned __int32 > bUseBPHandleStructureEnabled()
BitFieldValue< bool, unsigned __int32 > bDebug()
void NetUpdateTeamAndOwnerName(int NewTeam, FString *NewOwnerName)
bool BPOverrideAllowStructureAccess(AShooterPlayerController *ForPC, bool bIsAccessAllowed)
float & WaterPlacementMinimumWaterHeightField()
BitFieldValue< bool, unsigned __int32 > bForceAllowWallAttachments()
APrimalStructureDoor * GetLinkedDoor()
bool IsLinkedToWaterOrPowerSource()
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormal()
void OnRep_StructureColors()
bool UseDynamicMobility()
BitFieldValue< bool, unsigned __int32 > bForceAllowInPreventionVolumes()
BitFieldValue< bool, unsigned __int32 > bForceCheckNearbyEnemyFoundation()
BitFieldValue< bool, unsigned __int32 > bForceBlockIK()
bool BPAllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bBPPostSetStructureCollisionChannels()
float & MaximumHeightAboveWorldGroundField()
float & PlacementMaxRangeField()
void SetContainerActive(bool reset)
void SetStructureColorValue(int ColorRegionIndex, int SetVal)
FVector & FloatingHudLocTextOffsetField()
static void StaticRegisterNativesAPrimalStructure()
void OnRep_CurrentVariant()
bool IsOnlyLinkedToFastDecayStructures()
void ApplyPrimalItemSettingsToStructure(UMeshComponent *meshToColorize, UPrimalItem *AssociatedPrimalItem)
bool BPImpactEffect(FHitResult *HitRes, FVector *ShootDirection)
BitFieldValue< bool, unsigned __int32 > bIsFoundation()
bool BPPreventPlacementOnPawn(APlayerController *PC, APrimalCharacter *ForCharacter, FName ForBone)
TSubclassOf< APrimalStructure > * GetBedFilterClass_Implementation(TSubclassOf< APrimalStructure > *result)
float & PlacementFloorCheckZExtentField()
FString & OwnerNameField()
BitFieldValue< bool, unsigned __int32 > bPreventStasis()
int GetNumStructuresInRange(FVector AtLocation, float WithinRange)
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedFromTransform()
bool BPPreventPlacingOnFloorStructure(FPlacementData *theOutPlacementData, APrimalStructure *FloorStructure)
FieldArray< char, 6 > AllowStructureColorSetsField()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
int IsAllowedToBuild(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement)
BitFieldValue< bool, unsigned __int32 > bAllowUseFromRidingDino()
FName & PlaceOnWallUseStaticMeshTagField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
TArray< FName > & SnapToStructureTagsToExcludeField()
void BPApplyCustomDurabilityOnPickup(UPrimalItem *pickedup)
void NetSpawnCoreStructureDeathActor_Implementation()
void ApplyScale(bool bOnlyInitPhysics)
BitFieldValue< bool, unsigned __int32 > bUsePlacementCollisionCheck()
static void CullAgainstFoundations(TArray< APrimalStructure * > *StartingStructures, TArray< APrimalStructure * > *Foundations)
bool IsOnlyLinkedToFastDecayStructuresInternal(TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)
void DisableStructurePickup()
static UClass * StaticClass()
void GetSnapToParentStructures(FVector AtLocation, FRotator AtRotation, int InitialMySnapIndex, APrimalStructure *InitialParent, TArray< APrimalStructure * > *SnapToParentStructures, APlayerController *PC)
void SetEnabled(bool bEnabled)
float AddAggroOnBump(APrimalDinoCharacter *BumpedBy)
FString * GetDebugInfoString(FString *result)
FString * GetEntryString(FString *result)
void BPPlacedStructure(APlayerController *ForPC)
int & StructureSnapTypeFlagsField()
float & RepairPercentPerIntervalField()
BitFieldValue< bool, unsigned __int32 > bDemolished()
float & PlacementOffsetForVerticalGroundField()
BitFieldValue< bool, unsigned __int32 > bIsFenceFoundation()
FRotator * BPOverridePlacementRotation(FRotator *result, FVector ViewPos, FRotator ViewRot)
FRotator & PlacementRotOffsetField()
BitFieldValue< bool, unsigned __int32 > bPlacementShouldNotBeHorizontal()
void NetUpdateOriginalOwnerNameAndID(int NewOriginalOwnerID, FString *NewOriginalOwnerName)
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructures()
int & StructureRangeTypeFlagField()
unsigned int & StructureIDField()
float & RepairAmountRemainingField()
void GetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPickupGiveItem()
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bUseFenceFoundation()
BitFieldValue< bool, unsigned __int32 > bForceUseSkeletalMeshComponent()
bool GetSnapToLocation(FVector *AtLoc, FRotator *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle)
float & PlacementFloorCheckZExtentUpField()
long double & LastFailedPinTimeField()
bool Internal_IsInSnapChain(APrimalStructure *theStructure)
BitFieldValue< bool, unsigned __int32 > bPlacementUsesWeaponClipAmmo()
