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PrimalStructure.h
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1#pragma once
2
4{
5 float& LowHealthPercentageField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.LowHealthPercentage"); }
6 TSubclassOf<AActor>& DestructionActorTemplateField() { return *GetNativePointerField<TSubclassOf<AActor>*>(this, "APrimalTargetableActor.DestructionActorTemplate"); }
7 float& LifeSpanAfterDeathField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.LifeSpanAfterDeath"); }
8 USoundCue * DeathSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalTargetableActor.DeathSound"); }
9 float& PassiveDamageHealthReplicationPercentIntervalField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.PassiveDamageHealthReplicationPercentInterval"); }
10 float& PassiveDamageHealthReplicationPercentIntervalMaxField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.PassiveDamageHealthReplicationPercentIntervalMax"); }
11 float& DamageNotifyTeamAggroMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.DamageNotifyTeamAggroMultiplier"); }
12 float& DamageNotifyTeamAggroRangeField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.DamageNotifyTeamAggroRange"); }
13 float& DamageNotifyTeamAggroRangeFalloffField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.DamageNotifyTeamAggroRangeFalloff"); }
14 FVector& NewDestructibleMeshLocationOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalTargetableActor.NewDestructibleMeshLocationOffset"); }
15 FVector& NewDestructibleMeshScaleOverrideField() { return *GetNativePointerField<FVector*>(this, "APrimalTargetableActor.NewDestructibleMeshScaleOverride"); }
16 FRotator& NewDestructibleMeshRotationOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalTargetableActor.NewDestructibleMeshRotationOffset"); }
17 FString& DescriptiveNameField() { return *GetNativePointerField<FString*>(this, "APrimalTargetableActor.DescriptiveName"); }
18 TSubclassOf<ADestroyedMeshActor>& DestroyedMeshActorClassField() { return *GetNativePointerField<TSubclassOf<ADestroyedMeshActor>*>(this, "APrimalTargetableActor.DestroyedMeshActorClass"); }
19 bool& bPreventDestructionMeshField() { return *GetNativePointerField<bool*>(this, "APrimalTargetableActor.bPreventDestructionMesh"); }
20 bool& bUseSimpleFadingDestructionMeshField() { return *GetNativePointerField<bool*>(this, "APrimalTargetableActor.bUseSimpleFadingDestructionMesh"); }
21 float& ReplicatedHealthField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.ReplicatedHealth"); }
22 float& HealthField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.Health"); }
23 float& MaxHealthField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.MaxHealth"); }
24 float& NewDestructibleMeshDeathImpulseScaleField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.NewDestructibleMeshDeathImpulseScale"); }
25 float& NewMinDestructibleDeathImpulseField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.NewMinDestructibleDeathImpulse"); }
26 float& DestructibleImpulseReplacementForZeroDeathImpulseField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.DestructibleImpulseReplacementForZeroDeathImpulse"); }
27 float& DestructibleMeshImpulseZOffsetField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.DestructibleMeshImpulseZOffset"); }
28 float& LastReplicatedHealthValueField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.LastReplicatedHealthValue"); }
29 TSubclassOf<UPrimalStructureSettings>& StructureSettingsClassField() { return *GetNativePointerField<TSubclassOf<UPrimalStructureSettings>*>(this, "APrimalTargetableActor.StructureSettingsClass"); }
30 TSubclassOf<UPrimalStructureSettings>& ShipStructureSettingsClassOverrideField() { return *GetNativePointerField<TSubclassOf<UPrimalStructureSettings>*>(this, "APrimalTargetableActor.ShipStructureSettingsClassOverride"); }
31 UPrimalStructureSettings * MyStructureSettingsCDOField() { return *GetNativePointerField<UPrimalStructureSettings **>(this, "APrimalTargetableActor.MyStructureSettingsCDO"); }
32 float& LastHealthBeforeTakeDamageField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.LastHealthBeforeTakeDamage"); }
33 long double& NextAllowRepairTimeField() { return *GetNativePointerField<long double*>(this, "APrimalTargetableActor.NextAllowRepairTime"); }
34 float& BaseTargetingDesirabilityField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.BaseTargetingDesirability"); }
35 float& LastPreBlueprintAdjustmentActualDamageField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.LastPreBlueprintAdjustmentActualDamage"); }
36 float& LastReplicatedHealthField() { return *GetNativePointerField<float*>(this, "APrimalTargetableActor.LastReplicatedHealth"); }
37 long double& LastTookDamageTimeField() { return *GetNativePointerField<long double*>(this, "APrimalTargetableActor.LastTookDamageTime"); }
38
39 // Bit fields
40
41 BitFieldValue<bool, unsigned __int32> bDestructionActorTemplateServerOnly() { return { this, "APrimalTargetableActor.bDestructionActorTemplateServerOnly" }; }
42 BitFieldValue<bool, unsigned __int32> bDestroyedMeshUseSkeletalMeshComponent() { return { this, "APrimalTargetableActor.bDestroyedMeshUseSkeletalMeshComponent" }; }
43 BitFieldValue<bool, unsigned __int32> bPreventZeroDamageInstigatorSelfDamage() { return { this, "APrimalTargetableActor.bPreventZeroDamageInstigatorSelfDamage" }; }
44 BitFieldValue<bool, unsigned __int32> bWasDamaged() { return { this, "APrimalTargetableActor.bWasDamaged" }; }
45 BitFieldValue<bool, unsigned __int32> bIsDead() { return { this, "APrimalTargetableActor.bIsDead" }; }
46 BitFieldValue<bool, unsigned __int32> bDamageNotifyTeamAggroAI() { return { this, "APrimalTargetableActor.bDamageNotifyTeamAggroAI" }; }
47 BitFieldValue<bool, unsigned __int32> bSetWithinPreventionVolume() { return { this, "APrimalTargetableActor.bSetWithinPreventionVolume" }; }
48 BitFieldValue<bool, unsigned __int32> bWithinPreventionVolume() { return { this, "APrimalTargetableActor.bWithinPreventionVolume" }; }
49 BitFieldValue<bool, unsigned __int32> bAllowDamageByFriendlyDinos() { return { this, "APrimalTargetableActor.bAllowDamageByFriendlyDinos" }; }
50 BitFieldValue<bool, unsigned __int32> bUseBPAdjustDamage() { return { this, "APrimalTargetableActor.bUseBPAdjustDamage" }; }
51 BitFieldValue<bool, unsigned __int32> bForceZeroDamageProcessing() { return { this, "APrimalTargetableActor.bForceZeroDamageProcessing" }; }
52 BitFieldValue<bool, unsigned __int32> bForceFloatingDamageNumbers() { return { this, "APrimalTargetableActor.bForceFloatingDamageNumbers" }; }
53 BitFieldValue<bool, unsigned __int32> bDoAllowRadialDamageWithoutVisiblityTrace() { return { this, "APrimalTargetableActor.bDoAllowRadialDamageWithoutVisiblityTrace" }; }
54 BitFieldValue<bool, unsigned __int32> bIgnoreDestructionEffects() { return { this, "APrimalTargetableActor.bIgnoreDestructionEffects" }; }
55 BitFieldValue<bool, unsigned __int32> bIgnoreDamageRepairCooldown() { return { this, "APrimalTargetableActor.bIgnoreDamageRepairCooldown" }; }
56 BitFieldValue<bool, unsigned __int32> bUseHarvestingComponent() { return { this, "APrimalTargetableActor.bUseHarvestingComponent" }; }
57 BitFieldValue<bool, unsigned __int32> bPreventHUD() { return { this, "APrimalTargetableActor.bPreventHUD" }; }
58 BitFieldValue<bool, unsigned __int32> bDrawHealthBar() { return { this, "APrimalTargetableActor.bDrawHealthBar" }; }
59 BitFieldValue<bool, unsigned __int32> bUseBPOverrideHealthBarHealthPercent() { return { this, "APrimalTargetableActor.bUseBPOverrideHealthBarHealthPercent" }; }
60 BitFieldValue<bool, unsigned __int32> bBPOverrideGetOwningDino() { return { this, "APrimalTargetableActor.bBPOverrideGetOwningDino" }; }
61 BitFieldValue<bool, unsigned __int32> bBPOverrideGetLocation() { return { this, "APrimalTargetableActor.bBPOverrideGetLocation" }; }
62 BitFieldValue<bool, unsigned __int32> bDestructibleMeshImpulseUseBoundsCenter() { return { this, "APrimalTargetableActor.bDestructibleMeshImpulseUseBoundsCenter" }; }
63 BitFieldValue<bool, unsigned __int32> bBlueprintDrawHUD() { return { this, "APrimalTargetableActor.bBlueprintDrawHUD" }; }
64
65 // Functions
66
67 UObject * GetUObjectInterfaceTargetableInterface() { return NativeCall<UObject *>(this, "APrimalTargetableActor.GetUObjectInterfaceTargetableInterface"); }
68 void AdjustDamage(float * Damage, FDamageEvent * DamageEvent, AController * EventInstigator, AActor * DamageCauser) { NativeCall<void, float *, FDamageEvent *, AController *, AActor *>(this, "APrimalTargetableActor.AdjustDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
69 bool AllowRadialDamageWithoutVisiblityTrace(FHitResult * Hit) { return NativeCall<bool, FHitResult *>(this, "APrimalTargetableActor.AllowRadialDamageWithoutVisiblityTrace", Hit); }
70 void BeginPlay() { NativeCall<void>(this, "APrimalTargetableActor.BeginPlay"); }
71 void Destroyed() { NativeCall<void>(this, "APrimalTargetableActor.Destroyed"); }
72 bool Die(float KillingDamage, FDamageEvent * DamageEvent, AController * Killer, AActor * DamageCauser) { return NativeCall<bool, float, FDamageEvent *, AController *, AActor *>(this, "APrimalTargetableActor.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
73 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalTargetableActor.DrawHUD", HUD); }
74 void FellOutOfWorld(UDamageType * dmgType) { NativeCall<void, UDamageType *>(this, "APrimalTargetableActor.FellOutOfWorld", dmgType); }
75 FString * GetDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalTargetableActor.GetDescriptiveName", result); }
76 float GetHealth() { return NativeCall<float>(this, "APrimalTargetableActor.GetHealth"); }
77 float GetHealthPercentage() { return NativeCall<float>(this, "APrimalTargetableActor.GetHealthPercentage"); }
78 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalTargetableActor.GetLifetimeReplicatedProps", OutLifetimeProps); }
79 float GetMaxHealth() { return NativeCall<float>(this, "APrimalTargetableActor.GetMaxHealth"); }
80 float GetStructureRepairCooldownTime() { return NativeCall<float>(this, "APrimalTargetableActor.GetStructureRepairCooldownTime"); }
81 float GetTargetingDesirability(ITargetableInterface * Attacker) { return NativeCall<float, ITargetableInterface *>(this, "APrimalTargetableActor.GetTargetingDesirability", Attacker); }
82 bool IsAlive() { return NativeCall<bool>(this, "APrimalTargetableActor.IsAlive"); }
83 bool IsDead() { return NativeCall<bool>(this, "APrimalTargetableActor.IsDead"); }
84 bool IsInvincible() { return NativeCall<bool>(this, "APrimalTargetableActor.IsInvincible"); }
85 bool IsOfTribe(int ID) { return NativeCall<bool, int>(this, "APrimalTargetableActor.IsOfTribe", ID); }
86 bool IsTargetableDead() { return NativeCall<bool>(this, "APrimalTargetableActor.IsTargetableDead"); }
87 bool NetExecCommand(FName CommandName, FNetExecParams * ExecParams) { return NativeCall<bool, FName, FNetExecParams *>(this, "APrimalTargetableActor.NetExecCommand", CommandName, ExecParams); }
88 void NetUpdatedHealth_Implementation(int NewHealth) { NativeCall<void, int>(this, "APrimalTargetableActor.NetUpdatedHealth_Implementation", NewHealth); }
89 void OnRep_ReplicatedHealth() { NativeCall<void>(this, "APrimalTargetableActor.OnRep_ReplicatedHealth"); }
90 void PlayDying(float KillingDamage, FDamageEvent * DamageEvent, APawn * InstigatingPawn, AActor * DamageCauser) { NativeCall<void, float, FDamageEvent *, APawn *, AActor *>(this, "APrimalTargetableActor.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
91 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); }
92 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); }
93 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); }
94 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); }
95 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); }
96 void PostInitializeComponents() { NativeCall<void>(this, "APrimalTargetableActor.PostInitializeComponents"); }
97 float SetHealth(float newHealth) { return NativeCall<float, float>(this, "APrimalTargetableActor.SetHealth", newHealth); }
98 void SetMaxHealth(float newMaxHealth) { NativeCall<void, float>(this, "APrimalTargetableActor.SetMaxHealth", newMaxHealth); }
99 void Suicide() { NativeCall<void>(this, "APrimalTargetableActor.Suicide"); }
100 float TakeDamage(float Damage, FDamageEvent * DamageEvent, AController * EventInstigator, AActor * DamageCauser) { return NativeCall<float, float, FDamageEvent *, AController *, AActor *>(this, "APrimalTargetableActor.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
101 void UpdatedHealth(bool bDoReplication) { NativeCall<void, bool>(this, "APrimalTargetableActor.UpdatedHealth", bDoReplication); }
102 long double BPGetLastDamagedTime() { return NativeCall<long double>(this, "APrimalTargetableActor.BPGetLastDamagedTime"); }
103 APrimalDinoCharacter * BPGetOwningDino() { return NativeCall<APrimalDinoCharacter *>(this, "APrimalTargetableActor.BPGetOwningDino"); }
104 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); }
105 FVector * BPOverrideGetLocation(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalTargetableActor.BPOverrideGetLocation", result); }
106 float BPOverrideHealthBarHealthPercent() { return NativeCall<float>(this, "APrimalTargetableActor.BPOverrideHealthBarHealthPercent"); }
107 bool BPShouldShowHealthBar() { return NativeCall<bool>(this, "APrimalTargetableActor.BPShouldShowHealthBar"); }
108 void BPSpawnedDestroyedMeshActor(AActor * DestroyedMeshActor) { NativeCall<void, AActor *>(this, "APrimalTargetableActor.BPSpawnedDestroyedMeshActor", DestroyedMeshActor); }
109 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); }
110 void BlueprintDrawHUD(AShooterHUD * HUD, float CenterX, float CenterY) { NativeCall<void, AShooterHUD *, float, float>(this, "APrimalTargetableActor.BlueprintDrawHUD", HUD, CenterX, CenterY); }
111 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalTargetableActor.GetPrivateStaticClass", Package); }
112 void PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn * InstigatingPawn, AActor * DamageCauser) { NativeCall<void, float, FRadialDamageEvent, APawn *, AActor *>(this, "APrimalTargetableActor.PlayDyingRadial", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
113 void PlayHitEffectGeneric(float DamageTaken, FDamageEvent DamageEvent, APawn * PawnInstigator, AActor * DamageCauser) { NativeCall<void, float, FDamageEvent, APawn *, AActor *>(this, "APrimalTargetableActor.PlayHitEffectGeneric", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
114 void PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn * PawnInstigator, AActor * DamageCauser) { NativeCall<void, float, FRadialDamageEvent, APawn *, AActor *>(this, "APrimalTargetableActor.PlayHitEffectRadial", DamageTaken, DamageEvent, PawnInstigator, DamageCauser); }
115 static void StaticRegisterNativesAPrimalTargetableActor() { NativeCall<void>(nullptr, "APrimalTargetableActor.StaticRegisterNativesAPrimalTargetableActor"); }
116 void GetDestructionEffectTransform(FVector * OutEffectLoc, FRotator * OutEffectRot) { NativeCall<void, FVector *, FRotator *>(this, "APrimalTargetableActor.GetDestructionEffectTransform", OutEffectLoc, OutEffectRot); }
117 FString * GetShortName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalTargetableActor.GetShortName", result); }
118 float GetLowHealthPercentage() { return NativeCall<float>(this, "APrimalTargetableActor.GetLowHealthPercentage"); }
119};
120
122{
123 FVector2D& OverlayTooltipPaddingField() { return *GetNativePointerField<FVector2D*>(this, "APrimalStructure.OverlayTooltipPadding"); }
124 FVector2D& OverlayTooltipScaleField() { return *GetNativePointerField<FVector2D*>(this, "APrimalStructure.OverlayTooltipScale"); }
125 FString& StatsPanelStructureTitleField() { return *GetNativePointerField<FString*>(this, "APrimalStructure.StatsPanelStructureTitle"); }
126 FString& RemoteInventoryTitleField() { return *GetNativePointerField<FString*>(this, "APrimalStructure.RemoteInventoryTitle"); }
127 bool& bHideStatusBarsField() { return *GetNativePointerField<bool*>(this, "APrimalStructure.bHideStatusBars"); }
128 TSubclassOf<UPrimalStructureSnapSettings>& StructureSnapSettingsClassField() { return *GetNativePointerField<TSubclassOf<UPrimalStructureSnapSettings>*>(this, "APrimalStructure.StructureSnapSettingsClass"); }
129 TSubclassOf<UPrimalItem>& ConsumesPrimalItemField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructure.ConsumesPrimalItem"); }
130 float& ScaleFactorField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ScaleFactor"); }
131 int& StructureSnapTypeFlagsField() { return *GetNativePointerField<int*>(this, "APrimalStructure.StructureSnapTypeFlags"); }
132 TArray<FPrimalStructureSnapPoint>& SnapPointsField() { return *GetNativePointerField<TArray<FPrimalStructureSnapPoint>*>(this, "APrimalStructure.SnapPoints"); }
133 float& PlacementOffsetForVerticalGroundField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementOffsetForVerticalGround"); }
134 float& PlacementInitialTracePointOffsetForVerticalGroundField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementInitialTracePointOffsetForVerticalGround"); }
135 TArray<TSubclassOf<APrimalStructure>>& StructuresAllowedToBeVerticalGroundField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.StructuresAllowedToBeVerticalGround"); }
136 float& TraceDistanceFromActorToWallVerticalGroundField() { return *GetNativePointerField<float*>(this, "APrimalStructure.TraceDistanceFromActorToWallVerticalGround"); }
137 FVector& PlacementHitLocOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.PlacementHitLocOffset"); }
138 FVector& PlacementEncroachmentCheckOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.PlacementEncroachmentCheckOffset"); }
139 FVector& PlacementEncroachmentBoxExtentField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.PlacementEncroachmentBoxExtent"); }
140 FVector& PlacementTraceScaleField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.PlacementTraceScale"); }
141 FVector& SnapAlternatePlacementTraceScaleField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.SnapAlternatePlacementTraceScale"); }
142 FRotator& PlacementRotOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructure.PlacementRotOffset"); }
143 FRotator& PlacementTraceRotOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructure.PlacementTraceRotOffset"); }
144 FRotator& SnappingRotationOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructure.SnappingRotationOffset"); }
145 float& RepairAmountRemainingField() { return *GetNativePointerField<float*>(this, "APrimalStructure.RepairAmountRemaining"); }
146 float& RepairCheckIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructure.RepairCheckInterval"); }
147 float& PlacementFloorCheckZExtentUpField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementFloorCheckZExtentUp"); }
148 float& RepairPercentPerIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructure.RepairPercentPerInterval"); }
149 float& DecayDestructionPeriodField() { return *GetNativePointerField<float*>(this, "APrimalStructure.DecayDestructionPeriod"); }
150 TArray<TSubclassOf<APrimalStructure>>& PreventPlacingOnFloorClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.PreventPlacingOnFloorClasses"); }
151 TArray<FName>& PreventPlacingOnFloorTagsField() { return *GetNativePointerField<TArray<FName>*>(this, "APrimalStructure.PreventPlacingOnFloorTags"); }
152 TArray<TSubclassOf<APrimalStructure>>& AllowPlacingOnFloorClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.AllowPlacingOnFloorClasses"); }
153 TSubobjectPtr<USceneComponent>& MyRootTransformField() { return *GetNativePointerField<TSubobjectPtr<USceneComponent>*>(this, "APrimalStructure.MyRootTransform"); }
154 int& TraceIgnoreStructuresWithTypeFlagsField() { return *GetNativePointerField<int*>(this, "APrimalStructure.TraceIgnoreStructuresWithTypeFlags"); }
155 int& bTraceCheckOnlyUseStructuresWithTypeFlagsField() { return *GetNativePointerField<int*>(this, "APrimalStructure.bTraceCheckOnlyUseStructuresWithTypeFlags"); }
156 FieldArray<char, 6> AllowStructureColorSetsField() { return { this, "APrimalStructure.AllowStructureColorSets" }; }
157 FieldArray<char, 6> AlternateStructureColorSetsField() { return { this, "APrimalStructure.AlternateStructureColorSets" }; }
158 FVector& WaterVolumeCheckPointOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.WaterVolumeCheckPointOffset"); }
159 float& WaterPlacementMinimumWaterHeightField() { return *GetNativePointerField<float*>(this, "APrimalStructure.WaterPlacementMinimumWaterHeight"); }
160 float& PlacementMaxZDeltaField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementMaxZDelta"); }
161 float& PlacementChooseRotationMaxRangeOverrideField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementChooseRotationMaxRangeOverride"); }
162 float& PlacementMaxRangeField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementMaxRange"); }
163 float& MaxSnapLocRangeField() { return *GetNativePointerField<float*>(this, "APrimalStructure.MaxSnapLocRange"); }
164 float& SnapOverlapCheckRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.SnapOverlapCheckRadius"); }
165 float& MaximumFoundationSupport2DBuildDistanceField() { return *GetNativePointerField<float*>(this, "APrimalStructure.MaximumFoundationSupport2DBuildDistance"); }
166 float& AdditionalFoundationSupportDistanceForLinkedStructuresField() { return *GetNativePointerField<float*>(this, "APrimalStructure.AdditionalFoundationSupportDistanceForLinkedStructures"); }
167 float& PlacementFloorCheckZExtentField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementFloorCheckZExtent"); }
168 FVector2D& PlacementFloorCheckXYExtentField() { return *GetNativePointerField<FVector2D*>(this, "APrimalStructure.PlacementFloorCheckXYExtent"); }
169 float& LastHealthPercentageField() { return *GetNativePointerField<float*>(this, "APrimalStructure.LastHealthPercentage"); }
170 FRotator& TakeGroundNormalRotationOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructure.TakeGroundNormalRotationOffset"); }
171 FVector& ForceSnappedStructureToGroundCheckExtentField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.ForceSnappedStructureToGroundCheckExtent"); }
172 float& BarrierPlacementPreventionDistanceField() { return *GetNativePointerField<float*>(this, "APrimalStructure.BarrierPlacementPreventionDistance"); }
173 FVector& OverrideCheckStructurePlacementOverlapForceEncroachmentExtentField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.OverrideCheckStructurePlacementOverlapForceEncroachmentExtent"); }
174 float& DemolishGiveItemCraftingResourcePercentageField() { return *GetNativePointerField<float*>(this, "APrimalStructure.DemolishGiveItemCraftingResourcePercentage"); }
175 TSubclassOf<APrimalStructure>& AllowReplacementByStructureClassTypeField() { return *GetNativePointerField<TSubclassOf<APrimalStructure>*>(this, "APrimalStructure.AllowReplacementByStructureClassType"); }
176 TSubclassOf<APrimalStructure>& PreventReplacementOfStructureClassTypeField() { return *GetNativePointerField<TSubclassOf<APrimalStructure>*>(this, "APrimalStructure.PreventReplacementOfStructureClassType"); }
177 TArray<TSubclassOf<APrimalStructure>>& PreventReplacementOfStructureClassTypesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.PreventReplacementOfStructureClassTypes"); }
178 TArray<TSubclassOf<APrimalStructure>>& PreventReplacementByStructureClassTypesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.PreventReplacementByStructureClassTypes"); }
179 TArray<TSubclassOf<APrimalStructure>>& AllowReplacementByStructureClassTypesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.AllowReplacementByStructureClassTypes"); }
180 TArray<TSubclassOf<APrimalStructure>>& AllowReplacementOfStructureClassTypesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.AllowReplacementOfStructureClassTypes"); }
181 FVector& ReplacementCheckOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.ReplacementCheckOffset"); }
182 float& MaximumHeightAboveWorldGroundField() { return *GetNativePointerField<float*>(this, "APrimalStructure.MaximumHeightAboveWorldGround"); }
183 float& MaximumHeightUnderWorldMaxKillZField() { return *GetNativePointerField<float*>(this, "APrimalStructure.MaximumHeightUnderWorldMaxKillZ"); }
184 FRotator& PreviewCameraRotationField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructure.PreviewCameraRotation"); }
185 FVector& PreviewCameraPivotOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.PreviewCameraPivotOffset"); }
186 float& PreviewCameraDistanceScaleFactorField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PreviewCameraDistanceScaleFactor"); }
187 float& PreviewCameraDefaultZoomMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PreviewCameraDefaultZoomMultiplier"); }
188 float& PreviewCameraMaxZoomMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PreviewCameraMaxZoomMultiplier"); }
189 float& ReturnDamageAmountField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ReturnDamageAmount"); }
190 int& StructureRangeTypeFlagField() { return *GetNativePointerField<int*>(this, "APrimalStructure.StructureRangeTypeFlag"); }
191 int& LimitMaxStructuresInRangeTypeFlagField() { return *GetNativePointerField<int*>(this, "APrimalStructure.LimitMaxStructuresInRangeTypeFlag"); }
192 float& ReturnDamageImpulseField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ReturnDamageImpulse"); }
193 TSubclassOf<UDamageType>& ReturnDamageTypeField() { return *GetNativePointerField<TSubclassOf<UDamageType>*>(this, "APrimalStructure.ReturnDamageType"); }
194 TArray<TSubclassOf<UDamageType>>& ReturnDamageExcludeIncomingTypesField() { return *GetNativePointerField<TArray<TSubclassOf<UDamageType>>*>(this, "APrimalStructure.ReturnDamageExcludeIncomingTypes"); }
195 TArray<TSubclassOf<UDamageType>>& ReturnDamageOnlyForIncomingTypesField() { return *GetNativePointerField<TArray<TSubclassOf<UDamageType>>*>(this, "APrimalStructure.ReturnDamageOnlyForIncomingTypes"); }
196 int& OwningPlayerIDField() { return *GetNativePointerField<int*>(this, "APrimalStructure.OwningPlayerID"); }
197 FString& OwningPlayerNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructure.OwningPlayerName"); }
198 long double& LastInAllyRangeTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructure.LastInAllyRangeTime"); }
199 int& LastInAllyRangeTimeSerializedField() { return *GetNativePointerField<int*>(this, "APrimalStructure.LastInAllyRangeTimeSerialized"); }
200 float& DecayDestructionPeriodMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructure.DecayDestructionPeriodMultiplier"); }
201 TWeakObjectPtr<APrimalDinoCharacter>& SaddleDinoField() { return *GetNativePointerField<TWeakObjectPtr<APrimalDinoCharacter>*>(this, "APrimalStructure.SaddleDino"); }
202 TArray<APrimalDinoCharacter *> LatchedDinosField() { return *GetNativePointerField<TArray<APrimalDinoCharacter *>*>(this, "APrimalStructure.LatchedDinos"); }
203 UMaterialInterface * PreviewMaterialField() { return *GetNativePointerField<UMaterialInterface **>(this, "APrimalStructure.PreviewMaterial"); }
204 FVector& PreviewGizmoMeshOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.PreviewGizmoMeshOffset"); }
205 float& PreviewGizmoMeshScaleField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PreviewGizmoMeshScale"); }
206 TArray<APrimalStructure *> LinkedStructuresField() { return *GetNativePointerField<TArray<APrimalStructure *>*>(this, "APrimalStructure.LinkedStructures"); }
207 TArray<unsigned int>& LinkedStructuresIDField() { return *GetNativePointerField<TArray<unsigned int>*>(this, "APrimalStructure.LinkedStructuresID"); }
208 TArray<APrimalStructure *> StructuresPlacedOnFloorField() { return *GetNativePointerField<TArray<APrimalStructure *>*>(this, "APrimalStructure.StructuresPlacedOnFloor"); }
209 TArray<TSubclassOf<APrimalStructure>>& SnapToStructureTypesToExcludeField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.SnapToStructureTypesToExclude"); }
210 TArray<TSubclassOf<APrimalStructure>>& SnapFromStructureTypesToExcludeField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.SnapFromStructureTypesToExclude"); }
211 APrimalStructure * PlacedOnFloorStructureField() { return *GetNativePointerField<APrimalStructure **>(this, "APrimalStructure.PlacedOnFloorStructure"); }
212 APrimalStructure * PrimarySnappedStructureChildField() { return *GetNativePointerField<APrimalStructure **>(this, "APrimalStructure.PrimarySnappedStructureChild"); }
213 APrimalStructure * PrimarySnappedStructureParentField() { return *GetNativePointerField<APrimalStructure **>(this, "APrimalStructure.PrimarySnappedStructureParent"); }
214 FString& OwnerNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructure.OwnerName"); }
215 FieldArray<__int16, 6> StructureColorsField() { return { this, "APrimalStructure.StructureColors" }; }
216 APawn * AttachedToField() { return *GetNativePointerField<APawn **>(this, "APrimalStructure.AttachedTo"); }
217 APrimalStructureExplosiveTransGPS * AttachedTransponderField() { return *GetNativePointerField<APrimalStructureExplosiveTransGPS **>(this, "APrimalStructure.AttachedTransponder"); }
218 unsigned int& StructureIDField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructure.StructureID"); }
219 unsigned int& AttachedToDinoID1Field() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructure.AttachedToDinoID1"); }
220 TArray<TSubclassOf<APrimalStructure>>& OnlyAllowStructureClassesToAttachField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.OnlyAllowStructureClassesToAttach"); }
221 TArray<TSubclassOf<APrimalStructure>>& OnlyAllowStructureClassesFromAttachField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.OnlyAllowStructureClassesFromAttach"); }
222 unsigned int& TaggedIndexField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructure.TaggedIndex"); }
223 unsigned int& TaggedIndexTwoField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructure.TaggedIndexTwo"); }
224 unsigned int& ProcessTreeTagField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructure.ProcessTreeTag"); }
225 long double& LastStructureStasisTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructure.LastStructureStasisTime"); }
226 long double& LastColorizationTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructure.LastColorizationTime"); }
227 UMaterialInterface * StructureIconMaterialField() { return *GetNativePointerField<UMaterialInterface **>(this, "APrimalStructure.StructureIconMaterial"); }
228 UPhysicalMaterial * ForceComponentsPhysMaterialField() { return *GetNativePointerField<UPhysicalMaterial **>(this, "APrimalStructure.ForceComponentsPhysMaterial"); }
229 float& ColorizationRangeMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ColorizationRangeMultiplier"); }
230 FVector& AdvancedRotationPlacementOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.AdvancedRotationPlacementOffset"); }
231 FVector& SpawnEmitterLocationOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.SpawnEmitterLocationOffset"); }
232 FRotator& SpawnEmitterRotationOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructure.SpawnEmitterRotationOffset"); }
233 USoundBase * PlacementSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructure.PlacementSound"); }
234 TSubclassOf<UPrimalItem>& PickupGivesItemField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructure.PickupGivesItem"); }
235 float& ExcludeInStructuresRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ExcludeInStructuresRadius"); }
236 TArray<TSubclassOf<APrimalStructure>>& ExcludeInStructuresRadiusClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.ExcludeInStructuresRadiusClasses"); }
237 float& LastFadeOpacityField() { return *GetNativePointerField<float*>(this, "APrimalStructure.LastFadeOpacity"); }
238 bool& bClientAddedToStructuresArrayField() { return *GetNativePointerField<bool*>(this, "APrimalStructure.bClientAddedToStructuresArray"); }
239 long double& LastFailedPinTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructure.LastFailedPinTime"); }
240 TWeakObjectPtr<UMeshComponent>& PrimaryMeshComponentField() { return *GetNativePointerField<TWeakObjectPtr<UMeshComponent>*>(this, "APrimalStructure.PrimaryMeshComponent"); }
241 FVector& WorldGeometryObstructionCheckOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.WorldGeometryObstructionCheckOffset"); }
242 TArray<FString>& PreventBuildStructureReasonStringOverridesField() { return *GetNativePointerField<TArray<FString>*>(this, "APrimalStructure.PreventBuildStructureReasonStringOverrides"); }
243 FVector& FloatingHudLocTextOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.FloatingHudLocTextOffset"); }
244 float& LastBumpedDamageTimeField() { return *GetNativePointerField<float*>(this, "APrimalStructure.LastBumpedDamageTime"); }
245 int& ForceLimitStructuresInRangeField() { return *GetNativePointerField<int*>(this, "APrimalStructure.ForceLimitStructuresInRange"); }
246 int& PlacementMaterialForwardDirIndexField() { return *GetNativePointerField<int*>(this, "APrimalStructure.PlacementMaterialForwardDirIndex"); }
247 float& ForcePreventPlacingInOfflineRaidStructuresRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ForcePreventPlacingInOfflineRaidStructuresRadius"); }
248 FName& AttachToStaticMeshSocketNameBaseField() { return *GetNativePointerField<FName*>(this, "APrimalStructure.AttachToStaticMeshSocketNameBase"); }
249 TSubclassOf<AActor>& ItemsUseAlternateActorClassAttachmentField() { return *GetNativePointerField<TSubclassOf<AActor>*>(this, "APrimalStructure.ItemsUseAlternateActorClassAttachment"); }
250 float& UnstasisAutoDestroyAfterTimeField() { return *GetNativePointerField<float*>(this, "APrimalStructure.UnstasisAutoDestroyAfterTime"); }
251 char& TribeGroupStructureRankField() { return *GetNativePointerField<char*>(this, "APrimalStructure.TribeGroupStructureRank"); }
252 char& TribeRankHUDYOffsetField() { return *GetNativePointerField<char*>(this, "APrimalStructure.TribeRankHUDYOffset"); }
253 TArray<TSubclassOf<APrimalDinoCharacter>>& PreventSaddleDinoClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalDinoCharacter>>*>(this, "APrimalStructure.PreventSaddleDinoClasses"); }
254 TArray<FName>& PreventSaddleDinoTagsField() { return *GetNativePointerField<TArray<FName>*>(this, "APrimalStructure.PreventSaddleDinoTags"); }
255 TArray<TSubclassOf<APrimalDinoCharacter>>& AllowSaddleDinoClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalDinoCharacter>>*>(this, "APrimalStructure.AllowSaddleDinoClasses"); }
256 FName& PlaceOnWallUseStaticMeshTagField() { return *GetNativePointerField<FName*>(this, "APrimalStructure.PlaceOnWallUseStaticMeshTag"); }
257 TSubclassOf<APrimalStructure>& SnapStructureClassField() { return *GetNativePointerField<TSubclassOf<APrimalStructure>*>(this, "APrimalStructure.SnapStructureClass"); }
258 float& DemolishActivationTimeField() { return *GetNativePointerField<float*>(this, "APrimalStructure.DemolishActivationTime"); }
259 FVector& GroundEncroachmentCheckLocationOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructure.GroundEncroachmentCheckLocationOffset"); }
260 TWeakObjectPtr<APrimalCharacter>& TempBasedPawnWaitingForAttachmentParentReplicationField() { return *GetNativePointerField<TWeakObjectPtr<APrimalCharacter>*>(this, "APrimalStructure.TempBasedPawnWaitingForAttachmentParentReplication"); }
261 int& StructureMinAllowedVersionField() { return *GetNativePointerField<int*>(this, "APrimalStructure.StructureMinAllowedVersion"); }
262 int& SavedStructureMinAllowedVersionField() { return *GetNativePointerField<int*>(this, "APrimalStructure.SavedStructureMinAllowedVersion"); }
263 float& OverrideEnemyFoundationPreventionRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.OverrideEnemyFoundationPreventionRadius"); }
264 TArray<TSubclassOf<APrimalStructure>>& ForceAllowWallAttachmentClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.ForceAllowWallAttachmentClasses"); }
265 float& LimitMaxStructuresInRangeRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.LimitMaxStructuresInRangeRadius"); }
266 float& BaseStructureWeightField() { return *GetNativePointerField<float*>(this, "APrimalStructure.BaseStructureWeight"); }
267 TArray<TSubclassOf<APrimalStructure>>& FastDecayLinkedStructureClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.FastDecayLinkedStructureClasses"); }
268 float& PlacementMaxZAbovePlayerHeightField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementMaxZAbovePlayerHeight"); }
269 float& LandClaimPlacementRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.LandClaimPlacementRadius"); }
270 TWeakObjectPtr<APrimalRaft>& LastAttachedShipField() { return *GetNativePointerField<TWeakObjectPtr<APrimalRaft>*>(this, "APrimalStructure.LastAttachedShip"); }
271 float& SnapToWaterSurface_ZOffsetField() { return *GetNativePointerField<float*>(this, "APrimalStructure.SnapToWaterSurface_ZOffset"); }
272 float& NoClaimFlagDecayDestructionPeriodField() { return *GetNativePointerField<float*>(this, "APrimalStructure.NoClaimFlagDecayDestructionPeriod"); }
273 float& NoClaimFlagDecayDestructionPeriodMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructure.NoClaimFlagDecayDestructionPeriodMultiplier"); }
274 TWeakObjectPtr<APrimalStructureClaimFlag>& LinkedToClaimFlagField() { return *GetNativePointerField<TWeakObjectPtr<APrimalStructureClaimFlag>*>(this, "APrimalStructure.LinkedToClaimFlag"); }
275 float& MyExtraShipStructureHealthMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructure.MyExtraShipStructureHealthMultiplier"); }
276 TEnumAsByte<enum EShipSize::Type>& StructureShipSizeClass_MaxField() { return *GetNativePointerField<TEnumAsByte<enum EShipSize::Type>*>(this, "APrimalStructure.StructureShipSizeClass_Max"); }
277 TEnumAsByte<enum EShipSize::Type>& StructureShipSizeClass_MinField() { return *GetNativePointerField<TEnumAsByte<enum EShipSize::Type>*>(this, "APrimalStructure.StructureShipSizeClass_Min"); }
278 int& RequirePlacementOnShipDeckIndexField() { return *GetNativePointerField<int*>(this, "APrimalStructure.RequirePlacementOnShipDeckIndex"); }
279 int& SnapToShipDeckIndexField() { return *GetNativePointerField<int*>(this, "APrimalStructure.SnapToShipDeckIndex"); }
280 UStaticMesh * MyStaticMeshOverrideField() { return *GetNativePointerField<UStaticMesh **>(this, "APrimalStructure.MyStaticMeshOverride"); }
281 TArray<FName>& EncroachmentCheckIgnoreStructureTypeTagsField() { return *GetNativePointerField<TArray<FName>*>(this, "APrimalStructure.EncroachmentCheckIgnoreStructureTypeTags"); }
282 FName& StructureTypeTagField() { return *GetNativePointerField<FName*>(this, "APrimalStructure.StructureTypeTag"); }
283 long double& CheckUntilAttachedToShipStartTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructure.CheckUntilAttachedToShipStartTime"); }
284 float& ShipPlacementRotationOffsetField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ShipPlacementRotationOffset"); }
285 TArray<FPrimalStructureSnapPointOverride>& SnapToModelOverridesField() { return *GetNativePointerField<TArray<FPrimalStructureSnapPointOverride>*>(this, "APrimalStructure.SnapToModelOverrides"); }
286 TArray<FPrimalStructureSnapPointOverride>& SnapFromModelOverridesField() { return *GetNativePointerField<TArray<FPrimalStructureSnapPointOverride>*>(this, "APrimalStructure.SnapFromModelOverrides"); }
287 TArray<APrimalStructure *> AlternateSnapPreviewsField() { return *GetNativePointerField<TArray<APrimalStructure *>*>(this, "APrimalStructure.AlternateSnapPreviews"); }
288 UStaticMesh * PreviewDefaultStaticMeshField() { return *GetNativePointerField<UStaticMesh **>(this, "APrimalStructure.PreviewDefaultStaticMesh"); }
289 float& SnapCheckIntervalDistanceField() { return *GetNativePointerField<float*>(this, "APrimalStructure.SnapCheckIntervalDistance"); }
290 float& TimeToAllowFreePickupField() { return *GetNativePointerField<float*>(this, "APrimalStructure.TimeToAllowFreePickup"); }
291 float& FreePickupTextYOffsetField() { return *GetNativePointerField<float*>(this, "APrimalStructure.FreePickupTextYOffset"); }
292 float& AdditionalRepairPercentNextIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructure.AdditionalRepairPercentNextInterval"); }
293 float& MaxAdditionalRepairPercentField() { return *GetNativePointerField<float*>(this, "APrimalStructure.MaxAdditionalRepairPercent"); }
294 float& FlatAdditionalRepairPercentField() { return *GetNativePointerField<float*>(this, "APrimalStructure.FlatAdditionalRepairPercent"); }
295 UMeshComponent * PreviewGizmoComponentField() { return *GetNativePointerField<UMeshComponent **>(this, "APrimalStructure.PreviewGizmoComponent"); }
296 UPrimalItem * CraftedFromStatItemField() { return *GetNativePointerField<UPrimalItem **>(this, "APrimalStructure.CraftedFromStatItem"); }
297 FName& PaintingFileNameOverrideField() { return *GetNativePointerField<FName*>(this, "APrimalStructure.PaintingFileNameOverride"); }
298 float& NPC_AdditionalUseRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.NPC_AdditionalUseRadius"); }
299 FString& TutorialHintStringField() { return *GetNativePointerField<FString*>(this, "APrimalStructure.TutorialHintString"); }
300 int& PreviewLastPlacementResultField() { return *GetNativePointerField<int*>(this, "APrimalStructure.PreviewLastPlacementResult"); }
301 TArray<TSubclassOf<APrimalStructure>>& PreventParentStructureClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.PreventParentStructureClasses"); }
302 TArray<TSubclassOf<APrimalStructure>>& AllowParentStructureClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.AllowParentStructureClasses"); }
303 TArray<TSubclassOf<APrimalStructure>>& PreventChildStructureClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.PreventChildStructureClasses"); }
304 TArray<TSubclassOf<APrimalStructure>>& AllowChildStructureClassesField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.AllowChildStructureClasses"); }
305 float& ShipStructureOffsetFromHUDBottomYField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ShipStructureOffsetFromHUDBottomY"); }
306 float& PlacementFloorCheckStartOffsetZField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementFloorCheckStartOffsetZ"); }
307 float& PlacementFloorCheckEndOffsetZField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementFloorCheckEndOffsetZ"); }
308 float& ShipPlacementMaxBelowZOffsetField() { return *GetNativePointerField<float*>(this, "APrimalStructure.ShipPlacementMaxBelowZOffset"); }
309 float& TraceDistanceFromActorToCeilingField() { return *GetNativePointerField<float*>(this, "APrimalStructure.TraceDistanceFromActorToCeiling"); }
310 float& PlacementInitialTracePointOffsetForCeilingField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementInitialTracePointOffsetForCeiling"); }
311 float& PlacementOffsetForCeilingField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PlacementOffsetForCeiling"); }
312 TArray<TSubclassOf<APrimalStructure>>& StructuresAllowedToBeCeilingField() { return *GetNativePointerField<TArray<TSubclassOf<APrimalStructure>>*>(this, "APrimalStructure.StructuresAllowedToBeCeiling"); }
313 float& PreventPlacingNearEnemyRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructure.PreventPlacingNearEnemyRadius"); }
314
315
316 // Bit fields
317
318 BitFieldValue<bool, unsigned __int32> bIsFlippable() { return { this, "APrimalStructure.bIsFlippable" }; }
319 BitFieldValue<bool, unsigned __int32> bIsFlipped() { return { this, "APrimalStructure.bIsFlipped" }; }
320 BitFieldValue<bool, unsigned __int32> bShowInPlaceableList() { return { this, "APrimalStructure.bShowInPlaceableList" }; }
321 BitFieldValue<bool, unsigned __int32> bIsRepairing() { return { this, "APrimalStructure.bIsRepairing" }; }
322 BitFieldValue<bool, unsigned __int32> bInitializedMaterials() { return { this, "APrimalStructure.bInitializedMaterials" }; }
323 BitFieldValue<bool, unsigned __int32> bForceAllowWallAttachments() { return { this, "APrimalStructure.bForceAllowWallAttachments" }; }
324 BitFieldValue<bool, unsigned __int32> bUseBPRefreshedStructureColors() { return { this, "APrimalStructure.bUseBPRefreshedStructureColors" }; }
325 BitFieldValue<bool, unsigned __int32> bClientAddPlacedOnFloorStructures() { return { this, "APrimalStructure.bClientAddPlacedOnFloorStructures" }; }
326 BitFieldValue<bool, unsigned __int32> bUseBPPreventStasis() { return { this, "APrimalStructure.bUseBPPreventStasis" }; }
327 BitFieldValue<bool, unsigned __int32> bDestroyOnStasis() { return { this, "APrimalStructure.bDestroyOnStasis" }; }
328 BitFieldValue<bool, unsigned __int32> bTriggerBPStasis() { return { this, "APrimalStructure.bTriggerBPStasis" }; }
329 BitFieldValue<bool, unsigned __int32> bUseBPPostLoadedFromSaveGame() { return { this, "APrimalStructure.bUseBPPostLoadedFromSaveGame" }; }
330 BitFieldValue<bool, unsigned __int32> bPlacementUsesWeaponClipAmmo() { return { this, "APrimalStructure.bPlacementUsesWeaponClipAmmo" }; }
331 BitFieldValue<bool, unsigned __int32> bIgnoreDyingWhenDemolished() { return { this, "APrimalStructure.bIgnoreDyingWhenDemolished" }; }
332 BitFieldValue<bool, unsigned __int32> bAbsoluteTakeAnythingAsGround() { return { this, "APrimalStructure.bAbsoluteTakeAnythingAsGround" }; }
333 BitFieldValue<bool, unsigned __int32> bUseAdvancedRotationPlacement() { return { this, "APrimalStructure.bUseAdvancedRotationPlacement" }; }
334 BitFieldValue<bool, unsigned __int32> bDisablePlacementOnDynamicsFoliageAndDoors() { return { this, "APrimalStructure.bDisablePlacementOnDynamicsFoliageAndDoors" }; }
335 BitFieldValue<bool, unsigned __int32> bSeatedDisableCollisionCheck() { return { this, "APrimalStructure.bSeatedDisableCollisionCheck" }; }
336 BitFieldValue<bool, unsigned __int32> bUseBPIsAllowedToBuildEx() { return { this, "APrimalStructure.bUseBPIsAllowedToBuildEx" }; }
337 BitFieldValue<bool, unsigned __int32> bUseBPHandleStructureEnabled() { return { this, "APrimalStructure.bUseBPHandleStructureEnabled" }; }
338 BitFieldValue<bool, unsigned __int32> bForcePlacingOnVerticalGround() { return { this, "APrimalStructure.bForcePlacingOnVerticalGround" }; }
339 BitFieldValue<bool, unsigned __int32> bPlacementShouldNotBeHorizontal() { return { this, "APrimalStructure.bPlacementShouldNotBeHorizontal" }; }
340 BitFieldValue<bool, unsigned __int32> bRequiresGroundedPlacement() { return { this, "APrimalStructure.bRequiresGroundedPlacement" }; }
341 BitFieldValue<bool, unsigned __int32> bAllowPlacingOnOtherTeamStructuresPvPOnly() { return { this, "APrimalStructure.bAllowPlacingOnOtherTeamStructuresPvPOnly" }; }
342 BitFieldValue<bool, unsigned __int32> bForceUseSkeletalMeshComponent() { return { this, "APrimalStructure.bForceUseSkeletalMeshComponent" }; }
343 BitFieldValue<bool, unsigned __int32> bForceDisableFootSound() { return { this, "APrimalStructure.bForceDisableFootSound" }; }
344 BitFieldValue<bool, unsigned __int32> bTraceThruEncroachmentPoints() { return { this, "APrimalStructure.bTraceThruEncroachmentPoints" }; }
345 BitFieldValue<bool, unsigned __int32> bDidSpawnEffects() { return { this, "APrimalStructure.bDidSpawnEffects" }; }
346 BitFieldValue<bool, unsigned __int32> bPreventDinoPlacementDistanceIncrease() { return { this, "APrimalStructure.bPreventDinoPlacementDistanceIncrease" }; }
347 BitFieldValue<bool, unsigned __int32> bPendingRemoval() { return { this, "APrimalStructure.bPendingRemoval" }; }
348 BitFieldValue<bool, unsigned __int32> bDontOverrideCollisionProfile() { return { this, "APrimalStructure.bDontOverrideCollisionProfile" }; }
349 BitFieldValue<bool, unsigned __int32> bAllowAttachToPawn() { return { this, "APrimalStructure.bAllowAttachToPawn" }; }
350 BitFieldValue<bool, unsigned __int32> bAllowAttachToSaddle() { return { this, "APrimalStructure.bAllowAttachToSaddle" }; }
351 BitFieldValue<bool, unsigned __int32> bPlacementTraceIgnorePawns() { return { this, "APrimalStructure.bPlacementTraceIgnorePawns" }; }
352 BitFieldValue<bool, unsigned __int32> bRequireFreePrimarySnappedStructure() { return { this, "APrimalStructure.bRequireFreePrimarySnappedStructure" }; }
353 BitFieldValue<bool, unsigned __int32> bOnlyAllowPlacementInWater() { return { this, "APrimalStructure.bOnlyAllowPlacementInWater" }; }
354 BitFieldValue<bool, unsigned __int32> bForcePlacingOnGround() { return { this, "APrimalStructure.bForcePlacingOnGround" }; }
355 BitFieldValue<bool, unsigned __int32> bTakeAnythingAsGround() { return { this, "APrimalStructure.bTakeAnythingAsGround" }; }
356 BitFieldValue<bool, unsigned __int32> bIsFoundation() { return { this, "APrimalStructure.bIsFoundation" }; }
357 BitFieldValue<bool, unsigned __int32> bForceCheckNearbyEnemyFoundation() { return { this, "APrimalStructure.bForceCheckNearbyEnemyFoundation" }; }
358 BitFieldValue<bool, unsigned __int32> bIsFloor() { return { this, "APrimalStructure.bIsFloor" }; }
359 BitFieldValue<bool, unsigned __int32> bForceFloorCollisionGroup() { return { this, "APrimalStructure.bForceFloorCollisionGroup" }; }
360 BitFieldValue<bool, unsigned __int32> bIsWall() { return { this, "APrimalStructure.bIsWall" }; }
361 BitFieldValue<bool, unsigned __int32> bDisallowPreventCropsBiomes() { return { this, "APrimalStructure.bDisallowPreventCropsBiomes" }; }
362 BitFieldValue<bool, unsigned __int32> bCanBeRepaired() { return { this, "APrimalStructure.bCanBeRepaired" }; }
363 BitFieldValue<bool, unsigned __int32> bCanBeRepairedByAnyTeam() { return { this, "APrimalStructure.bCanBeRepairedByAnyTeam" }; }
364 BitFieldValue<bool, unsigned __int32> bReturnDamageOnHitFromPawn() { return { this, "APrimalStructure.bReturnDamageOnHitFromPawn" }; }
365 BitFieldValue<bool, unsigned __int32> bPreventStasis() { return { this, "APrimalStructure.bPreventStasis" }; }
366 BitFieldValue<bool, unsigned __int32> bAllowUseFromRidingDino() { return { this, "APrimalStructure.bAllowUseFromRidingDino" }; }
367 BitFieldValue<bool, unsigned __int32> bIsFenceFoundation() { return { this, "APrimalStructure.bIsFenceFoundation" }; }
368 BitFieldValue<bool, unsigned __int32> bUseFenceFoundation() { return { this, "APrimalStructure.bUseFenceFoundation" }; }
369 BitFieldValue<bool, unsigned __int32> bUseOnlyBlockSelfTraceChannel() { return { this, "APrimalStructure.bUseOnlyBlockSelfTraceChannel" }; }
370 BitFieldValue<bool, unsigned __int32> bWasPlacementSnapped() { return { this, "APrimalStructure.bWasPlacementSnapped" }; }
371 BitFieldValue<bool, unsigned __int32> bIsCoreStructure() { return { this, "APrimalStructure.bIsCoreStructure" }; }
372 BitFieldValue<bool, unsigned __int32> bDeprecateStructure() { return { this, "APrimalStructure.bDeprecateStructure" }; }
373 BitFieldValue<bool, unsigned __int32> bRequiresToBeInsideZoneVolume() { return { this, "APrimalStructure.bRequiresToBeInsideZoneVolume" }; }
374 BitFieldValue<bool, unsigned __int32> bAllowLoadBearing() { return { this, "APrimalStructure.bAllowLoadBearing" }; }
375 BitFieldValue<bool, unsigned __int32> bIsEnvironmentStructure() { return { this, "APrimalStructure.bIsEnvironmentStructure" }; }
376 BitFieldValue<bool, unsigned __int32> bDemolished() { return { this, "APrimalStructure.bDemolished" }; }
377 BitFieldValue<bool, unsigned __int32> bSetStaticMobility() { return { this, "APrimalStructure.bSetStaticMobility" }; }
378 BitFieldValue<bool, unsigned __int32> bIsPvE() { return { this, "APrimalStructure.bIsPvE" }; }
379 BitFieldValue<bool, unsigned __int32> bBeginPlayIgnoreApplyScale() { return { this, "APrimalStructure.bBeginPlayIgnoreApplyScale" }; }
380 BitFieldValue<bool, unsigned __int32> bRequiresPlacementOnStructureFloors() { return { this, "APrimalStructure.bRequiresPlacementOnStructureFloors" }; }
381 BitFieldValue<bool, unsigned __int32> bDisablePlacementOnStructureFloors() { return { this, "APrimalStructure.bDisablePlacementOnStructureFloors" }; }
382 BitFieldValue<bool, unsigned __int32> bUsePlacementCollisionCheck() { return { this, "APrimalStructure.bUsePlacementCollisionCheck" }; }
383 BitFieldValue<bool, unsigned __int32> bRequiresSnapping() { return { this, "APrimalStructure.bRequiresSnapping" }; }
384 BitFieldValue<bool, unsigned __int32> bSnappingRequiresNearbyFoundation() { return { this, "APrimalStructure.bSnappingRequiresNearbyFoundation" }; }
385 BitFieldValue<bool, unsigned __int32> bAllowSnapRotation() { return { this, "APrimalStructure.bAllowSnapRotation" }; }
386 BitFieldValue<bool, unsigned __int32> bPlacementChooseRotation() { return { this, "APrimalStructure.bPlacementChooseRotation" }; }
387 BitFieldValue<bool, unsigned __int32> bDestroyWhenLostFoundationAndPlacementChooseRotation() { return { this, "APrimalStructure.bDestroyWhenLostFoundationAndPlacementChooseRotation" }; }
388 BitFieldValue<bool, unsigned __int32> bRequiresPlacingOnWall() { return { this, "APrimalStructure.bRequiresPlacingOnWall" }; }
389 BitFieldValue<bool, unsigned __int32> bSnapRequiresPlacementOnGround() { return { this, "APrimalStructure.bSnapRequiresPlacementOnGround" }; }
390 BitFieldValue<bool, unsigned __int32> bAllowSnapOntoSameLocation() { return { this, "APrimalStructure.bAllowSnapOntoSameLocation" }; }
391 BitFieldValue<bool, unsigned __int32> bOnlyFoundationIfSnappedToFoundation() { return { this, "APrimalStructure.bOnlyFoundationIfSnappedToFoundation" }; }
392 BitFieldValue<bool, unsigned __int32> bFoundationRequiresGroundTrace() { return { this, "APrimalStructure.bFoundationRequiresGroundTrace" }; }
393 BitFieldValue<bool, unsigned __int32> bPlacingOnGroundRequiresNoStructure() { return { this, "APrimalStructure.bPlacingOnGroundRequiresNoStructure" }; }
394 BitFieldValue<bool, unsigned __int32> bTakeGroundNormal() { return { this, "APrimalStructure.bTakeGroundNormal" }; }
395 BitFieldValue<bool, unsigned __int32> bTakeGroundNormalDirectly() { return { this, "APrimalStructure.bTakeGroundNormalDirectly" }; }
396 BitFieldValue<bool, unsigned __int32> bFinalPlacementDontAdjustForMaxRange() { return { this, "APrimalStructure.bFinalPlacementDontAdjustForMaxRange" }; }
397 BitFieldValue<bool, unsigned __int32> bCheckForOverlappingStructuresOnPlacement() { return { this, "APrimalStructure.bCheckForOverlappingStructuresOnPlacement" }; }
398 BitFieldValue<bool, unsigned __int32> bBlockOverlappingStructuresOnPlacement() { return { this, "APrimalStructure.bBlockOverlappingStructuresOnPlacement" }; }
399 BitFieldValue<bool, unsigned __int32> bAllowStructureColors() { return { this, "APrimalStructure.bAllowStructureColors" }; }
400 BitFieldValue<bool, unsigned __int32> bDebug() { return { this, "APrimalStructure.bDebug" }; }
401 BitFieldValue<bool, unsigned __int32> bUseFadeInEffect() { return { this, "APrimalStructure.bUseFadeInEffect" }; }
402 BitFieldValue<bool, unsigned __int32> bUsingStructureColors() { return { this, "APrimalStructure.bUsingStructureColors" }; }
403 BitFieldValue<bool, unsigned __int32> bUsesHealth() { return { this, "APrimalStructure.bUsesHealth" }; }
404 BitFieldValue<bool, unsigned __int32> bIgnoreSnappedToOtherFloorStructures() { return { this, "APrimalStructure.bIgnoreSnappedToOtherFloorStructures" }; }
405 BitFieldValue<bool, unsigned __int32> bEnforceStructureLinkExactRotation() { return { this, "APrimalStructure.bEnforceStructureLinkExactRotation" }; }
406 BitFieldValue<bool, unsigned __int32> bForceSnappedStructureToGround() { return { this, "APrimalStructure.bForceSnappedStructureToGround" }; }
407 BitFieldValue<bool, unsigned __int32> bForceBlockIK() { return { this, "APrimalStructure.bForceBlockIK" }; }
408 BitFieldValue<bool, unsigned __int32> bStationaryStructure() { return { this, "APrimalStructure.bStationaryStructure" }; }
409 BitFieldValue<bool, unsigned __int32> bIgnorePawns() { return { this, "APrimalStructure.bIgnorePawns" }; }
410 BitFieldValue<bool, unsigned __int32> bCanDemolish() { return { this, "APrimalStructure.bCanDemolish" }; }
411 BitFieldValue<bool, unsigned __int32> bAllowPlacingOnOtherTeamStructures() { return { this, "APrimalStructure.bAllowPlacingOnOtherTeamStructures" }; }
412 BitFieldValue<bool, unsigned __int32> bPreventPlacementInWater() { return { this, "APrimalStructure.bPreventPlacementInWater" }; }
413 BitFieldValue<bool, unsigned __int32> bAllowInRegularStructurePreventionZones() { return { this, "APrimalStructure.bAllowInRegularStructurePreventionZones" }; }
414 BitFieldValue<bool, unsigned __int32> bDontSetStructureCollisionChannels() { return { this, "APrimalStructure.bDontSetStructureCollisionChannels" }; }
415 BitFieldValue<bool, unsigned __int32> bForcePreventEnemyStructuresNearby() { return { this, "APrimalStructure.bForcePreventEnemyStructuresNearby" }; }
416 BitFieldValue<bool, unsigned __int32> bAllowEnemyDemolish() { return { this, "APrimalStructure.bAllowEnemyDemolish" }; }
417 BitFieldValue<bool, unsigned __int32> bDontActuallySnapJustPlacement() { return { this, "APrimalStructure.bDontActuallySnapJustPlacement" }; }
418 BitFieldValue<bool, unsigned __int32> bIgnoreMaxStructuresInRange() { return { this, "APrimalStructure.bIgnoreMaxStructuresInRange" }; }
419 BitFieldValue<bool, unsigned __int32> bPaintingUseSkeletalMesh() { return { this, "APrimalStructure.bPaintingUseSkeletalMesh" }; }
420 BitFieldValue<bool, unsigned __int32> bUsesPaintingComponent() { return { this, "APrimalStructure.bUsesPaintingComponent" }; }
421 BitFieldValue<bool, unsigned __int32> bCanBuildUpon() { return { this, "APrimalStructure.bCanBuildUpon" }; }
422 BitFieldValue<bool, unsigned __int32> bHasResetDecayTime() { return { this, "APrimalStructure.bHasResetDecayTime" }; }
423 BitFieldValue<bool, unsigned __int32> bForceAllowInPreventionVolumes() { return { this, "APrimalStructure.bForceAllowInPreventionVolumes" }; }
424 BitFieldValue<bool, unsigned __int32> bForceCreateDynamicMaterials() { return { this, "APrimalStructure.bForceCreateDynamicMaterials" }; }
425 BitFieldValue<bool, unsigned __int32> bUseBPGetInfoFromConsumedItemForPlacedStructure() { return { this, "APrimalStructure.bUseBPGetInfoFromConsumedItemForPlacedStructure" }; }
426 BitFieldValue<bool, unsigned __int32> bImmuneToAutoDemolish() { return { this, "APrimalStructure.bImmuneToAutoDemolish" }; }
427 BitFieldValue<bool, unsigned __int32> bIgnoreMaxStructuresInSmallRadius() { return { this, "APrimalStructure.bIgnoreMaxStructuresInSmallRadius" }; }
428 BitFieldValue<bool, unsigned __int32> bPreventAttachToSaddle() { return { this, "APrimalStructure.bPreventAttachToSaddle" }; }
429 BitFieldValue<bool, unsigned __int32> bForcePersonalStructureOwnership() { return { this, "APrimalStructure.bForcePersonalStructureOwnership" }; }
430 BitFieldValue<bool, unsigned __int32> bBPOverrideAllowStructureAccess() { return { this, "APrimalStructure.bBPOverrideAllowStructureAccess" }; }
431 BitFieldValue<bool, unsigned __int32> bBPOverideDemolish() { return { this, "APrimalStructure.bBPOverideDemolish" }; }
432 BitFieldValue<bool, unsigned __int32> bBPOverrideAllowSnappingWith() { return { this, "APrimalStructure.bBPOverrideAllowSnappingWith" }; }
433 BitFieldValue<bool, unsigned __int32> bUseTribeGroupStructureRank() { return { this, "APrimalStructure.bUseTribeGroupStructureRank" }; }
434 BitFieldValue<bool, unsigned __int32> bForceBlockStationaryTraces() { return { this, "APrimalStructure.bForceBlockStationaryTraces" }; }
435 BitFieldValue<bool, unsigned __int32> bAttachToStaticMeshSocket() { return { this, "APrimalStructure.bAttachToStaticMeshSocket" }; }
436 BitFieldValue<bool, unsigned __int32> bAttachToStaticMeshSocketRotation() { return { this, "APrimalStructure.bAttachToStaticMeshSocketRotation" }; }
437 BitFieldValue<bool, unsigned __int32> bForceGroundForFoundation() { return { this, "APrimalStructure.bForceGroundForFoundation" }; }
438 BitFieldValue<bool, unsigned __int32> bBPOverrideSnappedToTransform() { return { this, "APrimalStructure.bBPOverrideSnappedToTransform" }; }
439 BitFieldValue<bool, unsigned __int32> bDisableStructureOnElectricStorm() { return { this, "APrimalStructure.bDisableStructureOnElectricStorm" }; }
440 BitFieldValue<bool, unsigned __int32> bNoCollision() { return { this, "APrimalStructure.bNoCollision" }; }
441 BitFieldValue<bool, unsigned __int32> bCreatedDynamicMaterials() { return { this, "APrimalStructure.bCreatedDynamicMaterials" }; }
442 BitFieldValue<bool, unsigned __int32> bIsPreviewStructure() { return { this, "APrimalStructure.bIsPreviewStructure" }; }
443 BitFieldValue<bool, unsigned __int32> bStructureUseAltCollisionChannel() { return { this, "APrimalStructure.bStructureUseAltCollisionChannel" }; }
444 BitFieldValue<bool, unsigned __int32> bDemolishJustDestroy() { return { this, "APrimalStructure.bDemolishJustDestroy" }; }
445 BitFieldValue<bool, unsigned __int32> bHighPriorityDemolish() { return { this, "APrimalStructure.bHighPriorityDemolish" }; }
446 BitFieldValue<bool, unsigned __int32> bDisableSnapStructure() { return { this, "APrimalStructure.bDisableSnapStructure" }; }
447 BitFieldValue<bool, unsigned __int32> bTriggerBPUnstasis() { return { this, "APrimalStructure.bTriggerBPUnstasis" }; }
448 BitFieldValue<bool, unsigned __int32> bUsesWorldSpaceMaterial() { return { this, "APrimalStructure.bUsesWorldSpaceMaterial" }; }
449 BitFieldValue<bool, unsigned __int32> bForceIgnoreStationaryObjectTrace() { return { this, "APrimalStructure.bForceIgnoreStationaryObjectTrace" }; }
450 BitFieldValue<bool, unsigned __int32> bForceAllowNearSupplyCrateSpawns() { return { this, "APrimalStructure.bForceAllowNearSupplyCrateSpawns" }; }
451 BitFieldValue<bool, unsigned __int32> bBPPostSetStructureCollisionChannels() { return { this, "APrimalStructure.bBPPostSetStructureCollisionChannels" }; }
452 BitFieldValue<bool, unsigned __int32> bPickupGiveItemRequiresAccess() { return { this, "APrimalStructure.bPickupGiveItemRequiresAccess" }; }
453 BitFieldValue<bool, unsigned __int32> bUseBPAllowPickupGiveItem() { return { this, "APrimalStructure.bUseBPAllowPickupGiveItem" }; }
454 BitFieldValue<bool, unsigned __int32> bPreventAttachedChildStructures() { return { this, "APrimalStructure.bPreventAttachedChildStructures" }; }
455 BitFieldValue<bool, unsigned __int32> bPreventPreviewIfWeaponPlaced() { return { this, "APrimalStructure.bPreventPreviewIfWeaponPlaced" }; }
456 BitFieldValue<bool, unsigned __int32> bShowHullTooltip() { return { this, "APrimalStructure.bShowHullTooltip" }; }
457 BitFieldValue<bool, unsigned __int32> bUseBPCanPlaceOnStructureSaddle() { return { this, "APrimalStructure.bUseBPCanPlaceOnStructureSaddle" }; }
458 BitFieldValue<bool, unsigned __int32> bUseStructureClassForParentActorClassAttachments() { return { this, "APrimalStructure.bUseStructureClassForParentActorClassAttachments" }; }
459 BitFieldValue<bool, unsigned __int32> bSetAttachmentTimer() { return { this, "APrimalStructure.bSetAttachmentTimer" }; }
460 BitFieldValue<bool, unsigned __int32> bUseBPGetStructureWeight() { return { this, "APrimalStructure.bUseBPGetStructureWeight" }; }
461 BitFieldValue<bool, unsigned __int32> bPostSpawnInitialized() { return { this, "APrimalStructure.bPostSpawnInitialized" }; }
462 BitFieldValue<bool, unsigned __int32> bBeganPlay() { return { this, "APrimalStructure.bBeganPlay" }; }
463 BitFieldValue<bool, unsigned __int32> bResetSnapCycle() { return { this, "APrimalStructure.bResetSnapCycle" }; }
464 BitFieldValue<bool, unsigned __int32> bStructurePlacedNotifyParentStructure() { return { this, "APrimalStructure.bStructurePlacedNotifyParentStructure" }; }
465 BitFieldValue<bool, unsigned __int32> bPaintingUseTaggedMeshComponent() { return { this, "APrimalStructure.bPaintingUseTaggedMeshComponent" }; }
466 BitFieldValue<bool, unsigned __int32> bCheckStructurePlacementOverlapForceEncroachment() { return { this, "APrimalStructure.bCheckStructurePlacementOverlapForceEncroachment" }; }
467 BitFieldValue<bool, unsigned __int32> bAllowDamageByShipImpact() { return { this, "APrimalStructure.bAllowDamageByShipImpact" }; }
468 BitFieldValue<bool, unsigned __int32> bAllowPlacementOutsideShipBounds() { return { this, "APrimalStructure.bAllowPlacementOutsideShipBounds" }; }
469 BitFieldValue<bool, unsigned __int32> bOverrideAttachedTurretYawLimits() { return { this, "APrimalStructure.bOverrideAttachedTurretYawLimits" }; }
470 BitFieldValue<bool, unsigned __int32> bCraftedFromStatItem() { return { this, "APrimalStructure.bCraftedFromStatItem" }; }
471 BitFieldValue<bool, unsigned __int32> bClientRequestedStatItem() { return { this, "APrimalStructure.bClientRequestedStatItem" }; }
472 BitFieldValue<bool, unsigned __int32> bAllowPlacementOnOtherTeamDinos() { return { this, "APrimalStructure.bAllowPlacementOnOtherTeamDinos" }; }
473 BitFieldValue<bool, unsigned __int32> bDontSetStructureCollisionChannelsCreateDynamicMaterials() { return { this, "APrimalStructure.bDontSetStructureCollisionChannelsCreateDynamicMaterials" }; }
474 BitFieldValue<bool, unsigned __int32> bLandPlacementRequiresLandClaim() { return { this, "APrimalStructure.bLandPlacementRequiresLandClaim" }; }
475 BitFieldValue<bool, unsigned __int32> bIgnoreMaxSaddleStructuresNum() { return { this, "APrimalStructure.bIgnoreMaxSaddleStructuresNum" }; }
476 BitFieldValue<bool, unsigned __int32> bIgnoreParentStructureDestruction() { return { this, "APrimalStructure.bIgnoreParentStructureDestruction" }; }
477 BitFieldValue<bool, unsigned __int32> bGroundTraceAllowCollisionWithWater() { return { this, "APrimalStructure.bGroundTraceAllowCollisionWithWater" }; }
478 BitFieldValue<bool, unsigned __int32> bUseSnapFromPlacementOverrideEvenWhenNotSnapped() { return { this, "APrimalStructure.bUseSnapFromPlacementOverrideEvenWhenNotSnapped" }; }
479 BitFieldValue<bool, unsigned __int32> bClientMobileStructure() { return { this, "APrimalStructure.bClientMobileStructure" }; }
480 BitFieldValue<bool, unsigned __int32> bSnapToWaterSurface() { return { this, "APrimalStructure.bSnapToWaterSurface" }; }
481 BitFieldValue<bool, unsigned __int32> bPreventDurabilityHealthScaling() { return { this, "APrimalStructure.bPreventDurabilityHealthScaling" }; }
482 BitFieldValue<bool, unsigned __int32> bSnappedSeatStructuresIgnoreGroundForStandingLocation() { return { this, "APrimalStructure.bSnappedSeatStructuresIgnoreGroundForStandingLocation" }; }
483 BitFieldValue<bool, unsigned __int32> bFlippedIgnoreComponentOffsets() { return { this, "APrimalStructure.bFlippedIgnoreComponentOffsets" }; }
484 BitFieldValue<bool, unsigned __int32> bFlipOnlyMyStaticMesh() { return { this, "APrimalStructure.bFlipOnlyMyStaticMesh" }; }
485 BitFieldValue<bool, unsigned __int32> bSetFlippedComponentOffsets() { return { this, "APrimalStructure.bSetFlippedComponentOffsets" }; }
486 BitFieldValue<bool, unsigned __int32> bForcePlacingOnCeiling() { return { this, "APrimalStructure.bForcePlacingOnCeiling" }; }
487 BitFieldValue<bool, unsigned __int32> bTryPlacingOnCeiling() { return { this, "APrimalStructure.bTryPlacingOnCeiling" }; }
488 BitFieldValue<bool, unsigned __int32> bPreventSpawingStructureDeathActor() { return { this, "APrimalStructure.bPreventSpawingStructureDeathActor" }; }
489 BitFieldValue<bool, unsigned __int32> bForceSpawningStructureDeathActor() { return { this, "APrimalStructure.bForceSpawningStructureDeathActor" }; }
490 BitFieldValue<bool, unsigned __int32> bUseBPSetDynamicMaterialParams() { return { this, "APrimalStructure.bUseBPSetDynamicMaterialParams" }; }
491 BitFieldValue<bool, unsigned __int32> bUseAlternateStructureColorSetOnShips() { return { this, "APrimalStructure.bUseAlternateStructureColorSetOnShips" }; }
492 BitFieldValue<bool, unsigned __int32> bRequiresPlacementOnShip() { return { this, "APrimalStructure.bRequiresPlacementOnShip" }; }
493 BitFieldValue<bool, unsigned __int32> bPreventPlacementOnShip() { return { this, "APrimalStructure.bPreventPlacementOnShip" }; }
494 BitFieldValue<bool, unsigned __int32> bAlignWithShipRotation() { return { this, "APrimalStructure.bAlignWithShipRotation" }; }
495 BitFieldValue<bool, unsigned __int32> bIsCriticalShipStructure() { return { this, "APrimalStructure.bIsCriticalShipStructure" }; }
496 BitFieldValue<bool, unsigned __int32> bUseBP_TickCriticalStructure() { return { this, "APrimalStructure.bUseBP_TickCriticalStructure" }; }
497 BitFieldValue<bool, unsigned __int32> bOverrideAttachedTurretCameraSocketName() { return { this, "APrimalStructure.bOverrideAttachedTurretCameraSocketName" }; }
498 BitFieldValue<bool, unsigned __int32> bAllowPlacementWhileSeated() { return { this, "APrimalStructure.bAllowPlacementWhileSeated" }; }
499 BitFieldValue<bool, unsigned __int32> bUseSkeletalMeshForSocketSnapPoints() { return { this, "APrimalStructure.bUseSkeletalMeshForSocketSnapPoints" }; }
500 BitFieldValue<bool, unsigned __int32> bShowAttachedToShipMultiUse() { return { this, "APrimalStructure.bShowAttachedToShipMultiUse" }; }
501 BitFieldValue<bool, unsigned __int32> bPreventEnemyTeamPainting() { return { this, "APrimalStructure.bPreventEnemyTeamPainting" }; }
502 BitFieldValue<bool, unsigned __int32> bForceAllowPlacementWhenUsingClimbingPickOrFalling() { return { this, "APrimalStructure.bForceAllowPlacementWhenUsingClimbingPickOrFalling" }; }
503 BitFieldValue<bool, unsigned __int32> bPlacementWantsToBeFlipped() { return { this, "APrimalStructure.bPlacementWantsToBeFlipped" }; }
504 BitFieldValue<bool, unsigned __int32> bTryVerticalGround() { return { this, "APrimalStructure.bTryVerticalGround" }; }
505 BitFieldValue<bool, unsigned __int32> bForceAllowSaddleStructureBasing() { return { this, "APrimalStructure.bForceAllowSaddleStructureBasing" }; }
506 BitFieldValue<bool, unsigned __int32> bPlayerPlacementRequiresBeingOnStructurePlacerArray() { return { this, "APrimalStructure.bPlayerPlacementRequiresBeingOnStructurePlacerArray" }; }
507 BitFieldValue<bool, unsigned __int32> bSeatedForceDisableCollisionCheck() { return { this, "APrimalStructure.bSeatedForceDisableCollisionCheck" }; }
508 BitFieldValue<bool, unsigned __int32> bUseShipStructureHealthMultiplier() { return { this, "APrimalStructure.bUseShipStructureHealthMultiplier" }; }
509 BitFieldValue<bool, unsigned __int32> bForceOnChildStructurePlacedNotify() { return { this, "APrimalStructure.bForceOnChildStructurePlacedNotify" }; }
510 BitFieldValue<bool, unsigned __int32> bMobileStructureForceAllowAsGround() { return { this, "APrimalStructure.bMobileStructureForceAllowAsGround" }; }
511 BitFieldValue<bool, unsigned __int32> bPreventCreationOfDynamicMaterials() { return { this, "APrimalStructure.bPreventCreationOfDynamicMaterials" }; }
512 BitFieldValue<bool, unsigned __int32> bAllowSkipPartialWorldSave() { return { this, "APrimalStructure.bAllowSkipPartialWorldSave" }; }
513 BitFieldValue<bool, unsigned __int32> bStructureSaveDirty() { return { this, "APrimalStructure.bStructureSaveDirty" }; }
514 BitFieldValue<bool, unsigned __int32> bPreventGivingDemolishResources() { return { this, "APrimalStructure.bPreventGivingDemolishResources" }; }
515 BitFieldValue<bool, unsigned __int32> bServerIsTestingForPlacement() { return { this, "APrimalStructure.bServerIsTestingForPlacement" }; }
516 BitFieldValue<bool, unsigned __int32> bServerDestroyedFailedPlacement() { return { this, "APrimalStructure.bServerDestroyedFailedPlacement" }; }
517 BitFieldValue<bool, unsigned __int32> bPlacedOnShip() { return { this, "APrimalStructure.bPlacedOnShip" }; }
518 BitFieldValue<bool, unsigned __int32> bIgnoreDestructionFoundationCheck() { return { this, "APrimalStructure.bIgnoreDestructionFoundationCheck" }; }
519
520 // Functions
521
522 static UClass * GetPrivateStaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructure.GetPrivateStaticClass"); }
523 static UClass * StaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructure.StaticClass"); }
524 float AddAggroOnBump(APrimalDinoCharacter * BumpedBy) { return NativeCall<float, APrimalDinoCharacter *>(this, "APrimalStructure.AddAggroOnBump", BumpedBy); }
525 bool AddRepairPercentForNextInterval(float Multiplier) { return NativeCall<bool, float>(this, "APrimalStructure.AddRepairPercentForNextInterval", Multiplier); }
526 bool AllowBeginPlacementBy_Implementation(AShooterPlayerController * ByPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructure.AllowBeginPlacementBy_Implementation", ByPC); }
527 bool AllowColoringBy(APlayerController * ForPC, UObject * anItem) { return NativeCall<bool, APlayerController *, UObject *>(this, "APrimalStructure.AllowColoringBy", ForPC, anItem); }
528 bool AllowCreateDynamicMaterials() { return NativeCall<bool>(this, "APrimalStructure.AllowCreateDynamicMaterials"); }
529 bool AllowJumpOutOfWaterOnto(AActor * Jumper) { return NativeCall<bool, AActor *>(this, "APrimalStructure.AllowJumpOutOfWaterOnto", Jumper); }
530 bool AllowPickupForItem(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructure.AllowPickupForItem", ForPC); }
531 bool AllowPlacingMeOnStructure_Implementation(APrimalStructure * ParentStructure, FPlacementData * ThePlacementData) { return NativeCall<bool, APrimalStructure *, FPlacementData *>(this, "APrimalStructure.AllowPlacingMeOnStructure_Implementation", ParentStructure, ThePlacementData); }
532 bool AllowPlacingOnSaddleParentClass(APrimalDinoCharacter * theDino, bool bForcePrevent) { return NativeCall<bool, APrimalDinoCharacter *, bool>(this, "APrimalStructure.AllowPlacingOnSaddleParentClass", theDino, bForcePrevent); }
533 bool AllowPlacingStructureOnMe_Implementation(APrimalStructure * ChildStructure, FPlacementData * ThePlacementData) { return NativeCall<bool, APrimalStructure *, FPlacementData *>(this, "APrimalStructure.AllowPlacingStructureOnMe_Implementation", ChildStructure, ThePlacementData); }
534 bool AllowSaving() { return NativeCall<bool>(this, "APrimalStructure.AllowSaving"); }
535 bool AllowSnappingWith(APrimalStructure * OtherStructure, APlayerController * ForPC) { return NativeCall<bool, APrimalStructure *, APlayerController *>(this, "APrimalStructure.AllowSnappingWith", OtherStructure, ForPC); }
536 bool AllowSpawnForPlayer(AShooterPlayerController * PC, bool bCheckCooldownTime, APrimalStructure * FromStructure) { return NativeCall<bool, AShooterPlayerController *, bool, APrimalStructure *>(this, "APrimalStructure.AllowSpawnForPlayer", PC, bCheckCooldownTime, FromStructure); }
537 bool AllowStructureAccess(APlayerController * ForPC) { return NativeCall<bool, APlayerController *>(this, "APrimalStructure.AllowStructureAccess", ForPC); }
538 void ApplyColorToRegions(__int16 CustomColorID, bool * ApplyToRegions) { NativeCall<void, __int16, bool *>(this, "APrimalStructure.ApplyColorToRegions", CustomColorID, ApplyToRegions); }
539 void ApplyLinkedIDs(bool bRelinkParents) { NativeCall<void, bool>(this, "APrimalStructure.ApplyLinkedIDs", bRelinkParents); }
540 void ApplyPrimalItemSettingsToStructure(UMeshComponent * meshToColorize, UPrimalItem * AssociatedPrimalItem) { NativeCall<void, UMeshComponent *, UPrimalItem *>(this, "APrimalStructure.ApplyPrimalItemSettingsToStructure", meshToColorize, AssociatedPrimalItem); }
541 void ApplyScale(bool bOnlyInitPhysics) { NativeCall<void, bool>(this, "APrimalStructure.ApplyScale", bOnlyInitPhysics); }
542 void BPGetAllLinkedStructures(TArray<APrimalStructure *> * OutLinkedStructures) { NativeCall<void, TArray<APrimalStructure *> *>(this, "APrimalStructure.BPGetAllLinkedStructures", OutLinkedStructures); }
543 static APrimalStructure * BPGetFromID(UWorld * World, int TheStructureID) { return NativeCall<APrimalStructure *, UWorld *, int>(nullptr, "APrimalStructure.BPGetFromID", World, TheStructureID); }
544 void BPGetInfoFromConsumedItemForPlacedStructure_Implementation(UPrimalItem * ItemToConsumed) { NativeCall<void, UPrimalItem *>(this, "APrimalStructure.BPGetInfoFromConsumedItemForPlacedStructure_Implementation", ItemToConsumed); }
545 TArray<int> * BPGetLinkedStructureIDs(TArray<int> * result) { return NativeCall<TArray<int> *, TArray<int> *>(this, "APrimalStructure.BPGetLinkedStructureIDs", result); }
546 TArray<FPrimalStructureSnapPoint> * BPGetSnappingPoints() { return NativeCall<TArray<FPrimalStructureSnapPoint> *>(this, "APrimalStructure.BPGetSnappingPoints"); }
547 static int BPGetStructureID(APrimalStructure * PrimalStructure) { return NativeCall<int, APrimalStructure *>(nullptr, "APrimalStructure.BPGetStructureID", PrimalStructure); }
548 FPlacementData * BPPlacingWallAttachmentOnMe_Implementation(FPlacementData * result, APrimalStructure * AttachedStructure, FPlacementData * OutPlacementData) { return NativeCall<FPlacementData *, FPlacementData *, APrimalStructure *, FPlacementData *>(this, "APrimalStructure.BPPlacingWallAttachmentOnMe_Implementation", result, AttachedStructure, OutPlacementData); }
549 void BeginPlay() { NativeCall<void>(this, "APrimalStructure.BeginPlay"); }
550 bool CanAutoDemolish(bool bCanImmediatelyAutoDemolish, bool bForceCheckClaimFlagOverlap) { return NativeCall<bool, bool, bool>(this, "APrimalStructure.CanAutoDemolish", bCanImmediatelyAutoDemolish, bForceCheckClaimFlagOverlap); }
551 bool CanBePainted() { return NativeCall<bool>(this, "APrimalStructure.CanBePainted"); }
552 bool CanBeRepaired(AShooterPlayerController * ByPC, bool bCurrentlyRepairing) { return NativeCall<bool, AShooterPlayerController *, bool>(this, "APrimalStructure.CanBeRepaired", ByPC, bCurrentlyRepairing); }
553 int CanPlaceCriticalShipStructure(APrimalRaft * OnShip) { return NativeCall<int, APrimalRaft *>(this, "APrimalStructure.CanPlaceCriticalShipStructure", OnShip); }
554 void ChangeActorTeam(int NewTeam) { NativeCall<void, int>(this, "APrimalStructure.ChangeActorTeam", NewTeam); }
555 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); }
556 void CheckUntilAttachedToValidShip() { NativeCall<void>(this, "APrimalStructure.CheckUntilAttachedToValidShip"); }
557 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); }
558 static void CleanUpTree(TArray<APrimalStructure *> * StartingStructures, AController * InstigatorController, AActor * DamageCauser) { NativeCall<void, TArray<APrimalStructure *> *, AController *, AActor *>(nullptr, "APrimalStructure.CleanUpTree", StartingStructures, InstigatorController, DamageCauser); }
559 static void CleanUpTree(APrimalStructure * StartingStructure, AController * InstigatorController, AActor * DamageCauser) { NativeCall<void, APrimalStructure *, AController *, AActor *>(nullptr, "APrimalStructure.CleanUpTree", StartingStructure, InstigatorController, DamageCauser); }
560 void ClearCustomColors_Implementation() { NativeCall<void>(this, "APrimalStructure.ClearCustomColors_Implementation"); }
561 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalStructure.ClientMultiUse", ForPC, UseIndex); }
562 void ClientUpdateLinkedStructures_Implementation(TArray<unsigned int> * NewLinkedStructures) { NativeCall<void, TArray<unsigned int> *>(this, "APrimalStructure.ClientUpdateLinkedStructures_Implementation", NewLinkedStructures); }
563 void ClientUpdatedStructureColors_Implementation() { NativeCall<void>(this, "APrimalStructure.ClientUpdatedStructureColors_Implementation"); }
564 void CreateDynamicMaterials() { NativeCall<void>(this, "APrimalStructure.CreateDynamicMaterials"); }
565 static void CullAgainstFoundations(TArray<APrimalStructure *> * StartingStructures, TArray<APrimalStructure *> * Foundations) { NativeCall<void, TArray<APrimalStructure *> *, TArray<APrimalStructure *> *>(nullptr, "APrimalStructure.CullAgainstFoundations", StartingStructures, Foundations); }
566 static bool CullAgainstFoundations(APrimalStructure ** StartingStructure, TArray<APrimalStructure *> * Foundations) { return NativeCall<bool, APrimalStructure **, TArray<APrimalStructure *> *>(nullptr, "APrimalStructure.CullAgainstFoundations", StartingStructure, Foundations); }
567 void DelayedClientAttachParentReplicationFixupCheck(APrimalCharacter * PawnToCheck, float Timeout) { NativeCall<void, APrimalCharacter *, float>(this, "APrimalStructure.DelayedClientAttachParentReplicationFixupCheck", PawnToCheck, Timeout); }
568 void DelayedDisableSnapParent() { NativeCall<void>(this, "APrimalStructure.DelayedDisableSnapParent"); }
569 void Demolish(APlayerController * ForPC) { NativeCall<void, APlayerController *>(this, "APrimalStructure.Demolish", ForPC); }
570 void Destroyed() { NativeCall<void>(this, "APrimalStructure.Destroyed"); }
571 bool Die(float KillingDamage, FDamageEvent * DamageEvent, AController * Killer, AActor * DamageCauser) { return NativeCall<bool, float, FDamageEvent *, AController *, AActor *>(this, "APrimalStructure.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
572 bool DoAnyTribePermissionsRestrict(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructure.DoAnyTribePermissionsRestrict", ForPC); }
573 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalStructure.DrawHUD", HUD); }
574 void DrawStructureTooltip(AShooterHUD * HUD, bool bForMultiUseSelector) { NativeCall<void, AShooterHUD *, bool>(this, "APrimalStructure.DrawStructureTooltip", HUD, bForMultiUseSelector); }
575 void FadeInEffectTick() { NativeCall<void>(this, "APrimalStructure.FadeInEffectTick"); }
576 void FinalLoadedFromSaveGame() { NativeCall<void>(this, "APrimalStructure.FinalLoadedFromSaveGame"); }
577 bool FinalStructurePlacement(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn * AttachToPawn, FName BoneName, bool bIsFlipped, UClass ** ClassOverride) { return NativeCall<bool, APlayerController *, FVector, FRotator, FRotator, APawn *, FName, bool, UClass **>(this, "APrimalStructure.FinalStructurePlacement", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bIsFlipped, ClassOverride); }
578 static void FindFoundations(APrimalStructure * StartingStructure, TArray<APrimalStructure *> * Foundations) { NativeCall<void, APrimalStructure *, TArray<APrimalStructure *> *>(nullptr, "APrimalStructure.FindFoundations", StartingStructure, Foundations); }
579 static void FlagReachable(APrimalStructure * StartingStructure) { NativeCall<void, APrimalStructure *>(nullptr, "APrimalStructure.FlagReachable", StartingStructure); }
580 void GetAllLinkedStructures(TArray<APrimalStructure *> * OutLinkedStructures) { NativeCall<void, TArray<APrimalStructure *> *>(this, "APrimalStructure.GetAllLinkedStructures", OutLinkedStructures); }
581 APrimalRaft * GetAttachedToShip() { return NativeCall<APrimalRaft *>(this, "APrimalStructure.GetAttachedToShip"); }
582 FName * GetAttachedTurretCameraSocketNameOverride_Implementation(FName * result, APrimalStructure * ForStructure) { return NativeCall<FName *, FName *, APrimalStructure *>(this, "APrimalStructure.GetAttachedTurretCameraSocketNameOverride_Implementation", result, ForStructure); }
583 TSubclassOf<APrimalStructure> * GetBedFilterClass_Implementation(TSubclassOf<APrimalStructure> * result) { return NativeCall<TSubclassOf<APrimalStructure> *, TSubclassOf<APrimalStructure> *>(this, "APrimalStructure.GetBedFilterClass_Implementation", result); }
584 static APrimalStructure * GetClosestStructureToPoint(UWorld * ForWorld, FVector AtPoint, float OverlapRadius) { return NativeCall<APrimalStructure *, UWorld *, FVector, float>(nullptr, "APrimalStructure.GetClosestStructureToPoint", ForWorld, AtPoint, OverlapRadius); }
585 ADayCycleManager * GetDayCycleManager() { return NativeCall<ADayCycleManager *>(this, "APrimalStructure.GetDayCycleManager"); }
586 float GetDemolishGivesResourcesMultiplier(APlayerController * ForPC) { return NativeCall<float, APlayerController *>(this, "APrimalStructure.GetDemolishGivesResourcesMultiplier", ForPC); }
587 FString * GetDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructure.GetDescriptiveName", result); }
588 FString * GetEntryDescription(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructure.GetEntryDescription", result); }
589 UTexture2D * GetEntryIcon(UObject * AssociatedDataObject, bool bIsEnabled) { return NativeCall<UTexture2D *, UObject *, bool>(this, "APrimalStructure.GetEntryIcon", AssociatedDataObject, bIsEnabled); }
590 UMaterialInterface * GetEntryIconMaterial(UObject * AssociatedDataObject, bool bIsEnabled) { return NativeCall<UMaterialInterface *, UObject *, bool>(this, "APrimalStructure.GetEntryIconMaterial", AssociatedDataObject, bIsEnabled); }
591 FString * GetEntryString(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructure.GetEntryString", result); }
592 static APrimalStructure * GetFromID(UWorld * World, unsigned int TheStructureID) { return NativeCall<APrimalStructure *, UWorld *, unsigned int>(nullptr, "APrimalStructure.GetFromID", World, TheStructureID); }
593 int GetHitPawnCollisionGroup() { return NativeCall<int>(this, "APrimalStructure.GetHitPawnCollisionGroup"); }
594 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalStructure.GetLifetimeReplicatedProps", OutLifetimeProps); }
595 APrimalStructureDoor * GetLinkedDoor() { return NativeCall<APrimalStructureDoor *>(this, "APrimalStructure.GetLinkedDoor"); }
596 APrimalStructure * GetNearbyFoundation(FPlacementData * PlacementData, APlayerController * ForPC) { return NativeCall<APrimalStructure *, FPlacementData *, APlayerController *>(this, "APrimalStructure.GetNearbyFoundation", PlacementData, ForPC); }
597 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); }
598 float GetNoClaimFlagDecayPeriod() { return NativeCall<float>(this, "APrimalStructure.GetNoClaimFlagDecayPeriod"); }
599 int GetNumStructuresInRange(FVector AtLocation, float WithinRange) { return NativeCall<int, FVector, float>(this, "APrimalStructure.GetNumStructuresInRange", AtLocation, WithinRange); }
600 static int GetNumStructuresInRangeStructureTypeFlag(UWorld * theWorld, FVector AtLocation, int TypeFlag, float WithinRange, bool bCheckBPCountStructureInRange, bool bUseInternalOctree, APrimalStructure * IgnoreStructure) { return NativeCall<int, UWorld *, FVector, int, float, bool, bool, APrimalStructure *>(nullptr, "APrimalStructure.GetNumStructuresInRangeStructureTypeFlag", theWorld, AtLocation, TypeFlag, WithinRange, bCheckBPCountStructureInRange, bUseInternalOctree, IgnoreStructure); }
601 UPaintingTexture * GetPaintingTexture() { return NativeCall<UPaintingTexture *>(this, "APrimalStructure.GetPaintingTexture"); }
602 USceneComponent * GetParticleBaseComponent() { return NativeCall<USceneComponent *>(this, "APrimalStructure.GetParticleBaseComponent"); }
603 FVector * GetParticleSystemClampingVelocity(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalStructure.GetParticleSystemClampingVelocity", result); }
604 int GetPinCode() { return NativeCall<int>(this, "APrimalStructure.GetPinCode"); }
605 bool GetPlacingGroundLocation(AActor ** OutHitActor, FPlacementData * OutPlacementData, APlayerController * PC, bool bFinalPlacement, int SnapPointCycle, TArray<FLocRot> * AlternateSnapTransforms, bool bIgnoreSnapCheckDistanceInterval) { return NativeCall<bool, AActor **, FPlacementData *, APlayerController *, bool, int, TArray<FLocRot> *, bool>(this, "APrimalStructure.GetPlacingGroundLocation", OutHitActor, OutPlacementData, PC, bFinalPlacement, SnapPointCycle, AlternateSnapTransforms, bIgnoreSnapCheckDistanceInterval); }
606 UPrimitiveComponent * GetPrimaryHitComponent() { return NativeCall<UPrimitiveComponent *>(this, "APrimalStructure.GetPrimaryHitComponent"); }
607 bool GetSnapPlacementMeshOverride(FPlacementData * PlacementData, UStaticMesh ** OutStaticMesh, UClass ** OutReplacementClass, FVector * PreviewLocOffset, FRotator * PreviewRotOffset) { return NativeCall<bool, FPlacementData *, UStaticMesh **, UClass **, FVector *, FRotator *>(this, "APrimalStructure.GetSnapPlacementMeshOverride", PlacementData, OutStaticMesh, OutReplacementClass, PreviewLocOffset, PreviewRotOffset); }
608 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); }
609 UMeshComponent * GetSnapSocketMeshComponent() { return NativeCall<UMeshComponent *>(this, "APrimalStructure.GetSnapSocketMeshComponent"); }
610 bool GetSnapToLocation(FVector * AtLoc, FRotator * AtRotation, FPlacementData * OutPlacementData, APrimalStructure ** OutParentStructure, int * OutSnapToIndex, APlayerController * PC, bool bFinalPlacement, int SnapPointCycle, TArray<FLocRot> * AlternateSnapTransforms) { return NativeCall<bool, FVector *, FRotator *, FPlacementData *, APrimalStructure **, int *, APlayerController *, bool, int, TArray<FLocRot> *>(this, "APrimalStructure.GetSnapToLocation", AtLoc, AtRotation, OutPlacementData, OutParentStructure, OutSnapToIndex, PC, bFinalPlacement, SnapPointCycle, AlternateSnapTransforms); }
611 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); }
612 FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo * result) { return NativeCall<FSpawnPointInfo *, FSpawnPointInfo *>(this, "APrimalStructure.GetSpawnPointInfo", result); }
613 float GetSpoilingTimeMultiplier(UPrimalItem * anItem) { return NativeCall<float, UPrimalItem *>(this, "APrimalStructure.GetSpoilingTimeMultiplier", anItem); }
614 FLinearColor * GetStructureColor(FLinearColor * result, int ColorRegionIndex) { return NativeCall<FLinearColor *, FLinearColor *, int>(this, "APrimalStructure.GetStructureColor", result, ColorRegionIndex); }
615 FLinearColor * GetStructureColorForID(FLinearColor * result, int SetNum, int ID) { return NativeCall<FLinearColor *, FLinearColor *, int, int>(this, "APrimalStructure.GetStructureColorForID", result, SetNum, ID); }
616 int GetStructureColorValue(int ColorRegionIndex) { return NativeCall<int, int>(this, "APrimalStructure.GetStructureColorValue", ColorRegionIndex); }
617 TArray<short> * GetStructureColorsArray(TArray<short> * result) { return NativeCall<TArray<short> *, TArray<short> *>(this, "APrimalStructure.GetStructureColorsArray", result); }
618 float GetStructureDamageMultiplier() { return NativeCall<float>(this, "APrimalStructure.GetStructureDamageMultiplier"); }
619 float GetStructureDemolishTime() { return NativeCall<float>(this, "APrimalStructure.GetStructureDemolishTime"); }
620 float GetStructureRepairCooldownTime() { return NativeCall<float>(this, "APrimalStructure.GetStructureRepairCooldownTime"); }
621 TEnumAsByte<enum EShipSize::Type> * GetStructureShipMaxSizeClass(TEnumAsByte<enum EShipSize::Type> * result) { return NativeCall<TEnumAsByte<enum EShipSize::Type> *, TEnumAsByte<enum EShipSize::Type> *>(this, "APrimalStructure.GetStructureShipMaxSizeClass", result); }
622 TEnumAsByte<enum EShipSize::Type> * GetStructureShipMinSizeClass(TEnumAsByte<enum EShipSize::Type> * result) { return NativeCall<TEnumAsByte<enum EShipSize::Type> *, TEnumAsByte<enum EShipSize::Type> *>(this, "APrimalStructure.GetStructureShipMinSizeClass", result); }
623 float GetStructureWeight() { return NativeCall<float>(this, "APrimalStructure.GetStructureWeight"); }
624 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); }
625 float GetTargetingDesirability(ITargetableInterface * Attacker) { return NativeCall<float, ITargetableInterface *>(this, "APrimalStructure.GetTargetingDesirability", Attacker); }
626 FString * GetAimedTutorialHintString_Implementation(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructure.GetAimedTutorialHintString_Implementation", result); }
627 UObject * GetUObjectInterfaceDataListEntryInterface() { return NativeCall<UObject *>(this, "APrimalStructure.GetUObjectInterfaceDataListEntryInterface"); }
628 bool IncludeTransformInHeaderData() { return NativeCall<bool>(this, "APrimalStructure.IncludeTransformInHeaderData"); }
629 void InitDynamicMaterials(UMeshComponent * Component) { NativeCall<void, UMeshComponent *>(this, "APrimalStructure.InitDynamicMaterials", Component); }
630 bool Internal_IsInSnapChain(APrimalStructure * theStructure) { return NativeCall<bool, APrimalStructure *>(this, "APrimalStructure.Internal_IsInSnapChain", theStructure); }
631 int IsAllowedToBuild(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FPlacementData * OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement, TArray<FLocRot> * AlternateSnapTransforms, FVector * SnapCheckStartLoc) { return NativeCall<int, APlayerController *, FVector, FRotator, FPlacementData *, bool, FRotator, bool, TArray<FLocRot> *, FVector *>(this, "APrimalStructure.IsAllowedToBuild", PC, AtLocation, AtRotation, OutPlacementData, bDontAdjustForMaxRange, PlayerViewRotation, bFinalPlacement, AlternateSnapTransforms, SnapCheckStartLoc); }
632 bool IsAttachedToShipInDryDock() { return NativeCall<bool>(this, "APrimalStructure.IsAttachedToShipInDryDock"); }
633 bool IsAttachedToShipInWetDock() { return NativeCall<bool>(this, "APrimalStructure.IsAttachedToShipInWetDock"); }
634 bool IsAttachedToSunkenShip() { return NativeCall<bool>(this, "APrimalStructure.IsAttachedToSunkenShip"); }
635 bool IsCheckingForAttachedToValidShip() { return NativeCall<bool>(this, "APrimalStructure.IsCheckingForAttachedToValidShip"); }
636 bool IsFullValidWorldStructure() { return NativeCall<bool>(this, "APrimalStructure.IsFullValidWorldStructure"); }
637 bool IsNetRelevantFor(APlayerController * RealViewer, AActor * Viewer, FVector * SrcLocation) { return NativeCall<bool, APlayerController *, AActor *, FVector *>(this, "APrimalStructure.IsNetRelevantFor", RealViewer, Viewer, SrcLocation); }
638 bool IsOnlyLinkedToFastDecayStructures() { return NativeCall<bool>(this, "APrimalStructure.IsOnlyLinkedToFastDecayStructures"); }
639 bool IsOnlyLinkedToFastDecayStructuresInternal(TSet<APrimalStructure *, DefaultKeyFuncs<APrimalStructure *, 0>, FDefaultSetAllocator> * TestedStructures) { return NativeCall<bool, TSet<APrimalStructure *, DefaultKeyFuncs<APrimalStructure *, 0>, FDefaultSetAllocator> *>(this, "APrimalStructure.IsOnlyLinkedToFastDecayStructuresInternal", TestedStructures); }
640 static bool IsPointNearSupplyCrateSpawn(UWorld * theWorld, FVector AtPoint) { return NativeCall<bool, UWorld *, FVector>(nullptr, "APrimalStructure.IsPointNearSupplyCrateSpawn", theWorld, AtPoint); }
641 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); }
642 bool IsShipStructure() { return NativeCall<bool>(this, "APrimalStructure.IsShipStructure"); }
643 void ModifyClientSideMoveToLocation(FVector * MoveToLoc) { NativeCall<void, FVector *>(this, "APrimalStructure.ModifyClientSideMoveToLocation", MoveToLoc); }
644 bool ModifyMoveToOrderedActorsArray(TArray<UPrimitiveComponent *> * MoveToArray, APrimalCharacter * FromPlayer) { return NativeCall<bool, TArray<UPrimitiveComponent *> *, APrimalCharacter *>(this, "APrimalStructure.ModifyMoveToOrderedActorsArray", MoveToArray, FromPlayer); }
645 void NPC_OnArrivedAtStructure(APrimalCharacter * ForChar) { NativeCall<void, APrimalCharacter *>(this, "APrimalStructure.NPC_OnArrivedAtStructure", ForChar); }
646 void NetDoSpawnEffects_Implementation() { NativeCall<void>(this, "APrimalStructure.NetDoSpawnEffects_Implementation"); }
647 void NetSpawnCoreStructureDeathActor_Implementation(float BuffTimeReductionMultiplier) { NativeCall<void, float>(this, "APrimalStructure.NetSpawnCoreStructureDeathActor_Implementation", BuffTimeReductionMultiplier); }
648 void NetUpdateOriginalOwnerNameAndID_Implementation(int NewOriginalOwnerID, FString * NewOriginalOwnerName) { NativeCall<void, int, FString *>(this, "APrimalStructure.NetUpdateOriginalOwnerNameAndID_Implementation", NewOriginalOwnerID, NewOriginalOwnerName); }
649 void NetUpdateTeamAndOwnerName_Implementation(int NewTeam, FString * NewOwnerName) { NativeCall<void, int, FString *>(this, "APrimalStructure.NetUpdateTeamAndOwnerName_Implementation", NewTeam, NewOwnerName); }
650 void NonPlayerFinalStructurePlacement(int PlacementTargetingTeam, int PlacementOwningPlayerID, FString * PlacementOwningPlayerName, APrimalStructure * ForcePrimaryParent, bool bLinkToParent) { NativeCall<void, int, int, FString *, APrimalStructure *, bool>(this, "APrimalStructure.NonPlayerFinalStructurePlacement", PlacementTargetingTeam, PlacementOwningPlayerID, PlacementOwningPlayerName, ForcePrimaryParent, bLinkToParent); }
651 float OffsetHUDFromBottomScreenY_Implementation(AHUD * ForHUD) { return NativeCall<float, AHUD *>(this, "APrimalStructure.OffsetHUDFromBottomScreenY_Implementation", ForHUD); }
652 void OnAttachedShipDeath() { NativeCall<void>(this, "APrimalStructure.OnAttachedShipDeath"); }
653 void OnAttachedToRaft() { NativeCall<void>(this, "APrimalStructure.OnAttachedToRaft"); }
654 void OnAttachedToValidShip() { NativeCall<void>(this, "APrimalStructure.OnAttachedToValidShip"); }
655 void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType) { NativeCall<void, EOnDesrializationType::Type>(this, "APrimalStructure.OnDeserializedByGame", DeserializationType); }
656 void OnFailedToAttachToValidShip() { NativeCall<void>(this, "APrimalStructure.OnFailedToAttachToValidShip"); }
657 void OnRep_AttachmentReplication() { NativeCall<void>(this, "APrimalStructure.OnRep_AttachmentReplication"); }
658 void OnStructurePlacedNotify(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn * AttachToPawn, FName BoneName, bool bFlipped) { NativeCall<void, APlayerController *, FVector, FRotator, FRotator, APawn *, FName, bool>(this, "APrimalStructure.OnStructurePlacedNotify", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bFlipped); }
659 void PlacedStructureLocation(APlayerController * ByPC) { NativeCall<void, APlayerController *>(this, "APrimalStructure.PlacedStructureLocation", ByPC); }
660 void PlayDying(float KillingDamage, FDamageEvent * DamageEvent, APawn * InstigatingPawn, AActor * DamageCauser) { NativeCall<void, float, FDamageEvent *, APawn *, AActor *>(this, "APrimalStructure.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
661 void PostInitializeComponents() { NativeCall<void>(this, "APrimalStructure.PostInitializeComponents"); }
662 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); }
663 void PostSpawnInitialize() { NativeCall<void>(this, "APrimalStructure.PostSpawnInitialize"); }
664 void PreInitializeComponents() { NativeCall<void>(this, "APrimalStructure.PreInitializeComponents"); }
665 void PrepareAsPlacementPreview() { NativeCall<void>(this, "APrimalStructure.PrepareAsPlacementPreview"); }
666 void PrepareForSaving() { NativeCall<void>(this, "APrimalStructure.PrepareForSaving"); }
667 bool PreventCharacterBasing(AActor * OtherActor, UPrimitiveComponent * BasedOnComponent) { return NativeCall<bool, AActor *, UPrimitiveComponent *>(this, "APrimalStructure.PreventCharacterBasing", OtherActor, BasedOnComponent); }
668 bool PreventChoosingRotation(APrimalStructurePlacer * ForPlacer) { return NativeCall<bool, APrimalStructurePlacer *>(this, "APrimalStructure.PreventChoosingRotation", ForPlacer); }
669 bool PreventPlacingOnFloorClass(TSubclassOf<APrimalStructure> FloorClass) { return NativeCall<bool, TSubclassOf<APrimalStructure>>(this, "APrimalStructure.PreventPlacingOnFloorClass", FloorClass); }
670 void ProcessEditText(AShooterPlayerController * ForPC, FString * TextToUse, bool checkedBox, int ExtraID1, int ExtraID2) { NativeCall<void, AShooterPlayerController *, FString *, bool, int, int>(this, "APrimalStructure.ProcessEditText", ForPC, TextToUse, checkedBox, ExtraID1, ExtraID2); }
671 void RefreshStructureColors() { NativeCall<void>(this, "APrimalStructure.RefreshStructureColors"); }
672 void RemoveLinkedStructure(APrimalStructure * Structure, AController * InstigatorController, AActor * DamageCauser) { NativeCall<void, APrimalStructure *, AController *, AActor *>(this, "APrimalStructure.RemoveLinkedStructure", Structure, InstigatorController, DamageCauser); }
673 void RepairCheckTimer() { NativeCall<void>(this, "APrimalStructure.RepairCheckTimer"); }
674 static void ReprocessTree(TArray<APrimalStructure *> * StartingStructures, AController * InstigatorController, AActor * DamageCauser) { NativeCall<void, TArray<APrimalStructure *> *, AController *, AActor *>(nullptr, "APrimalStructure.ReprocessTree", StartingStructures, InstigatorController, DamageCauser); }
675 void SaddleDinoDied() { NativeCall<void>(this, "APrimalStructure.SaddleDinoDied"); }
676 void ServerRequestUseItemWithActor(APlayerController * ForPC, UObject * anItem, int AdditionalData) { NativeCall<void, APlayerController *, UObject *, int>(this, "APrimalStructure.ServerRequestUseItemWithActor", ForPC, anItem, AdditionalData); }
677 void SetAllowStructureColorSet(TArray<int> newColorSet) { NativeCall<void, TArray<int>>(this, "APrimalStructure.SetAllowStructureColorSet", newColorSet); }
678 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); }
679 void SetEnabled(bool bEnabled) { NativeCall<void, bool>(this, "APrimalStructure.SetEnabled", bEnabled); }
680 void SetEnabledPrimarySnappedStructureParent_Implementation(bool bEnabled) { NativeCall<void, bool>(this, "APrimalStructure.SetEnabledPrimarySnappedStructureParent_Implementation", bEnabled); }
681 void SetLinkedIDs() { NativeCall<void>(this, "APrimalStructure.SetLinkedIDs"); }
682 void SetStaticMobility() { NativeCall<void>(this, "APrimalStructure.SetStaticMobility"); }
683 void SetStructureCollisionChannels() { NativeCall<void>(this, "APrimalStructure.SetStructureCollisionChannels"); }
684 void SetStructureColorValue(int ColorRegionIndex, int SetVal) { NativeCall<void, int, int>(this, "APrimalStructure.SetStructureColorValue", ColorRegionIndex, SetVal); }
685 void SetStructureColors(TArray<short> InStructureColors) { NativeCall<void, TArray<short>>(this, "APrimalStructure.SetStructureColors", InStructureColors); }
686 void SetupComponentCollisionChannels(UPrimitiveComponent * PrimitiveComponent, bool bSetupDestructionMesh, bool bSetupMeshMaterials) { NativeCall<void, UPrimitiveComponent *, bool, bool>(this, "APrimalStructure.SetupComponentCollisionChannels", PrimitiveComponent, bSetupDestructionMesh, bSetupMeshMaterials); }
687 void SetupDynamicMeshMaterials(UMeshComponent * meshComp, bool bDisableWorldSpaceEffects) { NativeCall<void, UMeshComponent *, bool>(this, "APrimalStructure.SetupDynamicMeshMaterials", meshComp, bDisableWorldSpaceEffects); }
688 bool SkipDuringPartialWorldSave() { return NativeCall<bool>(this, "APrimalStructure.SkipDuringPartialWorldSave"); }
689 void StartRepair() { NativeCall<void>(this, "APrimalStructure.StartRepair"); }
690 void Stasis() { NativeCall<void>(this, "APrimalStructure.Stasis"); }
691 float TakeDamage(float Damage, FDamageEvent * DamageEvent, AController * EventInstigator, AActor * DamageCauser) { return NativeCall<float, float, FDamageEvent *, AController *, AActor *>(this, "APrimalStructure.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
692 bool TickCriticalShipStructure(float DeltaTime) { return NativeCall<bool, float>(this, "APrimalStructure.TickCriticalShipStructure", DeltaTime); }
693 void TickPlacingShipStructure(APrimalRaft * OnShip, FVector LastPlacementHitLoc) { NativeCall<void, APrimalRaft *, FVector>(this, "APrimalStructure.TickPlacingShipStructure", OnShip, LastPlacementHitLoc); }
694 bool TickPlacingStructure(APrimalStructurePlacer * PlacerActor, float DeltaTime) { return NativeCall<bool, APrimalStructurePlacer *, float>(this, "APrimalStructure.TickPlacingStructure", PlacerActor, DeltaTime); }
695 void TimeoutFor_DelayedClientAttachParentReplicationFixupCheck() { NativeCall<void>(this, "APrimalStructure.TimeoutFor_DelayedClientAttachParentReplicationFixupCheck"); }
696 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalStructure.TryMultiUse", ForPC, UseIndex); }
697 void Unstasis() { NativeCall<void>(this, "APrimalStructure.Unstasis"); }
698 void UpdateStencilValues() { NativeCall<void>(this, "APrimalStructure.UpdateStencilValues"); }
699 void UpdateTribeGroupStructureRank_Implementation(char NewRank) { NativeCall<void, char>(this, "APrimalStructure.UpdateTribeGroupStructureRank_Implementation", NewRank); }
700 void UpdatedHealth(bool bDoReplication) { NativeCall<void, bool>(this, "APrimalStructure.UpdatedHealth", bDoReplication); }
701 bool UseDynamicMobility() { return NativeCall<bool>(this, "APrimalStructure.UseDynamicMobility"); }
702 bool AllowBeginPlacementBy(AShooterPlayerController * ByPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructure.AllowBeginPlacementBy", ByPC); }
703 bool AllowPlacingMeOnStructure(APrimalStructure * ParentStructure, FPlacementData * ThePlacementData) { return NativeCall<bool, APrimalStructure *, FPlacementData *>(this, "APrimalStructure.AllowPlacingMeOnStructure", ParentStructure, ThePlacementData); }
704 bool AllowPlacingStructureOnMe(APrimalStructure * ChildStructure, FPlacementData * ThePlacementData) { return NativeCall<bool, APrimalStructure *, FPlacementData *>(this, "APrimalStructure.AllowPlacingStructureOnMe", ChildStructure, ThePlacementData); }
705 bool BPAllowJumpOutOfWaterOnto(AActor * Jumper) { return NativeCall<bool, AActor *>(this, "APrimalStructure.BPAllowJumpOutOfWaterOnto", Jumper); }
706 bool BPAllowPickupGiveItem(APlayerController * ForPC) { return NativeCall<bool, APlayerController *>(this, "APrimalStructure.BPAllowPickupGiveItem", ForPC); }
707 bool BPAllowSnappingWith(APrimalStructure * OtherStructure, APlayerController * ForPC) { return NativeCall<bool, APrimalStructure *, APlayerController *>(this, "APrimalStructure.BPAllowSnappingWith", OtherStructure, ForPC); }
708 void BPApplyCustomDurabilityOnPickup(UPrimalItem * pickedup) { NativeCall<void, UPrimalItem *>(this, "APrimalStructure.BPApplyCustomDurabilityOnPickup", pickedup); }
709 bool BPCanFinalPlaceOnStructureSaddle(FPlacementData * data, APawn * AttachToPawn) { return NativeCall<bool, FPlacementData *, APawn *>(this, "APrimalStructure.BPCanFinalPlaceOnStructureSaddle", data, AttachToPawn); }
710 bool BPForceConsideredEnemyFoundation(APlayerController * PC, APrimalStructure * ForNewStructure, FVector * TestAtLocation) { return NativeCall<bool, APlayerController *, APrimalStructure *, FVector *>(this, "APrimalStructure.BPForceConsideredEnemyFoundation", PC, ForNewStructure, TestAtLocation); }
711 void BPGetInfoFromConsumedItemForPlacedStructure(UPrimalItem * ItemToConsumed) { NativeCall<void, UPrimalItem *>(this, "APrimalStructure.BPGetInfoFromConsumedItemForPlacedStructure", ItemToConsumed); }
712 void BPGetSnapFromPlacementMeshOverride(APrimalStructure * ParentStructure, FPlacementData * OutPlacementData, UStaticMesh ** OutMeshOverride, TSubclassOf<APrimalStructure> * OutClassOverride, FVector * PreviewLocOffset, FRotator * PreviewRotOffset) { NativeCall<void, APrimalStructure *, FPlacementData *, UStaticMesh **, TSubclassOf<APrimalStructure> *, FVector *, FRotator *>(this, "APrimalStructure.BPGetSnapFromPlacementMeshOverride", ParentStructure, OutPlacementData, OutMeshOverride, OutClassOverride, PreviewLocOffset, PreviewRotOffset); }
713 void BPGetSnapToPlacementMeshOverride(APrimalStructure * ChildStructure, FPlacementData * OutPlacementData, UStaticMesh ** OutMeshOverride, TSubclassOf<APrimalStructure> * OutClassOverride, FVector * PreviewLocOffset, FRotator * PreviewRotOffset) { NativeCall<void, APrimalStructure *, FPlacementData *, UStaticMesh **, TSubclassOf<APrimalStructure> *, FVector *, FRotator *>(this, "APrimalStructure.BPGetSnapToPlacementMeshOverride", ChildStructure, OutPlacementData, OutMeshOverride, OutClassOverride, PreviewLocOffset, PreviewRotOffset); }
714 float BPGetStructureWeight() { return NativeCall<float>(this, "APrimalStructure.BPGetStructureWeight"); }
715 bool BPHandleBedFastTravel(AShooterPlayerController * ForPC, APrimalStructure * ToBed) { return NativeCall<bool, AShooterPlayerController *, APrimalStructure *>(this, "APrimalStructure.BPHandleBedFastTravel", ForPC, ToBed); }
716 void BPHandleStructureEnabled(bool bEnabled) { NativeCall<void, bool>(this, "APrimalStructure.BPHandleStructureEnabled", bEnabled); }
717 bool BPImpactEffect(FHitResult * HitRes, FVector * ShootDirection) { return NativeCall<bool, FHitResult *, FVector *>(this, "APrimalStructure.BPImpactEffect", HitRes, ShootDirection); }
718 int BPIsAllowedToBuild(FPlacementData * OutPlacementData, int CurrentAllowedReason) { return NativeCall<int, FPlacementData *, int>(this, "APrimalStructure.BPIsAllowedToBuild", OutPlacementData, CurrentAllowedReason); }
719 int BPIsAllowedToBuildEx(FPlacementData * OutPlacementData, int CurrentAllowedReason, APlayerController * PC, bool bFinalPlacement) { return NativeCall<int, FPlacementData *, int, APlayerController *, bool>(this, "APrimalStructure.BPIsAllowedToBuildEx", OutPlacementData, CurrentAllowedReason, PC, bFinalPlacement); }
720 bool BPOverrideAllowStructureAccess(AShooterPlayerController * ForPC, bool bIsAccessAllowed) { return NativeCall<bool, AShooterPlayerController *, bool>(this, "APrimalStructure.BPOverrideAllowStructureAccess", ForPC, bIsAccessAllowed); }
721 FString * BPOverrideCantBuildReasonString(FString * result, int CantBuildReason) { return NativeCall<FString *, FString *, int>(this, "APrimalStructure.BPOverrideCantBuildReasonString", result, CantBuildReason); }
722 bool BPOverrideDemolish(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructure.BPOverrideDemolish", ForPC); }
723 FVector * BPOverridePlacementLocation(FVector * result, FVector PlacementLocation) { return NativeCall<FVector *, FVector *, FVector>(this, "APrimalStructure.BPOverridePlacementLocation", result, PlacementLocation); }
724 bool BPOverrideSnappedToTransform(APrimalStructure * childStructure, int ChildSnapFromIndex, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FVector * OutLocation, FRotator * OutRotation, int * bForceInvalidateSnap) { return NativeCall<bool, APrimalStructure *, int, FVector, FRotator, FVector, FRotator, int, FVector *, FRotator *, int *>(this, "APrimalStructure.BPOverrideSnappedToTransform", childStructure, ChildSnapFromIndex, UnsnappedPlacementPos, UnsnappedPlacementRot, SnappedPlacementPos, SnappedPlacementRot, SnapToIndex, OutLocation, OutRotation, bForceInvalidateSnap); }
725 void BPPlacedStructureLocation(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn * AttachToPawn, FName BoneName, bool bFlipped) { NativeCall<void, APlayerController *, FVector, FRotator, FRotator, APawn *, FName, bool>(this, "APrimalStructure.BPPlacedStructureLocation", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bFlipped); }
726 FPlacementData * BPPlacingWallAttachmentOnMe(FPlacementData * result, APrimalStructure * AttachedStructure, FPlacementData * OutPlacementData) { return NativeCall<FPlacementData *, FPlacementData *, APrimalStructure *, FPlacementData *>(this, "APrimalStructure.BPPlacingWallAttachmentOnMe", result, AttachedStructure, OutPlacementData); }
727 void BPPlayDying(float KillingDamage, FDamageEvent * DamageEvent, APawn * InstigatingPawn, AActor * DamageCauser) { NativeCall<void, float, FDamageEvent *, APawn *, AActor *>(this, "APrimalStructure.BPPlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
728 void BPPostLoadedFromSaveGame() { NativeCall<void>(this, "APrimalStructure.BPPostLoadedFromSaveGame"); }
729 void BPPostSetStructureCollisionChannels() { NativeCall<void>(this, "APrimalStructure.BPPostSetStructureCollisionChannels"); }
730 bool BPPreventPlacementOnPawn(APlayerController * PC, APrimalCharacter * ForCharacter, FName ForBone) { return NativeCall<bool, APlayerController *, APrimalCharacter *, FName>(this, "APrimalStructure.BPPreventPlacementOnPawn", PC, ForCharacter, ForBone); }
731 bool BPPreventPlacingOnFloorStructure(FPlacementData * theOutPlacementData, APrimalStructure * FloorStructure) { return NativeCall<bool, FPlacementData *, APrimalStructure *>(this, "APrimalStructure.BPPreventPlacingOnFloorStructure", theOutPlacementData, FloorStructure); }
732 bool BPPreventPlacingStructureOntoMe(APlayerController * PC, APrimalStructure * ForNewStructure, FHitResult * ForHitResult) { return NativeCall<bool, APlayerController *, APrimalStructure *, FHitResult *>(this, "APrimalStructure.BPPreventPlacingStructureOntoMe", PC, ForNewStructure, ForHitResult); }
733 bool BPPreventReplacementBy(APrimalStructure * theStructure) { return NativeCall<bool, APrimalStructure *>(this, "APrimalStructure.BPPreventReplacementBy", theStructure); }
734 bool BPPreventReplacementOf(APrimalStructure * theStructure) { return NativeCall<bool, APrimalStructure *>(this, "APrimalStructure.BPPreventReplacementOf", theStructure); }
735 bool BPPreventSpawnForPlayer(AShooterPlayerController * PC, bool bCheckCooldownTime, APrimalStructure * FromStructure) { return NativeCall<bool, AShooterPlayerController *, bool, APrimalStructure *>(this, "APrimalStructure.BPPreventSpawnForPlayer", PC, bCheckCooldownTime, FromStructure); }
736 bool BPPreventUsingAsFloorForStructure(FPlacementData * theOutPlacementData, APrimalStructure * StructureToPlaceOnMe) { return NativeCall<bool, FPlacementData *, APrimalStructure *>(this, "APrimalStructure.BPPreventUsingAsFloorForStructure", theOutPlacementData, StructureToPlaceOnMe); }
737 void BPProcessEditText(AShooterPlayerController * ForPC, FString * TextToUse, bool checkedBox, int ExtraID1, int ExtraID2) { NativeCall<void, AShooterPlayerController *, FString *, bool, int, int>(this, "APrimalStructure.BPProcessEditText", ForPC, TextToUse, checkedBox, ExtraID1, ExtraID2); }
738 void BPRefreshedStructureColors() { NativeCall<void>(this, "APrimalStructure.BPRefreshedStructureColors"); }
739 void BPSaddleDinoDied() { NativeCall<void>(this, "APrimalStructure.BPSaddleDinoDied"); }
740 void BPStructurePreGetMultiUseEntries(APlayerController * ForPC) { NativeCall<void, APlayerController *>(this, "APrimalStructure.BPStructurePreGetMultiUseEntries", ForPC); }
741 void BPTriggerStasisEvent() { NativeCall<void>(this, "APrimalStructure.BPTriggerStasisEvent"); }
742 void BPUnstasis() { NativeCall<void>(this, "APrimalStructure.BPUnstasis"); }
743 bool BPUseCountStructureInRange() { return NativeCall<bool>(this, "APrimalStructure.BPUseCountStructureInRange"); }
744 int BP_CanPlaceCriticalShipStructure(APrimalRaft * OnShip) { return NativeCall<int, APrimalRaft *>(this, "APrimalStructure.BP_CanPlaceCriticalShipStructure", OnShip); }
745 bool BP_ModifyClientSideMoveToLocation(FVector * MoveToLoc) { return NativeCall<bool, FVector *>(this, "APrimalStructure.BP_ModifyClientSideMoveToLocation", MoveToLoc); }
746 bool BP_ModifyMoveToOrderedActorsArray(TArray<UPrimitiveComponent *> * MoveToArray, APrimalCharacter * FromPlayer) { return NativeCall<bool, TArray<UPrimitiveComponent *> *, APrimalCharacter *>(this, "APrimalStructure.BP_ModifyMoveToOrderedActorsArray", MoveToArray, FromPlayer); }
747 void BP_OnAttachedShipDeath() { NativeCall<void>(this, "APrimalStructure.BP_OnAttachedShipDeath"); }
748 void BP_OnAttachedToValidShip() { NativeCall<void>(this, "APrimalStructure.BP_OnAttachedToValidShip"); }
749 void BP_OnDemolished(APlayerController * ForPC) { NativeCall<void, APlayerController *>(this, "APrimalStructure.BP_OnDemolished", ForPC); }
750 void BP_OnFailedToAttachToValidShip() { NativeCall<void>(this, "APrimalStructure.BP_OnFailedToAttachToValidShip"); }
751 void BP_OnRepair(float RepairAmount) { NativeCall<void, float>(this, "APrimalStructure.BP_OnRepair", RepairAmount); }
752 void BP_OnStructurePlacedNotify(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn * AttachToPawn, FName BoneName, bool bFlipped) { NativeCall<void, APlayerController *, FVector, FRotator, FRotator, APawn *, FName, bool>(this, "APrimalStructure.BP_OnStructurePlacedNotify", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bFlipped); }
753 bool BP_PreventChoosingRotation(APrimalStructurePlacer * ForPlacer) { return NativeCall<bool, APrimalStructurePlacer *>(this, "APrimalStructure.BP_PreventChoosingRotation", ForPlacer); }
754 void BP_TickCriticalShipStructure(float DeltaTime) { NativeCall<void, float>(this, "APrimalStructure.BP_TickCriticalShipStructure", DeltaTime); }
755 void ClearCustomColors() { NativeCall<void>(this, "APrimalStructure.ClearCustomColors"); }
756 void ClientUpdateLinkedStructures(TArray<unsigned int> * NewLinkedStructures) { NativeCall<void, TArray<unsigned int> *>(this, "APrimalStructure.ClientUpdateLinkedStructures", NewLinkedStructures); }
757 void ClientUpdatedStructureColors() { NativeCall<void>(this, "APrimalStructure.ClientUpdatedStructureColors"); }
758 void DrawPlacementHUD(AHUD * HUD) { NativeCall<void, AHUD *>(this, "APrimalStructure.DrawPlacementHUD", HUD); }
759 FName * GetAttachedTurretCameraSocketNameOverride(FName * result, APrimalStructure * ForStructure) { return NativeCall<FName *, FName *, APrimalStructure *>(this, "APrimalStructure.GetAttachedTurretCameraSocketNameOverride", result, ForStructure); }
760 FVector * GetAttachedTurretYawLimitsOverride(FVector * result, APrimalStructure * ForStructure) { return NativeCall<FVector *, FVector *, APrimalStructure *>(this, "APrimalStructure.GetAttachedTurretYawLimitsOverride", result, ForStructure); }
761 TSubclassOf<APrimalStructure> * GetBedFilterClass(TSubclassOf<APrimalStructure> * result) { return NativeCall<TSubclassOf<APrimalStructure> *, TSubclassOf<APrimalStructure> *>(this, "APrimalStructure.GetBedFilterClass", result); }
762 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalStructure.GetPrivateStaticClass", Package); }
763 FString * GetTutorialHintString(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructure.GetTutorialHintString", result); }
764 bool IsValidForSnappingFrom(APrimalStructure * OtherStructure) { return NativeCall<bool, APrimalStructure *>(this, "APrimalStructure.IsValidForSnappingFrom", OtherStructure); }
765 bool IsValidSnapPointFrom(APrimalStructure * ParentStructure, int MySnapPointFromIndex) { return NativeCall<bool, APrimalStructure *, int>(this, "APrimalStructure.IsValidSnapPointFrom", ParentStructure, MySnapPointFromIndex); }
766 bool IsValidSnapPointTo(APrimalStructure * ChildStructure, int MySnapPointToIndex) { return NativeCall<bool, APrimalStructure *, int>(this, "APrimalStructure.IsValidSnapPointTo", ChildStructure, MySnapPointToIndex); }
767 void MultiAddStructuresPlacedOnFloor(APrimalStructure * structure) { NativeCall<void, APrimalStructure *>(this, "APrimalStructure.MultiAddStructuresPlacedOnFloor", structure); }
768 void NetDoSpawnEffects() { NativeCall<void>(this, "APrimalStructure.NetDoSpawnEffects"); }
769 void NetSpawnCoreStructureDeathActor(float BuffTimeReductionMultiplier) { NativeCall<void, float>(this, "APrimalStructure.NetSpawnCoreStructureDeathActor", BuffTimeReductionMultiplier); }
770 void NetUpdateOriginalOwnerNameAndID(int NewOriginalOwnerID, FString * NewOriginalOwnerName) { NativeCall<void, int, FString *>(this, "APrimalStructure.NetUpdateOriginalOwnerNameAndID", NewOriginalOwnerID, NewOriginalOwnerName); }
771 void NetUpdateTeamAndOwnerName(int NewTeam, FString * NewOwnerName) { NativeCall<void, int, FString *>(this, "APrimalStructure.NetUpdateTeamAndOwnerName", NewTeam, NewOwnerName); }
772 void OnChildStructurePlacedNotify(APrimalStructure * ChildStructure) { NativeCall<void, APrimalStructure *>(this, "APrimalStructure.OnChildStructurePlacedNotify", ChildStructure); }
773 void OnShipImpactedStructure(APrimalRaft * Ship, UPrimitiveComponent * OtherComp, FVector NormalImpulse, FHitResult * Hit) { NativeCall<void, APrimalRaft *, UPrimitiveComponent *, FVector, FHitResult *>(this, "APrimalStructure.OnShipImpactedStructure", Ship, OtherComp, NormalImpulse, Hit); }
774 void PlacedOnDino(APrimalDinoCharacter * OnChar) { NativeCall<void, APrimalDinoCharacter *>(this, "APrimalStructure.PlacedOnDino", OnChar); }
775 void SetEnabledPrimarySnappedStructureParent(bool bEnabled) { NativeCall<void, bool>(this, "APrimalStructure.SetEnabledPrimarySnappedStructureParent", bEnabled); }
776 static void StaticRegisterNativesAPrimalStructure() { NativeCall<void>(nullptr, "APrimalStructure.StaticRegisterNativesAPrimalStructure"); }
777 bool StructurePlacementOverlapForceEncroachment(APrimalStructure * PlacingStructure, AActor * OnDinoCharacter, APrimalStructure * SnappedToParentStructure, APrimalStructure * ReplacesStructure, FVector * PlacementLocation, FVector * EncroachmentCheckLocation, FVector * EncroachmentCheckExtent) { return NativeCall<bool, APrimalStructure *, AActor *, APrimalStructure *, APrimalStructure *, FVector *, FVector *, FVector *>(this, "APrimalStructure.StructurePlacementOverlapForceEncroachment", PlacingStructure, OnDinoCharacter, SnappedToParentStructure, ReplacesStructure, PlacementLocation, EncroachmentCheckLocation, EncroachmentCheckExtent); }
778 void UpdateTribeGroupStructureRank(char NewRank) { NativeCall<void, char>(this, "APrimalStructure.UpdateTribeGroupStructureRank", NewRank); }
779};
780
782{
785};
786
788{
792};
793
795 TArray<FStageRequirement>& StageRequirementsField() { return *GetNativePointerField<TArray<FStageRequirement>*>(this, "APrimalStructureMonumentThirdTierEgyptTemple.StageRequirements"); }
796 // Functions
797 void UpdateStageBarrierComponents() { NativeCall<void>(this, "APrimalStructureMonumentThirdTierEgyptTemple.UpdateStageBarrierComponents"); }
798
799
800 //UpdateStageBarrierComponents
801 static UClass* GetPrivateStaticClass() { return NativeCall<UClass*>(nullptr, "APrimalStructureMonumentThirdTierEgyptTemple.GetPrivateStaticClass"); }
802 static UClass* GetPrivateStaticClass(const wchar_t* Package) { return NativeCall<UClass*, const wchar_t*>(nullptr, "APrimalStructureMonumentThirdTierEgyptTemple.GetPrivateStaticClass", Package); }
803 static void StaticRegisterNativesAPrimalStructureMonumentThirdTierEgyptTemple() { NativeCall<void>(nullptr, "APrimalStructureMonumentThirdTierEgyptTemple.StaticRegisterNativesAPrimalStructureMonumentThirdTierEgyptTemple"); }
804};
805
806
807
809{
810 bool& bInLandClaimedFlagRangeField() { return *GetNativePointerField<bool*>(this, "APrimalStructureBed.bInLandClaimedFlagRange"); }
811 FVector& PlayerSpawnLocOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureBed.PlayerSpawnLocOffset"); }
812 FRotator& PlayerSpawnRotOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructureBed.PlayerSpawnRotOffset"); }
813 unsigned int& LinkedPlayerIDField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructureBed.LinkedPlayerID"); }
814 FString& LinkedPlayerNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructureBed.LinkedPlayerName"); }
815 FString& BedNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructureBed.BedName"); }
816 float& UseCooldownRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructureBed.UseCooldownRadius"); }
817 float& AttachedToPlatformStructureEnemySpawnPreventionRadiusField() { return *GetNativePointerField<float*>(this, "APrimalStructureBed.AttachedToPlatformStructureEnemySpawnPreventionRadius"); }
818 unsigned int& PlacedOnShipIDField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructureBed.PlacedOnShipID"); }
819 unsigned int& NextAllowedUseTimeField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructureBed.NextAllowedUseTime"); }
820 long double& LastSignNamingTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureBed.LastSignNamingTime"); }
821
822 // Bit fields
823
824 BitFieldValue<bool, unsigned __int32> bDestroyAfterRespawnUse() { return { this, "APrimalStructureBed.bDestroyAfterRespawnUse" }; }
825
826 // Functions
827
828 static UClass * GetPrivateStaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructureBed.GetPrivateStaticClass"); }
829 bool AllowPickupForItem(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructureBed.AllowPickupForItem", ForPC); }
830 bool AllowSpawnForDownloadedPlayer(unsigned __int64 PlayerDataID, unsigned __int64 TribeID, bool bCheckCooldownTime) { return NativeCall<bool, unsigned __int64, unsigned __int64, bool>(this, "APrimalStructureBed.AllowSpawnForDownloadedPlayer", PlayerDataID, TribeID, bCheckCooldownTime); }
831 bool AllowSpawnForPlayer(AShooterPlayerController * PC, bool bCheckCooldownTime, APrimalStructure * FromStructure) { return NativeCall<bool, AShooterPlayerController *, bool, APrimalStructure *>(this, "APrimalStructureBed.AllowSpawnForPlayer", PC, bCheckCooldownTime, FromStructure); }
832 void BeginPlay() { NativeCall<void>(this, "APrimalStructureBed.BeginPlay"); }
833 void ChangeActorTeam(int NewTeam) { NativeCall<void, int>(this, "APrimalStructureBed.ChangeActorTeam", NewTeam); }
834 bool CheckStructureActivateTribeGroupPermission(unsigned __int64 PlayerDataID, unsigned __int64 TribeID) { return NativeCall<bool, unsigned __int64, unsigned __int64>(this, "APrimalStructureBed.CheckStructureActivateTribeGroupPermission", PlayerDataID, TribeID); }
835 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalStructureBed.ClientMultiUse", ForPC, UseIndex); }
836 void Destroyed() { NativeCall<void>(this, "APrimalStructureBed.Destroyed"); }
837 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalStructureBed.DrawHUD", HUD); }
838 bool FastTravelAllowSpawnForPlayer(unsigned int PlayerDataID, bool bCheckCooldownTime) { return NativeCall<bool, unsigned int, bool>(this, "APrimalStructureBed.FastTravelAllowSpawnForPlayer", PlayerDataID, bCheckCooldownTime); }
839 static APrimalStructureBed * FindBedWithID(UWorld * forWorld, int theBedID) { return NativeCall<APrimalStructureBed *, UWorld *, int>(nullptr, "APrimalStructureBed.FindBedWithID", forWorld, theBedID); }
840 FString * GetDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructureBed.GetDescriptiveName", result); }
841 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalStructureBed.GetLifetimeReplicatedProps", OutLifetimeProps); }
842 FVector * GetPlayerSpawnLocation(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalStructureBed.GetPlayerSpawnLocation", result); }
843 FRotator * GetPlayerSpawnRotation(FRotator * result) { return NativeCall<FRotator *, FRotator *>(this, "APrimalStructureBed.GetPlayerSpawnRotation", result); }
844 FVector2D * GetRelativeLocationInServer(FVector2D * result) { return NativeCall<FVector2D *, FVector2D *>(this, "APrimalStructureBed.GetRelativeLocationInServer", result); }
845 FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo * result) { return NativeCall<FSpawnPointInfo *, FSpawnPointInfo *>(this, "APrimalStructureBed.GetSpawnPointInfo", result); }
846 int IsAllowedToBuild(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FPlacementData * OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement, TArray<FLocRot> * AlternateSnapTransforms, FVector * SnapCheckStartLoc) { return NativeCall<int, APlayerController *, FVector, FRotator, FPlacementData *, bool, FRotator, bool, TArray<FLocRot> *, FVector *>(this, "APrimalStructureBed.IsAllowedToBuild", PC, AtLocation, AtRotation, OutPlacementData, bDontAdjustForMaxRange, PlayerViewRotation, bFinalPlacement, AlternateSnapTransforms, SnapCheckStartLoc); }
847 void OnBedUsed(AShooterPlayerController * PC, AShooterCharacter * ForPawn, unsigned int OriginServerId, FVector2D * FromRelativeLocInOriginServer) { NativeCall<void, AShooterPlayerController *, AShooterCharacter *, unsigned int, FVector2D *>(this, "APrimalStructureBed.OnBedUsed", PC, ForPawn, OriginServerId, FromRelativeLocInOriginServer); }
848 void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType) { NativeCall<void, EOnDesrializationType::Type>(this, "APrimalStructureBed.OnDeserializedByGame", DeserializationType); }
849 void OnStructurePlacedNotify(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn * AttachToPawn, FName BoneName, bool bFlipped) { NativeCall<void, APlayerController *, FVector, FRotator, FRotator, APawn *, FName, bool>(this, "APrimalStructureBed.OnStructurePlacedNotify", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bFlipped); }
850 void PlacedStructure(AShooterPlayerController * PC) { NativeCall<void, AShooterPlayerController *>(this, "APrimalStructureBed.PlacedStructure", PC); }
851 void PostInitializeComponents() { NativeCall<void>(this, "APrimalStructureBed.PostInitializeComponents"); }
852 void ProcessEditText(AShooterPlayerController * ForPC, FString * TextToUse, bool __formal, int ExtraID1, int ExtraID2) { NativeCall<void, AShooterPlayerController *, FString *, bool, int, int>(this, "APrimalStructureBed.ProcessEditText", ForPC, TextToUse, __formal, ExtraID1, ExtraID2); }
853 void SaddleDinoDied() { NativeCall<void>(this, "APrimalStructureBed.SaddleDinoDied"); }
854 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalStructureBed.TryMultiUse", ForPC, UseIndex); }
855 void UpdateInLandClaimedFlagRange(APrimalStructureClaimFlag * ToIgnore) { NativeCall<void, APrimalStructureClaimFlag *>(this, "APrimalStructureBed.UpdateInLandClaimedFlagRange", ToIgnore); }
856 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalStructureBed.GetPrivateStaticClass", Package); }
857 void SpawnedPlayerFor(AShooterPlayerController * PC, APawn * ForPawn) { NativeCall<void, AShooterPlayerController *, APawn *>(this, "APrimalStructureBed.SpawnedPlayerFor", PC, ForPawn); }
858 static void StaticRegisterNativesAPrimalStructureBed() { NativeCall<void>(nullptr, "APrimalStructureBed.StaticRegisterNativesAPrimalStructureBed"); }
859};
860
862{
863 TSubobjectPtr<USceneComponent>& MyDoorTransformField() { return *GetNativePointerField<TSubobjectPtr<USceneComponent>*>(this, "APrimalStructureDoor.MyDoorTransform"); }
864 float& RotationSpeedField() { return *GetNativePointerField<float*>(this, "APrimalStructureDoor.RotationSpeed"); }
865 USoundCue * DoorOpenSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureDoor.DoorOpenSound"); }
866 USoundCue * DoorCloseSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureDoor.DoorCloseSound"); }
867 unsigned int& CurrentPinCodeField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructureDoor.CurrentPinCode"); }
868 float& DoorStateChangeIgnoreEncroachmentIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructureDoor.DoorStateChangeIgnoreEncroachmentInterval"); }
869 char& DoorOpenStateField() { return *GetNativePointerField<char*>(this, "APrimalStructureDoor.DoorOpenState"); }
870 char& ClientPrevDoorOpenStateField() { return *GetNativePointerField<char*>(this, "APrimalStructureDoor.ClientPrevDoorOpenState"); }
871 long double& LastLockStateChangeTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureDoor.LastLockStateChangeTime"); }
872 FRotator& SecondDoorDefaultRotField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructureDoor.SecondDoorDefaultRot"); }
873 float& CurrentDoorAngleField() { return *GetNativePointerField<float*>(this, "APrimalStructureDoor.CurrentDoorAngle"); }
874 USoundBase * UnlockDoorSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureDoor.UnlockDoorSound"); }
875 USoundBase * LockDoorSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureDoor.LockDoorSound"); }
876 USoundBase * LockedSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureDoor.LockedSound"); }
877 long double& LastPinOpenSuccessTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureDoor.LastPinOpenSuccessTime"); }
878 long double& LastDoorStateChangeTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureDoor.LastDoorStateChangeTime"); }
879 char& DelayedDoorStateField() { return *GetNativePointerField<char*>(this, "APrimalStructureDoor.DelayedDoorState"); }
880
881 // Bit fields
882
883 BitFieldValue<bool, unsigned __int32> bInvertOpenCloseDirection() { return { this, "APrimalStructureDoor.bInvertOpenCloseDirection" }; }
884 BitFieldValue<bool, unsigned __int32> bSupportsLocking() { return { this, "APrimalStructureDoor.bSupportsLocking" }; }
885 BitFieldValue<bool, unsigned __int32> bUseSecondDoor() { return { this, "APrimalStructureDoor.bUseSecondDoor" }; }
886 BitFieldValue<bool, unsigned __int32> bSupportsPinLocking() { return { this, "APrimalStructureDoor.bSupportsPinLocking" }; }
887 BitFieldValue<bool, unsigned __int32> bIsLocked() { return { this, "APrimalStructureDoor.bIsLocked" }; }
888 BitFieldValue<bool, unsigned __int32> bIsPinLocked() { return { this, "APrimalStructureDoor.bIsPinLocked" }; }
889 BitFieldValue<bool, unsigned __int32> bAdminOnlyAccess() { return { this, "APrimalStructureDoor.bAdminOnlyAccess" }; }
890 BitFieldValue<bool, unsigned __int32> bCanBeForcedOpenByDino() { return { this, "APrimalStructureDoor.bCanBeForcedOpenByDino" }; }
891 BitFieldValue<bool, unsigned __int32> bPreventBasingWhileMoving() { return { this, "APrimalStructureDoor.bPreventBasingWhileMoving" }; }
892 BitFieldValue<bool, unsigned __int32> bForceDoorOpenIn() { return { this, "APrimalStructureDoor.bForceDoorOpenIn" }; }
893 BitFieldValue<bool, unsigned __int32> bForceDoorOpenOut() { return { this, "APrimalStructureDoor.bForceDoorOpenOut" }; }
894 BitFieldValue<bool, unsigned __int32> bIsDoorMoving() { return { this, "APrimalStructureDoor.bIsDoorMoving" }; }
895 BitFieldValue<bool, unsigned __int32> bForceStaticMobility() { return { this, "APrimalStructureDoor.bForceStaticMobility" }; }
896 BitFieldValue<bool, unsigned __int32> bRotatePitch() { return { this, "APrimalStructureDoor.bRotatePitch" }; }
897 BitFieldValue<bool, unsigned __int32> bRotateRoll() { return { this, "APrimalStructureDoor.bRotateRoll" }; }
898 BitFieldValue<bool, unsigned __int32> bRotateYaw() { return { this, "APrimalStructureDoor.bRotateYaw" }; }
899 BitFieldValue<bool, unsigned __int32> bInitializedRotation() { return { this, "APrimalStructureDoor.bInitializedRotation" }; }
900 BitFieldValue<bool, unsigned __int32> bPreventDoorInterpolation() { return { this, "APrimalStructureDoor.bPreventDoorInterpolation" }; }
901 BitFieldValue<bool, unsigned __int32> bUseBPGotoDoorState() { return { this, "APrimalStructureDoor.bUseBPGotoDoorState" }; }
902 BitFieldValue<bool, unsigned __int32> bIsDoorTickActive() { return { this, "APrimalStructureDoor.bIsDoorTickActive" }; }
903
904 // Functions
905
906 static UClass * GetPrivateStaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructureDoor.GetPrivateStaticClass"); }
907 bool AllowIgnoreCharacterEncroachment_Implementation(UPrimitiveComponent * HitComponent, AActor * EncroachingCharacter) { return NativeCall<bool, UPrimitiveComponent *, AActor *>(this, "APrimalStructureDoor.AllowIgnoreCharacterEncroachment_Implementation", HitComponent, EncroachingCharacter); }
908 bool AllowPickupForItem(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructureDoor.AllowPickupForItem", ForPC); }
909 bool AllowStructureAccess(APlayerController * ForPC) { return NativeCall<bool, APlayerController *>(this, "APrimalStructureDoor.AllowStructureAccess", ForPC); }
910 bool ApplyPinCode(AShooterPlayerController * ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex) { return NativeCall<bool, AShooterPlayerController *, int, bool, int>(this, "APrimalStructureDoor.ApplyPinCode", ForPC, appledPinCode, bIsSetting, TheCustomIndex); }
911 void BPSetDoorState(int DoorState) { NativeCall<void, int>(this, "APrimalStructureDoor.BPSetDoorState", DoorState); }
912 void BeginPlay() { NativeCall<void>(this, "APrimalStructureDoor.BeginPlay"); }
913 bool CanOpen(APlayerController * ForPC) { return NativeCall<bool, APlayerController *>(this, "APrimalStructureDoor.CanOpen", ForPC); }
914 void CheckLoadingDoorTick() { NativeCall<void>(this, "APrimalStructureDoor.CheckLoadingDoorTick"); }
915 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalStructureDoor.ClientMultiUse", ForPC, UseIndex); }
916 void DelayedGotoDoorState(char DoorState, float DelayTime) { NativeCall<void, char, float>(this, "APrimalStructureDoor.DelayedGotoDoorState", DoorState, DelayTime); }
917 void DelayedGotoDoorStateTimer() { NativeCall<void>(this, "APrimalStructureDoor.DelayedGotoDoorStateTimer"); }
918 void DoorTick() { NativeCall<void>(this, "APrimalStructureDoor.DoorTick"); }
919 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalStructureDoor.DrawHUD", HUD); }
920 FString * GetDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructureDoor.GetDescriptiveName", result); }
921 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalStructureDoor.GetLifetimeReplicatedProps", OutLifetimeProps); }
922 void GotoDoorState(char DoorState) { NativeCall<void, char>(this, "APrimalStructureDoor.GotoDoorState", DoorState); }
923 void NetGotoDoorState_Implementation(char DoorState) { NativeCall<void, char>(this, "APrimalStructureDoor.NetGotoDoorState_Implementation", DoorState); }
924 void OnRep_DoorOpenState(char PrevDoorOpenState) { NativeCall<void, char>(this, "APrimalStructureDoor.OnRep_DoorOpenState", PrevDoorOpenState); }
925 void PostInitializeComponents() { NativeCall<void>(this, "APrimalStructureDoor.PostInitializeComponents"); }
926 bool PreventCharacterBasing(AActor * OtherActor, UPrimitiveComponent * BasedOnComponent) { return NativeCall<bool, AActor *, UPrimitiveComponent *>(this, "APrimalStructureDoor.PreventCharacterBasing", OtherActor, BasedOnComponent); }
927 void SetDoorTickActive(bool bNewActive) { NativeCall<void, bool>(this, "APrimalStructureDoor.SetDoorTickActive", bNewActive); }
928 void SetStaticMobility() { NativeCall<void>(this, "APrimalStructureDoor.SetStaticMobility"); }
929 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalStructureDoor.TryMultiUse", ForPC, UseIndex); }
930 void BPGotoDoorState(int NewDoorState) { NativeCall<void, int>(this, "APrimalStructureDoor.BPGotoDoorState", NewDoorState); }
931 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalStructureDoor.GetPrivateStaticClass", Package); }
932 static void StaticRegisterNativesAPrimalStructureDoor() { NativeCall<void>(nullptr, "APrimalStructureDoor.StaticRegisterNativesAPrimalStructureDoor"); }
933};
934
936{
937 UPrimalInventoryComponent * MyInventoryComponentField() { return *GetNativePointerField<UPrimalInventoryComponent **>(this, "APrimalStructureItemContainer.MyInventoryComponent"); }
938 FString& HasPowerStringOverrideField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.HasPowerStringOverride"); }
939 FString& NoPowerStringOverrideField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.NoPowerStringOverride"); }
940 TSubclassOf<UPrimalItem>& BatteryClassOverrideField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureItemContainer.BatteryClassOverride"); }
941 int& PoweredOverrideCounterField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.PoweredOverrideCounter"); }
942 float& NotifyNearbyPowerGeneratorDistanceField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.NotifyNearbyPowerGeneratorDistance"); }
943 int& NotifyNearbyPowerGeneratorOctreeGroupField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.NotifyNearbyPowerGeneratorOctreeGroup"); }
944 TArray<UMaterialInterface *> ActivateMaterialsField() { return *GetNativePointerField<TArray<UMaterialInterface *>*>(this, "APrimalStructureItemContainer.ActivateMaterials"); }
945 TArray<UMaterialInterface *> InActivateMaterialsField() { return *GetNativePointerField<TArray<UMaterialInterface *>*>(this, "APrimalStructureItemContainer.InActivateMaterials"); }
946 UChildActorComponent * MyChildEmitterSpawnableField() { return *GetNativePointerField<UChildActorComponent **>(this, "APrimalStructureItemContainer.MyChildEmitterSpawnable"); }
947 FString& BoxNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.BoxName"); }
948 float& InsulationRangeField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.InsulationRange"); }
949 float& HyperThermiaInsulationField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.HyperThermiaInsulation"); }
950 float& HypoThermiaInsulationField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.HypoThermiaInsulation"); }
951 float& ContainerActiveDecreaseHealthSpeedField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.ContainerActiveDecreaseHealthSpeed"); }
952 float& FuelConsumptionIntervalsMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.FuelConsumptionIntervalsMultiplier"); }
953 float& DropInventoryOnDestructionLifespanField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.DropInventoryOnDestructionLifespan"); }
954 FString& ActivateContainerStringField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.ActivateContainerString"); }
955 FString& DeactivateContainerStringField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.DeactivateContainerString"); }
956 TSubclassOf<UDamageType>& ContainerActiveHealthDecreaseDamageTypePassiveField() { return *GetNativePointerField<TSubclassOf<UDamageType>*>(this, "APrimalStructureItemContainer.ContainerActiveHealthDecreaseDamageTypePassive"); }
957 TArray<TSubclassOf<UPrimalItem>>& ActiveRequiresFuelItemsField() { return *GetNativePointerField<TArray<TSubclassOf<UPrimalItem>>*>(this, "APrimalStructureItemContainer.ActiveRequiresFuelItems"); }
958 TArray<float>& FuelItemsConsumeIntervalField() { return *GetNativePointerField<TArray<float>*>(this, "APrimalStructureItemContainer.FuelItemsConsumeInterval"); }
959 TArray<TSubclassOf<UPrimalItem>>& FuelItemsConsumedGiveItemsField() { return *GetNativePointerField<TArray<TSubclassOf<UPrimalItem>>*>(this, "APrimalStructureItemContainer.FuelItemsConsumedGiveItems"); }
960 long double& NetDestructionTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.NetDestructionTime"); }
961 unsigned int& CurrentPinCodeField() { return *GetNativePointerField<unsigned int*>(this, "APrimalStructureItemContainer.CurrentPinCode"); }
962 long double& CurrentFuelTimeCacheField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.CurrentFuelTimeCache"); }
963 long double& LastCheckedFuelTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastCheckedFuelTime"); }
964 int& LinkedPowerJunctionStructureIDField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.LinkedPowerJunctionStructureID"); }
965 int& CurrentItemCountField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.CurrentItemCount"); }
966 int& MaxItemCountField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.MaxItemCount"); }
967 TWeakObjectPtr<APrimalStructure>& LinkedPowerJunctionStructureField() { return *GetNativePointerField<TWeakObjectPtr<APrimalStructure>*>(this, "APrimalStructureItemContainer.LinkedPowerJunctionStructure"); }
968 TSubclassOf<UPrimalItem>& NextConsumeFuelGiveItemTypeField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureItemContainer.NextConsumeFuelGiveItemType"); }
969 long double& LastLockStateChangeTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastLockStateChangeTime"); }
970 long double& LastActiveStateChangeTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastActiveStateChangeTime"); }
971 int& LastPowerJunctionLinkIDField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.LastPowerJunctionLinkID"); }
972 float& BasedCharacterDamageIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.BasedCharacterDamageInterval"); }
973 float& BasedCharacterDamageAmountField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.BasedCharacterDamageAmount"); }
974 TSubclassOf<UDamageType>& BasedCharacterDamageTypeField() { return *GetNativePointerField<TSubclassOf<UDamageType>*>(this, "APrimalStructureItemContainer.BasedCharacterDamageType"); }
975 TSubclassOf<UPrimalItem>& EngramRequirementClassOverrideField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureItemContainer.EngramRequirementClassOverride"); }
976 AActor * LinkedBlueprintSpawnActorPointField() { return *GetNativePointerField<AActor **>(this, "APrimalStructureItemContainer.LinkedBlueprintSpawnActorPoint"); }
977 TSubclassOf<APrimalStructureItemContainer>& PoweredNearbyStructureTemplateField() { return *GetNativePointerField<TSubclassOf<APrimalStructureItemContainer>*>(this, "APrimalStructureItemContainer.PoweredNearbyStructureTemplate"); }
978 float& PoweredNearbyStructureRangeField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.PoweredNearbyStructureRange"); }
979 FString& OpenSceneActionNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.OpenSceneActionName"); }
980 FString& DisabledOpenSceneActionNameField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.DisabledOpenSceneActionName"); }
981 TSubclassOf<UPrimalItem>& RequiresItemForOpenSceneActionField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureItemContainer.RequiresItemForOpenSceneAction"); }
982 long double& DeathCacheCreationTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.DeathCacheCreationTime"); }
983 long double& LastBasedCharacterDamageTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastBasedCharacterDamageTime"); }
984 int& LastBasedCharacterDamageFrameField() { return *GetNativePointerField<int*>(this, "APrimalStructureItemContainer.LastBasedCharacterDamageFrame"); }
985 long double& LastSignNamingTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastSignNamingTime"); }
986 FVector& JunctionCableBeamOffsetStartField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureItemContainer.JunctionCableBeamOffsetStart"); }
987 FVector& JunctionCableBeamOffsetEndField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureItemContainer.JunctionCableBeamOffsetEnd"); }
988 USoundBase * ContainerActivatedSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureItemContainer.ContainerActivatedSound"); }
989 USoundBase * ContainerDeactivatedSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureItemContainer.ContainerDeactivatedSound"); }
990 TSubclassOf<APrimalStructureItemContainer>& DemolishInventoryDepositClassField() { return *GetNativePointerField<TSubclassOf<APrimalStructureItemContainer>*>(this, "APrimalStructureItemContainer.DemolishInventoryDepositClass"); }
991 TSubclassOf<UPrimalItem>& FuelItemTrueClassField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureItemContainer.FuelItemTrueClass"); }
992 TSubclassOf<UPrimalItem>& ReplicatedFuelItemClassField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureItemContainer.ReplicatedFuelItemClass"); }
993 __int16& ReplicatedFuelItemColorIndexField() { return *GetNativePointerField<__int16*>(this, "APrimalStructureItemContainer.ReplicatedFuelItemColorIndex"); }
994 USoundBase * DefaultAudioTemplateField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureItemContainer.DefaultAudioTemplate"); }
995 TArray<TSubclassOf<UPrimalItem>>& OverrideParticleTemplateItemClassesField() { return *GetNativePointerField<TArray<TSubclassOf<UPrimalItem>>*>(this, "APrimalStructureItemContainer.OverrideParticleTemplateItemClasses"); }
996 TArray<USoundBase *> OverrideAudioTemplatesField() { return *GetNativePointerField<TArray<USoundBase *>*>(this, "APrimalStructureItemContainer.OverrideAudioTemplates"); }
997 float& MaxActivationDistanceField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.MaxActivationDistance"); }
998 FString& BoxNamePrefaceStringField() { return *GetNativePointerField<FString*>(this, "APrimalStructureItemContainer.BoxNamePrefaceString"); }
999 char& TribeGroupInventoryRankField() { return *GetNativePointerField<char*>(this, "APrimalStructureItemContainer.TribeGroupInventoryRank"); }
1000 TArray<float>& FuelConsumeDecreaseDurabilityAmountsField() { return *GetNativePointerField<TArray<float>*>(this, "APrimalStructureItemContainer.FuelConsumeDecreaseDurabilityAmounts"); }
1001 float& RandomFuelUpdateTimeMinField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.RandomFuelUpdateTimeMin"); }
1002 float& RandomFuelUpdateTimeMaxField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.RandomFuelUpdateTimeMax"); }
1003 long double& LastDeactivatedTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastDeactivatedTime"); }
1004 long double& LastActivatedTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureItemContainer.LastActivatedTime"); }
1005 float& ValidCraftingResourceMaxDurabilityField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.ValidCraftingResourceMaxDurability"); }
1006 float& ActivationCooldownTimeField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.ActivationCooldownTime"); }
1007 float& UsablePriorityField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.UsablePriority"); }
1008 unsigned __int64& DeathCacheCharacterIDField() { return *GetNativePointerField<unsigned __int64*>(this, "APrimalStructureItemContainer.DeathCacheCharacterID"); }
1009 float& SinglePlayerFuelConsumptionIntervalsMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.SinglePlayerFuelConsumptionIntervalsMultiplier"); }
1010 float& PoweredBatteryDurabilityToDecreasePerSecondField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.PoweredBatteryDurabilityToDecreasePerSecond"); }
1011 float& DropInventoryDepositTraceDistanceField() { return *GetNativePointerField<float*>(this, "APrimalStructureItemContainer.DropInventoryDepositTraceDistance"); }
1012 TEnumAsByte<enum ECaptainOtherActions::Type>& CaptainOrdersActivationGroupField() { return *GetNativePointerField<TEnumAsByte<enum ECaptainOtherActions::Type>*>(this, "APrimalStructureItemContainer.CaptainOrdersActivationGroup"); }
1013
1014 // Bit fields
1015
1016 BitFieldValue<bool, unsigned __int32> bAutoActivateContainer() { return { this, "APrimalStructureItemContainer.bAutoActivateContainer" }; }
1017 BitFieldValue<bool, unsigned __int32> bCanToggleActivation() { return { this, "APrimalStructureItemContainer.bCanToggleActivation" }; }
1018 BitFieldValue<bool, unsigned __int32> bAutoActivateWhenFueled() { return { this, "APrimalStructureItemContainer.bAutoActivateWhenFueled" }; }
1019 BitFieldValue<bool, unsigned __int32> bAllowCustomName() { return { this, "APrimalStructureItemContainer.bAllowCustomName" }; }
1020 BitFieldValue<bool, unsigned __int32> bContainerActivated() { return { this, "APrimalStructureItemContainer.bContainerActivated" }; }
1021 BitFieldValue<bool, unsigned __int32> bOnlyUseSpoilingMultipliersIfActivated() { return { this, "APrimalStructureItemContainer.bOnlyUseSpoilingMultipliersIfActivated" }; }
1022 BitFieldValue<bool, unsigned __int32> bCraftingSubstractConnectedWater() { return { this, "APrimalStructureItemContainer.bCraftingSubstractConnectedWater" }; }
1023 BitFieldValue<bool, unsigned __int32> bForceNoPinLocking() { return { this, "APrimalStructureItemContainer.bForceNoPinLocking" }; }
1024 BitFieldValue<bool, unsigned __int32> bServerBPNotifyInventoryItemChanges() { return { this, "APrimalStructureItemContainer.bServerBPNotifyInventoryItemChanges" }; }
1025 BitFieldValue<bool, unsigned __int32> bDisplayActivationOnInventoryUI() { return { this, "APrimalStructureItemContainer.bDisplayActivationOnInventoryUI" }; }
1026 BitFieldValue<bool, unsigned __int32> bUseBPGetFuelConsumptionMultiplier() { return { this, "APrimalStructureItemContainer.bUseBPGetFuelConsumptionMultiplier" }; }
1027 BitFieldValue<bool, unsigned __int32> bPreventToggleActivation() { return { this, "APrimalStructureItemContainer.bPreventToggleActivation" }; }
1028 BitFieldValue<bool, unsigned __int32> bServerBPNotifyInventoryItemChangesUseQuantity() { return { this, "APrimalStructureItemContainer.bServerBPNotifyInventoryItemChangesUseQuantity" }; }
1029 BitFieldValue<bool, unsigned __int32> bStartedUnderwater() { return { this, "APrimalStructureItemContainer.bStartedUnderwater" }; }
1030 BitFieldValue<bool, unsigned __int32> bCheckStartedUnderwater() { return { this, "APrimalStructureItemContainer.bCheckStartedUnderwater" }; }
1031 BitFieldValue<bool, unsigned __int32> bDisplayActivationOnInventoryUISecondary() { return { this, "APrimalStructureItemContainer.bDisplayActivationOnInventoryUISecondary" }; }
1032 BitFieldValue<bool, unsigned __int32> bDisplayActivationOnInventoryUITertiary() { return { this, "APrimalStructureItemContainer.bDisplayActivationOnInventoryUITertiary" }; }
1033 BitFieldValue<bool, unsigned __int32> bFuelAllowActivationWhenNoPower() { return { this, "APrimalStructureItemContainer.bFuelAllowActivationWhenNoPower" }; }
1034 BitFieldValue<bool, unsigned __int32> bPoweredAllowBattery() { return { this, "APrimalStructureItemContainer.bPoweredAllowBattery" }; }
1035 BitFieldValue<bool, unsigned __int32> bPoweredUsingBattery() { return { this, "APrimalStructureItemContainer.bPoweredUsingBattery" }; }
1036 BitFieldValue<bool, unsigned __int32> bPoweredHasBattery() { return { this, "APrimalStructureItemContainer.bPoweredHasBattery" }; }
1037 BitFieldValue<bool, unsigned __int32> bPoweredAllowNPC() { return { this, "APrimalStructureItemContainer.bPoweredAllowNPC" }; }
1038 BitFieldValue<bool, unsigned __int32> bPoweredUsingNPC() { return { this, "APrimalStructureItemContainer.bPoweredUsingNPC" }; }
1039 BitFieldValue<bool, unsigned __int32> bPoweredHasNPC() { return { this, "APrimalStructureItemContainer.bPoweredHasNPC" }; }
1040 BitFieldValue<bool, unsigned __int32> bOverrideHasPowerString() { return { this, "APrimalStructureItemContainer.bOverrideHasPowerString" }; }
1041 BitFieldValue<bool, unsigned __int32> bIsLocked() { return { this, "APrimalStructureItemContainer.bIsLocked" }; }
1042 BitFieldValue<bool, unsigned __int32> bIsPinLocked() { return { this, "APrimalStructureItemContainer.bIsPinLocked" }; }
1043 BitFieldValue<bool, unsigned __int32> bHasFuel() { return { this, "APrimalStructureItemContainer.bHasFuel" }; }
1044 BitFieldValue<bool, unsigned __int32> bIsUnderwater() { return { this, "APrimalStructureItemContainer.bIsUnderwater" }; }
1045 BitFieldValue<bool, unsigned __int32> bDisableActivationUnderwater() { return { this, "APrimalStructureItemContainer.bDisableActivationUnderwater" }; }
1046 BitFieldValue<bool, unsigned __int32> bSupportsLocking() { return { this, "APrimalStructureItemContainer.bSupportsLocking" }; }
1047 BitFieldValue<bool, unsigned __int32> bSupportsPinLocking() { return { this, "APrimalStructureItemContainer.bSupportsPinLocking" }; }
1048 BitFieldValue<bool, unsigned __int32> bDropInventoryOnDestruction() { return { this, "APrimalStructureItemContainer.bDropInventoryOnDestruction" }; }
1049 BitFieldValue<bool, unsigned __int32> bDestroyWhenAllItemsRemoved() { return { this, "APrimalStructureItemContainer.bDestroyWhenAllItemsRemoved" }; }
1050 BitFieldValue<bool, unsigned __int32> bDrinkingWater() { return { this, "APrimalStructureItemContainer.bDrinkingWater" }; }
1051 BitFieldValue<bool, unsigned __int32> bPoweredWaterSourceWhenActive() { return { this, "APrimalStructureItemContainer.bPoweredWaterSourceWhenActive" }; }
1052 BitFieldValue<bool, unsigned __int32> bActiveRequiresPower() { return { this, "APrimalStructureItemContainer.bActiveRequiresPower" }; }
1053 BitFieldValue<bool, unsigned __int32> bIsPowerJunction() { return { this, "APrimalStructureItemContainer.bIsPowerJunction" }; }
1054 BitFieldValue<bool, unsigned __int32> bAutoActivateIfPowered() { return { this, "APrimalStructureItemContainer.bAutoActivateIfPowered" }; }
1055 BitFieldValue<bool, unsigned __int32> bLastToggleActivated() { return { this, "APrimalStructureItemContainer.bLastToggleActivated" }; }
1056 BitFieldValue<bool, unsigned __int32> bSupportsPinActivation() { return { this, "APrimalStructureItemContainer.bSupportsPinActivation" }; }
1057 BitFieldValue<bool, unsigned __int32> bIsPowered() { return { this, "APrimalStructureItemContainer.bIsPowered" }; }
1058 BitFieldValue<bool, unsigned __int32> bOnlyAllowTeamActivation() { return { this, "APrimalStructureItemContainer.bOnlyAllowTeamActivation" }; }
1059 BitFieldValue<bool, unsigned __int32> bReplicateItemFuelClass() { return { this, "APrimalStructureItemContainer.bReplicateItemFuelClass" }; }
1060 BitFieldValue<bool, unsigned __int32> bUseOpenSceneAction() { return { this, "APrimalStructureItemContainer.bUseOpenSceneAction" }; }
1061 BitFieldValue<bool, unsigned __int32> bHandledDestruction() { return { this, "APrimalStructureItemContainer.bHandledDestruction" }; }
1062 BitFieldValue<bool, unsigned __int32> bUseBPActivated() { return { this, "APrimalStructureItemContainer.bUseBPActivated" }; }
1063 BitFieldValue<bool, unsigned __int32> bUseBPCanBeActivated() { return { this, "APrimalStructureItemContainer.bUseBPCanBeActivated" }; }
1064 BitFieldValue<bool, unsigned __int32> bUseBPCanBeActivatedByPlayer() { return { this, "APrimalStructureItemContainer.bUseBPCanBeActivatedByPlayer" }; }
1065 BitFieldValue<bool, unsigned __int32> bBPOnContainerActiveHealthDecrease() { return { this, "APrimalStructureItemContainer.bBPOnContainerActiveHealthDecrease" }; }
1066 BitFieldValue<bool, unsigned __int32> bBPIsValidWaterSourceForPipe() { return { this, "APrimalStructureItemContainer.bBPIsValidWaterSourceForPipe" }; }
1067 BitFieldValue<bool, unsigned __int32> bAllowAutoActivateWhenNoPower() { return { this, "APrimalStructureItemContainer.bAllowAutoActivateWhenNoPower" }; }
1068 BitFieldValue<bool, unsigned __int32> bAutoActivateWhenNoPower() { return { this, "APrimalStructureItemContainer.bAutoActivateWhenNoPower" }; }
1069 BitFieldValue<bool, unsigned __int32> bRequiresItemExactClass() { return { this, "APrimalStructureItemContainer.bRequiresItemExactClass" }; }
1070 BitFieldValue<bool, unsigned __int32> bDestroyWhenAllItemsRemovedExceptDefaults() { return { this, "APrimalStructureItemContainer.bDestroyWhenAllItemsRemovedExceptDefaults" }; }
1071 BitFieldValue<bool, unsigned __int32> bInventoryForcePreventRemoteAddItems() { return { this, "APrimalStructureItemContainer.bInventoryForcePreventRemoteAddItems" }; }
1072 BitFieldValue<bool, unsigned __int32> bInventoryForcePreventItemAppends() { return { this, "APrimalStructureItemContainer.bInventoryForcePreventItemAppends" }; }
1073 BitFieldValue<bool, unsigned __int32> bDidSetContainerActive() { return { this, "APrimalStructureItemContainer.bDidSetContainerActive" }; }
1074 BitFieldValue<bool, unsigned __int32> bUseDeathCacheCharacterID() { return { this, "APrimalStructureItemContainer.bUseDeathCacheCharacterID" }; }
1075 BitFieldValue<bool, unsigned __int32> bUseBPGetQuantityOfItemWithoutCheckingInventory() { return { this, "APrimalStructureItemContainer.bUseBPGetQuantityOfItemWithoutCheckingInventory" }; }
1076 BitFieldValue<bool, unsigned __int32> bUseBPSetPlayerConstructor() { return { this, "APrimalStructureItemContainer.bUseBPSetPlayerConstructor" }; }
1077 BitFieldValue<bool, unsigned __int32> bReplicateLastActivatedTime() { return { this, "APrimalStructureItemContainer.bReplicateLastActivatedTime" }; }
1078 BitFieldValue<bool, unsigned __int32> bIsAmmoContainer() { return { this, "APrimalStructureItemContainer.bIsAmmoContainer" }; }
1079 BitFieldValue<bool, unsigned __int32> bForceDropInventoryOnDeath() { return { this, "APrimalStructureItemContainer.bForceDropInventoryOnDeath" }; }
1080 BitFieldValue<bool, unsigned __int32> bStructureEnableActorTickWhenActivated() { return { this, "APrimalStructureItemContainer.bStructureEnableActorTickWhenActivated" }; }
1081 BitFieldValue<bool, unsigned __int32> bCraftingSubstractOwnWater() { return { this, "APrimalStructureItemContainer.bCraftingSubstractOwnWater" }; }
1082 BitFieldValue<bool, unsigned __int32> bForceNoStructureLocking() { return { this, "APrimalStructureItemContainer.bForceNoStructureLocking" }; }
1083
1084 // Functions
1085
1086 static UClass * GetPrivateStaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructureItemContainer.GetPrivateStaticClass"); }
1087 bool IsPowered() { return NativeCall<bool>(this, "APrimalStructureItemContainer.IsPowered"); }
1088 bool AllowSaving() { return NativeCall<bool>(this, "APrimalStructureItemContainer.AllowSaving"); }
1089 bool AllowToggleActivation(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructureItemContainer.AllowToggleActivation", ForPC); }
1090 bool ApplyPinCode(AShooterPlayerController * ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex) { return NativeCall<bool, AShooterPlayerController *, int, bool, int>(this, "APrimalStructureItemContainer.ApplyPinCode", ForPC, appledPinCode, bIsSetting, TheCustomIndex); }
1091 void BeginPlay() { NativeCall<void>(this, "APrimalStructureItemContainer.BeginPlay"); }
1092 bool CanBeActivated() { return NativeCall<bool>(this, "APrimalStructureItemContainer.CanBeActivated"); }
1093 bool CanOpen(APlayerController * ForPC) { return NativeCall<bool, APlayerController *>(this, "APrimalStructureItemContainer.CanOpen", ForPC); }
1094 void CharacterBasedOnUpdate(AActor * characterBasedOnMe, float DeltaSeconds) { NativeCall<void, AActor *, float>(this, "APrimalStructureItemContainer.CharacterBasedOnUpdate", characterBasedOnMe, DeltaSeconds); }
1095 void CheckAutoReactivate() { NativeCall<void>(this, "APrimalStructureItemContainer.CheckAutoReactivate"); }
1096 void CheckForDeathCacheEmitter() { NativeCall<void>(this, "APrimalStructureItemContainer.CheckForDeathCacheEmitter"); }
1097 void CheckFuelSetActive() { NativeCall<void>(this, "APrimalStructureItemContainer.CheckFuelSetActive"); }
1098 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalStructureItemContainer.ClientMultiUse", ForPC, UseIndex); }
1099 void ConsumeFuel(bool bGiveItem) { NativeCall<void, bool>(this, "APrimalStructureItemContainer.ConsumeFuel", bGiveItem); }
1100 void ContainerActivated() { NativeCall<void>(this, "APrimalStructureItemContainer.ContainerActivated"); }
1101 void ContainerDeactivated() { NativeCall<void>(this, "APrimalStructureItemContainer.ContainerDeactivated"); }
1102 void CopyStructureValuesFrom(APrimalStructureItemContainer * otherItemContainer) { NativeCall<void, APrimalStructureItemContainer *>(this, "APrimalStructureItemContainer.CopyStructureValuesFrom", otherItemContainer); }
1103 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalStructureItemContainer.DrawHUD", HUD); }
1104 void EnableActive() { NativeCall<void>(this, "APrimalStructureItemContainer.EnableActive"); }
1105 void GetBlueprintSpawnActorTransform(FVector * spawnLoc, FRotator * spawnRot) { NativeCall<void, FVector *, FRotator *>(this, "APrimalStructureItemContainer.GetBlueprintSpawnActorTransform", spawnLoc, spawnRot); }
1106 FString * GetDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalStructureItemContainer.GetDescriptiveName", result); }
1107 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalStructureItemContainer.GetLifetimeReplicatedProps", OutLifetimeProps); }
1108 USoundBase * GetOverrideAudioTemplate() { return NativeCall<USoundBase *>(this, "APrimalStructureItemContainer.GetOverrideAudioTemplate"); }
1109 FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo * result) { return NativeCall<FSpawnPointInfo *, FSpawnPointInfo *>(this, "APrimalStructureItemContainer.GetSpawnPointInfo", result); }
1110 float GetStructureWeight() { return NativeCall<float>(this, "APrimalStructureItemContainer.GetStructureWeight"); }
1111 float GetUsablePriority() { return NativeCall<float>(this, "APrimalStructureItemContainer.GetUsablePriority"); }
1112 bool IsValidWaterSourceForPipe(APrimalStructureWaterPipe * ForWaterPipe) { return NativeCall<bool, APrimalStructureWaterPipe *>(this, "APrimalStructureItemContainer.IsValidWaterSourceForPipe", ForWaterPipe); }
1113 void MovePowerJunctionLink() { NativeCall<void>(this, "APrimalStructureItemContainer.MovePowerJunctionLink"); }
1114 void NetSetContainerActive_Implementation(bool bSetActive, TSubclassOf<UPrimalItem> NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex) { NativeCall<void, bool, TSubclassOf<UPrimalItem>, __int16>(this, "APrimalStructureItemContainer.NetSetContainerActive_Implementation", bSetActive, NetReplicatedFuelItemClass, NetReplicatedFuelItemColorIndex); }
1115 void NetUpdateBoxName_Implementation(FString * NewName) { NativeCall<void, FString *>(this, "APrimalStructureItemContainer.NetUpdateBoxName_Implementation", NewName); }
1116 void NetUpdateLocation_Implementation(FVector NewLocation) { NativeCall<void, FVector>(this, "APrimalStructureItemContainer.NetUpdateLocation_Implementation", NewLocation); }
1117 void NotifyCraftedItem(UPrimalItem * anItem) { NativeCall<void, UPrimalItem *>(this, "APrimalStructureItemContainer.NotifyCraftedItem", anItem); }
1118 void NotifyItemAdded(UPrimalItem * anItem, bool bEquipItem) { NativeCall<void, UPrimalItem *, bool>(this, "APrimalStructureItemContainer.NotifyItemAdded", anItem, bEquipItem); }
1119 void NotifyItemQuantityUpdated(UPrimalItem * anItem, int amount) { NativeCall<void, UPrimalItem *, int>(this, "APrimalStructureItemContainer.NotifyItemQuantityUpdated", anItem, amount); }
1120 void NotifyItemRemoved(UPrimalItem * anItem) { NativeCall<void, UPrimalItem *>(this, "APrimalStructureItemContainer.NotifyItemRemoved", anItem); }
1121 void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType) { NativeCall<void, EOnDesrializationType::Type>(this, "APrimalStructureItemContainer.OnDeserializedByGame", DeserializationType); }
1122 bool OverrideHasWaterSource() { return NativeCall<bool>(this, "APrimalStructureItemContainer.OverrideHasWaterSource"); }
1123 void PlacedStructureLocation(APlayerController * ByPC) { NativeCall<void, APlayerController *>(this, "APrimalStructureItemContainer.PlacedStructureLocation", ByPC); }
1124 void PlayDying(float KillingDamage, FDamageEvent * DamageEvent, APawn * InstigatingPawn, AActor * DamageCauser) { NativeCall<void, float, FDamageEvent *, APawn *, AActor *>(this, "APrimalStructureItemContainer.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
1125 void PostSpawnInitialize() { NativeCall<void>(this, "APrimalStructureItemContainer.PostSpawnInitialize"); }
1126 void PreInitializeComponents() { NativeCall<void>(this, "APrimalStructureItemContainer.PreInitializeComponents"); }
1127 void ProcessEditText(AShooterPlayerController * ForPC, FString * TextToUse, bool bCheckedBox, int ExtraID1, int ExtraID2) { NativeCall<void, AShooterPlayerController *, FString *, bool, int, int>(this, "APrimalStructureItemContainer.ProcessEditText", ForPC, TextToUse, bCheckedBox, ExtraID1, ExtraID2); }
1128 void RefreshFuelState() { NativeCall<void>(this, "APrimalStructureItemContainer.RefreshFuelState"); }
1129 void RefreshInventoryItemCounts() { NativeCall<void>(this, "APrimalStructureItemContainer.RefreshInventoryItemCounts"); }
1130 void RefreshPowerJunctionLink() { NativeCall<void>(this, "APrimalStructureItemContainer.RefreshPowerJunctionLink"); }
1131 void RefreshPowered(APrimalStructureItemContainer * InDirectPower) { NativeCall<void, APrimalStructureItemContainer *>(this, "APrimalStructureItemContainer.RefreshPowered", InDirectPower); }
1132 bool RemoteInventoryAllowActivation(AShooterPlayerController * ForPC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructureItemContainer.RemoteInventoryAllowActivation", ForPC); }
1133 void SetContainerActive(bool bNewActive) { NativeCall<void, bool>(this, "APrimalStructureItemContainer.SetContainerActive", bNewActive); }
1134 void SetDelayedActivation() { NativeCall<void>(this, "APrimalStructureItemContainer.SetDelayedActivation"); }
1135 void SetDisabledTimer(float DisabledTime) { NativeCall<void, float>(this, "APrimalStructureItemContainer.SetDisabledTimer", DisabledTime); }
1136 void SetPlayerConstructor(APlayerController * PC) { NativeCall<void, APlayerController *>(this, "APrimalStructureItemContainer.SetPlayerConstructor", PC); }
1137 void SetPoweredOverrideCounter(int NewPoweredOverrideCounter) { NativeCall<void, int>(this, "APrimalStructureItemContainer.SetPoweredOverrideCounter", NewPoweredOverrideCounter); }
1138 void Stasis() { NativeCall<void>(this, "APrimalStructureItemContainer.Stasis"); }
1139 float SubtractWaterFromConnections(float Amount, bool bAllowNetworking) { return NativeCall<float, float, bool>(this, "APrimalStructureItemContainer.SubtractWaterFromConnections", Amount, bAllowNetworking); }
1140 void TargetingTeamChanged() { NativeCall<void>(this, "APrimalStructureItemContainer.TargetingTeamChanged"); }
1141 void TryActivation() { NativeCall<void>(this, "APrimalStructureItemContainer.TryActivation"); }
1142 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalStructureItemContainer.TryMultiUse", ForPC, UseIndex); }
1143 void Unstasis() { NativeCall<void>(this, "APrimalStructureItemContainer.Unstasis"); }
1144 void UpdateContainerActiveHealthDecrease() { NativeCall<void>(this, "APrimalStructureItemContainer.UpdateContainerActiveHealthDecrease"); }
1145 bool UseItemSpoilingTimeMultipliers() { return NativeCall<bool>(this, "APrimalStructureItemContainer.UseItemSpoilingTimeMultipliers"); }
1146 bool BPCanBeActivated() { return NativeCall<bool>(this, "APrimalStructureItemContainer.BPCanBeActivated"); }
1147 bool BPCanBeActivatedByPlayer(AShooterPlayerController * PC) { return NativeCall<bool, AShooterPlayerController *>(this, "APrimalStructureItemContainer.BPCanBeActivatedByPlayer", PC); }
1148 void BPClientRequestInventoryUpdate(AShooterPlayerController * FromPC) { NativeCall<void, AShooterPlayerController *>(this, "APrimalStructureItemContainer.BPClientRequestInventoryUpdate", FromPC); }
1149 void BPContainerActivated() { NativeCall<void>(this, "APrimalStructureItemContainer.BPContainerActivated"); }
1150 void BPContainerDeactivated() { NativeCall<void>(this, "APrimalStructureItemContainer.BPContainerDeactivated"); }
1151 float BPGetFuelConsumptionMultiplier() { return NativeCall<float>(this, "APrimalStructureItemContainer.BPGetFuelConsumptionMultiplier"); }
1152 int BPGetQuantityOfItemWithoutCheckingInventory(TSubclassOf<UPrimalItem> ItemToCheckFor) { return NativeCall<int, TSubclassOf<UPrimalItem>>(this, "APrimalStructureItemContainer.BPGetQuantityOfItemWithoutCheckingInventory", ItemToCheckFor); }
1153 bool BPIsValidWaterSourceForPipe(APrimalStructureWaterPipe * ForWaterPipe) { return NativeCall<bool, APrimalStructureWaterPipe *>(this, "APrimalStructureItemContainer.BPIsValidWaterSourceForPipe", ForWaterPipe); }
1154 void BPNotifyInventoryItemChange(bool bIsItemAdd, UPrimalItem * theItem, bool bEquipItem) { NativeCall<void, bool, UPrimalItem *, bool>(this, "APrimalStructureItemContainer.BPNotifyInventoryItemChange", bIsItemAdd, theItem, bEquipItem); }
1155 void BPOnContainerActiveHealthDecrease() { NativeCall<void>(this, "APrimalStructureItemContainer.BPOnContainerActiveHealthDecrease"); }
1156 void BPPreGetMultiUseEntries(APlayerController * ForPC) { NativeCall<void, APlayerController *>(this, "APrimalStructureItemContainer.BPPreGetMultiUseEntries", ForPC); }
1157 void BPSetPlayerConstructor(APlayerController * PC) { NativeCall<void, APlayerController *>(this, "APrimalStructureItemContainer.BPSetPlayerConstructor", PC); }
1158 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalStructureItemContainer.GetPrivateStaticClass", Package); }
1159 float GetReloadRateMultiplier() { return NativeCall<float>(this, "APrimalStructureItemContainer.GetReloadRateMultiplier"); }
1160 bool IsValidForDinoFeedingContainer(APrimalDinoCharacter * ForDino) { return NativeCall<bool, APrimalDinoCharacter *>(this, "APrimalStructureItemContainer.IsValidForDinoFeedingContainer", ForDino); }
1161 void NetSetContainerActive(bool bSetActive, TSubclassOf<UPrimalItem> NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex) { NativeCall<void, bool, TSubclassOf<UPrimalItem>, __int16>(this, "APrimalStructureItemContainer.NetSetContainerActive", bSetActive, NetReplicatedFuelItemClass, NetReplicatedFuelItemColorIndex); }
1162 void NetUpdateBoxName(FString * NewName) { NativeCall<void, FString *>(this, "APrimalStructureItemContainer.NetUpdateBoxName", NewName); }
1163 void PowerGeneratorBuiltNearbyPoweredStructure(APrimalStructureItemContainer * PoweredStructure) { NativeCall<void, APrimalStructureItemContainer *>(this, "APrimalStructureItemContainer.PowerGeneratorBuiltNearbyPoweredStructure", PoweredStructure); }
1164 static void StaticRegisterNativesAPrimalStructureItemContainer() { NativeCall<void>(nullptr, "APrimalStructureItemContainer.StaticRegisterNativesAPrimalStructureItemContainer"); }
1165};
1166
1168{
1169 static UClass* GetPrivateStaticClass(const wchar_t* Package) { return NativeCall<UClass*, const wchar_t*>(nullptr, "APrimalStructureStaticNodeContainer.GetPrivateStaticClass", Package); }
1170};
1171
1173{
1174 TWeakObjectPtr<AActor>& TargetField() { return *GetNativePointerField<TWeakObjectPtr<AActor>*>(this, "APrimalStructureTurret.Target"); }
1175 TWeakObjectPtr<AActor>& LastTargetField() { return *GetNativePointerField<TWeakObjectPtr<AActor>*>(this, "APrimalStructureTurret.LastTarget"); }
1176 TSubclassOf<UPrimalItem>& AmmoItemTemplateField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalStructureTurret.AmmoItemTemplate"); }
1177 float& FireIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.FireInterval"); }
1178 long double& LastFireTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureTurret.LastFireTime"); }
1179 float& MaxFireYawDeltaField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.MaxFireYawDelta"); }
1180 float& MaxFirePitchDeltaField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.MaxFirePitchDelta"); }
1181 FVector& TargetingLocOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureTurret.TargetingLocOffset"); }
1182 float& TargetingRotationInterpSpeedField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.TargetingRotationInterpSpeed"); }
1183 FieldArray<float, 3> TargetingRangesField() { return { this, "APrimalStructureTurret.TargetingRanges" }; }
1184 float& ShipTargetingRangeField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.ShipTargetingRange"); }
1185 FVector& TargetingTraceOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureTurret.TargetingTraceOffset"); }
1186 TSubclassOf<UDamageType>& FireDamageTypeField() { return *GetNativePointerField<TSubclassOf<UDamageType>*>(this, "APrimalStructureTurret.FireDamageType"); }
1187 float& FireDamageAmountField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.FireDamageAmount"); }
1188 float& FireDamageImpulseField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.FireDamageImpulse"); }
1189 FRotator& TurretAimRotOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructureTurret.TurretAimRotOffset"); }
1190 FVector& AimTargetLocOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureTurret.AimTargetLocOffset"); }
1191 FVector& PlayerProneTargetOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureTurret.PlayerProneTargetOffset"); }
1192 float& AimSpreadField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.AimSpread"); }
1193 FName& SocketNameCheckForObstructionFromSeatedCharacterField() { return *GetNativePointerField<FName*>(this, "APrimalStructureTurret.SocketNameCheckForObstructionFromSeatedCharacter"); }
1194 FName& AimPivotSocketField() { return *GetNativePointerField<FName*>(this, "APrimalStructureTurret.AimPivotSocket"); }
1195 FName& MuzzleSocketField() { return *GetNativePointerField<FName*>(this, "APrimalStructureTurret.MuzzleSocket"); }
1196 char& RangeSettingField() { return *GetNativePointerField<char*>(this, "APrimalStructureTurret.RangeSetting"); }
1197 char& AISettingField() { return *GetNativePointerField<char*>(this, "APrimalStructureTurret.AISetting"); }
1198 char& WarningSettingField() { return *GetNativePointerField<char*>(this, "APrimalStructureTurret.WarningSetting"); }
1199 char& bUseAlternateRotationFunctionField() { return *GetNativePointerField<char*>(this, "APrimalStructureTurret.bUseAlternateRotationFunction"); }
1200 int& NumBulletsField() { return *GetNativePointerField<int*>(this, "APrimalStructureTurret.NumBullets"); }
1201 int& NumBulletsPerShotField() { return *GetNativePointerField<int*>(this, "APrimalStructureTurret.NumBulletsPerShot"); }
1202 float& WarningExpirationTimeField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.WarningExpirationTime"); }
1203 float& BatteryIntervalFromActivationBeforeFiringField() { return *GetNativePointerField<float*>(this, "APrimalStructureTurret.BatteryIntervalFromActivationBeforeFiring"); }
1204 bool& bWarnedField() { return *GetNativePointerField<bool*>(this, "APrimalStructureTurret.bWarned"); }
1205 UChildActorComponent * MyChildEmitterTargetingEffectField() { return *GetNativePointerField<UChildActorComponent **>(this, "APrimalStructureTurret.MyChildEmitterTargetingEffect"); }
1206 FRotator& DefaultTurretAimRotOffsetField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructureTurret.DefaultTurretAimRotOffset"); }
1207 FVector& MuzzleLocOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalStructureTurret.MuzzleLocOffset"); }
1208 long double& LastWarningTimeField() { return *GetNativePointerField<long double*>(this, "APrimalStructureTurret.LastWarningTime"); }
1209 long double& TimeLastTargetWasSetField() { return *GetNativePointerField<long double*>(this, "APrimalStructureTurret.TimeLastTargetWasSet"); }
1210
1211 // Bit fields
1212
1213 BitFieldValue<bool, unsigned __int32> bUseNoWarning() { return { this, "APrimalStructureTurret.bUseNoWarning" }; }
1214 BitFieldValue<bool, unsigned __int32> bUseNoAmmo() { return { this, "APrimalStructureTurret.bUseNoAmmo" }; }
1215 BitFieldValue<bool, unsigned __int32> bHasOmniDirectionalFire() { return { this, "APrimalStructureTurret.bHasOmniDirectionalFire" }; }
1216 BitFieldValue<bool, unsigned __int32> bFireProjectiles() { return { this, "APrimalStructureTurret.bFireProjectiles" }; }
1217 BitFieldValue<bool, unsigned __int32> bClientFireProjectile() { return { this, "APrimalStructureTurret.bClientFireProjectile" }; }
1218 BitFieldValue<bool, unsigned __int32> bIsTargeting() { return { this, "APrimalStructureTurret.bIsTargeting" }; }
1219 BitFieldValue<bool, unsigned __int32> bInWaterOnlyTargetWater() { return { this, "APrimalStructureTurret.bInWaterOnlyTargetWater" }; }
1220 BitFieldValue<bool, unsigned __int32> bTurretIgnoreProjectiles() { return { this, "APrimalStructureTurret.bTurretIgnoreProjectiles" }; }
1221 BitFieldValue<bool, unsigned __int32> bUseBPTurretPreventsTargeting() { return { this, "APrimalStructureTurret.bUseBPTurretPreventsTargeting" }; }
1222 BitFieldValue<bool, unsigned __int32> bAimIgnoreSockets() { return { this, "APrimalStructureTurret.bAimIgnoreSockets" }; }
1223 BitFieldValue<bool, unsigned __int32> bCanTargetShips() { return { this, "APrimalStructureTurret.bCanTargetShips" }; }
1224 BitFieldValue<bool, unsigned __int32> bCanTargetIfBlockedByStructure() { return { this, "APrimalStructureTurret.bCanTargetIfBlockedByStructure" }; }
1225 BitFieldValue<bool, unsigned __int32> bUseMuzzleLocationToTraceForValidTarget() { return { this, "APrimalStructureTurret.bUseMuzzleLocationToTraceForValidTarget" }; }
1226 BitFieldValue<bool, unsigned __int32> bAlwaysAttackShip() { return { this, "APrimalStructureTurret.bAlwaysAttackShip" }; }
1227 BitFieldValue<bool, unsigned __int32> bSkipTurretSuperTick() { return { this, "APrimalStructureTurret.bSkipTurretSuperTick" }; }
1228 BitFieldValue<bool, unsigned __int32> bShipTurretAllowTargetingCharactersWhenUnanchored() { return { this, "APrimalStructureTurret.bShipTurretAllowTargetingCharactersWhenUnanchored" }; }
1229 BitFieldValue<bool, unsigned __int32> bUseDifferentFireFunction() { return { this, "APrimalStructureTurret.bUseDifferentFireFunction" }; }
1230
1231 // Functions
1232
1233 static UClass * GetPrivateStaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructureTurret.GetPrivateStaticClass"); }
1234 AActor * BPNativeFindTarget() { return NativeCall<AActor *>(this, "APrimalStructureTurret.BPNativeFindTarget"); }
1235 void BeginPlay() { NativeCall<void>(this, "APrimalStructureTurret.BeginPlay"); }
1236 bool CanFire() { return NativeCall<bool>(this, "APrimalStructureTurret.CanFire"); }
1237 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalStructureTurret.ClientMultiUse", ForPC, UseIndex); }
1238 void ClientsFireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, int NewAmmoCount) { NativeCall<void, FVector, FVector_NetQuantizeNormal, int>(this, "APrimalStructureTurret.ClientsFireProjectile_Implementation", Origin, ShootDir, NewAmmoCount); }
1239 void DealDamage(FHitResult * Impact, FVector * ShootDir, float DamageAmount, TSubclassOf<UDamageType> DamageType, float Impulse, AActor * DamageCauserOverride) { NativeCall<void, FHitResult *, FVector *, float, TSubclassOf<UDamageType>, float, AActor *>(this, "APrimalStructureTurret.DealDamage", Impact, ShootDir, DamageAmount, DamageType, Impulse, DamageCauserOverride); }
1240 void DoFire(int RandomSeed) { NativeCall<void, int>(this, "APrimalStructureTurret.DoFire", RandomSeed); }
1241 void DoFireProjectile(FVector Origin, FVector ShootDir) { NativeCall<void, FVector, FVector>(this, "APrimalStructureTurret.DoFireProjectile", Origin, ShootDir); }
1242 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalStructureTurret.DrawHUD", HUD); }
1243 AActor * FindTargetLoop(TArray<UPrimitiveComponent *> * PrimComps, TArray<UPrimitiveComponent *> * GrenadeComps, TArray<AActor *> * ActorsToIgnore, bool * bBestTargetIsInRotationRange, AActor * BestTarget) { return NativeCall<AActor *, TArray<UPrimitiveComponent *> *, TArray<UPrimitiveComponent *> *, TArray<AActor *> *, bool *, AActor *>(this, "APrimalStructureTurret.FindTargetLoop", PrimComps, GrenadeComps, ActorsToIgnore, bBestTargetIsInRotationRange, BestTarget); }
1244 AActor * FindTarget_Implementation() { return NativeCall<AActor *>(this, "APrimalStructureTurret.FindTarget_Implementation"); }
1245 void FinishWarning() { NativeCall<void>(this, "APrimalStructureTurret.FinishWarning"); }
1246 FVector * GetAimPivotLocation(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalStructureTurret.GetAimPivotLocation", result); }
1247 FVector * GetAttackingFromLocation(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalStructureTurret.GetAttackingFromLocation", result); }
1248 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalStructureTurret.GetLifetimeReplicatedProps", OutLifetimeProps); }
1249 FName * GetMuzzleFlashSocketName(FName * result) { return NativeCall<FName *, FName *>(this, "APrimalStructureTurret.GetMuzzleFlashSocketName", result); }
1250 FVector * GetMuzzleLocation(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalStructureTurret.GetMuzzleLocation", result); }
1251 FRotator * GetMuzzleRotation(FRotator * result) { return NativeCall<FRotator *, FRotator *>(this, "APrimalStructureTurret.GetMuzzleRotation", result); }
1252 AActor * GetRandomStructureOnSameBoatAsActor(AActor * CurrentTarget) { return NativeCall<AActor *, AActor *>(this, "APrimalStructureTurret.GetRandomStructureOnSameBoatAsActor", CurrentTarget); }
1253 FVector * GetTargetAimAtLocation(FVector * result, bool bDontUseTargetLocation) { return NativeCall<FVector *, FVector *, bool>(this, "APrimalStructureTurret.GetTargetAimAtLocation", result, bDontUseTargetLocation); }
1254 FName * GetTargetAltAimSocket(FName * result, APrimalCharacter * ForTarget) { return NativeCall<FName *, FName *, APrimalCharacter *>(this, "APrimalStructureTurret.GetTargetAltAimSocket", result, ForTarget); }
1255 FVector * GetTargetFireAtLocation(FVector * result, APrimalCharacter * ForTarget) { return NativeCall<FVector *, FVector *, APrimalCharacter *>(this, "APrimalStructureTurret.GetTargetFireAtLocation", result, ForTarget); }
1256 bool HasAmmo() { return NativeCall<bool>(this, "APrimalStructureTurret.HasAmmo"); }
1257 bool IsValidToFire(bool bAllowNoTarget) { return NativeCall<bool, bool>(this, "APrimalStructureTurret.IsValidToFire", bAllowNoTarget); }
1258 bool NetExecCommand(FName CommandName, FNetExecParams * ExecParams) { return NativeCall<bool, FName, FNetExecParams *>(this, "APrimalStructureTurret.NetExecCommand", CommandName, ExecParams); }
1259 void NotifyItemAdded(UPrimalItem * anItem, bool bEquipItem) { NativeCall<void, UPrimalItem *, bool>(this, "APrimalStructureTurret.NotifyItemAdded", anItem, bEquipItem); }
1260 void NotifyItemQuantityUpdated(UPrimalItem * anItem, int amount) { NativeCall<void, UPrimalItem *, int>(this, "APrimalStructureTurret.NotifyItemQuantityUpdated", anItem, amount); }
1261 void NotifyItemRemoved(UPrimalItem * anItem) { NativeCall<void, UPrimalItem *>(this, "APrimalStructureTurret.NotifyItemRemoved", anItem); }
1262 void PreInitializeComponents() { NativeCall<void>(this, "APrimalStructureTurret.PreInitializeComponents"); }
1263 bool SaddleDinoObstructed(FVector * StartTrace) { return NativeCall<bool, FVector *>(this, "APrimalStructureTurret.SaddleDinoObstructed", StartTrace); }
1264 void SetTarget(AActor * aTarget) { NativeCall<void, AActor *>(this, "APrimalStructureTurret.SetTarget", aTarget); }
1265 bool ShouldDealDamage(AActor * TestActor) { return NativeCall<bool, AActor *>(this, "APrimalStructureTurret.ShouldDealDamage", TestActor); }
1266 void SpawnImpactEffects(FHitResult * Impact, FVector * ShootDir) { NativeCall<void, FHitResult *, FVector *>(this, "APrimalStructureTurret.SpawnImpactEffects", Impact, ShootDir); }
1267 void SpawnTrailEffect(FVector * EndPoint) { NativeCall<void, FVector *>(this, "APrimalStructureTurret.SpawnTrailEffect", EndPoint); }
1268 void StartWarning() { NativeCall<void>(this, "APrimalStructureTurret.StartWarning"); }
1269 void Stasis() { NativeCall<void>(this, "APrimalStructureTurret.Stasis"); }
1270 void Tick(float DeltaSeconds) { NativeCall<void, float>(this, "APrimalStructureTurret.Tick", DeltaSeconds); }
1271 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalStructureTurret.TryMultiUse", ForPC, UseIndex); }
1272 void Unstasis() { NativeCall<void>(this, "APrimalStructureTurret.Unstasis"); }
1273 void UpdateNumBullets() { NativeCall<void>(this, "APrimalStructureTurret.UpdateNumBullets"); }
1274 void UpdatedTargeting() { NativeCall<void>(this, "APrimalStructureTurret.UpdatedTargeting"); }
1275 bool UseTurretFastTargeting() { return NativeCall<bool>(this, "APrimalStructureTurret.UseTurretFastTargeting"); }
1276 void WeaponTraceHits(TArray<FHitResult> * HitResults, FVector * StartTrace, FVector * EndTrace) { NativeCall<void, TArray<FHitResult> *, FVector *, FVector *>(this, "APrimalStructureTurret.WeaponTraceHits", HitResults, StartTrace, EndTrace); }
1277 bool BPTurretPreventsTargeting(APrimalCharacter * PotentialTarget) { return NativeCall<bool, APrimalCharacter *>(this, "APrimalStructureTurret.BPTurretPreventsTargeting", PotentialTarget); }
1278 void ClientsFireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir, int NewAmmoCount) { NativeCall<void, FVector, FVector_NetQuantizeNormal, int>(this, "APrimalStructureTurret.ClientsFireProjectile", Origin, ShootDir, NewAmmoCount); }
1279 AActor * FindTarget() { return NativeCall<AActor *>(this, "APrimalStructureTurret.FindTarget"); }
1280 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalStructureTurret.GetPrivateStaticClass", Package); }
1281 static void StaticRegisterNativesAPrimalStructureTurret() { NativeCall<void>(nullptr, "APrimalStructureTurret.StaticRegisterNativesAPrimalStructureTurret"); }
1282};
1283
1285{
1286 UTexture2D * IconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.Icon"); }
1287 UTexture2D * OrderFreeFireIconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.OrderFreeFireIcon"); }
1288 UTexture2D * OrderStandDownIconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.OrderStandDownIcon"); }
1289 UTexture2D * OrderAttackMyTargetIconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.OrderAttackMyTargetIcon"); }
1290 UTexture2D * OrderManualFireIconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.OrderManualFireIcon"); }
1291 UTexture2D * OrderRedAlertIconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.OrderRedAlertIcon"); }
1292 UTexture2D * OrderUnRedAlertIconField() { return *GetNativePointerField<UTexture2D **>(this, "APrimalRaft.OrderUnRedAlertIcon"); }
1293 TSubobjectPtr<UAudioComponent>& MovingSoundComponentField() { return *GetNativePointerField<TSubobjectPtr<UAudioComponent>*>(this, "APrimalRaft.MovingSoundComponent"); }
1294 USoundBase * MovingSoundCueField() { return *GetNativePointerField<USoundBase **>(this, "APrimalRaft.MovingSoundCue"); }
1295 float& OverrideSaddleStructureMaxFoundationSupport2DBuildDistanceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.OverrideSaddleStructureMaxFoundationSupport2DBuildDistance"); }
1296 float& WetDockOceanZOffsetField() { return *GetNativePointerField<float*>(this, "APrimalRaft.WetDockOceanZOffset"); }
1297 FVector& ClientRaftInterpLocField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.ClientRaftInterpLoc"); }
1298 FRotator& ClientRaftInterpRotField() { return *GetNativePointerField<FRotator*>(this, "APrimalRaft.ClientRaftInterpRot"); }
1299 TEnumAsByte<enum EShipSize::Type>& ShipSizeClassField() { return *GetNativePointerField<TEnumAsByte<enum EShipSize::Type>*>(this, "APrimalRaft.ShipSizeClass"); }
1300 TWeakObjectPtr<AShooterCharacter>& DriverField() { return *GetNativePointerField<TWeakObjectPtr<AShooterCharacter>*>(this, "APrimalRaft.Driver"); }
1301 FVector& VelocityFromPrevServerField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.VelocityFromPrevServer"); }
1302 TWeakObjectPtr<AShooterPlayerController>& LocalCaptainControllerField() { return *GetNativePointerField<TWeakObjectPtr<AShooterPlayerController>*>(this, "APrimalRaft.LocalCaptainController"); }
1303 APrimalStructureSeating_DriverSeat * AttachedDriverSeatField() { return *GetNativePointerField<APrimalStructureSeating_DriverSeat **>(this, "APrimalRaft.AttachedDriverSeat"); }
1304 TArray<APrimalStructureSeating_DriverSeat *> AttachedCaptiansOrderSeatsField() { return *GetNativePointerField<TArray<APrimalStructureSeating_DriverSeat *>*>(this, "APrimalRaft.AttachedCaptiansOrderSeats"); }
1305 TArray<APrimalStructure *> AttachedSailsField() { return *GetNativePointerField<TArray<APrimalStructure *>*>(this, "APrimalRaft.AttachedSails"); }
1306 TArray<APrimalStructure *> AttachedMiscCriticalStructuresField() { return *GetNativePointerField<TArray<APrimalStructure *>*>(this, "APrimalRaft.AttachedMiscCriticalStructures"); }
1307 float& SailUnits_MaxField() { return *GetNativePointerField<float*>(this, "APrimalRaft.SailUnits_Max"); }
1308 float& MaxWeightMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaxWeightMultiplier"); }
1309 int& CollisionImpactWeightClassField() { return *GetNativePointerField<int*>(this, "APrimalRaft.CollisionImpactWeightClass"); }
1310 float& SailingVelocity_MaxAllowedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.SailingVelocity_MaxAllowed"); }
1311 float& ShipBowOffsetField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipBowOffset"); }
1312 float& ThrottleCheckIntervalField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ThrottleCheckInterval"); }
1313 long double& LastThrottleCheckStartTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastThrottleCheckStartTime"); }
1314 float& BaseMovementWeightField() { return *GetNativePointerField<float*>(this, "APrimalRaft.BaseMovementWeight"); }
1315 float& Sails_MaxThrottleForceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_MaxThrottleForce"); }
1316 float& Sails_ThrottleForceWindMult_MinField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_ThrottleForceWindMult_Min"); }
1317 float& Sails_ThrottleForceWindMult_MaxField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_ThrottleForceWindMult_Max"); }
1318 float& Sails_MaxMovementWeightField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_MaxMovementWeight"); }
1319 float& Sails_AdditionalMaxVelocityField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_AdditionalMaxVelocity"); }
1320 FVector& Sails_ThrottleForceLocationField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.Sails_ThrottleForceLocation"); }
1321 FVector& ThrottleForceLocation_OffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.ThrottleForceLocation_Offset"); }
1322 float& Sails_SteeringForce_AtVelocityMaxField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_SteeringForce_AtVelocityMax"); }
1323 float& MaxSailRotationField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaxSailRotation"); }
1324 float& RotateSailsSpeedMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RotateSailsSpeedMultiplier"); }
1325 float& CurrentSailRotationField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CurrentSailRotation"); }
1326 float& ReplicatedSailRotationField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ReplicatedSailRotation"); }
1327 float& Sails_AvgSailRotationSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Sails_AvgSailRotationSpeed"); }
1328 float& CaptainSkillSailRotationMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CaptainSkillSailRotationMultiplier"); }
1329 float& CaptainSkillSailOpenMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CaptainSkillSailOpenMultiplier"); }
1330 float& RudderSteeringRateField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RudderSteeringRate"); }
1331 float& RudderAutoBackAngleField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RudderAutoBackAngle"); }
1332 float& RudderSteerForceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RudderSteerForce"); }
1333 float& FixedThrottleRateField() { return *GetNativePointerField<float*>(this, "APrimalRaft.FixedThrottleRate"); }
1334 float& SteeringForce_MaxAllowedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.SteeringForce_MaxAllowed"); }
1335 float& SteeringForce_MinAllowedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.SteeringForce_MinAllowed"); }
1336 float& RudderAngleThresholdField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RudderAngleThreshold"); }
1337 FVector& RudderCenterField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.RudderCenter"); }
1338 float& MinMovingSoundSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MinMovingSoundSpeed"); }
1339 float& DefaultLinearDampingField() { return *GetNativePointerField<float*>(this, "APrimalRaft.DefaultLinearDamping"); }
1340 float& DefaultAngularDampingField() { return *GetNativePointerField<float*>(this, "APrimalRaft.DefaultAngularDamping"); }
1341 float& RaftCharacterBasingAbsoluteMaxDirZField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RaftCharacterBasingAbsoluteMaxDirZ"); }
1342 float& CurrentAngularDampingField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CurrentAngularDamping"); }
1343 float& CurrentLinearDampingField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CurrentLinearDamping"); }
1344 int& RowingSeatCount_MaxField() { return *GetNativePointerField<int*>(this, "APrimalRaft.RowingSeatCount_Max"); }
1345 TArray<APrimalStructure *> AttachedRowingSeatsField() { return *GetNativePointerField<TArray<APrimalStructure *>*>(this, "APrimalRaft.AttachedRowingSeats"); }
1346 float& RowingSeatImpulseMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RowingSeatImpulseMultiplier"); }
1347 float& RowingImpulse_MaxField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RowingImpulse_Max"); }
1348 float& RowingSeats_RowingIntervalField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RowingSeats_RowingInterval"); }
1349 float& RowingSeats_RowingInputField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RowingSeats_RowingInput"); }
1350 long double& LastRowTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastRowTime"); }
1351 float& ShipMaximumAdditionalBedsStatusValueField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipMaximumAdditionalBedsStatusValue"); }
1352 float& ShipAdditionalBedsCrewPaymentIntervalMinField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipAdditionalBedsCrewPaymentIntervalMin"); }
1353 float& ShipAdditionalBedsCrewPaymentIntervalMaxField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipAdditionalBedsCrewPaymentIntervalMax"); }
1354 TEnumAsByte<enum EShipType::Type>& ShipTypeField() { return *GetNativePointerField<TEnumAsByte<enum EShipType::Type>*>(this, "APrimalRaft.ShipType"); }
1355 long double& NetworkCreationTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.NetworkCreationTime"); }
1356 APrimalStructureShipHull * MyShipHullField() { return *GetNativePointerField<APrimalStructureShipHull **>(this, "APrimalRaft.MyShipHull"); }
1357 APrimalStructure * MyShipDockField() { return *GetNativePointerField<APrimalStructure **>(this, "APrimalRaft.MyShipDock"); }
1358 APrimalBuff * MySunkenShipBuffField() { return *GetNativePointerField<APrimalBuff **>(this, "APrimalRaft.MySunkenShipBuff"); }
1359 TSubclassOf<APrimalStructureShipHull>& ShipHullClassField() { return *GetNativePointerField<TSubclassOf<APrimalStructureShipHull>*>(this, "APrimalRaft.ShipHullClass"); }
1360 int& NumberOfBedsField() { return *GetNativePointerField<int*>(this, "APrimalRaft.NumberOfBeds"); }
1361 int& NumberOfCrewField() { return *GetNativePointerField<int*>(this, "APrimalRaft.NumberOfCrew"); }
1362 int& AdditionalNumberOfBedsField() { return *GetNativePointerField<int*>(this, "APrimalRaft.AdditionalNumberOfBeds"); }
1363 int& AdditionalNumberOfCrewField() { return *GetNativePointerField<int*>(this, "APrimalRaft.AdditionalNumberOfCrew"); }
1364 char& CurrentBedCountField() { return *GetNativePointerField<char*>(this, "APrimalRaft.CurrentBedCount"); }
1365 long double& DiedAtTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.DiedAtTime"); }
1366 float& TimeSinceLastFadeOutField() { return *GetNativePointerField<float*>(this, "APrimalRaft.TimeSinceLastFadeOut"); }
1367 bool& bUnstasisNoWaterField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bUnstasisNoWater"); }
1368 int& NoWaterTriesField() { return *GetNativePointerField<int*>(this, "APrimalRaft.NoWaterTries"); }
1369 int& LastFrameDisabledForcedVelocityDirectionField() { return *GetNativePointerField<int*>(this, "APrimalRaft.LastFrameDisabledForcedVelocityDirection"); }
1370 long double& LastTakeDamageFromEnemyTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastTakeDamageFromEnemyTime"); }
1371 long double& LastCauseDamageToEnemyRaftTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastCauseDamageToEnemyRaftTime"); }
1372 float& ThrottleInputField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ThrottleInput"); }
1373 float& ThrottleRatio_TargetField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ThrottleRatio_Target"); }
1374 float& ReplicatedThrottleRatio_TargetField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ReplicatedThrottleRatio_Target"); }
1375 float& SteeringInputField() { return *GetNativePointerField<float*>(this, "APrimalRaft.SteeringInput"); }
1376 float& RudderAngleField() { return *GetNativePointerField<float*>(this, "APrimalRaft.RudderAngle"); }
1377 float& SailTurningInputField() { return *GetNativePointerField<float*>(this, "APrimalRaft.SailTurningInput"); }
1378 USceneComponent * RudderSteeringComponentField() { return *GetNativePointerField<USceneComponent **>(this, "APrimalRaft.RudderSteeringComponent"); }
1379 TSubclassOf<UDamageType>& CollisionImpactDamageTypeField() { return *GetNativePointerField<TSubclassOf<UDamageType>*>(this, "APrimalRaft.CollisionImpactDamageType"); }
1380 float& CollisionImpactAbsoluteMinImpulseField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactAbsoluteMinImpulse"); }
1381 float& CollisionImpactMinImpulseField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMinImpulse"); }
1382 float& CollisionImpactMaxImpulseField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMaxImpulse"); }
1383 float& CollisionImpactMinDamageAmountField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMinDamageAmount"); }
1384 float& CollisionImpactMaxDamageAmountField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMaxDamageAmount"); }
1385 float& CollisionImpactMinDamageRadiusField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMinDamageRadius"); }
1386 float& CollisionImpactMaxDamageRadiusField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMaxDamageRadius"); }
1387 float& CollisionImpactMinIntervalField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollisionImpactMinInterval"); }
1388 long double& LastCollisionImpactTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastCollisionImpactTime"); }
1389 bool& bIsInDrydockField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bIsInDrydock"); }
1390 bool& bIsInWetDockField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bIsInWetDock"); }
1391 bool& bBeganPlayField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bBeganPlay"); }
1392 bool& bUsingLongRangeStasisField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bUsingLongRangeStasis"); }
1393 USphereComponent * LongRangeStasisComponentField() { return *GetNativePointerField<USphereComponent **>(this, "APrimalRaft.LongRangeStasisComponent"); }
1394 TSubclassOf<UPrimalItem>& OpenWaterSpoilingItemClassField() { return *GetNativePointerField<TSubclassOf<UPrimalItem>*>(this, "APrimalRaft.OpenWaterSpoilingItemClass"); }
1395 float& LastDistanceToShoreField() { return *GetNativePointerField<float*>(this, "APrimalRaft.LastDistanceToShore"); }
1396 float& LastOpenWaterSpoilingMultField() { return *GetNativePointerField<float*>(this, "APrimalRaft.LastOpenWaterSpoilingMult"); }
1397 FVector& PreviousLinearVelocityField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.PreviousLinearVelocity"); }
1398 FVector& PreviousAngularVelocityField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.PreviousAngularVelocity"); }
1399 float& MinOpenWaterSpoilingMultField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MinOpenWaterSpoilingMult"); }
1400 float& MaxOpenWaterSpoilingMultField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaxOpenWaterSpoilingMult"); }
1401 float& MinOpenWaterDebuffDistanceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MinOpenWaterDebuffDistance"); }
1402 float& MaxOpenWaterDebuffDistanceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaxOpenWaterDebuffDistance"); }
1403 float& BaseClaimTimeField() { return *GetNativePointerField<float*>(this, "APrimalRaft.BaseClaimTime"); }
1404 float& BaseUnclaimTimeField() { return *GetNativePointerField<float*>(this, "APrimalRaft.BaseUnclaimTime"); }
1405 float& ExtraClaimTimePerLevelField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ExtraClaimTimePerLevel"); }
1406 float& ClaimTimeMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ClaimTimeMultiplier"); }
1407 float& PercentOfWeightForMinSinkingSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.PercentOfWeightForMinSinkingSpeed"); }
1408 float& PercentOfWeightForMaxSinkingSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.PercentOfWeightForMaxSinkingSpeed"); }
1409 float& ShipHullSinkMovementForceMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipHullSinkMovementForceMultiplier"); }
1410 FVector& LastPositionField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.LastPosition"); }
1411 bool& bWasAnchoredOrDryDockedField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bWasAnchoredOrDryDocked"); }
1412 FVector2D& SailHUDIconYMinMaxField() { return *GetNativePointerField<FVector2D*>(this, "APrimalRaft.SailHUDIconYMinMax"); }
1413 APrimalStructureItemContainer * MyRepairBoxField() { return *GetNativePointerField<APrimalStructureItemContainer **>(this, "APrimalRaft.MyRepairBox"); }
1414 APrimalStructureClaimFlag * CurrentClaimFlagField() { return *GetNativePointerField<APrimalStructureClaimFlag **>(this, "APrimalRaft.CurrentClaimFlag"); }
1415 float& MaximumSwimOntoBaseTraceDistanceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaximumSwimOntoBaseTraceDistance"); }
1416 float& AutoAnchorDryDockReleasedGracePeriodField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoAnchorDryDockReleasedGracePeriod"); }
1417 int& NumBasedCharactersField() { return *GetNativePointerField<int*>(this, "APrimalRaft.NumBasedCharacters"); }
1418 long double& LastReleasedFromDryDockTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastReleasedFromDryDockTime"); }
1419 float& ThrottleForceMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ThrottleForceMultiplier"); }
1420 bool& bIncrementedAnchoredShipsField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bIncrementedAnchoredShips"); }
1421 bool& bIncrementedUnanchoredShipsField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bIncrementedUnanchoredShips"); }
1422 float& MinMaxThrottleRatioToBeachField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MinMaxThrottleRatioToBeach"); }
1423 float& MinAllowedGroundDistField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MinAllowedGroundDist"); }
1424 float& GroundDistToStopShipField() { return *GetNativePointerField<float*>(this, "APrimalRaft.GroundDistToStopShip"); }
1425 float& GlobalSailForceMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.GlobalSailForceMultiplier"); }
1426 float& GlobalSteeringForceMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.GlobalSteeringForceMultiplier"); }
1427 float& ShipBeachedStartTimeField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipBeachedStartTime"); }
1428 bool& bPreventsDinosWithStructureSupportingSaddlesField() { return *GetNativePointerField<bool*>(this, "APrimalRaft.bPreventsDinosWithStructureSupportingSaddles"); }
1429 float& ExternalForceMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ExternalForceMultiplier"); }
1430 int& LastMarkedFrameCountField() { return *GetNativePointerField<int*>(this, "APrimalRaft.LastMarkedFrameCount"); }
1431 long double& LastFrameMarkedTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastFrameMarkedTime"); }
1432 long double& LastSentSailRotationToServerTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastSentSailRotationToServerTime"); }
1433 float& LastSentSailRotationToServerValueField() { return *GetNativePointerField<float*>(this, "APrimalRaft.LastSentSailRotationToServerValue"); }
1434 long double& LastSentThrottleTargetToServerTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastSentThrottleTargetToServerTime"); }
1435 float& LastSentThrottleTargetToServerValueField() { return *GetNativePointerField<float*>(this, "APrimalRaft.LastSentThrottleTargetToServerValue"); }
1436 float& LastSentSteeringInputToServerValueField() { return *GetNativePointerField<float*>(this, "APrimalRaft.LastSentSteeringInputToServerValue"); }
1437 float& Teleport_AllowedAboveTopDeckDistField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Teleport_AllowedAboveTopDeckDist"); }
1438 float& Teleport_AllowedBelowTopDeckDistField() { return *GetNativePointerField<float*>(this, "APrimalRaft.Teleport_AllowedBelowTopDeckDist"); }
1439 long double& LastWantsForcedMovementTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.LastWantsForcedMovementTime"); }
1440 int& ForcedMovementDirectionField() { return *GetNativePointerField<int*>(this, "APrimalRaft.ForcedMovementDirection"); }
1441 TArray<FOrderingGroupInfo>& StationGroupsField() { return *GetNativePointerField<TArray<FOrderingGroupInfo>*>(this, "APrimalRaft.StationGroups"); }
