15
16
17 ARK_API std::string Utf8Encode(
const std::wstring& wstr);
20
21
22 ARK_API std::wstring Utf8Decode(
const std::string& str);
25
26
27 ARK_API bool IsPluginLoaded(
const std::string& plugin_name);
30
31
EDistanceFieldTwoSidedOverride
@ ECC_OverlapAllDynamic_Deprecated
@ ECC_OverlapAllStatic_Deprecated
@ ECC_OverlapAll_Deprecated
EIndirectLightingCacheQuality
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)
@ MOVECOMP_NeverIgnoreBlockingOverlaps
@ MOVECOMP_SkipPhysicsMove
@ MOVECOMP_DoCenterOfMassCheck
static unsigned int GetBuildUniqueId()
ARK_API LPVOID GetDataAddress(const std::string &name)
ARK_API BitField GetBitField(LPVOID base, const std::string &name)
ARK_API BitField GetBitField(const void *base, const std::string &name)
ARK_API DWORD64 GetAddress(const void *base, const std::string &name)
ARK_API LPVOID GetAddress(const std::string &name)
FPlatformTypes::CHAR16 UCS2CHAR
A 16-bit character containing a UCS2 (Unicode, 16-bit, fixed-width) code unit, used for compatibility...
FWindowsPlatformTypes FPlatformTypes
#define PLATFORM_LITTLE_ENDIAN
FPlatformTypes::CHAR8 UTF8CHAR
An 8-bit character containing a UTF8 (Unicode, 8-bit, variable-width) code unit.
#define PLATFORM_HAS_64BIT_ATOMICS
#define PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS
#define ensureMsgf(Expr, Expr2)
FPlatformTypes::CHAR16 UTF16CHAR
A 16-bit character containing a UTF16 (Unicode, 16-bit, variable-width) code unit.
FPlatformTypes::CHAR32 UTF32CHAR
A 32-bit character containing a UTF32 (Unicode, 32-bit, fixed-width) code unit.
static FORCEINLINE int32 BYTESWAP_ORDER32(int32 val)
static FORCEINLINE uint16 BYTESWAP_ORDER16(uint16 val)
static FORCEINLINE void BYTESWAP_ORDER_TCHARARRAY(TCHAR *str)
static FORCEINLINE uint32 BYTESWAP_ORDER32(uint32 val)
#define BYTESWAP_ORDER16_unsigned(x)
static FORCEINLINE float BYTESWAP_ORDERF(float val)
static FORCEINLINE int16 BYTESWAP_ORDER16(int16 val)
static FORCEINLINE uint64 BYTESWAP_ORDER64(uint64 Value)
static FORCEINLINE int64 BYTESWAP_ORDER64(int64 Value)
#define BYTESWAP_ORDER32_unsigned(x)
TCString< ANSICHAR > FCStringAnsi
TCString< WIDECHAR > FCStringWide
TCString< TCHAR > FCString
TChar< WIDECHAR > FCharWide
#define LITERAL(CharType, StringLiteral)
TChar< ANSICHAR > FCharAnsi
static const float OneOver255
FORCEINLINE FLinearColor operator*(float Scalar, const FLinearColor &Color)
FORCEINLINE int32 DefaultCalculateSlackShrink(int32 NumElements, int32 NumAllocatedElements, SIZE_T BytesPerElement, bool bAllowQuantize, uint32 Alignment=DEFAULT_ALIGNMENT)
#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)
@ CASTCLASS_UObjectProperty
@ CASTCLASS_UDelegateFunction
@ CASTCLASS_UDelegateProperty
@ CASTCLASS_UDoubleProperty
@ CASTCLASS_UBoolProperty
@ CASTCLASS_UUInt16Property
@ CASTCLASS_UClassProperty
@ CASTCLASS_USkinnedMeshComponent
@ CASTCLASS_UStaticMeshComponent
@ CASTCLASS_UEnumProperty
@ CASTCLASS_UStructProperty
@ CASTCLASS_UPrimitiveComponent
@ CASTCLASS_UNameProperty
@ CASTCLASS_APlayerController
@ CASTCLASS_UScriptStruct
@ CASTCLASS_UInterfaceProperty
@ CASTCLASS_UAssetObjectProperty
@ CASTCLASS_USceneComponent
@ CASTCLASS_UNumericProperty
@ CASTCLASS_UInt64Property
@ CASTCLASS_UWeakObjectProperty
@ CASTCLASS_UMulticastDelegateProperty
@ CASTCLASS_UTextProperty
@ CASTCLASS_UInt16Property
@ CASTCLASS_UByteProperty
@ CASTCLASS_UUInt32Property
@ CASTCLASS_UAssetClassProperty
@ CASTCLASS_UInt8Property
@ CASTCLASS_UArrayProperty
@ CASTCLASS_USkeletalMeshComponent
@ CASTCLASS_UFloatProperty
@ CASTCLASS_ULazyObjectProperty
@ CASTCLASS_UUInt64Property
@ CASTCLASS_UObjectPropertyBase
int32 FindMatchingClosingParenthesis(const FString &TargetString, const int32 StartSearch)
int32 HexToBytes(const FString &HexString, uint8 *OutBytes)
const TCHAR * GetData(const FString &String)
const uint8 TCharToNibble(const TCHAR Char)
const bool CheckTCharIsHex(const TCHAR Char)
FORCEINLINE uint32 GetTypeHash(const FString &Thing)
TCHAR * GetData(FString &String)
SIZE_T GetNum(const FString &String)
void ByteToHex(uint8 In, FString &Result)
static const uint32 MaxSupportedEscapeChars
FString BytesToHex(const uint8 *In, int32 Count)
int32 StringToBytes(const FString &String, uint8 *OutBytes, int32 MaxBufferSize)
static const TCHAR * CharToEscapeSeqMap[][2]
TCHAR NibbleToTChar(uint8 Num)
FString BytesToString(const uint8 *In, int32 Count)
FORCEINLINE bool operator==(TYPE_OF_NULLPTR, const TFunction< FuncType > &Func)
#define ENABLE_TFUNCTIONREF_VISUALIZATION
void * operator new(size_t Size, UE4Function_Private::FFunctionStorage &Storage)
FORCEINLINE bool operator!=(TYPE_OF_NULLPTR, const TFunction< FuncType > &Func)
FORCEINLINE bool operator!=(const TFunction< FuncType > &Func, TYPE_OF_NULLPTR)
FORCEINLINE bool operator==(const TFunction< FuncType > &Func, TYPE_OF_NULLPTR)
FORCEINLINE auto Invoke(ReturnType ObjType::*pdm, CallableType &&Callable) -> decltype(UE4Invoke_Private::DereferenceIfNecessary< ObjType >(Forward< CallableType >(Callable)).*pdm)
FORCEINLINE auto Invoke(FuncType &&Func, ArgTypes &&... Args) -> decltype(Forward< FuncType >(Func)(Forward< ArgTypes >(Args)...))
FORCEINLINE auto Invoke(ReturnType(ObjType::*PtrMemFun)(PMFArgTypes...), CallableType &&Callable, ArgTypes &&... Args) -> decltype((UE4Invoke_Private::DereferenceIfNecessary< ObjType >(Forward< CallableType >(Callable)).*PtrMemFun)(Forward< ArgTypes >(Args)...))
ARK_API std::vector< spdlog::sink_ptr > &APIENTRY GetLogSinks()
FORCEINLINE TEnableIf<!TIsTriviallyCopyAssignable< ElementType >::Value >::Type CopyAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< UE4MemoryOps_Private::TCanBitwiseRelocate< DestinationElementType, SourceElementType >::Value >::Type RelocateConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsZeroConstructType< ElementType >::Value >::Type DefaultConstructItems(void *Elements, int32 Count)
FORCEINLINE TEnableIf<!TIsTriviallyCopyConstructible< ElementType >::Value >::Type MoveConstructItems(void *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyCopyConstructible< ElementType >::Value >::Type MoveConstructItems(void *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf<!TIsZeroConstructType< ElementType >::Value >::Type DefaultConstructItems(void *Address, int32 Count)
FORCEINLINE TEnableIf<!TIsTriviallyDestructible< ElementType >::Value >::Type DestructItem(ElementType *Element)
FORCEINLINE TEnableIf< TTypeTraits< ElementType >::IsBytewiseComparable, bool >::Type CompareItems(const ElementType *A, const ElementType *B, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyCopyAssignable< ElementType >::Value >::Type MoveAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyDestructible< ElementType >::Value >::Type DestructItem(ElementType *Element)
FORCEINLINE TEnableIf<!TIsTriviallyDestructible< ElementType >::Value >::Type DestructItems(ElementType *Element, int32 Count)
FORCEINLINE TEnableIf<!TIsTriviallyCopyAssignable< ElementType >::Value >::Type MoveAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf<!TTypeTraits< ElementType >::IsBytewiseComparable, bool >::Type CompareItems(const ElementType *A, const ElementType *B, int32 Count)
FORCEINLINE TEnableIf<!TIsBitwiseConstructible< DestinationElementType, SourceElementType >::Value >::Type ConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
FORCEINLINE TEnableIf<!UE4MemoryOps_Private::TCanBitwiseRelocate< DestinationElementType, SourceElementType >::Value >::Type RelocateConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyDestructible< ElementType >::Value >::Type DestructItems(ElementType *Elements, int32 Count)
FORCEINLINE TEnableIf< TIsTriviallyCopyAssignable< ElementType >::Value >::Type CopyAssignItems(ElementType *Dest, const ElementType *Source, int32 Count)
FORCEINLINE TEnableIf< TIsBitwiseConstructible< DestinationElementType, SourceElementType >::Value >::Type ConstructItems(void *Dest, const SourceElementType *Source, int32 Count)
#define WIN32_LEAN_AND_MEAN
FORCEINLINE FRotator operator*(float Scale, const FRotator &R)
FORCEINLINE void MoveByRelocate(T &A, T &B)
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_UNSAFEPTR
void StableSort(T **First, const int32 Num, const PREDICATE_CLASS &Predicate)
void StableSort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
void StableSortInternal(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T **First, const int32 Num)
void StableSort(T *First, const int32 Num)
void StableSort(T **First, const int32 Num)
void Merge(T *Out, T *In, const int32 Mid, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T **First, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
void Sort(T *First, const int32 Num)
void * operator new(size_t Size, const FSparseArrayAllocationInfo &Allocation)
#define TSPARSEARRAY_RANGED_FOR_CHECKS
#define TARRAY_RANGED_FOR_CHECKS
FORCEINLINE TIndexedContainerIterator< ContainerType, ElementType, IndexType > operator+(int32 Offset, TIndexedContainerIterator< ContainerType, ElementType, IndexType > RHS)
void * operator new(size_t Size, TArray< T, Allocator > &Array, int32 Index)
void * operator new(size_t Size, TArray< T, Allocator > &Array)
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
FORCEINLINE void VisitTupleElements(TupleType &Tuple, FuncType Func)
FORCEINLINE decltype(auto) TransformTuple(const TTuple< Types... > &Tuple, FuncType Func)
#define TUPLES_USE_DEFAULTED_FUNCTIONS
TTuple< typename TDecay< Types >::Type... > MakeTuple(Types &&... Args)
FORCEINLINE decltype(auto) TransformTuple(TTuple< Types... > &&Tuple, FuncType Func)
#define IMPLEMENT_ALIGNED_STORAGE(Align)
FORCEINLINE uint32 GetTypeHash(const TTuple<> &Tuple)
uint32 GetTypeHash(double Value)
uint32 GetTypeHash(const int64 A)
uint32 HashCombine(uint32 A, uint32 C)
uint32 GetTypeHash(const void *A)
uint32 GetTypeHash(const uint16 A)
FORCEINLINE uint32 GetTypeHash(const TTuple< Types... > &Tuple)
uint32 GetTypeHash(const uint8 A)
uint32 GetTypeHash(const int16 A)
uint32 PointerHash(const void *Key, uint32 C=0)
uint32 GetTypeHash(void *A)
uint32 GetTypeHash(float Value)
FORCEINLINE TEnableIf< TIsEnum< EnumType >::Value, uint32 >::Type GetTypeHash(EnumType E)
uint32 GetTypeHash(const uint32 A)
uint32 GetTypeHash(const int32 A)
uint32 GetTypeHash(const uint64 A)
uint32 GetTypeHash(const int8 A)
FORCEINLINE uint32 GetTypeHash(const FName &name)
TWeakObjectPtr< T > GetWeakReference(T *object)
#define THRESH_VECTOR_NORMALIZED
#define THRESH_NORMALS_ARE_PARALLEL
#define THRESH_POINTS_ARE_SAME
#define THRESH_POINT_ON_PLANE
#define THRESH_NORMALS_ARE_ORTHOGONAL
#define KINDA_SMALL_NUMBER
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)
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)
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)
FORCEINLINE float ComputeSquaredDistanceFromBoxToPoint(const FVector &Mins, const FVector &Maxs, const FVector &Point)
FORCEINLINE FVector ClampVector(const FVector &V, const FVector &Min, const FVector &Max)
FORCEINLINE FVector operator*(float Scale, const FVector &V)
ApiUtils & operator=(ApiUtils &&)=delete
void SetCheatManager(UShooterCheatManager *cheatmanager)
void SetWorld(UWorld *uworld)
ApiUtils & operator=(const ApiUtils &)=delete
void SetShooterGameMode(AShooterGameMode *shooter_game_mode)
std::unordered_map< uint64, AShooterPlayerController * > steam_id_map_
UShooterCheatManager * GetCheatManager() const override
Returns a point to URCON CheatManager.
ApiUtils(ApiUtils &&)=delete
AShooterGameMode * shooter_game_mode_
AShooterGameMode * GetShooterGameMode() const override
Returns a pointer to AShooterGameMode.
void RemovePlayerController(AShooterPlayerController *player_controller)
UShooterCheatManager * cheatmanager_
void SetPlayerController(AShooterPlayerController *player_controller)
ServerStatus GetStatus() const override
Returns the current server status.
AShooterPlayerController * FindPlayerFromSteamId_Internal(uint64 steam_id) const override
~ApiUtils() override=default
void SetStatus(ServerStatus status)
UWorld * GetWorld() const override
Returns a pointer to UWorld.
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.
virtual void AddOnChatMessageCallback(const FString &id, const std::function< bool(AShooterPlayerController *, FString *, EChatSendMode::Type, bool, bool)> &callback)=0
Added function will be called for AShooterPlayerController->ServerSendChatMessage events.
virtual bool RemoveRconCommand(const FString &command)=0
Removes a rcon command.
virtual bool RemoveChatCommand(const FString &command)=0
Removes a chat command.
virtual bool RemoveOnTimerCallback(const FString &id)=0
Removes an on-timer callback.
virtual bool RemoveOnChatMessageCallback(const FString &id)=0
Removes an on-chat-message callback.
virtual void AddOnTickCallback(const FString &id, const std::function< void(float)> &callback)=0
Added function will be called every frame.
virtual void AddRconCommand(const FString &command, const std::function< void(RCONClientConnection *, RCONPacket *, UWorld *)> &callback)=0
Adds a rcon command.
virtual ~ICommands()=default
virtual bool RemoveOnTickCallback(const FString &id)=0
Removes a on-tick callback.
virtual bool RemoveConsoleCommand(const FString &command)=0
Removes a console command.
virtual void AddOnTimerCallback(const FString &id, const std::function< void()> &callback)=0
Added function will be called every second.
virtual void AddConsoleCommand(const FString &command, const std::function< void(APlayerController *, FString *, bool)> &callback)=0
Adds a console command.
virtual void AddChatCommand(const FString &command, const std::function< void(AShooterPlayerController *, FString *, EChatSendMode::Type)> &callback)=0
Adds a chat command.
virtual bool DisableHook(const std::string &func_name, LPVOID detour)=0
Removes a hook from a function.
virtual bool SetHookInternal(const std::string &func_name, LPVOID detour, LPVOID *original)=0
virtual ~IHooks()=default
bool SetHook(const std::string &func_name, LPVOID detour, T **original)
Hooks a function. Hooks are called in the reverse order.
BitFieldValue & operator=(RT other)
DataValue & operator=(const T &other)
FORCEINLINE FBitReference(uint32 &InData, uint32 InMask)
FORCEINLINE FBitReference & operator=(const FBitReference &Copy)
FORCEINLINE void operator=(const bool NewValue)
FORCEINLINE operator bool() const
FUObjectItem * GetObjectPtr(int Index)
FUObjectItem & GetByIndex(int Index)
FUObjectItem * PreAllocatedObjects
static const FColor MediumSlateBlue
static const FColor Orange
static const FColor DarkGreenCopper
static const FColor BronzeII
static const FColor Yellow
static const FColor Magenta
static const FColor IndianRed
static const FColor SummerSky
static const FColor SpringGreen
static const FColor CornFlowerBlue
static const FColor GreenCopper
static const FColor MediumGoldenrod
static const FColor LimeGreen
static const FColor LightSteelBlue
static const FColor DarkOliveGreen
static const FColor Quartz
static const FColor SteelBlue
static const FColor DarkPurple
static const FColor Turquoise
static const FColor Black
static const FColor Maroon
static const FColor MediumOrchid
static const FColor NewTan
static const FColor NeonBlue
static const FColor MediumWood
static const FColor DarkSlateBlue
static const FColor White
static const FColor MandarianOrange
static const FColor Scarlet
static const FColor SeaGreen
static const FColor Aquamarine
static const FColor Wheat
static const FColor VeryDarkBrown
static const FColor Thistle
static const FColor BlueViolet
static const FColor Violet
static const FColor MediumSpringGreen
static const FColor NavyBlue
static const FColor CoolCopper
static const FColor DarkTan
static const FColor Firebrick
static const FColor GreenYellow
static const FColor DarkOrchid
static const FColor SemiSweetChocolate
static const FColor SpicyPink
static const FColor OldGold
static const FColor DarkTurquoise
static const FColor PaleGreen
static const FColor BrightGold
static const FColor CadetBlue
static const FColor BakerChocolate
static const FColor DarkGreen
static const FColor Coral
static const FColor OrangeRed
static const FColor HunterGreen
static const FColor VeryLightGrey
static const FColor MediumVioletRed
static const FColor Silver
static const FColor MediumSeaGreen
static const FColor DarkSlateGrey
static const FColor Khaki
static const FColor DustyRose
static const FColor Bronze
static const FColor MediumBlue
static const FColor Goldenrod
static const FColor Feldspar
static const FColor LightBlue
static const FColor DimGrey
static const FColor Brown
static const FColor VioletRed
static const FColor Orchid
static const FColor LightWood
static const FColor SlateBlue
static const FColor DarkWood
static const FColor NeonPink
static const FColor MediumTurquoise
static const FColor MediumForestGreen
static const FColor Salmon
static const FColor Brass
static const FColor ForestGreen
static const FColor Sienna
static const FColor MediumAquamarine
static const FColor YellowGreen
static const FColor Green
static const FColor RichBlue
static const FColor MidnightBlue
static const FColor LightGrey
static const FColor SkyBlue
static const FColor NewMidnightBlue
static const FColor DarkBrown
static const FColor Copper
FORCEINLINE operator bool() const
FORCEINLINE FConstBitReference(const uint32 &InData, uint32 InMask)
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)
ElementType * GetAllocation() const
ForElementType< FScriptContainerElement > ForAnyElementType
TInlineAllocator< 4 > Typedef
TSparseArrayAllocator Typedef
static int32 GCD(int32 A, int32 B)
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
FScriptContainerElement * Data
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 ~ForAnyElementType()
FORCEINLINE void MoveToEmpty(ForAnyElementType &Other)
FORCEINLINE ElementType * GetAllocation() const
FNoncopyable(const FNoncopyable &)
FNoncopyable & operator=(const FNoncopyable &)
FORCEINLINE FRelativeBitReference(int32 BitIndex)
void operator=(const FScriptArray &)
int32 AddZeroed(int32 Count, int32 NumBytesPerElement)
void Insert(int32 Index, int32 Count, int32 NumBytesPerElement)
FORCEINLINE void * GetData()
FORCEINLINE int32 GetSlack() const
FORCENOINLINE void ResizeGrow(int32 OldNum, int32 NumBytesPerElement)
FORCEINLINE const void * GetData() const
void InsertZeroed(int32 Index, int32 Count, int32 NumBytesPerElement)
void Shrink(int32 NumBytesPerElement)
FORCEINLINE bool IsValidIndex(int32 i) const
void Empty(int32 Slack, int32 NumBytesPerElement)
FScriptArray(int32 InNum, int32 NumBytesPerElement)
FORCENOINLINE void ResizeInit(int32 NumBytesPerElement)
FScriptArray(const FScriptArray &)
FORCEINLINE int32 Num() const
FORCENOINLINE void ResizeTo(int32 NewMax, int32 NumBytesPerElement)
FORCENOINLINE void ResizeShrink(int32 NumBytesPerElement)
int32 Add(int32 Count, int32 NumBytesPerElement)
void Remove(int32 Index, int32 Count, int32 NumBytesPerElement)
FORCEINLINE uint32 * GetData()
static void CheckConstraints()
FDefaultBitArrayAllocator::ForElementType< uint32 > AllocatorType
int32 Add(const bool Value)
void operator=(const FScriptBitArray &)
FORCENOINLINE void Realloc(int32 PreviousNumBits)
AllocatorType AllocatorInstance
FBitReference operator[](int32 Index)
bool IsValidIndex(int32 Index) const
FConstBitReference operator[](int32 Index) const
void Empty(int32 Slack=0)
FORCEINLINE const uint32 * GetData() const
FScriptBitArray(const FScriptBitArray &)
FORCENOINLINE void ReallocGrow(int32 PreviousNumBits)
int32 FindPairIndex(const void *Key, const FScriptMapLayout &MapLayout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn)
FScriptMap(const FScriptMap &)
void Empty(int32 Slack, const FScriptMapLayout &Layout)
bool IsValidIndex(int32 Index) const
uint8 * FindValue(const void *Key, const FScriptMapLayout &MapLayout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> KeyEqualityFn)
int32 AddUninitialized(const FScriptMapLayout &Layout)
const void * GetData(int32 Index, const FScriptMapLayout &Layout) const
void * GetData(int32 Index, const FScriptMapLayout &Layout)
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)
void operator=(const FScriptMap &)
static FScriptMapLayout GetScriptLayout(int32 KeySize, int32 KeyAlignment, int32 ValueSize, int32 ValueAlignment)
int32 GetMaxIndex() const
void Rehash(const FScriptMapLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash)
void RemoveAt(int32 Index, const FScriptMapLayout &Layout)
static void CheckConstraints()
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)
static void CheckConstraints()
void * GetData(int32 Index, const FScriptSetLayout &Layout)
void RemoveAt(int32 Index, const FScriptSetLayout &Layout)
int32 FindIndex(const void *Element, const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash, TFunctionRef< bool(const void *, const void *)> EqualityFn)
static int32 & GetHashIndexRef(const void *Element, const FScriptSetLayout &Layout)
void Rehash(const FScriptSetLayout &Layout, TFunctionRef< uint32(const void *)> GetKeyHash)
static FScriptSetLayout GetScriptLayout(int32 ElementSize, int32 ElementAlignment)
int32 AddUninitialized(const FScriptSetLayout &Layout)
void Empty(int32 Slack, const FScriptSetLayout &Layout)
Allocator::HashAllocator::ForElementType< FSetElementId > HashType
int32 GetMaxIndex() const
static FSetElementId & GetHashNextIdRef(const void *Element, const FScriptSetLayout &Layout)
FScriptSet(const FScriptSet &)
const void * GetData(int32 Index, const FScriptSetLayout &Layout) const
FScriptSparseArray Elements
FDefaultSetAllocator Allocator
void operator=(const FScriptSet &)
FORCEINLINE FSetElementId & GetTypedHash(int32 HashIndex) const
bool IsValidIndex(int32 Index) const
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()
const void * GetData(int32 Index, const FScriptSparseArrayLayout &Layout) const
void RemoveAtUninitialized(const FScriptSparseArrayLayout &Layout, int32 Index, int32 Count=1)
FORCEINLINE bool IsValidId() const
FORCEINLINE FSetElementId(int32 InIndex)
FORCEINLINE int32 AsInteger() const
FORCEINLINE FSetElementId()
FORCEINLINE operator int32() const
static FORCEINLINE FSetElementId FromInteger(int32 Integer)
FORCEINLINE friend bool operator==(const FSetElementId &A, const FSetElementId &B)
FORCEINLINE const DataType & GetCharArray() const
FORCEINLINE friend bool operator<=(const FString &Lhs, const CharType *Rhs)
FORCEINLINE void RemoveAt(int32 Index, int32 Count=1, bool bAllowShrinking=true)
FORCEINLINE friend FString operator+(FString &&Lhs, FString &&Rhs)
FORCEINLINE FString & Append(const FString &Text)
FORCEINLINE uint32 GetAllocatedSize() const
FString TrimStart() const &
int32 Find(const TCHAR *SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart, int32 StartPosition=INDEX_NONE) const
FORCEINLINE friend FString operator/(const FString &Lhs, const FString &Rhs)
FORCEINLINE FString(const std::string &str)
int32 ParseIntoArray(TArray< FString > &OutArray, const TCHAR **DelimArray, int32 NumDelims, bool InCullEmpty=true) const
FORCEINLINE friend FString operator+(const FString &Lhs, const TCHAR *Rhs)
FORCEINLINE friend bool operator!=(const FString &Lhs, const CharType *Rhs)
FORCEINLINE int32 Find(const FString &SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart, int32 StartPosition=INDEX_NONE) const
FORCEINLINE friend DataType::RangedForIteratorType end(FString &Str)
FORCEINLINE friend FString operator+(FString &&Lhs, const FString &Rhs)
FString(FString &&)=default
FORCEINLINE FString & operator=(const TCHAR *Other)
FORCEINLINE friend bool operator<(const CharType *Lhs, const FString &Rhs)
FString TrimEnd() const &
FString Replace(const TCHAR *From, const TCHAR *To, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FORCEINLINE FString LeftChop(int32 Count) const
FORCEINLINE bool FindChar(TCHAR InChar, int32 &Index) const
FORCEINLINE friend bool operator!=(const FString &Lhs, const FString &Rhs)
int32 ReplaceInline(const TCHAR *SearchText, const TCHAR *ReplacementText, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
FORCEINLINE FString Mid(int32 Start, int32 Count=INT_MAX) const
FORCEINLINE FString(FString &&Other, int32 ExtraSlack)
static FORCEINLINE FString ConcatFStrings(typename TIdentity< LhsType >::Type Lhs, typename TIdentity< RhsType >::Type Rhs)
static FString Chr(TCHAR Ch)
FORCEINLINE friend DataType::RangedForIteratorType begin(FString &Str)
FORCEINLINE friend FString operator+(const FString &Lhs, FString &&Rhs)
FORCEINLINE DataType & GetCharArray()
FORCEINLINE friend bool operator==(const FString &Lhs, const CharType *Rhs)
static FORCEINLINE FString FromInt(int32 Num)
FORCEINLINE FString & operator+=(const FString &Str)
FString & Append(const TCHAR *Text, int32 Count)
FORCEINLINE FString & operator/=(const FString &Str)
FORCEINLINE friend FString operator+(const FString &Lhs, const FString &Rhs)
FORCEINLINE int32 Compare(const FString &Other, ESearchCase::Type SearchCase=ESearchCase::CaseSensitive) const
FORCEINLINE friend bool operator<=(const CharType *Lhs, const FString &Rhs)
FORCEINLINE friend bool operator==(const FString &Lhs, const FString &Rhs)
FString TrimStartAndEnd() &&
FORCEINLINE friend FString operator+(const TCHAR *Lhs, const FString &Rhs)
FORCEINLINE TIterator CreateIterator()
FORCEINLINE void Reserve(const uint32 CharacterCount)
FString ReplaceQuotesWithEscapedQuotes() const
FString & operator=(FString &&)=default
static int32 CullArray(TArray< FString > *InArray)
bool MatchesWildcard(const FString &Wildcard, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FString ConvertTabsToSpaces(const int32 InSpacesPerTab)
bool StartsWith(const TCHAR *InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FORCEINLINE friend bool operator!=(const CharType *Lhs, const FString &Rhs)
static FORCEINLINE FString ConcatTCHARsToFString(const TCHAR *Lhs, typename TIdentity< RhsType >::Type Rhs)
FORCEINLINE FString Left(int32 Count) const
static bool ToHexBlob(const FString &Source, uint8 *DestBuffer, const uint32 DestSize)
int32 ParseIntoArrayLines(TArray< FString > &OutArray, bool InCullEmpty=true) const
FORCEINLINE bool FindLastChar(TCHAR InChar, int32 &Index) const
std::string ToString() const
Convert FString to std::string.