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnStructureFloors()
BitFieldValue< bool, unsigned __int32 > bDisableSnapStructure()
FName & AttachToStaticMeshSocketNameBaseField()
AMissionType * OwnerMissionField()
void DrawHUD(AShooterHUD *HUD)
int & StructureMinAllowedVersionField()
BitFieldValue< bool, unsigned __int32 > bForceCreateDynamicMaterials()
FRotator & SpawnEmitterRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bAllowEnemyDemolish()
void BPGetInfoFromConsumedItemForPlacedStructure(UPrimalItem *ItemToConsumed)
bool ShouldInstance(UProperty *Property)
void BPHandleStructureEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bOnlyFoundationIfSnappedToFoundation()
FString * GetDescriptiveName(FString *result)
bool AllowCreateDynamicMaterials()
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInSmallRadius()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis()
bool BPAllowSwitchToVariant(int VariantIndex)
FVector2D & OverlayTooltipScaleField()
FRotator & TakeGroundNormalRotationOffsetField()
FVector * GetTargetPathfindingLocation(FVector *result, AActor *Attacker)
TArray< FStructureVariant > & VariantsField()
void SetupDynamicMeshMaterials(UMeshComponent *meshComp)
BitFieldValue< bool, unsigned __int32 > bClientAddPlacedOnFloorStructures()
BitFieldValue< bool, unsigned __int32 > bStationaryStructure()
BitFieldValue< bool, unsigned __int32 > bPlacingOnGroundRequiresNoStructure()
char & TribeGroupStructureRankField()
long double & LastStructureStasisTimeField()
int GetHitPawnCollisionGroup()
void BPPostLoadedFromSaveGame()
static void FlagReachable(TArray< APrimalStructure * > *Foundations)
void MultiRefreshVariantSettings_Implementation(int NewVariantIndex)
BitFieldValue< bool, unsigned __int32 > bStructureUseAltCollisionChannel()
UMaterialInterface * PreviewMaterialField()
float & PreviewCameraDefaultZoomMultiplierField()
float & RepairCheckIntervalField()
BitFieldValue< bool, unsigned __int32 > bPreventPlacementInWater()
BitFieldValue< bool, unsigned __int32 > bCenterOffscreenFloatingHUDWidgets()
BitFieldValue< bool, unsigned __int32 > bPerInstanceSnapPoints()
BitFieldValue< bool, unsigned __int32 > bUseFadeInEffect()
FieldArray< __int16, 6 > StructureColorsField()
float & DecayDestructionPeriodField()
BitFieldValue< bool, unsigned __int32 > bStructuresInRangeTypeFlagUseAltCollisionChannel()
BitFieldValue< bool, unsigned __int32 > bIsFlipped()
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowStructureAccess()
float & PlacementMaxZDeltaField()
long double & PickupAllowedBeforeNetworkTimeField()
BitFieldValue< bool, unsigned __int32 > bUsesPaintingComponent()
BitFieldValue< bool, unsigned __int32 > bSeatedDisableCollisionCheck()
void BPPostSetStructureCollisionChannels()
APrimalStructure * PrimarySnappedStructureParentField()
TWeakObjectPtr< UMeshComponent > & PrimaryMeshComponentField()
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis()
void BPStructurePreGetMultiUseEntries(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bPlacementTraceIgnorePawns()
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedToTransform()
void SetEnabledPrimarySnappedStructureParent_Implementation(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bAllowInRegularStructurePreventionZones()
float & PreviewCameraMaxZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPaintingUseSkeletalMesh()
void Demolish(APlayerController *ForPC, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawHUD()
static void ReprocessTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)
ADayCycleManager * GetDayCycleManager()
FVector & PlacementEncroachmentCheckOffsetField()
unsigned int & AttachedToDinoID1Field()
FLinearColor * GetStructureColorForID(FLinearColor *result, int SetNum, int ID)
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesToAttachField()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisUnlessPrevented()
BitFieldValue< bool, unsigned __int32 > bRequiresGroundedPlacement()
void ClientUpdateLinkedStructures(TArray< unsigned int > *NewLinkedStructures)
BitFieldValue< bool, unsigned __int32 > bUseOnlyBlockSelfTraceChannel()
static APrimalStructure * BPGetFromID(UWorld *World, int TheStructureID)
UObject * GetUObjectInterfaceDataListEntryInterface()
bool CanPickupStructureFromRecentPlacement()
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
BitFieldValue< bool, unsigned __int32 > bIgnoreDyingWhenDemolished()
bool CheckNotEncroaching(FVector PlacementLocation, FRotator PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale)