1442 TArray<unsigned char>& StationGroupsCurrentActiveOrderField() { return *GetNativePointerField<TArray<unsigned char>*>(this, "APrimalRaft.StationGroupsCurrentActiveOrder"); }
1443 TArray<FVector>& CurrentManualFireLocationsField() { return *GetNativePointerField<TArray<FVector>*>(this, "APrimalRaft.CurrentManualFireLocations"); }
1444 float& FrontGroupMinYCoordinateField() { return *GetNativePointerField<float*>(this, "APrimalRaft.FrontGroupMinYCoordinate"); }
1445 float& BackGroupMaxYCoordinateField() { return *GetNativePointerField<float*>(this, "APrimalRaft.BackGroupMaxYCoordinate"); }
1446 float& MaxTimeToShootAtLocationField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaxTimeToShootAtLocation"); }
1447 float& ShipWeightMovementForcePowerField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipWeightMovementForcePower"); }
1448 unsigned int& ServerStationGroupsUpdateIndexField() { return *GetNativePointerField<unsigned int*>(this, "APrimalRaft.ServerStationGroupsUpdateIndex"); }
1449 unsigned int& LocalStationGroupsUpdateIndexField() { return *GetNativePointerField<unsigned int*>(this, "APrimalRaft.LocalStationGroupsUpdateIndex"); }
1450 FVector& CaptainsOrdersCameraOriginTargetingOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.CaptainsOrdersCameraOriginTargetingOffset"); }
1451 FVector& CapOrdersAdditionTPVOffsetField() { return *GetNativePointerField<FVector*>(this, "APrimalRaft.CapOrdersAdditionTPVOffset"); }
1452 FieldArray<int, 3> CaptainExtraActionsStatesField() { return { this, "APrimalRaft.CaptainExtraActionsStates" }; }
1453 float& AutoPilot_AllowSnapToHeadingBelowAngularVelocityField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_AllowSnapToHeadingBelowAngularVelocity"); }
1454 float& AutoPilot_TargetHeadingErrorRange_SlowField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_TargetHeadingErrorRange_Slow"); }
1455 float& AutoPilot_TargetHeadingErrorRange_StopField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_TargetHeadingErrorRange_Stop"); }
1456 float& AutoPilot_TargetHeadingErrorRange_ResumeField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_TargetHeadingErrorRange_Resume"); }
1457 float& AutoPilot_AngularVelocityMaxInterpSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_AngularVelocityMaxInterpSpeed"); }
1458 float& AutoPilot_ForceMinAngularVelocity_MINField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_ForceMinAngularVelocity_MIN"); }
1459 float& AutoPilot_ForceMinAngularVelocity_MAXField() { return *GetNativePointerField<float*>(this, "APrimalRaft.AutoPilot_ForceMinAngularVelocity_MAX"); }
1460 float& ScaleFloatingHUDMaxDistanceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ScaleFloatingHUDMaxDistance"); }
1461 float& DrawFloatingHUDMaxDistanceAllyField() { return *GetNativePointerField<float*>(this, "APrimalRaft.DrawFloatingHUDMaxDistanceAlly"); }
1462 float& DrawFloatingHUDMaxDistanceEnemyField() { return *GetNativePointerField<float*>(this, "APrimalRaft.DrawFloatingHUDMaxDistanceEnemy"); }
1463 AActor * LastDamageCauserField() { return *GetNativePointerField<AActor **>(this, "APrimalRaft.LastDamageCauser"); }
1464 long double& ClientStartedInterpolationAtTimeField() { return *GetNativePointerField<long double*>(this, "APrimalRaft.ClientStartedInterpolationAtTime"); }
1465 FName& VesselDynamicsCollisionProfileNameField() { return *GetNativePointerField<FName*>(this, "APrimalRaft.VesselDynamicsCollisionProfileName"); }
1466 float& OvercrewedIsOverweightMinSinkingPercentField() { return *GetNativePointerField<float*>(this, "APrimalRaft.OvercrewedIsOverweightMinSinkingPercent"); }
1467 float& CollideOntoEnemyRaftDamageImpulseMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.CollideOntoEnemyRaftDamageImpulseMultiplier"); }
1468 float& FixedBackwardsThrottleForceField() { return *GetNativePointerField<float*>(this, "APrimalRaft.FixedBackwardsThrottleForce"); }
1469 float& MaxBackwardsVelocityField() { return *GetNativePointerField<float*>(this, "APrimalRaft.MaxBackwardsVelocity"); }
1470 float& ClientUnanchoringAllowSlowInterpolationPeriodField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ClientUnanchoringAllowSlowInterpolationPeriod"); }
1471 float& ClientUnanchoringLocationInterpSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ClientUnanchoringLocationInterpSpeed"); }
1472 float& ClientUnanchoringRotationInterpSpeedField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ClientUnanchoringRotationInterpSpeed"); }
1473 float& ClientUnanchoringInterpSpeedFastField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ClientUnanchoringInterpSpeedFast"); }
1474 float& ShipStructureHealthMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalRaft.ShipStructureHealthMultiplier"); }
1475 float& UnRedAlertTeleWaitTimeField() { return *GetNativePointerField<float*>(this, "APrimalRaft.UnRedAlertTeleWaitTime"); }
1476 int& NumOfLieutenantSeatsAllowedField() { return *GetNativePointerField<int*>(this, "APrimalRaft.NumOfLieutenantSeatsAllowed"); }
1477 FString& KilledNotificationStringField() { return *GetNativePointerField<FString*>(this, "APrimalRaft.KilledNotificationString"); }
1478
1479 // Bit fields
1480
1481 BitFieldValue<bool, unsigned __int32> bUseForcestoApply() { return { this, "APrimalRaft.bUseForcestoApply" }; }
1482 BitFieldValue<bool, unsigned __int32> bIsNPCShip() { return { this, "APrimalRaft.bIsNPCShip" }; }
1483 BitFieldValue<bool, unsigned __int32> bClientIsInterpolatingRaft() { return { this, "APrimalRaft.bClientIsInterpolatingRaft" }; }
1484 BitFieldValue<bool, unsigned __int32> bUseBPSimulatePhysics() { return { this, "APrimalRaft.bUseBPSimulatePhysics" }; }
1485 BitFieldValue<bool, unsigned __int32> bOnlyUseBPSimulatePhysics() { return { this, "APrimalRaft.bOnlyUseBPSimulatePhysics" }; }
1486 BitFieldValue<bool, unsigned __int32> bIsSmallRaft() { return { this, "APrimalRaft.bIsSmallRaft" }; }
1487 BitFieldValue<bool, unsigned __int32> bDebugSteering() { return { this, "APrimalRaft.bDebugSteering" }; }
1488 BitFieldValue<bool, unsigned __int32> bDebugSailing() { return { this, "APrimalRaft.bDebugSailing" }; }
1489 BitFieldValue<bool, unsigned __int32> bDebugRowing() { return { this, "APrimalRaft.bDebugRowing" }; }
1490 BitFieldValue<bool, unsigned __int32> bDebugRowing_ForceAllSeatsRowSync() { return { this, "APrimalRaft.bDebugRowing_ForceAllSeatsRowSync" }; }
1491 BitFieldValue<bool, unsigned __int32> bAllowDriverSeats() { return { this, "APrimalRaft.bAllowDriverSeats" }; }
1492 BitFieldValue<bool, unsigned __int32> bAllowSails() { return { this, "APrimalRaft.bAllowSails" }; }
1493 BitFieldValue<bool, unsigned __int32> bAllowRowingSeats() { return { this, "APrimalRaft.bAllowRowingSeats" }; }
1494 BitFieldValue<bool, unsigned __int32> bAutoFullyBuildInShipYard() { return { this, "APrimalRaft.bAutoFullyBuildInShipYard" }; }
1495 BitFieldValue<bool, unsigned __int32> bReleaseImmediatelyFromShipyard() { return { this, "APrimalRaft.bReleaseImmediatelyFromShipyard" }; }
1496 BitFieldValue<bool, unsigned __int32> bAllowReturnToShipyard() { return { this, "APrimalRaft.bAllowReturnToShipyard" }; }
1497 BitFieldValue<bool, unsigned __int32> bCanMoveWithoutRider() { return { this, "APrimalRaft.bCanMoveWithoutRider" }; }
1498 BitFieldValue<bool, unsigned __int32> bSailsAffectThrottleLocation() { return { this, "APrimalRaft.bSailsAffectThrottleLocation" }; }
1499 BitFieldValue<bool, unsigned __int32> bUseBP_AdjustRowingImpulse() { return { this, "APrimalRaft.bUseBP_AdjustRowingImpulse" }; }
1500 BitFieldValue<bool, unsigned __int32> bIsCheckingThrottle() { return { this, "APrimalRaft.bIsCheckingThrottle" }; }
1501 BitFieldValue<bool, unsigned __int32> bTickRowing() { return { this, "APrimalRaft.bTickRowing" }; }
1502 BitFieldValue<bool, unsigned __int32> bAddedToActiveArray() { return { this, "APrimalRaft.bAddedToActiveArray" }; }
1503 BitFieldValue<bool, unsigned __int32> bTickRefreshStationGroupOrders() { return { this, "APrimalRaft.bTickRefreshStationGroupOrders" }; }
1504 BitFieldValue<bool, unsigned __int32> bUsingAutoStationGrouping() { return { this, "APrimalRaft.bUsingAutoStationGrouping" }; }
1505 BitFieldValue<bool, unsigned __int32> bUsesStationGrouping() { return { this, "APrimalRaft.bUsesStationGrouping" }; }
1506 BitFieldValue<bool, unsigned __int32> bReplicateCurrentSailRotation() { return { this, "APrimalRaft.bReplicateCurrentSailRotation" }; }
1507 BitFieldValue<bool, unsigned __int32> bAllowShipForcedMovement() { return { this, "APrimalRaft.bAllowShipForcedMovement" }; }
1508 BitFieldValue<bool, unsigned __int32> bClientSideSailingForces() { return { this, "APrimalRaft.bClientSideSailingForces" }; }
1509 BitFieldValue<bool, unsigned __int32> bDeadTicked() { return { this, "APrimalRaft.bDeadTicked" }; }
1510 BitFieldValue<bool, unsigned __int32> bAnchoredSetToOceanHeight() { return { this, "APrimalRaft.bAnchoredSetToOceanHeight" }; }
1511 BitFieldValue<bool, unsigned __int32> bUseRaftBPTick() { return { this, "APrimalRaft.bUseRaftBPTick" }; }
1512 BitFieldValue<bool, unsigned __int32> bUseBPSetThrottle() { return { this, "APrimalRaft.bUseBPSetThrottle" }; }
1513 BitFieldValue<bool, unsigned __int32> bHealthPercentageUseHullHealth() { return { this, "APrimalRaft.bHealthPercentageUseHullHealth" }; }
1514 BitFieldValue<bool, unsigned __int32> bSmallRaftPushAwayPlayers() { return { this, "APrimalRaft.bSmallRaftPushAwayPlayers" }; }
1515 BitFieldValue<bool, unsigned __int32> bAllowAutoPilot() { return { this, "APrimalRaft.bAllowAutoPilot" }; }
1516
1517 // Functions
1518
1519 static UClass * StaticClass() { return NativeCall<UClass *>(nullptr, "APrimalRaft.StaticClass"); }
1520 bool IsLargeRaft() { return NativeCall<bool>(this, "APrimalRaft.IsLargeRaft"); }
1521 void ActivateAllHighlights(bool bRequestFromCaptain, int LTSeatIndex, char IconsToActivate) { NativeCall<void, bool, int, char>(this, "APrimalRaft.ActivateAllHighlights", bRequestFromCaptain, LTSeatIndex, IconsToActivate); }
1522 void ActivateGroup(int GroupIndex, bool bIsForCaptain, bool bNewValue, int LtIndex) { NativeCall<void, int, bool, bool, int>(this, "APrimalRaft.ActivateGroup", GroupIndex, bIsForCaptain, bNewValue, LtIndex); }
1523 void AddForceToBeApplied(FVector Location, FVector Force, FName ForceName) { NativeCall<void, FVector, FVector, FName>(this, "APrimalRaft.AddForceToBeApplied", Location, Force, ForceName); }
1524 void AddForceToBeAppliedAtCenterOfGravity(FVector Force, FName ForceName) { NativeCall<void, FVector, FName>(this, "APrimalRaft.AddForceToBeAppliedAtCenterOfGravity", Force, ForceName); }
1525 void AddForceToBeAppliedAtCustomSocket(FVector Force, FName ForceName, FName SocketName) { NativeCall<void, FVector, FName, FName>(this, "APrimalRaft.AddForceToBeAppliedAtCustomSocket", Force, ForceName, SocketName); }
1526 void AddForceToShipAtLocation(FVector Force, FVector Location, bool bIgnoreBeachedThrottleForceMultiplier) { NativeCall<void, FVector, FVector, bool>(this, "APrimalRaft.AddForceToShipAtLocation", Force, Location, bIgnoreBeachedThrottleForceMultiplier); }
1527 void AddImpulseToShipAtLocation(FVector Impulse, FVector Location) { NativeCall<void, FVector, FVector>(this, "APrimalRaft.AddImpulseToShipAtLocation", Impulse, Location); }
1528 void AddTorqueToBeApplied(FVector Force, FName ForceName) { NativeCall<void, FVector, FName>(this, "APrimalRaft.AddTorqueToBeApplied", Force, ForceName); }
1529 bool AllowAutoPilot_Tick() { return NativeCall<bool>(this, "APrimalRaft.AllowAutoPilot_Tick"); }
1530 void ApplyGlobalDamageToShip(float DamageAmount, bool bIsPercent, AController * EventInstigator, AActor * DamageCauser, TSubclassOf<UDamageType> DamageType) { NativeCall<void, float, bool, AController *, AActor *, TSubclassOf<UDamageType>>(this, "APrimalRaft.ApplyGlobalDamageToShip", DamageAmount, bIsPercent, EventInstigator, DamageCauser, DamageType); }
1531 bool AreAllMannedSailsClosing() { return NativeCall<bool>(this, "APrimalRaft.AreAllMannedSailsClosing"); }
1532 bool AreAllMannedSailsOpening() { return NativeCall<bool>(this, "APrimalRaft.AreAllMannedSailsOpening"); }
1533 void AttachToOtherShip(APrimalRaft * OtherShip, TEnumAsByte<enum EAttachLocation::Type> AttachType, bool bAttachAtWorldTransform, FVector AttachAtWorldLoc, FRotator AttachAtWorldRot) { NativeCall<void, APrimalRaft *, TEnumAsByte<enum EAttachLocation::Type>, bool, FVector, FRotator>(this, "APrimalRaft.AttachToOtherShip", OtherShip, AttachType, bAttachAtWorldTransform, AttachAtWorldLoc, AttachAtWorldRot); }
1534 bool BaseIgnoreWaveLocking(APrimalCharacter * BasedChar) { return NativeCall<bool, APrimalCharacter *>(this, "APrimalRaft.BaseIgnoreWaveLocking", BasedChar); }
1535 void BeginPlay() { NativeCall<void>(this, "APrimalRaft.BeginPlay"); }
1536 FVector * CalculateManualFireCannonCenterLocation(FVector * result, TArray<int> * GroupsIndex, FVector TargetLocation) { return NativeCall<FVector *, FVector *, TArray<int> *, FVector>(this, "APrimalRaft.CalculateManualFireCannonCenterLocation", result, GroupsIndex, TargetLocation); }
1537 void CalculateSailRotation() { NativeCall<void>(this, "APrimalRaft.CalculateSailRotation"); }
1538 void CalculateSteeringVelocity() { NativeCall<void>(this, "APrimalRaft.CalculateSteeringVelocity"); }
1539 void CalculateThrottleForce() { NativeCall<void>(this, "APrimalRaft.CalculateThrottleForce"); }
1540 int CanAddCriticalShipStructure(APrimalStructure * NewStructure) { return NativeCall<int, APrimalStructure *>(this, "APrimalRaft.CanAddCriticalShipStructure", NewStructure); }
1541 bool CanDoPhysicsRotationAccelerationFollowsRotationDirectMove() { return NativeCall<bool>(this, "APrimalRaft.CanDoPhysicsRotationAccelerationFollowsRotationDirectMove"); }
1542 bool CanOrder(APrimalCharacter * FromCharacter, bool bBuildingStructures) { return NativeCall<bool, APrimalCharacter *, bool>(this, "APrimalRaft.CanOrder", FromCharacter, bBuildingStructures); }
1543 void ChangeActorTeam(int NewTeam) { NativeCall<void, int>(this, "APrimalRaft.ChangeActorTeam", NewTeam); }
1544 void ChangeGroupName(int GroupIndex, FString NewName) { NativeCall<void, int, FString>(this, "APrimalRaft.ChangeGroupName", GroupIndex, NewName); }
1545 void CheckForChangeThrottle() { NativeCall<void>(this, "APrimalRaft.CheckForChangeThrottle"); }
1546 void CheckStructurePlacementOnMe_Implementation(int * AllowReturnValue, APrimalStructure * PlacingStructure, AShooterPlayerController * PC, FVector * AtLocation, FRotator * AtRotation, FPlacementData * PlacementData) { NativeCall<void, int *, APrimalStructure *, AShooterPlayerController *, FVector *, FRotator *, FPlacementData *>(this, "APrimalRaft.CheckStructurePlacementOnMe_Implementation", AllowReturnValue, PlacingStructure, PC, AtLocation, AtRotation, PlacementData); }
1547 void ClearStationGroup(int GroupIndex, bool bNotifyChange) { NativeCall<void, int, bool>(this, "APrimalRaft.ClearStationGroup", GroupIndex, bNotifyChange); }
1548 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalRaft.ClientMultiUse", ForPC, UseIndex); }
1549 void ClientPrepareForSeamlessTravel_Implementation() { NativeCall<void>(this, "APrimalRaft.ClientPrepareForSeamlessTravel_Implementation"); }
1550 void Destroyed() { NativeCall<void>(this, "APrimalRaft.Destroyed"); }
1551 void DetachFromShip(bool bDetachAtWorldTransform, FVector DetachAtWorldLoc, FRotator DetachAtWorldRot) { NativeCall<void, bool, FVector, FRotator>(this, "APrimalRaft.DetachFromShip", bDetachAtWorldTransform, DetachAtWorldLoc, DetachAtWorldRot); }
1552 bool Die(float KillingDamage, FDamageEvent * DamageEvent, AController * Killer, AActor * DamageCauser) { return NativeCall<bool, float, FDamageEvent *, AController *, AActor *>(this, "APrimalRaft.Die", KillingDamage, DamageEvent, Killer, DamageCauser); }
1553 void DoImpactDamageToShipStructures(FVector AtLocation, float AtRange, float AtDamage, AActor * DamageCauser) { NativeCall<void, FVector, float, float, AActor *>(this, "APrimalRaft.DoImpactDamageToShipStructures", AtLocation, AtRange, AtDamage, DamageCauser); }
1554 bool DoesShipHaveBasedPawns(bool bRequireActivePawns) { return NativeCall<bool, bool>(this, "APrimalRaft.DoesShipHaveBasedPawns", bRequireActivePawns); }
1555 void DrawDinoFloatingHUD(AShooterHUD * HUD, bool bDrawDinoOrderIcon) { NativeCall<void, AShooterHUD *, bool>(this, "APrimalRaft.DrawDinoFloatingHUD", HUD, bDrawDinoOrderIcon); }
1556 bool EndOrderForGroup(ECaptainOrder::Type CaptainOrder, int GroupIndex, int StationsToFire, AActor * OrderTarget, FVector TargetLocation, bool bUpdateGroupInfos) { return NativeCall<bool, ECaptainOrder::Type, int, int, AActor *, FVector, bool>(this, "APrimalRaft.EndOrderForGroup", CaptainOrder, GroupIndex, StationsToFire, OrderTarget, TargetLocation, bUpdateGroupInfos); }
1557 void EndOrderForGroups(ECaptainOrder::Type CaptainOrder, TArray<int> * GroupsIndex, TArray<int> * StationsToFire, AActor * OrderTarget, FVector TargetLocation) { NativeCall<void, ECaptainOrder::Type, TArray<int> *, TArray<int> *, AActor *, FVector>(this, "APrimalRaft.EndOrderForGroups", CaptainOrder, GroupsIndex, StationsToFire, OrderTarget, TargetLocation); }
1558 void ExecuteCaptainOrderForGroup(ECaptainOrder::Type OrderIndex, int GroupIndex, int ForceOnGroup, bool bUpdateGroupInfos) { NativeCall<void, ECaptainOrder::Type, int, int, bool>(this, "APrimalRaft.ExecuteCaptainOrderForGroup", OrderIndex, GroupIndex, ForceOnGroup, bUpdateGroupInfos); }
1559 void ExecuteCaptainOrderForGroups(ECaptainOrder::Type OrderIndex, TArray<int> * GroupsIndex) { NativeCall<void, ECaptainOrder::Type, TArray<int> *>(this, "APrimalRaft.ExecuteCaptainOrderForGroups", OrderIndex, GroupsIndex); }
1560 void FinalSeamlessTravelled() { NativeCall<void>(this, "APrimalRaft.FinalSeamlessTravelled"); }
1561 void FinalizeCaptainOrderForGroup(ECaptainOrder::Type OrderIndex, int GroupIndex, int StationsToFire, AActor * OrderTarget, FVector OrderLocation, int ForceOnGroup, bool bUpdateGroupInfos) { NativeCall<void, ECaptainOrder::Type, int, int, AActor *, FVector, int, bool>(this, "APrimalRaft.FinalizeCaptainOrderForGroup", OrderIndex, GroupIndex, StationsToFire, OrderTarget, OrderLocation, ForceOnGroup, bUpdateGroupInfos); }
1562 void FinalizeCaptainOrderForGroups(ECaptainOrder::Type OrderIndex, TArray<int> * GroupsIndex, TArray<int> * StationsToFire, AActor * OrderTarget, FVector OrderLocation) { NativeCall<void, ECaptainOrder::Type, TArray<int> *, TArray<int> *, AActor *, FVector>(this, "APrimalRaft.FinalizeCaptainOrderForGroups", OrderIndex, GroupsIndex, StationsToFire, OrderTarget, OrderLocation); }
1563 static APrimalRaft * FindRaftWithID(UWorld * World, int RaftUniqueId) { return NativeCall<APrimalRaft *, UWorld *, int>(nullptr, "APrimalRaft.FindRaftWithID", World, RaftUniqueId); }
1564 void FirstTicked() { NativeCall<void>(this, "APrimalRaft.FirstTicked"); }
1565 bool ForceAllowAddBuffOfClass(TSubclassOf<APrimalBuff> BuffClass) { return NativeCall<bool, TSubclassOf<APrimalBuff>>(this, "APrimalRaft.ForceAllowAddBuffOfClass", BuffClass); }
1566 void ForceClearAllBasingCharacters(bool bForceSetFalling) { NativeCall<void, bool>(this, "APrimalRaft.ForceClearAllBasingCharacters", bForceSetFalling); }
1567 void ForceClearBasingCharacter(APrimalCharacter * theChar, bool bForceSetFalling) { NativeCall<void, APrimalCharacter *, bool>(this, "APrimalRaft.ForceClearBasingCharacter", theChar, bForceSetFalling); }
1568 void ForceMoveShip() { NativeCall<void>(this, "APrimalRaft.ForceMoveShip"); }
1569 void ForceUpdateBasedPawnsMovements() { NativeCall<void>(this, "APrimalRaft.ForceUpdateBasedPawnsMovements"); }
1570 FVector2D * GetAutoPilotHeading(FVector2D * result) { return NativeCall<FVector2D *, FVector2D *>(this, "APrimalRaft.GetAutoPilotHeading", result); }
1571 float GetAverageMannedSailOpenRatio() { return NativeCall<float>(this, "APrimalRaft.GetAverageMannedSailOpenRatio"); }
1572 void GetBasedCrewCounts(int * OutPlayers, int * OutCrew) { NativeCall<void, int *, int *>(this, "APrimalRaft.GetBasedCrewCounts", OutPlayers, OutCrew); }
1573 FString * GetCaptainOrderCommand(FString * result, ECaptainOrder::Type CaptainOrder, bool bFromCaptain) { return NativeCall<FString *, FString *, ECaptainOrder::Type, bool>(this, "APrimalRaft.GetCaptainOrderCommand", result, CaptainOrder, bFromCaptain); }
1574 float GetCrewPaymentIntervalMultiplier() { return NativeCall<float>(this, "APrimalRaft.GetCrewPaymentIntervalMultiplier"); }
1575 int GetCurrentBasedCrewCount(bool bOnlyCountNPCs) { return NativeCall<int, bool>(this, "APrimalRaft.GetCurrentBasedCrewCount", bOnlyCountNPCs); }
1576 UTexture2D * GetCurrentCaptainOrderIcon(ECaptainOrder::Type CurrentCaptainOrder) { return NativeCall<UTexture2D *, ECaptainOrder::Type>(this, "APrimalRaft.GetCurrentCaptainOrderIcon", CurrentCaptainOrder); }
1577 FVector * GetCurrentManualFireLocationForSeat(FVector * result, APrimalStructureSeating * seatToCheck) { return NativeCall<FVector *, FVector *, APrimalStructureSeating *>(this, "APrimalRaft.GetCurrentManualFireLocationForSeat", result, seatToCheck); }
1578 int GetCurrentSinkReason() { return NativeCall<int>(this, "APrimalRaft.GetCurrentSinkReason"); }
1579 FString * GetDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalRaft.GetDescriptiveName", result); }
1580 APrimalStructureSeating_DriverSeat * GetDominantSeatForGroup(int GroupIndex) { return NativeCall<APrimalStructureSeating_DriverSeat *, int>(this, "APrimalRaft.GetDominantSeatForGroup", GroupIndex); }
1581 AShooterCharacter * GetDriver() { return NativeCall<AShooterCharacter *>(this, "APrimalRaft.GetDriver"); }
1582 FString * GetEntryDescription(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalRaft.GetEntryDescription", result); }
1583 UTexture2D * GetEntryIcon(UObject * AssociatedDataObject, bool bIsEnabled) { return NativeCall<UTexture2D *, UObject *, bool>(this, "APrimalRaft.GetEntryIcon", AssociatedDataObject, bIsEnabled); }
1584 FString * GetEntryString(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalRaft.GetEntryString", result); }
1585 float GetGroundDistanceFromHullBottom(bool * OutMovingAway) { return NativeCall<float, bool *>(this, "APrimalRaft.GetGroundDistanceFromHullBottom", OutMovingAway); }
1586 float GetHealthPercentage() { return NativeCall<float>(this, "APrimalRaft.GetHealthPercentage"); }
1587 FVector * GetInterpolatedVelocity(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalRaft.GetInterpolatedVelocity", result); }
1588 long double GetLastRowTime() { return NativeCall<long double>(this, "APrimalRaft.GetLastRowTime"); }
1589 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalRaft.GetLifetimeReplicatedProps", OutLifetimeProps); }
1590 APrimalStructureSeating * GetLocalCaptainsSeat() { return NativeCall<APrimalStructureSeating *>(this, "APrimalRaft.GetLocalCaptainsSeat"); }
1591 APrimalStructure * GetMainDriverSeat() { return NativeCall<APrimalStructure *>(this, "APrimalRaft.GetMainDriverSeat"); }
1592 int GetMannedSailsCount() { return NativeCall<int>(this, "APrimalRaft.GetMannedSailsCount"); }
1593 float GetMaxFloatingHUDRange() { return NativeCall<float>(this, "APrimalRaft.GetMaxFloatingHUDRange"); }
1594 float GetMaxMovementWeight() { return NativeCall<float>(this, "APrimalRaft.GetMaxMovementWeight"); }
1595 float GetThrottleForce() { return NativeCall<float>(this, "APrimalRaft.GetThrottleForce"); }
1596 FVector * GetParticleSystemClampingVelocity(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalRaft.GetParticleSystemClampingVelocity", result); }
1597 FString * GetRaftDescriptiveName(FString * result) { return NativeCall<FString *, FString *>(this, "APrimalRaft.GetRaftDescriptiveName", result); }
1598 float GetRotationRateWithAcceleration11(float CurrentRotation, float TargetRotation, float RotationSpeed, float DeltaTime, float CurrentDesiredRotationRate, float DesiredRotationRate) { return NativeCall<float, float, float, float, float, float, float>(this, "APrimalRaft.GetRotationRateWithAcceleration11", CurrentRotation, TargetRotation, RotationSpeed, DeltaTime, CurrentDesiredRotationRate, DesiredRotationRate); }
1599 float GetRowingInterval() { return NativeCall<float>(this, "APrimalRaft.GetRowingInterval"); }
1600 float GetRudderAngle() { return NativeCall<float>(this, "APrimalRaft.GetRudderAngle"); }
1601 float GetSaddleStructureMaximumFoundationSupport2DBuildDistance(APrimalStructure * theStructure) { return NativeCall<float, APrimalStructure *>(this, "APrimalRaft.GetSaddleStructureMaximumFoundationSupport2DBuildDistance", theStructure); }
1602 void GetSailThrottleForce(APrimalStructureSail * ForSail, float * OutThrottleForceMultiplier, float * OutSteeringForceMultiplier) { NativeCall<void, APrimalStructureSail *, float *, float *>(this, "APrimalRaft.GetSailThrottleForce", ForSail, OutThrottleForceMultiplier, OutSteeringForceMultiplier); }
1603 float GetSailUnitPercentage() { return NativeCall<float>(this, "APrimalRaft.GetSailUnitPercentage"); }
1605 TArray<APawn *> * GetShipBasedPawns(TArray<APawn *> * result, USceneComponent * OnComponent, bool bOnlyActivePawns) { return NativeCall<TArray<APawn *> *, TArray<APawn *> *, USceneComponent *, bool>(this, "APrimalRaft.GetShipBasedPawns", result, OnComponent, bOnlyActivePawns); }
1606 FVector * GetShipForwardVector(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalRaft.GetShipForwardVector", result); }
1607 float GetShipMovementForceMult() { return NativeCall<float>(this, "APrimalRaft.GetShipMovementForceMult"); }
1608 FVector * GetShipRightVector(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalRaft.GetShipRightVector", result); }
1609 FRotator * GetShipRotation(FRotator * result, float YawOffset) { return NativeCall<FRotator *, FRotator *, float>(this, "APrimalRaft.GetShipRotation", result, YawOffset); }
1610 float GetShipRowingInput() { return NativeCall<float>(this, "APrimalRaft.GetShipRowingInput"); }
1611 int GetShipRowingSeatCount() { return NativeCall<int>(this, "APrimalRaft.GetShipRowingSeatCount"); }
1612 int GetShipSailCount() { return NativeCall<int>(this, "APrimalRaft.GetShipSailCount"); }
1613 TEnumAsByte<enum EShipSize::Type> * GetShipSizeClass(TEnumAsByte<enum EShipSize::Type> * result) { return NativeCall<TEnumAsByte<enum EShipSize::Type> *, TEnumAsByte<enum EShipSize::Type> *>(this, "APrimalRaft.GetShipSizeClass", result); }
1614 float GetShipTargetThrottleRatio() { return NativeCall<float>(this, "APrimalRaft.GetShipTargetThrottleRatio"); }
1615 FVector * GetShipVelocity(FVector * result) { return NativeCall<FVector *, FVector *>(this, "APrimalRaft.GetShipVelocity", result); }
1616 FVector * GetShipVelocityAtLocation(FVector * result, FVector AtLocation) { return NativeCall<FVector *, FVector *, FVector>(this, "APrimalRaft.GetShipVelocityAtLocation", result, AtLocation); }
1617 float GetShipWeightPercentage() { return NativeCall<float>(this, "APrimalRaft.GetShipWeightPercentage"); }
1618 float GetShipWeightSinkingPercentage() { return NativeCall<float>(this, "APrimalRaft.GetShipWeightSinkingPercentage"); }
1619 float GetSinkTargetPitch() { return NativeCall<float>(this, "APrimalRaft.GetSinkTargetPitch"); }
1620 float GetSpoilingTimeMultiplier(UPrimalItem * anItem) { return NativeCall<float, UPrimalItem *>(this, "APrimalRaft.GetSpoilingTimeMultiplier", anItem); }
1621 FString * GetStationGroupName(FString * result, int groupIndex) { return NativeCall<FString *, FString *, int>(this, "APrimalRaft.GetStationGroupName", result, groupIndex); }
1622 float GetSteeringForce() { return NativeCall<float>(this, "APrimalRaft.GetSteeringForce"); }
1623 float GetTimeToResetRudderAngle(float WithInput) { return NativeCall<float, float>(this, "APrimalRaft.GetTimeToResetRudderAngle", WithInput); }
1624 float GetTotalClaimTime() { return NativeCall<float>(this, "APrimalRaft.GetTotalClaimTime"); }
1625 float GetTotalSailUnits() { return NativeCall<float>(this, "APrimalRaft.GetTotalSailUnits"); }
1626 float GetTotalUnclaimTime() { return NativeCall<float>(this, "APrimalRaft.GetTotalUnclaimTime"); }
1627 bool HasOpenSails() { return NativeCall<bool>(this, "APrimalRaft.HasOpenSails"); }
1628 bool HasOpenUnMannedSails() { return NativeCall<bool>(this, "APrimalRaft.HasOpenUnMannedSails"); }
1629 void InitializeStationGroups() { NativeCall<void>(this, "APrimalRaft.InitializeStationGroups"); }
1630 bool IsAnchored() { return NativeCall<bool>(this, "APrimalRaft.IsAnchored"); }
1631 bool IsAutoPilotActive() { return NativeCall<bool>(this, "APrimalRaft.IsAutoPilotActive"); }
1632 bool IsCheatWind() { return NativeCall<bool>(this, "APrimalRaft.IsCheatWind"); }
1633 bool IsDocked() { return NativeCall<bool>(this, "APrimalRaft.IsDocked"); }
1634 bool IsDryDocked() { return NativeCall<bool>(this, "APrimalRaft.IsDryDocked"); }
1635 bool IsPointInsideThisRaft(FVector * TestPoint) { return NativeCall<bool, FVector *>(this, "APrimalRaft.IsPointInsideThisRaft", TestPoint); }
1636 bool IsShipCheckingForRowing() { return NativeCall<bool>(this, "APrimalRaft.IsShipCheckingForRowing"); }
1637 bool IsUpdatingComponentTransforms(USceneComponent * InSceneComponent) { return NativeCall<bool, USceneComponent *>(this, "APrimalRaft.IsUpdatingComponentTransforms", InSceneComponent); }
1638 void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide) { NativeCall<void, unsigned int, ESeamlessVolumeSide::Side>(this, "APrimalRaft.MarkForSeamlessTravel", DestinationServerId, DestinationServerVolumeSide); }
1639 void Multi_OnShipRow_Implementation() { NativeCall<void>(this, "APrimalRaft.Multi_OnShipRow_Implementation"); }
1640 void NetClientInterpolateTo_Implementation(FVector NewLocation, FRotator NewRotation) { NativeCall<void, FVector, FRotator>(this, "APrimalRaft.NetClientInterpolateTo_Implementation", NewLocation, NewRotation); }
1641 void NetForceSyncTransform_Implementation(FVector NewLocation, FRotator NewRotation) { NativeCall<void, FVector, FRotator>(this, "APrimalRaft.NetForceSyncTransform_Implementation", NewLocation, NewRotation); }
1642 void NetSetGroupsStructuresCaptainOrder_Implementation(ECaptainOrder::Type CaptainOrder, int GroupIndex) { NativeCall<void, ECaptainOrder::Type, int>(this, "APrimalRaft.NetSetGroupsStructuresCaptainOrder_Implementation", CaptainOrder, GroupIndex); }
1643 void NetUpdateDinoNameStrings_Implementation(FString * NewTamerString, FString * NewTamedName) { NativeCall<void, FString *, FString *>(this, "APrimalRaft.NetUpdateDinoNameStrings_Implementation", NewTamerString, NewTamedName); }
1644 void OnActivateGroupHighlight(int GroupIndex, bool bActivate, char IconsToActivate) { NativeCall<void, int, bool, char>(this, "APrimalRaft.OnActivateGroupHighlight", GroupIndex, bActivate, IconsToActivate); }
1645 void OnAddCriticalShipStructure(APrimalStructure * NewStructure) { NativeCall<void, APrimalStructure *>(this, "APrimalRaft.OnAddCriticalShipStructure", NewStructure); }
1646 void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType) { NativeCall<void, EOnDesrializationType::Type>(this, "APrimalRaft.OnDeserializedByGame", DeserializationType); }
1647 void OnRemoveCriticalShipStructure(APrimalStructure * OldStructure) { NativeCall<void, APrimalStructure *>(this, "APrimalRaft.OnRemoveCriticalShipStructure", OldStructure); }
1648 void OnRep_IsInDrydock() { NativeCall<void>(this, "APrimalRaft.OnRep_IsInDrydock"); }
1649 void OnRep_IsInWetDock() { NativeCall<void>(this, "APrimalRaft.OnRep_IsInWetDock"); }
1650 void OnSaddleStructuresUpdated(APrimalStructure * SaddleStructure, bool bWasRemoved) { NativeCall<void, APrimalStructure *, bool>(this, "APrimalRaft.OnSaddleStructuresUpdated", SaddleStructure, bWasRemoved); }
1651 void OnShipRowingStart() { NativeCall<void>(this, "APrimalRaft.OnShipRowingStart"); }
1652 void OnShipRowingStop() { NativeCall<void>(this, "APrimalRaft.OnShipRowingStop"); }
1653 void OnStructurePlacedOnShip(APrimalStructure * NewStructure) { NativeCall<void, APrimalStructure *>(this, "APrimalRaft.OnStructurePlacedOnShip", NewStructure); }
1654 void OnStructureRemovedFromShip(APrimalStructure * OldStructure) { NativeCall<void, APrimalStructure *>(this, "APrimalRaft.OnStructureRemovedFromShip", OldStructure); }
1655 void OnUpdatedStationGroupInfos() { NativeCall<void>(this, "APrimalRaft.OnUpdatedStationGroupInfos"); }
1656 UPrimitiveComponent * OverrideBasedProjectileBoundsComponent(UPrimitiveComponent * BasedOnComponent) { return NativeCall<UPrimitiveComponent *, UPrimitiveComponent *>(this, "APrimalRaft.OverrideBasedProjectileBoundsComponent", BasedOnComponent); }
1657 int OverrideBasedProjectileOutOfBounds(UPrimitiveComponent * ProjectileUpdatedComponent) { return NativeCall<int, UPrimitiveComponent *>(this, "APrimalRaft.OverrideBasedProjectileOutOfBounds", ProjectileUpdatedComponent); }
1658 void PlayDying(float KillingDamage, FDamageEvent * DamageEvent, APawn * InstigatingPawn, AActor * DamageCauser) { NativeCall<void, float, FDamageEvent *, APawn *, AActor *>(this, "APrimalRaft.PlayDying", KillingDamage, DamageEvent, InstigatingPawn, DamageCauser); }
1659 void PostInitializeComponents() { NativeCall<void>(this, "APrimalRaft.PostInitializeComponents"); }
1660 bool PreventCharacterBasing(AActor * OtherActor, UPrimitiveComponent * BasedOnComponent) { return NativeCall<bool, AActor *, UPrimitiveComponent *>(this, "APrimalRaft.PreventCharacterBasing", OtherActor, BasedOnComponent); }
1661 void ProcessEditText(AShooterPlayerController * ForPC, FString * TextToUse, bool checkedBox, unsigned int ExtraID1, unsigned int ExtraID2) { NativeCall<void, AShooterPlayerController *, FString *, bool, unsigned int, unsigned int>(this, "APrimalRaft.ProcessEditText", ForPC, TextToUse, checkedBox, ExtraID1, ExtraID2); }
1662 bool RaftStructurePreventCharacterBasing(AActor * OtherActor, UPrimitiveComponent * BasedOnComponent) { return NativeCall<bool, AActor *, UPrimitiveComponent *>(this, "APrimalRaft.RaftStructurePreventCharacterBasing", OtherActor, BasedOnComponent); }
1663 void RefreshLongRangeStasis() { NativeCall<void>(this, "APrimalRaft.RefreshLongRangeStasis"); }
1664 void RemoveForceToBeApplied(FName ForceName) { NativeCall<void, FName>(this, "APrimalRaft.RemoveForceToBeApplied", ForceName); }
1665 void RemoveTameUnitCost() { NativeCall<void>(this, "APrimalRaft.RemoveTameUnitCost"); }
1666 void RemoveTorqueToBeApplied(FName ForceName) { NativeCall<void, FName>(this, "APrimalRaft.RemoveTorqueToBeApplied", ForceName); }
1667 void ResetSailingInputs() { NativeCall<void>(this, "APrimalRaft.ResetSailingInputs"); }
1668 void ServerPrepareForSeamlessTravel_Implementation() { NativeCall<void>(this, "APrimalRaft.ServerPrepareForSeamlessTravel_Implementation"); }
1669 void SetAimLocation(FVector AimLocation) { NativeCall<void, FVector>(this, "APrimalRaft.SetAimLocation", AimLocation); }
1670 void SetAutoStationGrouping(bool NewValue) { NativeCall<void, bool>(this, "APrimalRaft.SetAutoStationGrouping", NewValue); }
1671 void SetCharacterStatusTameable(bool bSetTameable, bool bCreateInventory, bool keepInventoryForWakingTame) { NativeCall<void, bool, bool, bool>(this, "APrimalRaft.SetCharacterStatusTameable", bSetTameable, bCreateInventory, keepInventoryForWakingTame); }
1672 void SetCurrentManualFireLocationForSeat(APrimalStructureSeating * seatToCheck, FVector * location) { NativeCall<void, APrimalStructureSeating *, FVector *>(this, "APrimalRaft.SetCurrentManualFireLocationForSeat", seatToCheck, location); }
1673 void SetDeath(bool bForceRagdoll) { NativeCall<void, bool>(this, "APrimalRaft.SetDeath", bForceRagdoll); }
1674 bool SetOrderForGroup(ECaptainOrder::Type CaptainOrder, int GroupIndex, bool bUpdateGroupInfos) { return NativeCall<bool, ECaptainOrder::Type, int, bool>(this, "APrimalRaft.SetOrderForGroup", CaptainOrder, GroupIndex, bUpdateGroupInfos); }
1675 void SetOrderForGroups(ECaptainOrder::Type CaptainOrder, TArray<int> * GroupsIndex) { NativeCall<void, ECaptainOrder::Type, TArray<int> *>(this, "APrimalRaft.SetOrderForGroups", CaptainOrder, GroupsIndex); }
1676 void SetShipDriver(AShooterCharacter * NewDriver) { NativeCall<void, AShooterCharacter *>(this, "APrimalRaft.SetShipDriver", NewDriver); }
1677 void SetShipReleasedState(bool bIsReleased, APlayerController * ForPC) { NativeCall<void, bool, APlayerController *>(this, "APrimalRaft.SetShipReleasedState", bIsReleased, ForPC); }
1678 void SetShipWetDockReleasedState(bool bIsReleased) { NativeCall<void, bool>(this, "APrimalRaft.SetShipWetDockReleasedState", bIsReleased); }
1679 void SetSteeringInput(float Val) { NativeCall<void, float>(this, "APrimalRaft.SetSteeringInput", Val); }
1680 void SetThrottleInput(float Val) { NativeCall<void, float>(this, "APrimalRaft.SetThrottleInput", Val); }
1681 void SetThrottleRatio(float NewRatio, bool bForceSetNow) { NativeCall<void, float, bool>(this, "APrimalRaft.SetThrottleRatio", NewRatio, bForceSetNow); }
1682 void SetTurningSailsInput(float Val) { NativeCall<void, float>(this, "APrimalRaft.SetTurningSailsInput", Val); }
1683 void ShipRow() { NativeCall<void>(this, "APrimalRaft.ShipRow"); }
1684 void SimulatePhysics(float DeltaSeconds) { NativeCall<void, float>(this, "APrimalRaft.SimulatePhysics", DeltaSeconds); }
1685 void Stasis() { NativeCall<void>(this, "APrimalRaft.Stasis"); }
1686 void StopActivateAllHighlights() { NativeCall<void>(this, "APrimalRaft.StopActivateAllHighlights"); }
1687 void SyncRowingVarsToNPCs() { NativeCall<void>(this, "APrimalRaft.SyncRowingVarsToNPCs"); }
1688 float TakeDamage(float DamageAmount, FDamageEvent * DamageEvent, AController * EventInstigator, AActor * DamageCauser) { return NativeCall<float, float, FDamageEvent *, AController *, AActor *>(this, "APrimalRaft.TakeDamage", DamageAmount, DamageEvent, EventInstigator, DamageCauser); }
1689 void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport) { NativeCall<void, bool, bool>(this, "APrimalRaft.TeleportSucceeded", bIsATest, bSimpleTeleport); }
1690 void TempDisableForcedVelocityDirection() { NativeCall<void>(this, "APrimalRaft.TempDisableForcedVelocityDirection"); }
1691 void Tick(float DeltaSeconds) { NativeCall<void, float>(this, "APrimalRaft.Tick", DeltaSeconds); }
1692 void TickCriticalShipStructures(float DeltaSeconds) { NativeCall<void, float>(this, "APrimalRaft.TickCriticalShipStructures", DeltaSeconds); }
1693 void TickRowing() { NativeCall<void>(this, "APrimalRaft.TickRowing"); }
1694 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalRaft.TryMultiUse", ForPC, UseIndex); }
1695 void UnPossessed() { NativeCall<void>(this, "APrimalRaft.UnPossessed"); }
1696 void UnseatAllNPCs(bool bIfCannotUse) { NativeCall<void, bool>(this, "APrimalRaft.UnseatAllNPCs", bIfCannotUse); }
1697 void Unstasis() { NativeCall<void>(this, "APrimalRaft.Unstasis"); }
1698 void UpdateCaptainSkillSailMultipliers() { NativeCall<void>(this, "APrimalRaft.UpdateCaptainSkillSailMultipliers"); }
1699 void UpdatePhysicsBase() { NativeCall<void>(this, "APrimalRaft.UpdatePhysicsBase"); }
1700 void UpdateRaftRelevant() { NativeCall<void>(this, "APrimalRaft.UpdateRaftRelevant"); }
1701 void UpdateRowingVars() { NativeCall<void>(this, "APrimalRaft.UpdateRowingVars"); }
1702 void UpdateSailingVars() { NativeCall<void>(this, "APrimalRaft.UpdateSailingVars"); }
1703 void UpdateShouldTickRowing() { NativeCall<void>(this, "APrimalRaft.UpdateShouldTickRowing"); }
1704 void UpdateTameUnitCost() { NativeCall<void>(this, "APrimalRaft.UpdateTameUnitCost"); }
1705 void UpdateTickEnabledForGroup(ECaptainOrder::Type CaptainOrder, int GroupIndex) { NativeCall<void, ECaptainOrder::Type, int>(this, "APrimalRaft.UpdateTickEnabledForGroup", CaptainOrder, GroupIndex); }
1706 void UpdatedBasedPawns() { NativeCall<void>(this, "APrimalRaft.UpdatedBasedPawns"); }
1707 void VesselDynamicsOnHit(AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, FHitResult * Hit) { NativeCall<void, AActor *, UPrimitiveComponent *, FVector, FHitResult *>(this, "APrimalRaft.VesselDynamicsOnHit", OtherActor, OtherComp, NormalImpulse, Hit); }
1708 bool WantsLongRangeStasis() { return NativeCall<bool>(this, "APrimalRaft.WantsLongRangeStasis"); }
1709 bool WantsVesselPhysics() { return NativeCall<bool>(this, "APrimalRaft.WantsVesselPhysics"); }
1710 bool BPAllowMovementSound() { return NativeCall<bool>(this, "APrimalRaft.BPAllowMovementSound"); }
1711 void BPSetAimLocation(FVector AimLocation) { NativeCall<void, FVector>(this, "APrimalRaft.BPSetAimLocation", AimLocation); }
1712 bool BPSetThrottleInput(float Val) { return NativeCall<bool, float>(this, "APrimalRaft.BPSetThrottleInput", Val); }
1713 void BPSimulatePhysics(float DeltaTime) { NativeCall<void, float>(this, "APrimalRaft.BPSimulatePhysics", DeltaTime); }
1714 void BPTick(float DeltaSeconds) { NativeCall<void, float>(this, "APrimalRaft.BPTick", DeltaSeconds); }
1715 void BPVesselDynamicsOnHit(AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, FHitResult * Hit) { NativeCall<void, AActor *, UPrimitiveComponent *, FVector, FHitResult *>(this, "APrimalRaft.BPVesselDynamicsOnHit", OtherActor, OtherComp, NormalImpulse, Hit); }
1716 void BP_AdjustRowImpulse(int FromRowingSeatIndex, int TotalNumActiveRowers, int CurrentActiveRowerNum, FVector * Location, FVector * Impulse) { NativeCall<void, int, int, int, FVector *, FVector *>(this, "APrimalRaft.BP_AdjustRowImpulse", FromRowingSeatIndex, TotalNumActiveRowers, CurrentActiveRowerNum, Location, Impulse); }
1717 void BP_OnShipRow() { NativeCall<void>(this, "APrimalRaft.BP_OnShipRow"); }
1718 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalRaft.GetPrivateStaticClass", Package); }
1719 void Multi_OnShipRow() { NativeCall<void>(this, "APrimalRaft.Multi_OnShipRow"); }
1720 void NetClientInterpolateTo(FVector NewLocation, FRotator NewRotation) { NativeCall<void, FVector, FRotator>(this, "APrimalRaft.NetClientInterpolateTo", NewLocation, NewRotation); }
1721 void NetSetGroupsStructuresCaptainOrder(ECaptainOrder::Type CaptainOrder, int GroupIndex) { NativeCall<void, ECaptainOrder::Type, int>(this, "APrimalRaft.NetSetGroupsStructuresCaptainOrder", CaptainOrder, GroupIndex); }
1722 static void StaticRegisterNativesAPrimalRaft() { NativeCall<void>(nullptr, "APrimalRaft.StaticRegisterNativesAPrimalRaft"); }
1723};
1724
1726 int& MaxSunkLeakingCompsToDestroyField() { return *GetNativePointerField<int*>(this, "APrimalModularShip.MaxSunkLeakingCompsToDestroy"); }
1727 float& MaxLeakingTimeBeforeSinkingField() { return *GetNativePointerField<float*>(this, "APrimalModularShip.MaxLeakingTimeBeforeSinking"); }
1728 float& RefreshLeakingShipSinkIntervalField() { return *GetNativePointerField<float*>(this, "APrimalModularShip.RefreshLeakingShipSinkInterval"); }
1729 float& LastRefreshLeakingShipSinkTimeField() { return *GetNativePointerField<float*>(this, "APrimalModularShip.LastRefreshLeakingShipSinkTime"); }
1730 float& StartLeakingTimeField() { return *GetNativePointerField<float*>(this, "APrimalModularShip.StartLeakingTime"); }
1731 float& SinkPercentageField() { return *GetNativePointerField<float*>(this, "APrimalModularShip.SinkPercentage"); }
1732};
1733
1734
1736
1738{
1739};
1740
1742{
1743 TArray<USceneComponent *> Sail_CanvasRootComponentField() { return *GetNativePointerField<TArray<USceneComponent *>*>(this, "APrimalStructureSail.Sail_CanvasRootComponent"); }
1744 TArray<FVector2D>& Sail_StartEndPercentOfThrottlePerSailField() { return *GetNativePointerField<TArray<FVector2D>*>(this, "APrimalStructureSail.Sail_StartEndPercentOfThrottlePerSail"); }
1745 TArray<FVector>& Sail_CanvasStartScaleField() { return *GetNativePointerField<TArray<FVector>*>(this, "APrimalStructureSail.Sail_CanvasStartScale"); }
1746 float& Sail_CanvasHealthField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_CanvasHealth"); }
1747 float& Sail_CanvasMaxHealthField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_CanvasMaxHealth"); }
1748 float& Sail_CurrentOpenRatioField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_CurrentOpenRatio"); }
1749 float& Sail_UnMannedThrottleRatioField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_UnMannedThrottleRatio"); }
1750 float& SailUnitsField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailUnits"); }
1751 float& Sail_OpenSpeedField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_OpenSpeed"); }
1752 float& Sail_OpenSpeed_MultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_OpenSpeed_Multiplier"); }
1753 float& Sail_ClientOpenSpeedMultField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ClientOpenSpeedMult"); }
1754 float& Sail_InterpStopThresholdField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_InterpStopThreshold"); }
1755 float& Sail_MaxVelocityField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_MaxVelocity"); }
1756 float& Sail_AdditionalMaxVelocityField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_AdditionalMaxVelocity"); }
1757 float& Sail_ExtraAdditionalMaxVelocity_MultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ExtraAdditionalMaxVelocity_Multiplier"); }
1758 float& Sail_SteeringForce_AtVelocityMax_MultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_SteeringForce_AtVelocityMax_Multiplier"); }
1759 float& Sail_ThrottleForce_MultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ThrottleForce_Multiplier"); }
1760 float& Sail_MaxMovementWeight_MultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_MaxMovementWeight_Multiplier"); }
1761 float& Sail_ThrottleForceField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ThrottleForce"); }
1762 float& Sail_ThrottleForceWindMult_MinField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ThrottleForceWindMult_Min"); }
1763 float& Sail_ThrottleForceWindMult_MaxField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ThrottleForceWindMult_Max"); }
1764 float& Sail_WindMinField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_WindMin"); }
1765 float& Sail_WindMaxField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_WindMax"); }
1766 float& Sail_SteeringOpenRatioPowerField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_SteeringOpenRatioPower"); }
1767 float& Sail_WindThrottleForceScalePowerField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_WindThrottleForceScalePower"); }
1768 float& WindSpeed_NonOceanVolume_DefaultField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.WindSpeed_NonOceanVolume_Default"); }
1769 float& Sail_MaxMovementWeightField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_MaxMovementWeight"); }
1770 float& Sail_SteeringForce_AtVelocityMaxField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_SteeringForce_AtVelocityMax"); }
1771 float& Sail_ClosedMinZScaleField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_ClosedMinZScale"); }
1772 char& Sail_NumOfSailsField() { return *GetNativePointerField<char*>(this, "APrimalStructureSail.Sail_NumOfSails"); }
1773 int& SailCanvasMaterialIndexField() { return *GetNativePointerField<int*>(this, "APrimalStructureSail.SailCanvasMaterialIndex"); }
1774 float& MinWindEffectivenessSteeringForceMultiplierField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.MinWindEffectivenessSteeringForceMultiplier"); }
1775 float& WindPercentageField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.WindPercentage"); }
1776 float& EffectiveWindPctField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.EffectiveWindPct"); }
1777 float& MaxPossibleRotationAngleField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.MaxPossibleRotationAngle"); }
1778 float& CurrentRotationAngleField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.CurrentRotationAngle"); }
1779 float& MaxAcceptableAngleDiffToGatherWindField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.MaxAcceptableAngleDiffToGatherWind"); }
1780 float& StatMult_MaxAcceptableAngleDiffToGatherWindField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.StatMult_MaxAcceptableAngleDiffToGatherWind"); }
1781 float& StatMult_MaxMovementWeightField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.StatMult_MaxMovementWeight"); }
1782 float& StatMult_AccelerationField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.StatMult_Acceleration"); }
1783 float& StatMult_TurningEffectivenessField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.StatMult_TurningEffectiveness"); }
1784 float& StatMult_MaxVelocityField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.StatMult_MaxVelocity"); }
1785 float& PowMultipleForWindFalloffField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.PowMultipleForWindFalloff"); }
1786 float& PowMultipleForSpeedFalloffFromDamageField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.PowMultipleForSpeedFalloffFromDamage"); }
1787 float& MinEffectivenessFromWindCapturedField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.MinEffectivenessFromWindCaptured"); }
1788 float& WindLevelToBeVisiblyFullField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.WindLevelToBeVisiblyFull"); }
1789 float& SailRotationSpeedField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailRotationSpeed"); }
1790 float& Sail_UnMannedGoalAngleField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_UnMannedGoalAngle"); }
1791 FRotator& WindDirectionField() { return *GetNativePointerField<FRotator*>(this, "APrimalStructureSail.WindDirection"); }
1792 float& SailRepairPercentPerIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailRepairPercentPerInterval"); }
1793 float& AdditionalSailRepairPercentNextIntervalField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.AdditionalSailRepairPercentNextInterval"); }
1794 TArray<FCraftingResourceRequirement>& SailRepairResourceRequirementsField() { return *GetNativePointerField<TArray<FCraftingResourceRequirement>*>(this, "APrimalStructureSail.SailRepairResourceRequirements"); }
1795 FName& SailCanvasCollisionNameField() { return *GetNativePointerField<FName*>(this, "APrimalStructureSail.SailCanvasCollisionName"); }
1796 float& RepairSailAmountRemainingField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.RepairSailAmountRemaining"); }
1797 bool& IsReservedToBeMannedField() { return *GetNativePointerField<bool*>(this, "APrimalStructureSail.IsReservedToBeManned"); }
1798 UAnimSequence * SeatingAnimLeftField() { return *GetNativePointerField<UAnimSequence **>(this, "APrimalStructureSail.SeatingAnimLeft"); }
1799 UAnimSequence * SeatingAnimRightField() { return *GetNativePointerField<UAnimSequence **>(this, "APrimalStructureSail.SeatingAnimRight"); }
1800 bool& bHasPlayedTautSoundField() { return *GetNativePointerField<bool*>(this, "APrimalStructureSail.bHasPlayedTautSound"); }
1801 TSubclassOf<UPrimalStructureSettings>& SailStructureSettingsClassField() { return *GetNativePointerField<TSubclassOf<UPrimalStructureSettings>*>(this, "APrimalStructureSail.SailStructureSettingsClass"); }
1802 float& NPC_UseLocation_OffsetFromMastField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.NPC_UseLocation_OffsetFromMast"); }
1803 float& SailAngularDampingField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailAngularDamping"); }
1804 float& SailLinearDampingField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailLinearDamping"); }
1805 TArray<FName>& UnfurledMaterialParamNamesField() { return *GetNativePointerField<TArray<FName>*>(this, "APrimalStructureSail.UnfurledMaterialParamNames"); }
1806 TArray<FVector2D>& UnfurledMaterialParamsOffOnPercentOpenField() { return *GetNativePointerField<TArray<FVector2D>*>(this, "APrimalStructureSail.UnfurledMaterialParamsOffOnPercentOpen"); }
1807 TArray<int>& SailMaterialIndicesField() { return *GetNativePointerField<TArray<int>*>(this, "APrimalStructureSail.SailMaterialIndices"); }
1808 USoundBase * SailTurnSoundField() { return *GetNativePointerField<USoundBase **>(this, "APrimalStructureSail.SailTurnSound"); }
1809 USoundCue * SailFurlSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureSail.SailFurlSound"); }
1810 USoundCue * SailUnfurlSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureSail.SailUnfurlSound"); }
1811 USoundCue * SailBillowSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureSail.SailBillowSound"); }
1812 USoundCue * SailBillowWithWindSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureSail.SailBillowWithWindSound"); }
1813 USoundCue * SailTautSoundField() { return *GetNativePointerField<USoundCue **>(this, "APrimalStructureSail.SailTautSound"); }
1814 bool& bFlushSkeletonField() { return *GetNativePointerField<bool*>(this, "APrimalStructureSail.bFlushSkeleton"); }
1815 TArray<float>& UnfurlSoundOpenPercentTriggersField() { return *GetNativePointerField<TArray<float>*>(this, "APrimalStructureSail.UnfurlSoundOpenPercentTriggers"); }
1816 TArray<bool>& HasTriggeredUnfurlAtThresholdIndexField() { return *GetNativePointerField<TArray<bool>*>(this, "APrimalStructureSail.HasTriggeredUnfurlAtThresholdIndex"); }
1817 float& WindPercentToTriggerTautSFXField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.WindPercentToTriggerTautSFX"); }
1818 float& SailOpenPercentToTriggerTautSFXField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailOpenPercentToTriggerTautSFX"); }
1819 float& SailOpenPercentToAllowBillowSFXField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.SailOpenPercentToAllowBillowSFX"); }
1820 float& WindPercentToCutOffBillowSFXField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.WindPercentToCutOffBillowSFX"); }
1821 UAudioComponent * SailTurnSoundComponentField() { return *GetNativePointerField<UAudioComponent **>(this, "APrimalStructureSail.SailTurnSoundComponent"); }
1822 UAudioComponent * SailBillowSoundComponentField() { return *GetNativePointerField<UAudioComponent **>(this, "APrimalStructureSail.SailBillowSoundComponent"); }
1823 UAudioComponent * SailFullWindBillowSoundComponentField() { return *GetNativePointerField<UAudioComponent **>(this, "APrimalStructureSail.SailFullWindBillowSoundComponent"); }
1824 UAudioComponent * SailFurlUnfurlSoundComponentField() { return *GetNativePointerField<UAudioComponent **>(this, "APrimalStructureSail.SailFurlUnfurlSoundComponent"); }
1825 float& Sail_PreviousCanvasHealthField() { return *GetNativePointerField<float*>(this, "APrimalStructureSail.Sail_PreviousCanvasHealth"); }
1826
1827 // Bit fields
1828
1829 BitFieldValue<bool, unsigned __int32> bIsSailRepairing() { return { this, "APrimalStructureSail.bIsSailRepairing" }; }
1830 BitFieldValue<bool, unsigned __int32> bReallyCanUseShipThrottleUnmanned() { return { this, "APrimalStructureSail.bReallyCanUseShipThrottleUnmanned" }; }
1831 BitFieldValue<bool, unsigned __int32> bUpdateSailsVisualsByPercentage() { return { this, "APrimalStructureSail.bUpdateSailsVisualsByPercentage" }; }
1832 BitFieldValue<bool, unsigned __int32> bFirstTick() { return { this, "APrimalStructureSail.bFirstTick" }; }
1833 BitFieldValue<bool, unsigned __int32> bIgnoreWindEffectiveness() { return { this, "APrimalStructureSail.bIgnoreWindEffectiveness" }; }
1834 BitFieldValue<bool, unsigned __int32> bSpawnWithFullHealth() { return { this, "APrimalStructureSail.bSpawnWithFullHealth" }; }
1835 BitFieldValue<bool, unsigned __int32> bPutSailControlsInRootMultiUse() { return { this, "APrimalStructureSail.bPutSailControlsInRootMultiUse" }; }
1836 BitFieldValue<bool, unsigned __int32> bHideLadderControls() { return { this, "APrimalStructureSail.bHideLadderControls" }; }
1837 BitFieldValue<bool, unsigned __int32> bUseConstantSailInterpolation() { return { this, "APrimalStructureSail.bUseConstantSailInterpolation" }; }
1838 BitFieldValue<bool, unsigned __int32> bUseSailSounds() { return { this, "APrimalStructureSail.bUseSailSounds" }; }
1839 BitFieldValue<bool, unsigned __int32> bRefreshedSeatLocations() { return { this, "APrimalStructureSail.bRefreshedSeatLocations" }; }
1840 BitFieldValue<bool, unsigned __int32> bUsesBillowMaterialParam() { return { this, "APrimalStructureSail.bUsesBillowMaterialParam" }; }
1841 BitFieldValue<bool, unsigned __int32> bIsManned() { return { this, "APrimalStructureSail.bIsManned" }; }
1842
1843 // Functions
1844
1845 static UClass * GetPrivateStaticClass() { return NativeCall<UClass *>(nullptr, "APrimalStructureSail.GetPrivateStaticClass"); }
1846 bool AddRepairPercentForNextInterval(float Multiplier) { return NativeCall<bool, float>(this, "APrimalStructureSail.AddRepairPercentForNextInterval", Multiplier); }
1847 void BPGetInfoFromConsumedItemForPlacedStructure_Implementation(UPrimalItem * ItemToConsumed) { NativeCall<void, UPrimalItem *>(this, "APrimalStructureSail.BPGetInfoFromConsumedItemForPlacedStructure_Implementation", ItemToConsumed); }
1848 void BeginPlay() { NativeCall<void>(this, "APrimalStructureSail.BeginPlay"); }
1849 int CanPlaceCriticalShipStructure(APrimalRaft * OnShip) { return NativeCall<int, APrimalRaft *>(this, "APrimalStructureSail.CanPlaceCriticalShipStructure", OnShip); }
1850 bool CanSailBeRepaired(AShooterPlayerController * ByPC, bool bCurrentlyRepairing) { return NativeCall<bool, AShooterPlayerController *, bool>(this, "APrimalStructureSail.CanSailBeRepaired", ByPC, bCurrentlyRepairing); }
1851 bool CanUseShipThrottle() { return NativeCall<bool>(this, "APrimalStructureSail.CanUseShipThrottle"); }
1852 void ClearReservedSeat() { NativeCall<void>(this, "APrimalStructureSail.ClearReservedSeat"); }
1853 void ClientMultiUse(APlayerController * ForPC, int UseIndex) { NativeCall<void, APlayerController *, int>(this, "APrimalStructureSail.ClientMultiUse", ForPC, UseIndex); }
1854 void ConsumeSailRepairRequirementsPercent(UPrimalInventoryComponent * invComp, float Percent, UPrimalInventoryComponent * additionalInventoryComp) { NativeCall<void, UPrimalInventoryComponent *, float, UPrimalInventoryComponent *>(this, "APrimalStructureSail.ConsumeSailRepairRequirementsPercent", invComp, Percent, additionalInventoryComp); }
1855 void Control(APrimalCharacter * ShooterCharacter, int SeatNumber, bool bLockedToSeat) { NativeCall<void, APrimalCharacter *, int, bool>(this, "APrimalStructureSail.Control", ShooterCharacter, SeatNumber, bLockedToSeat); }
1856 void DrawHUD(AShooterHUD * HUD) { NativeCall<void, AShooterHUD *>(this, "APrimalStructureSail.DrawHUD", HUD); }
1857 void DrawPlacementHUD_Implementation(AHUD * HUD) { NativeCall<void, AHUD *>(this, "APrimalStructureSail.DrawPlacementHUD_Implementation", HUD); }
1858 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty> * OutLifetimeProps) { NativeCall<void, TArray<FLifetimeProperty> *>(this, "APrimalStructureSail.GetLifetimeReplicatedProps", OutLifetimeProps); }
1859 float GetSailThrottleWindMult() { return NativeCall<float>(this, "APrimalStructureSail.GetSailThrottleWindMult"); }
1860 bool IsManned() { return NativeCall<bool>(this, "APrimalStructureSail.IsManned"); }
1861 void ModifyClientSideMoveToLocation(FVector * MoveToLoc) { NativeCall<void, FVector *>(this, "APrimalStructureSail.ModifyClientSideMoveToLocation", MoveToLoc); }
1862 bool ModifyMoveToOrderedActorsArray(TArray<UPrimitiveComponent *> * MoveToArray, APrimalCharacter * FromPlayer) { return NativeCall<bool, TArray<UPrimitiveComponent *> *, APrimalCharacter *>(this, "APrimalStructureSail.ModifyMoveToOrderedActorsArray", MoveToArray, FromPlayer); }
1863 bool NPC_CanUseStructure(APrimalCharacter * ForChar) { return NativeCall<bool, APrimalCharacter *>(this, "APrimalStructureSail.NPC_CanUseStructure", ForChar); }
1864 void Net_SetUnMannedGoalAngle(float newAngle) { NativeCall<void, float>(this, "APrimalStructureSail.Net_SetUnMannedGoalAngle", newAngle); }
1865 void Net_SetUnMannedThrottleRatio(float newRatio) { NativeCall<void, float>(this, "APrimalStructureSail.Net_SetUnMannedThrottleRatio", newRatio); }
1866 void OnRep_SeatedCharacter() { NativeCall<void>(this, "APrimalStructureSail.OnRep_SeatedCharacter"); }
1867 void OnRep_SetCanvasHealth() { NativeCall<void>(this, "APrimalStructureSail.OnRep_SetCanvasHealth"); }
1868 void OnStructurePlacedNotify(APlayerController * PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn * AttachToPawn, FName BoneName, bool bFlipped) { NativeCall<void, APlayerController *, FVector, FRotator, FRotator, APawn *, FName, bool>(this, "APrimalStructureSail.OnStructurePlacedNotify", PC, AtLocation, AtRotation, PlayerViewRotation, AttachToPawn, BoneName, bFlipped); }
1869 float OverrideServerMultiUseAcceptRange() { return NativeCall<float>(this, "APrimalStructureSail.OverrideServerMultiUseAcceptRange"); }
1870 void PostInitializeComponents() { NativeCall<void>(this, "APrimalStructureSail.PostInitializeComponents"); }
1871 void RefreshSeatsLocations() { NativeCall<void>(this, "APrimalStructureSail.RefreshSeatsLocations"); }
1872 void Release(APrimalCharacter * ShooterCharacter) { NativeCall<void, APrimalCharacter *>(this, "APrimalStructureSail.Release", ShooterCharacter); }
1873 void RepairSailCheckTimer() { NativeCall<void>(this, "APrimalStructureSail.RepairSailCheckTimer"); }
1874 void ServerSetSailCanvasHealth_Implementation(float newHealth, bool fromSpawn) { NativeCall<void, float, bool>(this, "APrimalStructureSail.ServerSetSailCanvasHealth_Implementation", newHealth, fromSpawn); }
1875 void SetSailOpenRatio(float newRatio) { NativeCall<void, float>(this, "APrimalStructureSail.SetSailOpenRatio", newRatio); }
1876 void StartSailRepair() { NativeCall<void>(this, "APrimalStructureSail.StartSailRepair"); }
1877 float TakeDamage(float Damage, FDamageEvent * DamageEvent, AController * EventInstigator, AActor * DamageCauser) { return NativeCall<float, float, FDamageEvent *, AController *, AActor *>(this, "APrimalStructureSail.TakeDamage", Damage, DamageEvent, EventInstigator, DamageCauser); }
1878 bool TestMeetsSailRepairRequirementsPercent(UPrimalInventoryComponent * invComp, float Percent, UPrimalInventoryComponent * additionalInvComp) { return NativeCall<bool, UPrimalInventoryComponent *, float, UPrimalInventoryComponent *>(this, "APrimalStructureSail.TestMeetsSailRepairRequirementsPercent", invComp, Percent, additionalInvComp); }
1879 bool TickCriticalShipStructure(float DeltaTime) { return NativeCall<bool, float>(this, "APrimalStructureSail.TickCriticalShipStructure", DeltaTime); }
1880 void ToggleAllLadders(bool doRetract) { NativeCall<void, bool>(this, "APrimalStructureSail.ToggleAllLadders", doRetract); }
1881 bool TryMultiUse(APlayerController * ForPC, int UseIndex) { return NativeCall<bool, APlayerController *, int>(this, "APrimalStructureSail.TryMultiUse", ForPC, UseIndex); }
1882 void Unstasis() { NativeCall<void>(this, "APrimalStructureSail.Unstasis"); }
1883 void UpdateBillowSFX() { NativeCall<void>(this, "APrimalStructureSail.UpdateBillowSFX"); }
1884 void UpdateCanvasCollision() { NativeCall<void>(this, "APrimalStructureSail.UpdateCanvasCollision"); }
1885 void UpdateCapturedWindPercent() { NativeCall<void>(this, "APrimalStructureSail.UpdateCapturedWindPercent"); }
1886 void UpdateFurlAndUnfurlSFX(float TargetOpenRatio) { NativeCall<void, float>(this, "APrimalStructureSail.UpdateFurlAndUnfurlSFX", TargetOpenRatio); }
1887 void UpdateSailCollisionRotation() { NativeCall<void>(this, "APrimalStructureSail.UpdateSailCollisionRotation"); }
1888 void UpdateSailTautSFX() { NativeCall<void>(this, "APrimalStructureSail.UpdateSailTautSFX"); }
1889 void UpdatedHealth(bool bDoReplication) { NativeCall<void, bool>(this, "APrimalStructureSail.UpdatedHealth", bDoReplication); }
1890 static UClass * GetPrivateStaticClass(const wchar_t * Package) { return NativeCall<UClass *, const wchar_t *>(nullptr, "APrimalStructureSail.GetPrivateStaticClass", Package); }
1891 static void StaticRegisterNativesAPrimalStructureSail() { NativeCall<void>(nullptr, "APrimalStructureSail.StaticRegisterNativesAPrimalStructureSail"); }
1892};
EBlueprintType
Definition Enums.h:3920
ESocketConnectionState
Definition Enums.h:10904
EObjectTypeQuery
Definition Enums.h:1921
ERadialImpulseFalloff
Definition Enums.h:6014
ESocketType
Definition Enums.h:10829
ENetRole
Definition Enums.h:2942
EDistanceFieldTwoSidedOverride
Definition Enums.h:728
ECollisionChannel
Definition Enums.h:933
@ ECC_OverlapAllDynamic_Deprecated
ECanBeCharacterBase
Definition Enums.h:755
ECollisionResponse
Definition Enums.h:5576
ETransitionType
Definition Enums.h:1890
ETraceTypeQuery
Definition Enums.h:5471
ENetDormancy
Definition Enums.h:3979
EIndirectLightingCacheQuality
Definition Enums.h:5105
EFullyLoadPackageType
Definition Enums.h:3855
ENetMode
Definition Enums.h:1176
@ NM_DedicatedServer
@ NM_ListenServer
EMovementMode
Definition Enums.h:377
EInputEvent
Definition Enums.h:5144
AtlasVoiceChannelType
Definition Enums.h:10100
EPhysicalSurface
Definition Enums.h:3042
ESceneDepthPriorityGroup
Definition Enums.h:3435
EDetailMode
Definition Enums.h:4595
T AlignArbitrary(const T Ptr, uint32 Alignment)
static FORCEINLINE bool IsAligned(const volatile void *Ptr, const uint32 Alignment)
CONSTEXPR T AlignDown(const T Ptr, int32 Alignment)
CONSTEXPR T Align(const T Ptr, int32 Alignment)
EMoveComponentFlags
Definition Enums.h:213
@ MOVECOMP_NeverIgnoreBlockingOverlaps
ERelativeTransformSpace
Definition Enums.h:206
ESoilType
Definition Enums.h:687
@ SoilType_54
Definition Enums.h:742
@ SoilType_23
Definition Enums.h:711
@ SoilType_31
Definition Enums.h:719
@ SoilType_62
Definition Enums.h:750
@ SoilType_26
Definition Enums.h:714
@ SoilType_46
Definition Enums.h:734
@ SoilType_10
Definition Enums.h:698
@ SoilType_6
Definition Enums.h:694
@ SoilType_39
Definition Enums.h:727
@ SoilType_Max
Definition Enums.h:753
@ SoilType_44
Definition Enums.h:732
@ SoilType_5
Definition Enums.h:693
@ SoilType_25
Definition Enums.h:713
@ SoilType_28
Definition Enums.h:716
@ SoilType_8
Definition Enums.h:696
@ SoilType_14
Definition Enums.h:702
@ SoilType_41
Definition Enums.h:729
@ SoilType_55
Definition Enums.h:743
@ SoilType_36
Definition Enums.h:724
@ SoilType_20
Definition Enums.h:708
@ SoilType_60
Definition Enums.h:748
@ SoilType_45
Definition Enums.h:733
@ SoilType_12
Definition Enums.h:700
@ SoilType_24
Definition Enums.h:712
@ SoilType_2
Definition Enums.h:690
@ SoilType_57
Definition Enums.h:745
@ SoilType_52
Definition Enums.h:740
@ SoilType_29
Definition Enums.h:717
@ SoilType_17
Definition Enums.h:705
@ SoilType_30
Definition Enums.h:718
@ SoilType_18
Definition Enums.h:706
@ SoilType_33
Definition Enums.h:721
@ SoilType_56
Definition Enums.h:744
@ SoilType_9
Definition Enums.h:697
@ SoilType_1
Definition Enums.h:689
@ SoilType_3
Definition Enums.h:691
@ SoilType_63
Definition Enums.h:751
@ SoilType_40
Definition Enums.h:728
@ SoilType_53
Definition Enums.h:741
@ SoilType_35
Definition Enums.h:723
@ SoilType_15
Definition Enums.h:703
@ SoilType_61
Definition Enums.h:749
@ SoilType_38
Definition Enums.h:726
@ SoilType_64
Definition Enums.h:752
@ SoilType_34
Definition Enums.h:722
@ SoilType_42
Definition Enums.h:730
@ SoilType_49
Definition Enums.h:737
@ SoilType_21
Definition Enums.h:709
@ SoilType_19
Definition Enums.h:707
@ SoilType_59
Definition Enums.h:747
@ SoilType_37
Definition Enums.h:725
@ SoilType_22
Definition Enums.h:710
@ SoilType_13
Definition Enums.h:701
@ SoilType_16
Definition Enums.h:704
@ SoilType_58
Definition Enums.h:746
@ SoilType_43
Definition Enums.h:731
@ SoilType_7
Definition Enums.h:695
@ SoilType_50
Definition Enums.h:738
@ SoilType_None
Definition Enums.h:688
@ SoilType_51
Definition Enums.h:739
@ SoilType_11
Definition Enums.h:699
@ SoilType_27
Definition Enums.h:715
@ SoilType_4
Definition Enums.h:692
@ SoilType_48
Definition Enums.h:736
@ SoilType_32
Definition Enums.h:720
@ SoilType_47
Definition Enums.h:735
static unsigned int GetBuildUniqueId()
Definition Atlas.h:30
#define ATLAS_GAME
Definition Atlas.h:6
ARK_API LPVOID GetDataAddress(const std::string &name)
Definition Base.cpp:15
ARK_API BitField GetBitField(LPVOID base, const std::string &name)
Definition Base.cpp:25
ARK_API BitField GetBitField(const void *base, const std::string &name)
Definition Base.cpp:20
#define ARK_API
Definition Base.h:9
ARK_API DWORD64 GetAddress(const void *base, const std::string &name)
Definition Base.cpp:5
ARK_API LPVOID GetAddress(const std::string &name)
Definition Base.cpp:10
FPlatformTypes::CHAR16 UCS2CHAR
A 16-bit character containing a UCS2 (Unicode, 16-bit, fixed-width) code unit, used for compatibility...
Definition BasicTypes.h:124
#define checkSlow(expr)
Definition BasicTypes.h:15
@ INDEX_NONE
Definition BasicTypes.h:144
FWindowsPlatformTypes FPlatformTypes
Definition BasicTypes.h:94
#define PLATFORM_LITTLE_ENDIAN
Definition BasicTypes.h:12
FPlatformTypes::CHAR8 UTF8CHAR
An 8-bit character containing a UTF8 (Unicode, 8-bit, variable-width) code unit.
Definition BasicTypes.h:122
ENoInit
Definition BasicTypes.h:151
@ NoInit
Definition BasicTypes.h:151
#define ASSUME(Expr)
Definition BasicTypes.h:18
#define PLATFORM_HAS_64BIT_ATOMICS
Definition BasicTypes.h:9
#define check(expr)
Definition BasicTypes.h:14
#define FORCENOINLINE
Definition BasicTypes.h:6
#define MS_ALIGN(n)
Definition BasicTypes.h:21
#define GCC_ALIGN(n)
Definition BasicTypes.h:22
#define PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS
Definition BasicTypes.h:11
#define checkf(...)
Definition BasicTypes.h:16
#define ensureMsgf(Expr, Expr2)
Definition BasicTypes.h:19
#define RESTRICT
Definition BasicTypes.h:5
FPlatformTypes::CHAR16 UTF16CHAR
A 16-bit character containing a UTF16 (Unicode, 16-bit, variable-width) code unit.
Definition BasicTypes.h:126
#define CONSTEXPR
Definition BasicTypes.h:7
EForceInit
Definition BasicTypes.h:147
@ ForceInitToZero
Definition BasicTypes.h:149
@ ForceInit
Definition BasicTypes.h:148
#define PLATFORM_64BITS
Definition BasicTypes.h:10
FPlatformTypes::CHAR32 UTF32CHAR
A 32-bit character containing a UTF32 (Unicode, 32-bit, fixed-width) code unit.
Definition BasicTypes.h:128
static FORCEINLINE int32 BYTESWAP_ORDER32(int32 val)
Definition ByteSwap.h:30
static FORCEINLINE uint16 BYTESWAP_ORDER16(uint16 val)
Definition ByteSwap.h:12
static FORCEINLINE void BYTESWAP_ORDER_TCHARARRAY(TCHAR *str)
Definition ByteSwap.h:72
static FORCEINLINE uint32 BYTESWAP_ORDER32(uint32 val)
Definition ByteSwap.h:25
#define BYTESWAP_ORDER16_unsigned(x)
Definition ByteSwap.h:8
static FORCEINLINE float BYTESWAP_ORDERF(float val)
Definition ByteSwap.h:38
static FORCEINLINE int16 BYTESWAP_ORDER16(int16 val)
Definition ByteSwap.h:17
static FORCEINLINE uint64 BYTESWAP_ORDER64(uint64 Value)
Definition ByteSwap.h:46
static FORCEINLINE int64 BYTESWAP_ORDER64(int64 Value)
Definition ByteSwap.h:58
#define BYTESWAP_ORDER32_unsigned(x)
Definition ByteSwap.h:9
TCString< ANSICHAR > FCStringAnsi
Definition CString.h:336
TCString< WIDECHAR > FCStringWide
Definition CString.h:337
TCString< TCHAR > FCString
Definition CString.h:335
TChar< WIDECHAR > FCharWide
Definition Char.h:143
#define LITERAL(CharType, StringLiteral)
Definition Char.h:30
TChar< ANSICHAR > FCharAnsi
Definition Char.h:144
TChar< TCHAR > FChar
Definition Char.h:142
static const float OneOver255
Definition Color.h:527
EGammaSpace
Definition Color.h:20
FORCEINLINE FLinearColor operator*(float Scalar, const FLinearColor &Color)
Definition Color.h:364
FORCEINLINE int32 DefaultCalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
#define NumBitsPerDWORD
#define DEFAULT_MIN_NUMBER_OF_HASHED_ELEMENTS
#define NumBitsPerDWORDLogTwo
#define DEFAULT_NUMBER_OF_ELEMENTS_PER_HASH_BUCKET
#define DEFAULT_BASE_NUMBER_OF_HASH_BUCKETS
FORCEINLINE int32 DefaultCalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
FORCEINLINE int32 DefaultCalculateSlackReserve(int32 NumElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
ClassCastFlags
Definition Enums.h:873
@ CASTCLASS_UDelegateFunction
@ CASTCLASS_UDelegateProperty
@ CASTCLASS_USkinnedMeshComponent
@ CASTCLASS_UStaticMeshComponent
@ CASTCLASS_UPrimitiveComponent
@ CASTCLASS_APlayerController
@ CASTCLASS_UInterfaceProperty
@ CASTCLASS_UAssetObjectProperty
@ CASTCLASS_UNumericProperty
@ CASTCLASS_UWeakObjectProperty
@ CASTCLASS_UMulticastDelegateProperty
@ CASTCLASS_UAssetClassProperty
@ CASTCLASS_USkeletalMeshComponent
@ CASTCLASS_ULazyObjectProperty
@ CASTCLASS_UObjectPropertyBase
int32 FindMatchingClosingParenthesis(const FString &TargetString, const int32 StartSearch)
Definition FString.h:3011
int32 HexToBytes(const FString &HexString, uint8 *OutBytes)
Definition FString.h:1803
const TCHAR * GetData(const FString &String)
Definition FString.h:1672
const uint8 TCharToNibble(const TCHAR Char)
Definition FString.h:1783
const bool CheckTCharIsHex(const TCHAR Char)
Definition FString.h:1773
FORCEINLINE uint32 GetTypeHash(const FString &Thing)
Definition FString.h:1646
TCHAR * GetData(FString &String)
Definition FString.h:1667
SIZE_T GetNum(const FString &String)
Definition FString.h:1677
void ByteToHex(uint8 In, FString &Result)
Definition FString.h:1743
static const uint32 MaxSupportedEscapeChars
Definition FString.h:2924
FString BytesToHex(const uint8 *In, int32 Count)
Definition FString.h:1755
int32 StringToBytes(const FString &String, uint8 *OutBytes, int32 MaxBufferSize)
Definition FString.h:1714
static const TCHAR * CharToEscapeSeqMap[][2]
Definition FString.h:2913
TCHAR NibbleToTChar(uint8 Num)
Definition FString.h:1729
FString BytesToString(const uint8 *In, int32 Count)
Definition FString.h:1688
FORCEINLINE bool operator==(TYPE_OF_NULLPTR, const TFunction< FuncType > &Func)
Definition Function.h:665
#define ENABLE_TFUNCTIONREF_VISUALIZATION
Definition Function.h:18
void * operator new(size_t Size, UE4Function_Private::FFunctionStorage &Storage)
Definition Function.h:133
FORCEINLINE bool operator!=(TYPE_OF_NULLPTR, const TFunction< FuncType > &Func)
Definition Function.h:683
FORCEINLINE bool operator!=(const TFunction< FuncType > &Func, TYPE_OF_NULLPTR)
Definition Function.h:692
FORCEINLINE bool operator==(const TFunction< FuncType > &Func, TYPE_OF_NULLPTR)
Definition Function.h:674
FORCEINLINE auto Invoke(ReturnType ObjType::*pdm, CallableType &&Callable) -> decltype(UE4Invoke_Private::DereferenceIfNecessary< ObjType >(Forward< CallableType >(Callable)).*pdm)
Definition Invoke.h:48
FORCEINLINE auto Invoke(FuncType &&Func, ArgTypes &&... Args) -> decltype(Forward< FuncType >(Func)(Forward< ArgTypes >(Args)...))
Definition Invoke.h:41
FORCEINLINE auto Invoke(ReturnType(ObjType::*PtrMemFun)(PMFArgTypes...), CallableType &&Callable, ArgTypes &&... Args) -> decltype((UE4Invoke_Private::DereferenceIfNecessary< ObjType >(Forward< CallableType >(Callable)).*PtrMemFun)(Forward< ArgTypes >(Args)...))
Definition Invoke.h:55
ARK_API std::vector< spdlog::sink_ptr > &APIENTRY GetLogSinks()
Definition Logger.cpp:31
FORCEINLINE TEnableIf<!TIsTriviallyCopyAssignable< ElementType >::Value >::Type CopyAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
Definition MemoryOps.h:149
FORCEINLINE TEnableIf< UE4MemoryOps_Private::TCanBitwiseRelocate< DestinationElementType, SourceElementType >::Value >::Type RelocateConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
Definition MemoryOps.h:192
FORCEINLINE TEnableIf< TIsZeroConstructType< ElementType >::Value >::Type DefaultConstructItems(void *Elements, int32 Count)
Definition MemoryOps.h:56
FORCEINLINE TEnableIf<!TIsTriviallyCopyConstructible< ElementType >::Value >::Type MoveConstructItems(void *Dest, const ElementType *Source, int32 Count)
Definition MemoryOps.h:213
FORCEINLINE TEnableIf< TIsTriviallyCopyConstructible< ElementType >::Value >::Type MoveConstructItems(void *Dest, const ElementType *Source, int32 Count)
Definition MemoryOps.h:225
FORCEINLINE TEnableIf<!TIsZeroConstructType< ElementType >::Value >::Type DefaultConstructItems(void *Address, int32 Count)
Definition MemoryOps.h:43
FORCEINLINE TEnableIf<!TIsTriviallyDestructible< ElementType >::Value >::Type DestructItem(ElementType *Element)
Definition MemoryOps.h:70
FORCEINLINE TEnableIf< TTypeTraits< ElementType >::IsBytewiseComparable, bool >::Type CompareItems(const ElementType *A, const ElementType *B, int32 Count)
Definition MemoryOps.h:256
FORCEINLINE TEnableIf< TIsTriviallyCopyAssignable< ElementType >::Value >::Type MoveAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
Definition MemoryOps.h:250
FORCEINLINE TEnableIf< TIsTriviallyDestructible< ElementType >::Value >::Type DestructItem(ElementType *Element)
Definition MemoryOps.h:80
FORCEINLINE TEnableIf<!TIsTriviallyDestructible< ElementType >::Value >::Type DestructItems(ElementType *Element, int32 Count)
Definition MemoryOps.h:94
FORCEINLINE TEnableIf<!TIsTriviallyCopyAssignable< ElementType >::Value >::Type MoveAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
Definition MemoryOps.h:238
FORCEINLINE TEnableIf<!TTypeTraits< ElementType >::IsBytewiseComparable, bool >::Type CompareItems(const ElementType *A, const ElementType *B, int32 Count)
Definition MemoryOps.h:263
FORCEINLINE TEnableIf<!TIsBitwiseConstructible< DestinationElementType, SourceElementType >::Value >::Type ConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
Definition MemoryOps.h:122
FORCEINLINE TEnableIf<!UE4MemoryOps_Private::TCanBitwiseRelocate< DestinationElementType, SourceElementType >::Value >::Type RelocateConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
Definition MemoryOps.h:177
FORCEINLINE TEnableIf< TIsTriviallyDestructible< ElementType >::Value >::Type DestructItems(ElementType *Elements, int32 Count)
Definition MemoryOps.h:109
FORCEINLINE TEnableIf< TIsTriviallyCopyAssignable< ElementType >::Value >::Type CopyAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
Definition MemoryOps.h:162
FORCEINLINE TEnableIf< TIsBitwiseConstructible< DestinationElementType, SourceElementType >::Value >::Type ConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
Definition MemoryOps.h:135
FMicrosoftPlatformString FPlatformString
#define WIN32_LEAN_AND_MEAN
Definition Requests.cpp:2
FORCEINLINE FRotator operator*(float Scale, const FRotator &R)
Definition Rotator.h:363
FORCEINLINE void MoveByRelocate(T &A, T &B)
Definition Set.h:76
FORCEINLINE SharedPointerInternals::FRawPtrProxy< ObjectType > MakeShareable(ObjectType *InObject, DeleterType &&InDeleter)
FORCEINLINE bool operator==(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE TSharedRef< InObjectType, InMode > MakeShared(InArgTypes &&... Args)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE TSharedPtr< CastToType, Mode > StaticCastSharedPtr(TSharedPtr< CastFromType, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, decltype(nullptr))
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE bool operator==(TSharedRef< ObjectTypeA, Mode > const &InSharedRef, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE bool operator==(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
FORCEINLINE void CleanupPointerMap(TMap< TWeakPtr< KeyType >, ValueType > &PointerMap)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
FORCEINLINE bool operator!=(TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr, TSharedRef< ObjectTypeA, Mode > const &InSharedRef)
FORCEINLINE void CleanupPointerArray(TArray< TWeakPtr< Type > > &PointerArray)
FORCEINLINE bool operator!=(TSharedRef< ObjectTypeA, Mode > const &InSharedRefA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
FORCEINLINE bool operator!=(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, decltype(nullptr))
FORCEINLINE TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
FORCEINLINE SharedPointerInternals::FRawPtrProxy< ObjectType > MakeShareable(ObjectType *InObject)
FORCEINLINE bool operator==(decltype(nullptr), TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtrB)
FORCEINLINE TSharedRef< CastToType, Mode > ConstCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
FORCEINLINE bool operator==(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(decltype(nullptr), TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE TSharedPtr< CastToType, Mode > ConstCastSharedPtr(TSharedPtr< CastFromType, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr, TSharedRef< ObjectTypeA, Mode > const &InSharedRef)
FORCEINLINE bool operator!=(TSharedPtr< ObjectTypeA, Mode > const &InSharedPtrA, TWeakPtr< ObjectTypeB, Mode > const &InWeakPtrB)
FORCEINLINE bool operator!=(TSharedRef< ObjectTypeA, Mode > const &InSharedRef, TSharedPtr< ObjectTypeB, Mode > const &InSharedPtr)
FORCEINLINE bool operator==(TWeakPtr< ObjectTypeA, Mode > const &InWeakPtrA, TSharedRef< ObjectTypeB, Mode > const &InSharedRefB)
#define THREAD_SANITISE_UNSAFEPTR
#define TSAN_SAFE
#define TSAN_SAFE_UNSAFEPTR
void StableSort(T **First, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:385
void StableSort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:371
void StableSortInternal(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:356
void Sort(T **First, const int32 Num)
Definition Sorting.h:117
void StableSort(T *First, const int32 Num)
Definition Sorting.h:400
void StableSort(T **First, const int32 Num)
Definition Sorting.h:413
void Merge(T *Out, T *In, const int32 Mid, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:134
void Sort(T **First, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:90
void Sort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:76
void Sort(T *First, const int32 Num)
Definition Sorting.h:104
void * operator new(size_t Size, const FSparseArrayAllocationInfo &Allocation)
#define TSPARSEARRAY_RANGED_FOR_CHECKS
Definition SparseArray.h:17
#define TARRAY_RANGED_FOR_CHECKS
Definition TArray.h:15
FORCEINLINE TIndexedContainerIterator< ContainerType, ElementType, IndexType > operator+(int32 Offset, TIndexedContainerIterator< ContainerType, ElementType, IndexType > RHS)
Definition TArray.h:141
void * operator new(size_t Size, TArray< T, Allocator > &Array, int32 Index)
Definition TArray.h:2152
void * operator new(size_t Size, TArray< T, Allocator > &Array)
Definition TArray.h:2146
void * operator new(size_t Size, TIndirectArray< T, Allocator > &Array, int32 Index)
void * operator new(size_t Size, TIndirectArray< T, Allocator > &Array)
#define USE_TUPLE_AUTO_RETURN_TYPES
Definition Tuple.h:15
FORCEINLINE void VisitTupleElements(TupleType &Tuple, FuncType Func)
Definition Tuple.h:711
FORCEINLINE decltype(auto) TransformTuple(const TTuple< Types... > &Tuple, FuncType Func)
Definition Tuple.h:695
#define TUPLES_USE_DEFAULTED_FUNCTIONS
Definition Tuple.h:18
TTuple< typename TDecay< Types >::Type... > MakeTuple(Types &&... Args)
Definition Tuple.h:656
FORCEINLINE decltype(auto) TransformTuple(TTuple< Types... > &&Tuple, FuncType Func)
Definition Tuple.h:685
#define IMPLEMENT_ALIGNED_STORAGE(Align)
FORCEINLINE uint32 GetTypeHash(const TTuple<> &Tuple)
Definition TypeHash.h:155
uint32 GetTypeHash(double Value)
Definition TypeHash.h:105
uint32 GetTypeHash(const int64 A)
Definition TypeHash.h:86
uint32 HashCombine(uint32 A, uint32 C)
Definition TypeHash.h:13
uint32 GetTypeHash(const void *A)
Definition TypeHash.h:110
uint32 GetTypeHash(const uint16 A)
Definition TypeHash.h:61
FORCEINLINE uint32 GetTypeHash(const TTuple< Types... > &Tuple)
Definition TypeHash.h:150
uint32 GetTypeHash(const uint8 A)
Definition TypeHash.h:51
uint32 GetTypeHash(const int16 A)
Definition TypeHash.h:66
uint32 PointerHash(const void *Key, uint32 C=0)
Definition TypeHash.h:32
uint32 GetTypeHash(void *A)
Definition TypeHash.h:115
uint32 GetTypeHash(float Value)
Definition TypeHash.h:100
FORCEINLINE TEnableIf< TIsEnum< EnumType >::Value, uint32 >::Type GetTypeHash(EnumType E)
Definition TypeHash.h:121
uint32 GetTypeHash(const uint32 A)
Definition TypeHash.h:76
uint32 GetTypeHash(const int32 A)
Definition TypeHash.h:71
uint32 GetTypeHash(const uint64 A)
Definition TypeHash.h:81
uint32 GetTypeHash(const int8 A)
Definition TypeHash.h:56
int GetStructSize()
Definition UE.h:1024
EResourceSizeMode
Definition UE.h:798
@ Exclusive
Definition UE.h:799
@ Open
Definition UE.h:801
@ Inclusive
Definition UE.h:800
int GetObjectClassSize()
Definition UE.h:1005
FORCEINLINE uint32 GetTypeHash(const FName &name)
Definition UE.h:63
TWeakObjectPtr< T > GetWeakReference(T *object)
Definition UE.h:203
#define THRESH_VECTOR_NORMALIZED
#define THRESH_NORMALS_ARE_PARALLEL
#define THRESH_POINTS_ARE_SAME
#define DELTA
#define SMALL_NUMBER
#define THRESH_POINT_ON_PLANE
#define PI
#define THRESH_NORMALS_ARE_ORTHOGONAL
#define KINDA_SMALL_NUMBER
#define BIG_NUMBER
#define FASTASIN_HALF_PI
#define HALF_PI
#define INV_PI
@ MIN_ALIGNMENT
@ DEFAULT_ALIGNMENT
CONSTEXPR SIZE_T GetNum(T(&Container)[N])
FORCEINLINE T && Forward(typename TRemoveReference< T >::Type &&Obj)
FORCEINLINE TRemoveReference< T >::Type && MoveTempIfPossible(T &&Obj)
auto GetData(T &&Container) -> decltype(Container.GetData())
TEnableIf< TUseBitwiseSwap< T >::Value >::Type Swap(T &A, T &B)
ForwardIt MaxElement(ForwardIt First, ForwardIt Last, PredicateType Predicate)
ForwardIt MinElement(ForwardIt First, ForwardIt Last, PredicateType Predicate)
SIZE_T GetNum(T &&Container)
#define ARRAY_COUNT(array)
FORCEINLINE ReferencedType * IfPThenAElseB(PredicateType Predicate, ReferencedType *A, ReferencedType *B)
FORCEINLINE T && CopyTemp(T &&Val)
void Exchange(T &A, T &B)
FORCEINLINE T CopyTemp(T &Val)
T && DeclVal()
FORCEINLINE TRemoveReference< T >::Type && MoveTemp(T &&Obj)
CONSTEXPR T * GetData(T(&Container)[N])
FORCEINLINE T && Forward(typename TRemoveReference< T >::Type &Obj)
FORCEINLINE void Move(T &A, typename TMoveSupportTraits< T >::Copy B)
FORCEINLINE TEnableIf< TAreTypesEqual< T, uint32 >::Value, T >::Type ReverseBits(T Bits)
FORCEINLINE ReferencedType * IfAThenAElseB(ReferencedType *A, ReferencedType *B)
#define STRUCT_OFFSET(struc, member)
bool XOR(bool A, bool B)
FORCEINLINE T CopyTemp(const T &Val)
ForwardIt MaxElement(ForwardIt First, ForwardIt Last)
ForwardIt MinElement(ForwardIt First, ForwardIt Last)
FORCEINLINE void Move(T &A, typename TMoveSupportTraits< T >::Move B)
TEnableIf<!TUseBitwiseSwap< T >::Value >::Type Swap(T &A, T &B)
FORCEINLINE T StaticCast(ArgType &&Arg)
#define Expose_TNameOf(type)
#define Expose_TFormatSpecifier(type, format)
FORCEINLINE FVector2D operator*(float Scale, const FVector2D &V)
Definition Vector2D.h:467
FORCEINLINE float ComputeSquaredDistanceFromBoxToPoint(const FVector &Mins, const FVector &Maxs, const FVector &Point)
Definition Vector.h:893
FORCEINLINE FVector ClampVector(const FVector &V, const FVector &Min, const FVector &Max)
Definition Vector.h:1646
FORCEINLINE FVector operator*(float Scale, const FVector &V)
Definition Vector.h:870
FWindowsPlatformAtomics FPlatformAtomics
ApiUtils & operator=(ApiUtils &&)=delete
ApiUtils()=default
void SetCheatManager(UShooterCheatManager *cheatmanager)
Definition ApiUtils.cpp:44
void SetWorld(UWorld *uworld)
Definition ApiUtils.cpp:9
ApiUtils & operator=(const ApiUtils &)=delete
void SetShooterGameMode(AShooterGameMode *shooter_game_mode)
Definition ApiUtils.cpp:21
std::unordered_map< uint64, AShooterPlayerController * > steam_id_map_
Definition ApiUtils.h:38
UShooterCheatManager * GetCheatManager() const override
Returns a point to URCON CheatManager.
Definition ApiUtils.cpp:93
UWorld * u_world_
Definition ApiUtils.h:34
ApiUtils(ApiUtils &&)=delete
AShooterGameMode * shooter_game_mode_
Definition ApiUtils.h:35
AShooterGameMode * GetShooterGameMode() const override
Returns a pointer to AShooterGameMode.
Definition ApiUtils.cpp:26
void RemovePlayerController(AShooterPlayerController *player_controller)
Definition ApiUtils.cpp:62
UShooterCheatManager * cheatmanager_
Definition ApiUtils.h:37
void SetPlayerController(AShooterPlayerController *player_controller)
Definition ApiUtils.cpp:49
ServerStatus GetStatus() const override
Returns the current server status.
Definition ApiUtils.cpp:38
ServerStatus status_
Definition ApiUtils.h:36
AShooterPlayerController * FindPlayerFromSteamId_Internal(uint64 steam_id) const override
Definition ApiUtils.cpp:75
~ApiUtils() override=default
void SetStatus(ServerStatus status)
Definition ApiUtils.cpp:33
UWorld * GetWorld() const override
Returns a pointer to UWorld.
Definition ApiUtils.cpp:14
ApiUtils(const ApiUtils &)=delete
static FString GetSteamName(AController *player_controller)
Returns the steam name of player.
static FORCEINLINE FString GetItemBlueprint(UPrimalItem *item)
Returns blueprint from UPrimalItem.
static FVector GetPosition(APlayerController *player_controller)
Returns the position of a player.
uint64 GetSteamIDForPlayerID(int player_id) const
static FORCEINLINE FString GetClassBlueprint(UClass *the_class)
Returns blueprint path from any UClass.
void SendServerMessageToAll(FLinearColor msg_color, const T *msg, Args &&... args)
Sends server message to all players. Using fmt::format.
virtual UShooterCheatManager * GetCheatManager() const =0
Returns a point to URCON CheatManager.
UPrimalGameData * GetGameData()
Returns pointer to Primal Game Data.
static bool IsRidingDino(AShooterPlayerController *player_controller)
Returns true if character is riding a dino, false otherwise.
AShooterGameState * GetGameState()
Get Shooter Game State.
virtual ~IApiUtils()=default
AShooterPlayerController * FindPlayerFromSteamName(const FString &steam_name) const
Finds player from the given steam name.
static UShooterCheatManager * GetCheatManagerByPC(AShooterPlayerController *SPC)
Get UShooterCheatManager* of player controller.
static uint64 GetPlayerID(AController *controller)
static bool IsPlayerDead(AShooterPlayerController *player)
Returns true if player is dead, false otherwise.
void SendNotificationToAll(FLinearColor color, float display_scale, float display_time, UTexture2D *icon, const T *msg, Args &&... args)
Sends notification (on-screen message) to all players. Using fmt::format.
APrimalDinoCharacter * SpawnDino(AShooterPlayerController *player, FString blueprint, FVector *location, int lvl, bool force_tame, bool neutered) const
Spawns a dino near player or at specific coordinates.
TArray< AShooterPlayerController * > FindPlayerFromCharacterName(const FString &character_name, ESearchCase::Type search, bool full_match) const
Finds all matching players from the given character name.
static FORCEINLINE FString GetBlueprint(UObjectBase *object)
Returns blueprint path from any UObject.
static FString GetCharacterName(AShooterPlayerController *player_controller, bool include_first_name=true, bool include_last_name=true)
Returns the character name of player.
TArray< AActor * > GetAllActorsInRange(FVector location, float radius, EServerOctreeGroup::Type ActorType)
Gets all actors in radius at location.
void SendChatMessageToAll(const FString &sender_name, const T *msg, Args &&... args)
Sends chat message to all players. Using fmt::format.
TArray< AActor * > GetAllActorsInRange(FVector location, float radius, EServerOctreeGroup::Type ActorType, TArray< AActor * > ignores)
Gets all actors in radius at location, with ignore actors.
virtual AShooterGameMode * GetShooterGameMode() const =0
Returns a pointer to AShooterGameMode.
static uint64 GetSteamIdFromController(AController *controller)
Returns Steam ID from player controller.
virtual UWorld * GetWorld() const =0
Returns a pointer to UWorld.
static bool TeleportToPos(AShooterPlayerController *player_controller, const FVector &pos)
Teleports player to the given position.
void SendNotification(AShooterPlayerController *player_controller, FLinearColor color, float display_scale, float display_time, UTexture2D *icon, const T *msg, Args &&... args)
Sends notification (on-screen message) to the specific player. Using fmt::format.
static uint64 GetPlayerID(APrimalCharacter *character)
virtual AShooterPlayerController * FindPlayerFromSteamId_Internal(uint64 steam_id) const =0
AShooterPlayerController * FindControllerFromCharacter(AShooterCharacter *character) const
Finds player controller from the given player character.
static APrimalDinoCharacter * GetRidingDino(AShooterPlayerController *player_controller)
Returns the dino the character is riding.
static FString GetIPAddress(AShooterPlayerController *player_controller)
Returns IP address of player.
AShooterPlayerController * FindPlayerFromSteamId(uint64 steam_id) const
Finds player from the given steam id.
virtual ServerStatus GetStatus() const =0
Returns the current server status.
void SendServerMessage(AShooterPlayerController *player_controller, FLinearColor msg_color, const T *msg, Args &&... args)
Sends server message to the specific player. Using fmt::format.
static std::optional< FString > TeleportToPlayer(AShooterPlayerController *me, AShooterPlayerController *him, bool check_for_dino, float max_dist)
Teleport one player to another.
static int GetInventoryItemCount(AShooterPlayerController *player_controller, const FString &item_name)
Counts a specific items quantity.
void SendChatMessage(AShooterPlayerController *player_controller, const FString &sender_name, const T *msg, Args &&... args)
Sends chat message to the specific player. Using fmt::format.
void Set(RT other)
Definition Fields.h:144
BitFieldValue & operator=(RT other)
Definition Fields.h:133
void * parent_
Definition Fields.h:150
std::string field_name_
Definition Fields.h:151
RT operator()() const
Definition Fields.h:128
RT Get() const
Definition Fields.h:139
T * value_
Definition Fields.h:116
void Set(const T &other)
Definition Fields.h:110
T & Get() const
Definition Fields.h:105
DataValue & operator=(const T &other)
Definition Fields.h:99
T & operator()() const
Definition Fields.h:94
FORCEINLINE FBitReference(uint32 &InData, uint32 InMask)
Definition BitArray.h:45
FORCEINLINE FBitReference & operator=(const FBitReference &Copy)
Definition BitArray.h:98
uint32 Mask
Definition BitArray.h:108
FORCEINLINE void operator=(const bool NewValue)
Definition BitArray.h:54
FORCEINLINE operator bool() const
Definition BitArray.h:50
uint32 & Data
Definition BitArray.h:107
FUObjectItem * GetObjectPtr(int Index)
FUObjectItem & GetByIndex(int Index)
static const FColor MediumSlateBlue
Definition ColorList.h:69
static const FColor Orange
Definition ColorList.h:81
static const FColor DarkGreenCopper
Definition ColorList.h:34
static const FColor BronzeII
Definition ColorList.h:26
static const FColor Yellow
Definition ColorList.h:17
static const FColor Magenta
Definition ColorList.h:15
static const FColor IndianRed
Definition ColorList.h:54
static const FColor SummerSky
Definition ColorList.h:100
static const FColor SpringGreen
Definition ColorList.h:98
static const FColor Grey
Definition ColorList.h:50
static const FColor CornFlowerBlue
Definition ColorList.h:31
static const FColor Cyan
Definition ColorList.h:16
static const FColor Blue
Definition ColorList.h:14
static const FColor GreenCopper
Definition ColorList.h:51
static const FColor MediumGoldenrod
Definition ColorList.h:66
static const FColor LimeGreen
Definition ColorList.h:60
static const FColor LightSteelBlue
Definition ColorList.h:58
static const FColor DarkOliveGreen
Definition ColorList.h:35
static const FColor Quartz
Definition ColorList.h:87
static const FColor SteelBlue
Definition ColorList.h:99
static const FColor DarkPurple
Definition ColorList.h:37
static const FColor Turquoise
Definition ColorList.h:103
static const FColor Black
Definition ColorList.h:18
static const FColor Maroon
Definition ColorList.h:62
static const FColor MediumOrchid
Definition ColorList.h:67
static const FColor NewTan
Definition ColorList.h:79
static const FColor NeonBlue
Definition ColorList.h:76
static const FColor MediumWood
Definition ColorList.h:73
static const FColor DarkSlateBlue
Definition ColorList.h:38
static const FColor White
Definition ColorList.h:11
static const FColor MandarianOrange
Definition ColorList.h:61
static const FColor Tan
Definition ColorList.h:101
static const FColor Scarlet
Definition ColorList.h:90
static const FColor SeaGreen
Definition ColorList.h:91
static const FColor Aquamarine
Definition ColorList.h:19
static const FColor Wheat
Definition ColorList.h:108
static const FColor VeryDarkBrown
Definition ColorList.h:104
static const FColor Thistle
Definition ColorList.h:102
static const FColor BlueViolet
Definition ColorList.h:21
static const FColor Violet
Definition ColorList.h:106
static const FColor MediumSpringGreen
Definition ColorList.h:70
static const FColor NavyBlue
Definition ColorList.h:75
static const FColor CoolCopper
Definition ColorList.h:28
static const FColor DarkTan
Definition ColorList.h:40
static const FColor Firebrick
Definition ColorList.h:46
static const FColor GreenYellow
Definition ColorList.h:52
static const FColor DarkOrchid
Definition ColorList.h:36
static const FColor Plum
Definition ColorList.h:86
static const FColor SemiSweetChocolate
Definition ColorList.h:92
static const FColor SpicyPink
Definition ColorList.h:97
static const FColor OldGold
Definition ColorList.h:80
static const FColor DarkTurquoise
Definition ColorList.h:41
static const FColor PaleGreen
Definition ColorList.h:84
static const FColor BrightGold
Definition ColorList.h:23
static const FColor CadetBlue
Definition ColorList.h:27
static const FColor BakerChocolate
Definition ColorList.h:20
static const FColor DarkGreen
Definition ColorList.h:33
static const FColor Coral
Definition ColorList.h:30
static const FColor OrangeRed
Definition ColorList.h:82
static const FColor HunterGreen
Definition ColorList.h:53
static const FColor VeryLightGrey
Definition ColorList.h:105
static const FColor MediumVioletRed
Definition ColorList.h:72
static const FColor Silver
Definition ColorList.h:94
static const FColor MediumSeaGreen
Definition ColorList.h:68
static const FColor DarkSlateGrey
Definition ColorList.h:39
static const FColor Khaki
Definition ColorList.h:55
static const FColor DustyRose
Definition ColorList.h:44
static const FColor Red
Definition ColorList.h:12
static const FColor Bronze
Definition ColorList.h:25
static const FColor MediumBlue
Definition ColorList.h:64
static const FColor Goldenrod
Definition ColorList.h:49
static const FColor Feldspar
Definition ColorList.h:45
static const FColor LightBlue
Definition ColorList.h:56
static const FColor Pink
Definition ColorList.h:85
static const FColor DimGrey
Definition ColorList.h:43
static const FColor Brown
Definition ColorList.h:24
static const FColor VioletRed
Definition ColorList.h:107
static const FColor Orchid
Definition ColorList.h:83
static const FColor LightWood
Definition ColorList.h:59
static const FColor SlateBlue
Definition ColorList.h:96
static const FColor DarkWood
Definition ColorList.h:42
static const FColor NeonPink
Definition ColorList.h:77
static const FColor MediumTurquoise
Definition ColorList.h:71
static const FColor MediumForestGreen
Definition ColorList.h:65
static const FColor Salmon
Definition ColorList.h:89
static const FColor Brass
Definition ColorList.h:22
static const FColor ForestGreen
Definition ColorList.h:47
static const FColor Sienna
Definition ColorList.h:93
static const FColor MediumAquamarine
Definition ColorList.h:63
static const FColor YellowGreen
Definition ColorList.h:109
static const FColor Green
Definition ColorList.h:13
static const FColor RichBlue
Definition ColorList.h:88
static const FColor MidnightBlue
Definition ColorList.h:74
static const FColor LightGrey
Definition ColorList.h:57
static const FColor SkyBlue
Definition ColorList.h:95
static const FColor NewMidnightBlue
Definition ColorList.h:78
static const FColor DarkBrown
Definition ColorList.h:32
static const FColor Gold
Definition ColorList.h:48
static const FColor Copper
Definition ColorList.h:29
const uint32 & Data
Definition BitArray.h:128
FORCEINLINE operator bool() const
Definition BitArray.h:122
FORCEINLINE FConstBitReference(const uint32 &InData, uint32 InMask)
Definition BitArray.h:117
void MoveToEmpty(ForElementType &Other)
int32 CalculateSlackGrow(int32 NumElements, int32 CurrentNumSlackElements, SIZE_T NumBytesPerElement) const
int32 CalculateSlack(int32 NumElements, int32 CurrentNumSlackElements, SIZE_T NumBytesPerElement) const
int32 CalculateSlackShrink(int32 NumElements, int32 CurrentNumSlackElements, SIZE_T NumBytesPerElement) const
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
ForElementType< FScriptContainerElement > ForAnyElementType
static int32 GCD(int32 A, int32 B)
Definition Sorting.h:171
FORCEINLINE FScriptContainerElement * GetAllocation() const
FORCEINLINE void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
ForAnyElementType & operator=(const ForAnyElementType &)
ForAnyElementType(const ForAnyElementType &)
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, int32 NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE void MoveToEmpty(ForAnyElementType &Other)
FORCEINLINE ElementType * GetAllocation() const
FNoncopyable(const FNoncopyable &)
FNoncopyable & operator=(const FNoncopyable &)
FORCEINLINE FRelativeBitReference(int32 BitIndex)
Definition BitArray.h:137
void operator=(const FScriptArray &)
int32 AddZeroed(int32 Count, int32 NumBytesPerElement)
Definition ScriptArray.h:75
void Insert(int32 Index, int32 Count, int32 NumBytesPerElement)
Definition ScriptArray.h:41
FORCEINLINE void * GetData()
Definition ScriptArray.h:18
FORCEINLINE int32 GetSlack() const
FORCENOINLINE void ResizeGrow(int32 OldNum, int32 NumBytesPerElement)
FORCEINLINE const void * GetData() const
Definition ScriptArray.h:22
void InsertZeroed(int32 Index, int32 Count, int32 NumBytesPerElement)
Definition ScriptArray.h:36
void Shrink(int32 NumBytesPerElement)
Definition ScriptArray.h:81
FORCEINLINE bool IsValidIndex(int32 i) const
Definition ScriptArray.h:26
void Empty(int32 Slack, int32 NumBytesPerElement)
Definition ScriptArray.h:90
FScriptArray(int32 InNum, int32 NumBytesPerElement)
FORCENOINLINE void ResizeInit(int32 NumBytesPerElement)
FScriptArray(const FScriptArray &)
FORCEINLINE int32 Num() const
Definition ScriptArray.h:30
FORCENOINLINE void ResizeTo(int32 NewMax, int32 NumBytesPerElement)
FORCENOINLINE void ResizeShrink(int32 NumBytesPerElement)
int32 Add(int32 Count, int32 NumBytesPerElement)
Definition ScriptArray.h:61
void Remove(int32 Index, int32 Count, int32 NumBytesPerElement)
FORCEINLINE uint32 * GetData()
Definition BitArray.h:1037
static void CheckConstraints()
Definition BitArray.h:1017
FDefaultBitArrayAllocator::ForElementType< uint32 > AllocatorType
Definition BitArray.h:1010
int32 Add(const bool Value)
Definition BitArray.h:997
void operator=(const FScriptBitArray &)
Definition BitArray.h:1086
FORCENOINLINE void Realloc(int32 PreviousNumBits)
Definition BitArray.h:1047
AllocatorType AllocatorInstance
Definition BitArray.h:1012
FBitReference operator[](int32 Index)
Definition BitArray.h:972
bool IsValidIndex(int32 Index) const
Definition BitArray.h:967
FConstBitReference operator[](int32 Index) const
Definition BitArray.h:978
void Empty(int32 Slack=0)
Definition BitArray.h:984
FORCEINLINE const uint32 * GetData() const
Definition BitArray.h:1042
FScriptBitArray(const FScriptBitArray &)
Definition BitArray.h:1085
FORCENOINLINE void ReallocGrow(int32 PreviousNumBits)
Definition BitArray.h:1064
int32 FindPairIndex(const void *Key, const FScriptMapLayout &MapLayout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn)
Definition Map.h:1341
FScriptMap()
Definition Map.h:1285
FScriptSet Pairs
Definition Map.h:1407
FScriptMap(const FScriptMap &)
Definition Map.h:1429
void Empty(int32 Slack, const FScriptMapLayout &Layout)
Definition Map.h:1314
bool IsValidIndex(int32 Index) const
Definition Map.h:1289
uint8 * FindValue(const void *Key, const FScriptMapLayout &MapLayout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn)
Definition Map.h:1363
int32 AddUninitialized(const FScriptMapLayout &Layout)
Definition Map.h:1330
const void * GetData(int32 Index, const FScriptMapLayout &Layout) const
Definition Map.h:1309
void * GetData(int32 Index, const FScriptMapLayout &Layout)
Definition Map.h:1304
void Add(const void *Key, const void *Value, const FScriptMapLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn, TFunctionRef< void(void *)> KeyConstructAndAssignFn, TFunctionRef< void(void *)> ValueConstructAndAssignFn, TFunctionRef< void(void *)> ValueAssignFn, TFunctionRef< void(void *)> DestructKeyFn, TFunctionRef< void(void *)> DestructValueFn)
Definition Map.h:1376
void operator=(const FScriptMap &)
Definition Map.h:1430
static FScriptMapLayout GetScriptLayout(int32 KeySize, int32 KeyAlignment, int32 ValueSize, int32 ValueAlignment)
Definition Map.h:1272
int32 GetMaxIndex() const
Definition Map.h:1299
void Rehash(const FScriptMapLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash)
Definition Map.h:1335
int32 Num() const
Definition Map.h:1294
void RemoveAt(int32 Index, const FScriptMapLayout &Layout)
Definition Map.h:1319
static void CheckConstraints()
Definition Map.h:1410
void Add(const void *Element, const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> EqualityFn, TFunctionRef< void(void *)> ConstructFn, TFunctionRef< void(void *)> DestructFn)
Definition Set.h:1385
int32 Num() const
Definition Set.h:1246
FScriptSet()
Definition Set.h:1236
static void CheckConstraints()
Definition Set.h:1450
void * GetData(int32 Index, const FScriptSetLayout &Layout)
Definition Set.h:1256
void RemoveAt(int32 Index, const FScriptSetLayout &Layout)
Definition Set.h:1289
int32 FindIndex(const void *Element, const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> EqualityFn)
Definition Set.h:1362
static int32 & GetHashIndexRef(const void *Element, const FScriptSetLayout &Layout)
Definition Set.h:1444
void Rehash(const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash)
Definition Set.h:1319
static FScriptSetLayout GetScriptLayout(int32 ElementSize, int32 ElementAlignment)
Definition Set.h:1221
HashType Hash
Definition Set.h:1431
int32 AddUninitialized(const FScriptSetLayout &Layout)
Definition Set.h:1313
void Empty(int32 Slack, const FScriptSetLayout &Layout)
Definition Set.h:1266
int32 HashSize
Definition Set.h:1432
Allocator::HashAllocator::ForElementType< FSetElementId > HashType
Definition Set.h:1428
int32 GetMaxIndex() const
Definition Set.h:1251
static FSetElementId & GetHashNextIdRef(const void *Element, const FScriptSetLayout &Layout)
Definition Set.h:1439
FScriptSet(const FScriptSet &)
Definition Set.h:1473
const void * GetData(int32 Index, const FScriptSetLayout &Layout) const
Definition Set.h:1261
FScriptSparseArray Elements
Definition Set.h:1430
FDefaultSetAllocator Allocator
Definition Set.h:1427
void operator=(const FScriptSet &)
Definition Set.h:1474
FORCEINLINE FSetElementId & GetTypedHash(int32 HashIndex) const
Definition Set.h:1434
bool IsValidIndex(int32 Index) const
Definition Set.h:1241
FScriptArray Data
FORCEINLINE FFreeListLink * GetFreeListLink(int32 Index, const FScriptSparseArrayLayout &Layout)
bool IsValidIndex(int32 Index) const
int32 AddUninitialized(const FScriptSparseArrayLayout &Layout)
static FScriptSparseArrayLayout GetScriptLayout(int32 ElementSize, int32 ElementAlignment)
int32 GetMaxIndex() const
void operator=(const FScriptSparseArray &)
void Empty(int32 Slack, const FScriptSparseArrayLayout &Layout)
FScriptBitArray AllocationFlags
FScriptSparseArray(const FScriptSparseArray &)
void * GetData(int32 Index, const FScriptSparseArrayLayout &Layout)
static void CheckConstraints()
int32 Num() const
const void * GetData(int32 Index, const FScriptSparseArrayLayout &Layout) const
void RemoveAtUninitialized(const FScriptSparseArrayLayout &Layout, int32 Index, int32 Count=1)
friend class TSet
Definition Set.h:91
int32 Index
Definition Set.h:125
FORCEINLINE bool IsValidId() const
Definition Set.h:101
FORCEINLINE FSetElementId(int32 InIndex)
Definition Set.h:128
FORCEINLINE int32 AsInteger() const
Definition Set.h:112
FORCEINLINE FSetElementId()
Definition Set.h:96
FORCEINLINE operator int32() const
Definition Set.h:133
static FORCEINLINE FSetElementId FromInteger(int32 Integer)
Definition Set.h:117
FORCEINLINE friend bool operator==(const FSetElementId &A, const FSetElementId &B)
Definition Set.h:107
FORCEINLINE const DataType & GetCharArray() const
Definition FString.h:299
FORCEINLINE friend bool operator<=(const FString &Lhs, const CharType *Rhs)
Definition FString.h:844
FORCEINLINE void RemoveAt(int32 Index, int32 Count=1, bool bAllowShrinking=true)
Definition FString.h:435
FORCEINLINE friend FString operator+(FString &&Lhs, FString &&Rhs)
Definition FString.h:661
FORCEINLINE FString & Append(const FString &Text)
Definition FString.h:396
FORCEINLINE uint32 GetAllocatedSize() const
Definition FString.h:214
void ToUpperInline()
Definition FString.h:2097
FString TrimStart() const &
Definition FString.h:2296
int32 Find(const TCHAR *SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart, int32 StartPosition=INDEX_NONE) const
Definition FString.h:2027
FORCEINLINE friend FString operator/(const FString &Lhs, const FString &Rhs)
Definition FString.h:781
FORCEINLINE FString(const std::string &str)
Definition FString.h:129
int32 ParseIntoArray(TArray< FString > &OutArray, const TCHAR **DelimArray, int32 NumDelims, bool InCullEmpty=true) const
Definition FString.h:2702
bool IsNumeric() const
Definition FString.h:2541
FORCEINLINE friend FString operator+(const FString &Lhs, const TCHAR *Rhs)
Definition FString.h:700
FORCEINLINE friend bool operator!=(const FString &Lhs, const CharType *Rhs)
Definition FString.h:1049
FORCEINLINE int32 Find(const FString &SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart, int32 StartPosition=INDEX_NONE) const
Definition FString.h:1128
FORCEINLINE friend DataType::RangedForIteratorType end(FString &Str)
Definition FString.h:210
FORCEINLINE friend FString operator+(FString &&Lhs, const FString &Rhs)
Definition FString.h:635
FString(FString &&)=default
FORCEINLINE FString & operator=(const TCHAR *Other)
Definition FString.h:147
FORCEINLINE friend bool operator<(const CharType *Lhs, const FString &Rhs)
Definition FString.h:899
FString TrimEnd() const &
Definition FString.h:2320
void TrimStartInline()
Definition FString.h:2286
FString Replace(const TCHAR *From, const TCHAR *To, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
Definition FString.h:2766
FORCEINLINE FString LeftChop(int32 Count) const
Definition FString.h:1081
FORCEINLINE bool FindChar(TCHAR InChar, int32 &Index) const
Definition FString.h:1169
FORCEINLINE friend bool operator!=(const FString &Lhs, const FString &Rhs)
Definition FString.h:1035
int32 ReplaceInline(const TCHAR *SearchText, const TCHAR *ReplacementText, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
Definition FString.h:2805
FORCEINLINE FString Mid(int32 Start, int32 Count=INT_MAX) const
Definition FString.h:1099
FORCEINLINE FString(FString &&Other, int32 ExtraSlack)
Definition FString.h:87
static FORCEINLINE FString ConcatFStrings(typename TIdentity< LhsType >::Type Lhs, typename TIdentity< RhsType >::Type Rhs)
Definition FString.h:550
static FString Chr(TCHAR Ch)
Definition FString.h:2494
FORCEINLINE friend DataType::RangedForIteratorType begin(FString &Str)
Definition FString.h:208
FORCEINLINE friend FString operator+(const FString &Lhs, FString &&Rhs)
Definition FString.h:648
FORCEINLINE DataType & GetCharArray()
Definition FString.h:293
FORCEINLINE friend bool operator==(const FString &Lhs, const CharType *Rhs)
Definition FString.h:1008
static FORCEINLINE FString FromInt(int32 Num)
Definition FString.h:1548
FORCEINLINE FString & operator+=(const FString &Str)
Definition FString.h:500
FString & Append(const TCHAR *Text, int32 Count)
Definition FString.h:402
FORCEINLINE FString & operator/=(const FString &Str)
Definition FString.h:736
FString TrimStart() &&
Definition FString.h:2303
FORCEINLINE friend FString operator+(const FString &Lhs, const FString &Rhs)
Definition FString.h:622
FORCEINLINE int32 Compare(const FString &Other, ESearchCase::Type SearchCase=ESearchCase::CaseSensitive) const
Definition FString.h:1240
FORCEINLINE friend bool operator<=(const CharType *Lhs, const FString &Rhs)
Definition FString.h:858
FORCEINLINE friend bool operator==(const FString &Lhs, const FString &Rhs)
Definition FString.h:994
FString TrimStartAndEnd() &&
Definition FString.h:2279
FORCEINLINE friend FString operator+(const TCHAR *Lhs, const FString &Rhs)
Definition FString.h:674
FORCEINLINE TIterator CreateIterator()
Definition FString.h:192
FORCEINLINE void Reserve(const uint32 CharacterCount)
Definition FString.h:1542
FString ReplaceQuotesWithEscapedQuotes() const
Definition FString.h:2880
FString & operator=(FString &&)=default
static int32 CullArray(TArray< FString > *InArray)
Definition FString.h:2361
bool MatchesWildcard(const FString &Wildcard, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
Definition FString.h:2585
FString Reverse() const
Definition FString.h:2368
FString ConvertTabsToSpaces(const int32 InSpacesPerTab)
Definition FString.h:2980
bool StartsWith(const TCHAR *InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
Definition FString.h:2131
FORCEINLINE friend bool operator!=(const CharType *Lhs, const FString &Rhs)
Definition FString.h:1063
static FORCEINLINE FString ConcatTCHARsToFString(const TCHAR *Lhs, typename TIdentity< RhsType >::Type Rhs)
Definition FString.h:569
FORCEINLINE FString Left(int32 Count) const
Definition FString.h:1075
static bool ToHexBlob(const FString &Source, uint8 *DestBuffer, const uint32 DestSize)
Definition FString.h:2471
int32 ParseIntoArrayLines(TArray< FString > &OutArray, bool InCullEmpty=true) const
Definition FString.h:2684
FORCEINLINE bool FindLastChar(TCHAR InChar, int32 &Index) const
Definition FString.h:1181
std::string ToString() const
Convert FString to std::string.
Definition FString.h:1611
FString TrimQuotes(bool *bQuotesRemoved=nullptr) const
Definition FString.h:2334
FORCEINLINE FString & operator+=(const TCHAR *Str)
Definition FString.h:347
void AppendInt(int32 InNum)
Definition FString.h:2415
FORCEINLINE const TCHAR * operator*() const
Definition FString.h:282
FORCEINLINE friend FString operator/(FString &&Lhs, const TCHAR *Rhs)
Definition FString.h:765
FString()=default
FORCEINLINE friend FString operator/(FString &&Lhs, const FString &Rhs)
Definition FString.h:797
FString RightPad(int32 ChCount) const
Definition FString.h:2527
FORCEINLINE friend TEnableIf< TIsCharType< CharType >::Value, FString >::Type operator+(const FString &Lhs, CharType Rhs)
Definition FString.h:519
FORCEINLINE friend DataType::RangedForConstIteratorType end(const FString &Str)
Definition FString.h:211
void PathAppend(const TCHAR *Str, int32 StrLength)
Definition FString.h:2234
FORCEINLINE bool Contains(const FString &SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
Definition FString.h:1156
FORCEINLINE FString(const CharType *Src, typename TEnableIf< TIsCharType< CharType >::Value >::Type *Dummy=nullptr)
Definition FString.h:98
void TrimEndInline()
Definition FString.h:2310
FORCEINLINE FString RightChop(int32 Count) const
Definition FString.h:1093
FString TrimEnd() &&
Definition FString.h:2327
bool EndsWith(const FString &InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
Definition FString.h:2180
FString ToLower() &&
Definition FString.h:2115
static FString ChrN(int32 NumCharacters, TCHAR Char)
Definition FString.h:2501
static FORCEINLINE FString ConcatFStringToTCHARs(typename TIdentity< LhsType >::Type Lhs, const TCHAR *Rhs)
Definition FString.h:596
FORCEINLINE friend FString operator+(const TCHAR *Lhs, FString &&Rhs)
Definition FString.h:687
FORCEINLINE TConstIterator CreateConstIterator() const
Definition FString.h:198
bool StartsWith(const FString &InPrefix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
Definition FString.h:2143
FString ToUpper() const &
Definition FString.h:2084
FString(const FString &)=default
static FString FormatAsNumber(int32 InNumber)
Definition FString.h:2395
FORCEINLINE bool Equals(const FString &Other, ESearchCase::Type SearchCase=ESearchCase::CaseSensitive) const
Definition FString.h:1221
FORCEINLINE bool IsValidIndex(int32 Index) const
Definition FString.h:272
FORCEINLINE friend FString operator/(const FString &Lhs, const TCHAR *Rhs)
Definition FString.h:749
void ToLowerInline()
Definition FString.h:2121
TArray< TCHAR > DataType
Definition FString.h:58
DataType Data
Definition FString.h:59
FString ToUpper() &&
Definition FString.h:2091
void TrimStartAndEndInline()
Definition FString.h:2266
int32 ParseIntoArray(TArray< FString > &OutArray, const TCHAR *pchDelim, bool InCullEmpty=true) const
Definition FString.h:2560
bool EndsWith(const TCHAR *InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
Definition FString.h:2155
FORCEINLINE FString(int32 InCount, const TCHAR *InSrc)
Definition FString.h:116
FORCEINLINE friend DataType::RangedForConstIteratorType begin(const FString &Str)
Definition FString.h:209
FORCEINLINE friend bool operator>(const FString &Lhs, const CharType *Rhs)
Definition FString.h:967
FString ReplaceCharWithEscapedChar(const TArray< TCHAR > *Chars=nullptr) const
Definition FString.h:2934
static bool ToBlob(const FString &Source, uint8 *DestBuffer, const uint32 DestSize)
Definition FString.h:2448
FORCEINLINE TCHAR & operator[](int32 Index)
Definition FString.h:169
FORCEINLINE void InsertAt(int32 Index, TCHAR Character)
Definition FString.h:440
FORCEINLINE friend bool operator>=(const CharType *Lhs, const FString &Rhs)
Definition FString.h:940
FORCEINLINE friend FString operator/(const TCHAR *Lhs, const FString &Rhs)
Definition FString.h:813
FORCEINLINE void AppendChars(const TCHAR *Array, int32 Count)
Definition FString.h:322
FORCEINLINE friend TEnableIf< TIsCharType< CharType >::Value, FString >::Type operator+(FString &&Lhs, CharType Rhs)
Definition FString.h:538
FORCEINLINE void Shrink()
Definition FString.h:260
FORCEINLINE friend bool operator>(const CharType *Lhs, const FString &Rhs)
Definition FString.h:981
void ReverseString()
Definition FString.h:2375
FORCEINLINE bool IsEmpty() const
Definition FString.h:241
FORCEINLINE FString Right(int32 Count) const
Definition FString.h:1087
FORCEINLINE void InsertAt(int32 Index, const FString &Characters)
Definition FString.h:455
FORCEINLINE bool Contains(const TCHAR *SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
Definition FString.h:1142
FORCEINLINE friend bool operator>(const FString &Lhs, const FString &Rhs)
Definition FString.h:953
FORCEINLINE friend bool operator==(const CharType *Lhs, const FString &Rhs)
Definition FString.h:1022
FORCEINLINE friend bool operator<(const FString &Lhs, const CharType *Rhs)
Definition FString.h:885
static FString Join(const TArray< T, Allocator > &Array, const TCHAR *Separator)
Definition FString.h:1587
bool RemoveFromEnd(const FString &InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
Definition FString.h:2212
FORCEINLINE TEnableIf< TIsCharType< CharType >::Value, FString & >::Type operator+=(CharType InChar)
Definition FString.h:363
FORCEINLINE const TCHAR & operator[](int32 Index) const
Definition FString.h:180
FORCEINLINE friend bool operator<(const FString &Lhs, const FString &Rhs)
Definition FString.h:871
FORCEINLINE friend bool operator>=(const FString &Lhs, const FString &Rhs)
Definition FString.h:912
FString ToLower() const &
Definition FString.h:2108
int32 ParseIntoArrayWS(TArray< FString > &OutArray, const TCHAR *pchExtraDelim=nullptr, bool InCullEmpty=true) const
Definition FString.h:2660
bool Split(const FString &InS, FString *LeftS, FString *RightS, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
Definition FString.h:1262
static FString Format(const T *format, Args &&... args)
Formats text using fmt::format.
Definition FString.h:1633
FString LeftPad(int32 ChCount) const
Definition FString.h:2513
FORCEINLINE int32 FindLastCharByPredicate(Predicate Pred) const
Definition FString.h:1209
FORCEINLINE void Reset(int32 NewReservedSize=0)
Definition FString.h:251
FORCEINLINE void Empty(int32 Slack=0)
Definition FString.h:231
FORCEINLINE int32 Len() const
Definition FString.h:1069
FORCEINLINE int32 FindLastCharByPredicate(Predicate Pred, int32 Count) const
Definition FString.h:1195
void TrimToNullTerminator()
Definition FString.h:2015
bool RemoveFromStart(const FString &InPrefix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
Definition FString.h:2196
FORCEINLINE FString & AppendChar(const TCHAR InChar)
Definition FString.h:390
FORCEINLINE friend bool operator>=(const FString &Lhs, const CharType *Rhs)
Definition FString.h:926
FORCEINLINE friend bool operator<=(const FString &Lhs, const FString &Rhs)
Definition FString.h:830
FORCEINLINE void CheckInvariants() const
Definition FString.h:222
FORCEINLINE friend FString operator+(FString &&Lhs, const TCHAR *Rhs)
Definition FString.h:713
FString ReplaceEscapedCharWithChar(const TArray< TCHAR > *Chars=nullptr) const
Definition FString.h:2956
FORCEINLINE FString(const FString &Other, int32 ExtraSlack)
Definition FString.h:76
FORCEINLINE FString & operator/=(const TCHAR *Str)
Definition FString.h:724
FString & operator=(const FString &)=default
FString TrimStartAndEnd() const &
Definition FString.h:2272
int32 GetAlignment() const
int32 AddMember(int32 MemberSize, int32 MemberAlignment)
int32 GetSize() const
FChunkedFixedUObjectArray ObjObjects
T * value_
Definition Fields.h:82
FieldArray & operator=(const T &other)=delete
T * operator()()
Definition Fields.h:69
static size_t GetSize()
Definition Fields.h:76
Definition Logger.h:9
Log()=default
~Log()=default
std::shared_ptr< spdlog::logger > logger_
Definition Logger.h:41
Log(Log &&)=delete
Log & operator=(Log &&)=delete
static std::shared_ptr< spdlog::logger > & GetLog()
Definition Logger.h:22
Log & operator=(const Log &)=delete
Log(const Log &)=delete
static Log & Get()
Definition Logger.h:16
FReferenceControllerBase & operator=(FReferenceControllerBase const &)
FReferenceControllerBase(FReferenceControllerBase const &)
FORCEINLINE const int32 GetSharedReferenceCount() const
FSharedReferencer & operator=(FSharedReferencer &&InSharedReference)
FORCEINLINE FSharedReferencer(FSharedReferencer const &InSharedReference)
FSharedReferencer & operator=(FSharedReferencer const &InSharedReference)
FSharedReferencer(FWeakReferencer< Mode > const &InWeakReference)
FORCEINLINE FSharedReferencer(FSharedReferencer &&InSharedReference)
FSharedReferencer(FReferenceControllerBase *InReferenceController)
void AssignReferenceController(FReferenceControllerBase *NewReferenceController)
FORCEINLINE FWeakReferencer(FSharedReferencer< Mode > const &InSharedRefCountPointer)
FORCEINLINE FWeakReferencer(FWeakReferencer &&InWeakRefCountPointer)
FORCEINLINE FWeakReferencer(FWeakReferencer const &InWeakRefCountPointer)
FORCEINLINE FWeakReferencer & operator=(FWeakReferencer const &InWeakReference)
FORCEINLINE FWeakReferencer & operator=(FWeakReferencer &&InWeakReference)
FORCEINLINE FWeakReferencer & operator=(FSharedReferencer< Mode > const &InSharedReference)
TIntrusiveReferenceController(const TIntrusiveReferenceController &)=delete
TIntrusiveReferenceController & operator=(const TIntrusiveReferenceController &)=delete
TReferenceControllerWithDeleter & operator=(const TReferenceControllerWithDeleter &)=delete
TReferenceControllerWithDeleter(const TReferenceControllerWithDeleter &)=delete
TReferenceControllerWithDeleter(ObjectType *InObject, DeleterType &&Deleter)
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, int32 NumBytesPerElement) const
ForAnyElementType(const ForAnyElementType &)
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE void MoveToEmpty(ForAnyElementType &Other)
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
FORCEINLINE FScriptContainerElement * GetAllocation() const
ForAnyElementType & operator=(const ForAnyElementType &)
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE ElementType * GetAllocation() const
~TArray()
Definition TArray.h:517
FORCEINLINE bool Find(const ElementType &Item, int32 &Index) const
Definition TArray.h:760
void Sort()
Definition TArray.h:1964
void RemoveAtImpl(int32 Index, int32 Count, bool bAllowShrinking)
Definition TArray.h:1238
TArray & operator=(TArray &&Other)
Definition TArray.h:506
TCheckedPointerIterator< const ElementType > RangedForConstIteratorType
Definition TArray.h:1930
int32 AddUniqueImpl(ArgsType &&Args)
Definition TArray.h:1609
InAllocator Allocator
Definition TArray.h:275
TArray & operator=(std::initializer_list< InElementType > InitList)
Definition TArray.h:349
void SetNumUninitialized(int32 NewNum, bool bAllowShrinking=true)
Definition TArray.h:1376
FORCEINLINE int32 Num() const
Definition TArray.h:611
int32 FindLastByPredicate(Predicate Pred, int32 Count) const
Definition TArray.h:827
TIterator CreateIterator()
Definition TArray.h:1913
int32 AddZeroed(int32 Count=1)
Definition TArray.h:1578
FORCEINLINE int32 Emplace(ArgsType &&... Args)
Definition TArray.h:1526
FORCEINLINE int32 Max() const
Definition TArray.h:622
ElementAllocatorType AllocatorInstance
Definition TArray.h:2107
FORCENOINLINE void ResizeTo(int32 NewMax)
Definition TArray.h:2047
InElementType ElementType
Definition TArray.h:274
int32 RemoveAll(const PREDICATE_CLASS &Predicate)
Definition TArray.h:1726
void SetNumZeroed(int32 NewNum, bool bAllowShrinking=true)
Definition TArray.h:1359
void InsertZeroed(int32 Index, int32 Count=1)
Definition TArray.h:1102
static FORCEINLINE TEnableIf<!UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopy(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax)
Definition TArray.h:423
FORCEINLINE const ElementType & Last(int32 IndexFromTheEnd=0) const
Definition TArray.h:732
TIndexedContainerIterator< TArray, ElementType, int32 > TIterator
Definition TArray.h:1905
FORCEINLINE bool operator!=(const TArray &OtherArray) const
Definition TArray.h:1036
TCheckedPointerIterator< ElementType > RangedForIteratorType
Definition TArray.h:1929
TArray & operator+=(TArray &&Other)
Definition TArray.h:1490
static FORCEINLINE TEnableIf< UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopy(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax)
Definition TArray.h:402
void Init(const ElementType &Element, int32 Number)
Definition TArray.h:1662
FORCEINLINE friend RangedForIteratorType end(TArray &Array)
Definition TArray.h:1945
FORCEINLINE bool ContainsByPredicate(Predicate Pred) const
Definition TArray.h:1012
FORCEINLINE void CheckAddress(const ElementType *Addr) const
Definition TArray.h:1193
TIndexedContainerIterator< const TArray, const ElementType, int32 > TConstIterator
Definition TArray.h:1906
FORCEINLINE void CheckInvariants() const
Definition TArray.h:573
FORCEINLINE TArray(const TArray &Other, int32 ExtraSlack)
Definition TArray.h:338
FORCEINLINE void RemoveAt(int32 Index, CountType Count, bool bAllowShrinking=true)
Definition TArray.h:1290
void StableSort(const PREDICATE_CLASS &Predicate)
Definition TArray.h:2011
FORCEINLINE void Append(std::initializer_list< ElementType > InitList)
Definition TArray.h:1474
TArray & operator+=(const TArray &Other)
Definition TArray.h:1502
FORCEINLINE int32 Add(const ElementType &Item)
Definition TArray.h:1564
FORCEINLINE ElementType & Last(int32 IndexFromTheEnd=0)
Definition TArray.h:718
FORCENOINLINE void ResizeGrow(int32 OldNum)
Definition TArray.h:2032
FORCEINLINE void EmplaceAt(int32 Index, ArgsType &&... Args)
Definition TArray.h:1540
FORCEINLINE const ElementType & operator[](int32 Index) const
Definition TArray.h:645
TArray< ElementType > FilterByPredicate(Predicate Pred) const
Definition TArray.h:972
FORCEINLINE friend RangedForIteratorType begin(TArray &Array)
Definition TArray.h:1943
void Append(TArray< OtherElementType, OtherAllocator > &&Source)
Definition TArray.h:1433
FORCENOINLINE void ResizeForCopy(int32 NewMax, int32 PrevMax)
Definition TArray.h:2059
FORCEINLINE void RemoveAtSwap(int32 Index)
Definition TArray.h:1849
int32 Insert(const ElementType *Ptr, int32 Count, int32 Index)
Definition TArray.h:1175
FORCEINLINE int32 GetSlack() const
Definition TArray.h:564
FORCEINLINE int32 AddUnique(const ElementType &Item)
Definition TArray.h:1640
int32 Find(const ElementType &Item) const
Definition TArray.h:773
void CopyToEmpty(const OtherElementType *OtherData, int32 OtherNum, int32 PrevMax, int32 ExtraSlack)
Definition TArray.h:2084
FORCEINLINE void Shrink()
Definition TArray.h:743
void SetNumUnsafeInternal(int32 NewNum)
Definition TArray.h:1392
FORCEINLINE const ElementType & Top() const
Definition TArray.h:707
static FORCEINLINE TEnableIf< UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopyWithSlack(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax, int32 ExtraSlack)
Definition TArray.h:439
int32 RemoveSwap(const ElementType &Item)
Definition TArray.h:1822
int32 IndexOfByKey(const KeyType &Key) const
Definition TArray.h:861
void Append(const TArray< OtherElementType, OtherAllocator > &Source)
Definition TArray.h:1407
FORCEINLINE TArray(const TArray &Other)
Definition TArray.h:326
FORCEINLINE ElementType & Top()
Definition TArray.h:694
FORCEINLINE friend RangedForConstIteratorType end(const TArray &Array)
Definition TArray.h:1946
TArray(std::initializer_list< InElementType > InitList)
Definition TArray.h:302
FORCEINLINE bool FindLast(const ElementType &Item, int32 &Index) const
Definition TArray.h:794
int32 ArrayMax
Definition TArray.h:2109
FORCEINLINE int32 AddUnique(ElementType &&Item)
Definition TArray.h:1631
FORCEINLINE friend RangedForConstIteratorType begin(const TArray &Array)
Definition TArray.h:1944
int32 Insert(const ElementType &Item, int32 Index)
Definition TArray.h:1226
FORCEINLINE uint32 GetTypeSize() const
Definition TArray.h:543
TArray & operator+=(std::initializer_list< ElementType > InitList)
Definition TArray.h:1513
void Append(const ElementType *Ptr, int32 Count)
Definition TArray.h:1460
static FORCEINLINE TEnableIf<!UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopyWithSlack(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax, int32 ExtraSlack)
Definition TArray.h:457
int32 Insert(ElementType &&Item, int32 Index)
Definition TArray.h:1207
FORCEINLINE TArray(TArray &&Other)
Definition TArray.h:468
FORCENOINLINE void ResizeShrink()
Definition TArray.h:2037
FORCEINLINE void RangeCheck(int32 Index) const
Definition TArray.h:583
void Reset(int32 NewSize=0)
Definition TArray.h:1302
bool Contains(const ComparisonType &Item) const
Definition TArray.h:992
TArray(TArray< OtherElementType, Allocator > &&Other, int32 ExtraSlack)
Definition TArray.h:492
FORCEINLINE void RemoveAt(int32 Index)
Definition TArray.h:1276
int32 RemoveSingle(const ElementType &Item)
Definition TArray.h:1679
int32 FindLast(const ElementType &Item) const
Definition TArray.h:806
void RemoveAllSwap(const PREDICATE_CLASS &Predicate, bool bAllowShrinking=true)
Definition TArray.h:1774
FORCEINLINE ElementType & operator[](int32 Index)
Definition TArray.h:632
TArray & operator=(const TArray &Other)
Definition TArray.h:381
int32 Remove(const ElementType &Item)
Definition TArray.h:1709
bool operator==(const TArray &OtherArray) const
Definition TArray.h:1023
FORCEINLINE const ElementType * FindByPredicate(Predicate Pred) const
Definition TArray.h:938
FORCEINLINE TArray(const ElementType *Ptr, int32 Count)
Definition TArray.h:292
FORCEINLINE ElementType Pop(bool bAllowShrinking=true)
Definition TArray.h:657
FORCEINLINE int32 FindLastByPredicate(Predicate Pred) const
Definition TArray.h:848
FORCEINLINE TArray()
Definition TArray.h:280
void Empty(int32 Slack=0)
Definition TArray.h:1321
TChooseClass< Allocator::NeedsElementType, typenameAllocator::templateForElementType< ElementType >, typenameAllocator::ForAnyElementType >::Result ElementAllocatorType
Definition TArray.h:2105
void SetNum(int32 NewNum, bool bAllowShrinking=true)
Definition TArray.h:1340
int32 ArrayNum
Definition TArray.h:2108
FORCEINLINE const ElementType * FindByKey(const KeyType &Key) const
Definition TArray.h:903
FORCEINLINE void Push(const ElementType &Item)
Definition TArray.h:683
TConstIterator CreateConstIterator() const
Definition TArray.h:1923
FORCEINLINE void Reserve(int32 Number)
Definition TArray.h:1648
void InsertDefaulted(int32 Index, int32 Count=1)
Definition TArray.h:1116
FORCEINLINE int32 AddUninitialized(int32 Count=1)
Definition TArray.h:1051
int32 RemoveSingleSwap(const ElementType &Item, bool bAllowShrinking=true)
Definition TArray.h:1798
FORCEINLINE TArray(TArray< OtherElementType, OtherAllocator > &&Other)
Definition TArray.h:479
FORCEINLINE ElementType * GetData() const
Definition TArray.h:533
FORCEINLINE bool IsValidIndex(int32 Index) const
Definition TArray.h:600
int32 Insert(std::initializer_list< ElementType > InitList, const int32 InIndex)
Definition TArray.h:1129
FORCEINLINE uint32 GetAllocatedSize(void) const
Definition TArray.h:554
int32 Insert(const TArray< ElementType > &Items, const int32 InIndex)
Definition TArray.h:1150
FORCEINLINE int32 Add(ElementType &&Item)
Definition TArray.h:1555
FORCEINLINE void RemoveAtSwap(int32 Index, CountType Count, bool bAllowShrinking=true)
Definition TArray.h:1867
TArray & operator=(const TArray< ElementType, OtherAllocator > &Other)
Definition TArray.h:368
ElementType * FindByPredicate(Predicate Pred)
Definition TArray.h:950
FORCEINLINE TArray(const TArray< OtherElementType, OtherAllocator > &Other)
Definition TArray.h:316
void InsertUninitialized(int32 Index, int32 Count=1)
Definition TArray.h:1076
ElementType * FindByKey(const KeyType &Key)
Definition TArray.h:917
void Sort(const PREDICATE_CLASS &Predicate)
Definition TArray.h:1980
int32 AddDefaulted(int32 Count=1)
Definition TArray.h:1593
void RemoveAtSwapImpl(int32 Index, int32 Count=1, bool bAllowShrinking=true)
Definition TArray.h:1873
void StableSort()
Definition TArray.h:1994
FORCEINLINE void Push(ElementType &&Item)
Definition TArray.h:670
int32 IndexOfByPredicate(Predicate Pred) const
Definition TArray.h:881
FORCEINLINE FConstIterator & operator++()
Definition BitArray.h:618
const TBitArray< Allocator > & Array
Definition BitArray.h:645
FORCEINLINE FConstIterator(const TBitArray< Allocator > &InArray, int32 StartIndex=0)
Definition BitArray.h:612
FORCEINLINE int32 GetIndex() const
Definition BitArray.h:643
FORCEINLINE operator bool() const
Definition BitArray.h:632
FORCEINLINE bool operator!() const
Definition BitArray.h:637
FORCEINLINE FConstBitReference GetValue() const
Definition BitArray.h:642
const TBitArray< Allocator > & Array
Definition BitArray.h:686
FORCEINLINE operator bool() const
Definition BitArray.h:673
FORCEINLINE FConstReverseIterator(const TBitArray< Allocator > &InArray)
Definition BitArray.h:653
FORCEINLINE int32 GetIndex() const
Definition BitArray.h:684
FORCEINLINE FConstBitReference GetValue() const
Definition BitArray.h:683
FORCEINLINE bool operator!() const
Definition BitArray.h:678
FORCEINLINE FConstReverseIterator & operator++()
Definition BitArray.h:659
FORCEINLINE FIterator(TBitArray< Allocator > &InArray, int32 StartIndex=0)
Definition BitArray.h:572
FORCEINLINE FBitReference GetValue() const
Definition BitArray.h:601
FORCEINLINE FIterator & operator++()
Definition BitArray.h:578
FORCEINLINE int32 GetIndex() const
Definition BitArray.h:602
TBitArray< Allocator > & Array
Definition BitArray.h:604
FORCEINLINE operator bool() const
Definition BitArray.h:591
FORCEINLINE bool operator!() const
Definition BitArray.h:596
FORCEINLINE uint32 * GetData()
Definition BitArray.h:695
int32 Add(const bool Value)
Definition BitArray.h:254
FORCENOINLINE void SetRange(int32 Index, int32 Num, bool Value)
Definition BitArray.h:327
void Empty(int32 ExpectedNumBits=0)
Definition BitArray.h:282
FORCEINLINE FBitReference AccessCorrespondingBit(const FRelativeBitReference &RelativeReference)
Definition BitArray.h:547
int32 Find(bool bValue) const
Definition BitArray.h:459
FORCENOINLINE void Realloc(int32 PreviousNumBits)
Definition BitArray.h:707
friend class TConstSetBitIterator
Definition BitArray.h:160
FORCEINLINE int32 Num() const
Definition BitArray.h:530
uint32 GetAllocatedSize(void) const
Definition BitArray.h:450
FORCEINLINE TBitArray(TBitArray &&Other)
Definition BitArray.h:180
FORCEINLINE const FConstBitReference operator[](int32 Index) const
Definition BitArray.h:539
FORCEINLINE const FConstBitReference AccessCorrespondingBit(const FRelativeBitReference &RelativeReference) const
Definition BitArray.h:557
friend class TConstDualSetBitIterator
Definition BitArray.h:163
void Reset()
Definition BitArray.h:298
FORCEINLINE bool IsValidIndex(int32 InIndex) const
Definition BitArray.h:525
Allocator::template ForElementType< uint32 > AllocatorType
Definition BitArray.h:701
int32 NumBits
Definition BitArray.h:704
int32 MaxBits
Definition BitArray.h:705
FORCEINLINE TBitArray & operator=(const TBitArray &Copy)
Definition BitArray.h:211
void RemoveAtSwap(int32 BaseIndex, int32 NumBitsToRemove=1)
Definition BitArray.h:418
FORCEINLINE bool Contains(bool bValue) const
Definition BitArray.h:487
static FORCEINLINE TEnableIf< TContainerTraits< BitArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(BitArrayType &ToArray, BitArrayType &FromArray)
Definition BitArray.h:232
void Init(bool Value, int32 InNumBits)
Definition BitArray.h:311
int32 FindAndSetFirstZeroBit()
Definition BitArray.h:496
AllocatorType AllocatorInstance
Definition BitArray.h:703
static FORCEINLINE TEnableIf<!TContainerTraits< BitArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(BitArrayType &ToArray, BitArrayType &FromArray)
Definition BitArray.h:243
FORCEINLINE TBitArray & operator=(TBitArray &&Other)
Definition BitArray.h:198
FORCEINLINE TBitArray(const TBitArray &Copy)
Definition BitArray.h:188
FORCEINLINE FBitReference operator[](int32 Index)
Definition BitArray.h:531
void RemoveAt(int32 BaseIndex, int32 NumBitsToRemove=1)
Definition BitArray.h:388
TBitArray(const bool Value=false, const int32 InNumBits=0)
Definition BitArray.h:170
FORCEINLINE const uint32 * GetData() const
Definition BitArray.h:690
FORCEINLINE int32 GetIndex() const
Definition BitArray.h:894
FORCEINLINE TConstDualSetBitIterator & operator++()
Definition BitArray.h:868
const TBitArray< Allocator > & ArrayA
Definition BitArray.h:901
const TBitArray< OtherAllocator > & ArrayB
Definition BitArray.h:902
FORCEINLINE TConstDualSetBitIterator(const TBitArray< Allocator > &InArrayA, const TBitArray< OtherAllocator > &InArrayB, int32 StartIndex=0)
Definition BitArray.h:850
FORCEINLINE operator bool() const
Definition BitArray.h:883
FORCEINLINE bool operator!() const
Definition BitArray.h:888
FORCEINLINE friend bool operator==(const TConstSetBitIterator &Lhs, const TConstSetBitIterator &Rhs)
Definition BitArray.h:763
FORCEINLINE TConstSetBitIterator & operator++()
Definition BitArray.h:752
FORCEINLINE bool operator!() const
Definition BitArray.h:780
FORCEINLINE friend bool operator!=(const TConstSetBitIterator &Lhs, const TConstSetBitIterator &Rhs)
Definition BitArray.h:769
TConstSetBitIterator(const TBitArray< Allocator > &InArray, int32 StartIndex=0)
Definition BitArray.h:737
FORCEINLINE operator bool() const
Definition BitArray.h:775
FORCEINLINE int32 GetIndex() const
Definition BitArray.h:786
const TBitArray< Allocator > & Array
Definition BitArray.h:793
FORCEINLINE TEnumAsByte(TEnum InValue)
Definition EnumAsByte.h:40
TEnum GetValue() const
Definition EnumAsByte.h:122
FORCEINLINE TEnumAsByte(int32 InValue)
Definition EnumAsByte.h:49
FORCEINLINE TEnumAsByte & operator=(TEnum InValue)
Definition EnumAsByte.h:81
FORCEINLINE TEnumAsByte(const TEnumAsByte &InValue)
Definition EnumAsByte.h:31
FORCEINLINE TEnumAsByte(uint8 InValue)
Definition EnumAsByte.h:58
TEnum EnumType
Definition EnumAsByte.h:21
bool operator==(TEnum InValue) const
Definition EnumAsByte.h:93
operator TEnum() const
Definition EnumAsByte.h:110
FORCEINLINE TEnumAsByte()
Definition EnumAsByte.h:24
TEnumAsByte_EnumClass< TIsEnumClass< TEnum >::Value > Check
Definition EnumAsByte.h:18
FORCEINLINE TEnumAsByte & operator=(TEnumAsByte InValue)
Definition EnumAsByte.h:70
FORCEINLINE friend uint32 GetTypeHash(const TEnumAsByte &Enum)
Definition EnumAsByte.h:133
bool operator==(TEnumAsByte InValue) const
Definition EnumAsByte.h:104
ForElementType & operator=(const ForElementType &)
TTypeCompatibleBytes< ElementType > InlineData[NumInlineElements]
FORCEINLINE ElementType * GetAllocation() const
FORCEINLINE void MoveToEmpty(ForElementType &Other)
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, SIZE_T NumBytesPerElement) const
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
ForElementType(const ForElementType &)
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
TFunction(const TFunction &Other)
Definition Function.h:581
TFunction(FunctorType &&InFunc)
Definition Function.h:556
UE4Function_Private::FFunctionStorage Storage
Definition Function.h:658
FORCEINLINE operator bool() const
Definition Function.h:643
TFunction(TYPE_OF_NULLPTR=nullptr)
Definition Function.h:546
UE4Function_Private::TFunctionRefBase< TFunction< FuncType >, FuncType > Super
Definition Function.h:540
TFunction & operator=(TYPE_OF_NULLPTR)
Definition Function.h:617
void * GetPtr() const
Definition Function.h:652
TFunction(TFunction &&Other)
Definition Function.h:598
~TFunctionRef()=default
TFunctionRef(const FunctorType &Functor)
Definition Function.h:404
void CopyAndReseat(const TFunctionRef &Other, void *Functor)
Definition Function.h:480
void * GetPtr() const
Definition Function.h:489
void Set(FunctorType *Functor)
Definition Function.h:467
TFunctionRef(FunctorType &Functor)
Definition Function.h:391
void * Ptr
Definition Function.h:495
UE4Function_Private::TFunctionRefBase< TFunctionRef< FuncType >, FuncType > Super
Definition Function.h:384
TFunctionRef & operator=(const TFunctionRef &) const =delete
TFunctionRef(FunctionType *Function)
Definition Function.h:417
TFunctionRef(const TFunctionRef &Other)
Definition Function.h:430
FORCEINLINE friend bool operator!=(const TIndexedContainerIterator &Lhs, const TIndexedContainerIterator &Rhs)
Definition TArray.h:130
ElementType * operator->() const
Definition TArray.h:93
FORCEINLINE friend bool operator==(const TIndexedContainerIterator &Lhs, const TIndexedContainerIterator &Rhs)
Definition TArray.h:129
IndexType GetIndex() const
Definition TArray.h:105
TIndexedContainerIterator operator+(int32 Offset) const
Definition TArray.h:71
TIndexedContainerIterator operator++(int)
Definition TArray.h:44
TIndexedContainerIterator & operator--()
Definition TArray.h:52
TIndexedContainerIterator & operator-=(int32 Offset)
Definition TArray.h:77
FORCEINLINE operator bool() const
Definition TArray.h:99
TIndexedContainerIterator(ContainerType &InContainer, IndexType StartIndex=0)
Definition TArray.h:32
ContainerType & Container
Definition TArray.h:134
TIndexedContainerIterator & operator++()
Definition TArray.h:39
TIndexedContainerIterator & operator+=(int32 Offset)
Definition TArray.h:65
TIndexedContainerIterator operator--(int)
Definition TArray.h:57
TIndexedContainerIterator operator-(int32 Offset) const
Definition TArray.h:82
ElementType & operator*() const
Definition TArray.h:88
FORCEINLINE int32 Add(T *Item)
FORCEINLINE T & operator[](int32 Index)
uint32 GetTypeSize() const
void RemoveAt(int32 Index, int32 Count=1, bool bAllowShrinking=true)
FORCEINLINE void Insert(T *Item, int32 Index)
void DestructAndFreeItems()
TIndirectArray & operator=(const TIndirectArray &Other)
TIterator CreateIterator()
TIndirectArray(const TIndirectArray &Other)
FORCEINLINE ElementType & Last(int32 IndexFromTheEnd=0)
FORCEINLINE void Reserve(int32 Number)
FORCEINLINE const T ** GetData() const
FORCEINLINE T ** GetData()
FORCEINLINE bool IsValidIndex(int32 Index) const
void Empty(int32 Slack=0)
TConstIterator CreateConstIterator() const
InternalArrayType Array
TIndexedContainerIterator< const TIndirectArray, const ElementType, int32 > TConstIterator
void Reset(int32 NewSize=0)
FORCEINLINE const T & operator[](int32 Index) const
void RemoveAtSwap(int32 Index, int32 Count=1, bool bAllowShrinking=true)
TIndirectArray & operator=(TIndirectArray &&)=default
TArray< void *, Allocator > InternalArrayType
FORCEINLINE friend TDereferencingIterator< ElementType, typename InternalArrayType::RangedForIteratorType > end(TIndirectArray &IndirectArray)
void Swap(int32 FirstIndexToSwap, int32 SecondIndexToSwap)
FORCEINLINE friend TDereferencingIterator< const ElementType, typename InternalArrayType::RangedForConstIteratorType > begin(const TIndirectArray &IndirectArray)
FORCEINLINE const ElementType & Last(int32 IndexFromTheEnd=0) const
SIZE_T GetAllocatedSize() const
FORCEINLINE int32 Num() const
FORCEINLINE friend TDereferencingIterator< ElementType, typename InternalArrayType::RangedForIteratorType > begin(TIndirectArray &IndirectArray)
TIndirectArray()=default
FORCEINLINE friend TDereferencingIterator< const ElementType, typename InternalArrayType::RangedForConstIteratorType > end(const TIndirectArray &IndirectArray)
TIndirectArray(TIndirectArray &&)=default
TIndexedContainerIterator< TIndirectArray, ElementType, int32 > TIterator
FORCEINLINE int32 CalculateSlackReserve(int32 NumElements, SIZE_T NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
FORCEINLINE ElementType * GetAllocation() const
TTypeCompatibleBytes< ElementType > InlineData[NumInlineElements]
ForElementType(const ForElementType &)
FORCEINLINE void MoveToEmpty(ForElementType &Other)
void ResizeAllocation(int32 PreviousNumElements, int32 NumElements, SIZE_T NumBytesPerElement)
ForElementType & operator=(const ForElementType &)
SIZE_T GetAllocatedSize(int32 NumAllocatedElements, SIZE_T NumBytesPerElement) const
FORCEINLINE int32 CalculateSlackGrow(int32 NumElements, int32 NumAllocatedElements, int32 NumBytesPerElement) const
SecondaryAllocator::template ForElementType< ElementType > SecondaryData
TInlineSparseArrayAllocator< NumInlineElements, typename SecondaryAllocator::SparseArrayAllocator > SparseArrayAllocator
static FORCEINLINE uint32 GetNumberOfHashBuckets(uint32 NumHashedElements)
TInlineAllocator< NumInlineHashBuckets, typename SecondaryAllocator::HashAllocator > HashAllocator
TInlineAllocator< NumInlineElements, typename SecondaryAllocator::ElementAllocator > ElementAllocator
TInlineAllocator< InlineBitArrayDWORDs, typename SecondaryAllocator::BitArrayAllocator > BitArrayAllocator
static void Rotate(T *First, const int32 From, const int32 To, const int32 Amount)
Definition Sorting.h:202
TRValueToLValueReference< KeyInitType >::Type Key
Definition Map.h:57
FORCEINLINE TKeyInitializer(KeyInitType InKey)
Definition Map.h:60
operator TPair< KeyType, ValueType >() const
Definition Map.h:65
TChooseClass< bConst, constKeyType, KeyType >::Result ItKeyType
Definition Map.h:540
TChooseClass< bConst, constTMapBase, TMapBase >::Result MapType
Definition Map.h:539
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
Definition Map.h:567
FORCEINLINE TBaseIterator(const PairItType &InElementIt)
Definition Map.h:545
FORCEINLINE bool operator!() const
Definition Map.h:562
FORCEINLINE ItKeyType & Key() const
Definition Map.h:570
FORCEINLINE PairType & operator*() const
Definition Map.h:573
PairItType PairIt
Definition Map.h:577
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
Definition Map.h:568
FORCEINLINE TBaseIterator & operator++()
Definition Map.h:550
FORCEINLINE ItValueType & Value() const
Definition Map.h:571
TChooseClass< bConst, typenameTChooseClass< bRangedFor, typenameElementSetType::TRangedForConstIterator, typenameElementSetType::TConstIterator >::Result, typenameTChooseClass< bRangedFor, typenameElementSetType::TRangedForIterator, typenameElementSetType::TIterator >::Result >::Result PairItType
Definition Map.h:537
FORCEINLINE PairType * operator->() const
Definition Map.h:574
FORCEINLINE operator bool() const
Definition Map.h:557
TChooseClass< bConst, constValueType, ValueType >::Result ItValueType
Definition Map.h:541
TChooseClass< bConst, consttypenameElementSetType::ElementType, typenameElementSetType::ElementType >::Result PairType
Definition Map.h:542
TChooseClass< bConst, constValueType, ValueType >::Result ItValueType
Definition Map.h:587
FORCEINLINE TBaseKeyIterator(const SetItType &InSetIt)
Definition Map.h:591
FORCEINLINE operator bool() const
Definition Map.h:603
TChooseClass< bConst, constKeyType, KeyType >::Result ItKeyType
Definition Map.h:586
FORCEINLINE ItKeyType & Key() const
Definition Map.h:613
FORCEINLINE bool operator!() const
Definition Map.h:608
FORCEINLINE ItValueType & Value() const
Definition Map.h:614
FORCEINLINE TBaseKeyIterator & operator++()
Definition Map.h:596
TChooseClass< bConst, typenameElementSetType::TConstKeyIterator, typenameElementSetType::TKeyIterator >::Result SetItType
Definition Map.h:585
FORCEINLINE TConstIterator(const TMapBase &InMap)
Definition Map.h:665
FORCEINLINE TConstKeyIterator(const TMapBase &InMap, KeyInitType InKey)
Definition Map.h:678
FORCEINLINE ~TIterator()
Definition Map.h:640
TMapBase & Map
Definition Map.h:656
bool bRequiresRehashOnRemoval
Definition Map.h:658
bool bElementsHaveBeenRemoved
Definition Map.h:657
FORCEINLINE void RemoveCurrent()
Definition Map.h:649
FORCEINLINE TIterator(TMapBase &InMap, bool bInRequiresRehashOnRemoval=false)
Definition Map.h:631
FORCEINLINE void RemoveCurrent()
Definition Map.h:692
FORCEINLINE TKeyIterator(TMapBase &InMap, KeyInitType InKey)
Definition Map.h:687
FORCEINLINE ValueType & FindOrAddImpl(ArgType &&Arg)
Definition Map.h:403
FORCEINLINE friend TRangedForIterator end(TMapBase &MapBase)
Definition Map.h:729
FORCEINLINE bool Contains(KeyConstPointerType Key) const
Definition Map.h:492
TSet< ElementType, KeyFuncs, SetAllocator > ElementSetType
Definition Map.h:526
const KeyType * FindKey(ValueInitType Value) const
Definition Map.h:360
FORCEINLINE ValueType * Find(KeyConstPointerType Key)
Definition Map.h:379
FORCEINLINE ValueType & Add(KeyType &&InKey, ValueType &&InValue)
Definition Map.h:299
ElementSetType Pairs
Definition Map.h:621
void GenerateValueArray(TArray< ValueType, Allocator > &OutArray) const
Definition Map.h:516
FORCEINLINE ValueType FindRef(KeyConstPointerType Key) const
Definition Map.h:476
void GenerateKeyArray(TArray< KeyType, Allocator > &OutArray) const
Definition Map.h:502
FORCEINLINE const ValueType * Find(KeyConstPointerType Key) const
Definition Map.h:388
FORCEINLINE ValueType & Add(const KeyType &InKey)
Definition Map.h:307
friend bool LegacyCompareEqual(const TMapBase &A, const TMapBase &B)
Definition Map.h:166
FORCEINLINE TIterator CreateIterator()
Definition Map.h:699
FORCEINLINE friend TRangedForConstIterator end(const TMapBase &MapBase)
Definition Map.h:730
FORCEINLINE void Shrink()
Definition Map.h:229
FORCEINLINE void Empty(int32 ExpectedNumElements=0)
Definition Map.h:217
FORCEINLINE void Reserve(int32 Number)
Definition Map.h:247
TMapBase & operator=(const TMapBase &)=default
FORCEINLINE TConstKeyIterator CreateConstKeyIterator(KeyInitType InKey) const
Definition Map.h:717
TMapBase(const TMapBase &)=default
TMapBase(TMapBase &&)=default
TTypeTraits< KeyType >::ConstInitType KeyInitType
Definition Map.h:112
FORCEINLINE ValueType & FindOrAdd(KeyType &&Key)
Definition Map.h:421
FORCEINLINE TConstIterator CreateConstIterator() const
Definition Map.h:705
FORCEINLINE int32 Remove(KeyConstPointerType InKey)
Definition Map.h:344
TTypeTraits< ValueType >::ConstInitType ValueInitType
Definition Map.h:113
FORCEINLINE ValueType & Add(KeyType &&InKey)
Definition Map.h:308
TTypeTraits< KeyType >::ConstPointerType KeyConstPointerType
Definition Map.h:111
TMapBase & operator=(const TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:158
FORCEINLINE TKeyIterator CreateKeyIterator(KeyInitType InKey)
Definition Map.h:711
ValueType & Emplace(InitKeyType &&InKey)
Definition Map.h:331
int32 GetKeys(TArray< KeyType, Allocator > &OutKeys) const
Definition Map.h:264
TMapBase & operator=(TMapBase &&)=default
TMapBase(TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:138
FORCEINLINE ValueType & Add(KeyType &&InKey, const ValueType &InValue)
Definition Map.h:298
FORCEINLINE friend TRangedForIterator begin(TMapBase &MapBase)
Definition Map.h:727
bool OrderIndependentCompareEqual(const TMapBase &Other) const
Definition Map.h:183
FORCEINLINE const ValueType & FindChecked(KeyConstPointerType Key) const
Definition Map.h:450
FORCEINLINE int32 Num() const
Definition Map.h:253
FORCEINLINE void CompactStable()
Definition Map.h:241
FORCEINLINE ValueType & Add(const KeyType &InKey, const ValueType &InValue)
Definition Map.h:296
FORCEINLINE friend TRangedForConstIterator begin(const TMapBase &MapBase)
Definition Map.h:728
TMapBase()=default
FORCEINLINE void Compact()
Definition Map.h:235
FORCEINLINE ValueType & FindOrAdd(const KeyType &Key)
Definition Map.h:420
TPair< KeyType, ValueType > ElementType
Definition Map.h:114
FORCEINLINE ValueType & FindChecked(KeyConstPointerType Key)
Definition Map.h:463
FORCEINLINE ValueType & Add(const KeyType &InKey, ValueType &&InValue)
Definition Map.h:297
ValueType & Emplace(InitKeyType &&InKey, InitValueType &&InValue)
Definition Map.h:317
TMapBase(const TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:144
FORCEINLINE uint32 GetAllocatedSize() const
Definition Map.h:284
TMapBase & operator=(TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:150
friend bool LegacyCompareNotEqual(const TMapBase &A, const TMapBase &B)
Definition Map.h:170
FORCEINLINE void Reset()
Definition Map.h:223
Definition Map.h:856
FORCEINLINE ValueType & operator[](KeyConstPointerType Key)
Definition Map.h:985
FORCEINLINE bool RemoveAndCopyValue(KeyInitType Key, ValueType &OutRemovedValue)
Definition Map.h:923
FORCEINLINE const ValueType & operator[](KeyConstPointerType Key) const
Definition Map.h:986
TMap(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:894
TSortableMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
Definition Map.h:863
FORCEINLINE ValueType FindAndRemoveChecked(KeyConstPointerType Key)
Definition Map.h:942
void Append(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &OtherMap)
Definition Map.h:976
TMap & operator=(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:909
void Append(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&OtherMap)
Definition Map.h:958
TMap()=default
TMap & operator=(const TMap &)=default
TMap(TMap &&)=default
TMap & operator=(TMap &&)=default
TMap & operator=(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:901
TMap(const TMap &)=default
TMap(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:887
Super::KeyInitType KeyInitType
Definition Map.h:864
Super::KeyConstPointerType KeyConstPointerType
Definition Map.h:865
static void Sort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:286
Super::KeyInitType KeyInitType
Definition Map.h:1001
TMultiMap(TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:1024
Super::ValueInitType ValueInitType
Definition Map.h:1002
Super::KeyConstPointerType KeyConstPointerType
Definition Map.h:1000
int32 Num(KeyInitType Key) const
Definition Map.h:1239
void MultiFindPointer(KeyInitType Key, TArray< const ValueType *, Allocator > &OutValues, bool bMaintainOrder=false) const
Definition Map.h:1080
int32 RemoveSingle(KeyInitType InKey, ValueInitType InValue)
Definition Map.h:1183
TMultiMap & operator=(TMultiMap &&)=default
void MultiFindPointer(KeyInitType Key, TArray< ValueType *, Allocator > &OutValues, bool bMaintainOrder=false)
Definition Map.h:1092
ValueType * FindPair(KeyInitType Key, ValueInitType Value)
Definition Map.h:1223
TMultiMap(const TMultiMap &)=default
FORCEINLINE ValueType & AddUnique(KeyType &&InKey, ValueType &&InValue)
Definition Map.h:1117
TMultiMap & operator=(TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:1038
TMultiMap(const TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:1031
FORCEINLINE int32 Num() const
Definition Map.h:1251
int32 Remove(KeyInitType InKey, ValueInitType InValue)
Definition Map.h:1160
TMultiMap & operator=(const TMultiMap &)=default
TSortableMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
Definition Map.h:999
FORCEINLINE const ValueType * FindPair(KeyInitType Key, ValueInitType Value) const
Definition Map.h:1210
TMultiMap & operator=(const TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:1046
void MultiFind(KeyInitType Key, TArray< ValueType, Allocator > &OutValues, bool bMaintainOrder=false) const
Definition Map.h:1059
FORCEINLINE ValueType & AddUnique(const KeyType &InKey, const ValueType &InValue)
Definition Map.h:1114
FORCEINLINE int32 Remove(KeyConstPointerType InKey)
Definition Map.h:1148
FORCEINLINE ValueType & AddUnique(KeyType &&InKey, const ValueType &InValue)
Definition Map.h:1116
TMultiMap()=default
ValueType & EmplaceUnique(InitKeyType &&InKey, InitValueType &&InValue)
Definition Map.h:1131
FORCEINLINE ValueType & AddUnique(const KeyType &InKey, ValueType &&InValue)
Definition Map.h:1115
TMultiMap(TMultiMap &&)=default
FORCEINLINE TPairInitializer(KeyInitType InKey, ValueInitType InValue)
Definition Map.h:30
operator TPair< KeyType, ValueType >() const
Definition Map.h:45
TRValueToLValueReference< ValueInitType >::Type Value
Definition Map.h:27
TRValueToLValueReference< KeyInitType >::Type Key
Definition Map.h:26
FORCEINLINE TPairInitializer(const TPair< KeyType, ValueType > &Pair)
Definition Map.h:38
FORCEINLINE bool operator()(T &&A, T &&B) const
TReversePredicate(const PredicateType &InPredicate)
const PredicateType & Predicate
static void Merge(T *First, const int32 Mid, const int32 Num, const PREDICATE_CLASS &Predicate)
Definition Sorting.h:245
FORCEINLINE FElementCompareClass(const PREDICATE_CLASS &InPredicate)
Definition Set.h:869
FORCEINLINE bool operator()(const SetElementType &A, const SetElementType &B) const
Definition Set.h:873
TDereferenceWrapper< ElementType, PREDICATE_CLASS > Predicate
Definition Set.h:866
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
Definition Set.h:984
FORCEINLINE ItElementType & operator*() const
Definition Set.h:1025
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
Definition Set.h:1030
ElementItType ElementIt
Definition Set.h:1033
TChooseClass< bConst, typenameTChooseClass< bRangedFor, typenameElementArrayType::TRangedForConstIterator, typenameElementArrayType::TConstIterator >::Result, typenameTChooseClass< bRangedFor, typenameElementArrayType::TRangedForIterator, typenameElementArrayType::TIterator >::Result >::Result ElementItType
Definition Set.h:991
FORCEINLINE TBaseIterator & operator++()
Definition Set.h:999
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
Definition Set.h:1031
FORCEINLINE FSetElementId GetId() const
Definition Set.h:1017
FORCEINLINE TBaseIterator(const ElementItType &InElementIt)
Definition Set.h:993
FORCEINLINE ItElementType * operator->() const
Definition Set.h:1021
FORCEINLINE operator bool() const
Definition Set.h:1006
FORCEINLINE bool operator!() const
Definition Set.h:1011
FORCEINLINE ItElementType & operator*() const
Definition Set.h:1096
FORCEINLINE ItElementType * operator->() const
Definition Set.h:1092
FORCEINLINE TBaseKeyIterator(SetType &InSet, KeyInitType InKey)
Definition Set.h:1046
TTypeTraits< typenameKeyFuncs::KeyType >::ConstPointerType Key
Definition Set.h:1103
TChooseClass< bConst, constTSet, TSet >::Result SetType
Definition Set.h:1041
FSetElementId Id
Definition Set.h:1104
FORCEINLINE operator bool() const
Definition Set.h:1081
FORCEINLINE TBaseKeyIterator & operator++()
Definition Set.h:1061
FSetElementId NextId
Definition Set.h:1105
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
Definition Set.h:1042
FORCEINLINE bool operator!() const
Definition Set.h:1086
FORCEINLINE TConstIterator(const TSet &InSet)
Definition Set.h:1116
FORCEINLINE TConstKeyIterator(const TSet &InSet, KeyInitType InKey)
Definition Set.h:1151
FORCEINLINE TIterator(TSet &InSet)
Definition Set.h:1128
TSet & Set
Definition Set.h:1141
FORCEINLINE void RemoveCurrent()
Definition Set.h:1135
FORCEINLINE TKeyIterator(TSet &InSet, KeyInitType InKey)
Definition Set.h:1160
FORCEINLINE void RemoveCurrent()
Definition Set.h:1166
static FORCEINLINE uint32 GetNumberOfHashBuckets(uint32 NumHashedElements)
InSparseArrayAllocator SparseArrayAllocator
int32 HashIndex
Definition Set.h:153
FORCEINLINE TSetElement(const TSetElement &Rhs)
Definition Set.h:163
FORCEINLINE TSetElement & operator=(const TSetElement &Rhs)
Definition Set.h:167
InElementType ElementType
Definition Set.h:144
FORCEINLINE bool operator!=(const TSetElement &Other) const
Definition Set.h:175
ElementType Value
Definition Set.h:147
FORCEINLINE TSetElement()
Definition Set.h:156
FORCEINLINE TSetElement & operator=(TSetElement &&Rhs)
Definition Set.h:168
FORCEINLINE TSetElement(TSetElement &&Rhs)
Definition Set.h:164
FSetElementId HashNextId
Definition Set.h:150
FORCEINLINE bool operator==(const TSetElement &Other) const
Definition Set.h:171
FORCEINLINE ElementType * Find(KeyInitType Key)
Definition Set.h:633
FORCEINLINE FSetElementId Add(const InElementType &InElement, bool *bIsAlreadyInSetPtr=NULL)
Definition Set.h:458
FORCEINLINE TSet()
Definition Set.h:207
FORCEINLINE friend TRangedForConstIterator end(const TSet &Set)
Definition Set.h:1195
void Append(const TSet< ElementType, KeyFuncs, OtherAllocator > &OtherSet)
Definition Set.h:549
FORCEINLINE int32 Num() const
Definition Set.h:421
TSet & operator=(const TSet< ElementType, KeyFuncs, OtherAllocator > &Other)
Definition Set.h:321
TSet & operator=(TSet &&Other)
Definition Set.h:284
bool VerifyHashElementsKey(KeyInitType Key)
Definition Set.h:725
KeyFuncs::KeyInitType KeyInitType
Definition Set.h:198
static FORCEINLINE TEnableIf< TContainerTraits< SetType >::MoveWillEmptyContainer >::Type MoveOrCopy(SetType &ToSet, SetType &FromSet)
Definition Set.h:252
void Rehash() const
Definition Set.h:953
FORCEINLINE void Shrink()
Definition Set.h:370
TSet & operator=(TSet< ElementType, KeyFuncs, OtherAllocator > &&Other)
Definition Set.h:312
FORCEINLINE const ElementType & operator[](FSetElementId Id) const
Definition Set.h:446
TSet(TSet &&Other)
Definition Set.h:277
TSet(TSet< ElementType, KeyFuncs, OtherAllocator > &&Other)
Definition Set.h:296
FORCEINLINE TIterator CreateIterator()
Definition Set.h:1176
friend bool LegacyCompareNotEqual(const TSet &A, const TSet &B)
Definition Set.h:751
TSparseArray< SetElementType, typename Allocator::SparseArrayAllocator > ElementArrayType
Definition Set.h:879
FORCEINLINE void Compact()
Definition Set.h:377
FORCEINLINE FSetElementId Add(InElementType &&InElement, bool *bIsAlreadyInSetPtr=NULL)
Definition Set.h:459
FORCEINLINE uint32 GetAllocatedSize(void) const
Definition Set.h:415
FORCEINLINE void CheckAddress(const ElementType *Addr) const
Definition Set.h:856
FORCEINLINE void HashElement(FSetElementId ElementId, const SetElementType &Element) const
Definition Set.h:915
FORCEINLINE SetElementType & GetInternalElement(FSetElementId Id)
Definition Set.h:900
FORCEINLINE friend TRangedForIterator begin(TSet &Set)
Definition Set.h:1192
FORCEINLINE TSet(const TSet &Copy)
Definition Set.h:212
InElementType ElementType
Definition Set.h:204
FORCEINLINE bool IsValidId(FSetElementId Id) const
Definition Set.h:431
FORCEINLINE TSet(TArray< ElementType > &&InArray)
Definition Set.h:224
void Append(const TArray< ElementType, ArrayAllocator > &InElements)
Definition Set.h:524
TSet Intersect(const TSet &OtherSet) const
Definition Set.h:757
FORCEINLINE void Relax()
Definition Set.h:406
FSetElementId FindId(KeyInitType Key) const
Definition Set.h:610
FORCEINLINE friend TRangedForConstIterator begin(const TSet &Set)
Definition Set.h:1193
TSet & operator=(const TSet &Copy)
Definition Set.h:237
int32 HashSize
Definition Set.h:885
FSetElementId Emplace(ArgsType &&Args, bool *bIsAlreadyInSetPtr=NULL)
Definition Set.h:472
FORCEINLINE ElementType & operator[](FSetElementId Id)
Definition Set.h:440
void Append(TSet< ElementType, KeyFuncs, OtherAllocator > &&OtherSet)
Definition Set.h:559
bool ConditionalRehash(int32 NumHashedElements, bool bAllowShrinking=false) const
Definition Set.h:931
FORCEINLINE const SetElementType & GetInternalElement(FSetElementId Id) const
Definition Set.h:896
TSet Difference(const TSet &OtherSet) const
Definition Set.h:794
KeyFuncs::ElementInitType ElementInitType
Definition Set.h:199
TSet(const TSet< ElementType, KeyFuncs, OtherAllocator > &Other)
Definition Set.h:304
FORCEINLINE FSetElementId & GetTypedHash(int32 HashIndex) const
Definition Set.h:887
HashType Hash
Definition Set.h:884
FORCEINLINE void CompactStable()
Definition Set.h:386
Allocator::HashAllocator::template ForElementType< FSetElementId > HashType
Definition Set.h:880
void Append(TArray< ElementType, ArrayAllocator > &&InElements)
Definition Set.h:534
static FORCEINLINE FSetElementId IndexToId(int32 Index)
Definition Set.h:909
void Sort(const PREDICATE_CLASS &Predicate)
Definition Set.h:716
friend bool LegacyCompareEqual(const TSet &A, const TSet &B)
Definition Set.h:747
FORCEINLINE const ElementType * Find(KeyInitType Key) const
Definition Set.h:651
FORCEINLINE void Reserve(int32 Number)
Definition Set.h:395
TSet Union(const TSet &OtherSet) const
Definition Set.h:777
FORCEINLINE ~TSet()
Definition Set.h:231
void Remove(FSetElementId ElementId)
Definition Set.h:582
static FORCEINLINE TEnableIf<!TContainerTraits< SetType >::MoveWillEmptyContainer >::Type MoveOrCopy(SetType &ToSet, SetType &FromSet)
Definition Set.h:263
TSetElement< InElementType > SetElementType
Definition Set.h:201
FORCEINLINE friend TRangedForIterator end(TSet &Set)
Definition Set.h:1194
void Reset()
Definition Set.h:357
TArray< ElementType > Array() const
Definition Set.h:839
ElementArrayType Elements
Definition Set.h:882
FORCEINLINE TSet(const TArray< ElementType > &InArray)
Definition Set.h:218
FORCEINLINE TConstIterator CreateConstIterator() const
Definition Set.h:1182
bool Includes(const TSet< ElementType, KeyFuncs, Allocator > &OtherSet) const
Definition Set.h:816
void Empty(int32 ExpectedNumElements=0)
Definition Set.h:340
FORCEINLINE bool Contains(KeyInitType Key) const
Definition Set.h:707
int32 Remove(KeyInitType Key)
Definition Set.h:669
FORCEINLINE void UpdateWeakReferenceInternal(TSharedRef< SharedRefType, Mode > const *InSharedRef, OtherType *InObject) const
TSharedRef< ObjectType, Mode > AsShared()
FORCEINLINE TSharedFromThis & operator=(TSharedFromThis const &)
static FORCEINLINE TSharedRef< OtherType const, Mode > SharedThis(const OtherType *ThisPtr)
static FORCEINLINE TSharedRef< OtherType, Mode > SharedThis(OtherType *ThisPtr)
TWeakPtr< ObjectType, Mode > WeakThis
TSharedFromThis(TSharedFromThis const &)
FORCEINLINE void UpdateWeakReferenceInternal(TSharedPtr< SharedPtrType, Mode > const *InSharedPtr, OtherType *InObject) const
TSharedRef< ObjectType const, Mode > AsShared() const
FORCEINLINE bool DoesSharedInstanceExist() const
FORCEINLINE const int32 GetSharedReferenceCount() const
FORCEINLINE ObjectType * operator->() const
FORCEINLINE TSharedPtr(OtherType *InObject, DeleterType &&InDeleter)
SharedPointerInternals::FSharedReferencer< Mode > SharedReferenceCount
FORCEINLINE FMakeReferenceTo< ObjectType >::Type operator*() const
FORCEINLINE TSharedPtr(OtherType *InObject)
FORCEINLINE TSharedPtr(SharedPointerInternals::FNullTag *=nullptr)
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr)
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr, SharedPointerInternals::FStaticCastTag)
FORCEINLINE TSharedPtr & operator=(SharedPointerInternals::FNullTag *)
FORCEINLINE const bool IsValid() const
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > &&OtherSharedPtr, ObjectType *InObject)
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &OtherSharedPtr, ObjectType *InObject)
friend uint32 GetTypeHash(const TSharedPtr< ObjectType, Mode > &InSharedPtr)
FORCEINLINE const bool IsUnique() const
FORCEINLINE TSharedPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr, SharedPointerInternals::FConstCastTag)
FORCEINLINE TSharedPtr(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE void Reset()
FORCEINLINE TSharedPtr & operator=(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE TSharedPtr & operator=(TSharedPtr &&InSharedPtr)
FORCEINLINE TSharedPtr(TSharedPtr &&InSharedPtr)
FORCEINLINE TSharedRef< ObjectType, Mode > ToSharedRef() const
FORCEINLINE TSharedPtr(TSharedRef< OtherType, Mode > const &OtherSharedRef, ObjectType *InObject)
FORCEINLINE TSharedPtr(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE TSharedPtr(TSharedPtr const &InSharedPtr)
ObjectType * Object
FORCEINLINE ObjectType * Get() const
FORCEINLINE TSharedPtr & operator=(TSharedPtr const &InSharedPtr)
FORCEINLINE TSharedPtr(TWeakPtr< OtherType, Mode > const &InWeakPtr)
FORCEINLINE TSharedRef & operator=(TSharedRef &&InSharedRef)
FORCEINLINE TSharedRef(TSharedPtr< OtherType, Mode > &&InSharedPtr)
FORCEINLINE ObjectType & Get() const
void Init(OtherType *InObject)
FORCEINLINE ObjectType * operator->() const
FORCEINLINE const bool IsValid() const
FORCEINLINE TSharedRef(TSharedRef &&InSharedRef)
FORCEINLINE TSharedRef & operator=(TSharedRef const &InSharedRef)
FORCEINLINE TSharedRef(OtherType *InObject, DeleterType &&InDeleter)
FORCEINLINE TSharedRef(TSharedPtr< OtherType, Mode > const &InSharedPtr)
FORCEINLINE const bool IsUnique() const
FORCEINLINE TSharedRef(TSharedRef const &InSharedRef)
FORCEINLINE ObjectType & operator*() const
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &InSharedRef, SharedPointerInternals::FConstCastTag)
FORCEINLINE TSharedRef(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE const int32 GetSharedReferenceCount() const
FORCEINLINE TSharedRef(OtherType *InObject)
SharedPointerInternals::FSharedReferencer< Mode > SharedReferenceCount
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &OtherSharedRef, ObjectType *InObject)
friend uint32 GetTypeHash(const TSharedRef< ObjectType, Mode > &InSharedRef)
ObjectType * Object
FORCEINLINE TSharedRef & operator=(SharedPointerInternals::FRawPtrProxy< OtherType > const &InRawPtrProxy)
FORCEINLINE TSharedRef(TSharedRef< OtherType, Mode > const &InSharedRef, SharedPointerInternals::FStaticCastTag)
FORCEINLINE TSharedRef(ObjectType *InObject, SharedPointerInternals::FReferenceControllerBase *InSharedReferenceCount)
TDereferenceWrapper< KeyType, PREDICATE_CLASS > Predicate
Definition Map.h:818
FORCEINLINE FKeyComparisonClass(const PREDICATE_CLASS &InPredicate)
Definition Map.h:822
FORCEINLINE bool operator()(const typename Super::ElementType &A, const typename Super::ElementType &B) const
Definition Map.h:826
FORCEINLINE FValueComparisonClass(const PREDICATE_CLASS &InPredicate)
Definition Map.h:840
TDereferenceWrapper< ValueType, PREDICATE_CLASS > Predicate
Definition Map.h:836
FORCEINLINE bool operator()(const typename Super::ElementType &A, const typename Super::ElementType &B) const
Definition Map.h:844
TSortableMapBase & operator=(TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:777
TSortableMapBase & operator=(TSortableMapBase &&)=default
FORCEINLINE void ValueSort(const PREDICATE_CLASS &Predicate)
Definition Map.h:807
TSortableMapBase(TSortableMapBase &&)=default
TSortableMapBase(const TSortableMapBase &)=default
TSortableMapBase(TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Definition Map.h:763
TSortableMapBase()=default
TSortableMapBase & operator=(const TSortableMapBase &)=default
FORCEINLINE void KeySort(const PREDICATE_CLASS &Predicate)
Definition Map.h:797
TMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
Definition Map.h:741
TSortableMapBase & operator=(const TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:785
TSortableMapBase(const TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
Definition Map.h:770
FElementCompareClass(const PREDICATE_CLASS &InPredicate)
const PREDICATE_CLASS & Predicate
bool operator()(const FElementOrFreeListLink &A, const FElementOrFreeListLink &B) const
FORCEINLINE ItElementType & operator*() const
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE bool operator!() const
FORCEINLINE TBaseIterator & operator++()
FORCEINLINE int32 GetIndex() const
TChooseClass< bConst, constTSparseArray, TSparseArray >::Result ArrayType
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE const FRelativeBitReference & GetRelativeBitReference() const
TConstSetBitIterator< typename Allocator::BitArrayAllocator > BitArrayItType
FORCEINLINE ItElementType * operator->() const
FORCEINLINE operator bool() const
TBaseIterator(ArrayType &InArray, const BitArrayItType &InBitArrayIt)
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
TConstIterator(const TSparseArray &InArray, const typename TBaseIterator< true >::BitArrayItType &InBitArrayIt)
TConstIterator(const TSparseArray &InArray)
FORCEINLINE const ElementType & operator*() const
TConstSubsetIterator(const TSparseArray &InArray, const TBitArray< SubsetAllocator > &InBitArray)
FORCEINLINE const ElementType * operator->() const
FORCEINLINE operator bool() const
FORCEINLINE TConstSubsetIterator & operator++()
TConstDualSetBitIterator< typename Allocator::BitArrayAllocator, SubsetAllocator > BitArrayIt
FORCEINLINE const FRelativeBitReference & GetRelativeBitReference() const
FORCEINLINE bool operator!() const
FORCEINLINE int32 GetIndex() const
TIterator(TSparseArray &InArray, const typename TBaseIterator< false >::BitArrayItType &InBitArrayIt)
TIterator(TSparseArray &InArray)
friend FORCEINLINE bool operator!=(const TRangedForConstIterator &Lhs, const TRangedForConstIterator &Rhs)
TRangedForConstIterator(const TSparseArray &InArray, const typename TBaseIterator< true >::BitArrayItType &InBitArrayIt)
TRangedForIterator(TSparseArray &InArray, const typename TBaseIterator< false >::BitArrayItType &InBitArrayIt)
friend FORCEINLINE bool operator!=(const TRangedForIterator &Lhs, const TRangedForIterator &Rhs)
void RemoveAt(int32 Index, int32 Count=1)
TSparseArrayElementOrFreeListLink< TAlignedBytes< sizeof(ElementType), alignof(ElementType)> > FElementOrFreeListLink
FSparseArrayAllocationInfo AllocateIndex(int32 Index)
Definition SparseArray.h:75
AllocationBitArrayType AllocationFlags
TSparseArray(const TSparseArray &InCopy)
void RemoveAtUninitialized(int32 Index, int32 Count=1)
TIterator CreateIterator()
const FElementOrFreeListLink & GetData(int32 Index) const
uint32 GetAllocatedSize(void) const
TSparseArray & operator+=(const TArray< ElementType > &OtherArray)
ElementType & operator[](int32 Index)
TSparseArray & operator=(const TSparseArray &InCopy)
static FORCEINLINE TEnableIf<!TContainerTraits< SparseArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(SparseArrayType &ToArray, SparseArrayType &FromArray)
TSparseArray(TSparseArray &&InCopy)
TBitArray< typename Allocator::BitArrayAllocator > AllocationBitArrayType
int32 Num() const
int32 NumFreeIndices
friend bool operator!=(const TSparseArray &A, const TSparseArray &B)
FORCEINLINE void CheckAddress(const ElementType *Addr) const
int32 Add(typename TTypeTraits< ElementType >::ConstInitType Element)
const ElementType & operator[](int32 Index) const
static FORCEINLINE TEnableIf< TContainerTraits< SparseArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(SparseArrayType &ToArray, SparseArrayType &FromArray)
FORCEINLINE friend TRangedForConstIterator end(const TSparseArray &Array)
friend bool operator==(const TSparseArray &A, const TSparseArray &B)
void Reserve(int32 ExpectedNumElements)
FElementOrFreeListLink & GetData(int32 Index)
TSparseArray & operator+=(const TSparseArray &OtherArray)
DataType Data
TArray< FElementOrFreeListLink, typename Allocator::ElementAllocator > DataType
TConstIterator CreateConstIterator() const
TSparseArray & operator=(TSparseArray &&InCopy)
FORCEINLINE friend TRangedForConstIterator begin(const TSparseArray &Array)
FORCEINLINE friend TRangedForIterator end(TSparseArray &Array)
FSparseArrayAllocationInfo InsertUninitialized(int32 Index)
int32 GetMaxIndex() const
bool IsAllocated(int32 Index) const
bool CompactStable()
void Empty(int32 ExpectedNumElements=0)
FORCEINLINE friend TRangedForIterator begin(TSparseArray &Array)
void Insert(int32 Index, typename TTypeTraits< ElementType >::ConstInitType Element)
int32 FirstFreeIndex
FSparseArrayAllocationInfo AddUninitialized()
Definition SparseArray.h:96
ObjectType * Object
friend uint32 GetTypeHash(const TWeakPtr< ObjectType, Mode > &InWeakPtr)
FORCEINLINE TSharedPtr< ObjectType, Mode > Pin() const
FORCEINLINE const bool IsValid() const
SharedPointerInternals::FWeakReferencer< Mode > WeakReferenceCount
FORCEINLINE TWeakPtr & operator=(TWeakPtr< OtherType, Mode > const &InWeakPtr)
FORCEINLINE void Reset()
FORCEINLINE TWeakPtr(TWeakPtr< OtherType, Mode > const &InWeakPtr)
FORCEINLINE TWeakPtr(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TWeakPtr & operator=(TWeakPtr< OtherType, Mode > &&InWeakPtr)
FORCEINLINE TWeakPtr & operator=(TSharedRef< OtherType, Mode > const &InSharedRef)
FORCEINLINE TWeakPtr(TWeakPtr< OtherType, Mode > &&InWeakPtr)
FORCEINLINE TWeakPtr & operator=(TWeakPtr &&InWeakPtr)
FORCEINLINE TWeakPtr(TWeakPtr &&InWeakPtr)
FORCEINLINE TWeakPtr & operator=(TSharedPtr< OtherType, Mode > const &InSharedPtr)
FORCEINLINE TWeakPtr(TWeakPtr const &InWeakPtr)
FORCEINLINE bool HasSameObject(const void *InOtherPtr) const
FORCEINLINE TWeakPtr(SharedPointerInternals::FNullTag *=nullptr)
FORCEINLINE TWeakPtr & operator=(TWeakPtr const &InWeakPtr)
FORCEINLINE TWeakPtr & operator=(SharedPointerInternals::FNullTag *)
FORCEINLINE TWeakPtr(TSharedPtr< OtherType, Mode > const &InSharedPtr)
ArgFormatter(BasicFormatter< Char > &formatter, FormatSpec &spec, const Char *fmt)
Definition format.h:2289
uint64_t types_
Definition format.h:1567
ArgList(ULongLong types, const internal::Value *values)
Definition format.h:1591
internal::Arg::Type type(unsigned index) const
Definition format.h:1578
friend class internal::ArgMap
Definition format.h:1583
@ MAX_PACKED_ARGS
Definition format.h:1587
internal::Arg operator[](unsigned index) const
Definition format.h:1599
static internal::Arg::Type type(uint64_t types, unsigned index)
Definition format.h:1624
uint64_t types() const
Definition format.h:1596
ArgList(ULongLong types, const internal::Arg *args)
Definition format.h:1593
void report_unhandled_arg()
Definition format.h:1664
Result visit_custom(Arg::CustomValue)
Definition format.h:1744
Result visit(const Arg &arg)
Definition format.h:1756
Result visit_double(double value)
Definition format.h:1708
Result visit_uint(unsigned value)
Definition format.h:1682
Result visit_any_int(T)
Definition format.h:1703
Result visit_cstring(const char *)
Definition format.h:1724
Result visit_pointer(const void *)
Definition format.h:1739
Result visit_unhandled_arg()
Definition format.h:1666
Result visit_any_double(T)
Definition format.h:1719
Result visit_long_double(long double value)
Definition format.h:1713
Result visit_long_long(LongLong value)
Definition format.h:1677
Result visit_wstring(Arg::StringValue< wchar_t >)
Definition format.h:1734
Result visit_string(Arg::StringValue< char >)
Definition format.h:1729
Result visit_ulong_long(ULongLong value)
Definition format.h:1687
Result visit_int(int value)
Definition format.h:1672
Result visit_bool(bool value)
Definition format.h:1692
Result visit_char(int value)
Definition format.h:1697
BasicFormatter< Char, Impl > & formatter_
Definition format.h:2260
const Char * format_
Definition format.h:2261
BasicArgFormatter(BasicFormatter< Char, Impl > &formatter, Spec &spec, const Char *fmt)
Definition format.h:2272
void visit_custom(internal::Arg::CustomValue c)
Definition format.h:2278
BasicArrayWriter(Char *array, std::size_t size)
Definition format.h:3353
internal::FixedBuffer< Char > buffer_
Definition format.h:3344
BasicArrayWriter(Char(&array)[SIZE])
Definition format.h:3363
const Char * data_
Definition format.h:660
const Char * c_str() const
Definition format.h:677
BasicCStringRef(const Char *s)
Definition format.h:664
BasicFormatter(const ArgList &args, BasicWriter< Char > &w)
Definition format.h:2328
void format(BasicCStringRef< Char > format_str)
Definition format.h:4012
internal::ArgMap< Char > map_
Definition format.h:2304
internal::Arg get_arg(BasicStringRef< Char > arg_name, const char *&error)
Definition format.h:3800
const Char * format(const Char *&format_str, const internal::Arg &arg)
Definition format.h:3840
BasicWriter< Char > & writer()
Definition format.h:2332
internal::Arg parse_arg_name(const Char *&s)
Definition format.h:3825
BasicWriter< Char > & writer_
Definition format.h:2303
internal::Arg parse_arg_index(const Char *&s)
Definition format.h:3813
const Char * data_
Definition format.h:539
BasicStringRef(const Char *s)
Definition format.h:552
std::size_t size() const
Definition format.h:598
friend bool operator!=(BasicStringRef lhs, BasicStringRef rhs)
Definition format.h:612
friend bool operator<(BasicStringRef lhs, BasicStringRef rhs)
Definition format.h:615
const Char * data() const
Definition format.h:595
friend bool operator<=(BasicStringRef lhs, BasicStringRef rhs)
Definition format.h:618
friend bool operator>(BasicStringRef lhs, BasicStringRef rhs)
Definition format.h:621
std::basic_string< Char > to_string() const
Definition format.h:590
friend bool operator>=(BasicStringRef lhs, BasicStringRef rhs)
Definition format.h:624
BasicStringRef(const Char *s, std::size_t size)
Definition format.h:544
friend bool operator==(BasicStringRef lhs, BasicStringRef rhs)
Definition format.h:609
std::size_t size_
Definition format.h:540
int compare(BasicStringRef other) const
Definition format.h:601
static CharPtr fill_padding(CharPtr buffer, unsigned total_size, std::size_t content_size, wchar_t fill)
Definition format.h:2926
void write_decimal(Int value)
Definition format.h:2647
virtual ~BasicWriter()
Definition format.h:2722
void append_float_length(Char *&, T)
Definition format.h:2702
void write_int(T value, Spec spec)
Definition format.h:3006
static Char * get(Char *p)
Definition format.h:2620
Buffer< Char > & buffer_
Definition format.h:2610
friend class BasicPrintfArgFormatter
Definition format.h:2708
BasicWriter(Buffer< Char > &b)
Definition format.h:2714
CharPtr prepare_int_buffer(unsigned num_digits, const Spec &spec, const char *prefix, unsigned prefix_size)
Definition format.h:2943
Char * write_unsigned_decimal(UInt value, unsigned prefix_size=0)
Definition format.h:2638
void append_float_length(Char *&format_ptr, long double)
Definition format.h:2697
void operator<<(typename internal::WCharHelper< const wchar_t *, Char >::Unsupported)
std::size_t size() const
Definition format.h:2727
CharPtr grow_buffer(std::size_t n)
Definition format.h:2630
void write_str(const internal::Arg::StringValue< StrChar > &str, const Spec &spec)
Definition format.h:2905
const Char * data() const FMT_NOEXCEPT
Definition format.h:2733
std::basic_string< Char > str() const
Definition format.h:2751
void clear() FMT_NOEXCEPT
Definition format.h:2875
CharPtr write_str(const StrChar *s, std::size_t size, const AlignSpec &spec)
Definition format.h:2882
void write(BasicCStringRef< Char > format, ArgList args)
Definition format.h:2780
Buffer< Char > & buffer() FMT_NOEXCEPT
Definition format.h:2877
CharPtr prepare_int_buffer(unsigned num_digits, const EmptySpec &, const char *prefix, unsigned prefix_size)
Definition format.h:2659
void operator<<(typename internal::WCharHelper< wchar_t, Char >::Unsupported)
internal::CharTraits< Char >::CharPtr CharPtr
Definition format.h:2614
void write_double(T value, const Spec &spec)
Definition format.h:3099
const Char * c_str() const
Definition format.h:2739
void resize(std::size_t new_size)
Definition format.h:770
std::size_t size() const
Definition format.h:762
std::size_t size_
Definition format.h:744
void push_back(const T &value)
Definition format.h:788
void clear() FMT_NOEXCEPT
Definition format.h:786
virtual ~Buffer()
Definition format.h:759
void append(const U *begin, const U *end)
Definition format.h:804
void reserve(std::size_t capacity)
Definition format.h:781
std::size_t capacity_
Definition format.h:745
virtual void grow(std::size_t size)=0
Buffer(T *ptr=FMT_NULL, std::size_t capacity=0)
Definition format.h:747
T & operator[](std::size_t index)
Definition format.h:798
std::size_t capacity() const
Definition format.h:765
const T & operator[](std::size_t index) const
Definition format.h:799
FormatError(const FormatError &ferr)
Definition format.h:688
FMT_API ~FormatError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
FormatError(CStringRef message)
Definition format.h:686
const char * data() const
Definition format.h:3537
char * str_
Definition format.h:3486
FormatInt(unsigned long value)
Definition format.h:3525
void FormatSigned(LongLong value)
Definition format.h:3510
char * format_decimal(ULongLong value)
Definition format.h:3489
FormatInt(unsigned value)
Definition format.h:3524
std::string str() const
Definition format.h:3553
std::size_t size() const
Definition format.h:3529
FormatInt(int value)
Definition format.h:3521
FormatInt(ULongLong value)
Definition format.h:3526
char buffer_[BUFFER_SIZE]
Definition format.h:3485
const char * c_str() const
Definition format.h:3543
FormatInt(LongLong value)
Definition format.h:3523
FormatInt(long value)
Definition format.h:3522
T value() const
Definition format.h:1879
IntFormatSpec(T val, const SpecT &spec=SpecT())
Definition format.h:1876
StrFormatSpec(const Char *str, unsigned width, FillChar fill)
Definition format.h:1890
const Char * str_
Definition format.h:1886
const Char * str() const
Definition format.h:1895
int error_code() const
Definition format.h:2566
SystemError(int error_code, CStringRef message)
Definition format.h:2558
FMT_API ~SystemError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
FMT_API void init(int err_code, CStringRef format_str, ArgList args)
Definition format.cc:225
void visit_wstring(internal::Arg::StringValue< Char > value)
Definition format.h:2182
void visit_string(internal::Arg::StringValue< char > value)
Definition format.h:2176
BasicWriter< Char > & writer_
Definition format.h:2090
void visit_pointer(const void *value)
Definition format.h:2186
BasicWriter< Char > & writer()
Definition format.h:2105
void visit_cstring(const char *value)
Definition format.h:2169
void write(const char *value)
Definition format.h:2114
void write_pointer(const void *p)
Definition format.h:2095
void visit_bool(bool value)
Definition format.h:2131
ArgFormatterBase(BasicWriter< Char > &w, Spec &s)
Definition format.h:2122
MapType::value_type Pair
Definition format.h:2024
void init(const ArgList &args)
Definition format.h:2043
static Char cast(int value)
Definition format.h:916
static char convert(char value)
Definition format.h:929
static char convert(wchar_t)
static wchar_t convert(char value)
Definition format.h:949
static wchar_t convert(wchar_t value)
Definition format.h:950
bool check_no_auto_index(const char *&error)
Definition format.h:2223
FormatterBase(const ArgList &args)
Definition format.h:2204
const ArgList & args() const
Definition format.h:2202
void write(BasicWriter< Char > &w, const Char *start, const Char *end)
Definition format.h:2233
Arg next_arg(const char *&error)
Definition format.h:2210
Arg get_arg(unsigned arg_index, const char *&error)
Definition format.h:2219
FMT_API Arg do_get_arg(unsigned arg_index, const char *&error)
MakeArg(const T &value)
Definition format.h:1530
MakeValue(unsigned long value)
Definition format.h:1420
MakeValue(typename WCharHelper< wchar_t, Char >::Unsupported)
MakeValue(typename WCharHelper< WStringRef, Char >::Unsupported)
static uint64_t type(long)
Definition format.h:1416
MakeValue(typename WCharHelper< const wchar_t *, Char >::Unsupported)
MakeValue(typename WCharHelper< wchar_t *, Char >::Unsupported)
Formatter::Char Char
Definition format.h:1345
void set_string(WStringRef str)
Definition format.h:1378
static uint64_t type(unsigned long)
Definition format.h:1426
void set_string(StringRef str)
Definition format.h:1373
MakeValue(const T *value)
static void format_custom_arg(void *formatter, const void *arg, void *format_str_ptr)
Definition format.h:1385
MakeValue(long value)
Definition format.h:1408
RuntimeError(const RuntimeError &rerr)
Definition format.h:1554
FMT_API ~RuntimeError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
ThousandsSep(fmt::StringRef sep)
Definition format.h:1068
void operator()(Char *&buffer)
Definition format.h:1071
void _set_formatter(spdlog::formatter_ptr msg_formatter) override
void format(details::log_msg &msg) override
std::unique_ptr< details::async_log_helper > _async_log_helper
pattern_formatter(const pattern_formatter &)=delete
void _sink_it(details::log_msg &msg) override
std::tm get_time(details::log_msg &msg)
pattern_formatter & operator=(const pattern_formatter &)=delete
void handle_flag(char flag)
const std::string _pattern
Definition formatter.h:37
const pattern_time_type _pattern_time
Definition formatter.h:38
virtual log_err_handler error_handler() override
void flush() override
std::vector< std::unique_ptr< details::flag_formatter > > _formatters
Definition formatter.h:39
void format(details::log_msg &msg, const std::tm &tm_time) override
void format(details::log_msg &msg, const std::tm &tm_time) override
const std::chrono::seconds cache_refresh
void format(details::log_msg &msg, const std::tm &tm_time) override
z_formatter & operator=(const z_formatter &)=delete
int get_cached_offset(const log_msg &msg, const std::tm &tm_time)
void format(details::log_msg &msg, const std::tm &) override
z_formatter(const z_formatter &)=delete
void format(details::log_msg &msg, const std::tm &tm_time) override
static void sleep_or_yield(const spdlog::log_clock::time_point &now, const log_clock::time_point &last_op_time)
void log(const details::log_msg &msg)
const std::function< void()> _worker_teardown_cb
void push_msg(async_msg &&new_msg)
void handle_flush_interval(log_clock::time_point &now, log_clock::time_point &last_flush)
async_log_helper(formatter_ptr formatter, const std::vector< sink_ptr > &sinks, size_t queue_size, const log_err_handler err_handler, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
const async_overflow_policy _overflow_policy
std::vector< std::shared_ptr< sinks::sink > > _sinks
const std::function< void()> _worker_warmup_cb
bool process_next_msg(log_clock::time_point &last_pop, log_clock::time_point &last_flush)
const std::chrono::milliseconds _flush_interval_ms
void set_error_handler(spdlog::log_err_handler err_handler)
void format(details::log_msg &msg, const std::tm &tm_time) override
void reopen(bool truncate)
Definition file_helper.h:64
const filename_t & filename() const
file_helper(const file_helper &)=delete
void write(const log_msg &msg)
Definition file_helper.h:86
file_helper & operator=(const file_helper &)=delete
virtual void format(details::log_msg &msg, const std::tm &tm_time)=0
void format(details::log_msg &msg, const std::tm &) override
mpmc_bounded_queue(mpmc_bounded_queue const &)=delete
void operator=(mpmc_bounded_queue const &)=delete
void set_async_mode(size_t q_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb)
Definition registry.h:163
std::function< void()> _worker_warmup_cb
Definition registry.h:204
std::function< void()> _worker_teardown_cb
Definition registry.h:206
void formatter(formatter_ptr f)
Definition registry.h:132
std::shared_ptr< async_logger > create_async(const std::string &logger_name, size_t queue_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb, const It &sinks_begin, const It &sinks_end)
Definition registry.h:75
void throw_if_exists(const std::string &logger_name)
Definition registry.h:191
void drop(const std::string &logger_name)
Definition registry.h:101
std::shared_ptr< logger > create(const std::string &logger_name, sink_ptr sink)
Definition registry.h:117
level::level_enum _level
Definition registry.h:199
std::chrono::milliseconds _flush_interval_ms
Definition registry.h:205
void apply_all(std::function< void(std::shared_ptr< logger >)> fun)
Definition registry.h:94
std::shared_ptr< async_logger > create_async(const std::string &logger_name, size_t queue_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb, sinks_init_list sinks)
Definition registry.h:122
void register_logger(std::shared_ptr< logger > logger)
Definition registry.h:33
log_err_handler _err_handler
Definition registry.h:200
void set_error_handler(log_err_handler handler)
Definition registry.h:156
std::shared_ptr< logger > create(const std::string &logger_name, sinks_init_list sinks)
Definition registry.h:112
void set_pattern(const std::string &pattern)
Definition registry.h:140
registry_t< Mutex > & operator=(const registry_t< Mutex > &)=delete
void set_level(level::level_enum log_level)
Definition registry.h:148
std::shared_ptr< logger > get(const std::string &logger_name)
Definition registry.h:42
std::shared_ptr< logger > create(const std::string &logger_name, const It &sinks_begin, const It &sinks_end)
Definition registry.h:50
std::shared_ptr< async_logger > create_async(const std::string &logger_name, size_t queue_size, const async_overflow_policy overflow_policy, const std::function< void()> &worker_warmup_cb, const std::chrono::milliseconds &flush_interval_ms, const std::function< void()> &worker_teardown_cb, sink_ptr sink)
Definition registry.h:127
async_overflow_policy _overflow_policy
Definition registry.h:203
static registry_t< Mutex > & instance()
Definition registry.h:180
void format(details::log_msg &msg, const std::tm &) override
virtual ~formatter()
Definition formatter.h:24
virtual void format(details::log_msg &msg)=0
const std::vector< sink_ptr > & sinks() const
std::atomic< time_t > _last_err_time
Definition logger.h:105
void log(level::level_enum lvl, const T &)
void log(level::level_enum lvl, const char *fmt, const Args &... args)
Definition logger_impl.h:61
log_err_handler _err_handler
Definition logger.h:104
void critical(const T &)
void debug(const char *fmt, const Arg1 &, const Args &... args)
virtual ~logger()
void trace(const char *fmt, const Arg1 &, const Args &... args)
bool should_log(level::level_enum) const
void log(level::level_enum lvl, const char *msg)
Definition logger_impl.h:88
void flush_on(level::level_enum log_level)
virtual log_err_handler error_handler()
spdlog::level_t _flush_level
Definition logger.h:103
void set_formatter(formatter_ptr)
Definition logger_impl.h:50
void warn(const char *fmt, const Arg1 &, const Args &... args)
void info(const char *fmt, const Arg1 &, const Args &... args)
void warn(const T &)
void error(const char *fmt, const Arg1 &, const Args &... args)
const std::string _name
Definition logger.h:99
virtual void flush()
spdlog::level_t _level
Definition logger.h:102
void trace(const T &)
logger & operator=(const logger &)=delete
std::vector< sink_ptr > _sinks
Definition logger.h:100
logger(const logger &)=delete
void error(const T &)
std::atomic< size_t > _msg_counter
Definition logger.h:106
void debug(const T &)
bool _should_flush_on(const details::log_msg &)
const std::string & name() const
virtual void _sink_it(details::log_msg &)
void critical(const char *fmt, const Arg1 &, const Args &... args)
virtual void _set_formatter(formatter_ptr)
void info(const T &)
formatter_ptr _formatter
Definition logger.h:101
void _incr_msg_counter(details::log_msg &msg)
void set_level(level::level_enum)
daily_file_sink(const filename_t &base_filename, int rotation_hour, int rotation_minute)
Definition file_sinks.h:197
details::file_helper _file_helper
Definition file_sinks.h:54
void _sink_it(const details::log_msg &msg) override
void set_force_flush(bool force_flush)
Definition file_sinks.h:37
static std::shared_ptr< MyType > instance()
simple_file_sink(const filename_t &filename, bool truncate=false)
Definition file_sinks.h:32
std::chrono::system_clock::time_point _next_rotation_tp()
Definition file_sinks.h:228
std::chrono::system_clock::time_point _rotation_tp
Definition file_sinks.h:246
rotating_file_sink(const filename_t &base_filename, std::size_t max_size, std::size_t max_files)
Definition file_sinks.h:68
static filename_t calc_filename(const filename_t &filename, std::size_t index)
Definition file_sinks.h:82
virtual void _flush()=0
virtual ~base_sink()=default
base_sink & operator=(const base_sink &)=delete
void log(const details::log_msg &msg) SPDLOG_FINAL override
Definition base_sink.h:34
void flush() SPDLOG_FINAL override
Definition base_sink.h:39
virtual void _sink_it(const details::log_msg &msg)=0
base_sink(const base_sink &)=delete
void set_level(level::level_enum log_level)
Definition sink.h:41
bool should_log(level::level_enum msg_level) const
Definition sink.h:36
virtual void log(const details::log_msg &msg)=0
level_t _level
Definition sink.h:32
virtual ~sink()
Definition sink.h:23
virtual void flush()=0
std::string _msg
Definition common.h:147
const char * what() const SPDLOG_NOEXCEPT override
Definition common.h:142
#define SPDLOG_NOEXCEPT
Definition common.h:28
#define SPDLOG_FINAL
Definition common.h:36
#define SPDLOG_CONSTEXPR
Definition common.h:29
#define SPDLOG_LEVEL_NAMES
Definition common.h:86
Definition Reverse.h:20
FORCEINLINE void Sort(RangeType &Range)
Definition Sort.h:16
FORCEINLINE void Reverse(T *Array, int32 ArraySize)
Definition Reverse.h:39
FORCEINLINE int32 LowerBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE int32 LowerBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE void SortBy(RangeType &Range, ProjectionType Proj)
Definition Sort.h:40
FORCEINLINE int32 UpperBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE int32 UpperBound(RangeType &Range, const ValueType &Value)
FORCEINLINE void Reverse(ContainerType &Container)
Definition Reverse.h:50
FORCEINLINE void Sort(RangeType &Range, PredicateType Pred)
Definition Sort.h:28
FORCEINLINE void IntroSort(RangeType &Range)
Definition IntroSort.h:137
FORCEINLINE int32 BinarySearchBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE void Reverse(T(&Array)[ArraySize])
Definition Reverse.h:27
FORCEINLINE void IntroSortBy(RangeType &Range, ProjectionType Projection, PredicateType Predicate)
Definition IntroSort.h:174
FORCEINLINE void IntroSort(RangeType &Range, PredicateType Predicate)
Definition IntroSort.h:149
FORCEINLINE int32 BinarySearchBy(RangeType &Range, const ValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE int32 UpperBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE void IntroSortBy(RangeType &Range, ProjectionType Projection)
Definition IntroSort.h:161
FORCEINLINE int32 BinarySearch(RangeType &Range, const ValueType &Value, SortPredicateType SortPredicate)
FORCEINLINE int32 BinarySearch(RangeType &Range, const ValueType &Value)
FORCEINLINE int32 UpperBound(RangeType &Range, const ValueType &Value, SortPredicateType SortPredicate)
FORCEINLINE void SortBy(RangeType &Range, ProjectionType Proj, PredicateType Pred)
Definition Sort.h:53
FORCEINLINE int32 LowerBound(RangeType &Range, const ValueType &Value, SortPredicateType SortPredicate)
FORCEINLINE int32 LowerBound(RangeType &Range, const ValueType &Value)
FORCEINLINE bool HeapIsLeaf(int32 Index, int32 Count)
Definition BinaryHeap.h:27
FORCEINLINE int32 HeapGetParentIndex(int32 Index)
Definition BinaryHeap.h:38
void IntroSortInternal(T *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
Definition IntroSort.h:26
FORCEINLINE int32 HeapGetLeftChildIndex(int32 Index)
Definition BinaryHeap.h:16
FORCEINLINE void Reverse(T *Array, int32 ArraySize)
Definition Reverse.h:10
FORCEINLINE int32 HeapSiftUp(RangeValueType *Heap, int32 RootIndex, int32 NodeIndex, const ProjectionType &Projection, const PredicateType &Predicate)
Definition BinaryHeap.h:88
FORCEINLINE void HeapSiftDown(RangeValueType *Heap, int32 Index, const int32 Count, const ProjectionType &Projection, const PredicateType &Predicate)
Definition BinaryHeap.h:53
FORCEINLINE void HeapifyInternal(RangeValueType *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
Definition BinaryHeap.h:115
FORCEINLINE SIZE_T UpperBoundInternal(RangeValueType *First, const SIZE_T Num, const PredicateValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
FORCEINLINE SIZE_T LowerBoundInternal(RangeValueType *First, const SIZE_T Num, const PredicateValueType &Value, ProjectionType Projection, SortPredicateType SortPredicate)
void HeapSortInternal(RangeValueType *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
Definition BinaryHeap.h:132
IApiUtils & GetApiUtils()
Definition ApiUtils.cpp:99
@ KeepRelativeOffset
Definition Enums.h:82
@ KeepWorldPosition
Definition Enums.h:83
@ AttackMyTarget
Definition Enums.h:558
@ ProximityChat
Definition Enums.h:761
@ GlobalTribeChat
Definition Enums.h:763
@ RadioChat
Definition Enums.h:775
@ GlobalTribeChat
Definition Enums.h:776
@ AllianceChat
Definition Enums.h:777
@ ProximityChat
Definition Enums.h:774
@ GlobalChat
Definition Enums.h:773
@ CycleFollowDistance
Definition Enums.h:134
@ SetAggressionNeutral
Definition Enums.h:128
@ SetAggressionPassive
Definition Enums.h:127
@ SetAggressionPassiveFlee
Definition Enums.h:135
@ SetAggressionAggressive
Definition Enums.h:129
@ SetAggressionAttackTarget
Definition Enums.h:130
@ ActorDestroyed
Definition Enums.h:92
@ LevelTransition
Definition Enums.h:93
@ RemovedFromWorld
Definition Enums.h:95
@ EndPlayInEditor
Definition Enums.h:94
@ CONSTRUCTION_MERCANTILISM
Definition Enums.h:349
@ ARCHERY_THROWING_WEAPONS
Definition Enums.h:353
@ ARK_ABERRATION
Definition Enums.h:616
@ ARK_SCORCHEDEARTH
Definition Enums.h:613
@ ARK_UNLEARNED
Definition Enums.h:615
@ SearchingUnOfficialPCServer
Definition Enums.h:670
@ SearchingOfficialLegacy
Definition Enums.h:671
@ ResizeSouthWest
Definition Enums.h:864
@ ResizeLeftRight
Definition Enums.h:861
@ TotalCursorCount
Definition Enums.h:872
@ SlashedCircle
Definition Enums.h:870
@ TextEditBeam
Definition Enums.h:860
@ CardinalCross
Definition Enums.h:865
@ ResizeUpDown
Definition Enums.h:862
@ ResizeSouthEast
Definition Enums.h:863
@ GrabHandClosed
Definition Enums.h:869
@ HypothermalInsulation
Definition Enums.h:244
@ WeaponDamagePercent
Definition Enums.h:242
@ HyperthermalInsulation
Definition Enums.h:246
@ Profile
Definition Enums.h:3184
@ CharacterSetting
Definition Enums.h:3186
@ CaseSensitive
Definition FString.h:28
@ FromStart
Definition FString.h:41
@ PLAYERS_AND_TAMED_DINOS
Definition Enums.h:820
@ SPATIALNETWORKEDACTORS_DORMANT
Definition Enums.h:815
@ SHIP_Mini
Definition Enums.h:438
@ SHIP_MAX
Definition Enums.h:443
@ SHIP_Small
Definition Enums.h:439
@ SHIP_Medium
Definition Enums.h:440
@ SHIP_Personal
Definition Enums.h:437
@ SHIP_Large
Definition Enums.h:441
@ SHIP_Massive
Definition Enums.h:442
@ Sloop
Definition Enums.h:790
@ Galleon
Definition Enums.h:792
@ Dinghy
Definition Enums.h:789
@ Default
Definition Enums.h:786
@ Brigantine
Definition Enums.h:787
@ Schooner
Definition Enums.h:791
@ ANCHOREDSHIPS
Definition Enums.h:313
@ UNANCHOREDSHIPS
Definition Enums.h:314
@ Stationary
Definition Enums.h:4739
@ ServerTravelFailure
Definition Enums.h:303
@ ClientTravelFailure
Definition Enums.h:304
@ PendingNetGameCreateFailure
Definition Enums.h:301
@ CloudSaveFailure
Definition Enums.h:302
@ GENERAL_BUILDSTRUCTUREINRANGE
Definition Enums.h:468
@ UnEquipping
Definition Enums.h:168
@ OneHanded
Definition Enums.h:571
@ TwoHanded
Definition Enums.h:572
@ MAX
Definition Enums.h:63
@ XP_DISCOVERY
Definition Enums.h:62
@ XP_CRAFT
Definition Enums.h:59
@ XP_SPECIAL
Definition Enums.h:60
@ XP_SHIPKILL
Definition Enums.h:61
@ XP_HARVEST
Definition Enums.h:58
@ XP_KILL
Definition Enums.h:57
@ XP_GENERIC
Definition Enums.h:56
void FromString(float &OutValue, const TCHAR *Buffer)
Definition FString.h:1845
void FromString(int8 &OutValue, const TCHAR *Buffer)
Definition FString.h:1837
void FromString(uint8 &OutValue, const TCHAR *Buffer)
Definition FString.h:1841
void FromString(uint32 &OutValue, const TCHAR *Buffer)
Definition FString.h:1843
TEnableIf< TIsCharType< CharType >::Value, FString >::Type ToString(const CharType *Ptr)
Definition FString.h:1851
void FromString(int32 &OutValue, const TCHAR *Buffer)
Definition FString.h:1839
void FromString(uint64 &OutValue, const TCHAR *Buffer)
Definition FString.h:1844
FString ToSanitizedString(const T &Value)
Definition FString.h:1873
void FromString(FString &OutValue, const TCHAR *Buffer)
Definition FString.h:1847
void FromString(double &OutValue, const TCHAR *Buffer)
Definition FString.h:1846
void FromString(uint16 &OutValue, const TCHAR *Buffer)
Definition FString.h:1842
static TEnableIf< TIsArithmetic< T >::Value, bool >::Type TryParseString(T &OutValue, const TCHAR *Buffer)
Definition FString.h:1882
void FromString(int16 &OutValue, const TCHAR *Buffer)
Definition FString.h:1838
FString ToString(bool Value)
Definition FString.h:1856
FORCEINLINE FString ToString(FString &&Str)
Definition FString.h:1861
FORCEINLINE FString ToString(const FString &Str)
Definition FString.h:1866
void FromString(int64 &OutValue, const TCHAR *Buffer)
Definition FString.h:1840
TIntrusiveReferenceController< ObjectType > * NewIntrusiveReferenceController(ArgTypes &&... Args)
FORCEINLINE void EnableSharedFromThis(TSharedRef< SharedRefType, Mode > *InSharedRef, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FORCEINLINE void EnableSharedFromThis(TSharedPtr< SharedPtrType, Mode > const *InSharedPtr, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FORCEINLINE void EnableSharedFromThis(TSharedPtr< SharedPtrType, Mode > *InSharedPtr, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FReferenceControllerBase * NewCustomReferenceController(ObjectType *Object, DeleterType &&Deleter)
FORCEINLINE void EnableSharedFromThis(TSharedRef< SharedRefType, Mode > const *InSharedRef, ObjectType const *InObject, TSharedFromThis< OtherType, Mode > const *InShareable)
FORCEINLINE void EnableSharedFromThis(...)
FReferenceControllerBase * NewDefaultReferenceController(ObjectType *Object)
TAlignedBytes< 16, 16 > AlignedInlineFunctionType
Definition Function.h:91
TInlineAllocator< 2 > FunctionAllocatorType
Definition Function.h:92
FNotSpecified GetTypeHash(const T &)
FORCEINLINE auto DereferenceIfNecessary(CallableType &&Callable) -> typename TEnableIf< TPointerIsConvertibleFromTo< typename TDecay< CallableType >::Type, typename TDecay< BaseType >::Type >::Value, decltype((CallableType &&) Callable)>::Type
Definition Invoke.h:13
FORCEINLINE TSharedRef< ObjectType, Mode > MakeSharedRef(ObjectType *InObject, SharedPointerInternals::FReferenceControllerBase *InSharedReferenceCount)
bool MatchesWildcardRecursive(const TCHAR *Target, int32 TargetLength, const TCHAR *Wildcard, int32 WildcardLength)
Definition FString.h:1933
No & convert(...)
unsigned parse_nonnegative_int(const Char *&s)
Definition format.h:3758
T * make_ptr(T *ptr, std::size_t)
Definition format.h:728
bool is_name_start(Char c)
Definition format.h:3751
Yes & convert(fmt::ULongLong)
bool is_negative(T value)
Definition format.h:982
DummyInt _finite(...)