FString TrimQuotes(bool *bQuotesRemoved=nullptr) const
FORCEINLINE FString & operator+=(const TCHAR *Str)
void AppendInt(int32 InNum)
FORCEINLINE const TCHAR * operator*() const
FORCEINLINE friend FString operator/(FString &&Lhs, const TCHAR *Rhs)
FORCEINLINE friend FString operator/(FString &&Lhs, const FString &Rhs)
FString RightPad(int32 ChCount) const
FORCEINLINE friend TEnableIf< TIsCharType< CharType >::Value, FString >::Type operator+(const FString &Lhs, CharType Rhs)
FORCEINLINE friend DataType::RangedForConstIteratorType end(const FString &Str)
void PathAppend(const TCHAR *Str, int32 StrLength)
FORCEINLINE bool Contains(const FString &SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
FORCEINLINE FString(const CharType *Src, typename TEnableIf< TIsCharType< CharType >::Value >::Type *Dummy=nullptr)
FORCEINLINE FString RightChop(int32 Count) const
bool EndsWith(const FString &InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
static FString ChrN(int32 NumCharacters, TCHAR Char)
static FORCEINLINE FString ConcatFStringToTCHARs(typename TIdentity< LhsType >::Type Lhs, const TCHAR *Rhs)
FORCEINLINE friend FString operator+(const TCHAR *Lhs, FString &&Rhs)
FORCEINLINE TConstIterator CreateConstIterator() const
bool StartsWith(const FString &InPrefix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FString ToUpper() const &
FString(const FString &)=default
static FString FormatAsNumber(int32 InNumber)
FORCEINLINE bool Equals(const FString &Other, ESearchCase::Type SearchCase=ESearchCase::CaseSensitive) const
FORCEINLINE bool IsValidIndex(int32 Index) const
FORCEINLINE friend FString operator/(const FString &Lhs, const TCHAR *Rhs)
void TrimStartAndEndInline()
int32 ParseIntoArray(TArray< FString > &OutArray, const TCHAR *pchDelim, bool InCullEmpty=true) const
bool EndsWith(const TCHAR *InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase) const
FORCEINLINE FString(int32 InCount, const TCHAR *InSrc)
FORCEINLINE friend DataType::RangedForConstIteratorType begin(const FString &Str)
FORCEINLINE friend bool operator>(const FString &Lhs, const CharType *Rhs)
FString ReplaceCharWithEscapedChar(const TArray< TCHAR > *Chars=nullptr) const
static bool ToBlob(const FString &Source, uint8 *DestBuffer, const uint32 DestSize)
FORCEINLINE TCHAR & operator[](int32 Index)
FORCEINLINE void InsertAt(int32 Index, TCHAR Character)
FORCEINLINE friend bool operator>=(const CharType *Lhs, const FString &Rhs)
FORCEINLINE friend FString operator/(const TCHAR *Lhs, const FString &Rhs)
FORCEINLINE void AppendChars(const TCHAR *Array, int32 Count)
FORCEINLINE friend TEnableIf< TIsCharType< CharType >::Value, FString >::Type operator+(FString &&Lhs, CharType Rhs)
FORCEINLINE void Shrink()
FORCEINLINE friend bool operator>(const CharType *Lhs, const FString &Rhs)
FORCEINLINE bool IsEmpty() const
FORCEINLINE FString Right(int32 Count) const
FORCEINLINE void InsertAt(int32 Index, const FString &Characters)
FORCEINLINE bool Contains(const TCHAR *SubStr, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
FORCEINLINE friend bool operator>(const FString &Lhs, const FString &Rhs)
FORCEINLINE friend bool operator==(const CharType *Lhs, const FString &Rhs)
FORCEINLINE friend bool operator<(const FString &Lhs, const CharType *Rhs)
static FString Join(const TArray< T, Allocator > &Array, const TCHAR *Separator)
bool RemoveFromEnd(const FString &InSuffix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
FORCEINLINE TEnableIf< TIsCharType< CharType >::Value, FString & >::Type operator+=(CharType InChar)
FORCEINLINE const TCHAR & operator[](int32 Index) const
FORCEINLINE friend bool operator<(const FString &Lhs, const FString &Rhs)
FORCEINLINE friend bool operator>=(const FString &Lhs, const FString &Rhs)
FString ToLower() const &
int32 ParseIntoArrayWS(TArray< FString > &OutArray, const TCHAR *pchExtraDelim=nullptr, bool InCullEmpty=true) const
bool Split(const FString &InS, FString *LeftS, FString *RightS, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase, ESearchDir::Type SearchDir=ESearchDir::FromStart) const
static FString Format(const T *format, Args &&... args)
Formats text using fmt::format.
FString LeftPad(int32 ChCount) const
FORCEINLINE int32 FindLastCharByPredicate(Predicate Pred) const
FORCEINLINE void Reset(int32 NewReservedSize=0)
FORCEINLINE void Empty(int32 Slack=0)
FORCEINLINE int32 Len() const
FORCEINLINE int32 FindLastCharByPredicate(Predicate Pred, int32 Count) const
void TrimToNullTerminator()
bool RemoveFromStart(const FString &InPrefix, ESearchCase::Type SearchCase=ESearchCase::IgnoreCase)
FORCEINLINE FString & AppendChar(const TCHAR InChar)
FORCEINLINE friend bool operator>=(const FString &Lhs, const CharType *Rhs)
FORCEINLINE friend bool operator<=(const FString &Lhs, const FString &Rhs)
FORCEINLINE void CheckInvariants() const
FORCEINLINE friend FString operator+(FString &&Lhs, const TCHAR *Rhs)
FString ReplaceEscapedCharWithChar(const TArray< TCHAR > *Chars=nullptr) const
FORCEINLINE FString(const FString &Other, int32 ExtraSlack)
FORCEINLINE FString & operator/=(const TCHAR *Str)
FString & operator=(const FString &)=default
FString TrimStartAndEnd() const &
int32 GetAlignment() const
int32 AddMember(int32 MemberSize, int32 MemberAlignment)
FChunkedFixedUObjectArray ObjObjects
bool OpenForDisregardForGC
int MaxObjectsNotConsideredByGC
FieldArray & operator=(const T &other)=delete
std::shared_ptr< spdlog::logger > logger_
Log & operator=(Log &&)=delete
static std::shared_ptr< spdlog::logger > & GetLog()
Log & operator=(const Log &)=delete
virtual ~FReferenceControllerBase()
FReferenceControllerBase & operator=(FReferenceControllerBase const &)
virtual void DestroyObject()=0
FORCEINLINE FReferenceControllerBase()
FReferenceControllerBase(FReferenceControllerBase const &)
int32 SharedReferenceCount
FORCEINLINE const int32 GetSharedReferenceCount() const
FSharedReferencer & operator=(FSharedReferencer &&InSharedReference)
FORCEINLINE FSharedReferencer()
FORCEINLINE const bool IsValid() const
FORCEINLINE FSharedReferencer(FSharedReferencer const &InSharedReference)
FORCEINLINE const bool IsUnique() const
FSharedReferencer & operator=(FSharedReferencer const &InSharedReference)
FSharedReferencer(FWeakReferencer< Mode > const &InWeakReference)
friend class FWeakReferencer
FORCEINLINE FSharedReferencer(FSharedReferencer &&InSharedReference)
FSharedReferencer(FReferenceControllerBase *InReferenceController)
FORCEINLINE ~FSharedReferencer()
FReferenceControllerOps< Mode > TOps
FReferenceControllerBase * ReferenceController
void AssignReferenceController(FReferenceControllerBase *NewReferenceController)
FORCEINLINE FWeakReferencer(FSharedReferencer< Mode > const &InSharedRefCountPointer)
FORCEINLINE FWeakReferencer(FWeakReferencer &&InWeakRefCountPointer)
FReferenceControllerOps< Mode > TOps
FORCEINLINE FWeakReferencer(FWeakReferencer const &InWeakRefCountPointer)
FORCEINLINE const bool IsValid() const
FORCEINLINE FWeakReferencer()
FORCEINLINE FWeakReferencer & operator=(FWeakReferencer const &InWeakReference)
FORCEINLINE ~FWeakReferencer()
FORCEINLINE FWeakReferencer & operator=(FWeakReferencer &&InWeakReference)
FORCEINLINE FWeakReferencer & operator=(FSharedReferencer< Mode > const &InSharedReference)
FReferenceControllerBase * ReferenceController
TIntrusiveReferenceController(const TIntrusiveReferenceController &)=delete
ObjectType * GetObjectPtr() const
TIntrusiveReferenceController & operator=(const TIntrusiveReferenceController &)=delete
virtual void DestroyObject() override
TIntrusiveReferenceController(ArgTypes &&... Args)
TTypeCompatibleBytes< ObjectType > ObjectStorage
virtual void DestroyObject() override
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
FScriptContainerElement * Data
FORCEINLINE ~ForAnyElementType()
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
FORCEINLINE bool Find(const ElementType &Item, int32 &Index) const
void RemoveAtImpl(int32 Index, int32 Count, bool bAllowShrinking)
TArray & operator=(TArray &&Other)
TCheckedPointerIterator< const ElementType > RangedForConstIteratorType
int32 AddUniqueImpl(ArgsType &&Args)
TArray & operator=(std::initializer_list< InElementType > InitList)
void SetNumUninitialized(int32 NewNum, bool bAllowShrinking=true)
FORCEINLINE int32 Num() const
int32 FindLastByPredicate(Predicate Pred, int32 Count) const
TIterator CreateIterator()
int32 AddZeroed(int32 Count=1)
FORCEINLINE int32 Emplace(ArgsType &&... Args)
FORCEINLINE int32 Max() const
ElementAllocatorType AllocatorInstance
FORCENOINLINE void ResizeTo(int32 NewMax)
InElementType ElementType
int32 RemoveAll(const PREDICATE_CLASS &Predicate)
void SetNumZeroed(int32 NewNum, bool bAllowShrinking=true)
void InsertZeroed(int32 Index, int32 Count=1)
static FORCEINLINE TEnableIf<!UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopy(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax)
FORCEINLINE const ElementType & Last(int32 IndexFromTheEnd=0) const
TIndexedContainerIterator< TArray, ElementType, int32 > TIterator
FORCEINLINE bool operator!=(const TArray &OtherArray) const
TCheckedPointerIterator< ElementType > RangedForIteratorType
TArray & operator+=(TArray &&Other)
static FORCEINLINE TEnableIf< UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopy(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax)
void Init(const ElementType &Element, int32 Number)
FORCEINLINE friend RangedForIteratorType end(TArray &Array)
FORCEINLINE bool ContainsByPredicate(Predicate Pred) const
FORCEINLINE void CheckAddress(const ElementType *Addr) const
TIndexedContainerIterator< const TArray, const ElementType, int32 > TConstIterator
FORCEINLINE void CheckInvariants() const
FORCEINLINE TArray(const TArray &Other, int32 ExtraSlack)
FORCEINLINE void RemoveAt(int32 Index, CountType Count, bool bAllowShrinking=true)
void StableSort(const PREDICATE_CLASS &Predicate)
FORCEINLINE void Append(std::initializer_list< ElementType > InitList)
TArray & operator+=(const TArray &Other)
FORCEINLINE int32 Add(const ElementType &Item)
FORCEINLINE ElementType & Last(int32 IndexFromTheEnd=0)
FORCENOINLINE void ResizeGrow(int32 OldNum)
FORCEINLINE void EmplaceAt(int32 Index, ArgsType &&... Args)
FORCEINLINE const ElementType & operator[](int32 Index) const
TArray< ElementType > FilterByPredicate(Predicate Pred) const
FORCEINLINE friend RangedForIteratorType begin(TArray &Array)
void Append(TArray< OtherElementType, OtherAllocator > &&Source)
FORCENOINLINE void ResizeForCopy(int32 NewMax, int32 PrevMax)
FORCEINLINE void RemoveAtSwap(int32 Index)
int32 Insert(const ElementType *Ptr, int32 Count, int32 Index)
FORCEINLINE int32 GetSlack() const
FORCEINLINE int32 AddUnique(const ElementType &Item)
int32 Find(const ElementType &Item) const
void CopyToEmpty(const OtherElementType *OtherData, int32 OtherNum, int32 PrevMax, int32 ExtraSlack)
FORCEINLINE void Shrink()
void SetNumUnsafeInternal(int32 NewNum)
FORCEINLINE const ElementType & Top() const
static FORCEINLINE TEnableIf< UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopyWithSlack(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax, int32 ExtraSlack)
int32 RemoveSwap(const ElementType &Item)
int32 IndexOfByKey(const KeyType &Key) const
void Append(const TArray< OtherElementType, OtherAllocator > &Source)
FORCEINLINE TArray(const TArray &Other)
FORCEINLINE ElementType & Top()
FORCEINLINE friend RangedForConstIteratorType end(const TArray &Array)
TArray(std::initializer_list< InElementType > InitList)
FORCEINLINE bool FindLast(const ElementType &Item, int32 &Index) const
FORCEINLINE int32 AddUnique(ElementType &&Item)
FORCEINLINE friend RangedForConstIteratorType begin(const TArray &Array)
int32 Insert(const ElementType &Item, int32 Index)
FORCEINLINE uint32 GetTypeSize() const
TArray & operator+=(std::initializer_list< ElementType > InitList)
void Append(const ElementType *Ptr, int32 Count)
static FORCEINLINE TEnableIf<!UE4Array_Private::TCanMoveTArrayPointersBetweenArrayTypes< FromArrayType, ToArrayType >::Value >::Type MoveOrCopyWithSlack(ToArrayType &ToArray, FromArrayType &FromArray, int32 PrevMax, int32 ExtraSlack)
int32 Insert(ElementType &&Item, int32 Index)
FORCEINLINE TArray(TArray &&Other)
FORCENOINLINE void ResizeShrink()
FORCEINLINE void RangeCheck(int32 Index) const
void Reset(int32 NewSize=0)
bool Contains(const ComparisonType &Item) const
TArray(TArray< OtherElementType, Allocator > &&Other, int32 ExtraSlack)
FORCEINLINE void RemoveAt(int32 Index)
int32 RemoveSingle(const ElementType &Item)
int32 FindLast(const ElementType &Item) const
void RemoveAllSwap(const PREDICATE_CLASS &Predicate, bool bAllowShrinking=true)
FORCEINLINE ElementType & operator[](int32 Index)
TArray & operator=(const TArray &Other)
int32 Remove(const ElementType &Item)
bool operator==(const TArray &OtherArray) const
FORCEINLINE const ElementType * FindByPredicate(Predicate Pred) const
FORCEINLINE TArray(const ElementType *Ptr, int32 Count)
FORCEINLINE ElementType Pop(bool bAllowShrinking=true)
FORCEINLINE int32 FindLastByPredicate(Predicate Pred) const
void Empty(int32 Slack=0)
TChooseClass< Allocator::NeedsElementType, typenameAllocator::templateForElementType< ElementType >, typenameAllocator::ForAnyElementType >::Result ElementAllocatorType
void SetNum(int32 NewNum, bool bAllowShrinking=true)
FORCEINLINE const ElementType * FindByKey(const KeyType &Key) const
FORCEINLINE void Push(const ElementType &Item)
TConstIterator CreateConstIterator() const
FORCEINLINE void Reserve(int32 Number)
void InsertDefaulted(int32 Index, int32 Count=1)
FORCEINLINE int32 AddUninitialized(int32 Count=1)
int32 RemoveSingleSwap(const ElementType &Item, bool bAllowShrinking=true)
FORCEINLINE TArray(TArray< OtherElementType, OtherAllocator > &&Other)
FORCEINLINE ElementType * GetData() const
FORCEINLINE bool IsValidIndex(int32 Index) const
int32 Insert(std::initializer_list< ElementType > InitList, const int32 InIndex)
FORCEINLINE uint32 GetAllocatedSize(void) const
int32 Insert(const TArray< ElementType > &Items, const int32 InIndex)
FORCEINLINE int32 Add(ElementType &&Item)
FORCEINLINE void RemoveAtSwap(int32 Index, CountType Count, bool bAllowShrinking=true)
TArray & operator=(const TArray< ElementType, OtherAllocator > &Other)
ElementType * FindByPredicate(Predicate Pred)
FORCEINLINE TArray(const TArray< OtherElementType, OtherAllocator > &Other)
void InsertUninitialized(int32 Index, int32 Count=1)
ElementType * FindByKey(const KeyType &Key)
void Sort(const PREDICATE_CLASS &Predicate)
int32 AddDefaulted(int32 Count=1)
void RemoveAtSwapImpl(int32 Index, int32 Count=1, bool bAllowShrinking=true)
FORCEINLINE void Push(ElementType &&Item)
int32 IndexOfByPredicate(Predicate Pred) const
FORCEINLINE FConstIterator & operator++()
const TBitArray< Allocator > & Array
FORCEINLINE FConstIterator(const TBitArray< Allocator > &InArray, int32 StartIndex=0)
FORCEINLINE int32 GetIndex() const
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE FConstBitReference GetValue() const
const TBitArray< Allocator > & Array
FORCEINLINE operator bool() const
FORCEINLINE FConstReverseIterator(const TBitArray< Allocator > &InArray)
FORCEINLINE int32 GetIndex() const
FORCEINLINE FConstBitReference GetValue() const
FORCEINLINE bool operator!() const
FORCEINLINE FConstReverseIterator & operator++()
FORCEINLINE FIterator(TBitArray< Allocator > &InArray, int32 StartIndex=0)
FORCEINLINE FBitReference GetValue() const
FORCEINLINE FIterator & operator++()
FORCEINLINE int32 GetIndex() const
TBitArray< Allocator > & Array
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE uint32 * GetData()
int32 Add(const bool Value)
FORCENOINLINE void SetRange(int32 Index, int32 Num, bool Value)
void Empty(int32 ExpectedNumBits=0)
FORCEINLINE FBitReference AccessCorrespondingBit(const FRelativeBitReference &RelativeReference)
int32 Find(bool bValue) const
FORCENOINLINE void Realloc(int32 PreviousNumBits)
friend class TConstSetBitIterator
FORCEINLINE int32 Num() const
uint32 GetAllocatedSize(void) const
FORCEINLINE TBitArray(TBitArray &&Other)
FORCEINLINE const FConstBitReference operator[](int32 Index) const
FORCEINLINE const FConstBitReference AccessCorrespondingBit(const FRelativeBitReference &RelativeReference) const
friend class TConstDualSetBitIterator
FORCEINLINE bool IsValidIndex(int32 InIndex) const
Allocator::template ForElementType< uint32 > AllocatorType
FORCEINLINE TBitArray & operator=(const TBitArray &Copy)
void RemoveAtSwap(int32 BaseIndex, int32 NumBitsToRemove=1)
FORCEINLINE bool Contains(bool bValue) const
static FORCEINLINE TEnableIf< TContainerTraits< BitArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(BitArrayType &ToArray, BitArrayType &FromArray)
void Init(bool Value, int32 InNumBits)
int32 FindAndSetFirstZeroBit()
AllocatorType AllocatorInstance
static FORCEINLINE TEnableIf<!TContainerTraits< BitArrayType >::MoveWillEmptyContainer >::Type MoveOrCopy(BitArrayType &ToArray, BitArrayType &FromArray)
FORCEINLINE TBitArray & operator=(TBitArray &&Other)
FORCEINLINE TBitArray(const TBitArray &Copy)
FORCEINLINE FBitReference operator[](int32 Index)
void RemoveAt(int32 BaseIndex, int32 NumBitsToRemove=1)
TBitArray(const bool Value=false, const int32 InNumBits=0)
FORCEINLINE const uint32 * GetData() const
FORCEINLINE int32 GetIndex() const
FORCEINLINE TConstDualSetBitIterator & operator++()
const TBitArray< Allocator > & ArrayA
const TBitArray< OtherAllocator > & ArrayB
FORCEINLINE TConstDualSetBitIterator(const TBitArray< Allocator > &InArrayA, const TBitArray< OtherAllocator > &InArrayB, int32 StartIndex=0)
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE friend bool operator==(const TConstSetBitIterator &Lhs, const TConstSetBitIterator &Rhs)
FORCEINLINE TConstSetBitIterator & operator++()
FORCEINLINE bool operator!() const
FORCEINLINE friend bool operator!=(const TConstSetBitIterator &Lhs, const TConstSetBitIterator &Rhs)
TConstSetBitIterator(const TBitArray< Allocator > &InArray, int32 StartIndex=0)
FORCEINLINE operator bool() const
FORCEINLINE int32 GetIndex() const
const TBitArray< Allocator > & Array
FORCEINLINE TEnumAsByte(TEnum InValue)
FORCEINLINE TEnumAsByte(int32 InValue)
FORCEINLINE TEnumAsByte & operator=(TEnum InValue)
FORCEINLINE TEnumAsByte(const TEnumAsByte &InValue)
FORCEINLINE TEnumAsByte(uint8 InValue)
bool operator==(TEnum InValue) const
FORCEINLINE TEnumAsByte()
TEnumAsByte_EnumClass< TIsEnumClass< TEnum >::Value > Check
FORCEINLINE TEnumAsByte & operator=(TEnumAsByte InValue)
FORCEINLINE friend uint32 GetTypeHash(const TEnumAsByte &Enum)
bool operator==(TEnumAsByte InValue) const
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
ElementType * GetInlineElements() 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)
TFunction(FunctorType &&InFunc)
UE4Function_Private::FFunctionStorage Storage
FORCEINLINE operator bool() const
TFunction(TYPE_OF_NULLPTR=nullptr)
UE4Function_Private::TFunctionRefBase< TFunction< FuncType >, FuncType > Super
TFunction & operator=(TYPE_OF_NULLPTR)
TFunction(TFunction &&Other)
TFunctionRef(const FunctorType &Functor)
void CopyAndReseat(const TFunctionRef &Other, void *Functor)
void Set(FunctorType *Functor)
TFunctionRef(FunctorType &Functor)
UE4Function_Private::TFunctionRefBase< TFunctionRef< FuncType >, FuncType > Super
TFunctionRef & operator=(const TFunctionRef &) const =delete
TFunctionRef(FunctionType *Function)
TFunctionRef(const TFunctionRef &Other)
FORCEINLINE friend bool operator!=(const TIndexedContainerIterator &Lhs, const TIndexedContainerIterator &Rhs)
ElementType * operator->() const
FORCEINLINE friend bool operator==(const TIndexedContainerIterator &Lhs, const TIndexedContainerIterator &Rhs)
IndexType GetIndex() const
TIndexedContainerIterator operator+(int32 Offset) const
TIndexedContainerIterator operator++(int)
TIndexedContainerIterator & operator--()
TIndexedContainerIterator & operator-=(int32 Offset)
FORCEINLINE operator bool() const
TIndexedContainerIterator(ContainerType &InContainer, IndexType StartIndex=0)
ContainerType & Container
TIndexedContainerIterator & operator++()
TIndexedContainerIterator & operator+=(int32 Offset)
TIndexedContainerIterator operator--(int)
TIndexedContainerIterator operator-(int32 Offset) const
ElementType & operator*() const
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
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)
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
ElementType * GetInlineElements() const
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)
TRValueToLValueReference< KeyInitType >::Type Key
FORCEINLINE TKeyInitializer(KeyInitType InKey)
operator TPair< KeyType, ValueType >() const
TChooseClass< bConst, constKeyType, KeyType >::Result ItKeyType
TChooseClass< bConst, constTMapBase, TMapBase >::Result MapType
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE TBaseIterator(const PairItType &InElementIt)
FORCEINLINE bool operator!() const
FORCEINLINE ItKeyType & Key() const
FORCEINLINE PairType & operator*() const
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE TBaseIterator & operator++()
FORCEINLINE ItValueType & Value() const
TChooseClass< bConst, typenameTChooseClass< bRangedFor, typenameElementSetType::TRangedForConstIterator, typenameElementSetType::TConstIterator >::Result, typenameTChooseClass< bRangedFor, typenameElementSetType::TRangedForIterator, typenameElementSetType::TIterator >::Result >::Result PairItType
FORCEINLINE PairType * operator->() const
FORCEINLINE operator bool() const
TChooseClass< bConst, constValueType, ValueType >::Result ItValueType
TChooseClass< bConst, consttypenameElementSetType::ElementType, typenameElementSetType::ElementType >::Result PairType
TChooseClass< bConst, constValueType, ValueType >::Result ItValueType
FORCEINLINE TBaseKeyIterator(const SetItType &InSetIt)
FORCEINLINE operator bool() const
TChooseClass< bConst, constKeyType, KeyType >::Result ItKeyType
FORCEINLINE ItKeyType & Key() const
FORCEINLINE bool operator!() const
FORCEINLINE ItValueType & Value() const
FORCEINLINE TBaseKeyIterator & operator++()
TChooseClass< bConst, typenameElementSetType::TConstKeyIterator, typenameElementSetType::TKeyIterator >::Result SetItType
FORCEINLINE TConstIterator(const TMapBase &InMap)
FORCEINLINE TConstKeyIterator(const TMapBase &InMap, KeyInitType InKey)
bool bRequiresRehashOnRemoval
bool bElementsHaveBeenRemoved
FORCEINLINE void RemoveCurrent()
FORCEINLINE TIterator(TMapBase &InMap, bool bInRequiresRehashOnRemoval=false)
FORCEINLINE void RemoveCurrent()
FORCEINLINE TKeyIterator(TMapBase &InMap, KeyInitType InKey)
FORCEINLINE ValueType & FindOrAddImpl(ArgType &&Arg)
FORCEINLINE friend TRangedForIterator end(TMapBase &MapBase)
FORCEINLINE bool Contains(KeyConstPointerType Key) const
TSet< ElementType, KeyFuncs, SetAllocator > ElementSetType
const KeyType * FindKey(ValueInitType Value) const
FORCEINLINE ValueType * Find(KeyConstPointerType Key)
FORCEINLINE ValueType & Add(KeyType &&InKey, ValueType &&InValue)
void GenerateValueArray(TArray< ValueType, Allocator > &OutArray) const
FORCEINLINE ValueType FindRef(KeyConstPointerType Key) const
void GenerateKeyArray(TArray< KeyType, Allocator > &OutArray) const
FORCEINLINE const ValueType * Find(KeyConstPointerType Key) const
FORCEINLINE ValueType & Add(const KeyType &InKey)
friend bool LegacyCompareEqual(const TMapBase &A, const TMapBase &B)
FORCEINLINE TIterator CreateIterator()
FORCEINLINE friend TRangedForConstIterator end(const TMapBase &MapBase)
FORCEINLINE void Shrink()
FORCEINLINE void Empty(int32 ExpectedNumElements=0)
FORCEINLINE void Reserve(int32 Number)
TMapBase & operator=(const TMapBase &)=default
FORCEINLINE TConstKeyIterator CreateConstKeyIterator(KeyInitType InKey) const
TMapBase(const TMapBase &)=default
TMapBase(TMapBase &&)=default
TTypeTraits< KeyType >::ConstInitType KeyInitType
FORCEINLINE ValueType & FindOrAdd(KeyType &&Key)
FORCEINLINE TConstIterator CreateConstIterator() const
FORCEINLINE int32 Remove(KeyConstPointerType InKey)
TTypeTraits< ValueType >::ConstInitType ValueInitType
FORCEINLINE ValueType & Add(KeyType &&InKey)
TTypeTraits< KeyType >::ConstPointerType KeyConstPointerType