bool BPAllowSnapRotationForStructure(int ThisSnapPointIndex, FName ThisSnapPointName, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex, FName OtherStructureSnapPointName)
void SetBoundsScale(float NewScale)
BitFieldValue< bool, unsigned __int32 > bOverrideFoundationSupportDistance()
long double & LastInAllyRangeTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowTargetingByCorruptDinos()
UStructurePaintingComponent * PaintingComponentField()
float & PlacementChooseRotationMaxRangeOverrideField()
static bool IsPointObstructedByWorldGeometry(UWorld *ForWorld, FVector ThePoint, bool bIgnoreTerrain, bool bOnlyCheckTerrain, bool bIgnoreFoliage, float OBSTRUCTION_CHECK_DIST)
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnVerticalGround()
bool FinalStructurePlacement(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bIsFlipped)
FStructureVariant * GetDefaultVariant(FStructureVariant *result)
UPaintingTexture * GetPaintingTexture()
float & DemolishActivationTimeField()
FString * GetEntryDescription(FString *result)
void MultiRefreshVariantSettings(int NewVariantIndex)
BitFieldValue< bool, unsigned __int32 > bForceBlockStationaryTraces()
BitFieldValue< bool, unsigned __int32 > bForceFloorCollisionGroup()
BitFieldValue< bool, unsigned __int32 > bInitializedMaterials()
BitFieldValue< bool, unsigned __int32 > bAbsoluteTakeAnythingAsGround()
FString * BPOverrideCantBuildReasonString(FString *result, int CantBuildReason)
bool & bClientAddedToStructuresArrayField()
static void GetStructuresInRange(UWorld *theWorld, FVector AtLocation, float WithinRange, TSubclassOf< APrimalStructure > StructureClass, TArray< APrimalStructure * > *StructuresOut, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)
APawn * AttachedToField()
float & PlacementMaxZAbovePlayerHeightField()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
BitFieldValue< bool, unsigned __int32 > bPreventPreviewIfWeaponPlaced()
BitFieldValue< bool, unsigned __int32 > bWasPlacementSnapped()
BitFieldValue< bool, unsigned __int32 > bIsSPlusStructure()
void LinkStructure(APrimalStructure *NewLinkedStructure)
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawPreviewHUD()
TSubclassOf< APrimalStructure > * GetBedFilterClass(TSubclassOf< APrimalStructure > *result)
void BPTriggerStasisEvent()
bool AllowPlacingOnSaddleParentClass(APrimalDinoCharacter *theDino, bool bForcePrevent)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void BPOnStructurePickup(APlayerController *PlayerController, TSubclassOf< UPrimalItem > ItemType, UPrimalItem *NewlyPickedUpItem, bool bIsQuickPickup)
APrimalStructureExplosiveTransGPS * AttachedTransponderField()
FRotator & PreviewCameraRotationField()
bool BPOverrideSnappedFromTransform(APrimalStructure *parentStructure, int ParentSnapFromIndex, FName ParentSnapFromName, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FName SnapToName, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)
APrimalStructure * PrimarySnappedStructureChildField()
TSubclassOf< APrimalEmitterSpawnable > & SpawnEmitterField()
void ChangeActorTeam(int NewTeam)
BitFieldValue< bool, unsigned __int32 > bIsPvE()
bool BPHandleBedFastTravel(AShooterPlayerController *ForPC, APrimalStructure *ToBed)
int & PlacementMaterialForwardDirIndexField()
bool BPPreventUsingAsFloorForStructure(FPlacementData *theOutPlacementData, APrimalStructure *StructureToPlaceOnMe)
TSubclassOf< APrimalStructure > & SnapStructureClassField()
TArray< FPrimalStructureSnapPoint > & SnapPointsField()
int & TraceIgnoreStructuresWithTypeFlagsField()
BitFieldValue< bool, unsigned __int32 > bUseBPAllowSnapRotationForStructure()
BitFieldValue< bool, unsigned __int32 > bHighPriorityDemolish()
BitFieldValue< bool, unsigned __int32 > bBPOverridePlacementRotation()
BitFieldValue< bool, unsigned __int32 > bIsPreviewStructure()
bool AllowColoringBy(APlayerController *ForPC, UObject *anItem)
void PrepareAsPlacementPreview()
void RemoveLinkedStructure(APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)
FVector & WaterVolumeCheckPointOffsetField()
BitFieldValue< bool, unsigned __int32 > bBPOverideDemolish()
bool PreventPlacingOnFloorClass(TSubclassOf< APrimalStructure > FloorClass)
BitFieldValue< bool, unsigned __int32 > bUseBPOnStructurePickup()
static int GetNumStructuresInRangeStructureTypeFlag(UWorld *theWorld, FVector AtLocation, int TypeFlag, float WithinRange, bool bCheckBPCountStructureInRange, bool bUseInternalOctree, APrimalStructure *IgnoreStructure, bool bCheckWithAltCollisionChannel)
BitFieldValue< bool, unsigned __int32 > bForceIgnoreStationaryObjectTrace()
void BlueprintDrawPreviewHUD(AShooterHUD *HUD, float CenterX, float CenterY)