Definition format.h:421
char Yes[1]
Definition format.h:1230
fmt::StringRef thousands_sep(...)
Definition format.h:1310
DummyInt isinf(...)
Definition format.h:420
DummyInt signbit(...)
Definition format.h:418
DummyInt _ecvt_s(...)
Definition format.h:419
void require_numeric_argument(const Arg &arg, char spec)
Definition format.h:3779
MakeUnsigned< Int >::Type to_unsigned(Int value)
Definition format.h:711
uint64_t make_type()
Definition format.h:2361
void format_decimal(Char *buffer, UInt value, unsigned num_digits)
Definition format.h:1109
@ INLINE_BUFFER_SIZE
Definition format.h:718
void check_sign(const Char *&s, const Arg &arg)
Definition format.h:3788
StringRef thousands_sep(LConv *lc, LConvCheck< char *LConv::*, &LConv::thousands_sep >=0)
Definition format.h:1305
DummyInt isnan(...)
Definition format.h:422
uint64_t make_type(const T &arg)
Definition format.h:2364
T const_check(T value)
Definition format.h:428
char No[2]
Definition format.h:1231
DummyInt _isnan(...)
Definition format.h:423
void format_arg(Formatter &,...)
Definition format.h:1334
void format_decimal(Char *buffer, UInt value, unsigned num_digits, ThousandsSep thousands_sep)
Definition format.h:1084
BasicData Data
Definition format.h:1016
Definition format.h:408
ArgJoin< wchar_t, It > join(It first, It last, const BasicCStringRef< wchar_t > &sep)
Definition format.h:4051
void format_decimal(char *&buffer, T value)
Definition format.h:3560
FMT_API void print(CStringRef format_str, ArgList args)
Definition format.cc:449
FMT_API void print_colored(Color c, CStringRef format, ArgList args)
Definition format.cc:453
ArgJoin< char, It > join(It first, It last, const BasicCStringRef< char > &sep)
Definition format.h:4046
@ HASH_FLAG
Definition format.h:1799
@ PLUS_FLAG
Definition format.h:1799
@ SIGN_FLAG
Definition format.h:1799
@ CHAR_FLAG
Definition format.h:1800
@ MINUS_FLAG
Definition format.h:1799
__pad6__
Definition format.cc:296
IntFormatSpec< int, TypeSpec< 'o'> > oct(int value)
BasicWriter< char > Writer
Definition format.h:496
StrFormatSpec< wchar_t > pad(const wchar_t *str, unsigned width, char fill=' ')
Definition format.h:2012
BasicArrayWriter< wchar_t > WArrayWriter
Definition format.h:3368
std::string format(CStringRef format_str, ArgList args)
Definition format.h:3443
BasicArrayWriter< char > ArrayWriter
Definition format.h:3367
IntFormatSpec< int, TypeSpec< 'b'> > bin(int value)
BasicMemoryWriter< wchar_t > WMemoryWriter
Definition format.h:3319
IntFormatSpec< int, TypeSpec< 'x'> > hex(int value)
BasicStringRef< wchar_t > WStringRef
Definition format.h:630
BasicMemoryWriter< char > MemoryWriter
Definition format.h:3318
void arg(WStringRef, const internal::NamedArg< Char > &) FMT_DELETED_OR_UNDEFINED
FMT_API void report_system_error(int error_code, StringRef message) FMT_NOEXCEPT
Definition format.cc:429
void format_arg(fmt::BasicFormatter< Char, ArgFormatter > &f, const Char *&format_str, const ArgJoin< Char, It > &e)
Definition format.h:4070
__pad1__
Definition format.cc:236
std::wstring format(WCStringRef format_str, ArgList args)
Definition format.h:3449
__pad2__
Definition format.cc:250
Alignment
Definition format.h:1793
@ ALIGN_LEFT
Definition format.h:1794
@ ALIGN_DEFAULT
Definition format.h:1794
@ ALIGN_NUMERIC
Definition format.h:1794
@ ALIGN_RIGHT
Definition format.h:1794
@ ALIGN_CENTER
Definition format.h:1794
Color
Definition format.h:3424
@ BLUE
Definition format.h:3424
@ BLACK
Definition format.h:3424
@ RED
Definition format.h:3424
@ GREEN
Definition format.h:3424
@ WHITE
Definition format.h:3424
@ YELLOW
Definition format.h:3424
@ CYAN
Definition format.h:3424
@ MAGENTA
Definition format.h:3424
FMT_API void print(std::FILE *f, CStringRef format_str, ArgList args)
Definition format.cc:443
internal::NamedArgWithType< char, T > arg(StringRef name, const T &arg)
Definition format.h:3593
IntFormatSpec< int, AlignTypeSpec< TYPE_CODE >, Char > pad(int value, unsigned width, Char fill=' ')
FMT_API void format_system_error(fmt::Writer &out, int error_code, fmt::StringRef message) FMT_NOEXCEPT
Definition format.cc:388
void arg(StringRef, const internal::NamedArg< Char > &) FMT_DELETED_OR_UNDEFINED
internal::NamedArgWithType< wchar_t, T > arg(WStringRef name, const T &arg)
Definition format.h:3598
IntFormatSpec< int, TypeSpec< 'X'> > hexu(int value)
BasicStringRef< char > StringRef
Definition format.h:629
StrFormatSpec< Char > pad(const Char *str, unsigned width, Char fill=' ')
Definition format.h:2007
BasicCStringRef< wchar_t > WCStringRef
Definition format.h:681
FMT_GCC_EXTENSION typedef long long LongLong
Definition format.h:486
BasicCStringRef< char > CStringRef
Definition format.h:680
FMT_GCC_EXTENSION typedef unsigned long long ULongLong
Definition format.h:487
BasicWriter< wchar_t > WWriter
Definition format.h:497
size_t thread_id()
Definition os.h:353
bool operator!=(const std::tm &tm1, const std::tm &tm2)
Definition os.h:129
std::string errno_to_string(char[256], char *res)
Definition os.h:382
bool in_terminal(FILE *file)
Definition os.h:468
std::string errno_to_string(char buf[256], int res)
Definition os.h:387
void prevent_child_fd(FILE *f)
Definition os.h:156
size_t filesize(FILE *f)
Definition os.h:230
int utc_minutes_offset(const std::tm &tm=details::os::localtime())
Definition os.h:267
std::tm gmtime(const std::time_t &time_tt)
Definition os.h:100
bool is_color_terminal()
Definition os.h:439
std::tm localtime()
Definition os.h:93
static SPDLOG_CONSTEXPR int eol_size
Definition os.h:144
std::tm localtime(const std::time_t &time_tt)
Definition os.h:80
std::tm gmtime()
Definition os.h:113
spdlog::log_clock::time_point now()
Definition os.h:64
std::string errno_str(int err_num)
Definition os.h:400
size_t _thread_id()
Definition os.h:330
static SPDLOG_CONSTEXPR const char * eol
Definition os.h:143
bool operator==(const std::tm &tm1, const std::tm &tm2)
Definition os.h:118
registry_t< std::mutex > registry
Definition registry.h:211
static fmt::MemoryWriter & pad_n_join(fmt::MemoryWriter &w, int v1, int v2, int v3, char sep)
static const char * ampm(const tm &t)
static int to12h(const tm &t)
static fmt::MemoryWriter & pad_n_join(fmt::MemoryWriter &w, int v1, int v2, char sep)
const char * to_short_str(spdlog::level::level_enum l)
Definition common.h:97
const char * to_str(spdlog::level::level_enum l)
Definition common.h:92
static const char * short_level_names[]
Definition common.h:90
stderr_sink< details::null_mutex > stderr_sink_st
rotating_file_sink< std::mutex > rotating_file_sink_mt
Definition file_sinks.h:152
daily_file_sink< std::mutex > daily_file_sink_mt
Definition file_sinks.h:250
stderr_sink< std::mutex > stderr_sink_mt
wincolor_stderr_sink< std::mutex > wincolor_stderr_sink_mt
simple_file_sink< std::mutex > simple_file_sink_mt
Definition file_sinks.h:58
simple_file_sink< details::null_mutex > simple_file_sink_st
Definition file_sinks.h:59
wincolor_stdout_sink< details::null_mutex > wincolor_stdout_sink_st
stdout_sink< std::mutex > stdout_sink_mt
rotating_file_sink< details::null_mutex > rotating_file_sink_st
Definition file_sinks.h:153
wincolor_stderr_sink< details::null_mutex > wincolor_stderr_sink_st
stdout_sink< details::null_mutex > stdout_sink_st
daily_file_sink< details::null_mutex > daily_file_sink_st
Definition file_sinks.h:251
wincolor_stdout_sink< std::mutex > wincolor_stdout_sink_mt
void set_formatter(formatter_ptr f)
std::shared_ptr< logger > stdout_logger_st(const std::string &logger_name)
Definition spdlog_impl.h:92
std::shared_ptr< logger > create_async(const std::string &logger_name, const sink_ptr &sink, size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
void register_logger(std::shared_ptr< logger > logger)
Definition spdlog_impl.h:35
std::shared_ptr< logger > rotating_logger_st(const std::string &logger_name, const filename_t &filename, size_t max_file_size, size_t max_files)
Definition spdlog_impl.h:67
std::shared_ptr< logger > rotating_logger_mt(const std::string &logger_name, const filename_t &filename, size_t max_file_size, size_t max_files)
Definition spdlog_impl.h:62
void set_error_handler(log_err_handler)
async_overflow_policy
Definition common.h:108
std::shared_ptr< logger > create_async(const std::string &logger_name, sinks_init_list sinks, size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
std::shared_ptr< logger > stdout_color_mt(const std::string &logger_name)
std::shared_ptr< logger > get(const std::string &name)
Definition spdlog_impl.h:40
std::shared_ptr< logger > create(const std::string &logger_name, sinks_init_list sinks)
std::shared_ptr< logger > create_async(const std::string &logger_name, const It &sinks_begin, const It &sinks_end, size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
void apply_all(std::function< void(std::shared_ptr< logger >)> fun)
std::shared_ptr< logger > create(const std::string &logger_name, const It &sinks_begin, const It &sinks_end)
std::shared_ptr< logger > daily_logger_mt(const std::string &logger_name, const filename_t &filename, int hour=0, int minute=0)
Definition spdlog_impl.h:73
std::shared_ptr< logger > stdout_logger_mt(const std::string &logger_name)
Definition spdlog_impl.h:87
std::shared_ptr< logger > stdout_color_st(const std::string &logger_name)
std::shared_ptr< logger > daily_logger_st(const std::string &logger_name, const filename_t &filename, int hour=0, int minute=0)
Definition spdlog_impl.h:78
std::shared_ptr< logger > stderr_color_st(const std::string &logger_name)
std::shared_ptr< logger > basic_logger_mt(const std::string &logger_name, const filename_t &filename, bool truncate=false)
Definition spdlog_impl.h:51
void set_level(level::level_enum log_level)
void set_async_mode(size_t queue_size, const async_overflow_policy overflow_policy=async_overflow_policy::block_retry, const std::function< void()> &worker_warmup_cb=nullptr, const std::chrono::milliseconds &flush_interval_ms=std::chrono::milliseconds::zero(), const std::function< void()> &worker_teardown_cb=nullptr)
std::shared_ptr< logger > stderr_logger_mt(const std::string &logger_name)
Definition spdlog_impl.h:97
std::shared_ptr< spdlog::logger > create(const std::string &logger_name, Args...)
void drop_all()
std::shared_ptr< logger > create(const std::string &logger_name, const sink_ptr &sink)
std::shared_ptr< logger > stderr_logger_st(const std::string &logger_name)
pattern_time_type
Definition common.h:118
void set_sync_mode()
void set_pattern(const std::string &format_string)
std::shared_ptr< logger > stderr_color_mt(const std::string &logger_name)
void drop(const std::string &name)
Definition spdlog_impl.h:45
std::shared_ptr< logger > basic_logger_st(const std::string &logger_name, const filename_t &filename, bool truncate=false)
Definition spdlog_impl.h:56
Definition json.hpp:4518
#define SPDLOG_EOL
Definition os.h:139
#define SPDLOG_FILENAME_T(s)
Definition os.h:375
#define __has_feature(x)
Definition os.h:53
BitFieldValue< bool, unsigned __int32 > bLOSflag()
Definition Actor.h:8576
void UpdatePathSegment()
Definition Actor.h:8624
void UnPossess()
Definition Actor.h:8621
TWeakObjectPtr< AActor > & CurrentGoalField()
Definition Actor.h:8568
BitFieldValue< bool, unsigned __int32 > bAllowStrafe()
Definition Actor.h:8578
void AbortMove(FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
Definition Actor.h:8589
int & MoveSegmentStartIndexField()
Definition Actor.h:8570
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
Definition Actor.h:8609
void PostInitializeComponents()
Definition Actor.h:8612
FVector * GetMoveFocus(FVector *result)
Definition Actor.h:8595
float & ReachedDestinationThresholdOffsetField()
Definition Actor.h:8565
void UpdateControlRotation(float DeltaTime, bool bUpdatePawn)
Definition Actor.h:8622
void K2_SetFocalPoint(FVector FP, bool bOffsetFromBase)
Definition Actor.h:8604
void StopMovement()
Definition Actor.h:8619
void Tick(float DeltaTime)
Definition Actor.h:8620
void SetFocus(AActor *NewFocus, char InPriority)
Definition Actor.h:8617
UObject * GetUObjectInterfaceAIPerceptionListenerInterface()
Definition Actor.h:8588
bool HasReachedCurrentTarget(FVector *CurrentLocation)
Definition Actor.h:8600
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:8596
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:8625
void SetFocalPoint(FVector FP, bool bOffsetFromBase, char InPriority)
Definition Actor.h:8616
bool HasReached(FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
Definition Actor.h:8598
FVector & TargetFocalPositionOffsetField()
Definition Actor.h:8564
void OnPathFinished(EPathFollowingResult::Type Result)
Definition Actor.h:8610
void Reset()
Definition Actor.h:8614
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand()
Definition Actor.h:8583
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks()
Definition Actor.h:8577
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
Definition Actor.h:8606
bool HasReachedInternal(FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
Definition Actor.h:8602
float & MovementGoalHeightField()
Definition Actor.h:8566
bool HasReachedDestination(FVector *CurrentLocation)
Definition Actor.h:8601
float & CurrentAcceptanceRadiusField()
Definition Actor.h:8572
AActor * GetFocusActor()
Definition Actor.h:8593
int & MoveSegmentEndIndexField()
Definition Actor.h:8571
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal()
Definition Actor.h:8582
void Possess(APawn *InPawn)
Definition Actor.h:8611
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState()
Definition Actor.h:8579
EPathFollowingRequestResult::Type MoveToActor(AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
Definition Actor.h:8607
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap()
Definition Actor.h:8581
void SetMoveSegment(int SegmentStartIndex)
Definition Actor.h:8618
FVector & MoveTowardTargetOffsetField()
Definition Actor.h:8563
static void StaticRegisterNativesAAIController()
Definition Actor.h:8627
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius()
Definition Actor.h:8580
EPathFollowingRequestResult::Type MoveToLocation(FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
Definition Actor.h:8608
unsigned int & RequestMoveIDField()
Definition Actor.h:8567
FVector & MoveSegmentDirectionField()
Definition Actor.h:8569
bool HasPartialPath()
Definition Actor.h:8597
FVector * GetFocalPoint(FVector *result)
Definition Actor.h:8592
void K2_ClearFocus()
Definition Actor.h:8603
void FollowPathSegment(float DeltaTime)
Definition Actor.h:8591
void ClearFocus(char InPriority)
Definition Actor.h:8590
void UpdateMoveFocus()
Definition Actor.h:8623
FVector * GetImmediateMoveDestination(FVector *result)
Definition Actor.h:8594
BitFieldValue< bool, unsigned __int32 > bDebugPathing()
Definition Actor.h:8584
void PostRegisterAllComponents()
Definition Actor.h:8613
void ResetMovement()
Definition Actor.h:8615
bool HasReached(AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
Definition Actor.h:8599
void OnPossess(APawn *PossessedPawn)
Definition Actor.h:8626
void K2_SetFocus(AActor *NewFocus)
Definition Actor.h:8605
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled()
Definition Actor.h:1014
void AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
Definition Actor.h:1062
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
Definition Actor.h:1281
UActorComponent * AddComponent(FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
Definition Actor.h:1053
bool AllowGrappling()
Definition Actor.h:1294
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
Definition Actor.h:1146
void RouteEndPlay(EEndPlayReason::Type EndPlayReason)
Definition Actor.h:1251
void ProcessEvent(UFunction *Function, void *Parameters)
Definition Actor.h:1234
void NetAttachRootComponentTo(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
Definition Actor.h:1329
FBox * GetComponentsBoundingBox(FBox *result, bool bNonColliding)
Definition Actor.h:1121
void SetNetworkSpatializationParent(AActor *NewParent)
Definition Actor.h:1270
long double & LastRenderTimeIgnoreShadowField()
Definition Actor.h:917
bool IsInGameplayWorld()
Definition Actor.h:1169
void PropertyServerToClientsUnreliable_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
Definition Actor.h:1235
float & NetworkRangeMultiplierField()
Definition Actor.h:879
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame()
Definition Actor.h:998
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator()
Definition Actor.h:956
UWorld * GetWorld()
Definition Actor.h:1159
bool HasAuthority()
Definition Actor.h:1043
bool IsRelevancyOwnerFor(AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
Definition Actor.h:1178
void EndPlay(EEndPlayReason::Type EndPlayReason)
Definition Actor.h:1094
static void StaticRegisterNativesAActor()
Definition Actor.h:1357
bool AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
Definition Actor.h:1295
void InvalidateLightingCacheDetailed(bool bTranslationOnly)
Definition Actor.h:1164
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer()
Definition Actor.h:997
void PostNetReceiveLocationAndRotation()
Definition Actor.h:1227
void SetAutonomousProxy(bool bInAutonomousProxy)
Definition Actor.h:1267
void ReceiveInput(FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
Definition Actor.h:1351
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries()
Definition Actor.h:972
float BPOverrideServerMultiUseAcceptRange_Implementation()
Definition Actor.h:1065
void ForceNetRelevant()
Definition Actor.h:1103
long double GetLastRenderTime(bool ignoreShadow)
Definition Actor.h:1141
float GetVerticalDistanceTo(AActor *OtherActor)
Definition Actor.h:1156
void DestroyMeNextFrame()
Definition Actor.h:1085
void Multi_DrawDebugDirectionalArrow_Implementation(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1199
void Multi_DrawDebugSphere_Implementation(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1201
void ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex)
Definition Actor.h:1341
BitFieldValue< bool, unsigned __int32 > bReplicateMovement()
Definition Actor.h:959
FString * GetHumanReadableName(FString *result)
Definition Actor.h:1132
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap()
Definition Actor.h:948
void GetComponents(TArray< UActorComponent * > *OutComponents)
Definition Actor.h:1120
void OutsideWorldBounds()
Definition Actor.h:1191
void BPInventoryItemDropped(UObject *InventoryItemObject)
Definition Actor.h:1304
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
Definition Actor.h:1056
void PrepareClientMapActorForSeamlessTravel()
Definition Actor.h:1333
float & CustomTimeDilationField()
Definition Actor.h:861
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents()
Definition Actor.h:1003
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy()
Definition Actor.h:966
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication()
Definition Actor.h:941
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue()
Definition Actor.h:996
void AddActorLocalTransform(FTransform *NewTransform, bool bSweep)
Definition Actor.h:1049
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget()
Definition Actor.h:1001
BitFieldValue< bool, unsigned __int32 > bNetTemporary()
Definition Actor.h:933
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs()
Definition Actor.h:935
bool IsValidLockOnTarget(APawn *AttackerPawn)
Definition Actor.h:1320
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision()
Definition Actor.h:986
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript()
Definition Actor.h:982
BitFieldValue< bool, unsigned __int32 > bEverSetTimer()
Definition Actor.h:944
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability()
Definition Actor.h:1008
void NetAttachRootComponentTo_Implementation(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
Definition Actor.h:1206
TArray< FName > & LayersField()
Definition Actor.h:914
bool IsPendingKillPending()
Definition Actor.h:1044
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished()
Definition Actor.h:987
void Multi_DrawDebugCoordinateSystem_Implementation(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
Definition Actor.h:1198
void ReceiveDestroyed()
Definition Actor.h:1348
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam()
Definition Actor.h:950
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication()
Definition Actor.h:978
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
Definition Actor.h:1155
TEnumAsByte< enum ENetRole > & RoleField()
Definition Actor.h:867
BitFieldValue< bool, unsigned __int32 > bPreventShovel()
Definition Actor.h:953
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel()
Definition Actor.h:1018
void AddControllingMatineeActor(AMatineeActor *InMatineeActor)
Definition Actor.h:1054
void PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
Definition Actor.h:1229
void Tick(float DeltaSeconds)
Definition Actor.h:1282
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality()
Definition Actor.h:1011
void BPAttachedRootComponent()
Definition Actor.h:1297
void UserConstructionScript()
Definition Actor.h:1359
void NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
Definition Actor.h:1204
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer()
Definition Actor.h:991
void Net_DrawDebugDirectionalArrow(FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1211
void RemoveOwnedComponent(UActorComponent *Component)
Definition Actor.h:1242
TArray< AActor * > NetworkSpatializationChildrenField()
Definition Actor.h:875
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate()
Definition Actor.h:1024
UNetConnection * GetNetConnection()
Definition Actor.h:1144
bool AllowManualMultiUseActivation(APlayerController *ForPC)
Definition Actor.h:1296
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed()
Definition Actor.h:1006
float GetNetStasisAndRangeMultiplier(bool bIsForNetworking)
Definition Actor.h:1147
int & DefaultUnstasisedOctreeFlagsField()
Definition Actor.h:873
long double & LastRenderTimeField()
Definition Actor.h:916
bool IsBasedOnActor(AActor *Other)
Definition Actor.h:1168
void RerunConstructionScripts()
Definition Actor.h:1247
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:1077
void ClearCrossLevelReferences()
Definition Actor.h:1074
void SetActorEnableCollision(bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
Definition Actor.h:1254
TArray< UActorComponent * > SerializedComponentsField()
Definition Actor.h:924
ENetRole GetRemoteRole()
Definition Actor.h:1151
void DetachRootComponentFromParent(bool bMaintainWorldPosition)
Definition Actor.h:1087
TArray< UActorComponent * > * GetComponentsByClass(TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
Definition Actor.h:1124
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse()
Definition Actor.h:1009
USceneComponent * K2_GetRootComponent()
Definition Actor.h:1187
void ForceReplicateNowWithChannel()
Definition Actor.h:1104
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy()
Definition Actor.h:967
void Stasis()
Definition Actor.h:1278
void ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
Definition Actor.h:1350
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort()
Definition Actor.h:993
bool AllowSaving()
Definition Actor.h:1058
bool IsOwnedOrControlledBy(AActor *TestOwner)
Definition Actor.h:1176
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent()
Definition Actor.h:957
void BPClientDoMultiUse(APlayerController *ForPC, int ClientUseIndex)
Definition Actor.h:1299
FVector * GetTargetPathfindingLocation(FVector *result)
Definition Actor.h:1138
unsigned int & AnimUpdateRateFrameCountField()
Definition Actor.h:910
void InventoryItemUsed(UObject *InventoryItemObject)
Definition Actor.h:1166
void DestroyChildActors()
Definition Actor.h:1082
void PostActorConstruction()
Definition Actor.h:1220
void SetActorRelativeTransform(FTransform *NewRelativeTransform, bool bSweep)
Definition Actor.h:1261
AController * GetInstigatorController()
Definition Actor.h:1137
void ReceiveActorEndOverlap(AActor *OtherActor)
Definition Actor.h:1339
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
Definition Actor.h:1238
BitFieldValue< bool, unsigned __int32 > bExchangedRoles()
Definition Actor.h:961
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
Definition Actor.h:1276
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField()
Definition Actor.h:892
void DestroyInput(APlayerController *PlayerController)
Definition Actor.h:1084
bool CheckStillInWorld()
Definition Actor.h:1073
void AddActorLocalRotation(FRotator DeltaRotation, bool bSweep)
Definition Actor.h:1048
long double & NetUpdateTimeField()
Definition Actor.h:896
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField()
Definition Actor.h:869
void Multi_DrawDebugSphere(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1327
float GetActorTimeDilation()
Definition Actor.h:1111
void ResetPropertiesForConstruction()
Definition Actor.h:1249
__int64 & LastActorUnstasisedCycleField()
Definition Actor.h:925
void NetSpawnedActor(AActor *SpawnedActor)
Definition Actor.h:1330
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning()
Definition Actor.h:983
int & NetTagField()
Definition Actor.h:895
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing()
Definition Actor.h:990
void AddActorWorldOffset(FVector DeltaLocation, bool bSweep)
Definition Actor.h:1050
void OnRep_ReplicatedMovement()
Definition Actor.h:1215
void RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)
Definition Actor.h:1241
bool BPTryMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:1311
bool BPForceAllowsInventoryUse(UObject *InventoryItemObject)
Definition Actor.h:1303
FString * BPOverrideMultiUseCenterText(FString *result, APlayerController *ForPC)
Definition Actor.h:1306
void K2_AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
Definition Actor.h:1184
void PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
Definition Actor.h:1219
FVector * GetInputVectorAxisValue(FVector *result, FKey InputAxisKey)
Definition Actor.h:1135
unsigned __int64 & LastFrameUnStasisField()
Definition Actor.h:890
void Unstasis()
Definition Actor.h:1286
bool BPConsumeSetPinCode(APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
Definition Actor.h:1301
float GetInputAxisKeyValue(FKey InputAxisKey)
Definition Actor.h:1133
static void MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
Definition Actor.h:1193
void GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
Definition Actor.h:1123
TEnumAsByte< enum ENetDormancy > & NetDormancyField()
Definition Actor.h:868
long double & LastActorForceReplicationTimeField()
Definition Actor.h:922
float TakeDamage(float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:1280
UPrimitiveComponent * GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
Definition Actor.h:1157
TArray< AMatineeActor * > ControllingMatineeActorsField()
Definition Actor.h:912
long double & OriginalCreationTimeField()
Definition Actor.h:906
BitFieldValue< bool, unsigned __int32 > bNetCritical()
Definition Actor.h:955
AActor * GetOwner()
Definition Actor.h:1289
void AddOwnedComponent(UActorComponent *Component)
Definition Actor.h:1055
char & RandomStartByteField()
Definition Actor.h:889
int & LastFrameForceNetUpdateField()
Definition Actor.h:866
FVector * GetActorScale3D(FVector *result)
Definition Actor.h:1110
void SetActorScale3D(FVector *NewScale3D)
Definition Actor.h:1264
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis()
Definition Actor.h:963
float & NetworkAndStasisRangeMultiplierField()
Definition Actor.h:878
void OnRep_AttachmentReplication()
Definition Actor.h:1214
long double & LastReplicatedMovementField()
Definition Actor.h:865
void ClientSeamlessTravelled()
Definition Actor.h:1313
void UnregisterAllComponents(bool bDetachFromOtherParent)
Definition Actor.h:1285
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
Definition Actor.h:1245
float GetInputAxisValue(FName InputAxisName)
Definition Actor.h:1134
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD()
Definition Actor.h:976
FString * GetEditTextString(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
Definition Actor.h:1317
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
Definition Actor.h:1045
bool Modify(bool bAlwaysMarkDirty)
Definition Actor.h:1197
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse()
Definition Actor.h:973
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis()
Definition Actor.h:1017
BitFieldValue< bool, unsigned __int32 > bNetMulticasting()
Definition Actor.h:992
AActor * NetworkSpatializationParentField()
Definition Actor.h:877
void K2_OnEndViewTarget(APlayerController *PC)
Definition Actor.h:1322
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent()
Definition Actor.h:947
void NetActorSpawnActor(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
Definition Actor.h:1328
int & CustomDataField()
Definition Actor.h:885
BitFieldValue< bool, unsigned __int32 > bBlockInput()
Definition Actor.h:970
void InitializedSeamlessGridInfo()
Definition Actor.h:1319
void PropertyServerToClientsUnreliable(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
Definition Actor.h:1335
float GetLifeSpan()
Definition Actor.h:1142
long double & LastNetUpdateTimeField()
Definition Actor.h:899
void InventoryItemDropped(UObject *InventoryItemObject)
Definition Actor.h:1165
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant()
Definition Actor.h:940
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization()
Definition Actor.h:979
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure()
Definition Actor.h:1031
AActor * GetAttachParentActor()
Definition Actor.h:1115
void K2_DestroyComponent(UActorComponent *Component)
Definition Actor.h:1185
void PropertyServerToClients_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
Definition Actor.h:1236
void OnSubobjectCreatedFromReplication(UObject *NewSubobject)
Definition Actor.h:1216
void ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
Definition Actor.h:1290
long double & LastExitStasisTimeField()
Definition Actor.h:883
float & NetCullDistanceSquaredDormantField()
Definition Actor.h:894
void ReceiveBeginPlay()
Definition Actor.h:1347
bool IsMarkedForSeamlessTravel()
Definition Actor.h:1039
void InitializeComponents()
Definition Actor.h:1162
BitFieldValue< bool, unsigned __int32 > bTearOff()
Definition Actor.h:960
volatile int & LastUnstasisFrameCounterField()
Definition Actor.h:891
bool ForceAllowsInventoryUse(UObject *InventoryItemObject)
Definition Actor.h:1102
bool SetActorLocation(FVector *NewLocation, bool bSweep)
Definition Actor.h:1256
void ReceivePointDamage(float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
Definition Actor.h:1352
void CopyRemoteRoleFrom(AActor *CopyFromActor)
Definition Actor.h:1078
float BPOverrideServerMultiUseAcceptRange()
Definition Actor.h:1307
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting()
Definition Actor.h:1015
int & LastFrameCalculcatedNetworkRangeMultiplierField()
Definition Actor.h:926
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
Definition Actor.h:1059
void SnapRootComponentTo(AActor *InParentActor, FName InSocketName)
Definition Actor.h:1277
bool IsRootComponentStationary()
Definition Actor.h:1182
void ReceiveActorBeginOverlap(AActor *OtherActor)
Definition Actor.h:1337
void ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex)
Definition Actor.h:1343
void MulticastPropertyToPlayer(FName PropertyName, APlayerController *PC, bool bUnreliable)
Definition Actor.h:1203
long double & UnstasisLastInRangeTimeField()
Definition Actor.h:880
long double & LastEnterStasisTimeField()
Definition Actor.h:882
float OffsetHUDFromCenterScreenY(AHUD *ForHUD)
Definition Actor.h:1332
void BeginDestroy()
Definition Actor.h:1067
BitFieldValue< bool, unsigned __int32 > bReplicateHidden()
Definition Actor.h:1016
void ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex)
Definition Actor.h:1344
long double & LastPreReplicationTimeField()
Definition Actor.h:881
void Multi_DrawDebugLine(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
Definition Actor.h:1326
void PostInitializeComponents()
Definition Actor.h:1222
void ActorPlaySound(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
Definition Actor.h:1292
void GetAttachedActors(TArray< AActor * > *OutActors)
Definition Actor.h:1117
bool IsNameStableForNetworking()
Definition Actor.h:1173
UActorComponent * GetComponentByCustomTag(FName TheTag)
Definition Actor.h:1119
UActorComponent * GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
Definition Actor.h:1118
APawn * InstigatorField()
Definition Actor.h:904
float GetDistanceTo(AActor *OtherActor)
Definition Actor.h:1127
unsigned __int64 & HiddenEditorViewsField()
Definition Actor.h:919
int & NetworkDormantChildrenOpIdxField()
Definition Actor.h:927
void SetActorRelativeScale3D(FVector NewRelativeScale)
Definition Actor.h:1260
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor()
Definition Actor.h:951
void DetachSceneComponentsFromParent(USceneComponent *InParentComponent, bool bMaintainWorldPosition)
Definition Actor.h:1088
void FlushNetDormancy()
Definition Actor.h:1101
void PreNetReceive()
Definition Actor.h:1231
APlayerController * GetOwnerController()
Definition Actor.h:1150
void ReceiveAnyDamage(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
Definition Actor.h:1346
void ReceiveActorOnClicked()
Definition Actor.h:1340
bool IsReadyForFinishDestroy()
Definition Actor.h:1177
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
Definition Actor.h:1149
AWorldSettings * GetWorldSettings()
Definition Actor.h:1160
void SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep)
Definition Actor.h:1258
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo()
Definition Actor.h:1025
void RegisterAllComponents()
Definition Actor.h:1240
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
Definition Actor.h:1152
bool SetActorLocationAndRotation(FVector *NewLocation, FRotator NewRotation, bool bSweep)
Definition Actor.h:1257
char & StasisSetIndexField()
Definition Actor.h:888
bool IsInOrOwnedBy(UObject *SomeOuter)
Definition Actor.h:1170
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
Definition Actor.h:1057
bool BPIsA(TSubclassOf< AActor > anActorClass)
Definition Actor.h:1063
void ModifyHudMultiUseLoc(FVector2D *theVec, APlayerController *PC, int index)
Definition Actor.h:1323
float & NetUpdateFrequencyField()
Definition Actor.h:897
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:1318
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
Definition Actor.h:1174
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText()
Definition Actor.h:974
BitFieldValue< bool, unsigned __int32 > bPendingKillPending()
Definition Actor.h:989
FVector * GetActorRightVector(FVector *result)
Definition Actor.h:1109
float & ReplicationIntervalMultiplierField()
Definition Actor.h:886
void Destroyed()
Definition Actor.h:1086
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel()
Definition Actor.h:1022
void DisableInput(APlayerController *PlayerController)
Definition Actor.h:1090
FString * GetAimedTutorialHintString_Implementation(FString *result)
Definition Actor.h:1113
bool GetIsMapActor()
Definition Actor.h:1140
FRotator * K2_GetActorRotation(FRotator *result)
Definition Actor.h:1186
void FinishAndRegisterComponent(UActorComponent *Component)
Definition Actor.h:1099
FVector & DefaultActorLocationField()
Definition Actor.h:920
void MulticastProperty(FName PropertyName, bool bUnreliable)
Definition Actor.h:1202
BitFieldValue< bool, unsigned __int32 > bDoNotCook()
Definition Actor.h:968
void Net_DrawDebugBox(FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1208
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate()
Definition Actor.h:1012
int & ForceImmediateReplicationFrameField()
Definition Actor.h:887
void DrawBasicFloatingHUD(AHUD *ForHUD)
Definition Actor.h:1315
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:1283
void SetTickableWhenPaused(bool bTickableWhenPaused)
Definition Actor.h:1275
void ReceiveActorEndCursorOver()
Definition Actor.h:1338
TArray< FName > & TagsField()
Definition Actor.h:918
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel()
Definition Actor.h:1023
void PlaySoundAtLocation(USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
Definition Actor.h:1218
void K2_AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
Definition Actor.h:1183
bool Destroy(bool bNetForce, bool bShouldModifyLevel)
Definition Actor.h:1081
void ClientIsAboutToSeamlessTravel()
Definition Actor.h:1076
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage()
Definition Actor.h:954
bool SetActorRotation(FQuat *NewRotation)
Definition Actor.h:1262
bool K2_SetActorLocation(FVector NewLocation, bool bSweep)
Definition Actor.h:1189
void SetActorTickEnabled(bool bEnabled)
Definition Actor.h:1265
BitFieldValue< bool, unsigned __int32 > bActorInitialized()
Definition Actor.h:1013
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
Definition Actor.h:1092
void BecomeViewTarget(APlayerController *PC)
Definition Actor.h:1066
FVector * GetActorRelativeScale3D(FVector *result)
Definition Actor.h:1108
TWeakObjectPtr< AActor > & ParentComponentActorField()
Definition Actor.h:915
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy()
Definition Actor.h:1000
void ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex)
Definition Actor.h:1342
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField()
Definition Actor.h:870
FName * GetAttachParentSocketName(FName *result)
Definition Actor.h:1116
bool IsNetStartupActor()
Definition Actor.h:1175
void EndViewTarget(APlayerController *PC)
Definition Actor.h:1095
TEnumAsByte< enum ENetRole > & RemoteRoleField()
Definition Actor.h:863
void PostNetReceivePhysicState()
Definition Actor.h:1228
bool GetActorEnableCollision()
Definition Actor.h:1106
unsigned int & UniqueActorIdField()
Definition Actor.h:901
float OffsetHUDFromBottomScreenY(AHUD *ForHUD)
Definition Actor.h:1331
UWorld * K2_GetWorld()
Definition Actor.h:1188
void AddActorLocalOffset(FVector DeltaLocation, bool bSweep)
Definition Actor.h:1047
bool & bShouldSendPartialBunchesOverThresholdAsReliableField()
Definition Actor.h:928
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction()
Definition Actor.h:943
void BPChangedActorTeam()
Definition Actor.h:1298
TArray< UActorComponent * > * GetComponentsByCustomTag(TArray< UActorComponent * > *result, FName TheTag)
Definition Actor.h:1125
UPrimitiveComponent * GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
Definition Actor.h:1158
void DestroyConstructedComponents()
Definition Actor.h:1083
FVector * GetTargetingLocation(FVector *result)
Definition Actor.h:1038
void SetActorHiddenInGame(bool bNewHidden)
Definition Actor.h:1255
long double & CreationTimeField()
Definition Actor.h:905
int & TargetingTeamField()
Definition Actor.h:902
bool CheckDefaultSubobjectsInternal()
Definition Actor.h:1072
void ReceiveRadialDamage(float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
Definition Actor.h:1353
void BeginPlay()
Definition Actor.h:1068
void ThrottledTick()
Definition Actor.h:1358
FVector * GetInterpolatedVelocity(FVector *result)
Definition Actor.h:1139
void SetReplicates(bool bInReplicates)
Definition Actor.h:1272
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner()
Definition Actor.h:939
TArray< AActor * > NetworkSpatializationChildrenDormantField()
Definition Actor.h:876
void BPClientIsAboutToSeamlessTravel()
Definition Actor.h:1300
UPlayer * GetNetOwningPlayer()
Definition Actor.h:1145
FVector * GetActorUpVector(FVector *result)
Definition Actor.h:1112
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel()
Definition Actor.h:1032
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility()
Definition Actor.h:1019
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp()
Definition Actor.h:938
void ReregisterAllComponents()
Definition Actor.h:1246
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties()
Definition Actor.h:985
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant()
Definition Actor.h:999
BitFieldValue< bool, unsigned __int32 > bReplicates()
Definition Actor.h:981
FName & NetDriverNameField()
Definition Actor.h:900
float InternalTakeRadialDamage(float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:1163
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
Definition Actor.h:1069
float & ClientReplicationSendNowThresholdField()
Definition Actor.h:862
void K2_OnBecomeViewTarget(APlayerController *PC)
Definition Actor.h:1321
void Net_DrawDebugSphere(FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1213
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow()
Definition Actor.h:995
void RecieveMatineeUpdated()
Definition Actor.h:1355
void ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
Definition Actor.h:1253
bool ActorHasTag(FName Tag)
Definition Actor.h:1046
void DrawActorFloatingHUD(AHUD *ForHUD)
Definition Actor.h:1314
void OnSubobjectDestroyFromReplication(UObject *NewSubobject)
Definition Actor.h:1217
bool SetActorRotation(FRotator NewRotation)
Definition Actor.h:1263
void ResetSpatialComponent()
Definition Actor.h:1250
bool IsLevelBoundsRelevant()
Definition Actor.h:1041
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents()
Definition Actor.h:1002
void BPInventoryItemUsed(UObject *InventoryItemObject)
Definition Actor.h:1305
bool SetRootComponent(USceneComponent *NewRootComponent)
Definition Actor.h:1273
void SetOwner(AActor *NewOwner)
Definition Actor.h:1271
void PreInitializeComponents()
Definition Actor.h:1230
void PropertyServerToClients(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
Definition Actor.h:1334
float & NetPriorityField()
Definition Actor.h:898
TArray< AActor * > ChildrenField()
Definition Actor.h:908
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
Definition Actor.h:945
void ReceiveActorOnReleased()
Definition Actor.h:1345
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
Definition Actor.h:1224
void BPPostLoadedFromSeamlessTravel()
Definition Actor.h:1309
BitFieldValue< bool, unsigned __int32 > bPreventSaving()
Definition Actor.h:975
void Net_DrawDebugCapsule(FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1209
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick()
Definition Actor.h:1030
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication()
Definition Actor.h:977
FString * GetAimedTutorialHintString(FString *result)
Definition Actor.h:1316
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped()
Definition Actor.h:1007
float & OverrideStasisComponentRadiusField()
Definition Actor.h:903
void PostNetReceive()
Definition Actor.h:1226
void Net_DrawDebugCoordinateSystem(FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
Definition Actor.h:1210
void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
Definition Actor.h:1232
void DisableComponentsSimulatePhysics()
Definition Actor.h:1089
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
Definition Actor.h:1010
void GetActorBounds(bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
Definition Actor.h:1105
BitFieldValue< bool, unsigned __int32 > bClimbable()
Definition Actor.h:946
void NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
Definition Actor.h:1205
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance()
Definition Actor.h:1021
bool IsRootComponentMovable()
Definition Actor.h:1180
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
Definition Actor.h:1244
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims()
Definition Actor.h:1020
void EnableInput(APlayerController *PlayerController)
Definition Actor.h:1093
BitFieldValue< bool, unsigned __int32 > bAutoStasis()
Definition Actor.h:971
TArray< UActorComponent * > OwnedComponentsField()
Definition Actor.h:923
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId()
Definition Actor.h:1028
void FinalSeamlessTravelled()
Definition Actor.h:1098
FString * GetDescriptiveName(FString *result)
Definition Actor.h:1037
bool K2_TeleportTo(FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
Definition Actor.h:1190
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling()
Definition Actor.h:949
void Net_DrawDebugLine(FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
Definition Actor.h:1212
BitFieldValue< bool, unsigned __int32 > bIsMapActor()
Definition Actor.h:934
bool IsAttachedTo(AActor *Other)
Definition Actor.h:1167
void UpdateOverlaps(bool bDoNotifies)
Definition Actor.h:1287
void SetTickFunctionEnabled(bool bEnableTick)
Definition Actor.h:1274
void NetDetachRootComponentFromAny_Implementation()
Definition Actor.h:1207
void MatineeUpdated()
Definition Actor.h:1196
void SendExecCommand(FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
Definition Actor.h:1252
void ExchangeNetRoles(bool bRemoteOwned)
Definition Actor.h:1096
void UnmarkAbortedForSeamlessTravel()
Definition Actor.h:1040
FTransform * GetTransform(FTransform *result)
Definition Actor.h:1154
BitFieldValue< bool, unsigned __int32 > bNetStartup()
Definition Actor.h:936
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck()
Definition Actor.h:1005
void PostNetInit()
Definition Actor.h:1225
void GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > *ObjList)
Definition Actor.h:1153
void SetNetUpdateTime(long double NewUpdateTime)
Definition Actor.h:1269
void Multi_DrawDebugDirectionalArrow(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
Definition Actor.h:1325
void CreateChildActors()
Definition Actor.h:1079
void BPPostInitializeComponents()
Definition Actor.h:1308
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
Definition Actor.h:1060
unsigned int & AnimUpdateRateShiftTagField()
Definition Actor.h:909
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised()
Definition Actor.h:952
void MakeNoise(float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
Definition Actor.h:1192
UPrimitiveComponent * StasisCheckComponentField()
Definition Actor.h:874
void ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
Definition Actor.h:1291
ECollisionResponse GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)
Definition Actor.h:1126
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
Definition Actor.h:937
FString * GetEditTextString_Implementation(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
Definition Actor.h:1129
void DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
Definition Actor.h:1091
void ClearNetworkSpatializationParent()
Definition Actor.h:1075
FBox * GetComponentsBoundingBoxForLevelBounds(FBox *result)
Definition Actor.h:1122
bool IsInPersistentLevel(bool bIncludeLevelStreamingPersistent)
Definition Actor.h:1171
void ReceiveActorBeginCursorOver()
Definition Actor.h:1336
float GetDotProductTo(AActor *OtherActor)
Definition Actor.h:1128
bool BPIsMarkedForSeamlessTravel()
Definition Actor.h:1064
int & DefaultStasisComponentOctreeFlagsField()
Definition Actor.h:871
void ActorPlaySoundUnreliable(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
Definition Actor.h:1293
float & InitialLifeSpanField()
Definition Actor.h:913
void FinishSpawning(FTransform *Transform, bool bIsDefaultTransform)
Definition Actor.h:1100
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
Definition Actor.h:1243
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds()
Definition Actor.h:958
bool HasNetOwner()
Definition Actor.h:1161
FName & CustomTagField()
Definition Actor.h:884
BitFieldValue< bool, unsigned __int32 > bHibernateChange()
Definition Actor.h:969
bool IsRootComponentCollisionRegistered()
Definition Actor.h:1179
void PostInitProperties()
Definition Actor.h:1221
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate()
Definition Actor.h:964
bool BPConsumeUsePinCode(AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
Definition Actor.h:1302
void PostLoad()
Definition Actor.h:1223
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient()
Definition Actor.h:965
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent()
Definition Actor.h:1027
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay()
Definition Actor.h:984
void MarkComponentsAsPendingKill()
Definition Actor.h:1194
void RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
Definition Actor.h:1239
AActor * OwnerField()
Definition Actor.h:864
void ReceiveTick(float DeltaSeconds)
Definition Actor.h:1354
void MarkComponentsRenderStateDirty()
Definition Actor.h:1195
APawn * GetInstigator()
Definition Actor.h:1136
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent()
Definition Actor.h:1026
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick()
Definition Actor.h:1029
void ChangeActorTeam(int NewTeam)
Definition Actor.h:1070
void FellOutOfWorld(UDamageType *dmgType)
Definition Actor.h:1097
bool IsMatineeControlled()
Definition Actor.h:1172
void Multi_DrawDebugLine_Implementation(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
Definition Actor.h:1200
void ClientPrepareForSeamlessTravel()
Definition Actor.h:1312
void ResetOwnedComponents()
Definition Actor.h:1248
bool CheckActorComponents()
Definition Actor.h:1071
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication()
Definition Actor.h:994
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization()
Definition Actor.h:1004
float GetHorizontalDistanceTo(AActor *OtherActor)
Definition Actor.h:1130
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
Definition Actor.h:1233
void AddActorWorldRotation(FRotator DeltaRotation, bool bSweep)
Definition Actor.h:1051
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck()
Definition Actor.h:980
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged()
Definition Actor.h:988
bool SetActorTransform(FTransform *NewTransform, bool bSweep)
Definition Actor.h:1266
void UninitializeComponents(EEndPlayReason::Type EndPlayReason)
Definition Actor.h:1284
static UClass * StaticClass()
Definition Actor.h:1042
void GatherCurrentMovement()
Definition Actor.h:1288
USceneComponent * RootComponentField()
Definition Actor.h:911
void ServerPrepareForSeamlessTravel()
Definition Actor.h:1356
bool AllowSeamlessTravel()
Definition Actor.h:1036
void Multi_DrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
Definition Actor.h:1324
bool IsRootComponentStatic()
Definition Actor.h:1181
FVector * GetActorForwardVector(FVector *result)
Definition Actor.h:1107
void SetLifeSpan(float InLifespan)
Definition Actor.h:1268
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam()
Definition Actor.h:942
void AddActorWorldTransform(FTransform *DeltaTransform, bool bSweep)
Definition Actor.h:1052
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:1143
float & ForceMaximumReplicationRateUntilTimeField()
Definition Actor.h:921
float GetHorizontalDotProductTo(AActor *OtherActor)
Definition Actor.h:1131
void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)
Definition Actor.h:1349
UActorComponent * CreateComponentFromTemplate(UActorComponent *Template, FString *InName)
Definition Actor.h:1080
void AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
Definition Actor.h:1061
BitFieldValue< bool, unsigned __int32 > bHidden()
Definition Actor.h:932
void StopActorSound(USoundBase *SoundAsset, float FadeOutTime)
Definition Actor.h:1279
int & DefaultStasisedOctreeFlagsField()
Definition Actor.h:872
void SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep)
Definition Actor.h:1259
void GetOverlappingActors(TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
Definition Actor.h:1148
int & CustomActorFlagsField()
Definition Actor.h:907
void BPPreInitializeComponents()
Definition Actor.h:1310
void GetAllSceneComponents(TArray< USceneComponent * > *OutComponents)
Definition Actor.h:1114
void REP_ActivateManualDirtyForPlayer(FName *PropertyName, APlayerController *PC)
Definition Actor.h:1237
BitFieldValue< bool, unsigned __int32 > bStasised()
Definition Actor.h:962
float & NetCullDistanceSquaredField()
Definition Actor.h:893
float & AbsoluteMaxTemperature()
Definition Actor.h:9773
TArray< FName > & BiomeZoneTags()
Definition Actor.h:9772
float & AbsoluteMinTemperature()
Definition Actor.h:9774
FString & BiomeZoneName()
Definition Actor.h:9769
float & FinalTemperatureAddition()
Definition Actor.h:9778
float & FinalTemperatureExponent()
Definition Actor.h:9777
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9768
float & FinalTemperatureMultiplier()
Definition Actor.h:9776
FString & BiomeZoneNameAltDistanceName()
Definition Actor.h:9770
FString * GetBiomeZoneName(FString *result, APrimalCharacter *ForCharacter)
Definition Actor.h:9780
void Restart()
Definition Actor.h:3631
BitFieldValue< bool, unsigned __int32 > bClientUpdating()
Definition Actor.h:3554
BitFieldValue< bool, unsigned __int32 > bStartedJumpingWhileOnABase()
Definition Actor.h:3567
void OnWalkingOffLedge()
Definition Actor.h:3664
bool NotifyLanded(FHitResult *Hit)
Definition Actor.h:3576
void ClientCheatWalk()
Definition Actor.h:3654
void PawnClientRestart()
Definition Actor.h:3621
BitFieldValue< bool, unsigned __int32 > bIsBigPusher()
Definition Actor.h:3559
TArray< USoundBase * > CharacterOverrideSoundFromField()
Definition Actor.h:3535
USoundBase * BPOverrideCharacterSound_Implementation(USoundBase *SoundIn)
Definition Actor.h:3584
bool CanJumpInternal_Implementation()
Definition Actor.h:3589
bool ShouldUseWaveLocking(bool bForceCheck)
Definition Actor.h:3635
void ClientCheatWalk_Implementation()
Definition Actor.h:3596
BitFieldValue< bool, unsigned __int32 > bIsProne()
Definition Actor.h:3546
void ClearCrossLevelReferences()
Definition Actor.h:3592
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound()
Definition Actor.h:3551
void StopJumping()
Definition Actor.h:3640
unsigned __int16 & LastMoveOnlyRotationYawField()
Definition Actor.h:3526
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
Definition Actor.h:3622
void PostInitializeComponents()
Definition Actor.h:3624
bool CanCrouch()
Definition Actor.h:3586
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity()
Definition Actor.h:3563
bool IsJumping()
Definition Actor.h:3575
void OnRep_RootMotion()
Definition Actor.h:3619
void K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
Definition Actor.h:3657
UAnimMontage * GetCurrentMontage()
Definition Actor.h:3600
void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
Definition Actor.h:3658
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PrevCustomMode)
Definition Actor.h:3613
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
Definition Actor.h:3642
unsigned __int16 & LastReplicatedMoveOnlyRotationYawField()
Definition Actor.h:3528
void OnEndCrouch(float HeightAdjust, float ScaledHeightAdjust)
Definition Actor.h:3612
UActorComponent * FindComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
Definition Actor.h:3599
void OnRep_IsProne()
Definition Actor.h:3616
void OnJumped()
Definition Actor.h:3661
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
Definition Actor.h:3604
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch()
Definition Actor.h:3549
void TurnOff()
Definition Actor.h:3645
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:3582
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled()
Definition Actor.h:3558
bool CanProne()
Definition Actor.h:3590
char & ReplicatedMovementModeField()
Definition Actor.h:3530
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
Definition Actor.h:3632
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField()
Definition Actor.h:3541
bool & bInBaseReplicationField()
Definition Actor.h:3537
void OnLanded(FHitResult *Hit)
Definition Actor.h:3662
void Jump()
Definition Actor.h:3608
BitFieldValue< bool, unsigned __int32 > bClientWasFalling()
Definition Actor.h:3556
void NetTeleportSucceeded(FVector ToLoc, FRotator ToRot)
Definition Actor.h:3660
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle()
Definition Actor.h:3552
void UnPossessed()
Definition Actor.h:3647
void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
Definition Actor.h:3610
static void StaticRegisterNativesACharacter()
Definition Actor.h:3665
BitFieldValue< bool, unsigned __int32 > bIsCrouched()
Definition Actor.h:3545
BitFieldValue< bool, unsigned __int32 > bIsSettingReplicatedBasedMovement()
Definition Actor.h:3569
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion()
Definition Actor.h:3557
float & JumpKeyHoldTimeField()
Definition Actor.h:3538
void SetLastMovementDesiredRotation(FRotator *InRotation)
Definition Actor.h:3580
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:3655
void UnCrouch(bool bClientSimulation)
Definition Actor.h:3646
void StopDodging(bool bClientSimulation)
Definition Actor.h:3639
void StartDodging(FVector InDodgingVelocity, bool bClientSimulation)
Definition Actor.h:3637
void UnProne(bool bClientSimulation)
Definition Actor.h:3648
bool IsGamePlayRelevant()
Definition Actor.h:3607
float & ProneEyeHeightField()
Definition Actor.h:3533
void BaseChange()
Definition Actor.h:3585
void OnStartCrouch(float HeightAdjust, float ScaledHeightAdjust)
Definition Actor.h:3620
bool CanJump()
Definition Actor.h:3588
void ClientCheatGhost()
Definition Actor.h:3653
void OnRep_IsCrouched()
Definition Actor.h:3615
BitFieldValue< bool, unsigned __int32 > bCanPushOthers()
Definition Actor.h:3561
void OnRep_DodgingMovementInfo()
Definition Actor.h:3614
void NetTeleportSucceeded_Implementation(FVector ToLoc, FRotator ToRot)
Definition Actor.h:3611
float & LeftDynamicActorBaseTimeField()
Definition Actor.h:3531
BitFieldValue< bool, unsigned __int32 > bCanBePushed()
Definition Actor.h:3560
BitFieldValue< bool, unsigned __int32 > bCanEverDodge()
Definition Actor.h:3547
void OnRep_ReplicatedBasedMovement()
Definition Actor.h:3617
float GetDefaultHalfHeight()
Definition Actor.h:3601
bool PreventMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
Definition Actor.h:3628
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField()
Definition Actor.h:3524
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
Definition Actor.h:3583
BitFieldValue< bool, unsigned __int32 > bRelativeBaseUsePitchAndRoll()
Definition Actor.h:3566
void Landed(FHitResult *Hit)
Definition Actor.h:3609
void Prone(bool bClientSimulation)
Definition Actor.h:3629
bool ShouldOverrideNewFallVelocity()
Definition Actor.h:3577
TArray< USoundBase * > CharacterOverrideSoundToField()
Definition Actor.h:3536
void PostNetReceiveLocationAndRotation()
Definition Actor.h:3626
void Crouch(bool bClientSimulation)
Definition Actor.h:3597
void PreNetReceive()
Definition Actor.h:3627
void OnLaunched(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
Definition Actor.h:3663
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode()
Definition Actor.h:3562
void TornOff()
Definition Actor.h:3644
void CheckJumpInput(float DeltaTime)
Definition Actor.h:3591
BitFieldValue< bool, unsigned __int32 > bPressedJump()
Definition Actor.h:3553
FVector & BaseTranslationOffsetField()
Definition Actor.h:3529
void ClientCheatFly_Implementation()
Definition Actor.h:3594
void PossessedBy(AController *NewController)
Definition Actor.h:3623
bool IsBasedOnDynamicActor()
Definition Actor.h:3605
UPrimitiveComponent * GetMovementBase()
Definition Actor.h:3574
void K2_UpdateCustomMovement(float DeltaTime)
Definition Actor.h:3659
bool IsComponentTickDelegated(UActorComponent *Component)
Definition Actor.h:3606
unsigned __int16 & LastMoveOnlyRotationPitchField()
Definition Actor.h:3525
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity()
Definition Actor.h:3564
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim()
Definition Actor.h:3555
void ClearJumpInput()
Definition Actor.h:3593
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:3603
bool ShouldReplicateRotPitch()
Definition Actor.h:3634
bool ShouldNotifyLanded(FHitResult *Hit)
Definition Actor.h:3633
float GetJumpMaxHoldTime()
Definition Actor.h:3602
bool ShouldOverrideSwimmingVelocity()
Definition Actor.h:3578
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation()
Definition Actor.h:3550
BitFieldValue< bool, unsigned __int32 > bCanEverProne()
Definition Actor.h:3548
BitFieldValue< bool, unsigned __int32 > bUseBPPreventMovementMode()
Definition Actor.h:3570
void OnRep_ReplicatedMovement()
Definition Actor.h:3618
void PostNetReceive()
Definition Actor.h:3625
unsigned __int16 & LastReplicatedMoveOnlyRotationPitchField()
Definition Actor.h:3527
void RecalculateBaseEyeHeight()
Definition Actor.h:3630
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
Definition Actor.h:3581
void ClientCheatGhost_Implementation()
Definition Actor.h:3595
void StopAnimMontage(UAnimMontage *AnimMontage)
Definition Actor.h:3638
void ClientCheatFly()
Definition Actor.h:3652
bool CanJumpInternal()
Definition Actor.h:3651
bool DoJump(bool bReplayingMoves)
Definition Actor.h:3598
void TickFromBaseWhenAttachedToParent()
Definition Actor.h:3643
bool ShouldOverrideWalkingVelocity()
Definition Actor.h:3579
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
Definition Actor.h:3649
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
Definition Actor.h:3636
BitFieldValue< bool, unsigned __int32 > bIsBasedOnMesh()
Definition Actor.h:3568
float & CrouchedEyeHeightField()
Definition Actor.h:3532
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
Definition Actor.h:3656
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
Definition Actor.h:3641
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity()
Definition Actor.h:3565
float & JumpMaxHoldTimeField()
Definition Actor.h:3539
bool BP_PreventMovementMode(EMovementMode newMovementMode, char newCustomMode)
Definition Actor.h:3650
bool CanDodge()
Definition Actor.h:3587
int & LastTeleportedFrameField()
Definition Actor.h:3540
FDodgeMovementInfo & DodgingMovementInfoField()
Definition Actor.h:3534
FName * GetStateName(FName *result)
Definition Actor.h:2092
APlayerState * PlayerStateField()
Definition Actor.h:2062
void ReceiveInstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
Definition Actor.h:2114
bool IsInState(FName InStateName)
Definition Actor.h:2096
void OnRep_PlayerState()
Definition Actor.h:2099
void ClientSetRotation(FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
Definition Actor.h:2112
APawn * K2_GetPawn(AActor *DamageCauser)
Definition Actor.h:2074
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:2091
void Destroyed()
Definition Actor.h:2081
void RemovePawnTickDependency(APawn *InOldPawn)
Definition Actor.h:2103
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:2088
void Reset()
Definition Actor.h:2104
void ChangeState(FName NewState)
Definition Actor.h:2077
FRotator * GetDesiredRotation(FRotator *result)
Definition Actor.h:2086
void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation)
Definition Actor.h:2079
void OnRep_Pawn()
Definition Actor.h:2098
void AttachToPawn(APawn *InPawn)
Definition Actor.h:2076
void InitPlayerState()
Definition Actor.h:2094
void CleanupPlayerState()
Definition Actor.h:2078
ACharacter * CharacterField()
Definition Actor.h:2061
FVector * GetNavAgentLocation(FVector *result)
Definition Actor.h:2090
void AddPawnTickDependency(APawn *NewPawn)
Definition Actor.h:2075
void SetControlRotation(FRotator *NewRotation)
Definition Actor.h:2105
void SetPawnFromRep(APawn *InPawn)
Definition Actor.h:2108
void DetachFromPawn()
Definition Actor.h:2082
void SetPawn(APawn *InPawn)
Definition Actor.h:2107
void Possess(APawn *InPawn)
Definition Actor.h:2101
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
Definition Actor.h:2106
void GetMoveGoalReachTest(AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
Definition Actor.h:2089
TWeakObjectPtr< AActor > & StartSpotField()
Definition Actor.h:2065
FName & StateNameField()
Definition Actor.h:2066
void PawnPendingDestroy(APawn *inPawn)
Definition Actor.h:2100
void FailedToSpawnPawn()
Definition Actor.h:2083
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:2113
void PostInitializeComponents()
Definition Actor.h:2102
TWeakObjectPtr< APawn > & OldPawnField()
Definition Actor.h:2060
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
Definition Actor.h:2097
void UpdateNavigationComponents()
Definition Actor.h:2111
void ClientSetRotation_Implementation(FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
Definition Actor.h:2080
void UnPossess()
Definition Actor.h:2110
APawn * PawnField()
Definition Actor.h:2063
FRotator * GetControlRotation(FRotator *result)
Definition Actor.h:2085
void InstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
Definition Actor.h:2095
FRotator & ControlRotationField()
Definition Actor.h:2064
FString * GetHumanReadableName(FString *result)
Definition Actor.h:2087
bool ShouldPostponePathUpdates()
Definition Actor.h:2109
static void StaticRegisterNativesAController()
Definition Actor.h:2115
AActor * GetViewTarget()
Definition Actor.h:2093
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:2084
BitFieldValue< bool, unsigned __int32 > bAttachToPawn()
Definition Actor.h:2070
bool & bIsManuallyPlacedActor()
Definition Actor.h:9745
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9739
FVector & WorldLoc()
Definition Actor.h:9742
TSubobjectPtr< UBoxComponent > BoxExtent()
Definition Actor.h:9741
int & ZoneId()
Definition Actor.h:9744
FString & VolumeName()
Definition Actor.h:9746
FString & ZoneName()
Definition Actor.h:9743
float & HyperThermalInsulationField()
Definition Actor.h:8979
float & IndoorsHypoThermalInsulationField()
Definition Actor.h:8975
float & IndoorsHyperThermalInsulationField()
Definition Actor.h:8976
BitFieldValue< bool, unsigned __int32 > bIsEggTooCold()
Definition Actor.h:8985
float & EggThermalInsulationTemperatureMultiplierField()
Definition Actor.h:8977
double & LastInsulationCalcTimeField()
Definition Actor.h:8978
BitFieldValue< bool, unsigned __int32 > bIsEggTooHot()
Definition Actor.h:8984
float & HypoThermalInsulationField()
Definition Actor.h:8980
APrimalCharacter * BasedTransformCharacterField()
Definition Actor.h:8940
long double & SpawnDropSoundTimeField()
Definition Actor.h:8937
FVector & DroppedItemVelocityField()
Definition Actor.h:8930
long double & DroppedItemDestructionTimeField()
Definition Actor.h:8925
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
Definition Actor.h:8954
UStaticMesh * NetDroppedMeshOverrideField()
Definition Actor.h:8927
FVector & BasedTransformLocationField()
Definition Actor.h:8941
bool & bClientDisablePhysicsField()
Definition Actor.h:8926
bool & bHasTickedField()
Definition Actor.h:8945
float & DroppedLifeSpanOverrideField()
Definition Actor.h:8944
BitFieldValue< bool, unsigned __int32 > bNotifyPreviousOwnerOfPickup()
Definition Actor.h:8955
AActor * DroppedByActorField()
Definition Actor.h:8939
void PostNetReceiveLocationAndRotation()
Definition Actor.h:8963
float & ImpulseMagnitudeField()
Definition Actor.h:8918
BitFieldValue< bool, unsigned __int32 > bUseCollisionTrace()
Definition Actor.h:8951
void Destroyed()
Definition Actor.h:8960
float & DroppedItemAccelerationGravityField()
Definition Actor.h:8932
void Tick(float DeltaSeconds)
Definition Actor.h:8967
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:8970
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:8962
bool & bThrownFromShipField()
Definition Actor.h:8931
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
Definition Actor.h:8950
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
Definition Actor.h:8928
UPrimalItem * MyItemField()
Definition Actor.h:8917
unsigned __int64 & DroppedByPlayerIDField()
Definition Actor.h:8924
void PreInitializeComponents()
Definition Actor.h:8964
float & PrevAngularDampingField()
Definition Actor.h:8936
FVector & PreviousLocationField()
Definition Actor.h:8938
BitFieldValue< bool, unsigned __int32 > bPreventPickup()
Definition Actor.h:8952
APrimalDinoCharacter * DroppedOntoDinoCharacterField()
Definition Actor.h:8943
float & MaxPickUpDistanceField()
Definition Actor.h:8934
FVector & DroppedItemScaleField()
Definition Actor.h:8920
float GetDroppedItemLifeTime()
Definition Actor.h:8969
FVector & BasedTransformVelocityField()
Definition Actor.h:8942
float & ForceSleepTimerField()
Definition Actor.h:8919
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:8968
FItemNetInfo & MyItemInfoField()
Definition Actor.h:8916
FString & DroppedByNameField()
Definition Actor.h:8923
FVector2D & OverlayTooltipPaddingField()
Definition Actor.h:8921
FVector & NetDroppedMeshOverrideScale3DField()
Definition Actor.h:8929
void BeginPlay()
Definition Actor.h:8959
float & PrevLinearDampingField()
Definition Actor.h:8935
BitFieldValue< bool, unsigned __int32 > bApplyImpulseOnSpawn()
Definition Actor.h:8949
FVector2D & OverlayTooltipScaleField()
Definition Actor.h:8922
float & DroppedItemMaxFallSpeedField()
Definition Actor.h:8933
BitFieldValue< bool, unsigned __int32 > bDestroyOutOfWater()
Definition Actor.h:8953
void DrawHUD(AShooterHUD *HUD)
Definition Actor.h:8961
void SetupVisuals()
Definition Actor.h:8965
void Stasis()
Definition Actor.h:8966
unsigned __int32 & bAddedToArrayField()
Definition Actor.h:9796
unsigned __int32 & bExportToCSVField()
Definition Actor.h:9797
TMap< FName, TSubclassOf< UActorComponent >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, TSubclassOf< UActorComponent >, 0 > > & FoliageOverrideMap()
Definition Actor.h:9795
TArray< FFoliageAttachmentOverride, FDefaultAllocator > & FoliageAttachmentOverrides()
Definition Actor.h:9794
void AbortMatch()
Definition GameMode.h:946
void SetSeamlessTravelViewTarget(APlayerController *PC)
Definition GameMode.h:1005
APlayerController * ProcessClientTravel(FString *FURL, FGuid NextMapGuid, bool bSeamless, bool bAbsolute)
Definition GameMode.h:990
void ClearPause()
Definition GameMode.h:954
int & CurrentIDField()
Definition GameMode.h:926
FString * GetDefaultGameClassPath(FString *result, FString *MapName, FString *Options, FString *Portal)
Definition GameMode.h:960
void AddPlayerStart(APlayerStart *NewPlayerStart)
Definition GameMode.h:948
bool MustSpectate(APlayerController *NewPlayerController)
Definition GameMode.h:982
bool ReadyToStartMatch()
Definition GameMode.h:992
void RemoveConnectedPlayer(TSharedPtr< FUniqueNetId, 0 > *UniqueNetId)
Definition GameMode.h:993
void Reset()
Definition GameMode.h:996
void ProcessServerTravel(FString *URL, bool bAbsolute)
Definition GameMode.h:991
bool FindInactivePlayer(APlayerController *PC)
Definition GameMode.h:956
void HandleMatchHasStarted()
Definition GameMode.h:970
int GetNumPlayers()
Definition GameMode.h:966
void StartToLeaveMap()
Definition GameMode.h:1012
void OverridePlayerState(APlayerController *PC, APlayerState *OldPlayerState)
Definition GameMode.h:983
void SwapPlayerControllers(APlayerController *OldPC, APlayerController *NewPC)
Definition GameMode.h:1014
void ResetLevel()
Definition GameMode.h:997
bool HasOption(FString *Options, FString *InKey)
Definition GameMode.h:975
float & MinRespawnDelayField()
Definition GameMode.h:923
void GetKeyValue(FString *Pair, FString *Key, FString *Value)
Definition GameMode.h:964
void Broadcast(AActor *Sender, FString *Msg, FName Type)
Definition GameMode.h:951
bool AllowCheats(APlayerController *P)
Definition GameMode.h:949
void InitGameState()
Definition GameMode.h:977
BitFieldValue< bool, unsigned __int32 > bStartPlayersAsSpectators()
Definition GameMode.h:941
TSubclassOf< AGameSession > * GetGameSessionClass(TSubclassOf< AGameSession > *result)
Definition GameMode.h:962
FString * InitNewPlayer(FString *result, APlayerController *NewPlayerController, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *Options, FString *Portal)
Definition GameMode.h:978
TSubclassOf< UObject > * GetDefaultPawnClassForController(TSubclassOf< UObject > *result, AController *InController)
Definition GameMode.h:1018
APlayerController * SpawnPlayerController(FVector *SpawnLocation, FRotator *SpawnRotation)
Definition GameMode.h:1008
void ReturnToMainMenuHost()
Definition GameMode.h:1000
int GetIntOption(FString *Options, FString *ParseString, int CurrentValue)
Definition GameMode.h:963
AActor * ChoosePlayerStart_Implementation(AController *Player)
Definition GameMode.h:953
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:1019
bool AllowPausing(APlayerController *PC)
Definition GameMode.h:950
void K2_PostLogin(APlayerController *NewPlayer)
Definition GameMode.h:1020
bool ShouldSpawnAtStartSpot_Implementation(AController *Player)
Definition GameMode.h:1006
FString * ParseOption(FString *result, FString *Options, FString *InKey)
Definition GameMode.h:984
AActor * ChoosePlayerStart(AController *Player)
Definition GameMode.h:1017
TSubclassOf< APawn > & DefaultPawnClassField()
Definition GameMode.h:918
TSubclassOf< APlayerController > & PlayerControllerClassField()
Definition GameMode.h:929
void StartNewPlayer(APlayerController *NewPlayer)
Definition GameMode.h:1010
void RemovePlayerStart(APlayerStart *RemovedPlayerStart)
Definition GameMode.h:995
FName & MatchStateField()
Definition GameMode.h:916
void UpdateGameplayMuteList(APlayerController *aPlayer)
Definition GameMode.h:1016
void GenericPlayerInitialization(AController *C)
Definition GameMode.h:959
void InitGame(FString *MapName, FString *Options, FString *ErrorMessage)
Definition GameMode.h:976
BitFieldValue< bool, unsigned __int32 > bDelayedStart()
Definition GameMode.h:942
void HandleMatchIsWaitingToStart()
Definition GameMode.h:971
int & NumBotsField()
Definition GameMode.h:922
TSubclassOf< APlayerState > & PlayerStateClassField()
Definition GameMode.h:930
void SetPlayerDefaults(APawn *PlayerPawn)
Definition GameMode.h:1004
bool ShouldSpawnAtStartSpot(AController *Player)
Definition GameMode.h:1021
AGameState * GameStateField()
Definition GameMode.h:932
void SendPlayer(APlayerController *aPlayer, FString *FURL)
Definition GameMode.h:1001
void PostLogin(APlayerController *NewPlayer)
Definition GameMode.h:986
TArray< APlayerStart * > PlayerStartsField()
Definition GameMode.h:928
void HandleMatchHasEnded()
Definition GameMode.h:969
void Logout(AController *Exiting)
Definition GameMode.h:981
void EndMatch()
Definition GameMode.h:955
void PreInitializeComponents()
Definition GameMode.h:988
void RestartPlayer(AController *NewPlayer)
Definition GameMode.h:999
bool HasMatchEnded()
Definition GameMode.h:973
void RestartGame()
Definition GameMode.h:998
TArray< APlayerState * > InactivePlayerArrayField()
Definition GameMode.h:933
APlayerController * Login(UPlayer *NewPlayer, FString *Portal, FString *Options, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *ErrorMessage)
Definition GameMode.h:980
TSubclassOf< AHUD > & HUDClassField()
Definition GameMode.h:919
void RemovePlayerControllerFromPlayerCount(APlayerController *PC)
Definition GameMode.h:994
float & InactivePlayerStateLifeSpanField()
Definition GameMode.h:934
int & NumTravellingPlayersField()
Definition GameMode.h:925
int & NumSpectatorsField()
Definition GameMode.h:920
void StartMatch()
Definition GameMode.h:1009
bool GrabOption(FString *Options, FString *Result)
Definition GameMode.h:968
void PreLogin(FString *Options, FString *Address, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *authToken, FString *ErrorMessage, unsigned int *NewHomeServerId)
Definition GameMode.h:989
TSubclassOf< UObject > * GetDefaultPawnClassForController_Implementation(TSubclassOf< UObject > *result, AController *InController)
Definition GameMode.h:961
void StartPlay()
Definition GameMode.h:1011
TArray< APlayerStart * > UsedPlayerStartsField()
Definition GameMode.h:935
void SetMatchState(FName NewState)
Definition GameMode.h:1003
FString & OptionsStringField()
Definition GameMode.h:917
FString * GetNetworkNumber(FString *result)
Definition GameMode.h:965
void SetBandwidthLimit(float AsyncIOBandwidthLimit)
Definition GameMode.h:1002
void PostSeamlessTravel()
Definition GameMode.h:987
void GetSeamlessTravelActorList(bool bToEntry, TArray< AActor * > *ActorList)
Definition GameMode.h:967
TSubclassOf< AGameState > & GameStateClassField()
Definition GameMode.h:931
static FString * StaticGetFullGameClassName(FString *result, FString *Str)
Definition GameMode.h:1013
bool PlayerCanRestart(APlayerController *Player)
Definition GameMode.h:985
BitFieldValue< bool, unsigned __int32 > bUseSeamlessTravel()
Definition GameMode.h:939
void Tick(float DeltaSeconds)
Definition GameMode.h:1015
FString & DefaultPlayerNameField()
Definition GameMode.h:927
bool IsMatchInProgress()
Definition GameMode.h:979
int & NumPlayersField()
Definition GameMode.h:921
void HandleSeamlessTravelPlayer(AController **C)
Definition GameMode.h:972
BitFieldValue< bool, unsigned __int32 > bPauseable()
Definition GameMode.h:940
AActor * FindPlayerStart(AController *Player, FString *IncomingName)
Definition GameMode.h:957
APawn * SpawnDefaultPawnFor(AController *NewPlayer, AActor *StartSpot)
Definition GameMode.h:1007
void AddInactivePlayer(APlayerState *PlayerState, APlayerController *PC)
Definition GameMode.h:947
void ForceClearUnpauseDelegates(AActor *PauseActor)
Definition GameMode.h:958
AGameSession * GameSessionField()
Definition GameMode.h:924
void ChangeName(AController *Other, FString *S, bool bNameChange)
Definition GameMode.h:952
bool HasMatchStarted()
Definition GameMode.h:974
void InitOptions(FString *Options)
Definition GameState.h:390
char & ReservedPlayerSlotsField()
Definition GameState.h:376
bool BanPlayer(APlayerController *BannedPlayer, FText *BanReason)
Definition GameState.h:388
FName & SessionNameField()
Definition GameState.h:379
FString * ApproveLogin(FString *result, FString *Options, FString *authToken, unsigned int *NewHomeServerId)
Definition GameState.h:386
char & MaxSplitscreensPerConnectionField()
Definition GameState.h:377
void ReturnToMainMenuHost()
Definition GameState.h:396
int & MaxPlayersField()
Definition GameState.h:375
void RegisterPlayer(APlayerController *NewPlayer, TSharedPtr< FUniqueNetId, 0 > *UniqueId, bool bWasFromInvite)
Definition GameState.h:395
void DumpSessionState()
Definition GameState.h:389
bool & bRequiresPushToTalkField()
Definition GameState.h:378
void OnLoginComplete(int LocalUserNum, bool bWasSuccessful, FUniqueNetId *UserId, FString *Error)
Definition GameState.h:393
bool TravelToSession(int ControllerId, FName InSessionName)
Definition GameState.h:397
int & MaxSpectatorsField()
Definition GameState.h:374
bool AtCapacity(bool bSpectator, FString *AuthToken, bool UseReservedSlots, int *NumFreeSlots)
Definition GameState.h:387
void UpdateSessionJoinability(FName InSessionName, bool bPublicSearchable, bool bAllowInvites, bool bJoinViaPresence, bool bJoinViaPresenceFriendsOnly)
Definition GameState.h:399
bool RequiresPushToTalk()
Definition GameState.h:383
void UnregisterPlayer(APlayerController *ExitingPlayer)
Definition GameState.h:398
bool ProcessAutoLogin()
Definition GameState.h:394
void NotifyLogout(APlayerController *PC)
Definition GameState.h:392
bool KickPlayer(APlayerController *KickedPlayer, FText *KickReason)
Definition GameState.h:391
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameState.h:400
void DefaultTimer()
Definition GameState.h:26
FName & PreviousMatchStateField()
Definition GameState.h:9
int & ElapsedTimeField()
Definition GameState.h:10
TArray< FReplicatedFoliageOverride > & ReplicatedFoliageOverridesField()
Definition GameState.h:13
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
Definition GameState.h:21
bool HasMatchEnded()
Definition GameState.h:30
void HandleMatchIsWaitingToStart()
Definition GameState.h:29
AGameMode * AuthorityGameModeField()
Definition GameState.h:6
void AddPlayerState(APlayerState *PlayerState)
Definition GameState.h:23
void HandleMatchHasStarted()
Definition GameState.h:28
void SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
Definition GameState.h:41
void RemovePlayerState(APlayerState *PlayerState)
Definition GameState.h:40
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameState.h:44
void BeginPlay()
Definition GameState.h:25
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition GameState.h:27
void ReceivedGameModeClass()
Definition GameState.h:38
FName & MatchStateField()
Definition GameState.h:8
void NetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, AActor *EffectOwnerToIgnore, float MaxRangeToReplicate, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, bool bOnlySendToEffectOwner)
Definition GameState.h:33
void BPNetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, AActor *EffectOwnerToIgnore, float MaxRangeToReplicate, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, bool bOnlySendToEffectOwner)
Definition GameState.h:24
bool HasMatchStarted()
Definition GameState.h:31
void OnRep_SpectatorClass()
Definition GameState.h:36
TArray< APlayerState * > PlayerArrayField()
Definition GameState.h:11
bool IsMatchInProgress()
Definition GameState.h:32
void PostInitializeComponents()
Definition GameState.h:37
void ReceivedSpectatorClass()
Definition GameState.h:39
void OnRep_MatchState()
Definition GameState.h:35
bool Semaphore_TryGrab(FName SemaphoreName, AActor *InObject, float PriorityWeight, int MaxToAllocate)
Definition GameState.h:43
BitFieldValue< bool, unsigned __int32 > bServerAllowsAnsel()
Definition GameState.h:17
TArray< APlayerState * > InactivePlayerArrayField()
Definition GameState.h:12
TSubclassOf< AGameMode > & GameModeClassField()
Definition GameState.h:5
void OnRep_GameModeClass()
Definition GameState.h:34
bool Semaphore_Release(FName SemaphoreName, AActor *InObject)
Definition GameState.h:42
bool & bUnloadingLastLoadedSubLevelsField()
Definition GameState.h:7
static UClass * StaticClass()
Definition Actor.h:1367
TArray< FString, FDefaultAllocator > & BaseMeshLookup()
Definition Actor.h:9726
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9724
TArray< UStaticMesh *, FDefaultAllocator > & StaticMeshRefs()
Definition Actor.h:9727
UFoliageType * SelectedMesh()
Definition Actor.h:9729
TArray< UFoliageType *, FDefaultAllocator > & FoliageTypes()
Definition Actor.h:9725
void InitInterp()
Definition Actor.h:9012
char & ReplicationForceIsPlayingField()
Definition Actor.h:8997
void AddPlayerToDirectorTracks(APlayerController *PC)
Definition Actor.h:9004
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
Definition Actor.h:9005
void Stop()
Definition Actor.h:9025
void AddActorToGroup(FName GroupName, AActor *TheGroupActor)
Definition Actor.h:9003
void ResetMatinee()
Definition Actor.h:9019
void BeginPlay()
Definition Actor.h:9006
float GetInterpLength()
Definition Actor.h:9011
void PostNetReceive()
Definition Actor.h:9034
void SetPosition(float NewPosition, bool bJump, bool bForceJumpFromBeginningForEvents, bool bSkipMatineeUpdate)
Definition Actor.h:9022
float & PlayRateField()
Definition Actor.h:8991
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:9031
void InitClientMatinee()
Definition Actor.h:9033
FMatineeActorFinished & OnMatineeFinishedField()
Definition Actor.h:8998
bool IsMatineeCompatibleWithPlayer(APlayerController *InPC)
Definition Actor.h:9013
void UpdateReplicatedData(bool bIsBeginningPlay)
Definition Actor.h:9029
void PreNetReceive()
Definition Actor.h:9035
void PostInitializeComponents()
Definition Actor.h:9017
FName * GetFunctionNameForEvent(FName *result, FName EventName)
Definition Actor.h:9010
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
Definition Actor.h:9032
void UpdateInterp(float NewPosition, bool bPreview, bool bJump, bool bSkipMatineeUpdate)
Definition Actor.h:9028
void UpdateStreamingForCameraCuts(float CurrentTime, bool bPreview)
Definition Actor.h:9030
void NotifyEventTriggered(FName EventName, float EventTime)
Definition Actor.h:9014
int & PreferredSplitScreenNumField()
Definition Actor.h:8994
void EnableCinematicMode(bool bEnable)
Definition Actor.h:9009
void Tick(float DeltaTime)
Definition Actor.h:9027
int & MatineeManagerPriorityField()
Definition Actor.h:8993
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
Definition Actor.h:9018
FMatineeActorStopped & OnMatineeStoppedField()
Definition Actor.h:8999
float & ClientSidePositionErrorToleranceField()
Definition Actor.h:8996
void StepInterp(float DeltaTime, bool bPreview)
Definition Actor.h:9024
void ChangePlaybackDirection()
Definition Actor.h:9007
void CheckPriorityRefresh()
Definition Actor.h:9008
void Play(float OverrideSetPosition, bool bOverridePositionJump)
Definition Actor.h:9016
void Pause()
Definition Actor.h:9015
void SetLoopingState(bool bNewLooping)
Definition Actor.h:9021
void Reverse()
Definition Actor.h:9020
FName & MatineeControllerNameField()
Definition Actor.h:8990
float & InterpPositionField()
Definition Actor.h:8995
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9036
float & ForceStartPositionField()
Definition Actor.h:8992
void SetupCameraCuts()
Definition Actor.h:9023
static void StaticRegisterNativesAMatineeActor()
Definition Actor.h:9037
void TermInterp()
Definition Actor.h:9026
bool & bAllowLandSpawnOnNonIKBlockerField()
Definition Actor.h:9951
float & NPCZoneLinkedDinoWeightsField()
Definition Actor.h:10024
bool & bSpawnOnOceanField()
Definition Actor.h:9950
float & NPCLevelMultiplierField()
Definition Actor.h:10005
bool & bWasOriginallyEnabledField()
Definition Actor.h:10004
TSubclassOf< UNPCSpawnEntriesContainer > & NPCSpawnEntriesContainerObjectField()
Definition Actor.h:9939
bool & bNPCForcePreventExitingWaterField()
Definition Actor.h:10001
float & TheNextIncreaseNPCIntervalField()
Definition Actor.h:10015
int & AbsoluteMaximumNumberNearbyCoreStructuresField()
Definition Actor.h:9998
bool & bNPCPreventSavingField()
Definition Actor.h:9979
float & MinimumManualSpawnIntervalField()
Definition Actor.h:10019
float & SpawnPointsExtentsOffsetFromSeamlessGridSizeField()
Definition Actor.h:9952
TArray< FLinkedZoneSpawnVolumeEntry > & LinkedZoneSpawnVolumeEntriesField()
Definition Actor.h:9938
int & MinDesiredNumberOfNPCField()
Definition Actor.h:9958
int & ForceOverrideNPCBaseLevelField()
Definition Actor.h:10006
bool & bDirectLinkDinosWithZoneManagerField()
Definition Actor.h:10021
float & Override_SP_StasisAutoDestoryIntervalField()
Definition Actor.h:9960
int & MySublevelUniqueIDField()
Definition Actor.h:10030
bool & bDisableOnSeamlessHomeServersField()
Definition Actor.h:10002
bool & bForceInEditorField()
Definition Actor.h:9946
bool & bOnlyCheckMySublevelWaterField()
Definition Actor.h:9957
float & TheMinimumPlayerDistanceFromSpawnPointField()
Definition Actor.h:9968
int & UseDesiredNumberOfNPCField()
Definition Actor.h:10008
bool & bUseSeamlessServerNPCShipSpawnEntriesOverrideField()
Definition Actor.h:10022
bool & bUsesManualSpawningField()
Definition Actor.h:9981
float & TheDecreaseNPCIntervalField()
Definition Actor.h:9973
bool & bEnabledField()
Definition Actor.h:9945
bool & bIgnoreNPCRandomClassReplacementsField()
Definition Actor.h:10020
bool & bSpawnAllNPCEntriesField()
Definition Actor.h:9983
float & TheIncreaseNPCIntervalMaxField()
Definition Actor.h:9972
int & MaxNumberSpawnZoneRandomPointChecksField()
Definition Actor.h:9990
bool & bSpawnsWaterDinosField()
Definition Actor.h:10013
float & ConsoleDesiredNumberOfNPCMultiplierField()
Definition Actor.h:9954
float & TheNewNewEditorNumberOfNPCMultiplierField()
Definition Actor.h:9965
float & IslandFinalNPCLevelMultiplierField()
Definition Actor.h:10026
float & SpawnMinDistanceFromShoreField()
Definition Actor.h:9953
TArray< FName > & OnlyAllowSpawningOnActorTagsField()
Definition Actor.h:9955
float & TheMinimumStructureDistanceFromSpawnPointField()
Definition Actor.h:9993
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9943
bool & bAllowExtentTestField()
Definition Actor.h:9956
int & AbsoluteMaxNumberOfNPCField()
Definition Actor.h:9961
float & NPCAIRangeMultiplierField()
Definition Actor.h:9974
float & SingleplayerDeleteCreaturesAwayFromViewTimeOutField()
Definition Actor.h:10029
bool & bUseSpawnPointOverrideRotationField()
Definition Actor.h:10003
float & NPCWanderRadiusMultiplierField()
Definition Actor.h:9989
TArray< FNPCSpawnEntry > & NPCSpawnEntriesField()
Definition Actor.h:9940
TArray< FNPCSpawnLimit > & NPCSpawnLimitsField()
Definition Actor.h:9941
float & IncreaseNPCIntervalMultiplierField()
Definition Actor.h:10007
bool & bOnlyUseInDedicatedServerField()
Definition Actor.h:9988
float & SP_TheMaximumWorldTimeForFullIncreaseField()
Definition Actor.h:9971
bool & bOnlyUseInSingleplayerField()
Definition Actor.h:9984
int & TheNPCDynamicIncreaseMaximumIterationsField()
Definition Actor.h:10025
float & TheIncreaseNPCIntervalField()
Definition Actor.h:9969
float & SpawnOnOceanZOffsetField()
Definition Actor.h:9996
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
Definition Actor.h:10018
int & MaximumNumberNearbyCoreStructuresField()
Definition Actor.h:9997
float & SinglePlayerSpawnAroundPlayerViewRadiusMinField()
Definition Actor.h:9986
bool & bUseSeamlessServerOceanEpicSpawnEntriesOverrideField()
Definition Actor.h:10023
bool & bIgnoreVolumeEcompassingCheckField()
Definition Actor.h:9982
int & SP_MinDesiredNumberOfNPCField()
Definition Actor.h:9959
bool & bOnlySpawnInWaterField()
Definition Actor.h:9949
float & TheSpawnPointMinimumFloorNormalField()
Definition Actor.h:9964
bool & bTraceForSpawnAgainstWaterField()
Definition Actor.h:10000
int & NumSpawnFailuresField()
Definition Actor.h:10010
int & TheNPCFullIncreaseMaximumIterationsField()
Definition Actor.h:9991
float & TheMaximumWorldTimeForFullIncreaseField()
Definition Actor.h:9967
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
Definition Actor.h:10017
float & SinglePlayerSpawnAroundPlayerViewRadiusMaxField()
Definition Actor.h:9987
float & SP_TheIncreaseNPCIntervalField()
Definition Actor.h:9970
float & ManualSpawningNPCLerpToMaxRandomBaseLevelField()
Definition Actor.h:9995
bool & bForceUntameableField()
Definition Actor.h:9980
bool & bNewAbsoluteForceInEditorField()
Definition Actor.h:9947
bool & bNPCDontWanderField()
Definition Actor.h:9975
bool & bTriedFullIncreaseField()
Definition Actor.h:10012
float & SingleplayerDeleteCreaturesAwayFromViewDistField()
Definition Actor.h:10028
bool & bForcePreventDinoSeamlessTravelField()
Definition Actor.h:9976
int & NumNPCSpawnedField()
Definition Actor.h:10009
static void StaticRegisterNativesANPCZoneManager()
Definition Actor.h:9942
bool & bSpawnsAmphibiousDinosField()
Definition Actor.h:10014
float & KillOffOverweightNPCStasisTimeField()
Definition Actor.h:9966
float & TheMinimumTamedDinoDistanceFromSpawnPointField()
Definition Actor.h:9992
bool & bSinglePlayerSpawnAroundPlayerViewField()
Definition Actor.h:9985
bool & bForceRespawnDinosField()
Definition Actor.h:10011
bool & bNPCNoKillXPField()
Definition Actor.h:9978
int & ExtraNPCLevelOffsetField()
Definition Actor.h:9962
bool & bNPCWildIgnoreWildField()
Definition Actor.h:9977
float & CloseStructureDistanceFromSpawnPointField()
Definition Actor.h:10016
int & IslandFinalNPCLevelOffsetField()
Definition Actor.h:10027
bool & bAutoKillUseGlobalStasisArrayField()
Definition Actor.h:9999
bool & bNeverSpawnInWaterField()
Definition Actor.h:9948
float & DesiredNumberOfNPCMultiplierField()
Definition Actor.h:9963
float & NPCLerpToMaxRandomBaseLevelField()
Definition Actor.h:9994
TArray< FOceanHarvestEntry, FDefaultAllocator > & OceanHarvestEntries()
Definition Actor.h:9719
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9717
TArray< FOceanHarvestedEntry, FDefaultAllocator > & HiddenHarvestedOceanEntries()
Definition Actor.h:9718
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
Definition Actor.h:1421
void BecomeViewTarget(APlayerController *PC)
Definition Actor.h:1401
static void StaticRegisterNativesAPawn()
Definition Actor.h:1469
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:1461
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
Definition Actor.h:1423
FVector * Internal_ConsumeMovementInputVector(FVector *result)
Definition Actor.h:1428
bool IsCrouched()
Definition Actor.h:1431
void ReceiveUnpossessed(AController *OldController)
Definition Actor.h:1468
void ReceivePossessed(AController *NewController)
Definition Actor.h:1467
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
Definition Actor.h:1424
bool IsWalking()
Definition Actor.h:1437
AController * ControllerField()
Definition Actor.h:1377
void PreInitializeComponents()
Definition Actor.h:1452
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
Definition Actor.h:1391
bool InFreeCam()
Definition Actor.h:1426
TSubclassOf< AController > & AIControllerClassField()
Definition Actor.h:1373
FRotator * GetControlRotation(FRotator *result)
Definition Actor.h:1412
void TurnOff()
Definition Actor.h:1464
FVector * K2_GetMovementInputVector(FVector *result)
Definition Actor.h:1438
void EnableInput(APlayerController *PlayerController)
Definition Actor.h:1408
void MoveIgnoreActorAdd(AActor *ActorToIgnore)
Definition Actor.h:1440
void PossessedBy(AController *NewController)
Definition Actor.h:1445
char & RemoteViewPitchField()
Definition Actor.h:1375
FRotator * GetViewRotation(FRotator *result)
Definition Actor.h:1425
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:1417
void OutsideWorldBounds()
Definition Actor.h:1442
void PostLoad()
Definition Actor.h:1448
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration()
Definition Actor.h:1389
FVector & ControlInputVectorField()
Definition Actor.h:1380
void PostNetReceiveVelocity(FVector *NewVelocity)
Definition Actor.h:1450
void DetachFromControllerPendingDestroy()
Definition Actor.h:1406
void PawnMakeNoise(float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
Definition Actor.h:1444
FVector * GetNavAgentLocation(FVector *result)
Definition Actor.h:1396
void LaunchPawn(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
Definition Actor.h:1439
void SetCanAffectNavigationGeneration(bool bNewValue)
Definition Actor.h:1457
void PostNetReceiveLocationAndRotation()
Definition Actor.h:1449
void Internal_AddMovementInput(FVector WorldAccel, bool bForce)
Definition Actor.h:1427
float & AllowedYawErrorField()
Definition Actor.h:1378
APlayerController * GetOwnerController()
Definition Actor.h:1422
void Restart()
Definition Actor.h:1456
bool ShouldTickIfViewportsOnly()
Definition Actor.h:1459
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:1466
void SpawnDefaultController()
Definition Actor.h:1460
AController * GetDamageInstigator(AController *InstigatedBy, UDamageType *DamageType)
Definition Actor.h:1413
FVector * GetLastMovementInputVector(FVector *result)
Definition Actor.h:1416
void Tick(float DeltaSeconds)
Definition Actor.h:1462
UPlayer * GetNetOwningPlayer()
Definition Actor.h:1420
void PostInitializeComponents()
Definition Actor.h:1446
FRotator * GetBaseAimRotation(FRotator *result)
Definition Actor.h:1411
APlayerState * PlayerStateField()
Definition Actor.h:1374
void AddControllerRollInput(float Val)
Definition Actor.h:1398
bool IsBasedOnActor(AActor *Other)
Definition Actor.h:1429
void Destroyed()
Definition Actor.h:1405
bool ReachedDesiredRotation()
Definition Actor.h:1453
void PostInputProcessed()
Definition Actor.h:1447
void UnPossessed()
Definition Actor.h:1465
FVector * ConsumeMovementInputVector(FVector *result)
Definition Actor.h:1403
void Reset()
Definition Actor.h:1455
void OnRep_Controller()
Definition Actor.h:1441
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch()
Definition Actor.h:1386
bool & bClearOnConsumeField()
Definition Actor.h:1379
void AddControllerPitchInput(float Val)
Definition Actor.h:1397
bool IsLocallyControlled()
Definition Actor.h:1433
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw()
Definition Actor.h:1387
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll()
Definition Actor.h:1388
bool IsMoveInputIgnored()
Definition Actor.h:1435
bool IsLocallyControlledByPlayer()
Definition Actor.h:1434
UNetConnection * GetNetConnection()
Definition Actor.h:1419
static AActor * GetMovementBaseActor(APawn *Pawn)
Definition Actor.h:1418
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds()
Definition Actor.h:1392
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
Definition Actor.h:1436
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:1410
bool IsControlled()
Definition Actor.h:1430
void DisableInput(APlayerController *PlayerController)
Definition Actor.h:1407
void ClientSetRotation(FRotator NewRotation)
Definition Actor.h:1402
void PostRegisterAllComponents()
Definition Actor.h:1451
void PawnClientRestart()
Definition Actor.h:1443
void AddMovementInput(FVector WorldDirection, float ScaleValue, bool bForce)
Definition Actor.h:1400
float & BaseEyeHeightField()
Definition Actor.h:1372
bool ShouldTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:1458
bool IsFalling()
Definition Actor.h:1432
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
Definition Actor.h:1409
void RecalculateBaseEyeHeight()
Definition Actor.h:1454
void DestroyPlayerInputComponent()
Definition Actor.h:1404
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess()
Definition Actor.h:1390
FString * GetHumanReadableName(FString *result)
Definition Actor.h:1415
void AddControllerYawInput(float Val)
Definition Actor.h:1399
float GetDefaultHalfHeight()
Definition Actor.h:1414
FVector & LastControlInputVectorField()
Definition Actor.h:1381
void TickBasedCharacters(float DeltaSeconds)
Definition Actor.h:1463
AController * LastHitByField()
Definition Actor.h:1376
TWeakObjectPtr< AController > & SpawnedForControllerField()
Definition Actor.h:1382
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2271
void ClientProcessSimpleNetExecCommandBP_Implementation(AActor *ForActor, FName CommandName)
Definition Actor.h:2230
void SetSpawnLocation(FVector *NewLocation)
Definition Actor.h:2375
APawn * GetPawnOrSpectator()
Definition Actor.h:2291
bool DefaultCanUnpause()
Definition Actor.h:2248
EMouseCursor::Type GetMouseCursor()
Definition Actor.h:2285
bool IsLookInputIgnored()
Definition Actor.h:2307
void ServerUnmutePlayer(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2442
void ClientCapBandwidth_Implementation(int Cap)
Definition Actor.h:2212
FVector & LastReplicatedFocalLocField()
Definition Actor.h:2163
void CleanupGameViewport()
Definition Actor.h:2207
void NetSpawnActorAtLocation_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
Definition Actor.h:2316
void Possess(APawn *PawnToPossess)
Definition Actor.h:2324
void RestartLevel()
Definition Actor.h:2336
bool DeprojectMousePositionToWorld(FVector *WorldLocation, FVector *WorldDirection)
Definition Actor.h:2251
void ResetCameraMode()
Definition Actor.h:2334
void ClientTeamMessage(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
Definition Actor.h:2423
bool WasInputKeyJustReleased(FKey Key)
Definition Actor.h:2398
void AddCheats(bool bForce)
Definition Actor.h:2195
BitFieldValue< bool, unsigned __int32 > bCheatPlayer()
Definition Actor.h:2175
void PlayerTick(float DeltaTime)
Definition Actor.h:2323
FRotator & BlendedTargetViewRotationField()
Definition Actor.h:2128
void ClientRetryClientRestart_Implementation(APawn *NewPawn)
Definition Actor.h:2234
float GetInputKeyTimeDown(FKey Key)
Definition Actor.h:2279
bool GetHitResultUnderCursorForObjects(TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2274
void ClientReset_Implementation()
Definition Actor.h:2232
bool WasInputKeyJustPressed(FKey Key)
Definition Actor.h:2397
BitFieldValue< bool, unsigned __int32 > bCinematicMode()
Definition Actor.h:2172
void TickPlayerInput(const float DeltaSeconds, const bool bGamePaused)
Definition Actor.h:2389
void ClientNetGUIDActorDeletion(FNetworkGUID TheNetGUID)
Definition Actor.h:2407
void SetPawn(APawn *InPawn)
Definition Actor.h:2373
static void StaticRegisterNativesAPlayerController()
Definition Actor.h:2446
bool ServerAcknowledgePossession_Validate(APawn *P)
Definition Actor.h:2343
AActor * GetViewTarget()
Definition Actor.h:2296
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation(AActor *ForActor, FName CommandName)
Definition Actor.h:2231
void SafeServerCheckClientPossession()
Definition Actor.h:2338
UCheatManager * CheatManagerField()
Definition Actor.h:2133
float & InputRollScaleField()
Definition Actor.h:2142
void ServerViewNextPlayer()
Definition Actor.h:2445
bool ServerNotifyLoadedWorld_Validate(FName WorldPackageName)
Definition Actor.h:2351
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
Definition Actor.h:2421
void StartSpectatingOnly()
Definition Actor.h:2385
void NotifyLoadedWorld(FName WorldPackageName, bool bFinalDest)
Definition Actor.h:2318
void BeginInactiveState()
Definition Actor.h:2200
void ClientPlaySoundAtLocation_Implementation(USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
Definition Actor.h:2225
void EndSpectatingState()
Definition Actor.h:2260
void ClientProcessSimpleNetExecCommandUnreliableBP(AActor *ForActor, FName CommandName)
Definition Actor.h:2413
void ClientAddTextureStreamingLoc_Implementation(FVector InLoc, float Duration, bool bOverrideLocation)
Definition Actor.h:2210
AActor * GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
Definition Actor.h:2192
void GetInputMouseDelta(float *DeltaX, float *DeltaY)
Definition Actor.h:2281
FVector & AudioListenerLocationOverrideField()
Definition Actor.h:2154
void ClientSetHUD(TSubclassOf< AHUD > NewHUDClass)
Definition Actor.h:2422
UPlayer * PlayerField()
Definition Actor.h:2120
void ClientMessage_Implementation(FString *S, FName Type, float MsgLifeTime)
Definition Actor.h:2222
void SafeRetryClientRestart()
Definition Actor.h:2337
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey()
Definition Actor.h:2170
char & IgnoreLookInputField()
Definition Actor.h:2152
void SetPlayer(UPlayer *InPlayer)
Definition Actor.h:2374
TSubobjectPtr< USceneComponent > & TransformComponentField()
Definition Actor.h:2148
float & InputYawScaleField()
Definition Actor.h:2140
void SendClientAdjustment()
Definition Actor.h:2341
void StopTalking()
Definition Actor.h:2387
UNetConnection * NetConnectionField()
Definition Actor.h:2138
void ClientCommitMapChange_Implementation()
Definition Actor.h:2214
void BeginSpectatingState()
Definition Actor.h:2201
void ClientSetBlockOnAsyncLoading()
Definition Actor.h:2419
void FOV(float F)
Definition Actor.h:2261
void StartTalking()
Definition Actor.h:2386
bool IsPrimaryPlayer()
Definition Actor.h:2312
void ClientUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2243
bool GetHitResultUnderCursorByChannel(ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2273
bool ServerPause_Validate()
Definition Actor.h:2306
void GetInputMotionState(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
Definition Actor.h:2280
void ClientEnableNetworkVoice_Implementation(bool bEnable)
Definition Actor.h:2215
FVector * GetInputVectorKeyState(FVector *result, FKey Key)
Definition Actor.h:2283
void ClientPrepareMapChange_Implementation(FName LevelName, bool bFirst, bool bLast)
Definition Actor.h:2227
void ClientRetryClientRestart(APawn *NewPawn)
Definition Actor.h:2417
void DestroySpectatorPawn()
Definition Actor.h:2253
APawn * AcknowledgedPawnField()
Definition Actor.h:2121
bool NetConnectionHasActiveActor(AActor *AnActor)
Definition Actor.h:2315
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor()
Definition Actor.h:2185
void PostLoad()
Definition Actor.h:2326
void ServerSetSpectatorLocation(FVector NewLoc)
Definition Actor.h:2440
TArray< FName > & PendingMapChangeLevelNamesField()
Definition Actor.h:2135
void GetViewportSize(int *SizeX, int *SizeY)
Definition Actor.h:2297
TArray< AActor * > HiddenActorsField()
Definition Actor.h:2129
bool NotifyServerReceivedClientData(APawn *InPawn, float TimeStamp)
Definition Actor.h:2319
void EndPlay(EEndPlayReason::Type EndPlayReason)
Definition Actor.h:2258
FVector & LastCharacterMovementTeleportUnstasisLocationField()
Definition Actor.h:2162
void FlushPressedKeys()
Definition Actor.h:2263
FRotator & RotationInputField()
Definition Actor.h:2139
void ServerVerifyViewTarget()
Definition Actor.h:2444
void ServerCheckClientPossession()
Definition Actor.h:2434
void ResetIgnoreInputFlags()
Definition Actor.h:2335
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
Definition Actor.h:2366
unsigned __int16 & SeamlessTravelCountField()
Definition Actor.h:2158
void Camera(FName NewMode)
Definition Actor.h:2203
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:2266
bool ServerUpdateLevelVisibility_Validate(FName PackageName, bool bIsVisible)
Definition Actor.h:2361
bool & bIsDelayedNetCleanupField()
Definition Actor.h:2164
FRotator & TargetViewRotationField()
Definition Actor.h:2127
void SetupInputComponent()
Definition Actor.h:2377
void ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
Definition Actor.h:2242
bool IsSplitscreenPlayer(int *OutSplitscreenPlayerIndex)
Definition Actor.h:2313
APlayerState * GetNextViewablePlayer(int dir)
Definition Actor.h:2290
FString * ConsoleCommand(FString *result, FString *Cmd, bool bWriteToLog)
Definition Actor.h:2246
void InitInputSystem()
Definition Actor.h:2299
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:2293
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2269
bool IsMoveInputIgnored()
Definition Actor.h:2308
void CreateTouchInterface()
Definition Actor.h:2247
void ChangeState(FName NewState)
Definition Actor.h:2205
void ServerUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2357
void StartFire(char FireModeNum)
Definition Actor.h:2384
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents()
Definition Actor.h:2179
void AddPitchInput(float Val)
Definition Actor.h:2196
long double & ServerLastReceivedSpectatorLocTimeField()
Definition Actor.h:2132
void ServerUpdateCamera_Implementation(FVector_NetQuantize CamLoc, int CamPitchAndYaw)
Definition Actor.h:2359
bool ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D *ScreenLocation)
Definition Actor.h:2330
void ClientWasKicked(FText *KickReason)
Definition Actor.h:2428
void ClientNotifyRespawned(APawn *NewPawn, bool IsFirstSpawn)
Definition Actor.h:2409
void ClientSetBlockOnAsyncLoading_Implementation()
Definition Actor.h:2236
void ToggleSpeaking(bool bSpeaking, bool bUseSuperRange)
Definition Actor.h:2390
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused()
Definition Actor.h:2187
bool IsPlayerMuted(FString *VivoxUsername)
Definition Actor.h:2310
bool CanRestartPlayer()
Definition Actor.h:2204
void ClientPrestreamTextures_Implementation(AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
Definition Actor.h:2228
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor()
Definition Actor.h:2177
void SpawnDefaultHUD()
Definition Actor.h:2381
bool IsPaused()
Definition Actor.h:2309
float & LastTeleportDistanceField()
Definition Actor.h:2165
void SetVirtualJoystickVisibility(bool bVisible)
Definition Actor.h:2376
void ClientRepObjRef(UObject *Object)
Definition Actor.h:2414
void ClientProcessNetExecCommandUnreliable(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
Definition Actor.h:2411
FRotator & AudioListenerRotationOverrideField()
Definition Actor.h:2155
void ClientReturnToMainMenu(FString *ReturnReason)
Definition Actor.h:2418
void ClientMessage(FString *S, FName Type, float MsgLifeTime)
Definition Actor.h:2405
void ClientNetGUIDActorDeletion_Implementation(FNetworkGUID TheNetGUID)
Definition Actor.h:2224
bool InputTouch(unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
Definition Actor.h:2303
bool HasClientLoadedCurrentWorld()
Definition Actor.h:2298
void ClientCapBandwidth(int Cap)
Definition Actor.h:2399
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField()
Definition Actor.h:2153
void ServerSetSpectatorLocation_Implementation(FVector NewLoc)
Definition Actor.h:2355
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
Definition Actor.h:2289
void AddRollInput(float Val)
Definition Actor.h:2197
AHUD * MyHUDField()
Definition Actor.h:2123
void ClientGameEnded(AActor *EndGameFocus, bool bIsWinner)
Definition Actor.h:2403
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
Definition Actor.h:2202
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField()
Definition Actor.h:2145
void SetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
Definition Actor.h:2367
void ServerViewPrevPlayer_Implementation()
Definition Actor.h:2364
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
Definition Actor.h:2252
void ClientUnmutePlayer(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2425
void NetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
Definition Actor.h:2430
void SetAudioListenerOverride(USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
Definition Actor.h:2365
void GetSeamlessTravelActorList(bool bToEntry, TArray< AActor * > *ActorList)
Definition Actor.h:2294
bool ServerMutePlayer_Validate(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2349
UNetConnection * PendingSwapConnectionField()
Definition Actor.h:2137
void SpawnPlayerCameraManager()
Definition Actor.h:2383
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled()
Definition Actor.h:2182
void ServerPause_Implementation()
Definition Actor.h:2352
bool & bLockedInputUIField()
Definition Actor.h:2147
void SmoothTargetViewRotation(APawn *TargetPawn, float DeltaSeconds)
Definition Actor.h:2380
bool InputAxis(FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
Definition Actor.h:2300
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents()
Definition Actor.h:2178
BitFieldValue< bool, unsigned __int32 > bIsAdmin()
Definition Actor.h:2176
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
Definition Actor.h:2186
void PawnLeavingGame()
Definition Actor.h:2322
void DelayedNetCleanup()
Definition Actor.h:2249
float & LastSpectatorStateSynchTimeField()
Definition Actor.h:2130
void ClientForceGarbageCollection_Implementation()
Definition Actor.h:2217
void ClientSetCameraFade(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
Definition Actor.h:2420
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove()
Definition Actor.h:2183
void ClientGotoState(FName NewState)
Definition Actor.h:2404
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2270
void ForceSingleNetUpdateFor(AActor *Target)
Definition Actor.h:2264
float & LocalPlayerCachedLODDistanceFactorField()
Definition Actor.h:2122
void NotifyDirectorControl(bool bNowControlling, AMatineeActor *CurrentMatinee)
Definition Actor.h:2317
void ServerMutePlayer(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2435
void SetCameraMode(FName NewCamMode)
Definition Actor.h:2238
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents()
Definition Actor.h:2180
void FailedToSpawnPawn()
Definition Actor.h:2262
void UpdatePing(float InPing)
Definition Actor.h:2393
void ClientReturnToMainMenu_Implementation(FString *ReturnReason)
Definition Actor.h:2235
void ClientProcessNetExecCommand(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
Definition Actor.h:2410
void ServerViewNextPlayer_Implementation()
Definition Actor.h:2363
bool GetHitResultUnderFingerByChannel(ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2276
void ServerPause()
Definition Actor.h:2437
void ClientReset()
Definition Actor.h:2415
bool IsFrozen()
Definition Actor.h:2304
void EndPlayingState()
Definition Actor.h:2259
void AcknowledgePossession(APawn *P)
Definition Actor.h:2194
int & LastValidUnstasisCasterFrameField()
Definition Actor.h:2161
void ServerRestartPlayer()
Definition Actor.h:2439
void AddYawInput(float Val)
Definition Actor.h:2198
void LocalTravel(FString *FURL)
Definition Actor.h:2314
void UnPossess()
Definition Actor.h:2391
void ServerReceivedPlayerControllerAck_Implementation()
Definition Actor.h:2353
int GetSplitscreenPlayerCount()
Definition Actor.h:2295
bool & bPossessedAnyPawnField()
Definition Actor.h:2160
void ClientVoiceHandshakeComplete()
Definition Actor.h:2427
FVector & SpawnLocationField()
Definition Actor.h:2156
void ClientClearCameraLensEffects_Implementation()
Definition Actor.h:2213
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
Definition Actor.h:2370
void Destroyed()
Definition Actor.h:2254
void ClientVoiceHandshakeComplete_Implementation()
Definition Actor.h:2244
void ClientEnableNetworkVoice(bool bEnable)
Definition Actor.h:2402
void ClientSetHUD_Implementation(TSubclassOf< AHUD > NewHUDClass)
Definition Actor.h:2241
void ClientIgnoreLookInput_Implementation(bool bIgnore)
Definition Actor.h:2220
void ClientFlushLevelStreaming_Implementation()
Definition Actor.h:2216
UNetConnection * GetNetConnection()
Definition Actor.h:2287
void ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
Definition Actor.h:2240
void ServerAcknowledgePossession(APawn *P)
Definition Actor.h:2431
void ClientIgnoreMoveInput_Implementation(bool bIgnore)
Definition Actor.h:2221
void ClientPlaySound_Implementation(USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
Definition Actor.h:2226
void ServerMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2348
char & IgnoreMoveInputField()
Definition Actor.h:2151
FVector * GetFocalLocation(FVector *result)
Definition Actor.h:2268
bool InputKey(FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
Definition Actor.h:2301
void EnableInput(APlayerController *PlayerController)
Definition Actor.h:2257
void ClientRestart(APawn *NewPawn)
Definition Actor.h:2416
void UpdateCameraManager(float DeltaSeconds)
Definition Actor.h:2392
void ServerChangeName_Implementation(FString *S)
Definition Actor.h:2345
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener()
Definition Actor.h:2188
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting()
Definition Actor.h:2174
void DisableInput(APlayerController *PlayerController)
Definition Actor.h:2255
float GetInputAnalogKeyState(FKey Key)
Definition Actor.h:2278
void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible)
Definition Actor.h:2443
bool & bAutoManageActiveCameraTargetField()
Definition Actor.h:2126
TSubclassOf< UCheatManager > & CheatClassField()
Definition Actor.h:2134
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField()
Definition Actor.h:2144
void SeamlessTravelFrom(APlayerController *OldPC)
Definition Actor.h:2340
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes()
Definition Actor.h:2173
void ClientRestart_Implementation(APawn *NewPawn)
Definition Actor.h:2233
void SetIgnoreMoveInput(bool bNewMoveInput)
Definition Actor.h:2369
BitFieldValue< bool, unsigned __int32 > bIsAnselActive()
Definition Actor.h:2171
void PostInitializeComponents()
Definition Actor.h:2325
void GetInputTouchState(ETouchIndex::Type FingerIndex, float *LocationX, float *LocationY, bool *bIsCurrentlyPressed)
Definition Actor.h:2282
void UpdateRotation(float DeltaTime)
Definition Actor.h:2394
bool ServerChangeName_Validate(FString *S)
Definition Actor.h:2346
void CleanupPlayerState()
Definition Actor.h:2208
bool GetHitResultUnderFingerForObjects(ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2277
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
Definition Actor.h:2267
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
Definition Actor.h:2378
void ViewAPlayer(int dir)
Definition Actor.h:2396
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents()
Definition Actor.h:2181
void EnableCheats(FString pass)
Definition Actor.h:2256
unsigned __int16 & LastCompletedSeamlessTravelCountField()
Definition Actor.h:2159
void ClientWasKicked_Implementation(FText *KickReason)
Definition Actor.h:2245
void ClientProcessNetExecCommandUnreliable_Implementation(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
Definition Actor.h:2229
void ClientMutePlayer(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2406
void ServerShortTimeout()
Definition Actor.h:2441
void ProcessForceFeedback(const float DeltaTime, const bool bGamePaused)
Definition Actor.h:2328
void AutoManageActiveCameraTarget(AActor *SuggestedTarget)
Definition Actor.h:2199
bool GetHitResultUnderFinger(ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2275
void ClientCommitMapChange()
Definition Actor.h:2401
void ReceivedPlayer()
Definition Actor.h:2331
void ClientMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2223
void ServerNotifyLoadedWorld_Implementation(FName WorldPackageName)
Definition Actor.h:2350
void CleanUpAudioComponents()
Definition Actor.h:2206
void ClientTeleportSucceeded(FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
Definition Actor.h:2424
bool ServerUnmutePlayer_Validate(FUniqueNetIdRepl PlayerId)
Definition Actor.h:2358
void ClientNotifyReconnected(APawn *NewPawn)
Definition Actor.h:2408
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:2429
FString * GetPlayerNetworkAddress(FString *result)
Definition Actor.h:2292
void SetName(FString *S)
Definition Actor.h:2371
void ClientCancelPendingMapChange_Implementation()
Definition Actor.h:2211
void ServerCheckClientPossession_Implementation()
Definition Actor.h:2347
bool InputMotion(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
Definition Actor.h:2302
void OnNetCleanup(UNetConnection *Connection)
Definition Actor.h:2320
void ProcessPlayerInput(const float DeltaTime, const bool bGamePaused)
Definition Actor.h:2329
void ClientClearCameraLensEffects()
Definition Actor.h:2400
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField()
Definition Actor.h:2125
void ServerAcknowledgePossession_Implementation(APawn *P)
Definition Actor.h:2342
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField()
Definition Actor.h:2143
UPlayer * GetNetOwningPlayer()
Definition Actor.h:2288
float & InputPitchScaleField()
Definition Actor.h:2141
void ClientGameEnded_Implementation(AActor *EndGameFocus, bool bIsWinner)
Definition Actor.h:2218
APlayerCameraManager * PlayerCameraManagerField()
Definition Actor.h:2124
void ServerVerifyViewTarget_Implementation()
Definition Actor.h:2362
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut()
Definition Actor.h:2169
void ServerCamera(FName NewMode)
Definition Actor.h:2432
bool IsPlayerMuted(FUniqueNetId *PlayerId)
Definition Actor.h:2311
void ClientProcessSimpleNetExecCommandBP(AActor *ForActor, FName CommandName)
Definition Actor.h:2412
void ClearAudioListenerOverride()
Definition Actor.h:2209
bool GetHitResultUnderCursor(ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
Definition Actor.h:2272
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
Definition Actor.h:2327
void ServerRestartPlayer_Implementation()
Definition Actor.h:2354
void ServerChangeName(FString *S)
Definition Actor.h:2433
void ServerCamera_Implementation(FName NewMode)
Definition Actor.h:2344
void UpdateStateInputComponents()
Definition Actor.h:2395
bool IsInputKeyDown(FKey Key)
Definition Actor.h:2305
float & LastRetryPlayerTimeField()
Definition Actor.h:2157
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField()
Definition Actor.h:2149
void ServerReceivedPlayerControllerAck()
Definition Actor.h:2438
void ServerNotifyLoadedWorld(FName WorldPackageName)
Definition Actor.h:2436
void GameHasEnded(AActor *EndGameFocus, bool bIsWinner)
Definition Actor.h:2265
void ClientGotoState_Implementation(FName NewState)
Definition Actor.h:2219
void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex)
Definition Actor.h:2426
void ReceivedSpectatorClass(TSubclassOf< AGameMode > SpectatorClass)
Definition Actor.h:2332
void ClientSetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
Definition Actor.h:2239
bool ShouldShowMouseCursor()
Definition Actor.h:2379
void DelayedPrepareMapChange()
Definition Actor.h:2250
void ServerUpdateLevelVisibility_Implementation(FName PackageName, bool bIsVisible)
Definition Actor.h:2360
void SwitchLevel(FString *FURL)
Definition Actor.h:2388
void SetIgnoreLookInput(bool bNewLookInput)
Definition Actor.h:2368
static bool IsNetRelevantFor(FTimespan A, FTimespan B)
Definition Actor.h:2193
void ClientSetCameraFade_Implementation(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
Definition Actor.h:2237
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook()
Definition Actor.h:2184
char & NetPlayerIndexField()
Definition Actor.h:2136
void SpawnHUD(TSubclassOf< AHUD > NewHUDClass)
Definition Actor.h:2382
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:2284
int & ClientCapField()
Definition Actor.h:2131
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField()
Definition Actor.h:2150
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField()
Definition Actor.h:2146
void SetNetSpeed(int NewSpeed)
Definition Actor.h:2372
void SafeServerUpdateSpectatorState()
Definition Actor.h:2339
void ServerToggleAILogging_Implementation()
Definition Actor.h:2356
bool GetMousePosition(float *LocationX, float *LocationY)
Definition Actor.h:2286
void OverrideWith(APlayerState *PlayerState)
Definition Actor.h:1807
void OnRep_UniqueId()
Definition Actor.h:1805
float & ScoreField()
Definition Actor.h:1774
int & StartTimeField()
Definition Actor.h:1779
static void StaticRegisterNativesAPlayerState()
Definition Actor.h:1819
void SeamlessTravelTo(APlayerState *NewPlayerState)
Definition Actor.h:1812
APlayerState * Duplicate()
Definition Actor.h:1801
void RecalculateAvgPing()
Definition Actor.h:1809
float & CurPingBucketTimestampField()
Definition Actor.h:1785
int & PlayerIdField()
Definition Actor.h:1778
void ClientInitialize(AController *C)
Definition Actor.h:1798
void RegisterPlayerWithSession(bool bWasFromInvite)
Definition Actor.h:1810
void Destroyed()
Definition Actor.h:1800
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:1818
FString * GetHumanReadableName(FString *result)
Definition Actor.h:1802
void UnregisterPlayerWithSession()
Definition Actor.h:1816
BitFieldValue< bool, unsigned __int32 > bFromPreviousLevel()
Definition Actor.h:1794
void Reset()
Definition Actor.h:1811
char & CurPingBucketField()
Definition Actor.h:1784
BitFieldValue< bool, unsigned __int32 > bIsInactive()
Definition Actor.h:1793
void OnRep_PlayerName()
Definition Actor.h:1804
bool ShouldBroadCastWelcomeMessage(bool bExiting)
Definition Actor.h:1815
void UpdatePing(float InPing)
Definition Actor.h:1817
void OnRep_bIsInactive()
Definition Actor.h:1806
char & PingField()
Definition Actor.h:1775
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:1803
void SetPlayerName(FString *S)
Definition Actor.h:1813
void PostInitializeComponents()
Definition Actor.h:1808
FString & SavedNetworkAddressField()
Definition Actor.h:1781
FString & OldNameField()
Definition Actor.h:1777
FUniqueNetIdRepl & UniqueIdField()
Definition Actor.h:1782
BitFieldValue< bool, unsigned __int32 > bIsSpectator()
Definition Actor.h:1789
BitFieldValue< bool, unsigned __int32 > bIsABot()
Definition Actor.h:1791
void CopyProperties(APlayerState *PlayerState)
Definition Actor.h:1799
BitFieldValue< bool, unsigned __int32 > bOnlySpectator()
Definition Actor.h:1790
void SetUniqueId(TSharedPtr< FUniqueNetId, 0 > *InUniqueId)
Definition Actor.h:1814
float & ExactPingField()
Definition Actor.h:1780
FName & SessionNameField()
Definition Actor.h:1783
FString & PlayerNameField()
Definition Actor.h:1776
BitFieldValue< bool, unsigned __int32 > bHasBeenWelcomed()
Definition Actor.h:1792
BitFieldValue< bool, unsigned __int32 > bBPAddMultiUseEntries()
Definition Actor.h:10214
float & MaximumVelocityZForSlowingFallField()
Definition Actor.h:10158
void BuffTickClient(float DeltaTime)
Definition Actor.h:10288
bool TemplateAllowActorSpawn(UWorld *World, FVector *AtLocation, FRotator *AtRotation, FActorSpawnParameters *SpawnParameters)
Definition Actor.h:10255
BitFieldValue< bool, unsigned __int32 > bDediServerUseBPModifyPlayerBoneModifiers()
Definition Actor.h:10193
TSubclassOf< APrimalBuff > & AOEOtherBuffToApplyField()
Definition Actor.h:10090
float & ViewMaxExposureMultiplierField()
Definition Actor.h:10080
long double & LastItemDurabilityDepletionTimeField()
Definition Actor.h:10097
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
Definition Actor.h:10273
TArray< FBuffStatEntry > & BuffStatGroupEntriesField()
Definition Actor.h:10059
BitFieldValue< bool, unsigned __int32 > bUseBPModifyPlayerBoneModifiers()
Definition Actor.h:10192
FVector * UpdateStaticPathingDestination(FVector *result, FVector locOverride, float randomOffsetMultiplier, bool useRandomNegativeXDir, bool orientRandOffsetByRotation, FRotator randOffsetByRotation, float GroundCheckSpreadOverride)
Definition Actor.h:10264
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToDinos()
Definition Actor.h:10222
BitFieldValue< bool, unsigned __int32 > bBuffDrawFloatingHUD()
Definition Actor.h:10206
bool & bUseBPExcludeAoEActorField()
Definition Actor.h:10126
FName & InstigatorAttachmentSocketField()
Definition Actor.h:10061
TSubclassOf< UDamageType > & AoEApplyDamageTypeField()
Definition Actor.h:10116
bool & bDeactivatedSoundOnlyLocalField()
Definition Actor.h:10146
FieldArray< float, 12 > ValuesToAddPerSecondField()
Definition Actor.h:10073
BitFieldValue< bool, unsigned __int32 > bAoEIgnoreDinosTargetingInstigator()
Definition Actor.h:10176
UMaterialInterface * BuffPostProcessEffectField()
Definition Actor.h:10087
static UClass * StaticClass()
Definition Actor.h:10283
bool & bBPModifyCharacterFOVField()
Definition Actor.h:10149
TSubclassOf< UPrimalBuffPersistentData > & BuffPersistentDataClassField()
Definition Actor.h:10110
TArray< TSubclassOf< AActor > > & AoEClassesToExcludeField()
Definition Actor.h:10125
long double & NextBuffTickTimeServerField()
Definition Actor.h:10140
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffDeactivated()
Definition Actor.h:10249
BitFieldValue< bool, unsigned __int32 > bPreventOnPlayer()
Definition Actor.h:10225
BitFieldValue< bool, unsigned __int32 > bModifyMaxSpeed()
Definition Actor.h:10187
bool ExcludeAoEActor(AActor *ActorToConsider)
Definition Actor.h:10276
bool & bDeactivateAfterAddingXPField()
Definition Actor.h:10083
BitFieldValue< bool, unsigned __int32 > bAoEApplyDamageAllTargetables()
Definition Actor.h:10231
long double & TimeForNextAOECheckField()
Definition Actor.h:10155
BitFieldValue< bool, unsigned __int32 > bFollowTarget()
Definition Actor.h:10168
float & CharacterMultiplier_ExtraWaterConsumptionMultiplierField()
Definition Actor.h:10076
float & SlowInstigatorFallingDampenZVelocityField()
Definition Actor.h:10067
TArray< TSubclassOf< APrimalCharacter > > & BuffRequiresOwnerClassField()
Definition Actor.h:10101
void Unstasis()
Definition Actor.h:10279
float & ForceNetworkSpatializationBuffMaxLimitRangeField()
Definition Actor.h:10119
bool & bWasStasisedField()
Definition Actor.h:10143
BitFieldValue< bool, unsigned __int32 > bBPAdjustStatusValueModification()
Definition Actor.h:10246
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFlight()
Definition Actor.h:10233
void Tick(float DeltaSeconds)
Definition Actor.h:10262
bool & bUseBPSetupForInstigatorField()
Definition Actor.h:10104
BitFieldValue< bool, unsigned __int32 > bRemoteForcedFlee()
Definition Actor.h:10184
BitFieldValue< bool, unsigned __int32 > bPlayerIgnoreBuffPostprocessEffectWhenRidingDino()
Definition Actor.h:10183
void AddDamageStatusValueModifier(APrimalCharacter *addToCharacter, EPrimalCharacterStatusValue::Type ValueType, bool bSpeedToAddInSeconds, bool bContinueOnUnchangedValue, bool bResetExistingModifierDescriptionIndex, bool bSetValue, bool bSetAdditionalValue, float LimitExistingModifierDescriptionToMaxAmount, float damageMultiplierAmountToAdd, float speedToAdd, int StatusValueModifierDescriptionIndex, bool bUsePercentualDamage, bool bMakeUntameable, float percentualDamage, TSubclassOf< UDamageType > ScaleValueByCharacterDamageType)
Definition Actor.h:10260
APrimalBuff * AddBuff(APrimalCharacter *ForCharacter, AActor *DamageCauser)
Definition Actor.h:10271
BitFieldValue< bool, unsigned __int32 > bUsePostAdjustDamage()
Definition Actor.h:10201
BitFieldValue< bool, unsigned __int32 > bDeactivateOnJump()
Definition Actor.h:10164
float & XPtoAddField()
Definition Actor.h:10081
BitFieldValue< bool, unsigned __int32 > bDisableIfCharacterUnderwater()
Definition Actor.h:10171
BitFieldValue< bool, unsigned __int32 > bPreventInputDoesOffset()
Definition Actor.h:10243
int & AddBuffMaxNumStacksField()
Definition Actor.h:10144
float & CharacterMultiplier_SubmergedOxygenDecreaseSpeedField()
Definition Actor.h:10078
bool ResetBuffStart()
Definition Actor.h:10270
bool & bPersistentBuffSurvivesLevelUpField()
Definition Actor.h:10113
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeCarried()
Definition Actor.h:10200
BitFieldValue< bool, unsigned __int32 > bBPOverrideWeaponBob()
Definition Actor.h:10191
bool & bUseBuffTickServerField()
Definition Actor.h:10132
FVector & AoEBuffLocOffsetField()
Definition Actor.h:10123
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnPlayers()
Definition Actor.h:10202
float & WeaponRecoilMultiplierField()
Definition Actor.h:10069
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToPlayers()
Definition Actor.h:10221
bool & bBPOverrideCharacterNewFallVelocityField()
Definition Actor.h:10148
BitFieldValue< bool, unsigned __int32 > bAllowBuffWhenInstigatorDead()
Definition Actor.h:10218
BitFieldValue< bool, unsigned __int32 > bUseTickingDeactivation()
Definition Actor.h:10237
float & HyperThermiaInsulationField()
Definition Actor.h:10121
TArray< TSubclassOf< AActor > > & PreventActorClassesTargetingField()
Definition Actor.h:10088
float & Maximum2DVelocityForStaminaRecoveryField()
Definition Actor.h:10094
float & TPVCameraSpeedInterpolationMultiplierField()
Definition Actor.h:10153
float & UnsubmergedMaxSpeedModifierField()
Definition Actor.h:10085
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
Definition Actor.h:10232
BitFieldValue< bool, unsigned __int32 > bForcePlayerProne()
Definition Actor.h:10211
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargeting()
Definition Actor.h:10189
BitFieldValue< bool, unsigned __int32 > bUseBPIsCharacterHardAttached()
Definition Actor.h:10195
void EnableTickFunction()
Definition Actor.h:10265
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffIgnoreSameTeam()
Definition Actor.h:10204
float BuffAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
Definition Actor.h:10286
float & BuffTickServerMinTimeField()
Definition Actor.h:10135
TSubclassOf< APrimalBuff > & ForceNetworkSpatializationMaxLimitBuffTypeField()
Definition Actor.h:10117
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeCarrying()
Definition Actor.h:10198
void InstigatorJumped()
Definition Actor.h:10267
BitFieldValue< bool, unsigned __int32 > bPreventOnDino()
Definition Actor.h:10224
void DrawBuffFloatingHUD(int BuffIndex, AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
Definition Actor.h:10290
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffActivated()
Definition Actor.h:10248
bool PreventRunning()
Definition Actor.h:10275
TArray< TSubclassOf< AActor > > & AoEClassesToIncludeField()
Definition Actor.h:10124
float & AOEBuffRangeField()
Definition Actor.h:10091
BitFieldValue< bool, unsigned __int32 > bIsBuffPersistent()
Definition Actor.h:10215
void ProcessStaticPathing(bool triggerRunning)
Definition Actor.h:10263
float & OnlyForInstigatorSoundFadeInTimeField()
Definition Actor.h:10131
BitFieldValue< bool, unsigned __int32 > bCheckPreventInput()
Definition Actor.h:10238
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAddingOtherBuff()
Definition Actor.h:10229
TSubclassOf< APrimalBuff > & BuffToGiveOnDeactivationField()
Definition Actor.h:10098
float & CharacterAOEBuffDamageField()
Definition Actor.h:10092
BitFieldValue< bool, unsigned __int32 > bWasDestroyed()
Definition Actor.h:10247
BitFieldValue< bool, unsigned __int32 > bOnlyAddCharacterValuesUnderwater()
Definition Actor.h:10170
float & CharacterAdd_DefaultHypothermicInsulationField()
Definition Actor.h:10075
BitFieldValue< bool, unsigned __int32 > bDeactivated()
Definition Actor.h:10166
float & InsulationRangeField()
Definition Actor.h:10120
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTickDedicated()
Definition Actor.h:10179
FStatusValueModifierDescription & BuffDescriptionField()
Definition Actor.h:10058
BitFieldValue< bool, unsigned __int32 > bPreventJump()
Definition Actor.h:10165
bool & bIsCarryBuffField()
Definition Actor.h:10154
void SetBuffCauser(AActor *CausedBy)
Definition Actor.h:10293
BitFieldValue< bool, unsigned __int32 > bUseBPPreventRunning()
Definition Actor.h:10230
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffRequireSameTeam()
Definition Actor.h:10205
BitFieldValue< bool, unsigned __int32 > bDontPlayInstigatorActiveSoundOnDino()
Definition Actor.h:10235
float & XPtoAddRateField()
Definition Actor.h:10082
void Deactivate()
Definition Actor.h:10256
long double & TickingDeactivationTimeField()
Definition Actor.h:10108
float & AoEApplyDamageField()
Definition Actor.h:10114
BitFieldValue< bool, unsigned __int32 > bAddExtendBuffTime()
Definition Actor.h:10236
TArray< TWeakObjectPtr< APrimalCharacter > > & BuffedCharactersField()
Definition Actor.h:10096
float & XPEarningMultiplierField()
Definition Actor.h:10103
BitFieldValue< bool, unsigned __int32 > bHUDFormatTimerAsTimecode()
Definition Actor.h:10241
float & DeactivateAfterTimeField()
Definition Actor.h:10068
void BeginPlay()
Definition Actor.h:10258
void NetDeactivate_Implementation()
Definition Actor.h:10257
BitFieldValue< bool, unsigned __int32 > bCustomDepthStencilIgnoreHealth()
Definition Actor.h:10180
void NotifyDamage(float DamageAmount, TSubclassOf< UDamageType > DamageClass, AController *EventInstigator, AActor *TheDamageCauser)
Definition Actor.h:10291
bool & bTickFunctionDisabledField()
Definition Actor.h:10142
float & DeactivationLifespanField()
Definition Actor.h:10060
TArray< UMaterialInterface * > PostprocessBlendablesToExcludeField()
Definition Actor.h:10095
void SetupForInstigator()
Definition Actor.h:10261
float & BuffTickServerMaxTimeField()
Definition Actor.h:10134
USoundBase * ExtraActivationSoundToPlayField()
Definition Actor.h:10112
BitFieldValue< bool, unsigned __int32 > bUseBPInitializedCharacterAnimScriptInstance()
Definition Actor.h:10199
bool & bUseBPCustomAllowAddBuffField()
Definition Actor.h:10106
BitFieldValue< bool, unsigned __int32 > bUseBPNonDedicatedPlayerPostAnimUpdate()
Definition Actor.h:10194
BitFieldValue< bool, unsigned __int32 > bPreventOnBigDino()
Definition Actor.h:10226
BitFieldValue< bool, unsigned __int32 > bAoEOnlyOnDinosTargetingInstigator()
Definition Actor.h:10177
float & ReceiveDamageMultiplierField()
Definition Actor.h:10070
float & AOEBuffIntervalMinField()
Definition Actor.h:10156
BitFieldValue< bool, unsigned __int32 > bPreventOnBossDino()
Definition Actor.h:10227
BitFieldValue< bool, unsigned __int32 > bNetResetBuffStart()
Definition Actor.h:10209
BitFieldValue< bool, unsigned __int32 > bAllowBuffStasis()
Definition Actor.h:10220
BitFieldValue< bool, unsigned __int32 > bHideBuffFromHUD()
Definition Actor.h:10212
USoundBase * DeactivatedSoundField()
Definition Actor.h:10145
UPrimalBuffPersistentData * MyBuffPersistentDataField()
Definition Actor.h:10109
BitFieldValue< bool, unsigned __int32 > bDisplayHUDProgressBar()
Definition Actor.h:10188
BitFieldValue< bool, unsigned __int32 > bAoEBuffAllowIfAlreadyBuffed()
Definition Actor.h:10208
FVector & AoETraceToTargetsStartOffsetField()
Definition Actor.h:10063
float & AOEBuffIntervalMaxField()
Definition Actor.h:10157
void NetResetBuffStart_Implementation()
Definition Actor.h:10269
int & ForceNetworkSpatializationBuffMaxLimitNumField()
Definition Actor.h:10118
TWeakObjectPtr< AActor > & TargetField()
Definition Actor.h:10064
BitFieldValue< bool, unsigned __int32 > bPreventOnWildDino()
Definition Actor.h:10223
BitFieldValue< bool, unsigned __int32 > bBPDrawBuffStatusHUD()
Definition Actor.h:10239
static void StaticRegisterNativesAPrimalBuff()
Definition Actor.h:10284
void Stasis()
Definition Actor.h:10278
bool & bUseBuffTickClientField()
Definition Actor.h:10133
int GetBuffType_Implementation()
Definition Actor.h:10281
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTick()
Definition Actor.h:10178
TArray< TSubclassOf< APrimalCharacter > > & BuffPreventsOwnerClassField()
Definition Actor.h:10102
BitFieldValue< bool, unsigned __int32 > bUseBPPreventThrowingItem()
Definition Actor.h:10242
BitFieldValue< bool, unsigned __int32 > bDinoIgnoreBuffPostprocessEffectWhenRidden()
Definition Actor.h:10182
FVector & staticPathingDestinationField()
Definition Actor.h:10107
bool & bDisableLightShaftsField()
Definition Actor.h:10150
BitFieldValue< bool, unsigned __int32 > bAddResetsBuffTime()
Definition Actor.h:10207
BitFieldValue< bool, unsigned __int32 > bUseInstigatorItem()
Definition Actor.h:10172
bool PreventActorTargeting_Implementation(AActor *ByActor)
Definition Actor.h:10274
float & CharacterMultiplier_ExtraFoodConsumptionMultiplierField()
Definition Actor.h:10077
long double & LastBuffTickTimeClientField()
Definition Actor.h:10139
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedPawn()
Definition Actor.h:10217
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargetingTurret()
Definition Actor.h:10190
float & BuffTickClientMinTimeField()
Definition Actor.h:10137
bool ReduceBuffTime(float AmountOfTimeToReduce)
Definition Actor.h:10282
BitFieldValue< bool, unsigned __int32 > bDestroyOnTargetStasis()
Definition Actor.h:10173
bool & bDisableBloomField()
Definition Actor.h:10147
BitFieldValue< bool, unsigned __int32 > bAddCharacterValues()
Definition Actor.h:10169
float & PostProcessInterpSpeedDownField()
Definition Actor.h:10151
long double & LastBuffTickTimeServerField()
Definition Actor.h:10138
BitFieldValue< bool, unsigned __int32 > bRequireController()
Definition Actor.h:10234
float & RemoteForcedFleeDurationField()
Definition Actor.h:10062
BitFieldValue< bool, unsigned __int32 > bNotifyExperienceGained()
Definition Actor.h:10244
BitFieldValue< bool, unsigned __int32 > bOnlyTickWhenVisible()
Definition Actor.h:10245
long double & NextBuffTickTimeClientField()
Definition Actor.h:10141
long double & BuffStartTimeField()
Definition Actor.h:10086
int & FNameIntField()
Definition Actor.h:10159
float & CharacterAOEBuffResistanceField()
Definition Actor.h:10093
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeRiding()
Definition Actor.h:10197
BitFieldValue< bool, unsigned __int32 > bEnableStaticPathing()
Definition Actor.h:10240
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachment()
Definition Actor.h:10196
static APrimalBuff * StaticAddBuff(TSubclassOf< APrimalBuff > BuffClass, APrimalCharacter *ForCharacter, UPrimalItem *AssociatedItem, AActor *DamageCauser, bool bForceOnClient)
Definition Actor.h:10272
void BuffTickServer(float DeltaTime)
Definition Actor.h:10289
bool ExtendBuffTime(float AmountOfAdditionalTime)
Definition Actor.h:10280
long double & LastAoEApplyDamageTimeField()
Definition Actor.h:10130
bool & bOnlyTickWhenPossessedField()
Definition Actor.h:10128
bool & bOverrideBuffDescriptionField()
Definition Actor.h:10127
float & DepleteInstigatorItemDurabilityPerSecondField()
Definition Actor.h:10072
bool HideBuffFromHUD_Implementation()
Definition Actor.h:10277
BitFieldValue< bool, unsigned __int32 > bAOEOnlyApplyOtherBuffToWildDinos()
Definition Actor.h:10175
void Destroyed()
Definition Actor.h:10268
BitFieldValue< bool, unsigned __int32 > bSlowInstigatorFalling()
Definition Actor.h:10163
bool PreventActorTargeting(AActor *ByActor)
Definition Actor.h:10292
BitFieldValue< bool, unsigned __int32 > bHideTimerFromHUD()
Definition Actor.h:10213
BitFieldValue< bool, unsigned __int32 > bIsDisease()
Definition Actor.h:10228
float & AoEApplyDamageIntervalField()
Definition Actor.h:10115
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnDinos()
Definition Actor.h:10203
BitFieldValue< bool, unsigned __int32 > bOnlyActivateSoundForInstigator()
Definition Actor.h:10185
BitFieldValue< bool, unsigned __int32 > bUsesInstigator()
Definition Actor.h:10167
BitFieldValue< bool, unsigned __int32 > bAOEBuffCarnosOnly()
Definition Actor.h:10186
float & MeleeDamageMultiplierField()
Definition Actor.h:10071
float & PostProcessInterpSpeedUpField()
Definition Actor.h:10152
float & BuffTickClientMaxTimeField()
Definition Actor.h:10136
BitFieldValue< bool, unsigned __int32 > bUseActivateSoundFadeInDuration()
Definition Actor.h:10181
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFirstPerson()
Definition Actor.h:10250
BitFieldValue< bool, unsigned __int32 > bAoETraceToTargets()
Definition Actor.h:10174
TWeakObjectPtr< AActor > & DamageCauserField()
Definition Actor.h:10111
BitFieldValue< bool, unsigned __int32 > bForceAddUnderwaterCharacterStatusValues()
Definition Actor.h:10251
BitFieldValue< bool, unsigned __int32 > bImmobilizeTarget()
Definition Actor.h:10210
TWeakObjectPtr< UPrimalItem > & InstigatorItemField()
Definition Actor.h:10065
float & ViewMinExposureMultiplierField()
Definition Actor.h:10079
TArray< float > & PreventActorClassesTargetingRangesField()
Definition Actor.h:10089
bool AOEBuffCanAffect(APrimalCharacter *forChar)
Definition Actor.h:10266
float & SlowInstigatorFallingAddZVelocityField()
Definition Actor.h:10066
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:10259
bool & bUseBPDeactivatedField()
Definition Actor.h:10105
bool & bDestroyWhenUnpossessedField()
Definition Actor.h:10129
float & SubmergedMaxSpeedModifierField()
Definition Actor.h:10084
BitFieldValue< bool, unsigned __int32 > bNotifyDamage()
Definition Actor.h:10219
TArray< TSubclassOf< APrimalBuff > > & ActivePreventsBuffClassesField()
Definition Actor.h:10100
void BuffPostAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
Definition Actor.h:10287
float & CharacterAdd_DefaultHyperthermicInsulationField()
Definition Actor.h:10074
TArray< TSubclassOf< APrimalBuff > > & BuffClassesToCancelOnActivationField()
Definition Actor.h:10099
float & HypoThermiaInsulationField()
Definition Actor.h:10122
void BPDrawBuffStatusHUD(AShooterHUD *HUD, float XPos, float YPos, float ScaleMult)
Definition Actor.h:10285
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedByPawn()
Definition Actor.h:10216
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent()
Definition Actor.h:4115
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores()
Definition Actor.h:4050
void TeleportToTargetLocation(FVector AtLocation, APrimalRaft *OnRaft)
Definition Actor.h:4555
float & ServerSeatedViewRotationPitchField()
Definition Actor.h:3941
void UpdateTribeName(FString NewTribeName)
Definition Actor.h:4592
void SetBasedOntoRaft(APrimalDinoCharacter *theDino)
Definition Actor.h:4519
UAnimMontage * ShieldCoverAnimField()
Definition Actor.h:3919
bool IsIkCurveReversed()
Definition Actor.h:4364
void OrbitCamOn()
Definition Actor.h:4468
void BP_OnSetRunning(bool bNewIsRunning)
Definition Actor.h:4647
void ClientFailedPoop()
Definition Actor.h:4654
BitFieldValue< bool, unsigned __int32 > bUsesDiedFromBack()
Definition Actor.h:4151
void PlayHitEffectPoint(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:4681
TArray< int > & ReplicatedBonesIndiciesField()
Definition Actor.h:3785
long double & LastIkUpdateTimeField()
Definition Actor.h:3740
void OnRunToggle()
Definition Actor.h:4450
void ServerPlayFireBallistaAnimation_Implementation()
Definition Actor.h:4511
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting()
Definition Actor.h:4054
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation()
Definition Actor.h:4017
bool FindTeleportLocation(FVector *TeleportLoc, APrimalRaft *OnRaft, FVector TargetLoc)
Definition Actor.h:4255
bool BPCanStagger()
Definition Actor.h:4608
long double & LastUpdatedAimOffsetsTimeField()
Definition Actor.h:3741
float & ProneWaterSubmergedDepthThresholdField()
Definition Actor.h:3698
bool IsUsingShield()
Definition Actor.h:4391
float & TargetingTimeField()
Definition Actor.h:3916
int & DraggingBodyIndexField()
Definition Actor.h:3744
float & DragWeightField()
Definition Actor.h:3777
float & DamageTheMeleeDamageCauserPercentField()
Definition Actor.h:3891
void StopAnimEx(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
Definition Actor.h:4543
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials()
Definition Actor.h:4028
void OnRep_RagdollPositions()
Definition Actor.h:4449
float & PreviewCameraDistanceScaleFactorField()
Definition Actor.h:3709
long double & LastForceMeshRefreshBonesTimeField()
Definition Actor.h:3906
float & DeadBaseTargetingDesirabilityField()
Definition Actor.h:3826
float GetHealthPercentage()
Definition Actor.h:4300
BitFieldValue< bool, unsigned __int32 > bOrbitCamera()
Definition Actor.h:4021
float & FootstepsMaxRangeField()
Definition Actor.h:3805
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField()
Definition Actor.h:3893
void OnStopBlockingAttack()
Definition Actor.h:4460
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle()
Definition Actor.h:3982
float & ServerForceSleepRagdollIntervalField()
Definition Actor.h:3814
float & CorpseFadeAwayTimeField()
Definition Actor.h:3822
void ClientNotifyLevelUp()
Definition Actor.h:4655
FRotator & CurrentAimRotField()
Definition Actor.h:3792
bool ShouldUseWaveLocking(bool bForceCheck)
Definition Actor.h:4532
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown()
Definition Actor.h:4077
void NetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
Definition Actor.h:4670
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController()
Definition Actor.h:3984
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems()
Definition Actor.h:4095
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization()
Definition Actor.h:4035
USoundBase * StartDraggedSoundField()
Definition Actor.h:3710
void PlayStaggerAnim()
Definition Actor.h:4485
bool AllowColoringBy(APlayerController *ForPC, UObject *anItem)
Definition Actor.h:4169
float GetWaterSubmergedDepthThreshold()
Definition Actor.h:4334
void Immobilize(bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling)
Definition Actor.h:4346
float GetAIDifficultyValue()
Definition Actor.h:4264
void ServerToClientsPlayFireBallistaAnimation_Implementation()
Definition Actor.h:4516
bool BPHandleRightShoulderButton()
Definition Actor.h:4618
BitFieldValue< bool, unsigned __int32 > bAllowAirJump()
Definition Actor.h:4036
FDamageEvent * CurrentDamageEventField()
Definition Actor.h:3835
void OnTeleportOntoRaft(APrimalRaft *OntoRaft)
Definition Actor.h:4466
float BPGetAddForwardVelocityOnJump()
Definition Actor.h:4612
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
Definition Actor.h:4282
void OnStartBlockingAttack()
Definition Actor.h:4453
UAnimMontage * JumpAnimField()
Definition Actor.h:3682
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled()
Definition Actor.h:4044
void ClearRagdollPhysics()
Definition Actor.h:4212
void NetSetCharacterMovementVelocity_Implementation(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
Definition Actor.h:4418
float GetMaxSpeedModifier()
Definition Actor.h:4311
float GetHealth()
Definition Actor.h:4299
float & FallDamageMultiplierField()
Definition Actor.h:3761
FVector & DragOffsetField()
Definition Actor.h:3738
void ChangeActorTeam(int NewTeam)
Definition Actor.h:4204
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim()
Definition Actor.h:4123
void OnStopAltFire()
Definition Actor.h:4459
void Prone(bool bClientSimulation)
Definition Actor.h:4499
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField()
Definition Actor.h:3775
UAnimSequence * DefaultSeatingAnimationField()
Definition Actor.h:3939
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
Definition Actor.h:4093
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput()
Definition Actor.h:4079
bool IsInvincible(int AttackerTeam)
Definition Actor.h:4369
float & WaterSubmergedDepthThresholdField()
Definition Actor.h:3697
long double & lastTimeStaggeredField()
Definition Actor.h:3693
void BP_OnZoomIn()
Definition Actor.h:4649
void EnableBodiesGravity()
Definition Actor.h:4244
void PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:4680
TArray< APrimalBuff * > BuffsField()
Definition Actor.h:3687
float GetProjectileDamageMultiplier()
Definition Actor.h:4319
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField()
Definition Actor.h:3699
float GetDodgeDurationMultiplier()
Definition Actor.h:4293
FVector * OverrideSwimmingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
Definition Actor.h:4471
bool ModifyInputAcceleration(FVector *InputAcceleration)
Definition Actor.h:4407
bool AllowBlockingWithShield()
Definition Actor.h:4602
long double & LastDragUpdateTimeField()
Definition Actor.h:3716
bool TryTeleportToBasedShipDeck(const int *ToDeckIndex, APlayerController *ForPC)
Definition Actor.h:4573
void BPNotifyLevelUp(int ExtraCharacterLevel, EPrimalCharacterStatusValue::Type StatType)
Definition Actor.h:4626
void ChangeAnimBlueprintIfNeeded()
Definition Actor.h:4205
bool IsBlockedByShield(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, bool bDamageIsFromYarkWeapon)
Definition Actor.h:4353
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
Definition Actor.h:4486
void OnRep_IsSleeping()
Definition Actor.h:4446
float GetKillXP()
Definition Actor.h:4306
float GetWeaponSpeedMultiplierByDirection(FVector *CharacterDir, FVector *MovementDir)
Definition Actor.h:4338
long double & LastListenRangePushTimeField()
Definition Actor.h:3876
float GetBaseDragWeight()
Definition Actor.h:4271
void DoSetRagdollPhysics()
Definition Actor.h:4235
void OnPrimalCharacterSleeped()
Definition Actor.h:4442
TWeakObjectPtr< AController > & LastDamageEventInstigatorField()
Definition Actor.h:3811
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity()
Definition Actor.h:4052
void OnActorExitWater(USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
Definition Actor.h:4675
bool BP_IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
Definition Actor.h:4642
UAnimMontage * PoopAnimationField()
Definition Actor.h:3818
float & CurrentCarriedYawField()
Definition Actor.h:3763
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs()
Definition Actor.h:4080
bool IsTargetableDead()
Definition Actor.h:4388
void BPCharacterDetach()
Definition Actor.h:4609
FPrimalCharacterNotifyAttackEnded & NotifyAttackEndedField()
Definition Actor.h:3695
void TurnInput(float Val)
Definition Actor.h:4576
void ReleaseSeatingStructure(APrimalStructureSeating *InSeatingStructure)
Definition Actor.h:4504
UPrimalCharacterStatusComponent * MyCharacterStatusComponentField()
Definition Actor.h:3797
void NetOnJumped()
Definition Actor.h:4667
bool TryAccessInventory()
Definition Actor.h:4560
bool IsStaggering()
Definition Actor.h:4385
bool IsInOceanWater()
Definition Actor.h:4365
void TryDragCharacter(APrimalCharacter *Character)
Definition Actor.h:4568
BitFieldValue< bool, unsigned __int32 > bIsHoldingSecondaryFire()
Definition Actor.h:4130
void ReplicateRagdoll()
Definition Actor.h:4508
int & DraggedBoneIndexField()
Definition Actor.h:3745
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:4475
void BPTimerNonDedicated()
Definition Actor.h:4637
float & CorpseLifespanField()
Definition Actor.h:3820
void BP_OnIgnoredMoveToOrder(APlayerController *FromPC)
Definition Actor.h:4643
long double & LastTimeInSwimmingField()
Definition Actor.h:3875
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook()
Definition Actor.h:3986
float GetDamageTorpidityIncreaseMultiplierScale()
Definition Actor.h:4288
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume()
Definition Actor.h:4102
bool IsMeshGameplayRelevant()
Definition Actor.h:4370
long double & LastTimeNotInFallingField()
Definition Actor.h:3830
UPrimitiveComponent * GetPrimaryHitComponent()
Definition Actor.h:4318
FRotator * GetViewRotation(FRotator *result)
Definition Actor.h:4333
int & CachedNumberOfClientRagdollCorrectionAttemptsField()
Definition Actor.h:3812
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps()
Definition Actor.h:4009
float & OrbitCamZoomField()
Definition Actor.h:3828
float & DurabilityDegrateTheMeleeDamageCauserPercentField()
Definition Actor.h:3892
FVector * BPGetFPVViewLocation(FVector *result, APrimalCharacter *viewingCharacter)
Definition Actor.h:4614
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment()
Definition Actor.h:4121
void GiveDefaultWeaponTimer()
Definition Actor.h:4341
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
Definition Actor.h:4588
float GetBallistaReloadSpeedMultiplier()
Definition Actor.h:4269
bool CanTeleportOntoClosestValidRaft(APlayerController *ForPC, FVector *FoundLocation)
Definition Actor.h:4201
void PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:4477
BitFieldValue< bool, unsigned __int32 > bDidDie()
Definition Actor.h:4132
void ResetCollisionSweepLocation(FVector *newLocation)
Definition Actor.h:4509
void OnLanded(FHitResult *Hit)
Definition Actor.h:4440
FName & CapsulePreRagdollCollisionProfileNameField()
Definition Actor.h:3796
BitFieldValue< bool, unsigned __int32 > bCanUseWeapon()
Definition Actor.h:4134
TEnumAsByte< enum EMovementMode > & LastServerMovementModeField()
Definition Actor.h:3954
FName & DediOverrideCapsuleCollisionProfileNameField()
Definition Actor.h:3727
void BPNotifyBumpedPawn(APrimalCharacter *BumpedPawn)
Definition Actor.h:4624
FRotator * GetBaseAimRotation(FRotator *result)
Definition Actor.h:4270
bool SimulatedPreventBasedPhysics()
Definition Actor.h:4533
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
Definition Actor.h:4429
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent()
Definition Actor.h:4055
long double & LastStoppedEatAnimationTimeField()
Definition Actor.h:3900
void UpdateIK()
Definition Actor.h:4585
bool CanBePainted()
Definition Actor.h:4191
void FadeOutLoadingMusic()
Definition Actor.h:4251
void ServerSetTargeting_Implementation(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
Definition Actor.h:4515
float GetWeaponBaseSpeedModifier()
Definition Actor.h:4336
long double & LastStartedBasingOnRaftTimeField()
Definition Actor.h:3899
void OnEndDrag_Implementation()
Definition Actor.h:4436
void BPOnWeaponStartedAttack(int weaponAttackIndex, bool useAltAnim)
Definition Actor.h:4630
BitFieldValue< bool, unsigned __int32 > bIsRiding()
Definition Actor.h:4136
void BeginPlay()
Definition Actor.h:4185
float & ServerSeatedViewRotationYawField()
Definition Actor.h:3940
bool BPIsBasedOnDynamicActor()
Definition Actor.h:4178
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField()
Definition Actor.h:3783
BitFieldValue< bool, unsigned __int32 > bIgnoresMeleeStagger()
Definition Actor.h:3979
FVector & LastForceFallCheckBaseLocationField()
Definition Actor.h:3772
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull()
Definition Actor.h:4100
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
Definition Actor.h:4529
BitFieldValue< bool, unsigned __int32 > bShieldCoverRequiresAltInput()
Definition Actor.h:3975
void ServerSeatingStructureAction_Implementation(char ActionNumber)
Definition Actor.h:4513
void NotifyBumpedByPawn(APrimalCharacter *ByPawn)
Definition Actor.h:4422
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll()
Definition Actor.h:4096
BitFieldValue< bool, unsigned __int32 > bIsTargeting()
Definition Actor.h:4135
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval()
Definition Actor.h:4068
long double & CharacterDiedAtTimeField()
Definition Actor.h:3958
float & CorpseHarvestFadeTimeField()
Definition Actor.h:3872
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
Definition Actor.h:4462
UPrimalItem * GetShieldItem()
Definition Actor.h:4326
void PlayDyingPoint_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:4476
void SleepBodies()
Definition Actor.h:4534
float & ServerTargetCarriedYawField()
Definition Actor.h:3766
void OnEndDrag()
Definition Actor.h:4677
FRotator & OrbitCamRotField()
Definition Actor.h:3827
void ServerTryPoop()
Definition Actor.h:4703
void GivePrimalItemWeapon(UPrimalItem *aPrimalItem)
Definition Actor.h:4342
float & BPTimerNonDedicatedMaxField()
Definition Actor.h:3722
void BPAddedAttachmentsForItem(UPrimalItem *anItem)
Definition Actor.h:4603
long double & LastRunningTimeField()
Definition Actor.h:3799
TArray< AActor * > * SortActorsByRelativeYaw(TArray< AActor * > *result, TArray< AActor * > *actors)
Definition Actor.h:4535
BitFieldValue< bool, unsigned __int32 > bInRagdoll()
Definition Actor.h:4098
bool CanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
Definition Actor.h:4196
FVector * OverrideNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
Definition Actor.h:4470
FRotator * BPCameraBaseOrientation(FRotator *result, APrimalCharacter *viewingCharacter)
Definition Actor.h:4605
void SetDynamicMusic(USoundBase *newMusic)
Definition Actor.h:4523
void NetAddCharacterMovementImpulse_Implementation(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
Definition Actor.h:4412
void PossessedBy(AController *NewController)
Definition Actor.h:4488
UStaticMesh * BolaStaticMeshOverrideField()
Definition Actor.h:3778
FRotator * BPLimitPlayerRotation(FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
Definition Actor.h:4620
FVector2D & LastRefreshedIslandInfoLocField()
Definition Actor.h:3952
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
Definition Actor.h:4406
float & PoopAltItemChanceField()
Definition Actor.h:3864
bool BPIsGameplayInputAllowed(bool bCheckForFullBodyAnimations, UAnimMontage *IgnoreFullBodyMontage)
Definition Actor.h:4180
bool BP_ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
Definition Actor.h:4641
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage()
Definition Actor.h:4074
void ClientStopAnimation_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
Definition Actor.h:4219
BitFieldValue< bool, unsigned __int32 > bPreviousInCombatState()
Definition Actor.h:4157
BitFieldValue< bool, unsigned __int32 > bDebugIK()
Definition Actor.h:3994
float & FallingDamageHealthScaleBaseField()
Definition Actor.h:3804
float GetClientRotationInterpSpeed(FVector *RootLoc)
Definition Actor.h:4283
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll()
Definition Actor.h:3999
BitFieldValue< bool, unsigned __int32 > bCanBeCarried()
Definition Actor.h:4000
UAnimSequence * GetSeatingAnimation()
Definition Actor.h:4324
bool ShouldAttackStopMoveCollapsing()
Definition Actor.h:4531
float GetCorpseDecayRate()
Definition Actor.h:4284
long double & LastInSwimmingSoundTimeField()
Definition Actor.h:3855
float & ScaleDeathHarvestHealthyByMaxHealthBaseField()
Definition Actor.h:3905
void PlayLandedAnim()
Definition Actor.h:4483
void DrawHUD(AShooterHUD *HUD)
Definition Actor.h:4237
bool IsControllingBallistaTurret()
Definition Actor.h:4359
float & BPTimerServerMinField()
Definition Actor.h:3719
BitFieldValue< bool, unsigned __int32 > bIsDead()
Definition Actor.h:4012
USoundCue * LeftSleepingSoundField()
Definition Actor.h:3858
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse()
Definition Actor.h:4034
bool AllowFirstPerson()
Definition Actor.h:4170
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField()
Definition Actor.h:3843
bool CanDragCharacter(APrimalCharacter *Character)
Definition Actor.h:4194
float & SeatedOnShipDrawDistanceMultiplierField()
Definition Actor.h:3923
void PreInitializeComponents()
Definition Actor.h:4491
bool CanDodgeInternal()
Definition Actor.h:4193
BitFieldValue< bool, unsigned __int32 > bIsAmphibious()
Definition Actor.h:4046
void ServerCallFollowDistanceCycleOne(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:4688
void Net_OnIsStaggering(bool bNewStaggering, float PlayAnimAfterDelay, bool bPlayStaggerAnim)
Definition Actor.h:4673
void ServerToClientsPlayFireBallistaAnimation()
Definition Actor.h:4702
void WeaponClampRotation_Implementation(FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
Definition Actor.h:4597
void TurnAtRate(float Val)
Definition Actor.h:4575
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField()
Definition Actor.h:3759
bool IsConscious()
Definition Actor.h:4358
float & ExtraMaxSpeedModifierField()
Definition Actor.h:3880
void LookUpAtRate(float Val)
Definition Actor.h:4404
long double & CorpseDestructionTimeField()
Definition Actor.h:3819
long double & LastReleaseSeatingStructureTimeField()
Definition Actor.h:3925
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField()
Definition Actor.h:3769
void ClientHandleNetDestroy()
Definition Actor.h:4600
void PlayJumpAnim()
Definition Actor.h:4482
FName & MeshRootSocketNameField()
Definition Actor.h:3758
BitFieldValue< bool, unsigned __int32 > bIsHitStaggering()
Definition Actor.h:3973
USoundCue * EnteredSleepingSoundField()
Definition Actor.h:3857
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping()
Definition Actor.h:4097
bool PreventInputDoesOffset()
Definition Actor.h:4493
void TryCallAttackTarget()
Definition Actor.h:4562
float BPGetHUDOverrideBuffProgressBarPercent()
Definition Actor.h:4616
bool IsWatered()
Definition Actor.h:4399
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:4550
float & ExtraReceiveDamageMultiplierField()
Definition Actor.h:3886
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipTeleporting()
Definition Actor.h:4153
float & RagdollImpactDamageVelocityScaleField()
Definition Actor.h:3847
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:4662
void ForceClearBase(bool bAlsoSetFallingMovementMode)
Definition Actor.h:4258
void NetOnJumped_Implementation()
Definition Actor.h:4415
void TakeFallingDamage(FHitResult *Hit)
Definition Actor.h:4551
float & ReplicatedCurrentTorporField()
Definition Actor.h:3736
void SetBoundsScale(float NewScale)
Definition Actor.h:4520
void DeathHarvestingFadeOut_Implementation()
Definition Actor.h:4224
bool IsValidLockOnTarget_Implementation(APawn *AttackerPawn)
Definition Actor.h:4398
bool PreventInputType(EPrimalCharacterInputType::Type inputType)
Definition Actor.h:4494
bool UseClearOnConsumeInput()
Definition Actor.h:4594
long double & StartedRidingTimeField()
Definition Actor.h:3927
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:4307
void ServerCallStayOne(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:4696
void ServerCallFollowOne(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:4689
BitFieldValue< bool, unsigned __int32 > bDiedFromBack()
Definition Actor.h:4152
BitFieldValue< bool, unsigned __int32 > bIsNPC()
Definition Actor.h:4099
BitFieldValue< bool, unsigned __int32 > bIsWaterDino()
Definition Actor.h:4048
static void ForceUpdateCharacter(UWorld *World, APrimalCharacter *primalChar)
Definition Actor.h:4263
float GetCurrentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
Definition Actor.h:4286
BitFieldValue< bool, unsigned __int32 > bIsBlinking()
Definition Actor.h:3991
bool CharacterIsCarriedAsPassenger()
Definition Actor.h:4206
bool TraceForOpenTeleportLocation(FVector AtFloorLocation, FVector *OpenLocation, APrimalDinoCharacter *OnDino, bool bSnapToGround, float GroundCheckDistance)
Definition Actor.h:4559
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField()
Definition Actor.h:3700
void NotifyBumpedPawn(APawn *BumpedPawn)
Definition Actor.h:4423
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:4215
void GiveDefaultWeapon(bool bForceGiveDefaultWeapon)
Definition Actor.h:4340
float & RunningMaxDesiredRotDeltaField()
Definition Actor.h:3869
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication()
Definition Actor.h:4111
float & CannonReloadMultiplierField()
Definition Actor.h:3960
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn()
Definition Actor.h:4060
long double & MeshStopForceUpdatingAtTimeField()
Definition Actor.h:3860
void OnPrimalCharacterUnsleeped()
Definition Actor.h:4443
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType()
Definition Actor.h:4078
bool CanHitStagger()
Definition Actor.h:4195
void Stasis()
Definition Actor.h:4540
TArray< AActor * > * GetBasedPawns(TArray< AActor * > *result)
Definition Actor.h:4275
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged()
Definition Actor.h:3983
bool HasBuff(TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
Definition Actor.h:4343
void OnAttachedToCharacter()
Definition Actor.h:4427
FItemNetID & NextWeaponItemIDPrimaryField()
Definition Actor.h:3957
long double & TimeForNextValidShieldRaiseInField()
Definition Actor.h:3931
float & LastAttackedNearbyPlayerTimeField()
Definition Actor.h:3844
void ControllerLeavingGame(AShooterPlayerController *theController)
Definition Actor.h:4221
AShooterWeapon * CurrentWeaponField()
Definition Actor.h:3926
void BPNotifyBumpedByPawn(APrimalCharacter *ByPawn)
Definition Actor.h:4623
long double & ForceFootCacheUntilTimeField()
Definition Actor.h:3681
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim()
Definition Actor.h:4053
BitFieldValue< bool, unsigned __int32 > bIsRespawn()
Definition Actor.h:4027
FVector * GetInterpolatedLocation(FVector *result)
Definition Actor.h:4303
float & MaxDragDistanceTimeoutField()
Definition Actor.h:3705
float & CharacterDamageImpulseMultiplierField()
Definition Actor.h:3896
FString & DescriptiveNameField()
Definition Actor.h:3779
long double & LastForceAimedCharactersTimeField()
Definition Actor.h:3680
void ValidatePaintingComponentOctree()
Definition Actor.h:4596
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop()
Definition Actor.h:4057
FName & WeaponAttachPointSecondaryField()
Definition Actor.h:3955
long double & TimeStartedTargetingField()
Definition Actor.h:3913
FVector * OverrideWalkingVelocity(FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
Definition Actor.h:4472
void BPNetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
Definition Actor.h:4182
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer()
Definition Actor.h:4063
void BPTimerServer()
Definition Actor.h:4638
void OnRep_PaintingComponent()
Definition Actor.h:4448
BitFieldValue< bool, unsigned __int32 > bUseRecentHurtAmount()
Definition Actor.h:4158
TSubclassOf< AShooterWeapon > & DefaultWeaponField()
Definition Actor.h:3937
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll()
Definition Actor.h:4118
long double & LastUnstasisTimeField()
Definition Actor.h:3850
long double & LastFootPhysicalSurfaceCheckTimeField()
Definition Actor.h:3839
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
Definition Actor.h:4536
void ServerSetTargeting(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
Definition Actor.h:4701
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic()
Definition Actor.h:4086
BitFieldValue< bool, unsigned __int32 > bIsCarried()
Definition Actor.h:4005
TArray< APrimalBuff * > SeamlessTravelBuffsField()
Definition Actor.h:3688
APrimalStructureExplosiveTransGPS * CurrentTransponderField()
Definition Actor.h:3764
FVector & DeathActorTargetingOffsetField()
Definition Actor.h:3833
bool CanBeCarried(APrimalCharacter *ByCarrier)
Definition Actor.h:4189
float & OriginalCorpseLifespanField()
Definition Actor.h:3871
float & Teleport_OntoRaft_AllowedTopDeckZDistField()
Definition Actor.h:3936
BitFieldValue< bool, unsigned __int32 > bUseWeaponAdjustDamage()
Definition Actor.h:4128
TArray< UAnimMontage * > * GetCurrentlyPlayingAnimations(TArray< UAnimMontage * > *result, bool bReturnIfAnyFound, TArray< FName > SlotsToInclude, TArray< FName > SlotsToExclude, TArray< FName > TagsToInclude, TArray< FName > TagsToExclude, TArray< UAnimMontage * > AnimationsToExclude)
Definition Actor.h:4287
BitFieldValue< bool, unsigned __int32 > bIsControllingBallista()
Definition Actor.h:4140
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipMovement()
Definition Actor.h:4156
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK()
Definition Actor.h:4019
void StopHitStaggering()
Definition Actor.h:4546
void DeactivateBuffs(TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
Definition Actor.h:4223
bool CanBaseOnActorWhileSwimming(AActor *BaseActor, FHitResult *HitInfo)
Definition Actor.h:4187
APrimalRaft * GetBasedOnRaft(bool bOnlyCountDirectBase, bool bOnlyCountIndirectBase)
Definition Actor.h:4274
long double & LastBasedOnRaftTimeField()
Definition Actor.h:3946
bool IsBlockingWithShield(bool bCheckActiveBlocking, float TimeFromTransitionEndToConsiderFinished)
Definition Actor.h:4354
float & MountedDinoTimeField()
Definition Actor.h:3770
void ChangedAnimationBlueprint()
Definition Actor.h:4651
bool IsMontagePlaying(UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
Definition Actor.h:4371
USoundCue * RunStopSoundField()
Definition Actor.h:3755
float & BaseLookUpRateField()
Definition Actor.h:3750
bool PreventsTargeting(AActor *ByActor)
Definition Actor.h:4684
void BP_OnZoomOut()
Definition Actor.h:4650
bool IsOnSeatingStructure()
Definition Actor.h:4374
FVector & LastSubmergedCheckLocField()
Definition Actor.h:3829
long double & LastNetDidLandField()
Definition Actor.h:3810
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
Definition Actor.h:4092
bool RaiseShield(EWeaponAttackInput::Type AttackInput)
Definition Actor.h:4500
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
Definition Actor.h:4377
FName * GetWeaponAttachPoint(FName *result, bool bSecondaryAttachPoint)
Definition Actor.h:4335
float BPGetGravityZScale()
Definition Actor.h:4615
FVector * GetRootBodyBoneLocation(FVector *result)
Definition Actor.h:4321
void NetReleaseSeatingStructure()
Definition Actor.h:4669
bool BPHandlePoop()
Definition Actor.h:4617
FVector & SimulatedInterpToLocField()
Definition Actor.h:3967
FRotator & ReplicatedRootRotationField()
Definition Actor.h:3784
TArray< float > & WeaponBreakLifesField()
Definition Actor.h:3962
BitFieldValue< bool, unsigned __int32 > bEnableIK()
Definition Actor.h:4031
bool IsCarryingSomething(bool bNotForRunning)
Definition Actor.h:4356
void ClientStopAnimationFPV(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
Definition Actor.h:4659
TArray< FName > & ReplicatedBonesField()
Definition Actor.h:3787
float & KillXPBaseField()
Definition Actor.h:3786
void DownCallOne()
Definition Actor.h:4236
void MoveUp(float Val)
Definition Actor.h:4410
int & ServerLastFrameCounterChangeField()
Definition Actor.h:3768
APrimalDinoCharacter * GetBasedOnDinoOrRaft()
Definition Actor.h:4273
void RefreshBiomeZoneVolumes()
Definition Actor.h:4501
APrimalDinoCharacter * GetBasedOnDino()
Definition Actor.h:4272
void RefreshEquippedItemStatGroupModifiers()
Definition Actor.h:4502
UAnimMontage * LandedAnimField()
Definition Actor.h:3683
void TickMovementComponent(float DeltaTime)
Definition Actor.h:4557
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis()
Definition Actor.h:4083
float & MaxFallSpeedField()
Definition Actor.h:3760
float GetIndirectTorpidityIncreaseMultiplierScale()
Definition Actor.h:4302
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping()
Definition Actor.h:4014
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
Definition Actor.h:4521
void OnStopJump()
Definition Actor.h:4464
bool & bIgnoreSimulatedRotationField()
Definition Actor.h:3965
void UpdateBasedOnRaftInventory(float DeltaSeconds)
Definition Actor.h:4583
FVector & RagdollLastFrameLinearVelocityField()
Definition Actor.h:3846
FVector * GetDirectionalVectorByIndex(FVector *result, const int DirIndex)
Definition Actor.h:4292
bool ProcessInputAndStopFire(bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
Definition Actor.h:4497
void Destroyed()
Definition Actor.h:4226
static void StaticRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
Definition Actor.h:4541
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones()
Definition Actor.h:4013
bool ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
Definition Actor.h:4257
bool IsInputAllowed()
Definition Actor.h:4368
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly()
Definition Actor.h:4030
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
Definition Actor.h:4554
FRotator & OldRotationField()
Definition Actor.h:3673
void CheckBlockingAndAdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:4207
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField()
Definition Actor.h:3780
TSubclassOf< UPrimalItem > & PoopAltItemClassField()
Definition Actor.h:3865
void UpdateNetDynamicMusic()
Definition Actor.h:4586
float GetLowHealthPercentage()
Definition Actor.h:4308
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField()
Definition Actor.h:3841
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision()
Definition Actor.h:4122
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
Definition Actor.h:4425
bool IsOfTribe(int ID)
Definition Actor.h:4373
void EnableShipReducedCharacterDrawDistance(bool bIsFromSeatingStructure)
Definition Actor.h:4245
void LookInput(float Val)
Definition Actor.h:4403
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim()
Definition Actor.h:4072
void NetPlaySoundOnCharacter_Implementation(USoundBase *SoundToPlay, bool bPlayOnOwner)
Definition Actor.h:4416
APrimalStructureExplosive * GetAttachedExplosive()
Definition Actor.h:4268
void BPCharacterUnsleeped()
Definition Actor.h:4611
long double & TimeForNextValidShieldRaiseOutField()
Definition Actor.h:3932
void AttachGPSTransponder(APrimalStructureExplosiveTransGPS *Transponder)
Definition Actor.h:4176
bool LowerShield()
Definition Actor.h:4405
UAnimMontage * IsPlayingAnyFullBodyAnimations(UAnimMontage *IgnoreFullBodyMontage)
Definition Actor.h:4375
UPrimalInventoryComponent * MyInventoryComponentField()
Definition Actor.h:3798
float & StartFallingImpactRagdollTimeIntervalField()
Definition Actor.h:3849
void BlueprintIsSwitchingWeapons(bool *bIsSwitchingWeapons, bool *bIsUnequipping)
Definition Actor.h:4186
void ServerDinoOrder(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
Definition Actor.h:4697
void ServerCallMoveToRaft(FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
Definition Actor.h:4691
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
Definition Actor.h:4518
BitFieldValue< bool, unsigned __int32 > bIKEnabled()
Definition Actor.h:4004
static UActorComponent * GetSnapshotComponent(AActor *From, FName Tag)
Definition Actor.h:4328
long double & LastStartedBeingCarriedTimeField()
Definition Actor.h:3907
void UnmarkAbortedForSeamlessTravel()
Definition Actor.h:4580
void DidLand()
Definition Actor.h:4227
void ExecSetSleeping(bool bEnable)
Definition Actor.h:4250
void DeathHarvestingFadeOut()
Definition Actor.h:4660
void OrbitCamToggle()
Definition Actor.h:4469
int & CurrentFrameAnimPreventInputField()
Definition Actor.h:3718
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater()
Definition Actor.h:4107
void OnRep_MountedDino()
Definition Actor.h:4447
bool IsSimulated()
Definition Actor.h:4383
void BPOnMovementModeChangedNotify()
Definition Actor.h:4628
float & ClientForceSleepRagdollIntervalField()
Definition Actor.h:3815
UAnimMontage * DeathAnimFromBackField()
Definition Actor.h:3752
void TryGiveDefaultWeapon()
Definition Actor.h:4569
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent()
Definition Actor.h:4033
int & RagdollPenetrationFailuresField()
Definition Actor.h:3852
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset()
Definition Actor.h:4104
FString * PlayerCommand(FString *result, FString *TheCommand)
Definition Actor.h:4683
bool BP_CanTeleportOntoRaft(APrimalRaft *OnRaft, APlayerController *ForPC)
Definition Actor.h:4639
float & BaseTurnRateField()
Definition Actor.h:3749
bool CanSetShieldState(bool bLowerShield)
Definition Actor.h:4200
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify()
Definition Actor.h:4113
float & Teleport_OntoRaft_TraceIntervalDistOverrideField()
Definition Actor.h:3934
bool AllowHurtAnimation()
Definition Actor.h:4171
float & DamageNotifyTeamAggroRangeFalloffField()
Definition Actor.h:3733
BitFieldValue< bool, unsigned __int32 > bIsImmobilized()
Definition Actor.h:4010
float & ExtraMeleeDamageMultiplierField()
Definition Actor.h:3887
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir()
Definition Actor.h:4088
AActor * BPGetAimedActor(FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
Definition Actor.h:4177
float & StartWaveLockingThresholdField()
Definition Actor.h:3945
BitFieldValue< bool, unsigned __int32 > bAllowRun()
Definition Actor.h:4094
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField()
Definition Actor.h:3781
void UpdateRunSounds(bool bNewRunning)
Definition Actor.h:4587
float & LastDamageAmountMaterialValueField()
Definition Actor.h:3877
void DidTeleport(FVector newLoc, FRotator newRot)
Definition Actor.h:4661
float & MaxDragMovementSpeedField()
Definition Actor.h:3791
void InventoryItemUsed(UObject *InventoryItemObject)
Definition Actor.h:4348
FVector & CurrentRootLocField()
Definition Actor.h:3793
void OnStopFireQuinary()
Definition Actor.h:4463
float & BuffedResistanceMultField()
Definition Actor.h:3879
FSeamlessIslandInfo * MyIslandInfoField()
Definition Actor.h:3817
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField()
Definition Actor.h:3866
FVector * GetAbsoluteDynamicBasedLocation(FVector *result)
Definition Actor.h:4265
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
Definition Actor.h:4376
long double & CorpseDestructionTimerField()
Definition Actor.h:3870
APrimalCharacter * DraggedCharacterField()
Definition Actor.h:3712
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino()
Definition Actor.h:4049
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal()
Definition Actor.h:4091
float & RagdollReplicationIntervalField()
Definition Actor.h:3788
float & SimpleIkRateField()
Definition Actor.h:3678
float & BaseTargetingDesirabilityField()
Definition Actor.h:3825
bool ProcessInputAndStartFire(bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
Definition Actor.h:4496
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
Definition Actor.h:4441
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput()
Definition Actor.h:3974
FName & MeshPreRagdollCollisionProfileNameField()
Definition Actor.h:3795
bool IsGameInputAllowed()
Definition Actor.h:4179
void SetTargeting(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
Definition Actor.h:4530
bool IsUsingYarkShield()
Definition Actor.h:4392
int & NumberOfClientRagdollCorrectionAttemptsField()
Definition Actor.h:3813
FVector * GetCapsuleBottomLocation(FVector *result)
Definition Actor.h:4279
long double & LastTookDamageTimeField()
Definition Actor.h:3885
void EndDragCharacter()
Definition Actor.h:4246
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
Definition Actor.h:4248
void OnStartRunning()
Definition Actor.h:4458
long double & LastStartFallingRagdollTimeField()
Definition Actor.h:3845
void CheckJumpInput(float DeltaTime)
Definition Actor.h:4208
float & EffectorInterpSpeedField()
Definition Actor.h:3674
UAudioComponent * RunLoopACField()
Definition Actor.h:3762
BitFieldValue< bool, unsigned __int32 > bIsStaggering()
Definition Actor.h:3972
BitFieldValue< bool, unsigned __int32 > bIsEnemyAI()
Definition Actor.h:4149
void CheckJumpOutOfWater()
Definition Actor.h:4209
void FinalLoadedFromSaveGame()
Definition Actor.h:4253
FVector * GetAdjustedMeleeLockOnPointOffset(FVector *result)
Definition Actor.h:4266
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
Definition Actor.h:4455
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch()
Definition Actor.h:4146
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking()
Definition Actor.h:4106
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped()
Definition Actor.h:4042
void BP_OnJumpReleased()
Definition Actor.h:4645
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps()
Definition Actor.h:4008
UAnimSequence * GetShieldHeldAnimation()
Definition Actor.h:4325
bool IsInStatusState(EPrimalCharacterStatusState::Type StatusStateType)
Definition Actor.h:4366
void ServerCallMoveTo(FVector MoveToLoc, AActor *TargetActor)
Definition Actor.h:4690
float & PreviewCameraMaxZoomMultiplierField()
Definition Actor.h:3707
FVector * GetTargetPathfindingLocation(FVector *result)
Definition Actor.h:4330
void TryCutEnemyGrapplingCable()
Definition Actor.h:4567
void PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:4682
BitFieldValue< bool, unsigned __int32 > bIsMounted()
Definition Actor.h:4066
BitFieldValue< bool, unsigned __int32 > bTargetingParry()
Definition Actor.h:4127
long double & StopRidingTimeField()
Definition Actor.h:3928
void ClientDidPoop()
Definition Actor.h:4652
BitFieldValue< bool, unsigned __int32 > bUseBallistaAimOffset()
Definition Actor.h:4141
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
Definition Actor.h:4229
void SetRagdollReplication(bool Enabled)
Definition Actor.h:4526
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
Definition Actor.h:4444
UObject * GetUObjectInterfaceTargetableInterface()
Definition Actor.h:4167
float & TPVStructurePlacingHeightMultiplierField()
Definition Actor.h:3821
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
Definition Actor.h:4474
void ForceTickPoseDelta()
Definition Actor.h:4261
bool IsWeaponWielder()
Definition Actor.h:4400
float & MaxDragDistanceField()
Definition Actor.h:3704
FString & TribeNameField()
Definition Actor.h:3696
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming()
Definition Actor.h:4059
void OnDetachedFromCharacter(APrimalCharacter *aCharacter, int OverrideDirection)
Definition Actor.h:4434
TSubclassOf< UPrimalItem > & PoopItemClassField()
Definition Actor.h:3701
void UpdateDragging()
Definition Actor.h:4584
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
Definition Actor.h:4309
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick()
Definition Actor.h:4023
bool PreventsTargeting_Implementation(AActor *ByActor)
Definition Actor.h:4495
void DrawLocalPlayerHUD(AShooterHUD *HUD)
Definition Actor.h:4238
UAnimSequence * DefaultShieldAnimationField()
Definition Actor.h:3921
float & DamageNotifyTeamAggroRangeField()
Definition Actor.h:3732
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI()
Definition Actor.h:4002
float GetCorpseLifespan()
Definition Actor.h:4285
EWeaponAttackInput::Type & LastShieldBlockingInputPressedField()
Definition Actor.h:3689
float & LevelForMaxAIDifficultyField()
Definition Actor.h:3953
void ClientPlayAnimation_Implementation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
Definition Actor.h:4216
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Seating()
Definition Actor.h:4160
long double & NextBPTimerNonDedicatedField()
Definition Actor.h:3724
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify()
Definition Actor.h:3997
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:4175
void NetForceUpdateAimedCharacters_Implementation(FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
Definition Actor.h:4414
bool BPPreventInputType(EPrimalCharacterInputType::Type inputType)
Definition Actor.h:4633
bool BPPreventStasis()
Definition Actor.h:4634
float BP_GetMaxSpeedModifier()
Definition Actor.h:4184
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll()
Definition Actor.h:3992
long double & LastTimeBasedMovementHadCurrentActorField()
Definition Actor.h:3774
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase()
Definition Actor.h:4043
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar()
Definition Actor.h:4058
void DisableShipReducedCharacterDrawDistance(bool bIsFromSeatingStructure)
Definition Actor.h:4231
void BPRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
Definition Actor.h:4635
UAnimMontage * lastPlayedMountAnimField()
Definition Actor.h:3904
void SetRunning(bool bNewRunning)
Definition Actor.h:4527
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset()
Definition Actor.h:4105
bool CanJumpInternal_Implementation()
Definition Actor.h:4197
int & NumFallZFailsField()
Definition Actor.h:3889
float & BPTimerServerMaxField()
Definition Actor.h:3720
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField()
Definition Actor.h:3914
AActor * GetAimedActor(ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
Definition Actor.h:4267
void OnStartJump()
Definition Actor.h:4457
BitFieldValue< bool, unsigned __int32 > bWasLocallyControlled()
Definition Actor.h:4139
void ClientStopAnimationFPV_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
Definition Actor.h:4218
bool BPCanNotifyTeamAggroAI(APrimalDinoCharacter *Dino)
Definition Actor.h:4607
void OnClientPairedNetGUID()
Definition Actor.h:4431
bool IsUsingHandIK()
Definition Actor.h:4390
void ServerCallAggressive()
Definition Actor.h:4685
void CheckRagdollPenetration()
Definition Actor.h:4210
float & MinTimeBetweenFootstepsRunningField()
Definition Actor.h:3808
bool IsRunning(bool bIncludeFalling, bool bIncludeRunTurning)
Definition Actor.h:4379
void ServerCallPassive()
Definition Actor.h:4693
FPrimalCharacterNotifyAttackStarted & NotifyAttackStartedField()
Definition Actor.h:3694
TSubclassOf< APrimalBuff > & PostFeatStaminaRecoveryCooldownDebuffField()
Definition Actor.h:3959
TArray< USoundCue * > FootStepSoundsPhysMatField()
Definition Actor.h:3756
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField()
Definition Actor.h:3890
float ConsumeWeaponBreakLife(UClass *WeaponClass, float BreakWeightToConsume)
Definition Actor.h:4220
FName & SocketOverrideTargetingLocationField()
Definition Actor.h:3834
void OnBeginDrag(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
Definition Actor.h:4676
APrimalBuff * GetBuff(TSubclassOf< APrimalBuff > BuffClass, bool bOnlyReturnSkillBuff, bool bOnlyReturnActivatedBuff, bool bUseExactMatch)
Definition Actor.h:4276
void DoFindGoodSpot(FVector RagdollLoc, bool bClearCollisionSweep)
Definition Actor.h:4234
char & TribeGroupInventoryRankField()
Definition Actor.h:3894
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation()
Definition Actor.h:4089
long double & LocalLastHurtTimeField()
Definition Actor.h:3918
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Based()
Definition Actor.h:4161
FName & SnaredFromSocketField()
Definition Actor.h:3729
void StartedFiringWeapon(bool bPrimaryFire)
Definition Actor.h:4539
FVector & OldLocationField()
Definition Actor.h:3672
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition Actor.h:4433
bool CanDie(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
Definition Actor.h:4601
void GetBuffs(TArray< APrimalBuff * > *TheBuffs)
Definition Actor.h:4278
void BPCharacterSleeped()
Definition Actor.h:4610
void OnStartAltFire()
Definition Actor.h:4452
UTexture2D * GetOverrideDefaultCharacterParamTexture(FName theParamName, UTexture2D *CurrentTexture)
Definition Actor.h:4314
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
Definition Actor.h:4233
void ServerTryPoop_Implementation()
Definition Actor.h:4517
float GetWeaponRunSpeed()
Definition Actor.h:4337
void ServerSetRunning_Implementation(bool bNewRunning)
Definition Actor.h:4514
void Poop(bool bForcePoop)
Definition Actor.h:4487
void PlayDyingGeneric(float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:4678
void ZoomOut()
Definition Actor.h:4599
long double & DisableUnBasingUntilField()
Definition Actor.h:3912
void OnStartBreakingAttack()
Definition Actor.h:4454
float & DamageNotifyTeamAggroMultiplierField()
Definition Actor.h:3731
void PlayDyingPoint(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:4679
void ExecSetPawnSleeping(bool bEnable)
Definition Actor.h:4249
float & FullIKDistanceField()
Definition Actor.h:3677
USoundCue * EnteredSwimmingSoundField()
Definition Actor.h:3856
float & MinTimeBetweenFootstepsField()
Definition Actor.h:3806
float GetPercentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
Definition Actor.h:4317
float & AddForwardVelocityOnJumpField()
Definition Actor.h:3832
bool TryTeleportToTargetLocation(APrimalRaft *OnRaft, FVector TargetLocation, APlayerController *ForPC)
Definition Actor.h:4574
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField()
Definition Actor.h:3670
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
Definition Actor.h:4232
FVector & GroundCheckExtentField()
Definition Actor.h:3679
void DestroyInventory()
Definition Actor.h:4225
bool IsShieldTransitioningOut(float TimeFromEndToConsiderFinished)
Definition Actor.h:4382
void UpdateSwimmingState()
Definition Actor.h:4591
void PlayFootstep()
Definition Actor.h:4478
AActor * ImmobilizationActorField()
Definition Actor.h:3717
void OnRep_IsDead()
Definition Actor.h:4445
void SetDeath(bool bForceRagdoll)
Definition Actor.h:4522
bool IsBlockingWithWeapon()
Definition Actor.h:4355
BitFieldValue< bool, unsigned __int32 > bIsBuffed()
Definition Actor.h:4103
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory()
Definition Actor.h:4125
float & LastBasedOnRaftOpenWaterSpoilingMultField()
Definition Actor.h:3950
bool IsDraggingCharacter()
Definition Actor.h:4362
void ClientEndRagdollUpdate()
Definition Actor.h:4653
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField()
Definition Actor.h:3771
void BP_OnJumpPressed()
Definition Actor.h:4644
void UpdateStatusComponent(float DeltaSeconds)
Definition Actor.h:4589
void OnAttachedToSeatingStructure()
Definition Actor.h:4428
void LocalPossessedBy(APlayerController *ByController)
Definition Actor.h:4401
int & customBitFlagsField()
Definition Actor.h:3746
float GetDefaultMovementSpeed()
Definition Actor.h:4289
void OnClientReceivedTransformAfterPairingNetGUID(FVector *Loc, FRotator *Rot)
Definition Actor.h:4432
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement()
Definition Actor.h:4075
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoEnemyRafts()
Definition Actor.h:4155
USoundBase * EndDraggedSoundField()
Definition Actor.h:3711
APrimalRaft * BP_FindClosestTeleportRaft(APlayerController *ForPC, UPrimitiveComponent *BasedOn)
Definition Actor.h:4640
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation()
Definition Actor.h:4145
bool ForceAddUnderwaterCharacterStatusValues()
Definition Actor.h:4256
FName & DragBoneNameField()
Definition Actor.h:3702
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun()
Definition Actor.h:4117
void InitializedAnimScriptInstance()
Definition Actor.h:4347
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField()
Definition Actor.h:3730
void LocalUnpossessed()
Definition Actor.h:4664
bool IsTargeting()
Definition Actor.h:4389
UTexture2D * PoopIconField()
Definition Actor.h:3868
bool IsShieldTransitioningIn(float TimeFromEndToConsiderFinished)
Definition Actor.h:4381
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
Definition Actor.h:4553
static void StaticRegisterNativesAPrimalCharacter()
Definition Actor.h:4704
float & RunningSpeedModifierField()
Definition Actor.h:3747
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI()
Definition Actor.h:4001
void OnStopRunning()
Definition Actor.h:4465
FVector & TargetPathfindingLocationOffsetField()
Definition Actor.h:3884
long double & LastWalkingTimeField()
Definition Actor.h:3861
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
Definition Actor.h:4357
void NetDidLand()
Definition Actor.h:4666
float PlayAnimEx(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
Definition Actor.h:4473
FName & DragSocketNameField()
Definition Actor.h:3703
bool CanBeTargetedBy(ITargetableInterface *Attacker)
Definition Actor.h:4192
float GetCharacterLevel()
Definition Actor.h:4281
float & FootPhysicalSurfaceCheckIntervalField()
Definition Actor.h:3840
void NetStopAllAnimMontage()
Definition Actor.h:4671
void ServerCallSetAggressive()
Definition Actor.h:4694
void NetPlaySoundOnCharacter(USoundBase *SoundToPlay, bool bPlayOnOwner)
Definition Actor.h:4668
bool IsValidForStatusUpdate()
Definition Actor.h:4397
void EnableBPTimerNonDedicated(bool bEnable)
Definition Actor.h:4242
void EmitPoop()
Definition Actor.h:4241
void BPInventoryItemRepairedOrBroken(UPrimalItem *TheItem, bool bIsBroken)
Definition Actor.h:4619
BitFieldValue< bool, unsigned __int32 > bCacheRidingDinoWeapon()
Definition Actor.h:4138
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted()
Definition Actor.h:4110
void PostNetReceiveVelocity(FVector *NewVelocity)
Definition Actor.h:4490
void OnEndDragged(APrimalCharacter *Dragger)
Definition Actor.h:4437
bool CanTeleportOntoRaft(APrimalRaft *OnRaft, APlayerController *ForPC)
Definition Actor.h:4202
void ServerPlayFireBallistaAnimation()
Definition Actor.h:4699
FTransform & LocalDraggedCharacterTransformField()
Definition Actor.h:3714
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
Definition Actor.h:4706
void BPOnAnimPlayedNotify(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
Definition Actor.h:4627
BitFieldValue< bool, unsigned __int32 > bPreventJump()
Definition Actor.h:4082
bool IsShieldTransitioning(float TimeFromEndToConsiderFinished)
Definition Actor.h:4380
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK()
Definition Actor.h:4069
bool IsValidCharacterToPreventClaiming(int AttackerTeam)
Definition Actor.h:4394
bool IsAttachedToSomething()
Definition Actor.h:4351
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision()
Definition Actor.h:3987
BitFieldValue< bool, unsigned __int32 > bIsDragging()
Definition Actor.h:3985
float GetGravityZScale()
Definition Actor.h:4297
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase()
Definition Actor.h:4040
long double & NextRefreshedIslandInfoTimeField()
Definition Actor.h:3951
float & GlideMaxCarriedWeightField()
Definition Actor.h:3903
int & LastYawSpeedWorldFrameCounterField()
Definition Actor.h:3794
void UnPossessed()
Definition Actor.h:4577
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, AActor *IgnoredActor)
Definition Actor.h:4298
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking()
Definition Actor.h:4120
float GetFallAcceleration()
Definition Actor.h:4295
void OnJumped_Implementation()
Definition Actor.h:4439
bool CanMountOnMe(APrimalDinoCharacter *dinoCharacter)
Definition Actor.h:4198
bool IsAlive()
Definition Actor.h:4349
long double & LastTimePressedInputField()
Definition Actor.h:3691
void DualWieldingSwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
Definition Actor.h:4240
UAnimMontage * DeathAnimField()
Definition Actor.h:3751
void Unstasis()
Definition Actor.h:4581
BitFieldValue< bool, unsigned __int32 > bWantsToRaiseShield()
Definition Actor.h:3976
float & BPTimerNonDedicatedMinField()
Definition Actor.h:3721
void TogglePerspective()
Definition Actor.h:4558
void ServerCallAttackTarget(AActor *TheTarget)
Definition Actor.h:4686
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn()
Definition Actor.h:4061
void MoveForward(float Val)
Definition Actor.h:4408
void ReleasedRunToggle()
Definition Actor.h:4505
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting()
Definition Actor.h:4116
void UpdateBasedOnRaft()
Definition Actor.h:4582
float & LastFallingZField()
Definition Actor.h:3888
FVector & MeshPreRagdollRelativeLocationField()
Definition Actor.h:3742
void PostInitializeComponents()
Definition Actor.h:4489
FVector * GetCapsuleTopLocation(FVector *result)
Definition Actor.h:4280
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules()
Definition Actor.h:3996
FName & NonDediOverrideMeshCollisionProfileNameField()
Definition Actor.h:3963
int & Teleport_OntoRaft_MaxTraceCountField()
Definition Actor.h:3935
BitFieldValue< bool, unsigned __int32 > bReadyToPoop()
Definition Actor.h:4039
void CaptureCharacterSnapshot(UPrimalItem *Item)
Definition Actor.h:4203
FVector & TPVCameraOrgOffsetField()
Definition Actor.h:3802
void ZoomIn()
Definition Actor.h:4598
bool GiveKillExperience()
Definition Actor.h:4663
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance()
Definition Actor.h:4159
EPhysicalSurface & LastFootPhysicalSurfaceTypeField()
Definition Actor.h:3838
void ClientDidPoop_Implementation()
Definition Actor.h:4213
float & ClientRotationInterpSpeedMultiplierGroundField()
Definition Actor.h:3901
void LocalUnpossessed_Implementation()
Definition Actor.h:4402
float & SimulatedInterLocSpeedField()
Definition Actor.h:3966
float & RunMinVelocityRotDotField()
Definition Actor.h:3908
void ForceSleepRagdoll()
Definition Actor.h:4260
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFX()
Definition Actor.h:4148
bool IsRagdolled()
Definition Actor.h:4378
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
Definition Actor.h:4062
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid()
Definition Actor.h:3993
float GetDragWeight(APrimalCharacter *ForDragger)
Definition Actor.h:4294
void TryCallStayOne()
Definition Actor.h:4566
TArray< UAnimMontage * > AnimationsPreventInputField()
Definition Actor.h:3809
void ClientStopAnimation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
Definition Actor.h:4658
void BP_OnSetDeath()
Definition Actor.h:4646
long double & LastPlayedFootstepTimeField()
Definition Actor.h:3807
UAnimMontage * HurtAnimField()
Definition Actor.h:3684
float & ReplicatedMaxTorporField()
Definition Actor.h:3737
bool TryLandingOnRaft(APlayerController *ForPC)
Definition Actor.h:4570
void EndForceSkelUpdate()
Definition Actor.h:4247
float SetHealth(float newHealth)
Definition Actor.h:4525
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField()
Definition Actor.h:3782
static UClass * StaticClass()
Definition Actor.h:4166
void HurtMe(int HowMuch)
Definition Actor.h:4345
static UActorComponent * CreateSnapshotComponent(AActor *For, UObject *Template, FName Tag, FName Name)
Definition Actor.h:4222
FVector & MeleeLockOnPointOffsetField()
Definition Actor.h:3948
void TryCallFollowOne()
Definition Actor.h:4564
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFXAndUseDmgTypeSound()
Definition Actor.h:4162
APrimalBuff * GetBuffForPostEffect(UMaterialInterface *anEffect)
Definition Actor.h:4277
float & RootYawField()
Definition Actor.h:3874
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater()
Definition Actor.h:4011
void ServerPrepareForSeamlessTravel_Implementation()
Definition Actor.h:4512
BitFieldValue< bool, unsigned __int32 > bIsSleeping()
Definition Actor.h:3980
void ForceRefreshBones()
Definition Actor.h:4259
bool IsValidForCombatMusic()
Definition Actor.h:4395
FString * GetShortName(FString *result)
Definition Actor.h:4327
FName & RootBodyBoneNameField()
Definition Actor.h:3686
void StopAllAnimMontages(float BlendOutTime)
Definition Actor.h:4542
float & MaxCursorHUDDistanceField()
Definition Actor.h:3831
void RemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
Definition Actor.h:4507
float BPGetExtraMeleeDamageModifier()
Definition Actor.h:4613
void ServerSetRunning(bool bNewRunning)
Definition Actor.h:4700
float BPAdjustDamage(float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
Definition Actor.h:4604
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity()
Definition Actor.h:4114
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
Definition Actor.h:4424
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField()
Definition Actor.h:3725
void TryPoop()
Definition Actor.h:4572
void TryCallMoveTo()
Definition Actor.h:4565
BitFieldValue< bool, unsigned __int32 > bIsBigDino()
Definition Actor.h:3998
bool IsSwitchingWeapons()
Definition Actor.h:4387
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated()
Definition Actor.h:4064
BitFieldValue< bool, unsigned __int32 > bNoPhysics()
Definition Actor.h:4124
bool CanBeDragged()
Definition Actor.h:4190
void NetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
Definition Actor.h:4665
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponEquipped()
Definition Actor.h:4147
void StopAnimMontage(UAnimMontage *AnimMontage)
Definition Actor.h:4545
TWeakObjectPtr< UPrimitiveComponent > & LastMovementBaseField()
Definition Actor.h:3944
float & ClientLocationInterpSpeedField()
Definition Actor.h:3790
float BPGetAddForwardVelocityOnJump_Implementation()
Definition Actor.h:4322
BitFieldValue< bool, unsigned __int32 > bSetDeath()
Definition Actor.h:4024
bool BPOverrideFPVViewLocation(APrimalCharacter *viewingCharacter)
Definition Actor.h:4632
BitFieldValue< bool, unsigned __int32 > bUseMeleeDamageMultiplierForProjectiles()
Definition Actor.h:4150
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify()
Definition Actor.h:4112
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube()
Definition Actor.h:4081
FName & PreAttachToSeatingStructureCollisionProfileNameField()
Definition Actor.h:3942
void ClientRagdollUpdate(TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
Definition Actor.h:4657
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations()
Definition Actor.h:4070
float & ReplicatedMaxInventoryWeightField()
Definition Actor.h:3895
FVector & TPVCameraOffsetMultiplierField()
Definition Actor.h:3801
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoRafts()
Definition Actor.h:4154
void OnShieldDefenseBroken(float StaggerTime)
Definition Actor.h:4451
FVector * BPOverrideCharacterNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
Definition Actor.h:4631
long double & LastHitDamageTimeField()
Definition Actor.h:3909
float GetMaxHealth()
Definition Actor.h:4310
USoundBase * NetDynamicMusicSoundField()
Definition Actor.h:3767
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater()
Definition Actor.h:4045
BitFieldValue< bool, unsigned __int32 > bIsClimbing()
Definition Actor.h:4142
bool BPShouldLimitForwardDirection()
Definition Actor.h:4636
void OrbitCamOff()
Definition Actor.h:4467
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll()
Definition Actor.h:4037
void NotifyItemRemoved(UPrimalItem *anItem)
Definition Actor.h:4426
float GetMaxStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
Definition Actor.h:4312
void TakeSeatingStructure(APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
Definition Actor.h:4552
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer()
Definition Actor.h:4007
void NativeSimulateHair(TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
Definition Actor.h:4411
bool IsSitting(bool bIgnoreLockedToSeat)
Definition Actor.h:4384
FVector & LastHitWallSweepCheckLocationField()
Definition Actor.h:3773
long double & NextBPTimerServerField()
Definition Actor.h:3723
float BPModifyViewHitDir(APrimalCharacter *viewingCharacter, float InViewHitDir)
Definition Actor.h:4622
void OnDetachedFromSeatingStructure(APrimalStructureSeating *InSeatingStructure)
Definition Actor.h:4435
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound()
Definition Actor.h:4026
float & TargetCarriedYawField()
Definition Actor.h:3765
void FellOutOfWorld(UDamageType *dmgType)
Definition Actor.h:4252
float & Teleport_OntoRaft_CheckRadiusField()
Definition Actor.h:3933
EWeaponAttackInput::Type & LastInputPressedField()
Definition Actor.h:3690
FVector & PreviousRagdollLocationField()
Definition Actor.h:3851
void StartStaggering(float staggeringTime, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
Definition Actor.h:4538
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum()
Definition Actor.h:4056
void TagFriendlyStructures()
Definition Actor.h:4549
bool HasShieldAttackForInput(EWeaponAttackInput::Type AttackInput)
Definition Actor.h:4344
UPrimalHarvestingComponent * MyDeathHarvestingComponentField()
Definition Actor.h:3671
long double & LastMyRaftTakeDamageFromEnemyTimeField()
Definition Actor.h:3882
FRotator & MeshPreRagdollRelativeRotationField()
Definition Actor.h:3743
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino()
Definition Actor.h:4041
bool IsAlliedWithOtherTeam(int OtherTeamID)
Definition Actor.h:4350
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets()
Definition Actor.h:4067
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking()
Definition Actor.h:4032
bool IsSubmerged(bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
Definition Actor.h:4386
bool UseFastTurretTargeting()
Definition Actor.h:4595
long double & LastLocalHitMarkerTimeField()
Definition Actor.h:3910
void SetEnableIK(bool bEnable, bool bForceOnDedicated)
Definition Actor.h:4524
void MoveRight(float Val)
Definition Actor.h:4409
long double & LocalLastViewingInventoryTimeField()
Definition Actor.h:3929
BitFieldValue< bool, unsigned __int32 > bCanDrag()
Definition Actor.h:4015
void BPNotifyDroppedItemPickedUp(ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
Definition Actor.h:4625
long double & LastSpecialDamageTimeField()
Definition Actor.h:3862
float & TamedDinoCallOutRangeField()
Definition Actor.h:3881
bool IsDead()
Definition Actor.h:4360
void Tick(float DeltaSeconds)
Definition Actor.h:4556
BitFieldValue< bool, unsigned __int32 > bFirstTicked()
Definition Actor.h:4144
void NetUpdateTribeName_Implementation(FString *NewTribeName)
Definition Actor.h:4420
ENetRole GetRole()
Definition Actor.h:4320
int & SeatingStructureSeatNumberField()
Definition Actor.h:3924
void OnStartFireQuinary()
Definition Actor.h:4456
USoundCue * DeathSoundField()
Definition Actor.h:3753
TArray< FAssetMatcher > & DamageTypeHurtAnimOverridesField()
Definition Actor.h:3949
FName & NonDediOverrideCapsuleCollisionProfileNameField()
Definition Actor.h:3964
void RemoveAllJumpDeactivatedBuffs(APrimalBuff *IgnoredBuff)
Definition Actor.h:4506
void StartHitStaggering(float staggeringTime)
Definition Actor.h:4537
USoundCue * HurtSoundField()
Definition Actor.h:3685
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting()
Definition Actor.h:4047
BitFieldValue< bool, unsigned __int32 > bPreventMovement()
Definition Actor.h:4076
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction()
Definition Actor.h:4087
float & ClientRotationInterpSpeedField()
Definition Actor.h:3789
float & GlideGravityScaleMultiplierField()
Definition Actor.h:3902
void Net_OnIsStaggering_Implementation(bool bNewStaggering, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
Definition Actor.h:4421
float & RagdollDeathImpulseScalerField()
Definition Actor.h:3823
UPaintingTexture * GetPaintingTexture(bool bForTattoo, UPrimalPlayerData *TattooPlayerData)
Definition Actor.h:4315
bool IsInVacuumSealedSpace()
Definition Actor.h:4367
bool CanBeBaseForCharacter(APawn *Pawn)
Definition Actor.h:4188
float GetJumpZModifier()
Definition Actor.h:4305
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis()
Definition Actor.h:4065
void PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
Definition Actor.h:4479
void OnStopBreakingAttack()
Definition Actor.h:4461
bool CanMove()
Definition Actor.h:4199
float & currentStaggeringTimeField()
Definition Actor.h:3692
void TryAccessInventoryWrapper()
Definition Actor.h:4561
float & RagdollImpactDamageMinDecelerationSpeedField()
Definition Actor.h:3848
float & RecentHurtAmountField()
Definition Actor.h:3917
TArray< USoundCue * > LandedSoundsPhysMatField()
Definition Actor.h:3757
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh()
Definition Actor.h:3995
FRotator * BPCameraRotationFinal(FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
Definition Actor.h:4606
void BPNetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
Definition Actor.h:4183
int GetNearestBoneIndexForDrag(APrimalCharacter *Character, FVector HitLocation)
Definition Actor.h:4313
FString * GetDescriptiveName(FString *result)
Definition Actor.h:4290
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward()
Definition Actor.h:4108
long double & BlinkTimerField()
Definition Actor.h:3854
FItemNetID & NextWeaponItemIDSecondaryField()
Definition Actor.h:3956
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure()
Definition Actor.h:4133
FVector & CurrentLocalRootLocField()
Definition Actor.h:3873
FVector & LastApproximatePhysVolumeLocationField()
Definition Actor.h:3836
bool IsValidForStatusRecovery()
Definition Actor.h:4396
void NetStopAllAnimMontage_Implementation()
Definition Actor.h:4419
float & ReplicatedCurrentHealthField()
Definition Actor.h:3734
float & HalfLegLengthField()
Definition Actor.h:3675
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking()
Definition Actor.h:4073
void TryCallFollowDistanceCycleOne()
Definition Actor.h:4563
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField()
Definition Actor.h:3911
void StopAnimExFPV(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
Definition Actor.h:4544
FName & DediOverrideMeshCollisionProfileNameField()
Definition Actor.h:3728
static void ForceUpdateAimedCharacters(UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
Definition Actor.h:4262
void DropAllCarriedAndPassengers()
Definition Actor.h:4239
void PlayHitEffectGeneric_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:4480
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation()
Definition Actor.h:4051
void PrepareForSaving()
Definition Actor.h:4492
BitFieldValue< bool, unsigned __int32 > bIsHoldingPrimaryFire()
Definition Actor.h:4129
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField()
Definition Actor.h:3922
FVector * BPModifyForwardDirectionInput(FVector *result, FVector *directionInput)
Definition Actor.h:4621
float & PreviewCameraDefaultZoomMultiplierField()
Definition Actor.h:3708
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk()
Definition Actor.h:4003
BitFieldValue< bool, unsigned __int32 > bTicksOnClient()
Definition Actor.h:4025
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
Definition Actor.h:4329
float & LastHurtByNearbyPlayerTimeField()
Definition Actor.h:3842
float & GrabWeightThresholdField()
Definition Actor.h:3776
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame()
Definition Actor.h:4085
float & BuffedDamageMultField()
Definition Actor.h:3878
bool IsFiring()
Definition Actor.h:4363
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
Definition Actor.h:4332
TArray< TEnumAsByte< enum EWeaponAttackInput::Type > > & ShieldCoverInputsField()
Definition Actor.h:3930
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
Definition Actor.h:4071
void NetDidLand_Implementation()
Definition Actor.h:4413
USoundCue * PoopSoundField()
Definition Actor.h:3824
UAnimMontage * FireBallistaAnimationField()
Definition Actor.h:3943
bool IsBasedOnRaft(APrimalRaft *SpecificRaft)
Definition Actor.h:4352
FName & WeaponAttachPointField()
Definition Actor.h:3915
FRotator * GetInterpolatedRotation(FRotator *result)
Definition Actor.h:4304
bool AnimationPreventsInput(bool bTestingForFirstPerson)
Definition Actor.h:4174
EPhysicalSurface GetFootPhysicalSurfaceType(bool bForce)
Definition Actor.h:4296
FVector * GetTargetingLocation(FVector *result)
Definition Actor.h:4331
UAnimMontage * ShieldCrouchedCoverAnimField()
Definition Actor.h:3920
float & CorpseDraggedDecayRateField()
Definition Actor.h:3863
void StopStaggering()
Definition Actor.h:4547
void OnBeginDragged(APrimalCharacter *Dragger)
Definition Actor.h:4430
void Suicide()
Definition Actor.h:4548
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying()
Definition Actor.h:4020
long double & LastRelevantToPlayerTimeField()
Definition Actor.h:3859
bool IsDodgeDirectionAllowed(int DodgeDirection)
Definition Actor.h:4361
void UpdateStencilValues()
Definition Actor.h:4590
void ServerDinoOrder_Implementation(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
Definition Actor.h:4510
void NetReleaseSeatingStructure_Implementation()
Definition Actor.h:4417
TArray< UClass * > WeaponBreakClassesField()
Definition Actor.h:3961
void ClientPlayAnimation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
Definition Actor.h:4656
UPrimalItem_Shield * GetYarkShieldItem()
Definition Actor.h:4339
void NetUpdateTribeName(FString *NewTribeName)
Definition Actor.h:4672
FVector * AnimGraphGetInterpolatedLocation(FVector *result)
Definition Actor.h:4173
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity()
Definition Actor.h:4109
void RefreshMyIslandInfo()
Definition Actor.h:4503
void ServerCallNeutral()
Definition Actor.h:4692
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck()
Definition Actor.h:4101
void OnActorEnterWater(USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
Definition Actor.h:4674
void ServerCallFollow()
Definition Actor.h:4687
AShooterCharacter * LastGrapHookPullingOwnerField()
Definition Actor.h:3739
BitFieldValue< bool, unsigned __int32 > bViewingInventory()
Definition Actor.h:4126
APrimalCharacter * DraggingCharacterField()
Definition Actor.h:3713
TArray< TSubclassOf< APrimalBuff > > & PossessionBuffsField()
Definition Actor.h:3867
void DidTeleport_Implementation(FVector newLoc, FRotator newRot)
Definition Actor.h:4228
BitFieldValue< bool, unsigned __int32 > bCanForceSkelUpdate()
Definition Actor.h:3978
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput()
Definition Actor.h:4029
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField()
Definition Actor.h:3726
void BPOnWeaponEquipped()
Definition Actor.h:4629
void ServerCallStay()
Definition Actor.h:4695
FVector & TPVCameraOffsetField()
Definition Actor.h:3800
void ClientPrepareForSeamlessTravel_Implementation()
Definition Actor.h:4217
BitFieldValue< bool, unsigned __int32 > bCanRun()
Definition Actor.h:3989
BitFieldValue< bool, unsigned __int32 > bWantsToLowerShield()
Definition Actor.h:3977
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents()
Definition Actor.h:3971
float & LowHealthPercentageField()
Definition Actor.h:3748
float & LandedSoundMaxRangeField()
Definition Actor.h:3803
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation()
Definition Actor.h:4090
BitFieldValue< bool, unsigned __int32 > bWantsToRun()
Definition Actor.h:3981
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay()
Definition Actor.h:3990
void ClearMountedDino(bool fromMountedDino)