TMapBase & operator=(const TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FORCEINLINE TKeyIterator CreateKeyIterator(KeyInitType InKey)
ValueType & Emplace(InitKeyType &&InKey)
int32 GetKeys(TArray< KeyType, Allocator > &OutKeys) const
TMapBase & operator=(TMapBase &&)=default
TMapBase(TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
FORCEINLINE ValueType & Add(KeyType &&InKey, const ValueType &InValue)
FORCEINLINE friend TRangedForIterator begin(TMapBase &MapBase)
bool OrderIndependentCompareEqual(const TMapBase &Other) const
FORCEINLINE const ValueType & FindChecked(KeyConstPointerType Key) const
FORCEINLINE int32 Num() const
FORCEINLINE void CompactStable()
FORCEINLINE ValueType & Add(const KeyType &InKey, const ValueType &InValue)
FORCEINLINE friend TRangedForConstIterator begin(const TMapBase &MapBase)
FORCEINLINE void Compact()
FORCEINLINE ValueType & FindOrAdd(const KeyType &Key)
TPair< KeyType, ValueType > ElementType
FORCEINLINE ValueType & FindChecked(KeyConstPointerType Key)
FORCEINLINE ValueType & Add(const KeyType &InKey, ValueType &&InValue)
ValueType & Emplace(InitKeyType &&InKey, InitValueType &&InValue)
TMapBase(const TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FORCEINLINE uint32 GetAllocatedSize() const
TMapBase & operator=(TMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
friend bool LegacyCompareNotEqual(const TMapBase &A, const TMapBase &B)
FORCEINLINE ValueType & operator[](KeyConstPointerType Key)
FORCEINLINE bool RemoveAndCopyValue(KeyInitType Key, ValueType &OutRemovedValue)
FORCEINLINE const ValueType & operator[](KeyConstPointerType Key) const
TMap(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
TSortableMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
FORCEINLINE ValueType FindAndRemoveChecked(KeyConstPointerType Key)
void Append(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &OtherMap)
TMap & operator=(const TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
void Append(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&OtherMap)
TMap & operator=(const TMap &)=default
TMap & operator=(TMap &&)=default
TMap & operator=(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TMap(const TMap &)=default
TMap(TMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Super::KeyInitType KeyInitType
Super::KeyConstPointerType KeyConstPointerType
static void Sort(T *First, const int32 Num, const PREDICATE_CLASS &Predicate)
Super::KeyInitType KeyInitType
TMultiMap(TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
Super::ValueInitType ValueInitType
Super::KeyConstPointerType KeyConstPointerType
int32 Num(KeyInitType Key) const
void MultiFindPointer(KeyInitType Key, TArray< const ValueType *, Allocator > &OutValues, bool bMaintainOrder=false) const
int32 RemoveSingle(KeyInitType InKey, ValueInitType InValue)
TMultiMap & operator=(TMultiMap &&)=default
void MultiFindPointer(KeyInitType Key, TArray< ValueType *, Allocator > &OutValues, bool bMaintainOrder=false)
ValueType * FindPair(KeyInitType Key, ValueInitType Value)
TMultiMap(const TMultiMap &)=default
FORCEINLINE ValueType & AddUnique(KeyType &&InKey, ValueType &&InValue)
TMultiMap & operator=(TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TMultiMap(const TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
FORCEINLINE int32 Num() const
int32 Remove(KeyInitType InKey, ValueInitType InValue)
TMultiMap & operator=(const TMultiMap &)=default
TSortableMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
FORCEINLINE const ValueType * FindPair(KeyInitType Key, ValueInitType Value) const
TMultiMap & operator=(const TMultiMap< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
void MultiFind(KeyInitType Key, TArray< ValueType, Allocator > &OutValues, bool bMaintainOrder=false) const
FORCEINLINE ValueType & AddUnique(const KeyType &InKey, const ValueType &InValue)
FORCEINLINE int32 Remove(KeyConstPointerType InKey)
FORCEINLINE ValueType & AddUnique(KeyType &&InKey, const ValueType &InValue)
ValueType & EmplaceUnique(InitKeyType &&InKey, InitValueType &&InValue)
FORCEINLINE ValueType & AddUnique(const KeyType &InKey, ValueType &&InValue)
TMultiMap(TMultiMap &&)=default
FORCEINLINE TPairInitializer(KeyInitType InKey, ValueInitType InValue)
operator TPair< KeyType, ValueType >() const
TRValueToLValueReference< ValueInitType >::Type Value
TRValueToLValueReference< KeyInitType >::Type Key
FORCEINLINE TPairInitializer(const TPair< KeyType, ValueType > &Pair)
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)
FORCEINLINE FElementCompareClass(const PREDICATE_CLASS &InPredicate)
FORCEINLINE bool operator()(const SetElementType &A, const SetElementType &B) const
TDereferenceWrapper< ElementType, PREDICATE_CLASS > Predicate
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
FORCEINLINE ItElementType & operator*() const
FORCEINLINE friend bool operator==(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
TChooseClass< bConst, typenameTChooseClass< bRangedFor, typenameElementArrayType::TRangedForConstIterator, typenameElementArrayType::TConstIterator >::Result, typenameTChooseClass< bRangedFor, typenameElementArrayType::TRangedForIterator, typenameElementArrayType::TIterator >::Result >::Result ElementItType
FORCEINLINE TBaseIterator & operator++()
FORCEINLINE friend bool operator!=(const TBaseIterator &Lhs, const TBaseIterator &Rhs)
FORCEINLINE FSetElementId GetId() const
FORCEINLINE TBaseIterator(const ElementItType &InElementIt)
FORCEINLINE ItElementType * operator->() const
FORCEINLINE operator bool() const
FORCEINLINE bool operator!() const
FORCEINLINE ItElementType & operator*() const
FORCEINLINE ItElementType * operator->() const
FORCEINLINE TBaseKeyIterator(SetType &InSet, KeyInitType InKey)
TTypeTraits< typenameKeyFuncs::KeyType >::ConstPointerType Key
TChooseClass< bConst, constTSet, TSet >::Result SetType
FORCEINLINE operator bool() const
FORCEINLINE TBaseKeyIterator & operator++()
TChooseClass< bConst, constElementType, ElementType >::Result ItElementType
FORCEINLINE bool operator!() const
FORCEINLINE TConstIterator(const TSet &InSet)
FORCEINLINE TConstKeyIterator(const TSet &InSet, KeyInitType InKey)
FORCEINLINE TIterator(TSet &InSet)
FORCEINLINE void RemoveCurrent()
FORCEINLINE TKeyIterator(TSet &InSet, KeyInitType InKey)
FORCEINLINE void RemoveCurrent()
static FORCEINLINE uint32 GetNumberOfHashBuckets(uint32 NumHashedElements)
InHashAllocator HashAllocator
InSparseArrayAllocator SparseArrayAllocator
FORCEINLINE TSetElement(const TSetElement &Rhs)
FORCEINLINE TSetElement & operator=(const TSetElement &Rhs)
InElementType ElementType
FORCEINLINE bool operator!=(const TSetElement &Other) const
FORCEINLINE TSetElement()
FORCEINLINE TSetElement & operator=(TSetElement &&Rhs)
FORCEINLINE TSetElement(TSetElement &&Rhs)
FORCEINLINE bool operator==(const TSetElement &Other) const
FORCEINLINE ElementType * Find(KeyInitType Key)
FORCEINLINE FSetElementId Add(const InElementType &InElement, bool *bIsAlreadyInSetPtr=NULL)
FORCEINLINE friend TRangedForConstIterator end(const TSet &Set)
void Append(const TSet< ElementType, KeyFuncs, OtherAllocator > &OtherSet)
FORCEINLINE int32 Num() const
TSet & operator=(const TSet< ElementType, KeyFuncs, OtherAllocator > &Other)
TSet & operator=(TSet &&Other)
bool VerifyHashElementsKey(KeyInitType Key)
KeyFuncs::KeyInitType KeyInitType
static FORCEINLINE TEnableIf< TContainerTraits< SetType >::MoveWillEmptyContainer >::Type MoveOrCopy(SetType &ToSet, SetType &FromSet)
FORCEINLINE void Shrink()
TSet & operator=(TSet< ElementType, KeyFuncs, OtherAllocator > &&Other)
FORCEINLINE const ElementType & operator[](FSetElementId Id) const
TSet(TSet< ElementType, KeyFuncs, OtherAllocator > &&Other)
FORCEINLINE TIterator CreateIterator()
friend bool LegacyCompareNotEqual(const TSet &A, const TSet &B)
TSparseArray< SetElementType, typename Allocator::SparseArrayAllocator > ElementArrayType
FORCEINLINE void Compact()
FORCEINLINE FSetElementId Add(InElementType &&InElement, bool *bIsAlreadyInSetPtr=NULL)
FORCEINLINE uint32 GetAllocatedSize(void) const
FORCEINLINE void CheckAddress(const ElementType *Addr) const
FORCEINLINE void HashElement(FSetElementId ElementId, const SetElementType &Element) const
FORCEINLINE SetElementType & GetInternalElement(FSetElementId Id)
FORCEINLINE friend TRangedForIterator begin(TSet &Set)
FORCEINLINE TSet(const TSet &Copy)
InElementType ElementType
FORCEINLINE bool IsValidId(FSetElementId Id) const
FORCEINLINE TSet(TArray< ElementType > &&InArray)
void Append(const TArray< ElementType, ArrayAllocator > &InElements)
TSet Intersect(const TSet &OtherSet) const
FSetElementId FindId(KeyInitType Key) const
FORCEINLINE friend TRangedForConstIterator begin(const TSet &Set)
TSet & operator=(const TSet &Copy)
FSetElementId Emplace(ArgsType &&Args, bool *bIsAlreadyInSetPtr=NULL)
FORCEINLINE ElementType & operator[](FSetElementId Id)
void Append(TSet< ElementType, KeyFuncs, OtherAllocator > &&OtherSet)
bool ConditionalRehash(int32 NumHashedElements, bool bAllowShrinking=false) const
FORCEINLINE const SetElementType & GetInternalElement(FSetElementId Id) const
TSet Difference(const TSet &OtherSet) const
KeyFuncs::ElementInitType ElementInitType
TSet(const TSet< ElementType, KeyFuncs, OtherAllocator > &Other)
FORCEINLINE FSetElementId & GetTypedHash(int32 HashIndex) const
FORCEINLINE void CompactStable()
Allocator::HashAllocator::template ForElementType< FSetElementId > HashType
void Append(TArray< ElementType, ArrayAllocator > &&InElements)
static FORCEINLINE FSetElementId IndexToId(int32 Index)
void Sort(const PREDICATE_CLASS &Predicate)
friend bool LegacyCompareEqual(const TSet &A, const TSet &B)
FORCEINLINE const ElementType * Find(KeyInitType Key) const
FORCEINLINE void Reserve(int32 Number)
TSet Union(const TSet &OtherSet) const
void Remove(FSetElementId ElementId)
static FORCEINLINE TEnableIf<!TContainerTraits< SetType >::MoveWillEmptyContainer >::Type MoveOrCopy(SetType &ToSet, SetType &FromSet)
TSetElement< InElementType > SetElementType
FORCEINLINE friend TRangedForIterator end(TSet &Set)
TArray< ElementType > Array() const
ElementArrayType Elements
FORCEINLINE TSet(const TArray< ElementType > &InArray)
FORCEINLINE TConstIterator CreateConstIterator() const
bool Includes(const TSet< ElementType, KeyFuncs, Allocator > &OtherSet) const
void Empty(int32 ExpectedNumElements=0)
FORCEINLINE bool Contains(KeyInitType Key) const
int32 Remove(KeyInitType Key)
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 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)
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)
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
FORCEINLINE FKeyComparisonClass(const PREDICATE_CLASS &InPredicate)
FORCEINLINE bool operator()(const typename Super::ElementType &A, const typename Super::ElementType &B) const
FORCEINLINE FValueComparisonClass(const PREDICATE_CLASS &InPredicate)
TDereferenceWrapper< ValueType, PREDICATE_CLASS > Predicate
FORCEINLINE bool operator()(const typename Super::ElementType &A, const typename Super::ElementType &B) const
TSortableMapBase & operator=(TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TSortableMapBase & operator=(TSortableMapBase &&)=default
FORCEINLINE void ValueSort(const PREDICATE_CLASS &Predicate)
TSortableMapBase(TSortableMapBase &&)=default
TSortableMapBase(const TSortableMapBase &)=default
TSortableMapBase(TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &&Other)
TSortableMapBase()=default
TSortableMapBase & operator=(const TSortableMapBase &)=default
FORCEINLINE void KeySort(const PREDICATE_CLASS &Predicate)
TMapBase< KeyType, ValueType, SetAllocator, KeyFuncs > Super
TSortableMapBase & operator=(const TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
TSortableMapBase(const TSortableMapBase< KeyType, ValueType, OtherSetAllocator, KeyFuncs > &Other)
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
BitArrayItType BitArrayIt
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
const TSparseArray & Array
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)
InBitArrayAllocator BitArrayAllocator
InElementAllocator ElementAllocator
void RemoveAt(int32 Index, int32 Count=1)
TSparseArrayElementOrFreeListLink< TAlignedBytes< sizeof(ElementType), alignof(ElementType)> > FElementOrFreeListLink
FSparseArrayAllocationInfo AllocateIndex(int32 Index)
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
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)
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
void Empty(int32 ExpectedNumElements=0)
FORCEINLINE friend TRangedForIterator begin(TSparseArray &Array)
void Insert(int32 Index, typename TTypeTraits< ElementType >::ConstInitType Element)
FSparseArrayAllocationInfo AddUninitialized()
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 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)
ArgList(ULongLong types, const internal::Value *values)
internal::Arg::Type type(unsigned index) const
friend class internal::ArgMap
internal::Arg operator[](unsigned index) const
static internal::Arg::Type type(uint64_t types, unsigned index)
ArgList(ULongLong types, const internal::Arg *args)
void report_unhandled_arg()
Result visit_custom(Arg::CustomValue)
Result visit(const Arg &arg)
Result visit_double(double value)
Result visit_uint(unsigned value)
Result visit_cstring(const char *)
Result visit_pointer(const void *)
Result visit_unhandled_arg()
Result visit_any_double(T)
Result visit_long_double(long double value)
Result visit_long_long(LongLong value)
Result visit_wstring(Arg::StringValue< wchar_t >)
Result visit_string(Arg::StringValue< char >)
Result visit_ulong_long(ULongLong value)
Result visit_int(int value)
Result visit_bool(bool value)
Result visit_char(int value)
BasicArrayWriter(Char *array, std::size_t size)
internal::FixedBuffer< Char > buffer_
BasicArrayWriter(Char(&array)[SIZE])
const Char * c_str() const
BasicCStringRef(const Char *s)
BasicStringRef(const Char *s)
friend bool operator!=(BasicStringRef lhs, BasicStringRef rhs)
friend bool operator<(BasicStringRef lhs, BasicStringRef rhs)
const Char * data() const
friend bool operator<=(BasicStringRef lhs, BasicStringRef rhs)
friend bool operator>(BasicStringRef lhs, BasicStringRef rhs)
std::basic_string< Char > to_string() const
friend bool operator>=(BasicStringRef lhs, BasicStringRef rhs)
BasicStringRef(const Char *s, std::size_t size)
friend bool operator==(BasicStringRef lhs, BasicStringRef rhs)
int compare(BasicStringRef other) const
static CharPtr fill_padding(CharPtr buffer, unsigned total_size, std::size_t content_size, wchar_t fill)
void write_decimal(Int value)
void append_float_length(Char *&, T)
void write_int(T value, Spec spec)
static Char * get(Char *p)
friend class BasicPrintfArgFormatter
BasicWriter(Buffer< Char > &b)
CharPtr prepare_int_buffer(unsigned num_digits, const Spec &spec, const char *prefix, unsigned prefix_size)
Char * write_unsigned_decimal(UInt value, unsigned prefix_size=0)
void append_float_length(Char *&format_ptr, long double)
void operator<<(typename internal::WCharHelper< const wchar_t *, Char >::Unsupported)
CharPtr grow_buffer(std::size_t n)
void write_str(const internal::Arg::StringValue< StrChar > &str, const Spec &spec)
const Char * data() const FMT_NOEXCEPT
std::basic_string< Char > str() const
void clear() FMT_NOEXCEPT
CharPtr write_str(const StrChar *s, std::size_t size, const AlignSpec &spec)
void write(BasicCStringRef< Char > format, ArgList args)
Buffer< Char > & buffer() FMT_NOEXCEPT
CharPtr prepare_int_buffer(unsigned num_digits, const EmptySpec &, const char *prefix, unsigned prefix_size)
void operator<<(typename internal::WCharHelper< wchar_t, Char >::Unsupported)
internal::CharTraits< Char >::CharPtr CharPtr
void write_double(T value, const Spec &spec)
const Char * c_str() const
void resize(std::size_t new_size)
void push_back(const T &value)
void clear() FMT_NOEXCEPT
void append(const U *begin, const U *end)
void reserve(std::size_t capacity)
virtual void grow(std::size_t size)=0
Buffer(T *ptr=FMT_NULL, std::size_t capacity=0)
T & operator[](std::size_t index)
std::size_t capacity() const
const T & operator[](std::size_t index) const
SystemError(int error_code, CStringRef message)
FMT_API ~SystemError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
FMT_API void init(int err_code, CStringRef format_str, ArgList args)
void init(const ArgList &args)
static Char cast(int value)
static char convert(char value)
static char convert(wchar_t)
static wchar_t convert(char value)
static wchar_t convert(wchar_t value)
MakeValue(unsigned long value)
MakeValue(typename WCharHelper< wchar_t, Char >::Unsupported)
MakeValue(typename WCharHelper< WStringRef, Char >::Unsupported)
static uint64_t type(long)
MakeValue(typename WCharHelper< const wchar_t *, Char >::Unsupported)
MakeValue(typename WCharHelper< wchar_t *, Char >::Unsupported)
void set_string(WStringRef str)
static uint64_t type(unsigned long)
void set_string(StringRef str)
MakeValue(const T *value)
static void format_custom_arg(void *formatter, const void *arg, void *format_str_ptr)
RuntimeError(const RuntimeError &rerr)
FMT_API ~RuntimeError() FMT_DTOR_NOEXCEPT FMT_OVERRIDE
ThousandsSep(fmt::StringRef sep)
void operator()(Char *&buffer)
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
const pattern_time_type _pattern_time
virtual log_err_handler error_handler() override
std::vector< std::unique_ptr< details::flag_formatter > > _formatters
const std::chrono::seconds cache_refresh
log_clock::time_point _last_update
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
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 flush(bool wait_for_q)
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
bool _terminate_requested
std::thread _worker_thread
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
log_err_handler _err_handler
void set_formatter(formatter_ptr)
void set_error_handler(spdlog::log_err_handler err_handler)
void reopen(bool truncate)
const filename_t & filename() const
file_helper(const file_helper &)=delete
void write(const log_msg &msg)
file_helper & operator=(const file_helper &)=delete
std::atomic< size_t > dequeue_pos_
char cacheline_pad_t[cacheline_size]
mpmc_bounded_queue(mpmc_bounded_queue const &)=delete
void operator=(mpmc_bounded_queue const &)=delete
std::atomic< size_t > enqueue_pos_
size_t const buffer_mask_
static size_t const cacheline_size
mpmc_bounded_queue(size_t buffer_size)
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)
std::function< void()> _worker_warmup_cb
std::function< void()> _worker_teardown_cb
void formatter(formatter_ptr f)
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)
void throw_if_exists(const std::string &logger_name)
void drop(const std::string &logger_name)
std::shared_ptr< logger > create(const std::string &logger_name, sink_ptr sink)
std::chrono::milliseconds _flush_interval_ms
void apply_all(std::function< void(std::shared_ptr< logger >)> fun)
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)
void register_logger(std::shared_ptr< logger > logger)
log_err_handler _err_handler
void set_error_handler(log_err_handler handler)
std::shared_ptr< logger > create(const std::string &logger_name, sinks_init_list sinks)
void set_pattern(const std::string &pattern)
registry_t< Mutex > & operator=(const registry_t< Mutex > &)=delete
void set_level(level::level_enum log_level)
std::shared_ptr< logger > get(const std::string &logger_name)
std::shared_ptr< logger > create(const std::string &logger_name, const It &sinks_begin, const It &sinks_end)
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)
async_overflow_policy _overflow_policy
static registry_t< Mutex > & instance()
const std::vector< sink_ptr > & sinks() const
std::atomic< time_t > _last_err_time
void log(level::level_enum lvl, const T &)
void log(level::level_enum lvl, const char *fmt, const Args &... args)
log_err_handler _err_handler
void debug(const char *fmt, const Arg1 &, const Args &... args)
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)
void flush_on(level::level_enum log_level)
virtual log_err_handler error_handler()
spdlog::level_t _flush_level
void set_formatter(formatter_ptr)
void warn(const char *fmt, const Arg1 &, const Args &... args)
void info(const char *fmt, const Arg1 &, const Args &... args)
void error(const char *fmt, const Arg1 &, const Args &... args)
logger & operator=(const logger &)=delete
std::vector< sink_ptr > _sinks
logger(const logger &)=delete
std::atomic< size_t > _msg_counter
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 _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)
details::file_helper _file_helper
void _sink_it(const details::log_msg &msg) override
void set_force_flush(bool force_flush)
static std::shared_ptr< MyType > instance()
simple_file_sink(const filename_t &filename, bool truncate=false)
std::chrono::system_clock::time_point _next_rotation_tp()
std::chrono::system_clock::time_point _rotation_tp
rotating_file_sink(const filename_t &base_filename, std::size_t max_size, std::size_t max_files)
std::size_t _current_size
static filename_t calc_filename(const filename_t &filename, std::size_t index)
filename_t _base_filename
virtual ~base_sink()=default
base_sink & operator=(const base_sink &)=delete
void log(const details::log_msg &msg) SPDLOG_FINAL override
void flush() SPDLOG_FINAL override
virtual void _sink_it(const details::log_msg &msg)=0
base_sink(const base_sink &)=delete
void set_level(level::level_enum log_level)
bool should_log(level::level_enum msg_level) const
virtual void log(const details::log_msg &msg)=0
const char * what() const SPDLOG_NOEXCEPT override
#define SPDLOG_LEVEL_NAMES
FORCEINLINE void Sort(RangeType &Range)
FORCEINLINE void Reverse(T *Array, int32 ArraySize)
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)
FORCEINLINE int32 UpperBoundBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE int32 UpperBound(RangeType &Range, const ValueType &Value)
FORCEINLINE void Reverse(ContainerType &Container)
FORCEINLINE void Sort(RangeType &Range, PredicateType Pred)
FORCEINLINE void IntroSort(RangeType &Range)
FORCEINLINE int32 BinarySearchBy(RangeType &Range, const ValueType &Value, ProjectionType Projection)
FORCEINLINE void Reverse(T(&Array)[ArraySize])
FORCEINLINE void IntroSortBy(RangeType &Range, ProjectionType Projection, PredicateType Predicate)
FORCEINLINE void IntroSort(RangeType &Range, PredicateType Predicate)
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)
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)
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)
FORCEINLINE int32 HeapGetParentIndex(int32 Index)
void IntroSortInternal(T *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
FORCEINLINE int32 HeapGetLeftChildIndex(int32 Index)
FORCEINLINE void Reverse(T *Array, int32 ArraySize)
FORCEINLINE int32 HeapSiftUp(RangeValueType *Heap, int32 RootIndex, int32 NodeIndex, const ProjectionType &Projection, const PredicateType &Predicate)
FORCEINLINE void HeapSiftDown(RangeValueType *Heap, int32 Index, const int32 Count, const ProjectionType &Projection, const PredicateType &Predicate)
FORCEINLINE void HeapifyInternal(RangeValueType *First, SIZE_T Num, ProjectionType Projection, PredicateType Predicate)
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)
IApiUtils & GetApiUtils()
ARK_API ICommands &APIENTRY GetCommands()
ARK_API IHooks &APIENTRY GetHooks()
@ SetAggressionPassiveFlee
@ SetAggressionAggressive
@ SetAggressionAttackTarget
@ CONSTRUCTION_MERCANTILISM
@ ARCHERY_THROWING_WEAPONS
@ SearchingUnOfficialPCServer
@ SearchingOfficialLegacy
@ CraftingSpeedMultiplier
@ PLAYERS_AND_TAMED_DINOS
@ SPATIALNETWORKEDACTORS_DORMANT
@ PendingNetGameCreateFailure
@ GENERAL_STRUCTUREDEMOLISH
@ GENERAL_STRUCTUREATTACHMENT
@ GENERAL_BUILDSTRUCTUREINRANGE
void FromString(float &OutValue, const TCHAR *Buffer)
void FromString(int8 &OutValue, const TCHAR *Buffer)
void FromString(uint8 &OutValue, const TCHAR *Buffer)
void FromString(uint32 &OutValue, const TCHAR *Buffer)
TEnableIf< TIsCharType< CharType >::Value, FString >::Type ToString(const CharType *Ptr)