TArray< TSubclassOf< APrimalStructure > > & PreventPlacingOnFloorClassesField()
BitFieldValue< bool, unsigned __int32 > bCanDemolish()
float & MinWateredOverridesCraftingField()
float & FertilizerConsumptionRateMultiplierField()
int & MaxGreenHouseStructuresField()
float & MaxWaterAmountField()
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
bool AreCropRequirementsMet()
int & FertilizerAmountField()
float & AverageRainWaterIncreaseMultiplierField()
bool AllowRemoteAddItemToInventory(UPrimalInventoryComponent *invComp, UPrimalItem *anItem)
bool RemoteInventoryAllowViewing(APlayerController *ForPC)
float & ActiveRainWaterIncreaseSpeedField()
long double & NextAllowedCropRefreshTimeField()
long double & CropRefreshTimeCacheField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void InventoryItemUsed(UObject *InventoryItemObject)
void OnRep_PlantedCrop(UClass *PrevPlantedCrop)
float AddWater(float Amount, bool bAllowNetworking)
void AutoWaterRefreshCrop()
FString * GetCropName(FString *result)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
float & CropRefreshIntervalField()
bool ForceAllowsInventoryUse(UObject *InventoryItemObject)
void NotifyItemRemoved(UPrimalItem *anItem)
bool RefreshCrop(float DeltaTime)
float & CropRefreshIntervalMaxField()
float & WaterNearbyStructureRangeField()
bool OverrideBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
void SetWaterState(bool bValue)
bool UseItemSpoilingTimeMultipliers()
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
FVector & ExtraCropMeshScaleField()
float & LastWaterAmountField()
void PostInitializeComponents()
void Tick(float DeltaTime)
void PlacedStructure(AShooterPlayerController *PC)
void Demolish(APlayerController *ForPC, AActor *DamageCauser)
int & LastReplicatedFertilizerAmountField()
float & LastReplicatedWaterAmountField()
bool AllowBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
void OnRep_HasFruitItems(bool bPreviousHasFruitItems)
float & CropRefreshIntervalMinField()
void DrawHUD(AShooterHUD *HUD)
float & WaterAmountField()
bool OverrideHasWaterSource()
float & MaxGreenHouseCropGrowthMultiplierField()
float & WaterItemAmountMultiplierField()
long double & LastForceReplicatedGreenhouseTimeField()
bool AllowCraftingResourceConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
float & CropFruitFertilizerCacheField()
float & GainWaterRateField()
bool & bIsOpenToSkyField()
float & CropPhaseFertilizerCacheField()
long double & LastCropRefreshTimeField()
char & NumGreenHouseStructuresField()
bool & bDelayCropRefreshField()
UMaterialInterface * ElementPostProcessMaterial
TSubclassOf< UPrimalItem > & ItemSetExtraItemClassField()
float & MinQualityMultiplierField()
TArray< FSupplyCrateItemSet, FDefaultAllocator > & AdditionalItemSetsField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & MaxItemSetsField()
float & NumItemSetsPowerField()
float & MaxQualityMultiplierField()
TSubclassOf< UPrimalSupplyCrateItemSets > & AdditionalItemSetsOverrideField()
bool & bSetsRandomWithoutReplacementField()
float & ItemSetExtraItemQuantityByQualityPowerField()
TArray< FSupplyCrateItemSet, FDefaultAllocator > & ItemSetsField()
float & IntervalPercentHealthToLoseField()
int & MaxLevelToAccessField()
float & ItemSetExtraItemQuantityByQualityMultiplierField()
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
float & IntervalToLoseHealthAfterAccessField()
float & InitialTimeToLoseHealthField()
float & MinItemSetsField()
int & RequiredLevelToAccessField()
float & IntervalTimeToLoseHealthField()
BitFieldValue< bool, unsigned __int32 > bIsBonusCrateField()
BitFieldValue< bool, unsigned __int32 > bIsPowered()
void CheckFuelSetActive()
void DrawHUD(AShooterHUD *HUD)
FString & BoxNamePrefaceStringField()
BitFieldValue< bool, unsigned __int32 > bFuelAllowActivationWhenNoPower()
BitFieldValue< bool, unsigned __int32 > bPoweredWaterSourceWhenActive()
void ServerCloseRemoteInventory(AShooterPlayerController *ByPC)
void RefreshPowered(APrimalStructureItemContainer *InDirectPower)
void TargetingTeamChanged()
bool IsValidForDinoFeedingContainer(APrimalDinoCharacter *ForDino)
BitFieldValue< bool, unsigned __int32 > bUseOpenSceneAction()
void RefreshPowerJunctionLink()
float & SolarRefreshIntervalMinField()
bool RemoteInventoryAllowActivation(AShooterPlayerController *ForPC)
FString & DeactivateContainerStringField()
long double & NetDestructionTimeField()
BitFieldValue< bool, unsigned __int32 > bSupportsLocking()
long double & LastActivatedTimeField()
bool IsPlayerControllerInPinCodeValidationList(APlayerController *PlayerController)
float & BasedCharacterDamageAmountField()