Definition Actor.h:4211
void ServerGiveDefaultWeapon(bool bOnlyGiveDefaultWeapon)
Definition Actor.h:4698
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
Definition Actor.h:4323
long double & StartDraggingTimeField()
Definition Actor.h:3715
USceneComponent * GetParticleBaseComponent()
Definition Actor.h:4316
void WeaponClampRotation(FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
Definition Actor.h:4705
float & TwoLeggedVirtualPointDistFactorField()
Definition Actor.h:3676
void ClientFailedPoop_Implementation()
Definition Actor.h:4214
void BP_OnTeleportOntoRaft(APrimalRaft *OntoRaft)
Definition Actor.h:4648
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:4168
float & DefendingInterruptLevelMultiplierField()
Definition Actor.h:3897
long double & ForceCheckPushThroughWallsTimeField()
Definition Actor.h:3898
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand()
Definition Actor.h:4018
bool AllowSaving()
Definition Actor.h:4172
float GetImmersionDepth(bool bUseLineTrace)
Definition Actor.h:4301
bool DinoMountOnMe(APrimalDinoCharacter *dinoCharacter, bool bForce)
Definition Actor.h:4230
TWeakObjectPtr< APrimalDinoCharacter > & LastBasedOnRaftField()
Definition Actor.h:3947
BitFieldValue< bool, unsigned __int32 > bIsOnSeatingStructure()
Definition Actor.h:4137
FName & PreviousAwakeCollisionProfileNameField()
Definition Actor.h:3938
APrimalRaft * FindClosestTeleportRaft(APlayerController *ForPC)
Definition Actor.h:4254
void EnableBPTimerServer(bool bEnable)
Definition Actor.h:4243
void UnequipPrimalItemSideWeapon(bool bIsPrimaryWeapon, bool bIsSwitch)
Definition Actor.h:4579
int GetDirectionalIndexByVector(FVector *TestVec, bool isDodgeTest, float Tolerance)
Definition Actor.h:4291
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh()
Definition Actor.h:4038
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot()
Definition Actor.h:4022
void PlayShieldHitResponse(bool bUseHitParticles)
Definition Actor.h:4484
void UnProne(bool bClientSimulation)
Definition Actor.h:4578
USoundCue * RunLoopSoundField()
Definition Actor.h:3754
float & ReplicatedMaxHealthField()
Definition Actor.h:3735
bool IsMoving()
Definition Actor.h:4372
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:4571
BitFieldValue< bool, unsigned __int32 > bRemoteRunning()
Definition Actor.h:3988
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
Definition Actor.h:4084
void SetShieldState(bool bLowerShield, bool bSkipShieldAnim)
Definition Actor.h:4528
void OnIgnoredMoveToOrder(APlayerController *FromPC)
Definition Actor.h:4438
BitFieldValue< bool, unsigned __int32 > bCanSitOnStructures()
Definition Actor.h:4143
long double & NextBlinkTimeField()
Definition Actor.h:3853
float & NonRelevantServerForceSleepRagdollIntervalField()
Definition Actor.h:3816
void UpdateWindedState()
Definition Actor.h:4593
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger()
Definition Actor.h:4006
TArray< FName > & BonesToIngoreWhileDraggedField()
Definition Actor.h:3706
void ProcessStaggerForDefender(AActor *DamageCauser, int AttackerAttackIndex, int DefenderAttackIndex, bool bWasAttackBlocked)
Definition Actor.h:4498
float BPModifyFOV_Implementation(float FOVIn)
Definition Actor.h:4181
long double & LastBumpedDamageTimeField()
Definition Actor.h:3883
BitFieldValue< bool, unsigned __int32 > bUseBPCanStagger()
Definition Actor.h:4131
BitFieldValue< bool, unsigned __int32 > bCanBeDragged()
Definition Actor.h:4016
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead()
Definition Actor.h:4119
void PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:4481
bool IsValidCharacterToDoClaiming(int VictimTeam)
Definition Actor.h:4393
long double & LastTimeSubmergedField()
Definition Actor.h:3837
bool & bWildUseDeltaZTargetingForFlyerPawnOrBigDinoField()
Definition Actor.h:8663
BitFieldValue< bool, unsigned __int32 > bAttackForcesRunning()
Definition Actor.h:8788
float & Teleport_CheckInterval_MINField()
Definition Actor.h:8758
float & ForcedFleeDurationField()
Definition Actor.h:8736
bool & bUseBPShouldNotifyNeighborField()
Definition Actor.h:8657
BitFieldValue< bool, unsigned __int32 > bUseBP_TamedOverrideHorizontalLandingRange()
Definition Actor.h:8812
FRotator & AttackRotationRateField()
Definition Actor.h:8698
BitFieldValue< bool, unsigned __int32 > bRestrictWanderingToSeamlessWorldGridExtents()
Definition Actor.h:8808
bool HumanIsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
Definition Actor.h:8857
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:8909
float & AttackIntervalField()
Definition Actor.h:8694
void EndForceFleed_Implementation()
Definition Actor.h:8831
float & WanderFlyingMinZHeightAboveGroundField()
Definition Actor.h:8675
float & AggroFactorDamagePercentageMultiplierField()
Definition Actor.h:8683
AActor * GetAggroEntriesAttackerAtIndex(int Index)
Definition Actor.h:8839
float & BelowDeltaZAttackRangeField()
Definition Actor.h:8660
float & AggroNotifyNeighborsRangeFalloffField()
Definition Actor.h:8686
BitFieldValue< bool, unsigned __int32 > bAlwaysStartledWhenAggroedByNeighbor()
Definition Actor.h:8805
float & DamagedForceAggroIntervalField()
Definition Actor.h:8740
float & MovingAroundBlockadeDirectionField()
Definition Actor.h:8646
float & LandDinoMaxFlyerTargetDeltaZField()
Definition Actor.h:8727
FVector & LastBlockadeHitLocationField()
Definition Actor.h:8650
float & AggroFactorDecreaseGracePeriodField()
Definition Actor.h:8682
bool OverrideHasReachedGoalWithUseHeight(FVector *GoalLoc, float UseRadius, float UseHeight, float ZDelta)
Definition Actor.h:8871
float & MinimumWanderGroundNormalZField()
Definition Actor.h:8709
float & TargetingDistanceReductionFactorLinearField()
Definition Actor.h:8687
float & WildBelowDeltaZTargetingRangeField()
Definition Actor.h:8662
FVector * GetWanderAroundActorDestination(FVector *result, APrimalDinoCharacter *dinoCharacter, FVector originalDestination)
Definition Actor.h:8856
float & MoveAroundObjectMaxVelocityField()
Definition Actor.h:8724
BitFieldValue< bool, unsigned __int32 > bIgnoreWaterOrAmphibiousTargets()
Definition Actor.h:8793
TArray< float > & TamedAITargetingRangeMultipliersField()
Definition Actor.h:8720
bool BPForceTargetDinoRider(AShooterCharacter *playerTarget)
Definition Actor.h:8896
bool ShouldForceRunWhenAttacking()
Definition Actor.h:8889
long double & LastTeleportCheckTimeField()
Definition Actor.h:8761
float & ForceAbortAfterUnconfirmedMoveTimeField()
Definition Actor.h:8770
BitFieldValue< bool, unsigned __int32 > bNotifyBPTargetSet()
Definition Actor.h:8782
bool MoveAroundBlockade(FVector PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, FVector HitNormal, FVector HitLocation, bool SkipBlockingCheck)
Definition Actor.h:8865
float & FlyingReachedDestinationThresholdOffsetField()
Definition Actor.h:8703
TArray< TSubclassOf< AActor > > & TamedTargetingDesireMultiplierClassesField()
Definition Actor.h:8755
float & MinAggroValueField()
Definition Actor.h:8678
float & SeekingPercentChanceToFlyField()
Definition Actor.h:8705
BitFieldValue< bool, unsigned __int32 > bUseBPSetupFindTarget()
Definition Actor.h:8783
void RebootBrainComponent()
Definition Actor.h:8875
float & TamedCorpseFoodTargetingRangeField()
Definition Actor.h:8668
bool IsWithinAttackRange(AActor *Other, bool bForceUseLastAttackIndex)
Definition Actor.h:8861
FVector & MovingAroundBlockadePointField()
Definition Actor.h:8647
bool & bDontWanderField()
Definition Actor.h:8664
float & WanderRequireMinimumDistanceFromShoreField()
Definition Actor.h:8731
BitFieldValue< bool, unsigned __int32 > bRidingPlayerTargetDino()
Definition Actor.h:8792
float GetMinAttackRange()
Definition Actor.h:8851
bool UseLowQualityBehaviorTreeTick()
Definition Actor.h:8895
AActor * BPUpdateBestTarget(AActor *bestTarget, bool dontSetIn, bool *dontSetOut)
Definition Actor.h:8903
bool IsForceTargetDinoRider(AShooterCharacter *playerTarget)
Definition Actor.h:8858
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:8850
float & AttackRotationGroundSpeedMultiplierField()
Definition Actor.h:8696
void OnReachedMoveToActor()
Definition Actor.h:8869
float & NaturalMinDepthZField()
Definition Actor.h:8728
float & LastBlockadeWidthField()
Definition Actor.h:8648
float & TamedMaxFollowDistanceField()
Definition Actor.h:8726
void OnRep_CurrentMoveToActor()
Definition Actor.h:8870
BitFieldValue< bool, unsigned __int32 > bUseFlyingTargetOffsets()
Definition Actor.h:8789
bool & bUseOverlapTargetCheckTracesField()
Definition Actor.h:8711
BitFieldValue< bool, unsigned __int32 > bDisableForceFlee()
Definition Actor.h:8795
float & DieIfLeftWaterTargetUnsubmergedTimeoutField()
Definition Actor.h:8636
FVector & DynamicTargetActor_RelLocation_RandOffsetField()
Definition Actor.h:8765
float & FlyingWanderRandomDistanceAmountField()
Definition Actor.h:8671
FVector & LastCheckAttackRangePawnLocationField()
Definition Actor.h:8716
TArray< TSubclassOf< AActor > > & WildTargetingDesireMultiplierClassesField()
Definition Actor.h:8753
float & AboveDeltaZAttackRangeField()
Definition Actor.h:8659
FVector & LastFleeLocCheckField()
Definition Actor.h:8745
float & DieIfLeftWaterWanderMinimumWaterHeightMultiplierField()
Definition Actor.h:8634
float & ForceFleeUnderHealthPercentageField()
Definition Actor.h:8641
AActor * LastMovingAroundBlockadeActorField()
Definition Actor.h:8652
void SetTarget(AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget)
Definition Actor.h:8885
float & TamedFollowAcceptanceHeightOffsetField()
Definition Actor.h:8749
float & ForcedAggroTimeCounterField()
Definition Actor.h:8725
BitFieldValue< bool, unsigned __int32 > bIgnoreMoveAroundBlockade()
Definition Actor.h:8779
AActor * CurrentMoveToActorField()
Definition Actor.h:8762
bool & bFocusOnTargetDuringAttackField()
Definition Actor.h:8699
void Possess(APawn *InPawn)
Definition Actor.h:8874
BitFieldValue< bool, unsigned __int32 > bNotAllowedToFindTargets()
Definition Actor.h:8784
float & AIFlightMaxLandingZDistanceField()
Definition Actor.h:8750
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayerOrTamed()
Definition Actor.h:8800
void SetAttackRotationRate()
Definition Actor.h:8884
float & AbortMoveCheckInterval_MAXField()
Definition Actor.h:8772
float GetAcceptanceHeightOffset()
Definition Actor.h:8836
float GetAggroNotifyNeighborsRange_Implementation()
Definition Actor.h:8841
float & AggroToAddUponRemovingTargetField()
Definition Actor.h:8679
float & WanderFlyingClampZHeightAboveGroundField()
Definition Actor.h:8674
FVector & LastCheckAttackRangeClosestPointField()
Definition Actor.h:8717
BitFieldValue< bool, unsigned __int32 > bFlyingUseMoveAroundBlockade()
Definition Actor.h:8780
float & AbortMoveCheckInterval_CurrentField()
Definition Actor.h:8773
FVector * GetRandomBiasedDestination(FVector *result, FVector LocOverride, float MinDistanceAmount, float RandomDistanceAmount, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
Definition Actor.h:8852
bool BPOverrideIgnoredByWildDino(AActor *wildDinoToIgnore)
Definition Actor.h:8900
float & MinAttackIntervalForFleeingField()
Definition Actor.h:8737
float & RangeTargetWildDinosMultiplierField()
Definition Actor.h:8697
bool BPShouldNotifyNeighbor(APrimalDinoCharacter *neighbor)
Definition Actor.h:8902
void ResetAccelerationFollowsRotation()
Definition Actor.h:8877
void StopBrainComponent(FString reason)
Definition Actor.h:8891
float & WanderRandomDistanceAmountField()
Definition Actor.h:8669
float & FindLandingPositionZOffsetField()
Definition Actor.h:8747
BitFieldValue< bool, unsigned __int32 > bUseBPUpdateBestTarget()
Definition Actor.h:8786
long double & ForcedMoveToUntilTimeField()
Definition Actor.h:8751
float & DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField()
Definition Actor.h:8635
float & TamedFollowAcceptanceRadiusOffsetField()
Definition Actor.h:8748
void SetAttackGroundSpeed()
Definition Actor.h:8883
AActor * GetCorpseFoodTarget()
Definition Actor.h:8847
float & MoveAroundBlockadeAdditionalWidthField()
Definition Actor.h:8723
AActor * TargetField()
Definition Actor.h:8653
int & RaftMoveToMaxNumRetriesField()
Definition Actor.h:8766
void NotifyTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:8867
AActor * LastValidMoveToActorField()
Definition Actor.h:8763
float & TargetsRequireMinimumDistanceFromShoreField()
Definition Actor.h:8730
BitFieldValue< bool, unsigned __int32 > bCanUseAttackStateOnTargetChange()
Definition Actor.h:8798
FVector & StartMovingAroundBlockadeLocationField()
Definition Actor.h:8651
bool CalculateAndSetWonderingAIState(bool *StateChanged)
Definition Actor.h:8824
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
Definition Actor.h:8868
float & NaturalMaxDepthZField()
Definition Actor.h:8729
float & AttackRotationRangeDegreesField()
Definition Actor.h:8695
BitFieldValue< bool, unsigned __int32 > bUseBPTargetingDesire()
Definition Actor.h:8794
TWeakObjectPtr< AActor > & ForcedAttackTargetField()
Definition Actor.h:8732
BitFieldValue< bool, unsigned __int32 > bAllowForceFleeToSameTargetingTeam()
Definition Actor.h:8785
long double & LastForcedFleeTimeField()
Definition Actor.h:8743
bool & bRequireAbsoluteDamageForNeighborNotificationField()
Definition Actor.h:8658
void RestartBrainComponent()
Definition Actor.h:8881
FVector & LastConfirmedMoveLocationField()
Definition Actor.h:8767
float GetAttackRotationRangeDegrees()
Definition Actor.h:8845
long double & LastAbortMoveCheckTimeField()
Definition Actor.h:8774
static void StaticRegisterNativesAPrimalDinoAIController()
Definition Actor.h:8911
BitFieldValue< bool, unsigned __int32 > bUseTargetingDesireMultiWithTamedTargets()
Definition Actor.h:8814
float & AggroNotifyNeighborsRangeField()
Definition Actor.h:8685
float BPGetTargetingDesire(AActor *ForTarget, float ForTargetingDesireValue)
Definition Actor.h:8897
FVector & FlyingTargetFocalPositionOffsetField()
Definition Actor.h:8702
bool IsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
Definition Actor.h:8862
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationExtraHeightField()
Definition Actor.h:8633
float & AggroToAddUponAcquiringTargetField()
Definition Actor.h:8680
long double & LastBlockadeCheckTimeField()
Definition Actor.h:8644
AActor * GetTarget()
Definition Actor.h:8854
float GetAcceptanceRadiusOffset()
Definition Actor.h:8837
long double & LastFleeLocCheckTimeField()
Definition Actor.h:8744
BitFieldValue< bool, unsigned __int32 > bUseBPForceTargetDinoRider()
Definition Actor.h:8804
void ApplyWeaponRangeOverrides(AShooterWeapon *Weapon)
Definition Actor.h:8822
float & WildAboveDeltaZTargetingRangeField()
Definition Actor.h:8661
BitFieldValue< bool, unsigned __int32 > bIgnoreDockedShips()
Definition Actor.h:8811
bool & bUseAlternateMovePointField()
Definition Actor.h:8712
bool CheckForForceAbortMove(FVector *GoalLoc)
Definition Actor.h:8826
FVector & DynamicTargetActor_RelLocationField()
Definition Actor.h:8764
void ResetRotationUseAcceleration()
Definition Actor.h:8880
float & FleeFromAttackTimeLimitField()
Definition Actor.h:8640
float & AttackRangeField()
Definition Actor.h:8691
static FVector * StaticGetRandomWanderDestination(FVector *result, APrimalDinoCharacter *TargetCharacter, APrimalDinoAIController *TargetAIController, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
Definition Actor.h:8890
BitFieldValue< bool, unsigned __int32 > bUseCombatMoveTowardsTargetOffset()
Definition Actor.h:8796
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayers()
Definition Actor.h:8806
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIgnoredByWildDino()
Definition Actor.h:8797
long double & LastExecutedAttackTimeField()
Definition Actor.h:8742
bool & bNotifyNeighborsWithoutDamageField()
Definition Actor.h:8656
void PauseBrainComponent(FString reason)
Definition Actor.h:8872
FVector & LastCheckAttackRangeTargetLocationField()
Definition Actor.h:8718
FVector & FlyingMoveTowardsTargetOffsetField()
Definition Actor.h:8700
bool IsPawnSwimmingTowardsOceanGoal()
Definition Actor.h:8860
float & AggroNotifyNeighborsMultiplierField()
Definition Actor.h:8684
FRotator * GetAttackRotationRate(FRotator *result)
Definition Actor.h:8846
float & Teleport_CheckInterval_MAXField()
Definition Actor.h:8759
BitFieldValue< bool, unsigned __int32 > bRidingDinoTargetPlayer()
Definition Actor.h:8791
bool & bAICanTargetRaftsField()
Definition Actor.h:8715
float & PercentageTorporForFleeingField()
Definition Actor.h:8739
TArray< TSubclassOf< APrimalDinoCharacter > > & AggroNotifyNeighborsClassesField()
Definition Actor.h:8722
bool & bUseAggroField()
Definition Actor.h:8677
BitFieldValue< bool, unsigned __int32 > bForcedAggro()
Definition Actor.h:8778
float & FollowStoppingDistanceField()
Definition Actor.h:8710
bool & bUseOverlapTargetCheckField()
Definition Actor.h:8655
float & FleeFromAttackCoolDownTimeField()
Definition Actor.h:8639
TArray< float > & WildTargetingDesireMultiplierValuesField()
Definition Actor.h:8754
void ResumeBrainComponent(FString reason)
Definition Actor.h:8882
BitFieldValue< bool, unsigned __int32 > bWasForceFleeing()
Definition Actor.h:8810
void NotifyBump(FVector PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, FVector *HitNormal, FVector *HitLocation)
Definition Actor.h:8866
FVector * ModifyGoalLocation(FVector *result, FVector *GoalLoc)
Definition Actor.h:8863
float & WanderFlyingZScalerField()
Definition Actor.h:8673
AActor * FindTarget(bool bDontSet)
Definition Actor.h:8833
long double & ForceAggroUntilTimeField()
Definition Actor.h:8741
float & TamedTargetingRangeField()
Definition Actor.h:8667
BitFieldValue< bool, unsigned __int32 > bUseOnRaftAbortMoveToChecks()
Definition Actor.h:8815
void UpdateMoveToTargetActorRef(AActor *NewTargetActorRef)
Definition Actor.h:8894
bool & bOnlyOverlapTargetCorpsesUnlessHasTargetField()
Definition Actor.h:8665
BitFieldValue< bool, unsigned __int32 > bTargetChanged()
Definition Actor.h:8787
long double & LastMovingAroundBlockadeTimeField()
Definition Actor.h:8645
void AddToAggro(AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck)
Definition Actor.h:8820
void SetUpMoveToTargetActor(FVector *NewMoveToLoc, FVector *RandOffset, AActor *ToActor)
Definition Actor.h:8886
float & MaxFlyingTargetDeltaZField()
Definition Actor.h:8672
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationHeightMultiField()
Definition Actor.h:8632
float & BeyondTargetingRangeAggroAdditionField()
Definition Actor.h:8689
int & NumAlliesToAttackField()
Definition Actor.h:8746
float & AbortMoveCheckInterval_MINField()
Definition Actor.h:8771
float & OrbitTargetSpreadField()
Definition Actor.h:8693
float GetAggroDesirability(AActor *InTarget)
Definition Actor.h:8838
BitFieldValue< bool, unsigned __int32 > bDinoAIForceOnlyTargetingShips()
Definition Actor.h:8807
FVector & CombatFlyingMoveTowardsTargetOffsetField()
Definition Actor.h:8701
bool CheckForTeleport(FVector TargetLocation)
Definition Actor.h:8827
float GetTargetingDesire(AActor *InTarget)
Definition Actor.h:8855
float & NaturalTargetingRangeField()
Definition Actor.h:8666
float ModifyReachedGoalRadius()
Definition Actor.h:8864
BitFieldValue< bool, unsigned __int32 > bFlyerAllowWaterTargeting()
Definition Actor.h:8803
BitFieldValue< bool, unsigned __int32 > bModifiedWanderRadius()
Definition Actor.h:8799
void FindTargets(int NumTargets, TArray< AActor * > *KnownTargets, TArray< AActor * > *FoundTargets, bool bDontSet)
Definition Actor.h:8834
AActor * FindNewTarget(bool bDontSet)
Definition Actor.h:8832
float & RequiredConfirmMoveDistanceField()
Definition Actor.h:8769
long double & LastConfirmedMoveTimeField()
Definition Actor.h:8768
AActor * LastCheckAttackRangeTargetField()
Definition Actor.h:8719
FVector * GetLandingLocation(FVector *result)
Definition Actor.h:8849
bool & bTotallyIgnoreWaterTargetsField()
Definition Actor.h:8713
BitFieldValue< bool, unsigned __int32 > bEndForceFleeResetAggro()
Definition Actor.h:8809
float & FlyingWanderFixedDistanceAmountField()
Definition Actor.h:8670
FVector & LastBlockadeHitNormalField()
Definition Actor.h:8649
float & MinLocChangeIntervalForFleeingField()
Definition Actor.h:8738
float & Teleport_CheckInterval_CurrentField()
Definition Actor.h:8760
BitFieldValue< bool, unsigned __int32 > bFlyerWanderDefaultToOrigin()
Definition Actor.h:8813
float & DieIfLeftWaterTargetingRequiresFreeDepthField()
Definition Actor.h:8643
bool CalculateAndSetWonderingAIStateEvent(bool StateChanged)
Definition Actor.h:8905
float & TargetingDistanceReductionFactorExponentField()
Definition Actor.h:8688
BitFieldValue< bool, unsigned __int32 > bForceTargetDinoRider()
Definition Actor.h:8802
float & LandDinoMaxWaterTargetDepthCapsuleMultiplierField()
Definition Actor.h:8637
long double & LastHadAggroEntriesTimeField()
Definition Actor.h:8752
bool ShouldAttackTarget(AActor *NewTarget, bool bPassedBasedOnRaft, AActor *MyBasedOnRaft)
Definition Actor.h:8887
float & OrbitTargetRangeMinField()
Definition Actor.h:8692
bool & bWaterDinoAllowUnsubmergedTargetsField()
Definition Actor.h:8714
float & ExtraCorpseTargetingRangeField()
Definition Actor.h:8638
long double & LastForcedAttackEnemyTeamTimeField()
Definition Actor.h:8734
BitFieldValue< bool, unsigned __int32 > bForceTargetingAllStructures()
Definition Actor.h:8801
float GetAttackRotationGroundSpeedMultiplier()
Definition Actor.h:8844
BitFieldValue< bool, unsigned __int32 > bUseSwimmingTargetOffsets()
Definition Actor.h:8790
float & SeekingPercentChanceToLandField()
Definition Actor.h:8707
FVector * GetRandomWanderDestination(FVector *result, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation)
Definition Actor.h:8853
bool & bFleeOnCriticalHealthField()
Definition Actor.h:8642
float & SeekingIntervalCheckToLandField()
Definition Actor.h:8706
float & OceanAdditionalUseRadiusField()
Definition Actor.h:8757
float GetAttackInterval()
Definition Actor.h:8842
float & AggroFactorDecreaseSpeedField()
Definition Actor.h:8681
float & WanderFixedDistanceAmountField()
Definition Actor.h:8676
float & MateBoostAggroNotifyNeighborsMultiplierField()
Definition Actor.h:8721
bool AllowToReachGoal(FVector *GoalLoc)
Definition Actor.h:8821
BitFieldValue< bool, unsigned __int32 > bPlayerTargetRequiresController()
Definition Actor.h:8816
BitFieldValue< bool, unsigned __int32 > bUseGeometryInsteadOfStationObjForFreeDepthTest()
Definition Actor.h:8781
float & AttackDestinationOffsetField()
Definition Actor.h:8654
int & LastCharacterTargetTeamField()
Definition Actor.h:8735
float & SeekingIntervalCheckToFlyField()
Definition Actor.h:8704
float & SwimmingReachedDestinationThresholdZOffsetField()
Definition Actor.h:8708
int & ForcedAttackEnemyTeamField()
Definition Actor.h:8733
TArray< float > & TamedTargetingDesireMultiplierValuesField()
Definition Actor.h:8756
float GetAggroNotifyNeighborsRange()
Definition Actor.h:8908
char GetCurrentAttackIndex()
Definition Actor.h:8848
bool CheckMoveAroundBlockadePoint(FVector moveToPoint)
Definition Actor.h:8828
FVector2D * BP_TamedOverrideHorizontalLandingRange(FVector2D *result)
Definition Actor.h:8904
float & AggroFactorDesirabilityMultiplierField()
Definition Actor.h:8690
void ServerFinishedLanding()
Definition Actor.h:7474
static void StaticRegisterNativesAPrimalDinoCharacter()
Definition Actor.h:7485
bool IsImprintPlayer(AShooterCharacter *ForChar)
Definition Actor.h:7164
BitFieldValue< bool, unsigned __int32 > bRotateToFaceLatchingObject()
Definition Actor.h:6941
BitFieldValue< bool, unsigned __int32 > bUseBP_OnPostNetReplication()
Definition Actor.h:6884
bool CheckLocalPassengers()
Definition Actor.h:7024
AShooterCharacter * FindFirstFoodItemPlayerCharacter()
Definition Actor.h:7063
void ClientInterruptLanding()
Definition Actor.h:7450
FString & ImprinterNameField()
Definition Actor.h:6427
float & RandomMutationGivePointsField()
Definition Actor.h:6514
BitFieldValue< bool, unsigned __int32 > bKeepAffinityOnDamageRecievedWakingTame()
Definition Actor.h:6944
float & WildSwimmingRotationRateModifierField()
Definition Actor.h:6470
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:7118
float & SlopeBiasForMaxCapsulePercentField()
Definition Actor.h:6110
BitFieldValue< bool, unsigned __int32 > bPreventHibernation()
Definition Actor.h:6817
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsField()
Definition Actor.h:6509
float GetNetStasisAndRangeMultiplier(bool bIsForNetworking)
Definition Actor.h:7122
float & CloneBaseElementCostField()
Definition Actor.h:6539
float & UntamedPoopTimeMaxIntervalField()
Definition Actor.h:6207
bool FlyingUseHighQualityCollision()
Definition Actor.h:7354
void MoveBlockedBy(FHitResult *Impact)
Definition Actor.h:7180
UAnimMontage * WakingTameAnimationField()
Definition Actor.h:6137
BitFieldValue< bool, unsigned __int32 > bStepDamageAllTargetables()
Definition Actor.h:6780
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustAttackIndex()
Definition Actor.h:6956
BitFieldValue< bool, unsigned __int32 > bUseBPKilledSomethingEvent()
Definition Actor.h:6604
BitFieldValue< bool, unsigned __int32 > bDoNotMirrorPaintUVs()
Definition Actor.h:6764
void ApplyGestationBoneModifiers()
Definition Actor.h:6993
bool BPCanTargetCorpse()
Definition Actor.h:7372
FVector2D & OverlayTooltipScaleField()
Definition Actor.h:6060
float & OverTameLimitDamagePercentPerIntervalField()
Definition Actor.h:6186
void RepairCheckTimer()
Definition Actor.h:7246
float GetMaxFloatingHUDRange()
Definition Actor.h:7119
float & RiderMaxRunSpeedModifierField()
Definition Actor.h:6153
long double & LastAutoHealingItemUseField()
Definition Actor.h:6522
bool BPPreventOrderAllowed(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
Definition Actor.h:7419
void NotifyItemRemoved(UPrimalItem *anItem)
Definition Actor.h:7191
TSubclassOf< UDamageType > & ChargeBumpDamageTypeField()
Definition Actor.h:6330
float & EggRangeMaximumNumberField()
Definition Actor.h:6220
long double & LastSetRiderTimeField()
Definition Actor.h:6307
BitFieldValue< bool, unsigned __int32 > bIsBraking()
Definition Actor.h:6615
bool BPShouldCancelDoAttack(int AttackIndex)
Definition Actor.h:7423
float & RiderMaxImprintingQualityDamageMultiplierField()
Definition Actor.h:6441
BitFieldValue< bool, unsigned __int32 > bForceRiderNetworkParent()
Definition Actor.h:6718
FVector & RiderCheckTraceOffsetField()
Definition Actor.h:6312
long double & RepeatPrimaryAttackLastSendTimeField()
Definition Actor.h:6478
void RegisterAllComponents()
Definition Actor.h:7238
BitFieldValue< bool, unsigned __int32 > bIsShip()
Definition Actor.h:6887
TSubclassOf< UDamageType > & StepHarvestableDamageTypeField()
Definition Actor.h:6270
int & LastFrameUseLowQualityAnimationTickField()
Definition Actor.h:6182
void RefreshBabyScaling()
Definition Actor.h:7236
BitFieldValue< bool, unsigned __int32 > bForceNoCharacterStatusComponentTick()
Definition Actor.h:6786
BitFieldValue< bool, unsigned __int32 > bPreventForcedOffsetFromOceanSurface()
Definition Actor.h:6892
void BPDidClearCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
Definition Actor.h:7375
float & ForcePawnBigPushingForTimeField()
Definition Actor.h:6450
BitFieldValue< bool, unsigned __int32 > bServerInitializedDino()
Definition Actor.h:6680
UAnimMontage * SleepConsumeFoodAnimField()
Definition Actor.h:6159
FString & DemolishStringOverrideField()
Definition Actor.h:6585
float & NPC_UsableStructureCheck_RadiusField()
Definition Actor.h:6567
float & WildPercentageChanceOfBabyField()
Definition Actor.h:6102
BitFieldValue< bool, unsigned __int32 > bRiderJumpTogglesFlight()
Definition Actor.h:6644
BitFieldValue< bool, unsigned __int32 > bIsBossDino()
Definition Actor.h:6811
UAnimMontage * OpenDoorAnimField()
Definition Actor.h:6164
bool ShouldForceFlee()
Definition Actor.h:7306
bool SpecialActorWantsPerFrameTicking()
Definition Actor.h:7316
void BPDoHarvestAttack(int harvestIndex)
Definition Actor.h:7381
int & OverrideDinoTameSoundIndexField()
Definition Actor.h:6547
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
Definition Actor.h:6670
FString * GetEntryString(FString *result)
Definition Actor.h:7105
TSubclassOf< UPrimalItem > & BabyCuddleFoodField()
Definition Actor.h:6437
BitFieldValue< bool, unsigned __int32 > bUseRootLocSwimOffset()
Definition Actor.h:6690
BitFieldValue< bool, unsigned __int32 > bForceRefreshBasedPawns()
Definition Actor.h:6901
float & RootLocSwimOffsetField()
Definition Actor.h:6122
bool AllowWakingTame_Implementation(APlayerController *ForPC)
Definition Actor.h:6989
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
Definition Actor.h:6984
float & WakingTameFeedIntervalField()
Definition Actor.h:6172
BitFieldValue< bool, unsigned __int32 > bChargeDamageStructures()
Definition Actor.h:6638
void BPOnStartCharging()
Definition Actor.h:7412
BitFieldValue< bool, unsigned __int32 > bAttackTargetWhenLaunched()
Definition Actor.h:6661
UAnimMontage * FlyingStartledAnimationField()
Definition Actor.h:6281
BitFieldValue< bool, unsigned __int32 > bAllowedToBeAlpha()
Definition Actor.h:6924
TSubclassOf< UPrimalItem > & BaseEggClassField()
Definition Actor.h:6211
BitFieldValue< bool, unsigned __int32 > bRepeatPrimaryAttack()
Definition Actor.h:6815
BitFieldValue< bool, unsigned __int32 > bDisallowPostNetReplication()
Definition Actor.h:6801
BitFieldValue< bool, unsigned __int32 > bTamedAIAllowSpecialAttacks()
Definition Actor.h:6812
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
Definition Actor.h:7103
void ServerUpdateGestation()
Definition Actor.h:7278
BitFieldValue< bool, unsigned __int32 > bUseBPGetDragSocketDinoName()
Definition Actor.h:6881
void DrawHUD(AShooterHUD *HUD)
Definition Actor.h:7055
float & KeepFlightRemainingTimeField()
Definition Actor.h:6336
float & TamingIneffectivenessModifierIncreaseByDamagePercentField()
Definition Actor.h:6202
float & WanderAroundActorMaxDistanceField()
Definition Actor.h:6352
void SetCharacterStatusTameable(bool bSetTameable, bool bCreateInventory, bool keepInventoryForWakingTame)
Definition Actor.h:7283
float & LatchingInitialPitchField()
Definition Actor.h:6486
float & OutsideOriginalNPCVolumeStasisDestroyIntervalField()
Definition Actor.h:6241
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyStructurePlacedNearby()
Definition Actor.h:6618
float & TameIneffectivenessModifierField()
Definition Actor.h:6180
BitFieldValue< bool, unsigned __int32 > bAddedToStasisAutoDestroyArray()
Definition Actor.h:6906
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:7327
UAnimSequence * OverrideSaddleDinoRiderMoveAnimationOverrideField()
Definition Actor.h:6556
BitFieldValue< bool, unsigned __int32 > bRemovingStructuresOnDeath()
Definition Actor.h:6609
BitFieldValue< bool, unsigned __int32 > bPreventSleepingTame()
Definition Actor.h:6703
float & AIRangeMultiplierField()
Definition Actor.h:6132
int & SaveDestroyWildDinosUnderVersionField()
Definition Actor.h:6419
void SaddledStructureDestroyed(APrimalStructure *theStructure)
Definition Actor.h:7251
bool IsCurrentAttackStopsMovement()
Definition Actor.h:7159
BitFieldValue< bool, unsigned __int32 > bTamingHasFood()
Definition Actor.h:6684
long double & NextAllowedMatingTimeField()
Definition Actor.h:6368
bool AddPassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
Definition Actor.h:6971
int & TamedAggressionLevelField()
Definition Actor.h:6201
float & WakingTameFoodIncreaseMultiplierField()
Definition Actor.h:6193
long double & ChargingStartBlockedTimeField()
Definition Actor.h:6353
float GetAIFollowStoppingDistanceMultiplier()
Definition Actor.h:7073
float & ChargingActivationRequiresStaminaField()
Definition Actor.h:6343
UAnimMontage * StartRidingAnimOverrideField()
Definition Actor.h:6234
BitFieldValue< bool, unsigned __int32 > bBabyPreventExitingWater()
Definition Actor.h:6836
float & FlyingForceRotationRateModifierField()
Definition Actor.h:6112
long double & LastDinoAllyLookInterpTimeField()
Definition Actor.h:6303
float DoOverrideMountedAirControl(float AirControlIn)
Definition Actor.h:7455
float & chargingRotationRateModifierField()
Definition Actor.h:6156
void BPFedWakingTameEvent(APlayerController *ForPC)
Definition Actor.h:7383
BitFieldValue< bool, unsigned __int32 > bSupportWakingTame()
Definition Actor.h:6698
void UpdateMateBoost()
Definition Actor.h:7346
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition Actor.h:7196
bool IsCurrentlyPlayingAttackAnimation()
Definition Actor.h:7160
BitFieldValue< bool, unsigned __int32 > bAllowRiding()
Definition Actor.h:6642
float & LatchingInterpolatedPitchField()
Definition Actor.h:6487
bool CanTame(AShooterPlayerController *ForPC, bool bIgnoreMaxTamedDinos, bool bAbsoluteForceTame)
Definition Actor.h:7017
float & TemperatureToBreedInsulationMultiplierField()
Definition Actor.h:6576
void CheckStructurePlacementOnMe(int *AllowReturnValue, APrimalStructure *PlacingStructure, AShooterPlayerController *PC, FVector *AtLocation, FRotator *AtRotation, FPlacementData *PlacementData)
Definition Actor.h:7449
void BPNotifyBabyAgeIncrement(float PreviousAge, float NewAge)
Definition Actor.h:7397
float & BabyImprintingQualityTotalMaturationTimeField()
Definition Actor.h:6442
void InterruptLatching()
Definition Actor.h:7464
void OnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
Definition Actor.h:7213
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
Definition Actor.h:7297
float & WildBabyAgeWeightField()
Definition Actor.h:6103
FWeightedObjectList & DeathInventoryTemplatesField()
Definition Actor.h:6030
BitFieldValue< bool, unsigned __int32 > bUseBPCanAutodrag()
Definition Actor.h:6838
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired()
Definition Actor.h:6727
static APrimalDinoCharacter * BPStaticCreateBabyDino(UWorld *TheWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, TArray< unsigned char > EggColorSetIndices, TArray< unsigned char > EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, TArray< FDinoAncestorsEntry > EggDinoAncestors, TArray< FDinoAncestorsEntry > EggDinoAncestorsMale, int NotifyTeamOverride, int EggRandomMutationsFemale, int EggRandomMutationsMale)
Definition Actor.h:7001
BitFieldValue< bool, unsigned __int32 > bGiveXPPerHit()
Definition Actor.h:6908
void UpdateImprintingDetails_Implementation(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
Definition Actor.h:7344
float & DurationBeforeMovingStuckPawnField()
Definition Actor.h:6275
BitFieldValue< bool, unsigned __int32 > bHeldJumpSlowFalling()
Definition Actor.h:6746
void BPOnSetFlight(bool bFly)
Definition Actor.h:7410
void BPOnClearMountedDino()
Definition Actor.h:7406
long double & LastStartledTimeField()
Definition Actor.h:6288
float & TamedCorpseLifespanField()
Definition Actor.h:6258
float & FloatingHUDTextScaleMinField()
Definition Actor.h:6257
void RemoveSaddleAttachment(FItemNetID Id)
Definition Actor.h:7244
TArray< UAnimMontage * > WildAmbientHarvestingAnimationsField()
Definition Actor.h:6321
float & TamedWalkableFloorZField()
Definition Actor.h:6166
float & ChargeSpeedMultiplierField()
Definition Actor.h:6072
BitFieldValue< bool, unsigned __int32 > bPreventStasis()
Definition Actor.h:6649
float GetGravityZScale()
Definition Actor.h:7113
TArray< APrimalCharacter * > DraggedRagdollsField()
Definition Actor.h:6327
AActor * GetTamedFollowTarget()
Definition Actor.h:7142
void OnLowerDino(float Val)
Definition Actor.h:7198
BitFieldValue< bool, unsigned __int32 > bIsLatching()
Definition Actor.h:6940
bool BP_PreventCarrying()
Definition Actor.h:7437
void ServerSetRiderMountedWeaponRotation_Implementation(FRotator InVal)
Definition Actor.h:7271
float & PlayerMountedLaunchUpSpeedField()
Definition Actor.h:6334
TSubclassOf< UPrimalItem > & RepairRequirementsItemField()
Definition Actor.h:6308
BitFieldValue< bool, unsigned __int32 > bApplyRootBoneTranslationsWhenPainting()
Definition Actor.h:6763
BitFieldValue< bool, unsigned __int32 > bForcedLanding()
Definition Actor.h:6647
void ClearAllSaddleStructures()
Definition Actor.h:7025
BitFieldValue< bool, unsigned __int32 > bAllowDraggingWhileFalling()
Definition Actor.h:6840
BitFieldValue< bool, unsigned __int32 > bDelayedAttachement()
Definition Actor.h:6726
float & WalkingRotationRateModifierField()
Definition Actor.h:6474
TArray< APawn * > * GetDinoBasedPawns(TArray< APawn * > *result, USceneComponent *OnComponent, bool bOnlyActivePawns)
Definition Actor.h:7094
float & OverTameLimitDamageIntervalField()
Definition Actor.h:6187
float & FemaleMatingTimeField()
Definition Actor.h:6366
float & DeathGiveItemRangeField()
Definition Actor.h:6145
float & StartledAnimationCooldownField()
Definition Actor.h:6284
bool BlueprintCanAttack(int AttackIndex, float distance, float attackRangeOffset, AActor *OtherTarget)
Definition Actor.h:7440
BitFieldValue< bool, unsigned __int32 > bPreventPlatformSaddleMultiFloors()
Definition Actor.h:6768
long double & LastTimeFallingField()
Definition Actor.h:6255
BitFieldValue< bool, unsigned __int32 > bTickedStasis()
Definition Actor.h:6784
float & DefaultActivateAttackRangeOffsetField()
Definition Actor.h:6285
UAnimMontage * DinoLevelUpAnimationOverrideField()
Definition Actor.h:6535
APrimalStructureExplosive * GetAttachedExplosive()
Definition Actor.h:7080
TSubclassOf< UDamageType > & TamedHarvestDamageTypeField()
Definition Actor.h:6325
FName & SaddledRiderSocketNameField()
Definition Actor.h:6367
float & ExtraUntamedNetworkAndStasisRangeMultiplierField()
Definition Actor.h:6563
FVector & LastOverrodeRandomWanderLocationField()
Definition Actor.h:6328
AActor * GetTargetingPlayer()
Definition Actor.h:7144
float & MeleeSwingRadiusField()
Definition Actor.h:6048
BitFieldValue< bool, unsigned __int32 > bWildProduceEggDynamically()
Definition Actor.h:6750
BitFieldValue< bool, unsigned __int32 > bBonesHidden()
Definition Actor.h:6725
float & DeathGivesDossierDelayField()
Definition Actor.h:6498
float & LastHigherScaleExtraRunningSpeedValueField()
Definition Actor.h:6415
float & CurrentMovementAnimRateField()
Definition Actor.h:6167
FName & RiderFPVCameraUseSocketNameField()
Definition Actor.h:6407
FVector & LastChargeLocationField()
Definition Actor.h:6076
TSubclassOf< APrimalBuff > & AlphaDinoBuffField()
Definition Actor.h:6452
void ServerInterruptLanding()
Definition Actor.h:7475
float & MeleeHarvestDamageMultiplierField()
Definition Actor.h:6208
float & TheMaxHealthPercentageForBolaField()
Definition Actor.h:6570
TArray< TWeakObjectPtr< APrimalCharacter > > & AbsoluteVehicleBasedCharactersField()
Definition Actor.h:6564
int & EggMaximumNumberField()
Definition Actor.h:6221
FRotator & DinoAimRotationOffsetField()
Definition Actor.h:6302
BitFieldValue< bool, unsigned __int32 > bNPCSpawnerOverrideLevel()
Definition Actor.h:6681
long double & PreviousAmbientTemperatureTimeField()
Definition Actor.h:6375
void BP_OnTargetedByTamedOrder(APrimalCharacter *OrderingCharacter, APrimalDinoCharacter *AttackingDino, bool bForced)
Definition Actor.h:7435
void ApplyRidingAttackExtraVelocity()
Definition Actor.h:6994
BitFieldValue< bool, unsigned __int32 > bUseBPGetAttackWeight()
Definition Actor.h:6694
void NetUpdateDinoOwnerData_Implementation(FString *NewOwningPlayerName, int NewOwningPlayerID)
Definition Actor.h:7187
UAnimMontage * DinoWithDinoPassengerAnimField()
Definition Actor.h:6085
float & ChargingStopDotTresholdField()
Definition Actor.h:6075
BitFieldValue< bool, unsigned __int32 > bIsInTurretMode()
Definition Actor.h:6849
void DoNeuter_Implementation()
Definition Actor.h:7051
float & LatchedFirstPersonViewAngleField()
Definition Actor.h:6488
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAIAttackSelection()
Definition Actor.h:6919
BitFieldValue< bool, unsigned __int32 > bFlyerAllowRidingInCaves()
Definition Actor.h:6753
BitFieldValue< bool, unsigned __int32 > bAllowDamageSameTeamAndClass()
Definition Actor.h:6847
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideWantsToRun()
Definition Actor.h:6740
FName * BPGetDragSocketDinoName(FName *result, APrimalDinoCharacter *aGrabbedDino)
Definition Actor.h:7385
float & ChargingBlockedStopTimeThresholdField()
Definition Actor.h:6044
BitFieldValue< bool, unsigned __int32 > bIncludeCarryWeightOfBasedPawns()
Definition Actor.h:6717
void BPNotifyStructurePlacedNearby(APrimalStructure *NewStructure)
Definition Actor.h:7405
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByAllStationaryObjects()
Definition Actor.h:6755
BitFieldValue< bool, unsigned __int32 > bLimitRiderYawOnLatched()
Definition Actor.h:6942
void UpdateTribeGroupRanks(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
Definition Actor.h:7489
BitFieldValue< bool, unsigned __int32 > bTakingOff()
Definition Actor.h:6802
ANPCZoneManager * DirectLinkedNPCZoneManagerField()
Definition Actor.h:6568
UAnimMontage * ChargingAnimField()
Definition Actor.h:6073
float & TamedWanderHarvestIntervalField()
Definition Actor.h:6118
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
Definition Actor.h:6627
void SetLastMovementDesiredRotation(FRotator *InRotation)
Definition Actor.h:7291
BitFieldValue< bool, unsigned __int32 > bServerForceUpdateDinoGameplayMeshNearPlayer()
Definition Actor.h:6695
void BlueprintTamedTick()
Definition Actor.h:7448
BitFieldValue< bool, unsigned __int32 > bHiddenForLocalPassenger()
Definition Actor.h:6611
BitFieldValue< bool, unsigned __int32 > bStaticGender()
Definition Actor.h:6904
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingLiveUnriddenDinos()
Definition Actor.h:6807
float GetCarryingSocketYaw(bool RefreshBones)
Definition Actor.h:7089
void FinalLoadedFromSaveGame()
Definition Actor.h:7061
BitFieldValue< bool, unsigned __int32 > bPassiveFlee()
Definition Actor.h:6885
float & SwimOffsetInterpSpeedField()
Definition Actor.h:6130
BitFieldValue< bool, unsigned __int32 > bDeprecateDino()
Definition Actor.h:6623
float & Teleport_OnRaft_AllowedWithinRangeField()
Definition Actor.h:6590
void ChangeActorTeam(int NewTeam)
Definition Actor.h:7020
bool ForceAllowAccelerationRotationWhenFalling()
Definition Actor.h:7068
BitFieldValue< bool, unsigned __int32 > bTargetEverything()
Definition Actor.h:6676
long double & LastVacuumSpaceCheckTimeField()
Definition Actor.h:6537
float & WildRandomScaleField()
Definition Actor.h:6402
BitFieldValue< bool, unsigned __int32 > bUseBlueprintExtraBabyScale()
Definition Actor.h:6879
bool PlayedAnimationHasAttack()
Definition Actor.h:7226
float & AlphaResistanceMultiplierField()
Definition Actor.h:6460
void BPSentKilledNotification(AShooterPlayerController *ToPC)
Definition Actor.h:7421
TArray< UMaterialInterface * > FemaleMaterialOverridesField()
Definition Actor.h:6042
BitFieldValue< bool, unsigned __int32 > bPreventWildTrapping()
Definition Actor.h:6873
BitFieldValue< bool, unsigned __int32 > bSingleplayerFreezePhysicsWhenNoTarget()
Definition Actor.h:6841
void TickBasedCharacters(float DeltaSeconds)
Definition Actor.h:7334
void BPTamedConsumeFoodItem(UPrimalItem *foodItem)
Definition Actor.h:7425
BitFieldValue< bool, unsigned __int32 > bIsMythicalCreature()
Definition Actor.h:6633
float & DeathGiveItemQualityMaxField()
Definition Actor.h:6144
float BlueprintExtraBabyScaling()
Definition Actor.h:7443
FString * GetTutorialHintString_Implementation(FString *result)
Definition Actor.h:7146
BitFieldValue< bool, unsigned __int32 > bIsCloneDino()
Definition Actor.h:6843
APrimalCharacter * GetPassengerPerSeat(int SeatIndex)
Definition Actor.h:7127
bool DoesDinoHaveBasedPawns(bool bRequireActivePawns)
Definition Actor.h:7052
BitFieldValue< bool, unsigned __int32 > bNoKillXP()
Definition Actor.h:6862
void UpdateImprintingQuality_Implementation(float NewImprintingQuality)
Definition Actor.h:7345
long double & UploadEarliestValidTimeField()
Definition Actor.h:6553
BitFieldValue< bool, unsigned __int32 > bPoopIsDud()
Definition Actor.h:6708
TSubclassOf< UPrimalItem > & SaddleItemClassField()
Definition Actor.h:6080
BitFieldValue< bool, unsigned __int32 > bEggBoosted()
Definition Actor.h:6738
BitFieldValue< bool, unsigned __int32 > bIsDestroyingDino()
Definition Actor.h:6877
long double & IgnoreZeroVelocityNoPreFrameTickingTillField()
Definition Actor.h:6531
void UpdateImprintingDetails(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
Definition Actor.h:7487
BitFieldValue< bool, unsigned __int32 > bSupportsSaddleStructures()
Definition Actor.h:6724
FVector * GetDinoVelocity(FVector *result)
Definition Actor.h:7101
BitFieldValue< bool, unsigned __int32 > bUseBPInterceptMoveInputEvents()
Definition Actor.h:6955
bool NPC_FindNearbyUsableStructures(TArray< AActor * > *FoundStructures)
Definition Actor.h:7184
BitFieldValue< bool, unsigned __int32 > bResetUseAccelerationForRequestedMove()
Definition Actor.h:6610
float & WildDinoBolaTrapTimeOverrideField()
Definition Actor.h:6571
float & TameIneffectivenessByAffinityField()
Definition Actor.h:6181
long double & LastForcedLandingCheckTimeField()
Definition Actor.h:6298
void ServerRequestBraking_Implementation(bool bWantsToBrake)
Definition Actor.h:7268
float & AttackPlayerDesirabilityMultiplierField()
Definition Actor.h:6521
float & WildPostSeamlessTravelStasisAutoDestroyIntervalMaxField()
Definition Actor.h:6587
float & UntamedPoopTimeMinIntervalField()
Definition Actor.h:6206
void ServerRequestToggleFlight_Implementation()
Definition Actor.h:7269
float & StepDamageRadialDamageAmountGeneralField()
Definition Actor.h:6267
TWeakObjectPtr< AActor > & TamedFollowTargetField()
Definition Actor.h:6139
void GetRidingCarryingIgnoreList(TArray< AActor * > *IgnoreList)
Definition Actor.h:7133
BitFieldValue< bool, unsigned __int32 > bTamedWanderCorpseHarvesting()
Definition Actor.h:6617
float & WanderRadiusMultiplierField()
Definition Actor.h:6477
void NotifyBumpedPawn(APawn *BumpedPawn)
Definition Actor.h:7188
UAnimMontage * EndChargingAnimationField()
Definition Actor.h:6339
BitFieldValue< bool, unsigned __int32 > bCancelInterpolation()
Definition Actor.h:6636
FVector * BPGetHealthBarColor(FVector *result)
Definition Actor.h:7386
float & WildDinoBolaEscapeSetHealthToMinPercentField()
Definition Actor.h:6573
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
Definition Actor.h:6542
void ServerSleepingTick()
Definition Actor.h:7272
BitFieldValue< bool, unsigned __int32 > bIgnoreAllWhistles()
Definition Actor.h:6821
BitFieldValue< bool, unsigned __int32 > bWildDinoPreventWeight()
Definition Actor.h:6630
FName & OriginalNPCVolumeNameField()
Definition Actor.h:6240
TArray< TSubclassOf< UPrimalItem > > & FertilizedEggItemsToSpawnField()
Definition Actor.h:6214
int & ReplicateHighlightTagTeamField()
Definition Actor.h:6464
float & Teleport_OffRaft_MaxDistField()
Definition Actor.h:6593
FString * GetAimedTutorialHintString_Implementation(FString *result)
Definition Actor.h:7079
float & BabyCuddleWalkDistanceField()
Definition Actor.h:6433
void SetLastAttackTimeForAttack(int AttackIndex, long double NewTime)
Definition Actor.h:7290
int & EggMaximumNumberFromSameDinoTypeField()
Definition Actor.h:6219
BitFieldValue< bool, unsigned __int32 > bAttackStopsMovement()
Definition Actor.h:6601
bool WalkingAllowCheckFloor(FVector *DeltaWalk)
Definition Actor.h:7356
float GetTargetingDesirability(ITargetableInterface *Attacker)
Definition Actor.h:7143
void OverrideRandomWanderLocation_Implementation(FVector *originalDestination, FVector *inVec)
Definition Actor.h:7220
long double & LastUpdatedMatingAtTimeField()
Definition Actor.h:6360
BitFieldValue< bool, unsigned __int32 > bUseColorization()
Definition Actor.h:6663
long double & LastClientCameraRotationServerUpdateField()
Definition Actor.h:6089
BitFieldValue< bool, unsigned __int32 > bSupplyPlayerMountedCarryAnimation()
Definition Actor.h:6935
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
Definition Actor.h:6978
float & RidingAttackExtraVelocityDelayField()
Definition Actor.h:6264
FString & UploadedFromServerNameField()
Definition Actor.h:6503
FVector & FlyerTakeOffAdditionalVelocityField()
Definition Actor.h:6116
TSubclassOf< UPrimalInventoryComponent > & TamedInventoryComponentTemplateField()
Definition Actor.h:6170
float & SinglePlayerOutgoingDamageModifierField()
Definition Actor.h:6527
void DrawDinoFloatingHUD(AShooterHUD *HUD, bool bDrawDinoOrderIcon)
Definition Actor.h:7053
int & FlyerNumUnderGroundFailField()
Definition Actor.h:6323
FLinearColor * GetDinoColor(FLinearColor *result, int ColorRegionIndex)
Definition Actor.h:7095
BitFieldValue< bool, unsigned __int32 > bAutoTameable()
Definition Actor.h:6650
void BPPreOnSaddleStructuresAdded(APrimalStructure *SaddleStructure)
Definition Actor.h:7417
void TempDampenInputAcceleration()
Definition Actor.h:7332
void BPOnRepIsCharging()
Definition Actor.h:7408
float & DirectLinkedNPCZoneManagerSpawnWeightField()
Definition Actor.h:6569
BitFieldValue< bool, unsigned __int32 > bForceUsePhysicalFootSurfaceTrace()
Definition Actor.h:6883
char & TribeGroupPetRidingRankField()
Definition Actor.h:6425
TArray< FDinoAttackInfo > & AttackInfosField()
Definition Actor.h:6049
UAnimMontage * WakingConsumeFoodAnimField()
Definition Actor.h:6160
BitFieldValue< bool, unsigned __int32 > bIsRaidDino()
Definition Actor.h:6787
bool BlueprintCanRiderAttack(int AttackIndex)
Definition Actor.h:7441
float & WakingTameMaxDistanceField()
Definition Actor.h:6443
BitFieldValue< bool, unsigned __int32 > bReplicateHighlightTagTeam()
Definition Actor.h:6902
float & MatingProgressField()
Definition Actor.h:6369
void BPDinoARKDownloadedEnd()
Definition Actor.h:7378
USoundBase * GetDinoTameSound_Implementation()
Definition Actor.h:7100
TArray< float > & DeathGiveItemChanceToBeBlueprintField()
Definition Actor.h:6142
float & TickStatusTimeAccumulationField()
Definition Actor.h:6532
TSubclassOf< UPrimalItem > * GetFirstAffinityFoodItemClass(TSubclassOf< UPrimalItem > *result)
Definition Actor.h:7107
float & RemainingXPPerHitField()
Definition Actor.h:6451
void UpdateBabyCuddling(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
Definition Actor.h:7486
FString & PreviousUploadedFromServerNameField()
Definition Actor.h:6505
BitFieldValue< bool, unsigned __int32 > bUseBPOnEndCharging()
Definition Actor.h:6958
bool ShouldIgnoreHitResult(UWorld *InWorld, FHitResult *TestHit, FVector *MovementDirDenormalized)
Definition Actor.h:7307
float & WildPostSeamlessTravelStasisAutoDestroyIntervalMinField()
Definition Actor.h:6586
FSaddlePassengerSeatDefinition * GetPassengerSeatDefinition(char SeatIndex)
Definition Actor.h:7128
long double & LastAllyTargetLookTimeField()
Definition Actor.h:6299
TSet< FName, DefaultKeyFuncs< FName, 0 >, FDefaultSetAllocator > & MatingRequiresBiomeTagsSetField()
Definition Actor.h:6357
FString & TamedNameField()
Definition Actor.h:6058
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoreWildDinos()
Definition Actor.h:6658
FString & ForceUnlockDiscoveryZoneNameField()
Definition Actor.h:6595
TArray< TWeakObjectPtr< APrimalCharacter > > & PassengerPerSeatField()
Definition Actor.h:6086
char GetWiegthedAttack(float distance, float attackRangeOffset, AActor *OtherTarget)
Definition Actor.h:7147
void PrepareForSaving()
Definition Actor.h:7231
long double & LastFootStepDamageTimeField()
Definition Actor.h:6287
APrimalStructure * NPC_GetClosestUsableStructure()
Definition Actor.h:7185
TWeakObjectPtr< APrimalStructureItemContainer_SupplyCrate > & LinkedSupplyCrateField()
Definition Actor.h:6205
float & RidingAnimSpeedFactorField()
Definition Actor.h:6233
BitFieldValue< bool, unsigned __int32 > bAllowRandomMutationColor()
Definition Actor.h:6926
bool SetTurretMode(bool enabled)
Definition Actor.h:7484
void ClientShouldNotifyLanded()
Definition Actor.h:7451
void BlueprintPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:7447
float & NewFemaleMaxTimeBetweenMatingField()
Definition Actor.h:6384
BitFieldValue< bool, unsigned __int32 > bAllowTogglingPublicSeating()
Definition Actor.h:6774
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsMaleField()
Definition Actor.h:6510
BitFieldValue< bool, unsigned __int32 > bAllowsFishingOnSaddle()
Definition Actor.h:6667
TArray< AActor * > * GetDinoPlatformCollisionIgnoreActors(TArray< AActor * > *result)
Definition Actor.h:7099
float & DecayDestructionPeriodField()
Definition Actor.h:6247
void ClearRider(bool FromRider, bool bCancelForceLand, bool SpawnDinoDefaultController, int OverrideUnboardDirection)
Definition Actor.h:7031
FVector * GetInterpolatedLocation(FVector *result)
Definition Actor.h:7115
BitFieldValue< bool, unsigned __int32 > bChargingRequiresWalking()
Definition Actor.h:6689
FVector & UnboardLocationOffsetField()
Definition Actor.h:6148
void ServerCallAggressive_Implementation()
Definition Actor.h:7252
BitFieldValue< bool, unsigned __int32 > bAllowDeathAutoGrab()
Definition Actor.h:6697
BitFieldValue< bool, unsigned __int32 > bWakingTameConsumeEntireStack()
Definition Actor.h:6628
BitFieldValue< bool, unsigned __int32 > bRefreshedColorization()
Definition Actor.h:6706
float & TamedWanderHarvestSearchRangeField()
Definition Actor.h:6119
int & GestationEggRandomMutationsFemaleField()
Definition Actor.h:6517
bool CarryCharacter(APrimalCharacter *character, bool byPassCanCarryCheck)
Definition Actor.h:7019
float & NPCZoneVolumeCountWeightField()
Definition Actor.h:6294
ADroppedItem * CreateCloneFertilizedEgg(FVector AtLoc, FRotator AtRot, TSubclassOf< ADroppedItem > DroppedItemTemplateOverride)
Definition Actor.h:7039
void PlayAttackAnimationOfAnimationArray(int AnimationIndex, TArray< UAnimMontage * > attackAnimations)
Definition Actor.h:7221
float GetSpeedModifier()
Definition Actor.h:7140
BitFieldValue< bool, unsigned __int32 > bIsManualFoodEat()
Definition Actor.h:6796
bool BP_InterceptMoveForward(float axisValue)
Definition Actor.h:7430
UAnimSequence * RiderAnimOverrideField()
Definition Actor.h:6228
float & BabyGestationSpeedField()
Definition Actor.h:6099
TArray< FName > & HideBoneNamesField()
Definition Actor.h:6113
void ServerCallPassive_Implementation()
Definition Actor.h:7259
void ServerClearRider_Implementation(int OverrideUnboardDirection)
Definition Actor.h:7263
long double & LastGangCheckTimeField()
Definition Actor.h:6398
ECollisionChannel & MeshOriginalCollisionChannelField()
Definition Actor.h:6035
float & SinglePlayerIncomingDamageModifierField()
Definition Actor.h:6528
float & MinStaminaForRiderField()
Definition Actor.h:6290
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
Definition Actor.h:7298
BitFieldValue< bool, unsigned __int32 > bUseBPShouldForceFlee()
Definition Actor.h:6620
USoundBase * SwimSoundField()
Definition Actor.h:6548
UAnimMontage * MatingAnimationMaleField()
Definition Actor.h:6373
bool AreSpawnerSublevelsLoaded()
Definition Actor.h:6995
BitFieldValue< bool, unsigned __int32 > bFlyerAllowFlyingWithExplosive()
Definition Actor.h:6625
void SetStasisComponentRadius(float StasisOverrideRadius)
Definition Actor.h:7299
BitFieldValue< bool, unsigned __int32 > bAllowTargetingCorpses()
Definition Actor.h:6665
BitFieldValue< bool, unsigned __int32 > bUseBPDoAttack()
Definition Actor.h:6778
float & MateBoostRangeField()
Definition Actor.h:6261
BitFieldValue< bool, unsigned __int32 > bDisableCollisionWithDinosWhenFlying()
Definition Actor.h:6871
float & AlphaLeveledDamageMultiplierField()
Definition Actor.h:6457
TArray< FDinoAncestorsEntry > & DinoAncestorsField()
Definition Actor.h:6507
TArray< FDinoBaseLevelWeightEntry > & DinoBaseLevelWeightEntriesField()
Definition Actor.h:6092
float & ShipImpactDamageMultiplierField()
Definition Actor.h:6578
int & MaxAllowedRandomMutationsField()
Definition Actor.h:6511
FVector & FirstSpawnLocationField()
Definition Actor.h:6243
float & UntamedWalkingSpeedModifierField()
Definition Actor.h:6222
void UpdateAttackTargets()
Definition Actor.h:7339
float & FlyerHardBreakingOverrideField()
Definition Actor.h:6345
TWeakObjectPtr< APrimalCharacter > & AutoDragByPawnField()
Definition Actor.h:6305
FString & TamedOnServerNameField()
Definition Actor.h:6506
static UClass * GetPrivateStaticClass()
Definition Actor.h:6963
int & LastTickDelayFrameCountField()
Definition Actor.h:6529
int WasAllowedToTickThisFrame()
Definition Actor.h:7358
void ServerCallNeutral_Implementation()
Definition Actor.h:7258
UObject * GetUObjectInterfaceDataListEntryInterface()
Definition Actor.h:7124
float & StepDamageRadialDamageAmountHarvestableField()
Definition Actor.h:6268
BitFieldValue< bool, unsigned __int32 > bAlwaysUpdateAimOffsetInterpolation()
Definition Actor.h:6701
FVector & RiderAttackLocationField()
Definition Actor.h:6423
TArray< APrimalCharacter * > SavedPassengerPerSeatField()
Definition Actor.h:6087
BitFieldValue< bool, unsigned __int32 > bPreventUploading()
Definition Actor.h:6816
long double & LastUpdatedGestationAtTimeField()
Definition Actor.h:6359
long double GetDinoDeathTime()
Definition Actor.h:7096
BitFieldValue< bool, unsigned __int32 > bAllowWaterSurfaceExtraJump()
Definition Actor.h:6776
float & ScaleExtraRunningSpeedModifierSpeedField()
Definition Actor.h:6414
float GetAttachedSoundPitchMultiplier()
Definition Actor.h:7081
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageTamedOnly()
Definition Actor.h:6791
void BPOrderedMoveToLoc(FVector *DestLoc, AActor *DestActor)
Definition Actor.h:7415
float & LastBabyAgeField()
Definition Actor.h:6105
float & BabyMaxCuddleIntervalField()
Definition Actor.h:6430
void StealDino(AShooterPlayerController *ForPC, int TargetingTeamOverride)
Definition Actor.h:7325
float GetRotationRateModifier()
Definition Actor.h:7134
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
Definition Actor.h:7027
unsigned __int64 & ImprinterPlayerDataIDField()
Definition Actor.h:6428
int GetRequiredWakingTameFoodItemQuanity(UPrimalItem *FoodItem)
Definition Actor.h:7132
float & TamedRunningRotationRateModifierField()
Definition Actor.h:6468
void ServerInterruptLanding_Implementation()
Definition Actor.h:7266
BitFieldValue< bool, unsigned __int32 > bOverridePlatformStructureLimit()
Definition Actor.h:6669
void PostNetReceiveLocationAndRotation()
Definition Actor.h:7230
BitFieldValue< bool, unsigned __int32 > bPreventUntamedRun()
Definition Actor.h:6773
void HandleUnstasised(bool bWasFromHibernation)
Definition Actor.h:7149
FVector & NPCSpawnLocOffsetField()
Definition Actor.h:6588
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
Definition Actor.h:7445
float GetAffinityIncreaseForFoodItem(UPrimalItem *foodItem)
Definition Actor.h:7075
BitFieldValue< bool, unsigned __int32 > bForceAllowTickingThisFrame()
Definition Actor.h:6829
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
Definition Actor.h:7341
UAnimMontage * WildAmbientHarvestingAnimationField()
Definition Actor.h:6320
float & HeldJumpSlowFallingGravityZScaleField()
Definition Actor.h:6403
BitFieldValue< bool, unsigned __int32 > bHadLinkedSupplyCrate()
Definition Actor.h:6608
BitFieldValue< bool, unsigned __int32 > bPreventWakingTameFeeding()
Definition Actor.h:6751
void ClientStartLanding_Implementation(FVector loc)
Definition Actor.h:7036
void SetNewStasisAutoDestroyInterval(float NewInterval)
Definition Actor.h:7294
void OnNPCStartedAttack(int AttackIndex, int AnimationIndex, bool bIsAltAnim, AActor *MyTarget)
Definition Actor.h:7467
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:7223
long double & LastEggSpawnChanceTimeField()
Definition Actor.h:6239
BitFieldValue< bool, unsigned __int32 > bFlyerForceNoPitch()
Definition Actor.h:6648
void SetDynamicMusic(USoundBase *newMusic)
Definition Actor.h:7286
long double & LastAxisStartPressTimeField()
Definition Actor.h:6064
BitFieldValue< bool, unsigned __int32 > bUseBPCanTargetCorpse()
Definition Actor.h:6619
BitFieldValue< bool, unsigned __int32 > bForceDrawHUD()
Definition Actor.h:6947
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType_Implementation(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
Definition Actor.h:7004
bool BPPreventRiding(AShooterCharacter *byPawn, bool bDontCheckDistance)
Definition Actor.h:7420
BitFieldValue< bool, unsigned __int32 > bWasRidingFalling()
Definition Actor.h:6710
long double & NextTickDelayAllowTimeField()
Definition Actor.h:6530
long double & ForceClearMoveIgnoreActorsTimeField()
Definition Actor.h:6596
UAnimSequence * OverrideSaddleDinoRiderAnimationOverrideField()
Definition Actor.h:6555
BitFieldValue< bool, unsigned __int32 > bIsElevating()
Definition Actor.h:6614
BitFieldValue< bool, unsigned __int32 > bAttackStopsRotation()
Definition Actor.h:6804
void ServerGiveDefaultWeapon_Implementation(bool bOnlyGiveDefaultWeapon)
Definition Actor.h:7265
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
Definition Actor.h:7021
BitFieldValue< bool, unsigned __int32 > bAllowTrapping()
Definition Actor.h:6872
float & UntamedRunningSpeedModifierField()
Definition Actor.h:6224
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > MeleeSwingHurtListField()
Definition Actor.h:6095
BitFieldValue< bool, unsigned __int32 > bUseExtendedUnstasisCheck()
Definition Actor.h:6783
bool IsNearFeed(AShooterPlayerState *ForPlayer)
Definition Actor.h:7166
int & SaddlePivotOffsetField()
Definition Actor.h:6184
BitFieldValue< bool, unsigned __int32 > bOverrideLevelMusicIfTamed()
Definition Actor.h:6723
float & StepDamageFootDamageIntervalField()
Definition Actor.h:6271
float GetXPMultiplier()
Definition Actor.h:6966
float GetSaddleStructureMaximumFoundationSupport2DBuildDistance(APrimalStructure *theStructure)
Definition Actor.h:7136
long double & LastStartChargingTimeField()
Definition Actor.h:6077
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
Definition Actor.h:7253
TArray< FName > * GetCurrentBiomeTags(TArray< FName > *result)
Definition Actor.h:7092
float & AttackOffsetField()
Definition Actor.h:6054
BitFieldValue< bool, unsigned __int32 > bForcePreventDinoSeamlessTravel()
Definition Actor.h:6915
FVector * BPChargingModifyInputAcceleration(FVector *result, FVector inputAcceleration)
Definition Actor.h:7373
UAnimMontage * StartledAnimationRightDefaultField()
Definition Actor.h:6278
void ForceRefreshTransform()
Definition Actor.h:7071
TArray< UAnimMontage * > AttackAnimationsField()
Definition Actor.h:6039
bool ShouldDisableControllerDesiredRotation()
Definition Actor.h:7305
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
Definition Actor.h:6749
float & ExtraBabyAgeSpeedMultiplierField()
Definition Actor.h:6362
float & TimeBetweenTamedWakingEatAnimationsField()
Definition Actor.h:6445
int & LastFrameMoveLeftField()
Definition Actor.h:6494
float & ExtraRunningSpeedModifierField()
Definition Actor.h:6411
float & RandomMutationChanceField()
Definition Actor.h:6513
void AddDinoReferenceInLatchingStructure(APrimalStructure *Structure)
Definition Actor.h:6969
BitFieldValue< bool, unsigned __int32 > bLocationBasedAttack()
Definition Actor.h:6602
TArray< UAnimMontage * > StartledAnimationsField()
Definition Actor.h:6280
BitFieldValue< bool, unsigned __int32 > bUseBPDoHarvestAttack()
Definition Actor.h:6822
BitFieldValue< bool, unsigned __int32 > bTamedAIToggleSpecialAttacks()
Definition Actor.h:6813
float & PlayerMountedLaunchFowardSpeedField()
Definition Actor.h:6333
BitFieldValue< bool, unsigned __int32 > bIgnoreDestroyOnRapidDeath()
Definition Actor.h:6875
float & AttackForceWalkDistanceMultiplierField()
Definition Actor.h:6545
float & MateBoostDamageReceiveMultiplierField()
Definition Actor.h:6259
float GetCorpseLifespan()
Definition Actor.h:7090
void MoveRight(float Val)
Definition Actor.h:7182
TWeakObjectPtr< UPrimalInventoryComponent > & DeathIncrementClipAmmoInventoryField()
Definition Actor.h:6583
float & HealthBarOffsetYField()
Definition Actor.h:6482
void GiveDeathDossier()
Definition Actor.h:7148
void ForceUpdateColorSets_Implementation(int ColorRegion, int ColorSet)
Definition Actor.h:7072
void CalcCapsuleHalfHeight()
Definition Actor.h:7006
float & PreviousRootYawSpeedField()
Definition Actor.h:6254
USoundBase * LowHealthExitSoundField()
Definition Actor.h:6127
float & MovementSpeedScalingRotationRatePowerField()
Definition Actor.h:6245
UPrimalDinoSettings * MyDinoSettingsCDOField()
Definition Actor.h:6252
FDinoSaddleStruct & SaddleStructField()
Definition Actor.h:6326
float & ForceNextAttackIndexField()
Definition Actor.h:6169
BitFieldValue< bool, unsigned __int32 > bForceIgnoreRagdollHarvesting()
Definition Actor.h:6798
void CycleAttackWeightsForAttackAtIndex(int attackIndex)
Definition Actor.h:7040
BitFieldValue< bool, unsigned __int32 > bCollectVictimItems()
Definition Actor.h:6679
FVector & LastGangCheckPositionField()
Definition Actor.h:6399
UAnimMontage * PlayerMountedCarryAnimationField()
Definition Actor.h:6481
BitFieldValue< bool, unsigned __int32 > bPreventRotationRateModifier()
Definition Actor.h:6771
float & CurrentTameAffinityField()
Definition Actor.h:6179
float & LatchingInitialYawField()
Definition Actor.h:6485
void BPDoAttack(int AttackIndex)
Definition Actor.h:7380
bool AllowNewEggAtLocation(FVector *AtLocation)
Definition Actor.h:6985
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFloor()
Definition Actor.h:6911
BitFieldValue< bool, unsigned __int32 > bCanBeTamed()
Definition Actor.h:6656
int & NPCSpawnerExtraLevelOffsetField()
Definition Actor.h:6203
BitFieldValue< bool, unsigned __int32 > NPCSpawnerAddLevelOffsetBeforeMultiplier()
Definition Actor.h:6683
BitFieldValue< bool, unsigned __int32 > bUseTamedVisibleComponents()
Definition Actor.h:6734
void OnRep_CarriedCharacter()
Definition Actor.h:7206
void LowerDinoBP(float Val)
Definition Actor.h:7177
char & TamedAITargetingRangeField()
Definition Actor.h:6177
BitFieldValue< bool, unsigned __int32 > bShouldNotifyClientWhenLanded()
Definition Actor.h:6767
BitFieldValue< bool, unsigned __int32 > bIsHeldJumpSlowFalling()
Definition Actor.h:6747
bool CanCarryCharacter(APrimalCharacter *CanCarryPawn)
Definition Actor.h:7009
bool BPPreventAIAttackSelection()
Definition Actor.h:7418
BitFieldValue< bool, unsigned __int32 > bScaleInsulationByMeleeDamage()
Definition Actor.h:6743
void StartLanding(FVector OverrideLandingLocation)
Definition Actor.h:7319
BitFieldValue< bool, unsigned __int32 > bInventoryOnlyAllowCraftingWhenWandering()
Definition Actor.h:6744
BitFieldValue< bool, unsigned __int32 > bSuppressDeathNotification()
Definition Actor.h:6952
BitFieldValue< bool, unsigned __int32 > bDisplaySummonedNotification()
Definition Actor.h:6692
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowStrafing()
Definition Actor.h:6806
float & SetAttackTargetTraceDistanceField()
Definition Actor.h:6475
BitFieldValue< bool, unsigned __int32 > bAlwaysSetTamingTeamOnItemAdd()
Definition Actor.h:6651
BitFieldValue< bool, unsigned __int32 > bAllowDemolish()
Definition Actor.h:6735
void HandleMountedDinoAction(AShooterPlayerController *PC)
Definition Actor.h:7463
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:7254
BitFieldValue< bool, unsigned __int32 > bIsAlpha()
Definition Actor.h:6925
int & PreviousTargetingTeamField()
Definition Actor.h:6400
FName & AttackLineOfSightMeshSocketNameField()
Definition Actor.h:6544
bool IsInMatingBiome()
Definition Actor.h:7165
void FireMultipleProjectiles_Implementation(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
Definition Actor.h:7065
void StartSurfaceCameraForPassengers(float yaw, float pitch, float roll)
Definition Actor.h:7322
FieldArray< float, 6 > ColorSetIntensityMultipliersField()
Definition Actor.h:6135
bool ForceAllowBackwardsMovement()
Definition Actor.h:7069
TSubclassOf< AController > & TamedAIControllerOverrideField()
Definition Actor.h:6551
BitFieldValue< bool, unsigned __int32 > bBabyInitiallyUnclaimed()
Definition Actor.h:6864
FVector & LastRiderOverlappedPositionField()
Definition Actor.h:6304
void ClearRidingDinoAsPassenger(bool bFromDino)
Definition Actor.h:7032
BitFieldValue< bool, unsigned __int32 > bPreventMountedDinoMeshHiding()
Definition Actor.h:6769
float & AllowWaterSurfaceExtraJumpStaminaCostField()
Definition Actor.h:6420
float & RiderExtraMaxSpeedModifierField()
Definition Actor.h:6152
BitFieldValue< bool, unsigned __int32 > bMoveToLocationDontRun()
Definition Actor.h:6910
BitFieldValue< bool, unsigned __int32 > bForcePerFrameTicking()
Definition Actor.h:6860
bool AllowPenetrationCheck(AActor *OtherActor)
Definition Actor.h:6986
void PlayHardEndChargingShake()
Definition Actor.h:7471
BitFieldValue< bool, unsigned __int32 > bAllowDinoAutoConsumeInventoryFood()
Definition Actor.h:6785
bool AllowZoneAutoKill()
Definition Actor.h:6990
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyMateBoostChanged()
Definition Actor.h:6917
BitFieldValue< bool, unsigned __int32 > bHasRider()
Definition Actor.h:6645
void OnClientReceivedTransformAfterPairingNetGUID(FVector *Loc, FRotator *Rot)
Definition Actor.h:7194
FString & HideBonesStringField()
Definition Actor.h:6114
void ClientShouldNotifyLanded_Implementation()
Definition Actor.h:7035
FRotator & PreviousAimRotField()
Definition Actor.h:6200
TArray< FName > & MatingRequiresBiomeTagsField()
Definition Actor.h:6364
BitFieldValue< bool, unsigned __int32 > bUseShoulderMountedLaunch()
Definition Actor.h:6831
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_RotationRate()
Definition Actor.h:6855
float & CloneElementCostPerLevelField()
Definition Actor.h:6540
TSubclassOf< UPrimalColorSet > & RandomColorSetsMaleField()
Definition Actor.h:6226
long double & LastValidNotStuckTimeField()
Definition Actor.h:6277
void SetRider(AShooterCharacter *aRider)
Definition Actor.h:7296
float & maxRangeForWeaponTriggeredTooltipField()
Definition Actor.h:6448
float & StepDamageFootDamageRunningMultiplierField()
Definition Actor.h:6447
float & LimitRiderYawOnLatchedRangeField()
Definition Actor.h:6483
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestNonUsableHarvesting()
Definition Actor.h:6677
bool SkipDuringPartialWorldSave()
Definition Actor.h:7311
void OnStartTargeting(bool bFromGamepadLeft)
Definition Actor.h:7216
BitFieldValue< bool, unsigned __int32 > bDinoLoadedFromSaveGame()
Definition Actor.h:6652
float & FlyingWanderRandomDistanceAmountField()
Definition Actor.h:6068
float & UntamedPoopTimeCacheField()
Definition Actor.h:6210
TWeakObjectPtr< AShooterCharacter > & PreviousRiderField()
Definition Actor.h:6079
BitFieldValue< bool, unsigned __int32 > bOnlyTargetConscious()
Definition Actor.h:6886
float & TamedLeveledDamageMultiplierField()
Definition Actor.h:6459
char & AttackIndexOfPlayedAnimationField()
Definition Actor.h:6091
BitFieldValue< bool, unsigned __int32 > bUseBolaSleepingAnimations()
Definition Actor.h:6900
void BPDinoPostBeginPlay()
Definition Actor.h:7379
BitFieldValue< bool, unsigned __int32 > bRiderDontBeBlockedByPawnMesh()
Definition Actor.h:6782
void NotifyBumpedStructure(AActor *BumpedStructure)
Definition Actor.h:7189
float & RepairAmountRemainingField()
Definition Actor.h:6309
BitFieldValue< bool, unsigned __int32 > bPreventDinoResetAffinityOnUnsleep()
Definition Actor.h:6605
void StartCharging(bool bForce)
Definition Actor.h:7317
BitFieldValue< bool, unsigned __int32 > bRidingRequiresTamed()
Definition Actor.h:6951
BitFieldValue< bool, unsigned __int32 > bIsCarnivore()
Definition Actor.h:6673
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:7335
BitFieldValue< bool, unsigned __int32 > bSleepedForceCreateInventory()
Definition Actor.h:6808
UAnimMontage * BabyCuddledAnimationField()
Definition Actor.h:6438
BitFieldValue< bool, unsigned __int32 > bDrawHealthBar()
Definition Actor.h:6830
float & ExtraDamageMultiplierField()
Definition Actor.h:6559
float & SwimmingRotationRateModifierField()
Definition Actor.h:6155
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
Definition Actor.h:7104
float & EggIntervalBetweenUnstasisChancesField()
Definition Actor.h:6217
void UpdateTribeGroupRanks_Implementation(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
Definition Actor.h:7349
AShooterCharacter * ConsumeInventoryFoodItem(UPrimalItem *foodItem, float *AffinityIncrease, bool bDontDecrementItem, float *FoodIncrease, float FoodAmountMultiplier, bool bConsumeEntireStack, int FoodItemQuantity)
Definition Actor.h:7037
FVector & RiderFPVCameraOffsetField()
Definition Actor.h:6061
BitFieldValue< bool, unsigned __int32 > bPassengerDinosUsePassengerAnim()
Definition Actor.h:6759
void ServerRequestWaterSurfaceJump_Implementation()
Definition Actor.h:7270
bool ShouldAttackOfPlayedAnimationStopMovement()
Definition Actor.h:7303
float & AlphaPercentageChanceField()
Definition Actor.h:6461
bool CanBeCarried(APrimalCharacter *ByCarrier)
Definition Actor.h:7008
float & StepDamageFootDamageRadiusField()
Definition Actor.h:6272
float & CurrentRootLocSwimOffsetField()
Definition Actor.h:6131
float & RidingNetUpdateFequencyField()
Definition Actor.h:6150
BitFieldValue< bool, unsigned __int32 > bUseBPOnStartCharging()
Definition Actor.h:6959
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:6992
bool AllowHurtAnimation()
Definition Actor.h:6981
bool DisableHarvesting()
Definition Actor.h:7048
float & Teleport_BetweenRafts_AllowedWithinRangeField()
Definition Actor.h:6592
TArray< TSubclassOf< UPrimalItem > > & EggItemsToSpawnField()
Definition Actor.h:6212
void CheckForTamedFoodConsumption()
Definition Actor.h:7022
float & FloatingHUDTextScaleField()
Definition Actor.h:6256
long double & LastMatingWrongTemperatureNotificationTimeField()
Definition Actor.h:6371
float & CurrentStrafeMagnitudeField()
Definition Actor.h:6491
TSubclassOf< UPrimalDinoSettings > & DinoSettingsClassField()
Definition Actor.h:6189
BitFieldValue< bool, unsigned __int32 > bForceAllowPvECarry()
Definition Actor.h:6834
TArray< ADroppedItem * > DroppedItemsOnMeField()
Definition Actor.h:6584
float & MaxPercentOfCapsulHeightAllowedForIKField()
Definition Actor.h:6109
float & BabySpeedMultiplierField()
Definition Actor.h:6347
void StartSurfaceCameraForPassenger(AShooterCharacter *Passenger, float yaw, float pitch, float roll, bool bInvertTurnInput)
Definition Actor.h:7321
FVector * GetFloatingHUDLocation(FVector *result)
Definition Actor.h:7108
void BPOnSetMountedDino()
Definition Actor.h:7411
float & SwimSoundTimeCacheField()
Definition Actor.h:6550
int GetNumPassengerSeats(bool bOnlyManualPassengerSeats)
Definition Actor.h:7123
void BPNotifyAddPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
Definition Actor.h:7396
bool BPShouldForceFlee()
Definition Actor.h:7424
void KeepFlight(float ForDuration)
Definition Actor.h:7174
void UnclaimDino(bool bDestroyAI)
Definition Actor.h:7337
float & HyperThermalInsulationField()
Definition Actor.h:6377
float & TargetLatchingInitialYawField()
Definition Actor.h:6490
BitFieldValue< bool, unsigned __int32 > bPlayingSlowFallingAnim()
Definition Actor.h:6748
BitFieldValue< bool, unsigned __int32 > LastPlayedAttackAnimationWasAlt()
Definition Actor.h:6762
void DinoKillerTransferItemsToInventory(UPrimalInventoryComponent *FromInventory)
Definition Actor.h:7047
bool OverrideForcePreventExitingWater()
Definition Actor.h:7219
FString * GetDinoDescriptiveName(FString *result)
Definition Actor.h:7097
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingWeightsArray()
Definition Actor.h:6824
char & CurrentAttackIndexField()
Definition Actor.h:6050
TArray< FSaddlePassengerSeatDefinition > & NoSaddlePassengerSeatsField()
Definition Actor.h:6081
TArray< FName > & MeleeSwingSocketsField()
Definition Actor.h:6045
void ReceiveAnyDamage_Implementation(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
Definition Actor.h:7235
int & WakingTameConsumeEntireStackMaxQuantityField()
Definition Actor.h:6520
void UpdateImprintingQuality(float NewImprintingQuality)
Definition Actor.h:7488
UAnimMontage * StartChargeAnimationField()
Definition Actor.h:6038
BitFieldValue< bool, unsigned __int32 > bIsFemale()
Definition Actor.h:6654
float & CheckForWildAmbientHarvestingIntervalMinField()
Definition Actor.h:6317
TArray< FDinoExtraDefaultItemList > & DinoExtraDefaultInventoryItemsField()
Definition Actor.h:6525
BitFieldValue< bool, unsigned __int32 > bDontWander()
Definition Actor.h:6685
BitFieldValue< bool, unsigned __int32 > bTameTimerSet()
Definition Actor.h:6819
FName & SaddleRiderMovementTraceThruSocketNameField()
Definition Actor.h:6499
void CheckForWildAmbientHarvesting()
Definition Actor.h:7023
BitFieldValue< bool, unsigned __int32 > bUseBPOnMountStateChanged()
Definition Actor.h:6929
bool AllowFallDamage()
Definition Actor.h:6980
bool IsValidForStatusUpdate()
Definition Actor.h:7172
FVector * GetSocketLocationTemp(FVector *result, FName SocketName)
Definition Actor.h:7139
float GetHealthPercentage()
Definition Actor.h:7114
float & RequiredTameAffinityPerBaseLevelField()
Definition Actor.h:6176
BitFieldValue< bool, unsigned __int32 > bForceAutoTame()
Definition Actor.h:6643
bool AllowPushOthers()
Definition Actor.h:6965
float & PlayAnimBelowHealthPercentField()
Definition Actor.h:6123
void ServerCallSetAggressive_Implementation()
Definition Actor.h:7260
bool OverrideFinalWanderLocation(FVector *outVec)
Definition Actor.h:7469
BitFieldValue< bool, unsigned __int32 > bPreventTameNameChange()
Definition Actor.h:6895
FItemNetID & DeathIncrementClipAmmoItemIDField()
Definition Actor.h:6582
UAnimMontage * StartledAnimationLeftField()
Definition Actor.h:6279
void BlueprintDrawFloatingHUD(AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
Definition Actor.h:7442
BitFieldValue< bool, unsigned __int32 > bUseBP_OnStartLandingNotify()
Definition Actor.h:6857
float & BabyCuddleLoseImpringQualityPerSecondField()
Definition Actor.h:6432
int IsWithinBreedingTemperature()
Definition Actor.h:7173
void ClearCharacterAIMovement()
Definition Actor.h:7028
float & RequiredTameAffinityField()
Definition Actor.h:6175
float & InsulationRangeField()
Definition Actor.h:6390
int & LastInAllyRangeTimeSerializedField()
Definition Actor.h:6250
void FinishedLanding()
Definition Actor.h:7064
TWeakObjectPtr< APrimalCharacter > & PreviousCarriedCharacterField()
Definition Actor.h:6083
float & BabyVolumeMultiplierField()
Definition Actor.h:6349
bool UseLowQualityMovementTick()
Definition Actor.h:7353
USoundBase * PlayKillLocalSoundField()
Definition Actor.h:6421
bool BPCanDragCharacter(APrimalCharacter *Character)
Definition Actor.h:7370
bool CanOrder(APrimalCharacter *FromCharacter, bool bBuildingStructures)
Definition Actor.h:7013
void BP_OnStartLandingNotify()
Definition Actor.h:7434
BitFieldValue< bool, unsigned __int32 > bUseBPForceTurretFastTargeting()
Definition Actor.h:6865
TSubclassOf< APrimalStructure > & DinoFeedingContainerClassField()
Definition Actor.h:6580
BitFieldValue< bool, unsigned __int32 > bLocalForceNearbySkelMeshUpdate()
Definition Actor.h:6809
void ImprintOnPlayerTarget(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit)
Definition Actor.h:7151
float & TamedAllowNamingTimeField()
Definition Actor.h:6244
BitFieldValue< bool, unsigned __int32 > bUseAttackForceWalkDistanceMultiplier()
Definition Actor.h:6859
float & AlphaHarvestComponentHealthMultiplierMaxLevelField()
Definition Actor.h:6456
FVector2D & OverlayTooltipPaddingField()
Definition Actor.h:6059
float GetLeveledDamageMultiplier()
Definition Actor.h:7117
float & RepairCheckIntervalField()
Definition Actor.h:6310
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoredByWildDinos()
Definition Actor.h:6657
TWeakObjectPtr< AActor > & WanderAroundActorField()
Definition Actor.h:6351
float & GangOverlapRangeField()
Definition Actor.h:6391
TEnumAsByte< enum EBabyCuddleType::Type > & BabyCuddleTypeField()
Definition Actor.h:6436
FString & TutorialHintStringField()
Definition Actor.h:6444
void TameDino(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit, int OverrideTamingTeamID)
Definition Actor.h:7328
float & NoRiderRotationModifierField()
Definition Actor.h:6406
void DealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
Definition Actor.h:7041
BitFieldValue< bool, unsigned __int32 > bIsOceanManagerDino()
Definition Actor.h:6888
long double & TamedAtTimeField()
Definition Actor.h:6248
float & CarryCameraYawOffsetField()
Definition Actor.h:6558
BitFieldValue< bool, unsigned __int32 > bBPModifyAimOffsetTargetLocation()
Definition Actor.h:6799
BitFieldValue< bool, unsigned __int32 > bIsVehicle()
Definition Actor.h:6800
void ServerUpdateBabyAge(float overrideAgePercent)
Definition Actor.h:7277
TSubclassOf< UPrimalColorSet > & RandomColorSetsFemaleField()
Definition Actor.h:6227
BitFieldValue< bool, unsigned __int32 > bUseBPDinoPostBeginPlay()
Definition Actor.h:6828
FVector & OldInterpolatedLocationField()
Definition Actor.h:6387
TArray< TSubclassOf< UPrimalItem > > & MyBabyCuddleFoodTypesField()
Definition Actor.h:6439
BitFieldValue< bool, unsigned __int32 > bAllowMountedWeaponry()
Definition Actor.h:6943
void ForceClearRider()
Definition Actor.h:7070
BitFieldValue< bool, unsigned __int32 > bFlyerDontAutoLandOnDismount()
Definition Actor.h:6728
void MoveUp(float Val)
Definition Actor.h:7183
float & TamedWanderHarvestCollectRadiusField()
Definition Actor.h:6120
BitFieldValue< bool, unsigned __int32 > bForceDrawHealthbarIfUntamedIsTargetingTamed()
Definition Actor.h:6905
FString * GetEntryDescription(FString *result)
Definition Actor.h:7102
BitFieldValue< bool, unsigned __int32 > bDoStepDamageTamedOnly()
Definition Actor.h:6790
BitFieldValue< bool, unsigned __int32 > bUseVelocityForRequestedMoveIfStuck()
Definition Actor.h:6777
BitFieldValue< bool, unsigned __int32 > bAllowRidingInWater()
Definition Actor.h:6674
float & RiderRotationRateModifierField()
Definition Actor.h:6154
BitFieldValue< bool, unsigned __int32 > bForceAllowBackwardsMovement()
Definition Actor.h:6933
float & SetAttackTargetTraceWidthField()
Definition Actor.h:6476
TSubclassOf< APrimalBuff > & RiderBuffField()
Definition Actor.h:6589
BitFieldValue< bool, unsigned __int32 > bReplicatePitchWhileSwimming()
Definition Actor.h:6639
float & BabyCuddleGracePeriodField()
Definition Actor.h:6431
float BlueprintAdjustOutputDamage(int AttackIndex, float OriginalDamageAmount, AActor *HitActor, TSubclassOf< UDamageType > *OutDamageType, float *OutDamageImpulse)
Definition Actor.h:7439
void FireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
Definition Actor.h:7458
float GetAttackRangeOffset()
Definition Actor.h:7083
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
Definition Actor.h:7135
float & MeleeDamageImpulseField()
Definition Actor.h:6047
float & BreakFleeHealthPercentageField()
Definition Actor.h:6056
bool IsDamageOccludedByStructures(AActor *DamageCauser)
Definition Actor.h:7161
BitFieldValue< bool, unsigned __int32 > bRunCheckCarriedTrace()
Definition Actor.h:6612
void BPSetupTamed(bool bWasJustTamed)
Definition Actor.h:7422
float & TamingFoodConsumeIntervalField()
Definition Actor.h:6190
void RefreshColorization()
Definition Actor.h:7237
float & WildAmbientHarvestingRadiusField()
Definition Actor.h:6322
void ServerClearRider(int OverrideUnboardDirection)
Definition Actor.h:7473
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingQuantity()
Definition Actor.h:6823
bool BPModifyDesiredRotation(FRotator *InDesiredRotation, FRotator *OutDesiredRotation)
Definition Actor.h:7393
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
Definition Actor.h:7190
float & GainStaminaWhenLatchedRateField()
Definition Actor.h:6492
float GetMaxSpeedModifier()
Definition Actor.h:7120
BitFieldValue< bool, unsigned __int32 > bIsFlying()
Definition Actor.h:6640
long double & LastTamedFlyerNearbyAllyCheckTimeField()
Definition Actor.h:6356
bool CanAttack(int AttackIndex)
Definition Actor.h:7007
BitFieldValue< bool, unsigned __int32 > bAllowCarryCharacterWithoutRider()
Definition Actor.h:6629
void PlayHardEndChargingShake_Implementation()
Definition Actor.h:7224
BitFieldValue< bool, unsigned __int32 > bIsCarryingPassenger()
Definition Actor.h:6795
bool BlueprintOverrideWantsToRun(bool bInputWantsToRun)
Definition Actor.h:7446
int & LastFrameMoveRightField()
Definition Actor.h:6493
BitFieldValue< bool, unsigned __int32 > bRequireWakingTameMinItemQuanityToFeed()
Definition Actor.h:6896
TArray< TSubclassOf< APrimalBuff > > & DefaultTamedBuffsField()
Definition Actor.h:6385
void SetMovementAccelerationVector(FVector fVector)
Definition Actor.h:7293
float & CheckForWildAmbientHarvestingIntervalMaxField()
Definition Actor.h:6318
void SpawnDefaultController()
Definition Actor.h:7312
BitFieldValue< bool, unsigned __int32 > bUseBPFedWakingTameEvent()
Definition Actor.h:6945
long double & LastWakingTameFedTimeField()
Definition Actor.h:6173
float & ChargeBumpDamageField()
Definition Actor.h:6329
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCarryCharacter()
Definition Actor.h:6957
BitFieldValue< bool, unsigned __int32 > bDinoSimpleDescriptiveName()
Definition Actor.h:6907
float & ExtraUnTamedSpeedMultiplierField()
Definition Actor.h:6238
bool HasReachedDestination(FVector *Goal)
Definition Actor.h:7150
TArray< TWeakObjectPtr< APrimalCharacter > > & PrevPassengerPerSeatField()
Definition Actor.h:6088
bool UseLowQualityBehaviorTreeTick()
Definition Actor.h:7352
int & MinPlayerLevelForWakingTameField()
Definition Actor.h:6168
static APrimalDinoCharacter * StaticCreateBabyDino(UWorld *theWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, char *EggColorSetIndices, char *EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, int NotifyTeamOverride, TArray< FDinoAncestorsEntry > *EggDinoAncestors, TArray< FDinoAncestorsEntry > *EggDinoAncestorsMale, int EggRandomMutationsFemale, int EggRandomMutationsMale)
Definition Actor.h:7324
BitFieldValue< bool, unsigned __int32 > bWildAllowFollowTamedTarget()
Definition Actor.h:6846
BitFieldValue< bool, unsigned __int32 > bIsLanding()
Definition Actor.h:6634
BitFieldValue< bool, unsigned __int32 > bUseCreationTimeDestroyInterval()
Definition Actor.h:6894
float & GlobalSpawnEntryWeightMultiplierField()
Definition Actor.h:6379
BitFieldValue< bool, unsigned __int32 > bEnableTamedWandering()
Definition Actor.h:6678
float & TamedSwimmingRotationRateModifierField()
Definition Actor.h:6469
UAnimMontage * WildUnsleepAnimField()
Definition Actor.h:6163
TSubclassOf< UDamageType > & StepActorDamageTypeOverrideField()
Definition Actor.h:6053
float & NoRiderFlyingRotationRateModifierField()
Definition Actor.h:6472
BitFieldValue< bool, unsigned __int32 > bCheatForceTameRide()
Definition Actor.h:6653
BitFieldValue< bool, unsigned __int32 > bWasTameRenamed()
Definition Actor.h:6914
float & NPCLerpToMaxRandomBaseLevelField()
Definition Actor.h:6295
float & AttackNoStaminaTorpidityMultiplierField()
Definition Actor.h:6246
BitFieldValue< bool, unsigned __int32 > bIsUniqueGlobalOceanManagerDino()
Definition Actor.h:6889
BitFieldValue< bool, unsigned __int32 > bForceUseDediAttackTiming()
Definition Actor.h:6626
void ServerCallFollow_Implementation()
Definition Actor.h:7256
FRotator * GetAimOffsetsForTarget(FRotator *result, AActor *AimTarget, float DeltaTime, bool bOverrideYawLimits, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset, FName SocketOverrideName)
Definition Actor.h:7077
void ServerSetRiderMountedWeaponRotation(FRotator InVal)
Definition Actor.h:7480
float & AlphaXPMultiplierMinLevelField()
Definition Actor.h:6453
BitFieldValue< bool, unsigned __int32 > bUseAdvancedAnimLerp()
Definition Actor.h:6844
float & RidingSwimmingRunSpeedModifierField()
Definition Actor.h:6501
int IsActorTickAllowed()
Definition Actor.h:7157
float & FlyingWanderFixedDistanceAmountField()
Definition Actor.h:6067
void WasPushed(ACharacter *ByOtherCharacter)
Definition Actor.h:7359
TArray< FName > & StepDamageFootDamageSocketsField()
Definition Actor.h:6274
BitFieldValue< bool, unsigned __int32 > bDebugBaby()
Definition Actor.h:6700
float & WakingTameFoodAffinityMultiplierField()
Definition Actor.h:6316
UAnimMontage * TamedUnsleepAnimField()
Definition Actor.h:6162
TArray< TWeakObjectPtr< UPrimitiveComponent > > & AbsoluteVehicleBasedCharactersBasesField()
Definition Actor.h:6565
void ServerTamedTick()
Definition Actor.h:7273
long double & LastAttackedTimeField()
Definition Actor.h:6300
BitFieldValue< bool, unsigned __int32 > bPoopIsEgg()
Definition Actor.h:6707
BitFieldValue< bool, unsigned __int32 > bCanSkipProjectileSpawnWallCheck()
Definition Actor.h:6923
float & CachedAmbientTemperatureField()
Definition Actor.h:6378
BitFieldValue< bool, unsigned __int32 > bFlyerPreventRiderAutoFly()
Definition Actor.h:6713
BitFieldValue< bool, unsigned __int32 > bPreventMateBoost()
Definition Actor.h:6903
float GetAIFollowStoppingDistanceOffset()
Definition Actor.h:7074
FVector & BabyCuddleWalkStartingLocationField()
Definition Actor.h:6434
void ServerRequestToggleFlight()
Definition Actor.h:7478
int GetOriginalTargetingTeam()
Definition Actor.h:7125
void UpdateWakingTame(float DeltaTime)
Definition Actor.h:7350
long double & LastChargeEndTimeField()
Definition Actor.h:6354
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
Definition Actor.h:7285
float & FleeHealthPercentageField()
Definition Actor.h:6055
void ServerToClientsPlayAttackAnimation(char AttackinfoIndex, char animationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
Definition Actor.h:7481
BitFieldValue< bool, unsigned __int32 > bForceAllowMountedCarryRunning()
Definition Actor.h:6936
int BPAdjustAttackIndex(int attackIndex)
Definition Actor.h:7363
bool BPCanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool bForceTrigger)
Definition Actor.h:7371
void FireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
Definition Actor.h:7067
FVector & InterpolatedVelocityField()
Definition Actor.h:6386
float & StepDamageRadialDamageExtraRadiusField()
Definition Actor.h:6266
void TamedDinoUnstasisConsumeFood(long double ForceTimeSinceStasis)
Definition Actor.h:7329
void BP_OnPostNetReplication(FVector ReplicatedLoc, FRotator ReplicatedRot)
Definition Actor.h:7432
FVector * GetLandingLocation(FVector *result)
Definition Actor.h:7116
void AddStructure(APrimalStructure *Structure, FVector RelLoc, FRotator RelRot, FName BoneName)
Definition Actor.h:6972
UAnimMontage * UnmountCharacterAnimationField()
Definition Actor.h:6338
BitFieldValue< bool, unsigned __int32 > bForceWanderOverrideNPCZoneManager()
Definition Actor.h:6622
BitFieldValue< bool, unsigned __int32 > bUnderwaterMating()
Definition Actor.h:6835
float & LoseStaminaWithRiderRateField()
Definition Actor.h:6291
UAnimMontage * PlayAnimBelowHealthField()
Definition Actor.h:6126
float & MaxTemperatureToBreedField()
Definition Actor.h:6575
float & BabyAgeSpeedField()
Definition Actor.h:6361
float & RiderMaxImprintingQualityDamageReductionField()
Definition Actor.h:6440
BitFieldValue< bool, unsigned __int32 > bUseOnUpdateMountedDinoMeshHiding()
Definition Actor.h:6954
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
Definition Actor.h:7318
static APrimalDinoCharacter * BPStaticCreateBabyDinoNoAncestors(UWorld *TheWorld, TSubclassOf< APrimalDinoCharacter > EggDinoClassToSpawn, FVector *theGroundLoc, float actorRotationYaw, TArray< unsigned char > EggColorSetIndices, TArray< unsigned char > EggNumberOfLevelUpPointsApplied, float EggTamedIneffectivenessModifier, int NotifyTeamOverride, int EggRandomMutationsFemale, int EggRandomMutationsMale)
Definition Actor.h:7002
float & LastBabyGestationProgressField()
Definition Actor.h:6106
BitFieldValue< bool, unsigned __int32 > bIsLatchedDownward()
Definition Actor.h:6939
float & RiderMovementSpeedScalingRotationRatePowerMultiplierField()
Definition Actor.h:6417
bool RemoveInventoryAllowViewing(APlayerController *ForPC)
Definition Actor.h:7242
int & MeleeDamageAmountField()
Definition Actor.h:6046
void IncrementNumTamedDinos()
Definition Actor.h:7153
void ServerCallStay_Implementation()
Definition Actor.h:7262
void LinkedSupplyCrateDestroyed(APrimalStructureItemContainer_SupplyCrate *aCrate)
Definition Actor.h:7176
unsigned int & DinoID2Field()
Definition Actor.h:6199
float & FemaleMatingRangeAdditionField()
Definition Actor.h:6365
bool CanReceiveMoveToCommands(AShooterCharacter *FromPlayer)
Definition Actor.h:7014
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvest()
Definition Actor.h:6704
float & GangDamageField()
Definition Actor.h:6393
void ElevateDinoBP(float Val)
Definition Actor.h:7056
float & StasisAutoDestroyIntervalField()
Definition Actor.h:6557
void SetupColorization()
Definition Actor.h:7301
BitFieldValue< bool, unsigned __int32 > bStepDamageFoliageOnly()
Definition Actor.h:6772
BitFieldValue< bool, unsigned __int32 > bAllowFlyerLandedRider()
Definition Actor.h:6714
UAnimMontage * SlowFallingAnimField()
Definition Actor.h:6404
float & LatchingCameraInterpolationSpeedField()
Definition Actor.h:6489
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
Definition Actor.h:7076
BitFieldValue< bool, unsigned __int32 > bAddedToStructureDinosArray()
Definition Actor.h:6898
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
Definition Actor.h:7214
USoundBase * LowHealthEnterSoundField()
Definition Actor.h:6128
BitFieldValue< bool, unsigned __int32 > bIsSingleplayer()
Definition Actor.h:6842
TArray< float > & AttackAnimationWeightsField()
Definition Actor.h:6040
float & BabyChanceOfTwinsField()
Definition Actor.h:6098
BitFieldValue< bool, unsigned __int32 > bSimulatedNetLandCheckFloor()
Definition Actor.h:6705
UAnimMontage * GetDinoLevelUpAnimation()
Definition Actor.h:7098
bool CanMount(APrimalCharacter *aCharacter)
Definition Actor.h:7012
bool SaddleDinoHasAnyDemolishableStructures()
Definition Actor.h:7250
bool UseLowQualityAnimationTick()
Definition Actor.h:7351
int & LastRiderExitFrameCounterField()
Definition Actor.h:6401
void AddBasedPawn(AActor *anPawn)
Definition Actor.h:6968
BitFieldValue< bool, unsigned __int32 > bOnlyAllowTameRenameOnce()
Definition Actor.h:6913
float & BabyWrongTemperatureHealthPercentDecreaseField()
Definition Actor.h:6350
BitFieldValue< bool, unsigned __int32 > bLocalPrimaryAttackPressed()
Definition Actor.h:6814
BitFieldValue< bool, unsigned __int32 > bDisableHarvesting()
Definition Actor.h:6827
long double & LastTamedDinoCharacterStatusTickTimeField()
Definition Actor.h:6480
void BPKilledSomethingEvent(APrimalCharacter *killedTarget)
Definition Actor.h:7391
BitFieldValue< bool, unsigned __int32 > bForceAIUseOverlapTargetCheck()
Definition Actor.h:6921
float & TamedDinoBolaTrapTimeOverrideField()
Definition Actor.h:6572
void SetAlwaysForcedAggro(bool bEnable)
Definition Actor.h:7279
float & MinTemperatureToBreedField()
Definition Actor.h:6574
void MoveForward(float Val)
Definition Actor.h:7181
float & ChargingStaminaPerSecondDrainField()
Definition Actor.h:6074
FVector & LandingLocationField()
Definition Actor.h:6062
long double & TamingLastFoodConsumptionTimeField()
Definition Actor.h:6197
USoundBase * GetDinoTameSound()
Definition Actor.h:7460
BitFieldValue< bool, unsigned __int32 > bIncrementedNumDinos()
Definition Actor.h:6833
float & ColorizationIntensityField()
Definition Actor.h:6036
void BPModifyHarvestingWeightsArray(TArray< float > *resourceWeightsIn, TArray< UPrimalItem * > *resourceItems, TArray< float > *resourceWeightsOut)
Definition Actor.h:7395
float & CorpseLifespanNonRelevantField()
Definition Actor.h:6289
BitFieldValue< bool, unsigned __int32 > bHasPlayDying()
Definition Actor.h:6870
BitFieldValue< bool, unsigned __int32 > bCanHaveBaby()
Definition Actor.h:6720
TSubclassOf< UPrimalItem > * GetBabyCuddleFood(TSubclassOf< UPrimalItem > *result)
Definition Actor.h:7085
float & FollowingRunDistanceField()
Definition Actor.h:6292
TWeakObjectPtr< APrimalCharacter > & MountCharacterField()
Definition Actor.h:6034
BitFieldValue< bool, unsigned __int32 > bUseWildRandomScale()
Definition Actor.h:6745
BitFieldValue< bool, unsigned __int32 > bIsClearingRider()
Definition Actor.h:6858
float & ShipImpactImpulseMultiplierField()
Definition Actor.h:6579
bool BPAllowClaiming(AShooterPlayerController *forPlayer)
Definition Actor.h:7365
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestAllowUsableHarvestingAsWell()
Definition Actor.h:6603
AShooterCharacter * BPConsumeInventoryFoodItem(UPrimalItem *foodItem, bool bConsumeEntireStack)
Definition Actor.h:6998
long double & LastAmbientHarvestingAttackTimeField()
Definition Actor.h:6374
float & EggRangeMaximumNumberFromSameDinoTypeField()
Definition Actor.h:6218
float & EggChanceToSpawnUnstasisField()
Definition Actor.h:6216
FName & RiderSocketNameField()
Definition Actor.h:6342
FRotator * GetAimOffsetsTransform(FRotator *result, float DeltaTime, FTransform *RootRotOffsetTransform, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
Definition Actor.h:7078
float & GangDamageResistanceField()
Definition Actor.h:6392
BitFieldValue< bool, unsigned __int32 > bFlyerDontGainImpulseOnSubmerged()
Definition Actor.h:6837
BitFieldValue< bool, unsigned __int32 > bForcedLandingClearRider()
Definition Actor.h:6854
long double & LastServerTamedTickField()
Definition Actor.h:6533
long double & StartLandingTimeField()
Definition Actor.h:6063
USoundBase * StingerKilledMineField()
Definition Actor.h:6396
void EndCharging(bool bForce)
Definition Actor.h:7058
long double & LastPlayerDinoOverlapRelevantTimeField()
Definition Actor.h:6301
void DeathHarvestingFadeOut_Implementation()
Definition Actor.h:7042
FieldArray< char, 6 > ColorSetIndicesField()
Definition Actor.h:6134
bool BPHandleUseButtonPress(AShooterPlayerController *RiderController)
Definition Actor.h:7390
void ServerFinishedLanding_Implementation()
Definition Actor.h:7264
int & MaxSaddleStructuresNumField()
Definition Actor.h:6185
void PlayChargingAnim()
Definition Actor.h:7222
char & FollowStoppingDistanceField()
Definition Actor.h:6426
FVector & RidingFirstPersonViewLocationOffsetField()
Definition Actor.h:6097
int & RandomMutationsFemaleField()
Definition Actor.h:6516
void ClearPassengers()
Definition Actor.h:7030
void OnRep_bIsCharging()
Definition Actor.h:7211
BitFieldValue< bool, unsigned __int32 > bUseInteprolatedVelocity()
Definition Actor.h:6672
float & RiderFlyingRotationRateModifierField()
Definition Actor.h:6471
BitFieldValue< bool, unsigned __int32 > bDontPlayAttackingMusic()
Definition Actor.h:6797
void OnControllerInitiatedAttack(int AttackIndex)
Definition Actor.h:7195
FString & DeathGiveAchievementField()
Definition Actor.h:6146
BitFieldValue< bool, unsigned __int32 > bCanOpenLockedDoors()
Definition Actor.h:6662
void RemovePassenger(APrimalCharacter *Character, bool bFromCharacter, bool bFromPlayerController)
Definition Actor.h:7243
float GetMyCurrentAmbientTemperature()
Definition Actor.h:7121
BitFieldValue< bool, unsigned __int32 > WildAmbientHarvestingAnimationServerTickPose()
Definition Actor.h:6702
AShooterPlayerController * AttackMyTargetForPlayerControllerField()
Definition Actor.h:6263
TWeakObjectPtr< AActor > & ForcedMasterTargetField()
Definition Actor.h:6032
BitFieldValue< bool, unsigned __int32 > bUseCustomHealthBarColor()
Definition Actor.h:6953
long double & DinoDownloadedAtTimeField()
Definition Actor.h:6502
void ServerToggleCharging()
Definition Actor.h:7482
BitFieldValue< bool, unsigned __int32 > bPreventFallingBumpCheck()
Definition Actor.h:6876
TArray< APrimalCharacter * > * GetPassengers(TArray< APrimalCharacter * > *result)
Definition Actor.h:7129
float & DeathInventoryChanceToUseField()
Definition Actor.h:6171
void NetUpdateDinoOwnerData(FString *NewOwningPlayerName, int NewOwningPlayerID)
Definition Actor.h:7466
FVector & TamedWanderHarvestCollectOffsetField()
Definition Actor.h:6121
BitFieldValue< bool, unsigned __int32 > bSupportsPassengerSeats()
Definition Actor.h:6742
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:7461
long double & LastRadialStepDamageTimeField()
Definition Actor.h:6269
void ServerRequestWaterSurfaceJump()
Definition Actor.h:7479
void GetPassengersAndSeatIndexes(TArray< APrimalCharacter * > *Passengers, TArray< int > *Indexes)
Definition Actor.h:7130
float & ScaleExtraRunningSpeedModifierMaxField()
Definition Actor.h:6413
BitFieldValue< bool, unsigned __int32 > bForceDrawFloatingHUDLimitDistance()
Definition Actor.h:6916
BitFieldValue< bool, unsigned __int32 > bCanCharge()
Definition Actor.h:6635
void BPDinoARKDownloadedBegin()
Definition Actor.h:7377
bool ShouldStillAllowRequestedMoveAcceleration()
Definition Actor.h:7310
float & HypoThermiaInsulationField()
Definition Actor.h:6389
long double & LastGrappledTimeField()
Definition Actor.h:6538
FRotator & LastRiderMountedWeaponRotationField()
Definition Actor.h:6495
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestDamage()
Definition Actor.h:6825
int AllowBolaBuffBy_Implementation(TSubclassOf< APrimalBuff > BuffClass, AActor *DamageCauser)
Definition Actor.h:6976
BitFieldValue< bool, unsigned __int32 > bPreventWanderingUnderWater()
Definition Actor.h:6845
long double & LastEggBoostedTimeField()
Definition Actor.h:6101
BitFieldValue< bool, unsigned __int32 > bIKIgnoreSaddleStructures()
Definition Actor.h:6660
BitFieldValue< bool, unsigned __int32 > bOnlyDoStepDamageWhenRunning()
Definition Actor.h:6766
int GetSeatIndexForPassenger(APrimalCharacter *PassengerChar)
Definition Actor.h:7137
float & RiderMaxSpeedModifierField()
Definition Actor.h:6151
BitFieldValue< bool, unsigned __int32 > bInitializedForReplicatedBasing()
Definition Actor.h:6711
BitFieldValue< bool, unsigned __int32 > bPreventBasingWhenUntamed()
Definition Actor.h:6688
int & TamingTeamIDField()
Definition Actor.h:6194
void ModifyDesiredRotation(FRotator *InDesiredRotation)
Definition Actor.h:7178
void UpdateBabyCuddling_Implementation(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
Definition Actor.h:7340
FString & OwningPlayerNameField()
Definition Actor.h:6196
float & BabyChanceOfTripletsField()
Definition Actor.h:6107
void RemoveFromMeleeSwingHurtList(AActor *AnActor)
Definition Actor.h:7241
float & FlyingRunSpeedModifierField()
Definition Actor.h:6340
FName & TargetingTeamNameOverrideField()
Definition Actor.h:6236
BitFieldValue< bool, unsigned __int32 > bIsWakingTame()
Definition Actor.h:6641
void ApplyBoneModifiers(bool bForce)
Definition Actor.h:6991
void BPNotifyClaimed()
Definition Actor.h:7399
int & OwningPlayerIDField()
Definition Actor.h:6195
long double & LastMoveForwardTimeField()
Definition Actor.h:6065
BitFieldValue< bool, unsigned __int32 > bAllowWildDinoEquipment()
Definition Actor.h:6733
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
Definition Actor.h:7167
char & LastAttackIndexField()
Definition Actor.h:6051
BitFieldValue< bool, unsigned __int32 > bAllowPublicSeating()
Definition Actor.h:6775
int GetRandomBaseLevel()
Definition Actor.h:7131
float & Teleport_OffRaft_AllowedWithinRangeField()
Definition Actor.h:6591
void FedWakingTameDino_Implementation()
Definition Actor.h:7060
bool AllowSeamlessTravel()
Definition Actor.h:6987
BitFieldValue< bool, unsigned __int32 > bForceRiderDrawCrosshair()
Definition Actor.h:6946
float GetAttachedSoundVolumeMultiplier()
Definition Actor.h:7082
BitFieldValue< bool, unsigned __int32 > bLastAnyLegOnGround()
Definition Actor.h:6866
void Poop(bool bForcePoop)
Definition Actor.h:7227
float & BabyScaleField()
Definition Actor.h:6346
UAnimSequence * TurningRightRiderAnimOverrideField()
Definition Actor.h:6229
void SpawnNewAIController(TSubclassOf< AController > NewAIController)
Definition Actor.h:7315
int & RandomMutationsMaleField()
Definition Actor.h:6515
BitFieldValue< bool, unsigned __int32 > bHasDied()
Definition Actor.h:6869
BitFieldValue< bool, unsigned __int32 > bUseBPPreventOrderAllowed()
Definition Actor.h:6758
bool CanDragCharacter(APrimalCharacter *Character)
Definition Actor.h:7010
UAnimSequence * LatchedRiderAnimOverrideField()
Definition Actor.h:6231
float & LatchingDistanceLimitField()
Definition Actor.h:6484
BitFieldValue< bool, unsigned __int32 > bDrawBlueprintFloatingHUDWhenRidden()
Definition Actor.h:6928
int & GestationEggRandomMutationsMaleField()
Definition Actor.h:6518
bool ShouldReplicateRotPitch()
Definition Actor.h:7309
float & PaintConsumptionMultiplierField()
Definition Actor.h:6043
void BPOnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
Definition Actor.h:7409
BitFieldValue< bool, unsigned __int32 > bForceFoodItemAutoConsume()
Definition Actor.h:6624
TArray< FSaddlePassengerSeatDefinition > & SaddlePassengerSeatOverridesField()
Definition Actor.h:6554
void PlayWeightedAttackAnimation()
Definition Actor.h:7225
float BP_GetCustomModifier_RotationRate()
Definition Actor.h:7429
float & PercentChanceFemaleField()
Definition Actor.h:6140
BitFieldValue< bool, unsigned __int32 > bReceivedDinoAncestors()
Definition Actor.h:6621
float & LandingTraceMaxDistanceField()
Definition Actor.h:6066
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageWithoutRunning()
Definition Actor.h:6779
BitFieldValue< bool, unsigned __int32 > bDidAllowTickingTickingThisFrame()
Definition Actor.h:6909
void StopActiveState(bool bShouldResetAttackIndex)
Definition Actor.h:7326
float & WakingTameAffinityDecreaseGracePeriodField()
Definition Actor.h:6577
TArray< TSubclassOf< AActor > > & DamageVictimClassesIgnoreBlockingGeomtryTraceField()
Definition Actor.h:6536
bool BPOverrideMoveToOrder(FVector MoveToLocation, AShooterCharacter *OrderingPlayer, AActor *TargetActor)
Definition Actor.h:7416
FName & PassengerFPVCameraRootSocketField()
Definition Actor.h:6409
float & AutoFadeOutAfterTameTimeField()
Definition Actor.h:6111
void BPNotifySetRider(AShooterCharacter *RiderSetting)
Definition Actor.h:7404
BitFieldValue< bool, unsigned __int32 > bNeutered()
Definition Actor.h:6820
void IncrementImprintingQuality()
Definition Actor.h:7152
BitFieldValue< bool, unsigned __int32 > bAlwaysForcedAggro()
Definition Actor.h:6920
bool CanTarget(ITargetableInterface *Victim)
Definition Actor.h:7018
void OnRep_bBonesHidden()
Definition Actor.h:7210
void ServerToClientsPlayAttackAnimation_Implementation(char AttackinfoIndex, char AnimationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
Definition Actor.h:7274
bool SetTurretMode_Implementation(bool enabled)
Definition Actor.h:7300
float & MateBoostDamageGiveMultiplierField()
Definition Actor.h:6260
TArray< TSubclassOf< UPrimalEngramEntry > > & DeathGiveEngramClassesField()
Definition Actor.h:6526
float & NewFemaleMinTimeBetweenMatingField()
Definition Actor.h:6383
void OnRep_PassengerPerSeat()
Definition Actor.h:7207
float & OriginalCapsuleHalfHeightField()
Definition Actor.h:6093
int & GangCountField()
Definition Actor.h:6395
void FedWakingTameDino()
Definition Actor.h:7456
void BPOnTamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
Definition Actor.h:7414
TArray< FDinoAncestorsEntry > & DinoAncestorsMaleField()
Definition Actor.h:6508
void ClientInterruptLanding_Implementation()
Definition Actor.h:7033
FName & PassengerBoneNameOverrideField()
Definition Actor.h:6178
UAnimMontage * StopRidingAnimOverrideField()
Definition Actor.h:6235
FName & WakingTameDistanceSocketNameField()
Definition Actor.h:6519
void SetCurrentAttackIndex(char index)
Definition Actor.h:7284
BitFieldValue< bool, unsigned __int32 > bAllowAutoUnstasisDestroy()
Definition Actor.h:6699
TArray< FVector > & LastSocketPositionsField()
Definition Actor.h:6094
float & RepairPercentPerIntervalField()
Definition Actor.h:6311
BitFieldValue< bool, unsigned __int32 > bPreventMating()
Definition Actor.h:6803
UAnimMontage * EnterFlightAnimField()
Definition Actor.h:6157
BitFieldValue< bool, unsigned __int32 > bTargetEverythingIncludingSameTeamInPVE()
Definition Actor.h:6882
bool IsUpdatingComponentTransforms(USceneComponent *InSceneComponent)
Definition Actor.h:7170
BitFieldValue< bool, unsigned __int32 > bOceanManagerDinoStasisPreventReUse()
Definition Actor.h:6891
float & TamedRunningSpeedModifierField()
Definition Actor.h:6225
bool BPCanAutodrag(APrimalCharacter *characterToDrag)
Definition Actor.h:7369
float & MeleeAttackStaminaCostField()
Definition Actor.h:6136
BitFieldValue< bool, unsigned __int32 > CanElevate()
Definition Actor.h:6613
static APrimalDinoCharacter * SpawnDino(UWorld *World, TSubclassOf< APrimalDinoCharacter > DinoClass, FVector SpawnLoc, FRotator SpawnRot, float LevelMultiplier, int ExtraLevelOffset, bool AddLevelOffsetBeforeMultiplier, bool bOverrideBaseNPCLevel, int BaseLevelOverrideValue, bool bNPCDontWander, float NPCAIRangeMultiplier, int NPCAbsoluteBaseLevel, bool bSpawnWithoutCapsuleOffset)
Definition Actor.h:7313
BitFieldValue< bool, unsigned __int32 > bIsCharging()
Definition Actor.h:6637
BitFieldValue< bool, unsigned __int32 > MovingForward()
Definition Actor.h:6616
BitFieldValue< bool, unsigned __int32 > bSaddleStructuresPreventCharacterBasing()
Definition Actor.h:6890
void Tick(float DeltaSeconds)
Definition Actor.h:7333
void OnNPCStartedAttack_Implementation(int AttackIndex, int AnimationIndex, bool bIsAltAnim, AActor *MyTarget)
Definition Actor.h:7199
FVector * BPModifyAimOffsetTargetLocation(FVector *result, FVector *AimTargetLocation)
Definition Actor.h:7392
void SetMountCharacter(APrimalCharacter *aCharacter)
Definition Actor.h:7292
void SetupTamed(bool bWasJustTamed)
Definition Actor.h:7302
bool AllowExtendedCraftingFunctionality()
Definition Actor.h:6979
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:6975
float & DeathGiveItemQualityMinField()
Definition Actor.h:6143
FString & TamerStringField()
Definition Actor.h:6057
BitFieldValue< bool, unsigned __int32 > bCanLatch()
Definition Actor.h:6937
float & BabyGestationProgressField()
Definition Actor.h:6104
long double & NextRidingFlyerUndergroundCheckField()
Definition Actor.h:6306
void KeepFlightTimer()
Definition Actor.h:7175
BitFieldValue< bool, unsigned __int32 > bUseBPChargingModifyInputAcceleration()
Definition Actor.h:6756
int & RandomMutationRollsField()
Definition Actor.h:6512
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:7261
bool InitializeForReplicatedBasing()
Definition Actor.h:7155
long double & LastHigherScaleExtraRunningSpeedTimeField()
Definition Actor.h:6416
BitFieldValue< bool, unsigned __int32 > bUseBPOnTamedProcessOrder()
Definition Actor.h:6632
long double & LastTimeSwimSuffocatingField()
Definition Actor.h:6566
float & ChargeBumpImpulseField()
Definition Actor.h:6331
BitFieldValue< bool, unsigned __int32 > bUnclaimResetToOriginalTeam()
Definition Actor.h:6897
float GetGestationTimeRemaining()
Definition Actor.h:7112
void BPNotifyClearPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
Definition Actor.h:7400
float & XPEarnMultiplierField()
Definition Actor.h:6363
TArray< FName > & FPVRiderBoneNamesToHideField()
Definition Actor.h:6410
float & MaxDinoKillerTransferWeightPercentField()
Definition Actor.h:6293
int & LastPlayedAttackAnimationField()
Definition Actor.h:6090
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
Definition Actor.h:6541
TWeakObjectPtr< APrimalCharacter > & CarriedCharacterField()
Definition Actor.h:6082
bool BPDesiredRotationIsLocalSpace()
Definition Actor.h:7374
bool GetForceTickPose()
Definition Actor.h:7111
FRotator * ProcessRootRotAndLoc(FRotator *result, float DeltaTime, FVector *RootLocOffset, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, float CurrentAimBlending, FRotator *TargetAimRot, float *RootRot)
Definition Actor.h:7234
AActor * GetOtherActorToIgnore()
Definition Actor.h:7126
void PostInitializeComponents()
Definition Actor.h:7228
USoundBase * OverrideAreaMusicField()
Definition Actor.h:6147
float & StasisedDestroyIntervalField()
Definition Actor.h:6242
FieldArray< char, 6 > PreventColorizationRegionsField()
Definition Actor.h:6133
float & AttackForceWalkRotationRateMultiplierField()
Definition Actor.h:6546
BitFieldValue< bool, unsigned __int32 > bUseBPDesiredRotationIsLocalSpace()
Definition Actor.h:6853
TArray< float > & EggWeightsToSpawnField()
Definition Actor.h:6213
bool TamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget)
Definition Actor.h:7330
void BPDidSetCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
Definition Actor.h:7376
long double GetForceClaimTime()
Definition Actor.h:7110
void ServerUpdateAttackTargets_Implementation(AActor *AttackTarget, FVector AttackLocation)
Definition Actor.h:7276
void BPUnsetupDinoTameable()
Definition Actor.h:7426
float & ExtraTamedSpeedMultiplierField()
Definition Actor.h:6237
BitFieldValue< bool, unsigned __int32 > bClientWasTamed()
Definition Actor.h:6712
void OnPrimalCharacterSleeped()
Definition Actor.h:7204
FName & RiderLatchedFPVCameraUseSocketNameField()
Definition Actor.h:6408
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowClaiming()
Definition Actor.h:6878
FVector & RidingAttackExtraVelocityField()
Definition Actor.h:6037
void SetImprintPlayer(AShooterCharacter *ForChar)
Definition Actor.h:7289
char & TribeGroupPetOrderingRankField()
Definition Actor.h:6424
void ServerUpdateAttackTargets(AActor *AttackTarget, FVector AttackLocation)
Definition Actor.h:7483
TSubclassOf< UPrimalDinoSettings > & LowHealthDinoSettingsField()
Definition Actor.h:6129
bool WalkingAllowCheckFall(FVector *DeltaWalk)
Definition Actor.h:7355
void ServerRequestAttack_Implementation(int attackIndex)
Definition Actor.h:7267
UAnimSequence * TurningLeftRiderAnimOverrideField()
Definition Actor.h:6230
void RemoveBasedPawn(AActor *anPawn)
Definition Actor.h:7239
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
Definition Actor.h:7059
float & WildLeveledDamageMultiplierField()
Definition Actor.h:6458
float & SwimmingRunSpeedModifierField()
Definition Actor.h:6500
BitFieldValue< bool, unsigned __int32 > bForceReachedDestination()
Definition Actor.h:6607
static UClass * StaticClass()
Definition Actor.h:6964
bool BPForceTurretFastTargeting()
Definition Actor.h:7384
BitFieldValue< bool, unsigned __int32 > bForceWildDeathInventoryDeposit()
Definition Actor.h:6793
BitFieldValue< bool, unsigned __int32 > bUseLocalSpaceDesiredRotationWithRider()
Definition Actor.h:6852
void DestroyController()
Definition Actor.h:7043
FVector * BP_OverrideClosestShipEdgeTeleportLocation(FVector *result, FVector CurrentShipEdgeLocation, APrimalRaft *ForShip)
Definition Actor.h:7436
FieldArray< char, 6 > GestationEggColorSetIndicesField()
Definition Actor.h:6382
float & StepDamageFootDamageAmountField()
Definition Actor.h:6273
void OnUpdateMountedDinoMeshHiding(bool bshouldBeVisible)
Definition Actor.h:7468
float BPModifyHarvestingQuantity(float originalQuantity, TSubclassOf< UPrimalItem > resourceSelected)
Definition Actor.h:7394
BitFieldValue< bool, unsigned __int32 > bDroppedInventoryDeposit()
Definition Actor.h:6792
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
Definition Actor.h:6729
BitFieldValue< bool, unsigned __int32 > bHideFloatingHUD()
Definition Actor.h:6826
FieldArray< char, 16 > GestationEggNumberOfLevelUpPointsAppliedField()
Definition Actor.h:6380
BitFieldValue< bool, unsigned __int32 > bSuppressWakingTameMessage()
Definition Actor.h:6867
BitFieldValue< bool, unsigned __int32 > bUseBPShouldCancelDoAttack()
Definition Actor.h:6850
FVector & WaterSurfaceExtraJumpVectorField()
Definition Actor.h:6115
BitFieldValue< bool, unsigned __int32 > bPreventFlyerFlyingRider()
Definition Actor.h:6715
bool ShouldDealDamage(AActor *TestActor)
Definition Actor.h:7304
void ServerToggleCharging_Implementation()
Definition Actor.h:7275
int & AbsoluteBaseLevelField()
Definition Actor.h:6324
long double & NextTamedDinoCharacterStatusTickTimeField()
Definition Actor.h:6479
void BrakeDinoBP(float Val)
Definition Actor.h:7005
BitFieldValue< bool, unsigned __int32 > bAllowCarryFlyerDinos()
Definition Actor.h:6646
FName & MountCharacterSocketNameField()
Definition Actor.h:6033
void ResetTakingOff()
Definition Actor.h:7248
BitFieldValue< bool, unsigned __int32 > bUseBPModifyDesiredRotation()
Definition Actor.h:6851
FString & LatestUploadedFromServerNameField()
Definition Actor.h:6504
bool ShouldIgnoreMoveCombiningOverlap()
Definition Actor.h:7308
float & DediForceStartAttackAfterAnimTimeField()
Definition Actor.h:6192
float & LastTimeWhileHeadingToGoalField()
Definition Actor.h:6149
BitFieldValue< bool, unsigned __int32 > bCanBeOrdered()
Definition Actor.h:6668
FString * GetShortName(FString *result)
Definition Actor.h:7138
TArray< APrimalStructure * > SaddledStructuresField()
Definition Actor.h:6355
BitFieldValue< bool, unsigned __int32 > bRiderMovementLocked()
Definition Actor.h:6818
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:7034
void SetForcedAggro(ITargetableInterface *Targetable, float AggroAmount, float ForcedAggroTime)
Definition Actor.h:7288
float & BabyMinCuddleIntervalField()
Definition Actor.h:6429
float & HypoThermalInsulationField()
Definition Actor.h:6376
void OnPrimalCharacterUnsleeped()
Definition Actor.h:7205
float & DeathInventoryQualityPerLevelMultiplierField()
Definition Actor.h:6174
float & LeavePlayAnimBelowHealthPercentField()
Definition Actor.h:6124
bool AllowWakingTame(APlayerController *ForPC)
Definition Actor.h:7361
BitFieldValue< bool, unsigned __int32 > bForceDrawHUDWithoutRecentlyRendered()
Definition Actor.h:6948
float & PlatformSaddleMaxStructureBuildDistance2DField()
Definition Actor.h:6125
BitFieldValue< bool, unsigned __int32 > bGlideWhenMounted()
Definition Actor.h:6932
BitFieldValue< bool, unsigned __int32 > bDisplayKilledNotification()
Definition Actor.h:6693
int & PersonalTamedDinoCostField()
Definition Actor.h:6552
float & BabyAgeField()
Definition Actor.h:6108
float & AlphaLevelMinField()
Definition Actor.h:6462
void SetCarryingDino(APrimalDinoCharacter *aDino)
Definition Actor.h:7282
float & ScaleExtraRunningSpeedModifierMinField()
Definition Actor.h:6412
unsigned int & DinoID1Field()
Definition Actor.h:6198
int & LastTempDampenMovementInputAccelerationFrameField()
Definition Actor.h:6534
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_MaxSpeed()
Definition Actor.h:6856
BitFieldValue< bool, unsigned __int32 > bWasBaby()
Definition Actor.h:6731
void BPOnEndCharging()
Definition Actor.h:7407
BitFieldValue< bool, unsigned __int32 > bPreventFlyerLanding()
Definition Actor.h:6868
void InitDownloadedTamedDino(AShooterPlayerController *TamerController, int AltTeam)
Definition Actor.h:7154
float & WakingTameAllowFeedingFoodPercentageField()
Definition Actor.h:6315
void BP_OnRiderChangeWeapons(AShooterCharacter *theRider, UPrimalItem *newWeapon)
Definition Actor.h:7433
BitFieldValue< bool, unsigned __int32 > bUseBPTamedTick()
Definition Actor.h:6739
float & OpenDoorDelayField()
Definition Actor.h:6117
void GetAttackTargets(AActor **attackActor, FVector *attackLoc)
Definition Actor.h:7084
TArray< APrimalStructure * > LatchedOnStructuresField()
Definition Actor.h:6251
FVector & LastCheckedLocationField()
Definition Actor.h:6276
int GetFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
Definition Actor.h:7109
long double & BabyNextCuddleTimeField()
Definition Actor.h:6435
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:7255
bool ModifyInputAcceleration(FVector *InputAcceleration)
Definition Actor.h:7179
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
Definition Actor.h:7046
BitFieldValue< bool, unsigned __int32 > bCanTargetVehicles()
Definition Actor.h:6950
float & AIDinoForceActiveUntasisingRangeField()
Definition Actor.h:6466
float & SwimSoundIntervalPerHundredSpeedField()
Definition Actor.h:6549
float & TamedWalkingSpeedModifierField()
Definition Actor.h:6223
BitFieldValue< bool, unsigned __int32 > bUseBPCanDragCharacter()
Definition Actor.h:6839
BitFieldValue< bool, unsigned __int32 > bCanUnclaimTame()
Definition Actor.h:6732
float & ExtraStasisComponentCollisionPlayerRelevantRangeField()
Definition Actor.h:6594
void OnStopTargeting(bool bFromGamepadLeft)
Definition Actor.h:7218
BitFieldValue< bool, unsigned __int32 > bPreventFlyerCapsuleExpansion()
Definition Actor.h:6716
FVector & FloatingHUDTextWorldOffsetField()
Definition Actor.h:6296
float & FlyerAttachedExplosiveSpeedMultiplierField()
Definition Actor.h:6524
float & AcceptableLandingRadiusField()
Definition Actor.h:6069
BitFieldValue< bool, unsigned __int32 > bForcePerfectTame()
Definition Actor.h:6719
BitFieldValue< bool, unsigned __int32 > bIsCarryingCharacter()
Definition Actor.h:6794
FieldArray< float, 2 > GenderSpeedMultipliersField()
Definition Actor.h:6071
UTexture2D * ReplicatedTeamHighlightTagTextureField()
Definition Actor.h:6581
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
Definition Actor.h:7087
void BPNotifyNameEditText(AShooterPlayerController *ForPC)
Definition Actor.h:7000
float GetCorpseTargetingMultiplier()
Definition Actor.h:7091
BitFieldValue< bool, unsigned __int32 > bUseGang()
Definition Actor.h:6736
BitFieldValue< bool, unsigned __int32 > bWildTargetEverything()
Definition Actor.h:6922
USoundBase * StingerKilledTheirsField()
Definition Actor.h:6397
bool DoAttack(int AttackIndex, bool bSetCurrentAttack)
Definition Actor.h:7049
float & StepDamageRadialDamageIntervalField()
Definition Actor.h:6265
int & MaxGangCountField()
Definition Actor.h:6394
BitFieldValue< bool, unsigned __int32 > bIgnoreAllyLook()
Definition Actor.h:6863
BitFieldValue< bool, unsigned __int32 > bGlideWhenFalling()
Definition Actor.h:6931
float & AllowRidingMaxDistanceField()
Definition Actor.h:6209
void RemoveStructure(APrimalStructure *Structure)
Definition Actor.h:7245
float & ExtraBabyGestationSpeedMultiplierField()
Definition Actor.h:6100
TSubclassOf< APrimalBuff > & MountedBuffField()
Definition Actor.h:6597
TWeakObjectPtr< AShooterCharacter > & RiderField()
Definition Actor.h:6078
BitFieldValue< bool, unsigned __int32 > bUseBabyGestation()
Definition Actor.h:6721
void ResetCurrentAttackIndex()
Definition Actor.h:7247
bool CanTakePassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
Definition Actor.h:7016
long double & LastMatingNotificationTimeField()
Definition Actor.h:6370
void BPNotifyCarriedDinoBabyAgeIncrement(APrimalDinoCharacter *AgingCarriedDino, float PreviousAge, float NewAge)
Definition Actor.h:7398
int & DeathGivesDossierIndexField()
Definition Actor.h:6497
BitFieldValue< bool, unsigned __int32 > bWildIgnoredByAutoTurrets()
Definition Actor.h:6788
bool CanRide(AShooterCharacter *byPawn, char *bOutHasSaddle, char *bOutCanRideOtherThanSaddle, bool bDontCheckDistance)
Definition Actor.h:7015
UAnimMontage * ExitFlightAnimField()
Definition Actor.h:6158
bool WantsPerFrameSkeletalAnimationTicking()
Definition Actor.h:7357
float & EnemyDrawFloatingHUDLimitDistanceField()
Definition Actor.h:6465
void ClearMountCharacter(bool bFromMountCharacter)
Definition Actor.h:7029
BitFieldValue< bool, unsigned __int32 > bKeepInventoryForWakingTame()
Definition Actor.h:6606
UAnimMontage * FallAsleepAnimField()
Definition Actor.h:6161
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawFloatingHUD()
Definition Actor.h:6737
UPrimalItem * GetBestInventoryFoodItem(float *FoodIncrease, bool bLookForAffinity, bool bFoodItemRequiresLivePlayerCharacter, UPrimalItem **foundFoodItem, bool bLookForWorstFood)
Definition Actor.h:7088
TWeakObjectPtr< AActor > & RiderAttackTargetField()
Definition Actor.h:6422
BitFieldValue< bool, unsigned __int32 > bEquippedItemsForceUseFirstPlayerAttachment()
Definition Actor.h:6927
float & WildAmbientHarvestingTimerField()
Definition Actor.h:6319
UAnimMontage * DinoWithPassengerAnimField()
Definition Actor.h:6084
BitFieldValue< bool, unsigned __int32 > bDoStepDamage()
Definition Actor.h:6687
void RemoveDinoReferenceFromLatchingStructure()
Definition Actor.h:7240
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
Definition Actor.h:7217
BitFieldValue< bool, unsigned __int32 > bUseBPOnRepIsCharging()
Definition Actor.h:6757
int & OriginalTargetingTeamField()
Definition Actor.h:6253
void AddFlyerTakeOffImpulse()
Definition Actor.h:6970
BitFieldValue< bool, unsigned __int32 > bHideFloatingName()
Definition Actor.h:6949
float & NPCSpawnerLevelMultiplierField()
Definition Actor.h:6204
float & HyperThermiaInsulationField()
Definition Actor.h:6388
float & AttackRangeOffsetField()
Definition Actor.h:6561
FVector & UnboardLocationTraceOffsetField()
Definition Actor.h:6543
float BlueprintGetAttackWeight(int AttackIndex, float inputWeight, float distance, float attackRangeOffset, AActor *OtherTarget)
Definition Actor.h:7444
BitFieldValue< bool, unsigned __int32 > bIsLatched()
Definition Actor.h:6938
void ServerRequestAttack(int attackIndex)
Definition Actor.h:7476
float & GestationEggTamedIneffectivenessModifierField()
Definition Actor.h:6381
BitFieldValue< bool, unsigned __int32 > bForceUniqueControllerAttackInputs()
Definition Actor.h:6918
void BPUntamedConsumeFoodItem(UPrimalItem *foodItem)
Definition Actor.h:7427
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, unsigned int ExtraID1, unsigned int ExtraID2)
Definition Actor.h:7233
BitFieldValue< bool, unsigned __int32 > bRetainCarriedCharacterOnDismount()
Definition Actor.h:6631
BitFieldValue< bool, unsigned __int32 > bUsePlayerMountedCarryingDinoAnimation()
Definition Actor.h:6770
BitFieldValue< bool, unsigned __int32 > bDidSetupTamed()
Definition Actor.h:6832
FVector & RiderEjectionImpulseField()
Definition Actor.h:6313
int GetTamedDinoCountCost()
Definition Actor.h:7141
float & AICombatRotationRateModifierField()
Definition Actor.h:6473
BitFieldValue< bool, unsigned __int32 > bPreventUnalignedDinoBasing()
Definition Actor.h:6722
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
Definition Actor.h:6041
float & RandomPlayStartledAnimIntervalMaxField()
Definition Actor.h:6283
void OnElevateDino(float Val)
Definition Actor.h:7197
BitFieldValue< bool, unsigned __int32 > bFlyerDisableEnemyTargetingMaxDeltaZ()
Definition Actor.h:6810
float & AttackOnLaunchMaximumTargetDistanceField()
Definition Actor.h:6335
UAnimMontage * MountCharacterAnimationField()
Definition Actor.h:6337
void FireProjectileLocal(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
Definition Actor.h:7066
bool AddToMeleeSwingHurtList(AActor *AnActor)
Definition Actor.h:6973
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByStrutures()
Definition Actor.h:6664
BitFieldValue< bool, unsigned __int32 > bPreventNeuter()
Definition Actor.h:6880
TSubclassOf< UDamageType > & MeleeDamageTypeField()
Definition Actor.h:6052
BitFieldValue< bool, unsigned __int32 > bDamageNonFoliageFeetSocketsOnly()
Definition Actor.h:6781
BitFieldValue< bool, unsigned __int32 > bWildAllowTargetingNeutralStructures()
Definition Actor.h:6789
float & MinChargeIntervalField()
Definition Actor.h:6332
long double & LastEatAnimationTimeField()
Definition Actor.h:6446
bool BPHandleControllerInitiatedAttack(int AttackIndex)
Definition Actor.h:7387
float & DediForceAttackAnimTimeField()
Definition Actor.h:6191
float & WakingTameAffinityDecreaseFoodPercentageField()
Definition Actor.h:6314
void FireMultipleProjectiles(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
Definition Actor.h:7457
long double & LastOverTameLimitDamageTimeField()
Definition Actor.h:6188
BitFieldValue< bool, unsigned __int32 > bWasChargingBlocked()
Definition Actor.h:6709
bool BPHandleOnStopTargeting()
Definition Actor.h:7389
void UpdateStatusComponent(float DeltaSeconds)
Definition Actor.h:7348
float BP_GetCustomModifier_MaxSpeed()
Definition Actor.h:7428
BitFieldValue< bool, unsigned __int32 > bDinoPreventsUnclaiming()
Definition Actor.h:6893
void SetPreventSaving(bool fPreventSaving)
Definition Actor.h:7295
float & AlphaHarvestComponentHealthMultiplierMinLevelField()
Definition Actor.h:6455
static APrimalDinoCharacter * FindDinoWithID(UWorld *aWorld, unsigned int DinoID1, unsigned int DinoID2)
Definition Actor.h:7062
long double & LastStartedCarryingCharacterTimeField()
Definition Actor.h:6523
BitFieldValue< bool, unsigned __int32 > bPreventAllRiderWeapons()
Definition Actor.h:6696
BitFieldValue< bool, unsigned __int32 > bCanMountOnHumans()
Definition Actor.h:6659
void BPNotifyClearRider(AShooterCharacter *RiderClearing)
Definition Actor.h:7401
void DinoShoulderMountedLaunch(FVector launchDir, AShooterCharacter *throwingCharacter)
Definition Actor.h:7453
float & RandomPlayStartledAnimIntervalMinField()
Definition Actor.h:6282
BitFieldValue< bool, unsigned __int32 > bUsesGender()
Definition Actor.h:6675
void BPNotifyMateBoostChanged()
Definition Actor.h:7403
void AnimNotifyMountedDino()
Definition Actor.h:7362
float & SlowFallingStaminaCostPerSecondField()
Definition Actor.h:6405
void ForceUpdateColorSets(int ColorRegion, int ColorSet)
Definition Actor.h:7459
float GetBaseDragWeight()
Definition Actor.h:7086
void BPDrawToRiderHUD(AShooterHUD *HUD)
Definition Actor.h:7382
BitFieldValue< bool, unsigned __int32 > bIgnoreServerTamedTick()
Definition Actor.h:6761
void SetFlight(bool bFly, bool bCancelForceLand)
Definition Actor.h:7287
void TargetingTeamChanged()
Definition Actor.h:7331
BitFieldValue< bool, unsigned __int32 > bIsBaby()
Definition Actor.h:6730
APrimalDinoCharacter * MatingWithDinoField()
Definition Actor.h:6372
void SetAnimWeightsForAttackAtIndex(int attackIndex, TArray< float > newWeights)
Definition Actor.h:7280
void NetUpdateDinoNameStrings(FString *NewTamerString, FString *NewTamedName)
Definition Actor.h:7465
void ControllerLeavingGame(AShooterPlayerController *theController)
Definition Actor.h:7038
void OnRep_bIsFlying()
Definition Actor.h:7212
void ServerCallMoveTo_Implementation(FVector MoveToLoc, AActor *TargetActor)
Definition Actor.h:7257
void InterruptLanding()
Definition Actor.h:7156
FString * GetTutorialHintString(FString *result)
Definition Actor.h:7462
float & StepRadialDamageOffsetField()
Definition Actor.h:6449
void BPNotifyIfPassengerLaunchShoulderMount(APrimalCharacter *launchedCharacter)
Definition Actor.h:7402
void AddedImprintingQuality(float Amount)
Definition Actor.h:7360
UAnimSequence * RiderMoveAnimOverrideField()
Definition Actor.h:6232
float & AlphaXPMultiplierMaxLevelField()
Definition Actor.h:6454
TArray< AActor * > * GetTracingIgnoreActors()
Definition Actor.h:7145
char & CurrentPassengerSeatIndexField()
Definition Actor.h:6562
BitFieldValue< bool, unsigned __int32 > bPreventBackwardsWalking()
Definition Actor.h:6934
int GetExtraFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
Definition Actor.h:7106
float & WildRunningRotationRateModifierField()
Definition Actor.h:6467
void AddedImprintingQuality_Implementation(float Amount)
Definition Actor.h:6974
void ClearCarriedCharacter(bool fromCarriedCharacter, bool bCancelAnyCarryBuffs)
Definition Actor.h:7026
float & MaxLandingTimeField()
Definition Actor.h:6070
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFalling()
Definition Actor.h:6912
bool BP_InterceptMoveRight(float axisValue)
Definition Actor.h:7431
long double & LastUpdatedBabyAgeAtTimeField()
Definition Actor.h:6358
long double & LastAttackedTargetTimeField()
Definition Actor.h:6297
int & LoadDestroyWildDinosUnderVersionField()
Definition Actor.h:6418
float & ChargingActivationConsumesStaminaField()
Definition Actor.h:6344
BitFieldValue< bool, unsigned __int32 > bScaleExtraRunningSpeedModifier()
Definition Actor.h:6754
void DrawFloatingHUD(AShooterHUD *HUD)
Definition Actor.h:7054
float & ChargingAnimDelayField()
Definition Actor.h:6341
void ServerRequestBraking(bool bWantsToBrake)
Definition Actor.h:7477
float & CorpseTargetingMultiplierField()
Definition Actor.h:6286
BitFieldValue< bool, unsigned __int32 > bRiderDontRequireSaddle()
Definition Actor.h:6666
BitFieldValue< bool, unsigned __int32 > bUsesPassengerAnimOnDinos()
Definition Actor.h:6760
bool BPAllowCarryCharacter(APrimalCharacter *checkCharacter)
Definition Actor.h:7364
void DoMate(APrimalDinoCharacter *WithMate)
Definition Actor.h:7050
BitFieldValue< bool, unsigned __int32 > bHadStaticBase()
Definition Actor.h:6861
BitFieldValue< bool, unsigned __int32 > bUseLowQualityAnimationTick()
Definition Actor.h:6691
BitFieldValue< bool, unsigned __int32 > bHandleUseButtonPressBP()
Definition Actor.h:6930
FName & DinoNameTagField()
Definition Actor.h:6262
bool AllowMountedWeaponry(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
Definition Actor.h:6983
BitFieldValue< bool, unsigned __int32 > bWaitingForFirstIKTraceOrBasedMovement()
Definition Actor.h:6765
float & ControlFacePitchInterpSpeedField()
Definition Actor.h:6165
void OverrideRandomWanderLocation(FVector *originalDestination, FVector *inVec)
Definition Actor.h:7470
int & MaxSaddleStructuresHeightField()
Definition Actor.h:6183
BitFieldValue< bool, unsigned __int32 > bHasMateBoost()
Definition Actor.h:6682
float & ExtraTamedBaseHealthMultiplierField()
Definition Actor.h:6560
TArray< float > & FertilizedEggWeightsToSpawnField()
Definition Actor.h:6215
BitFieldValue< bool, unsigned __int32 > bAnimIsMoving()
Definition Actor.h:6686
BitFieldValue< bool, unsigned __int32 > bUseBPPlayDying()
Definition Actor.h:6741
TArray< TSubclassOf< UPrimalItem > > & DeathGiveItemClassesField()
Definition Actor.h:6141
bool IsUsingBolaSleepingAnimations()
Definition Actor.h:7171
BitFieldValue< bool, unsigned __int32 > bRiderUseDirectionalAttackIndex()
Definition Actor.h:6655
bool AllowCarryCharacter(APrimalCharacter *CanCarryPawn)
Definition Actor.h:6977
BitFieldValue< bool, unsigned __int32 > bIsTrapTamed()
Definition Actor.h:6874
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
Definition Actor.h:7232
long double & LastRiderMountedWeaponRotationSentTimeField()
Definition Actor.h:6496
FString * GetDescriptiveName(FString *result)
Definition Actor.h:7093
long double & LastInAllyRangeTimeField()
Definition Actor.h:6249
void ClientStartLanding(FVector landingLoc)
Definition Actor.h:7452
bool BPHandleOnStopFire()
Definition Actor.h:7388
bool BPAllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
Definition Actor.h:7366
float & BabyPitchMultiplierField()
Definition Actor.h:6348
bool AllowTickPhysics()
Definition Actor.h:6988
BitFieldValue< bool, unsigned __int32 > bForcePreventWakingTame()
Definition Actor.h:6899
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowBackwardsFlight()
Definition Actor.h:6805
long double & EndAttackTargetTimeField()
Definition Actor.h:6096
void SetBabyAge(float TheAge)
Definition Actor.h:7281
TWeakObjectPtr< AActor > & TargetField()
Definition Actor.h:6138
BitFieldValue< bool, unsigned __int32 > bAllowsTurretMode()
Definition Actor.h:6848
void NetUpdateDinoNameStrings_Implementation(FString *NewTamerString, FString *NewTamedName)
Definition Actor.h:7186
float & AlphaLevelMaxField()
Definition Actor.h:6463
void BSetupDinoTameable()
Definition Actor.h:7438
BitFieldValue< bool, unsigned __int32 > bForceDisablingTaming()
Definition Actor.h:6752
BitFieldValue< bool, unsigned __int32 > bPlatformSaddleIgnoreRotDotCheck()
Definition Actor.h:6671
float & MaxLeakingTimeBeforeSinkingField()
float & RefreshLeakingShipSinkIntervalField()
int & MaxSunkLeakingCompsToDestroyField()
float & StartLeakingTimeField()
float & LastRefreshLeakingShipSinkTimeField()
void SyncRowingVarsToNPCs()
int GetCurrentBasedCrewCount(bool bOnlyCountNPCs)
TArray< unsigned char > & StationGroupsCurrentActiveOrderField()
void AddForceToShipAtLocation(FVector Force, FVector Location, bool bIgnoreBeachedThrottleForceMultiplier)
float & RudderSteerForceField()
float & SailUnits_MaxField()
float & ReplicatedSailRotationField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
long double & LastCauseDamageToEnemyRaftTimeField()
BitFieldValue< bool, unsigned __int32 > bSailsAffectThrottleLocation()
long double & LastWantsForcedMovementTimeField()
float GetShipMovementForceMult()
void Tick(float DeltaSeconds)
FString * GetCaptainOrderCommand(FString *result, ECaptainOrder::Type CaptainOrder, bool bFromCaptain)
void RemoveTorqueToBeApplied(FName ForceName)
long double & LastSentSailRotationToServerTimeField()
void ActivateGroup(int GroupIndex, bool bIsForCaptain, bool bNewValue, int LtIndex)
void RefreshLongRangeStasis()
void CheckStructurePlacementOnMe_Implementation(int *AllowReturnValue, APrimalStructure *PlacingStructure, AShooterPlayerController *PC, FVector *AtLocation, FRotator *AtRotation, FPlacementData *PlacementData)
float & SteeringInputField()
bool AreAllMannedSailsClosing()
BitFieldValue< bool, unsigned __int32 > bUseBP_AdjustRowingImpulse()
void AddForceToBeAppliedAtCenterOfGravity(FVector Force, FName ForceName)
void StopActivateAllHighlights()
bool IsShipCheckingForRowing()
FieldArray< int, 3 > CaptainExtraActionsStatesField()
BitFieldValue< bool, unsigned __int32 > bUseForcestoApply()
int & CollisionImpactWeightClassField()
float & LastSentSteeringInputToServerValueField()
void BPSimulatePhysics(float DeltaTime)
void SetShipReleasedState(bool bIsReleased, APlayerController *ForPC)
FVector2D * GetAutoPilotHeading(FVector2D *result)
BitFieldValue< bool, unsigned __int32 > bUseBPSimulatePhysics()
bool IsAutoPilotActive()
TWeakObjectPtr< AShooterCharacter > & DriverField()
BitFieldValue< bool, unsigned __int32 > bReleaseImmediatelyFromShipyard()
BitFieldValue< bool, unsigned __int32 > bSmallRaftPushAwayPlayers()
float GetSteeringForce()
int & AdditionalNumberOfBedsField()
float & GroundDistToStopShipField()
void SetThrottleRatio(float NewRatio, bool bForceSetNow)
USceneComponent * RudderSteeringComponentField()
void BPTick(float DeltaSeconds)
float & UnRedAlertTeleWaitTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowDriverSeats()
bool & bIncrementedUnanchoredShipsField()
BitFieldValue< bool, unsigned __int32 > bUsingAutoStationGrouping()
float & MaxOpenWaterDebuffDistanceField()
TArray< APrimalStructure * > AttachedMiscCriticalStructuresField()
void NetForceSyncTransform_Implementation(FVector NewLocation, FRotator NewRotation)
BitFieldValue< bool, unsigned __int32 > bAllowAutoPilot()
FString * GetRaftDescriptiveName(FString *result)
void GetSailThrottleForce(APrimalStructureSail *ForSail, float *OutThrottleForceMultiplier, float *OutSteeringForceMultiplier)
FVector & RudderCenterField()
float & RaftCharacterBasingAbsoluteMaxDirZField()
float & PercentOfWeightForMaxSinkingSpeedField()
void ForceClearBasingCharacter(APrimalCharacter *theChar, bool bForceSetFalling)
void VesselDynamicsOnHit(AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, FHitResult *Hit)
bool BaseIgnoreWaveLocking(APrimalCharacter *BasedChar)
float GetGroundDistanceFromHullBottom(bool *OutMovingAway)
float & ClaimTimeMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUsesStationGrouping()
float & AutoAnchorDryDockReleasedGracePeriodField()
UTexture2D * OrderUnRedAlertIconField()
bool CanDoPhysicsRotationAccelerationFollowsRotationDirectMove()
float & ThrottleForceMultiplierField()
float & RudderSteeringRateField()
UTexture2D * OrderRedAlertIconField()
float & ExternalForceMultiplierField()
float & Sails_AvgSailRotationSpeedField()
bool AllowAutoPilot_Tick()
APrimalStructureItemContainer * MyRepairBoxField()
float & RudderAngleField()
float GetAverageMannedSailOpenRatio()
TSubclassOf< APrimalStructureShipHull > & ShipHullClassField()
void UpdateTameUnitCost()
float & LastOpenWaterSpoilingMultField()
APrimalStructure * MyShipDockField()
void DrawDinoFloatingHUD(AShooterHUD *HUD, bool bDrawDinoOrderIcon)
static APrimalRaft * FindRaftWithID(UWorld *World, int RaftUniqueId)
void ExecuteCaptainOrderForGroups(ECaptainOrder::Type OrderIndex, TArray< int > *GroupsIndex)
static void StaticRegisterNativesAPrimalRaft()
FVector & ThrottleForceLocation_OffsetField()
float & CollideOntoEnemyRaftDamageImpulseMultiplierField()
void UpdateShouldTickRowing()
void UpdateTickEnabledForGroup(ECaptainOrder::Type CaptainOrder, int GroupIndex)
float & ShipAdditionalBedsCrewPaymentIntervalMaxField()
FVector & CaptainsOrdersCameraOriginTargetingOffsetField()
BitFieldValue< bool, unsigned __int32 > bIsCheckingThrottle()
void TempDisableForcedVelocityDirection()
FVector * GetShipRightVector(FVector *result)
float & Teleport_AllowedAboveTopDeckDistField()
APrimalStructureSeating_DriverSeat * AttachedDriverSeatField()
FVector & VelocityFromPrevServerField()
float & CaptainSkillSailOpenMultiplierField()
void AddImpulseToShipAtLocation(FVector Impulse, FVector Location)
float GetRowingInterval()
float & AutoPilot_TargetHeadingErrorRange_SlowField()
float & ShipBowOffsetField()
float GetRotationRateWithAcceleration11(float CurrentRotation, float TargetRotation, float RotationSpeed, float DeltaTime, float CurrentDesiredRotationRate, float DesiredRotationRate)
int & RowingSeatCount_MaxField()
float & AutoPilot_ForceMinAngularVelocity_MAXField()
float & MaxBackwardsVelocityField()
float & PercentOfWeightForMinSinkingSpeedField()
AActor * LastDamageCauserField()
void OnActivateGroupHighlight(int GroupIndex, bool bActivate, char IconsToActivate)
APrimalBuff * MySunkenShipBuffField()
float & ExtraClaimTimePerLevelField()
bool & bIsInDrydockField()
float GetTotalUnclaimTime()
bool CanOrder(APrimalCharacter *FromCharacter, bool bBuildingStructures)
UTexture2D * IconField()
float & AutoPilot_AllowSnapToHeadingBelowAngularVelocityField()
float & Sails_MaxMovementWeightField()
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
float TakeDamage(float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float GetCrewPaymentIntervalMultiplier()
int GetCurrentSinkReason()
bool & bIncrementedAnchoredShipsField()
float & CollisionImpactMinIntervalField()
float & DefaultAngularDampingField()
float & AutoPilot_TargetHeadingErrorRange_StopField()
FVector * GetShipVelocityAtLocation(FVector *result, FVector AtLocation)
float & CollisionImpactMaxDamageRadiusField()
BitFieldValue< bool, unsigned __int32 > bClientIsInterpolatingRaft()
APrimalStructureShipHull * MyShipHullField()
void UnseatAllNPCs(bool bIfCannotUse)
float & ClientUnanchoringAllowSlowInterpolationPeriodField()
bool IsPointInsideThisRaft(FVector *TestPoint)
void SetCharacterStatusTameable(bool bSetTameable, bool bCreateInventory, bool keepInventoryForWakingTame)
void CalculateThrottleForce()
int GetShipRowingSeatCount()
bool & bWasAnchoredOrDryDockedField()
float & BaseClaimTimeField()
void InitializeStationGroups()
float & Sails_AdditionalMaxVelocityField()
static UClass * StaticClass()
void SetCurrentManualFireLocationForSeat(APrimalStructureSeating *seatToCheck, FVector *location)
FVector * GetCurrentManualFireLocationForSeat(FVector *result, APrimalStructureSeating *seatToCheck)
float & RowingSeats_RowingIntervalField()
bool DoesShipHaveBasedPawns(bool bRequireActivePawns)
float & RowingSeatImpulseMultiplierField()
bool & bBeganPlayField()
int & NumberOfBedsField()
float & Sails_SteeringForce_AtVelocityMaxField()
float & RowingImpulse_MaxField()
BitFieldValue< bool, unsigned __int32 > bDebugSailing()
float & AutoPilot_TargetHeadingErrorRange_ResumeField()
void ServerPrepareForSeamlessTravel_Implementation()
BitFieldValue< bool, unsigned __int32 > bAnchoredSetToOceanHeight()
void ForceClearAllBasingCharacters(bool bForceSetFalling)
float & ThrottleRatio_TargetField()
UPrimitiveComponent * OverrideBasedProjectileBoundsComponent(UPrimitiveComponent *BasedOnComponent)
float & AutoPilot_ForceMinAngularVelocity_MINField()
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
void RemoveForceToBeApplied(FName ForceName)
float GetShipRowingInput()
unsigned int & LocalStationGroupsUpdateIndexField()
void UpdateRowingVars()
void EndOrderForGroups(ECaptainOrder::Type CaptainOrder, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget, FVector TargetLocation)
float GetSinkTargetPitch()
bool & bUnstasisNoWaterField()
bool RaftStructurePreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
long double & ClientStartedInterpolationAtTimeField()
void OnUpdatedStationGroupInfos()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void ChangeGroupName(int GroupIndex, FString NewName)
float & CollisionImpactAbsoluteMinImpulseField()
BitFieldValue< bool, unsigned __int32 > bClientSideSailingForces()
BitFieldValue< bool, unsigned __int32 > bUseBPSetThrottle()
void UpdatePhysicsBase()
TArray< APrimalStructureSeating_DriverSeat * > AttachedCaptiansOrderSeatsField()
TSubclassOf< UDamageType > & CollisionImpactDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bOnlyUseBPSimulatePhysics()
void OnShipRowingStart()
float GetTimeToResetRudderAngle(float WithInput)
BitFieldValue< bool, unsigned __int32 > bUseRaftBPTick()
float GetHealthPercentage()
void FinalizeCaptainOrderForGroup(ECaptainOrder::Type OrderIndex, int GroupIndex, int StationsToFire, AActor *OrderTarget, FVector OrderLocation, int ForceOnGroup, bool bUpdateGroupInfos)
TEnumAsByte< enum EShipSize::Type > & ShipSizeClassField()
float & GlobalSteeringForceMultiplierField()
void ExecuteCaptainOrderForGroup(ECaptainOrder::Type OrderIndex, int GroupIndex, int ForceOnGroup, bool bUpdateGroupInfos)
float & MaxWeightMultiplierField()
BitFieldValue< bool, unsigned __int32 > bTickRowing()
APrimalStructureSeating * GetLocalCaptainsSeat()
void PostInitializeComponents()
long double & LastTakeDamageFromEnemyTimeField()
char & CurrentBedCountField()
TWeakObjectPtr< AShooterPlayerController > & LocalCaptainControllerField()
void SetOrderForGroups(ECaptainOrder::Type CaptainOrder, TArray< int > *GroupsIndex)
bool AreAllMannedSailsOpening()
float & LastSentThrottleTargetToServerValueField()
void ClearStationGroup(int GroupIndex, bool bNotifyChange)
float & GlobalSailForceMultiplierField()
bool EndOrderForGroup(ECaptainOrder::Type CaptainOrder, int GroupIndex, int StationsToFire, AActor *OrderTarget, FVector TargetLocation, bool bUpdateGroupInfos)
float GetShipTargetThrottleRatio()
void ForceUpdateBasedPawnsMovements()
void OnRemoveCriticalShipStructure(APrimalStructure *OldStructure)
bool & bUsingLongRangeStasisField()
void OnStructurePlacedOnShip(APrimalStructure *NewStructure)
float & MinMovingSoundSpeedField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool BPAllowMovementSound()
float & ClientUnanchoringInterpSpeedFastField()
void Multi_OnShipRow_Implementation()
void NetClientInterpolateTo_Implementation(FVector NewLocation, FRotator NewRotation)
float GetTotalClaimTime()
void UpdatedBasedPawns()
void NetUpdateDinoNameStrings_Implementation(FString *NewTamerString, FString *NewTamedName)
FVector & PreviousLinearVelocityField()
FVector & LastPositionField()
void SetThrottleInput(float Val)
float & MaximumSwimOntoBaseTraceDistanceField()
void DoImpactDamageToShipStructures(FVector AtLocation, float AtRange, float AtDamage, AActor *DamageCauser)
void AttachToOtherShip(APrimalRaft *OtherShip, TEnumAsByte< enum EAttachLocation::Type > AttachType, bool bAttachAtWorldTransform, FVector AttachAtWorldLoc, FRotator AttachAtWorldRot)
void ChangeActorTeam(int NewTeam)
int & NumBasedCharactersField()
void ClientPrepareForSeamlessTravel_Implementation()
void NetClientInterpolateTo(FVector NewLocation, FRotator NewRotation)
float & CurrentSailRotationField()
bool & bPreventsDinosWithStructureSupportingSaddlesField()
float GetSaddleStructureMaximumFoundationSupport2DBuildDistance(APrimalStructure *theStructure)
void BPSetAimLocation(FVector AimLocation)
void OnAddCriticalShipStructure(APrimalStructure *NewStructure)
void BP_AdjustRowImpulse(int FromRowingSeatIndex, int TotalNumActiveRowers, int CurrentActiveRowerNum, FVector *Location, FVector *Impulse)
float & ClientUnanchoringRotationInterpSpeedField()
float & RudderAutoBackAngleField()
long double & LastReleasedFromDryDockTimeField()
TArray< APrimalStructure * > AttachedRowingSeatsField()
BitFieldValue< bool, unsigned __int32 > bIsSmallRaft()
float & ShipBeachedStartTimeField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & SailingVelocity_MaxAllowedField()
UTexture2D * GetCurrentCaptainOrderIcon(ECaptainOrder::Type CurrentCaptainOrder)
void NetSetGroupsStructuresCaptainOrder_Implementation(ECaptainOrder::Type CaptainOrder, int GroupIndex)
float & OverrideSaddleStructureMaxFoundationSupport2DBuildDistanceField()
void SetAimLocation(FVector AimLocation)
BitFieldValue< bool, unsigned __int32 > bAllowShipForcedMovement()
float & ScaleFloatingHUDMaxDistanceField()
float GetShipWeightSinkingPercentage()
float & CollisionImpactMinDamageRadiusField()
float GetShipWeightPercentage()
TEnumAsByte< enum EShipType::Type > & ShipTypeField()
float & FrontGroupMinYCoordinateField()
float & RotateSailsSpeedMultiplierField()
void TickCriticalShipStructures(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bDeadTicked()
float GetTotalSailUnits()
FString & KilledNotificationStringField()
float GetMaxMovementWeight()
float & SteeringForce_MinAllowedField()
APrimalStructureClaimFlag * CurrentClaimFlagField()
int OverrideBasedProjectileOutOfBounds(UPrimitiveComponent *ProjectileUpdatedComponent)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, unsigned int ExtraID1, unsigned int ExtraID2)
void CalculateSteeringVelocity()
BitFieldValue< bool, unsigned __int32 > bDebugRowing_ForceAllSeatsRowSync()
float & LastSentSailRotationToServerValueField()
BitFieldValue< bool, unsigned __int32 > bDebugSteering()
UTexture2D * OrderStandDownIconField()
float & AutoPilot_AngularVelocityMaxInterpSpeedField()
FRotator & ClientRaftInterpRotField()
int GetMannedSailsCount()
float & SteeringForce_MaxAllowedField()
int & NumOfLieutenantSeatsAllowedField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
void OnRep_IsInDrydock()
TArray< APawn * > * GetShipBasedPawns(TArray< APawn * > *result, USceneComponent *OnComponent, bool bOnlyActivePawns)
float & Sails_MaxThrottleForceField()
TArray< FVector > & CurrentManualFireLocationsField()
float & OvercrewedIsOverweightMinSinkingPercentField()
FVector * GetParticleSystemClampingVelocity(FVector *result)
BitFieldValue< bool, unsigned __int32 > bAllowReturnToShipyard()
void UpdateSailingVars()
BitFieldValue< bool, unsigned __int32 > bAllowSails()
void CheckForChangeThrottle()
void AddTorqueToBeApplied(FVector Force, FName ForceName)
FString * GetEntryString(FString *result)
float & ThrottleInputField()
float & Teleport_AllowedBelowTopDeckDistField()
float & ShipWeightMovementForcePowerField()
UTexture2D * OrderManualFireIconField()
void DetachFromShip(bool bDetachAtWorldTransform, FVector DetachAtWorldLoc, FRotator DetachAtWorldRot)
void FinalizeCaptainOrderForGroups(ECaptainOrder::Type OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget, FVector OrderLocation)
void ApplyGlobalDamageToShip(float DamageAmount, bool bIsPercent, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageType)
bool ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
float & BaseMovementWeightField()
float GetRudderAngle()
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
BitFieldValue< bool, unsigned __int32 > bTickRefreshStationGroupOrders()
float & DrawFloatingHUDMaxDistanceEnemyField()
bool SetOrderForGroup(ECaptainOrder::Type CaptainOrder, int GroupIndex, bool bUpdateGroupInfos)
float & ThrottleCheckIntervalField()
bool WantsVesselPhysics()
void RemoveTameUnitCost()
float & Sails_ThrottleForceWindMult_MinField()
TMap< TSubclassOf< UPrimalItem >, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< TSubclassOf< UPrimalItem >, int, 0 > > * GetShipAmmoTotals(TMap< TSubclassOf< UPrimalItem >, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< TSubclassOf< UPrimalItem >, int, 0 > > *result, TArray< TSubclassOf< UPrimalItem > > ammoTypes)
float & ShipMaximumAdditionalBedsStatusValueField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
TArray< FOrderingGroupInfo > & StationGroupsField()
long double & LastRowTimeField()
FVector & ClientRaftInterpLocField()
float & BaseUnclaimTimeField()
BitFieldValue< bool, unsigned __int32 > bHealthPercentageUseHullHealth()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
FVector * GetInterpolatedVelocity(FVector *result)
void BPVesselDynamicsOnHit(AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, FHitResult *Hit)
float & CollisionImpactMaxDamageAmountField()
float & MinOpenWaterDebuffDistanceField()
int CanAddCriticalShipStructure(APrimalStructure *NewStructure)
void SimulatePhysics(float DeltaSeconds)
float GetSailUnitPercentage()
UTexture2D * OrderAttackMyTargetIconField()
float GetThrottleForce()
float & CollisionImpactMinDamageAmountField()
void AddForceToBeAppliedAtCustomSocket(FVector Force, FName ForceName, FName SocketName)
void GetBasedCrewCounts(int *OutPlayers, int *OutCrew)
bool IsUpdatingComponentTransforms(USceneComponent *InSceneComponent)
void SetTurningSailsInput(float Val)
USphereComponent * LongRangeStasisComponentField()
BitFieldValue< bool, unsigned __int32 > bAutoFullyBuildInShipYard()
float & ShipAdditionalBedsCrewPaymentIntervalMinField()
float & MinMaxThrottleRatioToBeachField()
float & ClientUnanchoringLocationInterpSpeedField()
float & CaptainSkillSailRotationMultiplierField()
FVector * CalculateManualFireCannonCenterLocation(FVector *result, TArray< int > *GroupsIndex, FVector TargetLocation)
float & RowingSeats_RowingInputField()
float & FixedBackwardsThrottleForceField()
float & LastDistanceToShoreField()
void OnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
void AddForceToBeApplied(FVector Location, FVector Force, FName ForceName)
float & CollisionImpactMinImpulseField()
FVector * GetShipVelocity(FVector *result)
int & ForcedMovementDirectionField()
float & MinAllowedGroundDistField()
TArray< APrimalStructure * > AttachedSailsField()
float & RudderAngleThresholdField()
int & LastMarkedFrameCountField()
bool HasOpenUnMannedSails()
void SetAutoStationGrouping(bool NewValue)
TSubobjectPtr< UAudioComponent > & MovingSoundComponentField()
void OnRep_IsInWetDock()
UTexture2D * OrderFreeFireIconField()
FVector & Sails_ThrottleForceLocationField()
float & TimeSinceLastFadeOutField()
TEnumAsByte< enum EShipSize::Type > * GetShipSizeClass(TEnumAsByte< enum EShipSize::Type > *result)
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
float & WetDockOceanZOffsetField()
int & NoWaterTriesField()
float & MaxTimeToShootAtLocationField()
float & Sails_ThrottleForceWindMult_MaxField()
float & MinOpenWaterSpoilingMultField()
float & CurrentAngularDampingField()
APrimalStructureSeating_DriverSeat * GetDominantSeatForGroup(int GroupIndex)
long double & LastSentThrottleTargetToServerTimeField()
long double & DiedAtTimeField()
int & NumberOfCrewField()
FVector & PreviousAngularVelocityField()
FString * GetEntryDescription(FString *result)
void UpdateCaptainSkillSailMultipliers()
void OnShipRowingStop()
float & FixedThrottleRateField()
FString * GetDescriptiveName(FString *result)
void SetShipWetDockReleasedState(bool bIsReleased)
float & MaxOpenWaterSpoilingMultField()
float & BackGroupMaxYCoordinateField()
APrimalStructure * GetMainDriverSeat()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bIsNPCShip()
float & MaxSailRotationField()
int & LastFrameDisabledForcedVelocityDirectionField()
long double GetLastRowTime()
long double & LastCollisionImpactTimeField()
void OnStructureRemovedFromShip(APrimalStructure *OldStructure)
void ResetSailingInputs()
float & ShipStructureHealthMultiplierField()
float & DefaultLinearDampingField()
void SetShipDriver(AShooterCharacter *NewDriver)
FName & VesselDynamicsCollisionProfileNameField()
BitFieldValue< bool, unsigned __int32 > bDebugRowing()
long double & NetworkCreationTimeField()
TSubclassOf< UPrimalItem > & OpenWaterSpoilingItemClassField()
long double & LastFrameMarkedTimeField()
bool & bIsInWetDockField()
AShooterCharacter * GetDriver()
BitFieldValue< bool, unsigned __int32 > bCanMoveWithoutRider()
USoundBase * MovingSoundCueField()
int & AdditionalNumberOfCrewField()
bool WantsLongRangeStasis()
void SetDeath(bool bForceRagdoll)
float & DrawFloatingHUDMaxDistanceAllyField()
void NetSetGroupsStructuresCaptainOrder(ECaptainOrder::Type CaptainOrder, int GroupIndex)
float & CollisionImpactMaxImpulseField()
void SetSteeringInput(float Val)
FString * GetStationGroupName(FString *result, int groupIndex)
BitFieldValue< bool, unsigned __int32 > bReplicateCurrentSailRotation()
float & ReplicatedThrottleRatio_TargetField()
BitFieldValue< bool, unsigned __int32 > bAllowRowingSeats()
float & CurrentLinearDampingField()
void ActivateAllHighlights(bool bRequestFromCaptain, int LTSeatIndex, char IconsToActivate)
FVector2D & SailHUDIconYMinMaxField()
void CalculateSailRotation()
long double & LastThrottleCheckStartTimeField()
FVector * GetShipForwardVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bAddedToActiveArray()
unsigned int & ServerStationGroupsUpdateIndexField()
float & SailTurningInputField()
bool BPSetThrottleInput(float Val)
void UpdateRaftRelevant()
FRotator * GetShipRotation(FRotator *result, float YawOffset)
float GetMaxFloatingHUDRange()
void FinalSeamlessTravelled()
float & ShipHullSinkMovementForceMultiplierField()
FVector & CapOrdersAdditionTPVOffsetField()
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool __formal, int ExtraID1, int ExtraID2)
FString & LinkedPlayerNameField()
FRotator * GetPlayerSpawnRotation(FRotator *result)
FVector & PlayerSpawnLocOffsetField()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
FRotator & PlayerSpawnRotOffsetField()
FVector * GetPlayerSpawnLocation(FVector *result)
void OnBedUsed(AShooterPlayerController *PC, AShooterCharacter *ForPawn, unsigned int OriginServerId, FVector2D *FromRelativeLocInOriginServer)
unsigned int & PlacedOnShipIDField()
static UClass * GetPrivateStaticClass()
bool AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
int IsAllowedToBuild(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement, TArray< FLocRot > *AlternateSnapTransforms, FVector *SnapCheckStartLoc)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void OnStructurePlacedNotify(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
long double & LastSignNamingTimeField()
float & UseCooldownRadiusField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bDestroyAfterRespawnUse()
float & AttachedToPlatformStructureEnemySpawnPreventionRadiusField()
FVector2D * GetRelativeLocationInServer(FVector2D *result)
bool CheckStructureActivateTribeGroupPermission(unsigned __int64 PlayerDataID, unsigned __int64 TribeID)
static void StaticRegisterNativesAPrimalStructureBed()
bool & bInLandClaimedFlagRangeField()
void SpawnedPlayerFor(AShooterPlayerController *PC, APawn *ForPawn)
bool AllowPickupForItem(AShooterPlayerController *ForPC)
FString * GetDescriptiveName(FString *result)
bool FastTravelAllowSpawnForPlayer(unsigned int PlayerDataID, bool bCheckCooldownTime)
void DrawHUD(AShooterHUD *HUD)
void UpdateInLandClaimedFlagRange(APrimalStructureClaimFlag *ToIgnore)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ChangeActorTeam(int NewTeam)
unsigned int & LinkedPlayerIDField()
unsigned int & NextAllowedUseTimeField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool AllowSpawnForDownloadedPlayer(unsigned __int64 PlayerDataID, unsigned __int64 TribeID, bool bCheckCooldownTime)
static APrimalStructureBed * FindBedWithID(UWorld *forWorld, int theBedID)
FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo *result)
void PlacedStructure(AShooterPlayerController *PC)
bool AllowStructureAccess(APlayerController *ForPC)
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()
BitFieldValue< bool, unsigned __int32 > bIsDoorTickActive()
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)
BitFieldValue< bool, unsigned __int32 > bIsDoorMoving()
void NetGotoDoorState_Implementation(char DoorState)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
long double & LastDoorStateChangeTimeField()
bool AllowIgnoreCharacterEncroachment_Implementation(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
long double & LastLockStateChangeTimeField()
USoundCue * DoorOpenSoundField()
BitFieldValue< bool, unsigned __int32 > bInitializedRotation()
void SetDoorTickActive(bool bNewActive)
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)
TSubobjectPtr< USceneComponent > & MyDoorTransformField()
BitFieldValue< bool, unsigned __int32 > bCanBeForcedOpenByDino()
void DrawHUD(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bForceStaticMobility()
USoundCue * DoorCloseSoundField()
BitFieldValue< bool, unsigned __int32 > bForceDoorOpenIn()
BitFieldValue< bool, unsigned __int32 > bPreventDoorInterpolation()
unsigned int & CurrentPinCodeField()
bool AllowPickupForItem(AShooterPlayerController *ForPC)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
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)
bool CanBeRepaired(AShooterPlayerController *ByPC, bool bCurrentlyRepairing)
bool ModifyMoveToOrderedActorsArray(TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)
float OffsetHUDFromBottomScreenY_Implementation(AHUD *ForHUD)
unsigned int & TaggedIndexTwoField()
FVector & WorldGeometryObstructionCheckOffsetField()
void BP_TickCriticalShipStructure(float DeltaTime)
float & ShipStructureOffsetFromHUDBottomYField()
FVector & PreviewCameraPivotOffsetField()
BitFieldValue< bool, unsigned __int32 > bAllowSnapRotation()
BitFieldValue< bool, unsigned __int32 > bUseBPGetStructureWeight()
BitFieldValue< bool, unsigned __int32 > bPlayerPlacementRequiresBeingOnStructurePlacerArray()
void PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
float & ShipPlacementRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bStructurePlacedNotifyParentStructure()
BitFieldValue< bool, unsigned __int32 > bRequireFreePrimarySnappedStructure()
bool BPPreventReplacementBy(APrimalStructure *theStructure)
FVector & PreviewGizmoMeshOffsetField()
TWeakObjectPtr< APrimalDinoCharacter > & SaddleDinoField()
BitFieldValue< bool, unsigned __int32 > bPreventAttachToSaddle()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
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()
BitFieldValue< bool, unsigned __int32 > bOverrideAttachedTurretYawLimits()
FString & OwningPlayerNameField()
bool BP_PreventChoosingRotation(APrimalStructurePlacer *ForPlacer)
TArray< APrimalDinoCharacter * > LatchedDinosField()
void Demolish(APlayerController *ForPC)
float & TraceDistanceFromActorToCeilingField()
BitFieldValue< bool, unsigned __int32 > bRequiresToBeInsideZoneVolume()
UStaticMesh * PreviewDefaultStaticMeshField()
FVector * GetAttachedTurretYawLimitsOverride(FVector *result, APrimalStructure *ForStructure)
BitFieldValue< bool, unsigned __int32 > bUseShipStructureHealthMultiplier()
TArray< TSubclassOf< APrimalStructure > > & ExcludeInStructuresRadiusClassesField()
UPrimitiveComponent * GetPrimaryHitComponent()
FieldArray< char, 6 > AlternateStructureColorSetsField()
bool BPPreventPlacingStructureOntoMe(APlayerController *PC, APrimalStructure *ForNewStructure, FHitResult *ForHitResult)
BitFieldValue< bool, unsigned __int32 > bSeatedForceDisableCollisionCheck()
static bool CullAgainstFoundations(APrimalStructure **StartingStructure, TArray< APrimalStructure * > *Foundations)
BitFieldValue< bool, unsigned __int32 > bEnforceStructureLinkExactRotation()
char & TribeRankHUDYOffsetField()
void NetSpawnCoreStructureDeathActor(float BuffTimeReductionMultiplier)
BitFieldValue< bool, unsigned __int32 > bRequiresPlacingOnWall()
bool AllowStructureAccess(APlayerController *ForPC)
float GetStructureRepairCooldownTime()
float & AdditionalRepairPercentNextIntervalField()
void UpdateTribeGroupStructureRank_Implementation(char NewRank)
BitFieldValue< bool, unsigned __int32 > bIsCriticalShipStructure()
void SetDinoSaddleAttachment(APrimalDinoCharacter *myDino, FName BoneName, FVector RelLoc, FRotator RelRot, bool bMaintainWorldPosition)
bool BPOverrideSnappedToTransform(APrimalStructure *childStructure, int ChildSnapFromIndex, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)
BitFieldValue< bool, unsigned __int32 > bPreventCreationOfDynamicMaterials()
int BPIsAllowedToBuildEx(FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement)
bool IsValidForSnappingFrom(APrimalStructure *OtherStructure)
BitFieldValue< bool, unsigned __int32 > bPaintingUseTaggedMeshComponent()
UPhysicalMaterial * ForceComponentsPhysMaterialField()
TArray< FName > & PreventPlacingOnFloorTagsField()
FVector & GroundEncroachmentCheckLocationOffsetField()
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesFromAttachField()
BitFieldValue< bool, unsigned __int32 > bUsesWorldSpaceMaterial()
int & LastInAllyRangeTimeSerializedField()
UMaterialInterface * StructureIconMaterialField()
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnShip()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
float & FlatAdditionalRepairPercentField()
bool TickCriticalShipStructure(float DeltaTime)
bool IsValidSnapPointFrom(APrimalStructure *ParentStructure, int MySnapPointFromIndex)
int BPIsAllowedToBuild(FPlacementData *OutPlacementData, int CurrentAllowedReason)
BitFieldValue< bool, unsigned __int32 > bIgnoreParentStructureDestruction()
float & SnapOverlapCheckRadiusField()
bool AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
bool AllowPlacingStructureOnMe(APrimalStructure *ChildStructure, FPlacementData *ThePlacementData)
bool TickPlacingStructure(APrimalStructurePlacer *PlacerActor, float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bCraftedFromStatItem()
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormalDirectly()
BitFieldValue< bool, unsigned __int32 > bDontActuallySnapJustPlacement()
void BP_OnStructurePlacedNotify(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
BitFieldValue< bool, unsigned __int32 > bPreventAttachedChildStructures()
BitFieldValue< bool, unsigned __int32 > bShowAttachedToShipMultiUse()
float & MaxSnapLocRangeField()
float & ReturnDamageImpulseField()
BitFieldValue< bool, unsigned __int32 > bShowHullTooltip()
TArray< APrimalStructure * > LinkedStructuresField()
bool BPOverrideDemolish(AShooterPlayerController *ForPC)
void TimeoutFor_DelayedClientAttachParentReplicationFixupCheck()
TArray< FPrimalStructureSnapPoint > * BPGetSnappingPoints()
FVector * GetParticleSystemClampingVelocity(FVector *result)
float & LandClaimPlacementRadiusField()
BitFieldValue< bool, unsigned __int32 > bStructureSaveDirty()
BitFieldValue< bool, unsigned __int32 > bAllowStructureColors()
void UpdateTribeGroupStructureRank(char NewRank)
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInRange()
FVector2D & OverlayTooltipPaddingField()
BitFieldValue< bool, unsigned __int32 > bRequiresSnapping()
static void CleanUpTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)
TSubclassOf< APrimalStructure > & AllowReplacementByStructureClassTypeField()
TArray< FPrimalStructureSnapPointOverride > & SnapToModelOverridesField()
bool AddRepairPercentForNextInterval(float Multiplier)
void DrawPlacementHUD(AHUD *HUD)
void UpdatedHealth(bool bDoReplication)
BitFieldValue< bool, unsigned __int32 > bBeganPlay()
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnDynamicsFoliageAndDoors()
TSubobjectPtr< USceneComponent > & MyRootTransformField()
BitFieldValue< bool, unsigned __int32 > bAllowAttachToSaddle()
BitFieldValue< bool, unsigned __int32 > bDisallowPreventCropsBiomes()
TArray< short > * GetStructureColorsArray(TArray< short > *result)
float & ColorizationRangeMultiplierField()
BitFieldValue< bool, unsigned __int32 > bAllowPlacementOutsideShipBounds()
BitFieldValue< bool, unsigned __int32 > bIsFlippable()
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocketRotation()
BitFieldValue< bool, unsigned __int32 > bForceGroundForFoundation()
TArray< TSubclassOf< APrimalStructure > > & ForceAllowWallAttachmentClassesField()
float & PreventPlacingNearEnemyRadiusField()
void SetEnabledPrimarySnappedStructureParent(bool bEnabled)
bool AllowPlacingStructureOnMe_Implementation(APrimalStructure *ChildStructure, FPlacementData *ThePlacementData)
float & LastHealthPercentageField()
BitFieldValue< bool, unsigned __int32 > bPreventGivingDemolishResources()
float GetDemolishGivesResourcesMultiplier(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bPreventPlacementOnShip()
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannels()
bool AllowPickupForItem(AShooterPlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bPreventDurabilityHealthScaling()
TArray< TSubclassOf< APrimalStructure > > & AllowReplacementByStructureClassTypesField()
TSubclassOf< UPrimalStructureSnapSettings > & StructureSnapSettingsClassField()
BitFieldValue< bool, unsigned __int32 > bIgnoreSnappedToOtherFloorStructures()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
TArray< FName > & PreventSaddleDinoTagsField()
FVector & SpawnEmitterLocationOffsetField()
float & MaxAdditionalRepairPercentField()
TArray< TSubclassOf< APrimalStructure > > & SnapToStructureTypesToExcludeField()
BitFieldValue< bool, unsigned __int32 > bPlacementWantsToBeFlipped()
BitFieldValue< bool, unsigned __int32 > bIgnorePawns()
BitFieldValue< bool, unsigned __int32 > bIsFloor()
void NPC_OnArrivedAtStructure(APrimalCharacter *ForChar)
static bool IsPointNearSupplyCrateSpawn(UWorld *theWorld, FVector AtPoint)
long double & CheckUntilAttachedToShipStartTimeField()
bool AllowBeginPlacementBy_Implementation(AShooterPlayerController *ByPC)
TArray< APrimalStructure * > StructuresPlacedOnFloorField()
float & OverrideEnemyFoundationPreventionRadiusField()
void ApplyColorToRegions(__int16 CustomColorID, bool *ApplyToRegions)
UMeshComponent * GetSnapSocketMeshComponent()
BitFieldValue< bool, unsigned __int32 > bForceSnappedStructureToGround()
float & ScaleFactorField()
float GetTargetingDesirability(ITargetableInterface *Attacker)
FName * GetAttachedTurretCameraSocketNameOverride_Implementation(FName *result, APrimalStructure *ForStructure)
float & MyExtraShipStructureHealthMultiplierField()
BitFieldValue< bool, unsigned __int32 > bOverrideAttachedTurretCameraSocketName()
TArray< TSubclassOf< APrimalStructure > > & AllowPlacingOnFloorClassesField()
bool BPForceConsideredEnemyFoundation(APlayerController *PC, APrimalStructure *ForNewStructure, FVector *TestAtLocation)
FVector & PlacementTraceScaleField()
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
BitFieldValue< bool, unsigned __int32 > bPreventEnemyTeamPainting()
TArray< TSubclassOf< UDamageType > > & ReturnDamageExcludeIncomingTypesField()
bool BPAllowPickupGiveItem(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bCanBeRepairedByAnyTeam()
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()
float & BarrierPlacementPreventionDistanceField()
static UClass * GetPrivateStaticClass()
int BP_CanPlaceCriticalShipStructure(APrimalRaft *OnShip)
APrimalStructure * GetNearbyFoundation(FPlacementData *PlacementData, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bAllowLoadBearing()
float & AdditionalFoundationSupportDistanceForLinkedStructuresField()
unsigned int & TaggedIndexField()
FVector * GetSnapPointLocation(FVector *result, int SnapPointIndex, bool bOverrideTransform, FVector OverrideLoc, FRotator OverrideRot)
float & UnstasisAutoDestroyAfterTimeField()
BitFieldValue< bool, unsigned __int32 > bFinalPlacementDontAdjustForMaxRange()
float & PreviewGizmoMeshScaleField()
FVector & AdvancedRotationPlacementOffsetField()
BitFieldValue< bool, unsigned __int32 > bCanBuildUpon()
float & SnapCheckIntervalDistanceField()
float & LimitMaxStructuresInRangeRadiusField()
BitFieldValue< bool, unsigned __int32 > bAllowSnapOntoSameLocation()
BitFieldValue< bool, unsigned __int32 > bUseSkeletalMeshForSocketSnapPoints()
BitFieldValue< bool, unsigned __int32 > bDidSpawnEffects()
int & SavedStructureMinAllowedVersionField()
float & DemolishGiveItemCraftingResourcePercentageField()
FPlacementData * BPPlacingWallAttachmentOnMe_Implementation(FPlacementData *result, APrimalStructure *AttachedStructure, FPlacementData *OutPlacementData)
BitFieldValue< bool, unsigned __int32 > bPreventDinoPlacementDistanceIncrease()
TSubclassOf< UPrimalItem > & PickupGivesItemField()
BitFieldValue< bool, unsigned __int32 > bTryVerticalGround()
float & ReturnDamageAmountField()
BitFieldValue< bool, unsigned __int32 > bResetSnapCycle()
BitFieldValue< bool, unsigned __int32 > bAllowDamageByShipImpact()
int & RequirePlacementOnShipDeckIndexField()
BitFieldValue< bool, unsigned __int32 > bIsEnvironmentStructure()
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials()
TArray< FString > & PreventBuildStructureReasonStringOverridesField()
bool AllowBeginPlacementBy(AShooterPlayerController *ByPC)
void ClearCustomColors_Implementation()
BitFieldValue< bool, unsigned __int32 > bDisableStructureOnElectricStorm()
void SetupComponentCollisionChannels(UPrimitiveComponent *PrimitiveComponent, bool bSetupDestructionMesh, bool bSetupMeshMaterials)
int & bTraceCheckOnlyUseStructuresWithTypeFlagsField()
BitFieldValue< bool, unsigned __int32 > bReturnDamageOnHitFromPawn()
float & MaximumHeightUnderWorldMaxKillZField()
static void FindFoundations(APrimalStructure *StartingStructure, TArray< APrimalStructure * > *Foundations)
BitFieldValue< bool, unsigned __int32 > bForceOnChildStructurePlacedNotify()
TArray< TSubclassOf< APrimalStructure > > & SnapFromStructureTypesToExcludeField()
int CanPlaceCriticalShipStructure(APrimalRaft *OnShip)
BitFieldValue< bool, unsigned __int32 > bSnapRequiresPlacementOnGround()
BitFieldValue< bool, unsigned __int32 > bAllowPlacementOnOtherTeamDinos()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FString * GetTutorialHintString(FString *result)
BitFieldValue< bool, unsigned __int32 > bHasResetDecayTime()
FLinearColor * GetStructureColor(FLinearColor *result, int ColorRegionIndex)
BitFieldValue< bool, unsigned __int32 > bUseBPGetInfoFromConsumedItemForPlacedStructure()
TArray< TSubclassOf< APrimalDinoCharacter > > & PreventSaddleDinoClassesField()
bool AllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bServerDestroyedFailedPlacement()
bool GetSnapToLocation(FVector *AtLoc, FRotator *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, TArray< FLocRot > *AlternateSnapTransforms)
TArray< TSubclassOf< UDamageType > > & ReturnDamageOnlyForIncomingTypesField()
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannelsCreateDynamicMaterials()
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()
void NonPlayerFinalStructurePlacement(int PlacementTargetingTeam, int PlacementOwningPlayerID, FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent, bool bLinkToParent)
TSubclassOf< UPrimalItem > & ConsumesPrimalItemField()
void CheckUntilAttachedToValidShip()
void SetStructureCollisionChannels()
float & NoClaimFlagDecayDestructionPeriodField()
float & ForcePreventPlacingInOfflineRaidStructuresRadiusField()
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()
BitFieldValue< bool, unsigned __int32 > bClientMobileStructure()
FVector & SnapAlternatePlacementTraceScaleField()
int GetStructureColorValue(int ColorRegionIndex)
void InitDynamicMaterials(UMeshComponent *Component)
static void FlagReachable(APrimalStructure *StartingStructure)
BitFieldValue< bool, unsigned __int32 > bUseAlternateStructureColorSetOnShips()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
bool & bHideStatusBarsField()
BitFieldValue< bool, unsigned __int32 > bPreventSpawingStructureDeathActor()
BitFieldValue< bool, unsigned __int32 > bLandPlacementRequiresLandClaim()
bool IncludeTransformInHeaderData()
int & SnapToShipDeckIndexField()
void ApplyLinkedIDs(bool bRelinkParents)
void NetSpawnCoreStructureDeathActor_Implementation(float BuffTimeReductionMultiplier)
BitFieldValue< bool, unsigned __int32 > bUsesHealth()
BitFieldValue< bool, unsigned __int32 > bForceDisableFootSound()
float & MaximumFoundationSupport2DBuildDistanceField()
void DelayedDisableSnapParent()
BitFieldValue< bool, unsigned __int32 > bTakeAnythingAsGround()
bool BPUseCountStructureInRange()
void ClientUpdatedStructureColors_Implementation()
BitFieldValue< bool, unsigned __int32 > bPlacedOnShip()
float & DecayDestructionPeriodMultiplierField()
void ServerRequestUseItemWithActor(APlayerController *ForPC, UObject *anItem, int AdditionalData)
float & TimeToAllowFreePickupField()
TArray< TSubclassOf< APrimalStructure > > & PreventReplacementOfStructureClassTypesField()
bool IsFullValidWorldStructure()
APrimalStructure * PlacedOnFloorStructureField()
bool IsCheckingForAttachedToValidShip()
void MultiAddStructuresPlacedOnFloor(APrimalStructure *structure)
FVector & PlacementHitLocOffsetField()
void NetDoSpawnEffects_Implementation()
void BPRefreshedStructureColors()
BitFieldValue< bool, unsigned __int32 > bImmuneToAutoDemolish()
FString & StatsPanelStructureTitleField()
BitFieldValue< bool, unsigned __int32 > bAllowAttachToPawn()
void ClientUpdatedStructureColors()
USoundBase * PlacementSoundField()
BitFieldValue< bool, unsigned __int32 > bAllowSkipPartialWorldSave()
BitFieldValue< bool, unsigned __int32 > bUseTribeGroupStructureRank()
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()
float & SnapToWaterSurface_ZOffsetField()
BitFieldValue< bool, unsigned __int32 > bForceAllowNearSupplyCrateSpawns()
float & PreviewCameraDistanceScaleFactorField()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowPlacementInWater()
TSubclassOf< UDamageType > & ReturnDamageTypeField()
void OnRep_AttachmentReplication()
BitFieldValue< bool, unsigned __int32 > bMobileStructureForceAllowAsGround()
FVector & OverrideCheckStructurePlacementOverlapForceEncroachmentExtentField()
void ClientUpdateLinkedStructures_Implementation(TArray< unsigned int > *NewLinkedStructures)
FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo *result)
bool DoAnyTribePermissionsRestrict(AShooterPlayerController *ForPC)
void BP_OnFailedToAttachToValidShip()
FRotator & PlacementTraceRotOffsetField()
BitFieldValue< bool, unsigned __int32 > bFoundationRequiresGroundTrace()
float & TraceDistanceFromActorToWallVerticalGroundField()
void BP_OnDemolished(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnCeiling()
BitFieldValue< bool, unsigned __int32 > bIsCoreStructure()
FString & TutorialHintStringField()
bool ClampBuildLocation(FVector FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC)
TArray< unsigned int > & LinkedStructuresIDField()
void OnStructurePlacedNotify(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
void NetUpdateOriginalOwnerNameAndID_Implementation(int NewOriginalOwnerID, FString *NewOriginalOwnerName)
void SetupDynamicMeshMaterials(UMeshComponent *meshComp, bool bDisableWorldSpaceEffects)
static APrimalStructure * GetFromID(UWorld *World, unsigned int TheStructureID)
BitFieldValue< bool, unsigned __int32 > bIsWall()
BitFieldValue< bool, unsigned __int32 > bBeginPlayIgnoreApplyScale()
bool AllowPlacingMeOnStructure(APrimalStructure *ParentStructure, FPlacementData *ThePlacementData)
TArray< TSubclassOf< APrimalStructure > > & PreventReplacementByStructureClassTypesField()
float GetStructureDemolishTime()
FName & PaintingFileNameOverrideField()
void BPGetInfoFromConsumedItemForPlacedStructure_Implementation(UPrimalItem *ItemToConsumed)
BitFieldValue< bool, unsigned __int32 > bPickupGiveItemRequiresAccess()
FVector * BPOverridePlacementLocation(FVector *result, FVector PlacementLocation)
bool FinalStructurePlacement(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bIsFlipped, UClass **ClassOverride)
TSubclassOf< APrimalStructure > & PreventReplacementOfStructureClassTypeField()
int & ForceLimitStructuresInRangeField()
BitFieldValue< bool, unsigned __int32 > bDemolishJustDestroy()
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired()
TArray< FPrimalStructureSnapPointOverride > & SnapFromModelOverridesField()
float & ExcludeInStructuresRadiusField()
BitFieldValue< bool, unsigned __int32 > bPostSpawnInitialized()
bool IsAttachedToShipInWetDock()
TArray< TSubclassOf< APrimalStructure > > & FastDecayLinkedStructureClassesField()
bool GetPlacingGroundLocation(AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, TArray< FLocRot > *AlternateSnapTransforms, bool bIgnoreSnapCheckDistanceInterval)
BitFieldValue< bool, unsigned __int32 > bPlacementChooseRotation()
bool BPCanFinalPlaceOnStructureSaddle(FPlacementData *data, APawn *AttachToPawn)
BitFieldValue< bool, unsigned __int32 > bShowInPlaceableList()
void OnShipImpactedStructure(APrimalRaft *Ship, UPrimitiveComponent *OtherComp, FVector NormalImpulse, FHitResult *Hit)
bool BPPreventSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
int & PreviewLastPlacementResultField()
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)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bDeprecateStructure()
bool PreventChoosingRotation(APrimalStructurePlacer *ForPlacer)
FRotator & SnappingRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseAdvancedRotationPlacement()
BitFieldValue< bool, unsigned __int32 > bSnappingRequiresNearbyFoundation()
FString & RemoteInventoryTitleField()
void NetUpdateTeamAndOwnerName_Implementation(int NewTeam, FString *NewOwnerName)
TArray< APrimalStructure * > AlternateSnapPreviewsField()
BitFieldValue< bool, unsigned __int32 > bForcePersonalStructureOwnership()
BitFieldValue< bool, unsigned __int32 > bSetStaticMobility()
BitFieldValue< bool, unsigned __int32 > bUseBP_TickCriticalStructure()
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()
TArray< TSubclassOf< APrimalStructure > > & AllowReplacementOfStructureClassTypesField()
APrimalStructureDoor * GetLinkedDoor()
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormal()
BitFieldValue< bool, unsigned __int32 > bForceAllowInPreventionVolumes()
BitFieldValue< bool, unsigned __int32 > bForceAllowSaddleStructureBasing()
BitFieldValue< bool, unsigned __int32 > bForceCheckNearbyEnemyFoundation()
TEnumAsByte< enum EShipSize::Type > & StructureShipSizeClass_MinField()
BitFieldValue< bool, unsigned __int32 > bDestroyWhenLostFoundationAndPlacementChooseRotation()
BitFieldValue< bool, unsigned __int32 > bForceBlockIK()
bool BPAllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)
FName & StructureTypeTagField()
BitFieldValue< bool, unsigned __int32 > bBPPostSetStructureCollisionChannels()
BitFieldValue< bool, unsigned __int32 > bUseStructureClassForParentActorClassAttachments()
float & MaximumHeightAboveWorldGroundField()
float & PlacementMaxRangeField()
void PlacedOnDino(APrimalDinoCharacter *OnChar)
void SetStructureColorValue(int ColorRegionIndex, int SetVal)
FVector & FloatingHudLocTextOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPSetDynamicMaterialParams()
static void StaticRegisterNativesAPrimalStructure()
BitFieldValue< bool, unsigned __int32 > bTryPlacingOnCeiling()
BitFieldValue< bool, unsigned __int32 > bCheckForOverlappingStructuresOnPlacement()
bool IsOnlyLinkedToFastDecayStructures()
void ApplyPrimalItemSettingsToStructure(UMeshComponent *meshToColorize, UPrimalItem *AssociatedPrimalItem)
bool BPImpactEffect(FHitResult *HitRes, FVector *ShootDirection)
FVector2D & PlacementFloorCheckXYExtentField()
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)
void OnChildStructurePlacedNotify(APrimalStructure *ChildStructure)
BitFieldValue< bool, unsigned __int32 > bFlipOnlyMyStaticMesh()
bool BPPreventPlacingOnFloorStructure(FPlacementData *theOutPlacementData, APrimalStructure *FloorStructure)
float & PlacementOffsetForCeilingField()
TArray< TSubclassOf< APrimalStructure > > & PreventParentStructureClassesField()
FieldArray< char, 6 > AllowStructureColorSetsField()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
FPlacementData * BPPlacingWallAttachmentOnMe(FPlacementData *result, APrimalStructure *AttachedStructure, FPlacementData *OutPlacementData)
BitFieldValue< bool, unsigned __int32 > bAllowUseFromRidingDino()
FName & PlaceOnWallUseStaticMeshTagField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void BPApplyCustomDurabilityOnPickup(UPrimalItem *pickedup)
static int GetNumStructuresInRangeStructureTypeFlag(UWorld *theWorld, FVector AtLocation, int TypeFlag, float WithinRange, bool bCheckBPCountStructureInRange, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)
TArray< FName > & EncroachmentCheckIgnoreStructureTypeTagsField()
float & ShipPlacementMaxBelowZOffsetField()
void ApplyScale(bool bOnlyInitPhysics)
BitFieldValue< bool, unsigned __int32 > bUsePlacementCollisionCheck()
bool BP_ModifyMoveToOrderedActorsArray(TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)
static void CullAgainstFoundations(TArray< APrimalStructure * > *StartingStructures, TArray< APrimalStructure * > *Foundations)
bool IsOnlyLinkedToFastDecayStructuresInternal(TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)
TArray< int > * BPGetLinkedStructureIDs(TArray< int > *result)
static UClass * StaticClass()
TWeakObjectPtr< APrimalRaft > & LastAttachedShipField()
void GetSnapToParentStructures(FVector AtLocation, FRotator AtRotation, int InitialMySnapIndex, APrimalStructure *InitialParent, TArray< APrimalStructure * > *SnapToParentStructures, APlayerController *PC)
void SetEnabled(bool bEnabled)
float AddAggroOnBump(APrimalDinoCharacter *BumpedBy)
FString * GetEntryString(FString *result)
float & NoClaimFlagDecayDestructionPeriodMultiplierField()
int & StructureSnapTypeFlagsField()
float & RepairPercentPerIntervalField()
BitFieldValue< bool, unsigned __int32 > bDemolished()
BitFieldValue< bool, unsigned __int32 > bGroundTraceAllowCollisionWithWater()
void BPProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, int ExtraID1, int ExtraID2)
float & PlacementOffsetForVerticalGroundField()
BitFieldValue< bool, unsigned __int32 > bIsFenceFoundation()
FRotator & PlacementRotOffsetField()
BitFieldValue< bool, unsigned __int32 > bPlacementShouldNotBeHorizontal()
void NetUpdateOriginalOwnerNameAndID(int NewOriginalOwnerID, FString *NewOriginalOwnerName)
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructures()
int & StructureRangeTypeFlagField()
float GetNoClaimFlagDecayPeriod()
unsigned int & StructureIDField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDestructionFoundationCheck()
bool GetSnapPlacementMeshOverride(FPlacementData *PlacementData, UStaticMesh **OutStaticMesh, UClass **OutReplacementClass, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)
float & RepairAmountRemainingField()
void GetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)
void TickPlacingShipStructure(APrimalRaft *OnShip, FVector LastPlacementHitLoc)
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPickupGiveItem()
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bUseFenceFoundation()
BitFieldValue< bool, unsigned __int32 > bForceUseSkeletalMeshComponent()
float & PlacementFloorCheckZExtentUpField()
BitFieldValue< bool, unsigned __int32 > bSetAttachmentTimer()
long double & LastFailedPinTimeField()
bool Internal_IsInSnapChain(APrimalStructure *theStructure)
UMeshComponent * PreviewGizmoComponentField()
BitFieldValue< bool, unsigned __int32 > bPlacementUsesWeaponClipAmmo()
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnStructureFloors()
BitFieldValue< bool, unsigned __int32 > bDisableSnapStructure()
FName & AttachToStaticMeshSocketNameBaseField()
bool BPAllowJumpOutOfWaterOnto(AActor *Jumper)
BitFieldValue< bool, unsigned __int32 > bForceAllowPlacementWhenUsingClimbingPickOrFalling()
void DrawHUD(AShooterHUD *HUD)
TWeakObjectPtr< APrimalStructureClaimFlag > & LinkedToClaimFlagField()
void ModifyClientSideMoveToLocation(FVector *MoveToLoc)
int & StructureMinAllowedVersionField()
BitFieldValue< bool, unsigned __int32 > bForceCreateDynamicMaterials()
FRotator & SpawnEmitterRotationOffsetField()
bool AllowPlacingMeOnStructure_Implementation(APrimalStructure *ParentStructure, FPlacementData *ThePlacementData)
BitFieldValue< bool, unsigned __int32 > bAllowEnemyDemolish()
void BPGetInfoFromConsumedItemForPlacedStructure(UPrimalItem *ItemToConsumed)
BitFieldValue< bool, unsigned __int32 > bForceSpawningStructureDeathActor()
void BPHandleStructureEnabled(bool bEnabled)
USceneComponent * GetParticleBaseComponent()
BitFieldValue< bool, unsigned __int32 > bOnlyFoundationIfSnappedToFoundation()
FString * GetDescriptiveName(FString *result)
bool AllowCreateDynamicMaterials()
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInSmallRadius()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis()
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxSaddleStructuresNum()
FVector2D & OverlayTooltipScaleField()
FRotator & TakeGroundNormalRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bBlockOverlappingStructuresOnPlacement()
BitFieldValue< bool, unsigned __int32 > bClientAddPlacedOnFloorStructures()
BitFieldValue< bool, unsigned __int32 > bStationaryStructure()
BitFieldValue< bool, unsigned __int32 > bPlacingOnGroundRequiresNoStructure()
BitFieldValue< bool, unsigned __int32 > bCheckStructurePlacementOverlapForceEncroachment()
char & TribeGroupStructureRankField()
BitFieldValue< bool, unsigned __int32 > bServerIsTestingForPlacement()
FString * GetAimedTutorialHintString_Implementation(FString *result)
long double & LastStructureStasisTimeField()
bool BPPreventReplacementOf(APrimalStructure *theStructure)
FVector & ForceSnappedStructureToGroundCheckExtentField()
void BPPostLoadedFromSaveGame()
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bStructureUseAltCollisionChannel()
UMaterialInterface * PreviewMaterialField()
float & PreviewCameraDefaultZoomMultiplierField()
TArray< TSubclassOf< APrimalStructure > > & PreventChildStructureClassesField()
float & RepairCheckIntervalField()
void BPGetSnapFromPlacementMeshOverride(APrimalStructure *ParentStructure, FPlacementData *OutPlacementData, UStaticMesh **OutMeshOverride, TSubclassOf< APrimalStructure > *OutClassOverride, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)
BitFieldValue< bool, unsigned __int32 > bPreventPlacementInWater()
BitFieldValue< bool, unsigned __int32 > bUseBPCanPlaceOnStructureSaddle()
BitFieldValue< bool, unsigned __int32 > bUseFadeInEffect()
FieldArray< __int16, 6 > StructureColorsField()
BitFieldValue< bool, unsigned __int32 > bFlippedIgnoreComponentOffsets()
BitFieldValue< bool, unsigned __int32 > bAlignWithShipRotation()
TArray< TSubclassOf< APrimalStructure > > & AllowParentStructureClassesField()
float & DecayDestructionPeriodField()
BitFieldValue< bool, unsigned __int32 > bIsFlipped()
bool CanAutoDemolish(bool bCanImmediatelyAutoDemolish, bool bForceCheckClaimFlagOverlap)
UStaticMesh * MyStaticMeshOverrideField()
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowStructureAccess()
float & PlacementMaxZDeltaField()
BitFieldValue< bool, unsigned __int32 > bUsesPaintingComponent()
BitFieldValue< bool, unsigned __int32 > bSeatedDisableCollisionCheck()
TArray< TSubclassOf< APrimalStructure > > & AllowChildStructureClassesField()
void BPPostSetStructureCollisionChannels()
bool AllowJumpOutOfWaterOnto(AActor *Jumper)
TEnumAsByte< enum EShipSize::Type > * GetStructureShipMinSizeClass(TEnumAsByte< enum EShipSize::Type > *result)
APrimalStructure * PrimarySnappedStructureParentField()
TWeakObjectPtr< UMeshComponent > & PrimaryMeshComponentField()
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis()
bool SkipDuringPartialWorldSave()
void BPStructurePreGetMultiUseEntries(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bPlacementTraceIgnorePawns()
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedToTransform()
void SetEnabledPrimarySnappedStructureParent_Implementation(bool bEnabled)
float GetStructureDamageMultiplier()
BitFieldValue< bool, unsigned __int32 > bAllowInRegularStructurePreventionZones()
void DelayedClientAttachParentReplicationFixupCheck(APrimalCharacter *PawnToCheck, float Timeout)
float & PreviewCameraMaxZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPaintingUseSkeletalMesh()
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)
void BPPlacedStructureLocation(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesToAttachField()
int IsAllowedToBuild(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement, TArray< FLocRot > *AlternateSnapTransforms, FVector *SnapCheckStartLoc)
void BPGetSnapToPlacementMeshOverride(APrimalStructure *ChildStructure, FPlacementData *OutPlacementData, UStaticMesh **OutMeshOverride, TSubclassOf< APrimalStructure > *OutClassOverride, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)
BitFieldValue< bool, unsigned __int32 > bRequiresGroundedPlacement()
bool BP_ModifyClientSideMoveToLocation(FVector *MoveToLoc)
void ClientUpdateLinkedStructures(TArray< unsigned int > *NewLinkedStructures)
BitFieldValue< bool, unsigned __int32 > bUseOnlyBlockSelfTraceChannel()
static APrimalStructure * BPGetFromID(UWorld *World, int TheStructureID)
float & PlacementFloorCheckEndOffsetZField()
UObject * GetUObjectInterfaceDataListEntryInterface()
TEnumAsByte< enum EShipSize::Type > & StructureShipSizeClass_MaxField()
void BP_OnRepair(float RepairAmount)
TEnumAsByte< enum EShipSize::Type > * GetStructureShipMaxSizeClass(TEnumAsByte< enum EShipSize::Type > *result)
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
BitFieldValue< bool, unsigned __int32 > bSnappedSeatStructuresIgnoreGroundForStandingLocation()
void PlacedStructureLocation(APlayerController *ByPC)
APrimalRaft * GetAttachedToShip()
BitFieldValue< bool, unsigned __int32 > bIgnoreDyingWhenDemolished()
bool CheckNotEncroaching(FVector PlacementLocation, FRotator PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale)
long double & LastInAllyRangeTimeField()
void BP_OnAttachedToValidShip()
float & PlacementChooseRotationMaxRangeOverrideField()
void SetStructureColors(TArray< short > InStructureColors)
static bool IsPointObstructedByWorldGeometry(UWorld *ForWorld, FVector ThePoint, bool bIgnoreTerrain, bool bOnlyCheckTerrain, bool bIgnoreFoliage, float OBSTRUCTION_CHECK_DIST)
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnVerticalGround()
float & PlacementInitialTracePointOffsetForCeilingField()
UPaintingTexture * GetPaintingTexture()
float & DemolishActivationTimeField()
FString * GetEntryDescription(FString *result)
FName * GetAttachedTurretCameraSocketNameOverride(FName *result, APrimalStructure *ForStructure)
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 & PlacementFloorCheckStartOffsetZField()
float & BaseStructureWeightField()
float & PlacementMaxZAbovePlayerHeightField()
void SetAllowStructureColorSet(TArray< int > newColorSet)
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
TArray< TSubclassOf< APrimalStructure > > & StructuresAllowedToBeCeilingField()
BitFieldValue< bool, unsigned __int32 > bPreventPreviewIfWeaponPlaced()
BitFieldValue< bool, unsigned __int32 > bSetFlippedComponentOffsets()
BitFieldValue< bool, unsigned __int32 > bWasPlacementSnapped()
TSubclassOf< APrimalStructure > * GetBedFilterClass(TSubclassOf< APrimalStructure > *result)
float & FreePickupTextYOffsetField()
UPrimalItem * CraftedFromStatItemField()
bool AllowPlacingOnSaddleParentClass(APrimalDinoCharacter *theDino, bool bForcePrevent)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bUseSnapFromPlacementOverrideEvenWhenNotSnapped()
APrimalStructureExplosiveTransGPS * AttachedTransponderField()
FRotator & PreviewCameraRotationField()
APrimalStructure * PrimarySnappedStructureChildField()
void ChangeActorTeam(int NewTeam)
BitFieldValue< bool, unsigned __int32 > bIsPvE()
void OnFailedToAttachToValidShip()
bool BPHandleBedFastTravel(AShooterPlayerController *ForPC, APrimalStructure *ToBed)
FVector & ReplacementCheckOffsetField()
int & PlacementMaterialForwardDirIndexField()
bool StructurePlacementOverlapForceEncroachment(APrimalStructure *PlacingStructure, AActor *OnDinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, FVector *PlacementLocation, FVector *EncroachmentCheckLocation, FVector *EncroachmentCheckExtent)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, int ExtraID1, int ExtraID2)
bool BPPreventUsingAsFloorForStructure(FPlacementData *theOutPlacementData, APrimalStructure *StructureToPlaceOnMe)
float & NPC_AdditionalUseRadiusField()
TSubclassOf< APrimalStructure > & SnapStructureClassField()
TArray< FPrimalStructureSnapPoint > & SnapPointsField()
int & TraceIgnoreStructuresWithTypeFlagsField()
BitFieldValue< bool, unsigned __int32 > bHighPriorityDemolish()
BitFieldValue< bool, unsigned __int32 > bClientRequestedStatItem()
BitFieldValue< bool, unsigned __int32 > bIsPreviewStructure()
bool AllowColoringBy(APlayerController *ForPC, UObject *anItem)
void PrepareAsPlacementPreview()
void RemoveLinkedStructure(APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bAllowPlacementWhileSeated()
FVector & WaterVolumeCheckPointOffsetField()
BitFieldValue< bool, unsigned __int32 > bBPOverideDemolish()
TWeakObjectPtr< APrimalCharacter > & TempBasedPawnWaitingForAttachmentParentReplicationField()
bool PreventPlacingOnFloorClass(TSubclassOf< APrimalStructure > FloorClass)
bool IsAttachedToShipInDryDock()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreStationaryObjectTrace()
TArray< TSubclassOf< APrimalStructure > > & PreventPlacingOnFloorClassesField()
BitFieldValue< bool, unsigned __int32 > bCanDemolish()
TSubclassOf< UPrimalItem > & ItemSetExtraItemClassField()
Definition Actor.h:9820
TArray< FSupplyCrateItemSet, FDefaultAllocator > & AdditionalItemSetsField()
Definition Actor.h:9812
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9802
TSubclassOf< UPrimalSupplyCrateItemSets > & AdditionalItemSetsOverrideField()
Definition Actor.h:9813
TArray< FSupplyCrateItemSet, FDefaultAllocator > & ItemSetsField()
Definition Actor.h:9810
float & ItemSetExtraItemQuantityByQualityMultiplierField()
Definition Actor.h:9821
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
Definition Actor.h:9811
BitFieldValue< bool, unsigned __int32 > bIsBonusCrateField()
Definition Actor.h:9824
BitFieldValue< bool, unsigned __int32 > bIsPowered()
void DrawHUD(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bFuelAllowActivationWhenNoPower()
BitFieldValue< bool, unsigned __int32 > bPoweredWaterSourceWhenActive()
void RefreshPowered(APrimalStructureItemContainer *InDirectPower)
bool IsValidForDinoFeedingContainer(APrimalDinoCharacter *ForDino)
BitFieldValue< bool, unsigned __int32 > bUseOpenSceneAction()
bool RemoteInventoryAllowActivation(AShooterPlayerController *ForPC)
long double & NetDestructionTimeField()
BitFieldValue< bool, unsigned __int32 > bOverrideHasPowerString()
BitFieldValue< bool, unsigned __int32 > bSupportsLocking()
TArray< UMaterialInterface * > InActivateMaterialsField()
TSubclassOf< APrimalStructureItemContainer > & PoweredNearbyStructureTemplateField()
BitFieldValue< bool, unsigned __int32 > bLastToggleActivated()
BitFieldValue< bool, unsigned __int32 > bCraftingSubstractOwnWater()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowTeamActivation()
BitFieldValue< bool, unsigned __int32 > bPoweredAllowBattery()
BitFieldValue< bool, unsigned __int32 > bOnlyUseSpoilingMultipliersIfActivated()
BitFieldValue< bool, unsigned __int32 > bRequiresItemExactClass()
void SetPlayerConstructor(APlayerController *PC)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUISecondary()
unsigned __int64 & DeathCacheCharacterIDField()
BitFieldValue< bool, unsigned __int32 > bStartedUnderwater()
BitFieldValue< bool, unsigned __int32 > bStructureEnableActorTickWhenActivated()
float & PoweredBatteryDurabilityToDecreasePerSecondField()
BitFieldValue< bool, unsigned __int32 > bDidSetContainerActive()
bool AllowToggleActivation(AShooterPlayerController *ForPC)
void PowerGeneratorBuiltNearbyPoweredStructure(APrimalStructureItemContainer *PoweredStructure)
TArray< TSubclassOf< UPrimalItem > > & FuelItemsConsumedGiveItemsField()
void SetDisabledTimer(float DisabledTime)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUITertiary()
bool ApplyPinCode(AShooterPlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
BitFieldValue< bool, unsigned __int32 > bInventoryForcePreventItemAppends()
BitFieldValue< bool, unsigned __int32 > bAutoActivateIfPowered()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bCraftingSubstractConnectedWater()
BitFieldValue< bool, unsigned __int32 > bIsAmmoContainer()
BitFieldValue< bool, unsigned __int32 > bForceDropInventoryOnDeath()
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)
BitFieldValue< bool, unsigned __int32 > bDisableActivationUnderwater()
BitFieldValue< bool, unsigned __int32 > bAutoActivateWhenFueled()
long double & LastLockStateChangeTimeField()
TSubclassOf< APrimalStructureItemContainer > & DemolishInventoryDepositClassField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetQuantityOfItemWithoutCheckingInventory()
TSubclassOf< UPrimalItem > & EngramRequirementClassOverrideField()
TArray< float > & FuelConsumeDecreaseDurabilityAmountsField()
bool IsValidWaterSourceForPipe(APrimalStructureWaterPipe *ForWaterPipe)
TSubclassOf< UPrimalItem > & ReplicatedFuelItemClassField()
BitFieldValue< bool, unsigned __int32 > bForceNoPinLocking()
BitFieldValue< bool, unsigned __int32 > bUseBPGetFuelConsumptionMultiplier()
BitFieldValue< bool, unsigned __int32 > bInventoryForcePreventRemoteAddItems()
BitFieldValue< bool, unsigned __int32 > bAllowAutoActivateWhenNoPower()
USoundBase * ContainerActivatedSoundField()
TEnumAsByte< enum ECaptainOtherActions::Type > & CaptainOrdersActivationGroupField()
BitFieldValue< bool, unsigned __int32 > bForceNoStructureLocking()
float & SinglePlayerFuelConsumptionIntervalsMultiplierField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
USoundBase * ContainerDeactivatedSoundField()
BitFieldValue< bool, unsigned __int32 > bAutoActivateWhenNoPower()
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bAutoActivateContainer()
UPrimalInventoryComponent * MyInventoryComponentField()
BitFieldValue< bool, unsigned __int32 > bHandledDestruction()
TSubclassOf< UPrimalItem > & RequiresItemForOpenSceneActionField()
void BPPreGetMultiUseEntries(APlayerController *ForPC)
void SetPoweredOverrideCounter(int NewPoweredOverrideCounter)
BitFieldValue< bool, unsigned __int32 > bAllowCustomName()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
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)
void NotifyCraftedItem(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bDropInventoryOnDestruction()
int BPGetQuantityOfItemWithoutCheckingInventory(TSubclassOf< UPrimalItem > ItemToCheckFor)
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()
BitFieldValue< bool, unsigned __int32 > bUseDeathCacheCharacterID()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void NetUpdateLocation_Implementation(FVector NewLocation)
void BPClientRequestInventoryUpdate(AShooterPlayerController *FromPC)
TSubclassOf< UDamageType > & BasedCharacterDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bPoweredUsingNPC()
long double & LastBasedCharacterDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeActivated()
void NetSetContainerActive_Implementation(bool bSetActive, TSubclassOf< UPrimalItem > NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex)
BitFieldValue< bool, unsigned __int32 > bPoweredAllowNPC()
BitFieldValue< bool, unsigned __int32 > bCheckStartedUnderwater()
TSubclassOf< UDamageType > & ContainerActiveHealthDecreaseDamageTypePassiveField()
long double & LastActiveStateChangeTimeField()
void CharacterBasedOnUpdate(AActor *characterBasedOnMe, float DeltaSeconds)
void NetUpdateBoxName_Implementation(FString *NewName)
void GetBlueprintSpawnActorTransform(FVector *spawnLoc, FRotator *spawnRot)
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool bCheckedBox, int ExtraID1, int ExtraID2)
void NetSetContainerActive(bool bSetActive, TSubclassOf< UPrimalItem > NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bPoweredUsingBattery()
TArray< TSubclassOf< UPrimalItem > > & ActiveRequiresFuelItemsField()
BitFieldValue< bool, unsigned __int32 > bPoweredHasNPC()
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()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
void PlacedStructureLocation(APlayerController *ByPC)
UChildActorComponent * MyChildEmitterSpawnableField()
void SetContainerActive(bool bNewActive)
void ConsumeFuel(bool bGiveItem)
void BPNotifyInventoryItemChange(bool bIsItemAdd, UPrimalItem *theItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bActiveRequiresPower()
BitFieldValue< bool, unsigned __int32 > bIsLocked()
void NotifyItemRemoved(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bIsPinLocked()
void NetUpdateBoxName(FString *NewName)
static void StaticRegisterNativesAPrimalStructureItemContainer()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeActivatedByPlayer()
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()
long double & CurrentFuelTimeCacheField()
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUI()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
TArray< FStageRequirement > & StageRequirementsField()
static void StaticRegisterNativesAPrimalStructureMonumentThirdTierEgyptTemple()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
UAudioComponent * SailFullWindBillowSoundComponentField()
float & StatMult_MaxAcceptableAngleDiffToGatherWindField()
float & Sail_PreviousCanvasHealthField()
UAudioComponent * SailTurnSoundComponentField()
float & Sail_UnMannedGoalAngleField()
void ConsumeSailRepairRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInventoryComp)
TArray< FCraftingResourceRequirement > & SailRepairResourceRequirementsField()
bool CanSailBeRepaired(AShooterPlayerController *ByPC, bool bCurrentlyRepairing)
float & Sail_MaxMovementWeightField()
void BPGetInfoFromConsumedItemForPlacedStructure_Implementation(UPrimalItem *ItemToConsumed)
void SetSailOpenRatio(float newRatio)
BitFieldValue< bool, unsigned __int32 > bUsesBillowMaterialParam()
float & Sail_CurrentOpenRatioField()
void DrawHUD(AShooterHUD *HUD)
float & AdditionalSailRepairPercentNextIntervalField()
void Control(APrimalCharacter *ShooterCharacter, int SeatNumber, bool bLockedToSeat)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bReallyCanUseShipThrottleUnmanned()
bool AddRepairPercentForNextInterval(float Multiplier)
static UClass * GetPrivateStaticClass()
void OnStructurePlacedNotify(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
bool TickCriticalShipStructure(float DeltaTime)
void ToggleAllLadders(bool doRetract)
UAudioComponent * SailBillowSoundComponentField()
TArray< float > & UnfurlSoundOpenPercentTriggersField()
float & MinEffectivenessFromWindCapturedField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
bool TestMeetsSailRepairRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInvComp)
float & Sail_ExtraAdditionalMaxVelocity_MultiplierField()
float & StatMult_TurningEffectivenessField()
void Net_SetUnMannedGoalAngle(float newAngle)
void DrawPlacementHUD_Implementation(AHUD *HUD)
void UpdateFurlAndUnfurlSFX(float TargetOpenRatio)
void Net_SetUnMannedThrottleRatio(float newRatio)
float & Sail_CanvasMaxHealthField()
UAnimSequence * SeatingAnimRightField()
TArray< FVector > & Sail_CanvasStartScaleField()
float & Sail_AdditionalMaxVelocityField()
float & Sail_ThrottleForceWindMult_MinField()
UAudioComponent * SailFurlUnfurlSoundComponentField()
BitFieldValue< bool, unsigned __int32 > bIsSailRepairing()
float & Sail_ThrottleForceWindMult_MaxField()
BitFieldValue< bool, unsigned __int32 > bPutSailControlsInRootMultiUse()
USoundCue * SailBillowWithWindSoundField()
void UpdatedHealth(bool bDoReplication)
TArray< FVector2D > & UnfurledMaterialParamsOffOnPercentOpenField()
BitFieldValue< bool, unsigned __int32 > bHideLadderControls()
float & Sail_ClosedMinZScaleField()
float & PowMultipleForWindFalloffField()
float & StatMult_MaxMovementWeightField()
BitFieldValue< bool, unsigned __int32 > bSpawnWithFullHealth()
float OverrideServerMultiUseAcceptRange()
FRotator & WindDirectionField()
float & NPC_UseLocation_OffsetFromMastField()
USoundCue * SailFurlSoundField()
void ModifyClientSideMoveToLocation(FVector *MoveToLoc)
float & Sail_UnMannedThrottleRatioField()
USoundCue * SailUnfurlSoundField()
void ServerSetSailCanvasHealth_Implementation(float newHealth, bool fromSpawn)
USoundBase * SailTurnSoundField()
float & Sail_WindThrottleForceScalePowerField()
float & SailOpenPercentToTriggerTautSFXField()
USoundCue * SailBillowSoundField()
float & CurrentRotationAngleField()
float & Sail_ClientOpenSpeedMultField()
float & WindSpeed_NonOceanVolume_DefaultField()
FName & SailCanvasCollisionNameField()
static void StaticRegisterNativesAPrimalStructureSail()
BitFieldValue< bool, unsigned __int32 > bFirstTick()
BitFieldValue< bool, unsigned __int32 > bIgnoreWindEffectiveness()
float & Sail_SteeringForce_AtVelocityMax_MultiplierField()
TArray< bool > & HasTriggeredUnfurlAtThresholdIndexField()
bool NPC_CanUseStructure(APrimalCharacter *ForChar)
BitFieldValue< bool, unsigned __int32 > bIsManned()
float & StatMult_MaxVelocityField()
BitFieldValue< bool, unsigned __int32 > bUseSailSounds()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
TArray< FVector2D > & Sail_StartEndPercentOfThrottlePerSailField()
TArray< FName > & UnfurledMaterialParamNamesField()
float & MaxPossibleRotationAngleField()
float & SailRepairPercentPerIntervalField()
float & StatMult_AccelerationField()
float & MinWindEffectivenessSteeringForceMultiplierField()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void Release(APrimalCharacter *ShooterCharacter)
float & Sail_ThrottleForce_MultiplierField()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & Sail_MaxMovementWeight_MultiplierField()
BitFieldValue< bool, unsigned __int32 > bUpdateSailsVisualsByPercentage()
float & PowMultipleForSpeedFalloffFromDamageField()
TArray< int > & SailMaterialIndicesField()
float & WindLevelToBeVisiblyFullField()
float & Sail_OpenSpeed_MultiplierField()
UAnimSequence * SeatingAnimLeftField()
float & Sail_InterpStopThresholdField()
int CanPlaceCriticalShipStructure(APrimalRaft *OnShip)
float & RepairSailAmountRemainingField()
TSubclassOf< UPrimalStructureSettings > & SailStructureSettingsClassField()
float & Sail_SteeringOpenRatioPowerField()
BitFieldValue< bool, unsigned __int32 > bRefreshedSeatLocations()
float & WindPercentToCutOffBillowSFXField()
float & MaxAcceptableAngleDiffToGatherWindField()
bool ModifyMoveToOrderedActorsArray(TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)
TArray< USceneComponent * > Sail_CanvasRootComponentField()
float & WindPercentToTriggerTautSFXField()
float & Sail_SteeringForce_AtVelocityMaxField()
BitFieldValue< bool, unsigned __int32 > bUseConstantSailInterpolation()
USoundCue * SailTautSoundField()
float & SailOpenPercentToAllowBillowSFXField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool ShouldDealDamage(AActor *TestActor)
bool SaddleDinoObstructed(FVector *StartTrace)
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bCanTargetIfBlockedByStructure()
FVector & TargetingLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bInWaterOnlyTargetWater()
BitFieldValue< bool, unsigned __int32 > bUseNoAmmo()
void DrawHUD(AShooterHUD *HUD)
FRotator & DefaultTurretAimRotOffsetField()
bool BPTurretPreventsTargeting(APrimalCharacter *PotentialTarget)
void ClientsFireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir, int NewAmmoCount)
bool IsValidToFire(bool bAllowNoTarget)
FVector * GetMuzzleLocation(FVector *result)
AActor * GetRandomStructureOnSameBoatAsActor(AActor *CurrentTarget)
BitFieldValue< bool, unsigned __int32 > bShipTurretAllowTargetingCharactersWhenUnanchored()
BitFieldValue< bool, unsigned __int32 > bTurretIgnoreProjectiles()
FName * GetTargetAltAimSocket(FName *result, APrimalCharacter *ForTarget)
FRotator * GetMuzzleRotation(FRotator *result)
void WeaponTraceHits(TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
TWeakObjectPtr< AActor > & LastTargetField()
TSubclassOf< UPrimalItem > & AmmoItemTemplateField()
UChildActorComponent * MyChildEmitterTargetingEffectField()
FVector * GetAttackingFromLocation(FVector *result)
FVector * GetTargetFireAtLocation(FVector *result, APrimalCharacter *ForTarget)
BitFieldValue< bool, unsigned __int32 > bIsTargeting()
BitFieldValue< bool, unsigned __int32 > bUseBPTurretPreventsTargeting()
AActor * FindTargetLoop(TArray< UPrimitiveComponent * > *PrimComps, TArray< UPrimitiveComponent * > *GrenadeComps, TArray< AActor * > *ActorsToIgnore, bool *bBestTargetIsInRotationRange, AActor *BestTarget)
FVector & TargetingTraceOffsetField()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void Tick(float DeltaSeconds)
FVector & PlayerProneTargetOffsetField()
BitFieldValue< bool, unsigned __int32 > bFireProjectiles()
BitFieldValue< bool, unsigned __int32 > bUseNoWarning()
void DoFireProjectile(FVector Origin, FVector ShootDir)
TWeakObjectPtr< AActor > & TargetField()
FieldArray< float, 3 > TargetingRangesField()
void NotifyItemRemoved(UPrimalItem *anItem)
float & TargetingRotationInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bAimIgnoreSockets()
char & bUseAlternateRotationFunctionField()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
TSubclassOf< UDamageType > & FireDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bAlwaysAttackShip()
FVector & AimTargetLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bCanTargetShips()
void DoFire(int RandomSeed)
FRotator & TurretAimRotOffsetField()
float & BatteryIntervalFromActivationBeforeFiringField()
void SetTarget(AActor *aTarget)
FVector * GetTargetAimAtLocation(FVector *result, bool bDontUseTargetLocation)
BitFieldValue< bool, unsigned __int32 > bUseMuzzleLocationToTraceForValidTarget()
FName & SocketNameCheckForObstructionFromSeatedCharacterField()
FName * GetMuzzleFlashSocketName(FName *result)
long double & LastFireTimeField()
void DealDamage(FHitResult *Impact, FVector *ShootDir, float DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse, AActor *DamageCauserOverride)
void SpawnTrailEffect(FVector *EndPoint)
BitFieldValue< bool, unsigned __int32 > bSkipTurretSuperTick()
BitFieldValue< bool, unsigned __int32 > bClientFireProjectile()
void ClientsFireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, int NewAmmoCount)
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
BitFieldValue< bool, unsigned __int32 > bHasOmniDirectionalFire()
void SpawnImpactEffects(FHitResult *Impact, FVector *ShootDir)
long double & TimeLastTargetWasSetField()
static void StaticRegisterNativesAPrimalStructureTurret()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
static UClass * GetPrivateStaticClass()
long double & LastWarningTimeField()
BitFieldValue< bool, unsigned __int32 > bUseDifferentFireFunction()
FVector * GetAimPivotLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bForceFloatingDamageNumbers()
void PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & LastReplicatedHealthField()
float & LowHealthPercentageField()
float & LastReplicatedHealthValueField()
float & DestructibleImpulseReplacementForZeroDeathImpulseField()
long double & LastTookDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bSetWithinPreventionVolume()
long double & NextAllowRepairTimeField()
FVector & NewDestructibleMeshLocationOffsetField()
UPrimalStructureSettings * MyStructureSettingsCDOField()
BitFieldValue< bool, unsigned __int32 > bPreventHUD()
BitFieldValue< bool, unsigned __int32 > bAllowDamageByFriendlyDinos()
float GetTargetingDesirability(ITargetableInterface *Attacker)
FString & DescriptiveNameField()
BitFieldValue< bool, unsigned __int32 > bDoAllowRadialDamageWithoutVisiblityTrace()
USoundCue * DeathSoundField()
void BPSpawnedDestroyedMeshActor(AActor *DestroyedMeshActor)
BitFieldValue< bool, unsigned __int32 > bIgnoreDamageRepairCooldown()
BitFieldValue< bool, unsigned __int32 > bWithinPreventionVolume()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bBPOverrideGetOwningDino()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
void PlayHitEffectGeneric(float DamageTaken, FDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
void GetDestructionEffectTransform(FVector *OutEffectLoc, FRotator *OutEffectRot)
bool & bUseSimpleFadingDestructionMeshField()
void DrawHUD(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bIsDead()
void PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bDestructionActorTemplateServerOnly()
static void StaticRegisterNativesAPrimalTargetableActor()
float & PassiveDamageHealthReplicationPercentIntervalMaxField()
void PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
FVector & NewDestructibleMeshScaleOverrideField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & DamageNotifyTeamAggroRangeFalloffField()
void FellOutOfWorld(UDamageType *dmgType)
float & DamageNotifyTeamAggroRangeField()
bool AllowRadialDamageWithoutVisiblityTrace(FHitResult *Hit)
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)
APrimalDinoCharacter * BPGetOwningDino()
BitFieldValue< bool, unsigned __int32 > bWasDamaged()
void BlueprintDrawHUD(AShooterHUD *HUD, float CenterX, float CenterY)
void SetMaxHealth(float newMaxHealth)
FRotator & NewDestructibleMeshRotationOffsetField()
float & PassiveDamageHealthReplicationPercentIntervalField()
bool & bPreventDestructionMeshField()
UObject * GetUObjectInterfaceTargetableInterface()
float & DestructibleMeshImpulseZOffsetField()
TSubclassOf< UPrimalStructureSettings > & ShipStructureSettingsClassOverrideField()
BitFieldValue< bool, unsigned __int32 > bForceZeroDamageProcessing()
void UpdatedHealth(bool bDoReplication)
long double BPGetLastDamagedTime()
FString * GetDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideHealthBarHealthPercent()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bUseHarvestingComponent()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI()
float & NewMinDestructibleDeathImpulseField()
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()
float & BaseTargetingDesirabilityField()
float & LastHealthBeforeTakeDamageField()
BitFieldValue< bool, unsigned __int32 > bDestructibleMeshImpulseUseBoundsCenter()
float & DamageNotifyTeamAggroMultiplierField()
float & NewDestructibleMeshDeathImpulseScaleField()
BitFieldValue< bool, unsigned __int32 > bPreventZeroDamageInstigatorSelfDamage()
BitFieldValue< bool, unsigned __int32 > bDrawHealthBar()
BitFieldValue< bool, unsigned __int32 > bBPOverrideGetLocation()
BitFieldValue< bool, unsigned __int32 > bDestroyedMeshUseSkeletalMeshComponent()
FVector * BPOverrideGetLocation(FVector *result)
float & LifeSpanAfterDeathField()
TSubclassOf< ADestroyedMeshActor > & DestroyedMeshActorClassField()
void PlayDyingGeneric_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawHUD()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
FString * GetShortName(FString *result)
bool OnReceivedFromPeerServer(FSocket *Socket, const TArray< unsigned char, FDefaultAllocator > *PacketData, unsigned int *SizeInBytes, unsigned int *OriginatingServerId, unsigned __int64 *OriginatingSteamServerId, unsigned __int8 *MessageType, TArray< unsigned char, FDefaultAllocator > *BodyBytes)
Definition GameMode.h:1063
float & TargetingSpeedModifierField()
Definition Actor.h:4773
FName & RightShoulderBoneNameField()
Definition Actor.h:4947
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
Definition Actor.h:5129
long double & LastTaggedTimeField()
Definition Actor.h:4866
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
Definition Actor.h:4999
unsigned __int64 & LastRequestedTribeIDField()
Definition Actor.h:4815
bool ShouldReplicateRotPitch()
Definition Actor.h:5336
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
Definition Actor.h:5107
BitFieldValue< bool, unsigned __int32 > bWasForceHideCharacter()
Definition Actor.h:5001
bool IsValidUnStasisCaster()
Definition Actor.h:5199
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField()
Definition Actor.h:4934
float & ReplicatedWeightField()
Definition Actor.h:4919
char & HeadHairIndexField()
Definition Actor.h:4842
void OnStartAltFire()
Definition Actor.h:5245
TArray< UAnimSequence * > AnimSequencesOverrideFromField()
Definition Actor.h:4837
void OnFailedJumped()
Definition Actor.h:5226
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
Definition Actor.h:5194
void ServerRequestFeatCooldowns()
Definition Actor.h:5407
UAnimMontage * DraggingCharacterAnimField()
Definition Actor.h:4727
void LocalStopCaptainOrder(int OrderIndex)
Definition Actor.h:5205
UAnimSequence * DefaultDinoRidingAnimationField()
Definition Actor.h:4827
UAnimMontage * CuddleAnimationField()
Definition Actor.h:4894
float GetCharacterAdditionalHypothermiaInsulationValue()
Definition Actor.h:5137
bool IsCrafting()
Definition Actor.h:5183
void NotifyBumpedPawn(APawn *BumpedPawn)
Definition Actor.h:5217
TArray< UAnimMontage * > AnimOverrideToField()
Definition Actor.h:4836
void PlayEmoteAnimation(char EmoteIndex)
Definition Actor.h:5399
void OnPressReload()
Definition Actor.h:5231
void ShowDiscoveryExplorerNoteOnDelay(int ExplorerNoteIndex)
Definition Actor.h:5339
bool AllowTreadWater()
Definition Actor.h:5038
void ServerTryToReloadBallista()
Definition Actor.h:5420
void RefreshTribeName()
Definition Actor.h:5274
int & LastCameraAttachmentChangedIncrementField()
Definition Actor.h:4929
void PlayJumpAnim()
Definition Actor.h:5262
FVector * CalculateLookAtHeadLocation(FVector *result)
Definition Actor.h:5056
FRotator * GetPassengerAttachedRotation(FRotator *result)
Definition Actor.h:5162
void OnRep_PlayerBadgeGroup()
Definition Actor.h:5241
static UClass * GetPrivateStaticClass()
Definition Actor.h:5030
float & TimeBetweenStatusStateSoundsField()
Definition Actor.h:4975
void ApplyBodyColors()
Definition Actor.h:5042
bool CanCrouchInternal()
Definition Actor.h:5060
float & ExtraFloatVarField()
Definition Actor.h:4869
float & AgeMinDisplayYearsField()
Definition Actor.h:4850
FieldArray< UTexture2D *[5], 25 > PlayerMeshNoEquipmentShrinkageMasksField()
Definition Actor.h:4962
BitFieldValue< bool, unsigned __int32 > bWasFirstPerson()
Definition Actor.h:5000
float & OriginalCollisionHeightField()
Definition Actor.h:4738
USoundCue * StartCrouchSoundField()
Definition Actor.h:4801
void UpdateSeatingStructureHandIK()
Definition Actor.h:5360
void ClientOrderedMoveTo(FVector MoveToLoc, AActor *MoveToActorRef)
Definition Actor.h:5380
static void ApplyWetnessHelper(UMeshComponent *Mesh, float Wetness)
Definition Actor.h:5047
void TickUpdateHandIK(float DeltaSeconds)
Definition Actor.h:5351
float & LastTimeSoundPlayedField()
Definition Actor.h:4973
bool CanDoUsableHarvesting()
Definition Actor.h:5061
__int64 & SeenTutorialBitFlagsField()
Definition Actor.h:4978
USoundBase * JumpSoundField()
Definition Actor.h:4971
bool & bAwaitingSeamlessTravelControllerField()
Definition Actor.h:4931
void AuthPostSpawnInit()
Definition Actor.h:5050
UAnimMontage * GetOverridenMontage(UAnimMontage *AnimMontage)
Definition Actor.h:5161
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
Definition Actor.h:5281
void ClientPrepareForSeamlessTravel_Implementation()
Definition Actor.h:5090
void ServerCallMoveTo_Implementation(FVector MoveToLoc, AActor *TargetActor)
Definition Actor.h:5286
long double & AllianceInviteTimeField()
Definition Actor.h:4891
void ServerSetBallistaNewRotation(float Pitch, float Yaw)
Definition Actor.h:5412
FItemNetID & NextWeaponItemIDField()
Definition Actor.h:4784
void SetCameraMode(bool bFirstperson, bool bIgnoreSettingFirstPersonRiding)
Definition Actor.h:5322
float GetPercentageOfFacialHairGrowth()
Definition Actor.h:5164
float & FullAgeGameTimeIntervalField()
Definition Actor.h:4848
UPrimalPlayerData * GetPlayerData()
Definition Actor.h:5166
float & WalkBobMagnitudeField()
Definition Actor.h:4739
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
Definition Actor.h:5074
void ServerSailRiderSetThrottleInput_Implementation(float Val)
Definition Actor.h:5306
BitFieldValue< bool, unsigned __int32 > bIsConnected()
Definition Actor.h:5009
TArray< UAnimMontage * > EmoteAnimsField()
Definition Actor.h:4725
bool & bIsRainWateredField()
Definition Actor.h:4856
float & WetMaximumTemperatureReductionField()
Definition Actor.h:4875
void RenamePlayer(FString *NewName)
Definition Actor.h:5400
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField()
Definition Actor.h:4887
float & MinRunningSpeedModifierField()
Definition Actor.h:4944
TSubclassOf< AShooterWeapon > & MapWeaponField()
Definition Actor.h:4746
BitFieldValue< bool, unsigned __int32 > bLastLocInterpProne()
Definition Actor.h:5003
void ForceGiveDefaultWeapon()
Definition Actor.h:5117
float GetHeadHairMorphTargetValue()
Definition Actor.h:5147
long double & LastTaggedTimeExtraField()
Definition Actor.h:4867
void ClientReceiveNextWeaponID_Implementation(FItemNetID theItemID)
Definition Actor.h:5093
void SetCarriedPitchYaw(float NewCarriedPitch, float NewCarriedYaw)
Definition Actor.h:5424
FName & RightTipBoneNameField()
Definition Actor.h:4948
TArray< FItemNetID > & WeaponsToReloadAllField()
Definition Actor.h:4713
unsigned int & CurrentVoiceModeAsUInt32Field()
Definition Actor.h:4729
void ServerStartSurfaceCameraForPassenger_Implementation(float yaw, float roll, float pitch, bool bShouldInvertInput)
Definition Actor.h:5312
FString * GetDescriptiveName(FString *result)
Definition Actor.h:5139
void ClientReceiveNextWeaponID(FItemNetID theItemID)
Definition Actor.h:5384
FRotator & LastDinoAimRotationOffsetField()
Definition Actor.h:4755
BitFieldValue< bool, unsigned __int32 > bPossessionDontUnsleep()
Definition Actor.h:4989
BitFieldValue< bool, unsigned __int32 > bWasSubmerged()
Definition Actor.h:4992
void ClientReceiveFeatCooldowns(TArray< FFeatCooldown > *theFeatCooldowns)
Definition Actor.h:5383
UAnimMontage * StartRidingAnimField()
Definition Actor.h:4720
float & AppliedBobField()
Definition Actor.h:4770
void ClientProcessLadderAttachment()
Definition Actor.h:5091
AActor * LockOnTargetField()
Definition Actor.h:4941
long double & LastCombatActionTimeField()
Definition Actor.h:4939
float & ExtendedInfoTooltipCheckRangeField()
Definition Actor.h:4967
void OnStartRunning()
Definition Actor.h:5248
float & IntervalForFullHeadHairGrowthField()
Definition Actor.h:4906
void ServerStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bShouldInvertInput)
Definition Actor.h:5415
int & PlayerNumUnderGroundFailField()
Definition Actor.h:4878
BitFieldValue< bool, unsigned __int32 > bGaveTutorialFinishedItems()
Definition Actor.h:4998
void ServerCheckDrinkingWater()
Definition Actor.h:5401
bool & bClientIgnoreCurrentVoiceModeReplicationsField()
Definition Actor.h:4732
float GetAge()
Definition Actor.h:5127
long double & LocalDiedAtTimeField()
Definition Actor.h:4920
void OnEndDrag_Implementation()
Definition Actor.h:5223
bool TryAccessInventory()
Definition Actor.h:5353
bool & bSkipNextLocalPossessedByField()
Definition Actor.h:4933
long double & InterpLastCrouchProneStateChangeTimeField()
Definition Actor.h:4787
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
Definition Actor.h:5330
void PlayTalkingAnimation()
Definition Actor.h:5265
BitFieldValue< bool, unsigned __int32 > bFastTravelling()
Definition Actor.h:5025
void FinishSpawnIntro()
Definition Actor.h:5114
FVector & UpdateHypoThermalInsulationPositionField()
Definition Actor.h:4897
bool CanProneInternal()
Definition Actor.h:5067
void Destroyed()
Definition Actor.h:5102
bool & bIsServerAdminField()
Definition Actor.h:4874
float ModifyAirControl(float AirControlIn)
Definition Actor.h:5206
void PossessedBy(AController *InController)
Definition Actor.h:5267
void AttachToLadder(USceneComponent *Parent)
Definition Actor.h:5373
BitFieldValue< bool, unsigned __int32 > bHadWeaponWhenStartedClimbingLadder()
Definition Actor.h:5008
void OnRep_BonePresets()
Definition Actor.h:5236
bool ShouldIKBeForceDisabled()
Definition Actor.h:5332
FString & PlayerNameField()
Definition Actor.h:4749
AActor * StructurePlacementUseAlternateOriginActor()
Definition Actor.h:5344
void SetRidingDino(APrimalDinoCharacter *aDino)
Definition Actor.h:5329
void ClientClearTribeRequest()
Definition Actor.h:5374
void ClientNetEndClimbingLadder_Implementation()
Definition Actor.h:5082
float & GlobalWindHairLerpField()
Definition Actor.h:4913
int & LastCapsuleAttachmentChangedIncrementField()
Definition Actor.h:4927
long double & UploadEarliestValidTimeField()
Definition Actor.h:4923
TWeakObjectPtr< AController > & LastControllerField()
Definition Actor.h:4812
unsigned int GetUniqueNetIdTypeHash()
Definition Actor.h:5175
long double & LastGrapHookDetachTimeField()
Definition Actor.h:4937
int & LastMeshAttachmentChangedIncrementField()
Definition Actor.h:4928
BitFieldValue< bool, unsigned __int32 > bIsUpdatingPawnMeshes()
Definition Actor.h:5018
FVector2D & ExtendedInfoTooltipPaddingField()
Definition Actor.h:4965
float & CurrentWeaponBobSpeedField()
Definition Actor.h:4768
float & PreviousAgeField()
Definition Actor.h:4808
bool CalcIsIndoors()
Definition Actor.h:5054
long double & LastPressReloadTimeField()
Definition Actor.h:4772
void OnRep_CurrentVoiceModeAsUInt32()
Definition Actor.h:5237
long double & LastAttackTimeField()
Definition Actor.h:4857
void ServerWhistleOpenSails()
Definition Actor.h:5423
void PlayLandedAnim()
Definition Actor.h:5263
BitFieldValue< bool, unsigned __int32 > bUsingWeaponHandIK()
Definition Actor.h:5019
bool IsOutside()
Definition Actor.h:5192
long double & ReloadLastAttemptedWeaponReloadTimeField()
Definition Actor.h:4715
void ServerSetViewingInventory_Implementation(bool bIsViewing)
Definition Actor.h:5311
FItemNetID & LastReloadAllItemIDField()
Definition Actor.h:4830
long double & LastCollisionStuckTimeField()
Definition Actor.h:4924
void DelayedTransitionFixup()
Definition Actor.h:5101
float GetRecoilMultiplier()
Definition Actor.h:5167
UAnimMontage * MountedCarryingDinoAnimationField()
Definition Actor.h:4893
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField()
Definition Actor.h:4817
bool UseAdditiveStandingAnim()
Definition Actor.h:5365
void OrbitCamToggle()
Definition Actor.h:5255
bool CanGiveCaptainOrders()
Definition Actor.h:5064
bool CheckShipPenetrations()
Definition Actor.h:5073
void ServerSetCaptainsOrderToLastPassive_Implementation(ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
Definition Actor.h:5309
void InitiateTrade_Implementation(unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
Definition Actor.h:5179
void ServerSailRiderSetThrottleValue(float Val)
Definition Actor.h:5411
bool IsWatered()
Definition Actor.h:5200
UAnimMontage * VoiceYellingAnimField()
Definition Actor.h:4724
float & MuscleToneField()
Definition Actor.h:4843
UAnimMontage * CallMoveToAnimField()
Definition Actor.h:4780
BitFieldValue< bool, unsigned __int32 > bAttachedToHostCharacter()
Definition Actor.h:5026
long double & LastUpdatedAimActorsTimeField()
Definition Actor.h:4895
void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
Definition Actor.h:5222
int & _GrapHookCableObjectCountField()
Definition Actor.h:4758
void DrawFloatingChatMessage(AShooterHUD *HUD, FString Message, long double receivedChatTime)
Definition Actor.h:5108
float & PercentOfFullHeadHairGrowthField()
Definition Actor.h:4911
FString & VivoxUsernameField()
Definition Actor.h:4728
bool & bCurrentDiscoveryZoneAllowSeaField()
Definition Actor.h:4961
void ApplyEquipmentShrinkageMasks()
Definition Actor.h:5045
void NetSetFacialHairPercent_Implementation(float thePercent, int newFacialHairIndex)
Definition Actor.h:5211
void ReleaseSeatingStructureHandIK()
Definition Actor.h:5276
void ClientNetEndClimbingLadder()
Definition Actor.h:5376
BitFieldValue< bool, unsigned __int32 > bLastLocInterpCrouched()
Definition Actor.h:5004
long double & LastNotStuckTimeField()
Definition Actor.h:4921
bool AllowSeamlessTravel()
Definition Actor.h:5037
float GetMaxGrapplePullMass()
Definition Actor.h:5155
long double & PressCrouchProneToggleTimeField()
Definition Actor.h:4788
float & ClientSeatedViewRotationYawField()
Definition Actor.h:4883
bool CanProne()
Definition Actor.h:5066
bool & bWasProneField()
Definition Actor.h:4734
float & FacialHairGrowthParamQuantizationField()
Definition Actor.h:4909
long double & PossessedAtTimeField()
Definition Actor.h:4976
void DetachFromLadder_Implementation(bool bIgnoreOnAutonomousProxy)
Definition Actor.h:5104
BitFieldValue< bool, unsigned __int32 > bLastViewingInventory()
Definition Actor.h:4990
void ServerSailRiderSetRotationInput_Implementation(float Val)
Definition Actor.h:5305
bool IsGameInputAllowed()
Definition Actor.h:5187
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
Definition Actor.h:5182
UAnimSequence * GetAdditiveStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
Definition Actor.h:5125
void FinishWeaponSwitch()
Definition Actor.h:5115
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
Definition Actor.h:5169
float & TotalTimeForVitaEqField()
Definition Actor.h:4956
bool & bForceTeleportClientToHostField()
Definition Actor.h:4977
FItemNetID & PreMapWeaponItemNetIDField()
Definition Actor.h:4806
void ServerTellNPCCaptainSailFacingDirection(float YawDir)
Definition Actor.h:5418
static AShooterCharacter * FindForPlayerController(AShooterPlayerController *aPC)
Definition Actor.h:5113
void ServerTryToCycleBallistaAmmoType()
Definition Actor.h:5419
void OrbitCamOn()
Definition Actor.h:5254
long double & LastTimeInFallingField()
Definition Actor.h:4810
bool CanJumpInternal_Implementation()
Definition Actor.h:5065
TArray< UAnimSequence * > AnimSequenceOverrideToField()
Definition Actor.h:4838
UAudioComponent * LastGrapHookACField()
Definition Actor.h:4757
bool & bWasHostPlayerField()
Definition Actor.h:4864
void ClientSetRotation(FRotator NewRotation)
Definition Actor.h:5094
bool IsPlayingUpperBodyCallAnimation_Implementation()
Definition Actor.h:5193
float & InterpolatedWetsField()
Definition Actor.h:4853
void OnRep_VivoxUsername()
Definition Actor.h:5243
void NetSetOverrideFacialHairColor_Implementation(FLinearColor HairColor)
Definition Actor.h:5214
long double & LastEmoteTryPlayTimeField()
Definition Actor.h:4917
long double & BornAtNetworkTimeField()
Definition Actor.h:4845
void LocalPossessedBy(APlayerController *ByController)
Definition Actor.h:5203
void ClientOnDiscoveredZone(int ZoneId, int NewNumZonesDiscovered)
Definition Actor.h:5378
void ClientReceiveFeatCooldowns_Implementation(TArray< FFeatCooldown > *theFeatCooldowns)
Definition Actor.h:5092
long double & LastUnproneTimeField()
Definition Actor.h:4767
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:5390
float & LoggedOutTargetingDesirabilityField()
Definition Actor.h:4855
float GetTargetingDesirability(ITargetableInterface *Attacker)
Definition Actor.h:5173
BitFieldValue< bool, unsigned __int32 > bIsSwitchingToYarkMeleeInCombat()
Definition Actor.h:5023
void Tick(float DeltaSeconds)
Definition Actor.h:5350
BitFieldValue< bool, unsigned __int32 > bFastTravelled()
Definition Actor.h:5014
bool AllowDinoTargetingRange(FVector *AtLoc, float TargetingRange, AActor *ForAttacker)
Definition Actor.h:5034
TSubclassOf< AShooterWeapon > & CompassWeaponField()
Definition Actor.h:4748
FieldArray< FLinearColor, 4 > BodyColorsField()
Definition Actor.h:4840
FUniqueNetIdRepl & PlatformProfileIDField()
Definition Actor.h:4764
void ClientPlayHarvestAnim()
Definition Actor.h:5382
bool GetAdditiveStandingAnimNonAdditive()
Definition Actor.h:5126
void TargetingTeamChanged()
Definition Actor.h:5347
float GetRidingDinoAnimSpeedRatio()
Definition Actor.h:5168
float & bBendArmLengthFactorField()
Definition Actor.h:4741
void GiveMapWeapon(unsigned int typeIndex)
Definition Actor.h:5177
void PostInitializeComponents()
Definition Actor.h:5268
void ServerSailRiderSetThrottleInput(float Val)
Definition Actor.h:5410
float & LastAdditionalHypoThermalInsulationField()
Definition Actor.h:4900
void UpdateSwimmingState()
Definition Actor.h:5361
float & WeaponBobSpeedBaseField()
Definition Actor.h:4797
void ServerDetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
Definition Actor.h:5294
void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
Definition Actor.h:5246
float & CurrentForwardBindingAlphaField()
Definition Actor.h:4957
bool CanDragCharacter(APrimalCharacter *Character)
Definition Actor.h:5062
bool & bPreventWeaponMovementAnimsField()
Definition Actor.h:4930
BitFieldValue< bool, unsigned __int32 > bPlayFirstSpawnAnim()
Definition Actor.h:4988
FString * LinkedPlayerIDString(FString *result)
Definition Actor.h:5202
void SwitchMap(unsigned int typeIndex)
Definition Actor.h:5345
FVector & WeaponBobMagnitudes_TargetingField()
Definition Actor.h:4793
float & CurrentAimBlendingField()
Definition Actor.h:4786
BitFieldValue< bool, unsigned __int32 > bWasOverrideHiddenShadowValue()
Definition Actor.h:5002
long double & LastUseHarvestTimeField()
Definition Actor.h:4860
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:5152
BitFieldValue< bool, unsigned __int32 > bForceSwitchAsPrimaryWeaponOnce()
Definition Actor.h:5015
void PreInitializeComponents()
Definition Actor.h:5270
unsigned __int64 & LinkedPlayerDataIDField()
Definition Actor.h:4809
bool ShouldOverrideWalkingVelocity()
Definition Actor.h:5335
void OnPressReloadAll()
Definition Actor.h:5232
int & SimulatedLastFrameProcessedForceUpdateAimedActorsField()
Definition Actor.h:4925
void NetSetMaxWetness()
Definition Actor.h:5397
float & BodyfatField()
Definition Actor.h:4844
void NotifyEquippedItems()
Definition Actor.h:5218
void GameStateHandleEvent_Implementation(FName NameParam, FVector VecParam)
Definition Actor.h:5122
float & PercentOfFullFacialHairGrowthField()
Definition Actor.h:4910
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation)
Definition Actor.h:5221
void ServerSetIsVoiceActive_Implementation(bool IsActive)
Definition Actor.h:5310
long double & LastIndoorCheckTimeField()
Definition Actor.h:4821
UAnimMontage * ActivateInventoryAnimationField()
Definition Actor.h:4754
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
Definition Actor.h:5071
bool IsValidForStatusRecovery()
Definition Actor.h:5198
unsigned int & UniqueNetIdTypeHashField()
Definition Actor.h:4858
void ClientOrderedMoveTo_Implementation(FVector MoveToLoc, AActor *MoveToActorRef)
Definition Actor.h:5088
bool IsCurrentPassengerLimitCameraYaw()
Definition Actor.h:5184
float & LastSweepCapsuleRadiusField()
Definition Actor.h:4880
bool IsInCombat()
Definition Actor.h:5189
FName & ExtraNameVarField()
Definition Actor.h:4872
BitFieldValue< bool, unsigned __int32 > bHatHidden()
Definition Actor.h:5005
BitFieldValue< bool, unsigned __int32 > bBeganPlay()
Definition Actor.h:5006
AActor * GetSecondaryMountedActor()
Definition Actor.h:5170
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
Definition Actor.h:5325
BitFieldValue< bool, unsigned __int32 > bCreatedFromSeamlessRespawn()
Definition Actor.h:5020
FVector & LastStasisCastPositionField()
Definition Actor.h:4863
long double & LastStartedTalkingTimeField()
Definition Actor.h:4736
void ControllerLeavingGame(AShooterPlayerController *theController)
Definition Actor.h:5098
float & BendMaxAngleField()
Definition Actor.h:4743
TSubclassOf< AShooterWeapon > & GPSWeaponField()
Definition Actor.h:4747
USoundCue * LowHealthSoundField()
Definition Actor.h:4775
UAnimMontage * TalkingAnimField()
Definition Actor.h:4722
FName & LeftShoulderBoneNameField()
Definition Actor.h:4949
float & WalkBobInterpSpeedField()
Definition Actor.h:4740
BitFieldValue< bool, unsigned __int32 > bIsLockedOn()
Definition Actor.h:5022
void ServerRequestCaptainOrder_Implementation(int OrderIndex, TArray< int > *GroupsIndex)
Definition Actor.h:5301
float GetActualTargetingFOV(float DefaultTargetingFOV)
Definition Actor.h:5124
void ShowWeapon()
Definition Actor.h:5340
float GetCharacterAdditionalHyperthermiaInsulationValue()
Definition Actor.h:5136
void ServerSwitchMap_Implementation(unsigned int typeIndex)
Definition Actor.h:5314
void FinalLoadedFromSaveGame()
Definition Actor.h:5112
TMap< APrimalRaft *, FRelativePositionEntry, FDefaultSetAllocator, TDefaultMapKeyFuncs< APrimalRaft *, FRelativePositionEntry, 0 > > ShipsRelativePositionMapField()
Definition Actor.h:4938
void ServerSailRiderSetThrottleValue_Implementation(float Val)
Definition Actor.h:5307
long double & LastInvitedToAllianceTimeField()
Definition Actor.h:4970
FVector & ExtraExtraVectorVarField()
Definition Actor.h:4871
void ServerFireBallistaProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir)
Definition Actor.h:5295
FVector & WeaponBobMagnitudesField()
Definition Actor.h:4790
void ServerWhistleCloseSails()
Definition Actor.h:5422
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
Definition Actor.h:5044
float & WalkSpeedThresholdField()
Definition Actor.h:4943
int GetFacialHairIndex()
Definition Actor.h:5143
float & LastAdditionalHyperThermalInsulationField()
Definition Actor.h:4901
void ServerCallMoveToRaft_Implementation(FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
Definition Actor.h:5285
float & LadderLateralJumpVelocityField()
Definition Actor.h:4762
void ServerUpdateCurrentVoiceModeAsUInt32_Implementation(unsigned int NewValue)
Definition Actor.h:5318
bool ShouldOverrideNewFallVelocity()
Definition Actor.h:5333
float & WeaponBobMaxMovementSpeedField()
Definition Actor.h:4745
int & CurrentDiscoveryZoneIDField()
Definition Actor.h:4960
void ServerTryToReloadBallista_Implementation()
Definition Actor.h:5317
void AttachToLadder_Implementation(USceneComponent *Parent)
Definition Actor.h:5049
BitFieldValue< bool, unsigned __int32 > bPlaySpawnAnim()
Definition Actor.h:4987
float & BobMaxMovementSpeedField()
Definition Actor.h:4744
bool & bIsActivelyTalkingField()
Definition Actor.h:4731
float & WalkBobOldSpeedField()
Definition Actor.h:4769
FVector * OverrideWalkingVelocity(FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
Definition Actor.h:5258
BitFieldValue< bool, unsigned __int32 > bUseAlternateFallBlendspace()
Definition Actor.h:4985
void ForceSleep()
Definition Actor.h:5121
float GetTargetingSpeedModifier()
Definition Actor.h:5174
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
Definition Actor.h:5331
void OnVoiceTalkingStateChanged(bool talking, bool IsUsingSuperRange)
Definition Actor.h:5253
void RemoveAttachments()
Definition Actor.h:5277
unsigned int & AllianceInviteIDField()
Definition Actor.h:4889
float & LastSweepCapsuleHeightField()
Definition Actor.h:4879
FString * GetShortName(FString *result)
Definition Actor.h:5171
void ServerSwitchMap(unsigned int typeIndex)
Definition Actor.h:5417
UAnimMontage * SpawnIntroAnim1PField()
Definition Actor.h:4716
void ServerUpdateCurrentVoiceModeAsUInt32(unsigned int NewValue)
Definition Actor.h:5421
void ServerRequestFeatCooldowns_Implementation()
Definition Actor.h:5302
void AttachToHostCharacter(APawn *HostCharacter)
Definition Actor.h:5048
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
Definition Actor.h:5348
void Poop(bool bForcePoop)
Definition Actor.h:5266
long double & NextUpdateHypoThermalInsulationTimeField()
Definition Actor.h:4899
USoundCue * StartProneSoundField()
Definition Actor.h:4803
void ClientInviteToAlliance_Implementation(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
Definition Actor.h:5080
TArray< FName > & LowerBodyPartRootBonesField()
Definition Actor.h:4750
FItemNetID & PreInventoryWeaponItemNetIDField()
Definition Actor.h:4824
float & GlobalDynamicsHairLerpField()
Definition Actor.h:4915
float & WetMinimumTemperatureReductionField()
Definition Actor.h:4876
FieldArray< float, 66 > BonePresetsField()
Definition Actor.h:4847
bool AllowGrappling_Implementation()
Definition Actor.h:5036
bool IsRunning(bool bIncludeFalling, bool bIncludeRunTurning)
Definition Actor.h:5195
void ServerLaunchMountedDino_Implementation()
Definition Actor.h:5298
USoundBase * ThrowCharacterSoundField()
Definition Actor.h:4881
float & WaterLossRateMultiplierField()
Definition Actor.h:4902
bool ShouldTempDisableMultiFabrik()
Definition Actor.h:5338
void OnStopTargeting(bool bFromGamepadLeft)
Definition Actor.h:5252
void InviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString AllianceName, FString InviteeName)
Definition Actor.h:5180
bool IsPlayingUpperBodyCallAnimation()
Definition Actor.h:5392
long double & LastTaggedTimeThirdField()
Definition Actor.h:4868
void ClientNotifyTribeRequest_Implementation(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
Definition Actor.h:5084
void UpdateTopTribesGroup()
Definition Actor.h:5362
float & EnemyPlayerMaxCursorHUDDistanceProneField()
Definition Actor.h:4831
BitFieldValue< bool, unsigned __int32 > bReloadAllSwitchedToFirstWeapon()
Definition Actor.h:5016
float & WeaponBobMinimumSpeedField()
Definition Actor.h:4796
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
Definition Actor.h:5227
void NetSimulatedForceUpdateAimedActors(float OverrideMaxDistance)
Definition Actor.h:5398
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
Definition Actor.h:5251
void SetEnableHandIK(bool bLeft, bool bRight, bool bBindForwad)
Definition Actor.h:5327
float & GrapHookCableWidthField()
Definition Actor.h:4760
UAudioComponent * CharacterStatusStateSoundComponentField()
Definition Actor.h:4765
bool & bIsPreviewCharacterField()
Definition Actor.h:4735
FItemNetID & PreInventoryWeaponItemNetIDSecondaryField()
Definition Actor.h:4825
UAnimMontage * FirstSpawnAnimField()
Definition Actor.h:4862
UAnimMontage * CallStayAnimField()
Definition Actor.h:4777
bool PreventMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
Definition Actor.h:5271
void DelayGiveDefaultWeapon(float DelayTime)
Definition Actor.h:5100
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
Definition Actor.h:5220
void OnStopAltFire()
Definition Actor.h:5250
void ServerLaunchMountedDino()
Definition Actor.h:5404
BitFieldValue< bool, unsigned __int32 > bGaveInitialItems()
Definition Actor.h:4994
void ModifyFirstPersonCameraLocation(FVector *Loc, float DeltaTime)
Definition Actor.h:5207
void ForceGiveGlobalDiscoveryZoneByID(int ZoneId, bool bDontNotifyClient)
Definition Actor.h:5120
long double & LastRequestedTribeTimeField()
Definition Actor.h:4814
void SetCarriedPitchYaw_Implementation(float NewCarriedPitch, float NewCarriedYaw)
Definition Actor.h:5323
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
Definition Actor.h:5275
UPrimalPlayerData * TravellingPlayerDataField()
Definition Actor.h:4964
float & HeadHairGrowthParamQuantizationField()
Definition Actor.h:4908
float & WetnessDrySpeedField()
Definition Actor.h:4854
UAnimSequence * DefaultDinoRidingMoveAnimationField()
Definition Actor.h:4828
long double GetLastFeatUsedTime(TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:5150
void ServerResyncNameToClients()
Definition Actor.h:5304
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:5033
void ServerNetEndClimbingLadder_Implementation(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
Definition Actor.h:5299
UAnimMontage * CallStayAnimSingleField()
Definition Actor.h:4779
void OnSpawnPointsRecieved()
Definition Actor.h:5244
long double & LastEmotePlayTimeField()
Definition Actor.h:4905
bool UseAlternateStandingAnim()
Definition Actor.h:5367
bool IsUsingClimbingPick()
Definition Actor.h:5197
void Unstasis()
Definition Actor.h:5355
void ChangeActorTeam(int NewTeam)
Definition Actor.h:5070
bool IsFirstPerson()
Definition Actor.h:5186
int & ReloadMiniGameSuccessCounterField()
Definition Actor.h:4942
UAnimMontage * CallFollowAnimSingleField()
Definition Actor.h:4778
long double & FastTravellingStartTimeField()
Definition Actor.h:4829
void ClearLadderAttachmentInfo()
Definition Actor.h:5075
UAnimMontage * RespawnIntroAnim1PField()
Definition Actor.h:4717
int GetHeadHairIndex()
Definition Actor.h:5146
TArray< FItemAttachmentInfo > & DefaultAttachmentInfosField()
Definition Actor.h:4800
AShooterPlayerController * GetShooterPC()
Definition Actor.h:5426
long double & ReloadLastAttemptedWeaponSwitchTimeField()
Definition Actor.h:4714
FVector2D & ExtendedInfoTooltipScaleField()
Definition Actor.h:4966
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:5290
BitFieldValue< bool, unsigned __int32 > bAddedToActivePlayerList()
Definition Actor.h:4996
UAnimMontage * VoiceTalkingAnimField()
Definition Actor.h:4723
long double & LastTimeReleasedAllowFPVStructureField()
Definition Actor.h:4936
bool IsGrapplingHardAttached(bool bHardAttachedOnlyIfImpacted)
Definition Actor.h:5188
bool IsSubmerged(bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
Definition Actor.h:5196
FVector & WeaponBobPeriodsField()
Definition Actor.h:4791
void WasPushed(ACharacter *ByOtherCharacter)
Definition Actor.h:5370
FItemNetID & PreRidingWeaponItemNetIDSecondaryField()
Definition Actor.h:4823
char & FacialHairIndexField()
Definition Actor.h:4841
void DedicatedServerBoneFixup()
Definition Actor.h:5099
void ForceGiveDiscoveryZone(int ZoneId, bool bDontNotifyClient)
Definition Actor.h:5118
void ClientPlayHarvestAnim_Implementation()
Definition Actor.h:5089
FString * GetLongDescriptiveName(FString *result)
Definition Actor.h:5153
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:5354
float & WeaponBobTimeField()
Definition Actor.h:4785
void DetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
Definition Actor.h:5388
void ServerSailRiderSetRotationInput(float Val)
Definition Actor.h:5409
void NetSetMaxWetness_Implementation()
Definition Actor.h:5213
void ServerFireBallistaProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir)
Definition Actor.h:5403
float & WeaponBobSpeedBaseFallingField()
Definition Actor.h:4798
void ServerCallSetAggressive_Implementation()
Definition Actor.h:5289
UAnimMontage * SpawnAnimField()
Definition Actor.h:4861
void LocalStartCaptainOrder(int OrderIndex)
Definition Actor.h:5204
void ClearRidingDino(bool bFromDino, int OverrideUnboardDirection)
Definition Actor.h:5076
bool & bWasAlreadyYellingField()
Definition Actor.h:4733
float & IndoorsHypothermiaInsulationField()
Definition Actor.h:4819
FVector & WeaponBobPeriods_TargetingField()
Definition Actor.h:4794
FVector & ExtraVectorVarField()
Definition Actor.h:4870
void NetSetHeadHairPercent(float thePercent, int newHeadHairIndex)
Definition Actor.h:5396
void GameStateHandleEvent(FName NameParam, FVector VecParam)
Definition Actor.h:5389
__int64 & CachedTutorialBitFlagsKeyField()
Definition Actor.h:4979
BitFieldValue< bool, unsigned __int32 > bRefreshDefaultAttachmentsHadEquippedItems()
Definition Actor.h:5011
bool UseAltAimOffsetAnim()
Definition Actor.h:5366
void InitiateTrade(unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
Definition Actor.h:5391
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField()
Definition Actor.h:4805
UAnimSequence * GetDinoRidingMoveAnimation()
Definition Actor.h:5141
BitFieldValue< bool, unsigned __int32 > bEquippedPreMapWeapon()
Definition Actor.h:5012
FString & AllianceInviteNameField()
Definition Actor.h:4890
void PlayDrinkingAnimation()
Definition Actor.h:5259
FLinearColor & OriginalHairColorField()
Definition Actor.h:4912
void ServerForceUpdatedAimedActors(float OverrideMaxDistance, bool bReplicateToSimulatedClients)
Definition Actor.h:5296
void ServerGiveDefaultWeapon_Implementation(bool bOnlyGiveDefaultWeapon)
Definition Actor.h:5297
void OnRep_TattooPaintingComponent()
Definition Actor.h:5242
void ClearSpawnAnim()
Definition Actor.h:5078
FRotator * CalculateForwarBendingAngle(FRotator *result)
Definition Actor.h:5055
BitFieldValue< bool, unsigned __int32 > bIsCrafting()
Definition Actor.h:4983
void RecalculateBaseEyeHeight()
Definition Actor.h:5272
void UpdateTransponders()
Definition Actor.h:5363
BitFieldValue< bool, unsigned __int32 > bCheckPushedThroughWallsWasSeatingStructure()
Definition Actor.h:4993
APrimalStructureItemContainer * spawnedTradeStructField()
Definition Actor.h:4969
long double & PlayerDiedAtNetworkTimeField()
Definition Actor.h:4846
APrimalDinoCharacter * GetRidingDino()
Definition Actor.h:5159
bool IsNearTopOfLadder()
Definition Actor.h:5191
FString & PlatformProfileNameField()
Definition Actor.h:4763
float & ForwardBindingAlphaField()
Definition Actor.h:4952
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
Definition Actor.h:5247
FRotator & LastAimRotOffsetField()
Definition Actor.h:4756
void OnPrimalCharacterSleeped()
Definition Actor.h:5233
void ClientUpdateTranspondersInfo_Implementation(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
Definition Actor.h:5097
BitFieldValue< bool, unsigned __int32 > bAllowDPC()
Definition Actor.h:5007
UAnimSequence * GetDinoRidingAnimation()
Definition Actor.h:5140
void ServerCallFollow_Implementation()
Definition Actor.h:5284
float & LastGlobalDynamicsHairLerpField()
Definition Actor.h:4916
void ClearRidingDinoAsPassenger(bool bFromDino)
Definition Actor.h:5077
void ServerCheckDrinkingWater_Implementation()
Definition Actor.h:5292
USoundMix * BelowDeckMixerField()
Definition Actor.h:4783
UAnimSequence * GetOverridenAnimSequence(UAnimSequence *AnimSeq)
Definition Actor.h:5160
bool & bModifiedEyeHeightField()
Definition Actor.h:4932
FTransform * GetLadderComponentToWorld(FTransform *result)
Definition Actor.h:5149
AShooterPlayerController * GetSpawnedForController()
Definition Actor.h:5172
FString & LastRequestedTribeNameField()
Definition Actor.h:4816
BitFieldValue< bool, unsigned __int32 > bIsFemale()
Definition Actor.h:4986
FHandIkTarget & LeftHandIkTargetField()
Definition Actor.h:4945
BitFieldValue< bool, unsigned __int32 > bIsIndoors()
Definition Actor.h:4984
FVector * GetLastSweepLocation(FVector *result)
Definition Actor.h:5151
void OnRep_HatHidden()
Definition Actor.h:5239
void TempDampenInputAcceleration()
Definition Actor.h:5349
unsigned int & VoiceModeForCullingTestsField()
Definition Actor.h:4730
FItemNetID & PreviousWeaponToReloadAllField()
Definition Actor.h:4712
FVector & OriginalLastHitWallSweepCheckLocationField()
Definition Actor.h:4926
int GetAgeYears()
Definition Actor.h:5128
long double & TimeSinceLastControllerField()
Definition Actor.h:4811
BitFieldValue< bool, unsigned __int32 > bPlayedSpawnIntro()
Definition Actor.h:4991
void SetCarryingDino(APrimalDinoCharacter *aDino)
Definition Actor.h:5324
FLinearColor * GetFacialHairColor(FLinearColor *result)
Definition Actor.h:5142
void ServerCallPassive_Implementation()
Definition Actor.h:5288
void ClientOrderedMoveToRaft(FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
Definition Actor.h:5381
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
Definition Actor.h:5111
float & TimeInVitaEqField()
Definition Actor.h:4955
long double & LastTimeHadControllerField()
Definition Actor.h:4865
static void ApplyAgeAndBodyfatHelper(UMeshComponent *Mesh, float Age, float Bodyfat, float MuscleTone, float Wetness)
Definition Actor.h:5041
void ClientTradeNotification(AShooterCharacter *OtherPlayer)
Definition Actor.h:5385
float & LastMaterialAppliedWetnessAmountField()
Definition Actor.h:4968
APrimalDinoCharacter * GetBasedOnDino()
Definition Actor.h:5133
FieldArray< float, 8 > DirectionalSpeedMultipliersField()
Definition Actor.h:4954
void ApplyFirstPersonBoneModifiers()
Definition Actor.h:5046
bool & bShouldInvertTurnInputField()
Definition Actor.h:4885
void DrawFloatingHUD(AShooterHUD *HUD)
Definition Actor.h:5109
FLinearColor * GetHeadHairColor(FLinearColor *result)
Definition Actor.h:5145
unsigned __int64 & TradingInvitePlayerIDField()
Definition Actor.h:4892
UPrimalPlayerData * GetMyPlayerData()
Definition Actor.h:5157
UAnimMontage * CallAttackAnimField()
Definition Actor.h:4781
UAnimMontage * CallFollowAnimField()
Definition Actor.h:4776
float & LowHealthSoundPercentageField()
Definition Actor.h:4774
void ApplyBoneModifiers()
Definition Actor.h:5043
void ClientClearTribeRequest_Implementation()
Definition Actor.h:5079
bool & bControllerLeavingGameField()
Definition Actor.h:4974
void PlaySpawnIntro()
Definition Actor.h:5264
void UpdateHair()
Definition Actor.h:5358
UAnimMontage * PickupItemAnimationField()
Definition Actor.h:4753
void NetSetBodyFatPercent(float thePercent)
Definition Actor.h:5394
void MultiClearTradeID()
Definition Actor.h:5393
FVector * OverrideNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
Definition Actor.h:5256
TArray< FTransponderInfo > & ClientTranspondersInfoField()
Definition Actor.h:4711
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
Definition Actor.h:5106
AShooterWeapon * GetWeapon()
Definition Actor.h:5176
int GetNextWeaponItemID(bool bPrimary)
Definition Actor.h:5158
float & PreviousRootYawSpeedField()
Definition Actor.h:4839
float & AgeMaxDisplayYearsField()
Definition Actor.h:4851
APrimalDinoCharacter * TransitionMountedDinoField()
Definition Actor.h:4959
FVector & UpdateHyperThermalInsulationPositionField()
Definition Actor.h:4896
void ServerCallNeutral_Implementation()
Definition Actor.h:5287
void OnReleaseCrouchProneToggle()
Definition Actor.h:5234
UAnimMontage * ReloadBallistaAnimationField()
Definition Actor.h:4726
static void ApplyAge(UMeshComponent *Mesh, float Age)
Definition Actor.h:5040
float GetMaxSpeedModifier()
Definition Actor.h:5156
FItemNetID & PreMapWeaponItemNetIDSecondaryField()
Definition Actor.h:4807
void ServerCallStay_Implementation()
Definition Actor.h:5291
APrimalStructureExplosive * GetAttachedExplosive()
Definition Actor.h:5131
void PreApplyAccumulatedForces(float DeltaSeconds, FVector *PendingImpulseToApply, FVector *PendingForceToApply)
Definition Actor.h:5269
UMaterialInterface * GrapHookMaterialField()
Definition Actor.h:4761
void ServerRequestCaptainOrder(int OrderIndex, TArray< int > *GroupsIndex)
Definition Actor.h:5406
long double & DontTargetUntilTimeField()
Definition Actor.h:4737
void SetMiniGameReloadCounter(int NewValue)
Definition Actor.h:5328
void ServerDetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
Definition Actor.h:5402
void ClientOrderedAttackTarget(AActor *attackTarget)
Definition Actor.h:5379
bool CanCrouch()
Definition Actor.h:5059
void NetSetFacialHairPercent(float thePercent, int newFacialHairIndex)
Definition Actor.h:5395
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
Definition Actor.h:5238
void UpdateGrapHook(float DeltaSeconds)
Definition Actor.h:5357
FName & LeftTipBoneNameField()
Definition Actor.h:4950
void UpdatePawnMeshes(bool bForceThirdPerson, bool bForceFlush)
Definition Actor.h:5359
UAnimMontage * ProneOutAnimField()
Definition Actor.h:4719
void NetSetOverrideHeadHairColor_Implementation(FLinearColor HairColor)
Definition Actor.h:5215
void ServerTellNPCCaptainSailFacingDirection_Implementation(float YawDir)
Definition Actor.h:5315
bool IsFemale()
Definition Actor.h:5185
bool ShouldStoreSecondaryItemID(UPrimalItem *SecondaryItem)
Definition Actor.h:5337
void HideWeapon()
Definition Actor.h:5178
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
Definition Actor.h:5081
static bool IsIndoorsAtLoc(UWorld *theWorld, FVector *actorLoc)
Definition Actor.h:5190
void NetSimulatedForceUpdateAimedActors_Implementation(float OverrideMaxDistance)
Definition Actor.h:5216
UAnimSequence * ViewingInventoryAnimationField()
Definition Actor.h:4826
void ResetBase()
Definition Actor.h:5279
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
Definition Actor.h:5132
void UpdateWeaponHandIK()
Definition Actor.h:5364
void FiredWeapon()
Definition Actor.h:5116
void ServerRequestStopCaptainOrder_Implementation(int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
Definition Actor.h:5303
bool UseSwimmingTPVAimOffset()
Definition Actor.h:5368
float & ApplyAgeDeltaThresholdField()
Definition Actor.h:4849
FItemNetID & PreviousWeaponItemIDField()
Definition Actor.h:4958
USoundCue * PreviousCharacterStatusStateSoundField()
Definition Actor.h:4972
void ServerRequestStopCaptainOrder(int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
Definition Actor.h:5408
bool BuffsPreventFirstPerson()
Definition Actor.h:5031
float & CurrentControlledBallistaYawField()
Definition Actor.h:4873
UAnimMontage * DrinkingAnimationField()
Definition Actor.h:4813
void ServerWhistleCloseSails_Implementation()
Definition Actor.h:5319
bool BlueprintInitiateTrade(AShooterCharacter *OtherPlayer)
Definition Actor.h:5053
float & IndoorsHyperthermiaInsulationField()
Definition Actor.h:4818
void ServerNetEndClimbingLadder(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
Definition Actor.h:5405
long double & LastUncrouchTimeField()
Definition Actor.h:4766
void DrawTranspondersInfo(AShooterHUD *HUD)
Definition Actor.h:5110
void MultiClearTradeID_Implementation()
Definition Actor.h:5209
void NotifySwitchedCameraPerspective(bool bToFirstPerson)
Definition Actor.h:5219
bool AllowFirstPerson()
Definition Actor.h:5035
void DetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
Definition Actor.h:5105
BitFieldValue< bool, unsigned __int32 > bUseEquipmentShrinkageMasks()
Definition Actor.h:5021
TArray< FFeatCooldown > & FeatCooldownsField()
Definition Actor.h:4935
bool AnimUseAimOffset()
Definition Actor.h:5039
void SetActorHiddenInGame(bool bNewHidden)
Definition Actor.h:5321
void AddFeatCooldown(TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:5032
void ClientNotifyTribeRequest(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
Definition Actor.h:5377
long double & NextPlayerUndergroundCheckField()
Definition Actor.h:4877
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField()
Definition Actor.h:4886
void RefreshDefaultAttachments(AActor *UseOtherActor)
Definition Actor.h:5273
static void StaticRegisterNativesAShooterCharacter()
Definition Actor.h:5425
void ServerTryToCycleBallistaAmmoType_Implementation()
Definition Actor.h:5316
void StartCameraTransition(float Duration)
Definition Actor.h:5341
float & BendMinAngleField()
Definition Actor.h:4742
UAnimMontage * DropItemAnimationField()
Definition Actor.h:4751
bool ValidToRestoreForPC(AShooterPlayerController *aPC)
Definition Actor.h:5369
float & EnemyPlayerMaxCursorHUDDistanceStandingField()
Definition Actor.h:4833
UAnimSequence * GetAlternateStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
Definition Actor.h:5130
void ClientUpdateReloadAll()
Definition Actor.h:5096
FItemNetID & PreRidingWeaponItemNetIDField()
Definition Actor.h:4822
float & ForwardBindingInterpSpeedField()
Definition Actor.h:4953
void ClientTradeNotification_Implementation(AShooterCharacter *OtherPlayer)
Definition Actor.h:5095
float & ClientSeatedViewRotationPitchField()
Definition Actor.h:4882
float & LastGlobalWindHairLerpField()
Definition Actor.h:4914
void ServerWhistleOpenSails_Implementation()
Definition Actor.h:5320
UAudioComponent * LowHealthWarningPlayerField()
Definition Actor.h:4782
FVector & GrapHookDefaultOffsetField()
Definition Actor.h:4759
void CallGameStateHandleEvent(FName NameParam, FVector VecParam)
Definition Actor.h:5057
void ClientOrderedMoveToRaft_Implementation(FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
Definition Actor.h:5087
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:5283
void DetachFromLadder(bool bIgnoreOnAutonomousProxy)
Definition Actor.h:5387
void TakeSeatingStructureHandIK()
Definition Actor.h:5346
long double & LastTryAccessInventoryFailTimeField()
Definition Actor.h:4904
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:5260
void ServerClearSwitchingWeapon_Implementation(bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
Definition Actor.h:5293
void ClientInviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
Definition Actor.h:5375
void PlayEmoteAnimation_Implementation(char EmoteIndex)
Definition Actor.h:5261
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
Definition Actor.h:5356
long double & NextUpdateHyperThermalInsulationTimeField()
Definition Actor.h:4898
bool MoveToInnerLoop(AActor *TargetToMove, FVector MoveToLoc, AActor *TargetActor)
Definition Actor.h:5208
void StartWeaponSwitch(UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
Definition Actor.h:5342
FString & UniqueNetIdStrField()
Definition Actor.h:4859
float & BobTimeField()
Definition Actor.h:4771
void OnEnteredDiscoveryZone(int ZoneId)
Definition Actor.h:5224
float GetPercentageOfHeadHairGrowth()
Definition Actor.h:5165
void DetachFromHostCharacter(APrimalCharacter *HostCharacter)
Definition Actor.h:5103
void StasisingCharacter()
Definition Actor.h:5343
void ServerSetBallistaNewRotation_Implementation(float Pitch, float Yaw)
Definition Actor.h:5308
UAnimMontage * FallAsleepAnimField()
Definition Actor.h:4963
BitFieldValue< bool, unsigned __int32 > bEquippedPreRidingWeapon()
Definition Actor.h:5013
USoundBase * ProneMoveSoundField()
Definition Actor.h:4922
BitFieldValue< bool, unsigned __int32 > bAddedBelowDeckMixer()
Definition Actor.h:4997
long double & TimeStartedLockOnField()
Definition Actor.h:4940
void ServerSetViewingInventory(bool bIsViewing)
Definition Actor.h:5414
float & EnemyPlayerMaxCursorHUDDistanceCrouchedField()
Definition Actor.h:4832
void ServerStopFireBallista()
Definition Actor.h:5416
void ClientUpdateTranspondersInfo(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
Definition Actor.h:5386
float GetCharacterAdditionalInsulationValueFromStructure(UWorld *theWorld, FVector *actorLoc, EPrimalItemStat::Type TypeInsulation)
Definition Actor.h:5138
void OnReload()
Definition Actor.h:5235
UAnimMontage * ProneInAnimField()
Definition Actor.h:4718
USoundCue * EndProneSoundField()
Definition Actor.h:4804
BitFieldValue< bool, unsigned __int32 > bLoadedTattooData()
Definition Actor.h:5024
FVector & WeaponBobOffsets_TargetingField()
Definition Actor.h:4795
bool ShouldOverrideSwimmingVelocity()
Definition Actor.h:5334
TArray< UAnimMontage * > AnimsOverrideFromField()
Definition Actor.h:4835
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
Definition Actor.h:5282
void CheckNextSecondaryWeapon()
Definition Actor.h:5072
void OnPressCrouchProneToggle()
Definition Actor.h:5229
void OnStartTargeting(bool bFromGamepadLeft)
Definition Actor.h:5249
void OnRep_LadderAttachment()
Definition Actor.h:5240
void ServerCallAggressive_Implementation()
Definition Actor.h:5280
void ClientNotifyLevelUp_Implementation()
Definition Actor.h:5083
float & CraftingMovementSpeedModifierField()
Definition Actor.h:4789
bool BasedOnDynamicActorUseFallingLateralFriction()
Definition Actor.h:5051
BitFieldValue< bool, unsigned __int32 > bHideAllMultiuseSelectors()
Definition Actor.h:5010
int & IgnoreCollisionSweepUntilFrameNumberField()
Definition Actor.h:4918
float & IndoorCheckIntervalField()
Definition Actor.h:4820
float & WetnessField()
Definition Actor.h:4852
void OnPressProne()
Definition Actor.h:5230
void CancelTrade()
Definition Actor.h:5068
bool CanBeCarried(APrimalCharacter *ByCarrier)
Definition Actor.h:5058
USceneComponent * GetActorSoundAttachmentComponentOverride(USceneComponent *ForComponent)
Definition Actor.h:5123
void OnPressCrouch()
Definition Actor.h:5228
void BeginPlay()
Definition Actor.h:5052
void LaunchMountedDino()
Definition Actor.h:5201
UAnimMontage * StopRidingAnimField()
Definition Actor.h:4721
float GetCarryingSocketYaw(bool RefreshBones)
Definition Actor.h:5135
FVector & WeaponBobOffsetsField()
Definition Actor.h:4792
void CaptureCharacterSnapshot(UPrimalItem *Item)
Definition Actor.h:5069
float GetInsulationFromItem(FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
Definition Actor.h:5148
FVector * OverrideSwimmingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
Definition Actor.h:5257
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
Definition Actor.h:5326
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
Definition Actor.h:5154
FName & TorsoBoneNameField()
Definition Actor.h:4951
float GetFacialHairMorphTargetValue()
Definition Actor.h:5144
char & PlayerBadgeGroupField()
Definition Actor.h:4884
BitFieldValue< bool, unsigned __int32 > bHadGrapHookAttachActor()
Definition Actor.h:4995
void ForceGiveDiscoveryZoneByName(FString ManualZoneName)
Definition Actor.h:5119
FHandIkTarget & RightHandIkTargetField()
Definition Actor.h:4946
void NetSetHeadHairPercent_Implementation(float thePercent, int newHeadHairIndex)
Definition Actor.h:5212
void OnExitedDiscoveryZone(int ZoneId)
Definition Actor.h:5225
void ServerStopFireBallista_Implementation()
Definition Actor.h:5313
void RenamePlayer_Implementation(FString *NewName)
Definition Actor.h:5278
void TogglePerspective()
Definition Actor.h:5352
BitFieldValue< bool, unsigned __int32 > bPendingDiscoveryZoneNotAtSeaUnlock()
Definition Actor.h:5017
void ServerPrepareForSeamlessTravel_Implementation()
Definition Actor.h:5300
UAnimMontage * ThrowItemAnimationField()
Definition Actor.h:4752
USoundCue * EndCrouchSoundField()
Definition Actor.h:4802
FSaddlePassengerSeatDefinition & CurrentPassengerSeatDefinitionField()
Definition Actor.h:4834
bool IsAwaitingSeamlessTravelController()
Definition Actor.h:5181
bool GetBlockingShieldOffsets(FVector *OutBlockingShieldFPVTranslation, FRotator *OutBlockingShieldFPVRotation)
Definition Actor.h:5134
void ClientOnDiscoveredZone_Implementation(int ZoneId, int NewNumZonesDiscovered)
Definition Actor.h:5085
float & WeaponBobTargetingBlendField()
Definition Actor.h:4799
void NetSetBodyFatPercent_Implementation(float thePercent)
Definition Actor.h:5210
float & IntervalForFullFacialHairGrowthField()
Definition Actor.h:4907
int & AllianceInviteRequestingTeamField()
Definition Actor.h:4888
void ServerSetCaptainsOrderToLastPassive(ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
Definition Actor.h:5413
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
Definition Actor.h:5163
void ClientOrderedAttackTarget_Implementation(AActor *attackTarget)
Definition Actor.h:5086
UAnimSequence * CharacterAdditiveStandingAnimField()
Definition Actor.h:4903
bool & bPvEAllowStructuresAtSupplyDropsField()
Definition GameMode.h:1178
bool GetTribeEntityFromDBResultAndUpdateIfNeeded(unsigned __int64 TribeId, FDatabase_TribeEntities *DBResult, FTribeEntity *OutTribeEntity)
Definition GameMode.h:1628
float ConvertTribeResetUTCToLastGameTime(int ResetUTC)
Definition GameMode.h:1561
void OnReceivedTribeNotifcation(FTribeData *TribeData, TArray< FTribeNotification > *Notifications)
Definition GameMode.h:1693
TMap< unsigned __int64, TArray< FTribeNotification >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, TArray< FTribeNotification >, 0 > > & PendingTribeNotificationsField()
Definition GameMode.h:1118
bool AllowRenameTribe(AShooterPlayerState *ForPlayerState, FString *TribeName)
Definition GameMode.h:1545
void KickPlayerController(APlayerController *thePC, FString *KickMessage)
Definition GameMode.h:1665
int & PendingFetchOperationsField()
Definition GameMode.h:1089
void ProcessChat(bool bFromTribeNotification, FPubSub_TribeNotification_Chat *InChat)
Definition GameMode.h:1716
float & DinoResistanceMultiplierField()
Definition GameMode.h:1249
float & TribeJoinIntervalField()
Definition GameMode.h:1420
TMap< int, FSeamlessIslandInfo * > & AtlasIslandInfoField()
Definition GameMode.h:1072
bool & bForceMapPlayerLocationField()
Definition GameMode.h:1373
bool & bEnableHealthbarsField()
Definition GameMode.h:1157
float & GenericXPMultiplierField()
Definition GameMode.h:1221
FRegionGeneralOverrides & RegionOverridesField()
Definition GameMode.h:1517
bool & bFirstTickedField()
Definition GameMode.h:1120
bool & bPvEAllowTribeWarField()
Definition GameMode.h:1353
bool AllowAddXP(UPrimalCharacterStatusComponent *forComp)
Definition GameMode.h:1526
float & TamedDinoCharacterFoodDrainMultiplierField()
Definition GameMode.h:1465
FString * ValidateTribeName(FString *result, FString theTribeName)
Definition GameMode.h:1806
float & TamedDinoResistanceMultiplierField()
Definition GameMode.h:1250
FString & BanFileNameField()
Definition GameMode.h:1076
void InitSeamlessDataServer()
Definition GameMode.h:1647
bool BanPlayer(FString PlayerSteamName, FString PlayerSteamID)
Definition GameMode.h:1550
bool KickPlayer(FString PlayerSteamName, FString PlayerSteamID)
Definition GameMode.h:1664
float & ResourcesRespawnPeriodMultiplierField()
Definition GameMode.h:1202
void UpdateSaveBackupFiles()
Definition GameMode.h:1798
float & ShipDecayRateField()
Definition GameMode.h:1507
bool ProcessCreateCheckpointEntry(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_CreateShapshot *pCreateCheckpoint)
Definition GameMode.h:1717
void OnTribeLoaded(bool bSuccess, unsigned __int64 TribeId, FDatabase_TribeWrapper *InResult)
Definition GameMode.h:1698
int & SaveGameCustomVersionField()
Definition GameMode.h:1425
bool & bForceAllowCaveFlyersField()
Definition GameMode.h:1381
long double & StartedBeingOverSubscribedAtField()
Definition GameMode.h:1498
float & YellingRadiusField()
Definition GameMode.h:1145
bool & bOutGoingTransfersEnabledField()
Definition GameMode.h:1519
bool & bAllowFlyingStaminaRecoveryField()
Definition GameMode.h:1186
float & WildDinoTorporDrainMultiplierField()
Definition GameMode.h:1467
FPrimalPlayerCharacterConfigStruct * ValidateCharacterConfig(FPrimalPlayerCharacterConfigStruct *result, FPrimalPlayerCharacterConfigStruct *charConfig, AShooterPlayerController *ForPC)
Definition GameMode.h:1805
void TryUpdateTribesEntitiesServerAndLocation()
Definition GameMode.h:1790
void BeginUnloadingWorld()
Definition GameMode.h:1552
void CreateAlliance(unsigned __int64 TribeId, FString *AllianceName)
Definition GameMode.h:1563
void PostAlarmNotificationTribe(int TribeID, FString Title, FString Message)
Definition GameMode.h:1706
bool RemoveTribeEntity(unsigned int TribeID, FTribeEntity *TribeEntity)
Definition GameMode.h:1733
float & DifficultyValueMinField()
Definition GameMode.h:1141
bool IsPlayerControllerAllowedToJoinNoCheck(AShooterPlayerController *ForPlayer)
Definition GameMode.h:1658
void OnGridServerChanged(unsigned int ServerId, bool bAlive, FDatabase_ClusterInfo_Server *ServerInfo)
Definition GameMode.h:1691
bool & bAutoDestroyDecayedDinosField()
Definition GameMode.h:1184
TArray< TFunction< void __cdecl(void)> > & LogSentinelCallbacksActiveField()
Definition GameMode.h:1090
bool & bCheckedForOceanDinoManagerField()
Definition GameMode.h:1102
TArray< int > & ExcludeItemIndicesField()
Definition GameMode.h:1277
TArray< FString > & PreventDinoTameClassNamesField()
Definition GameMode.h:1281
float & AutoPvEStopTimeSecondsField()
Definition GameMode.h:1302
bool & bIsOfficialServerField()
Definition GameMode.h:1147
bool ProcessPlayerRemovedFromTribe(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_PlayerRemovedFromTribe *pPlayerRemovedFromTribe)
Definition GameMode.h:1719
float & HarvestHealthMultiplierField()
Definition GameMode.h:1255
float & KillXPMultiplierField()
Definition GameMode.h:1218
void OnTribeEntityJoinedServer(AActor *Entity)
Definition GameMode.h:1695
void InitStartSpot(AActor *StartSpot, AController *NewPlayer)
Definition GameMode.h:1650
void SendDatadogMetricEvent(FString *Title, FString *Message)
Definition GameMode.h:1744
bool & InitialLogProcessingDoneField()
Definition GameMode.h:1086
TArray< FTransform > * GetSeamlessSublevelsAdditionalTransforms(TArray< FTransform > *result)
Definition GameMode.h:1615
void UpdateTerritoryUrlsInPlayerState()
Definition GameMode.h:1799
bool GetBoolOption(FString *Options, FString *ParseString, bool CurrentValue)
Definition GameMode.h:1583
void SendServerDirectMessage(FString *PlayerSteamID, FString *MessageText, FLinearColor MessageColor, bool bIsBold, int ReceiverTeamId, int ReceiverPlayerID, FString *PlayerName)
Definition GameMode.h:1746
FString & CurrentMetricCharacterLocationsURLField()
Definition GameMode.h:1398
float & MateBoostEffectMultiplierField()
Definition GameMode.h:1213
TMap< unsigned __int64, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, int, 0 > > & SteamIdsField()
Definition GameMode.h:1123
TMap< int, FTameUnitCounts, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, FTameUnitCounts, 0 > > & TeamTameUnitCountsField()
Definition GameMode.h:1480
void AddTribeWar(int MyTribeID, int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime, bool bForceApprove)
Definition GameMode.h:1541
void DeletePlayerData(FString *UniqueNetId)
Definition GameMode.h:1565
float & SingleplayerSettingsCorpseLifespanMultiplierField()
Definition GameMode.h:1460
int & DestroyTamesOverLevelClampField()
Definition GameMode.h:1443
int GetNumDeaths(FString *PlayerDataID)
Definition GameMode.h:1601
void FlushPrimalStats(AShooterPlayerController *ForPC)
Definition GameMode.h:1573
void SendServerNotificationTypeParam(int MessageType, int ReceiverTeamId, int ReceiverPlayerID, bool bSendToAllServers, int MessageType1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1)
Definition GameMode.h:1749
void * GameBackupPipeWriteField()
Definition GameMode.h:1117
static AShooterGameMode SharedLogFetchPending()
Definition GameMode.h:1528
int & MaxTribeLogsField()
Definition GameMode.h:1368
TArray< FEngramEntryOverride > & OverrideEngramEntriesField()
Definition GameMode.h:1278
float & PvEDinoDecayPeriodMultiplierField()
Definition GameMode.h:1201
int & LastDayOfYearBackedUpField()
Definition GameMode.h:1079
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & PendingAllianceDeletesField()
Definition GameMode.h:1366
void UnloadTribeData(unsigned int TribeID)
Definition GameMode.h:1793
TMap< int, unsigned __int64, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, unsigned __int64, 0 > > & PlayersIdsField()
Definition GameMode.h:1122
void SetTribeClaimFlagPainting(unsigned int TribeId, int PaintingUniqueId, int PaintingRevision, TArray< short > *StructureColors)
Definition GameMode.h:1754
float & CropGrowthSpeedMultiplierField()
Definition GameMode.h:1321
bool & bDisableSaveLoadField()
Definition GameMode.h:1271
TMap< unsigned int, FServerTribeAtMax, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, FServerTribeAtMax, 0 > > & MapServerAtMaxField()
Definition GameMode.h:1511
static void StaticRegisterNativesAShooterGameMode()
Definition GameMode.h:1812
AOceanDinoManager * GetOceanDinoManager()
Definition GameMode.h:1603
float & StructureResistanceMultiplierField()
Definition GameMode.h:1251
float & FuelConsumptionIntervalMultiplierField()
Definition GameMode.h:1442
TArray< unsigned char > * GetClaimFlagBytes(TArray< unsigned char > *result, int PaintingId)
Definition GameMode.h:1585
TArray< TFunction< void __cdecl(void)> > & LogSentinelCallbacksQueuedField()
Definition GameMode.h:1091
float & DinoHarvestingDamageMultiplierField()
Definition GameMode.h:1374
bool & bClampItemStatsField()
Definition GameMode.h:1183
static AShooterGameMode PostServerMetrics()
Definition GameMode.h:1710
void RefreshTerrityoryUrls()
Definition GameMode.h:1725
bool & bServerPVEField()
Definition GameMode.h:1155
long double & LastUpdatedTribeOnlinePresenceField()
Definition GameMode.h:1496
void AddAndSaveTribeEntity(unsigned int TribeID, TArray< FTribeEntity > *Entities, FTribeEntity *TribeEntity)
Definition GameMode.h:1531
float & LayEggIntervalMultiplierField()
Definition GameMode.h:1322
TArray< FSeamlessTravelPlayerData > & SeamlessTravelPlayersDataField()
Definition GameMode.h:1488
float & BabyCuddleGracePeriodMultiplierField()
Definition GameMode.h:1407
void TickOverSubscription()
Definition GameMode.h:1530
bool & bAllowUnlimitedRespecsField()
Definition GameMode.h:1441
void UpdateAlliancesTribes(FTribeAlliance *Alliance)
Definition GameMode.h:1795
bool IsPlayerAllowedToCheat(AShooterPlayerController *ForPlayer)
Definition GameMode.h:1655
bool & bEnableExtraStructurePreventionVolumesField()
Definition GameMode.h:1379
int & NextTribeTravelResetTimeUTCField()
Definition GameMode.h:1512
bool & bDisableImprintDinoBuffField()
Definition GameMode.h:1387
static bool AllowDamage(UWorld *ForWorld, int TargetingTeam1, int TargetingTeam2, bool bIgnoreDamageIfAllied)
Definition GameMode.h:1543
bool & bAutoRestoreBackupsField()
Definition GameMode.h:1139
void DDoSDetected()
Definition GameMode.h:1564
bool & bAllowStructureDecayInLandClaimField()
Definition GameMode.h:1191
float & DayTimeSpeedScaleField()
Definition GameMode.h:1198
void FinishTribeClaimFlagPainting(unsigned int TribeId, int PaintingUniqueId, int PaintingRevision, TArray< short > *StructureColors)
Definition GameMode.h:1571
float & BaseTemperatureMultiplierField()
Definition GameMode.h:1455
int GetGlobalNumOfShipsForTribe(int TribeId)
Definition GameMode.h:1596
float & CustomRecipeEffectivenessMultiplierField()
Definition GameMode.h:1350
bool AddTribeShip(APrimalRaft *Ship)
Definition GameMode.h:1539
bool & bUseBPPreSpawnedDinoField()
Definition GameMode.h:1463
bool & bUseOptimizedHarvestingHealthField()
Definition GameMode.h:1181
UPrimalPlayerData * GetPlayerDataFor(AShooterPlayerController *PC, bool *bCreatedNewPlayerData, bool bForceCreateNewPlayerData, FPrimalPlayerCharacterConfigStruct *charConfig, bool bAutoCreateNewData, bool bDontSaveNewData)
Definition GameMode.h:1609
float & EnableAFKKickPlayerCountPercentField()
Definition GameMode.h:1211
long double & LastServerNotificationRecievedAtField()
Definition GameMode.h:1231
FVector * GetTracedSpawnLocation(FVector *result, FVector *SpawnLoc, float CharHalfHeight)
Definition GameMode.h:1624
TWeakObjectPtr< ASeamlessVolumeManager > & SeamlessVolumeManagerField()
Definition GameMode.h:1227
bool & bAllowDisablingSpectatorField()
Definition GameMode.h:1326
TArray< FEngramEntryOverride > & OverrideNamedEngramEntriesField()
Definition GameMode.h:1279
bool & bHasCovertedToStoreField()
Definition GameMode.h:1483
URCONServer * RCONSocketField()
Definition GameMode.h:1097
TMap< unsigned int, FGridCellServerInfo, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, FGridCellServerInfo, 0 > > & GridServersInfosField()
Definition GameMode.h:1500
void SendTribeChat(unsigned int TribeID, FPubSub_TribeNotification_Chat *Chat)
Definition GameMode.h:1750
int & TributeDinoExpirationSecondsField()
Definition GameMode.h:1304
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition GameMode.h:1690
bool & bPreventUploadSurvivorsField()
Definition GameMode.h:1309
float GetExtraDinoSpawnWeight(FName DinoNameTag)
Definition GameMode.h:1592
FString * GenerateProfileFileName(FString *result, FString *UniqueId, FString *NetworkAddresss, FString *PlayerName)
Definition GameMode.h:1578
TArray< FConfigNPCSpawnEntriesContainer > & ConfigSubtractNPCSpawnEntriesContainerField()
Definition GameMode.h:1404
bool & bAllowDeprecatedStructuresField()
Definition GameMode.h:1172
bool & bAutoUnlockAllEngramsField()
Definition GameMode.h:1452
bool & bUseExclusiveListField()
Definition GameMode.h:1151
void LoadTributePlayerDatas(FString UniqueID)
Definition GameMode.h:1679
TArray< FUniqueNetIdUInt64 > & PlayersJoinNoCheckField()
Definition GameMode.h:1105
TMap< unsigned __int64, TArray< FTribeNotification >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, TArray< FTribeNotification >, 0 > > & PendingAllianceNotificationsField()
Definition GameMode.h:1119
bool & bIncreasePvPRespawnIntervalField()
Definition GameMode.h:1315
bool & bShowCreativeModeField()
Definition GameMode.h:1458
bool & bPvPStructureDecayField()
Definition GameMode.h:1169
FDateTime & LastSaveWorldTimeField()
Definition GameMode.h:1243
FTameUnitCounts & EmptyTameUnitsField()
Definition GameMode.h:1481
static AShooterGameMode SharedLogCreateSnapshot()
Definition GameMode.h:1756
bool UpdateTribeEntity(AActor *Entity)
Definition GameMode.h:1801
UPubSub_TribeNotifications * PubSub_TribeNotificationsRefField()
Definition GameMode.h:1109
float & MaxTamedDinosField()
Definition GameMode.h:1203
FEvent * PendingSharedLogEntriesReadyField()
Definition GameMode.h:1088
bool & bAllowCrateSpawnsOnTopOfStructuresField()
Definition GameMode.h:1392
TArray< FPlayerDeathReason > & PlayerDeathReasonsField()
Definition GameMode.h:1274
bool & bDisableWeatherFogField()
Definition GameMode.h:1476
bool & bClampItemSpoilingTimesField()
Definition GameMode.h:1182
float & MaximumCraftingSkillBonusField()
Definition GameMode.h:1134
bool & bForceUseInventoryAppendsField()
Definition GameMode.h:1436
APawn * SpawnDefaultPawnFor(AController *NewPlayer, AActor *StartSpot)
Definition GameMode.h:1762
bool & bIsHomeServerField()
Definition GameMode.h:1502
AShipPathManager * ShipPathManagerField()
Definition GameMode.h:1082
float & DinoDamageMultiplierField()
Definition GameMode.h:1245
void OnTribeEntityJoinedServerHelper(AActor *Entity, FTribeData *CachedTribeData)
Definition GameMode.h:1696
void StressTestTravelStartLoop(float IntervalSec)
Definition GameMode.h:1777
float & IncreasePvPRespawnIntervalBaseAmountField()
Definition GameMode.h:1318
bool & bDisableDinoRidingField()
Definition GameMode.h:1423
float & BabyCuddleLoseImprintQualitySpeedMultiplierField()
Definition GameMode.h:1408
float GetHarvestResourceItemAmountMultiplier(TSubclassOf< UPrimalItem > HarvestItemClass)
Definition GameMode.h:1597
void ClearSavesAndRestart()
Definition GameMode.h:1560
long double & SeamlessSocketTickIntervalField()
Definition GameMode.h:1226
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamedField()
Definition GameMode.h:1339
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > * GetBannedMap(TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > *result)
Definition GameMode.h:1582
void LoadPendingTribesToLoad()
Definition GameMode.h:1670
void RemovePlayerStructuresFromTribe(FString *PlayerName, bool bChangeDinos, bool bChangeStructures, unsigned int NewPlayerId)
Definition GameMode.h:1730
bool & bNoDinoTamingField()
Definition GameMode.h:1503
float & HerbivorePlayerAggroMultiplierField()
Definition GameMode.h:1267
TArray< FString > * GetWhiteListedMap(TArray< FString > *result)
Definition GameMode.h:1630
float & ShipKillXPMultiplierField()
Definition GameMode.h:1223
bool & bServerGameLogIncludeTribeLogsField()
Definition GameMode.h:1179
void LoadTribeIds_Process(unsigned int theTribeID)
Definition GameMode.h:1678
FString & LastServerNotificationMessageField()
Definition GameMode.h:1230
bool & bAllowCustomRecipesField()
Definition GameMode.h:1355
int ForceAddPlayerToTribe(AShooterPlayerState *ForPlayerState, FString *TribeName)
Definition GameMode.h:1574
bool & bRestartedAPlayerField()
Definition GameMode.h:1238
TMap< unsigned __int64, FTribeAlliance, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, FTribeAlliance, 0 > > & AlliancesField()
Definition GameMode.h:1367
bool & bPvPDinoDecayField()
Definition GameMode.h:1384
float & WildDinoCharacterFoodDrainMultiplierField()
Definition GameMode.h:1466
bool & bDisableDynamicMusicField()
Definition GameMode.h:1273
int & TerrainGeneratorVersionField()
Definition GameMode.h:1104
void InitOptionBool(FString Commandline, FString Section, FString Option, bool bDefaultValue)
Definition GameMode.h:1642
unsigned int & SharedLogReplayFailsField()
Definition GameMode.h:1096
void TransferTribalObjects(unsigned int FromTeam, unsigned int ToTeam, bool bDontIncludePlayers)
Definition GameMode.h:1787
void SetMessageOfTheDay(FString *Message)
Definition GameMode.h:1752
void IncrementNumDeaths(FString *PlayerDataID)
Definition GameMode.h:1636
float GetFloatOptionIni(FString Section, FString OptionName)
Definition GameMode.h:1594
float ModifyNPCSpawnLimits(FName DinoNameTag, float CurrentLimit)
Definition GameMode.h:1683
float & FastDecayIntervalField()
Definition GameMode.h:1432
bool GetBoolOptionIni(FString Section, FString OptionName)
Definition GameMode.h:1584
TArray< FDinoSpawnWeightMultiplier > & DinoSpawnWeightMultipliersField()
Definition GameMode.h:1282
UDatabase_SharedLog * Database_SharedLogRefField()
Definition GameMode.h:1111
FString & BonusSupplyCrateItemStringField()
Definition GameMode.h:1352
void GenerateTribePNG(unsigned __int64 TribeId)
Definition GameMode.h:1580
int & ClampHomeServerXPLevelField()
Definition GameMode.h:1479
void SavePlayersJoinNoCheckList()
Definition GameMode.h:1741
TArray< FConfigNPCSpawnEntriesContainer > & ConfigAddNPCSpawnEntriesContainerField()
Definition GameMode.h:1403
float & DinoCountMultiplierField()
Definition GameMode.h:1270
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamed_AffinityField()
Definition GameMode.h:1341
void PrintToServerGameLog(FString *InString, bool bSendChatToAllAdmins)
Definition GameMode.h:1714
void SharedLogTravelNotification(unsigned __int64 LogLine, TSharedPtr< TArray< unsigned char > > *TravelData)
Definition GameMode.h:1759
bool PromoteToTribeAdmin(unsigned int TribeID, unsigned int PlayerDataID, APlayerController *PromoterPC)
Definition GameMode.h:1723
float & MaxFallSpeedMultiplierField()
Definition GameMode.h:1296
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoWildField()
Definition GameMode.h:1342
bool & bDontUseClaimFlagsField()
Definition GameMode.h:1474
TArray< FClassMultiplier > & DinoClassResistanceMultipliersField()
Definition GameMode.h:1283
void SharedLogRollback(unsigned __int64 RollbackTarget)
Definition GameMode.h:1758
TMap< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, 0 > > & PvEActiveTribeWarsField()
Definition GameMode.h:1360
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & BannedMapField()
Definition GameMode.h:1077
bool & bFastDecayUnsnappedCoreStructuresField()
Definition GameMode.h:1390
TArray< FAttachedInstancedHarvestingElement *, FDefaultAllocator > & HiddenHarvestingComponentsField()
Definition GameMode.h:1520
void InitSeamlessSocket()
Definition GameMode.h:1648
void ProcessTribeAndAllianceLoadResults(unsigned __int64 TribeId)
Definition GameMode.h:1721
void Tick(float DeltaSeconds)
Definition GameMode.h:1780
void AddTameUnits(int ToTeam, int AddUnits, ETameUnitType::Type TheTameUnitType, bool bIgnoreNetworking)
Definition GameMode.h:1535
bool & bProximityChatField()
Definition GameMode.h:1138
void IncrementNumDinos(int ForTeam, int ByAmount)
Definition GameMode.h:1637
bool & bForceAllStructureLockingField()
Definition GameMode.h:1171
void ResetTribeEntityToAnotherServer(unsigned int TribeID, unsigned int EntityID, TArray< FTribeEntity > *TribeEntities, unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
Definition GameMode.h:1737
void ResetTribeTravelCounts()
Definition GameMode.h:1738
void ShowMessageOfTheDay()
Definition GameMode.h:1760
static AShooterGameMode PostCharacterLocationMetrics()
Definition GameMode.h:1707
void RequestFinishAndExitToMainMenu()
Definition GameMode.h:1735
float & SupplyCrateLootQualityMultiplierField()
Definition GameMode.h:1437
void SendServerChatMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold, int ReceiverTeamId, int ReceiverPlayerID, bool bSendToAllServers)
Definition GameMode.h:1745
bool & bNoAnchoringField()
Definition GameMode.h:1504
void UpdateTribeData(FTribeData *NewTribeData)
Definition GameMode.h:1800
bool & bServerHardcoreField()
Definition GameMode.h:1154
int CountOverlappingDinoCharactersOfTeamAndClass(FVector *AtLocation, float OverlapRange, TSubclassOf< APrimalDinoCharacter > DinoClass, int DinoTeam, bool bExactClassMatch, bool bIgnoreClass)
Definition GameMode.h:1562
void TickPendingSharedLog()
Definition GameMode.h:1782
bool & bAutoPvEUseSystemTimeField()
Definition GameMode.h:1298
void UnloadTribeDataIfNoLongerNeeded(unsigned int TribeID, AController *Exiting)
Definition GameMode.h:1794
UDatabase_TribeDataManager * Database_TribeDataManagerRefField()
Definition GameMode.h:1107
void OnAllianceLoaded(bool bFullTribeAndAllianceLoad, bool bSuccess, unsigned __int64 AllianceId, FDatabase_AllianceWrapper *InResult)
Definition GameMode.h:1688
TArray< FUniqueNetIdUInt64 > & PlayersExclusiveListField()
Definition GameMode.h:1106
float & RCONServerGameLogBufferField()
Definition GameMode.h:1207
bool & bPvEDisableFriendlyFireField()
Definition GameMode.h:1327
bool & bForceRespawnDinosField()
Definition GameMode.h:1239
float & LastTribeTravelResetTimeField()
Definition GameMode.h:1513
long double & LastBonusSupplyCrateItemGiveTimeField()
Definition GameMode.h:1357
void AsyncSetAndUpdateClaimFlagBytesForTribe(unsigned int TribeId, int PaintingId, int PaintingRevision, TArray< unsigned char > *CompressedBytes, TArray< short > *StructureColors)
Definition GameMode.h:1548
void UpdateTribeWars()
Definition GameMode.h:1804
float & PreventOfflinePvPConnectionInvincibleIntervalField()
Definition GameMode.h:1464
void Logout(AController *Exiting)
Definition GameMode.h:1681
FieldArray< int, 8 > ItemStatClampsField()
Definition GameMode.h:1343
float & MinimumDinoReuploadIntervalField()
Definition GameMode.h:1424
FString * InitNewPlayer(FString *result, APlayerController *NewPlayerController, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *Options, FString *Portal)
Definition GameMode.h:1641
unsigned __int64 AddNewTribe(AShooterPlayerState *PlayerOwner, FString *TribeName, FTribeGovernment *TribeGovernment)
Definition GameMode.h:1533
void InitTameUnitCounts()
Definition GameMode.h:1651
bool & bDisableDinoDecayClaimingField()
Definition GameMode.h:1446
bool & bDisableDinoDecayPvEField()
Definition GameMode.h:1162
void EndPlay(EEndPlayReason::Type EndPlayReason)
Definition GameMode.h:1570
void UpdateTribeNameInAlliances(FTribeData *TribeData)
Definition GameMode.h:1803
float & XPMultiplierField()
Definition GameMode.h:1215
void PostLogin(APlayerController *NewPlayer)
Definition GameMode.h:1709
int & OverrideMaxExperiencePointsDinoField()
Definition GameMode.h:1292
FString * GetStringOption(FString *result, FString Section, FString OptionName)
Definition GameMode.h:1621
void LoadBannedList()
Definition GameMode.h:1669
void InitSpawnPoints()
Definition GameMode.h:1649
UPrimalPlayerData * LoadPlayerData(AShooterPlayerState *PlayerState, bool bIsLoadingBackup)
Definition GameMode.h:1672
float & TamedDinoTorporDrainMultiplierField()
Definition GameMode.h:1469
bool & bAllowStoredDatasField()
Definition GameMode.h:1484
unsigned int GetCurrentServerId()
Definition GameMode.h:1588
int & MaxTributeItemsField()
Definition GameMode.h:1312
UDatabase_RemoteFileManager * Database_RemoteFileManagerRefField()
Definition GameMode.h:1114
bool & bAllowHitMarkersField()
Definition GameMode.h:1174
int & NPCCountField()
Definition GameMode.h:1430
void RefreshLandBedsClaimFlagCheck()
Definition GameMode.h:1724
void PostAlarmNotification(FUniqueNetId *SteamID, FString *Title, FString *Message)
Definition GameMode.h:1703
float & CarnivoreNaturalTargetingRangeMultiplierField()
Definition GameMode.h:1264
FString * DoGameCommand(FString *result, FString *TheCommand)
Definition GameMode.h:1569
void GiveNewTreasureMapToCharacter(AShooterCharacter *ShooterChar, float Quality)
Definition GameMode.h:1631
void AllowPlayerToJoinNoCheck(FUniqueNetIdUInt64 *PlayerId)
Definition GameMode.h:1544
bool & bCustomGameModeAllowSpectatorJoinAfterMatchStartField()
Definition GameMode.h:1344
void HandleMatchHasStarted()
Definition GameMode.h:1633
float & CraftXPMultiplierField()
Definition GameMode.h:1220
bool AddTribeEntity(AActor *Entity)
Definition GameMode.h:1538
float & DinoTurretDamageMultiplierField()
Definition GameMode.h:1376
void RestartServer()
Definition GameMode.h:1739
bool & bIsLoadedServerField()
Definition GameMode.h:1415
void JoinAlliance(unsigned __int64 AdminTribeId, unsigned __int64 AddTribeId, FString *AddTribeName, unsigned __int64 AllianceId, bool bAuthority)
Definition GameMode.h:1662
bool StartSaveBackup()
Definition GameMode.h:1771
AOceanVolume * TheOceanVolumeField()
Definition GameMode.h:1101
void UpdateGridCellServer()
Definition GameMode.h:1797
unsigned int & MaxTribeTravelCountField()
Definition GameMode.h:1516
bool AreTribesAllied(int TribeID1, int TribeID2)
Definition GameMode.h:1547
AOceanVolume * GetOceanVolume()
Definition GameMode.h:1604
bool & bGameplayLogEnabledField()
Definition GameMode.h:1345
float & BabyMatureSpeedMultiplierField()
Definition GameMode.h:1335
TArray< AShooterGameMode::SeamlessTravelLogEntry > & SeamlessTravelLogField()
Definition GameMode.h:1084
bool & bAutoCreateNewPlayerDataField()
Definition GameMode.h:1131
bool & bAllowFlyerCarryPvEField()
Definition GameMode.h:1160
static AShooterGameMode InitDiscoveryZones()
Definition GameMode.h:1638
void SendServerNotification(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int ReceiverTeamId, int ReceiverPlayerID, bool bDoBillboard, bool bSaveToTribeLog, bool bSendToAllServers)
Definition GameMode.h:1747
TSet< unsigned int, DefaultKeyFuncs< unsigned int, 0 >, FDefaultSetAllocator > & TribesIdsField()
Definition GameMode.h:1121
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & PGTerrainPropertiesField()
Definition GameMode.h:1129
bool & bServerForceNoHUDField()
Definition GameMode.h:1158
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & PlayersCorrectCurrentServersField()
Definition GameMode.h:1085
float & TribeNameChangeCooldownField()
Definition GameMode.h:1216
TArray< FClassNameReplacement > & NPCReplacementsField()
Definition GameMode.h:1288
float & GlobalPoweredBatteryDurabilityDecreasePerSecondField()
Definition GameMode.h:1459
int & TributeItemExpirationSecondsField()
Definition GameMode.h:1303
void LoadPlayersJoinNoCheckList()
Definition GameMode.h:1675
FString & LaunchOptionsField()
Definition GameMode.h:1124
TArray< APrimalDinoCharacter * > * GetOverlappingDinoCharactersOfTeamAndClass(TArray< APrimalDinoCharacter * > *result, FVector *AtLocation, float OverlapRange, TSubclassOf< APrimalDinoCharacter > DinoClass, int DinoTeam, bool bExactClassMatch, bool bIgnoreClass)
Definition GameMode.h:1606
int & MaxDinoBaseLevelField()
Definition GameMode.h:1331
bool & bHasLoadedSaveGameField()
Definition GameMode.h:1497
bool & bAutoPvETimerField()
Definition GameMode.h:1297
void LeaveAlliance(unsigned __int64 AdminTribeId, unsigned __int64 RemoveTribeId, unsigned __int64 AllianceId, bool bAuthority)
Definition GameMode.h:1667
void AdjustDamage(AActor *Victim, float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition GameMode.h:1542
bool UpdateTribeMemberPresence(unsigned int TribeID, AShooterPlayerState *PlayerState)
Definition GameMode.h:1802
bool & PreventDownloadDinosField()
Definition GameMode.h:1308
bool & AIForceTargetPlayersField()
Definition GameMode.h:1268
float & MatingSpeedMultiplierField()
Definition GameMode.h:1431
float & IncreasePvPRespawnIntervalCheckPeriodField()
Definition GameMode.h:1316
bool & PreventDownloadItemsField()
Definition GameMode.h:1307
bool & bOnlyDecayUnsnappedCoreStructuresField()
Definition GameMode.h:1389
void TickTribeCloudNotifications()
Definition GameMode.h:1786
bool & bAllowInactiveTribesField()
Definition GameMode.h:1372
void InitOptionFloat(FString Commandline, FString Section, FString Option, float CurrentValue)
Definition GameMode.h:1643
void MoveInChractersOutOfBounds()
Definition GameMode.h:1684
float & FishingLootQualityMultiplierField()
Definition GameMode.h:1438
bool & bOverideStructurePlatformPreventionField()
Definition GameMode.h:1385
UPrimalPlayerData * GetPlayerData(unsigned int PlayerDataID)
Definition GameMode.h:1608
float & AutoPvEStartTimeSecondsField()
Definition GameMode.h:1301
bool & bServerUseDinoListField()
Definition GameMode.h:1418
bool FinshProcessingEntry(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry)
Definition GameMode.h:1572
float & HarvestAmountMultiplierField()
Definition GameMode.h:1254
bool & bPreventUploadItemsField()
Definition GameMode.h:1310
FString & SteamAPIKeyField()
Definition GameMode.h:1229
unsigned int GeneratePlayerDataId(unsigned __int64 NetUniqueID)
Definition GameMode.h:1577
void OnCompleteTribeLoadedFromCache(unsigned int TribeID)
Definition GameMode.h:1689
bool & bPopulatingSpawnZonesField()
Definition GameMode.h:1237
bool IsTribeWar(int TribeID1, int TribeID2)
Definition GameMode.h:1661
USeamlessDataServer * SeamlessDataServerField()
Definition GameMode.h:1501
TArray< FEngramEntryAutoUnlock > & EngramEntryAutoUnlocksField()
Definition GameMode.h:1280
bool & bForceAllowAscensionItemDownloadsField()
Definition GameMode.h:1457
float & DinoCreatureResistanceMultiplierField()
Definition GameMode.h:1471
float & AutoDestroyOldStructuresMultiplierField()
Definition GameMode.h:1206
void InitGameState()
Definition GameMode.h:1640
TArray< FString > & CachedGameLogField()
Definition GameMode.h:1369
float & SafeSpawnPointMaxDistanceFromShoreField()
Definition GameMode.h:1224
TSubclassOf< UObject > * GetDefaultPawnClassForController_Implementation(TSubclassOf< UObject > *result, AController *InController)
Definition GameMode.h:1589
TArray< FTribeTravelCount > & TribesTravelCountField()
Definition GameMode.h:1510
FName & StructureDestructionTagField()
Definition GameMode.h:1300
float & ExtinctionEventTimeIntervalField()
Definition GameMode.h:1378
void SingleplayerSetupValues()
Definition GameMode.h:1761
float GetDinoResistanceMultiplier(APrimalDinoCharacter *ForDino)
Definition GameMode.h:1591
bool & bUseTameLimitForStructuresOnlyField()
Definition GameMode.h:1447
unsigned __int64 & ServerIDField()
Definition GameMode.h:1413
FTribeData * GetTribeData(unsigned __int64 TribeID)
Definition GameMode.h:1626
void InitOptions(FString Options)
Definition GameMode.h:1646
bool UnbanPlayer(FString PlayerSteamName, FString PlayerSteamID)
Definition GameMode.h:1791
float & PerPlatformMaxStructuresMultiplierField()
Definition GameMode.h:1205
bool & bAlwaysNotifyPlayerJoinedField()
Definition GameMode.h:1153
void LoadPlayerIds_Process(unsigned __int64 InPlayerID, TArray< unsigned char > *ReadBytes)
Definition GameMode.h:1674
void StartRemovePlayerFromTribe(unsigned int PlayerId, unsigned __int64 TribeId, FString *PlayerRequesting)
Definition GameMode.h:1770
float & PlayerCharacterStaminaDrainMultiplierField()
Definition GameMode.h:1260
bool & bClampHomeServerXPField()
Definition GameMode.h:1478
TMap< unsigned int, double, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, double, 0 > > & PendingTribesClaimFlagNotifsField()
Definition GameMode.h:1509
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & PendingAllianceLoadsField()
Definition GameMode.h:1365
bool & PreventDownloadSurvivorsField()
Definition GameMode.h:1306
float & NightTimeSpeedScaleField()
Definition GameMode.h:1197
int & MaxGlobalShipsField()
Definition GameMode.h:1473
float & SpecialXPMultiplierField()
Definition GameMode.h:1222
void * GameBackupPipeReadField()
Definition GameMode.h:1116
void SaveWorld(ESaveWorldType::Type SaveType, bool bDoPartialSave)
Definition GameMode.h:1742
bool TransferTribeOwnershipTo(unsigned int TribeID, unsigned int PlayerDataID)
Definition GameMode.h:1788
static AShooterGameMode SharedLogBackgroundCleanup()
Definition GameMode.h:1755
void StartNewShooterPlayer(APlayerController *NewPlayer, bool bForceCreateNewPlayerData, bool bIsFromLogin, FPrimalPlayerCharacterConfigStruct *charConfig, UPrimalPlayerData *ArkPlayerData)
Definition GameMode.h:1769
float & DinoCharacterFoodDrainMultiplierField()
Definition GameMode.h:1258
void LoadTribeIds()
Definition GameMode.h:1677
int & MaxTribesPerAllianceField()
Definition GameMode.h:1445
bool & bAllowCaveBuildingPvEField()
Definition GameMode.h:1167
float & BabyCuddleIntervalMultiplierField()
Definition GameMode.h:1406
bool & bJoinInProgressGamesAsSpectatorField()
Definition GameMode.h:1252
float & ResourceNoReplenishRadiusStructuresField()
Definition GameMode.h:1319
bool & bPreventStructurePaintingField()
Definition GameMode.h:1166
bool IsAtTameUnitLimit(int ToTeam, ETameUnitType::Type TheTameUnitType, int TameLimitOffset, bool bIgnoreGlobalCheck)
Definition GameMode.h:1653
bool & bAllowAnyoneBabyImprintCuddleField()
Definition GameMode.h:1386
FNetworkGUID * GetSeamlessObjectOldGuidForPlayer(FNetworkGUID *result, FString *PlayerId, UObject *Object)
Definition GameMode.h:1614
void KickAllPlayersAndReload()
Definition GameMode.h:1663
bool GetServerSettingsFloat(FString *Keyvalue, float *OutFloat)
Definition GameMode.h:1618
void RemoveTribe(unsigned __int64 TribeID)
Definition GameMode.h:1732
bool & bAutoDestroyStructuresField()
Definition GameMode.h:1170
bool & bIsLegacyServerField()
Definition GameMode.h:1189
TSubclassOf< UCheatManager > & CheatClassField()
Definition GameMode.h:1146
void SpawnedPawnFor(AController *PC, APawn *SpawnedPawn)
Definition GameMode.h:1763
float & DinoCreatureDamageMultiplierField()
Definition GameMode.h:1470
void GetActorSaveGameTypes(TArray< TSubclassOf< AActor > > *saveGameTypes)
Definition GameMode.h:1581
long double & LastTimeSavedWorldField()
Definition GameMode.h:1233
void OnLogout(AController *Exiting)
Definition GameMode.h:1811
void PostLogFailEvent(unsigned __int64 FailedLogLine)
Definition GameMode.h:1708
void RemoveTameUnits(int ToTeam, int RemoveUnits, ETameUnitType::Type TheTameUnitType, bool bIgnoreNetworking)
Definition GameMode.h:1731
FString & CurrentMetricEventsURLField()
Definition GameMode.h:1397
long double & TimeLastStartedDoingRemoteBackupField()
Definition GameMode.h:1080
float & BabyImprintingStatScaleMultiplierField()
Definition GameMode.h:1405
void LoadPlayerDataIds()
Definition GameMode.h:1673
float & ProximityRadiusField()
Definition GameMode.h:1143
bool & bPreventDiseasesField()
Definition GameMode.h:1410
float & PvPZoneStructureDamageMultiplierField()
Definition GameMode.h:1289
long double & ServerLastForceRespawnWildDinosTimeField()
Definition GameMode.h:1453
TArray< int > & SupportedSpawnRegionsField()
Definition GameMode.h:1417
bool & bAllowRaidDinoFeedingField()
Definition GameMode.h:1241
void ChangeClaimFlag(APrimalStructureClaimFlag *Flag, unsigned __int64 OLDTribeOrOwnerId, unsigned __int64 NEWTribeOrOwnerId)
Definition GameMode.h:1553
void DeletePlayerData(AShooterPlayerState *PlayerState)
Definition GameMode.h:1566
TArray< FClassMultiplier > & TamedDinoClassDamageMultipliersField()
Definition GameMode.h:1286
TArray< FPlayerFlagData > & PlayerFlagDatasField()
Definition GameMode.h:1508
float & PlayerCharacterFoodDrainMultiplierField()
Definition GameMode.h:1257
FTickCallbacks & TickCallbacksField()
Definition GameMode.h:1499
AActor * ChoosePlayerStart_Implementation(AController *Player)
Definition GameMode.h:1559
FName & UseStructurePreventionVolumeTagField()
Definition GameMode.h:1482
bool LoadTribeData(int TribeID, FTribeData *LoadedTribeData, bool bIsLoadingBackup, bool bDontCheckDirtyTribeWar)
Definition GameMode.h:1676
int & TributeCharacterExpirationSecondsField()
Definition GameMode.h:1305
int & MaxNumberOfPlayersInTribeField()
Definition GameMode.h:1332
void OnTribeEntityLeftServer(AActor *Entity, unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
Definition GameMode.h:1697
bool IsFirstPlayerSpawn(APlayerController *NewPlayer)
Definition GameMode.h:1654
void AddClaimFlag(APrimalStructureClaimFlag *Flag, unsigned __int64 TribeOrOwnerId)
Definition GameMode.h:1532
bool & bOfficialAtlasServerPvPField()
Definition GameMode.h:1192
unsigned int & NextExtinctionEventUTCField()
Definition GameMode.h:1380
void TickSaveBackup()
Definition GameMode.h:1784
int & MaxPlatformSaddleStructureLimitField()
Definition GameMode.h:1330
bool & bLimitTurretsInRangeField()
Definition GameMode.h:1448
bool & bCheckedForOceanVolumeField()
Definition GameMode.h:1103
bool & bPreventTribeAlliancesField()
Definition GameMode.h:1173
int & TheMaxStructuresInRangeField()
Definition GameMode.h:1193
float & StructureDamageRepairCooldownField()
Definition GameMode.h:1349
bool & bTribeLogDestroyedEnemyStructuresField()
Definition GameMode.h:1177
void DisallowPlayerToJoinNoCheck(FUniqueNetIdUInt64 *PlayerId)
Definition GameMode.h:1568
float & PvEStructureDecayPeriodMultiplierField()
Definition GameMode.h:1199
bool ChangeTribeGovernment(unsigned int TribeID, FTribeGovernment *TribeGovernment)
Definition GameMode.h:1554
void AddToTribeLog(int TribeId, FString *NewLog)
Definition GameMode.h:1536
FString & AlarmNotificationKeyField()
Definition GameMode.h:1074
UPubSub_GeneralNotifications * PubSub_GeneralNotificationsRefField()
Definition GameMode.h:1110
UPrimalPlayerData * GetPlayerData(FString *PlayerDataID)
Definition GameMode.h:1607
void StartSavingTribeEntity(unsigned int TribeID, FTribeEntity *TribeEntity)
Definition GameMode.h:1773
float & BabyFoodConsumptionSpeedMultiplierField()
Definition GameMode.h:1336
FieldArray< float, 16 > PlayerBaseStatMultipliersField()
Definition GameMode.h:1427
bool & bAlwaysNotifyPlayerLeftField()
Definition GameMode.h:1152
bool & bPvEAllowTribeWarCancelField()
Definition GameMode.h:1354
bool SendServerNotificationInternal(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int ReceiverTeamId, int ReceiverPlayerID, bool bDoBillboard, bool bSaveToTribeLog)
Definition GameMode.h:1748
TMap< unsigned __int64, UPrimalPlayerData *, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, UPrimalPlayerData *, 0 > > IDtoPlayerDatasField()
Definition GameMode.h:1362
bool & bDisableFriendlyFireField()
Definition GameMode.h:1371
bool & bDisableStructurePlacementCollisionField()
Definition GameMode.h:1435
FieldArray< int, 3 > MaxTameUnitsField()
Definition GameMode.h:1472
bool & bUseDinoLevelUpAnimationsField()
Definition GameMode.h:1421
int & NPCActiveCountTamedField()
Definition GameMode.h:1428
bool & bAllowHideDamageSourceFromLogsField()
Definition GameMode.h:1217
void ResetTribeEntitiesAtMaxForServer(unsigned int ServerId, unsigned int NextResetUTC)
Definition GameMode.h:1736
bool PlayerCanRestart(APlayerController *Player)
Definition GameMode.h:1702
TArray< unsigned int > * GetSeamlessSublevelsUniqueIds(TArray< unsigned int > *result)
Definition GameMode.h:1617
bool & bFirstSaveWorldField()
Definition GameMode.h:1240
float & StructurePreventResourceRadiusMultiplierField()
Definition GameMode.h:1200
UDatabase_TravelData * Database_TravelDataRefField()
Definition GameMode.h:1113
bool & bHardLimitTurretsInRangeField()
Definition GameMode.h:1451
int & LoadForceRespawnDinosVersionField()
Definition GameMode.h:1414
int & PlayerDefaultNoDiscoveriesMaxLevelUpsField()
Definition GameMode.h:1477
void AtlasGlobalCommand(FString Command)
Definition GameMode.h:1549
bool & bUseCorpseLocatorField()
Definition GameMode.h:1434
ATreasureMapManager * TreasureMapManagerField()
Definition GameMode.h:1081
float & DinoCharacterHealthRecoveryMultiplierField()
Definition GameMode.h:1263
bool ProcessTravelEntry(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_TravelEntry *Travel)
Definition GameMode.h:1720
float & ResourceNoReplenishRadiusPlayersField()
Definition GameMode.h:1320
float & PlayerHarvestingDamageMultiplierField()
Definition GameMode.h:1375
float GetDinoDamageMultiplier(APrimalDinoCharacter *ForDino)
Definition GameMode.h:1590
float & DinoCharacterStaminaDrainMultiplierField()
Definition GameMode.h:1261
bool HandleNewPlayer(AShooterPlayerController *NewPlayer, UPrimalPlayerData *PlayerData, AShooterCharacter *PlayerCharacter, bool bIsFromLogin)
Definition GameMode.h:1810
void NetUpdateTameUnits(int ToTeam, FTameUnitCounts *NewTameUnits)
Definition GameMode.h:1685
float & RaidDinoCharacterFoodDrainMultiplierField()
Definition GameMode.h:1259
static AShooterGameMode ProcessActorPlayersAwaitingSeamlessTravelController()
Definition GameMode.h:1715
int & NPCActiveCountField()
Definition GameMode.h:1429
void StartLoadingTribeData(unsigned int TribeID)
Definition GameMode.h:1766
void CheckForRepopulation()
Definition GameMode.h:1556
void TickPendingTribeFlagNotifs()
Definition GameMode.h:1783
FString & CurrentMerticsURLField()
Definition GameMode.h:1396
bool & bDisableStructureDecayPvEField()
Definition GameMode.h:1161
TArray< FClassMultiplier > & TamedDinoClassResistanceMultipliersField()
Definition GameMode.h:1284
float GetFloatOption(FString *Options, FString *ParseString, float CurrentValue)
Definition GameMode.h:1593
bool & bUseNewStructureFoundationSupportChecksField()
Definition GameMode.h:1132
int & LastRepopulationIndexToCheckField()
Definition GameMode.h:1073
bool & bAdminLoggingField()
Definition GameMode.h:1168
void BPPreSpawnedDino(APrimalDinoCharacter *theDino)
Definition GameMode.h:1807
float & GlobalCorpseDecompositionTimeMultiplierField()
Definition GameMode.h:1295
TMap< FString, FTributePlayerTribeInfo, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FTributePlayerTribeInfo, 0 > > & TributePlayerTribeInfosField()
Definition GameMode.h:1416
UPrimalPlayerData * GetPlayerDataForUniqueNetId(FString *UniqueNetId, FString *PlayerName)
Definition GameMode.h:1611
bool & bAllowPlatformSaddleMultiFloorsField()
Definition GameMode.h:1440
bool & bHomeServerDontReplicateLoggedOutPlayersField()
Definition GameMode.h:1506
TMap< unsigned __int64, FTribeData, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, FTribeData, 0 > > & TribesDataField()
Definition GameMode.h:1125
int & LimitTurretsNumField()
Definition GameMode.h:1450
void SetClaimFlagBytesForTribe(int PaintingId, TArray< unsigned char > *CompressedBytes)
Definition GameMode.h:1751
TArray< FClassMultiplier > & HarvestResourceItemAmountClassMultipliersField()
Definition GameMode.h:1287
void Killed(AController *Killer, AController *KilledPlayer, APawn *KilledPawn, UDamageType *DamageType)
Definition GameMode.h:1666
TMap< unsigned __int64, TSharedPtr< TArray< unsigned char >, 0 >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, TSharedPtr< TArray< unsigned char >, 0 >, 0 > > & TravelDataCacheField()
Definition GameMode.h:1095
void PrintToGameplayLog(FString *InString)
Definition GameMode.h:1713
bool & bRandomSupplyCratePointsField()
Definition GameMode.h:1394
void MarkTribeEntitiesAtMaxForServer(unsigned int ServerId, unsigned __int64 TribeID, unsigned int NextResetUTC)
Definition GameMode.h:1682
bool & bPreventUploadDinosField()
Definition GameMode.h:1311
UShooterCheatManager * GlobalCommandsCheatManagerField()
Definition GameMode.h:1115
int & OverrideMaxExperiencePointsPlayerField()
Definition GameMode.h:1291
int & MaxAlliancesPerTribeField()
Definition GameMode.h:1444
bool & bFlyerPlatformAllowUnalignedDinoBasingField()
Definition GameMode.h:1328
FTribeData * GetTribeDataBlueprint(FTribeData *result, int TribeID)
Definition GameMode.h:1627
bool GetClaimFlagBytes(int PaintingId, TArray< unsigned char > *ClaimFlagBytes)
Definition GameMode.h:1586
float & AutoSavePeriodMinutesField()
Definition GameMode.h:1214
FString * GetSessionTimeString_Implementation(FString *result)
Definition GameMode.h:1619
bool & bServerAllowArkDownloadField()
Definition GameMode.h:1149
TArray< int > & OverridePlayerLevelEngramPointsField()
Definition GameMode.h:1276
void UpdateClaimFlagPaintingsForTribe(unsigned int TribeId, int PaintingUniqueId, int PaintingRevision, TArray< short > *StructureColors)
Definition GameMode.h:1796
float & BonusSupplyCrateItemGiveIntervalField()
Definition GameMode.h:1348
TArray< UPrimalPlayerData * > PlayerDatasField()
Definition GameMode.h:1235
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & SeenPlayerAndTribeIdsField()
Definition GameMode.h:1518
bool & bOnlyAutoDestroyCoreStructuresField()
Definition GameMode.h:1175
float & EggHatchSpeedMultiplierField()
Definition GameMode.h:1334
bool CheckJoinInProgress(bool bIsFromLogin, APlayerController *NewPlayer)
Definition GameMode.h:1808
bool & bUsingStructureDestructionTagField()
Definition GameMode.h:1299
bool & bTribeStoreCharacterConfigurationField()
Definition GameMode.h:1359
int ForceCreateTribe(FString *TribeName, int TeamOverride)
Definition GameMode.h:1575
void PromoteToAdminAlliance(unsigned __int64 AdminTribeId, unsigned __int64 AddTribeId, unsigned __int64 AllianceId, bool bAuthority)
Definition GameMode.h:1722
FQueuedThreadPool * FullPoolField()
Definition GameMode.h:1126
float & IncreasePvPRespawnIntervalMultiplierField()
Definition GameMode.h:1317
void CheckIsOfficialServer()
Definition GameMode.h:1557
float & MatingIntervalMultiplierField()
Definition GameMode.h:1333
void TickSeamlessSocket()
Definition GameMode.h:1785
int & RCONPortField()
Definition GameMode.h:1195
float & TamedDinoDamageMultiplierField()
Definition GameMode.h:1244
float & OxygenSwimSpeedStatMultiplierField()
Definition GameMode.h:1208
TMap< unsigned __int64, FDatabase_TribeWrapper, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, FDatabase_TribeWrapper, 0 > > & PendingTribeLoadsField()
Definition GameMode.h:1364
TArray< FString > * GetSeamlessSublevelsNames(TArray< FString > *result)
Definition GameMode.h:1616
bool & bDisableLootCratesField()
Definition GameMode.h:1377
bool & bIdlePlayerKickAllowedField()
Definition GameMode.h:1190
void StartSubscribingToAllianceTopic(unsigned __int64 AllianceID)
Definition GameMode.h:1775
void SyncToUTCTime()
Definition GameMode.h:1779
long double & LastSeamlessSocketTickTimeField()
Definition GameMode.h:1225
bool & bDoExtinctionEventField()
Definition GameMode.h:1382
int & PersonalTamedDinosSaddleStructureCostField()
Definition GameMode.h:1370
float & CropDecaySpeedMultiplierField()
Definition GameMode.h:1324
void StartSavingTribeMember(unsigned int PlayerDataID)
Definition GameMode.h:1774
FString & UseStructurePreventionVolumeTagStringField()
Definition GameMode.h:1454
bool & bForceAllowAllStructuresField()
Definition GameMode.h:1456
TArray< FConfigNPCSpawnEntriesContainer > & ConfigOverrideNPCSpawnEntriesContainerField()
Definition GameMode.h:1402
TArray< unsigned int > & PlayerDataIDsWaitingForTribeDataField()
Definition GameMode.h:1490
float & DifficultyValueMaxField()
Definition GameMode.h:1142
void StartLoadingTribeIDForPlayerDataID(unsigned int PlayerDataID)
Definition GameMode.h:1767
bool & bDisableDinoTamingField()
Definition GameMode.h:1422
bool DemoteFromTribeAdmin(unsigned int TribeID, unsigned int PlayerDataID)
Definition GameMode.h:1567
long double & LastTimeCheckedForSaveBackupField()
Definition GameMode.h:1078
FString & PGTerrainPropertiesStringField()
Definition GameMode.h:1128
int GetNumberOfLivePlayersOnTribe(FString *TribeName)
Definition GameMode.h:1602
float & PlayerDamageMultiplierField()
Definition GameMode.h:1246
bool HasSeenPlayerOrTribeID(unsigned __int64 id)
Definition GameMode.h:1635
int & MaxTributeCharactersField()
Definition GameMode.h:1314
int & MaxPerTribePlatformSaddleStructureLimitField()
Definition GameMode.h:1329
float & PoopIntervalMultiplierField()
Definition GameMode.h:1323
FString & PendingSharedLogEntries_Debug_CurrentEntryInfoField()
Definition GameMode.h:1092
float & MaxTribeTravelResetIntervalField()
Definition GameMode.h:1515
bool & bServerRCONOutputTribeLogsField()
Definition GameMode.h:1180
TArray< FClassMultiplier > & DinoClassDamageMultipliersField()
Definition GameMode.h:1285
TArray< FItemCraftingCostOverride > & OverrideItemCraftingCostsField()
Definition GameMode.h:1399
int & CurrentPlatformSaddleStructuresField()
Definition GameMode.h:1337
void OnReceivedAllianceNotifcation(FTribeAlliance *Alliance, TArray< FTribeNotification > *Notifications)
Definition GameMode.h:1692
bool & bOnlyAllowSpecifiedEngramsField()
Definition GameMode.h:1290
static AShooterGameMode StressTestTravelTimer()
Definition GameMode.h:1778
void NotifyTribeMembersInSameServerOfTribeChange(unsigned int TribeID)
Definition GameMode.h:1686
void AddTribeTravelCount(unsigned int TribeId)
Definition GameMode.h:1540
float & TamingSpeedMultiplierField()
Definition GameMode.h:1253
void RemoveActorPlayerAwaitingSeamlessTravelController(FString *PlayerUniqueId)
Definition GameMode.h:1726
bool & bDisableFogOfWarField()
Definition GameMode.h:1133
FString & PlayersExclusiveCheckFilenameField()
Definition GameMode.h:1099
void HandleLeavingMap()
Definition GameMode.h:1632
bool & bCrossARKAllowForeignDinoDownloadsField()
Definition GameMode.h:1187
bool IsPlayerControllerAllowedToExclusiveJoin(AShooterPlayerController *ForPlayer)
Definition GameMode.h:1657
void PreLogin(FString *Options, FString *Address, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *authToken, FString *ErrorMessage, unsigned int *NewHomeServerId)
Definition GameMode.h:1712
bool & bDisableXPField()
Definition GameMode.h:1272
void OnTribeSettingsChanged(unsigned int TribeID)
Definition GameMode.h:1699
float & MaxAllowedRespawnIntervalField()
Definition GameMode.h:1419
void StartSavingTribeData(unsigned int TribeID, bool bIncludeClaimData)
Definition GameMode.h:1772
unsigned __int64 & LastSharedLogLineProcessedField()
Definition GameMode.h:1112
float & OverrideOfficialDifficultyField()
Definition GameMode.h:1426
void SetTimeOfDay(FString *timeString)
Definition GameMode.h:1753
bool & bIsRestartingField()
Definition GameMode.h:1136
bool & bNonPermanentDiseasesField()
Definition GameMode.h:1411
bool & bNotifyAdminCommandsInChatField()
Definition GameMode.h:1393
int & MaxTributeDinosField()
Definition GameMode.h:1313
static bool TriggerLevelCustomEvents(UWorld *InWorld, FString *EventName)
Definition GameMode.h:1789
void RemovePlayerData(AShooterPlayerState *PlayerState, bool bDeleteStored, bool bDontClearTribe)
Definition GameMode.h:1729
static AShooterGameMode PeriodicMoveOutofBoundsActorsInCheck()
Definition GameMode.h:1700
TSubclassOf< AGameSession > * GetGameSessionClass(TSubclassOf< AGameSession > *result)
Definition GameMode.h:1595
void RemoveClaimFlag(APrimalStructureClaimFlag *Flag)
Definition GameMode.h:1727
void StartNewPlayer(APlayerController *NewPlayer)
Definition GameMode.h:1768
float & RadiusStructuresInSmallRadiusField()
Definition GameMode.h:1210
float & ProximityRadiusUnconsiousScaleField()
Definition GameMode.h:1144
void StartAddPlayerToTribe(unsigned int PlayerId, unsigned __int64 FromTribeId, unsigned __int64 ToTribeId, bool bMergeTribes, FString *PlayerRequesting)
Definition GameMode.h:1764
bool & bPassiveDefensesDamageRiderlessDinosField()
Definition GameMode.h:1356
void InitOptionInteger(FString Commandline, FString Section, FString Option, int CurrentValue)
Definition GameMode.h:1644
float & RandomAutoSaveSpreadField()
Definition GameMode.h:1228
void InitOptionString(FString Commandline, FString Section, FString Option)
Definition GameMode.h:1645
unsigned int & MetricLoginRedirectsField()
Definition GameMode.h:1083
TArray< FConfigSupplyCrateItemsOverride > & ConfigOverrideSupplyCrateItemsField()
Definition GameMode.h:1401
FString & SaveDirectoryNameField()
Definition GameMode.h:1234
float & UseCorpseLifeSpanMultiplierField()
Definition GameMode.h:1462
void OnRemovePlayerFromTribe(FDatabase_PlayerRemovedFromTribe *pRemovePlayer)
Definition GameMode.h:1694
bool & bIsCurrentlySavingWorldField()
Definition GameMode.h:1148
float & PreventOfflinePvPIntervalField()
Definition GameMode.h:1395
float & CustomRecipeSkillMultiplierField()
Definition GameMode.h:1351
bool & bEnableDeathTeamSpectatorField()
Definition GameMode.h:1358
FString & AlarmNotificationURLField()
Definition GameMode.h:1075
bool & bServerAllowThirdPersonPlayerField()
Definition GameMode.h:1150
void PreInitializeComponents()
Definition GameMode.h:1711
void InitializeDatabaseRefs()
Definition GameMode.h:1652
bool & bEnablePvPGammaField()
Definition GameMode.h:1163
void StartLoadingPlayerEntities(unsigned int PlayerDataID, unsigned int IgnoreBedId)
Definition GameMode.h:1765
float & CraftingSkillBonusMultiplierField()
Definition GameMode.h:1439
void OnAddPlayerToTribe(FDatabase_PlayerJoinedTribe *pAddPlayer)
Definition GameMode.h:1687
float & PlayerCharacterHealthRecoveryMultiplierField()
Definition GameMode.h:1262
int GetPlayerIDForSteamID(unsigned __int64 steamID)
Definition GameMode.h:1612
TArray< FConfigItemCraftingCostOverride > & ConfigOverrideItemCraftingCostsField()
Definition GameMode.h:1400
AOceanDinoManager * TheOceanDinoManagerField()
Definition GameMode.h:1100
void ListenServerClampPlayerLocations()
Definition GameMode.h:1668
TSubclassOf< UPrimalItem > & BonusSupplyCrateItemClassField()
Definition GameMode.h:1347
bool HandleNewPlayer_Implementation(AShooterPlayerController *NewPlayer, UPrimalPlayerData *PlayerData, AShooterCharacter *PlayerCharacter, bool bIsFromLogin)
Definition GameMode.h:1634
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamed_AddField()
Definition GameMode.h:1340
void UnloadAllianceData(unsigned __int64 AllianceID)
Definition GameMode.h:1792
FString & PGMapNameField()
Definition GameMode.h:1127
float & ServerAutoForceRespawnWildDinosIntervalField()
Definition GameMode.h:1209
float & LimitTurretsRangeField()
Definition GameMode.h:1449
bool & bShowFloatingDamageTextField()
Definition GameMode.h:1388
void PostAlarmNotification(FString SteamID, FString *Title, FString *Message)
Definition GameMode.h:1704
bool & bIsLawlessHomeServerField()
Definition GameMode.h:1505
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:1809
bool & bDisablePvEGammaField()
Definition GameMode.h:1164
bool & bProximityVoiceChatField()
Definition GameMode.h:1137
bool & bAllowMultipleAttachedC4Field()
Definition GameMode.h:1185
UDatabase_TerritoryMap * Database_TerritoryMapRefField()
Definition GameMode.h:1108
void ForceRotateTribeLog(unsigned __int64 TribeId)
Definition GameMode.h:1576
int & NPCZoneManagerModField()
Definition GameMode.h:1236
float & DifficultyValueField()
Definition GameMode.h:1140
TMap< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, 0 > > & TribeAlliesField()
Definition GameMode.h:1361
bool & bPreventOfflinePvPField()
Definition GameMode.h:1383
bool & bPreventMateBoostField()
Definition GameMode.h:1176
float & HairGrowthSpeedMultiplierField()
Definition GameMode.h:1409
bool & bUseSingleplayerSettingsField()
Definition GameMode.h:1433
void PostAlarmNotificationPlayerID(int PlayerID, FString *Title, FString *Message)
Definition GameMode.h:1705
long double & PendingSharedLogEntries_StartedProcessingTimeField()
Definition GameMode.h:1093
float & DayCycleSpeedScaleField()
Definition GameMode.h:1196
float & StructureDamageMultiplierField()
Definition GameMode.h:1247
FieldArray< float, 16 > PerLevelStatsMultiplier_PlayerField()
Definition GameMode.h:1338
bool GetLaunchOptionFloat(FString *LaunchOptionKey, float *ReturnVal)
Definition GameMode.h:1599
void SaveBannedList()
Definition GameMode.h:1740
long double & LastExecSaveTimeField()
Definition GameMode.h:1232
float & ListenServerTetherDistanceMultiplierField()
Definition GameMode.h:1204
float & CarnivorePlayerAggroMultiplierField()
Definition GameMode.h:1265
bool IsSpawnpointPreferred(APlayerStart *SpawnPoint, AController *Player)
Definition GameMode.h:1659
unsigned __int64 GetSteamIDForPlayerID(int playerDataID)
Definition GameMode.h:1620
UPrimalPlayerData * LoadPlayerData(FString *UniqueNetId, FString *PlayerName, FString *SavedNetworkAddress, bool IsLocalController, bool bIsLoadingBackup)
Definition GameMode.h:1671
int & MaxStructuresInSmallRadiusField()
Definition GameMode.h:1194
bool & AIForceOverlapCheckField()
Definition GameMode.h:1269
FString * GetMapName(FString *result)
Definition GameMode.h:1600
float & PlayerCharacterWaterDrainMultiplierField()
Definition GameMode.h:1256
bool ChangeTribeName(unsigned int TribeID, FString *NewTribeName)
Definition GameMode.h:1555
float & HarvestXPMultiplierField()
Definition GameMode.h:1219
FString * GetCurrentServerConnectionString(FString *result)
Definition GameMode.h:1587
bool GetOrLoadTribeData(int TribeID, FTribeData *LoadedTribeData)
Definition GameMode.h:1605
unsigned int GenerateTribeId()
Definition GameMode.h:1579
bool RemoveTribeEntity(AActor *Entity)
Definition GameMode.h:1734
TArray< FLevelExperienceRamp > & LevelExperienceRampOverridesField()
Definition GameMode.h:1275
float & PassiveTameIntervalMultiplierField()
Definition GameMode.h:1468
void CheckTribeTravelFailsafe()
Definition GameMode.h:1558
int GetTameUnitCount(int ToTeam, ETameUnitType::Type TheTameUnitType)
Definition GameMode.h:1622
void InitGame(FString *MapName, FString *Options, FString *ErrorMessage)
Definition GameMode.h:1639
float & GlobalItemDecompositionTimeMultiplierField()
Definition GameMode.h:1294
bool ProcessPlayerJoinedTribe(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_PlayerJoinedTribe *pPlayerJoinedTribe)
Definition GameMode.h:1718
int GetTribeIDOfPlayerID(unsigned __int64 PlayerDataID)
Definition GameMode.h:1629
FTameUnitCounts * GetTameUnitCounts(FTameUnitCounts *result, int ForTeam)
Definition GameMode.h:1623
void StartSubscribingToTribeTopic(unsigned int TribeID)
Definition GameMode.h:1776
bool & bAllowChatFromDeadNonAdminsField()
Definition GameMode.h:1325
void AddPlayerID(int playerDataID, unsigned __int64 netUniqueID)
Definition GameMode.h:1534
int GetTribeClaimFlagPaintingIdAndRevision(unsigned int TribeId, int *PaintingRevision, TArray< short > *OutStructureColors)
Definition GameMode.h:1625
bool & bMapPlayerLocationField()
Definition GameMode.h:1159
bool AddTribeEntity(unsigned int TribeID, FTribeEntity *TribeEntity)
Definition GameMode.h:1537
bool & bUseStaticCharacterAgeField()
Definition GameMode.h:1461
float & PlayerResistanceMultiplierField()
Definition GameMode.h:1248
FString & PlayersJoinNoCheckFilenameField()
Definition GameMode.h:1098
float & NoClaimFlagDecayPeriodMultiplierField()
Definition GameMode.h:1475
bool & bDestroyUnconnectedWaterPipesField()
Definition GameMode.h:1391
float & LastTribeTravelFailsafeCheckField()
Definition GameMode.h:1514
TMap< int, TArray< FTribeEntity >, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, TArray< FTribeEntity >, 0 > > & PlayersEntitiesField()
Definition GameMode.h:1363
float & KickIdlePlayersPeriodField()
Definition GameMode.h:1212
bool IsPlayerAllowedToJoinNoCheck(FUniqueNetIdUInt64 *PlayerId)
Definition GameMode.h:1656
void AddPendingTribeToLoad(unsigned int TribeID)
Definition GameMode.h:1527
void SendAllianceChat(unsigned __int64 AllianceID, FPubSub_TribeNotification_Chat *Chat)
Definition GameMode.h:1743
FString * GetSaveDirectoryName(FString *result, ESaveType::Type SaveType)
Definition GameMode.h:1613
FDateTime & LastBackupTimeField()
Definition GameMode.h:1242
int & SaveForceRespawnDinosVersionField()
Definition GameMode.h:1412
bool & bServerCrosshairField()
Definition GameMode.h:1156
UPrimalPlayerData * GetPlayerDataForInternal(AShooterPlayerController *PC, bool *bCreatedNewPlayerData, bool bForceCreateNewPlayerData, FPrimalPlayerCharacterConfigStruct *charConfig, bool bAutoCreateNewData, bool bDontSaveNewData)
Definition GameMode.h:1610
bool IsTribeAtMax(unsigned int ServerId, unsigned __int64 TribeID)
Definition GameMode.h:1660
bool & bPreventSpawnAnimationsField()
Definition GameMode.h:1188
bool AllowTaming(int ForTeam)
Definition GameMode.h:1546
bool & bClampResourceHarvestDamageField()
Definition GameMode.h:1165
float & GlobalSpoilingTimeMultiplierField()
Definition GameMode.h:1293
void RemoveInactivePlayersAndTribes()
Definition GameMode.h:1728
int GetIntOptionIni(FString Section, FString OptionName)
Definition GameMode.h:1598
bool & bServerGameLogEnabledField()
Definition GameMode.h:1346
float & HerbivoreNaturalTargetingRangeMultiplierField()
Definition GameMode.h:1266
static void SerializeServerIsFull(UWorld *World, FMemoryArchive *Ar, char *ServerIsFull)
Definition GameState.h:449
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameState.h:455
bool JoinSession(TSharedPtr< FUniqueNetId, 0 > UserId, FName SessionName, int SessionIndexInSearchResults)
Definition GameState.h:436
static AShooterGameSession OnJoinSessionComplete()
Definition GameState.h:442
bool FPlayerJoinAllowedCheck()
Definition GameState.h:434
bool JoinSession(TSharedPtr< FUniqueNetId, 0 > UserId, FName SessionName, FOnlineSessionSearchResult *SearchResult)
Definition GameState.h:435
FShooterGameSessionParams & CurrentSessionParamsField()
Definition GameState.h:409
static AShooterGameSession UpdatePublishedSession()
Definition GameState.h:454
static AShooterGameSession OnFoundSession()
Definition GameState.h:441
FString * ApproveLogin(FString *result, FString *Options, FString *authToken, unsigned int *NewHomeServerId)
Definition GameState.h:423
void InitOptions(FString *Options)
Definition GameState.h:432
bool FPlayerJoinAllowedCheck(AShooterGameSession *pGameSession)
Definition GameState.h:451
void CancelFindSessions()
Definition GameState.h:424
void RemovePlayerPendingHomeServerChange(FString PlayerId)
Definition GameState.h:446
static AShooterGameSession OnFindSessionsComplete()
Definition GameState.h:440
TSharedPtr< FShooterOnlineSearchSettings, 0 > & SearchSettingsField()
Definition GameState.h:411
bool IsPlayerPendingHomeServerChange(FString PlayerId, unsigned int *RequestedNewHomeServer)
Definition GameState.h:433
static AShooterGameSession OnStartOnlineGameComplete()
Definition GameState.h:444
static AShooterGameSession DelayedSessionDelete()
Definition GameState.h:426
void OnCreateSessionComplete(FName SessionName, bool bWasSuccessful)
Definition GameState.h:438
void Tick(float __formal)
Definition GameState.h:450
bool FPlayerJoinAllowedCheck(bool UseReservedSlots)
Definition GameState.h:425
TSharedPtr< FShooterOnlineSessionSettings, 0 > & HostSettingsField()
Definition GameState.h:410
bool & bFoundSessionField()
Definition GameState.h:416
TArray< FOnlineSessionSearchResult > * GetSearchResults()
Definition GameState.h:429
TArray< FInstalledItemInfo > & CachedModsField()
Definition GameState.h:406
EOnlineAsyncTaskState::Type GetSearchResultStatus(int *SearchResultIdx, int *NumSearchResults)
Definition GameState.h:428
static AShooterGameSession OnNumConnectedPlayersChanged()
Definition GameState.h:443
void TickPlayersJoinAllowedChecks()
Definition GameState.h:452
TArray< FShooterSessionData > & ThreadSafeSearchResultsField()
Definition GameState.h:407
void HandleMatchHasStarted()
Definition GameState.h:431
void SerializeServerIsFull(FMemoryArchive *Ar, char *ServerIsFull)
Definition GameState.h:448
bool TravelToSession(int ControllerId, FName SessionName)
Definition GameState.h:453
void FindSessions(TSharedPtr< FUniqueNetId, 0 > UserId, FName SessionName, bool bIsLAN, bool bIsPresence, bool bRecreateSearchSettings, EListSessionStatus::Type FindType, bool bQueryNotFullSessions, bool bPasswordServers, const wchar_t *ServerName, FString ClusterId, FString AtlasId, FString ServerId, FString AuthListURL)
Definition GameState.h:427
void HandleMatchHasEnded()
Definition GameState.h:430
void OnDestroySessionComplete(FName SessionName, bool bWasSuccessful)
Definition GameState.h:439
TArray< double > & PreventOfflinePvPExpiringTimesField()
Definition GameState.h:182
int & NumNPCField()
Definition GameState.h:50
bool & bEnableDeathTeamSpectatorField()
Definition GameState.h:154
bool & bEnableHealthbarsField()
Definition GameState.h:79
void TickSeamlessDataSocket()
Definition GameState.h:360
FString & PlayerListStringField()
Definition GameState.h:116
void NetUpdateOfflinePvPExpiringTeams(TArray< int > *NewPreventOfflinePvPExpiringTeams, TArray< double > *NewPreventOfflinePvPExpiringTimes)
Definition GameState.h:367
int & MaxTamedDinosField()
Definition GameState.h:114
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition GameState.h:334
float & FloatingChatRangeField()
Definition GameState.h:170
bool & bPreventSpawnAnimationsField()
Definition GameState.h:219
FAsyncUpdatableTexture2D & TerritoryOverlayCurrentServerTextureField()
Definition GameState.h:137
bool & bPreventUploadDinosField()
Definition GameState.h:105
bool & bUseTameLimitForStructuresOnlyField()
Definition GameState.h:227
bool & bPvPStructureDecayField()
Definition GameState.h:102
TArray< FItemCraftingCostOverride > & OverrideItemCraftingCostsField()
Definition GameState.h:124
bool & bDisableSpawnAnimationsField()
Definition GameState.h:115
float & FloatingHUDRangeField()
Definition GameState.h:169
float GetMatineePlayRate(AActor *forMatineeActor)
Definition GameState.h:307
bool & bAllowCaveBuildingPvEField()
Definition GameState.h:98
void GridGetRequestCompleted(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
Definition GameState.h:315
bool & bAllowRaidDinoFeedingField()
Definition GameState.h:161
bool & bPreventUploadItemsField()
Definition GameState.h:106
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameState.h:366
float & TamingSpeedMultiplierField()
Definition GameState.h:251
bool & bPlayingDynamicMusic1Field()
Definition GameState.h:143
void PostInitializeComponents()
Definition GameState.h:348
FName & LastLoadedSubLevelField()
Definition GameState.h:127
void AddFloatingText(FVector AtLocation, FString FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime)
Definition GameState.h:281
float & DayTimeSpeedScaleField()
Definition GameState.h:91
bool & bAllowPaintingWithoutResourcesField()
Definition GameState.h:122
float & OverrideAreaMusicRangeField()
Definition GameState.h:167
int & NumPlayerActorsField()
Definition GameState.h:54
FVector2D & MapGridCellScaleField()
Definition GameState.h:135
TArray< FInventoryComponentDefaultItemsAppend > & InventoryComponentAppendsField()
Definition GameState.h:175
void OnRep_ReplicateLocalizedChatRadius()
Definition GameState.h:343
void RequestFinishAndExitToMainMenu()
Definition GameState.h:350
FSocket * SeamlessDataSocketField()
Definition GameState.h:264
bool & bPreventTribeAlliancesField()
Definition GameState.h:198
bool & bAllowCharacterCreationField()
Definition GameState.h:112
bool & bPreventUploadSurvivorsField()
Definition GameState.h:107
float & MinimumDinoReuploadIntervalField()
Definition GameState.h:205
long double GetOfflineDamagePreventionTime(int TargetingTeamID)
Definition GameState.h:311
float & LastGridDownloadAttemptField()
Definition GameState.h:253
void OnRep_MapChecksums()
Definition GameState.h:339
FieldArray< ExpensiveFunctionRegister, 1 > ExpensiveFunctionsField()
Definition GameState.h:139
bool AllowDaytimeTransitionSounds()
Definition GameState.h:282
static long double GetNetworkTimeDelta(AShooterGameState *gameState, long double netTime, bool bTimeUntil)
Definition GameState.h:310
bool & bIsArkTributeAvailableField()
Definition GameState.h:72
FieldArray< int, 3 > MaxTameUnitsField()
Definition GameState.h:250
float & LimitTurretsRangeField()
Definition GameState.h:229
float & VoiceSuperRangeRadiusField()
Definition GameState.h:58
void OnRep_ReplicateMetaWorldURL()
Definition GameState.h:344
TArray< unsigned char > & CompressedMiniMapBytesField()
Definition GameState.h:261
TMap< int, double, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, double, 0 > > & PreventOfflinePvPLiveTimesField()
Definition GameState.h:183
FVector & OverrideAreaMusicPositionField()
Definition GameState.h:166
FString & NewStructureDestructionTagField()
Definition GameState.h:64
void OnGetGridCellMapFromURLDone(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded, unsigned int CellServerId)
Definition GameState.h:335
TMap< int, double, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, double, 0 > > & PreventOfflinePvPFirstLiveTimeField()
Definition GameState.h:184
bool & bPreventDownloadSurvivorsField()
Definition GameState.h:99
void HTTPPostRequest(FString InURL, FString Content)
Definition GameState.h:318
int & NetUTCField()
Definition GameState.h:68
bool & bPlayingDynamicMusicField()
Definition GameState.h:142
bool & bAllowForceNetUpdateField()
Definition GameState.h:204
bool & bAllowUnclaimDinosField()
Definition GameState.h:168
bool & bPvEAllowTribeWarField()
Definition GameState.h:84
bool & bPlayingDynamicMusic2Field()
Definition GameState.h:144
bool & bForceAllowAllStructuresField()
Definition GameState.h:231
void OnGetWorldMapFromURLDone(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
Definition GameState.h:336
int & ExtinctionEventSecondsRemainingField()
Definition GameState.h:173
float & DayCycleSpeedScaleField()
Definition GameState.h:90
int & ServerMajorVersionField()
Definition GameState.h:196
long double & GlobalOverSubscriptionTimeLimitAtField()
Definition GameState.h:256
FString & TerritoryOverlayCurrentServerUrlField()
Definition GameState.h:186
bool & bForceAllStructureLockingField()
Definition GameState.h:159
FOnHTTPGetProcessed & OnHTTPGetResponseField()
Definition GameState.h:209
bool & bAdminLoggingField()
Definition GameState.h:101
bool & bOverideStructurePlatformPreventionField()
Definition GameState.h:179
float & TribeNameChangeCooldownField()
Definition GameState.h:128
static void BaseDrawTileOnCanvas(AShooterHUD *HUD, UTexture *Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, FColor DrawColor)
Definition GameState.h:279
float & PerPlatformMaxStructuresMultiplierField()
Definition GameState.h:95
FOnHTTPPostResponse & OnHTTPPostResponseField()
Definition GameState.h:210
int & NumTamedDinosField()
Definition GameState.h:88
bool & bAllowMultipleAttachedC4Field()
Definition GameState.h:211
float & LocalizedChatRadiusUnconsiousScaleField()
Definition GameState.h:59
TArray< AShooterCharacter * > * BaseGetAllShooterCharacters(TArray< AShooterCharacter * > *result)
Definition GameState.h:288
bool & bAllowHideDamageSourceFromLogsField()
Definition GameState.h:138
bool & bEnableExtraStructurePreventionVolumesField()
Definition GameState.h:123
TArray< int > & SupportedSpawnRegionsField()
Definition GameState.h:151
void NetUpdateOfflinePvPLiveTeams_Implementation(TArray< int > *NewPreventOfflinePvPLiveTeams)
Definition GameState.h:332
FVector & PlayerFloatingHUDOffsetField()
Definition GameState.h:155
USoundBase * StaticOverrideMusicField()
Definition GameState.h:153
bool & bMapPlayerLocationField()
Definition GameState.h:82
bool & bPreventMateBoostField()
Definition GameState.h:108
int & MaxStructuresInRangeField()
Definition GameState.h:89
void OnRep_SupportedSpawnRegions()
Definition GameState.h:346
void ClientOnStartSeamlessTravel_Implementation()
Definition GameState.h:293
bool & bLoadingLastLoadedSubLevelsField()
Definition GameState.h:236
bool & bDisablePvEGammaField()
Definition GameState.h:87
bool & bDisableStructureDecayPvEField()
Definition GameState.h:96
void RequestGridCellMapFromServer(unsigned int RequestedCellServerId)
Definition GameState.h:351
void NotifyPlayerDied(AShooterCharacter *theShooterChar, AShooterPlayerController *prevController, APawn *InstigatingPawn, AActor *DamageCauser)
Definition GameState.h:333
FName & UseStructurePreventionVolumeTagField()
Definition GameState.h:224
void AddFloatingDamageText(FVector AtLocation, int DamageAmount, int FromTeamID)
Definition GameState.h:280
static void StaticRegisterNativesAShooterGameState()
Definition GameState.h:369
bool & bDisableImprintDinoBuffField()
Definition GameState.h:188
FVector2D & MapGridCellStartField()
Definition GameState.h:134
bool & bOverrideWindSpeedField()
Definition GameState.h:237
int & MaxAlliancesPerTribeField()
Definition GameState.h:220
float & OverrideWindDirectionField()
Definition GameState.h:240
bool & bIsHomeServerField()
Definition GameState.h:265
void SetMetaWorldURL(FString *Url)
Definition GameState.h:357
bool & bIsLawlessHomeServerField()
Definition GameState.h:266
FAsyncUpdatableTexture2D & TerritoryOverlayWorldTextureField()
Definition GameState.h:136
bool & bNoDinoTamingField()
Definition GameState.h:267
void RequestWorldMapFromURL(FString *URL)
Definition GameState.h:353
bool & bFastDecayUnsnappedCoreStructuresField()
Definition GameState.h:201
long double & LastPlayedDynamicMusic2Field()
Definition GameState.h:214
int & MaxTribesPerAllianceField()
Definition GameState.h:221
float GetServerFramerate()
Definition GameState.h:314
TArray< FPlayerLocatorEffectMap > & PlayerLocatorEffectMapsField()
Definition GameState.h:233
int & ClampHomeServerXPLevelField()
Definition GameState.h:273
FString * GetDayTimeString(FString *result)
Definition GameState.h:304
bool AllowDinoClassTame(TSubclassOf< APrimalDinoCharacter > DinoCharClass, AShooterPlayerController *ForPC)
Definition GameState.h:283
bool AllowDownloadDino_Implementation(TSubclassOf< APrimalDinoCharacter > TheDinoClass)
Definition GameState.h:285
bool & bAutoPvEField()
Definition GameState.h:77
int & OverrideMaxExperiencePointsPlayerField()
Definition GameState.h:243
bool & bServerUseLocalizedChatField()
Definition GameState.h:56
void ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate)
Definition GameState.h:299
void StartDownloadingGridInfo()
Definition GameState.h:358
void OnRep_TerritoryGameUrl()
Definition GameState.h:347
bool & bUseStaticCharacterAgeField()
Definition GameState.h:242
void OnRep_ReplicateCurrentSubLevels()
Definition GameState.h:342
int & STASISAUTODESTROY_CheckIncrementField()
Definition GameState.h:235
float GetClientReplicationRateFor(UNetConnection *InConnection, AActor *InActor)
Definition GameState.h:303
TArray< AShooterPlayerController * > * BaseGetAllShooterControllers(TArray< AShooterPlayerController * > *result)
Definition GameState.h:290
bool & bPreventDownloadItemsField()
Definition GameState.h:104
void DrawHUD(AShooterHUD *HUD)
Definition GameState.h:297
float & DayTimeField()
Definition GameState.h:66
float & NoClaimFlagDecayPeriodMultiplierField()
Definition GameState.h:270
float & LocalizedChatRadiusField()
Definition GameState.h:57
FString & ClusterIdField()
Definition GameState.h:194
ATreasureMapManager * TreasureMapManagerField()
Definition GameState.h:164
void HTTPGetRequestCompleted(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
Definition GameState.h:317
bool & bIsClientField()
Definition GameState.h:191
float & BedBaseCooldownTimeField()
Definition GameState.h:241
void OnRep_MapImagesSource()
Definition GameState.h:340
float & StructureDamageRepairCooldownField()
Definition GameState.h:157
float & FastDecayIntervalField()
Definition GameState.h:207
FieldArray< float, 16 > PerLevelStatsMultiplier_PlayerField()
Definition GameState.h:60
void ServerSetWind(float newWind)
Definition GameState.h:354
float & GlobalItemDecompositionTimeMultiplierField()
Definition GameState.h:118
UAudioComponent * DynamicMusicAudioComponent2Field()
Definition GameState.h:141
bool IsClusterServer()
Definition GameState.h:326
bool & bIsOfficialServerField()
Definition GameState.h:69
void NetAddFloatingText(FVector AtLocation, FString FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, int OnlySendToTeamID, bool bForce)
Definition GameState.h:330
void LevelAddedToWorld(ULevel *addedLevel)
Definition GameState.h:328
void CreateCustomGameUI(AShooterPlayerController *SceneOwner)
Definition GameState.h:295
void OnRep_GlobalGameplaySetup()
Definition GameState.h:338
void ClientOnStartSeamlessTravel()
Definition GameState.h:364
void FirstTick_Implementation()
Definition GameState.h:298
bool & bAllowSpawnPointSelectionField()
Definition GameState.h:113
void HttpRequestMetaWorldURL()
Definition GameState.h:321
float & ExtinctionEventPercentField()
Definition GameState.h:172
bool & bServerHardcoreField()
Definition GameState.h:75
bool & bFirstTickedField()
Definition GameState.h:158
bool & bServerCrosshairField()
Definition GameState.h:78
float & LastHadMusicTimeField()
Definition GameState.h:145
UAudioComponent * DynamicMusicAudioComponentField()
Definition GameState.h:140
TArray< unsigned int > & MapChecksumsField()
Definition GameState.h:247
TArray< FTransformedSubLevel > & CurrentSubLevelsField()
Definition GameState.h:129
bool & bIsDediServerField()
Definition GameState.h:71
void HttpGetTerritoryOverlayFullMap_RequestComplete(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
Definition GameState.h:320
int & PlayerDefaultNoDiscoveriesMaxLevelUpsField()
Definition GameState.h:271
bool & bFlyerPlatformAllowUnalignedDinoBasingField()
Definition GameState.h:81
bool & bIsDedicatedServerField()
Definition GameState.h:192
void ForceUpdateTerritoryMap()
Definition GameState.h:300
float & NightTimeSpeedScaleField()
Definition GameState.h:92
bool & bIsListenServerField()
Definition GameState.h:70
float & ListenServerTetherDistanceMultiplierField()
Definition GameState.h:149
float & OxygenSwimSpeedStatMultiplierField()
Definition GameState.h:208
bool & bServerForceNoHUDField()
Definition GameState.h:80
int & OverrideMaxExperiencePointsDinoField()
Definition GameState.h:244
TArray< unsigned char > & ReceivedUnProcessedBytesField()
Definition GameState.h:274
bool & bDisableBedsOnThisServerField()
Definition GameState.h:258
FRegionGeneralOverrides & ReplicatedRegionOverridesField()
Definition GameState.h:263
bool & bPvEAllowStructuresAtSupplyDropsField()
Definition GameState.h:203
long double & LastPlayedDynamicMusic1Field()
Definition GameState.h:213
static APrimalBuff * BaseSpawnBuffAndAttachToCharacter(UClass *Buff, APrimalCharacter *PrimalCharacter, float ExperiencePoints)
Definition GameState.h:291
bool & bAllowThirdPersonPlayerField()
Definition GameState.h:74
void SetBedsDisabledOnThisServer(bool bDisabled)
Definition GameState.h:355
static int GetNetUTC(UWorld *ForWorld)
Definition GameState.h:308
float GetRealTimeTotalDayLengthSeconds()
Definition GameState.h:312
float & CustomRecipeSkillMultiplierField()
Definition GameState.h:163
bool & bNoAnchoringField()
Definition GameState.h:268
bool & bAllowAnyoneBabyImprintCuddleField()
Definition GameState.h:187
int & NumDeadNPCField()
Definition GameState.h:53
bool & bDoExtinctionEventField()
Definition GameState.h:174
void SetCompressedGridInfo()
Definition GameState.h:356
long double GetNetworkTime()
Definition GameState.h:309
bool & bIsArkDownloadsAllowedField()
Definition GameState.h:73
bool & bSuccessfullyDownloadedGridInfoField()
Definition GameState.h:255
bool & bDisableStructurePlacementCollisionField()
Definition GameState.h:216
long double & LastServerSaveTimeField()
Definition GameState.h:125
int & NumPlayerConnectedField()
Definition GameState.h:55
bool & bPvEDisableFriendlyFireField()
Definition GameState.h:83
int & LimitTurretsNumField()
Definition GameState.h:230
USoundBase * OverrideAreaMusicField()
Definition GameState.h:165
float & GlobalCorpseDecompositionTimeMultiplierField()
Definition GameState.h:120
float & BedAdditionalCoolDownSecondsForEveryKilometerField()
Definition GameState.h:245
void InitializedGameState()
Definition GameState.h:323
float & CustomRecipeEffectivenessMultiplierField()
Definition GameState.h:162
FString & GridIPField()
Definition GameState.h:131
bool & bUseSingleplayerSettingsField()
Definition GameState.h:217
float & PreventOfflinePvPConnectionInvincibleIntervalField()
Definition GameState.h:238
float & HairGrowthSpeedMultiplierField()
Definition GameState.h:206
bool & bDisableDinoDecayPvEField()
Definition GameState.h:97
void NetUpdateOfflinePvPLiveTeams(TArray< int > *NewPreventOfflinePvPLiveTeams)
Definition GameState.h:368
FString * GetSaveDirectoryName(FString *result, ESaveType::Type SaveType)
Definition GameState.h:313
long double & NetworkTimeField()
Definition GameState.h:67
bool & bIsLegacyServerField()
Definition GameState.h:222
void ReconnectSeamlessDataSocket()
Definition GameState.h:349
bool & bAllowPlatformSaddleMultiFloorsField()
Definition GameState.h:218
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamedField()
Definition GameState.h:61
unsigned int GetBedCoolDownTimeForTravelingFrom(unsigned int OriginServerId, FVector2D *RelativeLocInOriginServer, unsigned int DestServerId, FVector2D *RelativeLocInDestServer)
Definition GameState.h:301
TArray< unsigned char > & CompressedGridInfoField()
Definition GameState.h:246
TArray< int > & PreventOfflinePvPExpiringTeamsField()
Definition GameState.h:181
void NetAddFloatingDamageText(FVector AtLocation, int DamageAmount, int FromTeamID, int OnlySendToTeamID, bool bForceText)
Definition GameState.h:329
FString & MetaWorldURLField()
Definition GameState.h:130
float & PvEDinoDecayPeriodMultiplierField()
Definition GameState.h:94
void UpdateFunctionExpense(int FunctionType)
Definition GameState.h:362
bool & bPreventOfflinePvPField()
Definition GameState.h:176
bool & bUseCorpseLocatorField()
Definition GameState.h:215
float & EggHatchSpeedMultiplierField()
Definition GameState.h:121
bool & bAllowStructureDecayInLandClaimField()
Definition GameState.h:63
UPaintingCache * PaintingCacheField()
Definition GameState.h:152
int & NumActiveNPCField()
Definition GameState.h:52
int & DayNumberField()
Definition GameState.h:65
bool & bDownloadGridInfoField()
Definition GameState.h:248
void ConvertMapFileToTexture(TArray< unsigned char > *InBytes, FAsyncUpdatableTexture2D *DestTexture)
Definition GameState.h:294
void InitSeamlessDataSocket()
Definition GameState.h:322
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition GameState.h:305
bool & bServerPVEField()
Definition GameState.h:76
void OnRep_NetworkTime()
Definition GameState.h:341
float & PlayerFloatingHUDOffsetScreenYField()
Definition GameState.h:156
int & GridGamePortField()
Definition GameState.h:132
FString & GridURLField()
Definition GameState.h:252
int & ExtinctionEventTimeIntervalField()
Definition GameState.h:171
TArray< F2DByteArray > & CompressedCellImagesBytesField()
Definition GameState.h:262
bool & bServerUseDinoListField()
Definition GameState.h:202
float & PassiveTameIntervalMultiplierField()
Definition GameState.h:239
TArray< FEngramEntryOverride > & OverrideEngramEntriesField()
Definition GameState.h:147
FString & LoadForceRespawnDinosTagField()
Definition GameState.h:199
int & NumHibernatedNPCField()
Definition GameState.h:51
TArray< FString > & PreventDinoTameClassNamesField()
Definition GameState.h:148
float & OverridenOceanWindSpeedField()
Definition GameState.h:110
void NetUpdateOfflinePvPExpiringTeams_Implementation(TArray< int > *NewPreventOfflinePvPExpiringTeams, TArray< double > *NewPreventOfflinePvPExpiringTimes)
Definition GameState.h:331
bool & bLimitTurretsInRangeField()
Definition GameState.h:228
FString * GetCleanServerSessionName(FString *result)
Definition GameState.h:302
FString & PGMapNameField()
Definition GameState.h:150
void RequestGridCellMapFromURL(unsigned int CellServerId, FString *URL)
Definition GameState.h:352
bool & bCrossARKAllowForeignDinoDownloadsField()
Definition GameState.h:212
bool IsTeamIDInvincible(int TargetingTeamID, bool bInvincibleOnlyWhenOffline)
Definition GameState.h:327
void HTTPPostRequestCompleted(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
Definition GameState.h:319
bool & bEnablePvPGammaField()
Definition GameState.h:86
TArray< AShooterCharacter * > * BaseGetAllShooterCharactersOfTeam(TArray< AShooterCharacter * > *result, int Team)
Definition GameState.h:289
UObject * GetUObjectInterfaceHUDInterface()
Definition GameState.h:278
float & GlobalSpoilingTimeMultiplierField()
Definition GameState.h:117
bool & bReachedPlatformStructureLimitField()
Definition GameState.h:100
float & OceanWindSpeedField()
Definition GameState.h:111
bool & bForceUseInventoryAppendsField()
Definition GameState.h:178
bool & bClampHomeServerXPField()
Definition GameState.h:272
TArray< FLevelExperienceRamp > & LevelExperienceRampOverridesField()
Definition GameState.h:146
bool AttemptLoadMapImages(__int16 MinX, __int16 MaxX, __int16 MinY, __int16 MaxY)
Definition GameState.h:286
FString & ServerSessionNameField()
Definition GameState.h:195
bool & bIsCustomMapField()
Definition GameState.h:190
int & AmbientSoundCheckIncrementField()
Definition GameState.h:234
bool & bShowCreativeModeField()
Definition GameState.h:232
bool IsAtTameUnitLimit(int ForTeam, ETameUnitType::Type TheTameUnitType, AShooterPlayerController *ForPC, int TameLimitOffset, bool bIgnoreGlobalCheck)
Definition GameState.h:325
bool & bOnlyDecayUnsnappedCoreStructuresField()
Definition GameState.h:200
bool & bDontUseClaimFlagsField()
Definition GameState.h:269
void InitiateClientMapImagesCache()
Definition GameState.h:324
bool & bInitializedGridInfoField()
Definition GameState.h:193
int & MaxNumberOfPlayersInTribeField()
Definition GameState.h:119
int & ServerMinorVersionField()
Definition GameState.h:197
bool & bRequestingMetaWorldField()
Definition GameState.h:259
bool & bAllowCustomRecipesField()
Definition GameState.h:160
void UpdateDynamicMusic(float DeltaSeconds)
Definition GameState.h:361
bool & bPreventStructurePaintingField()
Definition GameState.h:109
FVector * GetLocalPlayerLocation(FVector *result)
Definition GameState.h:306
float & PvEStructureDecayPeriodMultiplierField()
Definition GameState.h:93
float & ServerFramerateField()
Definition GameState.h:62
void Tick(float DeltaSeconds)
Definition GameState.h:359
bool & bPvPDinoDecayField()
Definition GameState.h:177
FString & TerritoryOverlayFullWorldUrlField()
Definition GameState.h:185
bool & bPvEAllowTribeWarCancelField()
Definition GameState.h:85
void UpdatePreventOfflinePvPStatus()
Definition GameState.h:363
bool & bPreventDownloadDinosField()
Definition GameState.h:103
FGlobalGameplaySetup & ReplicatedGlobalGameplaySetupField()
Definition GameState.h:257
bool AllowDinoTame(APrimalDinoCharacter *DinoChar, AShooterPlayerController *ForPC)
Definition GameState.h:284
void HTTPGetRequest(FString InURL)
Definition GameState.h:316
int & MaxStructuresInSmallRadiusField()
Definition GameState.h:225
float & ServerSaveIntervalField()
Definition GameState.h:126
TEnumAsByte< enum AShooterGameState::EMapImagesSource > & MapImagesSourceField()
Definition GameState.h:260
void OnRep_CompressedGridInfo()
Definition GameState.h:337
void OnRep_ReplicateServerId()
Definition GameState.h:345
TArray< APrimalDinoCharacter * > * BaseGetAllDinoCharactersOfTeam(TArray< APrimalDinoCharacter * > *result, int Team)
Definition GameState.h:287
TArray< FFloatingTextEntry > & FloatingTextEntriesField()
Definition GameState.h:189
bool & bDisableDinoDecayClaimingField()
Definition GameState.h:223
float & RadiusStructuresInSmallRadiusField()
Definition GameState.h:226
unsigned int & ServerIdField()
Definition GameState.h:133
TArray< int > & PreventOfflinePvPLiveTeamsField()
Definition GameState.h:180
long double & LocalGameplayTimeSecondsField()
Definition GameState.h:249
float & RetryDownloadingGridIntervalField()
Definition GameState.h:254
UStaticMesh * LightingCheckerMeshField()
Definition Actor.h:2630
void ServerDeleteCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
Definition Actor.h:3086
long double & LastDeadCharacterDestructionTimeField()
Definition Actor.h:2472
void ServerGetMessageOfTheDay()
Definition Actor.h:3433
void ServerRepairItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3108
void ServerStartWeaponAltFire(AShooterWeapon *weapon)
Definition Actor.h:3491
void ClientAddActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
Definition Actor.h:2719
TArray< FTribeLogEntry > & CurrentTribeLogField()
Definition Actor.h:2550
void ServerEquipPawnItem_Implementation(FItemNetID itemID)
Definition Actor.h:3090
void ClientSendArkDataPayload_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
Definition Actor.h:2797
TArray< int > & PlayerAppIDsField()
Definition Actor.h:2540
void DisableTimeSlicedPhysX()
Definition Actor.h:2846
void StartArkGamepadDpadRight()
Definition Actor.h:3235
void Server_CaptainExtraActions_Implementation(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
Definition Actor.h:3178
int & TribeDataChangeCountField()
Definition Actor.h:2650
int & LastTribeMemberDataChangeCountField()
Definition Actor.h:2647
int GetCurrentMultiUseWheelCategory()
Definition Actor.h:2906
void ServerTransferToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
Definition Actor.h:3170
bool & bHasReachedLowestDepthField()
Definition Actor.h:2554
TArray< bool > & SavedSurvivorProfileSettingsField()
Definition Actor.h:2487
void ClientFeatActivationResult(TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
Definition Actor.h:3308
void ClientNetReceiveTribeTribeAdmins(TArray< unsigned int > *TribeAdmins)
Definition Actor.h:3329
void ServerRequestRespawnAtPoint_Implementation(unsigned int spawnPointID, int spawnRegionIndex)
Definition Actor.h:3136
void ServerTrySettingViewOnlyInventoryStatus_Implementation()
Definition Actor.h:3172
void ClientShowPaintingUI(UObject *ObjectToPaint)
Definition Actor.h:3380
void ServerRequestMyTribeOnlineList()
Definition Actor.h:3466
void ServerRequestSetPin(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
Definition Actor.h:3474
void ClientSendArkDataPayloadBegin_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
Definition Actor.h:2795
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
Definition Actor.h:3048
void ServerRequestUpdateGroupInfo(APrimalRaft *forRaft)
Definition Actor.h:3477
void ClientNotifyDinoDeath_Implementation(FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
Definition Actor.h:2760
long double & LastShowExtendedInfoTimeField()
Definition Actor.h:2597
void ServerCycleSpectator_Implementation(bool bNext)
Definition Actor.h:3084
int & LastHeldUseHitBodyIndexField()
Definition Actor.h:2492
void SetDoFInterpTime(float InterpTime)
Definition Actor.h:3191
void ServerRequestActivateStationGroup(APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
Definition Actor.h:3450
void ServerCraftItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3425
void ServerRequestInventoryUseItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3123
void ClientMarkSeamlessActors_Implementation(TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
Definition Actor.h:2746
void ServerSendArkDataPayloadBegin(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
Definition Actor.h:3479
void ClientEndReceivingTribeLog()
Definition Actor.h:3306
void ClientAddFloatingDamageText_Implementation(FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
Definition Actor.h:2720
void ClientOnTreasureCollected(FVector TreasureLocation)
Definition Actor.h:3358
int & CurrentGameModeMaxNumOfRespawnsField()
Definition Actor.h:2478
void ServerToggleAllShipLadders_Implementation()
Definition Actor.h:3165
void ServerEquipToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3432
void DoOnReleaseUseFeat(int Index)
Definition Actor.h:2858
void ServerAddTribeMarker_Implementation(FString *Name, float Coord1, float Coord2, FColor TextColor)
Definition Actor.h:3078
void ServerRequestTribeLog_Implementation()
Definition Actor.h:3139
void StartArkGamepadLeftShoulder()
Definition Actor.h:3241
void ClientUpdateInventoryCraftQueue(UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
Definition Actor.h:3396
void StartArkGamepadFaceButtonLeft()
Definition Actor.h:3238
void ClientReceiveDinoAncestors(APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
Definition Actor.h:3360
void ServerRequestInventoryUseItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3458
void StartArkGamepadRightShoulder()
Definition Actor.h:3242
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingRequestEquippedItemsQueueField()
Definition Actor.h:2601
void ApplyDepthOfFieldSetting(int Index, float CurrentTimer)
Definition Actor.h:2690
TWeakObjectPtr< APrimalCharacter > & LastDeathPrimalCharacterField()
Definition Actor.h:2470
FVector2D & CurrentRadialDirection1Field()
Definition Actor.h:2474
void SpawnActorSpread(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
Definition Actor.h:3223
void ServerRequestDinoAncestors(APrimalDinoCharacter *ForDino)
Definition Actor.h:3452
AShooterPlayerState * GetShooterPlayerState()
Definition Actor.h:3518
void ServerRequestPlaceStructure(int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, TSubclassOf< APrimalStructure > DirectStructurePlacementClass)
Definition Actor.h:3467
bool & bLastSentNetIsCurrentlyFirstPersonField()
Definition Actor.h:2613
void ClientNetReceiveMapEntities_Implementation(TArray< FTribeEntity > *TribeEntities)
Definition Actor.h:2747
void StartPlayerActionRadialSelector()
Definition Actor.h:3246
void ClientNetStopReceivingMapEntities(int ServerMapEntitiesChangeID)
Definition Actor.h:3331
void ClientFeatActivationResult_Implementation(TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
Definition Actor.h:2732
long double & LastVivoxPositionalUpdateField()
Definition Actor.h:2659
void ServerToggleAllShipLadders()
Definition Actor.h:3498
void OnAddThrottle(float Val)
Definition Actor.h:2987
void BPGetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
Definition Actor.h:2695
void ClientNotifyPaintFinished(bool bSuccess)
Definition Actor.h:3343
void DelayedTeamSpectatorSetup()
Definition Actor.h:2841
void PlaceStructure(int Index)
Definition Actor.h:3040
void ClientUnlockAchievement_Implementation(FString *AchievementID)
Definition Actor.h:2823
void PlayHitMarkerCharacterAlly(float InHitMarkerScale, bool InWasMeleeHit)
Definition Actor.h:3411
long double & TimeOfLastMapPressField()
Definition Actor.h:2625
void SetGodMode(bool bEnable)
Definition Actor.h:3195
void ClientNotifyTamedDino(TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
Definition Actor.h:3349
void ClientOnReceivedCaptainOrder(ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bFromCaptain)
Definition Actor.h:3357
void GridTravelToGlobalPos(FVector *ToGlobalPos)
Definition Actor.h:2940
void Server_SetShipThrottleTarget_Implementation(float InThrottle)
Definition Actor.h:3181
void ClientFinishedReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
Definition Actor.h:3309
void ClientStopLocalSound(USoundBase *aSound)
Definition Actor.h:3387
void ServerReleaseSeatingStructure_Implementation()
Definition Actor.h:3104
void ServerDPC_Implementation()
Definition Actor.h:3085
void ServerUploadCharacterDataToArk_Implementation(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3177
void ServerSetVRPlayer_Implementation(bool bSetVRPlayer)
Definition Actor.h:3155
void CheckForPlayerInventory()
Definition Actor.h:2710
void ServerSuccessfullyLoggedIntoVivox(FString *LoginSessionUserUri)
Definition Actor.h:3497
void ServerRequestMyTribeOnlineList_Implementation()
Definition Actor.h:3129
void ServerRequestInitiateSettlementWar_Implementation(int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
Definition Actor.h:3119
void ServerBanPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
Definition Actor.h:3422
void ServerDeleteCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
Definition Actor.h:3427
long double & LastTeleportedTimeField()
Definition Actor.h:2594
void UnlockExplorerNote(int ExplorerNoteIndex)
Definition Actor.h:3279
bool & bLockedInputDontRecenterMouseField()
Definition Actor.h:2496
void ServerRequestFastTravelToShipBed_Implementation(unsigned int FromBedID, unsigned int ToBedID)
Definition Actor.h:3117
FItemNetID & LastEquipedItemNetIDField()
Definition Actor.h:2502
void ServerRequestInventoryUseItemWithItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
Definition Actor.h:3460
void ServerMultiUse(UObject *ForObject, int useIndex)
Definition Actor.h:3440
FPrimalPlayerDataStruct * MyPlayerDataStructField()
Definition Actor.h:2462
void ClientAddActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
Definition Actor.h:3295
void Client_CaptainExtraActions_Implementation(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
Definition Actor.h:2834
void ServerRequestSetPin_Implementation(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
Definition Actor.h:3137
void GetNearbyTreasures(float DesiredDistance, TArray< UPrimalItem * > *OutMapItems)
Definition Actor.h:2913
void ServerSetNetIsCurrentlyFirstPerson_Implementation(bool bIsCurrentlyFirstPerson)
Definition Actor.h:3149
bool & bRefreshedInvetoryForRemoveField()
Definition Actor.h:2514
void ClientNotifyDefeatedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)
Definition Actor.h:2759
void OnUsePress(bool bFromGamepad)
Definition Actor.h:3034
long double & LastTimeTribeEntitiesRequestedField()
Definition Actor.h:2641
void ClientPlayLocalSound(USoundBase *aSound, bool bAttach)
Definition Actor.h:3359
void ClientSendArkDataPayload(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
Definition Actor.h:3368
void PlayHitMarkerCharacter_Implementation(float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
Definition Actor.h:3042
void ServerRequestInventorySwapItems(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
Definition Actor.h:3457
TEnumAsByte< enum EFastTravelType > & CurrentFastTravelTypeField()
Definition Actor.h:2531
void GetPlayerViewPointNoModifiers(FVector *out_Location, FRotator *out_Rotation, bool ForAiming, bool bNoTPVAim)
Definition Actor.h:2922
bool & bIsPrimalStatsTimerActiveField()
Definition Actor.h:2606
void ClientInformNeedsNewHomeServer_Implementation()
Definition Actor.h:2741
void NotifyTribeWarStatus_Implementation(FString *EnemyTribeString, int StatusType)
Definition Actor.h:2985
void GiveColors(int quantity)
Definition Actor.h:2930
UPrimalInventoryComponent * GetPlayerInventory()
Definition Actor.h:2919
void ClientFinishedUseSlotTimeRemaining_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
Definition Actor.h:2734
void OnDisableSpectator_Implementation()
Definition Actor.h:2990
UPrimalInventoryComponent * GetPlayerInventoryComponent()
Definition Actor.h:2920
void ClientUpdateItemDurability(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
Definition Actor.h:3397
void InitCharacterPainting(APrimalCharacter *Char, bool bForTattoo)
Definition Actor.h:3407
void ClientServerSOTFNotificationCustom_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
Definition Actor.h:2802
bool & bIsViewingTributeInventoryField()
Definition Actor.h:2602
long double & LastMultiUseInteractionTimeField()
Definition Actor.h:2508
void ClientNetStartReceivingMapEntities()
Definition Actor.h:3330
void ClientFinishedUseSlotTimeRemaining(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
Definition Actor.h:3310
long double & ClientLastStartedFastTravelTimeField()
Definition Actor.h:2628
void LoadLocalPlayerArkData()
Definition Actor.h:2977
void ClientFailedRemoveSaddle_Implementation()
Definition Actor.h:2730
void ToggleShowAllPlayersWhenSpectatingLocal()
Definition Actor.h:3268
void ServerDropFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
Definition Actor.h:3089
void ServerActorCloseRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3074
FString & LastConvertedPlayerIDStringField()
Definition Actor.h:2596
void OnGetHomeServer(bool bSuccess, FString UserId, unsigned int CurrentSeverId)
Definition Actor.h:3001
bool & bHasViewOnlyInventoryOpenField()
Definition Actor.h:2635
void HiWarp(FString *ClassName, int Index)
Definition Actor.h:2947
void ClientUnlockAchievement(FString *AchievementID)
Definition Actor.h:3393
void ClientSetCheatStatus(bool bEnable)
Definition Actor.h:3376
void ServerRequestRemoveWeaponClipAmmo_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3135
void GridTravelToLocalPos(unsigned __int16 GridX, unsigned __int16 GridY, FVector *ToLocalPos)
Definition Actor.h:2941
void SpectatorTurn(float Val)
Definition Actor.h:3230
void ClientNotifyDefeatedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)
Definition Actor.h:3335
void ServerRequestInventoryUseItemWithActor(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
Definition Actor.h:3459
bool & bCommunicationPrivilegeFetchedField()
Definition Actor.h:2537
void ServerRequestActorItems(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
Definition Actor.h:3451
FieldArray< long double, 10 > HeldItemSlotTimeField()
Definition Actor.h:2456
bool CanDispatchInputDelegate(FName BindingName, TEnumAsByte< enum EInputEvent > KeyEvent)
Definition Actor.h:2703
bool CanCommunicateVoiceWithRadio(AShooterPlayerController *otherPC)
Definition Actor.h:2702
void ClientStartTravelling(unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
Definition Actor.h:3385
void ClientSetSpectatorLocation_Implementation(FVector NewLocation)
Definition Actor.h:2806
void ServerAddTribeMarker(FString *Name, float Coord1, float Coord2, FColor TextColor)
Definition Actor.h:3420
FString * WritePNTScreenshot(FString *result)
Definition Actor.h:3287
bool & bPreventPaintingStreamingField()
Definition Actor.h:2538
void ClientInformHomeServerFull_Implementation()
Definition Actor.h:2740
void PlayHitMarkerStructure_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
Definition Actor.h:3044
void ClientUpdateGroupInfo(TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
Definition Actor.h:3395
void SetAdminIcon(bool bAdminIcon)
Definition Actor.h:3184
float & MinimumIntervalBetweenSetSailStingersField()
Definition Actor.h:2528
bool & bClientIsDPCField()
Definition Actor.h:2588
void ServerRequestLevelUp(UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
Definition Actor.h:3461
void ClientNotifyTorpidityIncrease_Implementation()
Definition Actor.h:2776
void ClientNotifyDinoKill_Implementation(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
Definition Actor.h:2761
void ClientAddActorItemToFolder_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
Definition Actor.h:2718
USoundCue * SelectSlotSoundField()
Definition Actor.h:2476
void ServerRequestFullMapEntities_Implementation(int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
Definition Actor.h:3118
void ClientAddActorItemToFolder(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
Definition Actor.h:3296
void ClientNetReceiveTribeMembersPlayerName_Implementation(TArray< FString > *MembersPlayerName)
Definition Actor.h:2751
void ClientNotifyListenServerOutOfRange()
Definition Actor.h:3341
void GiveEngrams(bool ForceAllEngrams)
Definition Actor.h:2931
void AcknowledgePossession(APawn *P)
Definition Actor.h:2684
void ServerRequestMyClientTribeData(unsigned int MyTribeMarkerVersion)
Definition Actor.h:3462
bool & bGPSZoomOutField()
Definition Actor.h:2463
void ServerKickPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
Definition Actor.h:3438
void ClientAddFloatingText_Implementation(FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, bool bForce)
Definition Actor.h:2721
void ClientAfterServerChange()
Definition Actor.h:3300
void MoveRight(float Val)
Definition Actor.h:2983
bool GetAllAimedHarvestActors(float MaxDistance, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< int > *OutHitBodyIndices)
Definition Actor.h:2903
void ClientGiveFOW_Implementation()
Definition Actor.h:2737
void ServerSuicide_Implementation()
Definition Actor.h:3164
void ClientUpdateUnlockedSkills_Implementation(TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
Definition Actor.h:2832
void SetDir(float windDir)
Definition Actor.h:3190
void TestAlarmNotification(FString Title, FString Message)
Definition Actor.h:3257
void ServerRequestRemoteDropAllItems(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
Definition Actor.h:3468
static FString * GetSavedPlayerCharactersPath(FString *result)
Definition Actor.h:2925
void ClientNotifySummonedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)
Definition Actor.h:3348
void ServerSendArkDataPayload(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
Definition Actor.h:3478
bool & bServerPaintingSuccessField()
Definition Actor.h:2523
void ClientSendArkDataPayloadEnd(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
Definition Actor.h:3370
void ServerCheckUnfreeze_Implementation()
Definition Actor.h:3082
float & DoFSettingCurrentTimerField()
Definition Actor.h:2572
BitFieldValue< bool, unsigned __int32 > bForceCraftButtonHeld()
Definition Actor.h:2670
void ClientNetReceiveTribeMembersLastOnlineAt(TArray< unsigned int > *MembersLastOnlineAt)
Definition Actor.h:3325
void ClientUsedActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
Definition Actor.h:2833
void ClientSendArkDataPayloadBegin(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
Definition Actor.h:3369
void DoFastTravelToShipBed(unsigned int FromBedID, unsigned int ToBedID, bool ToBedIDIsServerID, bool bHomeServerRespawn, bool bValidFromBed, FVector2D FromBedLocation)
Definition Actor.h:2852
void ClientSetControlRotation(FRotator NewRotation)
Definition Actor.h:3377
BitFieldValue< bool, unsigned __int32 > bBattlEyePlayerHasGottenInGameFully()
Definition Actor.h:2678
FieldArray< long double, 10 > LastRepeatUseConsumableTimeField()
Definition Actor.h:2455
void ServerActorViewRemoteInventory(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3417
void ClientResetRespawningFlag_Implementation()
Definition Actor.h:2793
void ServerRequestDinoAncestors_Implementation(APrimalDinoCharacter *ForDino)
Definition Actor.h:3114
void GlobalCommand(FString *Msg)
Definition Actor.h:2939
void PlayHitMarkerStructureAlly_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
Definition Actor.h:3043
void SpectatorUseItem(int Index)
Definition Actor.h:3231
FString * ConsoleCommand(FString *result, FString *Command, bool bWriteToLog)
Definition Actor.h:2837
long double & WaitingForSpawnUITimeField()
Definition Actor.h:2533
TSubclassOf< AHUD > & AwaitingHUDClassField()
Definition Actor.h:2501
void ClientStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bInvertTurnInput)
Definition Actor.h:3384
bool HasRadio(bool allowVoice)
Definition Actor.h:2944
void ClientAddFolderToInventoryComponent(UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
Definition Actor.h:3299
AShooterHUD * GetShooterHUD()
Definition Actor.h:3519
void ServerRemoveTribeMarker(unsigned int MarkerID)
Definition Actor.h:3446
void ClientNotifyLevelUp_Implementation(APrimalCharacter *ForChar, int NewLevel)
Definition Actor.h:2764
void OnPressGroupAddOrRemoveTame()
Definition Actor.h:3007
void OnStartGamepadLeftFire()
Definition Actor.h:3019
void OnStopShowAllGroupIcons()
Definition Actor.h:3028
void ServerNotifyEditText(FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
Definition Actor.h:3441
int & PreviousTribeEntitiesRequestedTargetingTeamField()
Definition Actor.h:2639
void ServerRequestActivateFeat_Implementation(TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:3110
float & MaxUseCheckRadiusField()
Definition Actor.h:2486
FieldArray< long double, 10 > LastUsedItemSlotTimesField()
Definition Actor.h:2457
void ClientGotoMainMenuListSessions()
Definition Actor.h:3314
void ClientNotifyCantHarvest()
Definition Actor.h:3333
void FinalStructurePlacement(TSubclassOf< APrimalStructure > theStructureClass, FVector TestBuildLocation, FRotator TestBuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID FinalPlacementItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, bool bIgnoreClassOverride)
Definition Actor.h:2889
void ServerSetThrottleAndControlRotation_Implementation(float Throttle, float Pitch, float Yaw, FVector AimLocation)
Definition Actor.h:3154
bool CheckforOrbitingInstantaneously()
Definition Actor.h:2715
void HibernationReport(FString *ClassName)
Definition Actor.h:2948
void ServerGetNotificationSettings_Implementation()
Definition Actor.h:3094
void ServerStopSpectating_Implementation()
Definition Actor.h:3160
void ClientNotifyCantHitHarvest_Implementation()
Definition Actor.h:2758
bool & bDrawBlackBackgroundField()
Definition Actor.h:2603
bool & bClientIsReceivingMapEntitiesField()
Definition Actor.h:2642
void ClientGetMessageOfTheDay(FString *Message)
Definition Actor.h:3312
void ServerRequestMyClientTribeMembersLastOnlineAt()
Definition Actor.h:3464
void StartArkGamepadDpadLeft()
Definition Actor.h:3234
void ClientReceiveMyTribeOnlineList_Implementation(TArray< unsigned int > *OnlinePlayerIDs)
Definition Actor.h:2786
__int64 & LinkedPlayerIDField()
Definition Actor.h:2504
bool IsFirstLocalPlayerOrLivingLocalPlayer()
Definition Actor.h:2960
void AutoCycle(float Duration)
Definition Actor.h:2692
void ClientAfterServerChange_Implementation()
Definition Actor.h:2723
void ShowTutorial(int TutorialIndex, bool bForceDisplay)
Definition Actor.h:3221
void ClientUpdateItemWeaponClipAmmo(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
Definition Actor.h:3400
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & ServerCachedAchievementIDsField()
Definition Actor.h:2555
void ServerSetNetIsCurrentlyFirstPerson(bool bIsCurrentlyFirstPerson)
Definition Actor.h:3485
void MulticastCharacterVivoxUsername()
Definition Actor.h:2984
bool & bResetSnapPointField()
Definition Actor.h:2611
void ClientMarkSeamlessActors(TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
Definition Actor.h:3322
long double & LastLargeMoveTimeField()
Definition Actor.h:2564
void ServerTransferAllFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
Definition Actor.h:3500
BitFieldValue< bool, unsigned __int32 > bGamepadSpecialAttackHeld()
Definition Actor.h:2672
void ServerRequestFastTravelToShipBed(unsigned int FromBedID, unsigned int ToBedID)
Definition Actor.h:3454
TArray< unsigned int > * GetRadioFrequencies(TArray< unsigned int > *result)
Definition Actor.h:2923
BitFieldValue< bool, unsigned __int32 > bIsMapPressed()
Definition Actor.h:2674
TArray< unsigned __int64 > & ClientCachedTribeOnlineListField()
Definition Actor.h:2591
bool & bIsQueryingCurrentServerIdField()
Definition Actor.h:2617
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:3406
TArray< FString > * GetCheatsCommands(TArray< FString > *result)
Definition Actor.h:2905
UPrimalItem * GetInventoryUISelectedItemLocal()
Definition Actor.h:2907
void ServerRequestActivateStationGroup_Implementation(APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
Definition Actor.h:3111
bool IsOnlyViewingInventory()
Definition Actor.h:2966
void SwitchToNextLoadedWeapon()
Definition Actor.h:3256
BitFieldValue< bool, unsigned __int32 > bIsAdminPauseUIEnabled()
Definition Actor.h:2668
void DoOnUseItemSlot(int Index)
Definition Actor.h:2860
void ServerDisallowPlayerToJoinNoCheck_Implementation(FString *PlayerId)
Definition Actor.h:3088
void ClientUpdateGroupInfo_Implementation(TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
Definition Actor.h:2826
void ClientStartReceivingTribeLog()
Definition Actor.h:3383
bool & bZoomingOutField()
Definition Actor.h:2556
void SetTutorialHintText(FString *HintText)
Definition Actor.h:3204
void ServerStartWeaponFire_Implementation(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
Definition Actor.h:3159
void CheckRequestSpectator_Implementation(FString *InSpectatorPass)
Definition Actor.h:2711
void ClientStartSurfaceCameraForPassenger_Implementation(float yaw, float pitch, float roll, bool bInvertTurnInput)
Definition Actor.h:2812
void Server_SetShipSteeringInput(float InSteering)
Definition Actor.h:3513
void ClientNotifyUnlockedEngram_Implementation(TSubclassOf< UPrimalEngramEntry > ItemClass)
Definition Actor.h:2780
void ClientRemovedItemFromSlot(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
Definition Actor.h:3366
void CheckRequestSpectator(FString *InSpectatorPass)
Definition Actor.h:3293
long double & LastRequesteDinoAncestorsTimeField()
Definition Actor.h:2516
void ClientUpdateInventoryCraftQueue_Implementation(UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
Definition Actor.h:2827
void ClientNotifyHitHarvest_Implementation()
Definition Actor.h:2763
void SPI(float X, float Y, float Z, float Yaw, float Pitch)
Definition Actor.h:3065
UPrimalInventoryComponent * GetPawnInventoryComponent()
Definition Actor.h:2914
void DrawHUD(AShooterHUD *HUD)
Definition Actor.h:2863
void ServerTransferAllToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
Definition Actor.h:3501
TWeakObjectPtr< AActor > & LastHeldUseActorField()
Definition Actor.h:2490
long double & LastHitMarkerCharacterTimeField()
Definition Actor.h:2566
FString * GetPersonalTameLimitString(FString *result)
Definition Actor.h:2915
void PlayHitMarkerCharacter(float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
Definition Actor.h:3410
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
Definition Actor.h:3045
void ServerRequestActivateFeat(TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:3449
bool IsAtPersonalTameLimit(bool bIsForStructure)
Definition Actor.h:2957
void ClientEndReceivingTribeLog_Implementation()
Definition Actor.h:2729
long double & LastNotifiedTorpidityIncreaseTimeField()
Definition Actor.h:2518
void Client_CaptainExtraActions(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
Definition Actor.h:3403
void ClientNotifyRespawned_Implementation(APawn *NewPawn, bool IsFirstSpawn)
Definition Actor.h:2773
long double & LastTribeMembersPresenceRequestTimeField()
Definition Actor.h:2652
void ServerStopWeaponFire(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
Definition Actor.h:3496
void Server_SetShipSailRotation_Implementation(float InSailRotation)
Definition Actor.h:3179
bool CanDoPlayerCharacterInput(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
Definition Actor.h:2704
bool & bIsGamepadActiveField()
Definition Actor.h:2587
void LookInput(float Val)
Definition Actor.h:2980
FVector & LastLargeMoveLocationField()
Definition Actor.h:2563
bool & bHasDisplayedSplitScreenMessageField()
Definition Actor.h:2598
void ServerSetAltHeld_Implementation(bool bNewAltHeld)
Definition Actor.h:3146
void ClientInsertActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
Definition Actor.h:3319
void ServerTrySettingViewOnlyInventoryStatus()
Definition Actor.h:3505
void ClientNotifyCantHarvest_Implementation()
Definition Actor.h:2757
void ServerRequestRemoveWeaponClipAmmo(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3472
void ClientNotifyTribeDataUpdated()
Definition Actor.h:3351
void ClientAddFloatingDamageText(FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
Definition Actor.h:3297
void KickPlayer(FString PlayerSteamName)
Definition Actor.h:2973
FString * PlayerCommand(FString *result, FString *TheCommand)
Definition Actor.h:3414
bool HasSameRadioFrequency(AShooterPlayerController *OtherPC, unsigned int *SharedFrequency)
Definition Actor.h:2945
void ClientTeleportSucceeded_Implementation(FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
Definition Actor.h:2822
bool & bIsRespawningField()
Definition Actor.h:2499
void ClientNotifyPlayerDeath(APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:3344
void QueueRequestEquippedItems(UPrimalInventoryComponent *invComp)
Definition Actor.h:3051
FString & VivoxUsernameField()
Definition Actor.h:2480
void OnReleaseSkipTutorialButton()
Definition Actor.h:3010
FieldArray< char, 10 > UsedItemSlotField()
Definition Actor.h:2454
void ForceTame(bool bCheatTame)
Definition Actor.h:2897
FString * FormatTextWithKeyBindings(FString *result, FString InText, bool bIgnoreMarkup)
Definition Actor.h:2901
void ServerRequestUpdateGroupInfo_Implementation(APrimalRaft *forRaft)
Definition Actor.h:3140
bool & bChatSpammedField()
Definition Actor.h:2535
void ClientNotifyReconnected_Implementation(APawn *NewPawn)
Definition Actor.h:2771
float & ClientLastRequestedTribeDataTimeField()
Definition Actor.h:2644
unsigned int & HomeServerIdField()
Definition Actor.h:2629
UPrimalItem * GetInventoryUISelectedItemRemote()
Definition Actor.h:2908
void ClientTeleportSpectator(FVector Location, unsigned __int64 PlayerID)
Definition Actor.h:3392
void SetControlRotation(FRotator *NewRotation)
Definition Actor.h:3188
float & HitMarkerScaleMultiplierField()
Definition Actor.h:2570
void ClientAddFolderToInventoryComponent_Implementation(UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
Definition Actor.h:2722
void ClientHUDNotificationTypeParams(int MessageType, int MessageType1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
Definition Actor.h:3315
long double & LastTribeLogRequestTimeField()
Definition Actor.h:2551
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingResponseEquippedItemsQueueField()
Definition Actor.h:2600
void UpdateRequestEquippedItemsQueue()
Definition Actor.h:3283
long double & OverSubscriptionHandingAtField()
Definition Actor.h:2624
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation, bool ForAiming)
Definition Actor.h:2921
void ServerSetForceSingleWield(bool doSet)
Definition Actor.h:3484
void ClientTeleportSpectator_Implementation(FVector Location, unsigned __int64 PlayerID)
Definition Actor.h:2821
void ServerGetOriginalHairColor_Implementation()
Definition Actor.h:3095
void CheckToOpenMapOnlyTimer()
Definition Actor.h:2713
BitFieldValue< bool, unsigned __int32 > bHideGun()
Definition Actor.h:2666
int & ServerTribeLogLastLogIndexField()
Definition Actor.h:2543
void ClientShowSpawnUI_Implementation(float Delay)
Definition Actor.h:2809
void ClientNotifyTorpidityIncrease()
Definition Actor.h:3350
void ClientStartingFastTravel()
Definition Actor.h:3386
APawn * GetResponsibleDamager(AActor *DamageCauser)
Definition Actor.h:2924
void StartArkGamepadFaceButtonTop()
Definition Actor.h:3240
void SetKickedNotification(FString KickReason)
Definition Actor.h:3198
void ClientPlayLocalSound_Implementation(USoundBase *aSound, bool bAttach)
Definition Actor.h:2784
void ClientNetReceiveTribeMembersPlayerName(TArray< FString > *MembersPlayerName)
Definition Actor.h:3327
void ClientSyncCurrentSublevels_Start_Implementation()
Definition Actor.h:2819
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce_Implementation()
Definition Actor.h:3150
void ClientInsertActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
Definition Actor.h:2743
int & PlayerBadgeGroupField()
Definition Actor.h:2559
float & MaxUseDistanceField()
Definition Actor.h:2485
void ServerRequestMyClientTribeRankGroup_Implementation()
Definition Actor.h:3128
void ToggleSpeaking(bool bSpeaking, bool UseSuperRange)
Definition Actor.h:3269
void ServerRequestRemoveItemSkinOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3132
BitFieldValue< bool, unsigned __int32 > bForceSingleWieldHeld()
Definition Actor.h:2676
int & LastSpawnRegionIndexField()
Definition Actor.h:2575
BitFieldValue< bool, unsigned __int32 > bInfiniteAmmo()
Definition Actor.h:2663
bool & bServerRefreshStatusField()
Definition Actor.h:2515
bool SameLinkedId(__int64 value)
Definition Actor.h:3066
void ClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
Definition Actor.h:3338
TWeakObjectPtr< UActorComponent > & LastHeldUseHitComponentField()
Definition Actor.h:2491
void TriggerPlayerAction(int ActionIndex)
Definition Actor.h:3271
void PlayHitMarkerStructure(float InHitMarkerScale, bool InWasMeleeHit)
Definition Actor.h:3412
void ServerMultiUse_Implementation(UObject *ForObject, int useIndex)
Definition Actor.h:3101
void ServerRequestMyClientTribeMemberData()
Definition Actor.h:3463
void ClientForceCacheTattooPainting_Implementation()
Definition Actor.h:2735
void EndInventoryRadialSelector()
Definition Actor.h:2881
void ServerRequestInventorySwapItems_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
Definition Actor.h:3120
void ClientUpdateItemQuantity(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
Definition Actor.h:3398
void ClientBeforeServerChange_Implementation(FString *Message)
Definition Actor.h:2724
bool & bClientTribeDataDirtyField()
Definition Actor.h:2645
void ClientSyncCurrentSublevels_Finish_Implementation()
Definition Actor.h:2817
long double & LastUsePressTimeField()
Definition Actor.h:2539
void ClientNotifyTamedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
Definition Actor.h:2775
void ClientDrawDebugSphere_Implementation(TArray< FVector > *Locs, float Radius, int Segments, FColor DrawColor)
Definition Actor.h:2728
void ClientRemoveActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
Definition Actor.h:2790
void ServerTransferFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
Definition Actor.h:3169
static void StaticRegisterNativesAShooterPlayerController()
Definition Actor.h:3517
void OnStopGamepadRightFire()
Definition Actor.h:3027
void ClientNotifyUpgradedItem_Implementation(UPrimalItem *UpgradedItem)
Definition Actor.h:2781
void ClientJoinVivoxChannel_Implementation(FString *JoinChannelVAT, FString *ChannelName, int AtlasVoiceChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
Definition Actor.h:2744
int & LastTribeDataChangeCountField()
Definition Actor.h:2646
void ServerTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
Definition Actor.h:3503
void ServerCraftItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3083
int & SnapPointCycleField()
Definition Actor.h:2579
bool & bCachedOnlyShowOnlineTribeMembersField()
Definition Actor.h:2488
int & ClientCurrentTribeGroupRankIndexField()
Definition Actor.h:2649
void ClientChatMessage_Implementation(FChatMessage Chat)
Definition Actor.h:2725
int & ModifedButtonCountField()
Definition Actor.h:2466
void ServerInventoryClearCraftQueue(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3437
int & ClientLastRequestFullMapEntitiesChangeIDField()
Definition Actor.h:2637
void ServerUnbanPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
Definition Actor.h:3173
void InitHUD(bool bForceReinitUI)
Definition Actor.h:2954
FItemNetID & LastSteamItemIDToRemoveField()
Definition Actor.h:2511
bool GiveSlotItem(FString *blueprintPath, int slotNum, int quantityOverride)
Definition Actor.h:2936
FieldArray< char, 10 > HeldFeatKeyField()
Definition Actor.h:2451
void ClientDoMultiUse(UObject *ForObject, int useIndex)
Definition Actor.h:3304
void ClientAbortTravel(unsigned int ServerID, unsigned __int64 ServerSteamId)
Definition Actor.h:3294
void ClientOnFastTravelFailed()
Definition Actor.h:3356
void ClientUpdateItemQuantity_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
Definition Actor.h:2829
void LockEmote(FName EmoteName)
Definition Actor.h:2979
void ServerRequestRemoveItemSkin(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3469
bool & bNetIsCurrentlyFirstPersonField()
Definition Actor.h:2612
bool GiveFast(FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:2932
void ClientNotifyUnlockHairStyleOrEmote(FName HairstyleOrEmoteName)
Definition Actor.h:3353
void ClientNotifyPlayerKill(AActor *PlayerPawn, APawn *VictimPawn)
Definition Actor.h:3346
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:2910
void ServerSpectateToPlayerByID_Implementation(unsigned __int64 PlayerID)
Definition Actor.h:3157
void CheckCheatsPassword_Implementation(FString *Pass)
Definition Actor.h:2709
void ServerSetVRPlayer(bool bSetVRPlayer)
Definition Actor.h:3489
void UnlockEmote(FName EmoteName)
Definition Actor.h:3278
void ClientNotifyTribeDataUpdated_Implementation()
Definition Actor.h:2777
void ClientLoginToVivox(FString *LoginVAT, FString *VivoxUsername)
Definition Actor.h:3321
void ClientReceiveStructureCraftingStatItem_Implementation(APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
Definition Actor.h:2788
bool & bIsOnlyViewingRemoteInventoryField()
Definition Actor.h:2634
FString * GetUniqueNetIdAsString(FString *result)
Definition Actor.h:2927
void BPClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, int ExtraID1, int ExtraID2, UObject *ForObject)
Definition Actor.h:2693
void StartSurfaceCameraForPassenger(float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll)
Definition Actor.h:3248
void SpawnActorSpreadTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
Definition Actor.h:3224
void ServerReleaseSeatingStructure()
Definition Actor.h:3443
void ClientStopLocalSound_Implementation(USoundBase *aSound)
Definition Actor.h:2815
void MoveForward(float Val)
Definition Actor.h:2982
void ClientServerChatMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
Definition Actor.h:3372
void SetGraphicsQuality(int val)
Definition Actor.h:3196
void ServerRequestMyClientTribeRankGroup()
Definition Actor.h:3465
void ServerGlobalCommand_Implementation(FString *Msg)
Definition Actor.h:3096
void BanPlayer(FString PlayerSteamName)
Definition Actor.h:2696
void ClientReceiveOriginalHairColor(FLinearColor HairColor)
Definition Actor.h:3362
void ServerRequestFastTravelToPoint_Implementation(unsigned int fromSpawnPointID, unsigned int spawnPointID)
Definition Actor.h:3116
void ClientReceiveTribeRankGroup_Implementation(int GroupRankIndex)
Definition Actor.h:2789
bool & bRequestingFirstHomeServerField()
Definition Actor.h:2615
void ServerStopWeaponAltFire_Implementation(AShooterWeapon *weapon)
Definition Actor.h:3161
void StartSurfaceCamera(float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll, float OnSurfaceCameraInterpolationSpeed, bool UseSurfaceCameraInterpolation, FVector *CameraOffset)
Definition Actor.h:3247
void ClientUpdateItemSpoilingTimes_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
Definition Actor.h:2830
void LookUpAtRate(float Val)
Definition Actor.h:2981
void AllowPlayerToJoinNoCheck(FString *PlayerId)
Definition Actor.h:2688
void ClientNetStartReceivingMapEntities_Implementation()
Definition Actor.h:2754
void ClientUpdateUnlockedSkills(TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
Definition Actor.h:3401
void SpectatorPreviousPlayer()
Definition Actor.h:3229
void ClientStartReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
Definition Actor.h:3382
bool & bLocalCameraInVacuumSealedContainerOrRaftField()
Definition Actor.h:2608
void PawnPendingDestroy(APawn *inPawn)
Definition Actor.h:3039
void ClientShowPaintingUI_Implementation(UObject *ObjectToPaint)
Definition Actor.h:2808
void ClientNetReceiveTribeMembersRankGroupId(TArray< int > *MembersRankGroupId)
Definition Actor.h:3328
void ServerAddItemToCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
Definition Actor.h:3077
void Possess(APawn *inPawn)
Definition Actor.h:3046
long double & LastPinRequestTimeField()
Definition Actor.h:2578
bool HasEngram(TSubclassOf< UPrimalItem > TheItemClass)
Definition Actor.h:2942
void ServerSendChatMessage(FString *ChatMessage, EChatSendMode::Type SendMode)
Definition Actor.h:3481
void SaveSpectatorPos(int Index)
Definition Actor.h:3069
void ClientNetReceiveTribeMembersLastOnlineAt_Implementation(TArray< unsigned int > *MembersLastOnlineAt)
Definition Actor.h:2749
long double & EnteredSpectatingStateTimeField()
Definition Actor.h:2536
void ServerSendArkDataPayload_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
Definition Actor.h:3143
void ServerInventoryClearCraftQueue_Implementation(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3097
BitFieldValue< bool, unsigned __int32 > bUsePressed()
Definition Actor.h:2669
bool HasSkill(TSubclassOf< UPrimalEngramEntry > SkillClass)
Definition Actor.h:2946
TArray< FTribeEntity > & LocalCachedMapEntitiesField()
Definition Actor.h:2643
bool & bHasReachedHighestPeakField()
Definition Actor.h:2553
long double & LastDeathTimeField()
Definition Actor.h:2469
void ClientUpdateItemWeaponClipAmmo_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
Definition Actor.h:2831
void ServerSendArkDataPayloadBegin_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
Definition Actor.h:3141
void ServerRequestCreateNewPlayerWithArkData(TArray< unsigned char > *DataBytes, unsigned __int64 TribeID)
Definition Actor.h:3113
APawn * TempLastLostPawnField()
Definition Actor.h:2495
void ClientServerChatDirectMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
Definition Actor.h:3371
APrimalStructurePlacer * StructurePlacerField()
Definition Actor.h:2467
bool & bSuppressAdminIconField()
Definition Actor.h:2532
void RequestSpectator(FString InSpectatorPass)
Definition Actor.h:3061
void StartArkGamepadFaceButtonBottom()
Definition Actor.h:3237
TArray< FChatMessage * > MessageQueueField()
Definition Actor.h:2655
void UploadCharacterPlayerDataToArk(TArray< unsigned char > *PlayerDataBytes, FString PlayerName, TArray< FString > PlayerStats, unsigned __int64 PlayerDataId, bool WithItems, unsigned int ItemCount)
Definition Actor.h:3285
void Server_CaptainExtraActions(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
Definition Actor.h:3511
void RefreshNeedingMapEntities()
Definition Actor.h:3056
void Server_UpdateRowing_Implementation(float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
Definition Actor.h:3183
void OnYarkStartGamepadRightFire(APrimalCharacter *PlayerCharacter)
Definition Actor.h:3037
void ClientSyncCurrentSublevels_Finish()
Definition Actor.h:3389
void ServerRepeatMultiUse(UObject *ForObject, int useIndex)
Definition Actor.h:3448
int & ViewingWheelCategoryField()
Definition Actor.h:2581
long double & JoinedAtField()
Definition Actor.h:2623
void ServerRepeatMultiUse_Implementation(UObject *ForObject, int useIndex)
Definition Actor.h:3109
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
Definition Actor.h:2904
void ServerRequestRespawnAtPoint(unsigned int spawnPointID, int spawnRegionIndex)
Definition Actor.h:3473
void ClientFinishedReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
Definition Actor.h:2733
void SetCheatPlayer(bool bEnable)
Definition Actor.h:3186
bool & bNotificationSettingsReceivedField()
Definition Actor.h:2546
void ClientUpdateItemDurability_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
Definition Actor.h:2828
void CollectNearbyTreasures()
Definition Actor.h:2836
void ClientForceCacheTattooPainting()
Definition Actor.h:3311
void SetWind(float wind)
Definition Actor.h:3205
void DoTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, UPrimalItem *anItem, bool bAlsoTryToEqup, int requestedQuantity)
Definition Actor.h:2862
FVector & LastViewLocationField()
Definition Actor.h:2547
void StartArkGamepadDpadDown()
Definition Actor.h:3233
TArray< FShownTreasureData > & ShownTreasuresField()
Definition Actor.h:2622
FString * GetPlayerCharacterName(FString *result)
Definition Actor.h:2917
int & PlayerControllerNumField()
Definition Actor.h:2506
TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & RemoteViewingInventoriesField()
Definition Actor.h:2489
FAttachmentPoint & LastCycledSnapPointField()
Definition Actor.h:2609
BitFieldValue< bool, unsigned __int32 > bWasTurnAtRateCalled()
Definition Actor.h:2673
long double & LastClientModifiedARKInventoryTimeField()
Definition Actor.h:2590
void ServerDeleteItemFromCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
Definition Actor.h:3087
void ServerSendDirectMessage(FString *PlayerSteamID, FString *Message)
Definition Actor.h:3482
void Server_SetShipSailRotation(float InSailRotation)
Definition Actor.h:3512
void ClientNotifyHitHarvest()
Definition Actor.h:3339
void ClientStartingFastTravel_Implementation()
Definition Actor.h:2814
void ClientUnlockExplorerNote(int ExplorerNoteIndex)
Definition Actor.h:3394
void EndArkGamepadFaceButtonLeft()
Definition Actor.h:2874
void EndArkGamepadFaceButtonRight()
Definition Actor.h:2875
long double & LastTimePlayedSetSailMusicField()
Definition Actor.h:2525
void ClientNotifyUnlockHairStyleOrEmote_Implementation(FName HairstyleOrEmoteName)
Definition Actor.h:2779
void EndArkGamepadFaceButtonTop()
Definition Actor.h:2876
long double & LastHadPawnTimeField()
Definition Actor.h:2520
FieldArray< char, 10 > HeldItemSlotField()
Definition Actor.h:2453
void DisableLightingChecker()
Definition Actor.h:2843
void ClientBeforeServerChange(FString *Message)
Definition Actor.h:3301
void ServerSetSpectatorLocation_Implementation(FVector NewLoc)
Definition Actor.h:3151
void ClientNotifyPlayerDeathReason(FString *ReasonString)
Definition Actor.h:3345
void DisableSurfaceCameraInterpolation()
Definition Actor.h:2845
AActor * GetLastControlledPlayerChar()
Definition Actor.h:2909
void ServerUpgradeItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
Definition Actor.h:3176
FItemNetID & LastUnequippedItemNetIDField()
Definition Actor.h:2503
void ClientSetControlRotation_Implementation(FRotator NewRotation)
Definition Actor.h:2804
void ClientNetReceiveTribeMembersPlayerDataID_Implementation(TArray< unsigned int > *MembersPlayerDataID)
Definition Actor.h:2750
void ClientSwapActorItems_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
Definition Actor.h:2816
FVector & LastTurnSpeedField()
Definition Actor.h:2507
void CheckToOpenMapAllTimer()
Definition Actor.h:2712
TWeakObjectPtr< AShooterCharacter > & LastControlledPlayerCharacterField()
Definition Actor.h:2483
bool & bIsRightShoulderHeldField()
Definition Actor.h:2621
static UClass * GetPrivateStaticClass()
Definition Actor.h:2683
void ServerStartWeaponAltFire_Implementation(AShooterWeapon *weapon)
Definition Actor.h:3158
void NotifyTribeWarStatus(FString *EnemyTribeString, int StatusType)
Definition Actor.h:3408
void ClientSyncCurrentSublevels_Start()
Definition Actor.h:3391
void ClientNotifyEditText_Implementation(TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
Definition Actor.h:2762
void ServerUpdateManualFireLocation_Implementation(FVector TargetLocation)
Definition Actor.h:3175
TArray< FAttachmentPoint > & LastCycledSnapPointsField()
Definition Actor.h:2610
void ServerRequestMyClientTribeMembersLastOnlineAt_Implementation()
Definition Actor.h:3127
void ClientGotoMainMenuListSessions_Implementation()
Definition Actor.h:2738
void SpectatorDetachOrbitCamera()
Definition Actor.h:3227
void HideRiders(bool bDoHide)
Definition Actor.h:2949
long double & ForceDrawCurrentGroupsUntilTimeField()
Definition Actor.h:2582
float & SFXVolumeMultiplierField()
Definition Actor.h:2593
void ClosingViewOnlyInventory()
Definition Actor.h:3404
void ClientCollectedAchievementItem(TSubclassOf< UPrimalItem > ItemClass)
Definition Actor.h:3303
void AsyncQueryAndProcessCurrentServerIdSpawning()
Definition Actor.h:2691
long double & LastInvDropRequestTimeField()
Definition Actor.h:2519
bool & bChangeingServerCoordsField()
Definition Actor.h:2459
void SetPlayerPos(float X, float Y, float Z)
Definition Actor.h:3202
void ClientSetCheatStatus_Implementation(bool bEnable)
Definition Actor.h:2803
void ServerAddItemToCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
Definition Actor.h:3419
void ServerSendArkDataPayloadEnd(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
Definition Actor.h:3480
FString & LastPlayerFirstHomeServerIdStrField()
Definition Actor.h:2616
void ReportLeastSpawnManagers()
Definition Actor.h:3057
void OnPressSkipTutorialButton()
Definition Actor.h:3008
bool & bServerAllowCommunicationField()
Definition Actor.h:2657
void ClientShowCharacterCreationUI(bool bShowDownloadCharacter)
Definition Actor.h:3379
void ClientReceiveStructureCraftingStatItem(APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
Definition Actor.h:3363
void ServerEquipToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3091
void OnStartGamepadRightFire()
Definition Actor.h:3020
bool GiveSlotItemNum(int masterIndexNum, int slotNum, int quantityOverride)
Definition Actor.h:2937
void Server_UpdateRowing(float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
Definition Actor.h:3516
void ClientNotifyDinoKill(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
Definition Actor.h:3337
void ServerRequestInventoryUseItemWithActor_Implementation(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
Definition Actor.h:3121
void EndArkGamepadFaceButtonBottom()
Definition Actor.h:2873
void FinalFlushLevelStreaming()
Definition Actor.h:2888
void ClientNetReceiveTribeMembersRankGroupId_Implementation(TArray< int > *MembersRankGroupId)
Definition Actor.h:2752
FieldArray< long double, 10 > HeldFeatKeyTimeField()
Definition Actor.h:2452
void SetControllerGamepadActive(bool bIsActive)
Definition Actor.h:3189
long double & LastTimePlayerRotationInputField()
Definition Actor.h:2510
long double & LastRPCStayAliveTimeField()
Definition Actor.h:2558
bool SendUseItemSlotToStructure()
Definition Actor.h:3073
void CreateSpawnUITattooComponent()
Definition Actor.h:2839
void EnemyInVisible(bool Invisible)
Definition Actor.h:2885
TArray< FName > & AllowedBindingsInTransitionField()
Definition Actor.h:2614
static void TickStasisForCharacter(UWorld *theWorld, AShooterCharacter *Character, FVector ActorLocation)
Definition Actor.h:3259
FVector & LightingCheckerScaleField()
Definition Actor.h:2632
FVector2D & CurrentRadialDirection2Field()
Definition Actor.h:2475
void ClientLoginToVivox_Implementation(FString *LoginVAT, FString *VivoxUsername)
Definition Actor.h:2745
bool & bIsFirstSpawnField()
Definition Actor.h:2498
void ServerCycleSpectator(bool bNext)
Definition Actor.h:3426
int & ServerTribeLogLastTribeIDField()
Definition Actor.h:2544
BitFieldValue< bool, unsigned __int32 > bHoldingSkipTutorialButton()
Definition Actor.h:2677
void Server_SetWantsForcedMovement_Implementation(int Direction)
Definition Actor.h:3182
void ClientShowSpawnUI(float Delay)
Definition Actor.h:3381
void ClientRemovedItemFromSlot_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
Definition Actor.h:2791
FString & LastTutorialHintTextField()
Definition Actor.h:2627
void ServerRequestRemoveWeaponAccessoryOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3134
void ClientChatMessage(FChatMessage Chat)
Definition Actor.h:3302
void ServerSendArkDataPayloadEnd_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
Definition Actor.h:3142
AActor * BaseGetPlayerCharacter()
Definition Actor.h:2697
void ClientNotifyPlayerDeathReason_Implementation(FString *ReasonString)
Definition Actor.h:2768
bool & bFullyAuthenticatedField()
Definition Actor.h:2545
void ShowSextantMap(bool bShow)
Definition Actor.h:3218
float & DistanceToCollectTreasureField()
Definition Actor.h:2619
void ServerGetNotificationSettings()
Definition Actor.h:3434
void SetImprintQuality(float ImprintingQuality)
Definition Actor.h:3197
void ClientAddFloatingText(FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, bool bForce)
Definition Actor.h:3298
void ApplyAutoAimSlider(float NewValue)
Definition Actor.h:3185
void ClientSetHUDAndInitUIScenes_Implementation(TSubclassOf< AHUD > NewHUDClass)
Definition Actor.h:2805
void ClientNetReceiveTribeTribeAdmins_Implementation(TArray< unsigned int > *TribeAdmins)
Definition Actor.h:2753
unsigned __int64 & TargetOrbitedPlayerIdField()
Definition Actor.h:2481
float & DoFSettingTargetTimerField()
Definition Actor.h:2573
void ClientNotifyDinoDeath(FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
Definition Actor.h:3336
bool & bForceHideGameplayUIField()
Definition Actor.h:2585
bool & bReceivedSubscribedAppsField()
Definition Actor.h:2576
bool IsEmoteUnlocked(FName EmoteName)
Definition Actor.h:2958
void ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
Definition Actor.h:2820
void ClientNotifyUpgradedItem(UPrimalItem *UpgradedItem)
Definition Actor.h:3355
void ServerSetAltHeld(bool bNewAltHeld)
Definition Actor.h:3483
void ClientStartReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
Definition Actor.h:2810
void RequestCreateNewPlayerWithArkData(TArray< unsigned char > PlayerArkDataBytes)
Definition Actor.h:3059
void StartArkGamepadBackButton()
Definition Actor.h:3232
void ClientNetReceiveTribeMembersFinished_Implementation()
Definition Actor.h:2748
FVector * GetViewLocation(FVector *result)
Definition Actor.h:2928
void ClientReplicateTravelledObjects(TArray< UObject * > *Objects)
Definition Actor.h:3367
void ServerSuccessfullyLoggedIntoVivox_Implementation(FString *LoginSessionUserUri)
Definition Actor.h:3163
void LoadSpectatorPos(int Index)
Definition Actor.h:2978
void ServerUpdateManualFireLocation(FVector TargetLocation)
Definition Actor.h:3508
long double & LastMultiUseTraceTimeField()
Definition Actor.h:2560
TArray< int > & NotifiedTribeWarIDsField()
Definition Actor.h:2541
void EndArkGamepadRightShoulder()
Definition Actor.h:2878
void PlayHitMarkerCharacterAlly_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
Definition Actor.h:3041
void ClientReplicateTravelledObjects_Implementation(TArray< UObject * > *Objects)
Definition Actor.h:2792
void ForceTribes(FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
Definition Actor.h:2898
bool DoMapInput(int Index)
Definition Actor.h:2854
void Server_SetWantsForcedMovement(int Direction)
Definition Actor.h:3515
int & LastIslandInfoVersionField()
Definition Actor.h:2653
void OnAddSteering(float Val)
Definition Actor.h:2986
void ClientNotifyAdmin_Implementation()
Definition Actor.h:2756
bool & bServerIsPaintingField()
Definition Actor.h:2522
bool GiveItem(FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:2933
void ClientNotifyTribeXP(float HowMuch)
Definition Actor.h:3352
void ClientSetSpectatorLocation(FVector NewLocation)
Definition Actor.h:3378
AActor * SpawnActor(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, bool bDoDeferBeginPlay)
Definition Actor.h:3222
void ClientNotifyMessageOfTheDay_Implementation(FString *Message, float TimeToDisplay)
Definition Actor.h:2766
void ServerSendChatMessage_Implementation(FString *ChatMessage, EChatSendMode::Type SendMode)
Definition Actor.h:3144
void InitCharacterPainting_Implementation(APrimalCharacter *Char, bool bForTattoo)
Definition Actor.h:2953
bool & bDrawLocationField()
Definition Actor.h:2505
BitFieldValue< bool, unsigned __int32 > bCheckForMapSecondPress()
Definition Actor.h:2675
bool GiveItemNum(int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:2934
int & LastTribeMembersLastOnlineChangeCountField()
Definition Actor.h:2651
void ClientReceiveOriginalHairColor_Implementation(FLinearColor HairColor)
Definition Actor.h:2787
bool & bPreventDefaultCharacterItemsField()
Definition Actor.h:2592
void AddExperience(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
Definition Actor.h:2686
bool & bTraveledSeamlesslyField()
Definition Actor.h:2561
AShooterCharacter * GetPlayerCharacter()
Definition Actor.h:2916
void ServerSetMessageOfTheDay_Implementation(FString *Message)
Definition Actor.h:3148
void IncrementPrimalStats(EPrimalStatsValueTypes::Type statsValueType)
Definition Actor.h:2951
void OnUseItemSlotForStructure(int ItemSlotNumber)
Definition Actor.h:3033
float & PrimalStatsCacheFlushIntervalField()
Definition Actor.h:2605
void ServerListPlayers_Implementation()
Definition Actor.h:3099
void ServerNotifyEditText_Implementation(FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
Definition Actor.h:3102
void EndArkGamepadDpadRight()
Definition Actor.h:2872
void ServerRequestLevelUp_Implementation(UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
Definition Actor.h:3124
void ServerRemovePawnItem_Implementation(FItemNetID itemID, bool bSecondryAction, bool bOnlyIfEquipped)
Definition Actor.h:3106
UPrimalItem * LastTransferredToRemoteInventoryItemField()
Definition Actor.h:2599
BitFieldValue< bool, unsigned __int32 > bAdminShowAllPlayers()
Definition Actor.h:2679
void TurnInput(float Val)
Definition Actor.h:3274
TSubclassOf< APrimalBuff > & CreativeModeBuffField()
Definition Actor.h:2604
float & ChatSpamWeightField()
Definition Actor.h:2534
void ClientFailedRemoveSaddle()
Definition Actor.h:3307
long double & LastDiedMessageTimeField()
Definition Actor.h:2517
void ServerSendDirectMessage_Implementation(FString *PlayerSteamID, FString *MessageText)
Definition Actor.h:3145
long double & LastPlayedSetSailStingerTimeField()
Definition Actor.h:2526
void ServerGetOriginalHairColor()
Definition Actor.h:3435
void ClientNotifyListenServerOutOfRange_Implementation()
Definition Actor.h:2765
void GiveActorToMe(AActor *anAct, bool bNotifyNetwork)
Definition Actor.h:2929
void ClientNotifyPlayerKill_Implementation(AActor *PlayerPawn, APawn *VictimPawn)
Definition Actor.h:2770
void ServerStopWeaponFire_Implementation(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
Definition Actor.h:3162
void ServerUnlockPerMapExplorerNote(int ExplorerNoteIndex)
Definition Actor.h:3507
void ServerRequestInventoryUseItemWithItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
Definition Actor.h:3122
void ClientNotifyUnlockedEngram(TSubclassOf< UPrimalEngramEntry > ItemClass)
Definition Actor.h:3354
void ServerRequestRemoveItemSkin_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3133
void SetPawn(APawn *InPawn)
Definition Actor.h:3200
void ServerRequestActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
Definition Actor.h:3112
void SpawnHUD(TSubclassOf< AHUD > NewHUDClass)
Definition Actor.h:3225
void ServerUnbanPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
Definition Actor.h:3506
void ClientNetStopReceivingMapEntities_Implementation(int ServerMapEntitiesChangeID)
Definition Actor.h:2755
void CancelMultiUseSelection()
Definition Actor.h:2706
void ServerSpectateToPlayerByID(unsigned __int64 PlayerID)
Definition Actor.h:3490
bool & bLastHitMarkerStructureAllyField()
Definition Actor.h:2569
void DisallowPlayerToJoinNoCheck(FString *PlayerId)
Definition Actor.h:2848
void CheckCheatsPassword(FString *pass)
Definition Actor.h:3292
void PlayHitMarkerStructureAlly(float InHitMarkerScale, bool InWasMeleeHit)
Definition Actor.h:3413
void SetMultiUseWheelCategory(int Category)
Definition Actor.h:3199
void TurnAtRate(float Val)
Definition Actor.h:3273
void ClientNotifyMessageOfTheDay(FString *Message, float timeToDisplay)
Definition Actor.h:3342
long double & ClientLastRefreshNeedingMapEntitiesTimeField()
Definition Actor.h:2640
void EndPlayerActionRadialSelector()
Definition Actor.h:2882
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce()
Definition Actor.h:3486
int & LastTutorialHintTextFrameField()
Definition Actor.h:2626
void ClientJoinVivoxChannel(FString *JoinChannelVAT, FString *ChannelName, int AtlasChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
Definition Actor.h:3320
FVector & LastDeathLocationField()
Definition Actor.h:2468
void ClientNotifyCantHitHarvest()
Definition Actor.h:3334
bool & bIsVRPlayerField()
Definition Actor.h:2500
void ClientHUDNotificationTypeParams_Implementation(int MessageType, int MessageParam1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
Definition Actor.h:2739
void ClientServerChatDirectMessage_Implementation(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
Definition Actor.h:2798
void EnableCheats(FString Pass)
Definition Actor.h:2864
long double & LastNotOnUnriddenDinoTimeField()
Definition Actor.h:2565
bool & bHasGottenInitialSpawnLocationField()
Definition Actor.h:2548
void ServerGetMessageOfTheDay_Implementation()
Definition Actor.h:3093
FString * LinkedPlayerIDString(FString *result)
Definition Actor.h:2976
void SetEquipMap(unsigned int typeIndex)
Definition Actor.h:3192
void ClientInformHomeServerFull()
Definition Actor.h:3316
bool & bConsumeItemSucceededField()
Definition Actor.h:2513
unsigned __int64 GetLinkedPlayerID64()
Definition Actor.h:2911
unsigned __int64 & LastConvertedPlayerIDField()
Definition Actor.h:2595
void ServerRequestPlaceStructure_Implementation(int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, TSubclassOf< APrimalStructure > DirectStructurePlacementClass)
Definition Actor.h:3130
void ServerRemovePawnItem(FItemNetID itemID, bool bSecondryAction, bool bOnlyIfEquipped)
Definition Actor.h:3445
void DoOnCaptainOrderPressed(int OrderIndex)
Definition Actor.h:2855
FPrimalStats & PrimalStatsCacheField()
Definition Actor.h:2607
void HideTutorial(int TutorialIndex)
Definition Actor.h:2950
void ClientNotifyLevelUp(APrimalCharacter *ForChar, int NewLevel)
Definition Actor.h:3340
void ClientUpdateItemSpoilingTimes(UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
Definition Actor.h:3399
void ServerTryRespec_Implementation()
Definition Actor.h:3171
bool & bAdminPreventFastClaimingField()
Definition Actor.h:2633
void ServerSetForceSingleWield_Implementation(bool doSet)
Definition Actor.h:3147
void ActivateMultiUseSelection(bool bIsFromUseRelease)
Definition Actor.h:2685
void ClientServerNotificationSingle(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
Definition Actor.h:3374
AActor * GetPlayerControllerViewerOverride()
Definition Actor.h:2918
void ServerRequestRemoteDropAllItems_Implementation(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
Definition Actor.h:3131
void ClientNotifySummonedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)
Definition Actor.h:2774
void RequestFastTravelToPoint(unsigned int fromSpawnPointID, unsigned int spawnPointID, FVector2D FromBedLocation, bool bFromBedValid)
Definition Actor.h:3060
void ServerRepairItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3447
long double & LastChatMessageTimeField()
Definition Actor.h:2521
FVector & LastSnapPointCyclePositionField()
Definition Actor.h:2580
void ClientNotifyPaintFinished_Implementation(bool bSuccess)
Definition Actor.h:2767
bool & bUsePressedFromGamepadField()
Definition Actor.h:2493
bool IsHeldDownIndexOverriddenFromCaptainsOrders(int index)
Definition Actor.h:2962
BitFieldValue< bool, unsigned __int32 > bGamepadHotbarModifierPressed()
Definition Actor.h:2671
void ClientNotifyTribeXP_Implementation(float HowMuch)
Definition Actor.h:2778
bool & bHasSurvivedOneDayField()
Definition Actor.h:2552
void PostInitializeComponents()
Definition Actor.h:3047
AActor * GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
Definition Actor.h:2902
void ClientFailedToAddItemFromArkInventory_Implementation()
Definition Actor.h:2731
bool & bShowGameModeHUDField()
Definition Actor.h:2473
void ClientServerNotification_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
Definition Actor.h:2801
void ServerUnlockPerMapExplorerNote_Implementation(int ExplorerNoteIndex)
Definition Actor.h:3174
void ClientGetMessageOfTheDay_Implementation(FString *Message)
Definition Actor.h:2736
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
Definition Actor.h:3187
void ClientNotifyRemotePlayerDeath_Implementation(FString *PlayerName, FString *AttackerName)
Definition Actor.h:2772
BitFieldValue< bool, unsigned __int32 > bGodMode()
Definition Actor.h:2664
float & TotalTimeOnLandField()
Definition Actor.h:2524
void UnbanPlayer(FString PlayerSteamName)
Definition Actor.h:3277
void ServerChangeHomeServer_Implementation(unsigned int NewHomeServerId)
Definition Actor.h:3081
void ServerToggleOpenAllActiveGunports_Implementation()
Definition Actor.h:3166
FString & ChangeingServerCoordsMessageField()
Definition Actor.h:2460
void ShowAllPlayersListToFollow()
Definition Actor.h:3209
bool & bPendingServerCheckField()
Definition Actor.h:2656
void ServerRequestFullMapEntities(int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
Definition Actor.h:3455
void ForceAddDinoExperience(float Amount)
Definition Actor.h:2893
bool & bLastHitMarkerCharacterAllyField()
Definition Actor.h:2567
void ServerRequestDropAllItems_Implementation(FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
Definition Actor.h:3115
void DoServerCheckUnfreeze_Implementation()
Definition Actor.h:2861
void Server_SetShipThrottleTarget(float InThrottle)
Definition Actor.h:3514
void ClientReceiveTribeRankGroup(int GroupRankIndex)
Definition Actor.h:3364
float & LastSeamlessTravelTimeField()
Definition Actor.h:2562
void OnFastTravelFailed_DisableMessage()
Definition Actor.h:2998
void ServerTransferAllToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
Definition Actor.h:3168
void ClientSyncCurrentSublevels_RecieveData(TArray< FTransformedSubLevel > *CurrentData)
Definition Actor.h:3390
void ServerBanPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
Definition Actor.h:3080
void ClientServerNotificationSingle_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
Definition Actor.h:2800
void ClientShowCharacterCreationUI_Implementation(bool bShowDownloadCharacter)
Definition Actor.h:2807
int & ClientLastRequestFullMapEntitiesCountField()
Definition Actor.h:2638
TArray< TSubclassOf< UPrimalEngramEntry > > & UnlockedSkillsField()
Definition Actor.h:2461
void ClientUsedActorItem(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
Definition Actor.h:3402
int & LastTribeRankGroupRequestChangeCountField()
Definition Actor.h:2648
int & SpectatorCycleIndexField()
Definition Actor.h:2530
int & LastSpawnPointIDField()
Definition Actor.h:2574
void ServerRequestStructureCraftingStatItem_Implementation(APrimalStructure *ForStructure)
Definition Actor.h:3138
bool & bHitMarkerWasMeleeHitField()
Definition Actor.h:2571
float & DistanceToDisplayTreasureField()
Definition Actor.h:2618
long double & LastRespawnTimeField()
Definition Actor.h:2497
UPrimalLocalProfile * PrimalLocalProfileField()
Definition Actor.h:2477
void EndArkGamepadLeftShoulder()
Definition Actor.h:2877
bool AllowTribeGroupPermission(ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)
Definition Actor.h:2689
void ServerRequestRemoveItemSkinOnly(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3470
void DoOnReleaseItemSlot(int Index)
Definition Actor.h:2857
void ClientOnFastTravelFailed_Implementation()
Definition Actor.h:2782
bool & bForceTeleportClientToHostField()
Definition Actor.h:2654
void ClientDoMultiUse_Implementation(UObject *ForObject, int useIndex)
Definition Actor.h:2727
void Server_SetShipSteeringInput_Implementation(float InSteering)
Definition Actor.h:3180
void BPGetAimedUseActor(AActor **AimedUseActor, UActorComponent **AimedUseComponent, int *HitBoxIndex)
Definition Actor.h:2694
void ClientSwapActorItems(UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
Definition Actor.h:3388
void ClientNotifyPlayerDeath_Implementation(APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:2769
void ServerGlobalCommand(FString *Msg)
Definition Actor.h:3436
void ServerRequestRemoveWeaponAccessoryOnly(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
Definition Actor.h:3471
void ClientUnlockExplorerNote_Implementation(int ExplorerNoteIndex)
Definition Actor.h:2824
void ServerChangeHomeServer(unsigned int NewHomeServerId)
Definition Actor.h:3423
long double & LastListenServerNotifyOutOfRangeTimeField()
Definition Actor.h:2529
void ClientSyncCurrentSublevels_RecieveData_Implementation(TArray< FTransformedSubLevel > *CurrentData)
Definition Actor.h:2818
void UpdateNearbyTreasures(float DeltaTime)
Definition Actor.h:3281
bool & bClientReceivedTribeLogField()
Definition Actor.h:2549
void ServerSetSupressAdminIcon(bool bSuppress)
Definition Actor.h:3488
void ClientRemoveActorItem(UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
Definition Actor.h:3365
void ClientSendArkDataPayloadEnd_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
Definition Actor.h:2796
void ClientNetReceiveTribeMembersFinished()
Definition Actor.h:3324
void ServerSetSubscribedApp(int AppID, bool bPreventDefaultItems)
Definition Actor.h:3487
void OnPressForceSingleWield()
Definition Actor.h:3006
void ClientServerSOTFNotificationCustom(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
Definition Actor.h:3375
void ServerActorCloseRemoteInventory(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3416
void ClientReset_Implementation()
Definition Actor.h:2794
void UpdateRotation(float DeltaTime)
Definition Actor.h:3284
bool & bRemovePlayerDataOnSeamlessTravelField()
Definition Actor.h:2636
char & TargetOrbitedTrialCountField()
Definition Actor.h:2482
void ServerAddAchievementID(FString *AchievementID, bool bIsOnSpawn)
Definition Actor.h:3418
void ClientAbortTravel_Implementation(unsigned int ServerID, unsigned __int64 ServerSteamId)
Definition Actor.h:2717
void ClientStartTravelling_Implementation(unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
Definition Actor.h:2813
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput()
Definition Actor.h:2665
void ServerRequestDropAllItems(FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
Definition Actor.h:3453
void ToggleShowAllPlayersWhenSpectating()
Definition Actor.h:3267
void ClientInformNeedsNewHomeServer()
Definition Actor.h:3317
FVector & LastRawInputDirField()
Definition Actor.h:2479
void ClientServerChatMessage_Implementation(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
Definition Actor.h:2799
long double & LastClientRequestTribeOnlineListTimeField()
Definition Actor.h:2589
void ServerShowMessageOfTheDay_Implementation()
Definition Actor.h:3156
void DoClientInformPickNewHomeServer()
Definition Actor.h:2849
void ServerStopWeaponAltFire(AShooterWeapon *weapon)
Definition Actor.h:3495
void ServerReadMessageOFTheDay()
Definition Actor.h:3442
void ServerLoginToVivox_Implementation()
Definition Actor.h:3100
void SetSextantMapZoomLevel(float Zoom)
Definition Actor.h:3203
void ServerTransferAllFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
Definition Actor.h:3167
void ServerTransferFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
Definition Actor.h:3502
void ServerRequestStructureCraftingStatItem(APrimalStructure *ForStructure)
Definition Actor.h:3475