void FromString(int32 &OutValue, const TCHAR *Buffer)
void FromString(uint64 &OutValue, const TCHAR *Buffer)
FString ToSanitizedString(const T &Value)
void FromString(FString &OutValue, const TCHAR *Buffer)
void FromString(double &OutValue, const TCHAR *Buffer)
void FromString(uint16 &OutValue, const TCHAR *Buffer)
static TEnableIf< TIsArithmetic< T >::Value, bool >::Type TryParseString(T &OutValue, const TCHAR *Buffer)
void FromString(int16 &OutValue, const TCHAR *Buffer)
FString ToString(bool Value)
FORCEINLINE FString ToString(FString &&Str)
FORCEINLINE FString ToString(const FString &Str)
void FromString(int64 &OutValue, const TCHAR *Buffer)
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
TInlineAllocator< 2 > FunctionAllocatorType
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
FORCEINLINE TSharedRef< ObjectType, Mode > MakeSharedRef(ObjectType *InObject, SharedPointerInternals::FReferenceControllerBase *InSharedReferenceCount)
bool MatchesWildcardRecursive(const TCHAR *Target, int32 TargetLength, const TCHAR *Wildcard, int32 WildcardLength)
unsigned parse_nonnegative_int(const Char *&s)
T * make_ptr(T *ptr, std::size_t)
bool is_name_start(Char c)
Yes & convert(fmt::ULongLong)
bool is_negative(T value)
fmt::StringRef thousands_sep(...)
void require_numeric_argument(const Arg &arg, char spec)
MakeUnsigned< Int >::Type to_unsigned(Int value)
void format_decimal(Char *buffer, UInt value, unsigned num_digits)
void check_sign(const Char *&s, const Arg &arg)
StringRef thousands_sep(LConv *lc, LConvCheck< char *LConv::*, &LConv::thousands_sep >=0)
uint64_t make_type(const T &arg)
void format_arg(Formatter &,...)
void format_decimal(Char *buffer, UInt value, unsigned num_digits, ThousandsSep thousands_sep)
ArgJoin< wchar_t, It > join(It first, It last, const BasicCStringRef< wchar_t > &sep)
void format_decimal(char *&buffer, T value)
FMT_API void print(CStringRef format_str, ArgList args)
FMT_API void print_colored(Color c, CStringRef format, ArgList args)
ArgJoin< char, It > join(It first, It last, const BasicCStringRef< char > &sep)
IntFormatSpec< int, TypeSpec< 'o'> > oct(int value)
BasicWriter< char > Writer
StrFormatSpec< wchar_t > pad(const wchar_t *str, unsigned width, char fill=' ')
BasicArrayWriter< wchar_t > WArrayWriter
std::string format(CStringRef format_str, ArgList args)
BasicArrayWriter< char > ArrayWriter
IntFormatSpec< int, TypeSpec< 'b'> > bin(int value)
BasicMemoryWriter< wchar_t > WMemoryWriter
IntFormatSpec< int, TypeSpec< 'x'> > hex(int value)
BasicStringRef< wchar_t > WStringRef
BasicMemoryWriter< char > MemoryWriter
void arg(WStringRef, const internal::NamedArg< Char > &) FMT_DELETED_OR_UNDEFINED
FMT_API void report_system_error(int error_code, StringRef message) FMT_NOEXCEPT
void format_arg(fmt::BasicFormatter< Char, ArgFormatter > &f, const Char *&format_str, const ArgJoin< Char, It > &e)
std::wstring format(WCStringRef format_str, ArgList args)
FMT_API void print(std::FILE *f, CStringRef format_str, ArgList args)
internal::NamedArgWithType< char, T > arg(StringRef name, const T &arg)
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
void arg(StringRef, const internal::NamedArg< Char > &) FMT_DELETED_OR_UNDEFINED
internal::NamedArgWithType< wchar_t, T > arg(WStringRef name, const T &arg)
IntFormatSpec< int, TypeSpec< 'X'> > hexu(int value)
BasicStringRef< char > StringRef
StrFormatSpec< Char > pad(const Char *str, unsigned width, Char fill=' ')
BasicCStringRef< wchar_t > WCStringRef
FMT_GCC_EXTENSION typedef long long LongLong
BasicCStringRef< char > CStringRef
FMT_GCC_EXTENSION typedef unsigned long long ULongLong
BasicWriter< wchar_t > WWriter
bool operator!=(const std::tm &tm1, const std::tm &tm2)
std::string errno_to_string(char[256], char *res)
bool in_terminal(FILE *file)
std::string errno_to_string(char buf[256], int res)
void prevent_child_fd(FILE *f)
int utc_minutes_offset(const std::tm &tm=details::os::localtime())
std::tm gmtime(const std::time_t &time_tt)
static SPDLOG_CONSTEXPR int eol_size
std::tm localtime(const std::time_t &time_tt)
spdlog::log_clock::time_point now()
std::string errno_str(int err_num)
static SPDLOG_CONSTEXPR const char * eol
bool operator==(const std::tm &tm1, const std::tm &tm2)
registry_t< std::mutex > registry
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)
const char * to_str(spdlog::level::level_enum l)
static const char * short_level_names[]
stderr_sink< details::null_mutex > stderr_sink_st
rotating_file_sink< std::mutex > rotating_file_sink_mt
daily_file_sink< std::mutex > daily_file_sink_mt
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
simple_file_sink< details::null_mutex > simple_file_sink_st
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
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
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)
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)
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)
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)
void set_error_handler(log_err_handler)
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)
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)
std::shared_ptr< logger > stdout_logger_mt(const std::string &logger_name)
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)
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)
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)
std::shared_ptr< spdlog::logger > create(const std::string &logger_name, Args...)
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)
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)
std::shared_ptr< logger > basic_logger_st(const std::string &logger_name, const filename_t &filename, bool truncate=false)
#define SPDLOG_FILENAME_T(s)
BitFieldValue< bool, unsigned __int32 > bLOSflag()
TWeakObjectPtr< AActor > & CurrentGoalField()
BitFieldValue< bool, unsigned __int32 > bAllowStrafe()
void AbortMove(FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
int & MoveSegmentStartIndexField()
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
void PostInitializeComponents()
FVector * GetMoveFocus(FVector *result)
float & ReachedDestinationThresholdOffsetField()
void UpdateControlRotation(float DeltaTime, bool bUpdatePawn)
void K2_SetFocalPoint(FVector FP, bool bOffsetFromBase)
void Tick(float DeltaTime)
void SetFocus(AActor *NewFocus, char InPriority)
UObject * GetUObjectInterfaceAIPerceptionListenerInterface()
bool HasReachedCurrentTarget(FVector *CurrentLocation)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void SetFocalPoint(FVector FP, bool bOffsetFromBase, char InPriority)
bool HasReached(FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
FVector & TargetFocalPositionOffsetField()
void OnPathFinished(EPathFollowingResult::Type Result)
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand()
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks()
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
bool HasReachedInternal(FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
float & MovementGoalHeightField()
bool HasReachedDestination(FVector *CurrentLocation)
float & CurrentAcceptanceRadiusField()
int & MoveSegmentEndIndexField()
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal()
void Possess(APawn *InPawn)
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState()
EPathFollowingRequestResult::Type MoveToActor(AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap()
void SetMoveSegment(int SegmentStartIndex)
FVector & MoveTowardTargetOffsetField()
static void StaticRegisterNativesAAIController()
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius()
EPathFollowingRequestResult::Type MoveToLocation(FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
unsigned int & RequestMoveIDField()
FVector & MoveSegmentDirectionField()
FVector * GetFocalPoint(FVector *result)
void FollowPathSegment(float DeltaTime)
void ClearFocus(char InPriority)
FVector * GetImmediateMoveDestination(FVector *result)
BitFieldValue< bool, unsigned __int32 > bDebugPathing()
void PostRegisterAllComponents()
bool HasReached(AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
void OnPossess(APawn *PossessedPawn)
void K2_SetFocus(AActor *NewFocus)
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled()
void AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
UActorComponent * AddComponent(FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void RouteEndPlay(EEndPlayReason::Type EndPlayReason)
void ProcessEvent(UFunction *Function, void *Parameters)
void NetAttachRootComponentTo(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
FBox * GetComponentsBoundingBox(FBox *result, bool bNonColliding)
void SetNetworkSpatializationParent(AActor *NewParent)
long double & LastRenderTimeIgnoreShadowField()
void PropertyServerToClientsUnreliable_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
float & NetworkRangeMultiplierField()
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator()
bool IsRelevancyOwnerFor(AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
void EndPlay(EEndPlayReason::Type EndPlayReason)
static void StaticRegisterNativesAActor()
bool AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
void InvalidateLightingCacheDetailed(bool bTranslationOnly)
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer()
void PostNetReceiveLocationAndRotation()
void SetAutonomousProxy(bool bInAutonomousProxy)
void ReceiveInput(FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries()
float BPOverrideServerMultiUseAcceptRange_Implementation()
long double GetLastRenderTime(bool ignoreShadow)
float GetVerticalDistanceTo(AActor *OtherActor)
void DestroyMeNextFrame()
void Multi_DrawDebugDirectionalArrow_Implementation(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void Multi_DrawDebugSphere_Implementation(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex)
BitFieldValue< bool, unsigned __int32 > bReplicateMovement()
FString * GetHumanReadableName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap()
void GetComponents(TArray< UActorComponent * > *OutComponents)
void OutsideWorldBounds()
void BPInventoryItemDropped(UObject *InventoryItemObject)
void AddTickPrerequisiteActor(AActor *PrerequisiteActor)
void PrepareClientMapActorForSeamlessTravel()
float & CustomTimeDilationField()
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy()
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication()
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue()
void AddActorLocalTransform(FTransform *NewTransform, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget()
BitFieldValue< bool, unsigned __int32 > bNetTemporary()
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs()
bool IsValidLockOnTarget(APawn *AttackerPawn)
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision()
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript()
BitFieldValue< bool, unsigned __int32 > bEverSetTimer()
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability()
void NetAttachRootComponentTo_Implementation(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
TArray< FName > & LayersField()
bool IsPendingKillPending()
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished()
void Multi_DrawDebugCoordinateSystem_Implementation(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam()
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication()
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
TEnumAsByte< enum ENetRole > & RoleField()
BitFieldValue< bool, unsigned __int32 > bPreventShovel()
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel()
void AddControllingMatineeActor(AMatineeActor *InMatineeActor)
void PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality()
void BPAttachedRootComponent()
void UserConstructionScript()
void NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer()
void Net_DrawDebugDirectionalArrow(FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void RemoveOwnedComponent(UActorComponent *Component)
TArray< AActor * > NetworkSpatializationChildrenField()
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate()
UNetConnection * GetNetConnection()
bool AllowManualMultiUseActivation(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed()
float GetNetStasisAndRangeMultiplier(bool bIsForNetworking)
int & DefaultUnstasisedOctreeFlagsField()
long double & LastRenderTimeField()
bool IsBasedOnActor(AActor *Other)
void RerunConstructionScripts()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void ClearCrossLevelReferences()
void SetActorEnableCollision(bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
TArray< UActorComponent * > SerializedComponentsField()
void DetachRootComponentFromParent(bool bMaintainWorldPosition)
TArray< UActorComponent * > * GetComponentsByClass(TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse()
USceneComponent * K2_GetRootComponent()
void ForceReplicateNowWithChannel()
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy()
void ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort()
bool IsOwnedOrControlledBy(AActor *TestOwner)
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent()
void BPClientDoMultiUse(APlayerController *ForPC, int ClientUseIndex)
FVector * GetTargetPathfindingLocation(FVector *result)
unsigned int & AnimUpdateRateFrameCountField()
void InventoryItemUsed(UObject *InventoryItemObject)
void DestroyChildActors()
void PostActorConstruction()
void SetActorRelativeTransform(FTransform *NewRelativeTransform, bool bSweep)
AController * GetInstigatorController()
void ReceiveActorEndOverlap(AActor *OtherActor)
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
BitFieldValue< bool, unsigned __int32 > bExchangedRoles()
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField()
void DestroyInput(APlayerController *PlayerController)
void AddActorLocalRotation(FRotator DeltaRotation, bool bSweep)
long double & NetUpdateTimeField()
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField()
void Multi_DrawDebugSphere(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
float GetActorTimeDilation()
void ResetPropertiesForConstruction()
__int64 & LastActorUnstasisedCycleField()
void NetSpawnedActor(AActor *SpawnedActor)
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning()
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing()
void AddActorWorldOffset(FVector DeltaLocation, bool bSweep)
void OnRep_ReplicatedMovement()
void RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)
bool BPTryMultiUse(APlayerController *ForPC, int UseIndex)
bool BPForceAllowsInventoryUse(UObject *InventoryItemObject)
FString * BPOverrideMultiUseCenterText(FString *result, APlayerController *ForPC)
void K2_AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
void PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
FVector * GetInputVectorAxisValue(FVector *result, FKey InputAxisKey)
unsigned __int64 & LastFrameUnStasisField()
bool BPConsumeSetPinCode(APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
float GetInputAxisKeyValue(FKey InputAxisKey)
static void MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
void GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
TEnumAsByte< enum ENetDormancy > & NetDormancyField()
long double & LastActorForceReplicationTimeField()
float TakeDamage(float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
UPrimitiveComponent * GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
TArray< AMatineeActor * > ControllingMatineeActorsField()
long double & OriginalCreationTimeField()
BitFieldValue< bool, unsigned __int32 > bNetCritical()
void AddOwnedComponent(UActorComponent *Component)
char & RandomStartByteField()
int & LastFrameForceNetUpdateField()
FVector * GetActorScale3D(FVector *result)
void SetActorScale3D(FVector *NewScale3D)
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis()
float & NetworkAndStasisRangeMultiplierField()
void OnRep_AttachmentReplication()
long double & LastReplicatedMovementField()
void ClientSeamlessTravelled()
void UnregisterAllComponents(bool bDetachFromOtherParent)
bool Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
float GetInputAxisValue(FName InputAxisName)
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD()
FString * GetEditTextString(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
bool Modify(bool bAlwaysMarkDirty)
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse()
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis()
BitFieldValue< bool, unsigned __int32 > bNetMulticasting()
AActor * NetworkSpatializationParentField()
void K2_OnEndViewTarget(APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent()
void NetActorSpawnActor(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
BitFieldValue< bool, unsigned __int32 > bBlockInput()
void InitializedSeamlessGridInfo()
void PropertyServerToClientsUnreliable(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
long double & LastNetUpdateTimeField()
void InventoryItemDropped(UObject *InventoryItemObject)
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant()
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization()
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure()
AActor * GetAttachParentActor()
void K2_DestroyComponent(UActorComponent *Component)
void PropertyServerToClients_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
void OnSubobjectCreatedFromReplication(UObject *NewSubobject)
void ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
long double & LastExitStasisTimeField()
float & NetCullDistanceSquaredDormantField()
bool IsMarkedForSeamlessTravel()
void InitializeComponents()
BitFieldValue< bool, unsigned __int32 > bTearOff()
volatile int & LastUnstasisFrameCounterField()
bool ForceAllowsInventoryUse(UObject *InventoryItemObject)
bool SetActorLocation(FVector *NewLocation, bool bSweep)
void ReceivePointDamage(float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
void CopyRemoteRoleFrom(AActor *CopyFromActor)
float BPOverrideServerMultiUseAcceptRange()
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting()
int & LastFrameCalculcatedNetworkRangeMultiplierField()
bool AlwaysReplicatePropertyConditional(UProperty *forProperty)
void SnapRootComponentTo(AActor *InParentActor, FName InSocketName)
bool IsRootComponentStationary()
void ReceiveActorBeginOverlap(AActor *OtherActor)
void ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex)
void MulticastPropertyToPlayer(FName PropertyName, APlayerController *PC, bool bUnreliable)
long double & UnstasisLastInRangeTimeField()
long double & LastEnterStasisTimeField()
float OffsetHUDFromCenterScreenY(AHUD *ForHUD)
BitFieldValue< bool, unsigned __int32 > bReplicateHidden()
void ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex)
long double & LastPreReplicationTimeField()
void Multi_DrawDebugLine(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
void PostInitializeComponents()
void ActorPlaySound(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
void GetAttachedActors(TArray< AActor * > *OutActors)
bool IsNameStableForNetworking()
UActorComponent * GetComponentByCustomTag(FName TheTag)
UActorComponent * GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
APawn * InstigatorField()
float GetDistanceTo(AActor *OtherActor)
unsigned __int64 & HiddenEditorViewsField()
int & NetworkDormantChildrenOpIdxField()
void SetActorRelativeScale3D(FVector NewRelativeScale)
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor()
void DetachSceneComponentsFromParent(USceneComponent *InParentComponent, bool bMaintainWorldPosition)
APlayerController * GetOwnerController()
void ReceiveAnyDamage(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
void ReceiveActorOnClicked()
bool IsReadyForFinishDestroy()
void GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)
AWorldSettings * GetWorldSettings()
void SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo()
void RegisterAllComponents()
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
bool SetActorLocationAndRotation(FVector *NewLocation, FRotator NewRotation, bool bSweep)
char & StasisSetIndexField()
bool IsInOrOwnedBy(UObject *SomeOuter)
void AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
bool BPIsA(TSubclassOf< AActor > anActorClass)
void ModifyHudMultiUseLoc(FVector2D *theVec, APlayerController *PC, int index)
float & NetUpdateFrequencyField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText()
BitFieldValue< bool, unsigned __int32 > bPendingKillPending()
FVector * GetActorRightVector(FVector *result)
float & ReplicationIntervalMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel()
void DisableInput(APlayerController *PlayerController)
FString * GetAimedTutorialHintString_Implementation(FString *result)
FRotator * K2_GetActorRotation(FRotator *result)
void FinishAndRegisterComponent(UActorComponent *Component)
FVector & DefaultActorLocationField()
void MulticastProperty(FName PropertyName, bool bUnreliable)
BitFieldValue< bool, unsigned __int32 > bDoNotCook()
void Net_DrawDebugBox(FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate()
int & ForceImmediateReplicationFrameField()
void DrawBasicFloatingHUD(AHUD *ForHUD)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
void SetTickableWhenPaused(bool bTickableWhenPaused)
void ReceiveActorEndCursorOver()
TArray< FName > & TagsField()
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel()
void PlaySoundAtLocation(USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
void K2_AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
bool Destroy(bool bNetForce, bool bShouldModifyLevel)
void ClientIsAboutToSeamlessTravel()
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage()
bool SetActorRotation(FQuat *NewRotation)
bool K2_SetActorLocation(FVector NewLocation, bool bSweep)
void SetActorTickEnabled(bool bEnabled)
BitFieldValue< bool, unsigned __int32 > bActorInitialized()
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
void BecomeViewTarget(APlayerController *PC)
FVector * GetActorRelativeScale3D(FVector *result)
TWeakObjectPtr< AActor > & ParentComponentActorField()
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy()
void ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex)
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField()
FName * GetAttachParentSocketName(FName *result)
void EndViewTarget(APlayerController *PC)
TEnumAsByte< enum ENetRole > & RemoteRoleField()
void PostNetReceivePhysicState()
bool GetActorEnableCollision()
unsigned int & UniqueActorIdField()
float OffsetHUDFromBottomScreenY(AHUD *ForHUD)
void AddActorLocalOffset(FVector DeltaLocation, bool bSweep)
bool & bShouldSendPartialBunchesOverThresholdAsReliableField()
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction()
void BPChangedActorTeam()
TArray< UActorComponent * > * GetComponentsByCustomTag(TArray< UActorComponent * > *result, FName TheTag)
UPrimitiveComponent * GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)
void DestroyConstructedComponents()
FVector * GetTargetingLocation(FVector *result)
void SetActorHiddenInGame(bool bNewHidden)
long double & CreationTimeField()
int & TargetingTeamField()
bool CheckDefaultSubobjectsInternal()
void ReceiveRadialDamage(float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
FVector * GetInterpolatedVelocity(FVector *result)
void SetReplicates(bool bInReplicates)
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner()
TArray< AActor * > NetworkSpatializationChildrenDormantField()
void BPClientIsAboutToSeamlessTravel()
UPlayer * GetNetOwningPlayer()
FVector * GetActorUpVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel()
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility()
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp()
void ReregisterAllComponents()
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties()
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant()
BitFieldValue< bool, unsigned __int32 > bReplicates()
FName & NetDriverNameField()
float InternalTakeRadialDamage(float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