TArray< UMaterialInterface * > InActivateMaterialsField()
TSubclassOf< APrimalStructureItemContainer > & PoweredNearbyStructureTemplateField()
BitFieldValue< bool, unsigned __int32 > bLastToggleActivated()
float & PoweredNearbyStructureRangeField()
float & UsablePriorityField()
void SetDelayedActivation()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowTeamActivation()
BitFieldValue< bool, unsigned __int32 > bPoweredAllowBattery()
BitFieldValue< bool, unsigned __int32 > bOnlyUseSpoilingMultipliersIfActivated()
BitFieldValue< bool, unsigned __int32 > bRequiresItemExactClass()
int AddToValidatedByPinCodePlayerControllers(AShooterPlayerController *ForPC)
float & RandomFuelUpdateTimeMinField()
void SetPlayerConstructor(APlayerController *PC)
AActor * LinkedBlueprintSpawnActorPointField()
BitFieldValue< bool, unsigned __int32 > bHideAutoActivateToggle()
void PlacedStructure(AShooterPlayerController *PC)
float & ActivationCooldownTimeField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUISecondary()
unsigned __int64 & DeathCacheCharacterIDField()
BitFieldValue< bool, unsigned __int32 > bForcePreventAutoActivateWhenConnectedToWater()
void PreInitializeComponents()
int & LastPowerJunctionLinkIDField()
BitFieldValue< bool, unsigned __int32 > bStartedUnderwater()
bool OverrideHasWaterSource()
float & PoweredBatteryDurabilityToDecreasePerSecondField()
BitFieldValue< bool, unsigned __int32 > bDidSetContainerActive()
BitFieldValue< bool, unsigned __int32 > bClientBPNotifyInventoryItemChanges()
void ClientNotifyInventoryItemChange(bool bIsItemAdd, UPrimalItem *theItem, bool bEquipItem)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool bCheckedBox)
bool AllowToggleActivation(AShooterPlayerController *ForPC)
void PowerGeneratorBuiltNearbyPoweredStructure(APrimalStructureItemContainer *PoweredStructure)
TArray< TSubclassOf< UPrimalItem > > & FuelItemsConsumedGiveItemsField()
void SetDisabledTimer(float DisabledTime)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & ValidCraftingResourceMaxDurabilityField()
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUITertiary()
bool ApplyPinCode(AShooterPlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
BitFieldValue< bool, unsigned __int32 > bInventoryForcePreventItemAppends()
BitFieldValue< bool, unsigned __int32 > UseBPApplyPinCode()
BitFieldValue< bool, unsigned __int32 > bAutoActivateIfPowered()
void BPContainerDeactivated()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bCraftingSubstractConnectedWater()
float & HypoThermiaInsulationField()
BitFieldValue< bool, unsigned __int32 > bPoweredUsingSolar()
TArray< TSubclassOf< UPrimalItem > > & OverrideParticleTemplateItemClassesField()
BitFieldValue< bool, unsigned __int32 > bReplicateItemFuelClass()
TArray< USoundBase * > OverrideAudioTemplatesField()
BitFieldValue< bool, unsigned __int32 > bContainerActivated()
BitFieldValue< bool, unsigned __int32 > bCanToggleActivation()
TSubclassOf< UPrimalItem > & FuelItemTrueClassField()
bool BPIsValidWaterSourceForPipe(APrimalStructureWaterPipe *ForWaterPipe)
USoundBase * GetOverrideAudioTemplate()
BitFieldValue< bool, unsigned __int32 > bDisableActivationUnderwater()
int & LinkedPowerJunctionStructureIDField()
BitFieldValue< bool, unsigned __int32 > bAutoActivateWhenFueled()
long double & LastLockStateChangeTimeField()
void RefreshInventoryItemCounts()
TSubclassOf< APrimalStructureItemContainer > & DemolishInventoryDepositClassField()
TSubclassOf< UPrimalItem > & EngramRequirementClassOverrideField()
TArray< float > & FuelConsumeDecreaseDurabilityAmountsField()
bool IsValidWaterSourceForPipe(APrimalStructureWaterPipe *ForWaterPipe)
TSubclassOf< UPrimalItem > & ReplicatedFuelItemClassField()
BitFieldValue< bool, unsigned __int32 > bForceNoPinLocking()
unsigned int & CurrentPinCodeField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetFuelConsumptionMultiplier()
FString & OpenSceneActionNameField()
BitFieldValue< bool, unsigned __int32 > bPoweredAllowSolar()
BitFieldValue< bool, unsigned __int32 > bInventoryForcePreventRemoteAddItems()
BitFieldValue< bool, unsigned __int32 > bAllowAutoActivateWhenNoPower()
TArray< TWeakObjectPtr< AShooterPlayerController > > & ValidatedByPinCodePlayerControllersField()
USoundBase * ContainerActivatedSoundField()
long double & LastSolarRefreshTimeField()
void UpdateContainerActiveHealthDecrease()
float & InsulationRangeField()
FString * GetDebugInfoString(FString *result)
float & SinglePlayerFuelConsumptionIntervalsMultiplierField()
bool RemoteInventoryAllowViewing(APlayerController *ForPC)
FString & ActivateContainerStringField()