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
Definition Actor.h:3208
long double & LastGamepadOpenRemoteInventoryTimeField()
Definition Actor.h:2586
void ClientNotifyRemotePlayerDeath(FString *PlayerName, FString *AttackerName)
Definition Actor.h:3347
TArray< FString > & NotifiedTribeWarNamesField()
Definition Actor.h:2542
void ServerRequestMyClientTribeData_Implementation(unsigned int TribeMarkerVersion)
Definition Actor.h:3125
void ServerRequestMyClientTribeMemberData_Implementation()
Definition Actor.h:3126
float & LandIntervalForSetSailStingerField()
Definition Actor.h:2527
TSubclassOf< APrimalStructurePlacer > & StructurePlacerClassField()
Definition Actor.h:2484
void ServerAllowPlayerToJoinNoCheck(FString *PlayerId)
Definition Actor.h:3421
UMaterial * LightingCheckerMaterialField()
Definition Actor.h:2631
void SetPlayer(UPlayer *InPlayer)
Definition Actor.h:3201
void UnlockFeat(FName FeatName)
Definition Actor.h:3280
void RPCStayAlive_Implementation()
Definition Actor.h:3053
FItemNetID & LastSteamItemIDToAddField()
Definition Actor.h:2512
void ClientCollectedAchievementItem_Implementation(TSubclassOf< UPrimalItem > ItemClass)
Definition Actor.h:2726
void ClientOnReceivedCaptainOrder_Implementation(ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bIsFromCaptain)
Definition Actor.h:2783
void ClientStartReceivingTribeLog_Implementation()
Definition Actor.h:2811
void ChangeState(FName NewState)
Definition Actor.h:2707
void ServerDropFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
Definition Actor.h:3430
void ServerKickPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
Definition Actor.h:3098
void SpawnPlayerCameraManager()
Definition Actor.h:3226
void ServerStartWeaponFire(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
Definition Actor.h:3492
void ServerRemovePassenger_Implementation()
Definition Actor.h:3105
void UpdatePostProcessVolumes()
Definition Actor.h:3282
void ClientNetReceiveTribeMembersPlayerDataID(TArray< unsigned int > *MembersPlayerDataID)
Definition Actor.h:3326
bool IsAlliedWithTeam(int OtherTargetingTeam, bool bIgnoreSameTeam)
Definition Actor.h:2956
void ServerSetSupressAdminIcon_Implementation(bool bSuppress)
Definition Actor.h:3153
TMap< enum AtlasVoiceChannelType, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum AtlasVoiceChannelType, FString, 0 > > & ConnectedVoiceChannelsField()
Definition Actor.h:2658
void ServerToggleOpenAllActiveGunports()
Definition Actor.h:3499
void ServerUpgradeItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
Definition Actor.h:3509
void ServerSetSubscribedApp_Implementation(int AppID, bool bPreventDefaultItems)
Definition Actor.h:3152
void ClientUnmarkSeamlessActors_Implementation()
Definition Actor.h:2825
void DoOnCaptainOrderReleased(int OrderIndex)
Definition Actor.h:2856
void EndArkGamepadBackButton()
Definition Actor.h:2869
void OnReleaseForceSingleWield()
Definition Actor.h:3009
FVector & CurrentPlayerCharacterLocationField()
Definition Actor.h:2465
void ServerAllowPlayerToJoinNoCheck_Implementation(FString *PlayerId)
Definition Actor.h:3079
void ForceUnstasisAtLocation(FVector AtLocation)
Definition Actor.h:2899
void ClientNetReceiveMapEntities(TArray< FTribeEntity > *TribeEntities)
Definition Actor.h:3323
void AdminCheat(FString *Msg)
Definition Actor.h:2687
void ServerActorViewRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3075
float & LastTimeSentCarriedRotationField()
Definition Actor.h:2509
long double & LastHitMarkerStructureTimeField()
Definition Actor.h:2568
void OnShowAllGroupIcons(char IconsToActivate)
Definition Actor.h:3014
void OnUseRelease(bool bFromGamepad)
Definition Actor.h:3035
void ClientDrawDebugSphere(TArray< FVector > *Loc, float Radius, int Segments, FColor DrawColor)
Definition Actor.h:3305
void ServerDisallowPlayerToJoinNoCheck(FString *PlayerId)
Definition Actor.h:3429
TWeakObjectPtr< APrimalStructureBed > & SpawnAtBedField()
Definition Actor.h:2494
void ClientReceiveDinoAncestors_Implementation(APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
Definition Actor.h:2785
void ClientInitHUDScenes_Implementation()
Definition Actor.h:2742
bool & bNextShowCharacterCreationUIDownloadField()
Definition Actor.h:2584
void ServerRemoveTribeMarker_Implementation(unsigned int MarkerID)
Definition Actor.h:3107
void Cheat(FString *Msg)
Definition Actor.h:2708
BitFieldValue< bool, unsigned __int32 > bEnemyInvisible()
Definition Actor.h:2667
void ServerUploadCharacterDataToArk(UPrimalInventoryComponent *inventoryComp)
Definition Actor.h:3510
void ClientReceiveMyTribeOnlineList(TArray< unsigned int > *OnlinePlayerIDs)
Definition Actor.h:3361
void ServerRequestInitiateSettlementWar(int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
Definition Actor.h:3456
void ClientServerNotification(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
Definition Actor.h:3373
long double & LastRequestedPlaceStructureTimeField()
Definition Actor.h:2583
void StartArkGamepadFaceButtonRight()
Definition Actor.h:3239
void StartInventoryRadialSelector()
Definition Actor.h:3245
void DoFastTravel(EFastTravelType FastTravelType, unsigned int ToServerID, FVector GridTravelToPos, unsigned int ToBedID, FVector2D FromRelativeLocInServer)
Definition Actor.h:2851
long double & PossessedFirstPawnTimeField()
Definition Actor.h:2577
void ServerEquipPawnItem(FItemNetID itemID)
Definition Actor.h:3431
void ServerDeleteItemFromCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
Definition Actor.h:3428
void DoOnUseFeat(int Index)
Definition Actor.h:2859
void ServerAddAchievementID_Implementation(FString *AchievementID, bool bIsOnSpawn)
Definition Actor.h:3076
void SendAlarmNotification(FString SteamID, FString Title, FString Message)
Definition Actor.h:3072
void ServerReadMessageOFTheDay_Implementation()
Definition Actor.h:3103
void NotifyPlayerLeft(FString *ThePlayerName)
Definition Actor.h:2011
bool HasCompletedQuestPointOfInterest(int PointOfInterestID)
Definition Actor.h:1911
void ClientReceiveAvailableEntities(TArray< FTribeEntity > *AvailableEntities)
Definition Actor.h:2002
void ServerRequestMySpawnPoints(unsigned int IgnoreBedID, TSubclassOf< APrimalStructure > FilterClass)
Definition Actor.h:2035
FString * GetPlayerName(FString *result)
Definition Actor.h:1902
void CompletePointOfInterest(int PointOfInterestID)
Definition Actor.h:1887
TSet< TSubclassOf< UPrimalEngramEntry >, DefaultKeyFuncs< TSubclassOf< UPrimalEngramEntry >, 0 >, FDefaultSetAllocator > & ServerUnlockedSkillsSetField()
Definition Actor.h:1842
void UpdateServerFullStatus()
Definition Actor.h:1991
void ServerRequestSetTribeGovernment(FTribeGovernment TribeGovernment)
Definition Actor.h:2043
void ServerTribeRequestRemoveRankGroup_Implementation(int RankGroupIndex)
Definition Actor.h:1983
int & LastTribeDataChangedFrameField()
Definition Actor.h:1834
bool HasDiscoveredDiscoveryZone(int ZoneId)
Definition Actor.h:1914
void TargetingTeamChanged()
Definition Actor.h:1987
void ServerSetSelectedDinoOrderGroup(int newGroup)
Definition Actor.h:2049
bool HasSkill(TSubclassOf< UPrimalEngramEntry > SkillClass)
Definition Actor.h:1916
long double & LastTribeRequestTimeField()
Definition Actor.h:1855
void NotifyPlayerLeftTribe_Implementation(FString *ThePlayerName, FString *TribeName)
Definition Actor.h:1932
void ServerGetServerOptions_Implementation()
Definition Actor.h:1956
bool IsTribeFounder()
Definition Actor.h:1926
void ServerDinoOrderGroup_Clear(int groupIndex, bool bClearClasses, bool bClearChars)
Definition Actor.h:2020
void ServerTribeRequestApplyRankGroupSettings_Implementation(int RankGroupIndex, FTribeRankGroup newGroupSettings)
Definition Actor.h:1981
void UnregisterPlayerWithSession()
Definition Actor.h:1989
void BroadcastDeath(AShooterPlayerState *KillerPlayerState, UDamageType *KillerDamageType, AShooterPlayerState *KilledPlayerState)
Definition Actor.h:1996
void ClientReceiveSpawnPoints_Implementation(TArray< FSpawnPointInfo > *SpawnPointsInfos)
Definition Actor.h:1883
void UpdateTribeData(FTribeData *TribeData)
Definition Actor.h:1993
void ClientInitialize(AController *InController)
Definition Actor.h:1879
void ClientGetPlayerWhiteListedData(TArray< FAdminPlayerDataInfo > *list)
Definition Actor.h:1999
void ClientGetPlayerConnectedData_Implementation(TArray< FAdminPlayerDataInfo > *list)
Definition Actor.h:1876
void RequestCreateNewPlayerWithArkData(UPrimalPlayerData *PlayerArkData)
Definition Actor.h:1940
void ApplyEngramBuffs(AShooterCharacter *myChar, AShooterPlayerController *OverridePC)
Definition Actor.h:1868
void ClientUnlockedFeat_Implementation(FName FeatName)
Definition Actor.h:1885
UPrimalPlayerData * MyPlayerDataField()
Definition Actor.h:1824
void SendTribeInviteData(FTribeData TribeInviteData)
Definition Actor.h:2015
FTribeData * LastTribeInviteDataField()
Definition Actor.h:1831
FTribeData & NullTribeDataField()
Definition Actor.h:1829
void NotifyPlayerJoinedTribe_Implementation(FString *ThePlayerName, FString *TribeName)
Definition Actor.h:1930
void ServerRequestCreateNewTribe(FString *TribeName, FTribeGovernment TribeGovernment)
Definition Actor.h:2030
bool & bSuppressEngramNetworkingField()
Definition Actor.h:1847
void ServerDeclareTribeWar_Implementation(int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime)
Definition Actor.h:1946
void ReceivedPlayerCharacter(AShooterCharacter *NewPawn)
Definition Actor.h:1939
void ServerRequestLeaveTribe()
Definition Actor.h:2034
void ServerRequestDemotePlayerInMyTribe(int PlayerIndexInTribe)
Definition Actor.h:2031
void ServerRequestPromotePlayerInMyTribe_Implementation(int PlayerIndexInTribe)
Definition Actor.h:1967
int & TotalEngramPointsField()
Definition Actor.h:1838
void ServerGetPlayerBannedData_Implementation()
Definition Actor.h:1953
FString * GetUniqueIdString(FString *result)
Definition Actor.h:1909
void ServerSetDefaultItemSlotClass_Implementation(int slotNum, TSubclassOf< UPrimalItem > ItemClass, bool bIsEngram)
Definition Actor.h:1975
TSet< TSubclassOf< UPrimalItem >, DefaultKeyFuncs< TSubclassOf< UPrimalItem >, 0 >, FDefaultSetAllocator > & ServerEngramItemBlueprintsSetField()
Definition Actor.h:1840
void ServerDinoOrderGroup_AddOrRemoveDinoCharacter(int groupIndex, APrimalDinoCharacter *DinoCharacter, bool bAdd)
Definition Actor.h:2018
long double & NextAllowedTerritoryMessageTimeField()
Definition Actor.h:1850
void ServerRequestCreateNewTribe_Implementation(FString *TribeName, FTribeGovernment TribeGovernment)
Definition Actor.h:1959
void SetTribeTamingDinoSettings(APrimalDinoCharacter *aDinoChar)
Definition Actor.h:1986
void ServerTribeRequestAddRankGroup_Implementation(FString *GroupName)
Definition Actor.h:1980
void ServerRequestDinoOrderGroups()
Definition Actor.h:2032
long double & ReplicateSkillsUntilTimeField()
Definition Actor.h:1833
void ServerRequestRemoveAllianceMember_Implementation(unsigned int AllianceID, unsigned int MemberID)
Definition Actor.h:1968
bool HasEngram(TSubclassOf< UPrimalItem > ItemClass)
Definition Actor.h:1915
void ServerRequestLeaveTribe_Implementation()
Definition Actor.h:1963
void ServerGetPlayerWhiteListedData_Implementation()
Definition Actor.h:1955
FieldArray< FDinoOrderGroup, 10 > DinoOrderGroupsField()
Definition Actor.h:1852
FieldArray< TSubclassOf< APrimalBuff >, 10 > FeatHotkeysField()
Definition Actor.h:1827
void LocalDoUpdateTribeEntityLocs()
Definition Actor.h:1928
void NotifyTribememberLeft(FString *ThePlayerName)
Definition Actor.h:2014
void ServerSetTribeMOTD(FString *MOTD)
Definition Actor.h:2050
void UpdateFeatSet(AShooterCharacter *myChar)
Definition Actor.h:1990
void ServerSetSelectedDinoOrderGroup_Implementation(int newGroup)
Definition Actor.h:1978
void ServerRequestResetPlayer_Implementation()
Definition Actor.h:1971
void ServerRequestRemovePlayerIndexFromMyTribe(int PlayerIndexInTribe)
Definition Actor.h:2040
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:2008
void ServerTribeRequestNewAlliance_Implementation(FString *AllianceName)
Definition Actor.h:1982
void ServerDeclareTribeWar(int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime)
Definition Actor.h:2017
void CompleteQuest(int QuestID)
Definition Actor.h:1888
void ClearTribeBasic()
Definition Actor.h:1874
bool AllowDinoOrderByGroup(APrimalDinoCharacter *orderDino)
Definition Actor.h:1866
void ServerSetDinoGroupName(int groupIndex, FString *GroupName)
Definition Actor.h:2047
void ClientGetPlayerWhiteListedData_Implementation(TArray< FAdminPlayerDataInfo > *list)
Definition Actor.h:1877
void ClientGetPlayerBannedData(TArray< FAdminPlayerDataInfo > *list)
Definition Actor.h:1997
void ServerRequestMySpawnPoints_Implementation(unsigned int IgnoreBedID, TSubclassOf< APrimalStructure > FilterClass)
Definition Actor.h:1964
bool HasDiscipline(EEngramDiscipline::Type ForDiscipline)
Definition Actor.h:1913
long double & NextAllowedTribeJoinTimeField()
Definition Actor.h:1851
void ClientReceivePartialSpawnPointUpdates(TArray< FSpawnPointInfo > *SpawnPointsInfos)
Definition Actor.h:2003
float GetTameUnitCount(ETameUnitType::Type TheTameUnitType)
Definition Actor.h:1905
bool HasCompletedQuest(int QuestID)
Definition Actor.h:1910
AShooterPlayerController * GetShooterController()
Definition Actor.h:1904
void ServerSetFeatHotkey_Implementation(int slotNum, TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:1977
void ServerRequestPartialSpawnPointUpdate(unsigned int EntityID)
Definition Actor.h:2036
int GetNumDiscoveryZonesFound()
Definition Actor.h:1898
void AcceptJoinAlliance(unsigned int AllianceID, unsigned int NewMemberID, FString NewMemberName)
Definition Actor.h:1863
void ServerGetAlivePlayerConnectedData()
Definition Actor.h:2022
void ClientNotifyLevelUpAvailable_Implementation()
Definition Actor.h:1880
TArray< FSpawnPointInfo > & CachedSpawnPointInfosField()
Definition Actor.h:1836
void ClientUnlockedFeat(FName FeatName)
Definition Actor.h:2006
void ClientGetServerOptions(FServerOptions info)
Definition Actor.h:2000
void ServerSetDinoGroupName_Implementation(int groupIndex, FString *GroupName)
Definition Actor.h:1976
void ServerDinoOrderGroup_RemoveEntryByIndex_Implementation(int groupIndex, bool bIsClass, int entryIndex)
Definition Actor.h:1950
bool IsAlliedWith(int OtherTeam)
Definition Actor.h:1920
void ServerRequestTransferOwnershipInMyTribe(int PlayerIndexInTribe)
Definition Actor.h:2045
void ServerRequestRemoveAllianceMember(unsigned int AllianceID, unsigned int MemberID)
Definition Actor.h:2039
FString * GetPlayerOrTribeName(FString *result)
Definition Actor.h:1903
TArray< UPrimalItem * > KnownCraftableItemsField()
Definition Actor.h:1853
void ServerRequestRenameTribe_Implementation(FString *newTribeName)
Definition Actor.h:1970
BitFieldValue< bool, unsigned __int32 > bQuitter()
Definition Actor.h:1859
void AddEngramBlueprintToPlayerInventory(UPrimalInventoryComponent *invComp, TSubclassOf< UPrimalItem > engramItemBlueprint)
Definition Actor.h:1864
int GetNumDiscoveryZonesInServer(const unsigned int *ServerID)
Definition Actor.h:1900
bool HasTribeWarRequest(int EnemyTeam)
Definition Actor.h:1917
UPrimalItem * GetItemForUnlockedFeat(AShooterCharacter *myChar, TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:1895
void NotifyTribememberJoined_Implementation(FString *ThePlayerName)
Definition Actor.h:1934
void ServerRequestLeaveAlliance(unsigned int AllianceID)
Definition Actor.h:2033
void ClearTribe(bool bDontRemoveFromTribe, bool bForce, APlayerController *ForPC)
Definition Actor.h:1873
void PromoteToTribeAdmin(APlayerController *PromoterPC)
Definition Actor.h:1938
void UpdatedSkills(AShooterCharacter *myChar, AShooterPlayerController *OverridePC)
Definition Actor.h:1995
void ServerSetTribeMOTD_Implementation(FString *MOTD)
Definition Actor.h:1979
void NotifyTribememberJoined(FString *ThePlayerName)
Definition Actor.h:2013
void ServerRequestApplyEngramPoints(TSubclassOf< UPrimalEngramEntry > forItemEntry, EEngramDiscipline::Type ForDiscipline)
Definition Actor.h:2029
void ApplyEngramStatModifiers(AShooterCharacter *myChar)
Definition Actor.h:1869
void ServerDinoOrderGroup_AddOrRemoveDinoClass_Implementation(int groupIndex, TSubclassOf< APrimalDinoCharacter > DinoClass, bool bAdd)
Definition Actor.h:1948
int & FreeEngramPointsField()
Definition Actor.h:1839
static void StaticRegisterNativesAShooterPlayerState()
Definition Actor.h:2055
void ServerSetFeatHotkey(int slotNum, TSubclassOf< APrimalBuff > FeatClass)
Definition Actor.h:2048
void ServerTribeRequestAddRankGroup(FString *GroupName)
Definition Actor.h:2051
void ServerGetPlayerConnectedData_Implementation()
Definition Actor.h:1954
void ServerDinoOrderGroup_AddOrRemoveDinoCharacter_Implementation(int groupIndex, APrimalDinoCharacter *DinoCharacter, bool bAdd)
Definition Actor.h:1947
void ServerGetAllPlayerNamesAndLocations()
Definition Actor.h:2023
void ServerTribeRequestApplyRankGroupSettings(int RankGroupIndex, FTribeRankGroup newGroupSettings)
Definition Actor.h:2052
bool AllowTribeGroupPermission(ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)
Definition Actor.h:1867
void ServerDinoOrderGroup_AddOrRemoveDinoClass(int groupIndex, TSubclassOf< APrimalDinoCharacter > DinoClass, bool bAdd)
Definition Actor.h:2019
void SendAvailableEntitiesFromAllServersToClient(TArray< FTribeEntity > *AvailableEntitiesFromOtherServers, int IgnoreBedID)
Definition Actor.h:1943
void ClientGetPlayerBannedData_Implementation(TArray< FAdminPlayerDataInfo > *list)
Definition Actor.h:1875
bool IsTribeAdmin()
Definition Actor.h:1925
TArray< TSubclassOf< UPrimalEngramEntry > > & UnlockedSkillsField()
Definition Actor.h:1841
void InvitedRankGroupPlayerIntoTribe(AShooterPlayerState *OtherPlayer)
Definition Actor.h:1919
void ClientRefreshDinoOrderGroup_Implementation(int groupIndex, FDinoOrderGroup groupData, int UseCurrentlySelectedGroup)
Definition Actor.h:1884
void ServerGetPlayerBannedData()
Definition Actor.h:2024
bool IsDinoClassInOrderGroup(int groupIndex, TSubclassOf< APrimalDinoCharacter > dinoClass)
Definition Actor.h:1921
void ServerRequestSetTribeMemberGroupRank_Implementation(int PlayerIndexInTribe, int RankGroupIndex)
Definition Actor.h:1973
void ServerRejectTribeWar_Implementation(int EnemyTeamID)
Definition Actor.h:1957
void ServerRequestDinoOrderGroups_Implementation()
Definition Actor.h:1961
void ServerRequestLeaveAlliance_Implementation(unsigned int AllianceID)
Definition Actor.h:1962
void InitializeDiscoveryZoneEntryObjects()
Definition Actor.h:1918
void ServerRequestPartialSpawnPointUpdate_Implementation(unsigned int EntityID)
Definition Actor.h:1965
void ServerRequestSetTribeGovernment_Implementation(FTribeGovernment TribeGovernment)
Definition Actor.h:1972
bool & bSendSpawnPointsField()
Definition Actor.h:1835
FString * GetDinoOrderGroupName(FString *result, int groupIndex)
Definition Actor.h:1893
void ServerGetPlayerConnectedData()
Definition Actor.h:2025
void LocalSetSelectedDinoOrderGroup(int newGroup, bool bDontToggle)
Definition Actor.h:1929
void ServerGetPlayerWhiteListedData()
Definition Actor.h:2026
void ServerAcceptTribeWar(int EnemyTeamID)
Definition Actor.h:2016
void ServerDinoOrderGroup_Clear_Implementation(int groupIndex, bool bClearClasses, bool bClearChars)
Definition Actor.h:1949
void OnRep_UpdatedSkills()
Definition Actor.h:1937
FTribeData * CurrentTribeDataPtrField()
Definition Actor.h:1830
void ServerRequestSetTribeMemberGroupRank(int PlayerIndexInTribe, int RankGroupIndex)
Definition Actor.h:2044
void NotifyPlayerJoinedTribe(FString *ThePlayerName, FString *TribeName)
Definition Actor.h:2010
void ServerRequestRenameTribe(FString *ServerRequestRenameTribe)
Definition Actor.h:2041
void ClientRefreshDinoOrderGroup(int groupIndex, FDinoOrderGroup groupData, int UseCurrentlySelectedGroup)
Definition Actor.h:2005
void ServerAcceptTribeWar_Implementation(int EnemyTeamID)
Definition Actor.h:1945
bool & bUpdatingClientEntityLocsField()
Definition Actor.h:1854
void NotifyTribememberLeft_Implementation(FString *ThePlayerName)
Definition Actor.h:1935
void ServerGetAllPlayerNamesAndLocations_Implementation()
Definition Actor.h:1952
FieldArray< TSubclassOf< UPrimalItem >, 10 > DefaultItemSlotClassesField()
Definition Actor.h:1826
FieldArray< char, 10 > DefaultItemSlotEngramsField()
Definition Actor.h:1828
FTameUnitCounts & CurrentTameUnitCountsField()
Definition Actor.h:1849
bool IsTribeOwner(unsigned int CheckPlayerDataID)
Definition Actor.h:1927
float & AllowedRespawnIntervalField()
Definition Actor.h:1845
void ServerTribeRequestNewAlliance(FString *AllianceName)
Definition Actor.h:2053
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:1896
FTribeWar * GetTribeWar(FTribeWar *result, int EnemyTeam)
Definition Actor.h:1907
bool AddToTribe(FTribeData *MyNewTribe, bool bMergeTribe, bool bForce, bool bIsFromInvite, APlayerController *InviterPC)
Definition Actor.h:1865
void UpdatedPlayerData()
Definition Actor.h:1994
int GetNumDiscoveryZonesTotal()
Definition Actor.h:1901
int & CurrentlySelectedDinoOrderGroupField()
Definition Actor.h:1848
void ServerTribeRequestRemoveRankGroup(int RankGroupIndex)
Definition Actor.h:2054
void NotifyPlayerLeftTribe(FString *ThePlayerName, FString *TribeName)
Definition Actor.h:2012
void NotifyPlayerJoined_Implementation(FString *ThePlayerName)
Definition Actor.h:1931
void BroadcastDeath_Implementation(AShooterPlayerState *KillerPlayerState, UDamageType *KillerDamageType, AShooterPlayerState *KilledPlayerState)
Definition Actor.h:1871
void SendTribeInviteData_Implementation(FTribeData TribeInviteData)
Definition Actor.h:1944
bool HasDefaultExtraInventoryItem(TSubclassOf< UPrimalItem > ItemClass)
Definition Actor.h:1912
long double & NextAllowedRespawnTimeField()
Definition Actor.h:1844
void CopyProperties(APlayerState *PlayerState)
Definition Actor.h:1889
FPrimalPlayerDataStruct * MyPlayerDataStructField()
Definition Actor.h:1825
void ClearKnownCraftables()
Definition Actor.h:1872
void ServerRequestRemovePlayerIndexFromMyTribe_Implementation(int PlayerIndexInTribe)
Definition Actor.h:1969
void ServerRequestApplyEngramPoints_Implementation(TSubclassOf< UPrimalEngramEntry > forItemEntry, EEngramDiscipline::Type ForDiscipline)
Definition Actor.h:1958
void ServerRequestPromotePlayerInMyTribe(int PlayerIndexInTribe)
Definition Actor.h:2038
void ServerGetServerOptions()
Definition Actor.h:2027
bool IsDinoInOrderGroup(int groupIndex, APrimalDinoCharacter *dinoChar)
Definition Actor.h:1922
void ServerRequestResetPlayer()
Definition Actor.h:2042
int GetNumDiscoveryZonesFoundInServer(const unsigned int *ServerID)
Definition Actor.h:1899
FString * GetLongPlayerName(FString *result)
Definition Actor.h:1897
void ClientUpdateTameUnitCounts_Implementation(FTameUnitCounts NewTameUnitCounts)
Definition Actor.h:1886
void ServerUnlockEngram(TSubclassOf< UPrimalEngramEntry > forItemEntry, bool bNotifyPlayerHUD, bool bForceUnlock, EEngramDiscipline::Type ForDiscipline)
Definition Actor.h:1984
void ServerRequestPromoteAllianceMember(unsigned int AllianceID, unsigned int MemberID)
Definition Actor.h:2037
void NotifyPlayerLeft_Implementation(FString *ThePlayerName)
Definition Actor.h:1933
bool IsInTribeWar(int EnemyTeam)
Definition Actor.h:1924
TSet< TSubclassOf< APrimalBuff >, DefaultKeyFuncs< TSubclassOf< APrimalBuff >, 0 >, FDefaultSetAllocator > & UnlockedFeatsSetField()
Definition Actor.h:1843
void ClientReceivePartialSpawnPointUpdates_Implementation(TArray< FSpawnPointInfo > *SpawnPointsInfos)
Definition Actor.h:1882
void UpdateTameCounts()
Definition Actor.h:1992
void ClientReceiveSpawnPoints(TArray< FSpawnPointInfo > *SpawnPointsInfos)
Definition Actor.h:2004
void ServerSetDefaultItemSlotClass(int slotNum, TSubclassOf< UPrimalItem > ItemClass, bool bIsEngram)
Definition Actor.h:2046
void ClientNotifyLevelUpAvailable()
Definition Actor.h:2001
void ClientGetServerOptions_Implementation(FServerOptions info)
Definition Actor.h:1878
void ServerGetAlivePlayerConnectedData_Implementation()
Definition Actor.h:1951
int GetCharacterLevel()
Definition Actor.h:1892
void ServerRejectTribeWar(int EnemyTeamID)
Definition Actor.h:2028
void ServerDinoOrderGroup_RemoveEntryByIndex(int groupIndex, bool bIsClass, int entryIndex)
Definition Actor.h:2021
long double & LastTimeDiedToEnemyTeamField()
Definition Actor.h:1846
void ServerRequestTransferOwnershipInMyTribe_Implementation(int PlayerIndexInTribe)
Definition Actor.h:1974
void SetQuitter(bool bInQuitter)
Definition Actor.h:1985
void ClientUpdateTameUnitCounts(FTameUnitCounts NewTameUnitCounts)
Definition Actor.h:2007
void NotifyPlayerJoined(FString *ThePlayerName)
Definition Actor.h:2009
void ClientGetPlayerConnectedData(TArray< FAdminPlayerDataInfo > *list)
Definition Actor.h:1998
void TransferTribalObjects(FTribeData *TribeData, bool bTransferToTribe, bool bDontIncludePlayers)
Definition Actor.h:1988
int GetGlobalNumOfShipsForTribe()
Definition Actor.h:1894
TArray< UDiscoveryZoneDataListEntry * > DiscoveryZoneEntryObjectsField()
Definition Actor.h:1837
void ResetPlayerDataBornAtTime()
Definition Actor.h:1942
void ClientReceiveAvailableEntities_Implementation(TArray< FTribeEntity > *AvailableEntities)
Definition Actor.h:1881
UObject * GetObjectW()
Definition Actor.h:1908
void OnRep_MyPlayerDataStruct()
Definition Actor.h:1936
void DoRespec(UPrimalPlayerData *ForPlayerData, AShooterCharacter *ForCharacter, bool bSetRespecedAtCharacterLevel)
Definition Actor.h:1891
long double & ReplicatePlayerDataUntilTimeField()
Definition Actor.h:1832
void ServerRequestDemotePlayerInMyTribe_Implementation(int PlayerIndexInTribe)
Definition Actor.h:1960
void ServerRequestPromoteAllianceMember_Implementation(unsigned int AllianceID, unsigned int MemberID)
Definition Actor.h:1966
BitFieldValue< bool, unsigned __int32 > bUseAmmoOnFiring()
Definition Actor.h:7895
int & CurrentAmmoInClipField()
Definition Actor.h:7598
void Net_PlayEquipAnimAndFinishSwitch(bool bIsPrimary, bool bHasNoAmmo)
Definition Actor.h:8513
BitFieldValue< bool, unsigned __int32 > bWeaponUsesShieldAttackData()
Definition Actor.h:7830
bool CanStartAttack(int attackIndex, bool bCanInterruptCurrentAttack, bool bIsLeftAttack, bool bSkipAttackDataChecks)
Definition Actor.h:8089
void ClientSpawnMeleeComboHarvestingHitEffects(FVector ImpactLocation, FVector ImpactNormal)
Definition Actor.h:8486
BitFieldValue< bool, unsigned __int32 > bUseTargetingFireAnim()
Definition Actor.h:7862
float & FPVMoveOffscreenWhenTurningMinViewRotSpeedField()
Definition Actor.h:7586
float & ScopeCrosshairSizeField()
Definition Actor.h:7637
BitFieldValue< bool, unsigned __int32 > bHasToggleableAccessory()
Definition Actor.h:7899
void OnSwitchSideWeapon(bool bIsPrimaryWeapon)
Definition Actor.h:8287
float & ReloadCameraShakeSpeedScaleField()
Definition Actor.h:7656
bool IsShieldAttack(int attackIndex)
Definition Actor.h:8219
bool & bFoceSimulatedTickField()
Definition Actor.h:7682
TArray< FDinoAttackInfo > & AIAttackInfosField()
Definition Actor.h:7717
void StartUnequip_Implementation()
Definition Actor.h:8377
void LocalPossessed()
Definition Actor.h:8235
BitFieldValue< bool, unsigned __int32 > bOnlyUseFirstMeleeAnimWithShield()
Definition Actor.h:7847
void Net_OnAttackBlockedByShield(AShooterWeapon *CauserWeapon, int AttackIndex)
Definition Actor.h:8509
TSubclassOf< UWeaponAttackData > & AIWeaponAttackDataClassField()
Definition Actor.h:7579
UAnimMontage * OverrideJumpAnimField()
Definition Actor.h:7499
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileFiring()
Definition Actor.h:7964
void ClientStartMuzzleFX(bool bLeftWeapon)
Definition Actor.h:8487
void ServerCheckNextSecondaryWeapon_Implementation()
Definition Actor.h:8314
void CancelCurrentWeaponAttack_FromClient(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
Definition Actor.h:8100
BitFieldValue< bool, unsigned __int32 > bCanAccessoryBeSetOn()
Definition Actor.h:7908
void ServerToggleAccessory_Implementation()
Definition Actor.h:8334
BitFieldValue< bool, unsigned __int32 > bForceAlwaysPlayEquipAnim()
Definition Actor.h:7987
EWeaponState::Type & CurrentStateSecondaryField()
Definition Actor.h:7781
BitFieldValue< bool, unsigned __int32 > bUseBPShouldDealDamage()
Definition Actor.h:7916
BitFieldValue< bool, unsigned __int32 > bAllowAutoAimOnDodgingTarget()
Definition Actor.h:7921
int & CurrentAmmoSecondaryField()
Definition Actor.h:7777
void ServerOnPawnSetRunning(bool NewRunValue, bool bSkipAnim)
Definition Actor.h:8533
FRotator & FPVLookAtSpeedBase_TargetingField()
Definition Actor.h:7536
BitFieldValue< bool, unsigned __int32 > bWeaponPreventLockOn()
Definition Actor.h:8055
int & BurstAttackIndexField()
Definition Actor.h:7779
FName & LeftHandIkSkeletalMeshSocketNameField()
Definition Actor.h:7808
bool BPCanEquip(APrimalCharacter *ByCharacter)
Definition Actor.h:8426
float & AIOrbitTargetSpreadOverrideField()
Definition Actor.h:7720
bool & bForceAllowMountedWeaponryField()
Definition Actor.h:7687
bool & bForceTPVCameraOffsetField()
Definition Actor.h:7705
void ClientSetChargeRunning_Implementation(bool newChargeRunning)
Definition Actor.h:8117
TSubclassOf< APrimalBuff > & ScopedBuffField()
Definition Actor.h:7695
void ServerProcessAllMeleeHits()
Definition Actor.h:8319
float & LockOnSwitchSensitivityField()
Definition Actor.h:7813
void NetSetAimMagnetism(float NewMagnetism)
Definition Actor.h:8503
UWeaponAttackData * CurrentWeaponAttackDataField()
Definition Actor.h:7580
void ServerToggleAccessory()
Definition Actor.h:8546
void Dodge_Implementation(FVector *MoveDir)
Definition Actor.h:8139
EWeaponState::Type & CurrentStateField()
Definition Actor.h:7595
float GetConsumeDurabilityPerShot()
Definition Actor.h:8173
void ConsumeAmmoItem(int Quantity)
Definition Actor.h:8127
BitFieldValue< bool, unsigned __int32 > bWeaponUsesMeleeStepImpulse()
Definition Actor.h:8006
BitFieldValue< bool, unsigned __int32 > bPlayingCameraAnimFPV()
Definition Actor.h:7854
void StopRibbonTrailFX()
Definition Actor.h:8387
FName & FPVAccessoryToggleComponentField()
Definition Actor.h:7601
static bool GetBestBlockingDirection(AShooterWeapon *DefenderWeapon, AShooterWeapon *DamageCauserWeapon, FVector *ShotDirection, int defenderAttackIndex, bool *RegularDirection, bool *AltDirection, bool *RequiresDownBlock)
Definition Actor.h:8170
BitFieldValue< bool, unsigned __int32 > bColorizeMuzzleFX()
Definition Actor.h:7967
BitFieldValue< bool, unsigned __int32 > bLastAttackWasAlt()
Definition Actor.h:7932
float & DodgeMeleeDamageMultiplierField()
Definition Actor.h:7623
FVector & CurrentCustomFPVOffsetField()
Definition Actor.h:7785
void EndMeleeStepImpulse()
Definition Actor.h:8494
TSubclassOf< UDamageType > & MeleeDamageTypeField()
Definition Actor.h:7628
bool BPCanToggleAccessory()
Definition Actor.h:8430
void NetSetUseInterpolatedLocation(bool NewValue)
Definition Actor.h:8506
float & FastAttackWindowField()
Definition Actor.h:7734
bool RespondToMoveStop(bool bIsForwardMovement)
Definition Actor.h:8526
void Net_OnEquipSecondaryWeapon_Implementation(bool bWeaponHasAmmo, bool bSkipAnimation)
Definition Actor.h:8247
float & CurrentFiringSpreadField()
Definition Actor.h:7694
BitFieldValue< bool, unsigned __int32 > bHasStartedChargeRunning()
Definition Actor.h:7837
bool CheckWeaponBlocking(APrimalCharacter *DamageCauser, APrimalCharacter *Defender, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
Definition Actor.h:8108
void BPOnStaggered(float ForTime)
Definition Actor.h:8454
void BP_OnReloadNotify()
Definition Actor.h:8478
BitFieldValue< bool, unsigned __int32 > bWeaponUsesRunningMode()
Definition Actor.h:8018
bool & bWasLastFireFromGamePadField()
Definition Actor.h:7683
BitFieldValue< bool, unsigned __int32 > bUseTPVWeaponMeshMeleeSockets()
Definition Actor.h:7951
long double & LastDurabilityConsumptionTimeField()
Definition Actor.h:7661
BitFieldValue< bool, unsigned __int32 > bUseBPPreventSwitchingWeapon()
Definition Actor.h:7978
void LocalOnHitReceived(AShooterWeapon *CauserWeapon, bool bWasDodging)
Definition Actor.h:8234
void ClientStopSimulatingWeaponFire()
Definition Actor.h:8489
BitFieldValue< bool, unsigned __int32 > bPendingReloadSecondary()
Definition Actor.h:8032
void DetachMeshFromPawn(bool bOnlyDetachSecondaryMesh, bool bOnlyDetachPrimaryMesh)
Definition Actor.h:8132
APrimalBuff * MyControlLimitedBuffField()
Definition Actor.h:7737
void OnAttackBlocked(AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield)
Definition Actor.h:8258
bool IsFiring(bool bLeftWeapon)
Definition Actor.h:8210
FVector & MeleeStepImpulseDirectionField()
Definition Actor.h:7739
BitFieldValue< bool, unsigned __int32 > bUseAutoReload()
Definition Actor.h:7910
TSubclassOf< UWeaponAttackData > & WeaponAttackDataClassField()
Definition Actor.h:7578
void OnBurstFinished()
Definition Actor.h:8260
void ServerCancelReload()
Definition Actor.h:8528
void ServerStartReload_Implementation(bool bReloadLeftWeapon, bool bIsChainedReload)
Definition Actor.h:8328
BitFieldValue< bool, unsigned __int32 > bFPVMoveOffscreenWhenTurning()
Definition Actor.h:7872
bool BPHandleAttackType(EWeaponAttackInput::Type AttackInput, EWeaponAttackType::Type AttackType, bool bIsAltAttack)
Definition Actor.h:8440
bool IsDodgingNotImpulsing()
Definition Actor.h:8208
void ServerStartFire(int attackIndex, bool bUseAltAnim, bool bOverrideCurrentAttack)
Definition Actor.h:8539
long double & LastNotifyShotTimeField()
Definition Actor.h:7627
BitFieldValue< bool, unsigned __int32 > bUseBPStartEquippedNotify()
Definition Actor.h:7969
float GetYarkMeleeSwingRadius()
Definition Actor.h:8195
BitFieldValue< bool, unsigned __int32 > bEquipRequiresConscious()
Definition Actor.h:7973
void CheckForMeleeAttack()
Definition Actor.h:8103
void SetWeaponState(EWeaponState::Type NewState, int AttackIndex, bool bUseAltAnim)
Definition Actor.h:8349
void GiveSidePrimalItemWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon, bool bIsSwitch)
Definition Actor.h:8196
BitFieldValue< bool, unsigned __int32 > bFPVWasTurning()
Definition Actor.h:7879
FTransform & LastDiscreteMeleeSwingTransformField()
Definition Actor.h:7542
bool CanSetCombatState(bool bNewCombatState)
Definition Actor.h:8088
void YarkTickMeleeSwing(float DeltaTime)
Definition Actor.h:8419
void YarkEndMeleeSwing(bool bProcessMeleeHits)
Definition Actor.h:8418
void Server_SetLockOnTarget_Implementation(AActor *newLockOnTarget)
Definition Actor.h:8338
BitFieldValue< bool, unsigned __int32 > bColorCrosshairBasedOnTarget()
Definition Actor.h:7936
float CompareBlockingPower(AShooterWeapon *AttackerWeapon, int AttackerAttackIndex)
Definition Actor.h:8126
TArray< FMeleeHitInfo > & CharacterHitsFromClientField()
Definition Actor.h:7707
void PlayUseHarvestAnimation_Implementation()
Definition Actor.h:8296
BitFieldValue< bool, unsigned __int32 > bUseCustomSeatedAnim()
Definition Actor.h:7975
bool CanDodge()
Definition Actor.h:8081
float & DodgeAutoAimMaxSpeedField()
Definition Actor.h:7609
bool ForceTPVTargetingAnimation()
Definition Actor.h:8159
BitFieldValue< bool, unsigned __int32 > bUseMeleeNoAmmoClipAnim()
Definition Actor.h:7867
BitFieldValue< bool, unsigned __int32 > bIsAutoAimActive()
Definition Actor.h:7828
float & HypoThermiaInsulationField()
Definition Actor.h:7658
bool IsValidShieldAttackIndex(int AttackIndex)
Definition Actor.h:8226
void NetWeaponStartAttack_Implementation(int weaponAttackIndex, bool bUseAltAnim)
Definition Actor.h:8244
BitFieldValue< bool, unsigned __int32 > bAllowTargetingWhileReloading()
Definition Actor.h:7875
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify()
Definition Actor.h:8038
float & DodgeAutoAimRangeField()
Definition Actor.h:7613
FRotator & FPVAdditionalLookRotOffsetField()
Definition Actor.h:7555
bool CanStartChargeRunning()
Definition Actor.h:8091
void OnRep_CurrentAmmoInClipSecondary()
Definition Actor.h:8281
BitFieldValue< bool, unsigned __int32 > bLoopedFireSound()
Definition Actor.h:7874
void StopFire(int weaponAttackIndex)
Definition Actor.h:8382
BitFieldValue< bool, unsigned __int32 > bIsInDestruction()
Definition Actor.h:7981
float & SideBlockingMaxAngleField()
Definition Actor.h:7711
float & DurabilityCostToEquipField()
Definition Actor.h:7651
BitFieldValue< bool, unsigned __int32 > bCanAltFire()
Definition Actor.h:7858
void SetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
Definition Actor.h:8344
BitFieldValue< bool, unsigned __int32 > bAllowFastAttackForBothSides()
Definition Actor.h:7832
bool BPGetAimOffsets(float DeltaTime, float MaxYawAimClamp, FRotator *RootRotOffsetIn, const float *RootYawSpeedIn, FVector *RootLocOffsetIn, FRotator *CurrentAimRotIn, FVector *CurrentRootLocIn, FVector *TargetRootLocIn, FRotator *TargetAimRotIn, FRotator *RootRotOffset, float *RootYawSpeed, FVector *RootLocOffset, FRotator *CurrentAimRot, FVector *CurrentRootLoc, FVector *TargetRootLoc, FRotator *TargetAimRot)
Definition Actor.h:8437
bool SupportsOffhandShield()
Definition Actor.h:8389
USoundBase * ToggleAccessorySoundField()
Definition Actor.h:7604
BitFieldValue< bool, unsigned __int32 > bPendingUnequipSecondary()
Definition Actor.h:8034
void Net_PlayEquipAnimAndFinishSwitch_Implementation(bool bIsPrimary, bool bHasNoAmmo)
Definition Actor.h:8249
BitFieldValue< bool, unsigned __int32 > bAllowCombatStateToggle()
Definition Actor.h:8050
void OnBurstStarted(int AttackIndex, bool bIsLeftFiring)
Definition Actor.h:8261
bool ForcesTPVCameraOffset()
Definition Actor.h:8495
void LocalOnHit()
Definition Actor.h:8233
bool ForceFirstPerson_Implementation()
Definition Actor.h:8157
long double & LastTimeStartedCustomFPVOffsetField()
Definition Actor.h:7784
void SimulateWeaponFire()
Definition Actor.h:8357
int GetAttackIndex(EWeaponAttackType::Type AttackType)
Definition Actor.h:8166
void UpdateChargeRunning_Implementation(float DeltaSeconds)
Definition Actor.h:8403
BitFieldValue< bool, unsigned __int32 > bUseCanAccessoryBeSetOn()
Definition Actor.h:7918
TArray< FName > & MeleeSwingSocketsField()
Definition Actor.h:7543
bool CanRun()
Definition Actor.h:8087
long double & LastTimeInReloadingField()
Definition Actor.h:7495
float & HyperThermiaInsulationField()
Definition Actor.h:7659
BitFieldValue< bool, unsigned __int32 > bUnequipRestorePreviousWeaponItem()
Definition Actor.h:7922
void OnAttackBlockedByShield(AShooterWeapon *CauserWeapon, int AttackIndex)
Definition Actor.h:8246
USoundCue * FireFinishSoundField()
Definition Actor.h:7569
float & ChargeRunningSpeedMinField()
Definition Actor.h:7761
void IncreaseReloadSpeed(float PlayRateMultiplier)
Definition Actor.h:8200
BitFieldValue< bool, unsigned __int32 > bAllowOnLadder()
Definition Actor.h:8024
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowCrouch()
Definition Actor.h:8044
long double & LastMoveForwardInputZeroTimeField()
Definition Actor.h:7725
void ClientYarkTickMeleeSwing(float DeltaTime)
Definition Actor.h:8125
bool RespondToMoveInput(FVector *MoveDir)
Definition Actor.h:8525
int & SecondaryClipIconOffsetField()
Definition Actor.h:7519
BitFieldValue< bool, unsigned __int32 > bTimeForNextAttackIsAbsolute()
Definition Actor.h:7834
float & HitStaggerDurationField()
Definition Actor.h:7768
BitFieldValue< bool, unsigned __int32 > bUseDinoRangeForTooltip()
Definition Actor.h:7822
BitFieldValue< bool, unsigned __int32 > bConsumeZoomInOut()
Definition Actor.h:7961
void MulticastAssociatedItemNetInfo(FItemNetInfo AssociatedNetInfo, bool bIsPrimaryItem)
Definition Actor.h:8501
float & MeleeComboHarvestingDamageMultiplierGainPerHitField()
Definition Actor.h:7801
long double & LastAttackTimeField()
Definition Actor.h:7625
BitFieldValue< bool, unsigned __int32 > bSmartSwitchingKeepsWieldingMode()
Definition Actor.h:8048
FVector & MeleeStepImpulseStartLocationField()
Definition Actor.h:7745
FName & RightHandIkSkeletalMeshSocketNameField()
Definition Actor.h:7809
bool WeaponHasBeenBlockedResponse(int WeaponAttackIndex)
Definition Actor.h:8412
float & AimDriftPitchAngleField()
Definition Actor.h:7644
USoundCue * TargetingSoundField()
Definition Actor.h:7667
BitFieldValue< bool, unsigned __int32 > bUseEquipNoAmmoClipAnim()
Definition Actor.h:7865
void Net_SetExtraWeaponAttack(TArray< FWeaponAttack > *newStoredAttacks)
Definition Actor.h:8515
float & AIDestinationOffsetOverrideField()
Definition Actor.h:7718
BitFieldValue< bool, unsigned __int32 > bFacingEnemyStructure()
Definition Actor.h:8054
float & AIMinLevelProjectileAimErrorField()
Definition Actor.h:7792
float & FPVExitTargetingInterpSpeedField()
Definition Actor.h:7530
BitFieldValue< bool, unsigned __int32 > bIsPerformingAttack()
Definition Actor.h:7823
FRotator * ProcessRotationInputDuringAttack(FRotator *result, FRotator rotInput)
Definition Actor.h:8303
FVector & VRTargetingModelOffsetField()
Definition Actor.h:7633
UMaterialInterface * ScopeCrosshairMIField()
Definition Actor.h:7636
bool IsDualWielding()
Definition Actor.h:8209
BitFieldValue< bool, unsigned __int32 > bUseChainedReload()
Definition Actor.h:8045
void Net_StartSideUnequip(bool bIsPrimaryUnequip, bool bSkipAnimation, bool bIsSwitch)
Definition Actor.h:8518
UStaticMesh * DyePreviewMeshOverrideSMField()
Definition Actor.h:7685
UAnimMontage * OverrideProneInAnimField()
Definition Actor.h:7497
BitFieldValue< bool, unsigned __int32 > bNetLoopedSimulatingWeaponFire()
Definition Actor.h:7913
AActor * AutoAimTargetField()
Definition Actor.h:7617
void StartReload(bool bFromReplication, bool bReloadLeftWeapon, bool bIsChainedReload)
Definition Actor.h:8371
bool & bForceRestrictSeatedTPVCameraYawField()
Definition Actor.h:7680
TArray< bool > & DirectionalDodgeAllowedField()
Definition Actor.h:7750
void SwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
Definition Actor.h:8390
BitFieldValue< bool, unsigned __int32 > bWeaponUsesAttackData()
Definition Actor.h:7829
bool & bLastMeleeHitStationaryField()
Definition Actor.h:7663
float & AttackAutoAimSliderMinMultiplierField()
Definition Actor.h:7515
bool CanReload()
Definition Actor.h:8085
BitFieldValue< bool, unsigned __int32 > bWantsToDodgeAfterAttack()
Definition Actor.h:7935
bool BPCanStartAttack(int attackIndex, bool bCanInterruptCurrentAttack, bool bIsLeftAttack)
Definition Actor.h:8429
bool IsDodgeDirectionAllowed(int DodgeDirection)
Definition Actor.h:8207
BitFieldValue< bool, unsigned __int32 > bIsPerformingAttackSwing()
Definition Actor.h:7824
void StartMuzzleFX(bool bLeftWeapon)
Definition Actor.h:8369
bool WeaponAllowProne()
Definition Actor.h:8411
BitFieldValue< bool, unsigned __int32 > bUseBPGetAimOffsets()
Definition Actor.h:7839
void FinishWeaponSwitchPrimary()
Definition Actor.h:8154
void AttachMeshToPawn()
Definition Actor.h:8075
FVector & FPVRelativeLocationOffscreenOffsetField()
Definition Actor.h:7558
BitFieldValue< bool, unsigned __int32 > bUseSuccessiveHitsDamageMultiplier()
Definition Actor.h:8009
void SetTimeForNextAttack(float TimeAmount, bool OverrideCurrentTime, bool bIsAbsoluteTime, bool bIsLeftAttack, bool bSetTimeForBothSides)
Definition Actor.h:8347
BitFieldValue< bool, unsigned __int32 > bHideLeftArmFPV()
Definition Actor.h:7868
void EndMeleeStepImpulse_Implementation()
Definition Actor.h:8146
BitFieldValue< bool, unsigned __int32 > bPlayedTargetingSound()
Definition Actor.h:7893
UAnimMontage * OverrideJumpAnim_RunningModeField()
Definition Actor.h:7503
void StartMeleeStepImpulse_Implementation(FVector *MoveDir)
Definition Actor.h:8367
BitFieldValue< bool, unsigned __int32 > bWantsToAltFire()
Definition Actor.h:7887
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToSecondaryAction()
Definition Actor.h:7970
bool CanStartSideUnequip(bool bIsPrimaryWeapon)
Definition Actor.h:8093
BitFieldValue< bool, unsigned __int32 > bFPVUsingImmobilizedTransform()
Definition Actor.h:7846
BitFieldValue< bool, unsigned __int32 > bIsProcessingInput()
Definition Actor.h:7825
bool CanRegisterInputForNextAttack(int attackIndex, bool bIsLeftAttack)
Definition Actor.h:8084
UAudioComponent * PlayWeaponSound(USoundCue *Sound)
Definition Actor.h:8298
BitFieldValue< bool, unsigned __int32 > bOnlyUseShieldInCombatState()
Definition Actor.h:7972
void ServerStopFire(int attackIndex, bool bUseAltAnim)
Definition Actor.h:8544
void ServerOnAttackBlocked(AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield, bool bCharacterWasDodging)
Definition Actor.h:8531
void ProcessServerHit(FHitResult *HitInfo)
Definition Actor.h:8305
void CheckItemAssocation()
Definition Actor.h:8105
float BPModifyFOV(float inFOV)
Definition Actor.h:8445
void StartAltFire()
Definition Actor.h:8361
APrimalCharacter * MyPawnField()
Definition Actor.h:7560
void DrawDebugLineClient(FVector StartLine, FVector EndLine, FColor lineColor)
Definition Actor.h:8491
bool BPShouldSkipAttackInput(EWeaponAttackInput::Type AttackInput, bool bIsStopFire)
Definition Actor.h:8462
void WeaponHasBlockedAttackResponse(AShooterWeapon *CauserWeapon, int AttackIndex, bool bShouldAllowFastAttack)
Definition Actor.h:8413
AActor * FindAutoAimTarget(FVector CurrentViewLocation, float MaxDistance, float MaxAngle)
Definition Actor.h:8148
void StopSimulatingWeaponFire()
Definition Actor.h:8388
void UpdateLastCombatActionTime(float AddititionalTimeOffset)
Definition Actor.h:8405
BitFieldValue< bool, unsigned __int32 > bForceShowCrosshairWhileFiring()
Definition Actor.h:7848
float & DodgeAutoAimDurationField()
Definition Actor.h:7610
float & MeleeHitItemDestroyWeightMinField()
Definition Actor.h:7648
long double & NextAllowedMeleeTimeField()
Definition Actor.h:7550
bool IsUsingBlockingAttack()
Definition Actor.h:8221
static void StaticRegisterNativesAShooterWeapon()
Definition Actor.h:8555
void OnAttackBlockedByWeapon(AShooterWeapon *CauserWeapon, int AttackIndex)
Definition Actor.h:8259
long double & FPVStoppedTurningTimeField()
Definition Actor.h:7593
void StopCheckForMeleeAttack()
Definition Actor.h:8381
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToAltFire()
Definition Actor.h:7944
UAnimMontage * NewOverrideProneOutAnimField()
Definition Actor.h:7498
void TickMeleeStepImpulse()
Definition Actor.h:8556
bool & bCutsEnemyGrapplingCableField()
Definition Actor.h:7703
FRotator & FPVLookAtMaximumOffsetField()
Definition Actor.h:7532
float & AmmoIconsCountField()
Definition Actor.h:7508
BitFieldValue< bool, unsigned __int32 > bReloadKeyCancelsReloading()
Definition Actor.h:8005
void DrawDebugLineClient_Implementation(FVector StartLine, FVector EndLine, FColor lineColor)
Definition Actor.h:8140
int & CurrentAmmoInClipSecondaryField()
Definition Actor.h:7778
float & FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField()
Definition Actor.h:7584
void Server_SetLockOnTarget(AActor *newLockOnTarget)
Definition Actor.h:8549
void ClientStartMuzzleFX_Implementation(bool bLeftWeapon)
Definition Actor.h:8122
BitFieldValue< bool, unsigned __int32 > bIsSecondaryWeaponEquipped()
Definition Actor.h:8029
void UseAmmo(int UseAmmoAmountOverride, bool bUseAmmoFromLeftWeapon)
Definition Actor.h:8407
void StartReloadAfterTimer()
Definition Actor.h:8372
BitFieldValue< bool, unsigned __int32 > bNPCResponseShouldDodge()
Definition Actor.h:8064
bool & bClientAlreadyReloadedField()
Definition Actor.h:7664
BitFieldValue< bool, unsigned __int32 > bWantsToFireSecondary()
Definition Actor.h:8049
bool ShouldCancelAutoAimOnTarget(AActor *CurrentAutoAimTarget)
Definition Actor.h:8352
BitFieldValue< bool, unsigned __int32 > bOnlyDamagePawns()
Definition Actor.h:7959
void StopCameraAnimationFPV()
Definition Actor.h:8380
TSubclassOf< UDamageType > * GetCurrentAttackDamageType(TSubclassOf< UDamageType > *result, bool bCanUseLastAttack)
Definition Actor.h:8176
void ForceStopReloadAnimation()
Definition Actor.h:8158
void BPFireWeapon()
Definition Actor.h:8434
BitFieldValue< bool, unsigned __int32 > bWantsToAutoReload()
Definition Actor.h:7911
void DoHandleFiring()
Definition Actor.h:8135
void CheckItemAssociationSecondary()
Definition Actor.h:8106
void PlayWeaponBreakAnimation()
Definition Actor.h:8523
int BPAdjustAmmoPerShot()
Definition Actor.h:8423
bool IsValidExtraAttack(int attackIndex, bool bTestIndexOnly)
Definition Actor.h:8225
void BPHandleMeleeAttack()
Definition Actor.h:8441
void CheckForEarlyAttack()
Definition Actor.h:8102
int BPWeaponDealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
Definition Actor.h:8476
void PostInitializeComponents()
Definition Actor.h:8299
float & LockOnAimMinDistanceForSpeedAdjustementField()
Definition Actor.h:7621
float & MinItemDurabilityPercentageForShotField()
Definition Actor.h:7639
float & AutoAimRangeField()
Definition Actor.h:7605
float & NPCSpeedMultiplierField()
Definition Actor.h:7743
void ClientStopSimulatingWeaponFire_Implementation()
Definition Actor.h:8124
BitFieldValue< bool, unsigned __int32 > bUseBPCanEquip()
Definition Actor.h:7979
void CancelCurrentWeaponAttack(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
Definition Actor.h:8099
void BPOnWeaponStartedAttack()
Definition Actor.h:8456
bool BPTryFireWeapon()
Definition Actor.h:8471
void EndDodging()
Definition Actor.h:8493
BitFieldValue< bool, unsigned __int32 > bAllowSwitchBlockingSide()
Definition Actor.h:8000
FRotator & FPVLookAtInterpSpeed_TargetingField()
Definition Actor.h:7537
float & ItemDestructionUnequipWeaponDelayField()
Definition Actor.h:7594
float & AimDriftYawFrequencyField()
Definition Actor.h:7645
float PlayUnequipAnimation(bool bIsLeftWeapon, bool bStopOnFinish, bool bPlayBothFirstAndThirdPerson)
Definition Actor.h:8295
BitFieldValue< bool, unsigned __int32 > bUseAutoReloadOnEquip()
Definition Actor.h:8031
BitFieldValue< bool, unsigned __int32 > bUseBPCanReload()
Definition Actor.h:8042
void OnEquipFinishedPrimary()
Definition Actor.h:8272
UWeaponAttackData * CurrentShieldAttackDataField()
Definition Actor.h:7581
void ZoomIn()
Definition Actor.h:8068
BitFieldValue< bool, unsigned __int32 > bAutoRefire()
Definition Actor.h:7880
BitFieldValue< bool, unsigned __int32 > bHideFPVMeshWhileTargeting()
Definition Actor.h:7941
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsUsingRepairBoxResources()
Definition Actor.h:8061
FRotator * ProcessRotationInputMultipliers_Implementation(FRotator *result, FRotator rotInput)
Definition Actor.h:8304
void ServerStartAltFire_Implementation()
Definition Actor.h:8323
void ServerStartChargeRunning(bool newChargeRunning)
Definition Actor.h:8537
void YarkDiscreteMeleeSwingSweep_Implementation(float DeltaTime, int StartPoint, int EndPoint)
Definition Actor.h:8417
void CreateControlLimitedBuff()
Definition Actor.h:8129
void OnBurstStarted()
Definition Actor.h:8262
void OnEndProcessingInput()
Definition Actor.h:8269
float & AIReloadMaxPlayrateField()
Definition Actor.h:7722
FName & MeleeStunFXSocketField()
Definition Actor.h:7566
BitFieldValue< bool, unsigned __int32 > bUseAmmoServerOnly()
Definition Actor.h:7896
ECombatChangeReason::Type & CombatChangedForReasonField()
Definition Actor.h:7818
void StopReloadAnimation(bool bForceStopFPVAnim)
Definition Actor.h:8386
TArray< FWeaponAttack > & StoredExtraAttacksField()
Definition Actor.h:7805
bool AllowTargeting()
Definition Actor.h:8420
float & SuccessiveHitsDamageMultiplierField()
Definition Actor.h:7753
void ClientSimulateWeaponFire_Implementation(bool bSimulateOnLeftWeapon, int AttackIndex)
Definition Actor.h:8119
float GetFireCameraShakeScale()
Definition Actor.h:8178
BitFieldValue< bool, unsigned __int32 > bPreventTargetPrimalCharacterMultiuseEntries()
Definition Actor.h:8013
long double & LastMoveRightInputTimeField()
Definition Actor.h:7724
bool IsPrimalDodging()
Definition Actor.h:8215
BitFieldValue< bool, unsigned __int32 > bWasLastForwardInputPositive()
Definition Actor.h:7997
void FinishWeaponSwitchSecondary()
Definition Actor.h:8155
BitFieldValue< bool, unsigned __int32 > bAllowShipSteering()
Definition Actor.h:7844
void DodgeAfterTimer()
Definition Actor.h:8138
float & ChargeRunningSpeedMaxField()
Definition Actor.h:7762
bool BPSkipAttackPreventedInput(EWeaponAttackInput::Type AttackInput)
Definition Actor.h:8463
void ClearStoredDodge()
Definition Actor.h:8112
float & FPVMoveOffscreenIdleRestoreIntervalField()
Definition Actor.h:7588
FRotator & FPVLastRotOffsetField()
Definition Actor.h:7559
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowProne()
Definition Actor.h:8043
BitFieldValue< bool, unsigned __int32 > bMeleeArraysInitialized()
Definition Actor.h:8017
FWeaponAttack * BPGetWeaponAttack(FWeaponAttack *result, int AttackIndex, bool *bFoundAttack)
Definition Actor.h:8079
void BPDrawDebugSphereClient(FVector StartLine, FVector EndLine, FColor lineColor, float radius)
Definition Actor.h:8432
void ClientSpawnMeleeComboHarvestingHitEffects_Implementation(FVector ImpactLocation, FVector ImpactNormal)
Definition Actor.h:8120
void ClientProcessHitResult(FHitResult *HitInfo, float AttackDamageAmount, float AttackDamageImpulse, TSubclassOf< UDamageType > AttackDamageType)
Definition Actor.h:8116
float & EquipTimeField()
Definition Actor.h:7494
long double & LastFPVRenderTimeField()
Definition Actor.h:7553
BitFieldValue< bool, unsigned __int32 > bUseBPRemainEquipped()
Definition Actor.h:7980
void BPSetFPVRootLocAndRotation(FRotator FPVRotation_In, FVector RootLoc_In, FRotator *FPVRotation_Out, FVector *RootLoc_Out)
Definition Actor.h:8460
float & GlobalFireCameraShakeScaleField()
Definition Actor.h:7650
void RefreshToggleAccessory()
Definition Actor.h:8307
FieldArray< float, 8 > DirectionalSpeedMultipliersField()
Definition Actor.h:7742
BitFieldValue< bool, unsigned __int32 > bUseInCombatFOV()
Definition Actor.h:8023
long double & TimeStartedAutoAimField()
Definition Actor.h:7516
void ProcessActorAsYarkHit(AActor *InActor)
Definition Actor.h:8301
void LocalPossessedSecondary()
Definition Actor.h:8236
bool IsRecoveringAfterGettingBlocked()
Definition Actor.h:8217
float & NPCStepImpulseLeadingVelocityMultiplierField()
Definition Actor.h:7796
float BPPlayReloadAnimAndContinueReload(bool bIsLeftReload)
Definition Actor.h:8457
bool CanSwitchWeaponTo_Implementation(UPrimalItem *ForItem, APrimalCharacter *OwnerCharacter)
Definition Actor.h:8095
void UpdateFirstPersonMeshes(bool bIsFirstPerson)
Definition Actor.h:8404
float & FPVMoveOffscreenIdleInCombatRestoreIntervalField()
Definition Actor.h:7589
void ClientStartChargeRunning(bool newChargeRunning)
Definition Actor.h:8121
bool BPPreventLockingOn()
Definition Actor.h:8458
long double & LastFireTimeField()
Definition Actor.h:7596
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRidingDino()
Definition Actor.h:7954
bool & bDisableShooterOnElectricStormField()
Definition Actor.h:7523
void Net_SetLockOnTarget(AActor *newLockOnTarget)
Definition Actor.h:8517
BitFieldValue< bool, unsigned __int32 > bIsPrimaryWeaponEquipped()
Definition Actor.h:8028
bool & bDisableWeaponCrosshairField()
Definition Actor.h:7684
void StartFire(bool bFromGamepad)
Definition Actor.h:8365
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToPrimaryFire()
Definition Actor.h:7947
float & DoubleTapToDodgeTimeWindowField()
Definition Actor.h:7730
FVector & CustomFPVTargetOffsetField()
Definition Actor.h:7786
void ClientSetChargeRunning(bool newChargeRunning)
Definition Actor.h:8483
void StartSecondaryAction()
Definition Actor.h:8375
void Net_CancelReload_Implementation()
Definition Actor.h:8245
float & TargetingTooltipCheckRangeField()
Definition Actor.h:7509
static void GetActorOffsetFromScreenCenter(AActor *ActorTarget, AShooterPlayerController *MyPC, FVector2D *OffsetFromCenter, FVector2D *ScreenCenter)
Definition Actor.h:8161
void ClientStartReload(bool bReloadLeftWeapon)
Definition Actor.h:8488
void EndMeleeFeetPlanted()
Definition Actor.h:8145
APrimalCharacter * FastAttackCounterTargetField()
Definition Actor.h:7803
BitFieldValue< bool, unsigned __int32 > bPendingReload()
Definition Actor.h:7888
UAnimMontage * TPVForcePlayAnimField()
Definition Actor.h:7674
FRotator & FPVRelativeRotationField()
Definition Actor.h:7526
float & BaseShieldBreakingPowerField()
Definition Actor.h:7712
bool BPRemainEquipped()
Definition Actor.h:8459
long double & TimeForNextValidAttackField()
Definition Actor.h:7755
bool RespondToMoveStop_Implementation(bool bIsForwardMovement)
Definition Actor.h:8312
BitFieldValue< bool, unsigned __int32 > bUsePartialReloadAnim()
Definition Actor.h:7864
float & AutoReloadTimerField()
Definition Actor.h:7665
BitFieldValue< bool, unsigned __int32 > bUseTargetingReloadAnim()
Definition Actor.h:7863
void BPStopMeleeAttack()
Definition Actor.h:8468
BitFieldValue< bool, unsigned __int32 > bBurstUsesAltAttack()
Definition Actor.h:8041
void ServerStartReload(bool bReloadLeftWeapon, bool bIsChainedReload)
Definition Actor.h:8541
void StopAllowFastAttack()
Definition Actor.h:8378
void BPOnScoped()
Definition Actor.h:8452
void OnRep_AssociatedItemNetInfoSecondary()
Definition Actor.h:8279
BitFieldValue< bool, unsigned __int32 > bPreventEquippingUnderwater()
Definition Actor.h:7950
float & TimeBeforeDodgingEndsToStoreNextAttackField()
Definition Actor.h:7615
float & InCombatFOVIncreaseField()
Definition Actor.h:7771
BitFieldValue< bool, unsigned __int32 > bPreventEquippingWhileSwimming()
Definition Actor.h:7985
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField()
Definition Actor.h:7696
BitFieldValue< bool, unsigned __int32 > bOverrideStandingAnim()
Definition Actor.h:7974
void Net_SetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
Definition Actor.h:8514
BitFieldValue< bool, unsigned __int32 > bUseBPForceTPVTargetingAnimation()
Definition Actor.h:7976
void PlayReloadAnimAndContinueReload()
Definition Actor.h:8292
int GetCurrentWeaponAttackIndex(bool bGetLastIfNotCurrent)
Definition Actor.h:8177
void BPStartEquippedNotify()
Definition Actor.h:8466
FRotator & FPVLookAtInterpSpeedField()
Definition Actor.h:7534
BitFieldValue< bool, unsigned __int32 > bWeaponUsesCombatState()
Definition Actor.h:7971
bool IsPerformingAttack()
Definition Actor.h:8214
void ClientPlayShieldHitAnim()
Definition Actor.h:8482
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:8182
float & AimDriftPitchFrequencyField()
Definition Actor.h:7646
bool ShouldUseStepImpulsing()
Definition Actor.h:8356
BitFieldValue< bool, unsigned __int32 > bPrimaryFireDoesMeleeAttack()
Definition Actor.h:7906
void TickMeleeSwing(float DeltaTime)
Definition Actor.h:8396
void EndDoMeleeSwing()
Definition Actor.h:8143
BitFieldValue< bool, unsigned __int32 > bHadMovingForwardInput()
Definition Actor.h:7995
BitFieldValue< bool, unsigned __int32 > bServerIgnoreCheckCanFire()
Definition Actor.h:7984
float & LockOnAttackAutoLockRangeField()
Definition Actor.h:7814
void Net_OnEquipSecondaryWeapon(bool bWeaponHasAmmo, bool bSkipAnimation)
Definition Actor.h:8511
FWeaponAttack * BPGetCurrentWeaponAttack(FWeaponAttack *result, bool *bFoundAttack)
Definition Actor.h:8078
BitFieldValue< bool, unsigned __int32 > bForceReloadOnDestruction()
Definition Actor.h:7982
FName & FastAttackLeftFXSocketField()
Definition Actor.h:7565
BitFieldValue< bool, unsigned __int32 > bLastMeleeAttacked()
Definition Actor.h:7988
BitFieldValue< bool, unsigned __int32 > bClientTriggersHandleFiring()
Definition Actor.h:7923
TSubclassOf< UDamageType > * GetAttackDamageType(TSubclassOf< UDamageType > *result, int AttackIndex)
Definition Actor.h:8164
void StaggerCharacter(APrimalCharacter *Character, float StaggerTime, int FromAttackIndex)
Definition Actor.h:8360
float & AIMaxLevelProjectileAimErrorField()
Definition Actor.h:7793
BitFieldValue< bool, unsigned __int32 > bAllowJumpWhileRunning()
Definition Actor.h:7838
FHitResult * WeaponTrace(FHitResult *result, FVector *StartTrace, FVector *EndTrace)
Definition Actor.h:8415
USceneComponent * FindComponentByName(FName ComponentName)
Definition Actor.h:8149
BitFieldValue< bool, unsigned __int32 > bUseBPOnBreakingAttackConnects()
Definition Actor.h:7931
void Server_SetLockOnState_Implementation(bool bNewState)
Definition Actor.h:8337
void ReloadWeaponSecondary()
Definition Actor.h:8309
float & LockOnAimMaxDistanceForSpeedAdjustementField()
Definition Actor.h:7620
FColor * GetCrosshairColor(FColor *result)
Definition Actor.h:8496
void OnEquipFinished()
Definition Actor.h:8271
void MeleeHitAttemptToColorizeStructure(APrimalStructure *aStructure)
Definition Actor.h:8237
int & LastWeaponAttackIndexField()
Definition Actor.h:7630
BitFieldValue< bool, unsigned __int32 > bClientLoopingSimulateWeaponFire()
Definition Actor.h:7914
bool & bUseBPAdjustAmmoPerShotField()
Definition Actor.h:7600
BitFieldValue< bool, unsigned __int32 > bForcePreventUseWhileRidingDino()
Definition Actor.h:7977
void OnStartAttack()
Definition Actor.h:8285
void OnEquipSecondaryWeapon(bool bWeaponHasAmmo, bool bSkipAnimation)
Definition Actor.h:8274
bool & bCanBeUsedAsEquipmentField()
Definition Actor.h:7546
void BPOnEndAttack()
Definition Actor.h:8450
UMaterialInterface * ScopeOverlayMIField()
Definition Actor.h:7635
void ApplyPrimalItemSettingsToWeapon(bool bShallowUpdate, bool bIsSecondaryItem, bool bAllowIDZero)
Definition Actor.h:8074
bool WeaponAllowCrouch()
Definition Actor.h:8409
long double & LastTimeStartedLookingForAimTargetField()
Definition Actor.h:7622
UPrimalItem * AssociatedPrimalItemSecondaryField()
Definition Actor.h:7774
FWeaponAttack * GetWeaponAttack(int attackIndex)
Definition Actor.h:8193
bool IsValidAutoAimTarget(AActor *PotentialTarget)
Definition Actor.h:8224
float & TimeToAutoReloadField()
Definition Actor.h:7603
void AttachMeshToPawnSecondary()
Definition Actor.h:8076
BitFieldValue< bool, unsigned __int32 > bAltFireDoesNotStopFire()
Definition Actor.h:7860
float & MeleeAttackUsableHarvestDamageMultiplierField()
Definition Actor.h:7672
BitFieldValue< bool, unsigned __int32 > bUseScopeOverlay()
Definition Actor.h:7940
float & MeleeConsumesStaminaField()
Definition Actor.h:7657
BitFieldValue< bool, unsigned __int32 > bIsChargeRunning()
Definition Actor.h:8011
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsLockOn()
Definition Actor.h:8056
BitFieldValue< bool, unsigned __int32 > bHasStartedDiscreteMeleeHitSweep()
Definition Actor.h:8016
void MulticastAssociatedItemNetInfo_Implementation(FItemNetInfo AssociatedNetInfo, bool bIsPrimaryItem)
Definition Actor.h:8238
void ServerStopAltFire()
Definition Actor.h:8543
bool CanUseAttackData()
Definition Actor.h:8097
float & LockOnAimMaxSpeedField()
Definition Actor.h:7619
BitFieldValue< bool, unsigned __int32 > bDoesntUsePrimalItem()
Definition Actor.h:7917
float & FPVMoveOffscreenWhenTurningMaxOffsetField()
Definition Actor.h:7591
void BPOnServerEndDodgeNotify()
Definition Actor.h:8453
float & FireCameraShakeSpreadScaleExponentField()
Definition Actor.h:7688
BitFieldValue< bool, unsigned __int32 > bOverrideAimOffsets()
Definition Actor.h:7898
bool BPConstrainAspectRatio(float *OutAspectRatio)
Definition Actor.h:8431
FRotator & FPVLookAtSpeedBaseField()
Definition Actor.h:7533
void OnStartAttackSwing()
Definition Actor.h:8286
void DoReregisterAllComponents()
Definition Actor.h:8137
bool FindHarvestableOrEnemy()
Definition Actor.h:8150
BitFieldValue< bool, unsigned __int32 > bForceTargeting()
Definition Actor.h:7857
EWeaponAttackType::Type GetAttackTypeForIndex(int AttackIndex)
Definition Actor.h:8167
void ServerOnPawnSetRunning_Implementation(bool NewRunValue, bool bSkipAnim)
Definition Actor.h:8318
void StartExtraWeaponAttack(UObject *attackInstigator, APrimalBuff *WeaponAttackBuff, int BuffAttackIndex, bool useAltAnim, bool bOverrideCurrentAttack)
Definition Actor.h:8363
bool ShouldActivateAutoAim()
Definition Actor.h:8350
void BPOnAttackBlocked(AShooterWeapon *AttackingWeapon)
Definition Actor.h:8447
void ToggleAccessory()
Definition Actor.h:8397
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOV()
Definition Actor.h:7983
float & TimeBeforeAttackEndsToStoreDodgingField()
Definition Actor.h:7616
int GetLastSocketPositionsNum()
Definition Actor.h:8181
BitFieldValue< bool, unsigned __int32 > bForceOverrideLandedAnimations()
Definition Actor.h:7928
bool IsUsingDownBlockingAttack()
Definition Actor.h:8222
float & GlobalAttackAutoAimMultiplierField()
Definition Actor.h:7512
void Net_UpdateWeaponAttackIndex_Implementation(int WeaponAttackIndex)
Definition Actor.h:8256
BitFieldValue< bool, unsigned __int32 > bMeleeHitUseMuzzleFX()
Definition Actor.h:7870
void StartMeleeFeetPlanted()
Definition Actor.h:8366
BitFieldValue< bool, unsigned __int32 > bLoopedFireAnim()
Definition Actor.h:7877
bool CheckShieldBlocking(APrimalCharacter *DamageCauser, APrimalCharacter *Defender, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
Definition Actor.h:8107
FVector * GetAdjustedAim(FVector *result)
Definition Actor.h:8162
float & NPCBaseBlockDurationField()
Definition Actor.h:7716
bool & bBPOverrideAspectRatioField()
Definition Actor.h:7686
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowJump()
Definition Actor.h:8037
BitFieldValue< bool, unsigned __int32 > bOnlyAllowStunningRibbonTrail()
Definition Actor.h:8053
void BPLostController()
Definition Actor.h:8442
int & successiveHitsCounterField()
Definition Actor.h:7752
BitFieldValue< bool, unsigned __int32 > bClipScopeInY()
Definition Actor.h:7962
void StartSecondaryActionEvent()
Definition Actor.h:8552
BitFieldValue< bool, unsigned __int32 > bWasLastRightInputPositive()
Definition Actor.h:7998
float & timeToRecoverAfterHittingBlockField()
Definition Actor.h:7708
void StopAltFire()
Definition Actor.h:8379
BitFieldValue< bool, unsigned __int32 > bOnlyStepImpulseBasicVsHuman()
Definition Actor.h:8063
bool BPWeaponAllowProne()
Definition Actor.h:8474
BitFieldValue< bool, unsigned __int32 > bUseBPGetSelectedMeleeAttackAnim()
Definition Actor.h:7926
FVector & FPVImmobilizedLocationOffsetField()
Definition Actor.h:7538
BitFieldValue< bool, unsigned __int32 > bUseBPDodgeNotifies()
Definition Actor.h:7999
void Net_SwitchSideWeapon_Implementation(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
Definition Actor.h:8255
bool & bForceTickWithNoControllerField()
Definition Actor.h:7693
float & TimeBeforeEquipEndsToAllowShootingField()
Definition Actor.h:7782
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileReloading()
Definition Actor.h:7965
float & LookForAutoAimTargetDurationField()
Definition Actor.h:7607
BitFieldValue< bool, unsigned __int32 > bGamepadRightIsSecondaryAction()
Definition Actor.h:7942
BitFieldValue< bool, unsigned __int32 > bMeleeHitColorizesStructures()
Definition Actor.h:7876
BitFieldValue< bool, unsigned __int32 > bAllowRunning()
Definition Actor.h:7953
float & TheMeleeSwingRadiusField()
Definition Actor.h:7572
void FinishSideWeaponSwitch(bool bIsPrimaryWeapon)
Definition Actor.h:8153
bool & bAllowTargetingDuringMeleeSwingField()
Definition Actor.h:7699
void InitializeMeleeArrays()
Definition Actor.h:8202
FVector * GetProperLocation(FVector *result, AActor *CharacterActor)
Definition Actor.h:8188
FVector2D & TargetingInfoTooltipScaleField()
Definition Actor.h:7521
BitFieldValue< bool, unsigned __int32 > bUseBPOnScoped()
Definition Actor.h:7903
BitFieldValue< bool, unsigned __int32 > bDodgeRequiresShift()
Definition Actor.h:8021
void ServerStartMeleeStepImpulse_Implementation(FVector MyVec)
Definition Actor.h:8327
void OnMovementModeChanged()
Definition Actor.h:8275
BitFieldValue< bool, unsigned __int32 > bRotationInputDisablesAutoAim()
Definition Actor.h:7833
BitFieldValue< bool, unsigned __int32 > bHideDamageSourceFromLogs()
Definition Actor.h:7861
void BPToggleAccessory()
Definition Actor.h:8469
FVector * GetMuzzleDirection(FVector *result, bool bFromSecondaryWeapon)
Definition Actor.h:8183
void StopReloadAnimation()
Definition Actor.h:8385
BitFieldValue< bool, unsigned __int32 > bIsEquipped()
Definition Actor.h:7885
USoundCue * OutOfAmmoSoundField()
Definition Actor.h:7570
BitFieldValue< bool, unsigned __int32 > bAllowFastAttack()
Definition Actor.h:7831
void BPStopFireWeapon()
Definition Actor.h:8467
void Net_SetLockOnState(bool bNewState)
Definition Actor.h:8516
float & InsulationRangeField()
Definition Actor.h:7660
void ServerSwitchToNextLoadedWeapon()
Definition Actor.h:8545
BitFieldValue< bool, unsigned __int32 > bOnlyAllowUseWhenRidingDino()
Definition Actor.h:7905
int UpdateToNextExtraAttack()
Definition Actor.h:8406
BitFieldValue< bool, unsigned __int32 > bUseUnequipNoAmmoClipAnim()
Definition Actor.h:7866
void YarkDiscreteMeleeSwingSweep(float DeltaTime, int StartPoint, int EndPoint)
Definition Actor.h:8558
float & AttackSpeedMultiplierField()
Definition Actor.h:7647
float & DodgeVelocityField()
Definition Actor.h:7729
UAnimMontage * NewOverrideLandedAnim_RunningModeField()
Definition Actor.h:7504
UAnimMontage * WeaponMesh3PFireAnimField()
Definition Actor.h:7577
float & AIOrbitTargetRangeMinOverrideField()
Definition Actor.h:7719
BitFieldValue< bool, unsigned __int32 > bWeaponUsesSmartSwitching()
Definition Actor.h:8047
BitFieldValue< bool, unsigned __int32 > bPreventReloadingWhileEquipping()
Definition Actor.h:7989
float & FPVMoveOffscreenIdleRestoreSpeedField()
Definition Actor.h:7590
FVector & FPVMuzzleLocationOffsetField()
Definition Actor.h:7700
long double GetNextValidAttackTime(bool bGetTimeForLeftAttack)
Definition Actor.h:8185
bool IsSimulated()
Definition Actor.h:8220
void SetAutoAimSlider(float NewValue)
Definition Actor.h:8342
BitFieldValue< bool, unsigned __int32 > bForceTargetingOnDino()
Definition Actor.h:7946
BitFieldValue< bool, unsigned __int32 > bAllowUseHarvesting()
Definition Actor.h:7924
float & LockOnTraceRadiusField()
Definition Actor.h:7812
BitFieldValue< bool, unsigned __int32 > bCheckCanTargetToStartTargeting()
Definition Actor.h:7850
void ServerCheckNextSecondaryWeapon()
Definition Actor.h:8529
void WeaponAdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, APrimalCharacter *Defender)
Definition Actor.h:8408
void ClearControlLimitedBuff()
Definition Actor.h:8111
float & MeleeAttackHarvetUsableComponentsRadiusField()
Definition Actor.h:7671
bool OnWeaponItemUsed(UPrimalItem *anItem)
Definition Actor.h:8288
FColor * GetCrosshairColor_Implementation(FColor *result)
Definition Actor.h:8174
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField()
Definition Actor.h:7506
EWeaponState::Type BPGetCurrentState(bool bLeftWeaponState)
Definition Actor.h:8077
bool TryFireWeapon()
Definition Actor.h:8402
BitFieldValue< bool, unsigned __int32 > bPendingSecondaryEquipCheckAfterRiding()
Definition Actor.h:8036
BitFieldValue< bool, unsigned __int32 > bDebugDiscreteMeleeHits()
Definition Actor.h:8015
void StartChargeRunning()
Definition Actor.h:8362
void TryApplyPrimalItemSettingsToWeapon(bool bIsPrimaryWeapon)
Definition Actor.h:8400
void DrawDebugSphereClient(FVector StartLine, FVector EndLine, FColor lineColor, float radius)
Definition Actor.h:8492
void LocalOnAttackBlockedByWeapon(AShooterWeapon *CauserWeapon, int AttackIndex)
Definition Actor.h:8232
void ClientSetClipAmmo(int newClipAmmo, bool bOnlyUpdateItem, bool bIsLeftWeapon)
Definition Actor.h:8484
BitFieldValue< bool, unsigned __int32 > bIsMeleeStepImpulsing()
Definition Actor.h:8007
float & FireCameraShakeSpreadScaleMultiplierLessThanField()
Definition Actor.h:7690
void ServerSetChargeRunning(bool newChargeRunning)
Definition Actor.h:8534
bool RespondToMoveInput_Implementation(FVector *MoveDir)
Definition Actor.h:8311
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation, FVector *WeaponBob)
Definition Actor.h:8263
FVector & Mesh1PSecondaryLocationOffsetField()
Definition Actor.h:7770
bool GetAimOffsets(float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset, FRotator *CurrentAimRot, FVector *CurrentRootLoc, FVector *TargetRootLoc, FRotator *TargetAimRot)
Definition Actor.h:8163
void ClientSetClipAmmo_Implementation(int newClipAmmo, bool bOnlyUpdateItem, bool bIsLeftWeapon)
Definition Actor.h:8118
FVector & FPVLastVROffsetField()
Definition Actor.h:7557
float & MeleeComboHarvestingDamageMultiplierField()
Definition Actor.h:7799
float & DodgeAutoAimMinSpeedField()
Definition Actor.h:7608
BitFieldValue< bool, unsigned __int32 > bUseBPCanToggleAccessory()
Definition Actor.h:7902
TEnumAsByte< enum EWeaponType::Type > & MyWeaponTypeField()
Definition Actor.h:7496
BitFieldValue< bool, unsigned __int32 > bLoopedMuzzleFX()
Definition Actor.h:7869
void BPWeaponZoom(bool bZoomingIn)
Definition Actor.h:8477
void Net_SetExtraWeaponAttack_Implementation(TArray< FWeaponAttack > *newStoredAttacks)
Definition Actor.h:8251
void StartUnequipEvent()
Definition Actor.h:8554
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:8498
BitFieldValue< bool, unsigned __int32 > bNextAttackIsAlt()
Definition Actor.h:7933
FRotator & FPVRelativeRotation_TargetingField()
Definition Actor.h:7528
BitFieldValue< bool, unsigned __int32 > bIsInRunningMode()
Definition Actor.h:7992
FVector & FPVRelativeLocation_TargetingField()
Definition Actor.h:7527
AActor * FindLockOnTarget(bool bFindNewTarget, FRotator rotationDirection, float TraceDistanceOverride, float TraceSphereRadiusOverride, bool bUseActorDistanceSort, bool bConsiderNeutralTargets, bool bConsiderOnlyHumanCharacters)
Definition Actor.h:8151
float & ChargeRunningRotationSpeedModifierField()
Definition Actor.h:7766
UAnimMontage * OverrideJumpAnimDualWieldingField()
Definition Actor.h:7500
void Net_OnSwitchSideWeapon(bool bIsPrimaryWeapon)
Definition Actor.h:8512
float & FireCameraShakeSpreadScaleMultiplierField()
Definition Actor.h:7691
float & TargetingFOVInterpSpeedField()
Definition Actor.h:7642
void HandleFiring(bool bSentFromClient, bool bIsLeftFiring, int AttackIndex)
Definition Actor.h:8197
BitFieldValue< bool, unsigned __int32 > bAttemptToDyeWithMeleeAttack()
Definition Actor.h:7958
void ServerOnAttackBlocked_Implementation(AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield, bool bCharacterWasDodging)
Definition Actor.h:8316
BitFieldValue< bool, unsigned __int32 > bPreventItemColors()
Definition Actor.h:7925
BitFieldValue< bool, unsigned __int32 > bTargetingForceTraceFloatingHUD()
Definition Actor.h:7952
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToSecondaryAction()
Definition Actor.h:7949
float & WeaponBlockingAttackPowerField()
Definition Actor.h:7714
UAnimSequence * BPGetSeatingAnimation()
Definition Actor.h:8438
bool BlueprintStartFireOverride(int weaponAttackIndex, bool useAltAnim, bool bOverrideCurrentAttack)
Definition Actor.h:8479
FieldArray< bool, 6 > bColorizeRegionsField()
Definition Actor.h:7673
BitFieldValue< bool, unsigned __int32 > bWeaponUsesChargeRunning()
Definition Actor.h:8010
FRotator & FPVLookAtMaximumOffset_TargetingField()
Definition Actor.h:7535
bool AllowUnequip()
Definition Actor.h:8421
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponAnimPlayedNotify()
Definition Actor.h:7930
USoundCue * FireSoundField()
Definition Actor.h:7567
bool LocalAimUseLocalSpace(FVector *AimOrigin, FVector *AimDir)
Definition Actor.h:8228
BitFieldValue< bool, unsigned __int32 > bDodgeRequiresWalking()
Definition Actor.h:7835
void SetAutoReload()
Definition Actor.h:8343
BitFieldValue< bool, unsigned __int32 > bAllowDropAndPickup()
Definition Actor.h:7938
bool & bOnlyUseOnSeatingStructureField()
Definition Actor.h:7677
BitFieldValue< bool, unsigned __int32 > bAllowAttackEarlyOuts()
Definition Actor.h:8001
void ServerSetColorizeRegion(int theRegion, bool bValToUse)
Definition Actor.h:8535
void BPAppliedPrimalItemToWeapon()
Definition Actor.h:8425
FVector & StoredDodgeDirectionField()
Definition Actor.h:7632
void BPFiredWeapon()
Definition Actor.h:8435
bool CanStartWeaponSwitch(bool bIsPrimaryWeapon)
Definition Actor.h:8094
void SetLockOnTarget(AActor *newLockOnTarget)
Definition Actor.h:8345
bool BPOnWeaponItemUsedDuringReload(UPrimalItem *anItem)
Definition Actor.h:8455
TArray< AActor * > * SortActorsByDistanceFromScreenCenter(TArray< AActor * > *result, TArray< AActor * > *actors)
Definition Actor.h:8359
void RefreshAmmoItemQuantity()
Definition Actor.h:8306
void OnStartActivelyBlocking()
Definition Actor.h:8284
void Net_CancelReload()
Definition Actor.h:8508
BitFieldValue< bool, unsigned __int32 > bUseBPModifyAimOffset()
Definition Actor.h:7840
TArray< FVector > & LastSocketPositionsField()
Definition Actor.h:7551
long double & LastTimeSwitchedToNextLoadedWeaponField()
Definition Actor.h:7783
bool IsBlockingAttack(int attackIndex)
Definition Actor.h:8206
float PlayEquipAnimation(bool bIsLeftWeapon, bool bHasNoAmmo, bool bPlayBothFirstAndThirdPerson, bool bReplicate, bool bReplicateToInstigator, bool bStopOnFinish)
Definition Actor.h:8290
bool IsRecoveringAfterBlocking()
Definition Actor.h:8216
BitFieldValue< bool, unsigned __int32 > bAltFireDoesMeleeAttack()
Definition Actor.h:7859
BitFieldValue< bool, unsigned __int32 > bInversedIkCurve()
Definition Actor.h:8060
void ReloadWeapon()
Definition Actor.h:8308
BitFieldValue< bool, unsigned __int32 > bBPUseWeaponCanFire()
Definition Actor.h:7884
BitFieldValue< bool, unsigned __int32 > bPendingEquip()
Definition Actor.h:7889
float & DodgeAutoAimMaxDistanceForSpeedAdjustementField()
Definition Actor.h:7611
UAnimSequence * OverrideTPVShieldAnimationField()
Definition Actor.h:7698
BitFieldValue< bool, unsigned __int32 > bAllowTargeting()
Definition Actor.h:7937
bool BPShouldDealDamage(AActor *TestActor)
Definition Actor.h:8461
FRotator * GetInputRotationLimits_Implementation(FRotator *result)
Definition Actor.h:8180
void ClientStartReload_Implementation(bool bReloadLeftWeapon)
Definition Actor.h:8123
int & LastAttemptedMeleeAttackField()
Definition Actor.h:7757
void OnRep_CurrentAmmoInClip()
Definition Actor.h:8280
long double & LastMoveRightInputZeroTimeField()
Definition Actor.h:7726
float & DodgeCooldownField()
Definition Actor.h:7732
void StartRibbonTrailFX()
Definition Actor.h:8374
long double & LastTimePlayedSwitchAnimField()
Definition Actor.h:7511
bool ForcesTPVCameraOffset_Implementation()
Definition Actor.h:8160
float & BackStabDamageMultiplierField()
Definition Actor.h:7751
BitFieldValue< bool, unsigned __int32 > bUseCharacterMeleeDamageModifier()
Definition Actor.h:7960
bool & bBPDoClientCheckCanFireField()
Definition Actor.h:7678
bool ShouldBlockAttack_Implementation(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, AActor *DamageCauser, bool bOnlyCheckDirection)
Definition Actor.h:8351
float & LockOnAimMinSpeedField()
Definition Actor.h:7618
FVector * GetMuzzleLocation(FVector *result, bool bFromSecondaryWeapon)
Definition Actor.h:8184
FVector & FPVLastLocOffsetField()
Definition Actor.h:7556
void DrawHUD(AShooterHUD *HUD)
Definition Actor.h:8142
FVector & TPVMuzzleLocationOffsetField()
Definition Actor.h:7701
BitFieldValue< bool, unsigned __int32 > bApplyAimDriftWhenTargeting()
Definition Actor.h:7939
void WeaponTraceHits(TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
Definition Actor.h:8416
BitFieldValue< bool, unsigned __int32 > bRestrictFPVCameraPitch()
Definition Actor.h:8025
BitFieldValue< bool, unsigned __int32 > bPendingEquipSecondary()
Definition Actor.h:7890
void ServerStartChargeRunning_Implementation(bool newChargeRunning)
Definition Actor.h:8324
bool LocalCheckShieldBlocking(APrimalCharacter *DamageCauser, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
Definition Actor.h:8229
bool BPSkipSetCombatStateOnInput(EWeaponAttackInput::Type inputType)
Definition Actor.h:8464
float & MeleeComboHarvestingDamageMultiplierMaxField()
Definition Actor.h:7800
float & MeleeHitItemDestroyWeightMaxField()
Definition Actor.h:7649
void PlayFireAnimation()
Definition Actor.h:8291
void OnEquipFinishedSecondary()
Definition Actor.h:8273
void StopMuzzleFX()
Definition Actor.h:8384
void StartMeleeStepImpulse(FVector *DodgeDir)
Definition Actor.h:8551
void ResetMeleeComboHarvestingDamage()
Definition Actor.h:8310
bool BPWeaponAllowCrouch()
Definition Actor.h:8472
void AllowFastAttackForTime(float time, bool bWasLeftAttack, bool bShouldAllowBothSides)
Definition Actor.h:8071
USoundCue * UnequipSoundField()
Definition Actor.h:7576
float & DodgeAutoAimMinDistanceForSpeedAdjustementField()
Definition Actor.h:7612
void StartMeleeSwing()
Definition Actor.h:8368
void BPOnClientStartDodgeNotify()
Definition Actor.h:8449
float & NonStepImpulsingCameraShakeScaleField()
Definition Actor.h:7772
bool IsFirstPersonMeshVisible()
Definition Actor.h:8211
BitFieldValue< bool, unsigned __int32 > bUsePostUpdateTickForFPVParticles()
Definition Actor.h:7871
BitFieldValue< bool, unsigned __int32 > bUseHandIk()
Definition Actor.h:8059
BitFieldValue< bool, unsigned __int32 > bIsUsingAltAttack()
Definition Actor.h:7929
bool BPCanReload(bool bLeftReload)
Definition Actor.h:8427
UAnimSequence * OverrideTPVShieldHeldAnimationField()
Definition Actor.h:7697
void OnEndActivelyBlocking()
Definition Actor.h:8265
float & NPCNonAimingAttackAOEDistanceMultiplierField()
Definition Actor.h:7795
float & FireCameraShakeSpreadScaleExponentLessThanField()
Definition Actor.h:7689
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoItemOnReload()
Definition Actor.h:7909
void ServerStartFire_Implementation(int attackIndex, bool bUseAltAnim, bool bOverrideCurrentAttack)
Definition Actor.h:8326
int GetShieldAttackIndex(EWeaponAttackType::Type AttackType)
Definition Actor.h:8189
float PlayReloadAnimation()
Definition Actor.h:8293
USoundCue * AltFireSoundField()
Definition Actor.h:7568
BitFieldValue< bool, unsigned __int32 > bPendingSwitchPrimary()
Definition Actor.h:7841
void ServerStartSecondaryAction_Implementation()
Definition Actor.h:8329
void SimulateWeaponFire(bool bSimulateOnLeftWeapon, int AttackIndex)
Definition Actor.h:8358
FName & MuzzleAttachPointField()
Definition Actor.h:7562
float & DefaultStaggerTimeWhenBreakingShieldDefenseField()
Definition Actor.h:7713
BitFieldValue< bool, unsigned __int32 > bLoopingSimulateWeaponFire()
Definition Actor.h:7919
float & TimeBeforeDodgingEndsToStartNextAttackField()
Definition Actor.h:7614
void Destroyed()
Definition Actor.h:8131
float & FPVMoveOffscreenWhenTurningMaxViewRotSpeedField()
Definition Actor.h:7587
int & FiredLastNoAmmoShotField()
Definition Actor.h:7626
BitFieldValue< bool, unsigned __int32 > bWeaponUsesMeleeComboHarvesting()
Definition Actor.h:8026
void OnRep_AccessoryToggle()
Definition Actor.h:8277
BitFieldValue< bool, unsigned __int32 > bIsFireActivelyHeld()
Definition Actor.h:7849
bool CanSwitchWeaponTo(UPrimalItem *ForItem, APrimalCharacter *OwnerCharacter)
Definition Actor.h:8480
void StartSideUnequip(bool bIsPrimaryWeapon, bool bSkipAnimation, bool bIsSwitch)
Definition Actor.h:8376
bool CanStartRunning()
Definition Actor.h:8092
bool & bLastMeleeHitField()
Definition Actor.h:7662
float & FPVCameraMaxPitchField()
Definition Actor.h:7817
float & TimeToCancelChargeRunWithoutCancellingRunningField()
Definition Actor.h:7765
FVector * GetShootingCameraLocation(FVector *result)
Definition Actor.h:8190
float & WeaponRunSpeedModifierField()
Definition Actor.h:7744
BitFieldValue< bool, unsigned __int32 > bDontUseAttackDataForAltFire()
Definition Actor.h:8004
long double & MeleeStepImpulseStartTimeField()
Definition Actor.h:7738
void PlayTargetingAnimation()
Definition Actor.h:8294
bool & bOnlyPassiveDurabilityWhenAccessoryActiveField()
Definition Actor.h:7522
bool BPCanSetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
Definition Actor.h:8428
float & FPVImmobilizedInterpSpeedField()
Definition Actor.h:7540
void ProcessIndexAndStartFire(int weaponAttackIndex, bool bFromGamepad, bool useAltAnim, bool bOverrideCurrentAttack)
Definition Actor.h:8302
bool BPWeaponAllowJump()
Definition Actor.h:8473
BitFieldValue< bool, unsigned __int32 > bIsDefaultWeapon()
Definition Actor.h:7904
BitFieldValue< bool, unsigned __int32 > bCanFire()
Definition Actor.h:7945
TArray< FMeleeHitInfo > & CurrentMeleeHitsField()
Definition Actor.h:7706
float & MeleeCameraShakeSpeedScaleField()
Definition Actor.h:7655
BitFieldValue< bool, unsigned __int32 > bUseBPCanStartAttack()
Definition Actor.h:7826
void ServerOnHitReceived_Implementation(AShooterWeapon *CauserWeapon, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
Definition Actor.h:8317
BitFieldValue< bool, unsigned __int32 > bAllowEquippedOnSteeringWheel()
Definition Actor.h:7845
bool & bAllowUseOnSeatingStructureField()
Definition Actor.h:7676
float & NPCBasicAttackAOEDistanceMultiplierField()
Definition Actor.h:7794
float & timeToRecoverAfterReceivingBreakAttackField()
Definition Actor.h:7709
bool & bPreventOpeningInventoryField()
Definition Actor.h:7675
FName & OverrideAttachPointSecondaryField()
Definition Actor.h:7775
FVector & VRTargetingAimOriginOffsetField()
Definition Actor.h:7634
BitFieldValue< bool, unsigned __int32 > bPendingSwitchSecondary()
Definition Actor.h:7842
bool WeaponAllowJump()
Definition Actor.h:8410
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition Actor.h:8264
bool & bUseBlueprintAnimNotificationsField()
Definition Actor.h:7541
BitFieldValue< bool, unsigned __int32 > bUseBPHandleAttackType()
Definition Actor.h:8039
void Net_SetLockOnState_Implementation(bool bNewState)
Definition Actor.h:8252
float & AimDriftYawAngleField()
Definition Actor.h:7643
void Tick(float DeltaSeconds)
Definition Actor.h:8392
EWeaponAttackType::Type GetAttackTypeFromInput(EWeaponAttackInput::Type AttackInput)
Definition Actor.h:8168
float & TargetingDelayTimeField()
Definition Actor.h:7641
void Server_SetExtraWeaponAttack(APrimalBuff *WeaponAttackBuff, int BuffAttackIndex)
Definition Actor.h:8548
void ServerStartDodge_Implementation(int dodgeDirIndex)
Definition Actor.h:8325
bool IsValidAttackIndex(int AttackIndex)
Definition Actor.h:8223
BitFieldValue< bool, unsigned __int32 > bUseBPSetFPVRootLocAndRotation()
Definition Actor.h:8058
float GetSuccessiveHitsDamageMultiplier()
Definition Actor.h:8191
void ClientBeginMeleeStepImpulsing_Implementation(FVector MyVec)
Definition Actor.h:8113
void Net_OnSwitchSideWeapon_Implementation(bool bIsPrimaryWeapon)
Definition Actor.h:8248
float & MeleeComboHarvestingDamageMultiplierTimeUntilResetField()
Definition Actor.h:7802
FRotator & FPVImmobilizedRotationOffsetField()
Definition Actor.h:7539
void NetSetStepImpulsing_Implementation(bool NewImpulsing)
Definition Actor.h:8242
void StartFire(int weaponAttackIndex, bool bFromGamepad, bool useAltAnim, bool bOverrideCurrentAttack)
Definition Actor.h:8364
BitFieldValue< bool, unsigned __int32 > bReloadAnimForceTickPoseOnServer()
Definition Actor.h:7873
void ServerProcessMeleeHit(FHitResult *HitInfo, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
Definition Actor.h:8320
BitFieldValue< bool, unsigned __int32 > bIsWeaponBlockingActive()
Definition Actor.h:7990
float & DodgeDurationField()
Definition Actor.h:7731
bool AllowFiring(bool bIsLeftFire)
Definition Actor.h:8072
float & AttackAutoAimSliderField()
Definition Actor.h:7513
int & MeleeDamageAmountField()
Definition Actor.h:7571
float & TimeBeforeRecoilEndsToAllowNormalSpeedField()
Definition Actor.h:7749
USoundCue * EquipSoundField()
Definition Actor.h:7575
BitFieldValue< bool, unsigned __int32 > bHadMovingRightInput()
Definition Actor.h:7996
int & CurrentAmmoField()
Definition Actor.h:7597
BitFieldValue< bool, unsigned __int32 > bUseBPCanSetCombatState()
Definition Actor.h:8062
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltMuzzleFX()
Definition Actor.h:7900
float & MeleeStepImpulseCollisionCheckDistanceField()
Definition Actor.h:7741
FItemNetInfo & AssociatedItemNetInfoSecondaryField()
Definition Actor.h:7776
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDamageMomentum()
Definition Actor.h:8012
USoundCue * UntargetingSoundField()
Definition Actor.h:7668
float & DodgeMeleeImpulseMultiplierField()
Definition Actor.h:7624
bool ShouldProcessRotationInputMultipliers()
Definition Actor.h:8354
BitFieldValue< bool, unsigned __int32 > bForceFirstPerson()
Definition Actor.h:8019
BitFieldValue< bool, unsigned __int32 > bPlayingFireAnim()
Definition Actor.h:7878
void OnRep_MyPawn()
Definition Actor.h:8282
TArray< UAnimMontage * > AnimsOverrideFromField()
Definition Actor.h:7806
bool ShouldSwitchPrimaryWeapon()
Definition Actor.h:8355
bool CheckForMeleeStepImpulseCollision(FVector *MyVec, bool isInitialTrace)
Definition Actor.h:8104
float & FPVCameraMinPitchField()
Definition Actor.h:7816
void DetermineWeaponState()
Definition Actor.h:8134
FWeaponData & WeaponConfigField()
Definition Actor.h:7548
bool IsLocallyOwned()
Definition Actor.h:8212
void ApplyFPVCustomOffset(FVector TargetOffset, float Duration, float InterpSpeed)
Definition Actor.h:8073
void ServerOnHitReceived(AShooterWeapon *CauserWeapon, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
Definition Actor.h:8532
void SetAutoAim(bool bEnable)
Definition Actor.h:8341
bool ShouldDealDamage(AActor *TestActor)
Definition Actor.h:8353
FVector & FPVRelativeLocationField()
Definition Actor.h:7525
void WeaponStartAttack(int weaponAttackIndex, bool bUseAltAnim)
Definition Actor.h:8414
void OnAttackAnimationPlayed(int AttackIndex, float attackDurationVal, float attackMinDurationVal, bool bOverrideNextAttackTime, bool bIsLeftAttack)
Definition Actor.h:8257
BitFieldValue< bool, unsigned __int32 > bForceThirdPerson()
Definition Actor.h:7993
bool HasRightMovementModeForAttack(int AttackIndex)
Definition Actor.h:8199
bool ShouldBlockAttack(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, AActor *DamageCauser, bool bOnlyCheckDirection)
Definition Actor.h:8550
float & FPVMoveOffscreenWhenTurningInCombatMaxOffsetField()
Definition Actor.h:7592
bool CanFire(bool bForceAllowSubmergedFiring, bool bIsLeftFire)
Definition Actor.h:8082
void Net_UpdateWeaponAttackIndex(int WeaponAttackIndex)
Definition Actor.h:8520
bool BPWeaponCanFire()
Definition Actor.h:8475
void DealDamage(FHitResult *Impact, FVector *ShootDir, float DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse, bool bIsFromSecondaryWeapon)
Definition Actor.h:8130
bool HasInfiniteAmmo()
Definition Actor.h:8198
void AttachedToPawn()
Definition Actor.h:8422
void LocalOnAttackBlockedByShield(AShooterWeapon *CauserWeapon, int AttackIndex)
Definition Actor.h:8231
BitFieldValue< bool, unsigned __int32 > bHideCrosshairWhileReloading()
Definition Actor.h:7843
BitFieldValue< bool, unsigned __int32 > bCanDoNonImpulsingHarvestAttack()
Definition Actor.h:8051
void OnEquip()
Definition Actor.h:8270
void StopFire()
Definition Actor.h:8383
TArray< UAnimMontage * > AnimOverrideToField()
Definition Actor.h:7807
bool CanUseItemForDualWielding(UPrimalItem *PrimalItem)
Definition Actor.h:8098
BitFieldValue< bool, unsigned __int32 > bGamepadLeftIsPrimaryFire()
Definition Actor.h:7943
int & NextWeaponAttackIndexField()
Definition Actor.h:7631
void CosumeMeleeHitDurability(float DurabilityConsumptionMultiplier)
Definition Actor.h:8128
float & SwitchToNextLoadedWeaponCooldownField()
Definition Actor.h:7791
float & PassiveDurabilityCostIntervalField()
Definition Actor.h:7653
bool IsLockedOn(bool bTestForValidTarget)
Definition Actor.h:8213
UTexture2D * LockOnIconField()
Definition Actor.h:7815
BitFieldValue< bool, unsigned __int32 > bAllowSettingColorizeRegions()
Definition Actor.h:7957
FVector & CanceledReloadFPVOffsetField()
Definition Actor.h:7789
UAudioComponent * FireACField()
Definition Actor.h:7561
float GetChargeRunningSpeedProgress()
Definition Actor.h:8172
float & FPVEnterTargetingInterpSpeedField()
Definition Actor.h:7529
BitFieldValue< bool, unsigned __int32 > bWantsToFire()
Definition Actor.h:7886
FVector & DodgeDirectionField()
Definition Actor.h:7728
float & EndDoMeleeSwingTimeField()
Definition Actor.h:7531
bool IsActivelyBlocking()
Definition Actor.h:8203
void BPToggleAccessoryFailed()
Definition Actor.h:8470
BitFieldValue< bool, unsigned __int32 > bScopeFullscreen()
Definition Actor.h:7963
bool AddToMeleeSwingHurtList(AActor *AnActor)
Definition Actor.h:8070
void EndMeleeSwing()
Definition Actor.h:8147
float & OverrideTargetingFOVField()
Definition Actor.h:7640
UAnimSequence * GetStandingAnimation(float *OutBlendInTime, float *OutBlendOutTime)
Definition Actor.h:8499
BitFieldValue< bool, unsigned __int32 > bListenToAppliedForeces()
Definition Actor.h:7897
void NetSetDebugMelee(bool Discrete, int DebugMelee)
Definition Actor.h:8504
float & StandardBlockingMaxAngleField()
Definition Actor.h:7710
BitFieldValue< bool, unsigned __int32 > bDoMeleeSwing()
Definition Actor.h:7853
void SetAmmoInClip(int newAmmo, bool bSecondaryWeapon)
Definition Actor.h:8340
float GetAutoAimMultiplier(int AttackIndex)
Definition Actor.h:8169
float & PassiveDurabilityCostPerIntervalField()
Definition Actor.h:7652
bool & bConsumedDurabilityForThisMeleeHitField()
Definition Actor.h:7666
void InitializeLastSocketPositionsArray()
Definition Actor.h:8201
float GetWeaponDamageMultiplier(bool bIsFromSecondaryWeapon)
Definition Actor.h:8194
bool CanMeleeAttack()
Definition Actor.h:8083
float & AttackAutoAimSliderMaxMultiplierField()
Definition Actor.h:7514
int GetCurrentAmmoInClip(bool bLeftWeaponAmmo)
Definition Actor.h:8175
float & LockOnCheckRangeField()
Definition Actor.h:7811
USceneComponent * GetParticleBaseComponent()
Definition Actor.h:8186
bool IsAutoAimActive()
Definition Actor.h:8205
void Server_SetExtraWeaponAttack_Implementation(APrimalBuff *WeaponAttackBuff, int BuffAttackIndex)
Definition Actor.h:8336
void Dodge(FVector *DodgeDir)
Definition Actor.h:8490
void StartNextAttack()
Definition Actor.h:8370
void BPModifyAimOffset(float DeltaTime, FRotator *AimOffsetIn, FRotator *AimOffsetOut)
Definition Actor.h:8444
void NetSetStepImpulsing(bool NewImpulsing)
Definition Actor.h:8505
void DoMeleeAttack()
Definition Actor.h:8136
void GetHandsSocketsTransforms(FTransform *Left, FTransform *Right)
Definition Actor.h:8179
bool BPForceTPVTargetingAnimation()
Definition Actor.h:8436
float & TPVCameraYawRangeField()
Definition Actor.h:7681
TArray< int > & WeaponAttackIndexOverrideField()
Definition Actor.h:7583
float & DraggingOffsetInterpField()
Definition Actor.h:7704
void ServerStartDodge(int dodgeDirIndex)
Definition Actor.h:8538
long double & DodgeStartTimeField()
Definition Actor.h:7727
void TryApplyPrimalItemSettingsToPrimaryWeapon()
Definition Actor.h:8398
UAnimMontage * NewOverrideLandedAnimDualWieldingField()
Definition Actor.h:7502
bool IsAttackImplemented(EWeaponAttackType::Type AttackType)
Definition Actor.h:8204
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoOnUseAmmo()
Definition Actor.h:7881
void PlayUseHarvestAnimation()
Definition Actor.h:8522
bool PreventSwitchingWeapon(TSubclassOf< AShooterWeapon > WeaponClass)
Definition Actor.h:8300
TArray< TSubclassOf< UDamageType > > & WeaponDamageTypesWhichThisWeaponBlocksField()
Definition Actor.h:7810
void Server_SetCombatState_Implementation(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd, ECombatChangeReason::Type Reason)
Definition Actor.h:8335
bool CanTarget()
Definition Actor.h:8096
bool & bRestrictTPVCameraYawField()
Definition Actor.h:7679
void ServerStartMeleeStepImpulse(FVector MyVec)
Definition Actor.h:8540
BitFieldValue< bool, unsigned __int32 > bHasPlayedReload()
Definition Actor.h:7912
void NetCancelCurrentWeaponAttack(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
Definition Actor.h:8502
APrimalCharacter * GetPawnOwner()
Definition Actor.h:8187
BitFieldValue< bool, unsigned __int32 > bCancelReloadWhenSwimming()
Definition Actor.h:8003
void TryApplyPrimalItemSettingsToSecondaryWeapon()
Definition Actor.h:8399
void ServerSwitchToNextLoadedWeapon_Implementation()
Definition Actor.h:8333
UAnimMontage * NewOverrideLandedAnimField()
Definition Actor.h:7501
float & MeleeDamageImpulseField()
Definition Actor.h:7573
BitFieldValue< bool, unsigned __int32 > bUseMeleeRibbonTrailFX()
Definition Actor.h:7894
void ServerStopFire_Implementation(int attackIndex, bool bUseAltAnim)
Definition Actor.h:8331
BitFieldValue< bool, unsigned __int32 > bIsAccessoryActive()
Definition Actor.h:7907
float & AIReloadMinPlayrateField()
Definition Actor.h:7721
void NetWeaponStartAttack(int weaponAttackIndex, bool bUseAltAnim)
Definition Actor.h:8507
void NetSetAimMagnetism_Implementation(float NewMagnetism)
Definition Actor.h:8240
float & BlockedAttackerRunSpeedModifierField()
Definition Actor.h:7746
void BPGlobalFireWeapon()
Definition Actor.h:8439
void Net_SetLockOnTarget_Implementation(AActor *newLockOnTarget)
Definition Actor.h:8253
void FireWeapon()
Definition Actor.h:8156
bool BPAllowNativeFireWeapon()
Definition Actor.h:8424
void Net_SwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
Definition Actor.h:8519
float & TimeSinceChargeRunningStartedField()
Definition Actor.h:7758
void ClientSimulateWeaponFire(bool bSimulateOnLeftWeapon, int AttackIndex)
Definition Actor.h:8485
FString & TutorialHintStringField()
Definition Actor.h:7790
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsBlocking()
Definition Actor.h:7991
FRotator * GetInputRotationLimits(FRotator *result)
Definition Actor.h:8497
float & TargetingForceTraceFloatingHUDRangeField()
Definition Actor.h:7510
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileMeleeAttacking()
Definition Actor.h:7966
int & CurrentWeaponAttackIndexField()
Definition Actor.h:7629
void ClearClientReload()
Definition Actor.h:8109
bool IsWithinView(float Angle, AActor *OtherActor, FVector CurrentViewPoint)
Definition Actor.h:8227
void Net_SetCombatState_Implementation(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
Definition Actor.h:8250
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
Definition Actor.h:7956
BitFieldValue< bool, unsigned __int32 > bFiredFirstBurstShot()
Definition Actor.h:7920
BitFieldValue< bool, unsigned __int32 > bTargetUnTargetWithClick()
Definition Actor.h:7882
long double & LastMoveForwardInputTimeField()
Definition Actor.h:7723
bool & bReplicateCurrentAmmoInClipToNonOwnersField()
Definition Actor.h:7599
void FinishSideUnequipSecondary()
Definition Actor.h:8152
USoundCue * MeleeComboHarvestingDamageMultiplierSoundField()
Definition Actor.h:7804
BitFieldValue< bool, unsigned __int32 > bForceFirstPersonWhileTargeting()
Definition Actor.h:7968
static void GetAttackDirectionToBreakBlock(AShooterWeapon *DefenderWeapon, AShooterWeapon *DamageCauserWeapon, FVector *ShotDirection, int damageCauserAttackIndex, bool *RegularDirection, bool *AltDirection)
Definition Actor.h:8165
void DrawDebugSphereClient_Implementation(FVector StartLine, FVector EndLine, FColor lineColor, float radius)
Definition Actor.h:8141
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDualWielding()
Definition Actor.h:8027
bool & bUseFireCameraShakeScaleField()
Definition Actor.h:7692
BitFieldValue< bool, unsigned __int32 > bNextAttackIsShield()
Definition Actor.h:7934
long double & TimeRunningStartedField()
Definition Actor.h:7760
void SetAccessoryEnabled(bool bEnabled)
Definition Actor.h:8339
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToAltFire()
Definition Actor.h:7948
UPrimalItem * AssociatedPrimalItemField()
Definition Actor.h:7545
float & FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField()
Definition Actor.h:7585
BitFieldValue< bool, unsigned __int32 > bHideFPVMesh()
Definition Actor.h:7856
bool & bForceTPV_EquippedWhileRidingField()
Definition Actor.h:7702
long double & TimeForNextValidAttackLeftField()
Definition Actor.h:7773
void EndDodging_Implementation()
Definition Actor.h:8144
void Net_OnAttackBlockedByWeapon(AShooterWeapon *CauserWeapon, int AttackIndex)
Definition Actor.h:8510
void ServerStopSecondaryAction_Implementation()
Definition Actor.h:8332
float & NPCWeaponAttackRangeMultiplierField()
Definition Actor.h:7798
void ServerSetChargeRunning_Implementation(bool newChargeRunning)
Definition Actor.h:8321
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDodge()
Definition Actor.h:7994
float & CustomFPVOffsetInterpSpeedField()
Definition Actor.h:7788
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltFireSound()
Definition Actor.h:7901
BitFieldValue< bool, unsigned __int32 > bCanDownBlock()
Definition Actor.h:8020
float & DodgeStaminaCostField()
Definition Actor.h:7733
FName & ScopeCrosshairColorParameterField()
Definition Actor.h:7638
FRotator * ProcessRotationInputMultipliers(FRotator *result, FRotator rotInput)
Definition Actor.h:8524
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField()
Definition Actor.h:7505
float & NPCStepImpulseLeadingVelocityMaxExtraSpeedField()
Definition Actor.h:7797
bool CanReload(bool bLeftReload)
Definition Actor.h:8086
BitFieldValue< bool, unsigned __int32 > bUseBPPlayReloadAnimAndContinueReload()
Definition Actor.h:8030
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponDealDamage()
Definition Actor.h:7927
TArray< AActor * > MeleeSwingHurtListField()
Definition Actor.h:7552
void BPStaggerCharacter(APrimalCharacter *ToCharacter, float StaggerTime, int FromAttackIndex)
Definition Actor.h:8465
float & FPVMeleeTraceFXRangeField()
Definition Actor.h:7669
void TickMeleeStepImpulse_Implementation()
Definition Actor.h:8395
void TickLockOnAim()
Definition Actor.h:8394
BitFieldValue< bool, unsigned __int32 > bCurrentReloadIsChained()
Definition Actor.h:8046
TArray< TEnumAsByte< enum EWeaponAttackType::Type > > & WeaponAttackTypeOverrideField()
Definition Actor.h:7582
TArray< FRecoveryRateOverride > & RecoveryRateValuesOverrideField()
Definition Actor.h:7769
FVector2D & TargetingInfoTooltipPaddingField()
Definition Actor.h:7520
FName & OverrideAttachPointField()
Definition Actor.h:7524
void OnRep_AssociatedItemNetInfo()
Definition Actor.h:8278
void ServerCancelCurrentWeaponAttack_Implementation(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
Definition Actor.h:8239
float & ItemDurabilityToConsumePerMeleeHitField()
Definition Actor.h:7507
void SetWeaponState(EWeaponState::Type NewState)
Definition Actor.h:8348
void DetermineWeaponState(int AttackIndex, bool bUseAltAnim)
Definition Actor.h:8133
FString * GetTutorialHintString(FString *result)
Definition Actor.h:8500
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField()
Definition Actor.h:7549
float & ChargeRunningAccelerationTimeField()
Definition Actor.h:7763
int & DebugMeleeHitsField()
Definition Actor.h:7740
void ServerStartAltFire()
Definition Actor.h:8536
long double & LastFireTimeSecondaryField()
Definition Actor.h:7780
void BPMeleeTickDebug()
Definition Actor.h:8443
BitFieldValue< bool, unsigned __int32 > bUseBPPreventLockingOn()
Definition Actor.h:8057
void ClientPlayShieldHitAnim_Implementation()
Definition Actor.h:8115
void StartReloadAfterTimerSecondary()
Definition Actor.h:8373
void ServerStartSecondaryAction()
Definition Actor.h:8542
TSubclassOf< APrimalBuff > & ControlLimitedBuffField()
Definition Actor.h:7736
void OnEndAttackSwing()
Definition Actor.h:8267
BitFieldValue< bool, unsigned __int32 > bStepImpulsingRequiresTarget()
Definition Actor.h:8022
void ServerSetColorizeRegion_Implementation(int theRegion, bool bValToUse)
Definition Actor.h:8322
void OnInstigatorPlayDyingEvent()
Definition Actor.h:8521
float & AllowChargeRunInTimeField()
Definition Actor.h:7759
void ZoomOut()
Definition Actor.h:8069
FVector * GetCameraDamageStartLocation(FVector *result, FVector *AimDir)
Definition Actor.h:8171
void NetSetUseInterpolatedLocation_Implementation(bool NewValue)
Definition Actor.h:8243
AActor * TryFindAutoAimTarget(bool bNoTimeLimit, float MaxDistance, float MaxAngle)
Definition Actor.h:8401
BitFieldValue< bool, unsigned __int32 > bEquippingRequiresWalking()
Definition Actor.h:7986
FItemNetInfo & AssociatedItemNetInfoField()
Definition Actor.h:7547
BitFieldValue< bool, unsigned __int32 > bBPHandleMeleeAttack()
Definition Actor.h:7915
void ServerEndMeleeStepImpulse_Implementation()
Definition Actor.h:8315
bool CanStartBlocking(int attackIndex)
Definition Actor.h:8090
BitFieldValue< bool, unsigned __int32 > bProcessedBlock()
Definition Actor.h:8002
BitFieldValue< bool, unsigned __int32 > bDontActuallyConsumeItemAmmo()
Definition Actor.h:7883
void SetOwningPawn(APrimalCharacter *theCharacter)
Definition Actor.h:8346
void OnEndAttack()
Definition Actor.h:8266
BitFieldValue< bool, unsigned __int32 > bAllowSubmergedFiring()
Definition Actor.h:7851
BitFieldValue< bool, unsigned __int32 > bPendingSecondaryEquipCheckAfterMap()
Definition Actor.h:8035
BitFieldValue< bool, unsigned __int32 > bIsMeleeFeetPlanted()
Definition Actor.h:8008
void StartUnequip()
Definition Actor.h:8553
UAnimMontage * WeaponMesh3PReloadAnimField()
Definition Actor.h:7574
float & WeaponBlockingDefensePowerField()
Definition Actor.h:7715
void ClientEndDodging_Implementation()
Definition Actor.h:8114
void OnEndBlockingAttack(int attackIndex, bool bFromGamepad, bool bUseAltAnim)
Definition Actor.h:8268
float & InputRotationLimitDeltaTimeMultiplierField()
Definition Actor.h:7767
int & PrimaryClipIconOffsetField()
Definition Actor.h:7518
void ServerStopAltFire_Implementation()
Definition Actor.h:8330
float & GlobalFireCameraShakeScaleTargetingField()
Definition Actor.h:7654
BitFieldValue< bool, unsigned __int32 > bUnequipping()
Definition Actor.h:7891
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField()
Definition Actor.h:7670
float & RecoilRunSpeedModifierField()
Definition Actor.h:7747
float & MaxAngleToActivateAutoAimField()
Definition Actor.h:7606
void Server_SetCombatState(bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd, ECombatChangeReason::Type Reason)
Definition Actor.h:8547
bool BPNPCShouldUseAltAttack(int weaponAttackIndex)
Definition Actor.h:8446
void OnRep_NetLoopedWeaponFire()
Definition Actor.h:8283
BitFieldValue< bool, unsigned __int32 > bIsWeaponBreaking()
Definition Actor.h:7855
FVector & AutoAimViewOffsetField()
Definition Actor.h:7517
void TickAutoAim()
Definition Actor.h:8393
BitFieldValue< bool, unsigned __int32 > bIsInMeleeSwing()
Definition Actor.h:7852
BitFieldValue< bool, unsigned __int32 > bFoundConsciousCharacter()
Definition Actor.h:8014
void BPDrawHud(AShooterHUD *HUD)
Definition Actor.h:8433
BitFieldValue< bool, unsigned __int32 > bClientAlreadyReloadedSecondary()
Definition Actor.h:8033
float & CustomFPVOffsetInterpDurationField()
Definition Actor.h:7787
BitFieldValue< bool, unsigned __int32 > bUseInterpolatedLocation()
Definition Actor.h:7836
BitFieldValue< bool, unsigned __int32 > bDidLastAttackHarvest()
Definition Actor.h:8052
BitFieldValue< bool, unsigned __int32 > bNotifiedOutOfAmmo()
Definition Actor.h:7892
void ServerEndMeleeStepImpulse()
Definition Actor.h:8530
BitFieldValue< bool, unsigned __int32 > bAllowAutoAim()
Definition Actor.h:7827
FString * GetTutorialHintString_Implementation(FString *result)
Definition Actor.h:8192
void Net_StartSideUnequip_Implementation(bool bIsPrimaryWeapon, bool bSkipAnimation, bool bIsSwitch)
Definition Actor.h:8254
FName & FastAttackFXSocketField()
Definition Actor.h:7564
void UpdateChargeRunning(float DeltaSeconds)
Definition Actor.h:8557
float & AllowMeleeTimeBeforeAnimationEndField()
Definition Actor.h:7544
void ClearClientReloadSecondary()
Definition Actor.h:8110
void SwitchToNextLoadedWeapon()
Definition Actor.h:8391
FName & TPVAccessoryToggleComponentField()
Definition Actor.h:7602
float & MeleeHitSphereTraceRadiusMultiplierField()
Definition Actor.h:7756
bool LocalCheckWeaponBlocking(APrimalCharacter *DamageCauser, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
Definition Actor.h:8230
void BPOnClientEndDodgeNotify()
Definition Actor.h:8448
void ServerCancelReload_Implementation()
Definition Actor.h:8313
void PlayWeaponBreakAnimation_Implementation()
Definition Actor.h:8297
void ClientEndDodging()
Definition Actor.h:8481
void NetSetDebugMelee_Implementation(bool Discrete, int DebugMelee)
Definition Actor.h:8241
float & ChargeRunningSpeedField()
Definition Actor.h:7764
bool IsReloading(bool bOnlyCheckLeftSide, bool bOnlyCheckRightSide)
Definition Actor.h:8218
int & ControlLimitedBuffCounterField()
Definition Actor.h:7735
void BeginPlay()
Definition Actor.h:8080
void OnPawnSetRunning(bool NewRunValue, bool bSkipAnim)
Definition Actor.h:8276
BitFieldValue< bool, unsigned __int32 > bSupportsOffhandShield()
Definition Actor.h:7955
FName & MuzzleAttachPointSecondaryField()
Definition Actor.h:7563
BitFieldValue< bool, unsigned __int32 > bForcePlayReloadFPV()
Definition Actor.h:8040
void BPOnFinishedReload(bool bWasPrimaryReload, bool bReloadWasSuccessful)
Definition Actor.h:8451
float & BaseSpeedModifierField()
Definition Actor.h:7748
FRotator & LastCameraRotationField()
Definition Actor.h:7554
void OwnerDied()
Definition Actor.h:8289
void ServerCancelCurrentWeaponAttack(float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
Definition Actor.h:8527
FVector & RibbonTrailScaleField()
Definition Actor.h:7754
void CancelReload()
Definition Actor.h:8101
float & DelayBeforeFirstCrateField()
Definition Actor.h:9897
float & ExtraCrateQualityMultiplierField()
Definition Actor.h:9904
FVector & RandomSpawnPointsHitLocOffsetField()
Definition Actor.h:9894
float & RandomSpawnPointsMaxDistanceFromShoreField()
Definition Actor.h:9893
float & SP_MaxIntervalBetweenMaxedCrateSpawnsField()
Definition Actor.h:9910
float & MinTimeBetweenCrateSpawnsAtSamePointField()
Definition Actor.h:9917
float & RandomSpawnPointsMaxZField()
Definition Actor.h:9895
float & SP_MaxIntervalBetweenCrateSpawnsField()
Definition Actor.h:9908
float & RandomSpawnPointsMinZField()
Definition Actor.h:9896
TArray< FSupplyCrateSpawnEntry, FDefaultAllocator > & LinkedSupplyCrateEntriesField()
Definition Actor.h:9883
float & SP_MaxDelayBeforeFirstCrateField()
Definition Actor.h:9913
float & RandomSpawnPointsMinDistanceFromShoreField()
Definition Actor.h:9892
float & FirstStartupIntervalBetweenCrateSpawnsField()
Definition Actor.h:9901
float & IntervalBetweenMaxedCrateSpawnsField()
Definition Actor.h:9905
void BeginPlay(float a2)
Definition Actor.h:9880
float & CrateSpawnDensityPerAreaField()
Definition Actor.h:9887
float & SP_NoValidSpawnRecheckIntervalField()
Definition Actor.h:9911
float & MinCrateDistanceFromStructureField()
Definition Actor.h:9915
TArray< APrimalStructureItemContainer_SupplyCrate *, FDefaultAllocator > & MyCratesField()
Definition Actor.h:9920
float & MaxIntervalBetweenMaxedCrateSpawnsField()
Definition Actor.h:9906
float & CreateSpawnDensityMultiplierField()
Definition Actor.h:9888
float & FirstStartupTimePeriodField()
Definition Actor.h:9900
float & RandomSpawnPointsExtentsOffsetFromSeamlessGridSizeField()
Definition Actor.h:9889
FName & CrateSpawningRequiresLoadedSublevelField()
Definition Actor.h:9919
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9877
TArray< FSupplyCrateSpawnEntry, FDefaultAllocator > & OriginalSupplyCrateEntriesField()
Definition Actor.h:9884
TArray< FClassRemappingWeight, FDefaultAllocator > & SupplyCrateClassRemappingsField()
Definition Actor.h:9886
float & IntervalBetweenCrateSpawnsField()
Definition Actor.h:9902
float & MaxIntervalBetweenCrateSpawnsField()
Definition Actor.h:9903
float & SP_DelayBeforeFirstCrateField()
Definition Actor.h:9912
float & SP_IntervalBetweenCrateSpawnsField()
Definition Actor.h:9907
int & ZoneVolumeMaxNumberOfNPCBufferField()
Definition Actor.h:9899
float & NoValidSpawnReCheckIntervalField()
Definition Actor.h:9916
float & MaxDelayBeforeFirstCrateField()
Definition Actor.h:9898
TArray< FSupplyCrateSpawnPointEntry, FDefaultAllocator > & LinkedSpawnPointEntriesField()
Definition Actor.h:9885
float & MinCrateDistanceFromPlayerField()
Definition Actor.h:9914
float & MinDistanceFromOtherCrateField()
Definition Actor.h:9918
float & RandomSpawnPointsExtentsOverrideField()
Definition Actor.h:9891
float & SP_IntervalBetweenMaxedCrateSpawnsField()
Definition Actor.h:9909
TArray< FPendingTreasureMapSpawnInfo > & PendingSpawnTreasureMapsField()
Definition GameMode.h:1034
void OnTreasureChestLocationFound(int RequestId, FVector *Location, bool bInCave, float InQuality)
Definition GameMode.h:1040
int & RequestCounterField()
Definition GameMode.h:1035
char GenerateTreasureLocationOnIsland(unsigned int IslandId, float InQuality, FVector *OutLocation, bool *OutIsInCave, float *OutModifiedQuality, FSeamlessIslandInfo *ForIslandInfo)
Definition GameMode.h:1036
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9759
float & SpawnWeight()
Definition Actor.h:9762
float & MaxQuality()
Definition Actor.h:9761
float & QualityMultiplier()
Definition Actor.h:9763
float & MinQuality()
Definition Actor.h:9760
TCallTraits< ElementType >::ParamType ElementInitType
Definition Set.h:28
@ bAllowDuplicateKeys
Definition Set.h:30
InKeyType KeyType
Definition Set.h:26
TCallTraits< InKeyType >::ParamType KeyInitType
Definition Set.h:27
DWORD64 offset
Definition Base.h:674
DWORD bit_position
Definition Base.h:675
ULONGLONG length
Definition Base.h:677
ULONGLONG num_bits
Definition Base.h:676
static FORCEINLINE bool Matches(KeyInitType A, KeyInitType B)
Definition Set.h:53
static FORCEINLINE KeyInitType GetSetKey(ElementInitType Element)
Definition Set.h:45
TCallTraits< ElementType >::ParamType KeyInitType
Definition Set.h:39
static FORCEINLINE uint32 GetKeyHash(KeyInitType Key)
Definition Set.h:59
TCallTraits< ElementType >::ParamType ElementInitType
Definition Set.h:40
unsigned __int32 bRemoteOwned
Definition Actor.h:230
unsigned __int32 bDeferBeginPlay
Definition Actor.h:234
unsigned __int32 bNoFail
Definition Actor.h:231
unsigned __int32 bNoCollisionFail
Definition Actor.h:229
AActor * Template
Definition Actor.h:225
unsigned __int32 bDeferruction
Definition Actor.h:232
unsigned __int32 bAllowDuringructionScript
Definition Actor.h:233
EObjectFlags ObjectFlags
Definition Actor.h:236
USceneComponent * AttachToComponent
Definition Actor.h:237
ULevel * OverrideLevel
Definition Actor.h:228
__int64 & LinkedPlayerIDField()
Definition Actor.h:279
FString & PlayerSteamNameField()
Definition Actor.h:277
FString & SteamIDField()
Definition Actor.h:278
static UScriptStruct * StaticStruct()
Definition Actor.h:284
FString & PlayerNameField()
Definition Actor.h:276
bool & IsHostField()
Definition Actor.h:280
FName PackageName
Definition UE.h:710
bool IsUAsset()
Definition UE.h:720
UObject * GetAsset()
Definition UE.h:722
char unk[80]
Definition UE.h:715
FName AssetName
Definition UE.h:713
FName GroupNames
Definition UE.h:712
FName PackagePath
Definition UE.h:711
FName ObjectPath
Definition UE.h:709
TArray< int > ChunkIDs
Definition UE.h:716
void PrintAssetData()
Definition UE.h:721
FName AssetClass
Definition UE.h:714
void PrioritizeAssetInstall(FAssetData *AssetData)
Definition UE.h:774
EAssetAvailability::Type GetAssetAvailability(FAssetData *AssetData)
Definition UE.h:771
bool GetDependencies(FName PackageName, TArray< FName > *OutDependencies)
Definition UE.h:766
bool IsLoadingAssets()
Definition UE.h:782
float GetAssetAvailabilityProgress(FAssetData *AssetData, EAssetAvailabilityProgressReportingType::Type ReportType)
Definition UE.h:772
bool GetAssetsByPackageName(FName PackageName, TArray< FAssetData > *OutAssetData)
Definition UE.h:759
void AssetRenamed(UObject *RenamedAsset, FString *OldObjectPath)
Definition UE.h:781
void GetSubPaths(FString *InBasePath, TArray< FString > *OutPathList, bool bInRecurse)
Definition UE.h:770
void AddAssetData(FAssetData *AssetData)
Definition UE.h:790
void PrioritizeSearchPath(FString *PathToPrioritize)
Definition UE.h:778
bool GetAssetsByClass(FName ClassName, TArray< FAssetData > *OutAssetData, bool bSearchSubClasses)
Definition UE.h:761
bool GetAllAssets(TArray< FAssetData > *OutAssetData)
Definition UE.h:765
void SearchAllAssets(bool bSynchronousSearch)
Definition UE.h:758
void ScanPathsSynchronous_Internal(TArray< FString > *InPaths, bool bForceRescan, bool bUseCache)
Definition UE.h:785
void OnContentPathMounted(FString *InAssetPath, FString *FileSystemPath)
Definition UE.h:792
bool RemoveAssetData(FAssetData *AssetData)
Definition UE.h:791
FAssetData * GetAssetByObjectPath(FAssetData *result, FName ObjectPath)
Definition UE.h:764
void AssetDeleted(UObject *DeletedAsset)
Definition UE.h:780
void PathDataGathered(const long double TickStartTime, TArray< FString > *PathResults)
Definition UE.h:786
bool RemoveAssetPath(FString *PathToRemove, bool bEvenIfAssetsStillExist)
Definition UE.h:788
void GetAllCachedPaths(TArray< FString > *OutPathList)
Definition UE.h:769
FString * ExportTextPathToObjectName(FString *result, FString *InExportTextPath)
Definition UE.h:789
bool GetAncestorClassNames(FName ClassName, TArray< FName > *OutAncestorClassNames)
Definition UE.h:768
bool GetReferencers(FName PackageName, TArray< FName > *OutReferencers)
Definition UE.h:767
bool GetAssetsByPath(FName PackagePath, TArray< FAssetData > *OutAssetData, bool bRecursive)
Definition UE.h:760
void ScanPathsSynchronous(TArray< FString > *InPaths, bool bForceRescan)
Definition UE.h:777
void AssetCreated(UObject *NewAsset)
Definition UE.h:779
void OnContentPathDismounted(FString *InAssetPath, FString *FileSystemPath)
Definition UE.h:793
bool AddPath(FString *PathToAdd)
Definition UE.h:775
static bool IsUsingWorldAssets()
Definition UE.h:784
bool RemoveDependsNode(FName PackageName)
Definition UE.h:787
bool GetAssetAvailabilityProgressTypeSupported(EAssetAvailabilityProgressReportingType::Type ReportType)
Definition UE.h:773
void CollectCodeGeneratorClasses()
Definition UE.h:757
void Tick(float DeltaTime)
Definition UE.h:783
bool RemovePath(FString *PathToRemove)
Definition UE.h:776
FAssetRegistry * Get()
Definition UE.h:735
UMeshComponent * BaseMeshComponent
Definition Actor.h:9562
UPrimalHarvestingComponent * ParentHarvestingComponent
Definition Actor.h:9568
TArray< UActorComponent *, FDefaultAllocator > AdditionalComponentAttachments
Definition Actor.h:9579
FAttachedInstancedVtbl * vfptr
Definition Actor.h:9556
static FORCEINLINE uint32 GetAndClearNextBit(uint32 &Mask)
Definition BitArray.h:18
Definition Base.h:181
Definition UE.h:88
Definition Actor.h:10035
unsigned __int8 bOverridesGreaterValue
Definition Actor.h:10039
float StatModifier
Definition Actor.h:10037
FName StatGroupName
Definition Actor.h:10036
unsigned __int8 bOverridesLesserValue
Definition Actor.h:10038
ECanvasAllowModes
Definition Base.h:316
@ Allow_DeleteOnRender
Definition Base.h:318
@ Allow_Flush
Definition Base.h:317
EElementType
Definition Base.h:309
@ ET_MAX
Definition Base.h:312
@ ET_Line
Definition Base.h:310
@ ET_Triangle
Definition Base.h:311
FString UserId
Definition Actor.h:22
FString SenderSteamName
Definition Actor.h:11
FChatMessage * operator=(FChatMessage *__that)
Definition Actor.h:42
TEnumAsByte< enum EChatType::Type > ChatType
Definition Actor.h:20
unsigned int SenderId
Definition Actor.h:13
UTexture2D * SenderIcon
Definition Actor.h:21
int SenderTeamIndex
Definition Actor.h:16
FChatMessage(FChatMessage *__that)
Definition Actor.h:41
FString SenderName
Definition Actor.h:10
FString Receiver
Definition Actor.h:15
FString Message
Definition Actor.h:14
FChatMessage()
Definition Actor.h:24
TEnumAsByte< EChatSendMode::Type > SendMode
Definition Actor.h:18
unsigned int RadioFrequency
Definition Actor.h:19
long double ReceivedTime
Definition Actor.h:17
FString SenderTribeName
Definition Actor.h:12
FString & FromClassNameField()
Definition Actor.h:368
FString & ToClassNameField()
Definition Actor.h:369
static UScriptStruct * StaticStruct()
Definition Actor.h:373
TArray< TSubclassOf< UObject > > ToClasses
Definition Actor.h:362
TSubclassOf< UObject > FromClass
Definition Actor.h:361
TArray< float > Weights
Definition Actor.h:363
bool bReturnFaceIndex
Definition UE.h:872
bool bTraceAsyncScene
Definition UE.h:869
TArray< unsigned int > IgnoreActors
Definition UE.h:874
bool bReturnPhysicalMaterial
Definition UE.h:873
bool bFindInitialOverlaps
Definition UE.h:871
FCollisionResponseContainer CollisionResponse
Definition UE.h:884
FORCEINLINE bool operator!=(const FColor &C) const
Definition Color.h:424
FORCEINLINE bool operator==(const FColor &C) const
Definition Color.h:419
static FColor MakeFromColorTemperature(float Temp)
FORCEINLINE FLinearColor ReinterpretAsLinear() const
Definition Color.h:479
FLinearColor FromRGBE() const
FORCEINLINE void operator+=(const FColor &C)
Definition Color.h:429
FORCEINLINE FColor(uint8 InR, uint8 InG, uint8 InB, uint8 InA=255)
Definition Color.h:403
FORCEINLINE uint32 ToPackedRGBA() const
Definition Color.h:503
const uint32 & DWColor(void) const
Definition Color.h:394
FORCEINLINE uint32 ToPackedABGR() const
Definition Color.h:495
FORCEINLINE FColor()
Definition Color.h:397
static FColor FromHex(const FString &HexString)
FORCEINLINE FColor(uint32 InColor)
Definition Color.h:413
FORCEINLINE uint32 ToPackedBGRA() const
Definition Color.h:511
static FColor MakeRedToGreenColorFromScalar(float Scalar)
FORCEINLINE FColor(EForceInit)
Definition Color.h:398
uint32 & DWColor(void)
Definition Color.h:393
FColor WithAlpha(uint8 Alpha) const
Definition Color.h:469
FORCEINLINE uint32 ToPackedARGB() const
Definition Color.h:487
FColor(const FLinearColor &LinearColor)
static FColor MakeRandomColor()
Definition Actor.h:9583
FRotator ComponentRotationOffset
Definition Actor.h:9586
FVector ComponentLocationOffset
Definition Actor.h:9585
TSubclassOf< UActorComponent > ActorComponentClass
Definition Actor.h:9584
int ForceMultipleResourceTypesRequirement
Definition Other.h:258
TSubclassOf< UPrimalItem > ResourceItemType
Definition Other.h:256
unsigned __int32 bVisble
Definition Other.h:260
Definition Crc.h:11
static uint32 MemCrc32(const void *Data, int32 Lenght)
Definition Crc.h:12
Definition Color.h:577
uint32 Indices
Definition Color.h:585
uint32 Colors
Definition Color.h:582
FDXTColor16 Color[2]
Definition Color.h:581
Definition Color.h:593
uint8 Alpha[8]
Definition Color.h:595
FDXT1 DXT1
Definition Color.h:597
uint16 Value
Definition Color.h:568
FDXTColor565 Color565
Definition Color.h:566
uint16 B
Definition Color.h:548
uint16 G
Definition Color.h:551
uint16 R
Definition Color.h:554
TSubclassOf< UDamageType > & DamageTypeClassField()
Definition Other.h:8
void GetBestHitInfo(AActor *HitActor, AActor *HitInstigator, FHitResult *OutHitInfo, FVector *OutImpulseDir)
Definition Other.h:12
int & InstanceBodyIndexField()
Definition Other.h:7
float & ImpulseField()
Definition Other.h:5
float & OriginalDamageField()
Definition Other.h:6
static UScriptStruct * StaticStruct()
Definition Other.h:13
Definition Actor.h:5887
TSubclassOf< AActor > HarvestDamageFXOverride
Definition Actor.h:5894
__int8 bAllowUnderwaterHarvesting
Definition Actor.h:5892
float DamageDurabilityConsumptionMultiplier
Definition Actor.h:5891
float DamageMultiplier
Definition Actor.h:5888
float HarvestQuantityMultiplier
Definition Actor.h:5889
float DamageHarvestAdditionalEffectiveness
Definition Actor.h:5890
TSubclassOf< UDamageType > DamageTypeParent
Definition Actor.h:5893
static TMap< FString, FRedisDatabaseConnectionInfo > ConnectionLookups()
Definition GameMode.h:223
Definition Other.h:244
FString FemaleName
Definition Other.h:248
unsigned int FemaleDinoID2
Definition Other.h:250
unsigned int MaleDinoID1
Definition Other.h:246
FString MaleName
Definition Other.h:245
unsigned int FemaleDinoID1
Definition Other.h:249
unsigned int MaleDinoID2
Definition Other.h:247
static UScriptStruct * StaticStruct()
Definition Other.h:517
TSubclassOf< UDamageType > & MeleeDamageTypeField()
Definition Other.h:499
FDinoAttackInfo * operator=(FDinoAttackInfo *__that)
Definition Other.h:516
FName & RangedSocketField()
Definition Other.h:495
long double & LastProjectileSpawnTimeField()
Definition Other.h:512
FRotator & AttackRotationRateField()
Definition Other.h:493
TArray< FName > & MeleeSwingSocketsField()
Definition Other.h:494
float & AttackWithJumpChanceField()
Definition Other.h:486
TArray< FVector > & LastSocketPositionsField()
Definition Other.h:511
float & ActivateAttackRangeField()
Definition Other.h:483
int & MeleeDamageAmountField()
Definition Other.h:496
float & AttackWeightField()
Definition Other.h:480
float & AttackIntervalField()
Definition Other.h:484
float & AttackRunningSpeedModifierField()
Definition Other.h:508
long double & RiderLastAttackTimeField()
Definition Other.h:488
float & SwimmingAttackRunningSpeedModifierField()
Definition Other.h:509
float & AttackRotationGroundSpeedMultiplierField()
Definition Other.h:492
float & RiderAttackIntervalField()
Definition Other.h:502
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
Definition Other.h:507
float & MeleeDamageImpulseField()
Definition Other.h:497
TArray< UAnimMontage * > AttackAnimationsField()
Definition Other.h:505
TArray< int > & ChildStateIndexesField()
Definition Other.h:485
FName & AttackNameField()
Definition Other.h:479
float & AttackSelectionExpirationTimeField()
Definition Other.h:489
TArray< float > & AttackAnimationWeightsField()
Definition Other.h:506
float & StaminaCostField()
Definition Other.h:501
long double & AttackSelectionTimeField()
Definition Other.h:490
float & MinAttackRangeField()
Definition Other.h:482
float & AttackRotationRangeDegreesField()
Definition Other.h:491
long double & LastAttackTimeField()
Definition Other.h:487
float & SetAttackTargetTimeField()
Definition Other.h:510
float & DotProductCheckMinField()
Definition Other.h:503
float & MeleeSwingRadiusField()
Definition Other.h:498
float & AttackRangeField()
Definition Other.h:481
float & AttackOffsetField()
Definition Other.h:500
float & DotProductCheckMaxField()
Definition Other.h:504
Definition Actor.h:349
static UScriptStruct * StaticStruct()
Definition Actor.h:356
float & BaseLevelMaxRangeField()
Definition Actor.h:352
float & EntryWeightField()
Definition Actor.h:350
float & BaseLevelMinRangeField()
Definition Actor.h:351
TSubclassOf< UPrimalItem > FoodItemParent
Definition Actor.h:5989
TSubclassOf< UActorComponent > OverrideActorComponent
Definition Actor.h:9787
static FORCEINLINE bool CanUseCompareExchange128()
static bool IsAligned(const volatile void *Ptr, const uint32 Alignment=sizeof(void *))
static FORCEINLINE double CeilToDouble(double F)
static FORCEINLINE float CeilToFloat(float F)
static FORCEINLINE float Fractional(float Value)
static FORCEINLINE float RoundToFloat(float F)
static CONSTEXPR FORCEINLINE double FloatSelect(double Comparand, double ValueGEZero, double ValueLTZero)
static FORCEINLINE float InvSqrtEst(float F)
static FORCEINLINE float Acos(float Value)
static FORCEINLINE uint32 ReverseMortonCode3(uint32 x)
static FORCEINLINE uint32 ReverseMortonCode2(uint32 x)
static FORCEINLINE int32 CeilToInt(float F)
static FORCEINLINE uint32 CountTrailingZeros(uint32 Value)
static FORCEINLINE T Max(const TArray< T > &Values, int32 *MaxIndex=NULL)
static FORCEINLINE T Min(const TArray< T > &Values, int32 *MinIndex=NULL)
static FORCEINLINE float InvSqrt(float F)
static FORCEINLINE float Modf(const float InValue, float *OutIntPart)
static CONSTEXPR FORCEINLINE T Min(const T A, const T B)
static FORCEINLINE float FRand()
static FORCEINLINE bool IsNaN(float A)
static FORCEINLINE double RoundToDouble(double F)
static FORCEINLINE float Sinh(float Value)
static CONSTEXPR FORCEINLINE float FloatSelect(float Comparand, float ValueGEZero, float ValueLTZero)
static FORCEINLINE uint32 CountLeadingZeros(uint32 Value)
static FORCEINLINE float Sqrt(float Value)
static FORCEINLINE float Exp(float Value)
static FORCEINLINE float FloorToFloat(float F)
static FORCEINLINE float LogX(float Base, float Value)
static FORCEINLINE double FloorToDouble(double F)
static FORCEINLINE float Atan(float Value)
static FORCEINLINE uint64 CeilLogTwo64(uint64 Arg)
static FORCEINLINE float Asin(float Value)
static FORCEINLINE int32 RoundToInt(float F)
static FORCEINLINE double Modf(const double InValue, double *OutIntPart)
static FORCEINLINE float Sin(float Value)
static FORCEINLINE float Frac(float Value)
static FORCEINLINE float Tan(float Value)
static FORCEINLINE uint32 RoundUpToPowerOfTwo(uint32 Arg)
static FORCEINLINE bool IsNegativeFloat(const float &A)
static CONSTEXPR FORCEINLINE T Max(const T A, const T B)
static FORCEINLINE bool IsFinite(float A)
static FORCEINLINE float Fmod(float X, float Y)
static FORCEINLINE uint32 MortonCode3(uint32 x)
static CONSTEXPR FORCEINLINE int32 TruncToInt(float F)
static FORCEINLINE float Cos(float Value)
static FORCEINLINE bool IsNegativeDouble(const double &A)
static CONSTEXPR FORCEINLINE float TruncToFloat(float F)
static FORCEINLINE uint64 CountLeadingZeros64(uint64 Value)
static FORCEINLINE int32 Rand()
static FORCEINLINE uint64 FloorLog2_64(uint64 Value)
static FORCEINLINE float Log2(float Value)
static FORCEINLINE uint32 CeilLogTwo(uint32 Arg)
static CONSTEXPR FORCEINLINE T Abs(const T A)
static CONSTEXPR FORCEINLINE T Sign(const T A)
static FORCEINLINE uint32 MortonCode2(uint32 x)
static FORCEINLINE float Pow(float A, float B)
static FORCEINLINE int32 CountBits(uint64 Bits)
static FORCEINLINE uint32 FloorLog2(uint32 Value)
static FORCEINLINE float Exp2(float Value)
static FORCEINLINE void RandInit(int32 Seed)
static FORCEINLINE int32 FloorToInt(float F)
static FORCEINLINE float Loge(float Value)
static bool CanConvertChar(SourceEncoding Ch)
static bool IsValidChar(Encoding Ch)
static const TCHAR * GetEncodingTypeName()
static TEnableIf< TIsFixedWidthEncoding< SourceEncoding >::Value &&TIsFixedWidthEncoding< DestEncoding >::Value, int32 >::Type ConvertedLength(const SourceEncoding *Src, int32 SrcSize)
static TEnableIf<!TAreEncodingsCompatible< SourceEncoding, DestEncoding >::Value &&TIsFixedWidthEncoding< SourceEncoding >::Value, DestEncoding * >::Type Convert(DestEncoding *Dest, int32 DestSize, const SourceEncoding *Src, int32 SrcSize, DestEncoding BogusChar=(DestEncoding)'?')
static TEnableIf< TAreEncodingsCompatible< SourceEncoding, DestEncoding >::Value, DestEncoding * >::Type Convert(DestEncoding *Dest, int32 DestSize, const SourceEncoding *Src, int32 SrcSize, DestEncoding BogusChar=(DestEncoding)'?')
static const bool IsUnicodeEncoded
static void * Memcpy(void *Dest, const void *Src, SIZE_T Count)
unsigned long long uint64
Definition BasicTypes.h:55
unsigned char uint8
Definition BasicTypes.h:52
decltype(nullptr) TYPE_OF_NULLPTR
Definition BasicTypes.h:77
signed short int int16
Definition BasicTypes.h:59
SelectIntPointerType< int32, int64, sizeof(void *)>::TIntPointe PTRINT)
Definition BasicTypes.h:72
unsigned short int uint16
Definition BasicTypes.h:53
unsigned int uint32
Definition BasicTypes.h:54
SelectIntPointerType< uint32, uint64, sizeof(void *)>::TIntPointe UPTRINT)
Definition BasicTypes.h:71
signed long long int64
Definition BasicTypes.h:61
Definition UE.h:80
uint32_t C
Definition UE.h:83
uint32_t B
Definition UE.h:82
uint32_t A
Definition UE.h:81
uint32_t D
Definition UE.h:84
Definition Actor.h:9443
int OverrideQuantityMax
Definition Actor.h:9444
float XPGainMax
Definition Actor.h:9453
TArray< float, FDefaultAllocator > DamageTypeEntryMinQuantityOverrides
Definition Actor.h:9457
float QualityMax
Definition Actor.h:9452
TArray< float, FDefaultAllocator > DamageTypeEntryWeightOverrides
Definition Actor.h:9456
float OverrideQuantityRandomPower
Definition Actor.h:9446
float XPGainMin
Definition Actor.h:9454
int OverrideQuantityMin
Definition Actor.h:9445
float QualityMin
Definition Actor.h:9451
__int8 bScaleWithDinoBabyAge
Definition Actor.h:9459
float EffectivenessQuantityMultiplier
Definition Actor.h:9448
float EffectivenessQualityMultiplier
Definition Actor.h:9449
TArray< TSubclassOf< UDamageType >, FDefaultAllocator > DamageTypeEntryValuesOverrides
Definition Actor.h:9455
float EntryWeight
Definition Actor.h:9447
TArray< float, FDefaultAllocator > DamageTypeEntryMaxQuantityOverrides
Definition Actor.h:9458
TSubclassOf< UPrimalItem > ResourceItem
Definition Actor.h:9450
FHitResult * operator=(FHitResult *__that)
Definition Other.h:61
static UScriptStruct * StaticStruct()
Definition Other.h:64
UPrimitiveComponent * GetComponent()
Definition Other.h:63
AActor * GetActor()
Definition Other.h:62
void ShutdownModule()
Definition UE.h:993
float & HttpReceiveTimeoutField()
Definition UE.h:984
int & HttpMaxConnectionsPerServerField()
Definition UE.h:986
int & MaxReadBufferSizeField()
Definition UE.h:987
bool & bEnableHttpField()
Definition UE.h:988
TSharedRef< IHttpRequest, 0 > * CreateRequest(TSharedRef< IHttpRequest, 0 > *result)
Definition UE.h:995
float & HttpSendTimeoutField()
Definition UE.h:985
float & HttpConnectionTimeoutField()
Definition UE.h:983
static FHttpModule * Get()
Definition UE.h:994
void StartupModule()
Definition UE.h:992
float & HttpTimeoutField()
Definition UE.h:982
bool StartRequest()
Definition UE.h:966
void SetHeader(FString *HeaderName, FString *HeaderValue)
Definition UE.h:964
long double & StartRequestTimeField()
Definition UE.h:947
TSharedPtr< IHttpResponse, 1 > * GetResponse(TSharedPtr< IHttpResponse, 1 > *result)
Definition UE.h:971
FString * GenerateHeaderBuffer(FString *result, unsigned int ContentLength)
Definition UE.h:968
void SetURL(FString *URL)
Definition UE.h:961
EHttpRequestStatus::Type GetStatus()
Definition UE.h:970
TArray< unsigned char > & RequestPayloadField()
Definition UE.h:940
~FHttpRequestWinInet()
Definition UE.h:952
void FinishedRequest()
Definition UE.h:967
FString & RequestVerbField()
Definition UE.h:938
FString * GetContentType(FString *result)
Definition UE.h:957
void CancelRequest()
Definition UE.h:969
void SetContentAsString(FString *ContentString)
Definition UE.h:963
void * RequestHandleField()
Definition UE.h:944
void SetContent(TArray< unsigned char > *ContentPayload)
Definition UE.h:962
FString * GetURL(FString *result)
Definition UE.h:953
void * ConnectionHandleField()
Definition UE.h:943
volatile int & ElapsedTimeSinceLastServerResponseField()
Definition UE.h:945
FString * GetHeader(FString *result, FString *HeaderName)
Definition UE.h:955
void Tick(float DeltaSeconds)
Definition UE.h:972
EHttpRequestStatus::Type & CompletionStatusField()
Definition UE.h:942
int GetContentLength()
Definition UE.h:958
TArray< FString > * GetAllHeaders(TArray< FString > *result)
Definition UE.h:956
bool & bDebugVerboseField()
Definition UE.h:948
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & RequestHeadersField()
Definition UE.h:939
TSharedPtr< FHttpResponseWinInet, 1 > & ResponseField()
Definition UE.h:941
FString * GetURLParameter(FString *result, FString *ParameterName)
Definition UE.h:954
void SetVerb(FString *Verb)
Definition UE.h:960
int & ProgressBytesSentField()
Definition UE.h:946
FString * GetVerb(FString *result)
Definition UE.h:959
bool ProcessRequest()
Definition UE.h:965
TArray< FString > * GetAllHeaders(TArray< FString > *result)
Definition UE.h:921
TArray< unsigned char > & ResponsePayloadField()
Definition UE.h:909
volatile int & bResponseSucceededField()
Definition UE.h:911
volatile int & bIsReadyField()
Definition UE.h:910
FString * GetURLParameter(FString *result, FString *ParameterName)
Definition UE.h:919
FString * GetURL(FString *result)
Definition UE.h:917
TArray< unsigned char > * GetContent()
Definition UE.h:924
FString * GetContentType(FString *result)
Definition UE.h:922
int GetContentLength()
Definition UE.h:923
FString * GetContentAsString(FString *result)
Definition UE.h:918
int & MaxReadBufferSizeField()
Definition UE.h:912
void ProcessResponseHeaders()
Definition UE.h:927
FString * QueryHeaderString(FString *result, unsigned int HttpQueryInfoLevel, FString *HeaderName)
Definition UE.h:928
~FHttpResponseWinInet()
Definition UE.h:916
FString * GetHeader(FString *result, FString *HeaderName)
Definition UE.h:920
int & ContentLengthField()
Definition UE.h:908
int GetResponseCode()
Definition UE.h:925
FHttpRequestWinInet * RequestField()
Definition UE.h:903
int & TotalBytesReadField()
Definition UE.h:905
int & AsyncBytesReadField()
Definition UE.h:904
void ProcessResponse()
Definition UE.h:926
int QueryContentLength()
Definition UE.h:929
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & ResponseHeadersField()
Definition UE.h:906
int & ResponseCodeField()
Definition UE.h:907
FORCEINLINE T && operator()(T &&Val) const
FORCEINLINE FIntPoint(EForceInit)
Definition IntPoint.h:287
FORCEINLINE FIntPoint ComponentMax(const FIntPoint &Other) const
Definition IntPoint.h:409
int32 SizeSquared() const
Definition IntPoint.h:467
FIntPoint & operator/=(const FIntPoint &Other)
Definition IntPoint.h:359
FIntPoint & operator-=(const FIntPoint &Other)
Definition IntPoint.h:350
static FIntPoint DivideAndRoundUp(FIntPoint lhs, int32 Divisor)
Definition IntPoint.h:414
static FIntPoint DivideAndRoundUp(FIntPoint lhs, FIntPoint Divisor)
Definition IntPoint.h:419
int32 X
Definition IntPoint.h:17
int32 GetMin() const
Definition IntPoint.h:454
FIntPoint & operator=(const FIntPoint &Other)
Definition IntPoint.h:368
int32 Size() const
Definition IntPoint.h:460
int32 Y
Definition IntPoint.h:20
FIntPoint & operator*=(int32 Scale)
Definition IntPoint.h:323
FIntPoint & operator+=(const FIntPoint &Other)
Definition IntPoint.h:341
const int32 & operator()(int32 PointIndex) const
Definition IntPoint.h:293
static const FIntPoint NoneValue
Definition IntPoint.h:28
int32 & operator[](int32 Index)
Definition IntPoint.h:389
FIntPoint & operator/=(int32 Divisor)
Definition IntPoint.h:332
FString ToString() const
static int32 Num()
Definition IntPoint.h:305
int32 & operator()(int32 PointIndex)
Definition IntPoint.h:299
FIntPoint operator-(const FIntPoint &Other) const
Definition IntPoint.h:436
int32 GetMax() const
Definition IntPoint.h:448
bool operator!=(const FIntPoint &Other) const
Definition IntPoint.h:317
FIntPoint(int32 InX, int32 InY)
Definition IntPoint.h:281
FIntPoint operator/(const FIntPoint &Other) const
Definition IntPoint.h:442
FIntPoint operator*(int32 Scale) const
Definition IntPoint.h:377
bool operator==(const FIntPoint &Other) const
Definition IntPoint.h:311
FIntPoint operator+(const FIntPoint &Other) const
Definition IntPoint.h:430
int32 operator[](int32 Index) const
Definition IntPoint.h:396
FIntPoint operator/(int32 Divisor) const
Definition IntPoint.h:383
static FIntPoint DivideAndRoundDown(FIntPoint lhs, int32 Divisor)
Definition IntPoint.h:424
FORCEINLINE FIntPoint ComponentMin(const FIntPoint &Other) const
Definition IntPoint.h:403
static const FIntPoint ZeroValue
Definition IntPoint.h:25
FORCEINLINE bool operator==(const FIntVector4 &Other) const
Definition IntVector.h:459
FORCEINLINE FIntVector4()
Definition IntVector.h:420
FORCEINLINE const int32 & operator[](int32 ComponentIndex) const
Definition IntVector.h:448
FORCEINLINE bool operator!=(const FIntVector4 &Other) const
Definition IntVector.h:465
FORCEINLINE FIntVector4(EForceInit)
Definition IntVector.h:440
FORCEINLINE int32 & operator[](int32 ComponentIndex)
Definition IntVector.h:454
FORCEINLINE FIntVector4(int32 InValue)
Definition IntVector.h:432
FORCEINLINE FIntVector4(int32 InX, int32 InY, int32 InZ, int32 InW)
Definition IntVector.h:424
FIntVector & operator=(const FIntVector &Other)
Definition IntVector.h:346
bool operator==(const FIntVector &Other) const
Definition IntVector.h:294
static const FIntVector NoneValue
Definition IntVector.h:33
FIntVector operator/(int32 Divisor) const
Definition IntVector.h:362
int32 Z
Definition IntVector.h:25
FIntVector operator+(const FIntVector &Other) const
Definition IntVector.h:368
static FIntVector DivideAndRoundUp(FIntVector lhs, int32 Divisor)
Definition IntVector.h:379
FIntVector & operator/=(int32 Divisor)
Definition IntVector.h:316
FIntVector & operator*=(int32 Scale)
Definition IntVector.h:306
int32 Y
Definition IntVector.h:22
int32 & operator()(int32 ComponentIndex)
Definition IntVector.h:277
FIntVector(FVector InVector)
Definition Vector.h:936
static int32 Num()
Definition IntVector.h:397
const int32 & operator()(int32 ComponentIndex) const
Definition IntVector.h:271
FIntVector operator-(const FIntVector &Other) const
Definition IntVector.h:373
int32 Size() const
Definition IntVector.h:403
float GetMax() const
Definition IntVector.h:385
FIntVector & operator+=(const FIntVector &Other)
Definition IntVector.h:326
FIntVector(int32 InX, int32 InY, int32 InZ)
Definition IntVector.h:250
float GetMin() const
Definition IntVector.h:391
FIntVector(int32 InValue)
Definition IntVector.h:257
static const FIntVector ZeroValue
Definition IntVector.h:30
FIntVector & operator-=(const FIntVector &Other)
Definition IntVector.h:336
FORCEINLINE FIntVector(EForceInit)
Definition IntVector.h:264
int32 & operator[](int32 ComponentIndex)
Definition IntVector.h:289
bool IsZero() const
Definition IntVector.h:411
const int32 & operator[](int32 ComponentIndex) const
Definition IntVector.h:283
int32 X
Definition IntVector.h:19
FIntVector operator*(int32 Scale) const
Definition IntVector.h:356
bool operator!=(const FIntVector &Other) const
Definition IntVector.h:300
Definition Inventory.h:50
float ItemMultiplier
Definition Other.h:207
TSubclassOf< UPrimalItem > ItemClass
Definition Other.h:206
unsigned int ItemID2
Definition Inventory.h:8
unsigned int ItemID1
Definition Inventory.h:7
long double & CreationTimeField()
Definition Inventory.h:1292
unsigned __int64 & OwnerPlayerDataIdField()
Definition Inventory.h:1289
long double & UploadEarliestValidTimeField()
Definition Inventory.h:1313
unsigned __int16 & CraftQueueField()
Definition Inventory.h:1297
TArray< FColor > & CustomItemColorsField()
Definition Inventory.h:1309
long double & NextCraftCompletionTimeField()
Definition Inventory.h:1298
TArray< FItemStatGroupValue > & ItemStatGroupValuesField()
Definition Inventory.h:1301
TArray< FCraftingResourceRequirement > & CustomResourceRequirementsField()
Definition Inventory.h:1310
FVector & OriginalItemDropLocationField()
Definition Inventory.h:1316
long double & EquippedAtTimeField()
Definition Inventory.h:1337
long double & NextSpoilingTimeField()
Definition Inventory.h:1311
TSubclassOf< UPrimalItem > & ItemSkinTemplateField()
Definition Inventory.h:1305
float & CraftedSkillBonusField()
Definition Inventory.h:1333
unsigned __int16 & CurrentUpgradeLevelField()
Definition Inventory.h:1336
FString & CrafterCharacterNameField()
Definition Inventory.h:1331
FItemNetID & ItemIDField()
Definition Inventory.h:1286
unsigned int & ExpirationTimeUTCField()
Definition Inventory.h:1287
unsigned __int16 & BlueprintCraftsRemainingField()
Definition Inventory.h:1338
TArray< unsigned short > & ItemStatGroupUpgradesField()
Definition Inventory.h:1302
TArray< FDinoAncestorsEntry > & EggDinoAncestorsField()
Definition Inventory.h:1326
unsigned int & WeaponClipAmmoField()
Definition Inventory.h:1291
TArray< TSubclassOf< APrimalBuff > > & FeatClassesField()
Definition Inventory.h:1334
long double & LastSpoilingInventorySlotCheckTimeField()
Definition Inventory.h:1322
float & UseItemSlotTimeRemainingField()
Definition Inventory.h:1339
char & ItemVersionField()
Definition Inventory.h:1321
unsigned int & ItemQuantityField()
Definition Inventory.h:1296
TSubclassOf< UPrimalItem > & ItemCustomClassField()
Definition Inventory.h:1304
TSubclassOf< UPrimalItem > & ItemArchetypeField()
Definition Inventory.h:1285
float & EggTamedIneffectivenessModifierField()
Definition Inventory.h:1319
FItemNetInfo * operator=(FItemNetInfo *__that)
Definition Inventory.h:1343
TArray< FDinoAncestorsEntry > & EggDinoAncestorsMaleField()
Definition Inventory.h:1327
char & EggRandomMutationsMaleField()
Definition Inventory.h:1329
float & ItemRatingField()
Definition Inventory.h:1294
FieldArray< char, 16 > EggNumberOfLevelUpPointsAppliedField()
Definition Inventory.h:1318
FieldArray< __int16, 6 > ItemColorIDField()
Definition Inventory.h:1303
FString & CustomItemNameField()
Definition Inventory.h:1307
FieldArray< unsigned __int16, 8 > ItemStatValuesField()
Definition Inventory.h:1299
int & SlotIndexField()
Definition Inventory.h:1290
unsigned __int16 & MaxUpgradeLevelField()
Definition Inventory.h:1335
TWeakObjectPtr< AShooterCharacter > & LastOwnerPlayerField()
Definition Inventory.h:1314
long double & LastSpoilingTimeField()
Definition Inventory.h:1312
float & CraftingSkillField()
Definition Inventory.h:1306
TArray< unsigned __int64 > & SteamUserItemIDField()
Definition Inventory.h:1324
char & EggRandomMutationsFemaleField()
Definition Inventory.h:1328
char & ItemQualityIndexField()
Definition Inventory.h:1295
TArray< FCustomItemData > & CustomItemDatasField()
Definition Inventory.h:1288
long double & ClusterSpoilingTimeUTCField()
Definition Inventory.h:1325
FieldArray< char, 6 > EggColorSetIndicesField()
Definition Inventory.h:1320
int & CustomItemIDField()
Definition Inventory.h:1323
float & ItemDurabilityField()
Definition Inventory.h:1293
static UScriptStruct * StaticStruct()
Definition Inventory.h:1344
long double & LastAutoDurabilityDecreaseTimeField()
Definition Inventory.h:1315
FString & CustomItemDescriptionField()
Definition Inventory.h:1308
FieldArray< unsigned __int16, 8 > ItemStatUpgradesField()
Definition Inventory.h:1300
char & ItemProfileVersionField()
Definition Inventory.h:1330
FString & CrafterTribeNameField()
Definition Inventory.h:1332
FieldArray< __int16, 6 > PreSkinItemColorIDField()
Definition Inventory.h:1317
float & AdditionalChanceToIgnoreByQualityLevelField()
Definition Inventory.h:1359
float & TheRandomizerPowerField()
Definition Inventory.h:1352
int & DefaultModifierValueField()
Definition Inventory.h:1349
int & RandomizerRangeOverrideField()
Definition Inventory.h:1350
static UScriptStruct * StaticStruct()
Definition Inventory.h:1371
float & InitialValueConstantField()
Definition Inventory.h:1354
float GetItemStatModifierUpgradeValueOnly(unsigned __int16 ItemStatValue, unsigned __int16 ItemUpgradeValue, float GlobalUpgradeValueScale)
Definition Inventory.h:1369
float GetItemStatModifier(unsigned __int16 ItemStatValue, unsigned __int16 ItemUpgradeValue, float GlobalUpgradeValueScale)
Definition Inventory.h:1368
TArray< float > & GiveFeatClassesWeightsField()
Definition Inventory.h:1363
float & MinimumQualityLevelField()
Definition Inventory.h:1357
float & AbsoluteMaxValueField()
Definition Inventory.h:1356
float & RatingValueMultiplierField()
Definition Inventory.h:1355
float & RandomizerRangeMultiplierField()
Definition Inventory.h:1351
float & UpgradeValueScaleField()
Definition Inventory.h:1360
float & StateModifierScaleField()
Definition Inventory.h:1353
float & ChanceToIgnoreField()
Definition Inventory.h:1358
TArray< TSubclassOf< APrimalBuff > > & GiveFeatClassesField()
Definition Inventory.h:1362
FName & StatModifierGroupNameField()
Definition Inventory.h:1361
FItemStatInfo * operator=(FItemStatInfo *__that)
Definition Inventory.h:1367
unsigned __int16 GetRandomValue(float QualityLevel, float *outRandonMultiplier, float ClampMaxRand)
Definition Inventory.h:1370
Definition Base.h:120
Definition Base.h:216
FORCEINLINE FLinearColor & operator-=(const FLinearColor &ColorB)
Definition Color.h:147
FORCEINLINE FLinearColor & operator*=(float Scalar)
Definition Color.h:184
static FLinearColor LerpUsingHSV(const FLinearColor &From, const FLinearColor &To, const float Progress)
FORCEINLINE FLinearColor(float InR, float InG, float InB, float InA=1.0f)
Definition Color.h:104
FORCEINLINE FLinearColor(EForceInit)
Definition Color.h:101
float A
Definition Color.h:38
FORCEINLINE FLinearColor & operator*=(const FLinearColor &ColorB)
Definition Color.h:165
FORCEINLINE FLinearColor operator+(const FLinearColor &ColorB) const
Definition Color.h:120
float G
Definition Color.h:36
FORCEINLINE FLinearColor operator-(const FLinearColor &ColorB) const
Definition Color.h:138
FORCEINLINE FLinearColor operator/(const FLinearColor &ColorB) const
Definition Color.h:193
float B
Definition Color.h:37
float ComputeLuminance() const
Definition Color.h:327
static FLinearColor FGetHSV(uint8 H, uint8 S, uint8 V)
FLinearColor Desaturate(float Desaturation) const
static FLinearColor MakeRandomColor()
FORCEINLINE FLinearColor GetClamped(float InMin=0.0f, float InMax=1.0f) const
Definition Color.h:232
FLinearColor(const FColor &Color)
Definition Color.h:529
FORCEINLINE const float & Component(int32 Index) const
Definition Color.h:115
bool IsAlmostBlack() const
Definition Color.h:343
FORCEINLINE float & Component(int32 Index)
Definition Color.h:110
FLinearColor LinearRGBToHSV() const
static FLinearColor MakeFromColorTemperature(float Temp)
static CONSTEXPR double sRGBToLinearTable[256]
Definition Color.h:44
FORCEINLINE bool Equals(const FLinearColor &ColorB, float Tolerance=KINDA_SMALL_NUMBER) const
Definition Color.h:255
FORCEINLINE FLinearColor()
Definition Color.h:100
FORCEINLINE bool operator==(const FLinearColor &ColorB) const
Definition Color.h:245
FORCEINLINE float GetMin() const
Definition Color.h:353
FORCEINLINE float GetLuminance() const
Definition Color.h:358
FLinearColor CopyWithNewOpacity(float NewOpacicty) const
Definition Color.h:260
FORCEINLINE float GetMax() const
Definition Color.h:337
FLinearColor HSVToLinearRGB() const
static float Pow22OneOver255Table[256]
Definition Color.h:41
FORCEINLINE FLinearColor operator*(const FLinearColor &ColorB) const
Definition Color.h:156
FORCEINLINE FLinearColor & operator/=(const FLinearColor &ColorB)
Definition Color.h:202
FORCEINLINE bool operator!=(const FLinearColor &Other) const
Definition Color.h:249
FORCEINLINE FLinearColor operator/(float Scalar) const
Definition Color.h:211
static float Dist(const FLinearColor &V1, const FLinearColor &V2)
Definition Color.h:285
FORCEINLINE FLinearColor & operator/=(float Scalar)
Definition Color.h:221
FORCEINLINE FLinearColor operator*(float Scalar) const
Definition Color.h:174
float R
Definition Color.h:35
static float EvaluateBezier(const FLinearColor *ControlPoints, int32 NumPoints, TArray< FLinearColor > &OutPoints)
FORCEINLINE FLinearColor & operator+=(const FLinearColor &ColorB)
Definition Color.h:129
Definition Actor.h:9928
TArray< AActor * > ZoneSpawnVolumeFloors
Definition Actor.h:9931
TArray< FName > ZoneSpawnVolumeFloorTags
Definition Actor.h:9932
float EntryWeight
Definition Actor.h:9933
ANPCZoneSpawnVolume * LinkedZoneSpawnVolume
Definition Actor.h:9930
static float UnwindRadians(float A)
static T InterpCircularOut(const T &A, const T &B, float Alpha)
static T InterpEaseInOut(const T &A, const T &B, float Alpha, float Exp)
static T InterpExpoInOut(const T &A, const T &B, float Alpha)
static FORCEINLINE double RoundToNegativeInfinity(double F)
static FORCEINLINE int32 RandRange(int32 Min, int32 Max)
static T BiLerp(const T &P00, const T &P10, const T &P01, const T &P11, const U &FracX, const U &FracY)
static T LerpStable(const T &A, const T &B, double Alpha)
static FORCEINLINE float RandRange(float InMin, float InMax)
static float UnwindDegrees(float A)
static FORCEINLINE float FastAsin(float Value)
static FORCEINLINE float RoundToNegativeInfinity(float F)
static float FindDeltaAngleRadians(float A1, float A2)
static U CubicCRSplineInterp(const U &P0, const U &P1, const U &P2, const U &P3, const float T0, const float T1, const float T2, const float T3, const float T)
static T InterpCircularInOut(const T &A, const T &B, float Alpha)
static float SmoothStep(float A, float B, float X)
static FORCEINLINE T Clamp(const T X, const T Min, const T Max)
static FORCEINLINE float RoundFromZero(float F)
static T CubicInterpSecondDerivative(const T &P0, const T &T0, const T &P1, const T &T1, const U &A)
static int32 LeastCommonMultiplier(int32 a, int32 b)
static FORCEINLINE T Square(const T A)
static T Lerp(const T &A, const T &B, const U &Alpha)
static FORCEINLINE T Max3(const T A, const T B, const T C)
static T InterpEaseOut(const T &A, const T &B, float Alpha, float Exp)
static FORCEINLINE T DivideAndRoundDown(T Dividend, T Divisor)
static FORCEINLINE float RoundToZero(float F)
static FORCEINLINE int32 RandHelper(int32 A)
static int32 GreatestCommonDivisor(int32 a, int32 b)
static T InterpSinOut(const T &A, const T &B, float Alpha)
static T InterpEaseIn(const T &A, const T &B, float Alpha, float Exp)
static FORCEINLINE float RoundToPositiveInfinity(float F)
static FORCEINLINE void PolarToCartesian(const float Rad, const float Ang, float &OutX, float &OutY)
static FORCEINLINE float FRandRange(float InMin, float InMax)
static float FindDeltaAngleDegrees(float A1, float A2)
static FORCEINLINE bool IsPowerOfTwo(T Value)
static FORCEINLINE auto RadiansToDegrees(T const &RadVal) -> decltype(RadVal *(180.f/PI))
static T InterpCircularIn(const T &A, const T &B, float Alpha)
static T InterpStep(const T &A, const T &B, float Alpha, int32 Steps)
static FORCEINLINE T DivideAndRoundUp(T Dividend, T Divisor)
static T InterpExpoOut(const T &A, const T &B, float Alpha)
static T CubicInterpDerivative(const T &P0, const T &T0, const T &P1, const T &T1, const U &A)
static T CubicInterp(const T &P0, const T &T0, const T &P1, const T &T1, const U &A)
static FORCEINLINE double RoundToPositiveInfinity(double F)
static FORCEINLINE void SinCos(float *ScalarSin, float *ScalarCos, float Value)
static FORCEINLINE T Min3(const T A, const T B, const T C)
static FORCEINLINE auto DegreesToRadians(T const &DegVal) -> decltype(DegVal *(PI/180.f))
static T LerpStable(const T &A, const T &B, float Alpha)
static T InterpExpoIn(const T &A, const T &B, float Alpha)
static FORCEINLINE double RoundToZero(double F)
static T InterpSinIn(const T &A, const T &B, float Alpha)
static FORCEINLINE double RoundFromZero(double F)
static T InterpSinInOut(const T &A, const T &B, float Alpha)
static FORCEINLINE bool RandBool()
static FORCEINLINE void * Memzero(void *Dest, SIZE_T Count)
static FORCEINLINE void Memzero(T &Src)
static FORCEINLINE void * SystemMalloc(SIZE_T Size)
static void Free(void *Original)
static FORCEINLINE void * Memset(void *Dest, uint8 Char, SIZE_T Count)
static void * Malloc(SIZE_T Count, uint32 Alignment=DEFAULT_ALIGNMENT)
static FORCEINLINE void * Memmove(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE int32 Memcmp(const void *Buf1, const void *Buf2, SIZE_T Count)
static FORCEINLINE void Memswap(void *Ptr1, void *Ptr2, SIZE_T Size)
static FORCEINLINE void * StreamingMemcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void Memcpy(T &Dest, const T &Src)
static FORCEINLINE void Memset(T &Src, uint8 ValueToSet)
static void * Realloc(void *Ptr, SIZE_T Size, uint32 Alignment=DEFAULT_ALIGNMENT)
static FORCEINLINE void SystemFree(void *Ptr)
static SIZE_T QuantizeSize(SIZE_T Count, uint32 Alignment=DEFAULT_ALIGNMENT)
static FORCEINLINE void * BigBlockMemcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void * Memcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE int64 Atoi64(const WIDECHAR *String)
static FORCEINLINE int32 Strtoi(const WIDECHAR *Start, WIDECHAR **End, int32 Base)
static const ANSICHAR * GetEncodingName()
static FORCEINLINE int32 Strcmp(const ANSICHAR *String1, const ANSICHAR *String2)
static FORCEINLINE int32 Strcmp(const WIDECHAR *String1, const WIDECHAR *String2)
static FORCEINLINE int64 Strtoi64(const ANSICHAR *Start, ANSICHAR **End, int32 Base)
static FORCEINLINE const ANSICHAR * Strstr(const ANSICHAR *String, const ANSICHAR *Find)
static FORCEINLINE const ANSICHAR * Strrchr(const ANSICHAR *String, ANSICHAR C)
static FORCEINLINE const ANSICHAR * Strchr(const ANSICHAR *String, ANSICHAR C)
static FORCEINLINE WIDECHAR * Strcpy(WIDECHAR *Dest, SIZE_T DestCount, const WIDECHAR *Src)
static FORCEINLINE int32 Stricmp(const ANSICHAR *String1, const ANSICHAR *String2)
static FORCEINLINE int32 Atoi(const ANSICHAR *String)
static FORCEINLINE int32 Strnicmp(const WIDECHAR *String1, const WIDECHAR *String2, SIZE_T Count)
static FORCEINLINE int32 Strncmp(const ANSICHAR *String1, const ANSICHAR *String2, SIZE_T Count)
static FORCEINLINE WIDECHAR * Strncpy(WIDECHAR *Dest, const WIDECHAR *Src, SIZE_T MaxLen)
static FORCEINLINE const WIDECHAR * Strchr(const WIDECHAR *String, WIDECHAR C)
static FORCEINLINE const WIDECHAR * Strstr(const WIDECHAR *String, const WIDECHAR *Find)
static FORCEINLINE ANSICHAR * Strupr(ANSICHAR *Dest, SIZE_T DestCount)
static FORCEINLINE int32 Strlen(const ANSICHAR *String)
static FORCEINLINE int64 Atoi64(const ANSICHAR *String)
static FORCEINLINE uint64 Strtoui64(const ANSICHAR *Start, ANSICHAR **End, int32 Base)
static FORCEINLINE int32 Strlen(const WIDECHAR *String)
static FORCEINLINE double Atod(const WIDECHAR *String)
static FORCEINLINE int64 Strtoi64(const WIDECHAR *Start, WIDECHAR **End, int32 Base)
static FORCEINLINE WIDECHAR * Strtok(WIDECHAR *StrToken, const WIDECHAR *Delim, WIDECHAR **Context)
static FORCEINLINE int32 Stricmp(const WIDECHAR *String1, const WIDECHAR *String2)
static FORCEINLINE int32 GetVarArgs(ANSICHAR *Dest, SIZE_T DestSize, int32 Count, const ANSICHAR *&Fmt, va_list ArgPtr)
static FORCEINLINE int32 Atoi(const WIDECHAR *String)
static FORCEINLINE int32 GetVarArgs(WIDECHAR *Dest, SIZE_T DestSize, int32 Count, const WIDECHAR *&Fmt, va_list ArgPtr)
static FORCEINLINE int32 Strnicmp(const ANSICHAR *String1, const ANSICHAR *String2, SIZE_T Count)
static FORCEINLINE float Atof(const WIDECHAR *String)
static FORCEINLINE WIDECHAR * Strupr(WIDECHAR *Dest, SIZE_T DestCount)
static FORCEINLINE WIDECHAR * Strcat(WIDECHAR *Dest, SIZE_T DestCount, const WIDECHAR *Src)
static FORCEINLINE const WIDECHAR * Strrchr(const WIDECHAR *String, WIDECHAR C)
static FORCEINLINE int32 Strtoi(const ANSICHAR *Start, ANSICHAR **End, int32 Base)
static FORCEINLINE ANSICHAR * Strcat(ANSICHAR *Dest, SIZE_T DestCount, const ANSICHAR *Src)
static FORCEINLINE ANSICHAR * Strtok(ANSICHAR *StrToken, const ANSICHAR *Delim, ANSICHAR **Context)
static FORCEINLINE uint64 Strtoui64(const WIDECHAR *Start, WIDECHAR **End, int32 Base)
static FORCEINLINE int32 Strncmp(const WIDECHAR *String1, const WIDECHAR *String2, SIZE_T Count)
static FORCEINLINE void Strncpy(ANSICHAR *Dest, const ANSICHAR *Src, SIZE_T MaxLen)
static FORCEINLINE float Atof(const ANSICHAR *String)
static FORCEINLINE double Atod(const ANSICHAR *String)
static FORCEINLINE ANSICHAR * Strcpy(ANSICHAR *Dest, SIZE_T DestCount, const ANSICHAR *Src)
TSharedPtr< IModuleInterface > * LoadModule(TSharedPtr< IModuleInterface > *result, FName InModuleName, const bool bWasReloaded)
Definition UE.h:745
bool IsModuleLoaded(FName InModuleName)
Definition UE.h:742
void FindModules(const wchar_t *WildcardWithoutExtension, TArray< FName > *OutModules)
Definition UE.h:741
bool IsModuleUpToDate(FName InModuleName)
Definition UE.h:743
static FString * GetCleanModuleFilename(FString *result, FName ModuleName, bool bGameModule)
Definition UE.h:749
TSharedPtr< IModuleInterface > * GetModule(TSharedPtr< IModuleInterface > *result, FName InModuleName)
Definition UE.h:748
void UnloadModulesAtShutdown()
Definition UE.h:747
bool UnloadModule(FName InModuleName, bool bIsShutdown)
Definition UE.h:746
static void GetModuleFilenameFormat(bool bGameModule, FString *OutPrefix, FString *OutSuffix)
Definition UE.h:750
void AddModule(FName InModuleName)
Definition UE.h:744
void AddBinariesDirectory(const wchar_t *InDirectory, bool bIsGameDirectory)
Definition UE.h:751
void FModuleInfo()
Definition UE.h:752
static FModuleManager * Get()
Definition UE.h:740
Definition Other.h:87
TArray< float > GameDifficulties
Definition Actor.h:380
TArray< float > EnemyLevelsMin
Definition Actor.h:378
TArray< float > EnemyLevelsMax
Definition Actor.h:379
TArray< FNPCSpawnLimit > AdditionalNPCSpawnLimits
Definition Actor.h:442
TSubclassOf< UNPCSpawnEntriesContainer > SpawnEntriesContainerClass
Definition Actor.h:440
TArray< FNPCSpawnEntry > AdditionalNPCSpawnEntries
Definition Actor.h:441
Definition Actor.h:384
TArray< FVector > NPCsSpawnOffsets
Definition Actor.h:389
TArray< float > NPCMinLevelOffset
Definition Actor.h:391
float WaterOnlySpawnMinimumWaterHeight
Definition Actor.h:402
TArray< unsigned char > NPCOverrideLevel
Definition Actor.h:397
float MaximumWaterHeight
Definition Actor.h:403
FString AnEntryName
Definition Actor.h:385
float SpawnMinDistanceFromTamedDinosMultiplier
Definition Actor.h:408
TArray< FNPCDifficultyLevelRange > NPCDifficultyLevelRanges
Definition Actor.h:404
TArray< float > NPCMaxLevelOffset
Definition Actor.h:392
FVector ExtentCheck
Definition Actor.h:398
TArray< FClassRemappingWeight > NPCRandomSpawnClassWeights
Definition Actor.h:388
float SpawnMinDistanceFromPlayersMultiplier
Definition Actor.h:407
float EntryWeight
Definition Actor.h:400
unsigned __int32 bAddLevelOffsetBeforeMultiplier
Definition Actor.h:395
float ManualSpawnPointSpreadRadius
Definition Actor.h:401
TArray< FString > NPCsToSpawnStrings
Definition Actor.h:387
TArray< float > NPCMaxLevelMultiplier
Definition Actor.h:394
TArray< TSubclassOf< APrimalDinoCharacter > > NPCsToSpawn
Definition Actor.h:386
TArray< float > NPCMinLevelMultiplier
Definition Actor.h:393
TArray< float > NPCsToSpawnPercentageChance
Definition Actor.h:390
float LevelDifficultyTestOverride
Definition Actor.h:405
FVector GroupSpawnOffset
Definition Actor.h:399
unsigned __int32 bForcePreventSpawnOnOcean
Definition Actor.h:396
float RandGroupSpawnOffsetZMin
Definition Actor.h:409
float RandGroupSpawnOffsetZMax
Definition Actor.h:410
float SpawnMinDistanceFromStructuresMultiplier
Definition Actor.h:406
float OverrideYaw
Definition Actor.h:411
FString NPCClassString
Definition Actor.h:417
int CurrentNumberOfNPCTouching
Definition Actor.h:419
TSubclassOf< APrimalDinoCharacter > NPCClass
Definition Actor.h:416
float MaxPercentageOfDesiredNumToAllow
Definition Actor.h:418
Definition UE.h:21
unsigned int Number
Definition UE.h:23
static bool SplitNameWithCheck(const wchar_t *OldName, wchar_t *NewName, int NewNameLen, int *NewNumber)
Definition UE.h:55
int ComparisonIndex
Definition UE.h:22
bool operator==(const wchar_t *Other)
Definition UE.h:42
int Compare(FName *Other)
Definition UE.h:43
bool operator==(const FName &Other) const
Definition UE.h:60
FName(EName)
Definition UE.h:31
void ToString(FString *Out)
Definition UE.h:44
FString * GetPlainNameString(FString *result)
Definition UE.h:58
void AppendString(FString *Out)
Definition UE.h:54
FName()
Definition UE.h:27
FString ToString() const
Definition UE.h:45
void Init(const char *InName, int InNumber, EFindName FindType, bool bSplitName, int HardcodeIndex)
Definition UE.h:57
bool IsValidXName(FString InvalidChars, FText *Reason)
Definition UE.h:56
static FString * NameToDisplayString(FString *result, FString *InDisplayName, const bool bIsBool)
Definition UE.h:35
FName(const char *Name, EFindName FindType)
Definition UE.h:37
void(__fastcall *Pointer)(UObject *_this
uint32_t Flags
Definition UE.h:835
Definition Actor.h:9709
float RandomOffsetPercentageOfPlacementInterval
Definition Actor.h:9713
TSubclassOf< UMeshComponent > RenderComponent
Definition Actor.h:9710
TSubclassOf< UPrimalHarvestingComponent > HarvestComponent
Definition Actor.h:9711
float Weight
Definition Actor.h:9712
Definition Actor.h:9701
int HarvestIndex
Definition Actor.h:9703
long double ReplenishAtTime
Definition Actor.h:9702
TSubclassOf< UPrimalHarvestingComponent > HarvestTemplate
Definition Actor.h:9704
FVector AtLocation
Definition Actor.h:9705
FString OtherServerIP
Definition GameMode.h:1047
long double LastSentToPeerServerAt
Definition GameMode.h:1056
FString OtherServerTargetName
Definition GameMode.h:1053
long double LastReceivedFromPeerServerAt
Definition GameMode.h:1055
unsigned int OtherServerId
Definition GameMode.h:1052
FHitResult OverlapInfo
Definition Other.h:57
bool bFromSweep
Definition Other.h:56
void * CachedCompPtr
Definition Other.h:58
unsigned __int32 bBlockingHit
Definition Other.h:379
TWeakObjectPtr< AActor > Actor
Definition Other.h:376
TWeakObjectPtr< UPrimitiveComponent > Component
Definition Other.h:377
AActor * GetActor()
Definition Other.h:383
int ItemIndex
Definition Other.h:378
static UScriptStruct * StaticStruct()
Definition Other.h:384
Definition Actor.h:5898
TArray< FHarvestResourceEntry, FDefaultAllocator > HarvestResourceEntriesOverride
Definition Actor.h:5901
TArray< TSubclassOf< UPrimalHarvestingComponent >, FDefaultAllocator > ForHarvestingComponents
Definition Actor.h:5899
FDamageHarvestingEntry HarvestEntryOverride
Definition Actor.h:5900
UPrimalItem * TreasureMapItem
Definition GameMode.h:1027
FWeakObjectPtr MapGiveToCharacter
Definition GameMode.h:1030
static void MemswapGreaterThan8(void *RESTRICT Ptr1, void *RESTRICT Ptr2, SIZE_T Size)
static FORCEINLINE void * Memset(void *Dest, uint8 Char, SIZE_T Count)
static FORCEINLINE void Valswap(T &A, T &B)
static FORCEINLINE void * StreamingMemcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void * BigBlockMemcpy(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void * Memmove(void *Dest, const void *Src, SIZE_T Count)
static FORCEINLINE void * Memzero(void *Dest, SIZE_T Count)
static FORCEINLINE int32 Memcmp(const void *Buf1, const void *Buf2, SIZE_T Count)
static FORCEINLINE void * Memcpy(void *Dest, const void *Src, SIZE_T Count)
static void Memswap(void *Ptr1, void *Ptr2, SIZE_T Size)
long double & DiedAtTimeField()
Definition Actor.h:291
int & PlayerIDField()
Definition Actor.h:289
FString & DeathReasonField()
Definition Actor.h:290
static UScriptStruct * StaticStruct()
Definition Actor.h:295
BitFieldValue< bool, unsigned __int32 > bContinueOnUnchangedValue()
Definition Actor.h:336
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & ValueTypeField()
Definition Actor.h:327
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & StopOnValueNearMaxField()
Definition Actor.h:328
BitFieldValue< bool, unsigned __int32 > bAddTowardsEquilibrium()
Definition Actor.h:341
static UScriptStruct * StaticStruct()
Definition Actor.h:345
BitFieldValue< bool, unsigned __int32 > bMakeUntameable()
Definition Actor.h:339
BitFieldValue< bool, unsigned __int32 > bMoveTowardsEquilibrium()
Definition Actor.h:340
BitFieldValue< bool, unsigned __int32 > bSetAdditionalValue()
Definition Actor.h:338
int & StatusValueModifierDescriptionIndexField()
Definition Actor.h:332
BitFieldValue< bool, unsigned __int32 > bSetValue()
Definition Actor.h:337
Definition Base.h:191
FieldArray< char, 10 > PlayerState_DefaultItemSlotEngramsField()
Definition Actor.h:5443
FPrimalPersistentCharacterStatsStruct * operator=(FPrimalPersistentCharacterStatsStruct *__that)
Definition Actor.h:5454
void UnlockPerMapExplorerNote(int ExplorerNoteIndex)
Definition Actor.h:5460
TArray< TSubclassOf< UPrimalEngramEntry > > & PlayerState_UnlockedSkillsField()
Definition Actor.h:5440
FieldArray< FDinoOrderGroup, 10 > DinoOrderGroupsField()
Definition Actor.h:5445
int & CharacterStatusComponent_HighestExtraCharacterLevelField()
Definition Actor.h:5434
float & CharacterStatusComponent_ExperiencePointsField()
Definition Actor.h:5432
TArray< unsigned int > & PerMapExplorerNoteUnlocksField()
Definition Actor.h:5436
bool IsPerMapExplorerNoteUnlocked(int ExplorerNoteIndex)
Definition Actor.h:5455
static UScriptStruct * StaticStruct()
Definition Actor.h:5461
FieldArray< char, 16 > CharacterStatusComponent_NumberOfLevelUpPointsAppliedField()
Definition Actor.h:5441
TArray< FName > & FeatUnlocksField()
Definition Actor.h:5438
void UnlockFeat(FName FeatName)
Definition Actor.h:5459
void GiveEngramsToPlayerState(APrimalCharacter *aChar, AShooterPlayerController *forPC)
Definition Actor.h:5457
TArray< FName > & EmoteUnlocksField()
Definition Actor.h:5437
unsigned __int16 & CharacterStatusComponent_ExtraCharacterLevelField()
Definition Actor.h:5431
void ApplyToPrimalCharacter(APrimalCharacter *aChar, AShooterPlayerController *forPC, bool bIgnoreStats, bool bSetCurrentStatsToMax)
Definition Actor.h:5456
void UnlockEmote(FName EmoteName)
Definition Actor.h:5458
TArray< FDefaultItemEntry > & ExtraDefaultItemsField()
Definition Actor.h:5439
FieldArray< TSubclassOf< UPrimalItem >, 10 > PlayerState_DefaultItemSlotClassesField()
Definition Actor.h:5442
int & CharacterStatusComponent_LastRespecAtExtraCharacterLevelField()
Definition Actor.h:5435
FieldArray< TSubclassOf< APrimalBuff >, 10 > PlayerState_FeatHotkeysField()
Definition Actor.h:5444
FPrimalPlayerCharacterConfigStruct * operator=(FPrimalPlayerCharacterConfigStruct *__that)
Definition Actor.h:320
FString & PlayerCharacterLastNameField()
Definition Actor.h:306
FLinearColor & OverrideFacialHairColorField()
Definition Actor.h:302
FieldArray< FLinearColor, 4 > BodyColorsField()
Definition Actor.h:300
FString * GetPlayerCharacterName(FString *result)
Definition Actor.h:321
FLinearColor & OverrideHeadHairColorField()
Definition Actor.h:301
FString & PlayerCharacterFirstNameField()
Definition Actor.h:305
FieldArray< float, 66 > BonePresetsField()
Definition Actor.h:307
BitFieldValue< bool, unsigned __int32 > bIsFemale()
Definition Actor.h:316
static UScriptStruct * StaticStruct()
Definition Actor.h:322
FieldArray< float, 1 > AdvancedBoneModifiersField()
Definition Actor.h:308
float & AllowedRespawnIntervalField()
Definition Actor.h:5482
TArray< short > & CompletedQuestIDsField()
Definition Actor.h:5489
int & LastPinCodeUsedField()
Definition Actor.h:5472
unsigned int & BornAtUTCField()
Definition Actor.h:5479
TArray< short > & CompletedQuestPointOfInterestIDsField()
Definition Actor.h:5488
TArray< short > & DiscoveredZonesNewField()
Definition Actor.h:5490
unsigned int & LocalPlayerIndexField()
Definition Actor.h:5470
FString & SavedNetworkAddressField()
Definition Actor.h:5468
TArray< FFeatCooldown > & FeatCooldownsField()
Definition Actor.h:5483
float & NumOfDeathsField()
Definition Actor.h:5484
FPrimalPlayerDataStruct * operator=(FPrimalPlayerDataStruct *__that)
Definition Actor.h:5500
int & PlayerDataVersionField()
Definition Actor.h:5476
bool HasDiscoveredZone(int ZoneId)
Definition Actor.h:5501
BitFieldValue< bool, unsigned __int32 > bUseSpectator()
Definition Actor.h:5496
BitFieldValue< bool, unsigned __int32 > bFirstSpawned()
Definition Actor.h:5495
FString & PlayerNameField()
Definition Actor.h:5469
long double & LastTimeDiedToEnemyTeamField()
Definition Actor.h:5481
static UScriptStruct * StaticStruct()
Definition Actor.h:5502
unsigned __int64 & PlayerDataIDField()
Definition Actor.h:5466
int & SpawnDayNumberField()
Definition Actor.h:5485
FUniqueNetIdRepl & UniqueIDField()
Definition Actor.h:5467
int & TotalDiscoveryZonePointsField()
Definition Actor.h:5491
float & SpawnDayTimeField()
Definition Actor.h:5486
int & LastUniquePaintingIdField()
Definition Actor.h:5487
unsigned int & NextAllowedTribeJoinTimeUTCField()
Definition Actor.h:5478
FPrimalPlayerCharacterConfigStruct & MyPlayerCharacterConfigField()
Definition Actor.h:5471
FPrimalPersistentCharacterStatsStruct * MyPersistentCharacterStatsField()
Definition Actor.h:5473
unsigned int & NextAllowedTerritoryMessageTimeUTCField()
Definition Actor.h:5477
TArray< int > & AppIDSetField()
Definition Actor.h:5475
long double & NextAllowedRespawnTimeField()
Definition Actor.h:5480
FieldArray< int, 7 > PrimalStatsValuesField()
Definition Actor.h:245
bool & bUsedField()
Definition Actor.h:243
static UScriptStruct * StaticStruct()
Definition Actor.h:249
long double & StartStatsTimeField()
Definition Actor.h:244
unsigned __int64 Port
Definition GameMode.h:215
unsigned int RetryIntervalMsecs
Definition GameMode.h:219
Definition Base.h:360
TSubclassOf< UPrimalItem > RequiredResourceType
FORCEINLINE FRotator_NetQuantize(float InPitch, float InYaw, float InRoll)
FORCEINLINE FRotator_NetQuantize(EForceInit E)
FORCEINLINE FRotator_NetQuantize()
static const FRotator ZeroRotator
Definition Rotator.h:29
void Normalize()
Definition Rotator.h:566
FRotator GetDenormalized() const
Definition Rotator.h:556
float Pitch
Definition Rotator.h:18
float Yaw
Definition Rotator.h:21
FRotator GetNormalized() const
Definition Rotator.h:548
bool IsNearlyZero(float Tolerance=KINDA_SMALL_NUMBER) const
Definition Rotator.h:437
static float DecompressAxisFromByte(uint16 Angle)
Definition Rotator.h:527
bool ContainsNaN() const
Definition Rotator.h:580
FVector UnrotateVector(const FVector &V) const
FRotator Clamp() const
Definition Rotator.h:484
FORCEINLINE FRotator()
Definition Rotator.h:36
static float NormalizeAxis(float Angle)
Definition Rotator.h:505
static float DecompressAxisFromShort(uint16 Angle)
Definition Rotator.h:541
FRotator operator+=(const FRotator &R)
Definition Rotator.h:423
FRotator operator-(const FRotator &R) const
Definition Rotator.h:392
FRotator GetInverse() const
bool operator==(const FRotator &R) const
Definition Rotator.h:411
FORCEINLINE FRotator(float InF)
Definition Rotator.h:369
static uint8 CompressAxisToByte(float Angle)
Definition Rotator.h:520
FRotator(const FQuat &Quat)
FRotator operator*=(float Scale)
Definition Rotator.h:404
void GetWindingAndRemainder(FRotator &Winding, FRotator &Remainder) const
static uint16 CompressAxisToShort(float Angle)
Definition Rotator.h:534
FORCEINLINE FRotator(EForceInit)
Definition Rotator.h:381
FRotator operator-=(const FRotator &R)
Definition Rotator.h:430
FRotator Add(float DeltaPitch, float DeltaYaw, float DeltaRoll)
Definition Rotator.h:475
FRotator GridSnap(const FRotator &RotGrid) const
bool InitFromString(const FString &InSourceString)
FRotator operator*(float Scale) const
Definition Rotator.h:398
FString ToString() const
FORCEINLINE FRotator(float InPitch, float InYaw, float InRoll)
Definition Rotator.h:375
bool Equals(const FRotator &R, float Tolerance=KINDA_SMALL_NUMBER) const
Definition Rotator.h:459
FVector RotateVector(const FVector &V) const
float Roll
Definition Rotator.h:24
FString ToCompactString() const
FVector Vector() const
bool IsZero() const
Definition Rotator.h:453
FRotator operator+(const FRotator &R) const
Definition Rotator.h:386
FQuat Quaternion() const
FVector Euler() const
static float ClampAxis(float Angle)
Definition Rotator.h:490
static FRotator MakeFromEuler(const FVector &Euler)
bool operator!=(const FRotator &V) const
Definition Rotator.h:417
int32 KeyOffset
Definition Map.h:1260
FScriptSetLayout SetLayout
Definition Map.h:1263
int32 ValueOffset
Definition Map.h:1261
int32 HashNextIdOffset
Definition Set.h:1209
FScriptSparseArrayLayout SparseArrayLayout
Definition Set.h:1213
int32 HashIndexOffset
Definition Set.h:1210
int32 ElementOffset
Definition Set.h:1208
unsigned int GetCurrentServerId()
Definition GameMode.h:162
float & GlobalTransitionMinZField()
Definition GameMode.h:147
FVector * ServerLocationToGlobalLocation(FVector *result, unsigned int ServerId, FVector ServerLocation)
Definition GameMode.h:188
bool IsCurrentServerInvalid()
Definition GameMode.h:168
FVector * GlobalLocationToServerLocation(FVector *result, FVector GlobalLocation)
Definition GameMode.h:182
char GetMinimumHopsBetweenGridServers(unsigned int FromGridServerId, unsigned int ToGridServerId, ESeamlessVolumeSide::Side *OutFromSide, ESeamlessVolumeSide::Side *OutToSide)
Definition GameMode.h:177
FVector * GPSLocationToGlobalLocation(FVector *result, FVector2D GPSLocation)
Definition GameMode.h:170
FString & WorldAtlasIdField()
Definition GameMode.h:152
__int16 & MinYField()
Definition GameMode.h:139
TArray< FString > * GetSublevelsNames(TArray< FString > *result)
Definition GameMode.h:195
FString & AtlasPasswordField()
Definition GameMode.h:133
void LoadFromFile(FString FileName, unsigned __int16 InServerX, unsigned __int16 InServerY)
Definition GameMode.h:185
FSeamlessServerInfo * GetServerContainingGPSLocation(FVector2D GPSLocation)
Definition GameMode.h:165
FString & MapImageURLField()
Definition GameMode.h:153
TArray< FSeamlessServerInfo > & CachedServersInfoField()
Definition GameMode.h:156
unsigned int & CurrentServerIdField()
Definition GameMode.h:143
float & GridSizeField()
Definition GameMode.h:146
FString & QuestDataField()
Definition GameMode.h:132
FVector2D * ServerLocationToGPSLocation(FVector2D *result, unsigned int ServerId, FVector ServerLocation)
Definition GameMode.h:187
FVector2D * GetWorldSize(FVector2D *result)
Definition GameMode.h:167
void ParseJsonFromString(FString ServerGridJSON, unsigned __int16 InServerX, unsigned __int16 InServerY)
Definition GameMode.h:186
int & columnUTCOffsetField()
Definition GameMode.h:134
bool GetServerIPAndPort(unsigned int InServerId, FString *IP, int *Port)
Definition GameMode.h:179
TArray< FTransform > * GetSeamlessSublevelsAdditionalTransforms(TArray< FTransform > *result)
Definition GameMode.h:193
FSeamlessServerInfo * GetCurrentServerInfo()
Definition GameMode.h:160
FString * GetAuthListURL(FString *result)
Definition GameMode.h:197
FString & MetaWorldURLField()
Definition GameMode.h:150
FSeamlessServerInfo * FindServerInfo(unsigned int ServerId)
Definition GameMode.h:200
void GetAllServersInfo(TArray< FSeamlessServerInfo > *OutServersList)
Definition GameMode.h:161
void SetServerId(unsigned int ServerId, FString *Ip, int Port, int GamePort)
Definition GameMode.h:189
__int16 & MaxXField()
Definition GameMode.h:138
static void GetServerInfo()
Definition GameMode.h:201
bool & bUseUTCTimeField()
Definition GameMode.h:148
TMap< FString, TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > >, 0 > > & HarvestOverridesField()
Definition GameMode.h:126
unsigned int GetServerToSide(unsigned int InServerId, ESeamlessVolumeSide::Side InDesiredSide)
Definition GameMode.h:180
int & TotalDiscoveryZonesXPField()
Definition GameMode.h:145
TArray< unsigned int > * GetSeamlessSublevelsUniqueIds(TArray< unsigned int > *result)
Definition GameMode.h:194
FVector * GetAbsolutePostionFromRelativePositionInServer(FVector *result, unsigned int ServerId, FVector2D *RelativePos)
Definition GameMode.h:172
__int16 & MinXField()
Definition GameMode.h:137
bool GetCurrentServerIPAndPort(FString *IP, int *Port)
Definition GameMode.h:174
FSeamlessServerInfo * GetServerInfo(unsigned int ServerId)
Definition GameMode.h:164
FVector * GPSLocationToServerLocation(FVector *result, FVector2D GPSLocation)
Definition GameMode.h:171
FVector2D * GlobalLocationToGPSLocation(FVector2D *result, FVector GlobalLocation)
Definition GameMode.h:181
FVector2D * GetRelativePostionInServerFromAbsolutePosition(FVector2D *result, unsigned int ServerId, FVector *AbsPos)
Definition GameMode.h:178
FString & AuthListURLField()
Definition GameMode.h:154
int & TotalGridsYField()
Definition GameMode.h:136
void SetServerInfoSteamId(unsigned int ServerId, unsigned __int64 SteamServerId)
Definition GameMode.h:190
FString & Day0Field()
Definition GameMode.h:149
__int16 & MaxYField()
Definition GameMode.h:140
TMap< unsigned int, FSeamlessServerInfo, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, FSeamlessServerInfo, 0 > > & ServersInfoField()
Definition GameMode.h:144
FVector * GlobalLocationToServerLocation(FVector *result, FVector GlobalLocation, FSeamlessServerInfo *ServerInfo)
Definition GameMode.h:183
FString * GetMapImageURL(FString *result)
Definition GameMode.h:198
int GetCurrentServerSeamlessDataPort()
Definition GameMode.h:175
FVector * GlobalLocationToServerLocation(FVector *result, FVector GlobalLocation, unsigned int ServerId)
Definition GameMode.h:184
FString * GetWorldFriendlyName(FString *result)
Definition GameMode.h:199
int & TotalGridsXField()
Definition GameMode.h:135
FVector * GetGlobalMapSize(FVector *result)
Definition GameMode.h:176
FString * GetWorldAtlasId(FString *result)
Definition GameMode.h:163
FString * GetDay0(FString *result)
Definition GameMode.h:196
FSeamlessServerInfo * GetServerContainingGlobalLocation(FVector GlobalLocation)
Definition GameMode.h:166
FString & WorldFriendlyNameField()
Definition GameMode.h:151
TArray< FString, FDefaultAllocator > & IslandCustomDatas1Field()
Definition GameMode.h:61
float & TreasureQualityMultiplierField()
Definition GameMode.h:53
FVector & GlobalLocationField()
Definition GameMode.h:49
unsigned int & ParentServerIdField()
Definition GameMode.h:48
TArray< FString, FDefaultAllocator > & IslandClientCustomDatas1Field()
Definition GameMode.h:63
float & RotationField()
Definition GameMode.h:69
int & IslandPointsField()
Definition GameMode.h:70
TArray< FString, FDefaultAllocator > & IslandCustomDatas2Field()
Definition GameMode.h:62
TArray< FString, FDefaultAllocator > & IslandClientCustomDatas2Field()
Definition GameMode.h:64
float & WidthField()
Definition GameMode.h:67
bool & bPrioritizeVolumesForTreasuresField()
Definition GameMode.h:59
float & TreasureQualityAdditionField()
Definition GameMode.h:54
TArray< FVector, FDefaultAllocator > & SinglePlayerTreasureSpawnPointsField()
Definition GameMode.h:66
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & SpawnerOverridesField()
Definition GameMode.h:46
bool & bUseLevelBoundsForTreasuresField()
Definition GameMode.h:58
int & FinalNPCLevelOffsetField()
Definition GameMode.h:56
bool & bUseNpcVolumesForTreasuresField()
Definition GameMode.h:57
FIslandInfoGameplayValues & ReplicatedGameplayValuesField()
Definition GameMode.h:71
float & minTreasureQualityField()
Definition GameMode.h:51
float & FinalNPCLevelMultiplierField()
Definition GameMode.h:55
float & maxTreasureQualityField()
Definition GameMode.h:52
FVector2D & ServerLocalLocationField()
Definition GameMode.h:50
float & HeightField()
Definition GameMode.h:68
FString & IslandTreasureBottleSupplyCrateOverridesField()
Definition GameMode.h:47
FVector & SinglePlayerSpawnPointField()
Definition GameMode.h:65
int & IslandIdField()
Definition GameMode.h:45
int & spawnPointRegionOverrideField()
Definition GameMode.h:60
int & SkyStyleIndexField()
Definition GameMode.h:82
unsigned __int16 & gridXField()
Definition GameMode.h:76
TArray< FString > & ServerCustomDatas1Field()
Definition GameMode.h:105
TArray< FString > & ClientCustomDatas2Field()
Definition GameMode.h:108
FString & OceanDinoDepthEntriesOverrideField()
Definition GameMode.h:96
FString & _IpField()
Definition GameMode.h:78
TArray< FString > & ServerCustomDatas2Field()
Definition GameMode.h:106
FString & OceanEpicSpawnEntriesOverrideValuesField()
Definition GameMode.h:101
FString & NPCShipSpawnEntriesOverrideTemplateNameField()
Definition GameMode.h:100
FString & GlobalBiomeSeamlessServerGridPreOffsetValuesField()
Definition GameMode.h:102
FString & OceanFloatsamCratesOverrideField()
Definition GameMode.h:99
FString & AdditionalCmdLineParamsField()
Definition GameMode.h:104
float & TransitionMinZField()
Definition GameMode.h:93
unsigned __int64 & SteamServerIdField()
Definition GameMode.h:110
FString & NameField()
Definition GameMode.h:92
static void GetServerCoords(unsigned int id, unsigned __int16 *OutX, unsigned __int16 *OutY)
Definition GameMode.h:118
FString & TreasureMapLootTablesOverrideField()
Definition GameMode.h:97
TArray< FString > & SubLevelsNamesField()
Definition GameMode.h:84
float & FloorDistFromOceanSurfaceField()
Definition GameMode.h:95
TArray< unsigned int > & SubLevelsUniqueIdsField()
Definition GameMode.h:86
TArray< int > & SubLevelsLandscapeMaterialOverrideField()
Definition GameMode.h:87
TArray< FString > & ClientCustomDatas1Field()
Definition GameMode.h:107
unsigned int GetServerId()
Definition GameMode.h:116
int & GamePortField()
Definition GameMode.h:80
static unsigned int GetServerId(unsigned __int16 x, unsigned __int16 y)
Definition GameMode.h:117
FVector & WaterColorOverrideField()
Definition GameMode.h:83
int & UTCOffSetField()
Definition GameMode.h:94
FVector & OffsetField()
Definition GameMode.h:90
FString & RegionOverridesField()
Definition GameMode.h:98
unsigned __int16 & gridYField()
Definition GameMode.h:77
float & OrientationField()
Definition GameMode.h:89
TArray< FSeamlessIslandInfo > & IslandInstancesField()
Definition GameMode.h:109
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & ExtraSubLevelsNamesField()
Definition GameMode.h:88
bool & bIsHomeServerField()
Definition GameMode.h:91
FString & GlobalBiomeSeamlessServerGridPreOffsetValuesOceanWaterField()
Definition GameMode.h:103
TArray< FTransform > & SubLevelsAdditionalTransformsField()
Definition GameMode.h:85
int & SeamlessDataPortField()
Definition GameMode.h:81
unsigned __int64 & SocketField()
Definition Other.h:74
bool SetNonBlocking(bool bIsNonBlocking)
Definition Other.h:93
bool SetMulticastTtl(char TimeToLive)
Definition Other.h:98
bool Listen(int MaxBacklog)
Definition Other.h:82
bool LeaveMulticastGroup(FInternetAddr *GroupAddress)
Definition Other.h:96
bool Send(const char *Data, int Count, int *BytesSent)
Definition Other.h:88
bool Close()
Definition Other.h:79
bool Recv(char *Data, int BufferSize, int *BytesRead, ESocketReceiveFlags::Type Flags)
Definition Other.h:90
bool SetReuseAddr(bool bAllowReuse)
Definition Other.h:99
bool SetLinger(bool bShouldLinger, int Timeout)
Definition Other.h:100
bool HasPendingConnection(bool *bHasPendingConnection)
Definition Other.h:83
bool SetBroadcast(bool bAllowBroadcast)
Definition Other.h:94
bool SetSendBufferSize(int Size, int *NewSize)
Definition Other.h:101
bool HasPendingData(unsigned int *PendingDataSize)
Definition Other.h:84
FSocket * Accept(FInternetAddr *OutAddr, FString *SocketDescription)
Definition Other.h:86
FDateTime & LastActivityTimeField()
Definition Other.h:75
ESocketConnectionState GetConnectionState()
Definition Other.h:91
bool SetMulticastLoopback(bool bLoopback)
Definition Other.h:97
bool Bind(FInternetAddr *Addr)
Definition Other.h:80
bool JoinMulticastGroup(FInternetAddr *GroupAddress)
Definition Other.h:95
int GetPortNo()
Definition Other.h:103
bool SendTo(const char *Data, int Count, int *BytesSent, FInternetAddr *Destination)
Definition Other.h:87
bool RecvFrom(char *Data, int BufferSize, int *BytesRead, FInternetAddr *Source, ESocketReceiveFlags::Type Flags)
Definition Other.h:89
void GetAddress(FInternetAddr *OutAddr)
Definition Other.h:92
FSocket * Accept(FString *SocketDescription)
Definition Other.h:85
bool Connect(FInternetAddr *Addr)
Definition Other.h:81
bool SetReceiveBufferSize(int Size, int *NewSize)
Definition Other.h:102
FString & SocketDescriptionField()
Definition Other.h:68
ESocketType & SocketTypeField()
Definition Other.h:67
unsigned int & EntityIDField()
Definition Actor.h:254
bool & bServerIsFullField()
Definition Actor.h:256
static UScriptStruct * StaticStruct()
Definition Actor.h:271
bool & bInLandClaimedFlagRangeField()
Definition Actor.h:263
bool & bReachedMaxTravelCountField()
Definition Actor.h:264
TEnumAsByte< enum EShipType::Type > & ShipTypeField()
Definition Actor.h:258
bool & bIsDeadField()
Definition Actor.h:265
unsigned int & ServerIdField()
Definition Actor.h:259
FVector2D & RelativeLocationInServerField()
Definition Actor.h:260
FString * GetDisplayName(FString *result, FVector *FromPos, bool bIncludeDistance)
Definition Actor.h:270
unsigned int & ParentEntityIDField()
Definition Actor.h:262
unsigned int & NextAllowedUseTimeField()
Definition Actor.h:261
FString & EntityNameField()
Definition Actor.h:255
FSpawnPointInfo * operator=(FSpawnPointInfo *__that)
Definition Actor.h:269
TEnumAsByte< enum ETribeEntityType::Type > & EntityTypeField()
Definition Actor.h:257
TArray< FRequiredResource, FDefaultAllocator > RequiredResources
FName StageBarrierComponentCustomTag
Definition Other.h:523
TArray< FString > ItemClassStrings
Definition Other.h:527
TArray< float > ItemsMaxQuantities
Definition Other.h:530
float MinQuality
Definition Other.h:536
float QualityPower
Definition Other.h:538
float EntryWeight
Definition Other.h:525
bool bActualItemRandomWithoutReplacement
Definition Other.h:543
TArray< TSubclassOf< UPrimalItem > > Items
Definition Other.h:526
float MinQuantity
Definition Other.h:533
FString ItemEntryName
Definition Other.h:524
TArray< float > ItemsMinQuantities
Definition Other.h:529
unsigned __int32 bForceBlueprint
Definition Other.h:539
float RequiresMinQuality
Definition Other.h:542
float ChanceToBeBlueprintOverride
Definition Other.h:540
float GiveExtraItemQuantityPercentByOwnerCharacterLevel
Definition Other.h:532
float MaxQuantity
Definition Other.h:534
TArray< float > ItemsWeights
Definition Other.h:528
int GiveRequiresMinimumCharacterLevel
Definition Other.h:531
float QuantityPower
Definition Other.h:535
float MaxQuality
Definition Other.h:537
float ChanceToActuallyGiveItem
Definition Other.h:541
float NumItemsPower
Definition Other.h:552
bool bItemsRandomWithoutReplacement
Definition Other.h:554
TSubclassOf< UPrimalSupplyCrateItemSet > ItemSetOverride
Definition Other.h:555
TArray< FSupplyCrateItemEntry > ItemEntries
Definition Other.h:549
FString SetName
Definition Other.h:548
Definition Actor.h:9852
bool bOverrideCrateValues
Definition Actor.h:9855
TSubclassOf< APrimalStructureItemContainer_SupplyCrate > CrateTemplate
Definition Actor.h:9854
FSupplyCrateValuesOverride OverrideCrateValues
Definition Actor.h:9856
TSubclassOf< UNPCSpawnEntriesContainer > CrateEnemySpawnEntries
Definition Actor.h:9857
float EntryWeight
Definition Actor.h:9853
Definition Actor.h:9861
long double LastTimeSpawned
Definition Actor.h:9870
FName LinkedEnemySpawnZoneManagerTag
Definition Actor.h:9864
ANPCZoneManager * LinkedEnemySpawnZoneManager
Definition Actor.h:9863
TArray< FSupplyCrateSpawnEntry, FDefaultAllocator > OverrideSupplyCrateEntries
Definition Actor.h:9869
AActor * LinkedSpawnPoint
Definition Actor.h:9862
FVector TraceGroundPointDownOffset
Definition Actor.h:9866
FVector TraceGroundPointUpOffset
Definition Actor.h:9867
unsigned __int32 bTraceGroundPoint
Definition Actor.h:9865
float SpawnPointWeight
Definition Actor.h:9868
bool bRandomizeMinAndMaxQualityMultiplier
Definition Actor.h:9842
TSubclassOf< UPrimalItem > ItemSetExtraItemClass
Definition Actor.h:9846
TSubclassOf< UPrimalSupplyCrateItemSets > AdditionalItemSetsOverride
Definition Actor.h:9839
float ItemSetExtraItemQuantityByQualityPower
Definition Actor.h:9848
TArray< FSupplyCrateItemSet, FDefaultAllocator > ItemSets
Definition Actor.h:9836
TSubclassOf< UPrimalSupplyCrateItemSets > ItemSetsOverride
Definition Actor.h:9837
float ItemSetExtraItemQuantityByQualityMultiplier
Definition Actor.h:9847
TArray< FSupplyCrateItemSet, FDefaultAllocator > AdditionalItemSets
Definition Actor.h:9838
Definition UE.h:114
bool ShouldGatherForLocalization()
Definition UE.h:138
int CompareTo(FText *Other, ETextComparisonLevel::Type ComparisonLevel)
Definition UE.h:121
static void GetEmpty()
Definition UE.h:140
static FText * FromName(FText *result, FName *Val)
Definition UE.h:135
FString * ToString()
Definition UE.h:137
static bool FindText(FString *Namespace, FString *Key, FText *OutText, FString *const SourceString)
Definition UE.h:133
static FText * Format(FText *result, FText *Fmt, FText *v1, FText *v2)
Definition UE.h:131
static FText * TrimPreceding(FText *result, FText *InText)
Definition UE.h:127
static FText * CreateChronologicalText(FText *result, FString InSourceString)
Definition UE.h:134
TSharedPtr< FString > * GetSourceString(TSharedPtr< FString > *result)
Definition UE.h:139
FText(FText *Source)
Definition UE.h:123
static FText * TrimTrailing(FText *result, FText *InText)
Definition UE.h:128
FText * operator=(FText *Source)
Definition UE.h:124
static FText * TrimPrecedingAndTrailing(FText *result, FText *InText)
Definition UE.h:129
FText(FString InSourceString)
Definition UE.h:125
TSharedPtr< FTextHistory > History
Definition UE.h:115
int Flags
Definition UE.h:116
static FText * FromString(FText *result, FString String)
Definition UE.h:136
TSharedPtr< FString > DisplayString
Definition UE.h:117
FText(FString InSourceString, FString InNamespace, FString InKey, int InFlags)
Definition UE.h:126
FText()
Definition UE.h:122
static FText * Format(FText *result, FText *Fmt, FText *v1)
Definition UE.h:130
static FText * Format(FText *result, FText *Fmt, FText *v1, FText *v2, FText *v3)
Definition UE.h:132
Definition UE.h:809
__m128 Scale3D
Definition UE.h:72
__m128 Translation
Definition UE.h:71
__m128 Rotation
Definition UE.h:70
FString & AllianceNameField()
Definition Tribe.h:112
TArray< unsigned int > & MembersTribeIDField()
Definition Tribe.h:115
bool operator==(FTribeAlliance *Other)
Definition Tribe.h:121
TArray< unsigned int > & AdminsTribeIDField()
Definition Tribe.h:116
unsigned int & AllianceIDField()
Definition Tribe.h:113
FString * GetDescriptiveString(FString *result)
Definition Tribe.h:120
static UScriptStruct * StaticStruct()
Definition Tribe.h:122
TArray< FString > & MembersTribeNameField()
Definition Tribe.h:114
bool IsTribeAlliedWith(unsigned int OtherTribeID)
Definition Tribe.h:54
bool HasTribeWarRequest(int TribeID, UWorld *ForWorld)
Definition Tribe.h:53
long double GetSecondsSinceLastNameChange(UObject *WorldContextObject)
Definition Tribe.h:49
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & MembersPlayerDataIDSet_ServerField()
Definition Tribe.h:36
int GetTribeRankGroupIndexForPlayer(unsigned int PlayerDataID)
Definition Tribe.h:52
int & ClaimFlagPaintingRevisionField()
Definition Tribe.h:40
TArray< unsigned int > & MembersPlayerDataIDField()
Definition Tribe.h:23
TArray< FTribeEntity > & TribeEntitiesField()
Definition Tribe.h:35
TArray< FPrimalPlayerCharacterConfigStruct > & MembersConfigsField()
Definition Tribe.h:30
TArray< FString > & TribeLogField()
Definition Tribe.h:32
bool GetTribeRankGroupForPlayer(unsigned int PlayerDataID, FTribeRankGroup *outRankGroup)
Definition Tribe.h:51
int & ClaimFlagPaintingIdField()
Definition Tribe.h:39
TArray< FString > & MembersPlayerNameField()
Definition Tribe.h:22
int GetBestRankGroupForRank(int Rank)
Definition Tribe.h:46
void MarkTribeNameChanged(UObject *WorldContextObject)
Definition Tribe.h:56
bool IsTribeWarActive(int TribeID, UWorld *ForWorld, bool bIncludeUnstarted)
Definition Tribe.h:55
bool & bSetGovernmentField()
Definition Tribe.h:28
unsigned int & OwnerPlayerDataIDField()
Definition Tribe.h:20
TArray< FTribeWar > & TribeWarsField()
Definition Tribe.h:31
TArray< unsigned char > & MembersRankGroupsField()
Definition Tribe.h:25
TArray< FTribeRankGroup > & TribeRankGroupsField()
Definition Tribe.h:34
void RefreshTribeWars(UWorld *ForWorld)
Definition Tribe.h:57
static UScriptStruct * StaticStruct()
Definition Tribe.h:59
bool & bMembersLoadedField()
Definition Tribe.h:37
TArray< unsigned int > & TribeAdminsField()
Definition Tribe.h:26
FTribeData * operator=(FTribeData *__that)
Definition Tribe.h:58
FTribeAlliance * FindTribeAlliance(unsigned int AllianceID)
Definition Tribe.h:45
TArray< FTribeAlliance > & TribeAlliancesField()
Definition Tribe.h:27
TArray< unsigned int > & MembersLastOnlineAtField()
Definition Tribe.h:24
int & TribeIDField()
Definition Tribe.h:21
FString * GetTribeNameWithRankGroup(FString *result, unsigned int PlayerDataID)
Definition Tribe.h:50
TArray< short > & ClaimFlagStructureColorsField()
Definition Tribe.h:41
FString & NotificationTopicIdentifierField()
Definition Tribe.h:38
int & LogIndexField()
Definition Tribe.h:33
int GetDefaultRankGroupIndex()
Definition Tribe.h:47
FString & TribeNameField()
Definition Tribe.h:18
FString * GetRankNameForPlayerID(FString *result, unsigned int PlayerDataID)
Definition Tribe.h:48
FTribeGovernment & TribeGovernmentField()
Definition Tribe.h:29
long double & LastNameChangeTimeField()
Definition Tribe.h:19
int & TribeGovern_PINCodeField()
Definition Tribe.h:5
int & TribeGovern_DinoUnclaimAdminOnlyField()
Definition Tribe.h:9
int & TribeGovern_StructureOwnershipField()
Definition Tribe.h:7
int & TribeGovern_DinoTamingField()
Definition Tribe.h:8
static UScriptStruct * StaticStruct()
Definition Tribe.h:13
int & TribeGovern_DinoOwnershipField()
Definition Tribe.h:6
bool operator==(FTribeRankGroup *Other)
Definition Tribe.h:106
FString & RankGroupNameField()
Definition Tribe.h:87
void ValidateSettings()
Definition Tribe.h:105
FTribeRankGroup * operator=(FTribeRankGroup *__that)
Definition Tribe.h:103
char & RankGroupRankField()
Definition Tribe.h:88
char & PetOrderRankField()
Definition Tribe.h:93
char & PetRidingRankField()
Definition Tribe.h:94
char & InviteToGroupRankField()
Definition Tribe.h:95
char & NumInvitesRemainingField()
Definition Tribe.h:99
char & NewStructureInventoryRankField()
Definition Tribe.h:92
char & MaxBanishmentGroupRankField()
Definition Tribe.h:98
char & NewStructureActivationRankField()
Definition Tribe.h:91
static UScriptStruct * StaticStruct()
Definition Tribe.h:107
char & StructureActivationRankField()
Definition Tribe.h:90
char & MaxPromotionGroupRankField()
Definition Tribe.h:96
char & MaxDemotionGroupRankField()
Definition Tribe.h:97
void MakeNew()
Definition Tribe.h:104
char & InventoryRankField()
Definition Tribe.h:89
bool CanBeRejected(UWorld *ForWorld)
Definition Tribe.h:75
bool operator==(FTribeWar *Other)
Definition Tribe.h:81
FString * GetWarTimeString(FString *result, int DayNumber, float DayTime)
Definition Tribe.h:76
bool IsValidWar(UWorld *ForWorld)
Definition Tribe.h:80
int & EnemyTribeIDField()
Definition Tribe.h:64
bool & bIsApprovedField()
Definition Tribe.h:69
float & EndDayTimeField()
Definition Tribe.h:68
static UScriptStruct * StaticStruct()
Definition Tribe.h:82
bool HasWarStarted(UWorld *ForWorld)
Definition Tribe.h:77
float & StartDayTimeField()
Definition Tribe.h:67
bool IsTribeWarOn(UWorld *ForWorld)
Definition Tribe.h:79
FString & EnemyTribeNameField()
Definition Tribe.h:71
int & EndDayNumberField()
Definition Tribe.h:66
bool IsCurrentlyActive(UWorld *ForWorld)
Definition Tribe.h:78
int & InitiatingTribeIDField()
Definition Tribe.h:70
int & StartDayNumberField()
Definition Tribe.h:65
FORCEINLINE const uint32 & operator[](int32 ComponentIndex) const
Definition IntVector.h:503
FORCEINLINE bool operator==(const FUintVector4 &Other) const
Definition IntVector.h:514
FORCEINLINE bool operator!=(const FUintVector4 &Other) const
Definition IntVector.h:520
FORCEINLINE FUintVector4(uint32 InX, uint32 InY, uint32 InZ, uint32 InW)
Definition IntVector.h:479
FORCEINLINE FUintVector4(EForceInit)
Definition IntVector.h:495
FORCEINLINE FUintVector4(uint32 InValue)
Definition IntVector.h:487
FORCEINLINE FUintVector4()
Definition IntVector.h:475
FORCEINLINE uint32 & operator[](int32 ComponentIndex)
Definition IntVector.h:509
FString * ToString(FString *result)
Definition Actor.h:198
static UScriptStruct * StaticStruct()
Definition Actor.h:199
bool operator==(FUniqueNetIdRepl *Other)
Definition Actor.h:195
TSharedPtr< FUniqueNetId > UniqueNetId
Definition Actor.h:190
FUniqueNetIdRepl * operator=(FUniqueNetIdRepl *Other)
Definition Actor.h:194
bool ExportTextItem(FString *ValueStr, FUniqueNetIdRepl *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition Actor.h:197
void SetUniqueNetId(TSharedPtr< FUniqueNetId, 0 > *InUniqueNetId)
Definition Actor.h:196
unsigned __int64 UniqueNetId
Definition UE.h:258
int GetSize()
Definition UE.h:262
bool IsValid()
Definition UE.h:264
FString * ToString(FString *result)
Definition UE.h:263
FString * ToDebugString(FString *result)
Definition UE.h:265
FString UniqueNetIdStr
Definition UE.h:270
FUniqueNetIdUInt64(uint64 InUniqueNetId)
Definition UE.h:248
FUniqueNetIdUInt64(FString *Str)
Definition UE.h:245
unsigned __int64 & UniqueNetIdField()
Definition UE.h:241
FString * ToDebugString(FString *result)
Definition UE.h:251
FUniqueNetIdUInt64(FUniqueNetId *InUniqueNetId)
Definition UE.h:247
FString * ToString(FString *result)
Definition UE.h:253
unsigned int GetHash()
Definition UE.h:252
bool IsValid()
Definition UE.h:250
FUniqueNetIdUInt64(FUniqueNetIdUInt64 *Src)
Definition UE.h:246
unsigned __int32 bAddOverTimeSpeedInSeconds
Definition Inventory.h:529
unsigned __int32 bAddOverTime
Definition Inventory.h:528
unsigned __int32 bPercentOfMaxStatusValue
Definition Inventory.h:524
unsigned __int32 bResetExistingModifierDescriptionIndex
Definition Inventory.h:533
unsigned __int32 bDontRequireLessThanMaxToUse
Definition Inventory.h:527
unsigned __int32 bConsumeDurability
Definition Inventory.h:538
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StopAtValueNearMax
Definition Inventory.h:546
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType
Definition Inventory.h:545
unsigned __int32 bMoveTowardsEquilibrium
Definition Inventory.h:535
unsigned __int32 bAddTowardsEquilibrium
Definition Inventory.h:536
unsigned __int32 bSetAdditionalValue
Definition Inventory.h:532
TSubclassOf< UDamageType > ScaleValueByCharacterDamageType
Definition Inventory.h:547
unsigned __int32 bUseItemQuality
Definition Inventory.h:526
unsigned __int32 bPercentOfCurrentStatusValue
Definition Inventory.h:525
unsigned __int32 bLimitToMaxValue
Definition Inventory.h:537
unsigned __int32 bForceUseStatOnDinos
Definition Inventory.h:534
unsigned __int32 bContinueOnUnchangedValue
Definition Inventory.h:530
FVector2D RoundToVector() const
Definition Vector2D.h:806
FIntPoint IntPoint() const
Definition Vector2D.h:801
FVector2D GetRotated(float AngleDeg) const
Definition Vector2D.h:719
bool IsNearlyZero(float Tolerance=KINDA_SMALL_NUMBER) const
Definition Vector2D.h:776
float Y
Definition Vector2D.h:22
float Size() const
Definition Vector2D.h:707
static const FVector2D UnitVector
Definition Vector2D.h:30
static FORCEINLINE float DistSquared(const FVector2D &V1, const FVector2D &V2)
Definition Vector2D.h:559
float Component(int32 Index) const
Definition Vector2D.h:795
FORCEINLINE float operator|(const FVector2D &V) const
Definition Vector2D.h:541
FORCEINLINE FVector2D operator-(const FVector2D &V) const
Definition Vector2D.h:498
static FORCEINLINE float CrossProduct(const FVector2D &A, const FVector2D &B)
Definition Vector2D.h:571
bool IsZero() const
Definition Vector2D.h:783
static FORCEINLINE float DotProduct(const FVector2D &A, const FVector2D &B)
Definition Vector2D.h:553
FORCEINLINE FVector2D operator+=(const FVector2D &V)
Definition Vector2D.h:625
bool operator>=(const FVector2D &Other) const
Definition Vector2D.h:607
FORCEINLINE FVector2D operator-(float A) const
Definition Vector2D.h:523
FVector2D operator/=(float V)
Definition Vector2D.h:646
static const FVector2D ZeroVector
Definition Vector2D.h:27
bool operator!=(const FVector2D &V) const
Definition Vector2D.h:583
float operator[](int32 Index) const
Definition Vector2D.h:675
FORCEINLINE FVector2D operator*(float Scale) const
Definition Vector2D.h:504
FVector2D operator/=(const FVector2D &V)
Definition Vector2D.h:661
FORCEINLINE FVector2D(FIntPoint InPos)
Definition Vector2D.h:480
float & operator[](int32 Index)
Definition Vector2D.h:668
bool Equals(const FVector2D &V, float Tolerance=KINDA_SMALL_NUMBER) const
Definition Vector2D.h:613
float GetMax() const
Definition Vector2D.h:689
FORCEINLINE FVector2D operator+(const FVector2D &V) const
Definition Vector2D.h:492
float GetMin() const
Definition Vector2D.h:701
FORCEINLINE FVector2D GetSignVector() const
Definition Vector2D.h:817
FORCEINLINE FVector2D()
Definition Vector2D.h:35
FORCEINLINE FVector2D operator+(float A) const
Definition Vector2D.h:517
FORCEINLINE FVector2D(EForceInit)
Definition Vector2D.h:487
bool operator<(const FVector2D &Other) const
Definition Vector2D.h:589
FORCEINLINE FVector2D GetAbs() const
Definition Vector2D.h:826
FORCEINLINE FVector2D operator-() const
Definition Vector2D.h:619
FORCEINLINE float operator^(const FVector2D &V) const
Definition Vector2D.h:547
void Set(float InX, float InY)
Definition Vector2D.h:682
float & Component(int32 Index)
Definition Vector2D.h:789
FVector2D operator/(float Scale) const
Definition Vector2D.h:510
void ToDirectionAndLength(FVector2D &OutDir, float &OutLength) const
Definition Vector2D.h:761
FORCEINLINE bool ContainsNaN() const
Definition Vector2D.h:457
FORCEINLINE FVector2D operator*=(float Scale)
Definition Vector2D.h:639
float GetAbsMax() const
Definition Vector2D.h:695
FORCEINLINE FVector2D operator-=(const FVector2D &V)
Definition Vector2D.h:632
FVector2D ClampAxes(float MinAxisVal, float MaxAxisVal) const
Definition Vector2D.h:811
FVector2D operator/(const FVector2D &V) const
Definition Vector2D.h:535
FVector2D GetSafeNormal(float Tolerance=SMALL_NUMBER) const
Definition Vector2D.h:734
bool operator<=(const FVector2D &Other) const
Definition Vector2D.h:601
FORCEINLINE FVector2D(float InX, float InY)
Definition Vector2D.h:475
float X
Definition Vector2D.h:19
void Normalize(float Tolerance=SMALL_NUMBER)
Definition Vector2D.h:746
float SizeSquared() const
Definition Vector2D.h:713
FVector2D operator*=(const FVector2D &V)
Definition Vector2D.h:654
bool operator==(const FVector2D &V) const
Definition Vector2D.h:577
static FORCEINLINE float Distance(const FVector2D &V1, const FVector2D &V2)
Definition Vector2D.h:565
bool operator>(const FVector2D &Other) const
Definition Vector2D.h:595
FORCEINLINE FVector2D operator*(const FVector2D &V) const
Definition Vector2D.h:529
FORCEINLINE FVector_NetQuantize100()
FORCEINLINE FVector_NetQuantize100(EForceInit E)
FORCEINLINE FVector_NetQuantize100(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantize100(const FVector &InVec)
FORCEINLINE FVector_NetQuantize10(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantize10(const FVector &InVec)
FORCEINLINE FVector_NetQuantize10(EForceInit E)
FORCEINLINE FVector_NetQuantize10()
FORCEINLINE FVector_NetQuantize(EForceInit E)
FORCEINLINE FVector_NetQuantize(const FVector &InVec)
FORCEINLINE FVector_NetQuantize(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantize()
FORCEINLINE FVector_NetQuantizeNormal(EForceInit E)
FORCEINLINE FVector_NetQuantizeNormal(float InX, float InY, float InZ)
FORCEINLINE FVector_NetQuantizeNormal()
FORCEINLINE FVector_NetQuantizeNormal(const FVector &InVec)
FORCEINLINE FVector operator+(float Bias) const
Definition Vector.h:1145
FORCEINLINE FVector operator*=(float Scale)
Definition Vector.h:1210
bool operator!=(const FVector &V) const
Definition Vector.h:1176
FORCEINLINE FVector()
Definition Vector.h:41
static float Triple(const FVector &X, const FVector &Y, const FVector &Z)
Definition Vector.h:1044
static bool Orthogonal(const FVector &Normal1, const FVector &Normal2, float OrthogonalCosineThreshold=THRESH_NORMALS_ARE_ORTHOGONAL)
Definition Vector.h:1031
static bool Parallel(const FVector &Normal1, const FVector &Normal2, float ParallelCosineThreshold=THRESH_NORMALS_ARE_PARALLEL)
Definition Vector.h:1019
FORCEINLINE FVector operator-(const FVector &V) const
Definition Vector.h:1135
FORCEINLINE FVector operator-=(const FVector &V)
Definition Vector.h:1204
FVector GetSafeNormal(float Tolerance=SMALL_NUMBER) const
Definition Vector.h:1520
static FVector VectorPlaneProject(const FVector &V, const FVector &PlaneNormal)
Definition Vector.h:1014
FVector operator/=(const FVector &V)
Definition Vector.h:1229
static bool PointsAreSame(const FVector &P, const FVector &Q)
Definition Vector.h:968
FORCEINLINE FVector(float InF)
Definition Vector.h:1062
FORCEINLINE FVector operator+=(const FVector &V)
Definition Vector.h:1198
FORCEINLINE FVector operator-() const
Definition Vector.h:1192
FORCEINLINE FVector operator^(const FVector &V) const
Definition Vector.h:1105
bool IsUniform(float Tolerance=KINDA_SMALL_NUMBER) const
Definition Vector.h:1510
FORCEINLINE FVector operator-(float Bias) const
Definition Vector.h:1140
FRotator ToOrientationRotator() const
FVector(const FLinearColor &InColor)
Definition Vector.h:1072
FVector MirrorByVector(const FVector &MirrorNormal) const
Definition Vector.h:1515
FVector Reciprocal() const
Definition Vector.h:1476
static FORCEINLINE float DistSquaredXY(const FVector &V1, const FVector &V2)
Definition Vector.h:1627
float X
Definition Vector.h:27
static bool PointsAreNear(const FVector &Point1, const FVector &Point2, float Dist)
Definition Vector.h:987
bool InitFromString(const FString &InSourceString)
static FORCEINLINE float DotProduct(const FVector &A, const FVector &B)
Definition Vector.h:1125
float Y
Definition Vector.h:30
FVector ComponentMax(const FVector &Other) const
Definition Vector.h:1301
void ToDirectionAndLength(FVector &OutDir, float &OutLength) const
Definition Vector.h:1361
FORCEINLINE float operator|(const FVector &V) const
Definition Vector.h:1120
FRotator Rotation() const
FORCEINLINE FVector GetUnsafeNormal() const
Definition Vector.h:1392
FVector GetClampedToMaxSize(float MaxSize) const
Definition Vector.h:1428
FORCEINLINE FVector operator*(const FVector &V) const
Definition Vector.h:1161
void FindBestAxisVectors(FVector &Axis1, FVector &Axis2) const
float Size2D() const
Definition Vector.h:1321
FVector(FIntVector InVector)
Definition Vector.h:1077
static const FVector ZeroVector
Definition Vector.h:38
float SizeSquared2D() const
Definition Vector.h:1326
FVector GetSafeNormal2D(float Tolerance=SMALL_NUMBER) const
Definition Vector.h:1537
float & Component(int32 Index)
Definition Vector.h:1466
static FORCEINLINE float BoxPushOut(const FVector &Normal, const FVector &Size)
Definition Vector.h:1632
FVector operator/(float Scale) const
Definition Vector.h:1155
static FVector RadiansToDegrees(const FVector &RadVector)
Definition Vector.h:1052
float GetAbsMin() const
Definition Vector.h:1291
FVector2D UnitCartesianToSpherical() const
bool IsZero() const
Definition Vector.h:1339
FVector GetAbs() const
Definition Vector.h:1306
static float PointPlaneDist(const FVector &Point, const FVector &PlaneBase, const FVector &PlaneNormal)
Definition Vector.h:997
FVector BoundToCube(float Radius) const
Definition Vector.h:1398
static FORCEINLINE float DistSquared(const FVector &V1, const FVector &V2)
Definition Vector.h:1622
FORCEINLINE FVector GetSignVector() const
Definition Vector.h:1376
FORCEINLINE FVector operator/(const FVector &V) const
Definition Vector.h:1166
static FORCEINLINE float Dist2D(const FVector &V1, const FVector &V2)
Definition Vector.h:751
FVector ComponentMin(const FVector &Other) const
Definition Vector.h:1296
float Size() const
Definition Vector.h:1311
float GetMin() const
Definition Vector.h:1286
float Z
Definition Vector.h:33
FString ToString() const
Definition Vector.h:1637
float & operator[](int32 Index)
Definition Vector.h:1235
static FORCEINLINE float Dist(const FVector &V1, const FVector &V2)
Definition Vector.h:1612
FVector GridSnap(const float &GridSz) const
static bool Coincident(const FVector &Normal1, const FVector &Normal2, float ParallelCosineThreshold=THRESH_NORMALS_ARE_PARALLEL)
Definition Vector.h:1025
FVector Projection() const
Definition Vector.h:1386
static bool Coplanar(const FVector &Base1, const FVector &Normal1, const FVector &Base2, const FVector &Normal2, float ParallelCosineThreshold=THRESH_NORMALS_ARE_PARALLEL)
Definition Vector.h:1037
FORCEINLINE FVector ProjectOnTo(const FVector &A) const
Definition Vector.h:1572
static FVector PointPlaneProject(const FVector &Point, const FVector &PlaneBase, const FVector &PlaneNormal)
Definition Vector.h:1007
bool IsNormalized() const
Definition Vector.h:1356
FORCEINLINE FVector ProjectOnToNormal(const FVector &Normal) const
Definition Vector.h:1577
static FVector PointPlaneProject(const FVector &Point, const FVector &A, const FVector &B, const FVector &C)
void UnwindEuler()
bool Equals(const FVector &V, float Tolerance=KINDA_SMALL_NUMBER) const
Definition Vector.h:1181
FQuat ToOrientationQuat() const
bool operator==(const FVector &V) const
Definition Vector.h:1171
FVector GetClampedToSize2D(float Min, float Max) const
Definition Vector.h:1418
float SizeSquared() const
Definition Vector.h:1316
float operator[](int32 Index) const
Definition Vector.h:1252
FVector GetClampedToSize(float Min, float Max) const
Definition Vector.h:1408
float GetAbsMax() const
Definition Vector.h:1281
static FORCEINLINE float DistSquared2D(const FVector &V1, const FVector &V2)
Definition Vector.h:770
FVector operator/=(float V)
Definition Vector.h:1216
float GetMax() const
Definition Vector.h:1276
FVector(FIntPoint A)
Definition Vector.h:1082
static FORCEINLINE FVector CrossProduct(const FVector &A, const FVector &B)
Definition Vector.h:1115
FVector operator*=(const FVector &V)
Definition Vector.h:1223
void Set(float InX, float InY, float InZ)
Definition Vector.h:1269
FORCEINLINE FVector operator+(const FVector &V) const
Definition Vector.h:1130
FORCEINLINE FVector operator*(float Scale) const
Definition Vector.h:1150
static FVector DegreesToRadians(const FVector &DegVector)
Definition Vector.h:1057
FORCEINLINE CONSTEXPR FVector(float InX, float InY, float InZ)
Definition Vector.h:1067
FORCEINLINE float CosineAngle2D(FVector B) const
Definition Vector.h:1562
bool AllComponentsEqual(float Tolerance=KINDA_SMALL_NUMBER) const
Definition Vector.h:1186
FVector GetClampedToMaxSize2D(float MaxSize) const
Definition Vector.h:1447
static FORCEINLINE float DistXY(const FVector &V1, const FVector &V2)
Definition Vector.h:1617
static void CreateOrthonormalBasis(FVector &XAxis, FVector &YAxis, FVector &ZAxis)
FORCEINLINE bool IsUnit(float LengthSquaredTolerance=KINDA_SMALL_NUMBER) const
Definition Vector.h:1590
FVector RotateAngleAxis(const float AngleDeg, const FVector &Axis) const
Definition Vector.h:942
bool ContainsNaN() const
Definition Vector.h:1583
float HeadingAngle() const
Definition Vector.h:1595
static float EvaluateBezier(const FVector *ControlPoints, int32 NumPoints, TArray< FVector > &OutPoints)
float Component(int32 Index) const
Definition Vector.h:1471
FORCEINLINE FVector(const FVector2D V, float InZ)
Definition Vector.h:931
bool IsNearlyZero(float Tolerance=KINDA_SMALL_NUMBER) const
Definition Vector.h:1331
FORCEINLINE FVector(EForceInit)
Definition Vector.h:1087
static FORCEINLINE float Distance(const FVector &V1, const FVector &V2)
Definition Vector.h:741
bool Normalize(float Tolerance=SMALL_NUMBER)
Definition Vector.h:1344
int ObjectIndex
Definition UE.h:149
void operator=(UObject const *__that)
Definition UE.h:152
bool IsValid()
Definition UE.h:153
int ObjectSerialNumber
Definition UE.h:150
TArray< float, FDefaultAllocator > Weights
Definition Actor.h:6024
TArray< UObject *, FDefaultAllocator > AssociatedObjects
Definition Actor.h:6025
static FORCEINLINE int64 AtomicRead64(volatile const int64 *Src)
static void HandleAtomicsFailure(const TCHAR *InFormat,...)