float & ClientReplicationSendNowThresholdField()
void K2_OnBecomeViewTarget(APlayerController *PC)
void Net_DrawDebugSphere(FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow()
void RecieveMatineeUpdated()
void ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
bool ActorHasTag(FName Tag)
void DrawActorFloatingHUD(AHUD *ForHUD)
void OnSubobjectDestroyFromReplication(UObject *NewSubobject)
bool SetActorRotation(FRotator NewRotation)
void ResetSpatialComponent()
bool IsLevelBoundsRelevant()
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents()
void BPInventoryItemUsed(UObject *InventoryItemObject)
bool SetRootComponent(USceneComponent *NewRootComponent)
void SetOwner(AActor *NewOwner)
void PreInitializeComponents()
void PropertyServerToClients(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
float & NetPriorityField()
TArray< AActor * > ChildrenField()
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment()
void ReceiveActorOnReleased()
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
void BPPostLoadedFromSeamlessTravel()
BitFieldValue< bool, unsigned __int32 > bPreventSaving()
void Net_DrawDebugCapsule(FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick()
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication()
FString * GetAimedTutorialHintString(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped()
float & OverrideStasisComponentRadiusField()
void Net_DrawDebugCoordinateSystem(FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
void DisableComponentsSimulatePhysics()
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState()
void GetActorBounds(bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
BitFieldValue< bool, unsigned __int32 > bClimbable()
void NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance()
bool IsRootComponentMovable()
void RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims()
void EnableInput(APlayerController *PlayerController)
BitFieldValue< bool, unsigned __int32 > bAutoStasis()
TArray< UActorComponent * > OwnedComponentsField()
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId()
void FinalSeamlessTravelled()
FString * GetDescriptiveName(FString *result)
bool K2_TeleportTo(FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling()
void Net_DrawDebugLine(FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
BitFieldValue< bool, unsigned __int32 > bIsMapActor()
bool IsAttachedTo(AActor *Other)
void UpdateOverlaps(bool bDoNotifies)
void SetTickFunctionEnabled(bool bEnableTick)
void NetDetachRootComponentFromAny_Implementation()
void SendExecCommand(FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
void ExchangeNetRoles(bool bRemoteOwned)
void UnmarkAbortedForSeamlessTravel()
FTransform * GetTransform(FTransform *result)
BitFieldValue< bool, unsigned __int32 > bNetStartup()
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck()
void GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > *ObjList)
void SetNetUpdateTime(long double NewUpdateTime)
void Multi_DrawDebugDirectionalArrow(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
void BPPostInitializeComponents()
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
unsigned int & AnimUpdateRateShiftTagField()
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised()
void MakeNoise(float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
UPrimitiveComponent * StasisCheckComponentField()
void ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
ECollisionResponse GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing()
FString * GetEditTextString_Implementation(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
void DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
void ClearNetworkSpatializationParent()
FBox * GetComponentsBoundingBoxForLevelBounds(FBox *result)
bool IsInPersistentLevel(bool bIncludeLevelStreamingPersistent)
void ReceiveActorBeginCursorOver()
float GetDotProductTo(AActor *OtherActor)
bool BPIsMarkedForSeamlessTravel()
int & DefaultStasisComponentOctreeFlagsField()
void ActorPlaySoundUnreliable(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
float & InitialLifeSpanField()
void FinishSpawning(FTransform *Transform, bool bIsDefaultTransform)
void RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds()
BitFieldValue< bool, unsigned __int32 > bHibernateChange()
bool IsRootComponentCollisionRegistered()
void PostInitProperties()
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate()
bool BPConsumeUsePinCode(AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient()
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent()
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay()
void MarkComponentsAsPendingKill()
void RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
void ReceiveTick(float DeltaSeconds)
void MarkComponentsRenderStateDirty()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent()
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick()
void ChangeActorTeam(int NewTeam)
void FellOutOfWorld(UDamageType *dmgType)
bool IsMatineeControlled()
void Multi_DrawDebugLine_Implementation(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
void ClientPrepareForSeamlessTravel()
void ResetOwnedComponents()
bool CheckActorComponents()
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication()
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization()
float GetHorizontalDistanceTo(AActor *OtherActor)
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
void AddActorWorldRotation(FRotator DeltaRotation, bool bSweep)
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck()
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged()
bool SetActorTransform(FTransform *NewTransform, bool bSweep)
void UninitializeComponents(EEndPlayReason::Type EndPlayReason)
static UClass * StaticClass()
void GatherCurrentMovement()
USceneComponent * RootComponentField()
void ServerPrepareForSeamlessTravel()
bool AllowSeamlessTravel()
void Multi_DrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
bool IsRootComponentStatic()
FVector * GetActorForwardVector(FVector *result)
void SetLifeSpan(float InLifespan)
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam()
void AddActorWorldTransform(FTransform *DeltaTransform, bool bSweep)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & ForceMaximumReplicationRateUntilTimeField()
float GetHorizontalDotProductTo(AActor *OtherActor)
void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)
UActorComponent * CreateComponentFromTemplate(UActorComponent *Template, FString *InName)
void AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
BitFieldValue< bool, unsigned __int32 > bHidden()
void StopActorSound(USoundBase *SoundAsset, float FadeOutTime)
int & DefaultStasisedOctreeFlagsField()
void SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep)
void GetOverlappingActors(TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
int & CustomActorFlagsField()
void BPPreInitializeComponents()
void GetAllSceneComponents(TArray< USceneComponent * > *OutComponents)
void REP_ActivateManualDirtyForPlayer(FName *PropertyName, APlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bStasised()
float & NetCullDistanceSquaredField()
float & AbsoluteMaxTemperature()
TArray< FName > & BiomeZoneTags()
float & AbsoluteMinTemperature()
FString & BiomeZoneName()
float & FinalTemperatureAddition()
float & FinalTemperatureExponent()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & FinalTemperatureMultiplier()
FString & BiomeZoneNameAltDistanceName()
FString * GetBiomeZoneName(FString *result, APrimalCharacter *ForCharacter)
BitFieldValue< bool, unsigned __int32 > bClientUpdating()
BitFieldValue< bool, unsigned __int32 > bStartedJumpingWhileOnABase()
bool NotifyLanded(FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bIsBigPusher()
TArray< USoundBase * > CharacterOverrideSoundFromField()
USoundBase * BPOverrideCharacterSound_Implementation(USoundBase *SoundIn)
bool CanJumpInternal_Implementation()
bool ShouldUseWaveLocking(bool bForceCheck)
void ClientCheatWalk_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsProne()
void ClearCrossLevelReferences()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound()
unsigned __int16 & LastMoveOnlyRotationYawField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity()
void K2_OnMovementModeChanged(EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
UAnimMontage * GetCurrentMontage()
void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PrevCustomMode)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
unsigned __int16 & LastReplicatedMoveOnlyRotationYawField()
void OnEndCrouch(float HeightAdjust, float ScaledHeightAdjust)
UActorComponent * FindComponentByClass(TSubclassOf< UActorComponent > ComponentClass)
void GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled()
char & ReplicatedMovementModeField()
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField()
bool & bInBaseReplicationField()
void OnLanded(FHitResult *Hit)
BitFieldValue< bool, unsigned __int32 > bClientWasFalling()
void NetTeleportSucceeded(FVector ToLoc, FRotator ToRot)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle()
void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
static void StaticRegisterNativesACharacter()
BitFieldValue< bool, unsigned __int32 > bIsCrouched()
BitFieldValue< bool, unsigned __int32 > bIsSettingReplicatedBasedMovement()
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion()
float & JumpKeyHoldTimeField()
void SetLastMovementDesiredRotation(FRotator *InRotation)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void UnCrouch(bool bClientSimulation)
void StopDodging(bool bClientSimulation)
void StartDodging(FVector InDodgingVelocity, bool bClientSimulation)
void UnProne(bool bClientSimulation)
bool IsGamePlayRelevant()
float & ProneEyeHeightField()
void OnStartCrouch(float HeightAdjust, float ScaledHeightAdjust)
BitFieldValue< bool, unsigned __int32 > bCanPushOthers()
void OnRep_DodgingMovementInfo()
void NetTeleportSucceeded_Implementation(FVector ToLoc, FRotator ToRot)
float & LeftDynamicActorBaseTimeField()
BitFieldValue< bool, unsigned __int32 > bCanBePushed()
BitFieldValue< bool, unsigned __int32 > bCanEverDodge()
void OnRep_ReplicatedBasedMovement()
float GetDefaultHalfHeight()
bool PreventMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField()
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
BitFieldValue< bool, unsigned __int32 > bRelativeBaseUsePitchAndRoll()
void Landed(FHitResult *Hit)
void Prone(bool bClientSimulation)
bool ShouldOverrideNewFallVelocity()
TArray< USoundBase * > CharacterOverrideSoundToField()
void PostNetReceiveLocationAndRotation()
void Crouch(bool bClientSimulation)
void OnLaunched(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode()
void CheckJumpInput(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bPressedJump()
FVector & BaseTranslationOffsetField()
void ClientCheatFly_Implementation()
void PossessedBy(AController *NewController)
bool IsBasedOnDynamicActor()
UPrimitiveComponent * GetMovementBase()
void K2_UpdateCustomMovement(float DeltaTime)
bool IsComponentTickDelegated(UActorComponent *Component)
unsigned __int16 & LastMoveOnlyRotationPitchField()
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity()
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool ShouldReplicateRotPitch()
bool ShouldNotifyLanded(FHitResult *Hit)
float GetJumpMaxHoldTime()
bool ShouldOverrideSwimmingVelocity()
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bCanEverProne()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventMovementMode()
void OnRep_ReplicatedMovement()
unsigned __int16 & LastReplicatedMoveOnlyRotationPitchField()
void RecalculateBaseEyeHeight()
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
void ClientCheatGhost_Implementation()
void StopAnimMontage(UAnimMontage *AnimMontage)
bool DoJump(bool bReplayingMoves)
void TickFromBaseWhenAttachedToParent()
bool ShouldOverrideWalkingVelocity()
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
bool SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)
BitFieldValue< bool, unsigned __int32 > bIsBasedOnMesh()
float & CrouchedEyeHeightField()
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity()
float & JumpMaxHoldTimeField()
bool BP_PreventMovementMode(EMovementMode newMovementMode, char newCustomMode)
int & LastTeleportedFrameField()
FDodgeMovementInfo & DodgingMovementInfoField()
FName * GetStateName(FName *result)
APlayerState * PlayerStateField()
void ReceiveInstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
bool IsInState(FName InStateName)
void ClientSetRotation(FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
APawn * K2_GetPawn(AActor *DamageCauser)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
void RemovePawnTickDependency(APawn *InOldPawn)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ChangeState(FName NewState)
FRotator * GetDesiredRotation(FRotator *result)
void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation)
void AttachToPawn(APawn *InPawn)
void CleanupPlayerState()
ACharacter * CharacterField()
FVector * GetNavAgentLocation(FVector *result)
void AddPawnTickDependency(APawn *NewPawn)
void SetControlRotation(FRotator *NewRotation)
void SetPawnFromRep(APawn *InPawn)
void SetPawn(APawn *InPawn)
void Possess(APawn *InPawn)
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
void GetMoveGoalReachTest(AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
TWeakObjectPtr< AActor > & StartSpotField()
void PawnPendingDestroy(APawn *inPawn)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void PostInitializeComponents()
TWeakObjectPtr< APawn > & OldPawnField()
bool LineOfSightTo(AActor *Other, FVector ViewPoint, bool bAlternateChecks)
void UpdateNavigationComponents()
void ClientSetRotation_Implementation(FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
FRotator * GetControlRotation(FRotator *result)
void InstigatedAnyDamage(float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
FRotator & ControlRotationField()
FString * GetHumanReadableName(FString *result)
bool ShouldPostponePathUpdates()
static void StaticRegisterNativesAController()
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
BitFieldValue< bool, unsigned __int32 > bAttachToPawn()
bool & bIsManuallyPlacedActor()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TSubobjectPtr< UBoxComponent > BoxExtent()
float & HyperThermalInsulationField()
float & IndoorsHypoThermalInsulationField()
float & IndoorsHyperThermalInsulationField()
BitFieldValue< bool, unsigned __int32 > bIsEggTooCold()
float & EggThermalInsulationTemperatureMultiplierField()
double & LastInsulationCalcTimeField()
BitFieldValue< bool, unsigned __int32 > bIsEggTooHot()
float & HypoThermalInsulationField()
APrimalCharacter * BasedTransformCharacterField()
long double & SpawnDropSoundTimeField()
FVector & DroppedItemVelocityField()
long double & DroppedItemDestructionTimeField()
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
UStaticMesh * NetDroppedMeshOverrideField()
FVector & BasedTransformLocationField()
bool & bClientDisablePhysicsField()
float & DroppedLifeSpanOverrideField()
BitFieldValue< bool, unsigned __int32 > bNotifyPreviousOwnerOfPickup()
AActor * DroppedByActorField()
void PostNetReceiveLocationAndRotation()
float & ImpulseMagnitudeField()
BitFieldValue< bool, unsigned __int32 > bUseCollisionTrace()
float & DroppedItemAccelerationGravityField()
void Tick(float DeltaSeconds)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & bThrownFromShipField()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
UMaterialInterface * NetDroppedMeshMaterialOverrideField()
UPrimalItem * MyItemField()
unsigned __int64 & DroppedByPlayerIDField()
void PreInitializeComponents()
float & PrevAngularDampingField()
FVector & PreviousLocationField()
BitFieldValue< bool, unsigned __int32 > bPreventPickup()
APrimalDinoCharacter * DroppedOntoDinoCharacterField()
float & MaxPickUpDistanceField()
FVector & DroppedItemScaleField()
float GetDroppedItemLifeTime()
FVector & BasedTransformVelocityField()
float & ForceSleepTimerField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
FItemNetInfo & MyItemInfoField()
FString & DroppedByNameField()
FVector2D & OverlayTooltipPaddingField()
FVector & NetDroppedMeshOverrideScale3DField()
float & PrevLinearDampingField()
BitFieldValue< bool, unsigned __int32 > bApplyImpulseOnSpawn()
FVector2D & OverlayTooltipScaleField()
float & DroppedItemMaxFallSpeedField()
BitFieldValue< bool, unsigned __int32 > bDestroyOutOfWater()
void DrawHUD(AShooterHUD *HUD)
unsigned __int32 & bAddedToArrayField()
unsigned __int32 & bExportToCSVField()
TMap< FName, TSubclassOf< UActorComponent >, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, TSubclassOf< UActorComponent >, 0 > > & FoliageOverrideMap()
TArray< FFoliageAttachmentOverride, FDefaultAllocator > & FoliageAttachmentOverrides()
void SetSeamlessTravelViewTarget(APlayerController *PC)
APlayerController * ProcessClientTravel(FString *FURL, FGuid NextMapGuid, bool bSeamless, bool bAbsolute)
FString * GetDefaultGameClassPath(FString *result, FString *MapName, FString *Options, FString *Portal)
void AddPlayerStart(APlayerStart *NewPlayerStart)
bool MustSpectate(APlayerController *NewPlayerController)
void RemoveConnectedPlayer(TSharedPtr< FUniqueNetId, 0 > *UniqueNetId)
void ProcessServerTravel(FString *URL, bool bAbsolute)
bool FindInactivePlayer(APlayerController *PC)
void HandleMatchHasStarted()
void OverridePlayerState(APlayerController *PC, APlayerState *OldPlayerState)
void SwapPlayerControllers(APlayerController *OldPC, APlayerController *NewPC)
bool HasOption(FString *Options, FString *InKey)
float & MinRespawnDelayField()
void GetKeyValue(FString *Pair, FString *Key, FString *Value)
void Broadcast(AActor *Sender, FString *Msg, FName Type)
bool AllowCheats(APlayerController *P)
BitFieldValue< bool, unsigned __int32 > bStartPlayersAsSpectators()
TSubclassOf< AGameSession > * GetGameSessionClass(TSubclassOf< AGameSession > *result)
FString * InitNewPlayer(FString *result, APlayerController *NewPlayerController, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *Options, FString *Portal)
TSubclassOf< UObject > * GetDefaultPawnClassForController(TSubclassOf< UObject > *result, AController *InController)
APlayerController * SpawnPlayerController(FVector *SpawnLocation, FRotator *SpawnRotation)
void ReturnToMainMenuHost()
int GetIntOption(FString *Options, FString *ParseString, int CurrentValue)
AActor * ChoosePlayerStart_Implementation(AController *Player)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool AllowPausing(APlayerController *PC)
void K2_PostLogin(APlayerController *NewPlayer)
bool ShouldSpawnAtStartSpot_Implementation(AController *Player)
FString * ParseOption(FString *result, FString *Options, FString *InKey)
AActor * ChoosePlayerStart(AController *Player)
TSubclassOf< APawn > & DefaultPawnClassField()
TSubclassOf< APlayerController > & PlayerControllerClassField()
void StartNewPlayer(APlayerController *NewPlayer)
void RemovePlayerStart(APlayerStart *RemovedPlayerStart)
FName & MatchStateField()
void UpdateGameplayMuteList(APlayerController *aPlayer)
void GenericPlayerInitialization(AController *C)
void InitGame(FString *MapName, FString *Options, FString *ErrorMessage)
BitFieldValue< bool, unsigned __int32 > bDelayedStart()
void HandleMatchIsWaitingToStart()
TSubclassOf< APlayerState > & PlayerStateClassField()
void SetPlayerDefaults(APawn *PlayerPawn)
bool ShouldSpawnAtStartSpot(AController *Player)
AGameState * GameStateField()
void SendPlayer(APlayerController *aPlayer, FString *FURL)
void PostLogin(APlayerController *NewPlayer)
TArray< APlayerStart * > PlayerStartsField()
void HandleMatchHasEnded()
void Logout(AController *Exiting)
void PreInitializeComponents()
void RestartPlayer(AController *NewPlayer)
TArray< APlayerState * > InactivePlayerArrayField()
APlayerController * Login(UPlayer *NewPlayer, FString *Portal, FString *Options, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *ErrorMessage)
TSubclassOf< AHUD > & HUDClassField()
void RemovePlayerControllerFromPlayerCount(APlayerController *PC)
float & InactivePlayerStateLifeSpanField()
int & NumTravellingPlayersField()
int & NumSpectatorsField()
bool GrabOption(FString *Options, FString *Result)
void PreLogin(FString *Options, FString *Address, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *authToken, FString *ErrorMessage, unsigned int *NewHomeServerId)
TSubclassOf< UObject > * GetDefaultPawnClassForController_Implementation(TSubclassOf< UObject > *result, AController *InController)
TArray< APlayerStart * > UsedPlayerStartsField()
void SetMatchState(FName NewState)
FString & OptionsStringField()
FString * GetNetworkNumber(FString *result)
void SetBandwidthLimit(float AsyncIOBandwidthLimit)
void PostSeamlessTravel()
void GetSeamlessTravelActorList(bool bToEntry, TArray< AActor * > *ActorList)
TSubclassOf< AGameState > & GameStateClassField()
static FString * StaticGetFullGameClassName(FString *result, FString *Str)
bool PlayerCanRestart(APlayerController *Player)
BitFieldValue< bool, unsigned __int32 > bUseSeamlessTravel()
void Tick(float DeltaSeconds)
FString & DefaultPlayerNameField()
void HandleSeamlessTravelPlayer(AController **C)
BitFieldValue< bool, unsigned __int32 > bPauseable()
AActor * FindPlayerStart(AController *Player, FString *IncomingName)
APawn * SpawnDefaultPawnFor(AController *NewPlayer, AActor *StartSpot)
void AddInactivePlayer(APlayerState *PlayerState, APlayerController *PC)
void ForceClearUnpauseDelegates(AActor *PauseActor)
AGameSession * GameSessionField()
void ChangeName(AController *Other, FString *S, bool bNameChange)
void InitOptions(FString *Options)
char & ReservedPlayerSlotsField()
bool BanPlayer(APlayerController *BannedPlayer, FText *BanReason)
FName & SessionNameField()
FString * ApproveLogin(FString *result, FString *Options, FString *authToken, unsigned int *NewHomeServerId)
char & MaxSplitscreensPerConnectionField()
void ReturnToMainMenuHost()
void RegisterPlayer(APlayerController *NewPlayer, TSharedPtr< FUniqueNetId, 0 > *UniqueId, bool bWasFromInvite)
bool & bRequiresPushToTalkField()
void OnLoginComplete(int LocalUserNum, bool bWasSuccessful, FUniqueNetId *UserId, FString *Error)
bool TravelToSession(int ControllerId, FName InSessionName)
int & MaxSpectatorsField()
bool AtCapacity(bool bSpectator, FString *AuthToken, bool UseReservedSlots, int *NumFreeSlots)
void UpdateSessionJoinability(FName InSessionName, bool bPublicSearchable, bool bAllowInvites, bool bJoinViaPresence, bool bJoinViaPresenceFriendsOnly)
bool RequiresPushToTalk()
void UnregisterPlayer(APlayerController *ExitingPlayer)
void NotifyLogout(APlayerController *PC)
bool KickPlayer(APlayerController *KickedPlayer, FText *KickReason)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FName & PreviousMatchStateField()
TArray< FReplicatedFoliageOverride > & ReplicatedFoliageOverridesField()
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
void HandleMatchIsWaitingToStart()
AGameMode * AuthorityGameModeField()
void AddPlayerState(APlayerState *PlayerState)
void HandleMatchHasStarted()
void SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
void RemovePlayerState(APlayerState *PlayerState)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ReceivedGameModeClass()
FName & MatchStateField()
void NetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, AActor *EffectOwnerToIgnore, float MaxRangeToReplicate, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, bool bOnlySendToEffectOwner)
void BPNetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, AActor *EffectOwnerToIgnore, float MaxRangeToReplicate, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, bool bOnlySendToEffectOwner)
void OnRep_SpectatorClass()
TArray< APlayerState * > PlayerArrayField()
void PostInitializeComponents()
void ReceivedSpectatorClass()
bool Semaphore_TryGrab(FName SemaphoreName, AActor *InObject, float PriorityWeight, int MaxToAllocate)
BitFieldValue< bool, unsigned __int32 > bServerAllowsAnsel()