USoundBase * ContainerDeactivatedSoundField()
BitFieldValue< bool, unsigned __int32 > bAutoActivateWhenNoPower()
void CheckAutoReactivate()
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
bool UseItemSpoilingTimeMultipliers()
bool VerifyPinCode(int pinCode)
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bAutoActivateContainer()
float & MaxActivationDistanceField()
void LoadedFromSaveGame()
UPrimalInventoryComponent * MyInventoryComponentField()
void PlacedStructureLocation()
BitFieldValue< bool, unsigned __int32 > bHandledDestruction()
TSubclassOf< UPrimalItem > & RequiresItemForOpenSceneActionField()
void BPPreGetMultiUseEntries(APlayerController *ForPC)
void SetPoweredOverrideCounter(int NewPoweredOverrideCounter)
BitFieldValue< bool, unsigned __int32 > bAllowCustomName()
float BPGetFuelConsumptionMultiplier()
void PostSpawnInitialize()
int & CurrentItemCountField()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
int & NotifyNearbyPowerGeneratorOctreeGroupField()
BitFieldValue< bool, unsigned __int32 > bBPOnContainerActiveHealthDecrease()
BitFieldValue< bool, unsigned __int32 > bReplicateLastActivatedTime()
bool BPCanBeActivatedByPlayer(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bPreventToggleActivation()
float SubtractWaterFromConnections(float Amount, bool bAllowNetworking)
void BPSetPlayerConstructor(APlayerController *PC)
FVector & JunctionCableBeamOffsetStartField()
void NotifyCraftedItem(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bDropInventoryOnDestruction()
void GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry > *MultiUseEntries)
USoundBase * DefaultAudioTemplateField()
float & ContainerActiveDecreaseHealthSpeedField()
long double & DeathCacheCreationTimeField()
BitFieldValue< bool, unsigned __int32 > bDestroyWhenAllItemsRemoved()
BitFieldValue< bool, unsigned __int32 > bBPIsValidWaterSourceForPipe()
BitFieldValue< bool, unsigned __int32 > bDestroyWhenAllItemsRemovedExceptDefaults()
BitFieldValue< bool, unsigned __int32 > bUseBPSetPlayerConstructor()
BitFieldValue< bool, unsigned __int32 > bDrinkingWater()
long double & LastSignNamingTimeField()
float & DropInventoryDepositTraceDistanceField()
BitFieldValue< bool, unsigned __int32 > bUseDeathCacheCharacterID()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
float & SolarRefreshIntervalField()
float & SolarRefreshIntervalMaxField()
void NetUpdateLocation_Implementation(FVector NewLocation)
float GetUsablePriority_Implementation()
void BPContainerActivated()
FString & DisabledOpenSceneActionNameField()
static UClass * StaticClass()
bool IsValidatedPinCodePlayerController(APlayerController *ForPC)
TSubclassOf< UDamageType > & BasedCharacterDamageTypeField()
long double & LastBasedCharacterDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeActivated()
void NetSetContainerActive_Implementation(bool bSetActive, TSubclassOf< UPrimalItem > NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex)
int & LastBasedCharacterDamageFrameField()
BitFieldValue< bool, unsigned __int32 > bCheckStartedUnderwater()
TSubclassOf< UDamageType > & ContainerActiveHealthDecreaseDamageTypePassiveField()
long double & LastActiveStateChangeTimeField()
FVector & JunctionCableBeamOffsetEndField()
void CharacterBasedOnUpdate(AActor *characterBasedOnMe, float DeltaSeconds)
void NetUpdateBoxName_Implementation(FString *NewName)
void GetBlueprintSpawnActorTransform(FVector *spawnLoc, FRotator *spawnRot)
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
int GetDeathCacheCharacterID()
bool HasSamePinCode(APrimalStructureItemContainer *otherContainer)
void NetSetContainerActive(bool bSetActive, TSubclassOf< UPrimalItem > NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex)
void BPOnContainerActiveHealthDecrease()
FPrimalMapMarkerEntryData & MapMarkerLocationInfoField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bPoweredUsingBattery()
int & PoweredOverrideCounterField()
TArray< TSubclassOf< UPrimalItem > > & ActiveRequiresFuelItemsField()
void CheckForDeathCacheEmitter()
BitFieldValue< bool, unsigned __int32 > bPoweredHasBattery()
TArray< UMaterialInterface * > ActivateMaterialsField()
TSubclassOf< UPrimalItem > & NextConsumeFuelGiveItemTypeField()
BitFieldValue< bool, unsigned __int32 > bSupportsPinLocking()
TWeakObjectPtr< APrimalStructure > & LinkedPowerJunctionStructureField()
bool CanOpen(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bHasFuel()
BitFieldValue< bool, unsigned __int32 > bSupportsPinActivation()
float & NotifyNearbyPowerGeneratorDistanceField()
bool BPApplyPinCode(AShooterPlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