static FORCEINLINE void * InterlockedExchangePtr(void **Dest, void *Exchange)
static void RequestExit(bool force)
Definition Other.h:138
Definition UE.h:623
static UObject * StaticConstructObject(UClass *InClass, UObject *InOuter, FName InName, EObjectFlags InFlags, UObject *InTemplate, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph *InInstanceGraph)
Definition UE.h:640
static void GetPrivateStaticClassBody(const wchar_t *PackageName, const wchar_t *Name, T **ReturnClass, void(__cdecl *RegisterNativeFunc)())
static UObject * StaticLoadObject(UClass *ObjectClass, UObject *InOuter, const wchar_t *InName, const wchar_t *Filename, unsigned int LoadFlags, DWORD64 Sandbox, bool bAllowObjectReconciliation)
Definition UE.h:631
static DataValue< UEngine * > GEngine()
Definition UE.h:676
static DataValue< FUObjectArray > GUObjectArray()
Definition UE.h:678
static bool HasClassCastFlags(UObject *object, ClassCastFlags flags)
Definition UE.h:664
static bool HasClassCastFlags(UClass *_class, ClassCastFlags flags)
Definition UE.h:670
static void GetObjectsOfClass(UClass *ClassToLookFor, TArray< UObject *, FDefaultAllocator > *Results, bool bIncludeDerivedClasses, EObjectFlags ExclusionFlags)
Definition UE.h:625
void * vfptr
Definition UE.h:231
FString * ToHumanReadableString(FString *result)
Definition UE.h:232
static bool IsLinebreak(CharType c)
Definition Char.h:87
static bool IsLinebreak(CharType c)
Definition Char.h:70
long double LastSentAt
Definition GameMode.h:17
bool bInitialConnectionAttemptFinished
Definition GameMode.h:15
TArray< unsigned char > BytesToSend
Definition GameMode.h:10
TArray< unsigned char > BytesReceived
Definition GameMode.h:19
UShooterCheatManager * CheatManagerField()
Definition Other.h:109
void Tick(long double WorldTime, UWorld *InWorld)
Definition Other.h:120
FSocket * SocketField()
Definition Other.h:108
TArray< signed char > & DataBufferField()
Definition Other.h:112
unsigned int & CurrentPacketSizeField()
Definition Other.h:113
bool & IsAuthenticatedField()
Definition Other.h:110
bool & IsClosedField()
Definition Other.h:111
void ProcessRCONPacket(RCONPacket *Packet, UWorld *InWorld)
Definition Other.h:121
FString & ServerPasswordField()
Definition Other.h:116
void SendMessageW(int Id, int Type, FString *OutGoingMessage)
Definition Other.h:122
long double & LastSendKeepAliveTimeField()
Definition Other.h:115
long double & LastReceiveTimeField()
Definition Other.h:114
int Id
Definition Other.h:129
int Type
Definition Other.h:130
FString Body
Definition Other.h:131
int Length
Definition Other.h:128
FORCEINLINE void operator()(Type *Object) const
FORCEINLINE FRawPtrProxy(ObjectType *InObject, Deleter &&InDeleter)
FORCEINLINE FRawPtrProxy(ObjectType *InObject)
FReferenceControllerBase * ReferenceController
static FORCEINLINE const int32 GetSharedReferenceCount(const FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE void ReleaseSharedReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static void ReleaseWeakReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static bool ConditionallyAddSharedReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE void AddWeakReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE void AddSharedReference(FReferenceControllerBase *ReferenceController) TSAN_SAFE_UNSAFEPTR
static FORCEINLINE const int32 GetSharedReferenceCount(const FReferenceControllerBase *ReferenceController)
static void ReleaseWeakReference(FReferenceControllerBase *ReferenceController)
static FORCEINLINE void AddWeakReference(FReferenceControllerBase *ReferenceController)
static FORCEINLINE void ReleaseSharedReference(FReferenceControllerBase *ReferenceController)
static FORCEINLINE void AddSharedReference(FReferenceControllerBase *ReferenceController)
static bool ConditionallyAddSharedReference(FReferenceControllerBase *ReferenceController)
@ Value
Definition AndOrNot.h:31
T * Begin
Definition Sorting.h:58
int32 Size
Definition Sorting.h:59
int32 Num() const
Definition Sorting.h:55
T * GetData() const
Definition Sorting.h:54
TArrayRange(T *InPtr, int32 InSize)
Definition Sorting.h:48
static FORCEINLINE CharType * Strcpy(CharType *Dest, SIZE_T DestCount, const CharType *Src)
Definition CString.h:520
static FORCEINLINE bool IsPureAnsi(const CharType *Str)
static FORCEINLINE uint64 Strtoui64(const CharType *Start, CharType **End, int32 Base)
Definition CString.h:743
static const CharType * Strfind(const CharType *Str, const CharType *Find)
Definition CString.h:370
static CharType * Strncat(CharType *Dest, const CharType *Src, int32 MaxLen)
Definition CString.h:125
static const CharType * Strifind(const CharType *Str, const CharType *Find)
Definition CString.h:399
static FORCEINLINE const CharType * Strchr(const CharType *String, CharType c)
Definition CString.h:598
static FORCEINLINE CharType * Strupr(CharType *Dest, SIZE_T DestCount)
Definition CString.h:542
static CharType * Stristr(CharType *Str, const CharType *Find)
Definition CString.h:228
static const CharType * Tab(int32 NumTabs)
Definition CString.h:361
static FORCEINLINE int32 GetVarArgs(CharType *Dest, SIZE_T DestSize, int32 Count, const CharType *&Fmt, va_list ArgPtr)
Definition CString.h:758
static FORCEINLINE int64 Strtoi64(const CharType *Start, CharType **End, int32 Base)
Definition CString.h:736
static FORCEINLINE CharType * Strstr(CharType *String, const CharType *Find)
Definition CString.h:591
static FORCEINLINE CharType * Strcat(CharType(&Dest)[DestCount], const CharType *Src)
Definition CString.h:112
static FORCEINLINE const CharType * Strstr(const CharType *String, const CharType *Find)
Definition CString.h:584
static FORCEINLINE double Atod(const CharType *String)
Definition CString.h:722
static FORCEINLINE const CharType * Strrstr(const CharType *String, const CharType *Find)
Definition CString.h:626
static FORCEINLINE int32 Stricmp(const CharType *String1, const CharType *String2)
Definition CString.h:563
static FORCEINLINE int32 Strnicmp(const CharType *String1, const CharType *String2, SIZE_T Count)
Definition CString.h:570
static FORCEINLINE float Atof(const CharType *String)
Definition CString.h:715
static FORCEINLINE int32 Strlen(const CharType *String)
Definition CString.h:577
static FORCEINLINE int32 Strspn(const CharType *String, const CharType *Mask)
Definition CString.h:656
static FORCEINLINE int32 Atoi(const CharType *String)
Definition CString.h:701
static FORCEINLINE CharType * Strtok(CharType *TokenString, const CharType *Delim, CharType **Context)
Definition CString.h:751
static FORCEINLINE bool ToBool(const CharType *String)
static FORCEINLINE CharType * Strchr(CharType *String, CharType c)
Definition CString.h:605
static FORCEINLINE CharType * Strcat(CharType *Dest, SIZE_T DestCount, const CharType *Src)
Definition CString.h:535
static FORCEINLINE CharType * Strncpy(CharType *Dest, const CharType *Src, int32 MaxLen)
Definition CString.h:527
static FORCEINLINE CharType * Strrstr(CharType *String, const CharType *Find)
Definition CString.h:633
static FORCEINLINE CharType * Strcpy(CharType(&Dest)[DestCount], const CharType *Src)
Definition CString.h:88
static FORCEINLINE int32 Strncmp(const CharType *String1, const CharType *String2, SIZE_T Count)
Definition CString.h:556
static FORCEINLINE CharType * Strupr(CharType(&Dest)[DestCount])
Definition CString.h:154
static FORCEINLINE int32 Strtoi(const CharType *Start, CharType **End, int32 Base)
Definition CString.h:729
static FORCEINLINE const CharType * Strrchr(const CharType *String, CharType c)
Definition CString.h:612
static bool IsNumeric(const CharType *Str)
Definition CString.h:30
T CharType
Definition CString.h:18
static const CharType * Spc(int32 NumSpaces)
Definition CString.h:354
static const CharType * Stristr(const CharType *Str, const CharType *Find)
Definition CString.h:485
static const CharType * StrfindDelim(const CharType *Str, const CharType *Find, const CharType *Delim=LITERAL(CharType, " \t,"))
Definition CString.h:434
static FORCEINLINE CharType * Strrchr(CharType *String, CharType c)
Definition CString.h:619
static FORCEINLINE int32 Strcspn(const CharType *String, const CharType *Mask)
Definition CString.h:680
static FORCEINLINE int64 Atoi64(const CharType *String)
Definition CString.h:708
static FORCEINLINE int32 Strcmp(const CharType *String1, const CharType *String2)
Definition CString.h:549
static const int32 MAX_TABS
Definition CString.h:350
static const int32 MAX_SPACES
Definition CString.h:347
const T *const ParamType
const ArrayType & ConstReference
const T *const ConstPointerType
const ArrayType & ConstReference
TCallTraitsParamTypeHelper< T, PassByValue >::ConstParamType ConstPointerType
TCallTraitsParamTypeHelper< T, PassByValue >::ParamType ParamType
static const CharType NextLine
Definition Char.h:62
static const CharType FormFeed
Definition Char.h:60
static const CharType VerticalTab
Definition Char.h:59
static const CharType CarriageReturn
Definition Char.h:61
static const CharType LineFeed
Definition Char.h:58
static const CharType LineSeparator
Definition Char.h:49
static const CharType NextLine
Definition Char.h:48
static const CharType FormFeed
Definition Char.h:46
T CharType
Definition Char.h:42
static const CharType CarriageReturn
Definition Char.h:47
static const CharType ParagraphSeparator
Definition Char.h:50
static const CharType VerticalTab
Definition Char.h:45
static const CharType LineFeed
Definition Char.h:44
Definition Char.h:99
T CharType
Definition Char.h:100
static bool IsOctDigit(CharType Char)
Definition Char.h:114
static CharType ToLower(CharType Char)
static bool IsIdentifier(CharType Char)
Definition Char.h:128
static bool IsUnderscore(CharType Char)
Definition Char.h:133
static bool IsDigit(CharType Char)
static bool IsAlnum(CharType Char)
static bool IsWhitespace(CharType Char)
static bool IsPrint(CharType Char)
static bool IsLower(CharType Char)
static bool IsGraph(CharType Char)
static CharType ToUpper(CharType Char)
static int32 ConvertCharDigitToInt(CharType Char)
Definition Char.h:121
static bool IsHexDigit(CharType Char)
static bool IsUpper(CharType Char)
static bool IsPunct(CharType Char)
static bool IsAlpha(CharType Char)
static bool IsLinebreak(CharType Char)
Definition Char.h:136
FORCEINLINE friend bool operator!=(const TCheckedPointerIterator &Lhs, const TCheckedPointerIterator &Rhs)
Definition TArray.h:189
TCheckedPointerIterator(const int32 &InNum, ElementType *InPtr)
Definition TArray.h:160
FORCEINLINE TCheckedPointerIterator & operator++()
Definition TArray.h:172
FORCEINLINE ElementType & operator*() const
Definition TArray.h:167
ElementType * Ptr
Definition TArray.h:185
const int32 & CurrentNum
Definition TArray.h:186
FORCEINLINE TCheckedPointerIterator & operator--()
Definition TArray.h:178
Definition Decay.h:44
UE4Decay_Private::TDecayNonReference< typenameTRemoveReference< T >::Type >::Type Type
Definition Decay.h:45
TTypeTraits< KeyType >::ConstPointerType KeyInitType
Definition Map.h:75
static FORCEINLINE KeyInitType GetSetKey(ElementInitType Element)
Definition Map.h:78
static FORCEINLINE bool Matches(KeyInitType A, KeyInitType B)
Definition Map.h:82
const TPairInitializer< typename TTypeTraits< KeyType >::ConstInitType, typename TTypeTraits< ValueType >::ConstInitType > & ElementInitType
Definition Map.h:76
static FORCEINLINE uint32 GetKeyHash(KeyInitType Key)
Definition Map.h:86
TDereferenceWrapper(const PREDICATE_CLASS &InPredicate)
Definition Sorting.h:31
const PREDICATE_CLASS & Predicate
Definition Sorting.h:29
FORCEINLINE bool operator()(T *A, T *B) const
Definition Sorting.h:35
TDereferenceWrapper(const PREDICATE_CLASS &InPredicate)
Definition Sorting.h:18
const PREDICATE_CLASS & Predicate
Definition Sorting.h:16
FORCEINLINE bool operator()(T &A, T &B)
Definition Sorting.h:22
FORCEINLINE bool operator()(const T &A, const T &B) const
Definition Sorting.h:23
IteratorType Iter
Definition TArray.h:223
FORCEINLINE TDereferencingIterator & operator++()
Definition TArray.h:216
FORCEINLINE ElementType & operator*() const
Definition TArray.h:211
FORCEINLINE friend bool operator!=(const TDereferencingIterator &Lhs, const TDereferencingIterator &Rhs)
Definition TArray.h:225
TDereferencingIterator(IteratorType InIter)
Definition TArray.h:206
static FORCEINLINE TCHAR const * GetFormatSpecifier()
FORCEINLINE const Type & operator*() const
TGuardValue(Type &ReferenceValue, const Type &NewValue)
@ Value
Definition IsEnum.h:8
FORCEINLINE bool operator()(const TKeyValuePair &A, const TKeyValuePair &B) const
bool operator!=(const TKeyValuePair &Other) const
TKeyValuePair(const KeyType &InKey, const ValueType &InValue)
bool operator==(const TKeyValuePair &Other) const
TKeyValuePair(const KeyType &InKey)
bool operator<(const TKeyValuePair &Other) const
FORCEINLINE bool operator()(const T &A, const T &B) const
Definition Less.h:26
Definition Less.h:15
FORCEINLINE bool operator()(const T &A, const T &B) const
Definition Less.h:16
static const WIDECHAR * Select(const ANSICHAR *, const WIDECHAR *wide)
Definition Char.h:27
static const WIDECHAR Select(const ANSICHAR, const WIDECHAR wide)
Definition Char.h:26
static const ANSICHAR Select(const ANSICHAR ansi, const WIDECHAR)
Definition Char.h:19
static const ANSICHAR * Select(const ANSICHAR *ansi, const WIDECHAR *)
Definition Char.h:20
TMakeIntegerSequenceImpl< T,(ToAdd-1==(T) 0), ToAdd-1, Values..., sizeof...(Values)>::Type Type
static FORCEINLINE TCHAR const * GetName()
@ Value
Definition AndOrNot.h:69
@ Value
Definition AndOrNot.h:60
static uint16 Test(To *)
static uint8 Test(...)
TScopeCounter(Type &ReferenceValue)
TSubclassOf()
Definition UE.h:216
UClass * uClass
Definition UE.h:226
TSubclassOf(UClass *uClass)
Definition UE.h:221
FORCEINLINE ObjectType * operator->() const
Definition UE.h:101
FORCEINLINE ObjectType & operator*() const
Definition UE.h:96
ObjectType * Object
Definition UE.h:94
TTuple(ArgTypes &&... Args)
Definition Tuple.h:585
TTuple(const TTuple &)=default
UE4Tuple_Private::TTupleImpl< TMakeIntegerSequence< uint32, sizeof...(Types)>, Types... > Super
Definition Tuple.h:570
TTuple & operator=(TTuple &&)=default
TTuple(TTuple &&)=default
TTuple & operator=(const TTuple &)=default
TTuple()=default
static void FromString(T &Value, const TCHAR *Buffer)
Definition FString.h:1907
static FString ToSanitizedString(const T &Value)
Definition FString.h:1902
static FString ToString(const T &Value)
Definition FString.h:1901
TCallTraits< T >::ParamType ConstInitType
TCallTraits< T >::ConstPointerType ConstPointerType
int ObjectIndex
Definition UE.h:159
FORCEINLINE T & operator*()
Definition UE.h:162
TWeakObjectPtr(int index, int serialnumber)
Definition UE.h:196
int ObjectSerialNumber
Definition UE.h:160
TWeakObjectPtr()
Definition UE.h:193
T * Get(bool bEvenIfPendingKill=false)
Definition UE.h:172
FORCEINLINE bool operator==(const TWeakObjectPtr< T > &__that) const
Definition UE.h:187
FORCEINLINE operator bool()
Definition UE.h:177
FORCEINLINE operator T*()
Definition UE.h:182
FORCEINLINE T * operator->()
Definition UE.h:167
bool ComponentHasTag(FName Tag)
Definition Inventory.h:53
void SetActive(bool bNewActive, bool bReset)
Definition Inventory.h:99
void BeginDestroy()
Definition Inventory.h:52
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
Definition Inventory.h:95
void OnRep_IsActive()
Definition Inventory.h:86
void OnRegister()
Definition Inventory.h:85
BitFieldValue< bool, unsigned __int32 > bHasBeenCreated()
Definition Inventory.h:33
BitFieldValue< bool, unsigned __int32 > bAutoActivate()
Definition Inventory.h:30
bool NeedsLoadForClient()
Definition Inventory.h:81
BitFieldValue< bool, unsigned __int32 > bRegistered()
Definition Inventory.h:21
void InitializeComponent()
Definition Inventory.h:69
void SendRenderDynamicData_Concurrent()
Definition Inventory.h:97
void OnComponentCreated()
Definition Inventory.h:83
bool IsActive()
Definition Inventory.h:74
bool IsOwnerSelected()
Definition Inventory.h:73
void RegisterComponentWithWorld(UWorld *InWorld)
Definition Inventory.h:93
BitFieldValue< bool, unsigned __int32 > bRenderStateDirty()
Definition Inventory.h:22
BitFieldValue< bool, unsigned __int32 > bRenderDynamicDataDirty()
Definition Inventory.h:24
FString * GetReadableName(FString *result)
Definition Inventory.h:67
void ExecuteUnregisterEvents()
Definition Inventory.h:62
void RecreatePhysicsState(bool bRestoreBoneTransforms)
Definition Inventory.h:89
void ReregisterComponent()
Definition Inventory.h:96
BitFieldValue< bool, unsigned __int32 > bPhysicsStateCreated()
Definition Inventory.h:40
void UninitializeComponent()
Definition Inventory.h:106
void Deactivate()
Definition Inventory.h:56
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer()
Definition Inventory.h:37
void ToggleActive()
Definition Inventory.h:105
bool IsComponentTickEnabled()
Definition Inventory.h:70
BitFieldValue< bool, unsigned __int32 > bAllowConcurrentTick()
Definition Inventory.h:28
BitFieldValue< bool, unsigned __int32 > bNeverNeedsRenderUpdate()
Definition Inventory.h:27
void DoDeferredRenderUpdates_Concurrent()
Definition Inventory.h:60
bool NeedsLoadForServer()
Definition Inventory.h:82
void FailedToRegisterWithWorld(UObject *Object)
Definition Inventory.h:108
void MarkForNeededEndOfFrameRecreate()
Definition Inventory.h:76
BitFieldValue< bool, unsigned __int32 > bHasCachedOwner()
Definition Inventory.h:38
bool IsNameStableForNetworking()
Definition Inventory.h:71
BitFieldValue< bool, unsigned __int32 > bRenderTransformDirty()
Definition Inventory.h:23
BitFieldValue< bool, unsigned __int32 > bWantsInitializeComponent()
Definition Inventory.h:32
void ExecuteRegisterEvents()
Definition Inventory.h:61
void MarkRenderDynamicDataDirty()
Definition Inventory.h:78
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
Definition Inventory.h:48
BitFieldValue< bool, unsigned __int32 > bAutoRegister()
Definition Inventory.h:25
bool IsSupportedForNetworking()
Definition Inventory.h:75
ULevel * GetComponentLevel()
Definition Inventory.h:63
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
Definition Inventory.h:49
void CreateRenderState_Concurrent()
Definition Inventory.h:55
bool AllowRegisterWithWorld(UWorld *InWorld)
Definition Inventory.h:46
void DestroyComponent()
Definition Inventory.h:57
AActor * GetOwner()
Definition Inventory.h:66
BitFieldValue< bool, unsigned __int32 > bNetAddressable()
Definition Inventory.h:42
void RecreateRenderState_Concurrent()
Definition Inventory.h:90
BitFieldValue< bool, unsigned __int32 > bIsActive()
Definition Inventory.h:31
void BPTickComponent(float DeltaTime)
Definition Inventory.h:51
void UnregisterComponent()
Definition Inventory.h:107
FName & CustomTagField()
Definition Inventory.h:14
void RegisterComponent()
Definition Inventory.h:91
TArray< FName > & ComponentTagsField()
Definition Inventory.h:13
BitFieldValue< bool, unsigned __int32 > bReplicates()
Definition Inventory.h:41
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
Definition Inventory.h:94
BitFieldValue< bool, unsigned __int32 > bHasBeenInitialized()
Definition Inventory.h:34
void CreatePhysicsState()
Definition Inventory.h:54
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Inventory.h:109
void SetComponentTickEnabled(bool bEnabled)
Definition Inventory.h:100
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Inventory.h:65
BitFieldValue< bool, unsigned __int32 > bAlwaysReplicatePropertyConditional()
Definition Inventory.h:35
void SendRenderTransform_Concurrent()
Definition Inventory.h:98
void MarkRenderTransformDirty()
Definition Inventory.h:80
void PostInitProperties()
Definition Inventory.h:87
void MarkForNeededEndOfFrameUpdate()
Definition Inventory.h:77
int & CustomDataField()
Definition Inventory.h:15
BitFieldValue< bool, unsigned __int32 > bStasisPreventUnregister()
Definition Inventory.h:36
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
Definition Inventory.h:92
bool GetIsReplicated()
Definition Inventory.h:64
void PostRename(UObject *OldOuter, FName OldName)
Definition Inventory.h:88
AActor * CachedOwnerField()
Definition Inventory.h:16
void OnComponentDestroyed()
Definition Inventory.h:84
void DestroyPhysicsState()
Definition Inventory.h:58
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
Definition Inventory.h:50
UWorld * WorldField()
Definition Inventory.h:17
void SetIsReplicated(bool ShouldReplicate)
Definition Inventory.h:102
bool ShouldActivate()
Definition Inventory.h:104
BitFieldValue< bool, unsigned __int32 > bCreatedByConstructionScript()
Definition Inventory.h:29
bool IsNetSimulating()
Definition Inventory.h:72
UWorld * GetWorld()
Definition Inventory.h:68
void DestroyRenderState_Concurrent()
Definition Inventory.h:59
void SetComponentTickEnabledAsync(bool bEnabled)
Definition Inventory.h:101
void SetNetAddressable()
Definition Inventory.h:103
BitFieldValue< bool, unsigned __int32 > bTickInEditor()
Definition Inventory.h:26
BitFieldValue< bool, unsigned __int32 > bRenderStateCreated()
Definition Inventory.h:39
void Activate(bool bReset)
Definition Inventory.h:47
void MarkRenderStateDirty()
Definition Inventory.h:79
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:574
void GenerateDeterministicGuid()
Definition UE.h:450
FGuid & BlueprintGuidField()
Definition UE.h:446
TSubclassOf< UObject > & GeneratedClassField()
Definition UE.h:443
bool & bLegacyGeneratedClassIsAuthoritativeField()
Definition UE.h:445
TSubclassOf< UObject > & SkeletonGeneratedClassField()
Definition UE.h:442
bool & bLegacyNeedToPurgeSkelRefsField()
Definition UE.h:444
TArray< UActorComponent * > ComponentTemplatesField()
Definition UE.h:457
UObject * PRIVATE_InnermostPreviousCDOField()
Definition UE.h:456
void TagSubobjects(EObjectFlags NewFlags)
Definition UE.h:466
bool NeedsLoadForServer()
Definition UE.h:465
bool NeedsLoadForClient()
Definition UE.h:464
FString * GetDesc(FString *result)
Definition UE.h:463
TSubclassOf< UObject > & ParentClassField()
Definition UE.h:455
TEnumAsByte< enum EBlueprintType > & BlueprintTypeField()
Definition UE.h:458
int & BlueprintSystemVersionField()
Definition UE.h:459
char & FieldSizeField()
Definition UE.h:593
char & ByteOffsetField()
Definition UE.h:594
static void * operator new(const unsigned __int64 InSize, UObject *InOuter, FName InName, EObjectFlags InSetFlags)
Definition UE.h:600
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:605
FString * GetCPPType(FString *result, FString *ExtendedTypeText, unsigned int CPPExportFlags)
Definition UE.h:603
bool Identical(const void *A, const void *B, unsigned int PortFlags)
Definition UE.h:606
void ClearValueInternal(void *Data)
Definition UE.h:608
char & ByteMaskField()
Definition UE.h:595
void CopyValuesInternal(void *Dest, const void *Src, int Count)
Definition UE.h:607
int GetMinAlignment()
Definition UE.h:602
void SetBoolSize(const unsigned int InSize, const bool bIsNativeBool, const unsigned int InBitMask)
Definition UE.h:601
char & FieldMaskField()
Definition UE.h:596
FString * GetCPPMacroType(FString *result, FString *ExtendedTypeText)
Definition UE.h:604
FVector & BoxExtent()
Definition Actor.h:9734
bool CanStepUp(FHitResult *Hit)
Definition Actor.h:9263
float & AvoidanceWeightField()
Definition Actor.h:9153
BitFieldValue< bool, unsigned __int32 > bMaintainHorizontalGroundVelocity()
Definition Actor.h:9198
BitFieldValue< bool, unsigned __int32 > bReplicateRelativeToAttachedParent()
Definition Actor.h:9166
BitFieldValue< bool, unsigned __int32 > bCanWalkOffLedgesWhenCrouching()
Definition Actor.h:9195
float & DinoClientPositionErrorToleranceStoppedField()
Definition Actor.h:9094
BitFieldValue< bool, unsigned __int32 > bPerformingJumpOff()
Definition Actor.h:9217
void ServerMoveOnlyRotation_Implementation(float TimeStamp, char ClientRoll, unsigned int View)
Definition Actor.h:9382
long double & LastSkippedMoveTimeField()
Definition Actor.h:9144
FVector & PendingForceToApplyField()
Definition Actor.h:9115
bool & bHackTestDisableRotationCodeField()
Definition Actor.h:9137
bool ShouldComputePerchResult(FHitResult *InHit, bool bCheckRadius)
Definition Actor.h:9395
void ServerMoveOnlyRotationWWH(float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
Definition Actor.h:9435
FVector & LastCheckedFloorAtRelativeLocField()
Definition Actor.h:9161
BitFieldValue< bool, unsigned __int32 > bNetworkUpdateReceived()
Definition Actor.h:9205
bool ShouldTreadWater(FVector *InputVector)
Definition Actor.h:9397
BitFieldValue< bool, unsigned __int32 > bCheatFlying()
Definition Actor.h:9208
float & CurrentLedgeSlipPushVelocityField()
Definition Actor.h:9058
float & JumpOutOfWaterPitchField()
Definition Actor.h:9121
bool PhysWalkingAsync(float deltaTime, int Iterations)
Definition Actor.h:9352
BitFieldValue< bool, unsigned __int32 > bForceMaxAccel()
Definition Actor.h:9190
void PhysCustom(float deltaTime, int Iterations)
Definition Actor.h:9346
BitFieldValue< bool, unsigned __int32 > bMovementInProgress()
Definition Actor.h:9188
void Prone(bool bClientSimulation)
Definition Actor.h:9357
BitFieldValue< bool, unsigned __int32 > bUseRVOPostProcess()
Definition Actor.h:9232
bool & bScalePushForceToVelocityField()
Definition Actor.h:9101
BitFieldValue< bool, unsigned __int32 > bEnableScopedMovementUpdates()
Definition Actor.h:9189
ACharacter * GetCharacterOwner()
Definition Actor.h:9290
BitFieldValue< bool, unsigned __int32 > bForceNextFloorCheck()
Definition Actor.h:9192
float & RotationBrakingField()
Definition Actor.h:9131
bool ResolvePenetrationImpl(FVector *Adjustment, FHitResult *Hit, FQuat *NewRotation)
Definition Actor.h:9364
void ServerMoveDualWWH_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, float ClientMoveWaveHeight)
Definition Actor.h:9371
float ImmersionDepth(bool bUseLineTrace)
Definition Actor.h:9314
long double & ForceBigPushingTimeField()
Definition Actor.h:9060
FRotator * ComputeOrientToMovementRotation(FRotator *result, FRotator *CurrentRotation, float DeltaTime, FRotator *DeltaRotation)
Definition Actor.h:9276
bool & bPushForceScaledToMassField()
Definition Actor.h:9100
float & AirControlBoostVelocityThresholdField()
Definition Actor.h:9082
BitFieldValue< bool, unsigned __int32 > bOnlyForwardsInputAcceleration()
Definition Actor.h:9173
BitFieldValue< bool, unsigned __int32 > bPreventAddingImpulse()
Definition Actor.h:9184
void SimulatedTick(float DeltaSeconds)
Definition Actor.h:9400
void ClientAdjustPosition_Implementation(float TimeStamp, FVector NewLocation, FVector NewVelocity, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
Definition Actor.h:9270
int & MaxSimulationIterationsField()
Definition Actor.h:9119
BitFieldValue< bool, unsigned __int32 > bAccelerationFollowsRotation()
Definition Actor.h:9219
void ServerMoveDualOnlyRotationWWH_Implementation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
Definition Actor.h:9369
void UpdateFromCompressedFlags(char Flags)
Definition Actor.h:9415
void StopDodging(bool bClientSimulation, bool bForce)
Definition Actor.h:9407
float & PerchAdditionalHeightField()
Definition Actor.h:9088
void ClientVeryShortAdjustPosition_Implementation(float TimeStamp, FVector NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
Definition Actor.h:9273
void ProcessLanded(FHitResult *Hit, float remainingTime, int Iterations)
Definition Actor.h:9356
void ForcePositionUpdate(float DeltaTime)
Definition Actor.h:9285
ACharacter * CharacterOwnerField()
Definition Actor.h:9042
float & AccelerationFollowsRotationMinDotField()
Definition Actor.h:9128
BitFieldValue< bool, unsigned __int32 > bRequestedMoveWithMaxSpeed()
Definition Actor.h:9230
BitFieldValue< bool, unsigned __int32 > bPreventExitingWaterForceExtraOverlap()
Definition Actor.h:9168
void SaveBaseLocation(bool bForce)
Definition Actor.h:9365
float Swim(FVector Delta, FHitResult *Hit, bool *bClippedToWaterSurface, float *NewMoveWaveHeight)
Definition Actor.h:9408
BitFieldValue< bool, unsigned __int32 > bUseRotationAcceleration()
Definition Actor.h:9224
float & LastLostDeltaTimeField()
Definition Actor.h:9151
void AddImpulse(FVector Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
Definition Actor.h:9246
void PerformAirControlForPathFollowing(FVector Direction, float ZDiff)
Definition Actor.h:9344
void PhysWalking(float deltaTime, int Iterations)
Definition Actor.h:9351
UPrimitiveComponent * GetMovementBase()
Definition Actor.h:9301
float & LandedPreventRequestedMoveIntervalField()
Definition Actor.h:9069
void ServerMoveDualWithRotation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator InRotation0, FRotator InRotation)
Definition Actor.h:9428
void ApplyImpactPhysicsForces(FHitResult *Impact, FVector *ImpactAcceleration, FVector *ImpactVelocity)
Definition Actor.h:9253
void SetBase(UPrimitiveComponent *NewBase, FName BoneName, bool bNotifyActor)
Definition Actor.h:9387
FVector * GetFootLocation(FVector *result)
Definition Actor.h:9294
void ServerMoveDualWWH(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, float ClientMoveWaveHeight)
Definition Actor.h:9427
bool ProcessClientTimeStamp(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
Definition Actor.h:9355
UObject * GetUObjectInterfaceNetworkPredictionInterface()
Definition Actor.h:9242
void JumpOff(AActor *MovementBaseActor)
Definition Actor.h:9327
float & MaxCustomMovementSpeedField()
Definition Actor.h:9066
float & AvoidanceLockTimerField()
Definition Actor.h:9143
FVector * GetBestDirectionOffActor(FVector *result, AActor *BaseActor)
Definition Actor.h:9289
bool IsWalkable(FHitResult *Hit)
Definition Actor.h:9324
void PhysicsRotation(float DeltaTime)
Definition Actor.h:9353
void AddRadialForce(FVector *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
Definition Actor.h:9247
void ServerMoveOnlyRotation(float TimeStamp, char ClientRoll, unsigned int View)
Definition Actor.h:9434
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
Definition Actor.h:9260
FVector & PendingLaunchVelocityField()
Definition Actor.h:9154
BitFieldValue< bool, unsigned __int32 > bPreventEnteringWater()
Definition Actor.h:9236
BitFieldValue< bool, unsigned __int32 > bJustTeleported()
Definition Actor.h:9204
BitFieldValue< bool, unsigned __int32 > bPendingLaunchNoLowerVelocity()
Definition Actor.h:9237
float & AirControlBoostMultiplierField()
Definition Actor.h:9081
BitFieldValue< bool, unsigned __int32 > bPreventSlidingWhileFalling()
Definition Actor.h:9183
BitFieldValue< bool, unsigned __int32 > bLastAllowSimulate()
Definition Actor.h:9181
float & SwimFloorTraceLengthField()
Definition Actor.h:9046
void Crouch(bool bClientSimulation)
Definition Actor.h:9279
BitFieldValue< bool, unsigned __int32 > bCheckFallingAITempIgnoreDinoRiderMesh()
Definition Actor.h:9221
BitFieldValue< bool, unsigned __int32 > bOnlyForwardsInputAccelerationWalking()
Definition Actor.h:9174
float ComputeAnalogInputModifier()
Definition Actor.h:9274
float & LedgeSlipPushVelocityField()
Definition Actor.h:9049
FVector & AccelerationField()
Definition Actor.h:9117
void StartSwimming(FVector OldLocation, FVector OldVelocity, float timeTick, float remainingTime, int Iterations)
Definition Actor.h:9405
float GetAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration)
Definition Actor.h:9287
FRotator & RotationRateField()
Definition Actor.h:9089
float & LedgeSlipCapsuleRadiusMultiplierField()
Definition Actor.h:9048
BitFieldValue< bool, unsigned __int32 > bWantsToDodge()
Definition Actor.h:9211
long double & DisableMovementPhysicsUntilTimeField()
Definition Actor.h:9149
float BoostAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration)
Definition Actor.h:9259
FVector * HandleSlopeBoosting(FVector *result, FVector *SlideResult, FVector *Delta, const float Time, FVector *Normal, FHitResult *Hit)
Definition Actor.h:9312
TEnumAsByte< enum EMovementMode > & DefaultLandMovementModeField()
Definition Actor.h:9123
void ClientAdjustPosition(float TimeStamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
Definition Actor.h:9419
long double & CharacterInterpolationAndStopsUseHighPrecisionVelocityUntilTimeField()
Definition Actor.h:9138
BitFieldValue< bool, unsigned __int32 > bAllowSimulatedTickDistanceSkip()
Definition Actor.h:9178
BitFieldValue< bool, unsigned __int32 > bRunPhysicsWithNoController()
Definition Actor.h:9191
float & GroundFrictionField()
Definition Actor.h:9062
float & TouchForceFactorField()
Definition Actor.h:9106
FVector * GetFallingLateralAcceleration(FVector *result, float DeltaTime)
Definition Actor.h:9293
float & LedgeSlipVelocityBuildUpMultiplierField()
Definition Actor.h:9050
float SlideAlongSurface(FVector *Delta, float Time, FVector *InNormal, FHitResult *Hit, bool bHandleImpact)
Definition Actor.h:9401
void ClientAckGoodMove(float TimeStamp)
Definition Actor.h:9418
void MaybeUpdateBasedMovement(float DeltaSeconds)
Definition Actor.h:9335
BitFieldValue< bool, unsigned __int32 > bAllowImpactDeflection()
Definition Actor.h:9179
TArray< FTraceHandle > & PendingAsyncTracesField()
Definition Actor.h:9157
FVector * AdjustUpperHemisphereImpact(FVector *result, FVector *Delta, FHitResult *Hit)
Definition Actor.h:9251
void ReplicateMoveToServer(float DeltaTime, FVector *NewAcceleration)
Definition Actor.h:9360
float & PerchRadiusThresholdField()
Definition Actor.h:9087
FVector * FindWaterLine(FVector *result, FVector InWater, FVector OutofWater)
Definition Actor.h:9284
float & ProneHalfHeightField()
Definition Actor.h:9085
void TwoWallAdjust(FVector *Delta, FHitResult *Hit, FVector *OldHitNormal)
Definition Actor.h:9409
FNetworkPredictionData_Server_Character * GetPredictionData_Server_Character()
Definition Actor.h:9308
float & MaxImpulseVelocityZField()
Definition Actor.h:9075
void NotifyBumpedPawn(APawn *BumpedPawn)
Definition Actor.h:9338
char & CustomMovementModeField()
Definition Actor.h:9054
FVector & PendingImpulseToApplyField()
Definition Actor.h:9116
int & LastFrameDisabledFloorBasingField()
Definition Actor.h:9059
void CapsuleTouched(AActor *Other, UPrimitiveComponent *OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult *SweepResult)
Definition Actor.h:9266
bool ShouldJumpOutOfWater(FVector *JumpDir)
Definition Actor.h:9396
float & BackwardsMaxSpeedMultiplierField()
Definition Actor.h:9113
long double & LastSwimTimeField()
Definition Actor.h:9146
float & SimulatedTickSkipDistanceSQField()
Definition Actor.h:9097
void SetMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
Definition Actor.h:9389
BitFieldValue< bool, unsigned __int32 > bForceNextTickUpdate()
Definition Actor.h:9238
float & AccelerationFollowsRotationStopDistanceField()
Definition Actor.h:9129
float & PushForceFactorField()
Definition Actor.h:9104
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
Definition Actor.h:9235
void ServerMoveOldWithRotation_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation)
Definition Actor.h:9379
FRotator & CurrentRotationSpeedField()
Definition Actor.h:9147
void PerformMovement(float DeltaSeconds, float *NewMoveWaveHeight)
Definition Actor.h:9345
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
Definition Actor.h:9359
BitFieldValue< bool, unsigned __int32 > bDisableSimulatedMovement()
Definition Actor.h:9180
void StartNewPhysics(float deltaTime, int Iterations, float *NewMoveWaveHeight)
Definition Actor.h:9404
FVector * ComputeGroundMovementDelta(FVector *result, FVector *Delta, FHitResult *RampHit, const bool bHitFromLineTrace)
Definition Actor.h:9275
void SimulateMovement(float DeltaSeconds)
Definition Actor.h:9399
FNetworkPredictionData_Client_Character * GetPredictionData_Client_Character()
Definition Actor.h:9306
float & BrakingDecelerationSwimmingField()
Definition Actor.h:9078
void MoveAutonomous(float ClientTimeStamp, float DeltaTime, char CompressedFlags, FVector *NewAccel, float *ClientMoveWaveHeight)
Definition Actor.h:9336
void UpdateBasedMovement(float DeltaSeconds)
Definition Actor.h:9412
BitFieldValue< bool, unsigned __int32 > bPreventZeroPitchAndRollWhileFalling()
Definition Actor.h:9185
BitFieldValue< bool, unsigned __int32 > bFallingAITempIgnoreDinoRiderMesh()
Definition Actor.h:9222
void ApplyNetworkMovementMode(const char ReceivedMode)
Definition Actor.h:9254
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckFloor()
Definition Actor.h:9215
BitFieldValue< bool, unsigned __int32 > bUseCharacterInterpolationAndStops()
Definition Actor.h:9172
float & BrakingDecelerationWalkingField()
Definition Actor.h:9076
BitFieldValue< bool, unsigned __int32 > bForceAccelerationFollowsRotationInSwimming()
Definition Actor.h:9223
float & WalkableFloorAngleField()
Definition Actor.h:9051
BitFieldValue< bool, unsigned __int32 > bReduceBackwardsMovement()
Definition Actor.h:9175
BitFieldValue< bool, unsigned __int32 > bIgnoreBaseRotation()
Definition Actor.h:9213
float & FallingLateralFrictionField()
Definition Actor.h:9083
void MaintainHorizontalGroundVelocity()
Definition Actor.h:9333
void SetUpdatedComponent(UPrimitiveComponent *NewUpdatedComponent)
Definition Actor.h:9391
BitFieldValue< bool, unsigned __int32 > bNetworkMovementModeChanged()
Definition Actor.h:9206
bool VerifyClientTimeStamp(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
Definition Actor.h:9416
FVector & OldBaseLocationField()
Definition Actor.h:9055
void ServerMoveOld(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags)
Definition Actor.h:9430
float & SwimmingAccelZMultiplierField()
Definition Actor.h:9133
float & AngleToStartRotationBrakingField()
Definition Actor.h:9132
bool IsWithinEdgeTolerance(FVector *CapsuleLocation, FVector *TestImpactPoint, const float CapsuleRadius)
Definition Actor.h:9326
void ServerMoveDual(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
Definition Actor.h:9424
BitFieldValue< bool, unsigned __int32 > bUseFlatBaseForFloorChecks()
Definition Actor.h:9216
BitFieldValue< bool, unsigned __int32 > bUseControllerDesiredRotation()
Definition Actor.h:9169
bool ShouldUseWaveLocking(bool bForceCheck)
Definition Actor.h:9398
void ClientVeryShortAdjustPosition(float TimeStamp, FVector NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
Definition Actor.h:9420
FVector & RequestedVelocityField()
Definition Actor.h:9148
long double & LastLandedTimeField()
Definition Actor.h:9072
void ServerMoveDual_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode)
Definition Actor.h:9374
bool ApplyRequestedMove(float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, FVector *OutAcceleration, float *OutRequestedSpeed)
Definition Actor.h:9256
FRotator * GetDeltaRotation(FRotator *result, float DeltaTime)
Definition Actor.h:9292
FNetworkPredictionData_Client * GetPredictionData_Client()
Definition Actor.h:9305
FVector * ComputeSlideVector(FVector *result, FVector *InDelta, const float Time, FVector *Normal, FHitResult *Hit)
Definition Actor.h:9277
void ServerMoveOldWithRotationWWH_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation, float ClientMoveWaveHeight)
Definition Actor.h:9378
void ServerMoveDualWithRotationWWH(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator InRotation0, FRotator InRotation, float ClientMoveWaveHeight)
Definition Actor.h:9429
float & InitialPushForceFactorField()
Definition Actor.h:9103
float LimitAirControl(float DeltaTime, float TickAirControl, FVector *FallAcceleration, FHitResult *HitResult)
Definition Actor.h:9332
void PhysFlying(float deltaTime, int Iterations, float *NewMoveWaveHeight, float friction, float brakingDeceleration)
Definition Actor.h:9348
FVector & LastForcedNetVelocityField()
Definition Actor.h:9139
BitFieldValue< bool, unsigned __int32 > bPreventExitingWater()
Definition Actor.h:9234
float & MaxSimulationTimeStepField()
Definition Actor.h:9118
float & MaxImpulseVelocityMagnitudeField()
Definition Actor.h:9074
BitFieldValue< bool, unsigned __int32 > bRequireAccelerationForUseControllerDesiredRotation()
Definition Actor.h:9170
BitFieldValue< bool, unsigned __int32 > bFindFloorOnce()
Definition Actor.h:9167
BitFieldValue< bool, unsigned __int32 > bCanWalkOffLedges()
Definition Actor.h:9194
void ServerMoveOldWithRotation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation)
Definition Actor.h:9432
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityZ()
Definition Actor.h:9201
BitFieldValue< bool, unsigned __int32 > bWantsToCrouch()
Definition Actor.h:9209
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9421
long double & LastNonZeroAccelField()
Definition Actor.h:9057
float & StandingDownwardForceScaleField()
Definition Actor.h:9102
void ServerMoveWWH(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, float ClientMoveWaveHeight)
Definition Actor.h:9436
BitFieldValue< bool, unsigned __int32 > bDeferUpdateMoveComponent()
Definition Actor.h:9196
float & WalkableFloorZField()
Definition Actor.h:9052
BitFieldValue< bool, unsigned __int32 > bForceDontAllowDesiredRotationWhenFalling()
Definition Actor.h:9171
TEnumAsByte< enum EMovementMode > & MovementModeField()
Definition Actor.h:9053
bool & bEnablePhysicsInteractionField()
Definition Actor.h:9098
float & BrakingDecelerationFallingField()
Definition Actor.h:9077
void ServerMoveOldWWH_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, float ClientMoveWaveHeight)
Definition Actor.h:9377
BitFieldValue< bool, unsigned __int32 > bPreventWaterSurfaceHopping()
Definition Actor.h:9220
bool DoJump(bool bReplayingMoves)
Definition Actor.h:9281
void AddRadialImpulse(FVector *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
Definition Actor.h:9248
BitFieldValue< bool, unsigned __int32 > bIgnoreRotationAccelerationWhenSwimming()
Definition Actor.h:9225
void ServerMoveDualWithRotationWWH_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, FRotator InRotation0, FRotator InRotation, float ClientMoveWaveHeight)
Definition Actor.h:9372
float & TamedSwimmingAccelZMultiplierField()
Definition Actor.h:9134
void ApplyAccumulatedForces(float DeltaSeconds)
Definition Actor.h:9252
void ClientAdjustRootMotionPosition_Implementation(float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBaseBoneName, bool bHasBase, bool bBaseRelativePosition, char ServerMovementMode)
Definition Actor.h:9271
void ServerMoveWWH_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, float ClientMoveWaveHeight)
Definition Actor.h:9383
BitFieldValue< bool, unsigned __int32 > bAssumeSymmetricalRotation()
Definition Actor.h:9187
float & LastClientWaveHeightField()
Definition Actor.h:9162
float & BackwardsMovementDotThresholdField()
Definition Actor.h:9114
float & PreventWaterHoppingPlaneOffsetField()
Definition Actor.h:9126
void ServerJumpOutOfWater(FVector_NetQuantize100 WallNormal, char JumpFlag)
Definition Actor.h:9422
static void StaticRegisterNativesUCharacterMovementComponent()
Definition Actor.h:9439
void ApplyRepulsionForce(float DeltaSeconds)
Definition Actor.h:9255
float & MinimumImpulseToApplyField()
Definition Actor.h:9071
BitFieldValue< bool, unsigned __int32 > bUseAsyncWalking()
Definition Actor.h:9177
long double & PreventWaterHopping_LastTimeAtSurfaceField()
Definition Actor.h:9127
bool PhysFlyingAsync(float deltaTime, int Iterations, float friction, float brakingDeceleration)
Definition Actor.h:9349
FVector & LastUpdateLocationField()
Definition Actor.h:9110
BitFieldValue< bool, unsigned __int32 > bCanSlide()
Definition Actor.h:9203
void ServerMoveDualWithRotation_Implementation(float TimeStamp0, FVector_NetQuantize100 InAccel0, char PendingFlags, unsigned int View0, float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char NewFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBone, char ClientMovementMode, FRotator InRotation0, FRotator InRotation)
Definition Actor.h:9373
float & RepulsionForceField()
Definition Actor.h:9109
float & UpperImpactNormalScaleField()
Definition Actor.h:9122
void ServerMoveWithRotationWWH_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation, float ClientMoveWaveHeight)
Definition Actor.h:9384
void Launch(FVector *LaunchVel, bool bNoLowerVelocity)
Definition Actor.h:9331
TEnumAsByte< enum EMovementMode > & DefaultWaterMovementModeField()
Definition Actor.h:9124
void ServerMoveOldWWH(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, float ClientMoveWaveHeight)
Definition Actor.h:9431
bool FindAirControlImpact(float DeltaTime, float TickAirControl, FVector *FallAcceleration, FHitResult *OutHitResult)
Definition Actor.h:9283
void SetPostLandedPhysics(FHitResult *Hit)
Definition Actor.h:9390
void SetWalkableFloorAngle(float InWalkableFloorAngle)
Definition Actor.h:9392
void UpdateBasedRotation(FRotator *FinalRotation, FRotator *ReducedRotation)
Definition Actor.h:9413
void StartDodging(FVector *InDodgingVelocity, bool bClientSimulation)
Definition Actor.h:9402
float & PushForcePointZOffsetFactorField()
Definition Actor.h:9105
BitFieldValue< bool, unsigned __int32 > bForceBraking_DEPRECATED()
Definition Actor.h:9197
void ServerMoveWithRotation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation)
Definition Actor.h:9437
void CallMovementUpdateDelegate(float DeltaTime, FVector *OldLocation, FVector *OldVelocity)
Definition Actor.h:9261
float & AnalogInputModifierField()
Definition Actor.h:9112
float & DinoClientPositionErrorToleranceMovingFlyingField()
Definition Actor.h:9095
void PhysFalling(float deltaTime, int Iterations)
Definition Actor.h:9347
void ServerMoveHandleClientErrorForDinos(float TimeStamp, float DeltaTime, FVector *Accel, FVector *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator *InClientRot)
Definition Actor.h:9376
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityX()
Definition Actor.h:9199
BitFieldValue< bool, unsigned __int32 > bWantsToProne()
Definition Actor.h:9210
bool CheckWaterJump(FVector CheckPoint, FVector *WallNormal)
Definition Actor.h:9268
float & MaxOutOfWaterStepHeightField()
Definition Actor.h:9091
BitFieldValue< bool, unsigned __int32 > bZeroPitchWhenNoAcceleration()
Definition Actor.h:9182
FVector * ConstrainInputAcceleration(FVector *result, FVector *InputAcceleration)
Definition Actor.h:9278
BitFieldValue< bool, unsigned __int32 > bUseWeaponSpeedMultiplierByDirection()
Definition Actor.h:9176
void ServerJumpOutOfWater_Implementation(FVector_NetQuantize100 WallNormal, char JumpFlag)
Definition Actor.h:9368
void ServerMoveHandleClientError(float TimeStamp, float DeltaTime, FVector *Accel, FVector *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
Definition Actor.h:9375
FVector & MoveStartLocationField()
Definition Actor.h:9111
BitFieldValue< bool, unsigned __int32 > bPreventPhysicsModeChange()
Definition Actor.h:9226
BitFieldValue< bool, unsigned __int32 > bImpartBaseAngularVelocity()
Definition Actor.h:9202
bool & bWasSimulatingRootMotionField()
Definition Actor.h:9160
long double & LastDodgeStartedTimeField()
Definition Actor.h:9145
BitFieldValue< bool, unsigned __int32 > bNotifyApex()
Definition Actor.h:9207
float & WaveLockingMaxZOffsetField()
Definition Actor.h:9135
float & CrouchedHalfHeightField()
Definition Actor.h:9084
BitFieldValue< bool, unsigned __int32 > bHasRequestedVelocity()
Definition Actor.h:9229
bool CheckLedgeDirection(FVector *OldLocation, FVector *SideStep, FVector *GravDir)
Definition Actor.h:9267
BitFieldValue< bool, unsigned __int32 > bOrientRotationToMovement()
Definition Actor.h:9186
float & JumpOffJumpZFactorField()
Definition Actor.h:9045
FVector & WantsToDodgeVelocityField()
Definition Actor.h:9125
void ServerMove(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
Definition Actor.h:9423
FNetworkPredictionData_Server_Character * ServerPredictionDataField()
Definition Actor.h:9156
void PerformAirControl(FVector Direction, float ZDiff)
Definition Actor.h:9343
FNetworkPredictionData_Server * GetPredictionData_Server()
Definition Actor.h:9307
void AddForce(FVector Force)
Definition Actor.h:9245
float & MaxAccelerationField()
Definition Actor.h:9073
TArray< FStoredMoveData > & ClientMovedDataField()
Definition Actor.h:9159
void HandleImpact(FHitResult *Impact, float TimeSlice, FVector *MoveDelta)
Definition Actor.h:9310
BitFieldValue< bool, unsigned __int32 > bFastAttachedMove()
Definition Actor.h:9214
void ServerMoveDualOnlyRotation_Implementation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View)
Definition Actor.h:9370
void RequestDirectMove(FVector *MoveVelocity, bool bForceMaxSpeed)
Definition Actor.h:9361
void ServerMoveDualOnlyRotationWWH(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
Definition Actor.h:9426
FVector * NewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
Definition Actor.h:9337
long double & LastStepUpTimeField()
Definition Actor.h:9140
UPrimitiveComponent * DeferredUpdatedMoveComponentField()
Definition Actor.h:9090
FNetworkPredictionData_Client_Character * ClientPredictionDataField()
Definition Actor.h:9155
void ServerMoveDualOnlyRotation(float TimeStamp0, unsigned int View0, float TimeStamp, char ClientRoll, unsigned int View)
Definition Actor.h:9425
float GetNetworkSafeRandomAngleDegrees()
Definition Actor.h:9303
void ServerMoveOld_Implementation(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags)
Definition Actor.h:9380
void StartFalling(int Iterations, float remainingTime, float timeTick, FVector *Delta, FVector *subLoc)
Definition Actor.h:9403
void ServerMoveWithRotationWWH(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char CompressedMoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation, float ClientMoveWaveHeight)
Definition Actor.h:9438
void SetWalkableFloorZ(float InWalkableFloorZ)
Definition Actor.h:9393
bool & bTouchForceScaledToMassField()
Definition Actor.h:9099
void PhysSwimming(float deltaTime, int Iterations, float *NewMoveWaveHeight)
Definition Actor.h:9350
FVector & AvoidanceLockVelocityField()
Definition Actor.h:9142
int & BadFloorPenetrationCountField()
Definition Actor.h:9141
float K2_GetModifiedMaxAcceleration()
Definition Actor.h:9328
FString * GetMovementName(FString *result)
Definition Actor.h:9302
bool ClientUpdatePositionAfterServerUpdate()
Definition Actor.h:9272
void ServerMove_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode)
Definition Actor.h:9386
float & RotationAccelerationField()
Definition Actor.h:9130
bool IsValidLandingSpot(FVector *CapsuleLocation, FHitResult *Hit)
Definition Actor.h:9323
float & LedgeCheckThresholdField()
Definition Actor.h:9120
float & MaxWalkSpeedProneField()
Definition Actor.h:9065
FVector * GetImpartedMovementBaseVelocity(FVector *result)
Definition Actor.h:9296
void UnProne(bool bClientSimulation, bool bForce)
Definition Actor.h:9411
void ClientAckGoodMove_Implementation(float TimeStamp)
Definition Actor.h:9269
BitFieldValue< bool, unsigned __int32 > bCrouchMaintainsBaseLocation()
Definition Actor.h:9212
float & LandedPreventRequestedMoveMinVelocityMagnitudeField()
Definition Actor.h:9070
BitFieldValue< bool, unsigned __int32 > bRequestedMoveUseAcceleration()
Definition Actor.h:9218
float & MinTimeBetweenTimeStampResetsField()
Definition Actor.h:9158
BitFieldValue< bool, unsigned __int32 > bShrinkProxyCapsule()
Definition Actor.h:9193
void ApplyVelocityBraking(float DeltaTime, float Friction, float BrakingDeceleration)
Definition Actor.h:9257
void UnCrouch(bool bClientSimulation, bool bForce)
Definition Actor.h:9410
bool ShouldCheckForValidLandingSpot(float DeltaTime, FVector *Delta, FHitResult *Hit)
Definition Actor.h:9394
void OnMovementModeChanged(EMovementMode PreviousMovementMode, char PreviousCustomMode)
Definition Actor.h:9340
void ServerMoveOnlyRotationWWH_Implementation(float TimeStamp, char ClientRoll, unsigned int View, float ClientMoveWaveHeight)
Definition Actor.h:9381
BitFieldValue< bool, unsigned __int32 > bDeferUpdateBasedMovement()
Definition Actor.h:9233
float GetModifiedMaxAcceleration()
Definition Actor.h:9300
float & MaxWalkSpeedCrouchedField()
Definition Actor.h:9064
void ServerMoveWithRotation_Implementation(float TimeStamp, FVector_NetQuantize100 InAccel, FVector_NetQuantize100 ClientLoc, char MoveFlags, char ClientRoll, unsigned int View, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, char ClientMovementMode, FRotator ClientRotation)
Definition Actor.h:9385
void ReadjustClientPositionToCurrent(float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
Definition Actor.h:9358
BitFieldValue< bool, unsigned __int32 > bUseWaveLocking()
Definition Actor.h:9227
BitFieldValue< bool, unsigned __int32 > bWasAvoidanceUpdated()
Definition Actor.h:9231
void ServerMoveOldWithRotationWWH(float OldTimeStamp, FVector_NetQuantize100 OldAccel, char OldMoveFlags, FRotator OldRotation, float ClientMoveWaveHeight)
Definition Actor.h:9433
FVector * ScaleInputAcceleration(FVector *result, FVector *InputAcceleration)
Definition Actor.h:9366
BitFieldValue< bool, unsigned __int32 > bLastHasRequestedVelocity()
Definition Actor.h:9228
float & PlayerClientPositionErrorToleranceOverrideField()
Definition Actor.h:9096
float & BrakingDecelerationFlyingField()
Definition Actor.h:9079
FVector * GetCurrentAcceleration(FVector *result)
Definition Actor.h:9291
BitFieldValue< bool, unsigned __int32 > bImpartBaseVelocityY()
Definition Actor.h:9200
void ChangeSize(float F)
Definition Actor.h:1497
void ViewActor(FName ActorName)
Definition Actor.h:1533
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleSweepPawn()
Definition Actor.h:1486
void FlushLog()
Definition Actor.h:1513
void ToggleDebugCamera()
Definition Actor.h:1532
void ViewPlayer(FString *S)
Definition Actor.h:1535
float & DebugCapsuleRadiusField()
Definition Actor.h:1476
float & DebugTraceDrawNormalLengthField()
Definition Actor.h:1477
void DestroyAll(TSubclassOf< AActor > aClass)
Definition Actor.h:1506
void ServerToggleAILogging()
Definition Actor.h:1540
void TestCollisionDistance()
Definition Actor.h:1531
int & CurrentTracePawnIndexField()
Definition Actor.h:1480
void BugItWorker(FVector TheLocation, FRotator TheRotation)
Definition Actor.h:1496
void DebugCapsuleSweepSize(float HalfHeight, float Radius)
Definition Actor.h:1505
void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, FString *GoString, FString *LocString)
Definition Actor.h:1495
void SetWorldOrigin()
Definition Actor.h:1525
void DebugCapsuleSweepClear()
Definition Actor.h:1502
void DebugCapsuleSweep()
Definition Actor.h:1499
void DebugCapsuleSweepPawn()
Definition Actor.h:1504
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:1539
void DebugCapsuleSweepCapture()
Definition Actor.h:1500
static void StaticRegisterNativesUCheatManager()
Definition Actor.h:1541
void Summon(FString *ClassName)
Definition Actor.h:1529
void Teleport()
Definition Actor.h:1530
void PlayersOnly()
Definition Actor.h:1521
BitFieldValue< bool, unsigned __int32 > bToggleAILogging()
Definition Actor.h:1488
void God()
Definition Actor.h:1518
void Fly()
Definition Actor.h:1514
void FreezeFrame(float delay)
Definition Actor.h:1515
float & DebugTraceDistanceField()
Definition Actor.h:1474
void DestroyPawns(TSubclassOf< APawn > aClass)
Definition Actor.h:1507
void DumpVoiceMutingState()
Definition Actor.h:1511
void LogLoc()
Definition Actor.h:1519
void OnlyLoadLevel(FName PackageName)
Definition Actor.h:1520
void BugItGoString(FString *TheLocation, FString *TheRotation)
Definition Actor.h:1494
TEnumAsByte< enum ECollisionChannel > & DebugTraceChannelField()
Definition Actor.h:1478
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleSweep()
Definition Actor.h:1485
void DebugCapsuleSweepComplex(bool bTraceComplex)
Definition Actor.h:1503
void Ghost()
Definition Actor.h:1517
void BugIt(FString *ScreenShotDescription)
Definition Actor.h:1492
float & DumpAILogsIntervalField()
Definition Actor.h:1481
void Slomo(float T)
Definition Actor.h:1526
void EnableDebugCamera()
Definition Actor.h:1512
void DisableDebugCamera()
Definition Actor.h:1509
void StreamLevelIn(FName PackageName)
Definition Actor.h:1527
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll)
Definition Actor.h:1493
void DestroyTarget()
Definition Actor.h:1508
void ViewSelf()
Definition Actor.h:1536
void StreamLevelOut(FName PackageName)
Definition Actor.h:1528
void DamageTarget(float DamageAmount)
Definition Actor.h:1498
void DumpOnlineSessionState()
Definition Actor.h:1510
BitFieldValue< bool, unsigned __int32 > bDebugCapsuleTraceComplex()
Definition Actor.h:1487
void ViewClass(TSubclassOf< AActor > DesiredClass)
Definition Actor.h:1534
int & CurrentTraceIndexField()
Definition Actor.h:1479
void SetLevelStreamingStatus(FName PackageName, bool bShouldBeLoaded, bool bShouldBeVisible)
Definition Actor.h:1523
void WidgetReflector()
Definition Actor.h:1538
float & DebugCapsuleHalfHeightField()
Definition Actor.h:1475
void SetNavDrawDistance(float DrawDistance)
Definition Actor.h:1524
void RebuildNavigation()
Definition Actor.h:1522
void DebugCapsuleSweepChannel(ECollisionChannel Channel)
Definition Actor.h:1501
UWorld * GetWorld()
Definition Actor.h:1516
void Walk()
Definition Actor.h:1537
Definition UE.h:399
bool ImplementsInterface(UClass *SomeInterface)
Definition UE.h:431
void SetSuperStruct(UStruct *NewSuperStruct)
Definition UE.h:430
UObject * GetDefaultSubobjectByName(FName ToFind)
Definition UE.h:418
void AssembleReferenceTokenStream()
Definition UE.h:437
FString * GetConfigName(FString *result)
Definition UE.h:435
TArray< FNativeFunctionLookup > & NativeFunctionLookupTableField()
Definition UE.h:411
unsigned int & ClassFlagsField()
Definition UE.h:400
FName * GetDefaultObjectName(FName *result)
Definition UE.h:421
void GetDefaultObjectSubobjects(TArray< UObject * > *OutDefaultSubobjects)
Definition UE.h:419
void Bind()
Definition UE.h:425
void PostLoad()
Definition UE.h:429
void PostInitProperties()
Definition UE.h:417
unsigned int EmitStructArrayBegin(int Offset, FName *DebugName, int Stride)
Definition UE.h:436
int & ClassUniqueField()
Definition UE.h:402
unsigned __int64 & ClassCastFlagsField()
Definition UE.h:401
const wchar_t * GetPrefixCPP()
Definition UE.h:426
bool HasProperty(UProperty *InProperty)
Definition UE.h:433
FString * GetDescription(FString *result)
Definition UE.h:427
FName & ClassConfigNameField()
Definition UE.h:406
bool & bCookedField()
Definition UE.h:409
UObject * CreateDefaultObject()
Definition UE.h:420
UObject * ClassDefaultObjectField()
Definition UE.h:408
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
Definition UE.h:423
void PurgeClass(bool bRecompilingOnLoad)
Definition UE.h:432
bool & bIsGameClassField()
Definition UE.h:405
void FinishDestroy()
Definition UE.h:428
TArray< UField * > NetFieldsField()
Definition UE.h:407
TMap< FName, UFunction * > FuncMapField()
Definition UE.h:410
UFunction * FindFunctionByName(FName InName, EIncludeSuperFlag::Type IncludeSuper)
Definition UE.h:434
void AddFunctionToFunctionMap(UFunction *NewFunction)
Definition UE.h:416
UObject * ClassGeneratedByField()
Definition UE.h:404
void DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *Name)
Definition UE.h:422
UObject * GetDefaultObject(bool bCreateIfNeeded)
Definition UE.h:415
UClass * ClassWithinField()
Definition UE.h:403
void TagSubobjects(EObjectFlags NewFlags)
Definition UE.h:424
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:550
static void StaticRegisterNativesUDamageType()
Definition Other.h:474
BitFieldValue< bool, unsigned __int32 > bIsPassiveDamage()
Definition Other.h:468
float & DestructibleImpulseScaleField()
Definition Other.h:455
float & DefaultImpulseField()
Definition Other.h:457
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Other.h:473
BitFieldValue< bool, unsigned __int32 > bAllowPerBoneDamageAdjustment()
Definition Other.h:465
BitFieldValue< bool, unsigned __int32 > bIsPhysicalDamage()
Definition Other.h:464
BitFieldValue< bool, unsigned __int32 > bScaleMomentumByMass()
Definition Other.h:467
BitFieldValue< bool, unsigned __int32 > bImpulseAffectsLivePawns()
Definition Other.h:470
float & ArmorDurabilityDegradationMultiplierField()
Definition Other.h:460
float & ImpulseRagdollScaleField()
Definition Other.h:456
float & ImpulseMinimumZPercentField()
Definition Other.h:454
BitFieldValue< bool, unsigned __int32 > bCausedByWorld()
Definition Other.h:466
float & RadialPartiallyObstructedDamagePercentField()
Definition Other.h:461
BitFieldValue< bool, unsigned __int32 > bRadialDamageVelChange()
Definition Other.h:469
float & GeneralDamageArmorEffectivenessField()
Definition Other.h:459
float & PointDamageArmorEffectivenessField()
Definition Other.h:458
unsigned int & MyLocalServerIdField()
Definition GameMode.h:230
bool & bInitializedField()
Definition GameMode.h:226
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:558
TRemoveCV< T >::Type Type
Definition Decay.h:14
IFunction_OwnedObject * GetBoundObject() const
Definition Function.h:123
FFunctionStorage(FFunctionStorage &&Other)
Definition Function.h:107
FunctionAllocatorType::ForElementType< AlignedInlineFunctionType > AllocatorType
Definition Function.h:121
virtual IFunction_OwnedObject * CopyToEmptyStorage(FFunctionStorage &Storage) const =0
IFunction_OwnedObject * CopyToEmptyStorage(FFunctionStorage &Storage) const override
Definition Function.h:174
virtual void * GetAddress() override
Definition Function.h:179
void CopyAndReseat(const TFunctionRefBase &Other, void *Functor)
Definition Function.h:300
UE4Function_Private::TDebugHelper< void > DebugPtrStorage
Definition Function.h:323
static Ret Call(void *Obj, ParamTypes &... Params)
Definition Function.h:231
static void Call(void *Obj, ParamTypes &... Params)
Definition Function.h:240
static FORCEINLINE bool Compare(TCHAR Lhs, TCHAR Rhs)
Definition FString.h:1926
static FORCEINLINE bool Compare(TCHAR Lhs, TCHAR Rhs)
Definition FString.h:1918
static FORCEINLINE bool Compare(const TupleType &Lhs, const TupleType &Rhs)
Definition Tuple.h:150
static FORCEINLINE bool Compare(const TupleType &Lhs, const TupleType &Rhs)
Definition Tuple.h:140
static FORCEINLINE bool Do(const TupleType &Lhs, const TupleType &Rhs)
Definition Tuple.h:170
static FORCEINLINE bool Do(const TupleType &Lhs, const TupleType &Rhs)
Definition Tuple.h:180
static FORCEINLINE bool Do(const TupleType &Lhs, const TupleType &Rhs)
Definition Tuple.h:160
TNthTypeFromParameterPack< N-1, OtherTypes... >::Type Type
Definition Tuple.h:31
static decltype(auto) Do(TupleType &&Tuple, FuncType Func)
Definition Tuple.h:531
static FORCEINLINE ElementType & Get(TupleType &Tuple)
Definition Tuple.h:119
static FORCEINLINE const ElementType & Get(const TupleType &Tuple)
Definition Tuple.h:125
TTupleElement(ArgTypes &&... Args)
Definition Tuple.h:61
TTupleElement(TTupleElement &&)=default
TTupleElement & operator=(const TTupleElement &)=default
TTupleElement(const TTupleElement &)=default
TTupleElement & operator=(TTupleElement &&)=default
decltype(auto) ApplyAfter(FuncType &&Func, ArgTypes &&... Args) const
Definition Tuple.h:405
FORCEINLINE friend bool operator==(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
Definition Tuple.h:423
FORCEINLINE friend bool operator<(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
Definition Tuple.h:434
FORCEINLINE friend bool operator!=(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
Definition Tuple.h:429
FORCEINLINE friend bool operator>=(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
Definition Tuple.h:449
FORCEINLINE friend bool operator<=(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
Definition Tuple.h:439
TTupleStorage< TIntegerSequence< uint32, Indices... >, Types... > Super
Definition Tuple.h:344
FORCEINLINE friend bool operator>(const TTupleImpl &Lhs, const TTupleImpl &Rhs)
Definition Tuple.h:444
decltype(auto) ApplyBefore(FuncType &&Func, ArgTypes &&... Args) const
Definition Tuple.h:415
FORCEINLINE const TGetHelper< Index, void >::ResultType & Get() const
Definition Tuple.h:330
FORCEINLINE const TTupleElementHelper< Index, Types... >::Type & Get() const
Definition Tuple.h:248
FORCEINLINE TTupleElementHelper< Index, Types... >::Type & Get()
Definition Tuple.h:249
static FORCEINLINE uint32 Do(uint32 Hash, const TupleType &Tuple)
Definition TypeHash.h:142
static FORCEINLINE uint32 Do(uint32 Hash, const TupleType &Tuple)
Definition TypeHash.h:132
float & MinDesiredFrameRateField()
Definition GameMode.h:721
FColor & C_BrushWireField()
Definition GameMode.h:694
UMaterial * VertexColorViewModeMaterial_ColorOnlyField()
Definition GameMode.h:647
bool IsSplitScreen(UWorld *InWorld)
Definition GameMode.h:821
FRunnableThread * ScreenSaverInhibitorField()
Definition GameMode.h:753
TArray< FStatColorMapping > & StatColorMappingsField()
Definition GameMode.h:669
int RenderStatSounds(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:842
FLinearColor & SelectedMaterialColorField()
Definition GameMode.h:723
void DestroyWorldContext(UWorld *InWorld)
Definition GameMode.h:791
void StartFPSChart()
Definition GameMode.h:770
bool ShouldAbsorbAuthorityOnlyEvent()
Definition GameMode.h:849
FString * GetCurrentModPath(FString *result)
Definition GameMode.h:773
UMaterial * ShadedLevelColorationUnlitMaterialField()
Definition GameMode.h:644
TSubclassOf< UConsole > & ConsoleClassField()
Definition GameMode.h:623
float & AsyncLoadingTimeLimitField()
Definition GameMode.h:686
FRigidBodyErrorCorrection & PhysicErrorCorrectionField()
Definition GameMode.h:718
UTexture2D * DefaultBSPVertexTextureField()
Definition GameMode.h:635
UWorld * GetWorldFromContextObject(UObject *Object, bool bChecked)
Definition GameMode.h:809
void UpdateTimeAndHandleMaxTickRate()
Definition GameMode.h:860
TArray< FLinearColor > & ShaderComplexityColorsField()
Definition GameMode.h:658
float GetMaxTickRate(float DeltaTime, bool bAllowFrameRateSmoothing)
Definition GameMode.h:803
void OnLostFocusPause(bool EnablePause)
Definition GameMode.h:828
void DumpFPSChart(FString *InMapName, bool bForceDump)
Definition GameMode.h:768
TArray< FString > & DeferredCommandsField()
Definition GameMode.h:680
FAudioDevice * AudioDeviceField()
Definition GameMode.h:748
float & MeshLODRangeField()
Definition GameMode.h:710
FWorldContext * GetWorldContextFromHandleChecked(FName WorldContextHandle)
Definition GameMode.h:806
UTexture2D * MiniFontTextureField()
Definition GameMode.h:676
UTexture2D * DefaultTextureField()
Definition GameMode.h:633
UTexture * WeightMapPlaceholderTextureField()
Definition GameMode.h:677
bool InitializeAudioDevice()
Definition GameMode.h:816
unsigned int & bEnableVisualLogRecordingOnStartField()
Definition GameMode.h:727
UDeviceProfileManager * DeviceProfileManagerField()
Definition GameMode.h:728
int RenderStatSummary(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:843
TWeakObjectPtr< AMatineeActor > & ActiveMatineeField()
Definition GameMode.h:621
TArray< FLinearColor > & StationaryLightOverlapColorsField()
Definition GameMode.h:659
void InitHardwareSurvey()
Definition GameMode.h:815
bool IsHardwareSurveyRequired()
Definition GameMode.h:866
bool ShouldCommitPendingMapChange(UWorld *InWorld)
Definition GameMode.h:851
FColor & C_BSPCollisionField()
Definition GameMode.h:702
TSharedPtr< IStereoRendering, 1 > & StereoRenderingDeviceField()
Definition GameMode.h:749
void TickHardwareSurvey()
Definition GameMode.h:857
static FString * HardwareSurveyBucketVRAM(FString *result, unsigned int VidMemoryMB)
Definition GameMode.h:813
float & PrimitiveProbablyVisibleTimeField()
Definition GameMode.h:713
bool UseSound()
Definition GameMode.h:862
float & CameraTranslationThresholdField()
Definition GameMode.h:712
UEngine::FOnNetworkFailure & NetworkFailureEventField()
Definition GameMode.h:745
bool & bPendingHardwareSurveyResultsField()
Definition GameMode.h:755
FLinearColor & LightMapDensityVertexMappedColorField()
Definition GameMode.h:667
TArray< FStructRedirect > & ActiveStructRedirectsField()
Definition GameMode.h:674
TSubclassOf< UGameUserSettings > & GameUserSettingsClassField()
Definition GameMode.h:626
bool IsEngineStat(FString *InName)
Definition GameMode.h:819
void SetShouldCommitPendingMapChange(UWorld *InWorld, bool NewShouldCommitPendingMapChange)
Definition GameMode.h:848
void SwapControllerId(ULocalPlayer *NewPlayer, int CurrentControllerId, int NewControllerID)
Definition GameMode.h:855
ULocalPlayer * GetLocalPlayerFromControllerId(UWorld *InWorld, int ControllerId)
Definition GameMode.h:801
int & MaximumLoopIterationCountField()
Definition GameMode.h:690
float & PriorityAsyncLoadingExtraTimeField()
Definition GameMode.h:687
TArray< FClassRedirect > & ActiveClassRedirectsField()
Definition GameMode.h:672
UMaterial * DebugMeshMaterialField()
Definition GameMode.h:639
TArray< FString > & ServerActorsField()
Definition GameMode.h:757
int RenderStatHitches(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:839
float & IdealLightMapDensityField()
Definition GameMode.h:663
UEngine::FWorldDestroyedEvent & WorldDestroyedEventField()
Definition GameMode.h:752
IEngineLoop * EngineLoopField()
Definition GameMode.h:679
void OnExternalUIChange(bool bInIsOpening)
Definition GameMode.h:826
void Init(IEngineLoop *InEngineLoop)
Definition GameMode.h:814
TArray< FColor > & LightComplexityColorsField()
Definition GameMode.h:657
TMap< int, FScreenMessageString, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, FScreenMessageString, 0 > > & ScreenMessagesField()
Definition GameMode.h:747
void RenderEngineStats(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int LHSX, int *InOutLHSY, int RHSX, int *InOutRHSY, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:835
bool IsInitialized()
Definition GameMode.h:766
void VerifyLoadMapWorldCleanup()
Definition GameMode.h:863
FLinearColor & SelectionOutlineColorField()
Definition GameMode.h:724
void GetAllLocalPlayerControllers(TArray< APlayerController * > *PlayerList)
Definition GameMode.h:795
int & NumPawnsAllowedToBeSpawnedInAFrameField()
Definition GameMode.h:692
void PreExit()
Definition GameMode.h:832
FString & TransitionDescriptionField()
Definition GameMode.h:708
bool & bNoTextureStreamingField()
Definition GameMode.h:734
void ShutdownWorldNetDriver(UWorld *World)
Definition GameMode.h:853
UPhysicalMaterial * DefaultPhysMaterialField()
Definition GameMode.h:670
TSubclassOf< ULocalPlayer > & LocalPlayerClassField()
Definition GameMode.h:624
void FEngineStatFuncs()
Definition GameMode.h:767
ULocalPlayer * FindFirstLocalPlayerFromControllerId(int ControllerId)
Definition GameMode.h:793
void TickFPSChart(float DeltaSeconds)
Definition GameMode.h:772
FScreenSaverInhibitor * ScreenSaverInhibitorRunnableField()
Definition GameMode.h:754
float & SelectionHighlightIntensityBillboardsField()
Definition GameMode.h:740
TArray< FGameNameRedirect > & ActiveGameNameRedirectsField()
Definition GameMode.h:671
bool TickWorldTravel(FWorldContext *Context, float DeltaSeconds)
Definition GameMode.h:858
FString & LastModDownloadTextField()
Definition GameMode.h:741
void InitializeObjectReferences()
Definition GameMode.h:818
FColor & C_OrthoBackgroundField()
Definition GameMode.h:703
UTexture2D * LightMapDensityTextureField()
Definition GameMode.h:678
TIndexedContainerIterator< TArray< ULocalPlayer * > const, ULocalPlayer *const, int > * GetLocalPlayerIterator(TIndexedContainerIterator< TArray< ULocalPlayer * > const, ULocalPlayer *const, int > *result, UWorld *World)
Definition GameMode.h:802
TArray< FString > & AdditionalFontNamesField()
Definition GameMode.h:622
UTexture2D * HighFrequencyNoiseTextureField()
Definition GameMode.h:636
int RenderStatNamedEvents(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:841
UTexture * DefaultDiffuseTextureField()
Definition GameMode.h:634
float & SelectionHighlightIntensityField()
Definition GameMode.h:737
float & RenderLightMapDensityGrayscaleScaleField()
Definition GameMode.h:665
UMaterial * VertexColorViewModeMaterial_GreenOnlyField()
Definition GameMode.h:650
UMaterial * VertexColorViewModeMaterial_AlphaAsColorField()
Definition GameMode.h:648
int & MatineeCaptureFPSField()
Definition GameMode.h:732
UMaterial * ShadedLevelColorationLitMaterialField()
Definition GameMode.h:643
TSubclassOf< ALevelScriptActor > & LevelScriptActorClassField()
Definition GameMode.h:628
void DestroyNamedNetDriver(UPendingNetGame *PendingNetGame, FName NetDriverName)
Definition GameMode.h:789
TSubclassOf< APawn > & DefaultPreviewPawnClassField()
Definition GameMode.h:631
int RenderStatUnit(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:845
UMaterial * VertexColorViewModeMaterial_BlueOnlyField()
Definition GameMode.h:651
FWorldContext * CreateNewWorldContext(EWorldType::Type WorldType)
Definition GameMode.h:788
FLinearColor & LightingOnlyBrightnessField()
Definition GameMode.h:656
float & NearClipPlaneField()
Definition GameMode.h:684
FColor & C_BrushShapeField()
Definition GameMode.h:705
void CancelAllPending()
Definition GameMode.h:776
TSubclassOf< AWorldSettings > & WorldSettingsClassField()
Definition GameMode.h:625
void LoadPackagesFully(UWorld *InWorld, EFullyLoadPackageType FullyLoadType, FString *Tag)
Definition GameMode.h:823
float & MaxOcclusionPixelsFractionField()
Definition GameMode.h:714
UMaterial * VertexColorMaterialField()
Definition GameMode.h:646
FAudioDevice * GetAudioDevice()
Definition GameMode.h:764
static FString * HardwareSurveyBucketResolution(FString *result, unsigned int DisplayWidth, unsigned int DisplayHeight)
Definition GameMode.h:812
UTexture2D * PreIntegratedSkinBRDFTextureField()
Definition GameMode.h:675
bool IsStereoscopic3D(FViewport *InViewport)
Definition GameMode.h:822
void ConditionalCommitMapChange(FWorldContext *Context)
Definition GameMode.h:783
APlayerController * GetFirstLocalPlayerController(UWorld *InWorld)
Definition GameMode.h:798
TArray< FWorldContext > & WorldListField()
Definition GameMode.h:758
UEngine::FOnTravelFailure & TravelFailureEventField()
Definition GameMode.h:744
void DumpFPSChartToLog(float TotalTime, float DeltaTime, int NumFrames, FString *InMapName)
Definition GameMode.h:769
bool & bIsInitializedField()
Definition GameMode.h:746
FColor & C_VolumeField()
Definition GameMode.h:704
void RequestAuthTokenThenNotifyPendingNetGame(UPendingNetGame *PendingNetGameToNotify)
Definition GameMode.h:846
FColor & C_AddWireField()
Definition GameMode.h:695
UMaterial * ArrowMaterialField()
Definition GameMode.h:655
static void CopyPropertiesForUnrelatedObjects(UObject *OldObject, UObject *NewObject, UEngine::FCopyPropertiesForUnrelatedObjectsParams Params)
Definition GameMode.h:784
int RenderStatAI(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:836
void CancelPending(FWorldContext *Context)
Definition GameMode.h:777
bool CreateNamedNetDriver(UPendingNetGame *PendingNetGame, FName NetDriverName, FName NetDriverDefinition)
Definition GameMode.h:786
float & MaxES2PixelShaderAdditiveComplexityCountField()
Definition GameMode.h:661
UMaterial * RemoveSurfaceMaterialField()
Definition GameMode.h:645
TArray< FNetDriverDefinition > & NetDriverDefinitionsField()
Definition GameMode.h:756
void OnHardwareSurveyComplete(FHardwareSurveyResults *SurveyResults)
Definition GameMode.h:827
FColor & C_SubtractWireField()
Definition GameMode.h:696
bool ShouldAbsorbCosmeticOnlyEvent()
Definition GameMode.h:850
int RenderStatColorList(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:837
int & MaxParticleResizeWarnField()
Definition GameMode.h:716
bool PrepareMapChange(FWorldContext *Context, TArray< FName > *LevelNames)
Definition GameMode.h:833
UPendingNetGame * PendingNetGameFromWorld(UWorld *InWorld)
Definition GameMode.h:830
UMaterial * ConstraintLimitMaterialField()
Definition GameMode.h:652
int RenderStatTexture(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:844
int & GameCyclesField()
Definition GameMode.h:682
void FinishDestroy()
Definition GameMode.h:794
void ClearDebugDisplayProperties()
Definition GameMode.h:781
void DestroyNamedNetDriver(UWorld *InWorld, FName NetDriverName)
Definition GameMode.h:790
void EnableScreenSaver(bool bEnable)
Definition GameMode.h:792
bool InitializeHMDDevice()
Definition GameMode.h:817
FColor & C_WorldBoxField()
Definition GameMode.h:693
FLinearColor & DefaultSelectedMaterialColorField()
Definition GameMode.h:722
void WorldAdded(UWorld *InWorld)
Definition GameMode.h:864
TArray< FPluginRedirect > & ActivePluginRedirectsField()
Definition GameMode.h:673
float & LevelStreamingActorsUpdateTimeLimitField()
Definition GameMode.h:688
FString & ParticleEventManagerClassPathField()
Definition GameMode.h:735
void HandleTravelFailure(UWorld *InWorld, ETravelFailure::Type FailureType, FString *ErrorString)
Definition GameMode.h:810
UMaterial * LevelColorationUnlitMaterialField()
Definition GameMode.h:641
void BrowseToDefaultMap(FWorldContext *Context)
Definition GameMode.h:775
float & TimeBetweenPurgingPendingKillObjectsField()
Definition GameMode.h:685
float & HoverHighlightIntensityField()
Definition GameMode.h:739
TEnumAsByte< enum EMatineeCaptureType::Type > & MatineeCaptureTypeField()
Definition GameMode.h:733
float & MaxLightMapDensityField()
Definition GameMode.h:664
FColor & C_ScaleBoxHiField()
Definition GameMode.h:700
FSeamlessTravelHandler * SeamlessTravelHandlerForWorld(UWorld *World)
Definition GameMode.h:847
float & StreamingDistanceFactorField()
Definition GameMode.h:706
UMaterial * LightingTexelDensityMaterialField()
Definition GameMode.h:642
TEnumAsByte< enum ETransitionType > & TransitionTypeField()
Definition GameMode.h:707
FString & MatineeCaptureNameField()
Definition GameMode.h:730
UMaterial * WireframeMaterialField()
Definition GameMode.h:638
FColor & C_WireBackgroundField()
Definition GameMode.h:699
void CleanupPackagesToFullyLoad(FWorldContext *Context, EFullyLoadPackageType FullyLoadType, FString *Tag)
Definition GameMode.h:780
UGameUserSettings * GetGameUserSettings()
Definition GameMode.h:800
void MovePendingLevel(FWorldContext *Context)
Definition GameMode.h:825
TArray< FScreenMessageString > & PriorityScreenMessagesField()
Definition GameMode.h:736
FString * GetLastModDownloadText(FString *result)
Definition GameMode.h:765
FString & PrimalNetAuth_TokenField()
Definition GameMode.h:743
UMaterial * InvalidLightmapSettingsMaterialField()
Definition GameMode.h:653
bool & bIsOverridingSelectedColorField()
Definition GameMode.h:726
UMaterial * LevelColorationLitMaterialField()
Definition GameMode.h:640
FString & PlayOnConsoleSaveDirField()
Definition GameMode.h:632
int & LevelStreamingComponentsRegistrationGranularityField()
Definition GameMode.h:689
void CancelPending(UWorld *InWorld, UPendingNetGame *NewPendingNetGame)
Definition GameMode.h:778
FColor & C_NonSolidWireField()
Definition GameMode.h:698
void UpdateTransitionType(UWorld *CurrentWorld)
Definition GameMode.h:861
UMaterial * VertexColorViewModeMaterial_RedOnlyField()
Definition GameMode.h:649
int & ScreenSaverInhibitorSemaphoreField()
Definition GameMode.h:729
float & DisplayGammaField()
Definition GameMode.h:720
UTireType * DefaultTireTypeField()
Definition GameMode.h:630
void StopFPSChart()
Definition GameMode.h:771
UMaterial * PreviewShadowsIndicatorMaterialField()
Definition GameMode.h:654
void WorldDestroyed(UWorld *InWorld)
Definition GameMode.h:865
UGameUserSettings * GameUserSettingsField()
Definition GameMode.h:627
bool IsPreparingMapChange(FWorldContext *Context)
Definition GameMode.h:820
void ShutdownAudioDevice()
Definition GameMode.h:852
ULocalPlayer * GetFirstGamePlayer(UPendingNetGame *PendingNetGame)
Definition GameMode.h:796
UTexture2D * DefaultBokehTextureField()
Definition GameMode.h:637
int RenderStatFPS(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:838
int RenderStatLevels(UWorld *World, FViewport *Viewport, FCanvas *Canvas, int X, int Y, FVector *ViewLocation, FRotator *ViewRotation)
Definition GameMode.h:840
FWorldContext * GetWorldContextFromWorldChecked(UWorld *InWorld)
Definition GameMode.h:808
void TriggerPostLoadMapEvents()
Definition GameMode.h:859
float & CameraRotationThresholdField()
Definition GameMode.h:711
float & NetClientTicksPerSecondField()
Definition GameMode.h:719
TSharedPtr< IHeadMountedDisplay, 1 > & HMDDeviceField()
Definition GameMode.h:750
FColor & C_VolumeCollisionField()
Definition GameMode.h:701
TArray< FDropNoteInfo > & PendingDroppedNotesField()
Definition GameMode.h:717
int & TickCyclesField()
Definition GameMode.h:681
FLinearColor & SelectedMaterialColorOverrideField()
Definition GameMode.h:725
FString & TransitionGameModeField()
Definition GameMode.h:709
FColor & C_SemiSolidWireField()
Definition GameMode.h:697
FString & PrimalNetAuth_MyIPStrField()
Definition GameMode.h:742
float & MinLightMapDensityField()
Definition GameMode.h:662
float & RenderLightMapDensityColorScaleField()
Definition GameMode.h:666
float & BSPSelectionHighlightIntensityField()
Definition GameMode.h:738
bool CommitMapChange(FWorldContext *Context)
Definition GameMode.h:782
bool CreateNamedNetDriver(UWorld *InWorld, FName NetDriverName, FName NetDriverDefinition)
Definition GameMode.h:787
void ParseCommandline()
Definition GameMode.h:829
void Tick(float DeltaSeconds, bool bIdleMode)
Definition GameMode.h:774
int GetNumGamePlayers(UWorld *InWorld)
Definition GameMode.h:804
static FString * HardwareSurveyBucketRAM(FString *result, unsigned int MemoryMB)
Definition GameMode.h:811
FLinearColor & LightMapDensitySelectedColorField()
Definition GameMode.h:668
UEngine::FWorldAddedEvent & WorldAddedEventField()
Definition GameMode.h:751
void CreateGameUserSettings()
Definition GameMode.h:785
int & MaxParticleResizeField()
Definition GameMode.h:715
bool MakeSureMapNameIsValid(FString *InOutMapName)
Definition GameMode.h:824
void RecordHMDAnalytics()
Definition GameMode.h:834
void PerformanceCapture(FString *CaptureName)
Definition GameMode.h:831
static FGuid * GetPackageGuid(FGuid *result, FName PackageName)
Definition GameMode.h:805
UPrimalGlobals * GameSingletonField()
Definition GameMode.h:629
ULocalPlayer * GetFirstGamePlayer(UWorld *InWorld)
Definition GameMode.h:797
void SpawnServerActors(UWorld *World)
Definition GameMode.h:854
FString & MatineePackageCaptureNameField()
Definition GameMode.h:731
float & MaxPixelShaderAdditiveComplexityCountField()
Definition GameMode.h:660
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:867
TArray< ULocalPlayer * > * GetGamePlayers(UWorld *World)
Definition GameMode.h:799
int & ClientCyclesField()
Definition GameMode.h:683
void TickDeferredCommands()
Definition GameMode.h:856
void CancelPendingMapChange(FWorldContext *Context)
Definition GameMode.h:779
FWorldContext * GetWorldContextFromWorld(UWorld *InWorld)
Definition GameMode.h:807
int & NextWorldContextHandleField()
Definition GameMode.h:759
Definition UE.h:343
UClass * GetOwnerClass()
Definition UE.h:348
void AddCppProperty(UProperty *Property)
Definition UE.h:351
UStruct * GetOwnerStruct()
Definition UE.h:349
void PostLoad()
Definition UE.h:350
UField * NextField()
Definition UE.h:344
static UScriptStruct * StaticStruct()
Definition Actor.h:9547
TSubclassOf< UActorComponent > & AttachedComponentClassField()
Definition Actor.h:9545
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9543
float & RadiusField()
Definition Actor.h:9544
Definition Base.h:215
unsigned __int16 ParmsSize
Definition UE.h:385
char NumParms
Definition UE.h:384
unsigned __int16 ReturnValueOffset
Definition UE.h:386
UProperty * FirstPropertyToInit
Definition UE.h:389
unsigned int FunctionFlags
Definition UE.h:382
unsigned __int16 RPCId
Definition UE.h:387
unsigned __int16 RepOffset
Definition UE.h:383
unsigned __int16 RPCResponseId
Definition UE.h:388
TArray< UObject * > ObjectsPendingTimeShiftField()
Definition GameMode.h:209
FWorldContext * WorldContextField()
Definition GameMode.h:206
FString & PIEMapNameField()
Definition GameMode.h:208
TArray< ULocalPlayer * > LocalPlayersField()
Definition GameMode.h:207
static APlayerCameraManager * GetPlayerCameraManager(UObject *WorldContextObject, int PlayerIndex)
Definition Other.h:176
static void EnableLiveStreaming(bool Enable)
Definition Other.h:162
static void SetGlobalTimeDilation(UObject *WorldContextObject, float TimeDilation)
Definition Other.h:197
static bool SetGamePaused(UObject *WorldContextObject, bool bPaused)
Definition Other.h:196
static void PlaySound(UObject *WorldContextObject, USoundCue *InSoundCue, USceneComponent *AttachComponent, FName AttachName, bool bFollow, float VolumeMultiplier, float PitchMultiplier)
Definition Other.h:190
static void ApplyDamage(AActor *DamagedActor, float BaseDamage, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse)
Definition Other.h:147
static void PlaySoundAtLocation(UObject *WorldContextObject, USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings, bool bAlwaysPlay)
Definition Other.h:191
static AActor * FinishSpawningActor(AActor *Actor, FTransform *SpawnTransform)
Definition Other.h:163
static void SetWorldOriginLocation(UObject *WorldContextObject, FIntVector NewLocation)
Definition Other.h:198
static APawn * GetPlayerPawn(UObject *WorldContextObject, int PlayerIndex)
Definition Other.h:179
static ACharacter * GetPlayerCharacter(UObject *WorldContextObject, int PlayerIndex)
Definition Other.h:177
static bool IsGameWorld(UObject *WorldContextObject)
Definition Other.h:185
static UClass * GetObjectClass(UObject *Object)
Definition Other.h:174
static bool ApplyRadialDamageWithFalloff(UObject *WorldContextObject, float BaseDamage, float MinimumDamage, FVector *Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, float Impulse, TArray< AActor * > *IgnoreDamageActors, int NumAdditionalAttempts)
Definition Other.h:151
static bool DeleteGameInSlot(FString *SlotName, const int UserIndex)
Definition Other.h:160
static void SetBaseSoundMix(USoundMix *InSoundMix)
Definition Other.h:195
static void BreakHitResult_OLD(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem)
Definition Other.h:157
static APlayerController * CreatePlayer(UObject *WorldContextObject, int ControllerId, bool bSpawnPawn)
Definition Other.h:158
static bool ApplyRadialDamageIgnoreDamageActors(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, TArray< AActor * > *IgnoreDamageActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)
Definition Other.h:150
static float GetGlobalTimeDilation(UObject *WorldContextObject)
Definition Other.h:173
static float GetWorldDeltaSeconds(UObject *WorldContextObject)
Definition Other.h:182
static void OpenLevel(UObject *WorldContextObject, FName LevelName, bool bAbsolute, FString Options)
Definition Other.h:187
static void GetAllActorsWithInterface(UObject *WorldContextObject, TSubclassOf< UInterface > Interface, TArray< AActor * > *OutActors)
Definition Other.h:168
static float BPPointPlaneDist(FVector *Point, FVector *PlaneBase, FVector *PlaneNormal)
Definition Other.h:146
static bool IsGamePaused(UObject *WorldContextObject)
Definition Other.h:184
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Other.h:200
static void DeactivateReverbEffect(FName TagName)
Definition Other.h:159
static void PlayDialogueAtLocation(UObject *WorldContextObject, UDialogueWave *Dialogue, FDialogueContext *Context, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)
Definition Other.h:188
static AGameState * GetGameState(UObject *WorldContextObject)
Definition Other.h:172
static void PopSoundMixModifier(USoundMix *InSoundMixModifier)
Definition Other.h:193
static FVector * GetActorArrayAverageLocation(FVector *result, TArray< AActor * > *Actors)
Definition Other.h:165
static bool AreAnyListenersWithinRange(FVector Location, float MaximumRange)
Definition Other.h:152
static AGameMode * GetGameMode(UObject *WorldContextObject)
Definition Other.h:171
static FVector * BPPointPlaneProject(FVector *result, FVector *Point, FVector *PlaneBase, FVector *PlaneNorm)
Definition Other.h:153
static FString * GetPlatformName(FString *result)
Definition Other.h:175
static void GetActorArrayBounds(TArray< AActor * > *Actors, bool bOnlyCollidingComponents, FVector *Center, FVector *BoxExtent)
Definition Other.h:166
static APlayerController * GetPlayerController(UObject *WorldContextObject, int PlayerIndex)
Definition Other.h:178
static UAudioComponent * PlayDialogueAttached(UDialogueWave *Dialogue, FDialogueContext *Context, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)
Definition Other.h:189
static void PushSoundMixModifier(USoundMix *InSoundMixModifier)
Definition Other.h:194
static AActor * BeginSpawningActorFromClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, FTransform *SpawnTransform, bool bNoCollisionFail)
Definition Other.h:155
static void LoadStreamLevel(UObject *WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)
Definition Other.h:186
static EPhysicalSurface GetSurfaceType(FHitResult *Hit)
Definition Other.h:181
static void BreakHitResult(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem, bool *BlockingHit)
Definition Other.h:156
static void UnloadStreamLevel(UObject *WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo)
Definition Other.h:199
static float GetAudioTimeSeconds(UObject *WorldContextObject)
Definition Other.h:169
static bool ApplyRadialDamage(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)
Definition Other.h:149
static bool DoesSaveGameExist(FString *SlotName, const int UserIndex)
Definition Other.h:161
static AActor * BeginSpawningActorFromBlueprint(UObject *WorldContextObject, UBlueprint *Blueprint, FTransform *SpawnTransform, bool bNoCollisionFail)
Definition Other.h:154
static UAudioComponent * PlaySoundAttached(USoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings, bool bAlwaysPlay)
Definition Other.h:192
static void StaticRegisterNativesUGameplayStatics()
Definition Other.h:201
static void GetAccurateRealTime(UObject *WorldContextObject, int *Seconds, float *PartialSeconds)
Definition Other.h:164
static FIntVector * GetWorldOriginLocation(FIntVector *result, UObject *WorldContextObject)
Definition Other.h:183
static UGameInstance * GetGameInstance(UObject *WorldContextObject)
Definition Other.h:170
static void ApplyPointDamage(AActor *DamagedActor, float BaseDamage, FVector *HitFromDirection, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse, bool bForceCollisionCheck, ECollisionChannel ForceCollisionCheckTraceChannel)
Definition Other.h:148
static void GetAllActorsOfClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, TArray< AActor * > *OutActors)
Definition Other.h:167
static float GetRealTimeSeconds(UObject *WorldContextObject)
Definition Other.h:180
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9696
float & MinScaleForAttachedComponentField()
Definition Actor.h:9620
unsigned __int32 & bPostNetReceiveHideField()
Definition Actor.h:9610
TSubclassOf< UActorComponent > & AttachedComponentClassField()
Definition Actor.h:9602
unsigned __int32 & bIsFallingTreeField()
Definition Actor.h:9606
TArray< UMaterialInterface * > & OverrideDestructionMaterialsField()
Definition Actor.h:9623
float & LargestSingleBoundsField()
Definition Actor.h:9601
USoundBase * DestroyedSoundField()
Definition Actor.h:9609
int & InstanceStartCullDistanceField()
Definition Actor.h:9596
unsigned __int32 & bTickOnlyCheckFoliageClippingField()
Definition Actor.h:9613
unsigned __int32 & bFromNonCriticalLevelField()
Definition Actor.h:9612
TArray< int > & InstanceReorderTableField()
Definition Actor.h:9598
float & AttachedComponentScaleFactorField()
Definition Actor.h:9618
unsigned __int32 & bDontScaleAttachedComponentField()
Definition Actor.h:9615
float & MaxScaleForAttachedComponentField()
Definition Actor.h:9619
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9591
float & PlayerOverrideWalkableFloorZField()
Definition Actor.h:9604
UFoliageType * FoliageTypeReferenceField()
Definition Actor.h:9621
unsigned __int32 & bInstanceRequiresPhysXCollisionField()
Definition Actor.h:9607
TArray< int > & RemovedInstancesField()
Definition Actor.h:9600
float & MeshUnscaledBoundsField()
Definition Actor.h:9622
unsigned __int32 & bWasBlockLoadField()
Definition Actor.h:9614
TArray< unsigned int > & InstancesVisibilityField()
Definition Actor.h:9628
FVector * GetPositionOfInstance(FVector *result, int index)
Definition Actor.h:9593
unsigned __int32 & bDidFirstPostNetReceiveField()
Definition Actor.h:9611
unsigned __int32 & bIgnoreVisibilityCheckField()
Definition Actor.h:9608
float & OverrideWalkableFloorZField()
Definition Actor.h:9603
TIndirectArray< FAttachedInstanced > & InstanceAttachedComponentsField()
Definition Actor.h:9625
TArray< UActorComponent * > & ReferencedAttachedComponentObjectsField()
Definition Actor.h:9626
TArray< FBodyInstance * > & InstanceBodiesField()
Definition Actor.h:9624
unsigned __int32 & bReplicateThisComponentField()
Definition Actor.h:9605
TArray< int > & InstanceReorderTableBulkField()
Definition Actor.h:9599
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:570
static FName * MakeLiteralName(FName *result, FName Value)
Definition Other.h:340
static void SetRotatorPropertyByName(UObject *Object, FName PropertyName, FRotator *Value)
Definition Other.h:353
static bool K2_IsTimerActive(UObject *Object, FString FunctionName)
Definition Other.h:326
static bool BoxTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:271
static bool LineTraceMulti_NEW(UObject *WorldContextObject, FVector Start, FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:337
static bool BoxTraceSingle(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:272
static void SetSupressViewportTransitionMessage(UObject *WorldContextObject, bool bState)
Definition Other.h:355
static void SetTransformPropertyByName(UObject *Object, FName PropertyName, FTransform *Value)
Definition Other.h:357
static void K2_UnPauseTimer(UObject *Object, FString FunctionName)
Definition Other.h:334
static bool IsStandalone(UObject *WorldContextObject)
Definition Other.h:321
static bool SphereOverlapComponents_NEW(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
Definition Other.h:364
static FText * MakeLiteralText(FText *result, FText Value)
Definition Other.h:342
static FDebugFloatHistory * AddFloatHistorySample(FDebugFloatHistory *result, float Value, FDebugFloatHistory *FloatHistory)
Definition Other.h:267
static bool CapsuleOverlapComponents_NEW(UObject *WorldContextObject, FVector CapsulePos, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
Definition Other.h:275
static bool LineTraceSingle_NEW(UObject *WorldContextObject, FVector Start, FVector End, ECollisionChannel TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:339
static bool DoesImplementInterface(UObject *TestObject, TSubclassOf< UInterface > Interface)
Definition Other.h:285
static bool SphereTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:367
static void ShowPlatformSpecificLeaderboardScreen(FString *CategoryName)
Definition Other.h:361
static void ShowAdBanner(bool bShowOnBottomOfScreen)
Definition Other.h:359
static void SetBoolPropertyByName(UObject *Object, FName PropertyName, bool Value)
Definition Other.h:344
static bool IsDedicatedServer(UObject *WorldContextObject)
Definition Other.h:318
static FString * GetGameName(FString *result)
Definition Other.h:311
static bool BoxOverlapComponents_NEW(UObject *WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
Definition Other.h:269
static void FlushPersistentDebugLines(UObject *WorldContextObject)
Definition Other.h:304
static void DrawDebugFloatHistoryLocation(UObject *WorldContextObject, FDebugFloatHistory *FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor, float LifeTime)
Definition Other.h:293
static void DrawDebugCone(UObject *WorldContextObject, FVector Origin, FVector Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, FLinearColor Color)
Definition Other.h:289
static bool SphereOverlapActors_NEW(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
Definition Other.h:363
static void StaticRegisterNativesUKismetSystemLibrary()
Definition Other.h:370
static bool K2_TimerExists(UObject *Object, FString FunctionName)
Definition Other.h:333
static void SetVectorPropertyByName(UObject *Object, FName PropertyName, FVector *Value)
Definition Other.h:358
static void DrawDebugCylinder(UObject *WorldContextObject, FVector Start, FVector End, float Radius, int Segments, FLinearColor Color, float LifeTime)
Definition Other.h:292
static int GetRenderingMaterialQualityLevel()
Definition Other.h:315
static bool K2_IsTimerPaused(UObject *Object, FString FunctionName)
Definition Other.h:327
static void DrawDebugPoint(UObject *WorldContextObject, FVector Position, float Size, FLinearColor PointColor, float LifeTime)
Definition Other.h:299
static bool ComponentOverlapComponents_NEW(UPrimitiveComponent *Component, FTransform *ComponentTransform, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ComponentClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< UPrimitiveComponent * > *OutComponents)
Definition Other.h:281
static void GetActorListFromComponentList(TArray< UPrimitiveComponent * > *ComponentList, UClass *ActorClassFilter, TArray< AActor * > *OutActorList)
Definition Other.h:307
static void SetBytePropertyByName(UObject *Object, FName PropertyName, char Value)
Definition Other.h:345
static int GetRenderingDetailMode()
Definition Other.h:314
static void SetObjectPropertyByName(UObject *Object, FName PropertyName, UObject *Value)
Definition Other.h:352
static void DrawDebugBox(UObject *WorldContextObject, FVector Center, FVector Extent, FLinearColor Color, FRotator Rotation, float LifeTime)
Definition Other.h:287
static void SetTextPropertyByName(UObject *Object, FName PropertyName, FText *Value)
Definition Other.h:356
static void K2_SetTimerForNextTick(UObject *Object, FString FunctionName, bool bLooping)
Definition Other.h:331
static void SetStringPropertyByName(UObject *Object, FName PropertyName, FString *Value)
Definition Other.h:354
static float K2_GetTimerElapsedTime(UObject *Object, FString FunctionName)
Definition Other.h:324
static void Generic_SetStructurePropertyByName(UObject *OwnerObject, FName StructPropertyName, const void *SrcStructAddr)
Definition Other.h:305
static void K2_SetTimer(UObject *Object, FString FunctionName, float Time, bool bLooping)
Definition Other.h:329
static bool SphereTraceSingle_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:368
static void SetNamePropertyByName(UObject *Object, FName PropertyName, FName *Value)
Definition Other.h:351
static void LaunchURL(FString *URL)
Definition Other.h:335
static void SetLinearColorPropertyByName(UObject *Object, FName PropertyName, FLinearColor *Value)
Definition Other.h:350
static void DrawDebugArrow(UObject *WorldContextObject, FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor Color, float LifeTime)
Definition Other.h:286
static bool LineTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:338
static void DrawDebugString(UObject *WorldContextObject, FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration)
Definition Other.h:301
static bool SphereTraceMulti_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:366
static bool CapsuleTraceSingle_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:279
static void DrawDebugFrustum(UObject *WorldContextObject, FTransform *FrustumTransform, FLinearColor FrustumColor, float Duration)
Definition Other.h:295
static bool CapsuleOverlapActors_NEW(UObject *WorldContextObject, FVector CapsulePos, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
Definition Other.h:274
static float K2_GetTimerRemainingTime(UObject *Object, FString FunctionName)
Definition Other.h:325
static bool IsClient(UObject *WorldContextObject)
Definition Other.h:317
static void SetDoublePropertyByName(UObject *Object, FName PropertyName, long double Value)
Definition Other.h:347
static void K2_PauseTimer(UObject *Object, FString FunctionName)
Definition Other.h:328
static long double GetGameTimeInSeconds(UObject *WorldContextObject)
Definition Other.h:312
static void SetIntPropertyByName(UObject *Object, FName PropertyName, int Value)
Definition Other.h:349
static FString * GetPlatformUserName(FString *result)
Definition Other.h:313
static void DrawDebugFloatHistoryTransform(UObject *WorldContextObject, FDebugFloatHistory *FloatHistory, FTransform *DrawTransform, FVector2D DrawSize, FLinearColor DrawColor, float LifeTime)
Definition Other.h:294
static void DrawDebugConeInDegrees(UObject *WorldContextObject, FVector Origin, FVector Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, FLinearColor Color, float LifeTime)
Definition Other.h:290
static void SetFloatPropertyByName(UObject *Object, FName PropertyName, float Value)
Definition Other.h:348
static void SetClassPropertyByName(UObject *Object, FName PropertyName, TSubclassOf< UObject > Value)
Definition Other.h:346
static void GetComponentBounds(USceneComponent *Component, FVector *Origin, FVector *BoxExtent, float *SphereRadius)
Definition Other.h:308
static bool IsListenServer(UObject *WorldContextObject)
Definition Other.h:319
static bool IsServer(UObject *WorldContextObject)
Definition Other.h:320
static void K2_SetTimerForNextTickDelegate(FBlueprintTimerDynamicDelegate Delegate, bool bLooping)
Definition Other.h:332
static void DrawDebugCoordinateSystem(UObject *WorldContextObject, FVector AxisLoc, FRotator AxisRot, float Scale, float LifeTime)
Definition Other.h:291
static void DrawDebugLineTraceHitResult(UObject *WorldContextObject, FHitResult *Hit, FVector *TraceStart, FVector *TraceEnd, FLinearColor StartColor, FLinearColor HitColor, float LineThickness, float HitSize, bool bDrawHitNormal, FLinearColor HitNormalColor, float HitNormalLength, float Duration)
Definition Other.h:297
static bool SphereTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:365
void MakeLiteralString(TArray< wchar_t > *Other)
Definition Other.h:341
static void FlushDebugStrings(UObject *WorldContextObject)
Definition Other.h:303
static bool BoxTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:273
static void ShowPlatformSpecificAchievementsScreen(APlayerController *SpecificPlayer)
Definition Other.h:360
static bool SphereOverlapActorsSimple(UObject *WorldContextObject, FVector SpherePos, float SphereRadius, TEnumAsByte< enum EObjectTypeQuery > ObjectType, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
Definition Other.h:362
static char MakeLiteralByte(char Value)
Definition Other.h:282
static FString * GetEngineVersion(FString *result)
Definition Other.h:310
static void GetActorBounds(AActor *Actor, FVector *Origin, FVector *BoxExtent)
Definition Other.h:306
static FString * GetDisplayName(FString *result, UObject *Object)
Definition Other.h:309
static bool CapsuleTraceSingleForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult *OutHit, bool bIgnoreSelf)
Definition Other.h:278
static bool BoxTraceMulti(UObject *WorldContextObject, FVector Start, FVector End, FVector HalfSize, FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:270
static EPrimalCharacterStatusValue::Type MakeLiteralInt(int InInteger)
Definition Other.h:371
static bool ComponentOverlapActors_NEW(UPrimitiveComponent *Component, FTransform *ComponentTransform, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
Definition Other.h:280
static bool IsValid(UObject *Object)
Definition Other.h:322
static bool CapsuleTraceMulti_NEW(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:277
static void DrawDebugCapsule(UObject *WorldContextObject, FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor Color, float LifeTime)
Definition Other.h:288
static FString * GetUniqueDeviceId(FString *result)
Definition Other.h:316
static bool LineTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:336
static void DrawDebugSphere(UObject *WorldContextObject, FVector Center, float Radius, int Segments, FLinearColor Color, float LifeTime)
Definition Other.h:300
static void CreateCopyForUndoBuffer(UObject *ObjectToModify)
Definition Other.h:283
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Other.h:369
static void DrawDebugLine(UObject *WorldContextObject, FVector LineStart, FVector LineEnd, FLinearColor Color, float LifeTime, float Thickness)
Definition Other.h:296
static bool CapsuleTraceMultiForObjects(UObject *WorldContextObject, FVector Start, FVector End, float Radius, float HalfHeight, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, TArray< AActor * > *ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, TArray< FHitResult > *OutHits, bool bIgnoreSelf)
Definition Other.h:276
static void DrawDebugPlane(UObject *WorldContextObject, FPlane *P, FVector Loc, float Size, FLinearColor Color, float LifeTime)
Definition Other.h:298
static void K2_SetTimerDelegate(FBlueprintTimerDynamicDelegate Delegate, float Time, bool bLooping)
Definition Other.h:330
static void ExecuteConsoleCommand(UObject *WorldContextObject, FString *Command, APlayerController *Player)
Definition Other.h:302
static void Delay(UObject *WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
Definition Other.h:284
static void RetriggerableDelay(UObject *WorldContextObject, float Duration, FLatentActionInfo LatentInfo)
Definition Other.h:343
static bool BoxOverlapActors_NEW(UObject *WorldContextObject, FVector BoxPos, FVector BoxExtent, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, UClass *ActorClassFilter, TArray< AActor * > *ActorsToIgnore, TArray< AActor * > *OutActors)
Definition Other.h:268
static void K2_ClearTimer(UObject *Object, FString FunctionName)
Definition Other.h:323
TArray< AActor * > GetActorsField() const
Definition GameMode.h:907
TSubclassOf< AActor > & DamageFXActorToSpawnField()
Definition Actor.h:9519
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9516
TArray< UMaterialInterface * > & MaterialsField()
Definition Actor.h:9517
TArray< UMaterialInterface * > & DefaultMaterialsOverrideField()
Definition Actor.h:9518
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:562
float & MaxDesiredNumEnemiesMultiplierField()
Definition Actor.h:427
TArray< FNPCSpawnEntry > & NPCSpawnEntriesField()
Definition Actor.h:425
FString & EntriesNameField()
Definition Actor.h:424
TArray< FNPCSpawnLimit > & NPCSpawnLimitsField()
Definition Actor.h:426
int & bOverrideLinkedVolume_CountTamedDinosField()
Definition Actor.h:431
int & bOverrideLinkedVolume_OnlyCountLandDinosField()
Definition Actor.h:430
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:435
int & bOverrideLinkedVolume_OnlyCountWaterDinosField()
Definition Actor.h:429
bool & bForceLinkedVolumesToOnlyCountMyDinoClassesField()
Definition Actor.h:428
FNavigationFilterFlags IncludeFlags
Definition UE.h:861
TArray< FNavigationFilterArea > Areas
Definition UE.h:860
FNavigationFilterFlags ExcludeFlags
Definition UE.h:862
bool ClientHasInitializedLevelFor(UObject *TestObject)
Definition Actor.h:157
int & OutBytesField()
Definition Actor.h:100
void SetExpectedClientLoginMsgType(const char NewType)
Definition Actor.h:180
bool & bSharedConnectionField()
Definition Actor.h:134
int & QueuedBytesField()
Definition Actor.h:79
BitFieldValue< bool, unsigned __int32 > bPendingDestroy()
Definition Actor.h:148
TArray< AActor * > OwnedConsiderListField()
Definition Actor.h:140
long double & NextSpatialFrameCheckTimeField()
Definition Actor.h:53
void FlushNet(bool bIgnoreSimulation)
Definition Actor.h:161
FString & CDKeyHashField()
Definition Actor.h:74
float & LagAccField()
Definition Actor.h:91
FVector & LastDormancyLocCheckField()
Definition Actor.h:50
int & TickCountField()
Definition Actor.h:80
FieldArray< unsigned int, 1024 > PingAckDataCacheField()
Definition Actor.h:111
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:185
TSet< FNetworkGUID, DefaultKeyFuncs< FNetworkGUID, 0 >, FDefaultSetAllocator > & DestroyedStartupOrDormantActorsField()
Definition Actor.h:137
void ReceivedNak(int NakPacketId)
Definition Actor.h:172
TSharedPtr< FUniqueNetId, 0 > & PlayerIdField()
Definition Actor.h:64
FieldArray< int, 10240 > InReliableField()
Definition Actor.h:115
int & InBytesField()
Definition Actor.h:99
FieldArray< int, 10240 > PendingOutRecField()
Definition Actor.h:116
float & PlayerControllerTimerField()
Definition Actor.h:51
void ReceivedRawPacket(void *InData, int Count)
Definition Actor.h:175
bool & bNeedsByteSwappingField()
Definition Actor.h:63
int & OutPacketIdField()
Definition Actor.h:107
bool IsClientMsgTypeValid(const char ClientMsgType)
Definition Actor.h:166
int & OutPacketsLostField()
Definition Actor.h:102
BitFieldValue< bool, unsigned __int32 > bDisableFlushNetUntilActuallyReady()
Definition Actor.h:147
FString * GetAddrAsString(FString *result)
Definition Actor.h:162
FString & RequestURLField()
Definition Actor.h:71
bool & bSetupFailMessageField()
Definition Actor.h:133
long double & LogCallLastTimeField()
Definition Actor.h:119
BitFieldValue< bool, unsigned __int32 > bFirstActorSent()
Definition Actor.h:146
FString * LowLevelDescribe(FString *result)
Definition Actor.h:168
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *playbackFlags)
Definition Actor.h:181
TArray< AActor * > SentTemporariesField()
Definition Actor.h:49
long double & LastSendTimeField()
Definition Actor.h:77
FString & ClientResponseField()
Definition Actor.h:68
bool & bDoneHandshakingField()
Definition Actor.h:59
long double & CumulativeTimeField()
Definition Actor.h:96
float & BestLagAccField()
Definition Actor.h:92
FString & ClientGivenIPField()
Definition Actor.h:132
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > PendingProcessingDormantActor_NearField()
Definition Actor.h:129
FName & ClientWorldPackageNameField()
Definition Actor.h:138
BitFieldValue< bool, unsigned __int32 > bWelcomed()
Definition Actor.h:145
long double & LastReceiveTimeField()
Definition Actor.h:76
int & LastPartialPacketIdField()
Definition Actor.h:110
unsigned int & PerPacketTinyTokenToRecieveField()
Definition Actor.h:131
float & AvgLagField()
Definition Actor.h:90
long double & FrameTimeField()
Definition Actor.h:95
int IsNetReady(bool Saturate)
Definition Actor.h:167
char & ExpectedClientLoginMsgTypeField()
Definition Actor.h:73
float & StatPeriodField()
Definition Actor.h:88
FieldArray< long double, 256 > OutLagTimeField()
Definition Actor.h:104
unsigned int & PerPacketTinyTokenToSendField()
Definition Actor.h:130
int & PacketOverheadField()
Definition Actor.h:66
float & LastRecvAckTimeField()
Definition Actor.h:81
void FlushDormancyForObject(UObject *Object)
Definition Actor.h:160
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > RecentlyDormantActorsField()
Definition Actor.h:135
TArray< FName > & ClientVisibleLevelNamesField()
Definition Actor.h:139
void Tick()
Definition Actor.h:182
int BattlEye_GetAddrAsInt()
Definition Actor.h:152
void Close()
Definition Actor.h:158
UActorChannel * ActorChannelsFindRef(AActor *InActor, bool bUseWeak)
Definition Actor.h:153
void CleanupDormantActorState()
Definition Actor.h:156
int & CountedFramesField()
Definition Actor.h:98
void PurgeAcks()
Definition Actor.h:171
int & OutAckPacketIdField()
Definition Actor.h:108
float & LastPingAckField()
Definition Actor.h:112
FieldArray< int, 256 > OutLagPacketIdField()
Definition Actor.h:105
int WriteBitsToSendBuffer(const char *Bits, const int SizeInBits, const char *ExtraBits, const int ExtraSizeInBits)
Definition Actor.h:184
int & NegotiatedVerField()
Definition Actor.h:70
bool & bDeterminedIfRequiresHandShakeField()
Definition Actor.h:57
long double & SpatialFrameField()
Definition Actor.h:52
float & ConnectTimeField()
Definition Actor.h:82
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > PendingDormantActorsField()
Definition Actor.h:124
int & LogCallCountField()
Definition Actor.h:120
void SendPackageMap()
Definition Actor.h:178
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > DormantActorsField()
Definition Actor.h:123
int & InPacketIdField()
Definition Actor.h:106
FieldArray< int, 10240 > OutReliableField()
Definition Actor.h:114
AActor * ViewerField()
Definition Actor.h:54
void FinishDestroy()
Definition Actor.h:159
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > PendingDormantActorsNoParentField()
Definition Actor.h:126
void HandleClientPlayer(APlayerController *PC, UNetConnection *NetConnection)
Definition Actor.h:164
int & LastPingAckPacketIdField()
Definition Actor.h:113
void InitSendBuffer()
Definition Actor.h:165
bool & bRequiresHandShakeField()
Definition Actor.h:58
long double & AverageFrameTimeField()
Definition Actor.h:97
FString * LowLevelGetRemoteAddress(FString *result, bool bAppendPort)
Definition Actor.h:169
bool & TimeSensitiveField()
Definition Actor.h:86
long double & LastTickTimeField()
Definition Actor.h:78
AActor * OwningActorField()
Definition Actor.h:55
void LowLevelSend(void *Data, int Count)
Definition Actor.h:170
void ValidateSendBuffer()
Definition Actor.h:183
int & PartialPacketIdField()
Definition Actor.h:109
int & MaxPacketField()
Definition Actor.h:56
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > PendingProcessingDormantActor_FarField()
Definition Actor.h:128
TArray< int > & ResendAcksField()
Definition Actor.h:118
BitFieldValue< bool, unsigned __int32 > InternalAck()
Definition Actor.h:144
FString & CDKeyResponseField()
Definition Actor.h:75
int & InPacketsLostField()
Definition Actor.h:101
void ReceivedNak_Range(int NakPacketStart, int NakPacketEnd)
Definition Actor.h:173
void CheckFirstActor()
Definition Actor.h:154
int & LagCountField()
Definition Actor.h:93
int & LogSustainedCountField()
Definition Actor.h:121
FString & ChallengeField()
Definition Actor.h:67
int & ResponseIdField()
Definition Actor.h:69
int & ProtocolVersionField()
Definition Actor.h:65
TArray< int > & QueuedAcksField()
Definition Actor.h:117
float & BestLagField()
Definition Actor.h:89
void CleanUp()
Definition Actor.h:155
float & DormancyRateField()
Definition Actor.h:127
bool & AllowMergeField()
Definition Actor.h:85
long double & StatUpdateTimeField()
Definition Actor.h:87
void ResetGameWorldState()
Definition Actor.h:176
long double & LastTimeField()
Definition Actor.h:94
TSet< AActor const *, DefaultKeyFuncs< AActor const *, 0 >, FDefaultSetAllocator > DormantActorsNoParentField()
Definition Actor.h:125
void SendAck(int AckPacketId, bool FirstTime, bool bHavePingAckData, unsigned int PingAckData)
Definition Actor.h:177
double GetFloatingPointPropertyValue(void const *Data)
Definition UE.h:587
__int64 GetSignedIntPropertyValue(void const *Data)
Definition UE.h:586
unsigned __int64 GetUnsignedIntPropertyValue(void const *Data)
Definition UE.h:588
void DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
Definition UE.h:283
bool IsValidLowLevel()
Definition UE.h:284
FName & NameField()
Definition UE.h:278
UClass * ClassField()
Definition UE.h:277
bool IsValidLowLevelFast(bool bRecursive)
Definition UE.h:285
int & InternalIndexField()
Definition UE.h:276
UObject * OuterField()
Definition UE.h:279
void Register(const wchar_t *PackageName, const wchar_t *InName)
Definition UE.h:287
EObjectFlags & ObjectFlagsField()
Definition UE.h:275
static void EmitBaseReferences(UClass *RootClass)
Definition UE.h:286
void * GetInterfaceAddress(UClass *InterfaceClass)
Definition UE.h:300
int GetLinkerUE4Version()
Definition UE.h:292
FString * GetFullName(FString *result, UObject *StopOuter)
Definition UE.h:296
bool IsA(UClass *SomeBase)
Definition UE.h:299
void GetPathName(UObject *StopOuter, FString *ResultString)
Definition UE.h:295
bool IsDefaultSubobject()
Definition UE.h:301
int GetLinkerIndex()
Definition UE.h:302
FString * GetPathName(FString *result, UObject *StopOuter)
Definition UE.h:294
int GetLinkerLicenseeUE4Version()
Definition UE.h:293
void MarkPackageDirty()
Definition UE.h:297
bool IsIn(UObject *SomeOuter)
Definition UE.h:298
Definition UE.h:306
bool Modify(bool bAlwaysMarkDirty)
Definition UE.h:325
UFunction * FindFunctionChecked(FName InName)
Definition UE.h:336
void LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
Definition UE.h:331
bool IsInBlueprint()
Definition UE.h:315
bool IsSelected()
Definition UE.h:326
__declspec(dllexport) UProperty *FindProperty(FName name)
bool IsNameStableForNetworking()
Definition UE.h:333
FString * GetDetailedInfoInternal(FString *result)
Definition UE.h:312
bool IsFullNameStableForNetworking()
Definition UE.h:334
void CollectDefaultSubobjects(TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
Definition UE.h:327
bool IsSupportedForNetworking()
Definition UE.h:335
static UObject * GetArchetypeFromRequiredInfo(UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
Definition UE.h:338
UObject * GetArchetype()
Definition UE.h:313
void BeginDestroy()
Definition UE.h:319
bool AreAllOuterObjectsValid()
Definition UE.h:310
bool IsBasedOnArchetype(UObject *const SomeObject)
Definition UE.h:314
FName * GetExporterName(FName *result)
Definition UE.h:311
static UClass * GetPrivateStaticClass()
Definition UE.h:307
bool CheckDefaultSubobjectsInternal()
Definition UE.h:328
void LocalizeProperty(UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
Definition UE.h:318
bool ConditionalFinishDestroy()
Definition UE.h:323
FString * GetDetailedInfo(FString *result)
Definition UE.h:321
bool IsAsset()
Definition UE.h:329
void ProcessEvent(UFunction *Function, void *Parms)
Definition UE.h:337
void ConditionalPostLoad()
Definition UE.h:324
void FinishDestroy()
Definition UE.h:320
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
Definition UE.h:316
bool ConditionalBeginDestroy()
Definition UE.h:322
void ConditionalShutdownAfterError()
Definition UE.h:332
void LoadLocalized(UObject *LocBase, bool bLoadHierachecally)
Definition UE.h:317
static UClass * StaticClass()
Definition UE.h:308
void ExecuteUbergraph(int EntryPoint)
Definition UE.h:309
bool IsSafeForRootSet()
Definition UE.h:330
UClass * PropertyClassField()
Definition UE.h:523
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:547
unsigned __int64 & TransferringPlayerDataIdField()
Definition Actor.h:1764
void SwitchController(APlayerController *PC)
Definition Actor.h:1768
int & ConfiguredInternetSpeedField()
Definition Actor.h:1762
int & CurrentNetSpeedField()
Definition Actor.h:1761
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:1769
APlayerController * PlayerControllerField()
Definition Actor.h:1760
int & ConfiguredLanSpeedField()
Definition Actor.h:1763
float & SuffocationHealthPercentDecreaseSpeedField()
Definition Actor.h:5568
FieldArray< float, 16 > ReplicatedBaseLevelMaxStatusValuesField()
Definition Actor.h:5661
unsigned __int16 & ExtraCharacterLevelField()
Definition Actor.h:5586
float & BaseFoodConsumptionRateField()
Definition Actor.h:5592
float & FoodOverMaxDecreaseMultiplierField()
Definition Actor.h:5712
float & WalkingStaminaConsumptionRateField()
Definition Actor.h:5572
BitFieldValue< bool, unsigned __int32 > bTicked()
Definition Actor.h:5770
BitFieldValue< bool, unsigned __int32 > bRunningConsumesStamina()
Definition Actor.h:5745
FieldArray< long double, 16 > LastIncreasedStatusValuesTimesField()
Definition Actor.h:5665
float & WeightJumpDecreasePowerField()
Definition Actor.h:5630
TSubclassOf< UDamageType > & RegainOxygenDamageTypeField()
Definition Actor.h:5700
float & OverEatFoodDecreaseHealthRateField()
Definition Actor.h:5709
float & OverEatFoodScaleDecreaseHealthRateField()
Definition Actor.h:5710
float ModifyCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float Amount, bool bPercentOfMax, bool bPercentOfCurrent, bool bManualModification, bool bSetValue, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bForceSetValue)
Definition Actor.h:5848
FieldArray< float, 4 > OverEquilibriumVitaminsConsumptionMultiplierField()
Definition Actor.h:5719
BitFieldValue< bool, unsigned __int32 > bForceRefreshWeight()
Definition Actor.h:5767
FString * GetUpgradedStatusValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType)
Definition Actor.h:5841
float & TheMaxTorporIncreasePerBaseLevelField()
Definition Actor.h:5633
float & TorporExitPercentThresholdField()
Definition Actor.h:5622
BitFieldValue< bool, unsigned __int32 > bInfiniteStats()
Definition Actor.h:5752
float & DefaultHyperthermicInsulationField()
Definition Actor.h:5652
BitFieldValue< bool, unsigned __int32 > bUseBPModifyMaxLevel()
Definition Actor.h:5771
float GetUpgradedMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5840
void SetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType, bool bTamedPoints, int newPoints)
Definition Actor.h:5867
float & SwimmingOrFlyingStaminaConsumptionRateField()
Definition Actor.h:5573
FieldArray< float, 16 > AmountMaxGainedPerLevelUpValueTamedField()
Definition Actor.h:5552
BitFieldValue< bool, unsigned __int32 > bInitializedMe()
Definition Actor.h:5759
float & HyperthermiaTemperatureThresholdField()
Definition Actor.h:5620
float & FortitudeInsulationMultiplierField()
Definition Actor.h:5606
float & BaseWaterConsumptionRateField()
Definition Actor.h:5593
float & StaminaToHealthMaxPercentPerConversionField()
Definition Actor.h:5692
FieldArray< float, 4 > BaseVitaminsConsumptionRateField()
Definition Actor.h:5718
FieldArray< float, 16 > BaseLevelMaxStatusValuesField()
Definition Actor.h:5543
FieldArray< float, 16 > AdditionalStatusValuesField()
Definition Actor.h:5658
FieldArray< float, 16 > ExtraStatusValueRateDecreaseModifiersField()
Definition Actor.h:5558
BitFieldValue< bool, unsigned __int32 > bForceDefaultSpeed()
Definition Actor.h:5765
BitFieldValue< bool, unsigned __int32 > bReplicateGlobalStatusValues()
Definition Actor.h:5750
float GetTotalStatusModifierDescriptionIndex(int StatusValueModifierDescriptionIndex)
Definition Actor.h:5839
float & MaxTamingEffectivenessBaseLevelMultiplierField()
Definition Actor.h:5654
float & BabyGestationConsumingFoodRateMultiplierField()
Definition Actor.h:5604
FieldArray< float, 16 > MaxStatusValuesField()
Definition Actor.h:5542
float & InsulationHypothermiaOffsetExponentField()
Definition Actor.h:5637
float & ExperienceAutomaticConsciousIncreaseSpeedField()
Definition Actor.h:5565
float & XPEarnedPerStaminaConsumedField()
Definition Actor.h:5582
BitFieldValue< bool, unsigned __int32 > bFreezeStatusValues()
Definition Actor.h:5769
float & MinHealthFromExhaustionField()
Definition Actor.h:5694
FieldArray< float, 16 > AmountMaxGainedPerLevelUpValueField()
Definition Actor.h:5551
float & FortitudeFoodReductionResistanceField()
Definition Actor.h:5728
float & WaterOverMaxDecreaseMultiplierField()
Definition Actor.h:5717
float & TamedBaseHealthMultiplierField()
Definition Actor.h:5693
FieldArray< long double, 16 > LastMaxedStatusValuesTimesField()
Definition Actor.h:5666
void ChangedStatusState(EPrimalCharacterStatusState::Type valueType, bool bEnteredState)
Definition Actor.h:5801
float & ExtraTamedDinoDamageMultiplierField()
Definition Actor.h:5685
FieldArray< float, 16 > RecoveryRateStatusValueField()
Definition Actor.h:5548
BitFieldValue< bool, unsigned __int32 > bAutomaticallyUpdateTemperature()
Definition Actor.h:5749
float & WaterConsumptionMultiplierField()
Definition Actor.h:5670
void RefreshEquippedItemStatGroupModifiers()
Definition Actor.h:5858
float & FoodConsumptionMultiplierField()
Definition Actor.h:5671
FieldArray< float, 16 > TimeToRecoverAfterDepletionStatusValueField()
Definition Actor.h:5549
void SetExtraCharacterLevel(int NewExtraCharacterLevel)
Definition Actor.h:5866
void BPDirectSetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
Definition Actor.h:5790
BitFieldValue< bool, unsigned __int32 > bStatusSpeedModifierOnlyFullOrNone()
Definition Actor.h:5755
FieldArray< char, 16 > NumberOfLevelUpPointsAppliedTamedField()
Definition Actor.h:5545
float & HypothermicHealthDecreaseRateBaseField()
Definition Actor.h:5578
FieldArray< float, 16 > DinoMaxStatAddMultiplierImprintingField()
Definition Actor.h:5688
float & HypothermiaDecreaseFoodMultiplierBaseField()
Definition Actor.h:5616
void BPSetRecoveryRateStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
Definition Actor.h:5799
float & HyperthermiaDecreaseWaterMultiplierPerDegreeField()
Definition Actor.h:5619
APrimalCharacter * GetPrimalCharacter()
Definition Actor.h:5828
FieldArray< float, 16 > ReplicatedCurrentStatusValuesField()
Definition Actor.h:5659
float BPGetAmountGainedPerLevelUpValue(EPrimalCharacterStatusValue::Type valueType, bool bGetTamed)
Definition Actor.h:5792
void SetTamed(float TameIneffectivenessModifier)
Definition Actor.h:5870
FieldArray< float, 16 > ReplicatedGlobalMaxStatusValuesField()
Definition Actor.h:5660
FieldArray< char, 16 > CanLevelUpValueField()
Definition Actor.h:5562
void AddShipExperience(float HowMuch, EXPType::Type XPType, float SharedXPMulti, bool bShareWithBasedPlayers, bool bShareWithBasedNPCCrew, bool bShareWithBasedCreatures, bool bOnlyAddToBasedPawns, APrimalCharacter *FromKillerChar)
Definition Actor.h:5783
void DrawLocalPlayerHUD(AShooterHUD *HUD, float ScaleMult, bool bFromBottomRight)
Definition Actor.h:5805
FString * GetStatusValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType, bool bValueOnly)
Definition Actor.h:5836
float & DinoTamedAdultConsumingFoodRateMultiplierField()
Definition Actor.h:5603
int BPModifyMaxLevel_Implementation(int InMaxLevel)
Definition Actor.h:5798
BitFieldValue< bool, unsigned __int32 > bNoStaminaRecoveryWhenStarving()
Definition Actor.h:5772
TArray< FString > & StatusDescriptionOverridesField()
Definition Actor.h:5699
float & BabyDinoStarvationHealthDecreaseRateMultiplierField()
Definition Actor.h:5605
float & InsulationHypothermiaOffsetScalerField()
Definition Actor.h:5638
void ClientSyncMaxStatusValues(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
Definition Actor.h:5880
BitFieldValue< bool, unsigned __int32 > bIgnoreStatusSpeedModifierIfSwimming()
Definition Actor.h:5756
float & FortitudeTorpidityDecreaseMultiplierField()
Definition Actor.h:5594
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:5881
void ClientSyncMaxStatusValues_Implementation(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
Definition Actor.h:5804
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:5819
float & LastHyperthermalCharacterInsulationValueField()
Definition Actor.h:5643
float & CurrentStatusValuesReplicationIntervalField()
Definition Actor.h:5634
float & MountedDinoDinoWeightMultiplierField()
Definition Actor.h:5683
float & DehyrdationTorpidityIncreaseRateField()
Definition Actor.h:5627
float & DinoRiderWeightMultiplierField()
Definition Actor.h:5561
float & OverDrinkWaterDecreaseHealthRateField()
Definition Actor.h:5714
FieldArray< float, 16 > MaxLevelUpMultiplierField()
Definition Actor.h:5557
float BPGetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5794
float & ExtraTamedHealthMultiplierField()
Definition Actor.h:5675
float & HypoCharacterInsulationValueField()
Definition Actor.h:5639
FieldArray< float, 16 > TimeToRecoverAfterDecreaseStatusValueField()
Definition Actor.h:5550
FieldArray< char, 16 > MaxGainedPerLevelUpValueIsPercentField()
Definition Actor.h:5553
float & PoopItemFoodConsumptionCacheField()
Definition Actor.h:5641
long double & LastReplicatedCurrentStatusValuesTimeField()
Definition Actor.h:5681
float BPGetPercentStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5795
BitFieldValue< bool, unsigned __int32 > bForceGainOxygen()
Definition Actor.h:5768
bool IsInStatusState(EPrimalCharacterStatusState::Type StateType)
Definition Actor.h:5846
void AddStatusValueModifier(EPrimalCharacterStatusValue::Type ValueType, float Amount, float Speed, bool bContinueOnUnchangedValue, bool bSetValue, int StatusValueModifierDescriptionIndex, bool bResetExistingModifierDescriptionIndex, float LimitExistingModifierDescriptionToMaxAmount, bool bSetAdditionalValue, EPrimalCharacterStatusValue::Type StopAtValueNearMax, bool bMakeUntameable, TSubclassOf< UDamageType > ScaleValueByCharacterDamageType, bool bMoveTowardsEquilibrium, bool bAddTowardsEquilibrium)
Definition Actor.h:5784
float & WindedSpeedModifierSwimmingOrFlyingField()
Definition Actor.h:5576
TEnumAsByte< enum EPrimalCharacterStatusValue::Type > & MaxStatusValueToAutoUpdateField()
Definition Actor.h:5644
void OnRep_GlobalBaseLevelMaxStatusValues()
Definition Actor.h:5853
float & StaminaConsumptionDecreaseWaterMultiplierField()
Definition Actor.h:5614
float & TamingIneffectivenessMultiplierField()
Definition Actor.h:5560
float & HealthRecoveryDecreaseFoodMultiplierField()
Definition Actor.h:5601
FieldArray< float, 16 > CurrentStatusValuesField()
Definition Actor.h:5657
float & ExtraBabyDinoConsumingFoodRateMultiplierField()
Definition Actor.h:5697
BitFieldValue< bool, unsigned __int32 > bCanGetHungry()
Definition Actor.h:5742
BitFieldValue< bool, unsigned __int32 > bConsumeFoodAutomatically()
Definition Actor.h:5746
float & FortitudeOxygenReductionResistanceField()
Definition Actor.h:5726
void UpdateStatusValue(EPrimalCharacterStatusValue::Type valueType, float DeltaTime, bool bManualUpdate)
Definition Actor.h:5873
float & SwimmingStaminaRecoveryRateMultiplierField()
Definition Actor.h:5677
float & DinoTamedLevelUpsConstantField()
Definition Actor.h:5730
float & FortitudeWaterReductionResistanceField()
Definition Actor.h:5729
float & OverDrinkWaterDamageMaxPercentField()
Definition Actor.h:5713
float & KillXPMultiplierPerCharacterLevelField()
Definition Actor.h:5583
void RescaleMaxStat(EPrimalCharacterStatusValue::Type LevelUpValueType, float TargetValue, bool bIsPercentOfTrueValue)
Definition Actor.h:5862
FString * GetStatGroupModifiersString(FString *result)
Definition Actor.h:5831
void NetSyncMaxStatusValues(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
Definition Actor.h:5882
float & SubmergedWaterIncreaseRateField()
Definition Actor.h:5596
float & InsulationHyperthermiaOffsetScalerField()
Definition Actor.h:5636
float & PoopItemMaxFoodConsumptionIntervalField()
Definition Actor.h:5632
BitFieldValue< bool, unsigned __int32 > bConsumeWaterAutomatically()
Definition Actor.h:5748
long double & LastTimeEnteredExhaustedStateField()
Definition Actor.h:5695
float & TamedIneffectivenessModifierField()
Definition Actor.h:5546
float BPGetRecoveryRateStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5796
float BPGetCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5793
int BPModifyMaxLevel(int InMaxLevel)
Definition Actor.h:5879
void AdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType, float *Amount, TSubclassOf< UDamageType > DamageTypeClass, bool bManualModification)
Definition Actor.h:5785
float & WeightMultiplierForCarriedPassengersField()
Definition Actor.h:5686
float & BabyDinoConsumingFoodRateMultiplierField()
Definition Actor.h:5602
TArray< FPrimalCharacterStatusValueModifier > & StatusValueModifiersField()
Definition Actor.h:5655
long double & LastReplicatedXPTimeField()
Definition Actor.h:5734
FieldArray< float, 16 > TamingMaxStatMultipliersField()
Definition Actor.h:5555
BitFieldValue< bool, unsigned __int32 > bApplyingStatusValueModifiers()
Definition Actor.h:5773
BitFieldValue< bool, unsigned __int32 > bNeverAllowXP()
Definition Actor.h:5762
void GetDinoFoodConsumptionRateMultiplier(float *Amount)
Definition Actor.h:5811
float GetStatusValueRecoveryRate(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5835
float & IncreaseDamageByLevelMultiplierField()
Definition Actor.h:5590
float & StaminaRecoveryDecreaseWaterMultiplierField()
Definition Actor.h:5600
float & StaminaToHealthMultiplierField()
Definition Actor.h:5691
BitFieldValue< bool, unsigned __int32 > bUseStatusSpeedModifiers()
Definition Actor.h:5754
float & FortitudeOffshoreVitalsReductionResistanceField()
Definition Actor.h:5727
void UpdateWeightStat(bool bForceSetValue)
Definition Actor.h:5874
TEnumAsByte< enum ELevelExperienceRampType::Type > & LevelExperienceRampTypeField()
Definition Actor.h:5589
void DrawLocalPlayerHUDDescriptions(AShooterHUD *HUD, long double TheTimeSeconds, float ScaleMult, bool bDrawBottomRight)
Definition Actor.h:5806
float GetExperienceRequiredForPreviousLevelUp()
Definition Actor.h:5815
float GetMyMaxAllowedXP(bool bCheckingTrueMaximum)
Definition Actor.h:5825
float & StaminaConsumptionDecreaseFoodMultiplierField()
Definition Actor.h:5615
bool CanLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType)
Definition Actor.h:5800
float & StaminaRecoveryDecreaseFoodMultiplierField()
Definition Actor.h:5599
static void StaticRegisterNativesUPrimalCharacterStatusComponent()
Definition Actor.h:5883
float & VitaminEquilibriumValueField()
Definition Actor.h:5721
float & PoopItemMinFoodConsumptionIntervalField()
Definition Actor.h:5631
float & DehydrationTorpidityMultiplierField()
Definition Actor.h:5624
float & FortitudeTorpidityIncreaseResistanceField()
Definition Actor.h:5595
float & CrouchedWaterFoodConsumptionMultiplierField()
Definition Actor.h:5597
float & HyperthermiaDecreaseWaterMultiplierBaseField()
Definition Actor.h:5618
BitFieldValue< bool, unsigned __int32 > bInfiniteWeight()
Definition Actor.h:5775
BitFieldValue< bool, unsigned __int32 > bAddExperienceAutomatically()
Definition Actor.h:5747
BitFieldValue< bool, unsigned __int32 > bWalkingConsumesStamina()
Definition Actor.h:5744
float & WeightMultiplierForPlatformPassengersInventoryField()
Definition Actor.h:5687
float & HarvestEarnXPMultiplierField()
Definition Actor.h:5650
FString * GetStatusNameString(FString *result, EPrimalCharacterStatusValue::Type ValueType)
Definition Actor.h:5833
float & WakingTameFoodConsumptionRateMultiplierField()
Definition Actor.h:5676
float & ProneWaterFoodConsumptionMultiplierField()
Definition Actor.h:5598
void NetSyncMaxStatusValues_Implementation(TArray< float > *NetMaxStatusValues, TArray< float > *NetBaseMaxStatusValues)
Definition Actor.h:5849
float & ProneStaminaConsumptionMultiplierField()
Definition Actor.h:5611
float & HypothermalInsulationMultiplierField()
Definition Actor.h:5607
BitFieldValue< bool, unsigned __int32 > bRunningUseDefaultSpeed()
Definition Actor.h:5761
BitFieldValue< bool, unsigned __int32 > bCheatStatus()
Definition Actor.h:5766
FieldArray< long double, 16 > LastDecreasedStatusValuesTimesField()
Definition Actor.h:5664
float BPModifyMaxExperiencePoints(float InMaxExperiencePoints, bool bCheckingTrueMaximum)
Definition Actor.h:5878
float & DefaultHypothermicInsulationField()
Definition Actor.h:5653
float & HypothermiaTemperatureThresholdField()
Definition Actor.h:5621
float GetOffshoreVitalsDecreaseMultiplier()
Definition Actor.h:5827
void TransferStatusAmountIfNeeded(EPrimalCharacterStatusValue::Type valueType, float *Amount, bool bPercentOfMax, bool bPercentOfCurrent, bool bManualModification, bool bSetValue, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bForceSetValue)
Definition Actor.h:5872
float & ShipKillEarnXPMultiplierField()
Definition Actor.h:5651
float & StarvationTorpidityMultuplierField()
Definition Actor.h:5625
FieldArray< char, 16 > DontUseValueField()
Definition Actor.h:5563
void ApplyTamingStatModifiers(float TameIneffectivenessModifier)
Definition Actor.h:5788
void SetTameable(bool bTameable)
Definition Actor.h:5869
float & HypothermicHealthDecreaseRatePerDegreeField()
Definition Actor.h:5579
float BPAdjustStatusValueModification(EPrimalCharacterStatusValue::Type valueType, float Amount, TSubclassOf< UDamageType > DamageTypeClass, bool bManualModification)
Definition Actor.h:5877
BitFieldValue< bool, unsigned __int32 > bDontScaleMeleeDamage()
Definition Actor.h:5774
float & JumpStaminaConsumptionField()
Definition Actor.h:5574
float & MovingStaminaRecoveryRateMultiplierField()
Definition Actor.h:5547
float & DehyrdationHealthConsumptionRateField()
Definition Actor.h:5613
BitFieldValue< bool, unsigned __int32 > bAllowSharingXPWithTribe()
Definition Actor.h:5753
BitFieldValue< bool, unsigned __int32 > bStaminaToHealthConverstionIsPercentOfMaxHealth()
Definition Actor.h:5778
BitFieldValue< bool, unsigned __int32 > bUseStamina()
Definition Actor.h:5743
float & VitaminEquilibriumThresholdPercentField()
Definition Actor.h:5725
float & SubmergedOxygenDecreaseSpeedField()
Definition Actor.h:5570
BitFieldValue< bool, unsigned __int32 > bServerFirstInitialized()
Definition Actor.h:5760
float & OverDrinkWaterScaleDecreaseHealthRateField()
Definition Actor.h:5715
int GetLevelUpPoints(EPrimalCharacterStatusValue::Type valueType, bool bTamedPoints)
Definition Actor.h:5818
FieldArray< char, 16 > RecoveryRateIsPercentField()
Definition Actor.h:5554
TArray< unsigned char > & StatusValueModifierDescriptionIndicesField()
Definition Actor.h:5656
float & SpecialEarnXPMultiplierField()
Definition Actor.h:5649
TMap< FName, float, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, float, 0 > > & ItemSkillStatModifiersField()
Definition Actor.h:5702
float & ReplicatedExperiencePointsField()
Definition Actor.h:5588
int & CharacterStatusComponentPriorityField()
Definition Actor.h:5567
float GetDiscoveryZoneMaxXP(int NumDiscoveredZones)
Definition Actor.h:5812
float & FlyingStaminaRecoveryRateMultiplierField()
Definition Actor.h:5732
void SetMaxStatusValue(EPrimalCharacterStatusValue::Type StatType, float newValue)
Definition Actor.h:5868
float & LastHypothermalCharacterInsulationValueField()
Definition Actor.h:5642
float & UnsubmergedOxygenIncreaseSpeedField()
Definition Actor.h:5569
float BPModifyMaxExperiencePoints_Implementation(float InMaxExperiencePoints, bool bCheckingTrueMaximum)
Definition Actor.h:5797
TMap< FName, float, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, float, 0 > > & SkillStatModifiersField()
Definition Actor.h:5701
bool IsAlignedWithTeam(int TargetingTeam)
Definition Actor.h:5844
float & KnockedOutTorpidityRecoveryRateMultiplierField()
Definition Actor.h:5623
float & DinoTamedLevelUpsBaseMultiplierField()
Definition Actor.h:5731
FieldArray< float, 16 > ReplicatedGlobalCurrentStatusValuesField()
Definition Actor.h:5662
float & HypothermiaDecreaseFoodMultiplierPerDegreeField()
Definition Actor.h:5617
FVector & LastRecordedLocationField()
Definition Actor.h:5705
float & HyperthermalInsulationMultiplierField()
Definition Actor.h:5608
float & TimeBeforeDecreasingTorporAfterExhaustedField()
Definition Actor.h:5696
float & OverDrinkWaterAbsoluteMaximumClampField()
Definition Actor.h:5716
float & GenericEarnXPMultiplierField()
Definition Actor.h:5648
float GetThresholdValueForState(EPrimalCharacterStatusValue::Type valueType, char StateIndex, bool bHighThreshold)
Definition Actor.h:5838
BitFieldValue< bool, unsigned __int32 > bCanSuffocate()
Definition Actor.h:5740
float GetSkillStatModifier(FName SkillStatModifierName)
Definition Actor.h:5829
FieldArray< float, 16 > TamingMaxStatAdditionsField()
Definition Actor.h:5556
bool & bHasUnlockedMaxDinoLevelAchievementThisSessionField()
Definition Actor.h:5736
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition Actor.h:5850
float & TamedLandDinoSwimSpeedLevelUpEffectivenessField()
Definition Actor.h:5559
float & StaminaRecoveryExtraResourceDecreaseMultiplierField()
Definition Actor.h:5668
float & OverEatFoodDamageMaxPercentField()
Definition Actor.h:5708
float & StarvationHealthConsumptionRateField()
Definition Actor.h:5612
float & OverEatFoodAbsoluteMaximumClampField()
Definition Actor.h:5711
void ServerApplyLevelUp(EPrimalCharacterStatusValue::Type LevelUpValueType, AShooterPlayerController *ByPC)
Definition Actor.h:5863
float & ExtraOxygenSpeedStatMultiplierField()
Definition Actor.h:5674
bool & bHasUnlockedMaxPlayerLevelAchievementThisSessionField()
Definition Actor.h:5735
float GetSwimmingTemperatureFortitudeMultiplier()
Definition Actor.h:5837
FString * GetStatusStatusDescription(FString *result, EPrimalCharacterStatusValue::Type ValueType)
Definition Actor.h:5834
TArray< UTexture2D * > StatIconOverridesField()
Definition Actor.h:5724
FieldArray< long double, 16 > LastDepletedStatusValuesTimesField()
Definition Actor.h:5667
BitFieldValue< bool, unsigned __int32 > bAllowLevelUps()
Definition Actor.h:5751
UPrimalCharacterStatusComponent * GetDefaultCharacterStatusComponent()
Definition Actor.h:5810
void ClearAllLevelUpPoints(bool bTamedPoints)
Definition Actor.h:5803
float & RunningStaminaConsumptionRateField()
Definition Actor.h:5571
BitFieldValue< bool, unsigned __int32 > bInitializedBaseLevelMaxStatusValues()
Definition Actor.h:5758
void TickStatus(float DeltaTime, bool bForceStatusUpdate)
Definition Actor.h:5871
FieldArray< char, 16 > HideValueField()
Definition Actor.h:5564
float & CrouchedStaminaConsumptionMultiplierField()
Definition Actor.h:5610
TArray< USoundBase * > ExitStatusStateSoundsField()
Definition Actor.h:5673
void SetBaseLevel(int Level, bool bDontCurrentSetToMax)
Definition Actor.h:5865
void ApplyStatusValueModifiers(float DeltaTime)
Definition Actor.h:5787
float & HyperthermicHealthDecreaseRatePerDegreeField()
Definition Actor.h:5581
float & StarvationTorpidityIncreaseRateField()
Definition Actor.h:5626
BitFieldValue< bool, unsigned __int32 > bCanSuffocateIfTamed()
Definition Actor.h:5741
float & HyperthermicHealthDecreaseRateBaseField()
Definition Actor.h:5580
FieldArray< char, 16 > CurrentStatusStatesField()
Definition Actor.h:5663
float & InjuredTorpidityIncreaseMultiplierField()
Definition Actor.h:5628
BitFieldValue< bool, unsigned __int32 > bCanGetExhausted()
Definition Actor.h:5777
BitFieldValue< bool, unsigned __int32 > bPreventTamedStatReplication()
Definition Actor.h:5763
float & ExtraWildDinoDamageMultiplierField()
Definition Actor.h:5684
void BPDirectSetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType, float newValue)
Definition Actor.h:5791
FieldArray< char, 16 > NumberOfLevelUpPointsAppliedField()
Definition Actor.h:5544
TMap< FName, float, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, float, 0 > > & BuffStatModifiersField()
Definition Actor.h:5703
BitFieldValue< bool, unsigned __int32 > bGainExperienceForTravel()
Definition Actor.h:5776
FString * GetStatusMaxValueString(FString *result, EPrimalCharacterStatusValue::Type ValueType, bool bValueOnly)
Definition Actor.h:5832
void CharacterUpdatedInventory(bool bEquippedOrUneqippedItem)
Definition Actor.h:5802
TArray< FString > & StatusValueNameOverridesField()
Definition Actor.h:5698
float GetSkillStatMultiplier(FName SkillStatModifierName)
Definition Actor.h:5830
float & WeightSpeedDecreasePowerField()
Definition Actor.h:5629
float & InsulationHyperthermiaOffsetExponentField()
Definition Actor.h:5635
float GetMaxStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Actor.h:5820
float & ExtraWaterConsumptionMultiplierField()
Definition Actor.h:5678
void UpdatedCurrentStatusValue(EPrimalCharacterStatusValue::Type valueType, float Amount, bool bManualModification, TSubclassOf< UDamageType > DamageTypeClass, bool bDamageDontKill, bool bDontAdjustOtherStats)
Definition Actor.h:5875
BitFieldValue< bool, unsigned __int32 > bPreventJump()
Definition Actor.h:5757
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustStatusValueModification()
Definition Actor.h:5764
void AddExperience(float HowMuch, bool bShareWithTribe, EXPType::Type XPType, bool bShareWithShip)
Definition Actor.h:5782
float & ExtraFoodConsumptionMultiplierField()
Definition Actor.h:5679
TArray< USoundBase * > EnteredStatusStateSoundsField()
Definition Actor.h:5672
bool IsVitaminAtEquilibrium(EPrimalCharacterStatusValue::Type VitaminType)
Definition Actor.h:5847
float & HyperCharacterInsulationValueField()
Definition Actor.h:5640
float & DehydrationStaminaRecoveryRateField()
Definition Actor.h:5669
float & StaminaToTorporMultiplierField()
Definition Actor.h:5690
FieldArray< float, 4 > OverEquilibriumVitaminsAdditionMultiplierField()
Definition Actor.h:5720
float GetExperienceRequiredForNextLevelUp()
Definition Actor.h:5814
FString & DinoFoodTypeNameField()
Definition Actor.h:6005
void SpawnWildDinoSpecialDeathLoot_Implementation(APrimalDinoCharacter *ForDino, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:6016
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToCommandField()
Definition Actor.h:6002
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToRideField()
Definition Actor.h:6001
FString & WakingTameDisplayItemNameOverrideField()
Definition Actor.h:6012
FString & FeedItemInLastSlotStringField()
Definition Actor.h:6007
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToTameField()
Definition Actor.h:6000
int & DinoTierNumField()
Definition Actor.h:5999
float & TamingIneffectivenessNoFoodIncreasePercentageSpeedMultiplierField()
Definition Actor.h:5998
void SpawnWildDinoSpecialDeathLoot(APrimalDinoCharacter *ForDino, APawn *InstigatingPawn, AActor *DamageCauser)
Definition Actor.h:6018
TArray< FDinoFoodEffectivenessMultipliers > & FoodEffectivenessMultipliersField()
Definition Actor.h:5995
FString & FeedToTameStringField()
Definition Actor.h:6006
TArray< FDinoFoodEffectivenessMultipliers > & ExtraFoodEffectivenessMultipliersField()
Definition Actor.h:5996
TSubclassOf< UPrimalEngramEntry > & RequiresSkillToImprintField()
Definition Actor.h:6003
static void StaticRegisterNativesUPrimalDinoSettings()
Definition Actor.h:6019
float & TamingAffinityNoFoodDecreasePercentageSpeedField()
Definition Actor.h:5997
FString & MinLevelForFeedingStringField()
Definition Actor.h:6009
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:6017
FString & FeedInLastSlotStringField()
Definition Actor.h:6008
UTexture2D * DinoFoodTypeImageField()
Definition Actor.h:6004
bool & bWakingTameDisplayItemNameField()
Definition Actor.h:6011
Definition Other.h:211
BitFieldValue< bool, unsigned __int32 > bGiveBlueprintToPlayerInventory()
Definition Other.h:222
UObject * GetObjectW()
Definition Other.h:227
FString & ExtraEngramDescriptionField()
Definition Other.h:215
TSubclassOf< UPrimalItem > & BluePrintEntryField()
Definition Other.h:214
bool IsEngramClassHidden(TSubclassOf< UPrimalItem > ForItemClass)
Definition Other.h:237
int GetRequiredLevel()
Definition Other.h:235
TEnumAsByte< enum EEngramGroup::Type > & EngramGroupField()
Definition Other.h:218
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
Definition Other.h:229
bool UseEngramRequirementSets()
Definition Other.h:236
TArray< FEngramEntries > & EngramRequirementSetsField()
Definition Other.h:216
BitFieldValue< bool, unsigned __int32 > bCanBeManuallyUnlocked()
Definition Other.h:223
int & RequiredCharacterLevelField()
Definition Other.h:212
void ClearHiddenEngramRequirements()
Definition Other.h:240
FString * GetEngramDescription(FString *result, AShooterPlayerState *aPlayerState)
Definition Other.h:232
int & RequiredEngramPointsField()
Definition Other.h:213
bool MeetsEngramRequirements(AShooterPlayerState *aPlayerState, bool bOnlyCheckLevel, bool bDontCheckEngramPreRequirements)
Definition Other.h:230
int & MyEngramIndexField()
Definition Other.h:217
bool MeetsEngramChainRequirements(AShooterPlayerState *aPlayerState)
Definition Other.h:231
int GetRequiredEngramPoints()
Definition Other.h:234
FString * GetEngramName(FString *result)
Definition Other.h:233
FString * GetEntryString(FString *result)
Definition Other.h:228
int GetChainRequiredEngramPoints(TArray< TSubclassOf< UPrimalEngramEntry > > *TestedEntries)
Definition Other.h:239
void GetAllChainedPreReqs(AShooterPlayerState *aPlayerState, TArray< TSubclassOf< UPrimalEngramEntry > > *TestedEntries)
Definition Other.h:238
FieldArray< FName, 5 > PlayerMeshEquipmentShrinkageMaskParamNamesField()
Definition GameMode.h:1889
UTexture2D * ItemSkinIconField()
Definition GameMode.h:2031
FName * GetItemSlotTypeSocketName(FName *result, FName slotTypeName, int index)
Definition GameMode.h:2097
static TSubclassOf< UObject > * GetRemappedClass(TSubclassOf< UObject > *result, TArray< FClassRemapping > *RemappedClasses, TSubclassOf< UObject > ForClass)
Definition GameMode.h:2106
bool & bForceServerUseDinoListField()
Definition GameMode.h:2016
UTexture2D * EggBoostIconField()
Definition GameMode.h:1944
FieldArray< UTexture2D *[3], 23 > BuffTypeForegroundsField()
Definition GameMode.h:2003
TArray< TSubclassOf< APrimalStructure > > & AdditionalStructuresToPlaceField()
Definition GameMode.h:1937
FColor & WheelFolderColorField()
Definition GameMode.h:2028
UTexture2D * ImprintedRiderIconField()
Definition GameMode.h:1897
TArray< FMultiAchievement > & MultiAchievementsField()
Definition GameMode.h:1987
float & GlobalSpecificArmorRatingMultiplierField()
Definition GameMode.h:1905
UTexture2D * EngramBackgroundField()
Definition GameMode.h:1899
FieldArray< FLinearColor, 4 > VitaminColorsField()
Definition GameMode.h:2067
static UClass * StaticClass()
Definition GameMode.h:2116
TSubclassOf< UObject > & BaseExtraResourcesContainerField()
Definition GameMode.h:1911
USoundBase * Sound_ReconnectToCharacterField()
Definition GameMode.h:1848
float & MaxDinoRadiusForPaintConsumptionField()
Definition GameMode.h:1969
TArray< FString > & AchievementIDsField()
Definition GameMode.h:1978
TArray< FHairStyleDefinition > & HeadHairStyleDefinitionsField()
Definition GameMode.h:2018
USoundBase * NavalCombatMusicNightField()
Definition GameMode.h:1913
void Initialize()
Definition GameMode.h:2111
UTexture2D * ItemButtonRecentlySelectedBackgroundField()
Definition GameMode.h:1902
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:2120
USoundBase * Sound_FailPlacingStructureField()
Definition GameMode.h:1841
TArray< FBuffAddition > & AdditionalDefaultBuffsField()
Definition GameMode.h:1935
USoundBase * Sound_CharacterLevelledUpStingerField()
Definition GameMode.h:2050
TArray< UObject * > ExtraResourcesField()
Definition GameMode.h:1909
TArray< TSubclassOf< UPrimalEngramEntry > > & HiddenEngramBlueprintClassesField()
Definition GameMode.h:1831
USoundBase * Sound_LearnedEngramField()
Definition GameMode.h:1847
UTexture2D * VitaminIconMoveTowardsEqField()
Definition GameMode.h:2072
TArray< UMaterialInterface * > BuffPostProcessEffectsField()
Definition GameMode.h:1886
USoundBase * Sound_SetRadioFrequencyField()
Definition GameMode.h:1860
UTexture2D * VitaminIconAddField()
Definition GameMode.h:2068
UTexture2D * TamedDinoUnlockedIconField()
Definition GameMode.h:2006
TArray< UMaterialInterface * > AdditionalBuffPostProcessEffectsField()
Definition GameMode.h:1887
TArray< FColorDefinition > & ColorDefinitionsField()
Definition GameMode.h:1908
void BPInitializeGameData()
Definition GameMode.h:2117
FieldArray< FPrimalEquipmentDefinition, 9 > EquipmentTypeDefinitionsField()
Definition GameMode.h:1824
USoundBase * Sound_ApplyLevelPointField()
Definition GameMode.h:1846
USoundBase * CombatMusicDayField()
Definition GameMode.h:1914
TSubclassOf< UUI_XBoxFooter > & FooterTemplateField()
Definition GameMode.h:1954
FString * GetExplorerNoteDescription(FString *result, int ExplorerNoteIndex)
Definition GameMode.h:2093
FieldArray< FPrimalItemDefinition, 9 > ItemTypeDefinitionsField()
Definition GameMode.h:1823
USoundBase * Sound_SkillUnlockedStingerField()
Definition GameMode.h:2043
TSubclassOf< ADestroyedMeshActor > & GenericSimpleFadingDestructionMeshClassField()
Definition GameMode.h:1942
TArray< FString > & PreventBuildStructureReasonStringsField()
Definition GameMode.h:1926
USoundBase * ActionWheelClickSoundField()
Definition GameMode.h:2035
USoundBase * Sound_TribeWarEndField()
Definition GameMode.h:1872
TArray< FItemStatInfo > & DefaultItemStatGroupModifierInfosField()
Definition GameMode.h:2056
USoundBase * Sound_ItemStartCraftingField()
Definition GameMode.h:1960
TArray< TSubclassOf< UPrimalItem > > & FertilizedAdditionalEggItemsToSpawnField()
Definition GameMode.h:1983
USoundBase * GenericWaterPostprocessAmbientSoundField()
Definition GameMode.h:2023
TArray< FObjectCorrelation > & AdditionalHumanMaleAnimSequenceOverridesField()
Definition GameMode.h:2011
FColor & WheelBackColorField()
Definition GameMode.h:2029
TArray< FExplorerNoteAchievement > & ExplorerNoteAchievementsField()
Definition GameMode.h:1927
USoundBase * Sound_DropAllItemsField()
Definition GameMode.h:1851
TArray< FQualityTierCraftingResourceRequirements > & GlobalItemQualityTierExtraCraftingResourceRequirementsField()
Definition GameMode.h:2073
USoundBase * Sound_DropInventoryItemField()
Definition GameMode.h:1873
USoundBase * Sound_CrewMemberRecruitedStingerField()
Definition GameMode.h:2048
TArray< TSubclassOf< UPrimalItem > > & PrimaryResourcesField()
Definition GameMode.h:1883
TMap< FName, TArray< FName >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, TArray< FName >, 0 > > & ItemSlotTypeSocketNamesField()
Definition GameMode.h:2081
TArray< FPrimalItemQuality > & ItemQualityDefinitionsField()
Definition GameMode.h:1829
TSubclassOf< ADroppedItemLowQuality > & GenericDroppedItemTemplateLowQualityField()
Definition GameMode.h:1888
UTexture2D * GamepadFaceButtonBottomField()
Definition GameMode.h:1951
void BPMergeModGameData(UPrimalGameData *AnotherGameData)
Definition GameMode.h:2118
TArray< FClassRemapping > & Remap_NPCField()
Definition GameMode.h:1928
static bool LocalIsPerMapExplorerNoteUnlocked(int ExplorerNoteIndex)
Definition GameMode.h:2113
TSubclassOf< UPrimalItem > & SoapItemTemplateField()
Definition GameMode.h:1972
UTexture2D * TreasureIconField()
Definition GameMode.h:1976
TArray< TEnumAsByte< enum EEngramDiscipline::Type > > & DefaultUnlockedDisciplinesField()
Definition GameMode.h:1827
float & GlobalGeneralArmorRatingMultiplierField()
Definition GameMode.h:1906
TArray< TSubclassOf< UPrimalItem_Dye > > & MasterDyeListField()
Definition GameMode.h:1938
bool LocalIsTamedDinoTagUnlocked(FName DinoNameTag)
Definition GameMode.h:2114
TArray< UTexture2D * > BadgeGroupsNameTagField()
Definition GameMode.h:1977
FieldArray< FPrimalCharacterStatusValueDefinition, 16 > StatusValueDefinitionsField()
Definition GameMode.h:1820
TArray< FStatusValueModifierDescription > & StatusValueModifierDescriptionsField()
Definition GameMode.h:1834
FieldArray< UTexture2D *[3], 23 > BuffTypeBackgroundsField()
Definition GameMode.h:2002
USoundBase * HitMarkerStructureSoundField()
Definition GameMode.h:1991
bool MergeModData(UPrimalGameData *InMergeCanidate)
Definition GameMode.h:2115
int GetItemQualityIndex(float ItemRating)
Definition GameMode.h:2096
TMap< FName, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, int, 0 > > & StatGroupDefinitionsMapField()
Definition GameMode.h:2055
TSubclassOf< UPrimalStructureSettings > & DefaultStructureSettingsField()
Definition GameMode.h:1995
USoundBase * LevelUpStingerSoundField()
Definition GameMode.h:1918
TArray< FHairStyleDefinition > & AdditionalFacialHairStyleDefinitionsField()
Definition GameMode.h:2021
FLinearColor & PlacementPreviewColor_InvalidField()
Definition GameMode.h:2077
bool CanTeamDamage(int attackerTeam, int victimTeam, AActor *Attacker)
Definition GameMode.h:2086
FieldArray< FPlayerCharacterGenderDefinition, 2 > PlayerCharacterGenderDefinitionsField()
Definition GameMode.h:1919
TArray< FObjectCorrelation > & AdditionalHumanFemaleAnimMontagesOverridesField()
Definition GameMode.h:2014
USoundBase * CombatMusicDay_HeavyField()
Definition GameMode.h:1916
UTexture2D * VitaminIconAddTowardsEqField()
Definition GameMode.h:2071
USoundBase * Sound_TransferAllItemsToRemoteField()
Definition GameMode.h:1852
USoundBase * Sound_DiscoveryMedStingerField()
Definition GameMode.h:2045
USoundBase * Sound_PlayerDeathStingerField()
Definition GameMode.h:2039
TArray< FClassRemapping > & Remap_SupplyCratesField()
Definition GameMode.h:1929
UTexture2D * MateBoostIconField()
Definition GameMode.h:1943
USoundBase * Sound_RemoveClipAmmoField()
Definition GameMode.h:1999
TArray< FObjectCorrelation > & AdditionalHumanFemaleAnimSequenceOverridesField()
Definition GameMode.h:2012
USoundBase * Sound_RespawnField()
Definition GameMode.h:1850
UMaterialInterface * TerritoryMapOverlayMaterialField()
Definition GameMode.h:2033
USoundBase * Sound_ClearCraftQueueField()
Definition GameMode.h:1858
USoundBase * Sound_GenericUnboardPassengerField()
Definition GameMode.h:2037
float & GlobalGeneralArmorDegradationMultiplierField()
Definition GameMode.h:1903
float & EnemyCoreStructureDeathActorRadiusBuildCheckField()
Definition GameMode.h:1940
TArray< UGenericDataListEntry * > ExplorerNoteEntriesObjectsField()
Definition GameMode.h:1878
TArray< FClassRemappingWeight > & GlobalNPCRandomSpawnClassWeightsField()
Definition GameMode.h:2009
TArray< TSubclassOf< UPrimalEngramEntry > > & AdditionalEngramBlueprintClassesField()
Definition GameMode.h:1832
TSubclassOf< UToolTipWidget > & DefaultToolTipWidgetField()
Definition GameMode.h:1881
TSubclassOf< APrimalBuff > & DiscoveryZoneLocalClientBuffToGiveField()
Definition GameMode.h:2069
TSubclassOf< UPrimalItem > & StarterNoteItemField()
Definition GameMode.h:1882
TArray< FNPCSpawnEntriesContainerAdditions > & TheNPCSpawnEntriesContainerAdditionsField()
Definition GameMode.h:1993
float & GlobalGeneralArmorRatingPowerField()
Definition GameMode.h:2063
TArray< FAppIDItem > & CoreAppIDItemsField()
Definition GameMode.h:1875
TArray< TSubclassOf< AActor > > & ServerExtraWorldSingletonActorClassesField()
Definition GameMode.h:2015
float & GlobalSpecificArmorRatingPowerField()
Definition GameMode.h:2064
USoundBase * Sound_DisciplineUnlockedStingerField()
Definition GameMode.h:2042
TArray< FObjectCorrelation > & AdditionalHumanMaleAnimMontagesOverridesField()
Definition GameMode.h:2013
float GetLevelXP(ELevelExperienceRampType::Type levelType, int forLevel)
Definition GameMode.h:2100
USoundBase * Sound_ApplyLevelUpField()
Definition GameMode.h:1845
TArray< FClassRemapping > & Remap_ResourceComponentsField()
Definition GameMode.h:1930
USoundBase * Sound_StopItemDragField()
Definition GameMode.h:1838
UTexture2D * VoiceChatYellingIconField()
Definition GameMode.h:1901
UTexture2D * GamepadFaceButtonTopField()
Definition GameMode.h:1950
float & EnemyFoundationPreventionRadiusField()
Definition GameMode.h:1907
TArray< int > & PlayerLevelEngramPointsField()
Definition GameMode.h:1924
TArray< FAppIDItem > & AppIDItemsField()
Definition GameMode.h:1876
TArray< FHairStyleDefinition > & FacialHairStyleDefinitionsField()
Definition GameMode.h:2019
FLinearColor & PlacementPreviewColor_AltLocationsField()
Definition GameMode.h:2079
TSubclassOf< UUI_Notification > & NotifClassField()
Definition GameMode.h:1964
UMaterialInterface * UnknownMaterialField()
Definition GameMode.h:1893
USoundBase * Sound_ShipLevelUpAvailableStingerField()
Definition GameMode.h:2051
FieldArray< USoundBase *, 3 > Sound_TamedDinosField()
Definition GameMode.h:1959
UTexture2D * MatingIconField()
Definition GameMode.h:1945
USoundBase * Sound_EnemyShipDestroyedStingerField()
Definition GameMode.h:2047
UTexture2D * WeaponAccessoryActivatedIconField()
Definition GameMode.h:1898
USoundBase * Sound_ApplyPaintField()
Definition GameMode.h:1864
TArray< TSubclassOf< UPrimalItem > > & MasterItemListField()
Definition GameMode.h:1828
int GetDefinitionIndexForColorName(FName ColorName)
Definition GameMode.h:2089
TSubclassOf< AGameMode > & DefaultGameModeField()
Definition GameMode.h:1920
static UPrimalGameData * BPGetGameData()
Definition GameMode.h:2085
UTexture2D * DinoOrderIconField()
Definition GameMode.h:2010
USoundBase * Sound_ItemUseOnItemField()
Definition GameMode.h:1997
UTexture2D * NameTagWildcardAdminField()
Definition GameMode.h:1973
TArray< TSubclassOf< APrimalBuff > > & DefaultFeatsField()
Definition GameMode.h:2058
FString & ModDescriptionField()
Definition GameMode.h:1819
UTexture2D * WhiteTextureField()
Definition GameMode.h:1894
TArray< float > & AdditionalEggWeightsToSpawnField()
Definition GameMode.h:1980
USoundBase * Sound_TransferAllItemsFromRemoteField()
Definition GameMode.h:1853
TArray< UGenericDataListEntry * > HeadHairStylesEntriesObjectsField()
Definition GameMode.h:1879
UTexture2D * PerMapExplorerNoteLockedIconField()
Definition GameMode.h:2005
TArray< FNamedTeamDefinition > & NamedTeamDefinitionsField()
Definition GameMode.h:1923
USoundBase * Sound_AddToCraftQueueField()
Definition GameMode.h:1859
UTexture2D * MatingWrongTemperatureIconLowField()
Definition GameMode.h:1946
UTexture2D * BabyCuddleIconField()
Definition GameMode.h:1896
UTexture2D * MatingWrongTemperatureIconHighField()
Definition GameMode.h:1947
UMaterialInterface * PostProcess_ColorLUTField()
Definition GameMode.h:1994
FDinoBabySetup * GetDinoBabySetup(FName DinoNameTag)
Definition GameMode.h:2090
UTexture2D * NameTagTribeAdminField()
Definition GameMode.h:1975
USoundBase * Sound_PinRejectedField()
Definition GameMode.h:1870
TArray< TSubclassOf< UPrimalEngramEntry > > & RemoveEngramBlueprintClassesField()
Definition GameMode.h:1833
TArray< FHairStyleDefinition > & AdditionalHeadHairStyleDefinitionsField()
Definition GameMode.h:2020
USoundBase * Sound_ChooseStructureRotationField()
Definition GameMode.h:1840
TSubclassOf< UPrimalItem > & ExtraEggItemField()
Definition GameMode.h:2022
USoundBase * Sound_ConfirmPlacingStructureField()
Definition GameMode.h:1842
USoundBase * NavalCombatMusicDayField()
Definition GameMode.h:1912
float & TribeXPSharePercentField()
Definition GameMode.h:1955
TArray< int > * GetPlayerLevelEngramPoints()
Definition GameMode.h:2103
TSubclassOf< UPrimalItem > & GenericBatteryItemClassField()
Definition GameMode.h:2052
TArray< UObject * > BaseExtraResourcesField()
Definition GameMode.h:1910
TArray< FUnlockableEmoteEntry > & UnlockableEmotesField()
Definition GameMode.h:2008
FLinearColor & PlacementPreviewColor_ValidField()
Definition GameMode.h:2078
FieldArray< FDisciplineDefinition, 16 > EngramDisciplineDefinitionsField()
Definition GameMode.h:1825
UTexture2D * UnknownIconField()
Definition GameMode.h:1892
TArray< FColor > & MasterColorTableField()
Definition GameMode.h:1939
bool CanTeamTarget(int attackerTeam, int victimTeam, int originalVictimTargetingTeam, AActor *Attacker, AActor *Victim)
Definition GameMode.h:2087
UTexture2D * GamepadFaceButtonRightField()
Definition GameMode.h:1953
FieldArray< FPrimalCharacterStatusStateDefinition, 38 > StatusStateDefinitionsField()
Definition GameMode.h:1821
static bool LocalIsGlobalExplorerNoteUnlocked(int ExplorerNoteIndex)
Definition GameMode.h:2112
TSubclassOf< APrimalBuff > & AlphaDinoBuffField()
Definition GameMode.h:2076
UTexture2D * VitaminIconSubtractField()
Definition GameMode.h:2070
TSubclassOf< UPrimalItem > & TreasureMapItemTemplateField()
Definition GameMode.h:2060
FPrimalStatGroupDefinition * GetStatGroupDescription(FName StatGroupName)
Definition GameMode.h:2108
USoundBase * Sound_StartPlacingStructureField()
Definition GameMode.h:1843
void LoadedWorld(UWorld *TheWorld)
Definition GameMode.h:2121
FString * GetSoilTypeName(FString *result, ESoilType soilType)
Definition GameMode.h:2107
USoundBase * Sound_CorpseDecomposeField()
Definition GameMode.h:1844
TArray< TSubclassOf< UPrimalEngramEntry > > & EngramBlueprintClassesField()
Definition GameMode.h:1830
USoundBase * Sound_InputPinDigitField()
Definition GameMode.h:1868
FDinoBabySetup * GetDinoGestationSetup(FName DinoNameTag)
Definition GameMode.h:2091
UTexture2D * VoiceChatIconField()
Definition GameMode.h:1900
USoundBase * Sound_TransferItemToRemoteField()
Definition GameMode.h:1854
USoundBase * Sound_SplitItemStackField()
Definition GameMode.h:1866
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & AchievementIDSetField()
Definition GameMode.h:1979
UTexture2D * GamepadFaceButtonLeftField()
Definition GameMode.h:1952
bool & bInitializedField()
Definition GameMode.h:1958
TArray< TSubclassOf< UPrimalItem > > & AdditionalEggItemsToSpawnField()
Definition GameMode.h:1981
TArray< FClassAddition > & AdditionalStructureEngramsField()
Definition GameMode.h:1934
FieldArray< FSoilTypeDescription, 65 > SoilTypeDescriptionsField()
Definition GameMode.h:2066
float & MaxPaintDurationConsumptionField()
Definition GameMode.h:1967
TArray< FClassRemapping > & Remap_EngramsField()
Definition GameMode.h:1932
UStaticMesh * PreviewGizmoMeshField()
Definition GameMode.h:2053
TArray< float > & FertilizedAdditionalEggWeightsToSpawnField()
Definition GameMode.h:1982
USoundBase * Sound_ItemFinishRepairingField()
Definition GameMode.h:1963
USoundBase * TutorialDisplaySoundField()
Definition GameMode.h:1836
float GetMaxExtraLevelPercentsForTotalDiscoveryZones(int NumDiscoveryZonePoints, int TotalDiscoveryZonePoints, int PlayerDefaultNoDiscoveriesMaxLevelUps)
Definition GameMode.h:2101
USoundBase * Sound_RemoveItemFromSlotField()
Definition GameMode.h:1857
TArray< FSoilTypeRegionMapping > & RegionSoilTypeRegionRemappingsField()
Definition GameMode.h:2080
USoundBase * Sound_DiscoveryLowStingerField()
Definition GameMode.h:2044
TArray< UPrimalEngramEntry * > EngramBlueprintEntriesField()
Definition GameMode.h:1877
int GetNamedTargetingTeamIndex(FName TargetingTeamName)
Definition GameMode.h:2102
USoundBase * HitMarkerCharacterMeleeSoundField()
Definition GameMode.h:1990
FString & ModNameField()
Definition GameMode.h:1818
USoundBase * Sound_TransferItemFromRemoteField()
Definition GameMode.h:1855
TArray< int > & PlayerLevelEngramPointsSPField()
Definition GameMode.h:1925
USoundBase * Sound_QuestCompletedStingerField()
Definition GameMode.h:2040
USoundBase * Sound_AddItemToSlotField()
Definition GameMode.h:1856
int & OverrideServerPhysXSubstepsField()
Definition GameMode.h:1956
TSubclassOf< APrimalBuff > & ExplorerNoteXPBuffField()
Definition GameMode.h:2004
FLevelExperienceRamp * GetLevelExperienceRamp(ELevelExperienceRampType::Type levelType)
Definition GameMode.h:2098
TArray< FTutorialDefinition > & TutorialDefinitionsField()
Definition GameMode.h:1891
void TickedWorld(UWorld *TheWorld, float DeltaTime)
Definition GameMode.h:2123
TArray< FItemSlotTypeDefinition > & ItemSlotTypeDefinitionsField()
Definition GameMode.h:2061
int GetEngramRequirementLevel(UClass *ItemClass)
Definition GameMode.h:2092
float & MinDinoRadiusForPaintConsumptionField()
Definition GameMode.h:1968
USoundBase * Sound_CraftingTabToggleField()
Definition GameMode.h:2038
USoundBase * Sound_ItemStartRepairingField()
Definition GameMode.h:1962
USoundBase * Sound_DossierUnlockedField()
Definition GameMode.h:1996
USoundBase * Sound_ItemFinishCraftingField()
Definition GameMode.h:1961
TSubclassOf< AActor > & ActorToSpawnUponEnemyCoreStructureDeathField()
Definition GameMode.h:1936
TArray< FString > * GetPlayerSpawnRegions(UWorld *ForWorld)
Definition GameMode.h:2105
TArray< TEnumAsByte< enum ECollisionChannel > > & SkeletalPhysCustomBodyAdditionalIgnoresField()
Definition GameMode.h:2034
UTexture2D * TamedDinoLockedIconField()
Definition GameMode.h:2007
TArray< FAdvancedBoneModifierSlider > & AdvancedBoneModifierSlidersField()
Definition GameMode.h:2065
TArray< FString > * GetPlayerSpawnRegions(TArray< FString > *result, UWorld *ForWorld, unsigned int ServerId)
Definition GameMode.h:2104
TArray< FColor > * GetGlobalColorTable(TArray< FColor > *result)
Definition GameMode.h:2095
USoundBase * Sound_CreateNewCharacterField()
Definition GameMode.h:1849
UTexture2D * PlayerMeshEquipmentDefaultClothingShrinkageMaskField()
Definition GameMode.h:1890
float & GlobalSpecificArmorDegradationMultiplierField()
Definition GameMode.h:1904
TSubclassOf< UPrimalItem > & ExtraResourceItemClassToUpgradeField()
Definition GameMode.h:2074
TSubclassOf< ADroppedItem > & GenericDroppedItemTemplateField()
Definition GameMode.h:1884
float & OverrideServerPhysXSubstepsDeltaTimeField()
Definition GameMode.h:1957
USoundBase * GetGenericCombatMusic_Implementation(APrimalCharacter *forCharacter, APrimalCharacter *forEnemy, bool bIsNavalCombat)
Definition GameMode.h:2094
TArray< FClassRemapping > & Remap_NPCSpawnEntriesField()
Definition GameMode.h:1931
FieldArray< FLevelExperienceRamp, 4 > LevelExperienceRampsField()
Definition GameMode.h:1921
UMaterialInterface * PostProcess_KnockoutBlurField()
Definition GameMode.h:1885
USoundBase * Sound_GenericBoardPassengerField()
Definition GameMode.h:2036
UTexture2D * UnlockIconField()
Definition GameMode.h:2027
UTexture2D * BlueprintBackgroundField()
Definition GameMode.h:1895
TMap< UClass *, UPrimalEngramEntry *, FDefaultSetAllocator, TDefaultMapKeyFuncs< UClass *, UPrimalEngramEntry *, 0 > > ItemEngramMapField()
Definition GameMode.h:2054
TArray< FBonePresetSlider > & BonePresetSlidersField()
Definition GameMode.h:2062
USoundBase * DinoIncrementedImprintingSoundField()
Definition GameMode.h:1988
FieldArray< FShipTypeDisplayInformation, 7 > ShipTypeDisplayInformationsField()
Definition GameMode.h:1826
TSubclassOf< UPrimalStructureToolTipWidget > & StructureDefaultOverlayToolTipWidgetField()
Definition GameMode.h:1965
UTexture2D * NameTagServerAdminField()
Definition GameMode.h:1974
USoundBase * HitMarkerStructureMeleeSoundField()
Definition GameMode.h:1992
USoundBase * Sound_MergeItemStackField()
Definition GameMode.h:1867
USoundBase * Sound_DiscoveryHighStingerField()
Definition GameMode.h:2046
FString & ItemAchievementsNameField()
Definition GameMode.h:1984
TArray< FName > & AllDinosAchievementNameTagsField()
Definition GameMode.h:2025
TArray< TSubclassOf< UPrimalGameData > > & ExtraStackedGameDataClassesField()
Definition GameMode.h:2017
TArray< UGenericDataListEntry * > FacialHairStylesEntriesObjectsField()
Definition GameMode.h:1880
USoundBase * Sound_StartItemDragField()
Definition GameMode.h:1837
float & MinPaintDurationConsumptionField()
Definition GameMode.h:1966
USoundBase * Sound_TribeWarBeginField()
Definition GameMode.h:1871
float GetXPMax(ELevelExperienceRampType::Type levelType)
Definition GameMode.h:2110
TArray< TSubclassOf< UPrimalItem > > & ItemAchievementsListField()
Definition GameMode.h:1985
static void StaticRegisterNativesUPrimalGameData()
Definition GameMode.h:2122
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField()
Definition GameMode.h:1941
TArray< TSubclassOf< UPrimalItem > > & GlobalCuddleFoodListField()
Definition GameMode.h:1986
FieldArray< FPrimalItemStatDefinition, 8 > ItemStatDefinitionsField()
Definition GameMode.h:1822
USoundBase * Sound_PinValidatedField()
Definition GameMode.h:1869
TArray< FLockedFeat > & LockedFeatsField()
Definition GameMode.h:2075
USoundBase * Sound_RemoveItemSkinField()
Definition GameMode.h:1998
UTexture2D * BuffedIconField()
Definition GameMode.h:1949
UTexture2D * NearFeedIconField()
Definition GameMode.h:1948
TArray< FPrimalStatGroupDefinition > & StatGroupDefinitionsField()
Definition GameMode.h:2057
TArray< FDinoBabySetup > & DinoBabySetupsField()
Definition GameMode.h:1970
TArray< FString > & PlayerSpawnRegionsField()
Definition GameMode.h:1835
TArray< FDinoBabySetup > & DinoGestationSetupsField()
Definition GameMode.h:1971
FieldArray< FLevelExperienceRamp, 4 > SinglePlayerLevelExperienceRampsField()
Definition GameMode.h:1922
USoundBase * HitMarkerCharacterSoundField()
Definition GameMode.h:1989
USoundBase * Sound_ClaimedTerritoryStingerField()
Definition GameMode.h:2041
int GetLevelMax(ELevelExperienceRampType::Type levelType)
Definition GameMode.h:2099
TArray< FExplorerNoteEntry > & ExplorerNoteEntriesField()
Definition GameMode.h:2000
float GetTeamTargetingDesirabilityMultiplier(int attackerTeam, int victimTeam)
Definition GameMode.h:2109
UTexture2D * TinyBlueprintIconField()
Definition GameMode.h:2032
TArray< FClassRemapping > & Remap_ItemsField()
Definition GameMode.h:1933
USoundBase * Sound_SetTextGenericField()
Definition GameMode.h:1865
USoundBase * GetGenericCombatMusic(APrimalCharacter *forCharacter, APrimalCharacter *forEnemy, bool bIsNavalCombat)
Definition GameMode.h:2119
UTexture2D * MaxInventoryIconField()
Definition GameMode.h:2030
USoundBase * Sound_RemovePinFromMapField()
Definition GameMode.h:1862
USoundBase * CombatMusicNight_HeavyField()
Definition GameMode.h:1917
USoundBase * Sound_AddPinToMapField()
Definition GameMode.h:1861
USoundBase * GenericArrowPickedUpSoundField()
Definition GameMode.h:2026
static void GetClassAdditions(TArray< TSubclassOf< UObject > > *TheClassAdditions, TArray< FClassAddition > *ClassAdditions, TSubclassOf< UObject > ForClass)
Definition GameMode.h:2088
USoundBase * Sound_ApplyDyeField()
Definition GameMode.h:1863
USoundBase * Sound_ShipLevelledUpStingerField()
Definition GameMode.h:2049
USoundBase * Sound_CancelPlacingStructureField()
Definition GameMode.h:1839
USoundBase * Sound_RefillWaterContainerField()
Definition GameMode.h:1874
float & ExplorerNoteXPGainField()
Definition GameMode.h:2001
USoundBase * CombatMusicNightField()
Definition GameMode.h:1915
TArray< TSubclassOf< APrimalBuff > > & DefaultPossessedPlayerBuffsField()
Definition GameMode.h:2059
TSubclassOf< UPrimalPlayerData > & OverridePlayerDataClassField()
Definition GameMode.h:2024
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:900
TArray< FString > & UIOnlyShowMapFileNamesField()
Definition GameMode.h:882
bool & bStartedAsyncLoadField()
Definition GameMode.h:888
TArray< FString > & UIOnlyShowModIDsField()
Definition GameMode.h:883
FString & CreditStringField()
Definition GameMode.h:886
void OnConfirmationDialogClosed(bool bAccept)
Definition GameMode.h:899
bool & bTotalConversionShowUnofficialServersField()
Definition GameMode.h:885
bool & bAllowSingleplayerField()
Definition GameMode.h:880
static void StaticRegisterNativesUPrimalGlobals()
Definition GameMode.h:901
static ASOTFNotification * GetSOTFNotificationManager(UWorld *World)
Definition GameMode.h:897
static ADayCycleManager * GetDayCycleManager(UWorld *World)
Definition GameMode.h:896
bool & bGameMediaLoadedField()
Definition GameMode.h:887
static UPrimalGlobals FinishLoadGameMedia()
Definition GameMode.h:894
static UPrimalGlobals FinishedLoadingGameMedia()
Definition GameMode.h:895
TArray< USoundClass * > CoreSoundClassesField()
Definition GameMode.h:884
UPrimalGameData * PrimalGameDataOverrideField()
Definition GameMode.h:878
FStreamableManager & StreamableManagerField()
Definition GameMode.h:889
UPrimalGameData * PrimalGameDataField()
Definition GameMode.h:877
void LoadNextTick(UWorld *ForWorld)
Definition GameMode.h:898
bool & bAllowNonDedicatedHostField()
Definition GameMode.h:881
TSubclassOf< UUI_GenericConfirmationDialog > & GlobalGenericConfirmationDialogField()
Definition GameMode.h:879
void AsyncLoadGameMedia()
Definition GameMode.h:893
float & TamedDinoHarvestGiveHealthMultiplierField()
Definition Actor.h:9678
TSubclassOf< UDamageType > & HarvestToolDamageTypeField()
Definition Actor.h:9657
float & DinoHarvestGiveHealthSpeedField()
Definition Actor.h:9684
float & BaseMinTimeAfterDepletionReplenishingField()
Definition Actor.h:9667
unsigned __int32 & bUsableHarvestingField()
Definition Actor.h:9646
unsigned __int32 & bAllowForcedRepopulationField()
Definition Actor.h:9647
FString & UIStringIMeleeHitToHarvestField()
Definition Actor.h:9680
float & DamageInstigatorAmountField()
Definition Actor.h:9675
float & CurrentHarvestHealthField()
Definition Actor.h:9643
bool & ShouldReplenishField()
Definition Actor.h:9663
FString & UseHarvestStringField()
Definition Actor.h:9660
float & ExhaustedDepletionTimeIntervalField()
Definition Actor.h:9669
FString & HarvestableFriendlyNameField()
Definition Actor.h:9679
float & AutoReplenishIntervalField()
Definition Actor.h:9673
float & UseHarvestDamageAmountField()
Definition Actor.h:9655
float & HarvestHealthGiveResourceIntervalField()
Definition Actor.h:9642
float & MinNonCoreStructureDistanceReplenishingField()
Definition Actor.h:9666
TArray< FHarvestResourceEntry > & HarvestResourceEntriesField()
Definition Actor.h:9637
float & AutoReplenishPercentField()
Definition Actor.h:9674
FString & UIStringCantHarvestUnderwaterField()
Definition Actor.h:9682
FAttachedInstancedHarvestingElement * ActiveInstancedElementField()
Definition Actor.h:9686
float & MaxHarvestHealthField()
Definition Actor.h:9640
FString & DescriptiveNameField()
Definition Actor.h:9659
unsigned __int32 & bNonBlockingUsableHarvestingField()
Definition Actor.h:9650
TArray< FComponentAttachmentEntry > & AdditionalComponentAttachmentsDedicatedField()
Definition Actor.h:9690
int & DinoHarvestGiveHealthDescriptionIndexField()
Definition Actor.h:9685
float & ExhaustedDepletionEffectScaleField()
Definition Actor.h:9671
int & GiveItemEntriesMaxField()
Definition Actor.h:9677
TArray< FHarvestResourceEntry > & BaseHarvestResourceEntriesField()
Definition Actor.h:9638
float & MinStructureDistanceReplenishingField()
Definition Actor.h:9665
bool & bIsUnharvestableField()
Definition Actor.h:9644
static void StaticRegisterNativesUPrimalHarvestingComponent()
Definition Actor.h:9635
TArray< FComponentAttachmentEntry > & AdditionalComponentAttachmentsField()
Definition Actor.h:9689
unsigned __int32 & bIsSingleUnitHarvestField()
Definition Actor.h:9653
float & UsableHarvestSphereRadiusField()
Definition Actor.h:9662
unsigned __int32 & bClampResourceHarvestDamageField()
Definition Actor.h:9651
float & ReduceExhaustedDepletionSpeedField()
Definition Actor.h:9672
float & ExtraHarvestingXPMultiplierField()
Definition Actor.h:9641
float & MinPlayerDistanceReplenishingField()
Definition Actor.h:9664
unsigned __int32 & bUsableAllowHarvestHealthScalingField()
Definition Actor.h:9649
FString & UnequipWeaponToUseHarvestStringField()
Definition Actor.h:9661
bool TemplateCheckForHarvestRepopulation(bool bForceReinit, UWorld *world, FVector *where)
Definition Actor.h:9636
int & GiveItemEntriesMinField()
Definition Actor.h:9676
TArray< FDamageHarvestingEntry > & HarvestDamageTypeEntriesField()
Definition Actor.h:9639
FString & UIStringHarvestRequiresToolField()
Definition Actor.h:9681
TArray< TSubclassOf< UDamageType > > & ForceAllowMeleeHarvestingOverridesField()
Definition Actor.h:9687
unsigned __int32 & bIsDefaultHarvestingComponentField()
Definition Actor.h:9652
float & HarvestingPriorityField()
Definition Actor.h:9688
float & ExhaustedDepletionPowerField()
Definition Actor.h:9670
TSubclassOf< UDamageType > & SickleDamageTypeField()
Definition Actor.h:9658
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9634
unsigned __int32 & bSetOwnerHealthToHarvestHealthField()
Definition Actor.h:9645
unsigned __int32 & bAllowHarvestHealthScalingField()
Definition Actor.h:9648
TSubclassOf< UDamageType > & UseHarvestDamageTypeField()
Definition Actor.h:9656
float & DinoHarvestGiveHealthAmountField()
Definition Actor.h:9683
float & BaseMaxTimeAfterDepletionReplenishingField()
Definition Actor.h:9668
unsigned __int32 & bUseBPAdjustHarvestDamageField()
Definition Actor.h:9654
TSubclassOf< ADroppedItem > & DroppedItemTemplateOverrideField()
Definition Inventory.h:156
UPrimalItem * AddItemObjectEx(UPrimalItem *anItem, bool bEquipItem, bool AddToSlot, bool bDontStack, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer)
Definition Inventory.h:320
void ServerMakeRecipeItem(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)
Definition Inventory.h:512
BitFieldValue< bool, unsigned __int32 > bCheckForAutoCraftBlueprints()
Definition Inventory.h:229
float & OverrideItemsCraftingTimeField()
Definition Inventory.h:211
TMap< enum EPrimalEquipmentType::Type, UPrimalItem *, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum EPrimalEquipmentType::Type, UPrimalItem *, 0 > > EquippedItemsMapField()
Definition Inventory.h:212
void SetNextItemConsumptionID(FItemNetID NextItemID)
Definition Inventory.h:515
TArray< TSubclassOf< UPrimalItem > > & ForceAllowItemStackingsField()
Definition Inventory.h:157
void UsedItem(UPrimalItem *anItem)
Definition Inventory.h:476
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxInventoryItems()
Definition Inventory.h:254
TArray< FItemSpawnActorClassOverride > & ItemSpawnActorClassOverridesField()
Definition Inventory.h:144
bool & bAllowAddColorsOnClientField()
Definition Inventory.h:214
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryOnlyAllowTribe()
Definition Inventory.h:243
void ServerRepairItem(FItemNetID *itemID, AShooterPlayerController *ByPC, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)
Definition Inventory.h:452
TArray< TSubclassOf< UPrimalItem > > & RemoteAddItemPreventItemClassesField()
Definition Inventory.h:133
bool IsCraftingAllowed(UPrimalItem *anItem)
Definition Inventory.h:403
bool AllowAddInventoryItem(UPrimalItem *anItem, int *requestedQuantity, bool OnlyAddAll)
Definition Inventory.h:323
BitFieldValue< bool, unsigned __int32 > bAllowRemoteRepairing()
Definition Inventory.h:308
FRotator & DropItemRotationOffsetField()
Definition Inventory.h:158
UPrimalItem * BPGetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, bool bRequiresExactClassMatch, bool bIgnoreSlotItems, bool bOnlyArkItems, bool bPreferEngram, bool bIsForCraftingConsumption, bool bIgnoreBrokenItems)
Definition Inventory.h:335
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryRefresh()
Definition Inventory.h:234
BitFieldValue< bool, unsigned __int32 > bHideDefaultInventoryItemsFromDisplay()
Definition Inventory.h:226
void LocalUseItemSlot(int slotIndex, bool bForceCraft)
Definition Inventory.h:413
BitFieldValue< bool, unsigned __int32 > bForceAllowAllUseInInventory()
Definition Inventory.h:283
int & AbsoluteMaxInventoryItemsField()
Definition Inventory.h:154
UPrimalItem * AddItem(FItemNetInfo *theItemInfo, bool bEquipItem, bool AddToSlot, bool bDontStack, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bIgnoreAbsoluteMaxInventory)
Definition Inventory.h:317
TArray< FItemCraftingConsumptionReplenishment > & ItemCraftingConsumptionReplenishmentsField()
Definition Inventory.h:159
BitFieldValue< bool, unsigned __int32 > bIsCookingInventory()
Definition Inventory.h:255
int BPIncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, UPrimalItem *UseSpecificItem, bool bDontExceedMaxItems)
Definition Inventory.h:336
bool BPIsCraftingAllowed(UPrimalItem *anItem)
Definition Inventory.h:486
void ServerCraftItem(FItemNetID *itemID, AShooterPlayerController *ByPC)
Definition Inventory.h:446
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems3Field()
Definition Inventory.h:136
float BPOverrideItemMinimumUseInterval(UPrimalItem *theItem)
Definition Inventory.h:491
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
Definition Inventory.h:419
char & TribeGroupInventoryRankField()
Definition Inventory.h:127
bool BPRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer)
Definition Inventory.h:497
AActor * CraftedBlueprintSpawnActor(TSubclassOf< UPrimalItem > ForItemClass, TSubclassOf< AActor > ActorClassToSpawn)
Definition Inventory.h:355
FString & RemoteInventoryDescriptionStringNewField()
Definition Inventory.h:130
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryOnlyAllowSelf()
Definition Inventory.h:249
static void StaticRegisterNativesUPrimalInventoryComponent()
Definition Inventory.h:517
BitFieldValue< bool, unsigned __int32 > bShowItemDefaultFolders()
Definition Inventory.h:252
TArray< float > & DefaultInventoryItemsRandomCustomStringsWeightsField()
Definition Inventory.h:139
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemQuantityUpdated()
Definition Inventory.h:270
BitFieldValue< bool, unsigned __int32 > bForceIgnoreCraftingRequiresInventoryComponent()
Definition Inventory.h:298
int & MaxItemCraftQueueEntriesField()
Definition Inventory.h:129
TArray< FItemCraftQueueEntry > & ItemCraftQueueEntriesField()
Definition Inventory.h:120
int & DisplayDefaultItemInventoryCountField()
Definition Inventory.h:168
void AddToCraftQueue(UPrimalItem *anItem, AShooterPlayerController *ByPC, bool bIsRepair, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)
Definition Inventory.h:321
BitFieldValue< bool, unsigned __int32 > bSetCraftingEnabledCheckForAutoCraftBlueprints()
Definition Inventory.h:286
bool HasItemsEquipped(TArray< TSubclassOf< UPrimalItem > > *ItemTemplates, bool bRequiresExactClassMatch, bool bOnlyArkItems, bool bEnsureAllItems)
Definition Inventory.h:394
BitFieldValue< bool, unsigned __int32 > bBPForceCustomRemoteInventoryAllowRemoveItems()
Definition Inventory.h:273
BitFieldValue< bool, unsigned __int32 > bForceIgnoreItemBlueprintCraftingRequiresEngram()
Definition Inventory.h:299
float & MaxRemoteInventoryViewingDistanceField()
Definition Inventory.h:152
float & NumItemSetsPowerField()
Definition Inventory.h:180
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryAllowViewing()
Definition Inventory.h:287
float & ItemSetExtraItemQuantityByQualityMultiplierField()
Definition Inventory.h:187
void SwapCustomFolder(FString CFolder1, FString CFolder2, int DataListType)
Definition Inventory.h:467
TArray< UPrimalItem * > CraftingItemsField()
Definition Inventory.h:167
TArray< FActorClassAttachmentInfo > & WeaponAsEquipmentAttachmentInfosField()
Definition Inventory.h:163
float & MaxItemCooldownTimeClearField()
Definition Inventory.h:160
int & InventoryWheelCategoryNumField()
Definition Inventory.h:164
BitFieldValue< bool, unsigned __int32 > bBPHandleAccessInventory()
Definition Inventory.h:264
bool IsLocalToPlayer(AShooterPlayerController *ForPC)
Definition Inventory.h:406
static UPrimalInventoryComponent * GiveLootItemsToInventory(UPrimalInventoryComponent *Inventory, FSupplyCrateValuesOverride *LootCrateValues, bool bReturnLootInventory)
Definition Inventory.h:392
long double & LastAddToCraftQueueSoundTimeField()
Definition Inventory.h:206
float GetOverrideItemCraftingTime_Implementation(UPrimalItem *TheItem)
Definition Inventory.h:386
void BPNotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
Definition Inventory.h:489
void SwapInventoryItems(FItemNetID *itemID1, FItemNetID *itemID2)
Definition Inventory.h:468
void ClientItemMessageNotification(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)
Definition Inventory.h:500
TSubclassOf< UPrimalItem > & EngramRequirementClassOverrideField()
Definition Inventory.h:131
int & DefaultCraftingQuantityMultiplierField()
Definition Inventory.h:200
bool AddToFolders(TArray< FString > *FoldersFound, UPrimalItem *anItem)
Definition Inventory.h:322
void ServerUseItemWithItem(FItemNetID *itemID1, FItemNetID *itemID2, int AdditionalData)
Definition Inventory.h:457
BitFieldValue< bool, unsigned __int32 > bBPRemoteInventoryAllowRemoveItems()
Definition Inventory.h:267
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
Definition Inventory.h:183
BitFieldValue< bool, unsigned __int32 > bEquipmentForceIgnoreExplicitOwnerClass()
Definition Inventory.h:233
void NotifyItemAdded(UPrimalItem *theItem, bool bEquippedItem)
Definition Inventory.h:418
bool AllowAddInventoryItem_MaxQuantity(UPrimalItem *anItem, const int *requestedQuantityIn, int *requestedQuantityOut)
Definition Inventory.h:325
BitFieldValue< bool, unsigned __int32 > bIsInInventoryRefresh()
Definition Inventory.h:280
float & CachedInventoryWeightField()
Definition Inventory.h:165
long double & LastInventoryRefreshTimeField()
Definition Inventory.h:155
void ServerUpgradeItem(FItemNetID *itemID, AShooterPlayerController *ByPC, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
Definition Inventory.h:455
BitFieldValue< bool, unsigned __int32 > bCanEquipItems()
Definition Inventory.h:300
int & ForceDefaultInventoryRefreshVersionField()
Definition Inventory.h:202
float GetIndirectTorpidityIncreaseMultiplierScale()
Definition Inventory.h:376
int & ForceRemoveMaxQuantityField()
Definition Inventory.h:209
BitFieldValue< bool, unsigned __int32 > bPreventInventoryViewTrace()
Definition Inventory.h:259
void NotifyCraftedItem(UPrimalItem *anItem)
Definition Inventory.h:416
void NotifyClientsDurabilityChange(UPrimalItem *anItem)
Definition Inventory.h:414
BitFieldValue< bool, unsigned __int32 > bBPAllowUseInInventory()
Definition Inventory.h:266
bool RemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int *anItemQuantityOverride, bool bRequestedByPlayer)
Definition Inventory.h:435
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, APrimalStructure **LandedOnStructure, AActor *IgnoreActor, bool bCheckAnyStationary, UPrimitiveComponent **LandedOnComponent)
Definition Inventory.h:375
bool BPPreventEquipItem(UPrimalItem *theItem)
Definition Inventory.h:494
BitFieldValue< bool, unsigned __int32 > bAllowRemoteCrafting()
Definition Inventory.h:305
TArray< UPrimalItem * > EquippedItemsField()
Definition Inventory.h:116
void RemoveItemCrafting(UPrimalItem *craftingItem)
Definition Inventory.h:442
TArray< TSubclassOf< UPrimalItem > > & DefaultSlotItemsField()
Definition Inventory.h:143
void ServerAddItemToSlot_Implementation(FItemNetID ItemID, int SlotIndex)
Definition Inventory.h:444
TArray< TSubclassOf< UPrimalItem > > & DefaultEquippedItemSkinsField()
Definition Inventory.h:142
bool BPRemoteInventoryAllowAddItem_SpecificQuantity(AShooterPlayerController *PC, UPrimalItem *anItem, const int *SpecificQuantityIn, int *SpecificQuantityOut)
Definition Inventory.h:338
void ConsumeMultipleUniqueItemTemplateQuantities(TSubclassOf< UPrimalItem > ParentClass, int QuantityCount, int UniqueItemsNeeded)
Definition Inventory.h:354
void ActivePlayerInventoryTick(float DeltaTime)
Definition Inventory.h:315
bool RemoteInventoryAllowCraftingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)
Definition Inventory.h:436
BitFieldValue< bool, unsigned __int32 > bReceivingInventoryItems()
Definition Inventory.h:220
BitFieldValue< bool, unsigned __int32 > bPreventDropInventoryDeposit()
Definition Inventory.h:251
BitFieldValue< bool, unsigned __int32 > bDisableDropItems()