TArray< APlayerState * > InactivePlayerArrayField()
TSubclassOf< AGameMode > & GameModeClassField()
void OnRep_GameModeClass()
bool Semaphore_Release(FName SemaphoreName, AActor *InObject)
bool & bUnloadingLastLoadedSubLevelsField()
static UClass * StaticClass()
TArray< FString, FDefaultAllocator > & BaseMeshLookup()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< UStaticMesh *, FDefaultAllocator > & StaticMeshRefs()
UFoliageType * SelectedMesh()
TArray< UFoliageType *, FDefaultAllocator > & FoliageTypes()
char & ReplicationForceIsPlayingField()
void AddPlayerToDirectorTracks(APlayerController *PC)
void ApplyWorldOffset(FVector *InOffset, bool bWorldShift)
void AddActorToGroup(FName GroupName, AActor *TheGroupActor)
void SetPosition(float NewPosition, bool bJump, bool bForceJumpFromBeginningForEvents, bool bSkipMatineeUpdate)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FMatineeActorFinished & OnMatineeFinishedField()
bool IsMatineeCompatibleWithPlayer(APlayerController *InPC)
void UpdateReplicatedData(bool bIsBeginningPlay)
void PostInitializeComponents()
FName * GetFunctionNameForEvent(FName *result, FName EventName)
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void UpdateInterp(float NewPosition, bool bPreview, bool bJump, bool bSkipMatineeUpdate)
void UpdateStreamingForCameraCuts(float CurrentTime, bool bPreview)
void NotifyEventTriggered(FName EventName, float EventTime)
int & PreferredSplitScreenNumField()
void EnableCinematicMode(bool bEnable)
void Tick(float DeltaTime)
int & MatineeManagerPriorityField()
void PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)
FMatineeActorStopped & OnMatineeStoppedField()
float & ClientSidePositionErrorToleranceField()
void StepInterp(float DeltaTime, bool bPreview)
void ChangePlaybackDirection()
void CheckPriorityRefresh()
void Play(float OverrideSetPosition, bool bOverridePositionJump)
void SetLoopingState(bool bNewLooping)
FName & MatineeControllerNameField()
float & InterpPositionField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & ForceStartPositionField()
static void StaticRegisterNativesAMatineeActor()
bool & bAllowLandSpawnOnNonIKBlockerField()
float & NPCZoneLinkedDinoWeightsField()
bool & bSpawnOnOceanField()
float & NPCLevelMultiplierField()
bool & bWasOriginallyEnabledField()
TSubclassOf< UNPCSpawnEntriesContainer > & NPCSpawnEntriesContainerObjectField()
bool & bNPCForcePreventExitingWaterField()
float & TheNextIncreaseNPCIntervalField()
int & AbsoluteMaximumNumberNearbyCoreStructuresField()
bool & bNPCPreventSavingField()
float & MinimumManualSpawnIntervalField()
float & SpawnPointsExtentsOffsetFromSeamlessGridSizeField()
TArray< FLinkedZoneSpawnVolumeEntry > & LinkedZoneSpawnVolumeEntriesField()
int & MinDesiredNumberOfNPCField()
int & ForceOverrideNPCBaseLevelField()
bool & bDirectLinkDinosWithZoneManagerField()
float & Override_SP_StasisAutoDestoryIntervalField()
int & MySublevelUniqueIDField()
bool & bDisableOnSeamlessHomeServersField()
bool & bForceInEditorField()
bool & bOnlyCheckMySublevelWaterField()
float & TheMinimumPlayerDistanceFromSpawnPointField()
int & UseDesiredNumberOfNPCField()
bool & bUseSeamlessServerNPCShipSpawnEntriesOverrideField()
bool & bUsesManualSpawningField()
float & TheDecreaseNPCIntervalField()
bool & bIgnoreNPCRandomClassReplacementsField()
bool & bSpawnAllNPCEntriesField()
float & TheIncreaseNPCIntervalMaxField()
int & MaxNumberSpawnZoneRandomPointChecksField()
bool & bSpawnsWaterDinosField()
float & ConsoleDesiredNumberOfNPCMultiplierField()
float & TheNewNewEditorNumberOfNPCMultiplierField()
float & IslandFinalNPCLevelMultiplierField()
float & SpawnMinDistanceFromShoreField()
TArray< FName > & OnlyAllowSpawningOnActorTagsField()
float & TheMinimumStructureDistanceFromSpawnPointField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool & bAllowExtentTestField()
int & AbsoluteMaxNumberOfNPCField()
float & NPCAIRangeMultiplierField()
float & SingleplayerDeleteCreaturesAwayFromViewTimeOutField()
bool & bUseSpawnPointOverrideRotationField()
float & NPCWanderRadiusMultiplierField()
TArray< FNPCSpawnEntry > & NPCSpawnEntriesField()
TArray< FNPCSpawnLimit > & NPCSpawnLimitsField()
float & IncreaseNPCIntervalMultiplierField()
bool & bOnlyUseInDedicatedServerField()
float & SP_TheMaximumWorldTimeForFullIncreaseField()
bool & bOnlyUseInSingleplayerField()
int & TheNPCDynamicIncreaseMaximumIterationsField()
float & TheIncreaseNPCIntervalField()
float & SpawnOnOceanZOffsetField()
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
int & MaximumNumberNearbyCoreStructuresField()
float & SinglePlayerSpawnAroundPlayerViewRadiusMinField()
bool & bUseSeamlessServerOceanEpicSpawnEntriesOverrideField()
bool & bIgnoreVolumeEcompassingCheckField()
int & SP_MinDesiredNumberOfNPCField()
bool & bOnlySpawnInWaterField()
float & TheSpawnPointMinimumFloorNormalField()
bool & bTraceForSpawnAgainstWaterField()
int & NumSpawnFailuresField()
int & TheNPCFullIncreaseMaximumIterationsField()
float & TheMaximumWorldTimeForFullIncreaseField()
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
float & SinglePlayerSpawnAroundPlayerViewRadiusMaxField()
float & SP_TheIncreaseNPCIntervalField()
float & ManualSpawningNPCLerpToMaxRandomBaseLevelField()
bool & bForceUntameableField()
bool & bNewAbsoluteForceInEditorField()
bool & bNPCDontWanderField()
bool & bTriedFullIncreaseField()
float & SingleplayerDeleteCreaturesAwayFromViewDistField()
bool & bForcePreventDinoSeamlessTravelField()
int & NumNPCSpawnedField()
static void StaticRegisterNativesANPCZoneManager()
bool & bSpawnsAmphibiousDinosField()
float & KillOffOverweightNPCStasisTimeField()
float & TheMinimumTamedDinoDistanceFromSpawnPointField()
bool & bSinglePlayerSpawnAroundPlayerViewField()
bool & bForceRespawnDinosField()
bool & bNPCNoKillXPField()
int & ExtraNPCLevelOffsetField()
bool & bNPCWildIgnoreWildField()
float & CloseStructureDistanceFromSpawnPointField()
int & IslandFinalNPCLevelOffsetField()
bool & bAutoKillUseGlobalStasisArrayField()
bool & bNeverSpawnInWaterField()
float & DesiredNumberOfNPCMultiplierField()
float & NPCLerpToMaxRandomBaseLevelField()
TArray< FOceanHarvestEntry, FDefaultAllocator > & OceanHarvestEntries()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FOceanHarvestedEntry, FDefaultAllocator > & HiddenHarvestedOceanEntries()
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void BecomeViewTarget(APlayerController *PC)
static void StaticRegisterNativesAPawn()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
FVector * Internal_ConsumeMovementInputVector(FVector *result)
void ReceiveUnpossessed(AController *OldController)
void ReceivePossessed(AController *NewController)
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
AController * ControllerField()
void PreInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
TSubclassOf< AController > & AIControllerClassField()
FRotator * GetControlRotation(FRotator *result)
FVector * K2_GetMovementInputVector(FVector *result)
void EnableInput(APlayerController *PlayerController)
void MoveIgnoreActorAdd(AActor *ActorToIgnore)
void PossessedBy(AController *NewController)
char & RemoteViewPitchField()
FRotator * GetViewRotation(FRotator *result)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void OutsideWorldBounds()
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration()
FVector & ControlInputVectorField()
void PostNetReceiveVelocity(FVector *NewVelocity)
void DetachFromControllerPendingDestroy()
void PawnMakeNoise(float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
FVector * GetNavAgentLocation(FVector *result)
void LaunchPawn(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
void SetCanAffectNavigationGeneration(bool bNewValue)
void PostNetReceiveLocationAndRotation()
void Internal_AddMovementInput(FVector WorldAccel, bool bForce)
float & AllowedYawErrorField()
APlayerController * GetOwnerController()
bool ShouldTickIfViewportsOnly()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void SpawnDefaultController()
AController * GetDamageInstigator(AController *InstigatedBy, UDamageType *DamageType)
FVector * GetLastMovementInputVector(FVector *result)
void Tick(float DeltaSeconds)
UPlayer * GetNetOwningPlayer()
void PostInitializeComponents()
FRotator * GetBaseAimRotation(FRotator *result)
APlayerState * PlayerStateField()
void AddControllerRollInput(float Val)
bool IsBasedOnActor(AActor *Other)
bool ReachedDesiredRotation()
void PostInputProcessed()
FVector * ConsumeMovementInputVector(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch()
bool & bClearOnConsumeField()
void AddControllerPitchInput(float Val)
bool IsLocallyControlled()
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw()
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll()
bool IsMoveInputIgnored()
bool IsLocallyControlledByPlayer()
UNetConnection * GetNetConnection()
static AActor * GetMovementBaseActor(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds()
bool IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
void DisableInput(APlayerController *PlayerController)
void ClientSetRotation(FRotator NewRotation)
void PostRegisterAllComponents()
void AddMovementInput(FVector WorldDirection, float ScaleValue, bool bForce)
float & BaseEyeHeightField()
bool ShouldTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
void RecalculateBaseEyeHeight()
void DestroyPlayerInputComponent()
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess()
FString * GetHumanReadableName(FString *result)
void AddControllerYawInput(float Val)
float GetDefaultHalfHeight()
FVector & LastControlInputVectorField()
void TickBasedCharacters(float DeltaSeconds)
AController * LastHitByField()
TWeakObjectPtr< AController > & SpawnedForControllerField()
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ClientProcessSimpleNetExecCommandBP_Implementation(AActor *ForActor, FName CommandName)
void SetSpawnLocation(FVector *NewLocation)
APawn * GetPawnOrSpectator()
EMouseCursor::Type GetMouseCursor()
bool IsLookInputIgnored()
void ServerUnmutePlayer(FUniqueNetIdRepl PlayerId)
void ClientCapBandwidth_Implementation(int Cap)
FVector & LastReplicatedFocalLocField()
void CleanupGameViewport()
void NetSpawnActorAtLocation_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
void Possess(APawn *PawnToPossess)
bool DeprojectMousePositionToWorld(FVector *WorldLocation, FVector *WorldDirection)
void ClientTeamMessage(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
bool WasInputKeyJustReleased(FKey Key)
void AddCheats(bool bForce)
BitFieldValue< bool, unsigned __int32 > bCheatPlayer()
void PlayerTick(float DeltaTime)
FRotator & BlendedTargetViewRotationField()
void ClientRetryClientRestart_Implementation(APawn *NewPawn)
float GetInputKeyTimeDown(FKey Key)
bool GetHitResultUnderCursorForObjects(TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
void ClientReset_Implementation()
bool WasInputKeyJustPressed(FKey Key)
BitFieldValue< bool, unsigned __int32 > bCinematicMode()
void TickPlayerInput(const float DeltaSeconds, const bool bGamePaused)
void ClientNetGUIDActorDeletion(FNetworkGUID TheNetGUID)
void SetPawn(APawn *InPawn)
static void StaticRegisterNativesAPlayerController()
bool ServerAcknowledgePossession_Validate(APawn *P)
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation(AActor *ForActor, FName CommandName)
void SafeServerCheckClientPossession()
UCheatManager * CheatManagerField()
float & InputRollScaleField()
void ServerViewNextPlayer()
bool ServerNotifyLoadedWorld_Validate(FName WorldPackageName)
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
void StartSpectatingOnly()
void NotifyLoadedWorld(FName WorldPackageName, bool bFinalDest)
void BeginInactiveState()
void ClientPlaySoundAtLocation_Implementation(USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
void EndSpectatingState()
void ClientProcessSimpleNetExecCommandUnreliableBP(AActor *ForActor, FName CommandName)
void ClientAddTextureStreamingLoc_Implementation(FVector InLoc, float Duration, bool bOverrideLocation)
AActor * GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
void GetInputMouseDelta(float *DeltaX, float *DeltaY)
FVector & AudioListenerLocationOverrideField()
void ClientSetHUD(TSubclassOf< AHUD > NewHUDClass)
void ClientMessage_Implementation(FString *S, FName Type, float MsgLifeTime)
void SafeRetryClientRestart()
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey()
char & IgnoreLookInputField()
void SetPlayer(UPlayer *InPlayer)
TSubobjectPtr< USceneComponent > & TransformComponentField()
float & InputYawScaleField()
void SendClientAdjustment()
UNetConnection * NetConnectionField()
void ClientCommitMapChange_Implementation()
void BeginSpectatingState()
void ClientSetBlockOnAsyncLoading()
void ClientUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
bool GetHitResultUnderCursorByChannel(ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
bool ServerPause_Validate()
void GetInputMotionState(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
void ClientEnableNetworkVoice_Implementation(bool bEnable)
FVector * GetInputVectorKeyState(FVector *result, FKey Key)
void ClientPrepareMapChange_Implementation(FName LevelName, bool bFirst, bool bLast)
void ClientRetryClientRestart(APawn *NewPawn)
void DestroySpectatorPawn()
APawn * AcknowledgedPawnField()
bool NetConnectionHasActiveActor(AActor *AnActor)
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor()
void ServerSetSpectatorLocation(FVector NewLoc)
TArray< FName > & PendingMapChangeLevelNamesField()
void GetViewportSize(int *SizeX, int *SizeY)
TArray< AActor * > HiddenActorsField()
bool NotifyServerReceivedClientData(APawn *InPawn, float TimeStamp)
void EndPlay(EEndPlayReason::Type EndPlayReason)
FVector & LastCharacterMovementTeleportUnstasisLocationField()
FRotator & RotationInputField()
void ServerVerifyViewTarget()
void ServerCheckClientPossession()
void ResetIgnoreInputFlags()
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
unsigned __int16 & SeamlessTravelCountField()
void Camera(FName NewMode)
void GetActorEyesViewPoint(FVector *out_Location, FRotator *out_Rotation)
bool ServerUpdateLevelVisibility_Validate(FName PackageName, bool bIsVisible)
bool & bIsDelayedNetCleanupField()
FRotator & TargetViewRotationField()
void SetupInputComponent()
void ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
bool IsSplitscreenPlayer(int *OutSplitscreenPlayerIndex)
APlayerState * GetNextViewablePlayer(int dir)
FString * ConsoleCommand(FString *result, FString *Cmd, bool bWriteToLog)
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
bool IsMoveInputIgnored()
void CreateTouchInterface()
void ChangeState(FName NewState)
void ServerUnmutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
void StartFire(char FireModeNum)
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents()
void AddPitchInput(float Val)
long double & ServerLastReceivedSpectatorLocTimeField()
void ServerUpdateCamera_Implementation(FVector_NetQuantize CamLoc, int CamPitchAndYaw)
bool ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D *ScreenLocation)
void ClientWasKicked(FText *KickReason)
void ClientNotifyRespawned(APawn *NewPawn, bool IsFirstSpawn)
void ClientSetBlockOnAsyncLoading_Implementation()
void ToggleSpeaking(bool bSpeaking, bool bUseSuperRange)
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused()
bool IsPlayerMuted(FString *VivoxUsername)
void ClientPrestreamTextures_Implementation(AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor()
float & LastTeleportDistanceField()
void SetVirtualJoystickVisibility(bool bVisible)
void ClientRepObjRef(UObject *Object)
void ClientProcessNetExecCommandUnreliable(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
FRotator & AudioListenerRotationOverrideField()
void ClientReturnToMainMenu(FString *ReturnReason)
void ClientMessage(FString *S, FName Type, float MsgLifeTime)
void ClientNetGUIDActorDeletion_Implementation(FNetworkGUID TheNetGUID)
bool InputTouch(unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
bool HasClientLoadedCurrentWorld()
void ClientCapBandwidth(int Cap)
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField()
void ServerSetSpectatorLocation_Implementation(FVector NewLoc)
float GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
void AddRollInput(float Val)
void ClientGameEnded(AActor *EndGameFocus, bool bIsWinner)
void CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField()
void SetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
void ServerViewPrevPlayer_Implementation()
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
void ClientUnmutePlayer(FUniqueNetIdRepl PlayerId)
void NetSpawnActorAtLocation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
void SetAudioListenerOverride(USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
void GetSeamlessTravelActorList(bool bToEntry, TArray< AActor * > *ActorList)
bool ServerMutePlayer_Validate(FUniqueNetIdRepl PlayerId)
UNetConnection * PendingSwapConnectionField()
void SpawnPlayerCameraManager()
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled()
void ServerPause_Implementation()
bool & bLockedInputUIField()
void SmoothTargetViewRotation(APawn *TargetPawn, float DeltaSeconds)
bool InputAxis(FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents()
BitFieldValue< bool, unsigned __int32 > bIsAdmin()
BitFieldValue< bool, unsigned __int32 > bInputEnabled()
float & LastSpectatorStateSynchTimeField()
void ClientForceGarbageCollection_Implementation()
void ClientSetCameraFade(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove()
void ClientGotoState(FName NewState)
bool GetHitResultAtScreenPosition(FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ForceSingleNetUpdateFor(AActor *Target)
float & LocalPlayerCachedLODDistanceFactorField()
void NotifyDirectorControl(bool bNowControlling, AMatineeActor *CurrentMatinee)
void ServerMutePlayer(FUniqueNetIdRepl PlayerId)
void SetCameraMode(FName NewCamMode)
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents()
void UpdatePing(float InPing)
void ClientReturnToMainMenu_Implementation(FString *ReturnReason)
void ClientProcessNetExecCommand(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
void ServerViewNextPlayer_Implementation()
bool GetHitResultUnderFingerByChannel(ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void AcknowledgePossession(APawn *P)
int & LastValidUnstasisCasterFrameField()
void ServerRestartPlayer()
void AddYawInput(float Val)
void LocalTravel(FString *FURL)
void ServerReceivedPlayerControllerAck_Implementation()
int GetSplitscreenPlayerCount()
bool & bPossessedAnyPawnField()
void ClientVoiceHandshakeComplete()
FVector & SpawnLocationField()
void ClientClearCameraLensEffects_Implementation()
void SetInitialLocationAndRotation(FVector *NewLocation, FRotator *NewRotation)
void ClientVoiceHandshakeComplete_Implementation()
void ClientEnableNetworkVoice(bool bEnable)
void ClientSetHUD_Implementation(TSubclassOf< AHUD > NewHUDClass)
void ClientIgnoreLookInput_Implementation(bool bIgnore)
void ClientFlushLevelStreaming_Implementation()
UNetConnection * GetNetConnection()
void ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
void ServerAcknowledgePossession(APawn *P)
void ClientIgnoreMoveInput_Implementation(bool bIgnore)
void ClientPlaySound_Implementation(USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
void ServerMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
char & IgnoreMoveInputField()
FVector * GetFocalLocation(FVector *result)
bool InputKey(FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
void EnableInput(APlayerController *PlayerController)
void ClientRestart(APawn *NewPawn)
void UpdateCameraManager(float DeltaSeconds)
void ServerChangeName_Implementation(FString *S)
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener()
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting()
void DisableInput(APlayerController *PlayerController)
float GetInputAnalogKeyState(FKey Key)
void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible)
bool & bAutoManageActiveCameraTargetField()
TSubclassOf< UCheatManager > & CheatClassField()
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField()
void SeamlessTravelFrom(APlayerController *OldPC)
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes()
void ClientRestart_Implementation(APawn *NewPawn)
void SetIgnoreMoveInput(bool bNewMoveInput)
BitFieldValue< bool, unsigned __int32 > bIsAnselActive()
void PostInitializeComponents()
void GetInputTouchState(ETouchIndex::Type FingerIndex, float *LocationX, float *LocationY, bool *bIsCurrentlyPressed)
void UpdateRotation(float DeltaTime)
bool ServerChangeName_Validate(FString *S)
void CleanupPlayerState()
bool GetHitResultUnderFingerForObjects(ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
bool ShouldReplicateVoicePacketFrom(FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
void ViewAPlayer(int dir)
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents()
void EnableCheats(FString pass)
unsigned __int16 & LastCompletedSeamlessTravelCountField()
void ClientWasKicked_Implementation(FText *KickReason)
void ClientProcessNetExecCommandUnreliable_Implementation(AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
void ClientMutePlayer(FUniqueNetIdRepl PlayerId)
void ServerShortTimeout()
void ProcessForceFeedback(const float DeltaTime, const bool bGamePaused)
void AutoManageActiveCameraTarget(AActor *SuggestedTarget)
bool GetHitResultUnderFinger(ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void ClientCommitMapChange()
void ClientMutePlayer_Implementation(FUniqueNetIdRepl PlayerId)
void ServerNotifyLoadedWorld_Implementation(FName WorldPackageName)
void CleanUpAudioComponents()
void ClientTeleportSucceeded(FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
bool ServerUnmutePlayer_Validate(FUniqueNetIdRepl PlayerId)
void ClientNotifyReconnected(APawn *NewPawn)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString * GetPlayerNetworkAddress(FString *result)
void ClientCancelPendingMapChange_Implementation()
void ServerCheckClientPossession_Implementation()
bool InputMotion(FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
void OnNetCleanup(UNetConnection *Connection)
void ProcessPlayerInput(const float DeltaTime, const bool bGamePaused)
void ClientClearCameraLensEffects()
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField()
void ServerAcknowledgePossession_Implementation(APawn *P)
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField()
UPlayer * GetNetOwningPlayer()
float & InputPitchScaleField()
void ClientGameEnded_Implementation(AActor *EndGameFocus, bool bIsWinner)
APlayerCameraManager * PlayerCameraManagerField()
void ServerVerifyViewTarget_Implementation()
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut()
void ServerCamera(FName NewMode)
bool IsPlayerMuted(FUniqueNetId *PlayerId)
void ClientProcessSimpleNetExecCommandBP(AActor *ForActor, FName CommandName)
void ClearAudioListenerOverride()
bool GetHitResultUnderCursor(ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
void ServerRestartPlayer_Implementation()
void ServerChangeName(FString *S)
void ServerCamera_Implementation(FName NewMode)
void UpdateStateInputComponents()
bool IsInputKeyDown(FKey Key)
float & LastRetryPlayerTimeField()
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField()
void ServerReceivedPlayerControllerAck()
void ServerNotifyLoadedWorld(FName WorldPackageName)
void GameHasEnded(AActor *EndGameFocus, bool bIsWinner)
void ClientGotoState_Implementation(FName NewState)
void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex)
void ReceivedSpectatorClass(TSubclassOf< AGameMode > SpectatorClass)
void ClientSetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
bool ShouldShowMouseCursor()
void DelayedPrepareMapChange()
void ServerUpdateLevelVisibility_Implementation(FName PackageName, bool bIsVisible)
void SwitchLevel(FString *FURL)
void SetIgnoreLookInput(bool bNewLookInput)
static bool IsNetRelevantFor(FTimespan A, FTimespan B)
void ClientSetCameraFade_Implementation(bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook()