void MovePowerJunctionLink()
long double & LastDeactivatedTimeField()
UChildActorComponent * MyChildEmitterSpawnableField()
float & RandomFuelUpdateTimeMaxField()
void SetContainerActive(bool bNewActive)
float & FuelConsumptionIntervalsMultiplierField()
void ConsumeFuel(bool bGiveItem)
void BPNotifyInventoryItemChange(bool bIsItemAdd, UPrimalItem *theItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bActiveRequiresPower()
BitFieldValue< bool, unsigned __int32 > bIsLocked()
int & MaxItemCountField()
void NotifyItemRemoved(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bIsPinLocked()
void NetUpdateBoxName(FString *NewName)
static void StaticRegisterNativesAPrimalStructureItemContainer()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeActivatedByPlayer()
float & BasedCharacterDamageIntervalField()
void DeferredNotifyItemAdded()
float & HyperThermiaInsulationField()
long double & LastCheckedFuelTimeField()
TSubclassOf< UPrimalItem > & BatteryClassOverrideField()
FString * GetDescriptiveName(FString *result)
FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo *result)
TArray< float > & FuelItemsConsumeIntervalField()
void CopyStructureValuesFrom(APrimalStructureItemContainer *otherItemContainer)
BitFieldValue< bool, unsigned __int32 > bIsPowerJunction()
BitFieldValue< bool, unsigned __int32 > bUseCooldownOnTransferAll()
long double & CurrentFuelTimeCacheField()
float & DropInventoryOnDestructionLifespanField()
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUI()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
char & TribeGroupInventoryRankField()
__int16 & ReplicatedFuelItemColorIndexField()
BitFieldValue< bool, unsigned __int32 > bShowProjectileOnlyBasedOnAmmo()
void DealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
bool ShouldDealDamage(AActor *TestActor)
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
FVector & TargetingLocOffsetField()
float & WarningExpirationTimeField()
void DrawHUD(AShooterHUD *HUD)
FRotator & DefaultTurretAimRotOffsetField()
bool BPTurretPreventsTargeting(APrimalCharacter *PotentialTarget)
FVector * GetMuzzleLocation(FVector *result)
float & FireIntervalField()
FName * GetTargetAltAimSocket(FName *result, APrimalCharacter *ForTarget)
FRotator * GetMuzzleRotation(FRotator *result)
void WeaponTraceHits(TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bIsFiring()
BitFieldValue< bool, unsigned __int32 > bHideProjectileBone()
TSubclassOf< UPrimalItem > & AmmoItemTemplateField()
UChildActorComponent * MyChildEmitterTargetingEffectField()
TSubclassOf< APrimalEmitterSpawnable > & WarningEmitterShortField()
TSubclassOf< APrimalEmitterSpawnable > & MuzzleFlashEmitterField()
FVector & MuzzleLocOffsetField()
float & FireDamageImpulseField()
BitFieldValue< bool, unsigned __int32 > bUseInstantDamageShooting()
FVector * GetAttackingFromLocation(FVector *result)
FVector * GetTargetFireAtLocation(FVector *result, APrimalCharacter *ForTarget)
FVector & TargetingTraceOffsetField()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void Tick(float DeltaSeconds)
FVector & PlayerProneTargetOffsetField()
void DoFireProjectile(FVector Origin, FVector ShootDir)
TWeakObjectPtr< AActor > & TargetField()
FieldArray< float, 3 > TargetingRangesField()
BitFieldValue< bool, unsigned __int32 > bFireProjectileInvertX()
void NotifyItemRemoved(UPrimalItem *anItem)
float & TargetingRotationInterpSpeedField()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
TSubclassOf< UDamageType > & FireDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bDisableInElectricalStorm()
FVector & AimTargetLocOffsetField()
void DoFire(int RandomSeed)
FRotator & TurretAimRotOffsetField()
float & BatteryIntervalFromActivationBeforeFiringField()
BitFieldValue< bool, unsigned __int32 > bHideProjectileBoneOnAttachedModule()
FVector * GetTargetAimAtLocation(FVector *result)
void SetTarget(AActor *aTarget)
BitFieldValue< bool, unsigned __int32 > bUseBallistaAimOffsetOnCharacter()
FName * GetMuzzleFlashSocketName(FName *result)
bool UseTurretFastTargeting(bool bCheckFastTargetingAutoEnabled)
long double & LastFireTimeField()
bool IsTurretFastTargetingAutoEnabled()
float & MaxFirePitchDeltaField()
float & MaxFireYawDeltaField()
char & RangeSettingField()
void SpawnTrailEffect(FVector *EndPoint)
BitFieldValue< bool, unsigned __int32 > bClientFireProjectile()
float & AlwaysEnableFastTurretTargetingOverVelocityField()
float & FireDamageAmountField()
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
BitFieldValue< bool, unsigned __int32 > bUseBPCanFire()
static UClass * StaticClass()
void SpawnImpactEffects(FHitResult *Impact, FVector *ShootDir)