Definition Inventory.h:302
TArray< unsigned char > & DefaultEngramsField()
Definition Inventory.h:146
TArray< FItemMultiplier > & ItemSpoilingTimeMultipliersField()
Definition Inventory.h:124
void InventoryViewersStopLocalSound(USoundBase *aSound)
Definition Inventory.h:401
BitFieldValue< bool, unsigned __int32 > bForceInventoryBlueprints()
Definition Inventory.h:224
TArray< float > & SetQuantityWeightsField()
Definition Inventory.h:184
int OverrideNewCraftingGivemItemCount(UPrimalItem *TheItem)
Definition Inventory.h:507
int & OverrideInventoryItemsMaxItemQuantityField()
Definition Inventory.h:177
void BPAccessedInventory(AShooterPlayerController *ForPC)
Definition Inventory.h:477
void RemoteDeleteCustomFolder(FString *CFolderName, int InventoryCompType)
Definition Inventory.h:433
FString & ForceAddToFolderField()
Definition Inventory.h:207
bool AllowAddInventoryItem_OnlyAddAll(UPrimalItem *anItem)
Definition Inventory.h:326
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
Definition Inventory.h:329
bool BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int anItemQuantityOverride, bool bRequestedByPlayer)
Definition Inventory.h:480
BitFieldValue< bool, unsigned __int32 > bUseCheatInventory()
Definition Inventory.h:248
BitFieldValue< bool, unsigned __int32 > bItemSetsRandomizeColors()
Definition Inventory.h:237
bool BPRemoteInventoryAllowCrafting(AShooterPlayerController *PC)
Definition Inventory.h:496
bool CanEquipItem(UPrimalItem *anItem)
Definition Inventory.h:340
void DropItem(FItemNetInfo *theInfo, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation)
Definition Inventory.h:358
float GetItemWeightMultiplier(UPrimalItem *anItem)
Definition Inventory.h:381
BitFieldValue< bool, unsigned __int32 > bForceRemoteInvOpenAlphabeticalDsc()
Definition Inventory.h:310
void RemoteAddItemToCustomFolder(FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
Definition Inventory.h:432
bool IsServerCustomFolder(int InventoryCompType)
Definition Inventory.h:410
void ClientItemMessageNotification_Implementation(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)
Definition Inventory.h:349
void BPNotifyItemRemoved(UPrimalItem *anItem)
Definition Inventory.h:490
void ClientUpdateFreeCraftingMode_Implementation(bool bNewFreeCraftingModeValue)
Definition Inventory.h:352
BitFieldValue< bool, unsigned __int32 > bAllowItemStacking()
Definition Inventory.h:309
UPrimalItem * FindItem(FItemNetID *ItemID, bool bEquippedItems, bool bAllItems, int *itemIdx)
Definition Inventory.h:362
void ClearCraftQueue(bool bForceClearActiveCraftRepair)
Definition Inventory.h:347
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowAddCustomFolders()
Definition Inventory.h:295
int IncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, UPrimalItem **UseSpecificItem, UPrimalItem **IncrementedItem, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bDontExceedMaxItems)
Definition Inventory.h:396
BitFieldValue< bool, unsigned __int32 > bAddMaxInventoryItemsToDefaultItems()
Definition Inventory.h:228
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemRemoved()
Definition Inventory.h:269
TArray< UPrimalItem * > InventoryItemsField()
Definition Inventory.h:115
bool RemoteInventoryAllowViewing(AShooterPlayerController *PC)
Definition Inventory.h:439
void ServerSplitItemStack(FItemNetID ItemID, int AmountToSplit)
Definition Inventory.h:514
void ClientFinishReceivingItems(bool bEquippedItems)
Definition Inventory.h:348
TArray< TSubclassOf< UPrimalItem > > & LastUsedItemClassesField()
Definition Inventory.h:170
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
Definition Inventory.h:431
bool IsValidCraftingResource(UPrimalItem *theItem)
Definition Inventory.h:411
BitFieldValue< bool, unsigned __int32 > bMaxInventoryWeightUseCharacterStatus()
Definition Inventory.h:250
USoundBase * OpenInventorySoundField()
Definition Inventory.h:190
void BPRequestedInventoryItems(AShooterPlayerController *forPC)
Definition Inventory.h:499
FItemNetID & NextItemConsumptionIDField()
Definition Inventory.h:176
AShooterPlayerController * GetOwnerController()
Definition Inventory.h:387
BitFieldValue< bool, unsigned __int32 > bSpawnActorOnTopOfStructure()
Definition Inventory.h:260
BitFieldValue< bool, unsigned __int32 > bReplicateComponent()
Definition Inventory.h:241
float & ItemSetExtraItemQuantityByQualityPowerField()
Definition Inventory.h:188
void ConsumeArmorDurability(float ConsumptionAmount, bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType)
Definition Inventory.h:353
BitFieldValue< bool, unsigned __int32 > bAllowRemoteInventory()
Definition Inventory.h:247
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowAddItems()
Definition Inventory.h:246
int GetFirstUnoccupiedSlot(AShooterPlayerState *forPlayerState, UPrimalItem *forItem)
Definition Inventory.h:374
bool AllowAddInventoryItem_AnyQuantity(UPrimalItem *anItem)
Definition Inventory.h:324
TArray< FName > & InventoryOwnerTagsField()
Definition Inventory.h:213
TArray< UPrimalItem * > AllDyeColorItemsField()
Definition Inventory.h:119
BitFieldValue< bool, unsigned __int32 > bRemoteOnlyAllowBlueprintsOrItemClasses()
Definition Inventory.h:256
BitFieldValue< bool, unsigned __int32 > bPreventSendingData()
Definition Inventory.h:257
float & MaxInventoryWeightField()
Definition Inventory.h:126
BitFieldValue< bool, unsigned __int32 > bUseViewerInventoryForCraftingResources()
Definition Inventory.h:293
static ADroppedItem * StaticDropNewItemWithInfo(AActor *forActor, FItemNetInfo *ItemInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
Definition Inventory.h:465
float & GenerateItemSetsQualityMultiplierMaxField()
Definition Inventory.h:198
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems4Field()
Definition Inventory.h:137
BitFieldValue< bool, unsigned __int32 > bAllowWorldSettingsInventoryComponentAppends()
Definition Inventory.h:275
bool IsOwnerMarkedForSeamlessTravel()
Definition Inventory.h:408
TArray< TEnumAsByte< enum EPrimalEquipmentType::Type > > & EquippableItemTypesField()
Definition Inventory.h:122
void CheckReplenishSlotIndex(int slotIndex, TSubclassOf< UPrimalItem > ClassCheckOverride)
Definition Inventory.h:346
TArray< unsigned char > & DefaultEngrams3Field()
Definition Inventory.h:148
bool BPPreventWeaponEquip(UPrimalItem *anItem)
Definition Inventory.h:495
TArray< TSubclassOf< UPrimalInventoryComponent > > & ForceAllowCraftingForInventoryComponentsField()
Definition Inventory.h:195
bool LoadAdditionalStructureEngrams()
Definition Inventory.h:412
void UpdateNetWeaponClipAmmo(UPrimalItem *anItem, int ammo)
Definition Inventory.h:473
void ClientStartReceivingItems(bool bEquippedItems)
Definition Inventory.h:351
TArray< UPrimalItem * > * FindBrushColorItem(TArray< UPrimalItem * > *result, __int16 ArchIndex)
Definition Inventory.h:359
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
Definition Inventory.h:423
UPrimalItem * GetEquippedItemOfClass(TSubclassOf< UPrimalItem > ItemClass, bool bAllowInactiveEquipment)
Definition Inventory.h:372
void OverrideCraftingResourceRequirements(UPrimalItem *TheItem)
Definition Inventory.h:504
void GiveInitialItems(bool SkipEngrams)
Definition Inventory.h:391
bool RemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int *requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)
Definition Inventory.h:437
TArray< TSubclassOf< UPrimalItem > > & RemoteAddItemOnlyAllowItemClassesField()
Definition Inventory.h:132
void CheckRefreshDefaultInventoryItems()
Definition Inventory.h:345
TArray< FItemMultiplier > & MaxItemTemplateQuantitiesField()
Definition Inventory.h:161
float GetOverrideItemCraftingTime(UPrimalItem *TheItem)
Definition Inventory.h:502
float & ActiveInventoryRefreshIntervalField()
Definition Inventory.h:153
TArray< UPrimalItem * > * FindColorItem(TArray< UPrimalItem * > *result, FColor theColor, bool bEquippedItems)
Definition Inventory.h:360
BitFieldValue< bool, unsigned __int32 > bCraftingEnabled()
Definition Inventory.h:239
TArray< FSupplyCrateItemSet > & ItemSetsField()
Definition Inventory.h:181
BitFieldValue< bool, unsigned __int32 > bSetsRandomWithoutReplacement()
Definition Inventory.h:282
BitFieldValue< bool, unsigned __int32 > bOverrideCraftingResourceRequirements()
Definition Inventory.h:238
bool CanInventoryItem(UPrimalItem *anItem)
Definition Inventory.h:342
void ServerAddItemToSlot(FItemNetID ItemID, int SlotIndex)
Definition Inventory.h:510
bool AllowCraftingResourceConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
Definition Inventory.h:328
BitFieldValue< bool, unsigned __int32 > bGetDataListEntriesOnlyRootItems()
Definition Inventory.h:290
BitFieldValue< bool, unsigned __int32 > bEquipmentPlayerForceRequireExplicitOwnerClass()
Definition Inventory.h:232
BitFieldValue< bool, unsigned __int32 > bCanInventoryItems()
Definition Inventory.h:303
BitFieldValue< bool, unsigned __int32 > bUseExtendedCharacterCraftingFunctionality()
Definition Inventory.h:262
BitFieldValue< bool, unsigned __int32 > bFreeCraftingMode()
Definition Inventory.h:221
BitFieldValue< bool, unsigned __int32 > bConsumeCraftingRepairingRequirementsOnStart()
Definition Inventory.h:304
TArray< float > & SetQuantityValuesField()
Definition Inventory.h:185
FVector & GroundDropTraceLocationOffsetField()
Definition Inventory.h:208
TArray< TSubclassOf< UPrimalItem > > & OnlyAllowCraftingItemClassesField()
Definition Inventory.h:145
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidCraftingResource()
Definition Inventory.h:284
BitFieldValue< bool, unsigned __int32 > bUseBPFirstInit()
Definition Inventory.h:296
int & OverrideInventoryDefaultTabField()
Definition Inventory.h:121
bool TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)
Definition Inventory.h:470
BitFieldValue< bool, unsigned __int32 > bUseParentStructureIsValidCraftingResource()
Definition Inventory.h:285
bool HasItemOfSameType(UClass *ItemClass)
Definition Inventory.h:393
bool BPIsValidCraftingResource(UPrimalItem *theItem)
Definition Inventory.h:487
void NotifyItemRemoved(UPrimalItem *theItem)
Definition Inventory.h:420
BitFieldValue< bool, unsigned __int32 > bOverrideCraftingMinDurabilityRequirement()
Definition Inventory.h:244
USoundBase * ItemRemovedBySoundField()
Definition Inventory.h:189
BitFieldValue< bool, unsigned __int32 > bInitializeInventoryToClients()
Definition Inventory.h:236
AShooterHUD * GetLocalOwnerHUD()
Definition Inventory.h:384
TArray< UPrimalItem * > ArkTributeItemsField()
Definition Inventory.h:118
FString * OverrideItemUseString(FString *result, UPrimalItem *TheItem, FString *UseString)
Definition Inventory.h:506
BitFieldValue< bool, unsigned __int32 > bUseCraftQueue()
Definition Inventory.h:222
void BPNotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
Definition Inventory.h:488
BitFieldValue< bool, unsigned __int32 > bPreventAutoDecreaseDurability()
Definition Inventory.h:307
void RemoveCustomFolder(AShooterPlayerController *PC, FString FolderName, int InventoryCompType)
Definition Inventory.h:440
UPrimalItem * AddItemObject(UPrimalItem *anItem)
Definition Inventory.h:319
float & CraftingItemSpeedField()
Definition Inventory.h:123
void AddCustomFolder(FString CFolder, int InventoryCompType)
Definition Inventory.h:316
BitFieldValue< bool, unsigned __int32 > bDropPhysicalInventoryDeposit()
Definition Inventory.h:261
BitFieldValue< bool, unsigned __int32 > bUseBPRemoteInventoryAllowCrafting()
Definition Inventory.h:279
float & DefaultCraftingRequirementsMultiplierField()
Definition Inventory.h:199
BitFieldValue< bool, unsigned __int32 > bGivesAchievementItems()
Definition Inventory.h:265
TArray< TSubclassOf< UPrimalItem > > & TamedDinoForceConsiderFoodTypesField()
Definition Inventory.h:203
BitFieldValue< bool, unsigned __int32 > bSupressInventoryItemNetworking()
Definition Inventory.h:258
BitFieldValue< bool, unsigned __int32 > bConfigOverriden()
Definition Inventory.h:291
TArray< unsigned char > & DefaultEngrams4Field()
Definition Inventory.h:149
bool GenerateCrateItems(float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp)
Definition Inventory.h:364
BitFieldValue< bool, unsigned __int32 > bBPNotifyItemAdded()
Definition Inventory.h:268
void NotifyClientsItemStatus(UPrimalItem *anItem, bool bEquippedItem, bool bRemovedItem, bool bOnlyUpdateQuantity, bool bOnlyUpdateDurability, bool bOnlyNotifyItemSwap, UPrimalItem *anItem2, FItemNetID *InventoryInsertAfterItemID, bool bUsedItem, bool bNotifyCraftQueue, bool ShowHUDNotification, bool bOnlyUpdateSpoilingTimes, bool bOnlyRemovedFromSlot, bool bOnlyFinishedUseSlotTimeRemaining)
Definition Inventory.h:415
float OverrideItemMinimumUseInterval(UPrimalItem *theItem)
Definition Inventory.h:427
UPrimalItem * GetEquippedItemOfType(EPrimalEquipmentType::Type aType, bool bAllowInactiveEquipment)
Definition Inventory.h:373
TArray< FItemMultiplier > & ItemClassWeightMultipliersField()
Definition Inventory.h:196
FItemNetID & NextItemSpoilingIDField()
Definition Inventory.h:175
void BPCraftingFinishedNotification(UPrimalItem *itemToBeCrafted)
Definition Inventory.h:479
BitFieldValue< bool, unsigned __int32 > bIsTributeInventory()
Definition Inventory.h:230
void AddItemCrafting(UPrimalItem *craftingItem)
Definition Inventory.h:318
BitFieldValue< bool, unsigned __int32 > bOnlyOneCraftQueueItem()
Definition Inventory.h:242
TArray< FString > & ServerCustomFolderField()
Definition Inventory.h:194
float GetDamageTorpidityIncreaseMultiplierScale()
Definition Inventory.h:370
void ClientUpdateFreeCraftingMode(bool bNewFreeCraftingModeValue)
Definition Inventory.h:501
USoundBase * CloseInventorySoundField()
Definition Inventory.h:191
bool OverrideUseItem(UPrimalItem *theItem)
Definition Inventory.h:509
bool RemoteInventoryAllowRepairingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)
Definition Inventory.h:438
bool HasMultipleUniqueItemTemplateQuantities(TSubclassOf< UPrimalItem > ParentClass, int QuantityCount, int UniqueItemsNeeded, TArray< TSubclassOf< UPrimalItem > > *ItemsFound, TArray< int > *QuantitiesFound)
Definition Inventory.h:395
TArray< TSubclassOf< UPrimalItem > > & CheatInventoryItemsField()
Definition Inventory.h:140
BitFieldValue< bool, unsigned __int32 > bInitializedMe()
Definition Inventory.h:218
BitFieldValue< bool, unsigned __int32 > bForceInventoryNonRemovable()
Definition Inventory.h:225
BitFieldValue< bool, unsigned __int32 > bForceInventoryNotifyCraftingFinished()
Definition Inventory.h:274
TArray< FString > * GetCustomFolders(TArray< FString > *result, int InventoryCompType)
Definition Inventory.h:369
float & GenerateItemSetsQualityMultiplierMinField()
Definition Inventory.h:197
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
Definition Inventory.h:388
BitFieldValue< bool, unsigned __int32 > bUseBPInitializeInventory()
Definition Inventory.h:235
int OverrideNewCraftingGivemItemCount_Implementation(UPrimalItem *TheItem)
Definition Inventory.h:428
bool & bLastPreventUseItemSpoilingTimeMultipliersField()
Definition Inventory.h:174
void InventoryViewersPlayLocalSound(USoundBase *aSound, bool bAttach)
Definition Inventory.h:400
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Inventory.h:503
TArray< UPrimalItem * > DinoAutoHealingItemsField()
Definition Inventory.h:204
void ServerSplitItemStack_Implementation(FItemNetID ItemID, int AmountToSplit)
Definition Inventory.h:454
bool & bDirtiedInventoryWeightField()
Definition Inventory.h:166
bool AllowBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
Definition Inventory.h:327
void SetCraftingEnabled(bool bEnable)
Definition Inventory.h:459
void ServerMergeItemStack_Implementation(FItemNetID ItemID)
Definition Inventory.h:450
BitFieldValue< bool, unsigned __int32 > bCanUseWeaponAsEquipment()
Definition Inventory.h:301
FString & InventoryNameOverrideField()
Definition Inventory.h:151
static ADroppedItem * StaticDropNewItem(AActor *forActor, TSubclassOf< UPrimalItem > AnItemClass, float ItemQuality, bool bForceNoBlueprint, int QuantityOverride, bool bForceBlueprint, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
Definition Inventory.h:464
TArray< APrimalCharacter * > ForcedInventoryViewersField()
Definition Inventory.h:193
BitFieldValue< bool, unsigned __int32 > bAllDefaultInventoryIsEngrams()
Definition Inventory.h:288
BitFieldValue< bool, unsigned __int32 > bShowHiddenRemoteInventoryItems()
Definition Inventory.h:223
bool RemoveItem(FItemNetID *itemID, bool bDoDrop, bool bSecondryAction, bool bForceRemoval, bool showHUDMessage)
Definition Inventory.h:441
BitFieldValue< bool, unsigned __int32 > bRepairingEnabled()
Definition Inventory.h:240
BitFieldValue< bool, unsigned __int32 > bDataListPadMaxInventoryItems()
Definition Inventory.h:227
int OverrideNewCraftingGivemItemQuantity(UPrimalItem *TheItem)
Definition Inventory.h:508
BitFieldValue< bool, unsigned __int32 > bGenerateItemsForceZeroQuality()
Definition Inventory.h:297
USoundBase * OverrideCraftingFinishedSoundField()
Definition Inventory.h:205
FString & InventoryAccessStringOverrideField()
Definition Inventory.h:210
FString * OverrideItemCraftingDescription(FString *result, UPrimalItem *TheItem, FString *CraftingDesc)
Definition Inventory.h:505
void UpdateTribeGroupInventoryRank_Implementation(char NewRank)
Definition Inventory.h:474
BitFieldValue< bool, unsigned __int32 > bDisableDropAllItems()
Definition Inventory.h:253
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Inventory.h:383
void BPDropInventoryDepositEx(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, float DropInventoryOnGroundTraceDistance, bool bForceDrop)
Definition Inventory.h:333
TArray< unsigned char > & DefaultEngrams2Field()
Definition Inventory.h:147
void ServerUseInventoryItem(FItemNetID *itemID, AShooterPlayerController *ByPC)
Definition Inventory.h:456
void TickCraftQueue(float DeltaTime, AShooterGameState *theGameState)
Definition Inventory.h:469
UPrimalItem * BPFindItemWithID(int ItemID1, int ItemID2)
Definition Inventory.h:334
void BPDropInventoryDeposit(long double DestroyAtTime, bool bPreventSendingData)
Definition Inventory.h:332
void DeleteItemFromCustomFolder(AShooterPlayerController *PC, FString CFolder, FItemNetID ItemId, int InventoryCompType)
Definition Inventory.h:356
bool RefreshItemSpoilingTimes(bool bSendToClients)
Definition Inventory.h:430
TArray< double > & LastUsedItemTimesField()
Definition Inventory.h:171
float & MaxInventoryAccessDistanceField()
Definition Inventory.h:192
void RemoteDeleteItemFromCustomFolder(AShooterPlayerController *PC, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
Definition Inventory.h:434
void ServerRemoveItemFromSlot_Implementation(FItemNetID ItemID)
Definition Inventory.h:451
BitFieldValue< bool, unsigned __int32 > bEquipmentMustRequireExplicitOwnerClass()
Definition Inventory.h:231
void SetNextItemConsumptionID_Implementation(FItemNetID NextItemID)
Definition Inventory.h:461
FString * GetInventoryName(FString *result, bool bIsEquipped)
Definition Inventory.h:377
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItemsField()
Definition Inventory.h:134
float GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType)
Definition Inventory.h:371
bool BPRemoteInventoryAllowViewing(AShooterPlayerController *PC)
Definition Inventory.h:498
void SetNextItemSpoilingID_Implementation(FItemNetID NextItemID)
Definition Inventory.h:462
void ServerViewRemoteInventory(AShooterPlayerController *ByPC)
Definition Inventory.h:458
void UpdateTribeGroupInventoryRank(char NewRank)
Definition Inventory.h:518
UPrimalItem * FindInventoryStackableItemCompareQuantity(TSubclassOf< UPrimalItem > ItemClass, bool bFindLeastQuantity, UPrimalItem *StacksWithAndIgnoreItem)
Definition Inventory.h:361
void SetNextItemSpoilingID(FItemNetID NextItemID)
Definition Inventory.h:516
void BPAddCustomFolder(FString CFolder, int InventoryCompType)
Definition Inventory.h:331
bool OverrideBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)
Definition Inventory.h:425
BitFieldValue< bool, unsigned __int32 > bHideRemoteInventoryPanel()
Definition Inventory.h:292
BitFieldValue< bool, unsigned __int32 > bForceShowAllEngrams()
Definition Inventory.h:281
TArray< FString > & DefaultInventoryItemsRandomCustomStringsField()
Definition Inventory.h:138
BitFieldValue< bool, unsigned __int32 > bRemoteInventoryAllowRemoveItems()
Definition Inventory.h:245
static ADroppedItem * StaticDropItem(AActor *forActor, FItemNetInfo *theInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector *DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)
Definition Inventory.h:463
BitFieldValue< bool, unsigned __int32 > bReceivingEquippedItems()
Definition Inventory.h:219
long double GetLatestItemClassUseTime(TSubclassOf< UPrimalItem > ItemClass)
Definition Inventory.h:382
FString * OverrideItemCraftingDescription_Implementation(FString *result, UPrimalItem *TheItem, FString *CraftingDesc)
Definition Inventory.h:426
void ServerRequestItems(AShooterPlayerController *forPC, bool bEquippedItems, bool bIsFirstSpawn, bool allowLocalController)
Definition Inventory.h:453
void ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)
Definition Inventory.h:350
bool BPAllowUseInInventory(UPrimalItem *theItem, bool bIsRemoteInventory, AShooterPlayerController *ByPC)
Definition Inventory.h:478
TArray< TSubclassOf< UPrimalItem > > & DefaultInventoryItems2Field()
Definition Inventory.h:135
TSubclassOf< UPrimalItem > & ItemSetExtraItemClassField()
Definition Inventory.h:186
TArray< TSubclassOf< UPrimalItem > > & DefaultEquippedItemsField()
Definition Inventory.h:141
BitFieldValue< bool, unsigned __int32 > bOverrideInventoryDepositClassDontForceDrop()
Definition Inventory.h:277
int GetCraftQueueResourceCost(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreFirstItem)
Definition Inventory.h:366
int & SavedForceDefaultInventoryRefreshVersionField()
Definition Inventory.h:201
BitFieldValue< bool, unsigned __int32 > bUseBPIsCraftingAllowed()
Definition Inventory.h:278
bool DropInventoryDeposit(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, APrimalStructureItemContainer **DepositStructureResult, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, unsigned __int64 DeathCacheCharacterID, float DropInventoryOnGroundTraceDistance, bool bForceDrop)
Definition Inventory.h:357
void ServerRemoveItemFromSlot(FItemNetID ItemID)
Definition Inventory.h:513
float GetTotalDurabilityOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate)
Definition Inventory.h:389
TArray< UPrimalItem * > ItemSlotsField()
Definition Inventory.h:117
BitFieldValue< bool, unsigned __int32 > bUseViewerInventoryForCraftedItem()
Definition Inventory.h:294
BitFieldValue< bool, unsigned __int32 > bForceGenerateItemSets()
Definition Inventory.h:263
int GetItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreItem, bool bIgnoreBlueprints, bool bCheckValidForCrafting, bool bRequireExactClassMatch)
Definition Inventory.h:380
void ServerForceMergeItemStack_Implementation(FItemNetID Item1ID, FItemNetID Item2ID)
Definition Inventory.h:448
BitFieldValue< bool, unsigned __int32 > bInitializedDefaultInventory()
Definition Inventory.h:289
void RemoveItemSpoilingTimer(UPrimalItem *theItem)
Definition Inventory.h:443
USoundBase * ItemCraftingSoundOverrideField()
Definition Inventory.h:162
int GetMaxInventoryItems(bool bIgnoreHiddenDefaultInventory)
Definition Inventory.h:385
static UClass * StaticClass()
Definition Inventory.h:314
BitFieldValue< bool, unsigned __int32 > bAllowDeactivatedCrafting()
Definition Inventory.h:306
TArray< TWeakObjectPtr< AShooterPlayerController > > & RemoteViewingInventoryPlayerControllersField()
Definition Inventory.h:114
float GetTotalEquippedItemStat(EPrimalItemStat::Type statType)
Definition Inventory.h:390
bool ServerEquipItem(FItemNetID *itemID)
Definition Inventory.h:447
TArray< float > & DefaultInventoryQualitiesField()
Definition Inventory.h:150
TArray< FSupplyCrateItemSet > & AdditionalItemSetsField()
Definition Inventory.h:182
UPrimalItem * GetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, UPrimalItem *CheckCanStackWithItem, bool bRequiresExactClassMatch, int *CheckCanStackWithItemQuantityOverride, bool bIgnoreSlotItems, bool bOnlyArkTributeItems, bool bPreferEngram, bool bIsForCraftingConsumption, bool bIgnoreBrokenItems)
Definition Inventory.h:379
void ServerForceMergeItemStack(FItemNetID Item1ID, FItemNetID Item2ID)
Definition Inventory.h:511
bool BPRemoteInventoryAllowAddItem(AShooterPlayerController *PC, UPrimalItem *anItem)
Definition Inventory.h:337
BitFieldValue< bool, unsigned __int32 > bBPOverrideItemMinimumUseInterval()
Definition Inventory.h:271
BitFieldValue< bool, unsigned __int32 > bPreventCraftingResourceConsumption()
Definition Inventory.h:276
void SetEquippedItemsOwnerNoSee(bool bNewOwnerNoSee, bool bForceHideFirstPerson)
Definition Inventory.h:460
BitFieldValue< bool, unsigned __int32 > bBPForceCustomRemoteInventoryAllowAddItems()
Definition Inventory.h:272
void NotifyCraftingItemConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int amount)
Definition Inventory.h:417
bool BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int requestedQuantity, bool bRequestedByPlayer)
Definition Inventory.h:481
void ServerCloseRemoteInventory(AShooterPlayerController *ByPC)
Definition Inventory.h:445
bool BPRemoteInventoryAllowAddItems(AShooterPlayerController *PC)
Definition Inventory.h:339
void ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)
Definition Inventory.h:449
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
Definition Inventory.h:365
long double & LastRefreshCheckItemTimeField()
Definition Inventory.h:173
int & ExtraItemCategoryFlagsField()
Definition Inventory.h:584
static void StaticRegisterNativesUPrimalItem()
Definition Inventory.h:1279
void ApplyingSkinOntoItem(UPrimalItem *ToOwnerItem, bool bIsFirstTime)
Definition Inventory.h:1223
BitFieldValue< bool, unsigned __int32 > bEquipmentHatHideItemFacialHair()
Definition Inventory.h:971
BitFieldValue< bool, unsigned __int32 > bPreventMultipleCraftsAtOnce()
Definition Inventory.h:867
long double & LastSpoilingInventorySlotCheckTimeField()
Definition Inventory.h:833
TEnumAsByte< enum EPrimalItemType::Type > & MyItemTypeField()
Definition Inventory.h:581
int & MinRandomUpgradeLevelsField()
Definition Inventory.h:816
BitFieldValue< bool, unsigned __int32 > bIsInitialItem()
Definition Inventory.h:987
int & CraftingGivesItemQuantityOverrideField()
Definition Inventory.h:781
TSubclassOf< ADroppedItem > & DroppedItemTemplateOverrideField()
Definition Inventory.h:692
bool BPPreventPlacingStructure()
Definition Inventory.h:1254
FString * BPGetItemName(FString *result, FString *ItemNameIn, AShooterPlayerController *ForPC)
Definition Inventory.h:1238
BitFieldValue< bool, unsigned __int32 > bOnlyCanUseInFalling()
Definition Inventory.h:929
float & UseDecreaseDurabilityMinField()
Definition Inventory.h:645
TArray< FCustomItemData > & CustomItemDatasField()
Definition Inventory.h:792
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalWeaponTemplate()
Definition Inventory.h:947
void Use(bool bOverridePlayerInput)
Definition Inventory.h:1219
BitFieldValue< bool, unsigned __int32 > bRestoreDurabilityWhenColorized()
Definition Inventory.h:898
BitFieldValue< bool, unsigned __int32 > bDragClearDyedItem()
Definition Inventory.h:944
float & ResourceRequirementIncreaseRatingPowerField()
Definition Inventory.h:742
void BlueprintEquipped(bool bIsFromSaveGame)
Definition Inventory.h:1261
BitFieldValue< bool, unsigned __int32 > bEquippedActive()
Definition Inventory.h:923
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCraftingConsumption()
Definition Inventory.h:1021
BitFieldValue< bool, unsigned __int32 > bItemSkinAllowEquipping()
Definition Inventory.h:951
float BPGetItemStatGroupModifier(FName StatGroupName, bool bOnlyUseBaseVal, bool bOnlyUseUpgradeVal)
Definition Inventory.h:1066
bool CanUse(bool bIgnoreCooldown)
Definition Inventory.h:1084
FString * GetEntryCategoryString(FString *result)
Definition Inventory.h:1109
float & Ingredient_StaminaIncreasePerQuantityField()
Definition Inventory.h:621
FString * GetItemStatString(FString *result, EPrimalItemStat::Type statType, bool bShortString)
Definition Inventory.h:1135
BitFieldValue< bool, unsigned __int32 > bUseItemStats()
Definition Inventory.h:869
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
Definition Inventory.h:812
bool MeetRepairingRequirements(UPrimalInventoryComponent *compareInventoryComp, bool bIsForCraftQueueAddition)
Definition Inventory.h:1185
BitFieldValue< bool, unsigned __int32 > bCanBeBlueprint()
Definition Inventory.h:879
TArray< TSubclassOf< AActor > > & UseRequiresOwnerActorClassesField()
Definition Inventory.h:631
FString & CustomItemNameField()
Definition Inventory.h:604
int & BuildStructuresMaxToAllowRemovalField()
Definition Inventory.h:567
BitFieldValue< bool, unsigned __int32 > bCopyItemDurabilityFromCraftingResource()
Definition Inventory.h:986
TArray< TSubclassOf< UPrimalItem > > & EquippingRequiresEngramsField()
Definition Inventory.h:791
FieldArray< unsigned __int16, 8 > ItemStatUpgradesField()
Definition Inventory.h:665
UAnimSequence * OverrideDinoRiderMoveAnimationField()
Definition Inventory.h:846
int & ItemQuantityField()
Definition Inventory.h:685
TArray< FName > & EquipRequiresExplicitOwnerTagsField()
Definition Inventory.h:561
long double & DroppedNextSpoilingTimeField()
Definition Inventory.h:849
float & NewBaseCraftingXPField()
Definition Inventory.h:653
TArray< TEnumAsByte< enum ESoilType > > & SeedSoilTypesIncludeField()
Definition Inventory.h:842
BitFieldValue< bool, unsigned __int32 > bAutoCraftBlueprint()
Definition Inventory.h:866
void InventoryLoadedFromSaveGame()
Definition Inventory.h:1170
TArray< FUseItemAddCharacterStatusValue > & UseItemAddCharacterStatusValuesField()
Definition Inventory.h:616
TSubclassOf< AShooterWeapon > & WeaponTemplateField()
Definition Inventory.h:676
TSet< FName, DefaultKeyFuncs< FName, 0 >, FDefaultSetAllocator > & AttachmentsUsingSocketsField()
Definition Inventory.h:848
float & EggAlertDinosAggroRadiusField()
Definition Inventory.h:730
BitFieldValue< bool, unsigned __int32 > bUseBPAllowAttachment()
Definition Inventory.h:1042
TSubclassOf< ADroppedItem > & DroppedItemTemplateForSecondryActionField()
Definition Inventory.h:693
void RemoveWeaponAccessory()
Definition Inventory.h:1197
UTexture2D * FPVHandsMeshTextureMaskField()
Definition Inventory.h:706
TArray< TSubclassOf< AActor > > & EquipRequiresExplicitOwnerClassesField()
Definition Inventory.h:560
BitFieldValue< bool, unsigned __int32 > bThrowUsesSecondaryActionDrop()
Definition Inventory.h:1014
void UpdatedItem()
Definition Inventory.h:1216
float & DurabilityDecreaseMultiplierField()
Definition Inventory.h:640
bool BPForceAllowRemoteAddToInventory(UPrimalInventoryComponent *toInventory)
Definition Inventory.h:1233
BitFieldValue< bool, unsigned __int32 > bDurabilityRequirementIgnoredInWater()
Definition Inventory.h:891
float & CropMaxFruitFertilizerConsumptionRateField()
Definition Inventory.h:723
TSubclassOf< UPrimalItem > & ItemClassToUseAsInitialCustomDataField()
Definition Inventory.h:736
int & FPVItemMeshTextureMaskMaterialIndexField()
Definition Inventory.h:711
bool IsDyed()
Definition Inventory.h:1175
BitFieldValue< bool, unsigned __int32 > bInitializedItem()
Definition Inventory.h:918
BitFieldValue< bool, unsigned __int32 > bUpdateWeightOnDurabilityRestored()
Definition Inventory.h:1034
long double & LastSpoilingTimeField()
Definition Inventory.h:746
UStaticMesh * NetDroppedMeshOverrideField()
Definition Inventory.h:811
float & UseRequiresItemSlotTimeField()
Definition Inventory.h:830
bool CheckAutoCraftBlueprint()
Definition Inventory.h:1087
TArray< FCraftingResourceRequirement > & BaseCraftingResourceRequirementsField()
Definition Inventory.h:659
FieldArray< FItemStatInfo, 8 > ItemStatInfosField()
Definition Inventory.h:662
long double & LastTimeToShowInfoField()
Definition Inventory.h:671
FString * BPGetItemDescription(FString *result, FString *InDescription, bool bGetLongDescription, AShooterPlayerController *ForPC)
Definition Inventory.h:1236
TArray< TEnumAsByte< enum ESoilType > > & SeedSoilTypesExcludeField()
Definition Inventory.h:843
BitFieldValue< bool, unsigned __int32 > bItemSkinIgnoreSkinIcon()
Definition Inventory.h:912
float & ResourceRequirementRatingScaleField()
Definition Inventory.h:743
void SetOwnerNoSee(bool bNoSee, bool bForceHideFirstPerson)
Definition Inventory.h:1208
BitFieldValue< bool, unsigned __int32 > bUseSlottedTick()
Definition Inventory.h:1016
void LocalUse(AShooterPlayerController *ForPC)
Definition Inventory.h:1182
TArray< float > & ItemQualityCraftingResourceRequirementsMultipliersField()
Definition Inventory.h:717
bool GetCustomItemData(FName CustomDataName, FCustomItemData *OutData)
Definition Inventory.h:1105
void RemovedSkinFromItem(UPrimalItem *FromOwnerItem, bool bIsFirstTime)
Definition Inventory.h:1275
bool IsValidForCrafting()
Definition Inventory.h:1181
void BlueprintUnequipped()
Definition Inventory.h:1265
UTexture2D * GetItemIcon(AShooterPlayerController *ForPC)
Definition Inventory.h:1125
TArray< FActorClassAttachmentInfo > & ActorClassAttachmentInfosField()
Definition Inventory.h:577
TArray< FQualityTierCraftingResourceRequirements > & QualityTierExtraCraftingResourceRequirementsField()
Definition Inventory.h:660
int GetEngramRequirementLevel()
Definition Inventory.h:1108
int & NewFPVHandsMeshTextureMaskMaterialIndexField()
Definition Inventory.h:707
FieldArray< unsigned __int16, 8 > ItemStatValuesField()
Definition Inventory.h:664
void BPItemBroken()
Definition Inventory.h:1245
BitFieldValue< bool, unsigned __int32 > bUseBPConsumeProjectileImpact()
Definition Inventory.h:1012
float & ItemRatingField()
Definition Inventory.h:601
float GetItemStatModifier(EPrimalItemStat::Type statType)
Definition Inventory.h:1133
int & EggRandomMutationsMaleField()
Definition Inventory.h:788
int & TempSlotIndexField()
Definition Inventory.h:718
BitFieldValue< bool, unsigned __int32 > bPreventUseAtTameLimit()
Definition Inventory.h:1007
float & UpgradeCraftingResourceLinearIncreaseMultiplierField()
Definition Inventory.h:819
BitFieldValue< bool, unsigned __int32 > bUseFPVItemMeshTextureMaskMaterialIndex()
Definition Inventory.h:1047
void RecalcSpoilingTime(long double TimeSeconds, float SpoilPercent, UPrimalInventoryComponent *forComp, float SpoilingTimeMultiplier)
Definition Inventory.h:1190
BitFieldValue< bool, unsigned __int32 > bPreventDragOntoOtherItemIfSameCustomData()
Definition Inventory.h:907
BitFieldValue< bool, unsigned __int32 > bUseBlueprintSlottedNotifications()
Definition Inventory.h:1039
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorTakeOwnerRotation()
Definition Inventory.h:934
void AddToInventory(UPrimalInventoryComponent *toInventory, bool bEquipItem, bool AddToSlotItems, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bIgnoreAbsoluteMaxInventory)
Definition Inventory.h:1056
FName & FPVHandsMeshTextureMaskParamNameField()
Definition Inventory.h:705
FName & CustomTagField()
Definition Inventory.h:803
float & SinglePlayerCraftingSpeedMultiplierField()
Definition Inventory.h:800
float & RepairResourceRequirementMultiplierField()
Definition Inventory.h:636
TArray< int > & PlayerMeshTextureMaskMaterialAdditionalIndexesField()
Definition Inventory.h:704
float & EggMaxTemperatureField()
Definition Inventory.h:766
BitFieldValue< bool, unsigned __int32 > bUseBPCustomInventoryWidgetText()
Definition Inventory.h:990
FString & OverrideUseStringField()
Definition Inventory.h:793
int GetAttachedComponentsNum()
Definition Inventory.h:1098
TArray< unsigned short > & CraftingResourceRequirementsField()
Definition Inventory.h:753
TSubclassOf< UPrimalItem > & EngramRequirementItemClassOverrideField()
Definition Inventory.h:752
TArray< FString > & DefaultFolderPathsField()
Definition Inventory.h:747
float & WeaponFrequencyField()
Definition Inventory.h:670
BitFieldValue< bool, unsigned __int32 > bIsCustomRecipe()
Definition Inventory.h:882
float & MinimumUseIntervalField()
Definition Inventory.h:651
FieldArray< char, 6 > EggColorSetIndicesField()
Definition Inventory.h:762
TWeakObjectPtr< UPrimalInventoryComponent > & OwnerInventoryField()
Definition Inventory.h:609
float GetItemWeight(bool bJustOneQuantity, bool bForceNotBlueprintWeight)
Definition Inventory.h:1140
FString * GetMiscInfoString(FString *result)
Definition Inventory.h:1144
int & CraftingMinLevelRequirementField()
Definition Inventory.h:590
static UPrimalItem * CreateItemFromNetInfo(FItemNetInfo *newItemInfo)
Definition Inventory.h:1091
TArray< FName > & OverrideItemAttachmentSocketsToField()
Definition Inventory.h:841
void BPCrafted()
Definition Inventory.h:1232
void InitStatGroupValuesMap()
Definition Inventory.h:1168
float & NewBaseRepairingXPField()
Definition Inventory.h:654
void ResetSpoilingTime()
Definition Inventory.h:1199
BitFieldValue< bool, unsigned __int32 > bIsCookingIngredient()
Definition Inventory.h:943
TArray< TSubclassOf< UPrimalItem > > & ResourceHarvestAlternateItemClassesField()
Definition Inventory.h:656
void UnequipWeapon(bool bDelayedUnequip)
Definition Inventory.h:1214
BitFieldValue< bool, unsigned __int32 > bOnlyCanUseInWater()
Definition Inventory.h:895
BitFieldValue< bool, unsigned __int32 > bBPAllowRemoteRemoveFromInventory()
Definition Inventory.h:969
BitFieldValue< bool, unsigned __int32 > bCraftDontActuallyGiveItem()
Definition Inventory.h:954
void BPOverrideCraftingConsumption(int AmountToConsume)
Definition Inventory.h:1248
void InitNewItem(float ItemQuality, UPrimalInventoryComponent *toInventory, float MaxItemDifficultyClamp)
Definition Inventory.h:1167
FName & UseUnlocksEmoteNameField()
Definition Inventory.h:783
FString * BPAllowCrafting(FString *result, AShooterPlayerController *ForPC)
Definition Inventory.h:1226
BitFieldValue< bool, unsigned __int32 > bPreventSlottedWhenSwimming()
Definition Inventory.h:1036
TArray< FItemStatGroupValue > & ItemStatGroupValuesField()
Definition Inventory.h:666
BitFieldValue< bool, unsigned __int32 > bEggIsTooHot()
Definition Inventory.h:921
BitFieldValue< bool, unsigned __int32 > bDeprecateItem()
Definition Inventory.h:945
float & CropMaxFruitWaterConsumptionRateField()
Definition Inventory.h:725
FString * GetItemName(FString *result, bool bIncludeQuantity, bool bShortName, AShooterPlayerController *ForPC)
Definition Inventory.h:1126
FString * GetItemSubtypeString(FString *result)
Definition Inventory.h:1138
int & NoLevelEngramSortingPriorityField()
Definition Inventory.h:801
float BPGetTurretAmmoRange()
Definition Inventory.h:1242
BitFieldValue< bool, unsigned __int32 > bUseBPPreventUseOntoItem()
Definition Inventory.h:924
TArray< FDinoAncestorsEntry > & EggDinoAncestorsField()
Definition Inventory.h:785
void ConsumeCraftingRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInventoryComp)
Definition Inventory.h:1088
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
Definition Inventory.h:858
bool CanFullyCraft(AShooterPlayerController *ByPC, bool bOverrideEngramRequirement)
Definition Inventory.h:1077
BitFieldValue< bool, unsigned __int32 > bInitializedRecipeStats()
Definition Inventory.h:946
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemDescription()
Definition Inventory.h:1004
float & MaxBlueprntCraftsPercentageField()
Definition Inventory.h:553
TArray< FName > & EggAlertDinosAggroTagsField()
Definition Inventory.h:731
BitFieldValue< bool, unsigned __int32 > bAllowUseInInventory()
Definition Inventory.h:885
float & BlueprintTimeToCraftField()
Definition Inventory.h:648
bool CanCraftInInventory(UPrimalInventoryComponent *invComp)
Definition Inventory.h:1074
UMaterialInterface * GetHUDIconMaterial()
Definition Inventory.h:1118
int GetExplicitEntryIndexType()
Definition Inventory.h:1115
int GetItemColorID(int theRegion)
Definition Inventory.h:1121
BitFieldValue< bool, unsigned __int32 > bAllowInventoryItem()
Definition Inventory.h:857
TArray< TSubclassOf< UPrimalItem > > & SupportDragOntoItemClassesField()
Definition Inventory.h:612
BitFieldValue< bool, unsigned __int32 > bIncludeBaseItemIcon()
Definition Inventory.h:1043
float & MaxUpgradeLevelRandomizationPowerField()
Definition Inventory.h:817
BitFieldValue< bool, unsigned __int32 > bUseBPAllowAddToInventory()
Definition Inventory.h:975
TSubclassOf< UDamageType > * GetWeaponTemplateHarvestDamageType(TSubclassOf< UDamageType > *result)
Definition Inventory.h:1159
int & CurrentUpgradeLevelField()
Definition Inventory.h:832
void ClientUpdatedWeaponClipAmmo()
Definition Inventory.h:1268
TArray< FItemAttachmentInfo > * ItemAttachmentInfosField()
Definition Inventory.h:578
BitFieldValue< bool, unsigned __int32 > bUseScaleStatEffectivenessByDurability()
Definition Inventory.h:900
float GetRemainingCooldownTime()
Definition Inventory.h:1147
UTexture2D * BPGetItemIcon(AShooterPlayerController *ForPC)
Definition Inventory.h:1237
float & CraftingSkillField()
Definition Inventory.h:603
static FLinearColor * StaticGetColorForItemColorID(FLinearColor *result, int ID)
Definition Inventory.h:1210
BitFieldValue< bool, unsigned __int32 > bHideFromRemoteInventoryDisplay()
Definition Inventory.h:905
void AddToSlot(int theSlotIndex, bool bForce)
Definition Inventory.h:1057
void ServerRemoveItemSkinOnly()
Definition Inventory.h:1201
bool CanUseWithItemSource(UPrimalItem *DestinationItem)
Definition Inventory.h:1086
BitFieldValue< bool, unsigned __int32 > bResourcePreventGivingFromDemolition()
Definition Inventory.h:998
float GetWeaponTemplateMeleeDamageAmount()
Definition Inventory.h:1160
BitFieldValue< bool, unsigned __int32 > bIsBaseItemForIcon()
Definition Inventory.h:1044
void ApplyColorsFromStructure(APrimalStructure *theStructure)
Definition Inventory.h:1064
void BPGetItemID(int *ItemID1, int *ItemID2)
Definition Inventory.h:1065
FVector & SpawnOnWaterEncroachmentBoxExtentField()
Definition Inventory.h:755
BitFieldValue< bool, unsigned __int32 > bForceDediAttachments()
Definition Inventory.h:863
float & ResourceRarityField()
Definition Inventory.h:647
BitFieldValue< bool, unsigned __int32 > bPreventDinoAutoConsume()
Definition Inventory.h:966
void GetItemAttachmentInfos(AActor *OwnerActor)
Definition Inventory.h:1120
int IncrementItemQuantity(int amount, bool bReplicateToClient, bool bDontUpdateWeight, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool bIsFromCraftingConsumption)
Definition Inventory.h:1164
BitFieldValue< bool, unsigned __int32 > bUseBPDrawItemIcon()
Definition Inventory.h:1017
BitFieldValue< bool, unsigned __int32 > bThrowOnHotKeyUse()
Definition Inventory.h:877
void BlueprintPostEquipped(bool bIsFromSaveGame)
Definition Inventory.h:1263
float & EggMinTemperatureField()
Definition Inventory.h:765
void ServerRemoveItemSkin()
Definition Inventory.h:1200
float & AlternateItemIconBelowDurabilityValueField()
Definition Inventory.h:680
BitFieldValue< bool, unsigned __int32 > bEquippedItem()
Definition Inventory.h:859
BitFieldValue< bool, unsigned __int32 > bAutoDecreaseDurabilityOverTime()
Definition Inventory.h:906
UTexture2D * FPVItemMeshTextureMaskField()
Definition Inventory.h:710
BitFieldValue< bool, unsigned __int32 > bAllowRemovalFromInventory()
Definition Inventory.h:893
FString & DurabilityStringShortField()
Definition Inventory.h:624
void UpdatedItemSkillStatMultipliers()
Definition Inventory.h:1280
float & Ingredient_HealthIncreasePerQuantityField()
Definition Inventory.h:619
float & SpoilingTimeField()
Definition Inventory.h:634
FLinearColor * GetItemQualityColor(FLinearColor *result)
Definition Inventory.h:1128
FString * GetItemStatName_Implementation(FString *result, EPrimalItemStat::Type itemStatType)
Definition Inventory.h:1134
float & EggAlertDinosAggroAmountField()
Definition Inventory.h:729
BitFieldValue< bool, unsigned __int32 > bPreventUseByHumans()
Definition Inventory.h:978
bool BPMatchesItemID(int ItemID1, int ItemID2)
Definition Inventory.h:1070
static UPrimalItem * AddNewItem(TSubclassOf< UPrimalItem > ItemArchetype, UPrimalInventoryComponent *GiveToInventory, bool bEquipItem, bool bDontStack, float ItemQuality, bool bForceNoBlueprint, int quantityOverride, bool bForceBlueprint, float MaxItemDifficultyClamp, bool CreateOnClient, TSubclassOf< UPrimalItem > ApplyItemSkin, bool bAbsoluteForceBlueprint)
Definition Inventory.h:1055
int & LimitSkinApplicationsField()
Definition Inventory.h:554
int & MaxUpgradeLevelField()
Definition Inventory.h:831
float & ExtraEggLoseDurabilityPerSecondMultiplierField()
Definition Inventory.h:764
float & Ingredient_WaterIncreasePerQuantityField()
Definition Inventory.h:620
float & ItemIconScaleField()
Definition Inventory.h:834
void SetEngramBlueprint()
Definition Inventory.h:1205
FItemStatInfo * GetItemStatInfo(FItemStatInfo *result, int idx)
Definition Inventory.h:1132
void GetItemStatGroupValue(FName StatGroupName, int *StatVal, int *UpgradeVal)
Definition Inventory.h:1131
TArray< unsigned __int64 > & SteamItemUserIDsField()
Definition Inventory.h:687
bool RemoveItemFromInventory(bool bForceRemoval, bool showHUDMessage)
Definition Inventory.h:1196
void BPAddedAttachments()
Definition Inventory.h:1224
BitFieldValue< bool, unsigned __int32 > bForceAllowGrinding()
Definition Inventory.h:963
BitFieldValue< bool, unsigned __int32 > bWeaponShouldAllowContinuousReload()
Definition Inventory.h:1038
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemIcon()
Definition Inventory.h:1015
long double & LastItemAdditionTimeField()
Definition Inventory.h:808
FString & CraftItemButtonStringOverrideField()
Definition Inventory.h:594
bool IsOwnerInNoPainWater()
Definition Inventory.h:1177
float & NewItemDurabilityOverrideField()
Definition Inventory.h:639
BitFieldValue< bool, unsigned __int32 > bAllowEquppingItem()
Definition Inventory.h:856
unsigned __int16 & CraftQueueField()
Definition Inventory.h:602
float & ShieldDamageToDurabilityRatioField()
Definition Inventory.h:588
bool BPCanUse(bool bIgnoreCooldown)
Definition Inventory.h:1231
void BPNotifyDropped(APrimalCharacter *FromCharacter, bool bWasThrown)
Definition Inventory.h:1247
bool BPPreventEquip(UPrimalInventoryComponent *toInventory)
Definition Inventory.h:1253
BitFieldValue< bool, unsigned __int32 > bIsAboutToEquip()
Definition Inventory.h:1029
UPrimalItem * MyItemSkinField()
Definition Inventory.h:720
void EquippedItem()
Definition Inventory.h:1092
float & AppliedArmorMovementPenalyField()
Definition Inventory.h:566
void BPUsedOntoItem(UPrimalItem *DestinationItem, int AdditionalData)
Definition Inventory.h:1258
BitFieldValue< bool, unsigned __int32 > bCopyDurabilityIntoSpoiledItem()
Definition Inventory.h:916
BitFieldValue< bool, unsigned __int32 > bIgnoreDrawingItemButtonIcon()
Definition Inventory.h:1022
bool CanStackWithItem(UPrimalItem *otherItem, int *QuantityOverride)
Definition Inventory.h:1082
int & MaxBlueprintCraftsField()
Definition Inventory.h:822
int & LastValidItemVersionField()
Definition Inventory.h:778
USoundBase * OverrideCrouchingSound(USoundBase *InSound, bool bIsProne, int soundState)
Definition Inventory.h:1274
float & MaxDurabiltiyOverrideField()
Definition Inventory.h:807
BitFieldValue< bool, unsigned __int32 > bCensoredItemSkin()
Definition Inventory.h:1023
USoundBase * BPGetFuelAudioOverride(APrimalStructure *ForStructure)
Definition Inventory.h:1235
BitFieldValue< bool, unsigned __int32 > bAllowDefaultCharacterAttachment()
Definition Inventory.h:873
BitFieldValue< bool, unsigned __int32 > bUseBPInitFromItemNetInfo()
Definition Inventory.h:992
void CraftBlueprint(bool bConsumeResources, AShooterPlayerController *ByPC, bool bOverrideEngramRequirement)
Definition Inventory.h:1089
float HandleShieldDamageBlocking_Implementation(APrimalCharacter *ForShooterCharacter, float DamageIn, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Inventory.h:1162
BitFieldValue< bool, unsigned __int32 > bOnlyEquipWhenUnconscious()
Definition Inventory.h:958
long double & NextCraftCompletionTimeField()
Definition Inventory.h:608
bool GetItemCustomColor(int ColorRegion, FLinearColor *outColor)
Definition Inventory.h:1122
long double & LastLocalUseTimeField()
Definition Inventory.h:716
TSubclassOf< UPrimalItem > & SpoilingItemField()
Definition Inventory.h:630
void BlueprintUnslotted()
Definition Inventory.h:1266
BitFieldValue< bool, unsigned __int32 > bIsItemSkin()
Definition Inventory.h:911
BitFieldValue< bool, unsigned __int32 > bDestroyBrokenItem()
Definition Inventory.h:876
BitFieldValue< bool, unsigned __int32 > bCanBuildStructures()
Definition Inventory.h:855
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCrafting()
Definition Inventory.h:974
BitFieldValue< bool, unsigned __int32 > bAlwaysLearnedEngram()
Definition Inventory.h:1000
long double & NextSpoilingTimeField()
Definition Inventory.h:745
float & CropGrowingWaterConsumptionRateField()
Definition Inventory.h:724
BitFieldValue< bool, unsigned __int32 > bEquipmentHatHideItemHeadHair()
Definition Inventory.h:970
float & EquippedReduceDurabilityPerIntervalField()
Definition Inventory.h:806
float BPGetItemWeight(float Weight)
Definition Inventory.h:1240
UAnimMontage * PlayAnimationOnUseField()
Definition Inventory.h:589
BitFieldValue< bool, unsigned __int32 > SlotBarDrawArmorDamage()
Definition Inventory.h:1037
BitFieldValue< bool, unsigned __int32 > bCanUseSwimming()
Definition Inventory.h:896
void CalcRecipeStats()
Definition Inventory.h:1072
BitFieldValue< bool, unsigned __int32 > bForcePreventGrinding()
Definition Inventory.h:964
BitFieldValue< bool, unsigned __int32 > bPreventUseWhenSleeping()
Definition Inventory.h:955
BitFieldValue< bool, unsigned __int32 > bUseEquippedItemBlueprintTick()
Definition Inventory.h:935
float & ItemDurabilityField()
Definition Inventory.h:673
void AddItemDurability(float durabilityToAdd)
Definition Inventory.h:1054
UPrimalInventoryComponent * GetInitializeItemOwnerInventory()
Definition Inventory.h:1119
void BPPreInitializeItem(UWorld *OptionalInitWorld)
Definition Inventory.h:1251
float & ExtraResourceQuantityToUpgradeField()
Definition Inventory.h:844
FLinearColor & DurabilityBarColorForegroundField()
Definition Inventory.h:738
FieldArray< __int16, 6 > PreSkinItemColorIDField()
Definition Inventory.h:683
void Crafted_Implementation(bool bWasCraftedFromEngram)
Definition Inventory.h:1090
FName & DefaultWeaponMeshNameField()
Definition Inventory.h:749
BitFieldValue< bool, unsigned __int32 > bCanSlot()
Definition Inventory.h:860
UAnimSequence * OverrideDinoRiderAnimationField()
Definition Inventory.h:847
USoundBase * ExtraThrowItemSoundField()
Definition Inventory.h:754
BitFieldValue< bool, unsigned __int32 > bAppendPrimaryColorToName()
Definition Inventory.h:899
BitFieldValue< bool, unsigned __int32 > bBPAllowRemoteAddToInventory()
Definition Inventory.h:968
float & EggLoseDurabilityPerSecondField()
Definition Inventory.h:763
TSubclassOf< APrimalBuff > & BuffToGiveOwnerCharacterField()
Definition Inventory.h:694
FString * GetCraftingRequirementsString(FString *result, UPrimalInventoryComponent *compareInventoryComp)
Definition Inventory.h:1103
TEnumAsByte< enum EPrimalConsumableType::Type > & MyConsumableTypeField()
Definition Inventory.h:582
float GetMiscInfoFontScale()
Definition Inventory.h:1143
BitFieldValue< bool, unsigned __int32 > bForceDisplayInInventory()
Definition Inventory.h:952
void BPLocalUsed(AShooterPlayerController *ForPC)
Definition Inventory.h:1246
FString * BPGetCustomInventoryWidgetText(FString *result)
Definition Inventory.h:1234
FItemNetID & ItemIDField()
Definition Inventory.h:598
TArray< FColor > & CustomColorsField()
Definition Inventory.h:606
float & CraftingSkillQualityMultiplierMaxField()
Definition Inventory.h:799
void SetItemStatValues(int idx, int val)
Definition Inventory.h:1207
FieldArray< __int16, 6 > ItemColorIDField()
Definition Inventory.h:682
BitFieldValue< bool, unsigned __int32 > bBPCanUse()
Definition Inventory.h:979
TSubclassOf< APrimalStructure > & StructureToBuildField()
Definition Inventory.h:688
void InitializeItem(bool bForceReinit, UWorld *OptionalInitWorld)
Definition Inventory.h:1169
void UnequippedItem()
Definition Inventory.h:1215
TArray< FItemStatInfo > & StatGroupModifierInfosField()
Definition Inventory.h:663
bool IsOwnerInWater()
Definition Inventory.h:1178
FItemNetInfo * GetItemNetInfo(FItemNetInfo *result, bool bIsForSendingToClient)
Definition Inventory.h:1127
void UpdatedItemSkillStatMultipliers_Implementation()
Definition Inventory.h:1217
void LocalUseItemOntoItem(AShooterPlayerController *ForPC, UPrimalItem *DestinationItem)
Definition Inventory.h:1183
TArray< TSubclassOf< AShooterWeapon > > & AmmoSupportDragOntoWeaponItemWeaponTemplatesField()
Definition Inventory.h:615
static UClass * GetPrivateStaticClass()
Definition Inventory.h:1052
int & CustomItemIDField()
Definition Inventory.h:771
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyDropped()
Definition Inventory.h:1013
BitFieldValue< bool, unsigned __int32 > bUseItemDurability()
Definition Inventory.h:874
BitFieldValue< bool, unsigned __int32 > bUsesSlotAttachments()
Definition Inventory.h:890
float & IndirectTorpidityArmorRatingField()
Definition Inventory.h:774
int & WeaponTotalAmmoField()
Definition Inventory.h:751
BitFieldValue< bool, unsigned __int32 > bIsDroppedItem()
Definition Inventory.h:919
BitFieldValue< bool, unsigned __int32 > bPickupEggAlertsDinos()
Definition Inventory.h:913
BitFieldValue< bool, unsigned __int32 > bIsAboutToUnequip()
Definition Inventory.h:1028
int GetCraftingResourceRequirement(int CraftingResourceIndex)
Definition Inventory.h:1104
int & PlayerMeshTextureMaskMaterialIndexField()
Definition Inventory.h:703
UPrimalItem * FinishCraftingBlueprint()
Definition Inventory.h:1094
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRiding()
Definition Inventory.h:902
BitFieldValue< bool, unsigned __int32 > bDidEquipModifyStatusValueRates()
Definition Inventory.h:1032
FString & ItemRatingStringField()
Definition Inventory.h:748
long double & LastEquippedReduceDurabilityTimeField()
Definition Inventory.h:805
FString & AbstractItemCraftingDescriptionField()
Definition Inventory.h:563
int & NewCraftingGiveItemCountField()
Definition Inventory.h:780
BitFieldValue< bool, unsigned __int32 > bIsDinoAutoHealingItem()
Definition Inventory.h:967
AActor * GetOwnerActor()
Definition Inventory.h:1145
TMap< FName, FStatValPair, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, FStatValPair, 0 > > & ItemStatGroupValuesMapField()
Definition Inventory.h:668
float & BaseItemWeightField()
Definition Inventory.h:637
TArray< TSubclassOf< APrimalBuff > > & FeatClassesField()
Definition Inventory.h:814
BitFieldValue< bool, unsigned __int32 > bIgnoreDurabilityRequirementOnlyDrinkable()
Definition Inventory.h:1040
BitFieldValue< bool, unsigned __int32 > bDeprecateBlueprint()
Definition Inventory.h:965
float GetMaxDurability()
Definition Inventory.h:1141
BitFieldValue< bool, unsigned __int32 > bNameForceNoStatQualityRank()
Definition Inventory.h:999
BitFieldValue< bool, unsigned __int32 > bAutoTameSpawnedActor()
Definition Inventory.h:938
TSubclassOf< UPrimalItem > & SendToClientClassOverrideField()
Definition Inventory.h:794
void SetCustomItemData(FCustomItemData *InData)
Definition Inventory.h:1204
void BlueprintOwnerPosssessed(AController *PossessedByController)
Definition Inventory.h:1262
float & Ingredient_WeightIncreasePerQuantityField()
Definition Inventory.h:617
void BlueprintSlotted(int Slot)
Definition Inventory.h:1264
long double & LastUseTimeField()
Definition Inventory.h:714
BitFieldValue< bool, unsigned __int32 > bBPGetItemWeight()
Definition Inventory.h:1033
FString & CustomItemDescriptionField()
Definition Inventory.h:605
TArray< TSubclassOf< UPrimalInventoryComponent > > & CraftingRequiresInventoryComponentField()
Definition Inventory.h:691
float & MinBlueprintCraftsPercentageField()
Definition Inventory.h:552
float & ResourceRequirementRatingIncreasePercentageField()
Definition Inventory.h:744
float GetSpoilingTime()
Definition Inventory.h:1150
BitFieldValue< bool, unsigned __int32 > bSkinOverrideItemAttachmentsFrom()
Definition Inventory.h:981
BitFieldValue< bool, unsigned __int32 > bDidAttachments()
Definition Inventory.h:922
float & DurabilityIncreaseMultiplierField()
Definition Inventory.h:638
bool AllowUseInInventory(bool bIsRemoteInventory, AShooterPlayerController *ByPC, bool DontCheckActor)
Definition Inventory.h:1063
float & RecipeCraftingSkillScaleField()
Definition Inventory.h:770
long double & CreationTimeField()
Definition Inventory.h:712
FName & UseParticleEffectSocketNameField()
Definition Inventory.h:775
UTexture2D * ItemIconField()
Definition Inventory.h:678
TArray< FDinoAncestorsEntry > & EggDinoAncestorsMaleField()
Definition Inventory.h:786
TArray< TSubclassOf< APrimalStructure > > & StructuresToBuildField()
Definition Inventory.h:689
BitFieldValue< bool, unsigned __int32 > bOverrideRepairingRequirements()
Definition Inventory.h:956
float GetEggHatchTimeRemaining(UWorld *theWorld)
Definition Inventory.h:1107
float BPGetItemStatModifier(int idx, int ItemStatValue)
Definition Inventory.h:1067
TSubclassOf< APrimalDinoCharacter > & EggDinoClassToSpawnField()
Definition Inventory.h:759
int & DefaultInventoryQuantityOverrideField()
Definition Inventory.h:839
bool BPAllowRemoteRemoveFromInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
Definition Inventory.h:1228
float & Ingredient_FoodIncreasePerQuantityField()
Definition Inventory.h:618
float & GlobalTameAffinityMultiplierField()
Definition Inventory.h:779
TArray< FItemAttachmentInfo > & ItemSkinAddItemAttachmentsField()
Definition Inventory.h:580
float & SlottedDecreaseDurabilitySpeedField()
Definition Inventory.h:568
UStaticMesh * DroppedMeshOverrideField()
Definition Inventory.h:627
BitFieldValue< bool, unsigned __int32 > bIsBlueprint()
Definition Inventory.h:878
TWeakObjectPtr< AShooterWeapon > & AssociatedWeaponField()
Definition Inventory.h:719
bool UsesDurability()
Definition Inventory.h:1222
BitFieldValue< bool, unsigned __int32 > bForceAllowDragUsing()
Definition Inventory.h:931
FString & CrafterCharacterNameField()
Definition Inventory.h:795
void SkinEquippedBlueprintTick(UPrimalItem *OwnerItem, float DeltaSeconds)
Definition Inventory.h:1277
BitFieldValue< bool, unsigned __int32 > bUseTieredCraftingResourceSubstitution()
Definition Inventory.h:1045
BitFieldValue< bool, unsigned __int32 > bPreventUploadingWeaponClipAmmo()
Definition Inventory.h:996
BitFieldValue< bool, unsigned __int32 > bOverrideExactClassCraftingRequirement()
Definition Inventory.h:961
BitFieldValue< bool, unsigned __int32 > bBlueprintCraftingRequiresEngram()
Definition Inventory.h:1025
FRotator & BlockingShieldFPVRotationField()
Definition Inventory.h:586
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
Definition Inventory.h:1111
float GetTimeForFullRepair()
Definition Inventory.h:1151
USoundCue * UseItemSoundField()
Definition Inventory.h:571
void BP_OnFinishItemRepair()
Definition Inventory.h:1259
float & MaxBlueprintCraftsAddRandomizerPowerByRatingField()
Definition Inventory.h:825
FVector & NetDroppedMeshOverrideScale3DField()
Definition Inventory.h:813
UTexture2D * PlayerMeshTextureMaskField()
Definition Inventory.h:701
BitFieldValue< bool, unsigned __int32 > bUseBlueprintEquippedNotifications()
Definition Inventory.h:887
long double & ClusterSpoilingTimeUTCField()
Definition Inventory.h:784
void AddedToInventory()
Definition Inventory.h:1058
TArray< TSubclassOf< UPrimalEngramEntry > > & QualityIndexedEquippingRequiresSkillField()
Definition Inventory.h:789
long double & EquippedAtTimeField()
Definition Inventory.h:837
float GetUseItemAddCharacterStatusValue(EPrimalCharacterStatusValue::Type valueType)
Definition Inventory.h:1154
int BPGetItemStatRandomValue(float QualityLevel, int idx)
Definition Inventory.h:1068
float & PreviewCameraDefaultZoomMultiplierField()
Definition Inventory.h:698
TArray< TSubclassOf< AShooterWeapon > > & SkinWeaponTemplatesField()
Definition Inventory.h:613
void SetQuantity(int NewQuantity, bool ShowHUDNotification)
Definition Inventory.h:1209
BitFieldValue< bool, unsigned __int32 > bIsEngram()
Definition Inventory.h:881
BitFieldValue< bool, unsigned __int32 > bEggIsTooCold()
Definition Inventory.h:920
FString * GetItemStatName(FString *result, EPrimalItemStat::Type itemStatType)
Definition Inventory.h:1271
BitFieldValue< bool, unsigned __int32 > bForceUseMaxBlueprintCrafts()
Definition Inventory.h:870
bool CanDrop()
Definition Inventory.h:1075
TSubclassOf< UPrimalItem > & OverrideCooldownTimeItemClassField()
Definition Inventory.h:740
FLinearColor * GetColorForItemColorID(FLinearColor *result, int SetNum, int ID)
Definition Inventory.h:1099
float & UseMinDurabilityRequirementField()
Definition Inventory.h:646
FVector & PreviewCameraPivotOffsetField()
Definition Inventory.h:696
bool IsOwnerInDrinkableWater()
Definition Inventory.h:1176
UMaterialInterface * ItemIconMaterialParentField()
Definition Inventory.h:681
void PickupAlertDinos(AActor *groundItem)
Definition Inventory.h:1188
FString * GetCraftRepairInvReqString(FString *result)
Definition Inventory.h:1101
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Inventory.h:1272
FString * GetItemTypeString(FString *result)
Definition Inventory.h:1139
float & EggTamedIneffectivenessModifierField()
Definition Inventory.h:761
int GetItemQuantity()
Definition Inventory.h:1129
int & LastCalculatedTotalAmmoInvUpdatedFrameField()
Definition Inventory.h:750
char & ItemVersionField()
Definition Inventory.h:672
BitFieldValue< bool, unsigned __int32 > bUseDefaultStatGroupModifiers()
Definition Inventory.h:1024
USoundBase * RemovedFromOtherItemSoundField()
Definition Inventory.h:575
TSubclassOf< UPrimalItem > & ItemSkinTemplateField()
Definition Inventory.h:600
TArray< TSubclassOf< UPrimalItem > > & CraftingAdditionalItemsToGiveField()
Definition Inventory.h:777
FString * GetPrimaryColorName(FString *result)
Definition Inventory.h:1146
void RefreshAttachments(bool bRefreshDefaultAttachments)
Definition Inventory.h:1191
BitFieldValue< bool, unsigned __int32 > bGiveItemWhenUsedCopyItemStats()
Definition Inventory.h:904
void BPPreUseItem()
Definition Inventory.h:1252
FString * GetItemStatsString(FString *result)
Definition Inventory.h:1137
float & TimeForFullRepairField()
Definition Inventory.h:652
BitFieldValue< bool, unsigned __int32 > bPreventArmorDurabiltyConsumption()
Definition Inventory.h:940
bool MeetUpgradingRequirements(UPrimalInventoryComponent *compareInventoryComp)
Definition Inventory.h:1186
UTexture2D * PlayerMeshNoItemDefaultTextureMaskField()
Definition Inventory.h:702
FString & ItemTypeCategoryStringField()
Definition Inventory.h:715
float & NumBlueprintCraftsMultiplierField()
Definition Inventory.h:827
BitFieldValue< bool, unsigned __int32 > bDroppedItemAllowDinoPickup()
Definition Inventory.h:953
FLinearColor & DurabilityBarColorBackgroundField()
Definition Inventory.h:739
USoundBase * UseItemOnItemSoundField()
Definition Inventory.h:782
TSubclassOf< UPrimalItem > & GiveItemWhenUsedField()
Definition Inventory.h:690
float & StatUpgradeScaleMultiplierField()
Definition Inventory.h:828
BitFieldValue< bool, unsigned __int32 > bHideFromInventoryDisplay()
Definition Inventory.h:868
void RemoveClipAmmo(bool bDontUpdateItem)
Definition Inventory.h:1193
bool TestMeetsCraftingRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInvComp)
Definition Inventory.h:1212
BitFieldValue< bool, unsigned __int32 > bUseOnItemWeaponRemoveClipAmmo()
Definition Inventory.h:908
void SetAttachedMeshesMaterialScalarParamValue(FName ParamName, float Value)
Definition Inventory.h:1203
BitFieldValue< bool, unsigned __int32 > bItemSkinReceiveOwnerEquippedBlueprintEvents()
Definition Inventory.h:949
bool ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool __formal)
Definition Inventory.h:1189
void RemoveCustomItemData(FName CustomDataName)
Definition Inventory.h:1194
float & BlueprintWeightField()
Definition Inventory.h:650
BitFieldValue< bool, unsigned __int32 > bCraftedGivesPlayerProfileExtraItem()
Definition Inventory.h:1030
float & CraftingSkillQualityMultiplierMinField()
Definition Inventory.h:798
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemNetInfo()
Definition Inventory.h:994
BitFieldValue< bool, unsigned __int32 > bUseItemColors()
Definition Inventory.h:862
BitFieldValue< bool, unsigned __int32 > bShowItemRatingAsPercent()
Definition Inventory.h:939
FString * GetEntryDescription(FString *result)
Definition Inventory.h:1110
float & MinItemDurabilityField()
Definition Inventory.h:674
bool CanSpoil()
Definition Inventory.h:1081
float GetRepairingPercent()
Definition Inventory.h:1148
void NotifyEditText(AShooterPlayerController *PC)
Definition Inventory.h:1187
BitFieldValue< bool, unsigned __int32 > bCraftedRequestCustomItemDescription()
Definition Inventory.h:917
float & MinBlueprintTimeToCraftField()
Definition Inventory.h:649
TSubclassOf< UDamageType > * GetWeaponTemplateMeleeDamageType(TSubclassOf< UDamageType > *result)
Definition Inventory.h:1161
float & UseItemSlotTimeRemainingField()
Definition Inventory.h:836
int & BlueprintCraftsRemainingField()
Definition Inventory.h:821
bool AllowRemoteAddToInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
Definition Inventory.h:1061
FName & ItemSlotTypeNameField()
Definition Inventory.h:838
BitFieldValue< bool, unsigned __int32 > bSlottedDecreaseDurability()
Definition Inventory.h:926
BitFieldValue< bool, unsigned __int32 > bApplyMeshTextureMaskOnHair()
Definition Inventory.h:1048
FString * GetRepairingRequirementsString(FString *result, UPrimalInventoryComponent *compareInventoryComp, bool bUseBaseRequeriments, float OverrideRepairPercent, UPrimalInventoryComponent *additionalInventoryComp)
Definition Inventory.h:1149
BitFieldValue< bool, unsigned __int32 > bEquipmentForceHairHiding()
Definition Inventory.h:972
BitFieldValue< bool, unsigned __int32 > bIsDescriptionOnlyItem()
Definition Inventory.h:897
void BPSetWeaponClipAmmo(int NewClipAmmo)
Definition Inventory.h:1071
USoundBase * UsedOnOtherItemSoundField()
Definition Inventory.h:574
BitFieldValue< bool, unsigned __int32 > bSkinRequiresItemUnequipped()
Definition Inventory.h:984
void InitFromNetInfo(FItemNetInfo *theInfo)
Definition Inventory.h:1165
TArray< TSubclassOf< AActor > > & OnlyUsableOnSpecificClassesField()
Definition Inventory.h:756
bool MeetBlueprintCraftingRequirements(UPrimalInventoryComponent *compareInventoryComp, int CraftAmountOverride, AShooterPlayerController *ForPlayer, bool bIsForCraftQueueAddition, bool bTestFullQueue)
Definition Inventory.h:1184
UMaterialInterface * DroppedMeshMaterialOverrideField()
Definition Inventory.h:628
FString & DurabilityStringField()
Definition Inventory.h:625
void ServerRemoveWeaponAccessoryOnly()
Definition Inventory.h:1202
BitFieldValue< bool, unsigned __int32 > bPickupEggForceAggro()
Definition Inventory.h:988
float GetCraftingPercent()
Definition Inventory.h:1102
BitFieldValue< bool, unsigned __int32 > bItemIconDrawItemQualityOverlayOnTop()
Definition Inventory.h:861
bool BPPreventWeaponEquip()
Definition Inventory.h:1256
TSubclassOf< UPrimalItem > & ItemCustomClassField()
Definition Inventory.h:599
BitFieldValue< bool, unsigned __int32 > bPreventUpload()
Definition Inventory.h:880
BitFieldValue< bool, unsigned __int32 > bUseBPGetItemName()
Definition Inventory.h:1006
void InventoryRefreshCheckItem()
Definition Inventory.h:1171
TArray< unsigned short > & ItemStatGroupUpgradesField()
Definition Inventory.h:667
TEnumAsByte< enum EPrimalEquipmentType::Type > & MyEquipmentTypeField()
Definition Inventory.h:583
UTexture2D * BrokenIconField()
Definition Inventory.h:677
BitFieldValue< bool, unsigned __int32 > bConsumeItemOnUse()
Definition Inventory.h:894
static UClass * StaticClass()
Definition Inventory.h:1053
TArray< FItemAttachmentInfo > & DynamicItemAttachmentInfosField()
Definition Inventory.h:579
BitFieldValue< bool, unsigned __int32 > bValidCraftingResource()
Definition Inventory.h:889
USoundBase * UnEquipSoundField()
Definition Inventory.h:573
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowRemoteAddToInventory()
Definition Inventory.h:1018
unsigned int & WeaponClipAmmoField()
Definition Inventory.h:669
float & MaxBlueprintCraftsRandomizationPowerField()
Definition Inventory.h:824
float & EggAlertDinosForcedAggroTimeField()
Definition Inventory.h:732
float & CropGrowingFertilizerConsumptionRateField()
Definition Inventory.h:722
bool IsActive()
Definition Inventory.h:1172
void EquippedTick(float DeltaSeconds)
Definition Inventory.h:1093
float GetDurabilityPercentage()
Definition Inventory.h:1106
BitFieldValue< bool, unsigned __int32 > bHaltSpoilingTimeWhenSlotted()
Definition Inventory.h:1026
BitFieldValue< bool, unsigned __int32 > bIsFoodRecipe()
Definition Inventory.h:883
int GetWeaponClipAmmo()
Definition Inventory.h:1156
FieldArray< char, 16 > EggNumberOfLevelUpPointsAppliedField()
Definition Inventory.h:760
FVector & DroppedMeshOverrideScale3DField()
Definition Inventory.h:629
bool & bHasAddedWeightToInventoryField()
Definition Inventory.h:850
float & EggDroppedInvalidTempLoseItemRatingSpeedField()
Definition Inventory.h:768
bool BPPreventUseOntoItem(UPrimalItem *DestinationItem)
Definition Inventory.h:1255
FName & SaddleOverrideRiderSocketNameField()
Definition Inventory.h:758
TArray< float > & ResourceHarvestAlternateItemWeightsField()
Definition Inventory.h:657
float & FertilizerEffectivenessMultiplierField()
Definition Inventory.h:728
BitFieldValue< bool, unsigned __int32 > bPreventCheatGive()
Definition Inventory.h:1009
int GetExtraResourceCurrentQuantityToUpgrade()
Definition Inventory.h:1116
void UpgradeItem(AShooterPlayerController *ByPC, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
Definition Inventory.h:1218
void SlottedTick(float DeltaSeconds)
Definition Inventory.h:1278
void StopCraftingRepairing(bool bCheckIfCraftingOrRepairing)
Definition Inventory.h:1211
TSubclassOf< UPrimalEngramEntry > * GetEquippingRequiresSkill(TSubclassOf< UPrimalEngramEntry > *result)
Definition Inventory.h:1114
BitFieldValue< bool, unsigned __int32 > bUseSkinnedBPCustomInventoryWidgetText()
Definition Inventory.h:991
BitFieldValue< bool, unsigned __int32 > bPreventEquipWhenDead()
Definition Inventory.h:959
float & CraftedSkillBonusField()
Definition Inventory.h:797
float & AddedInventoryWeightValueField()
Definition Inventory.h:851
int & MaxItemQuantityField()
Definition Inventory.h:686
float & SavedDurabilityField()
Definition Inventory.h:675
float & DroppedItemLifeSpanOverrideField()
Definition Inventory.h:626
bool BPAllowAttachment(int AttachmentIndex)
Definition Inventory.h:1225
BitFieldValue< bool, unsigned __int32 > bClearSkinOnInventoryRemoval()
Definition Inventory.h:989
int & CustomFlagsField()
Definition Inventory.h:802
BitFieldValue< bool, unsigned __int32 > bHideCustomDescription()
Definition Inventory.h:914
BitFieldValue< bool, unsigned __int32 > bAllowRepair()
Definition Inventory.h:892
void RemoveAttachments(AActor *UseOtherActor, bool bRefreshDefaultAttachments)
Definition Inventory.h:1192
bool BPAllowRemoteAddToInventory(UPrimalInventoryComponent *invComp, AShooterPlayerController *ByPC, bool bRequestedByPlayer)
Definition Inventory.h:1227
void BlueprintUsed()
Definition Inventory.h:1267
bool CanCraft(AShooterPlayerController *ByPC, bool bOverrideEngramRequirement)
Definition Inventory.h:1073
void FinishRepairing()
Definition Inventory.h:1095
float & BaseItemWeightMultiplierField()
Definition Inventory.h:558
FString * GetEntryString(FString *result)
Definition Inventory.h:1113
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidForCrafting()
Definition Inventory.h:1020
float & RandomChanceToBeBlueprintField()
Definition Inventory.h:576
BitFieldValue< bool, unsigned __int32 > bPreventNativeItemBroken()
Definition Inventory.h:997
bool CanEquipWeapon()
Definition Inventory.h:1076
bool BPIsValidForCrafting()
Definition Inventory.h:1244
TSubclassOf< AActor > & UseSpawnActorClassField()
Definition Inventory.h:595
BitFieldValue< bool, unsigned __int32 > bUseBPCrafted()
Definition Inventory.h:1005
float & UpgradeCraftingResourceExponentialIncreaseMultiplierField()
Definition Inventory.h:820
float GetTimeUntilUploadAllowed(UWorld *theWorld)
Definition Inventory.h:1153
USoundBase * ItemBrokenSoundField()
Definition Inventory.h:570
bool AllowInventoryItem(UPrimalInventoryComponent *toInventory)
Definition Inventory.h:1060
BitFieldValue< bool, unsigned __int32 > bBPCanCraft()
Definition Inventory.h:980
bool BPCanCraft(AShooterPlayerController *ByPC)
Definition Inventory.h:1230
bool BPCanAddToInventory(UPrimalInventoryComponent *toInventory)
Definition Inventory.h:1229
float & UseGiveDinoTameAffinityPercentField()
Definition Inventory.h:776
bool IsUsableConsumable()
Definition Inventory.h:1180
int & SlotIndexField()
Definition Inventory.h:597
BitFieldValue< bool, unsigned __int32 > bCopyCustomDescriptionIntoSpoiledItem()
Definition Inventory.h:915
bool BPSupportUseOntoItem(UPrimalItem *DestinationItem)
Definition Inventory.h:1257
float & AddDinoTargetingRangeField()
Definition Inventory.h:772
TArray< TSubclassOf< UPrimalItem > > & ItemSkinUseOnItemClassesField()
Definition Inventory.h:564
BitFieldValue< bool, unsigned __int32 > bAllowOverrideItemAutoDecreaseDurability()
Definition Inventory.h:985
BitFieldValue< bool, unsigned __int32 > bUseEquippedItemNativeTick()
Definition Inventory.h:936
void Crafted(bool bWasCraftedFromEngram)
Definition Inventory.h:1269
BitFieldValue< bool, unsigned __int32 > bPreventItemSkins()
Definition Inventory.h:928
BitFieldValue< bool, unsigned __int32 > bForceAllowRemovalWhenDead()
Definition Inventory.h:865
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorWhenRiding()
Definition Inventory.h:871
BitFieldValue< bool, unsigned __int32 > bForcePreventConsumableWhileHandcuffed()
Definition Inventory.h:960
BitFieldValue< bool, unsigned __int32 > bSkinOverrideItemAttachmentsTo()
Definition Inventory.h:982
FString * BPGetSkinnedCustomInventoryWidgetText(FString *result)
Definition Inventory.h:1241
FVector & BlockingShieldFPVTranslationField()
Definition Inventory.h:585
void BPPostConstructAttachment(int AttachmentIndex, UActorComponent *AttachedComponent)
Definition Inventory.h:1249
float HandleShieldDamageBlocking(APrimalCharacter *ForShooterCharacter, float DamageIn, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Inventory.h:1273
BitFieldValue< bool, unsigned __int32 > bUseSpawnActorRelativeLoc()
Definition Inventory.h:933
BitFieldValue< bool, unsigned __int32 > bUsingRequiresStandingOnSolidGround()
Definition Inventory.h:1010
BitFieldValue< bool, unsigned __int32 > bBrokenPreventsSlotting()
Definition Inventory.h:1035
BitFieldValue< bool, unsigned __int32 > bExemptFromMaxQuantityClamp()
Definition Inventory.h:1031
BitFieldValue< bool, unsigned __int32 > bForceUseItemAddCharacterStatsOnDinos()
Definition Inventory.h:957
UTexture2D * AlternateItemIconBelowDurabilityField()
Definition Inventory.h:679
BitFieldValue< bool, unsigned __int32 > bSkinAddWeightToSkinnedItem()
Definition Inventory.h:1019
void EquippedBlueprintTick(float DeltaSeconds)
Definition Inventory.h:1270
float & PreviewCameraDistanceScaleFactorField()
Definition Inventory.h:697
int & CropMaxFruitsField()
Definition Inventory.h:726
BitFieldValue< bool, unsigned __int32 > bAllowRemoteUseInInventory()
Definition Inventory.h:886
long double & LastAutoDurabilityDecreaseTimeField()
Definition Inventory.h:713
int & ArkTributeVersionField()
Definition Inventory.h:559
void ServerUpdatedWeaponClipAmmo()
Definition Inventory.h:1276
BitFieldValue< bool, unsigned __int32 > bSkinDisableWhenSubmerged()
Definition Inventory.h:925
float & CropNoFertilizerOrWaterCacheReductionRateField()
Definition Inventory.h:727
TSubclassOf< UPrimalItem > & ExtraResourceClassToUpgradeField()
Definition Inventory.h:845
TSubclassOf< UPrimalEngramEntry > & EquippingRequiresSkillField()
Definition Inventory.h:790
TSubclassOf< UPrimalItem > & BrokenGiveItemClassField()
Definition Inventory.h:734
bool CanRepairInInventory(UPrimalInventoryComponent *invComp)
Definition Inventory.h:1079
BitFieldValue< bool, unsigned __int32 > bIgnoreMinimumUseIntervalForDinoAutoEatingFood()
Definition Inventory.h:1001
BitFieldValue< bool, unsigned __int32 > bIncreaseCraftingRequirementsByQuality()
Definition Inventory.h:1027
BitFieldValue< bool, unsigned __int32 > bAllowCustomColors()
Definition Inventory.h:864
USoundBase * ShieldHitSoundField()
Definition Inventory.h:769
bool UseItemOntoItem(UPrimalItem *DestinationItem, int AdditionalData)
Definition Inventory.h:1220
TSubclassOf< UPrimalItem > & SupportDragOntoItemClassField()
Definition Inventory.h:611
float & MaxBlueprintCraftsRatingRangeField()
Definition Inventory.h:826
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
Definition Inventory.h:1112
BitFieldValue< bool, unsigned __int32 > bForceAllowUse()
Definition Inventory.h:941
void BPInitFromItemNetInfo()
Definition Inventory.h:1243
void SetItemStatInfo(int idx, FItemStatInfo *val)
Definition Inventory.h:1206
FString * GetItemDescription(FString *result, bool bGetLongDescription, AShooterPlayerController *ForPC)
Definition Inventory.h:1123
void TickCraftingItem(float DeltaTime, AShooterGameState *theGameState)
Definition Inventory.h:1213
void Used(UPrimalItem *DestinationItem, int AdditionalData)
Definition Inventory.h:1221
float & ItemRatingMultiplierField()
Definition Inventory.h:767
BitFieldValue< bool, unsigned __int32 > bPreventConsumeItemOnDrag()
Definition Inventory.h:962
BitFieldValue< bool, unsigned __int32 > bCanUseAnyMovementMode()
Definition Inventory.h:1046
void BPGetItemNetInfo()
Definition Inventory.h:1239
BitFieldValue< bool, unsigned __int32 > bSupportDragOntoOtherItem()
Definition Inventory.h:910
int & MaxRandomUpgradeLevelsField()
Definition Inventory.h:815
float & DamageTorpidityArmorRatingField()
Definition Inventory.h:773
TArray< FSaddlePassengerSeatDefinition > & SaddlePassengerSeatsField()
Definition Inventory.h:757
TSubclassOf< UPrimalItem > * GetExtraResourceItemToUpgrade(TSubclassOf< UPrimalItem > *result)
Definition Inventory.h:1117
BitFieldValue< bool, unsigned __int32 > bBPInventoryNotifyCraftingFinished()
Definition Inventory.h:973
int & BlueprintCraftsMaxRatingMinCraftsField()
Definition Inventory.h:823
BitFieldValue< bool, unsigned __int32 > bItemSkinReceiveOwnerEquippedBlueprintTick()
Definition Inventory.h:950
BitFieldValue< bool, unsigned __int32 > bDivideTimeToCraftByGlobalCropGrowthSpeed()
Definition Inventory.h:1008
float GetTimeToCraftBlueprint()
Definition Inventory.h:1152
BitFieldValue< bool, unsigned __int32 > bNewWeaponAutoFillClipAmmo()
Definition Inventory.h:875
UTexture2D * BlueprintBackgroundOverrideTextureField()
Definition Inventory.h:593
bool CanRepair(bool bIgnoreInventoryRequirement)
Definition Inventory.h:1078
USoundBase * EquipSoundField()
Definition Inventory.h:572
bool HasCustomItemData(FName CustomDataName)
Definition Inventory.h:1163
float & AutoDecreaseMinDurabilityField()
Definition Inventory.h:643
FVector & OriginalItemDropLocationField()
Definition Inventory.h:737
UActorComponent * GetComponentToAttach(int attachmentIndex, AActor *UseOtherActor)
Definition Inventory.h:1100
BitFieldValue< bool, unsigned __int32 > bTekItem()
Definition Inventory.h:884
TArray< float > & ResourceHarvestAlternateItemQuantityMultipliersField()
Definition Inventory.h:658
bool CanUpgrade(AShooterPlayerController *ByPC, bool bIgnoreRequirements)
Definition Inventory.h:1083
void RemoveFromSlot(bool bForce)
Definition Inventory.h:1195
float & PreviewCameraMaxZoomMultiplierField()
Definition Inventory.h:699
BitFieldValue< bool, unsigned __int32 > bForceDropDestruction()
Definition Inventory.h:930
BitFieldValue< bool, unsigned __int32 > bUseBPInitializeItem()
Definition Inventory.h:993
float & AbsoluteItemRatingQualityMultiplierField()
Definition Inventory.h:829
UActorComponent * GetAttachedComponent(int attachmentIndex, AActor *UseOtherActor)
Definition Inventory.h:1097
BitFieldValue< bool, unsigned __int32 > bUseOnItemSetIndexAsDestinationItemCustomData()
Definition Inventory.h:909
bool AllowSlotting(UPrimalInventoryComponent *toInventory, bool bForce, int AtSpecificSlotIndex)
Definition Inventory.h:1062
BitFieldValue< bool, unsigned __int32 > bHideMoreOptionsIfNonRemovable()
Definition Inventory.h:1003
int & EggRandomMutationsFemaleField()
Definition Inventory.h:787
unsigned int & ExpirationTimeUTCField()
Definition Inventory.h:562
TArray< FCraftingResourceRequirement > & CustomResourceRequirementsField()
Definition Inventory.h:607
static FItemNetID BPMakeItemID(int TheItemID1, int TheItemID2)
Definition Inventory.h:1069
int & CraftingConsumesDurabilityField()
Definition Inventory.h:635
float & AutoDecreaseDurabilityAmountPerIntervalField()
Definition Inventory.h:644
TArray< TSubclassOf< UPrimalItem > > & ItemSkinPreventOnItemClassesField()
Definition Inventory.h:565
TArray< FName > & OverrideItemAttachmentSocketsFromField()
Definition Inventory.h:840
void BPPostInitializeItem(UWorld *OptionalInitWorld)
Definition Inventory.h:1250
TSubclassOf< UPrimalItem > & PreservingItemClassField()
Definition Inventory.h:632
FString & DescriptiveNameBaseField()
Definition Inventory.h:622
TWeakObjectPtr< AShooterCharacter > & LastOwnerPlayerField()
Definition Inventory.h:721
TSubclassOf< AActor > & CraftingActorToSpawnField()
Definition Inventory.h:592
TArray< FCraftingResourceRequirement > & OverrideRepairingRequirementsField()
Definition Inventory.h:661
float & EquipActivationRequiresTimeField()
Definition Inventory.h:835
bool CanUseWithItemDestination(UPrimalItem *SourceItem)
Definition Inventory.h:1085
float & CraftingCooldownIntervalField()
Definition Inventory.h:591
char & ItemQualityIndexField()
Definition Inventory.h:610
float GetWeaponTemplateDurabilityToConsumePerMeleeHit()
Definition Inventory.h:1157
float & AutoDurabilityDecreaseIntervalField()
Definition Inventory.h:642
float & GlobalQualityTierCraftingResourceQuantityMultiplierField()
Definition Inventory.h:655
TArray< FLinearColor > * GetItemDyeColors(TArray< FLinearColor > *result)
Definition Inventory.h:1124
static void GenerateItemID(FItemNetID *TheItemID)
Definition Inventory.h:1096
BitFieldValue< bool, unsigned __int32 > bUnappliedItemSkinIgnoreItemAttachments()
Definition Inventory.h:1002
FName & FPVItemMeshTextureMaskParamNameField()
Definition Inventory.h:709
float & DinoAutoHealingThresholdPercentField()
Definition Inventory.h:555
long double & UploadEarliestValidTimeField()
Definition Inventory.h:809
bool IsSlotAttachment()
Definition Inventory.h:1179
int GetMaximumAdditionalCrafting(UPrimalInventoryComponent *forComp, AShooterPlayerController *PC)
Definition Inventory.h:1142
BitFieldValue< bool, unsigned __int32 > bUseSpawnActor()
Definition Inventory.h:872
BitFieldValue< bool, unsigned __int32 > bAllowInvalidItemVersion()
Definition Inventory.h:932
float & PreservingItemSpoilingTimeMultiplierField()
Definition Inventory.h:633
bool IsCooldownReadyForUse()
Definition Inventory.h:1174
float & ShieldBlockDamagePercentageField()
Definition Inventory.h:587
float & ClearColorDurabilityThresholdField()
Definition Inventory.h:735
bool AllowEquipItem(UPrimalInventoryComponent *toInventory)
Definition Inventory.h:1059
bool IsBroken()
Definition Inventory.h:1173
BitFieldValue< bool, unsigned __int32 > bPreventUseByDinos()
Definition Inventory.h:977
float & EquippedReduceDurabilityIntervalField()
Definition Inventory.h:804
bool CanSpawnOverWater(AActor *ownerActor, FTransform *SpawnTransform)
Definition Inventory.h:1080
float & ItemWeightMultiplierField()
Definition Inventory.h:557
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
Definition Inventory.h:1011
UPrimalItem * WeaponAmmoOverrideItemCDOField()
Definition Inventory.h:708
BitFieldValue< bool, unsigned __int32 > bSkinOverrideEquipRequiresExplicitOwnerTags()
Definition Inventory.h:983
float GetUseItemAddStatusValueSkillMultiplier(APrimalCharacter *ForChar, EPrimalCharacterStatusValue::Type ValueType)
Definition Inventory.h:1155
BitFieldValue< bool, unsigned __int32 > bUsesCreationTime()
Definition Inventory.h:901
BitFieldValue< bool, unsigned __int32 > bPreventItemBlueprint()
Definition Inventory.h:976
BitFieldValue< bool, unsigned __int32 > bIsEgg()
Definition Inventory.h:942
float & UpgradeCraftingResourceBaseMultiplierField()
Definition Inventory.h:818
TSubclassOf< AShooterWeapon > & AmmoSupportDragOntoWeaponItemWeaponTemplateField()
Definition Inventory.h:614
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalIcon()
Definition Inventory.h:948
FString & ItemDescriptionNewField()
Definition Inventory.h:623
int GetItemStatValues(int idx)
Definition Inventory.h:1136
FVector & UseSpawnActorLocOffsetField()
Definition Inventory.h:596
BitFieldValue< bool, unsigned __int32 > bSpawnActorOnWaterOnly()
Definition Inventory.h:937
void RepairItem(bool bIgnoreInventoryRequirement, float UseNextRepairPercentage, float RepairSpeedMultiplier)
Definition Inventory.h:1198
float & EggMaximumDistanceFromOriginalDropToAlertDinosField()
Definition Inventory.h:733
FieldArray< float, 16 > EquippedCharacterStatusValueDecreaseMultipliersField()
Definition Inventory.h:569
BitFieldValue< bool, unsigned __int32 > bIsAbstractItem()
Definition Inventory.h:927
FString * GetItemStatGroupString(FString *result, FName statGroupName, bool bDisplayAsPercent, bool bDisplayAsAbsolutePercent, bool bDisplayAsMultiplicativePercent, bool bShortString)
Definition Inventory.h:1130
BitFieldValue< bool, unsigned __int32 > bDontDescribeAsSkin()
Definition Inventory.h:1041
BitFieldValue< bool, unsigned __int32 > bUseInWaterRestoreDurability()
Definition Inventory.h:888
void InitItemIcon()
Definition Inventory.h:1166
float & NextRepairPercentageField()
Definition Inventory.h:810
FieldArray< char, 6 > bUseItemColorField()
Definition Inventory.h:684
FRotator & PreviewCameraRotationField()
Definition Inventory.h:695
float & MinDurabilityForCraftingResourceField()
Definition Inventory.h:741
FString & CrafterTribeNameField()
Definition Inventory.h:796
float & UseDecreaseDurabilityField()
Definition Inventory.h:641
BitFieldValue< bool, unsigned __int32 > bItemSkinKeepOriginalItemName()
Definition Inventory.h:995
void BP_OnStartItemRepair()
Definition Inventory.h:1260
float & DinoAutoHealingUseTimeIntervalField()
Definition Inventory.h:556
BitFieldValue< bool, unsigned __int32 > bPreventCraftingResourceAtFullDurability()
Definition Inventory.h:903
FName & PlayerMeshTextureMaskParamNameField()
Definition Inventory.h:700
float GetWeaponTemplateHarvestDamageMultiplier()
Definition Inventory.h:1158
bool & bWaitingForTribeDataLoadField()
Definition Actor.h:5511
AShooterCharacter * FindCharacterForPlayer(UWorld *inWorld)
Definition Actor.h:5518
FPrimalPlayerDataStruct * MyDataField()
Definition Actor.h:5507
void SetCharacterExperiencePoints(float NewXP)
Definition Actor.h:5530
void BPApplyToPlayerCharacter(AShooterPlayerState *ForPlayerState, AShooterCharacter *NewPlayerCharacter)
Definition Actor.h:5534
void BPAppliedToPlayerState(AShooterPlayerState *ForPlayerState)
Definition Actor.h:5533
static void StaticRegisterNativesUPrimalPlayerData()
Definition Actor.h:5537
void InitForPlayer(AShooterPlayerState *aPlayerState, bool bDontSaveData)
Definition Actor.h:5524
void SavePlayerData(UWorld *ForWorld)
Definition Actor.h:5529
void ApplyToPlayerState(AShooterPlayerState *aPlayerState)
Definition Actor.h:5516
AShooterPlayerState * GetPlayerState(AShooterPlayerState *ignorePlayerState, bool bOnlyCheckExistingPlayers)
Definition Actor.h:5520
bool & bIsLocalPlayerField()
Definition Actor.h:5509
void OnTribeDataLoaded(FTribeData *LoadedTribeData)
Definition Actor.h:5527
void SetSubscribedApp(int AppID, AShooterPlayerController *ForPC)
Definition Actor.h:5531
TArray< UPrimalBuffPersistentData * > MyPersistentBuffDatasField()
Definition Actor.h:5508
void RefreshPersistentBuffs(AShooterCharacter *theChar)
Definition Actor.h:5528
int GetTribeTeamID()
Definition Actor.h:5521
bool MatchesPlayer(AShooterPlayerState *aPlayerState, bool bCheckForExistingPlayer)
Definition Actor.h:5526
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:5536
void CreatedNewPlayerData(UWorld *ForWorld)
Definition Actor.h:5517
void SetTotalDiscoveryZonePoints(int newPoints)
Definition Actor.h:5532
float & LastXPWritePercentField()
Definition Actor.h:5510
void GiveInitialItems(int AppID, AShooterPlayerController *ForPC)
Definition Actor.h:5523
FString * LinkedPlayerIDString(FString *result)
Definition Actor.h:5525
void ApplyToPlayerCharacter(AShooterPlayerState *ForPlayerState, AShooterCharacter *NewPawn)
Definition Actor.h:5515
FString * GetUniqueIdString(FString *result)
Definition Actor.h:5522
void BPCreatedNewPlayerData(UWorld *ForWorld)
Definition Actor.h:5535
static UPrimalPlayerData * GetDataForID(unsigned __int64 PlayerDataID)
Definition Actor.h:5519
FSupplyCrateItemSet & ItemSetField()
Definition Other.h:560
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Other.h:561
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Other.h:567
TArray< FSupplyCrateItemSet > & ItemSetsField()
Definition Other.h:566
bool HasStaticLighting()
Definition Actor.h:722
BitFieldValue< bool, unsigned __int32 > IgnoreDuringPlanarReflectionPass()
Definition Actor.h:665
void DestroyRenderState_Concurrent()
Definition Actor.h:706
BitFieldValue< bool, unsigned __int32 > bMultiBodyOverlap()
Definition Actor.h:640
void DispatchOnInputTouchEnd(ETouchIndex::Type FingerIndex)
Definition Actor.h:711
static float GetRBSync_StartDistance()
Definition Actor.h:721
BitFieldValue< bool, unsigned __int32 > bExcludeFromLevelBounds()
Definition Actor.h:626
BitFieldValue< bool, unsigned __int32 > DrawInGame_DEPRECATED()
Definition Actor.h:651
BitFieldValue< bool, unsigned __int32 > bClimbable()
Definition Actor.h:676
void BeginDestroy()
Definition Actor.h:698
BitFieldValue< bool, unsigned __int32 > bIncludeBoundsRadiusInDrawDistances()
Definition Actor.h:625
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnServer()
Definition Actor.h:682
void SetCollisionObjectType(ECollisionChannel Channel)
Definition Actor.h:803
FBodyInstance & BodyInstanceField()
Definition Actor.h:599
BitFieldValue< bool, unsigned __int32 > bDisableAllRigidBody_DEPRECATED()
Definition Actor.h:634
BitFieldValue< bool, unsigned __int32 > bRenderCustomDepth()
Definition Actor.h:647
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
Definition Actor.h:637
void SetAngularDamping(float InDamping)
Definition Actor.h:800
void SetRenderCustomDepth(bool bValue)
Definition Actor.h:755
bool ComponentOverlapComponentImpl(UPrimitiveComponent *PrimComp, FVector Pos, FQuat *Quat, FCollisionQueryParams *Params)
Definition Actor.h:702
TArray< TWeakObjectPtr< AActor > > * GetMoveIgnoreActors()
Definition Actor.h:717
void SetCenterOfMass(FVector CenterOfMassOffset, FName BoneName)
Definition Actor.h:801
bool & bHasCachedStaticLightingField()
Definition Actor.h:589
void AddImpulse(FVector Impulse, FName BoneName, bool bVelChange)
Definition Actor.h:765
bool PrimitiveContainsPoint(FVector *Point)
Definition Actor.h:743
BitFieldValue< bool, unsigned __int32 > bIsInForeground()
Definition Actor.h:649
BitFieldValue< bool, unsigned __int32 > bTreatAsBackgroundForOcclusion()
Definition Actor.h:655
ECollisionEnabled::Type GetCollisionEnabled()
Definition Actor.h:774
TArray< TWeakObjectPtr< AActor > > & MoveIgnoreActorsField()
Definition Actor.h:607
FieldArray< char, 2 > RBSyncModuloField()
Definition Actor.h:587
void DestroyPhysicsState()
Definition Actor.h:705
float & LDMaxDrawDistanceField()
Definition Actor.h:575
FieldArray< char, 2 > RBSyncOffsetField()
Definition Actor.h:588
unsigned int & ProxyMeshIDField()
Definition Actor.h:618
float & LastCheckedAllCollideableDescendantsTimeField()
Definition Actor.h:600
BitFieldValue< bool, unsigned __int32 > bSelectable()
Definition Actor.h:657
void SetCullDistance(float NewCullDistance)
Definition Actor.h:750
BitFieldValue< bool, unsigned __int32 > bAllowBasedCharacters()
Definition Actor.h:628
BitFieldValue< bool, unsigned __int32 > bUseViewOwnerDepthPriorityGroup()
Definition Actor.h:644
float GetDistanceToCollision(FVector *Point, FVector *ClosestPointOnCollision)
Definition Actor.h:779
void DispatchOnReleased()
Definition Actor.h:712
bool ShouldRenderSelected()
Definition Actor.h:759
void GetWeldedBodies(TArray< FBodyInstance * > *OutWeldedBodies, TArray< FName > *OutLabels)
Definition Actor.h:786
BitFieldValue< bool, unsigned __int32 > bHasPerInstanceHitProxies()
Definition Actor.h:659
BitFieldValue< bool, unsigned __int32 > bNavigationRelevant()
Definition Actor.h:687
TEnumAsByte< enum ESceneDepthPriorityGroup > & ViewOwnerDepthPriorityGroupField()
Definition Actor.h:578
bool IsNavigationRelevant()
Definition Actor.h:729
void SetCustomDepthStencilValue(int Value)
Definition Actor.h:751
BitFieldValue< bool, unsigned __int32 > bTraceComplexOnMove()
Definition Actor.h:642
void SetOwnerNoSee(bool bNewOwnerNoSee)
Definition Actor.h:754
void SetEnableGravity(bool bGravityEnabled)
Definition Actor.h:807
FRotator & InterpolatedRootRotationField()
Definition Actor.h:583
float & InterpRootRotationSpeedField()
Definition Actor.h:580
float & MinDrawDistanceField()
Definition Actor.h:573
TEnumAsByte< enum EIndirectLightingCacheQuality > & IndirectLightingCacheQualityField()
Definition Actor.h:586
bool IsReadyForFinishDestroy()
Definition Actor.h:731
void DispatchOnClicked()
Definition Actor.h:709
void SetAllPhysicsRotation(FRotator NewRot)
Definition Actor.h:799
float GetMass()
Definition Actor.h:781
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
Definition Actor.h:627
BitFieldValue< bool, unsigned __int32 > bReturnMaterialOnMove()
Definition Actor.h:643
FComponentBeginOverlapSignature & OnComponentBeginOverlapField()
Definition Actor.h:608
bool CanCharacterStepUp(APawn *Pawn)
Definition Actor.h:699
FCollisionResponseContainer * GetCollisionResponseToChannels()
Definition Actor.h:777
BitFieldValue< bool, unsigned __int32 > bUseAsOccluder()
Definition Actor.h:656
bool HasValidSettingsForStaticLighting()
Definition Actor.h:695
bool K2_LineTraceComponent(FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, FVector *HitLocation, FVector *HitNormal, FName *BoneName)
Definition Actor.h:790
BitFieldValue< bool, unsigned __int32 > bCastVolumetricTranslucentShadow()
Definition Actor.h:666
void ClearMoveIgnoreActors()
Definition Actor.h:701
bool IsSimulatingPhysics(FName BoneName)
Definition Actor.h:789
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialImpulse()
Definition Actor.h:679
BitFieldValue< bool, unsigned __int32 > bMovableUseDynamicDrawDistance()
Definition Actor.h:685
void UnWeldFromParent()
Definition Actor.h:816
FComponentOnClickedSignature & OnClickedField()
Definition Actor.h:612
void GetLightAndShadowMapMemoryUsage(int *NumInstances, float *BoundsSurfaceArea)
Definition Actor.h:696
FVector * GetPhysicsLinearVelocityAtPoint(FVector *result, FVector Point, FName BoneName)
Definition Actor.h:784
ECollisionResponse GetCollisionResponseToChannel(ECollisionChannel Channel)
Definition Actor.h:776
void UpdatePhysicsVolume(bool bTriggerNotifiers)
Definition Actor.h:760
BitFieldValue< bool, unsigned __int32 > bAffectDistanceFieldLighting()
Definition Actor.h:662
void SetCastShadow(bool NewCastShadow)
Definition Actor.h:749
bool IsAnyRigidBodyAwake()
Definition Actor.h:787
float & InterpRootPhysThresholdField()
Definition Actor.h:581
int & VisibilityIdField()
Definition Actor.h:592
void IgnoreActorWhenMoving(AActor *Actor, bool bShouldIgnore)
Definition Actor.h:724
float & MassiveLODSizeOnScreenField()
Definition Actor.h:574
BitFieldValue< bool, unsigned __int32 > bAffectDynamicIndirectLighting()
Definition Actor.h:661
BitFieldValue< bool, unsigned __int32 > bCachedAllCollideableDescendantsRelative()
Definition Actor.h:688
float & OverrideStepHeightField()
Definition Actor.h:598
BitFieldValue< bool, unsigned __int32 > bHasMotionBlurVelocityMeshes()
Definition Actor.h:646
void SetAllPhysicsAngularVelocity(FVector *NewAngVel, bool bAddToCurrent)
Definition Actor.h:796
FVector * GetPhysicsAngularVelocity(FVector *result, FName BoneName)
Definition Actor.h:782
FComponentOnInputTouchBeginSignature & OnInputTouchBeginField()
Definition Actor.h:614
BitFieldValue< bool, unsigned __int32 > bIsAbstractBasingComponent()
Definition Actor.h:633
BitFieldValue< bool, unsigned __int32 > HiddenGame_DEPRECATED()
Definition Actor.h:650
void AddForceAtLocation(FVector Force, FVector Location, FName BoneName, bool bAllowSubstepping)
Definition Actor.h:764
bool & bHasActiveProxyMeshChildrenField()
Definition Actor.h:620
void RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)
Definition Actor.h:744
bool IsGravityEnabled()
Definition Actor.h:788
FName * GetCollisionProfileName(FName *result)
Definition Actor.h:775
char GetStaticDepthPriorityGroup()
Definition Actor.h:694
int & InternalOctreeMaskField()
Definition Actor.h:596
void SetCollisionEnabled(ECollisionEnabled::Type NewType)
Definition Actor.h:802
bool RigidBodyIsAwake(FName BoneName)
Definition Actor.h:795
TEnumAsByte< enum ESceneDepthPriorityGroup > & DepthPriorityGroupField()
Definition Actor.h:577
void WeldTo(USceneComponent *InParent, FName InSocketName)
Definition Actor.h:819
BitFieldValue< bool, unsigned __int32 > bCastStaticShadow()
Definition Actor.h:664
FComponentEndOverlapSignature & OnComponentEndOverlapField()
Definition Actor.h:609
void UpdateTimeSlicing()
Definition Actor.h:761
BitFieldValue< bool, unsigned __int32 > bCastShadowAsTwoSided()
Definition Actor.h:670
float & BoundsScaleField()
Definition Actor.h:602
bool & bStaticLightingBuildEnqueuedField()
Definition Actor.h:590
FBox * GetNavigationBounds(FBox *result)
Definition Actor.h:718
void SetPhysicsLinearVelocity(FVector NewVel, bool bAddToCurrent, FName BoneName)
Definition Actor.h:812
void CreatePhysicsState()
Definition Actor.h:703
FComponentOnReleasedSignature & OnReleasedField()
Definition Actor.h:613
FWalkableSlopeOverride * GetWalkableSlopeOverride()
Definition Actor.h:785
void SetDepthPriorityGroup(ESceneDepthPriorityGroup NewDepthPriorityGroup)
Definition Actor.h:752
void SetLinearDamping(float InDamping)
Definition Actor.h:808
void PutRigidBodyToSleep(FName BoneName)
Definition Actor.h:794
FVector * GetCenterOfMass(FVector *result, FName BoneName)
Definition Actor.h:773
void InvalidateLightingCacheDetailed(bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
Definition Actor.h:726
void OnUnregister()
Definition Actor.h:739
unsigned int & GameThread_OverlapIncrementorField()
Definition Actor.h:594
BitFieldValue< bool, unsigned __int32 > bUseInternalOctreeOnClient()
Definition Actor.h:674
void DispatchOnInputTouchBegin(ETouchIndex::Type FingerIndex)
Definition Actor.h:710
FComponentBeginTouchOverSignature & OnInputTouchEnterField()
Definition Actor.h:616
BitFieldValue< bool, unsigned __int32 > bCastDynamicShadow()
Definition Actor.h:663
BitFieldValue< bool, unsigned __int32 > bRenderInMainPass()
Definition Actor.h:648
void UpdatePhysicsToRBChannels()
Definition Actor.h:817
bool CanBeBaseForCharacter(APawn *Pawn)
Definition Actor.h:693
void AddTorque(FVector Torque, FName BoneName, bool bAllowSubstepping)
Definition Actor.h:769
BitFieldValue< bool, unsigned __int32 > bUseInternalOctree()
Definition Actor.h:673
FComponentOnInputTouchEndSignature & OnInputTouchEndField()
Definition Actor.h:615
void AddRadialForce(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
Definition Actor.h:767
void OnRegister()
Definition Actor.h:738
bool LineTraceComponent(FHitResult *OutHit, FVector Start, FVector End, FCollisionQueryParams *Params)
Definition Actor.h:733
FComponentEndTouchOverSignature & OnInputTouchLeaveField()
Definition Actor.h:617
void SetAllPhysicsLinearVelocity(FVector NewVel, bool bAddToCurrent)
Definition Actor.h:797
BitFieldValue< bool, unsigned __int32 > bCanEverAffectNavigation()
Definition Actor.h:686
bool IsWorldGeometry()
Definition Actor.h:732
BitFieldValue< bool, unsigned __int32 > bForceOverlapEvents()
Definition Actor.h:639
void WakeAllRigidBodies()
Definition Actor.h:818
float & CachedMaxDrawDistanceField()
Definition Actor.h:576
void SetSimulatePhysics(bool bSimulate)
Definition Actor.h:814
BitFieldValue< bool, unsigned __int32 > bLightAttachmentsAsGroup()
Definition Actor.h:672
long double & LastSubmitTimeField()
Definition Actor.h:603
FComponentEndCursorOverSignature & OnEndCursorOverField()
Definition Actor.h:611
void OnActorEnableCollisionChanged(bool bCheckRecreatePhysicsState)
Definition Actor.h:791
bool MoveComponentImpl(FVector *Delta, FQuat *NewRotationQuat, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
Definition Actor.h:734
int & ObjectLayerField()
Definition Actor.h:585
static void StaticRegisterNativesUPrimitiveComponent()
Definition Actor.h:823
BitFieldValue< bool, unsigned __int32 > bPreventDamage()
Definition Actor.h:636
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnClient()
Definition Actor.h:681
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
Definition Actor.h:753
void GetOverlappingActors(TArray< AActor * > *OutOverlappingActors, UClass *ClassFilter)
Definition Actor.h:719
void OnUpdateTransform(bool bSkipPhysicsMove)
Definition Actor.h:740
long double & LastRenderTimeField()
Definition Actor.h:604
float & LastPhysxSleepTimeField()
Definition Actor.h:593
static void DispatchMouseOverEvents(UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
Definition Actor.h:708
int & CustomDepthStencilValueField()
Definition Actor.h:584
BitFieldValue< bool, unsigned __int32 > bRegisteredInternalOctree()
Definition Actor.h:675
void SetCollisionResponseToAllChannels(ECollisionResponse NewResponse)
Definition Actor.h:805
BitFieldValue< bool, unsigned __int32 > bNoEncroachCheck_DEPRECATED()
Definition Actor.h:629
void SetPhysicsAngularVelocity(FVector NewAngVel, bool bAddToCurrent, FName BoneName)
Definition Actor.h:811
bool HasValidPhysicsState()
Definition Actor.h:723
BitFieldValue< bool, unsigned __int32 > bUseEditorCompositing()
Definition Actor.h:683
void SendRenderTransform_Concurrent()
Definition Actor.h:746
void PutAllRigidBodiesToSleep()
Definition Actor.h:793
void SetCollisionProfileName(FName InCollisionProfileName)
Definition Actor.h:804
float GetAngularDamping()
Definition Actor.h:771
void SetInternalOctreeMask(int InOctreeMask, bool bReregisterWithTree)
Definition Actor.h:821
void SetCanEverAffectNavigation(bool bRelevant)
Definition Actor.h:748
void AddForce(FVector Force, FName BoneName, bool bAllowSubstepping)
Definition Actor.h:763
long double & LastBasedPhysComponentOnTimeField()
Definition Actor.h:601
void SendPhysicsTransform(bool bTeleport)
Definition Actor.h:745
TEnumAsByte< enum ECanBeCharacterBase > & CanCharacterStepUpOnField()
Definition Actor.h:606
FVector * GetPhysicsLinearVelocity(FVector *result, FName BoneName)
Definition Actor.h:783
bool WeldToImplementation(USceneComponent *InParent, FName ParentSocketName, bool bWeldSimulatedChild)
Definition Actor.h:820
BitFieldValue< bool, unsigned __int32 > bUseTimeSlicedRBSyncPhysx()
Definition Actor.h:677
FBodyInstance * GetBodyInstance(FName BoneName, bool bGetWelded)
Definition Actor.h:772
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
Definition Actor.h:684
ECollisionChannel GetCollisionObjectType()
Definition Actor.h:716
void OnAttachmentChanged()
Definition Actor.h:737
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialForce()
Definition Actor.h:680
void SetAbsoluteMaxDrawScale(bool bInValue)
Definition Actor.h:747
BitFieldValue< bool, unsigned __int32 > bForceMipStreaming()
Definition Actor.h:658
FVector * GetComponentVelocity(FVector *result)
Definition Actor.h:778
FVector & InterpolatedRootLocationField()
Definition Actor.h:582
bool AreSymmetricRotations(FQuat *A, FQuat *B, FVector *Scale3D)
Definition Actor.h:692
bool NeedsLoadForServer()
Definition Actor.h:736
void AddImpulseAtLocation(FVector Impulse, FVector Location, FName BoneName)
Definition Actor.h:766
bool WasRecentlyVisible()
Definition Actor.h:762
void DispatchBlockingHit(AActor *Owner, FHitResult *BlockingHit)
Definition Actor.h:707
void PostDuplicate(bool bDuplicateForPIE)
Definition Actor.h:741
BitFieldValue< bool, unsigned __int32 > bAllowCullDistanceVolume()
Definition Actor.h:645
BitFieldValue< bool, unsigned __int32 > bForceExcludeFromGlobalDistanceField()
Definition Actor.h:630
BitFieldValue< bool, unsigned __int32 > bCastHiddenShadow()
Definition Actor.h:669
float CalculateMass(FName __formal)
Definition Actor.h:770
void SetAllPhysicsPosition(FVector NewPos)
Definition Actor.h:798
float GetLinearDamping()
Definition Actor.h:780
BitFieldValue< bool, unsigned __int32 > bOnlyOwnerSee()
Definition Actor.h:654
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:822
bool AreAllCollideableDescendantsRelative(bool bAllowCachedValue)
Definition Actor.h:697
void OnComponentCollisionSettingsChanged()
Definition Actor.h:792
void FinishDestroy()
Definition Actor.h:715
BitFieldValue< bool, unsigned __int32 > bCastInsetShadow()
Definition Actor.h:668
float & LpvBiasMultiplierField()
Definition Actor.h:597
float & InterpRootLocationSpeedField()
Definition Actor.h:579
bool & bIsProxyMeshParentField()
Definition Actor.h:619
BitFieldValue< bool, unsigned __int32 > bCastFarShadow()
Definition Actor.h:667
BitFieldValue< bool, unsigned __int32 > bForceDynamicPhysics()
Definition Actor.h:635
void SetPhysMaterialOverride(UPhysicalMaterial *NewPhysMaterial)
Definition Actor.h:810
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)
Definition Actor.h:809
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName)
Definition Actor.h:813
BitFieldValue< bool, unsigned __int32 > bInterpolateRootPhys()
Definition Actor.h:631
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEvents()
Definition Actor.h:638
void InitSweepCollisionParams(FCollisionQueryParams *OutParams, FCollisionResponseParams *OutResponseParam)
Definition Actor.h:725
static void DispatchTouchOverEvents(ETouchIndex::Type FingerIndex, UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
Definition Actor.h:713
BitFieldValue< bool, unsigned __int32 > bUseAbsoluteMaxDrawDisatance()
Definition Actor.h:624
bool NeedsLoadForClient()
Definition Actor.h:735
void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
Definition Actor.h:768
long double & LastRenderTimeIgnoreShadowField()
Definition Actor.h:605
int & TranslucencySortPriorityField()
Definition Actor.h:591
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
Definition Actor.h:720
BitFieldValue< bool, unsigned __int32 > bReceivesDecals()
Definition Actor.h:652
unsigned int & GameThread_OverlapIndexMaskField()
Definition Actor.h:595
BitFieldValue< bool, unsigned __int32 > bForcePreventBlockingProjectiles()
Definition Actor.h:632
void SyncComponentToRBPhysics()
Definition Actor.h:815
void SetTranslucentSortPriority(int NewTranslucentSortPriority)
Definition Actor.h:756
FComponentBeginCursorOverSignature & OnBeginCursorOverField()
Definition Actor.h:610
BitFieldValue< bool, unsigned __int32 > CastShadow()
Definition Actor.h:660
BitFieldValue< bool, unsigned __int32 > bCheckAsyncSceneOnMove()
Definition Actor.h:641
BitFieldValue< bool, unsigned __int32 > bOwnerNoSee()
Definition Actor.h:653
void EnsurePhysicsStateCreated()
Definition Actor.h:714
BitFieldValue< bool, unsigned __int32 > bPreventTimeSlicedRBSyncPhysx()
Definition Actor.h:678
void SetCollisionResponseToChannel(ECollisionChannel Channel, ECollisionResponse NewResponse)
Definition Actor.h:806
bool IsOverlappingActor(AActor *Other)
Definition Actor.h:730
bool CanEditSimulatePhysics()
Definition Actor.h:700
bool ShouldCreatePhysicsState()
Definition Actor.h:758
void CreateRenderState_Concurrent()
Definition Actor.h:704
bool ShouldComponentAddToScene()
Definition Actor.h:757
BitFieldValue< bool, unsigned __int32 > bLightAsIfStatic()
Definition Actor.h:671
bool IsEditorOnly()
Definition Actor.h:727
bool IsIgnoringActorWhileMoving(AActor *ForActor)
Definition Actor.h:728
void CopySingleValueFromScriptVM(void *Dest, const void *Src)
Definition UE.h:486
UProperty * NextRefField()
Definition UE.h:478
bool Identical(const void *A, const void *B, unsigned int PortFlags)
Definition UE.h:484
bool ExportText_Direct(FString *ValueStr, const void *Data, const void *Delta, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:492
FString * GetCPPMacroType(FString *result, FString *ExtendedTypeText)
Definition UE.h:491
bool Identical_InContainer(const void *A, const void *B, int ArrayIndex, unsigned int PortFlags)
Definition UE.h:489
FName & RepNotifyFuncField()
Definition UE.h:475
void Set(UObject *object, T value)
Definition UE.h:509
UProperty * PropertyLinkNextField()
Definition UE.h:477
int & ArrayDimField()
Definition UE.h:471
UProperty * DestructorLinkNextField()
Definition UE.h:479
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:485
bool ShouldPort(unsigned int PortFlags)
Definition UE.h:494
bool ShouldDuplicateValue()
Definition UE.h:490
FName * GetID(FName *result)
Definition UE.h:495
int & ElementSizeField()
Definition UE.h:472
T Get(UObject *object)
Definition UE.h:499
unsigned __int64 & PropertyFlagsField()
Definition UE.h:473
void CopyCompleteValueFromScriptVM(void *Dest, const void *Src)
Definition UE.h:487
UProperty * PostConstructLinkNextField()
Definition UE.h:480
bool SameType(UProperty *Other)
Definition UE.h:496
bool IsLocalized()
Definition UE.h:493
FString * GetCPPType(FString *result, FString *ExtendedTypeText, unsigned int CPPExportFlags)
Definition UE.h:488
int & Offset_InternalField()
Definition UE.h:476
unsigned __int16 & RepIndexField()
Definition UE.h:474
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:244
char Publish(FString *Id, const FString *Msg)
Definition GameMode.h:242
char Subscribe(FString *Id, std::function< void __cdecl(unsigned int, FString &)> *callback)
Definition GameMode.h:243
bool Subscribe(FString *PlayerId)
Definition GameMode.h:236
FString * GetPubSubChannel(FString *result)
Definition GameMode.h:237
unsigned int & OurServerIdField()
Definition GameMode.h:235
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:238
void UpdatePhysicsVolume(bool bTriggerNotifiers)
Definition Actor.h:566
bool IsDeferringMovementUpdates()
Definition Actor.h:527
bool InternalSetWorldLocationAndRotation(FVector NewLocation, FQuat *RotationQuat, bool bNoPhysics)
Definition Actor.h:524
void UpdateChildTransforms()
Definition Actor.h:562
FVector * GetSocketLocation(FVector *result, FName SocketName)
Definition Actor.h:516
BitFieldValue< bool, unsigned __int32 > bAbsoluteScale()
Definition Actor.h:470
void GetParentComponents(TArray< USceneComponent * > *Parents)
Definition Actor.h:512
BitFieldValue< bool, unsigned __int32 > bShouldUpdatePhysicsVolume()
Definition Actor.h:474
void AddLocalOffset(FVector DeltaLocation, bool bSweep)
Definition Actor.h:485
void BeginDestroy()
Definition Actor.h:494
bool IsAttachedTo(USceneComponent *TestComp)
Definition Actor.h:526
bool IsAnySimulatingPhysics()
Definition Actor.h:525
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren)
Definition Actor.h:548
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
Definition Actor.h:492
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
Definition Actor.h:496
void OnRep_Visibility(bool OldValue)
Definition Actor.h:537
BitFieldValue< bool, unsigned __int32 > bAllowActorUpdateCallback()
Definition Actor.h:467
unsigned __int64 GetAttachParent()
Definition Actor.h:501
FVector & RelativeScale3DField()
Definition Actor.h:460
FVector * GetComponentVelocity(FVector *result)
Definition Actor.h:507
bool ShouldComponentAddToScene()
Definition Actor.h:556
void SetHiddenInGame(bool NewHiddenGame, bool bPropagateToChildren)
Definition Actor.h:543
void AddWorldOffset(FVector DeltaLocation, bool bSweep)
Definition Actor.h:488
USceneComponent * NetOldAttachParentField()
Definition Actor.h:458
void DetachFromParent(bool bMaintainWorldPosition)
Definition Actor.h:500
void SetWorldLocationAndRotationNoPhysics(FVector *NewLocation, FRotator *NewRotation)
Definition Actor.h:552
void SetWorldScale3D(FVector NewScale)
Definition Actor.h:554
BitFieldValue< bool, unsigned __int32 > bRequiresCustomLocation()
Definition Actor.h:465
FBoxSphereBounds * GetPlacementExtent(FBoxSphereBounds *result)
Definition Actor.h:513
void StopSound(USoundBase *SoundToStop, float FadeOutTime)
Definition Actor.h:559
BitFieldValue< bool, unsigned __int32 > bClientSyncAlwaysUpdatePhysicsCollision()
Definition Actor.h:479
void ResetRelativeTransform()
Definition Actor.h:541
void CalcBoundingCylinder(float *CylinderRadius, float *CylinderHalfHeight)
Definition Actor.h:495
void SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep)
Definition Actor.h:551
void PostNetReceive()
Definition Actor.h:539
void OnChildAttached(USceneComponent *ChildComponent)
Definition Actor.h:484
FVector & ComponentVelocityField()
Definition Actor.h:461
BitFieldValue< bool, unsigned __int32 > bWorldToComponentUpdated()
Definition Actor.h:478
bool IsVisibleInEditor()
Definition Actor.h:529
BitFieldValue< bool, unsigned __int32 > bHiddenInGame()
Definition Actor.h:472
FVector * GetRightVector(FVector *result)
Definition Actor.h:515
FRotator & RelativeRotationField()
Definition Actor.h:454
FTransform & ComponentToWorldField()
Definition Actor.h:447
void AddWorldTransform(FTransform *DeltaTransform, bool bSweep)
Definition Actor.h:490
FTransform * GetSocketTransform(FTransform *result, FName SocketName, ERelativeTransformSpace TransformSpace)
Definition Actor.h:519
FRotator * K2_GetComponentRotation(FRotator *result)
Definition Actor.h:531
FTransform * CalcNewComponentToWorld(FTransform *result, FTransform *NewRelativeTransform, USceneComponent *Parent)
Definition Actor.h:497
void ToggleVisibility(bool bPropagateToChildren)
Definition Actor.h:560
FTransform * K2_GetComponentToWorld(FTransform *result)
Definition Actor.h:533
void SetRelativeLocationAndRotation(FVector NewLocation, FQuat *NewRotation, bool bSweep)
Definition Actor.h:545
BitFieldValue< bool, unsigned __int32 > bUpdateChildOverlaps()
Definition Actor.h:475
int GetNumChildrenComponents()
Definition Actor.h:511
bool MoveComponentImpl(FVector *Delta, FQuat *NewRotation, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
Definition Actor.h:534
void AttachTo(USceneComponent *Parent, FName InSocketName, EAttachLocation::Type AttachType, bool bWeldSimulatedBodies)
Definition Actor.h:493
void GetSocketWorldLocationAndRotation(FName InSocketName, FVector *OutLocation, FRotator *OutRotation)
Definition Actor.h:521
void DestroyComponent()
Definition Actor.h:499
void OnRegister()
Definition Actor.h:535
BitFieldValue< bool, unsigned __int32 > bUseAttachParentBound()
Definition Actor.h:477
BitFieldValue< bool, unsigned __int32 > bAbsoluteTranslation_DEPRECATED()
Definition Actor.h:468
TEnumAsByte< enum EComponentMobility::Type > & MobilityField()
Definition Actor.h:448
void SetWorldRotation(FQuat *NewRotation, bool bSweep)
Definition Actor.h:553
void SetWorldLocation(FVector NewLocation, bool bSweep)
Definition Actor.h:549
USceneComponent * GetAttachmentRoot()
Definition Actor.h:502
void UpdateBounds()
Definition Actor.h:561
BitFieldValue< bool, unsigned __int32 > bAbsoluteRotation()
Definition Actor.h:469
AActor * GetAttachmentRootActor()
Definition Actor.h:503
void AppendDescendants(TArray< USceneComponent * > *Children)
Definition Actor.h:491
FVector * GetUpVector(FVector *result)
Definition Actor.h:522
void UpdateNavigationData()
Definition Actor.h:565
FVector * GetMeshScaleMultiplier(FVector *result)
Definition Actor.h:510
FRotator * GetSocketRotation(FRotator *result, FName SocketName)
Definition Actor.h:518
FCollisionResponseContainer * GetCollisionResponseToChannels()
Definition Actor.h:506
FQuat * GetSocketQuaternion(FQuat *result, FName SocketName)
Definition Actor.h:517
TEnumAsByte< enum EDetailMode > & DetailModeField()
Definition Actor.h:455
void SetRelativeScale3D(FVector NewScale3D)
Definition Actor.h:546
void SetMobility(EComponentMobility::Type NewMobility)
Definition Actor.h:544
void SetWorldTransform(FTransform *NewTransform, bool bSweep)
Definition Actor.h:555
void SnapTo(USceneComponent *Parent, FName InSocketName)
Definition Actor.h:558
void GetChildrenComponents(bool bIncludeAllDescendants, TArray< USceneComponent * > *Children)
Definition Actor.h:505
void AddLocalTransform(FTransform *DeltaTransform, bool bSweep)
Definition Actor.h:487
FName & NetOldAttachSocketNameField()
Definition Actor.h:459
FTransform * GetRelativeTransform(FTransform *result)
Definition Actor.h:514
void UpdateComponentToWorldWithParent(USceneComponent *Parent, bool bSkipPhysicsMove, FQuat *RelativeRotationQuat)
Definition Actor.h:564
bool ShouldRender()
Definition Actor.h:557
FVector & RelativeLocationField()
Definition Actor.h:453
TArray< USceneComponent * > AttachChildrenField()
Definition Actor.h:452
FVector * GetWorldLocation(FVector *result)
Definition Actor.h:523
BitFieldValue< bool, unsigned __int32 > bAbsoluteLocation()
Definition Actor.h:466
void PostInterpChange(UProperty *PropertyThatChanged)
Definition Actor.h:538
void SetRelativeTransform(FTransform *NewTransform, bool bSweep)
Definition Actor.h:547
void GetSocketWorldLocationAndRotation(FName InSocketName, FVector *OutLocation, FQuat *OutRotation)
Definition Actor.h:520
BitFieldValue< bool, unsigned __int32 > bAttachedSoundsForceHighPriority()
Definition Actor.h:473
bool IsVisible()
Definition Actor.h:528
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:567
FName & AttachSocketNameField()
Definition Actor.h:451
void AddWorldRotation(FRotator DeltaRotation, bool bSweep)
Definition Actor.h:489
FVector * K2_GetComponentScale(FVector *result)
Definition Actor.h:532
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
Definition Actor.h:509
bool & NetUpdateTransformField()
Definition Actor.h:457
BitFieldValue< bool, unsigned __int32 > bBoundsChangeTriggersStreamingDataRebuild()
Definition Actor.h:476
void PreNetReceive()
Definition Actor.h:540
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
Definition Actor.h:542
FBoxSphereBounds & BoundsField()
Definition Actor.h:449
void AddLocalRotation(FRotator DeltaRotation, bool bSweep)
Definition Actor.h:486
static void StaticRegisterNativesUSceneComponent()
Definition Actor.h:568
USceneComponent * GetChildComponent(int ChildIndex)
Definition Actor.h:504
FVector * GetForwardVector(FVector *result)
Definition Actor.h:508
USceneComponent * AttachParentField()
Definition Actor.h:450
void SetWorldLocationAndRotation(FVector NewLocation, FQuat *NewRotation, bool bSweep)
Definition Actor.h:550
bool CanEverRender()
Definition Actor.h:498
int & AttachmentChangedIncrementerField()
Definition Actor.h:456
void UpdateComponentToWorld(bool bSkipPhysicsMove)
Definition Actor.h:563
FVector * GetCustomLocation(FVector *result)
Definition Actor.h:483
void K2_AttachTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
Definition Actor.h:530
void OnRep_Transform()
Definition Actor.h:536
BitFieldValue< bool, unsigned __int32 > bVisible()
Definition Actor.h:471
BitFieldValue< bool, unsigned __int32 > bDrawOnlyIfSelected()
Definition Actor.h:833
UMaterialInterface * ShapeMaterialField()
Definition Actor.h:829
FColor & ShapeColorField()
Definition Actor.h:828
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:839
BitFieldValue< bool, unsigned __int32 > bShouldCollideWhenPlacing()
Definition Actor.h:834
bool ShouldCollideWhenPlacing()
Definition Actor.h:838
void Broadcast(FString *MessageText)
Definition Actor.h:1556
void BanPlayer(FString PlayerSteamName)
Definition Actor.h:1554
void OpenMap(FString *MapName)
Definition Actor.h:1649
void MakeSpooky(FString *ItemsToGive, float SpawnDist, int NumberOfSkeletons)
Definition Actor.h:1645
void CollectNearbyTreasures()
Definition Actor.h:1563
void ClearAllClaimFlagData()
Definition Actor.h:1559
void ShowTutorial(int TutorialIndex, bool bForceDisplay)
Definition Actor.h:1712
void SetStepImpulsing(bool NewImpulsing)
Definition Actor.h:1701
void SetPlayerNotificationBan(FString AccountID, bool Banned)
Definition Actor.h:1696
void ForcePlayerToJoinTribe(__int64 PlayerID, FString TribeName)
Definition Actor.h:1595
void HiWarp(FString *ClassName, int Index)
Definition Actor.h:1635
void SPI(float X, float Y, float Z, float Yaw, float Pitch)
Definition Actor.h:1667
void ShowMessageOfTheDay()
Definition Actor.h:1711
void SetDebugMelee(bool Discrete, int DebugMelee)
Definition Actor.h:1681
void ReportLeastSpawnManagers()
Definition Actor.h:1662
void RotateTribeLog()
Definition Actor.h:1664
AShooterPlayerController * MyPCField()
Definition Actor.h:1547
void GiveItemNum(int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:1623
void SetTimeOfDay(FString *timeString)
Definition Actor.h:1704
void SpawnShip(FString *blueprintPathShip, FString *blueprintPathHull, float spawnDist, bool bAddDecks, bool bAddSails, bool bAutoPilotShip)
Definition Actor.h:1722
void ServerChatToPlayer(FString *PlayerName, FString *MessageText)
Definition Actor.h:1674
void GMSummon(FString *ClassName, int Level)
Definition Actor.h:1605
void ForcePlayerToJoinTargetTribe(__int64 PlayerID)
Definition Actor.h:1594
void SetIgnoreWind(bool ShouldIgnore)
Definition Actor.h:1690
void DestroyTribeStructuresLessThan(int TribeTeamID, int Connections)
Definition Actor.h:1579
static void StaticRegisterNativesUShooterCheatManager()
Definition Actor.h:1755
void DestroyAllNonSaddlePlayerStructures()
Definition Actor.h:1567
void ServerChatTo(FString *SteamID, FString *MessageText)
Definition Actor.h:1673
void MakeTribeFounder()
Definition Actor.h:1647
void SetStatusValue(int StatusIndex, float StatusValue)
Definition Actor.h:1700
void PlayerCommand(FString *TheCommand)
Definition Actor.h:1651
void DestroyMyTarget()
Definition Actor.h:1570
void SpawnShipFast(FString *ShipName, float SpawnDist, bool bAddDecks, bool bAddSails, bool bAutoPilotShip)
Definition Actor.h:1723
void DestroyTribeId(int TribeTeamID)
Definition Actor.h:1573
void DestroyTribeIdDinos(unsigned __int64 TribeTeamID)
Definition Actor.h:1574
void RefreshTerrityoryUrls()
Definition Actor.h:1654
void KickPlayer(FString PlayerSteamName)
Definition Actor.h:1640
void SpawnPathFollowingShip(FString PathName)
Definition Actor.h:1721
void GridTravelToLocalPos(unsigned __int16 GridX, unsigned __int16 GridY, float ServerLocalPosX, float ServerLocalPosY, float ServerLocalPosZ)
Definition Actor.h:1633
void SetTargetPlayerColorVal(int ColorValIndex, float ColorVal)
Definition Actor.h:1703
void SharedLogSnapshotAndUpload()
Definition Actor.h:1709
void SetImprintQuality(float ImprintQuality)
Definition Actor.h:1691
void SetHomeServer(int PlayerID, unsigned int ServerID)
Definition Actor.h:1689
void StressTestTravel()
Definition Actor.h:1730
void SetGraphicsQuality(int val)
Definition Actor.h:1686
void SpawnWorldActor(FString *blueprintPath, float x, float y)
Definition Actor.h:1725
void EnableCheats(FString pass)
Definition Actor.h:1590
void GiveItem(FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:1622
void SetHeadHairstyle(int hairStyleIndex)
Definition Actor.h:1688
void GiveExpToPlayer(__int64 PlayerID, float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
Definition Actor.h:1620
void DestroyTribeDinos()
Definition Actor.h:1572
void SetPlayerPos(float X, float Y, float Z)
Definition Actor.h:1698
bool SetCreativeModeOnPawn(AShooterCharacter *Pawn, bool bCreativeMode)
Definition Actor.h:1680
void SpawnActorTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset)
Definition Actor.h:1716
void SetPlayerNotifications(FString AccountID, FString Email, unsigned int EmailCategoryMask, FString Webhook, unsigned int WebhookCategoryMask)
Definition Actor.h:1697
bool & bIsRCONCheatManagerField()
Definition Actor.h:1546
void GiveCreativeMode()
Definition Actor.h:1616
void AddExperience(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
Definition Actor.h:1551
void SetFacialHairstyle(int hairStyleIndex)
Definition Actor.h:1683
void ForceTribes(FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
Definition Actor.h:1599
void DisallowPlayerToJoinNoCheck(FString *SteamId)
Definition Actor.h:1584
void RemoveTribeAdmin()
Definition Actor.h:1658
void ClusterStatusDump()
Definition Actor.h:1562
void ReportSpawnManagers()
Definition Actor.h:1663
void RenameTribe(FString *TribeName, FString *NewName)
Definition Actor.h:1660
void HideTutorial(int TutorialInde)
Definition Actor.h:1637
void GiveAllStructure()
Definition Actor.h:1615
void CompleteQuest(int QuestID)
Definition Actor.h:1564
void SetMyTargetSleeping(bool bIsSleeping)
Definition Actor.h:1694
void ScriptCommand(FString *commandString)
Definition Actor.h:1670
void SpawnDino(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int DinoLevel)
Definition Actor.h:1718
void RenamePlayer(FString *PlayerName, FString *NewName)
Definition Actor.h:1659
void SSF(FString *ShipName)
Definition Actor.h:1668
void SharedLogFetch()
Definition Actor.h:1706
void SetAdminFastClaiming(bool bEnable)
Definition Actor.h:1675
void TeleportPlayerNameToMe(FString *PlayerName)
Definition Actor.h:1739
void UnbanPlayer(FString PlayerSteamName)
Definition Actor.h:1750
void ForceTravelAbort(int nForceAbort)
Definition Actor.h:1598
void ToggleLocation()
Definition Actor.h:1745
void TP(FString LocationName)
Definition Actor.h:1735
void ShowInGameMenu()
Definition Actor.h:1710
void KillPlayer(__int64 PlayerID)
Definition Actor.h:1642
void SharedLogSnapshot()
Definition Actor.h:1708
void DisableBeds(bool bDisableBedsOnServer)
Definition Actor.h:1582
void ReloadTopTribes()
Definition Actor.h:1657
void SpawnFleet(int SpawnCount)
Definition Actor.h:1719
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:1754
void OnToggleInGameMenu()
Definition Actor.h:1648
void GiveTreasureMap(float Quality)
Definition Actor.h:1629
void GiveTreasureLoot(float TreasureQuality)
Definition Actor.h:1628
void DoRestartLevel()
Definition Actor.h:1587
void TribeMessage(__int64 TribeTeamID, FString Message)
Definition Actor.h:1747
void GiveItemNumToPlayer(int playerID, int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:1624
void SetShowAllPlayers(bool bEnable)
Definition Actor.h:1699
void GiveCreativeModeToTarget()
Definition Actor.h:1618
void TeleportToActorLocation(FString *ActorName)
Definition Actor.h:1740
void GameCommand(FString *TheCommand)
Definition Actor.h:1606
void SharedLogReportLine()
Definition Actor.h:1707
void DestroyAllStructure()
Definition Actor.h:1568
void TeleportToTreasure()
Definition Actor.h:1742
void SetInterpolatedLocation(bool NewValue)
Definition Actor.h:1692
void RepopulateServerClaimFlagData()
Definition Actor.h:1661
void SDF(FName *DinoBlueprintPath, bool bIsTamed)
Definition Actor.h:1666
void SetHeadHairPercent(float thePercent)
Definition Actor.h:1687
void GiveAllDiscoZones()
Definition Actor.h:1614
void GCMP(__int64 PlayerID)
Definition Actor.h:1601
void SeamlessSocketTickInterval(float Sec)
Definition Actor.h:1671
void SetTargetDinoColor(int ColorRegion, int ColorID)
Definition Actor.h:1702
void GridTravelToGlobalPos(float ToGlobalPosX, float ToGlobalPosY, float ToGlobalPosZ)
Definition Actor.h:1632
void HibernationReport(FString *ClassName)
Definition Actor.h:1636
void SetFacialHairPercent(float thePercent)
Definition Actor.h:1682
void psc(FString *command)
Definition Actor.h:1753
void DestroyTribePlayers()
Definition Actor.h:1577
void DestroyAllEnemies()
Definition Actor.h:1566
void SpawnShipFastEx(FString *ShipBPName, FString *HullBPName, bool bAddDecks, bool bAddSails)
Definition Actor.h:1724
void GetPlayerIDForSteamID(int SteamID)
Definition Actor.h:1611
void GiveItemToPlayer(int playerID, FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:1625
void EnableSpectator()
Definition Actor.h:1591
void SetMyTribeAllowRename(bool bAllow)
Definition Actor.h:1695
void TribeMessageNoNotification(__int64 TribeTeamID, FString Message)
Definition Actor.h:1748
void GFI(FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
Definition Actor.h:1603
void TribeMOTD(__int64 TribeTeamID, FString Message)
Definition Actor.h:1746
void SetAimMagnetism(float NewMagnetism)
Definition Actor.h:1676
void TakeAllStructure()
Definition Actor.h:1737
void StartWildDinos()
Definition Actor.h:1727
void SetGodMode(bool bEnable)
Definition Actor.h:1685
void ReloadAdminSteamIDs()
Definition Actor.h:1656
void TeleportToPlayer(__int64 PlayerID)
Definition Actor.h:1741
void PrintMessageOut(FString *Msg)
Definition Actor.h:1653
void AllowPlayerToJoinNoCheck(FString *SteamId)
Definition Actor.h:1553
void VisualizeClass(FString *ClassIn, int MaxTotal)
Definition Actor.h:1752
void StartSaveBackup()
Definition Actor.h:1726
void SetCheatXP(bool bEnable)
Definition Actor.h:1679
void GenerateTribePNG(FString tribeID)
Definition Actor.h:1607
void DestroyTribeStructures()
Definition Actor.h:1578
void GiveCreativeModeToPlayer(__int64 PlayerID)
Definition Actor.h:1617
void DestroyTribeIdPlayers(__int64 TribeTeamID)
Definition Actor.h:1575
void SetGlobalPause(bool bIsPaused)
Definition Actor.h:1684
void DestroyActors(FString *ClassName)
Definition Actor.h:1565
void DestroyStructures()
Definition Actor.h:1571
void SpawnActor(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset)
Definition Actor.h:1713
void StressTestShip(int Ship, int X, int Y, float TimeToLive, float SpeedMultiplier)
Definition Actor.h:1729
void SpawnActorSpreadTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
Definition Actor.h:1715
void ClearTutorials()
Definition Actor.h:1561
void ClearPlayerInventory(int playerID, bool bClearInventory, bool bClearSlotItems, bool bClearEquippedItems)
Definition Actor.h:1560
void DisableSpectator()
Definition Actor.h:1583
void ForceRenameMyTribe(FString newTribeName)
Definition Actor.h:1596
void TribeStructureAudit(__int64 TribeTeamID)
Definition Actor.h:1749
void SetBodyFat(float BodyFatPercent)
Definition Actor.h:1678
void OutGoingTransfersEnabled(bool bEnabled)
Definition Actor.h:1650
void GridUTCResetTimeOfDay()
Definition Actor.h:1634
void SpawnFleetEx(FString *ShipName, int SpawnCount, bool bAddDecks, bool bAddSails)
Definition Actor.h:1720
void RunMoveInChractersOutOfBounds()
Definition Actor.h:1665
void Summon(FString *ClassName)
Definition Actor.h:1733
void ServerChat(FString *MessageText)
Definition Actor.h:1672
AActor * DoSummon(FString *ClassName)
Definition Actor.h:1588
void StressTestTravelStartLoop(float IntervalSec)
Definition Actor.h:1731
void GetNumGlobalShipsForMyTribe()
Definition Actor.h:1610
void DestroyAllTames()
Definition Actor.h:1569
void GetSteamIDForPlayerID(int PlayerID)
Definition Actor.h:1612
void GridTP(FString ServerGrid, float ServerLocalPosX, float ServerLocalPosY, float ServerLocalPosZ)
Definition Actor.h:1630
AShooterPlayerController * FindPlayerControllerFromPlayerID(__int64 PlayerID)
Definition Actor.h:1593
void SummonTamed(FString *ClassName)
Definition Actor.h:1734
void ReloadAdminIPs()
Definition Actor.h:1655
void PrintActorLocation(FString *ActorName)
Definition Actor.h:1652
void DestroyTribeIdStructures(__int64 TribeTeamID)
Definition Actor.h:1576
void GetTribeIdPlayerList(int TribeID)
Definition Actor.h:1613
void MakeTribeAdmin()
Definition Actor.h:1646
void DestroyWildDinos()
Definition Actor.h:1580
void SpawnActorSpread(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
Definition Actor.h:1714
void SetBabyAge(float AgeValue)
Definition Actor.h:1677
void EnemyInVisible(bool Invisible)
Definition Actor.h:1592
void AddShipExperience(float HowMuch)
Definition Actor.h:1552
void SetMessageOfTheDay(FString *Message)
Definition Actor.h:1693
void UnlockEngram(FString *ItemClassName)
Definition Actor.h:1751
void TeleportPlayerIDToMe(__int64 PlayerID)
Definition Actor.h:1738
void GridTPManual(unsigned __int16 GridX, unsigned __int16 GridY, float ServerLocalPosX, float ServerLocalPosY, float ServerLocalPosZ)
Definition Actor.h:1631
void SharedLogCleanup(bool bForce)
Definition Actor.h:1705
float & NonAttackDataShieldDefenseBreakingPowerField()
Definition Actor.h:5925
TSubclassOf< APrimalBuff > * OverrideBuffToGiveVictimCharacter(TSubclassOf< APrimalBuff > *result, APrimalCharacter *Victim, float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:5976
TArray< TSubclassOf< UPrimalItem > > & OverrideDamageForResourceHarvestingItemsField()
Definition Actor.h:5919
float & MassScaleDamageImpulseExponentField()
Definition Actor.h:5912
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustHarvestingDamage()
Definition Actor.h:5957
BitFieldValue< bool, unsigned __int32 > bIsMeleeDamage()
Definition Actor.h:5931
float & DamageTorpidityIncreaseMultiplierField()
Definition Actor.h:5907
BitFieldValue< bool, unsigned __int32 > bImpulseResetsDinoVelocity()
Definition Actor.h:5947
TArray< FOverrideDamageHarvestingEntry > & OverrideDamageHarvestEntriesField()
Definition Actor.h:5916
BitFieldValue< bool, unsigned __int32 > bHasRiderIgnoreDamage()
Definition Actor.h:5940
BitFieldValue< bool, unsigned __int32 > bForceGeneralArmorUsage()
Definition Actor.h:5952
BitFieldValue< bool, unsigned __int32 > bNoFriendlyDamage()
Definition Actor.h:5950
BitFieldValue< bool, unsigned __int32 > bAllowDamageCorpses()
Definition Actor.h:5963
float & PostShieldDefenseBrokenDamageScaleMaxField()
Definition Actor.h:5924
BitFieldValue< bool, unsigned __int32 > bDestroyOnKill()
Definition Actor.h:5966
BitFieldValue< bool, unsigned __int32 > bAllowShieldBlockAllPointDamage()
Definition Actor.h:5941
BitFieldValue< bool, unsigned __int32 > bPreventMomentumWhenFalling()
Definition Actor.h:5935
float & HitMarkerScaleMultiplierField()
Definition Actor.h:5921
BitFieldValue< bool, unsigned __int32 > bPreventHitPawnEffectsFromLocalInstigator()
Definition Actor.h:5948
static void StaticRegisterNativesUShooterDamageType()
Definition Actor.h:5977
BitFieldValue< bool, unsigned __int32 > bOnlyGiveBuffToPlayerOrTamed()
Definition Actor.h:5936
BitFieldValue< bool, unsigned __int32 > bForceRespawnCooldown()
Definition Actor.h:5962
BitFieldValue< bool, unsigned __int32 > bDontDamageInstigatorIfPawn()
Definition Actor.h:5944
BitFieldValue< bool, unsigned __int32 > bOnlyApplyDamageTorpidityToPlayersAndTames()
Definition Actor.h:5960
TArray< TSubclassOf< AActor > > & DamageIgnoreActorClassesField()
Definition Actor.h:5914
BitFieldValue< bool, unsigned __int32 > bApplyMomentumToBigPawns()
Definition Actor.h:5945
BitFieldValue< bool, unsigned __int32 > bPreventDefaultTargetHurtEffect()
Definition Actor.h:5942
float & PostShieldDefenseBrokenDamageScaleMinField()
Definition Actor.h:5923
float & DamageInstigatorPercentageField()
Definition Actor.h:5909
BitFieldValue< bool, unsigned __int32 > bPreventDinoKillVictimItemCollection()
Definition Actor.h:5967
BitFieldValue< bool, unsigned __int32 > bForceAllowPvEDamage()
Definition Actor.h:5965
BitFieldValue< bool, unsigned __int32 > bIsInstantDamage()
Definition Actor.h:5968
BitFieldValue< bool, unsigned __int32 > bDontActuallyDealDamage()
Definition Actor.h:5932
float BPAdjustHarvestingDamage(AActor *Victim, float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:5974
BitFieldValue< bool, unsigned __int32 > bHarvestDamageWithNoResourceGrab()
Definition Actor.h:5934
float BPAdjustDamage(AActor *Victim, float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser)
Definition Actor.h:5973
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:5975
BitFieldValue< bool, unsigned __int32 > bRiderIgnoreDamage()
Definition Actor.h:5949
float & PostShieldDefenseBrokenAttackValueField()
Definition Actor.h:5922
BitFieldValue< bool, unsigned __int32 > bPreventMeleeHarvesting()
Definition Actor.h:5933
BitFieldValue< bool, unsigned __int32 > bIgnoreDinoFlyers()
Definition Actor.h:5955
BitFieldValue< bool, unsigned __int32 > bDamageImpulseOnlyForFriendlies()
Definition Actor.h:5954
BitFieldValue< bool, unsigned __int32 > bAutoDragDeadDino()
Definition Actor.h:5946
BitFieldValue< bool, unsigned __int32 > bDamageProjectiles()
Definition Actor.h:5937
BitFieldValue< bool, unsigned __int32 > bOnlyGiveBuffToDino()
Definition Actor.h:5939
BitFieldValue< bool, unsigned __int32 > bDinoDamageCauserAllowSameTeam()
Definition Actor.h:5959
TArray< TSubclassOf< AActor > > & DamageOnlyActorClassesField()
Definition Actor.h:5915
TSubclassOf< APrimalBuff > & BuffToGiveVictimCharacterField()
Definition Actor.h:5911
BitFieldValue< bool, unsigned __int32 > bIsTurretDamage()
Definition Actor.h:5951
float & MythicalCreatureDamageMultiplierField()
Definition Actor.h:5913
TSubclassOf< UDamageType > & InvalidHarvestOverrideDamageTypeField()
Definition Actor.h:5917
BitFieldValue< bool, unsigned __int32 > bDisplayHitMarker()
Definition Actor.h:5958
TSubclassOf< APrimalBuff > & NonAttackDataBuffToGiveAgainstShieldField()
Definition Actor.h:5926
BitFieldValue< bool, unsigned __int32 > bOnlyGiveBuffToPlayer()
Definition Actor.h:5938
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
Definition Actor.h:5956
TArray< TSubclassOf< UDamageType > > & OverrideDamageForResourceHarvestingDamageTypesField()
Definition Actor.h:5920
BitFieldValue< bool, unsigned __int32 > bPreventSameTeamSettingNextRepairTime()
Definition Actor.h:5969
BitFieldValue< bool, unsigned __int32 > bDamageImpulseOnly()
Definition Actor.h:5953
BitFieldValue< bool, unsigned __int32 > bDamageInstigator()
Definition Actor.h:5943
TArray< FDamagePrimalCharacterStatusValueModifier > & DamageCharacterStatusValueModifiersField()
Definition Actor.h:5908
TSubclassOf< APrimalBuff > & NonAttackDataBuffToGivePostShieldDefenseBrokenField()
Definition Actor.h:5927
float & UseSpecialDamageIntervalField()
Definition Actor.h:5910
BitFieldValue< bool, unsigned __int32 > bDinoOnDinoDamageCauserAllowSameTeam()
Definition Actor.h:5961
BitFieldValue< bool, unsigned __int32 > bForceAllowFriendlyFire()
Definition Actor.h:5964
void BeginWelcomeScreenState()
Definition GameMode.h:320
void GotoState(FName NewState)
Definition GameMode.h:343
TWeakObjectPtr< APlayerCameraManager > & SeamlessTravelPlayerCameraField()
Definition GameMode.h:255
FString & MainMenuLoadListSessionAtlasIdField()
Definition GameMode.h:302
FString & LastAtlasPasswordField()
Definition GameMode.h:295
long double & LastSeamlesslyTravelledAtField()
Definition GameMode.h:266
void BeginMainMenuState()
Definition GameMode.h:316
FVector * BP_GlobalLocationToLocalLocation(FVector *result, FVector GlobalLocation)
Definition GameMode.h:313
TWeakObjectPtr< ASOTFNotification > & SOTFNotificationManagerField()
Definition GameMode.h:277
void ClientReceiveNewServerTime(long double NewServerTime)
Definition GameMode.h:326
void LabelPlayerAsQuitter(ULocalPlayer *LocalPlayer)
Definition GameMode.h:362
void ClientOnCancelSeamlessTravel()
Definition GameMode.h:323
TArray< FTransformedSubLevel > & LastLoadedSubLevelsField()
Definition GameMode.h:259
void HandleAppWillDeactivate()
Definition GameMode.h:347
void HandleSessionUserInviteAccepted(const bool bWasSuccess, const int ControllerId, TSharedPtr< FUniqueNetId, 0 > UserId, FOnlineSessionSearchResult *InviteResult)
Definition GameMode.h:350
bool GetLastCachedServerConnectString(FString *ConnectURL, FString *AtlasId, FString *ServerId, FString *AtlasPassword, FString *AtlasName, FString *RegionName)
Definition GameMode.h:338
EListSessionStatus::Type & LastSessionSearchTypeField()
Definition GameMode.h:298
void ShowMessageThenGotoState(FString *Message, FString *OKButtonString, FString *CancelButtonString, FName *NewState, const bool OverrideExisting, TWeakObjectPtr< ULocalPlayer > PlayerOwner)
Definition GameMode.h:385
bool & ShouldInitSpectatorPosField()
Definition GameMode.h:261
void DeCompressGridInfo(TArray< unsigned char > ByteArray, bool bSaveToFile)
Definition GameMode.h:331
bool IsTravellingSeamlessly()
Definition GameMode.h:358
FSeamlessGridInfo * GridInfoField()
Definition GameMode.h:260
TWeakObjectPtr< ACharacter > & LastControlledCharacterField()
Definition GameMode.h:265
void SetGenerateTerrainProgressMsg(FString Msg)
Definition GameMode.h:381
bool & bHasOfficialStatusMessageField()
Definition GameMode.h:284
bool & bAwaitingTravelTimestampField()
Definition GameMode.h:253
FVector * BP_GPSLocationToGlobalLocation(FVector *result, FVector2D GPSLocation)
Definition GameMode.h:310
void BeginNewState(FName NewState, FName PrevState)
Definition GameMode.h:318
bool & bCanUseUserGeneratedContentField()
Definition GameMode.h:250
long double & CachedLastServerTimestampField()
Definition GameMode.h:252
FString & OnReturnToMainMenuNotificationMessageField()
Definition GameMode.h:279
void EndCurrentState(FName NextState)
Definition GameMode.h:334
bool & bPendingEnableSplitscreenField()
Definition GameMode.h:272
FString & LastServerIdField()
Definition GameMode.h:292
bool & bIsOnlineField()
Definition GameMode.h:271
void OnGenerateTerrainEnd()
Definition GameMode.h:371
void RemoveExistingLocalPlayer(ULocalPlayer *ExistingPlayer)
Definition GameMode.h:377
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:393
TArray< TEnumAsByte< enum ECollisionChannel > > * GetSkeletalPhysCustomBodyAdditionalIgnores()
Definition GameMode.h:341
FVector * BP_GPSLocationToLocalLocation(FVector *result, FVector2D GPSLocation)
Definition GameMode.h:311
bool IsLocalPlayerOnline(ULocalPlayer *LocalPlayer)
Definition GameMode.h:356
int & bOnReturnToMainMenuNotificationField()
Definition GameMode.h:278
void AttemptJoinLastServer()
Definition GameMode.h:307
void OnGenerateTerrainBegin()
Definition GameMode.h:370
float & SecondsSpentGeneratingTerrainField()
Definition GameMode.h:288
void RemoveSplitScreenPlayers()
Definition GameMode.h:380
TArray< TWeakObjectPtr< AActor > > & SeamlessTravelActorsField()
Definition GameMode.h:264
void HandleSafeFrameChanged()
Definition GameMode.h:349
void ClientOnDoTravelSeamless(FString *Url, FString AtlasId, FString ServerId)
Definition GameMode.h:324
long double & LastTravelShiftField()
Definition GameMode.h:254
void ProcessSeamlessTravelActorsOnClient()
Definition GameMode.h:375
void HandleAppLicenseUpdate()
Definition GameMode.h:344
bool & bRedirectingToLastServerField()
Definition GameMode.h:291
TSubclassOf< UActorComponent > * GetOverridenFoliageAttachment(TSubclassOf< UActorComponent > *result, ULevel *TheLevel, UFoliageType *FoliageTypeReference)
Definition GameMode.h:308
void OnEndSessionComplete(FName SessionName, bool bWasSuccessful)
Definition GameMode.h:369
FString & OnReturnToMainMenuNotificationTitleField()
Definition GameMode.h:280
void DisplayGlobalMainMenuNotification()
Definition GameMode.h:332
TWeakObjectPtr< ADayCycleManager > & DayCycleManagerField()
Definition GameMode.h:276
TSubclassOf< AGameMode > * GetDefaultGameModeClass(TSubclassOf< AGameMode > *result)
Definition GameMode.h:336
FName & CurrentStateField()
Definition GameMode.h:249
void HttpGetLoginThrottleRequestComplete(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
Definition GameMode.h:352
void HandleControllerConnectionChange(bool bIsConnection, int Unused, int GameUserIndex)
Definition GameMode.h:348
UDatabase_ClusterInfo * Database_ClusterInfo_RefField()
Definition GameMode.h:263
FVector * BP_LocalLocationToGlobalLocation(FVector *result, FVector LocalLocation)
Definition GameMode.h:315
bool JoinSession(ULocalPlayer *LocalPlayer, int SessionIndexInSearchResults)
Definition GameMode.h:360
FVector2D * BP_GlobalLocationToGPSLocation(FVector2D *result, FVector GlobalLocation)
Definition GameMode.h:312
FName & PendingStateField()
Definition GameMode.h:269
FVector & SpectatorInitialPosField()
Definition GameMode.h:262
bool HasExtraSublevel(FString *SublevelName)
Definition GameMode.h:351
bool JustSeamlesslyTravelledToServer()
Definition GameMode.h:361
bool & bFindingLastCurrServerField()
Definition GameMode.h:290
FString & OfficialStatusMessageField()
Definition GameMode.h:286
void ClientOnEndSeamlessTravel()
Definition GameMode.h:325
void SetLastServerConnectStringCache(FString *ConnectURL, FString AtlasId, FString ServerId, FString AtlasPassword, FString AtlasName, FString RegionName)
Definition GameMode.h:383
void CleanupSessionOnReturnToMenu()
Definition GameMode.h:322
void OnRedirectToURLReceived(FString *ToURL, FString *ToAtlasId, FString *ToServerId)
Definition GameMode.h:374
FString & GlobalMainMenuTitleField()
Definition GameMode.h:282
FVector2D * BP_LocalLocationToGPSLocation(FVector2D *result, FVector LocalLocation)
Definition GameMode.h:314
bool & bGotoListSessionsOnMainMenuLoadField()
Definition GameMode.h:299
FString & TravelURLField()
Definition GameMode.h:270
void LoadFrontEndMap(FString *MapName)
Definition GameMode.h:364
unsigned int & DestinationServerIdField()
Definition GameMode.h:258
bool & bHasCommunicationPriviligeField()
Definition GameMode.h:251
void InternalTravelToSession(FName *SessionName)
Definition GameMode.h:354
bool & bIsLicensedField()
Definition GameMode.h:273
FString & LastAtlasNameField()
Definition GameMode.h:296
void SetIsOnline(bool bInIsOnline)
Definition GameMode.h:382
TWeakObjectPtr< AHUD > & SeamlessTravelHUDField()
Definition GameMode.h:257
bool & bHasReceivedNewsMessageField()
Definition GameMode.h:283
void ConditionalGoToMenuAndDisplayFailureNotification()
Definition GameMode.h:329
TArray< unsigned char > * CompressGridInfo(TArray< unsigned char > *result)
Definition GameMode.h:328
void RemovePlayersFromParty()
Definition GameMode.h:379
void BeginMessageMenuState()
Definition GameMode.h:317
void CheckConnectString(FString ConnectStr, bool FromRedirection)
Definition GameMode.h:321
void DoPostLoadMap(bool bForceReinitUI)
Definition GameMode.h:333
void OnCurrentServerFindCompleted(bool bSuccess)
Definition GameMode.h:368
bool IsLoginAllowed(FString *AtlasId, FString *UserId, FString *ReasonMsg)
Definition GameMode.h:357
FString & LastConnectURLField()
Definition GameMode.h:294
FString & LastRegionNameField()
Definition GameMode.h:297
void LoadDynamicSublevels(UWorld *PlayWorld, bool bForceLoadLevels)
Definition GameMode.h:363
void RefreshSpawnPoints(unsigned int HomeServerId)
Definition GameMode.h:376
FString & GlobalMainMenuMessageField()
Definition GameMode.h:281
bool & bIsTravellingSeamlesslyField()
Definition GameMode.h:274
bool IsCurrentServerInvalid()
Definition GameMode.h:355
void ConstructMapImagesManager()
Definition GameMode.h:330
UTexture2D * InfrastructureImageField()
Definition GameMode.h:301
AShooterGameSession * GetGameSession()
Definition GameMode.h:337
void TravelLocalSessionFailure(UWorld *World, ETravelFailure::Type FailureType, FString *ReasonString)
Definition GameMode.h:390
FRotator & SeamlessTravelControlRotationField()
Definition GameMode.h:256
static void StaticRegisterNativesUShooterGameInstance()
Definition GameMode.h:394
void UpdateTerrainGenerationProgressBar(float DeltaSeconds)
Definition GameMode.h:391
bool Tick(float DeltaSeconds)
Definition GameMode.h:389
void AddNetworkFailureHandlers()
Definition GameMode.h:306
FString & WelcomeScreenMapField()
Definition GameMode.h:267
int & IgnorePairingChangeForControllerIdField()
Definition GameMode.h:275
void RemoveNetworkFailureHandlers()
Definition GameMode.h:378
FString & NewsMessageField()
Definition GameMode.h:285
bool & bSelectingNewHomeServerField()
Definition GameMode.h:300
FString & MainMenuMapField()
Definition GameMode.h:268
TSubclassOf< UObject > * GetRemappedResourceClass(TSubclassOf< UObject > *result, TSubclassOf< UObject > ForClass)
Definition GameMode.h:340
FString & TerrainGenerationProgressBarMsgField()
Definition GameMode.h:287
bool JoinSession(ULocalPlayer *LocalPlayer, FOnlineSessionSearchResult *SearchResult)
Definition GameMode.h:359
bool & TerrainIsGeneratingField()
Definition GameMode.h:289
void StartPlayerCurrentServerDownloader()
Definition GameMode.h:388
FString & LastAtlasIdField()
Definition GameMode.h:293
bool PrimitiveContainsPoint(FVector *Point)
Definition Actor.h:852
bool AreSymmetricRotations(FQuat *A, FQuat *B, FVector *Scale3D)
Definition Actor.h:848
void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps)
Definition Actor.h:853
FBoxSphereBounds * CalcBounds(FBoxSphereBounds *result, FTransform *LocalToWorld)
Definition Actor.h:850
void UpdateBodySetup()
Definition Actor.h:854
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:855
float & SphereRadiusField()
Definition Actor.h:844
void CalcBoundingCylinder(float *CylinderRadius, float *CylinderHalfHeight)
Definition Actor.h:849
bool IsZeroExtent()
Definition Actor.h:851
static void StaticRegisterNativesUSphereComponent()
Definition Actor.h:856
int & SubDivisionStepSizeField()
Definition Actor.h:9535
unsigned __int32 & bForcedAllowInstancedVertexColorField()
Definition Actor.h:9531
float & StreamingDistanceMultiplierField()
Definition Actor.h:9534
int & LandscapeInfoMaskField()
Definition Actor.h:9532
unsigned __int32 & bUseSubDivisionsField()
Definition Actor.h:9536
int & OverriddenLightMapResField()
Definition Actor.h:9533
bool & bOverrideWireframeColorField()
Definition Actor.h:9526
unsigned __int32 & bRenderLandscapeInfoField()
Definition Actor.h:9530
unsigned __int32 & bIgnoreInstanceForTextureStreamingField()
Definition Actor.h:9528
UStaticMesh * StaticMeshField()
Definition Actor.h:9525
FColor & WireframeColorOverrideField()
Definition Actor.h:9527
unsigned __int32 & bOverrideLightMapResField()
Definition Actor.h:9529
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9524
TArray< FGuid > & IrrelevantLightsField()
Definition Actor.h:9537
unsigned __int32 & bAllowLODStreamingField()
Definition Actor.h:9488
FGuid & LightingGuidField()
Definition Actor.h:9506
unsigned __int32 & bRequiresRenderDataOnServerField()
Definition Actor.h:9467
int & LightMapCoordinateIndexField()
Definition Actor.h:9472
unsigned __int32 & bHighQualityDistanceFieldField()
Definition Actor.h:9483
unsigned __int32 & bForceForStructureDestroyedMeshField()
Definition Actor.h:9495
int & LightMapResolutionField()
Definition Actor.h:9471
unsigned int & HighResSourceMeshCRCField()
Definition Actor.h:9505
unsigned __int32 & bRequiresCPUAccessField()
Definition Actor.h:9466
unsigned __int32 & bUseMaximumStreamingTexelRatioField()
Definition Actor.h:9474
FString & HighResSourceMeshNameField()
Definition Actor.h:9504
float & LpvBiasMultiplierField()
Definition Actor.h:9503
unsigned __int32 & bForceAllowMeshStreamingField()
Definition Actor.h:9481
TArray< UMaterialInterface *, FDefaultAllocator > & MaterialsField()
Definition Actor.h:9469
unsigned __int32 & bStructureStaticMeshOverride_ScaleField()
Definition Actor.h:9490
unsigned __int32 & bUseDistanceFieldTextureField()
Definition Actor.h:9477
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition Actor.h:9464
unsigned __int32 & bStructureStaticMeshOverride_LocationField()
Definition Actor.h:9489
FVector & StructureStaticMeshOverride_LocationField()
Definition Actor.h:9491
bool & bStreamInStateField()
Definition Actor.h:9497
long double & LastRenderTimeField()
Definition Actor.h:9507
FVector & StructureStaticMeshOverride_ScaleField()
Definition Actor.h:9492
unsigned __int32 & bHasNavigationDataField()
Definition Actor.h:9476
long double & LastStreamChangeCallField()
Definition Actor.h:9500
TEnumAsByte< enum EDistanceFieldTwoSidedOverride > & DistanceFieldTwoSidedOverrideField()
Definition Actor.h:9485
float & DistanceFieldRuntimeQualityField()
Definition Actor.h:9494
float & ClosestDistanceField()
Definition Actor.h:9508
bool & bStreamInRequestField()
Definition Actor.h:9498
unsigned __int32 & bReallyDoesWantLightMapUVsField()
Definition Actor.h:9468
unsigned __int32 & bOnlyLoadDistanceFieldsOnInteriorLightingMapsField()
Definition Actor.h:9478
int & CurrentStreamedInSizeField()
Definition Actor.h:9496
unsigned __int64 & RequestLoadField()
Definition Actor.h:9499
unsigned __int32 & IgnoreDistanceFieldChecksForUnderwaterPixelDetectionField()
Definition Actor.h:9479
unsigned int & StreamDistanceFrameField()
Definition Actor.h:9509
unsigned __int32 & bIgnoreTriReductionsField()
Definition Actor.h:9470
FName & CustomTagField()
Definition Actor.h:9511
unsigned __int32 & OptOutFromDistanceFieldShadowsField()
Definition Actor.h:9480
float & StreamingDistanceMultiplierField()
Definition Actor.h:9502
unsigned __int32 & bForceUseDistanceFieldResolutionField()
Definition Actor.h:9484
FVector & StructureStaticMeshFlipped_LocationField()
Definition Actor.h:9493
unsigned __int32 & UseFullPrecisionUVs_DEPRECATEDField()
Definition Actor.h:9473
unsigned __int32 & bCastFarShadowField()
Definition Actor.h:9487
unsigned __int32 & bAllowDistanceFieldOnLowEndField()
Definition Actor.h:9482
int & ElementToIgnoreForTexFactorField()
Definition Actor.h:9510
bool & bBuiltSocketMapField()
Definition Actor.h:9501
unsigned __int32 & bAllowLODStreamingTransientField()
Definition Actor.h:9486
unsigned __int32 & bStripComplexCollisionForConsole_DEPRECATEDField()
Definition Actor.h:9475
Definition UE.h:355
void FinishDestroy()
Definition UE.h:375
UProperty * PropertyLinkField()
Definition UE.h:361
void TagSubobjects(EObjectFlags NewFlags)
Definition UE.h:377
bool IsChildOf(UStruct *SomeBase)
Definition UE.h:369
UProperty * RefLinkField()
Definition UE.h:362
void LinkChild(UProperty *Property)
Definition UE.h:371
int & PropertiesSizeField()
Definition UE.h:358
int & MinAlignmentField()
Definition UE.h:360
UProperty * PostConstructLinkField()
Definition UE.h:364
void StaticLink(bool bRelinkExistingProperties)
Definition UE.h:374
void RegisterDependencies()
Definition UE.h:373
const wchar_t * GetPrefixCPP()
Definition UE.h:372
void SetSuperStruct(UStruct *NewSuperStruct)
Definition UE.h:376
UField * StaticClass()
Definition UE.h:370
UProperty * DestructorLinkField()
Definition UE.h:363
TArray< unsigned char > & ScriptField()
Definition UE.h:359
UField * ChildrenField()
Definition UE.h:357
TArray< UObject * > ScriptObjectReferencesField()
Definition UE.h:365
UStruct * SuperStructField()
Definition UE.h:356
UScriptStruct * StructField()
Definition UE.h:528
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:529
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:554
static UClass * StaticClass()
Definition UE.h:823
int & SizeY_DEPRECATED()
Definition UE.h:830
float GetSurfaceHeight()
Definition UE.h:828
FTextureResource * CreateResource()
Definition UE.h:826
__int64 GetResourceSize(EResourceSizeMode type)
Definition UE.h:827
void GetMipData(int FirstMipToLoad, void **OutMipData)
Definition UE.h:824
void UpdateResourceW()
Definition UE.h:825
int & SizeX_DEPRECATED()
Definition UE.h:829
Definition UE.h:817
static UClass * StaticClass()
Definition UE.h:818
static void OpenStorePageForDLC(FString DLCName)
Definition Other.h:431
static void AddToActorList(UWorld *ForWorld, int ActorListNum, AActor *ActorRef)
Definition Other.h:433
static FRotator * RLerp(FRotator *result, FRotator A, FRotator B, float Alpha, bool bShortestPath)
Definition Other.h:390
static FHitResult * MakeHitResult(FHitResult *result, FVector *Location, FVector *Normal, UPhysicalMaterial *PhysMat, AActor *HitActor, UPrimitiveComponent *HitComponent, FName HitBoneName, int HitItem, bool bBlockingHit)
Definition Other.h:444
static FName * GetHitBoneNameFromDamageEvent(FName *result, APrimalCharacter *Character, AController *HitInstigator, FDamageEvent *DamageEvent, bool bIsPointDamage, FHitResult *PointHitResult, FName MatchCollisionPresetName)
Definition Other.h:443
static bool BPFastTrace(UWorld *theWorld, FVector TraceEnd, FVector TraceStart, AActor *ActorToIgnore)
Definition Other.h:399
static int GetWeightedRandomIndexFromArray(TArray< float > pArray, float ForceRand)
Definition Other.h:419
static int IsChildOfClasses(TSubclassOf< UObject > childClass, TArray< TSubclassOf< UObject > > *ParentClassesArray)
Definition Other.h:424
static bool OverlappingActorsTrace(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
Definition Other.h:392
static TArray< AActor * > * ServerOctreeOverlapActorsClassBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck)
Definition Other.h:413
static FString * FormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds)
Definition Other.h:403
static bool VTraceAgainstActorExpensive(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToTraceAgainst, ECollisionChannel Channel, int CollisionGroups, float SphereRadius, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, bool bSort)
Definition Other.h:437
static TArray< AActor * > * ServerOctreeOverlapActorsClass(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck)
Definition Other.h:412
static FRotator * BPRTransformInverse(FRotator *result, FRotator *R, FRotator *RBasis)
Definition Other.h:415
static TArray< AActor * > * ServerOctreeOverlapActors(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, bool bForceActorLocationDistanceCheck)
Definition Other.h:410
static bool StaticCheckForCommand(FString CommandName)
Definition Other.h:406
static TArray< TWeakObjectPtr< APrimalDinoCharacter > > * RemoveInvalidObjectsInContainer(TArray< TWeakObjectPtr< APrimalDinoCharacter > > *result, TArray< TWeakObjectPtr< APrimalDinoCharacter > > fContainer)
Definition Other.h:417
static void MultiTraceProjectSphere(UObject *WorldContextObject, TArray< FHitResult > *OutResults, FVector *Origin, ECollisionChannel TraceChannel, int HorizResolution, int VertResolution, float StartDistance, float EndDistance, float NorthConeSubtractAngle, float SouthConeSubtractAngle, int PctChanceToTrace, int MaxTraceCount, bool bDrawDebugLines, float DebugDrawDuration)
Definition Other.h:397
static AActor * SpawnActorInWorld(UWorld *ForWorld, TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, AActor *OwnerActor, APawn *InstigatorPawn)
Definition Other.h:441
static FColor * GetTeamColor(FColor *result, const int TargetingTeam)
Definition Other.h:402
static void SetSessionPrefix(FString *InPrefix)
Definition Other.h:401
static void GetIslandCustomDatas(AActor *SomeIslandActor, int *IslandID, TArray< FString > *IslandCustomDatas1, TArray< FString > *IslandCustomDatas2)
Definition Other.h:449
static FString * GetClassPathName(FString *result, UObject *ForObject)
Definition Other.h:439
static bool OwnsDLC(FString DLCName)
Definition Other.h:429
static UClass * BPLoadClass(FString *PathName)
Definition Other.h:436
static int GetSecondsIntoDay()
Definition Other.h:405
static void SetLastMapPlayed(FString *NewLastMapPlayed)
Definition Other.h:426
static bool IsWorkshopIDSubscribed(FString *WorkshopID)
Definition Other.h:434
static bool GetGroundLocation(UWorld *forWorld, FVector *theGroundLoc, FVector *StartLoc, FVector *OffsetUp, FVector *OffsetDown)
Definition Other.h:407
static int BPGetWeightedRandomIndex(TArray< float > *pArray, float ForceRand)
Definition Other.h:396
static FString * GetClassString(FString *result, UClass *Class)
Definition Other.h:438
static bool OverlappingActors(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, int CollisionGroups, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest)
Definition Other.h:389
static TArray< AActor * > * ServerOctreeOverlapActorsBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, bool bForceActorLocationDistanceCheck)
Definition Other.h:411
static bool AreRotatorsNearlyEqual(FRotator *RotatorA, FRotator *RotatorB, float WithinError)
Definition Other.h:446
static FRotator * BPRotatorLerp(FRotator *result, FRotator *A, FRotator *B, const float *Alpha)
Definition Other.h:398
static float GetAngleBetweenVectors(FVector *VectorA, FVector *VectorB, FVector *AroundAxis)
Definition Other.h:445
static bool IsGamePadConnected()
Definition Other.h:423
static bool CalculateInterceptPosition(FVector *StartPosition, FVector *StartVelocity, float ProjectileVelocity, FVector *TargetPosition, FVector *TargetVelocity, FVector *InterceptPosition)
Definition Other.h:404
static FString * GetTotalCoversionIdAsString(FString *result)
Definition Other.h:440
static void SetBoolArrayElemFalse(TArray< bool > *TheArray, int TheIndex)
Definition Other.h:448
static bool VTraceIgnoreFoliage(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, AActor *OtherActorToIgnore, TArray< AActor * > *OtherActorsToIgnore, FQuat *Rot, AActor *AnotherActorToIgnore, bool bIgnoreFoliage)
Definition Other.h:400
static bool VTraceMulti(UWorld *theWorld, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, AActor *InIgnoreActor, int CollisionGroups, float SphereRadius, FVector *BoxExtent, bool bReturnPhysMaterial, ECollisionChannel TraceChannel, bool bTraceComplex, FName TraceTag, bool bTraceChannelForceOverlap, bool bDoSort, AActor *AdditionalIgnoreActor, AActor *AnotherIgnoreActor, bool bJustDoSphereOverlapAtStartLoc, TArray< AActor * > *ExtraIgnoreActors)
Definition Other.h:422
static FVector * ClampLocation(FVector *result, FVector BaseLocation, FVector DesiredLocation, float MaxDiff, bool bTraceClampLocation, UWorld *TraceWorld, FVector *TraceFromLocation)
Definition Other.h:395
static float ClampRotAxis(float BaseAxis, float DesiredAxis, float MaxDiff)
Definition Other.h:394
static void SetLastHostedMapPlayed(FString *NewLastHostedMapPlayed)
Definition Other.h:427
static void SetBoolArrayElemTrue(TArray< bool > *TheArray, int TheIndex)
Definition Other.h:447
static bool GetOverlappedHarvestActors(UWorld *ForWorld, FVector *AtLoc, float AtRadius, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< FVector > *OutHarvestLocations, TArray< int > *OutHitBodyIndices)
Definition Other.h:442
static bool OwnsSteamAppID(int AppID)
Definition Other.h:430
static FRotator * BPRTransform(FRotator *result, FRotator *R, FRotator *RBasis)
Definition Other.h:414
static void CallGlobalLevelEvent(UWorld *forWorld, FName EventName)
Definition Other.h:408
static int GetWeightedRandomIndex(TArray< float > *pArray, float ForceRand)
Definition Other.h:391
static FVector * LeadTargetPosition(FVector *result, FVector *ProjLocation, float ProjSpeed, FVector *TargetLocation, FVector *TargetVelocity)
Definition Other.h:432
static bool FindWorldActors(UWorld *fWorld, TArray< AActor * > *fContainer, TSubclassOf< AActor > fType, FName fTag)
Definition Other.h:416
static void FinishSpawning(AActor *Actor)
Definition Other.h:418
static bool VTraceSingleBP(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bTraceComplex, AActor *ActorToIgnore)
Definition Other.h:421
static FString * GetLastMapPlayed(FString *result)
Definition Other.h:425
static bool OwnsScorchedEarth()
Definition Other.h:428
static AActor * GetClosestActorArray(FVector ToPoint, TArray< AActor * > *ActorArray)
Definition Other.h:420
static UPhysicalMaterial * TracePhysMaterial(UWorld *theWorld, FVector StartPos, FVector EndPos, AActor *IgnoreActor)
Definition Other.h:393
static FVector2D * BPProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC)
Definition Other.h:409
static FTransform * InverseTransform(FTransform *result, FTransform *TransformIn)
Definition Other.h:435
void ExportTextItem(FString *ValueStr, const void *PropertyValue, const void *DefaultValue, UObject *Parent, int PortFlags, UObject *ExportRootScope)
Definition UE.h:566
UWaveWorksComponent * WaveWorksComponentField()
Definition GameMode.h:484
bool & bFlushingLevelStreamingField()
Definition GameMode.h:476
void AddToWorld(ULevel *Level, FTransform *LevelTransform, bool bAlwaysConsiderTimeLimit, bool bIsInFarthestTileLayer, bool bIgnoreGroupedLevelHiding)
Definition GameMode.h:507
int & AllowLevelLoadOverrideField()
Definition GameMode.h:441
void RemoveActor(AActor *Actor, bool bShouldModifyLevel)
Definition GameMode.h:578
FVector * GetShorelineDampeningFactors(FVector *result, FVector2D *Position, float WindSpeed)
Definition GameMode.h:552
unsigned int & NumLightingUnbuiltObjectsField()
Definition GameMode.h:483
bool AreActorsInitialized()
Definition GameMode.h:509
bool & bDoDelayedUpdateCullDistanceVolumesField()
Definition GameMode.h:446
void FinishDestroy()
Definition GameMode.h:528
unsigned int & LastUnstasisCountField()
Definition GameMode.h:469
static FVector4 * GetWindSpeedDampeningInfluence(FVector4 *result, float WindSpeed)
Definition GameMode.h:555
void ServerTravel(FString *FURL, bool bAbsolute, bool bShouldSkipGameNotify)
Definition GameMode.h:587
bool ContainsActor(AActor *Actor)
Definition GameMode.h:520
long double GetAudioTimeSeconds()
Definition GameMode.h:531
static FString * RemovePIEPrefix(FString *result, FString *Source)
Definition GameMode.h:584
void UpdateConstraintActors()
Definition GameMode.h:593
AWorldSettings * GetWorldSettings(bool bCheckStreamingPesistent, bool bChecked)
Definition GameMode.h:556
long double TimeSince(long double Time)
Definition GameMode.h:592
void UpdateCullDistanceVolumes()
Definition GameMode.h:594
void RemoveFromInternalSimpleOctree(FOctreeElementSimple *InElement)
Definition GameMode.h:581
bool & bOriginOffsetThisFrameField()
Definition GameMode.h:475
TIndexedContainerIterator< TArray< TAutoWeakObjectPtr< APlayerController > > const, TAutoWeakObjectPtr< APlayerController > const, int > * GetPlayerControllerIterator(TIndexedContainerIterator< TArray< TAutoWeakObjectPtr< APlayerController > > const, TAutoWeakObjectPtr< APlayerController > const, int > *result)
Definition GameMode.h:549
TIndexedContainerIterator< TArray< TAutoWeakObjectPtr< APawn > > const, TAutoWeakObjectPtr< APawn > const, int > * GetPawnIterator(TIndexedContainerIterator< TArray< TAutoWeakObjectPtr< APawn > > const, TAutoWeakObjectPtr< APawn > const, int > *result)
Definition GameMode.h:548
TArray< unsigned char > & WorldShorelineMapField()
Definition GameMode.h:487
long double & AudioTimeSecondsField()
Definition GameMode.h:455
void PrepareMapChange(TArray< FName > *LevelNames)
Definition GameMode.h:576
void UpdateInternalSimpleOctreeTransform(FOctreeElementSimple *InElement)
Definition GameMode.h:596
void TickNetClient(float DeltaSeconds)
Definition GameMode.h:502
void StartPhysicsSim()
Definition GameMode.h:610
FName & CommittedPersistentLevelNameField()
Definition GameMode.h:481
TArray< ULevel * > * GetLevels()
Definition GameMode.h:542
bool IsInSeamlessTravel()
Definition GameMode.h:563
static UWorld * DuplicateWorldForPIE(FString *PackageName, UWorld *OwningWorld)
Definition GameMode.h:525
bool & bShouldSimulatePhysicsField()
Definition GameMode.h:449
bool IsServer()
Definition GameMode.h:567
bool & GamePreviewField()
Definition GameMode.h:420
void RemoveNetworkActor(AActor *Actor)
Definition GameMode.h:583
float GetDefaultGravityZ()
Definition GameMode.h:534
void FindOrCreateSerializedObject(FAtlasSaveObjectData *SavedObject, TArray< UObject * > *Levels, FName Name, TArray< AActor * > *ActorsToBeginPlay, UWorld *World)
Definition GameMode.h:527
bool AreAlwaysLoadedLevelsLoaded()
Definition GameMode.h:510
float & PreviousDeltaTimeSecondsField()
Definition GameMode.h:457
void MarkActorComponentForNeededEndOfFrameUpdate(UActorComponent *Component, bool bForceGameThread)
Definition GameMode.h:498
FString & CurrentDayTimeField()
Definition GameMode.h:482
TArray< TAutoWeakObjectPtr< APlayerController > > & PlayerControllerListField()
Definition GameMode.h:425
bool & bShouldForceVisibleStreamingLevelsField()
Definition GameMode.h:445
float & DeltaTimeSecondsField()
Definition GameMode.h:456
UTexture2D * ShorelineMapsTextureField()
Definition GameMode.h:488
void ForceGarbageCollection(bool bForcePurge)
Definition GameMode.h:496
TMap< FString, TArray< TArray< TArray< unsigned int > > >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, TArray< TArray< TArray< unsigned int > > >, 0 > > & LocalInstancedStaticMeshComponentInstancesVisibilityStateField()
Definition GameMode.h:421
void SetWaveWorksComponent(UUI_HostSession *SessionUI)
Definition GameMode.h:589
bool AddLevel(ULevel *InLevel)
Definition GameMode.h:505
UWaveWorksComponent * GetWaveWorksComponent()
Definition GameMode.h:554
bool IsVisibilityRequestPending()
Definition GameMode.h:569
int GetActorCount()
Definition GameMode.h:529
bool HasBegunPlay()
Definition GameMode.h:557
void UpdateInternalOctreeTransform(UPrimitiveComponent *InComponent)
Definition GameMode.h:595
bool AllowAudioPlayback()
Definition GameMode.h:508
ULevel * CurrentLevelPendingVisibilityField()
Definition GameMode.h:412
static UClass * GetPrivateStaticClass(const wchar_t *Package)
Definition GameMode.h:611
void RemoveFromInternalOctree(UPrimitiveComponent *InComponent)
Definition GameMode.h:580
float GetShoreDepth(FVector2D *Position)
Definition GameMode.h:551
bool & bIsWorldInitializedField()
Definition GameMode.h:440
TArray< FName > & PreparingLevelNamesField()
Definition GameMode.h:480
void EnsureCollisionTreeIsBuilt()
Definition GameMode.h:526
long double & LastTimeUnbuiltLightingWasEncounteredField()
Definition GameMode.h:451
ULocalPlayer * GetFirstLocalPlayerFromController()
Definition GameMode.h:537
FString * GetAddressURL(FString *result)
Definition GameMode.h:530
int GetNetRelevantActorCount()
Definition GameMode.h:547
APlayerController * GetFirstPlayerController()
Definition GameMode.h:538
bool QueryTraceData(FTraceHandle *Handle, int FrameOffset, FTraceDatum *OutData)
Definition GameMode.h:606
FName & DebugDrawTraceTagField()
Definition GameMode.h:450
void RemoveFromWorld(ULevel *Level)
Definition GameMode.h:582
void ModifyLevel(ULevel *Level)
Definition GameMode.h:571
void FinishPhysicsSim()
Definition GameMode.h:609
void WelcomePlayer(UNetConnection *Connection)
Definition GameMode.h:599
bool FindTeleportSpot(AActor *TestActor, FVector *TestLocation, FRotator TestRotation, FVector *TraceWorldGeometryFromLocation)
Definition GameMode.h:495
FString & NextURLField()
Definition GameMode.h:478
ALevelScriptActor * GetLevelScriptActor(ULevel *OwnerLevel)
Definition GameMode.h:541
void AddNetworkActor(AActor *Actor)
Definition GameMode.h:506
bool & bIsBuiltField()
Definition GameMode.h:433
long double GetRealTimeSeconds()
Definition GameMode.h:550
unsigned int & UnStasisThisFrameField()
Definition GameMode.h:460
TArray< TAutoWeakObjectPtr< AController > > & ControllerListField()
Definition GameMode.h:424
bool & bIsIdleField()
Definition GameMode.h:403
void PostLoad()
Definition GameMode.h:573
void RequestNewWorldOrigin(FIntVector InNewOriginLocation)
Definition GameMode.h:585
float & StasisMaxResetTimerField()
Definition GameMode.h:468
bool IsPreparingMapChange()
Definition GameMode.h:566
bool SetNewWorldOrigin(FIntVector InNewOriginLocation)
Definition GameMode.h:588
bool LineTraceMulti(TArray< FHitResult > *OutHits, FVector *Start, FVector *End, FCollisionQueryParams *Params, FCollisionObjectQueryParams *ObjectQueryParams, bool bDoSort, bool bCullBackfaces, bool bUsePostFilter, float NegativeDistanceTolerance)
Definition GameMode.h:601
bool LineTraceSingle(FHitResult *OutHit, FVector *Start, FVector *End, FCollisionQueryParams *Params, FCollisionObjectQueryParams *ObjectQueryParams, bool bUsePostFilter, float NegativeDistanceTolerance)
Definition GameMode.h:603
bool DestroyActor(AActor *ThisActor, bool bNetForce, bool bShouldModifyLevel)
Definition GameMode.h:493
long double & ForceBlockLoadTimeoutField()
Definition GameMode.h:477
static FString * StripPIEPrefixFromPackageName(FString *result, FString *PrefixedName, FString *Prefix)
Definition GameMode.h:591
long double & TimeSecondsField()
Definition GameMode.h:452
void CleanupActors()
Definition GameMode.h:492
TArray< ULevel * > LevelsField()
Definition GameMode.h:415
FString * GetMapName(FString *result)
Definition GameMode.h:544
bool IsLevelLoadedByName(FName *LevelName)
Definition GameMode.h:564
TIndexedContainerIterator< TArray< TAutoWeakObjectPtr< AController > > const, TAutoWeakObjectPtr< AController > const, int > * GetControllerIterator(TIndexedContainerIterator< TArray< TAutoWeakObjectPtr< AController > > const, TAutoWeakObjectPtr< AController > const, int > *result)
Definition GameMode.h:532
void CreatePhysicsScene()
Definition GameMode.h:523
bool CompositeShorelineIntoWorldInternal(FShorelineMetadata *Shoreline, FTransform *Transform)
Definition GameMode.h:519
void InitializeNewWorld(UWorld::InitializationValues IVS)
Definition GameMode.h:559
bool & bShouldDelayGarbageCollectField()
Definition GameMode.h:439
TSet< TWeakObjectPtr< UActorComponent >, DefaultKeyFuncs< TWeakObjectPtr< UActorComponent >, 0 >, FDefaultSetAllocator > & ComponentsThatNeedEndOfFrameUpdate_OnGameThreadField()
Definition GameMode.h:428
unsigned int & StasisOssilationThisFrameMaxField()
Definition GameMode.h:464
unsigned int & StasisThisFrameMaxField()
Definition GameMode.h:462
int & StreamingVolumeUpdateDelayField()
Definition GameMode.h:442
void InitWorld(UWorld::InitializationValues IVS)
Definition GameMode.h:558
bool & FullPurgeTriggeredField()
Definition GameMode.h:438
unsigned int & UnStasisThisFrameMaxField()
Definition GameMode.h:463
unsigned int & CurrentSaveIncrementorField()
Definition GameMode.h:471
long double GetTimeSeconds()
Definition GameMode.h:553
bool & bTickNewlySpawnedField()
Definition GameMode.h:434
float & NextSwitchCountdownField()
Definition GameMode.h:479
bool IsStreamingLevelLoaded(FName *LevelName, unsigned int UniqueID)
Definition GameMode.h:568
bool LineTraceMulti(TArray< FHitResult > *OutHits, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params, FCollisionResponseParams *ResponseParam, bool bDoSort, bool bCullBackfaces, bool bUsePostFilter, float NegativeDistanceTolerance)
Definition GameMode.h:602
bool & bPostTickComponentUpdateField()
Definition GameMode.h:435
bool & bIsRunningConstructionScriptField()
Definition GameMode.h:448
TEnumAsByte< enum EWorldType::Type > & WorldTypeField()
Definition GameMode.h:447
ULevel * PersistentLevelField()
Definition GameMode.h:408
unsigned int & StasisOssilationThisFrameField()
Definition GameMode.h:461
float & PauseDelayField()
Definition GameMode.h:458
float & StasisOssilationThisFrameAvgField()
Definition GameMode.h:467
FShorelineProps & WorldShorelinePropsField()
Definition GameMode.h:486
FString & StreamingLevelsPrefixField()
Definition GameMode.h:411
void InitializeShorelineToDefault()
Definition GameMode.h:560
TArray< UObject * > ExtraReferencedObjectsField()
Definition GameMode.h:410
AGameMode * AuthorityGameModeField()
Definition GameMode.h:414
long double & LoadedAtTimeSecondsField()
Definition GameMode.h:453
static FString * ConvertToPIEPackageName(FString *result, FString *PackageName, int PIEInstanceID)
Definition GameMode.h:522
bool EncroachingBlockingGeometry(AActor *TestActor, FVector TestLocation, FRotator TestRotation, FVector *ProposedAdjustment, FVector *TraceWorldGeometryFromLocation)
Definition GameMode.h:494
TSet< TWeakObjectPtr< UActorComponent >, DefaultKeyFuncs< TWeakObjectPtr< UActorComponent >, 0 >, FDefaultSetAllocator > & ComponentsThatNeedEndOfFrameUpdateField()
Definition GameMode.h:427
TArray< TSubclassOf< AActor > > & ActorsClassesAllowedToSaveField()
Definition GameMode.h:402
float & UnStasisThisFrameAvgField()
Definition GameMode.h:466
bool & bRequiresHitProxiesField()
Definition GameMode.h:430
ULevel * GetCurrentLevel()
Definition GameMode.h:533
TMap< FName, TWeakObjectPtr< UClass >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, TWeakObjectPtr< UClass >, 0 > > & PrioritizedObjectMapField()
Definition GameMode.h:422
TSet< FName, DefaultKeyFuncs< FName, 0 >, FDefaultSetAllocator > & LevelNameHashField()
Definition GameMode.h:407
bool DestroySwappedPC(UNetConnection *Connection)
Definition GameMode.h:524
void UpdateParameterCollectionInstances(bool bUpdateInstanceUniformBuffers)
Definition GameMode.h:597
AGameState * GameStateField()
Definition GameMode.h:409
void SeamlessTravel(FString *SeamlessTravelURL, bool bAbsolute, FGuid MapPackageGuid)
Definition GameMode.h:586
FString * GetLocalURL(FString *result)
Definition GameMode.h:543
UGameInstance * OwningGameInstanceField()
Definition GameMode.h:418
ULevel * GetLevel(int InLevelIndex)
Definition GameMode.h:540
void GetMatineeActors(TArray< AMatineeActor * > *OutMatineeActors)
Definition GameMode.h:545
void RebuildShoreline()
Definition GameMode.h:577
FIntVector & RequestedOriginLocationField()
Definition GameMode.h:474
float GetDistanceToShore(FVector2D *Position)
Definition GameMode.h:536
void CompositeShorelineIntoWorld(FShorelineMetadata *Shoreline, FTransform *Transform)
Definition GameMode.h:518
unsigned int & StasisThisFrameField()
Definition GameMode.h:459
FIntVector & OriginLocationField()
Definition GameMode.h:473
bool ContainsLevel(ULevel *InLevel)
Definition GameMode.h:521
float GetGravityZ()
Definition GameMode.h:539
void ProcessLevelStreamingVolumes(FVector *OverrideViewLocation)
Definition GameMode.h:499
TMap< TWeakObjectPtr< UBlueprint >, TWeakObjectPtr< UObject >, FDefaultSetAllocator, TDefaultMapKeyFuncs< TWeakObjectPtr< UBlueprint >, TWeakObjectPtr< UObject >, 0 > > & BlueprintObjectsBeingDebuggedField()
Definition GameMode.h:429
void ClearWorldComponents()
Definition GameMode.h:516
AActor * SpawnActor(UClass *Class, FVector *Location, FRotator *Rotation, FActorSpawnParameters *SpawnParameters)
Definition GameMode.h:501
void BroadcastLevelsChanged()
Definition GameMode.h:512
float & TimeSinceLastPendingKillPurgeField()
Definition GameMode.h:437
void FinishAsyncTrace()
Definition GameMode.h:600
float GetDeltaSeconds()
Definition GameMode.h:535
int & PlayerNumField()
Definition GameMode.h:436
TArray< TWeakObjectPtr< AActor > > & LocalStasisActorsField()
Definition GameMode.h:406
void RemoveController(AController *Controller)
Definition GameMode.h:579
bool LineTraceSingle(FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params, FCollisionResponseParams *ResponseParam, bool bUsePostfilter, float NegativeDistanceTolerance)
Definition GameMode.h:604
ULevel * CurrentLevelField()
Definition GameMode.h:417
void ResetAsyncTrace()
Definition GameMode.h:607
bool IsPaused()
Definition GameMode.h:497
bool & bEverHadGameStateField()
Definition GameMode.h:404
bool & bHasCheckedForWaveWorksField()
Definition GameMode.h:485
void StartAsyncTrace()
Definition GameMode.h:608
unsigned int & LoadedSaveIncrementorField()
Definition GameMode.h:470
bool & bClientReceivedSeamlessMapImagesField()
Definition GameMode.h:405
void UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly)
Definition GameMode.h:598
bool & bShouldForceUnloadStreamingLevelsField()
Definition GameMode.h:444
bool IsGameWorld()
Definition GameMode.h:562
void CleanupWorld(bool bSessionEnded, bool bCleanupResources, UWorld *NewWorld)
Definition GameMode.h:515
TArray< FVector > & ViewLocationsRenderedLastFrameField()
Definition GameMode.h:413
UClass * GetModPrioritizedClass(FName *NameIn)
Definition GameMode.h:546
void SetupParameterCollectionInstances()
Definition GameMode.h:590
void UpdateAllReflectionCaptures()
Definition GameMode.h:503
bool LineTraceTest(FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params, FCollisionResponseParams *ResponseParam)
Definition GameMode.h:605
bool & bIsLevelStreamingFrozenField()
Definition GameMode.h:443
void SetMapNeedsLightingFullyRebuilt(int InNumLightingUnbuiltObjects)
Definition GameMode.h:500
bool IsClient()
Definition GameMode.h:561
void BeginPlay()
Definition GameMode.h:511
void AddController(AController *Controller)
Definition GameMode.h:504
void PostDuplicate(bool bDuplicateForPIE)
Definition GameMode.h:572
TMap< unsigned int, TWeakObjectPtr< AActor >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, TWeakObjectPtr< AActor >, 0 > > & UniqueActorIdsField()
Definition GameMode.h:423
void PostSaveRoot(bool bCleanupIsRequired)
Definition GameMode.h:574
TArray< TAutoWeakObjectPtr< APawn > > & PawnListField()
Definition GameMode.h:426
bool PreSaveRoot(const wchar_t *Filename, TArray< FString > *AdditionalPackagesToCook)
Definition GameMode.h:575
bool LoadFromFile(FString *filename)
Definition GameMode.h:570
float & StasisThisFrameAvgField()
Definition GameMode.h:465
bool IsPlayInEditor()
Definition GameMode.h:565
TArray< AActor * > NetworkActorsField()
Definition GameMode.h:416
void CommitMapChange()
Definition GameMode.h:517
long double & RealTimeSecondsField()
Definition GameMode.h:454
long double & BuildStreamingDataTimerField()
Definition GameMode.h:431
int & FrameCounterField()
Definition GameMode.h:419
bool & bInTickField()
Definition GameMode.h:432
void CancelPendingMapChange()
Definition GameMode.h:514
bool & bBlockAllOnNextLevelStreamingProcessField()
Definition GameMode.h:472
static FString * BuildPIEPackagePrefix(FString *result, int PIEInstanceID)
Definition GameMode.h:513
AlignSpec(unsigned width, wchar_t fill, Alignment align=ALIGN_DEFAULT)
Definition format.h:1835
int precision() const
Definition format.h:1840
Alignment align_
Definition format.h:1833
Alignment align() const
Definition format.h:1838
bool flag(unsigned) const
Definition format.h:1848
char type_prefix() const
Definition format.h:1850
AlignTypeSpec(unsigned width, wchar_t fill)
Definition format.h:1846
char type() const
Definition format.h:1849
BasicCStringRef< Char > sep
Definition format.h:4037
ArgJoin(It first, It last, const BasicCStringRef< Char > &sep)
Definition format.h:4039
char type() const
Definition format.h:1865
int precision() const
Definition format.h:1864
FormatSpec(unsigned width=0, char type=0, wchar_t fill=' ')
Definition format.h:1859
unsigned flags_
Definition format.h:1855
bool flag(unsigned f) const
Definition format.h:1863
char type_prefix() const
Definition format.h:1866
char type() const
Definition format.h:1813
unsigned width() const
Definition format.h:1810
Alignment align() const
Definition format.h:1809
char fill() const
Definition format.h:1815
int precision() const
Definition format.h:1811
bool flag(unsigned) const
Definition format.h:1812
char type_prefix() const
Definition format.h:1814
WidthSpec(unsigned width, wchar_t fill)
Definition format.h:1825
unsigned width_
Definition format.h:1820
wchar_t fill() const
Definition format.h:1828
unsigned width() const
Definition format.h:1827
wchar_t fill_
Definition format.h:1823
static Arg make(const T &value)
Definition format.h:2395
Value Type[N > 0 ? N :+1]
Definition format.h:2374
static Value make(const T &value)
Definition format.h:2377
static const uint32_t POWERS_OF_10_32[]
Definition format.h:1007
static const char DIGITS[]
Definition format.h:1009
static const uint64_t POWERS_OF_10_64[]
Definition format.h:1008
NamedArg(BasicStringRef< Char > argname, const T &value)
Definition format.h:1541
BasicStringRef< Char > name
Definition format.h:1538
NamedArgWithType(BasicStringRef< Char > argname, const T &value)
Definition format.h:1547
static bool is_negative(T value)
Definition format.h:970
void(* FormatFunc)(void *formatter, const void *arg, void *format_str_ptr)
Definition format.h:1169
LongLong long_long_value
Definition format.h:1180
StringValue< wchar_t > wstring
Definition format.h:1188
CustomValue custom
Definition format.h:1189
const void * pointer
Definition format.h:1184
StringValue< signed char > sstring
Definition format.h:1186
ULongLong ulong_long_value
Definition format.h:1181
long double long_double_value
Definition format.h:1183
StringValue< char > string
Definition format.h:1185
unsigned uint_value
Definition format.h:1179
StringValue< unsigned char > ustring
Definition format.h:1187
async_msg & operator=(const async_msg &other)=delete
async_msg & operator=(async_msg &&other) SPDLOG_NOEXCEPT
async_msg(async_msg &&other) SPDLOG_NOEXCEPT
const std::string * logger_name
Definition log_msg.h:41
fmt::MemoryWriter formatted
Definition log_msg.h:46
log_clock::time_point time
Definition log_msg.h:43
fmt::MemoryWriter raw
Definition log_msg.h:45
log_msg(const log_msg &other)=delete
log_msg & operator=(log_msg &&other)=delete
log_msg(log_msg &&other)=delete
int load(std::memory_order) const
Definition null_mutex.h:33
static filename_t calc_filename(const filename_t &filename)
Definition file_sinks.h:178
static filename_t calc_filename(const filename_t &filename)
Definition file_sinks.h:161
#define FMT_USE_DEFAULTED_FUNCTIONS
Definition format.h:297
#define FMT_OVERRIDE
Definition format.h:263
#define FMT_ASSERT(condition, message)
Definition format.h:337
#define FMT_MAKE_VALUE(Type, field, TYPE)
Definition format.h:1399
#define FMT_GEN3(f)
Definition format.h:2346
#define FMT_GEN11(f)
Definition format.h:2354
#define FMT_FOR_EACH(f,...)
Definition format.h:3630
#define FMT_FOR_EACH3(f, x0, x1, x2)
Definition format.h:2507
#define FMT_CAPTURE_ARG_W_(id, index)
Definition format.h:3722
#define FMT_MAKE_STR_VALUE(Type, TYPE)
Definition format.h:1461
#define FMT_VARIADIC_VOID(func, arg_type)
Definition format.h:2472
#define FMT_RSEQ_N()
Definition format.h:3626
#define FMT_DISABLE_CONVERSION_TO_INT(Type)
Definition format.h:1266
#define FMT_FOR_EACH8(f, x0, x1, x2, x3, x4, x5, x6, x7)
Definition format.h:2517
#define FMT_HAS_GXX_CXX11
Definition format.h:118
#define FMT_STATIC_ASSERT(cond, message)
Definition format.h:1329
#define FMT_USE_VARIADIC_TEMPLATES
Definition format.h:186
#define FMT_MSC_VER
Definition format.h:75
#define FMT_USE_EXTERN_TEMPLATES
Definition format.h:326
#define FMT_GEN1(f)
Definition format.h:2344
#define FMT_CONCAT(a, b)
Definition format.h:1312
#define FMT_DEFINE_INT_FORMATTERS(TYPE)
Definition format.h:1938
#define FMT_SECURE_SCL
Definition format.h:65
#define FMT_GCC_EXTENSION
Definition format.h:117
#define FMT_FOR_EACH1(f, x0)
Definition format.h:2504
#define FMT_GCC_VERSION
Definition format.h:116
#define FMT_HAS_CPP_ATTRIBUTE(x)
Definition format.h:153
#define FMT_CAPTURE_ARG_(id, index)
Definition format.h:3720
#define FMT_FOR_EACH2(f, x0, x1)
Definition format.h:2505
#define FMT_VARIADIC_CTOR(ctor, func, arg0_type, arg1_type)
Definition format.h:2489
#define FMT_EXCEPTIONS
Definition format.h:217
#define FMT_FOR_EACH4(f, x0, x1, x2, x3)
Definition format.h:2509
#define FMT_VARIADIC(ReturnType, func,...)
Definition format.h:3708
#define FMT_USE_NOEXCEPT
Definition format.h:230
#define FMT_GEN14(f)
Definition format.h:2357
#define FMT_USE_WINDOWS_H
Definition format.h:1115
#define FMT_USE_RVALUE_REFERENCES
Definition format.h:197
#define FMT_VARIADIC_(Const, Char, ReturnType, func, call,...)
Definition format.h:3660
#define FMT_USE_DELETED_FUNCTIONS
Definition format.h:280
#define FMT_DEFAULTED_COPY_CTOR(TypeName)
Definition format.h:306
#define FMT_HAS_FEATURE(x)
Definition format.h:141
#define FMT_USE_USER_DEFINED_LITERALS
Definition format.h:321
#define FMT_GET_ARG_NAME(type, index)
Definition format.h:3634
#define FMT_DETECTED_NOEXCEPT
Definition format.h:238
#define FMT_GEN13(f)
Definition format.h:2356
#define FMT_HAS_STRING_VIEW
Definition format.h:59
#define FMT_GEN8(f)
Definition format.h:2351
#define FMT_GEN6(f)
Definition format.h:2349
#define FMT_DISPATCH(call)
Definition format.h:1632
#define FMT_API
Definition format.h:94
#define FMT_ARG_N(_1, _2, _3, _4, _5, _6, _7, _8, _9, _10, N,...)
Definition format.h:3625
#define FMT_ADD_ARG_NAME(type, index)
Definition format.h:3633
#define FMT_USE_ALLOCATOR_TRAITS
Definition format.h:206
#define FMT_GEN(n, f)
Definition format.h:2343
#define FMT_GEN2(f)
Definition format.h:2345
#define FMT_FOR_EACH_(N, f,...)
Definition format.h:3628
#define FMT_MAKE_VALUE_(Type, field, TYPE, rhs)
Definition format.h:1395
#define FMT_DELETED_OR_UNDEFINED
Definition format.h:290
#define FMT_DTOR_NOEXCEPT
Definition format.h:254
#define FMT_SPECIALIZE_MAKE_UNSIGNED(T, U)
Definition format.h:698
#define FMT_NORETURN
Definition format.h:179
#define FMT_DISALLOW_COPY_AND_ASSIGN(TypeName)
Definition format.h:291
#define FMT_NARG(...)
Definition format.h:3623
#define FMT_NARG_(...)
Definition format.h:3624
#define FMT_USE_STATIC_ASSERT
Definition format.h:1321
#define FMT_GEN7(f)
Definition format.h:2350
#define FMT_FOR_EACH9(f, x0, x1, x2, x3, x4, x5, x6, x7, x8)
Definition format.h:2519
#define FMT_THROW(x)
Definition format.h:222
#define FMT_VARIADIC_W(ReturnType, func,...)
Definition format.h:3714
#define FMT_FOR_EACH5(f, x0, x1, x2, x3, x4)
Definition format.h:2511
#define FMT_GEN12(f)
Definition format.h:2355
#define FMT_GEN9(f)
Definition format.h:2352
#define FMT_GEN4(f)
Definition format.h:2347
#define FMT_FOR_EACH6(f, x0, x1, x2, x3, x4, x5)
Definition format.h:2513
#define FMT_FOR_EACH7(f, x0, x1, x2, x3, x4, x5, x6)
Definition format.h:2515
#define FMT_NOEXCEPT
Definition format.h:243
#define FMT_MAKE_WSTR_VALUE(Type, TYPE)
Definition format.h:1478
#define FMT_EXPAND(args)
Definition format.h:3619
#define FMT_NULL
Definition format.h:273
#define FMT_GEN10(f)
Definition format.h:2353
#define FMT_HAS_INCLUDE(x)
Definition format.h:51
#define FMT_GEN5(f)
Definition format.h:2348