char & NetPlayerIndexField()
void SpawnHUD(TSubclassOf< AHUD > NewHUDClass)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField()
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField()
void SetNetSpeed(int NewSpeed)
void SafeServerUpdateSpectatorState()
void ServerToggleAILogging_Implementation()
bool GetMousePosition(float *LocationX, float *LocationY)
void OverrideWith(APlayerState *PlayerState)
static void StaticRegisterNativesAPlayerState()
void SeamlessTravelTo(APlayerState *NewPlayerState)
APlayerState * Duplicate()
void RecalculateAvgPing()
float & CurPingBucketTimestampField()
void ClientInitialize(AController *C)
void RegisterPlayerWithSession(bool bWasFromInvite)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
FString * GetHumanReadableName(FString *result)
void UnregisterPlayerWithSession()
BitFieldValue< bool, unsigned __int32 > bFromPreviousLevel()
char & CurPingBucketField()
BitFieldValue< bool, unsigned __int32 > bIsInactive()
bool ShouldBroadCastWelcomeMessage(bool bExiting)
void UpdatePing(float InPing)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void SetPlayerName(FString *S)
void PostInitializeComponents()
FString & SavedNetworkAddressField()
FUniqueNetIdRepl & UniqueIdField()
BitFieldValue< bool, unsigned __int32 > bIsSpectator()
BitFieldValue< bool, unsigned __int32 > bIsABot()
void CopyProperties(APlayerState *PlayerState)
BitFieldValue< bool, unsigned __int32 > bOnlySpectator()
void SetUniqueId(TSharedPtr< FUniqueNetId, 0 > *InUniqueId)
FName & SessionNameField()
FString & PlayerNameField()
BitFieldValue< bool, unsigned __int32 > bHasBeenWelcomed()
BitFieldValue< bool, unsigned __int32 > bBPAddMultiUseEntries()
float & MaximumVelocityZForSlowingFallField()
void BuffTickClient(float DeltaTime)
bool TemplateAllowActorSpawn(UWorld *World, FVector *AtLocation, FRotator *AtRotation, FActorSpawnParameters *SpawnParameters)
BitFieldValue< bool, unsigned __int32 > bDediServerUseBPModifyPlayerBoneModifiers()
TSubclassOf< APrimalBuff > & AOEOtherBuffToApplyField()
float & ViewMaxExposureMultiplierField()
long double & LastItemDurabilityDepletionTimeField()
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
TArray< FBuffStatEntry > & BuffStatGroupEntriesField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyPlayerBoneModifiers()
FVector * UpdateStaticPathingDestination(FVector *result, FVector locOverride, float randomOffsetMultiplier, bool useRandomNegativeXDir, bool orientRandOffsetByRotation, FRotator randOffsetByRotation, float GroundCheckSpreadOverride)
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToDinos()
BitFieldValue< bool, unsigned __int32 > bBuffDrawFloatingHUD()
bool & bUseBPExcludeAoEActorField()
FName & InstigatorAttachmentSocketField()
TSubclassOf< UDamageType > & AoEApplyDamageTypeField()
bool & bDeactivatedSoundOnlyLocalField()
FieldArray< float, 12 > ValuesToAddPerSecondField()
BitFieldValue< bool, unsigned __int32 > bAoEIgnoreDinosTargetingInstigator()
UMaterialInterface * BuffPostProcessEffectField()
static UClass * StaticClass()
bool & bBPModifyCharacterFOVField()
TSubclassOf< UPrimalBuffPersistentData > & BuffPersistentDataClassField()
TArray< TSubclassOf< AActor > > & AoEClassesToExcludeField()
long double & NextBuffTickTimeServerField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffDeactivated()
BitFieldValue< bool, unsigned __int32 > bPreventOnPlayer()
BitFieldValue< bool, unsigned __int32 > bModifyMaxSpeed()
bool ExcludeAoEActor(AActor *ActorToConsider)
bool & bDeactivateAfterAddingXPField()
BitFieldValue< bool, unsigned __int32 > bAoEApplyDamageAllTargetables()
long double & TimeForNextAOECheckField()
BitFieldValue< bool, unsigned __int32 > bFollowTarget()
float & CharacterMultiplier_ExtraWaterConsumptionMultiplierField()
float & SlowInstigatorFallingDampenZVelocityField()
TArray< TSubclassOf< APrimalCharacter > > & BuffRequiresOwnerClassField()
float & ForceNetworkSpatializationBuffMaxLimitRangeField()
bool & bWasStasisedField()
BitFieldValue< bool, unsigned __int32 > bBPAdjustStatusValueModification()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFlight()
void Tick(float DeltaSeconds)
bool & bUseBPSetupForInstigatorField()
BitFieldValue< bool, unsigned __int32 > bRemoteForcedFlee()
BitFieldValue< bool, unsigned __int32 > bPlayerIgnoreBuffPostprocessEffectWhenRidingDino()
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)
APrimalBuff * AddBuff(APrimalCharacter *ForCharacter, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bUsePostAdjustDamage()
BitFieldValue< bool, unsigned __int32 > bDeactivateOnJump()
BitFieldValue< bool, unsigned __int32 > bDisableIfCharacterUnderwater()
BitFieldValue< bool, unsigned __int32 > bPreventInputDoesOffset()
int & AddBuffMaxNumStacksField()
float & CharacterMultiplier_SubmergedOxygenDecreaseSpeedField()
bool & bPersistentBuffSurvivesLevelUpField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeCarried()
BitFieldValue< bool, unsigned __int32 > bBPOverrideWeaponBob()
bool & bUseBuffTickServerField()
FVector & AoEBuffLocOffsetField()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnPlayers()
float & WeaponRecoilMultiplierField()
BitFieldValue< bool, unsigned __int32 > bApplyStatModifierToPlayers()
bool & bBPOverrideCharacterNewFallVelocityField()
BitFieldValue< bool, unsigned __int32 > bAllowBuffWhenInstigatorDead()
BitFieldValue< bool, unsigned __int32 > bUseTickingDeactivation()
float & HyperThermiaInsulationField()
TArray< TSubclassOf< AActor > > & PreventActorClassesTargetingField()
float & Maximum2DVelocityForStaminaRecoveryField()
float & TPVCameraSpeedInterpolationMultiplierField()
float & UnsubmergedMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
BitFieldValue< bool, unsigned __int32 > bForcePlayerProne()
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargeting()
BitFieldValue< bool, unsigned __int32 > bUseBPIsCharacterHardAttached()
void EnableTickFunction()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffIgnoreSameTeam()
float BuffAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
float & BuffTickServerMinTimeField()
TSubclassOf< APrimalBuff > & ForceNetworkSpatializationMaxLimitBuffTypeField()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeCarrying()
BitFieldValue< bool, unsigned __int32 > bPreventOnDino()
void DrawBuffFloatingHUD(int BuffIndex, AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyOtherBuffActivated()
TArray< TSubclassOf< AActor > > & AoEClassesToIncludeField()
float & AOEBuffRangeField()
BitFieldValue< bool, unsigned __int32 > bIsBuffPersistent()
void ProcessStaticPathing(bool triggerRunning)
float & OnlyForInstigatorSoundFadeInTimeField()
BitFieldValue< bool, unsigned __int32 > bCheckPreventInput()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAddingOtherBuff()
TSubclassOf< APrimalBuff > & BuffToGiveOnDeactivationField()
float & CharacterAOEBuffDamageField()
BitFieldValue< bool, unsigned __int32 > bWasDestroyed()
BitFieldValue< bool, unsigned __int32 > bOnlyAddCharacterValuesUnderwater()
float & CharacterAdd_DefaultHypothermicInsulationField()
BitFieldValue< bool, unsigned __int32 > bDeactivated()
float & InsulationRangeField()
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTickDedicated()
FStatusValueModifierDescription & BuffDescriptionField()
BitFieldValue< bool, unsigned __int32 > bPreventJump()
bool & bIsCarryBuffField()
void SetBuffCauser(AActor *CausedBy)
BitFieldValue< bool, unsigned __int32 > bUseBPPreventRunning()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffRequireSameTeam()
BitFieldValue< bool, unsigned __int32 > bDontPlayInstigatorActiveSoundOnDino()
float & XPtoAddRateField()
long double & TickingDeactivationTimeField()
float & AoEApplyDamageField()
BitFieldValue< bool, unsigned __int32 > bAddExtendBuffTime()
TArray< TWeakObjectPtr< APrimalCharacter > > & BuffedCharactersField()
float & XPEarningMultiplierField()
BitFieldValue< bool, unsigned __int32 > bHUDFormatTimerAsTimecode()
float & DeactivateAfterTimeField()
void NetDeactivate_Implementation()
BitFieldValue< bool, unsigned __int32 > bCustomDepthStencilIgnoreHealth()
void NotifyDamage(float DamageAmount, TSubclassOf< UDamageType > DamageClass, AController *EventInstigator, AActor *TheDamageCauser)
bool & bTickFunctionDisabledField()
float & DeactivationLifespanField()
TArray< UMaterialInterface * > PostprocessBlendablesToExcludeField()
void SetupForInstigator()
float & BuffTickServerMaxTimeField()
USoundBase * ExtraActivationSoundToPlayField()
BitFieldValue< bool, unsigned __int32 > bUseBPInitializedCharacterAnimScriptInstance()
bool & bUseBPCustomAllowAddBuffField()
BitFieldValue< bool, unsigned __int32 > bUseBPNonDedicatedPlayerPostAnimUpdate()
BitFieldValue< bool, unsigned __int32 > bPreventOnBigDino()
BitFieldValue< bool, unsigned __int32 > bAoEOnlyOnDinosTargetingInstigator()
float & ReceiveDamageMultiplierField()
float & AOEBuffIntervalMinField()
BitFieldValue< bool, unsigned __int32 > bPreventOnBossDino()
BitFieldValue< bool, unsigned __int32 > bNetResetBuffStart()
BitFieldValue< bool, unsigned __int32 > bAllowBuffStasis()
BitFieldValue< bool, unsigned __int32 > bHideBuffFromHUD()
USoundBase * DeactivatedSoundField()
UPrimalBuffPersistentData * MyBuffPersistentDataField()
BitFieldValue< bool, unsigned __int32 > bDisplayHUDProgressBar()
BitFieldValue< bool, unsigned __int32 > bAoEBuffAllowIfAlreadyBuffed()
FVector & AoETraceToTargetsStartOffsetField()
float & AOEBuffIntervalMaxField()
void NetResetBuffStart_Implementation()
int & ForceNetworkSpatializationBuffMaxLimitNumField()
TWeakObjectPtr< AActor > & TargetField()
BitFieldValue< bool, unsigned __int32 > bPreventOnWildDino()
BitFieldValue< bool, unsigned __int32 > bBPDrawBuffStatusHUD()
static void StaticRegisterNativesAPrimalBuff()
bool & bUseBuffTickClientField()
int GetBuffType_Implementation()
BitFieldValue< bool, unsigned __int32 > bBuffForceNoTick()
TArray< TSubclassOf< APrimalCharacter > > & BuffPreventsOwnerClassField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventThrowingItem()
BitFieldValue< bool, unsigned __int32 > bDinoIgnoreBuffPostprocessEffectWhenRidden()
FVector & staticPathingDestinationField()
bool & bDisableLightShaftsField()
BitFieldValue< bool, unsigned __int32 > bAddResetsBuffTime()
BitFieldValue< bool, unsigned __int32 > bUseInstigatorItem()
bool PreventActorTargeting_Implementation(AActor *ByActor)
float & CharacterMultiplier_ExtraFoodConsumptionMultiplierField()
long double & LastBuffTickTimeClientField()
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedPawn()
BitFieldValue< bool, unsigned __int32 > bForceUsePreventTargetingTurret()
float & BuffTickClientMinTimeField()
bool ReduceBuffTime(float AmountOfTimeToReduce)
BitFieldValue< bool, unsigned __int32 > bDestroyOnTargetStasis()
bool & bDisableBloomField()
BitFieldValue< bool, unsigned __int32 > bAddCharacterValues()
float & PostProcessInterpSpeedDownField()
long double & LastBuffTickTimeServerField()
BitFieldValue< bool, unsigned __int32 > bRequireController()
float & RemoteForcedFleeDurationField()
BitFieldValue< bool, unsigned __int32 > bNotifyExperienceGained()
BitFieldValue< bool, unsigned __int32 > bOnlyTickWhenVisible()
long double & NextBuffTickTimeClientField()
long double & BuffStartTimeField()
float & CharacterAOEBuffResistanceField()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachmentIncludeRiding()
BitFieldValue< bool, unsigned __int32 > bEnableStaticPathing()
BitFieldValue< bool, unsigned __int32 > bDoCharacterDetachment()
static APrimalBuff * StaticAddBuff(TSubclassOf< APrimalBuff > BuffClass, APrimalCharacter *ForCharacter, UPrimalItem *AssociatedItem, AActor *DamageCauser, bool bForceOnClient)
void BuffTickServer(float DeltaTime)
bool ExtendBuffTime(float AmountOfAdditionalTime)
long double & LastAoEApplyDamageTimeField()
bool & bOnlyTickWhenPossessedField()
bool & bOverrideBuffDescriptionField()
float & DepleteInstigatorItemDurabilityPerSecondField()
bool HideBuffFromHUD_Implementation()
BitFieldValue< bool, unsigned __int32 > bAOEOnlyApplyOtherBuffToWildDinos()
BitFieldValue< bool, unsigned __int32 > bSlowInstigatorFalling()
bool PreventActorTargeting(AActor *ByActor)
BitFieldValue< bool, unsigned __int32 > bHideTimerFromHUD()
BitFieldValue< bool, unsigned __int32 > bIsDisease()
float & AoEApplyDamageIntervalField()
BitFieldValue< bool, unsigned __int32 > bAOEApplyOtherBuffOnDinos()
BitFieldValue< bool, unsigned __int32 > bOnlyActivateSoundForInstigator()
BitFieldValue< bool, unsigned __int32 > bUsesInstigator()
BitFieldValue< bool, unsigned __int32 > bAOEBuffCarnosOnly()
float & MeleeDamageMultiplierField()
float & PostProcessInterpSpeedUpField()
float & BuffTickClientMaxTimeField()
BitFieldValue< bool, unsigned __int32 > bUseActivateSoundFadeInDuration()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFirstPerson()
BitFieldValue< bool, unsigned __int32 > bAoETraceToTargets()
TWeakObjectPtr< AActor > & DamageCauserField()
BitFieldValue< bool, unsigned __int32 > bForceAddUnderwaterCharacterStatusValues()
BitFieldValue< bool, unsigned __int32 > bImmobilizeTarget()
TWeakObjectPtr< UPrimalItem > & InstigatorItemField()
float & ViewMinExposureMultiplierField()
TArray< float > & PreventActorClassesTargetingRangesField()
bool AOEBuffCanAffect(APrimalCharacter *forChar)
float & SlowInstigatorFallingAddZVelocityField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
bool & bUseBPDeactivatedField()
bool & bDestroyWhenUnpossessedField()
float & SubmergedMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bNotifyDamage()
TArray< TSubclassOf< APrimalBuff > > & ActivePreventsBuffClassesField()
void BuffPostAdjustDamage(float Damage, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)
float & CharacterAdd_DefaultHyperthermicInsulationField()
TArray< TSubclassOf< APrimalBuff > > & BuffClassesToCancelOnActivationField()
float & HypoThermiaInsulationField()
void BPDrawBuffStatusHUD(AShooterHUD *HUD, float XPos, float YPos, float ScaleMult)
BitFieldValue< bool, unsigned __int32 > bBPUseBumpedByPawn()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent()
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores()
void TeleportToTargetLocation(FVector AtLocation, APrimalRaft *OnRaft)
float & ServerSeatedViewRotationPitchField()
void UpdateTribeName(FString NewTribeName)
void SetBasedOntoRaft(APrimalDinoCharacter *theDino)
UAnimMontage * ShieldCoverAnimField()
void BP_OnSetRunning(bool bNewIsRunning)
BitFieldValue< bool, unsigned __int32 > bUsesDiedFromBack()
void PlayHitEffectPoint(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
TArray< int > & ReplicatedBonesIndiciesField()
long double & LastIkUpdateTimeField()
void ServerPlayFireBallistaAnimation_Implementation()
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting()
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation()
bool FindTeleportLocation(FVector *TeleportLoc, APrimalRaft *OnRaft, FVector TargetLoc)
long double & LastUpdatedAimOffsetsTimeField()
float & ProneWaterSubmergedDepthThresholdField()
float & TargetingTimeField()
int & DraggingBodyIndexField()
float & DragWeightField()
float & DamageTheMeleeDamageCauserPercentField()
void StopAnimEx(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials()
void OnRep_RagdollPositions()
float & PreviewCameraDistanceScaleFactorField()
long double & LastForceMeshRefreshBonesTimeField()
float & DeadBaseTargetingDesirabilityField()
float GetHealthPercentage()
BitFieldValue< bool, unsigned __int32 > bOrbitCamera()
float & FootstepsMaxRangeField()
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField()
void OnStopBlockingAttack()
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle()
float & ServerForceSleepRagdollIntervalField()
float & CorpseFadeAwayTimeField()
void ClientNotifyLevelUp()
FRotator & CurrentAimRotField()
bool ShouldUseWaveLocking(bool bForceCheck)
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown()
void NetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController()
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems()
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization()
USoundBase * StartDraggedSoundField()
bool AllowColoringBy(APlayerController *ForPC, UObject *anItem)
float GetWaterSubmergedDepthThreshold()
void Immobilize(bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling)
float GetAIDifficultyValue()
void ServerToClientsPlayFireBallistaAnimation_Implementation()
bool BPHandleRightShoulderButton()
BitFieldValue< bool, unsigned __int32 > bAllowAirJump()
FDamageEvent * CurrentDamageEventField()
void OnTeleportOntoRaft(APrimalRaft *OntoRaft)
float BPGetAddForwardVelocityOnJump()
UPrimalCharacterStatusComponent * GetCharacterStatusComponent()
void OnStartBlockingAttack()
UAnimMontage * JumpAnimField()
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled()
void ClearRagdollPhysics()
void NetSetCharacterMovementVelocity_Implementation(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
float GetMaxSpeedModifier()
float & FallDamageMultiplierField()
FVector & DragOffsetField()
void ChangeActorTeam(int NewTeam)
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim()
void Prone(bool bClientSimulation)
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField()
UAnimSequence * DefaultSeatingAnimationField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput()
bool IsInvincible(int AttackerTeam)
float & WaterSubmergedDepthThresholdField()
long double & lastTimeStaggeredField()
void EnableBodiesGravity()
void PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
TArray< APrimalBuff * > BuffsField()
float GetProjectileDamageMultiplier()
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField()
float GetDodgeDurationMultiplier()
FVector * OverrideSwimmingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
bool ModifyInputAcceleration(FVector *InputAcceleration)
bool AllowBlockingWithShield()
long double & LastDragUpdateTimeField()
bool TryTeleportToBasedShipDeck(const int *ToDeckIndex, APlayerController *ForPC)
void BPNotifyLevelUp(int ExtraCharacterLevel, EPrimalCharacterStatusValue::Type StatType)
void ChangeAnimBlueprintIfNeeded()
bool IsBlockedByShield(FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, bool bDamageIsFromYarkWeapon)
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
float GetWeaponSpeedMultiplierByDirection(FVector *CharacterDir, FVector *MovementDir)
long double & LastListenRangePushTimeField()
float GetBaseDragWeight()
void DoSetRagdollPhysics()
void OnPrimalCharacterSleeped()
TWeakObjectPtr< AController > & LastDamageEventInstigatorField()
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity()
void OnActorExitWater(USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
bool BP_IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
UAnimMontage * PoopAnimationField()
float & CurrentCarriedYawField()
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs()
FPrimalCharacterNotifyAttackEnded & NotifyAttackEndedField()
void TurnInput(float Val)
void ReleaseSeatingStructure(APrimalStructureSeating *InSeatingStructure)
UPrimalCharacterStatusComponent * MyCharacterStatusComponentField()
bool TryAccessInventory()
void TryDragCharacter(APrimalCharacter *Character)
BitFieldValue< bool, unsigned __int32 > bIsHoldingSecondaryFire()
int & DraggedBoneIndexField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void BPTimerNonDedicated()
float & CorpseLifespanField()
void BP_OnIgnoredMoveToOrder(APlayerController *FromPC)
long double & LastTimeInSwimmingField()
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook()
float GetDamageTorpidityIncreaseMultiplierScale()
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume()
bool IsMeshGameplayRelevant()
long double & LastTimeNotInFallingField()
UPrimitiveComponent * GetPrimaryHitComponent()
FRotator * GetViewRotation(FRotator *result)
int & CachedNumberOfClientRagdollCorrectionAttemptsField()
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps()
float & OrbitCamZoomField()
float & DurabilityDegrateTheMeleeDamageCauserPercentField()
FVector * BPGetFPVViewLocation(FVector *result, APrimalCharacter *viewingCharacter)
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment()
void GiveDefaultWeaponTimer()
void UpdateSimulatedPosition(FVector *NewLocation, FRotator *NewRotation)
float GetBallistaReloadSpeedMultiplier()
bool CanTeleportOntoClosestValidRaft(APlayerController *ForPC, FVector *FoundLocation)
void PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bDidDie()
void ResetCollisionSweepLocation(FVector *newLocation)
void OnLanded(FHitResult *Hit)
FName & CapsulePreRagdollCollisionProfileNameField()
BitFieldValue< bool, unsigned __int32 > bCanUseWeapon()
TEnumAsByte< enum EMovementMode > & LastServerMovementModeField()
FName & DediOverrideCapsuleCollisionProfileNameField()
void BPNotifyBumpedPawn(APrimalCharacter *BumpedPawn)
FRotator * GetBaseAimRotation(FRotator *result)
bool SimulatedPreventBasedPhysics()
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent()
long double & LastStoppedEatAnimationTimeField()
void FadeOutLoadingMusic()
void ServerSetTargeting_Implementation(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
float GetWeaponBaseSpeedModifier()
long double & LastStartedBasingOnRaftTimeField()
void OnEndDrag_Implementation()
void BPOnWeaponStartedAttack(int weaponAttackIndex, bool useAltAnim)
BitFieldValue< bool, unsigned __int32 > bIsRiding()
float & ServerSeatedViewRotationYawField()
bool BPIsBasedOnDynamicActor()
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField()
BitFieldValue< bool, unsigned __int32 > bIgnoresMeleeStagger()
FVector & LastForceFallCheckBaseLocationField()
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
BitFieldValue< bool, unsigned __int32 > bShieldCoverRequiresAltInput()
void ServerSeatingStructureAction_Implementation(char ActionNumber)
void NotifyBumpedByPawn(APrimalCharacter *ByPawn)
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll()
BitFieldValue< bool, unsigned __int32 > bIsTargeting()
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval()
long double & CharacterDiedAtTimeField()
float & CorpseHarvestFadeTimeField()
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
UPrimalItem * GetShieldItem()
void PlayDyingPoint_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & ServerTargetCarriedYawField()
FRotator & OrbitCamRotField()
void GivePrimalItemWeapon(UPrimalItem *aPrimalItem)
float & BPTimerNonDedicatedMaxField()
void BPAddedAttachmentsForItem(UPrimalItem *anItem)
long double & LastRunningTimeField()
TArray< AActor * > * SortActorsByRelativeYaw(TArray< AActor * > *result, TArray< AActor * > *actors)
BitFieldValue< bool, unsigned __int32 > bInRagdoll()
bool CanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
FVector * OverrideNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
FRotator * BPCameraBaseOrientation(FRotator *result, APrimalCharacter *viewingCharacter)
void SetDynamicMusic(USoundBase *newMusic)
void NetAddCharacterMovementImpulse_Implementation(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
void PossessedBy(AController *NewController)
UStaticMesh * BolaStaticMeshOverrideField()
FRotator * BPLimitPlayerRotation(FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
FVector2D & LastRefreshedIslandInfoLocField()
void MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
float & PoopAltItemChanceField()
bool BPIsGameplayInputAllowed(bool bCheckForFullBodyAnimations, UAnimMontage *IgnoreFullBodyMontage)
bool BP_ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage()
void ClientStopAnimation_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
BitFieldValue< bool, unsigned __int32 > bPreviousInCombatState()
BitFieldValue< bool, unsigned __int32 > bDebugIK()
float & FallingDamageHealthScaleBaseField()
float GetClientRotationInterpSpeed(FVector *RootLoc)
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll()
BitFieldValue< bool, unsigned __int32 > bCanBeCarried()
UAnimSequence * GetSeatingAnimation()
bool ShouldAttackStopMoveCollapsing()
float GetCorpseDecayRate()
long double & LastInSwimmingSoundTimeField()