static void StaticRegisterNativesAPrimalStructureTurret()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
int & NumBulletsPerShotField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bIsReloading()
long double & LastWarningTimeField()
void ClientsFireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir)
char & WarningSettingField()
TSubclassOf< APrimalEmitterSpawnable > & WarningEmitterLongField()
void PreInitializeComponents()
TSubclassOf< AShooterProjectile > & ProjectileClassField()
FVector * GetAimPivotLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bForceFloatingDamageNumbers()
void HarvestingDepleted(UPrimalHarvestingComponent *fromComponent)
void PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & LastReplicatedHealthField()
float & LowHealthPercentageField()
float & LastReplicatedHealthValueField()
void OverrideDestroyedMeshTextures(UMeshComponent *meshComp)
BitFieldValue< bool, unsigned __int32 > bSetWithinPreventionVolume()
long double & NextAllowRepairTimeField()
UPrimalStructureSettings * MyStructureSettingsCDOField()
BitFieldValue< bool, unsigned __int32 > bAllowDamageByFriendlyDinos()
FVector & DestructibleMeshLocationOffsetField()
FString & DescriptiveNameField()
float GetLowHealthPercentage()
BitFieldValue< bool, unsigned __int32 > bDoAllowRadialDamageWithoutVisiblityTrace()
USoundCue * DeathSoundField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDamageRepairCooldown()
BitFieldValue< bool, unsigned __int32 > bWithinPreventionVolume()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
void BPDied(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void PlayHitEffectGeneric(float DamageTaken, FDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
void GetDestructionEffectTransform(FVector *OutEffectLoc, FRotator *OutEffectRot)
float GetHealthPercentage()
static UClass * GetPrivateStaticClass()
void DrawHUD(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bIsDead()
BitFieldValue< bool, unsigned __int32 > bDestructionActorTemplateServerOnly()
static void StaticRegisterNativesAPrimalTargetableActor()
float & ReplicatedHealthField()
void PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
UPrimalHarvestingComponent * MyHarvestingComponentField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
FVector & DestructibleMeshScaleOverrideField()
float & DamageNotifyTeamAggroRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bUseBPDied()
void PostInitializeComponents()
void FellOutOfWorld(UDamageType *dmgType)
float & DamageNotifyTeamAggroRangeField()
void PlayHitEffectPoint_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
float & LastPreBlueprintAdjustmentActualDamageField()
TSubclassOf< UPrimalStructureSettings > & StructureSettingsClassField()
void BPHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent, FVector DamageLoc, FRotator HitNormal)
float SetHealth(float newHealth)
void SetMaxHealth(float newMaxHealth)
float & PassiveDamageHealthReplicationPercentIntervalField()
UObject * GetUObjectInterfaceTargetableInterface()
BitFieldValue< bool, unsigned __int32 > bForceZeroDamageProcessing()
TEnumAsByte< enum EShooterPhysMaterialType::Type > & TargetableDamageFXDefaultPhysMaterialField()
FRotator & DestructibleMeshRotationOffsetField()
void UpdatedHealth(bool bDoReplication)
EShooterPhysMaterialType::Type GetTargetableDamageFXDefaultPhysMaterial()
FString * GetDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > BPOverrideDestroyedMeshTextures()
BitFieldValue< bool, unsigned __int32 > bUseHarvestingComponent()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI()
bool BPSupressImpactEffects(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent)
void NetUpdatedHealth_Implementation(int NewHealth)
TSubclassOf< AActor > & DestructionActorTemplateField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bIgnoreDestructionEffects()
TArray< FBoneDamageAdjuster > & BoneDamageAdjustersField()
float & LastHealthBeforeTakeDamageField()
static UClass * StaticClass()
float & DamageNotifyTeamAggroMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventZeroDamageInstigatorSelfDamage()
BitFieldValue< bool, unsigned __int32 > bDestroyedMeshUseSkeletalMeshComponent()
float & LifeSpanAfterDeathField()
TSubclassOf< ADestroyedMeshActor > & DestroyedMeshActorClassField()
void PlayDyingGeneric_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
bool AllowRadialDamageWithoutVisiblityTrace()
float & DestructibleMeshDeathImpulseScaleField()
FString * GetShortName(FString *result)
void OnRep_ReplicatedHealth()
float & DecayDestructionPeriodMultiplierField()