float & ScaleDeathHarvestHealthyByMaxHealthBaseField()
void DrawHUD(AShooterHUD *HUD)
bool IsControllingBallistaTurret()
float & BPTimerServerMinField()
BitFieldValue< bool, unsigned __int32 > bIsDead()
USoundCue * LeftSleepingSoundField()
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse()
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField()
bool CanDragCharacter(APrimalCharacter *Character)
float & SeatedOnShipDrawDistanceMultiplierField()
void PreInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bIsAmphibious()
void ServerCallFollowDistanceCycleOne(APrimalDinoCharacter *ForDinoChar)
void Net_OnIsStaggering(bool bNewStaggering, float PlayAnimAfterDelay, bool bPlayStaggerAnim)
void ServerToClientsPlayFireBallistaAnimation()
void WeaponClampRotation_Implementation(FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
void TurnAtRate(float Val)
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField()
float & ExtraMaxSpeedModifierField()
void LookUpAtRate(float Val)
long double & CorpseDestructionTimeField()
long double & LastReleaseSeatingStructureTimeField()
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField()
void ClientHandleNetDestroy()
FName & MeshRootSocketNameField()
BitFieldValue< bool, unsigned __int32 > bIsHitStaggering()
USoundCue * EnteredSleepingSoundField()
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping()
bool PreventInputDoesOffset()
void TryCallAttackTarget()
float BPGetHUDOverrideBuffProgressBarPercent()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & ExtraReceiveDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipTeleporting()
float & RagdollImpactDamageVelocityScaleField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
void ForceClearBase(bool bAlsoSetFallingMovementMode)
void NetOnJumped_Implementation()
void TakeFallingDamage(FHitResult *Hit)
float & ReplicatedCurrentTorporField()
void SetBoundsScale(float NewScale)
void DeathHarvestingFadeOut_Implementation()
bool IsValidLockOnTarget_Implementation(APawn *AttackerPawn)
bool PreventInputType(EPrimalCharacterInputType::Type inputType)
bool UseClearOnConsumeInput()
long double & StartedRidingTimeField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ServerCallStayOne(APrimalDinoCharacter *ForDinoChar)
void ServerCallFollowOne(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bDiedFromBack()
BitFieldValue< bool, unsigned __int32 > bIsNPC()
BitFieldValue< bool, unsigned __int32 > bIsWaterDino()
static void ForceUpdateCharacter(UWorld *World, APrimalCharacter *primalChar)
float GetCurrentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
BitFieldValue< bool, unsigned __int32 > bIsBlinking()
bool CharacterIsCarriedAsPassenger()
bool TraceForOpenTeleportLocation(FVector AtFloorLocation, FVector *OpenLocation, APrimalDinoCharacter *OnDino, bool bSnapToGround, float GroundCheckDistance)
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField()
void NotifyBumpedPawn(APawn *BumpedPawn)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void GiveDefaultWeapon(bool bForceGiveDefaultWeapon)
float & RunningMaxDesiredRotDeltaField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication()
float & CannonReloadMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn()
long double & MeshStopForceUpdatingAtTimeField()
void OnPrimalCharacterUnsleeped()
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType()
TArray< AActor * > * GetBasedPawns(TArray< AActor * > *result)
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged()
bool HasBuff(TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
void OnAttachedToCharacter()
FItemNetID & NextWeaponItemIDPrimaryField()
long double & TimeForNextValidShieldRaiseInField()
float & LastAttackedNearbyPlayerTimeField()
void ControllerLeavingGame(AShooterPlayerController *theController)
AShooterWeapon * CurrentWeaponField()
void BPNotifyBumpedByPawn(APrimalCharacter *ByPawn)
long double & ForceFootCacheUntilTimeField()
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim()
BitFieldValue< bool, unsigned __int32 > bIsRespawn()
FVector * GetInterpolatedLocation(FVector *result)
float & MaxDragDistanceTimeoutField()
float & CharacterDamageImpulseMultiplierField()
FString & DescriptiveNameField()
long double & LastForceAimedCharactersTimeField()
void ValidatePaintingComponentOctree()
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop()
FName & WeaponAttachPointSecondaryField()
long double & TimeStartedTargetingField()
FVector * OverrideWalkingVelocity(FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
void BPNetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer()
void OnRep_PaintingComponent()
BitFieldValue< bool, unsigned __int32 > bUseRecentHurtAmount()
TSubclassOf< AShooterWeapon > & DefaultWeaponField()
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll()
long double & LastUnstasisTimeField()
long double & LastFootPhysicalSurfaceCheckTimeField()
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
void ServerSetTargeting(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic()
BitFieldValue< bool, unsigned __int32 > bIsCarried()
TArray< APrimalBuff * > SeamlessTravelBuffsField()
APrimalStructureExplosiveTransGPS * CurrentTransponderField()
FVector & DeathActorTargetingOffsetField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
float & OriginalCorpseLifespanField()
float & Teleport_OntoRaft_AllowedTopDeckZDistField()
BitFieldValue< bool, unsigned __int32 > bUseWeaponAdjustDamage()
TArray< UAnimMontage * > * GetCurrentlyPlayingAnimations(TArray< UAnimMontage * > *result, bool bReturnIfAnyFound, TArray< FName > SlotsToInclude, TArray< FName > SlotsToExclude, TArray< FName > TagsToInclude, TArray< FName > TagsToExclude, TArray< UAnimMontage * > AnimationsToExclude)
BitFieldValue< bool, unsigned __int32 > bIsControllingBallista()
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipMovement()
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK()
void DeactivateBuffs(TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
bool CanBaseOnActorWhileSwimming(AActor *BaseActor, FHitResult *HitInfo)
APrimalRaft * GetBasedOnRaft(bool bOnlyCountDirectBase, bool bOnlyCountIndirectBase)
long double & LastBasedOnRaftTimeField()
bool IsBlockingWithShield(bool bCheckActiveBlocking, float TimeFromTransitionEndToConsiderFinished)
float & MountedDinoTimeField()
void ChangedAnimationBlueprint()
bool IsMontagePlaying(UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
USoundCue * RunStopSoundField()
float & BaseLookUpRateField()
bool PreventsTargeting(AActor *ByActor)
bool IsOnSeatingStructure()
FVector & LastSubmergedCheckLocField()
long double & LastNetDidLandField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
bool RaiseShield(EWeaponAttackInput::Type AttackInput)
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
FName * GetWeaponAttachPoint(FName *result, bool bSecondaryAttachPoint)
float BPGetGravityZScale()
FVector * GetRootBodyBoneLocation(FVector *result)
void NetReleaseSeatingStructure()
FVector & SimulatedInterpToLocField()
FRotator & ReplicatedRootRotationField()
TArray< float > & WeaponBreakLifesField()
BitFieldValue< bool, unsigned __int32 > bEnableIK()
bool IsCarryingSomething(bool bNotForRunning)
void ClientStopAnimationFPV(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
TArray< FName > & ReplicatedBonesField()
float & KillXPBaseField()
int & ServerLastFrameCounterChangeField()
APrimalDinoCharacter * GetBasedOnDinoOrRaft()
void RefreshBiomeZoneVolumes()
APrimalDinoCharacter * GetBasedOnDino()
void RefreshEquippedItemStatGroupModifiers()
UAnimMontage * LandedAnimField()
void TickMovementComponent(float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis()
float & MaxFallSpeedField()
float GetIndirectTorpidityIncreaseMultiplierScale()
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping()
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
bool & bIgnoreSimulatedRotationField()
void UpdateBasedOnRaftInventory(float DeltaSeconds)
FVector & RagdollLastFrameLinearVelocityField()
FVector * GetDirectionalVectorByIndex(FVector *result, const int DirIndex)
bool ProcessInputAndStopFire(bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
static void StaticRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones()
bool ForceAllowAddBuffOfClass(TSubclassOf< APrimalBuff > BuffClass)
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly()
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
FRotator & OldRotationField()
void CheckBlockingAndAdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField()
TSubclassOf< UPrimalItem > & PoopAltItemClassField()
void UpdateNetDynamicMusic()
float GetLowHealthPercentage()
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
void EnableShipReducedCharacterDrawDistance(bool bIsFromSeatingStructure)
void LookInput(float Val)
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim()
void NetPlaySoundOnCharacter_Implementation(USoundBase *SoundToPlay, bool bPlayOnOwner)
APrimalStructureExplosive * GetAttachedExplosive()
void BPCharacterUnsleeped()
long double & TimeForNextValidShieldRaiseOutField()
void AttachGPSTransponder(APrimalStructureExplosiveTransGPS *Transponder)
UAnimMontage * IsPlayingAnyFullBodyAnimations(UAnimMontage *IgnoreFullBodyMontage)
UPrimalInventoryComponent * MyInventoryComponentField()
float & StartFallingImpactRagdollTimeIntervalField()
void BlueprintIsSwitchingWeapons(bool *bIsSwitchingWeapons, bool *bIsUnequipping)
void ServerDinoOrder(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
void ServerCallMoveToRaft(FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
void SetBase(UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
BitFieldValue< bool, unsigned __int32 > bIKEnabled()
static UActorComponent * GetSnapshotComponent(AActor *From, FName Tag)
long double & LastStartedBeingCarriedTimeField()
void UnmarkAbortedForSeamlessTravel()
void ExecSetSleeping(bool bEnable)
void DeathHarvestingFadeOut()
int & CurrentFrameAnimPreventInputField()
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater()
void BPOnMovementModeChangedNotify()
float & ClientForceSleepRagdollIntervalField()
UAnimMontage * DeathAnimFromBackField()
void TryGiveDefaultWeapon()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent()
int & RagdollPenetrationFailuresField()
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset()
FString * PlayerCommand(FString *result, FString *TheCommand)
bool BP_CanTeleportOntoRaft(APrimalRaft *OnRaft, APlayerController *ForPC)
float & BaseTurnRateField()
bool CanSetShieldState(bool bLowerShield)
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify()
float & Teleport_OntoRaft_TraceIntervalDistOverrideField()
bool AllowHurtAnimation()
float & DamageNotifyTeamAggroRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bIsImmobilized()
float & ExtraMeleeDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir()
AActor * BPGetAimedActor(FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
float & StartWaveLockingThresholdField()
BitFieldValue< bool, unsigned __int32 > bAllowRun()
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField()
void UpdateRunSounds(bool bNewRunning)
float & LastDamageAmountMaterialValueField()
void DidTeleport(FVector newLoc, FRotator newRot)
float & MaxDragMovementSpeedField()
void InventoryItemUsed(UObject *InventoryItemObject)
FVector & CurrentRootLocField()
float & BuffedResistanceMultField()
FSeamlessIslandInfo * MyIslandInfoField()
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField()
FVector * GetAbsoluteDynamicBasedLocation(FVector *result)
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
long double & CorpseDestructionTimerField()
APrimalCharacter * DraggedCharacterField()
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino()
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal()
float & RagdollReplicationIntervalField()
float & SimpleIkRateField()
float & BaseTargetingDesirabilityField()
bool ProcessInputAndStartFire(bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput()
FName & MeshPreRagdollCollisionProfileNameField()
bool IsGameInputAllowed()
void SetTargeting(bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
int & NumberOfClientRagdollCorrectionAttemptsField()
FVector * GetCapsuleBottomLocation(FVector *result)
long double & LastTookDamageTimeField()
bool ExcludePostProcessBlendableMaterial(UMaterialInterface *BlendableMaterialInterface)
long double & LastStartFallingRagdollTimeField()
void CheckJumpInput(float DeltaTime)
float & EffectorInterpSpeedField()
UAudioComponent * RunLoopACField()
BitFieldValue< bool, unsigned __int32 > bIsStaggering()
BitFieldValue< bool, unsigned __int32 > bIsEnemyAI()
void CheckJumpOutOfWater()
void FinalLoadedFromSaveGame()
FVector * GetAdjustedMeleeLockOnPointOffset(FVector *result)
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch()
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking()
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps()
UAnimSequence * GetShieldHeldAnimation()
bool IsInStatusState(EPrimalCharacterStatusState::Type StatusStateType)
void ServerCallMoveTo(FVector MoveToLoc, AActor *TargetActor)
float & PreviewCameraMaxZoomMultiplierField()
FVector * GetTargetPathfindingLocation(FVector *result)
void TryCutEnemyGrapplingCable()
void PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bIsMounted()
BitFieldValue< bool, unsigned __int32 > bTargetingParry()
long double & StopRidingTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBallistaAimOffset()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void SetRagdollReplication(bool Enabled)
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
UObject * GetUObjectInterfaceTargetableInterface()
float & TPVStructurePlacingHeightMultiplierField()
float PlayAnimMontage(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
void ForceTickPoseDelta()
float & MaxDragDistanceField()
FString & TribeNameField()
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming()
void OnDetachedFromCharacter(APrimalCharacter *aCharacter, int OverrideDirection)
TSubclassOf< UPrimalItem > & PoopItemClassField()
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick()
bool PreventsTargeting_Implementation(AActor *ByActor)
void DrawLocalPlayerHUD(AShooterHUD *HUD)
UAnimSequence * DefaultShieldAnimationField()
float & DamageNotifyTeamAggroRangeField()
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI()
float GetCorpseLifespan()
EWeaponAttackInput::Type & LastShieldBlockingInputPressedField()
float & LevelForMaxAIDifficultyField()
void ClientPlayAnimation_Implementation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Seating()
long double & NextBPTimerNonDedicatedField()
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
void NetForceUpdateAimedCharacters_Implementation(FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
bool BPPreventInputType(EPrimalCharacterInputType::Type inputType)
float BP_GetMaxSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll()
long double & LastTimeBasedMovementHadCurrentActorField()
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase()
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar()
void DisableShipReducedCharacterDrawDistance(bool bIsFromSeatingStructure)
void BPRemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
UAnimMontage * lastPlayedMountAnimField()
void SetRunning(bool bNewRunning)
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset()
bool CanJumpInternal_Implementation()
int & NumFallZFailsField()
float & BPTimerServerMaxField()
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField()
AActor * GetAimedActor(ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
BitFieldValue< bool, unsigned __int32 > bWasLocallyControlled()
void ClientStopAnimationFPV_Implementation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
bool BPCanNotifyTeamAggroAI(APrimalDinoCharacter *Dino)
void OnClientPairedNetGUID()
void ServerCallAggressive()
void CheckRagdollPenetration()
float & MinTimeBetweenFootstepsRunningField()
bool IsRunning(bool bIncludeFalling, bool bIncludeRunTurning)
FPrimalCharacterNotifyAttackStarted & NotifyAttackStartedField()
TSubclassOf< APrimalBuff > & PostFeatStaminaRecoveryCooldownDebuffField()
TArray< USoundCue * > FootStepSoundsPhysMatField()
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField()
float ConsumeWeaponBreakLife(UClass *WeaponClass, float BreakWeightToConsume)
FName & SocketOverrideTargetingLocationField()
void OnBeginDrag(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
APrimalBuff * GetBuff(TSubclassOf< APrimalBuff > BuffClass, bool bOnlyReturnSkillBuff, bool bOnlyReturnActivatedBuff, bool bUseExactMatch)
void DoFindGoodSpot(FVector RagdollLoc, bool bClearCollisionSweep)
char & TribeGroupInventoryRankField()
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation()
long double & LocalLastHurtTimeField()
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Based()
FName & SnaredFromSocketField()
void StartedFiringWeapon(bool bPrimaryFire)
FVector & OldLocationField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool CanDie(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
void GetBuffs(TArray< APrimalBuff * > *TheBuffs)
void BPCharacterSleeped()
UTexture2D * GetOverrideDefaultCharacterParamTexture(FName theParamName, UTexture2D *CurrentTexture)
void DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)
void ServerTryPoop_Implementation()
float GetWeaponRunSpeed()
void ServerSetRunning_Implementation(bool bNewRunning)
void Poop(bool bForcePoop)
void PlayDyingGeneric(float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
long double & DisableUnBasingUntilField()
void OnStartBreakingAttack()
float & DamageNotifyTeamAggroMultiplierField()
void PlayDyingPoint(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ExecSetPawnSleeping(bool bEnable)
float & FullIKDistanceField()
USoundCue * EnteredSwimmingSoundField()
float & MinTimeBetweenFootstepsField()
float GetPercentStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
float & AddForwardVelocityOnJumpField()
bool TryTeleportToTargetLocation(APrimalRaft *OnRaft, FVector TargetLocation, APlayerController *ForPC)
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField()
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
FVector & GroundCheckExtentField()
bool IsShieldTransitioningOut(float TimeFromEndToConsiderFinished)
void UpdateSwimmingState()
AActor * ImmobilizationActorField()
void SetDeath(bool bForceRagdoll)
bool IsBlockingWithWeapon()
BitFieldValue< bool, unsigned __int32 > bIsBuffed()
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory()
float & LastBasedOnRaftOpenWaterSpoilingMultField()
bool IsDraggingCharacter()
void ClientEndRagdollUpdate()
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField()
void UpdateStatusComponent(float DeltaSeconds)
void OnAttachedToSeatingStructure()
void LocalPossessedBy(APlayerController *ByController)
int & customBitFlagsField()
float GetDefaultMovementSpeed()
void OnClientReceivedTransformAfterPairingNetGUID(FVector *Loc, FRotator *Rot)
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement()
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoEnemyRafts()
USoundBase * EndDraggedSoundField()
APrimalRaft * BP_FindClosestTeleportRaft(APlayerController *ForPC, UPrimitiveComponent *BasedOn)
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation()
bool ForceAddUnderwaterCharacterStatusValues()
FName & DragBoneNameField()
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun()
void InitializedAnimScriptInstance()
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField()
UTexture2D * PoopIconField()
bool IsShieldTransitioningIn(float TimeFromEndToConsiderFinished)
void TeleportSucceeded(bool bIsATest, bool bSimpleTeleport)
static void StaticRegisterNativesAPrimalCharacter()
float & RunningSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI()
FVector & TargetPathfindingLocationOffsetField()
long double & LastWalkingTimeField()
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
float PlayAnimEx(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
FName & DragSocketNameField()
bool CanBeTargetedBy(ITargetableInterface *Attacker)
float GetCharacterLevel()
float & FootPhysicalSurfaceCheckIntervalField()
void NetStopAllAnimMontage()
void ServerCallSetAggressive()
void NetPlaySoundOnCharacter(USoundBase *SoundToPlay, bool bPlayOnOwner)
bool IsValidForStatusUpdate()
void EnableBPTimerNonDedicated(bool bEnable)
void BPInventoryItemRepairedOrBroken(UPrimalItem *TheItem, bool bIsBroken)
BitFieldValue< bool, unsigned __int32 > bCacheRidingDinoWeapon()
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted()
void PostNetReceiveVelocity(FVector *NewVelocity)
void OnEndDragged(APrimalCharacter *Dragger)
bool CanTeleportOntoRaft(APrimalRaft *OnRaft, APlayerController *ForPC)
void ServerPlayFireBallistaAnimation()
FTransform & LocalDraggedCharacterTransformField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
void BPOnAnimPlayedNotify(UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
BitFieldValue< bool, unsigned __int32 > bPreventJump()
bool IsShieldTransitioning(float TimeFromEndToConsiderFinished)
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK()
bool IsValidCharacterToPreventClaiming(int AttackerTeam)
bool IsAttachedToSomething()
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision()
BitFieldValue< bool, unsigned __int32 > bIsDragging()
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase()
long double & NextRefreshedIslandInfoTimeField()
float & GlideMaxCarriedWeightField()
int & LastYawSpeedWorldFrameCounterField()
bool GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, AActor *IgnoredActor)
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking()
float GetFallAcceleration()
void OnJumped_Implementation()
bool CanMountOnMe(APrimalDinoCharacter *dinoCharacter)
long double & LastTimePressedInputField()
void DualWieldingSwitchSideWeapon(UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
UAnimMontage * DeathAnimField()
BitFieldValue< bool, unsigned __int32 > bWantsToRaiseShield()
float & BPTimerNonDedicatedMinField()
void ServerCallAttackTarget(AActor *TheTarget)
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn()
void MoveForward(float Val)
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting()
float & LastFallingZField()
FVector & MeshPreRagdollRelativeLocationField()
void PostInitializeComponents()
FVector * GetCapsuleTopLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules()
FName & NonDediOverrideMeshCollisionProfileNameField()
int & Teleport_OntoRaft_MaxTraceCountField()
BitFieldValue< bool, unsigned __int32 > bReadyToPoop()
void CaptureCharacterSnapshot(UPrimalItem *Item)
FVector & TPVCameraOrgOffsetField()
bool GiveKillExperience()
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance()
EPhysicalSurface & LastFootPhysicalSurfaceTypeField()
void ClientDidPoop_Implementation()
float & ClientRotationInterpSpeedMultiplierGroundField()
void LocalUnpossessed_Implementation()
float & SimulatedInterLocSpeedField()
float & RunMinVelocityRotDotField()
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFX()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage()
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid()
float GetDragWeight(APrimalCharacter *ForDragger)
TArray< UAnimMontage * > AnimationsPreventInputField()
void ClientStopAnimation(UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
long double & LastPlayedFootstepTimeField()
UAnimMontage * HurtAnimField()
float & ReplicatedMaxTorporField()
bool TryLandingOnRaft(APlayerController *ForPC)
void EndForceSkelUpdate()
float SetHealth(float newHealth)
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField()
static UClass * StaticClass()
static UActorComponent * CreateSnapshotComponent(AActor *For, UObject *Template, FName Tag, FName Name)
FVector & MeleeLockOnPointOffsetField()
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFXAndUseDmgTypeSound()
APrimalBuff * GetBuffForPostEffect(UMaterialInterface *anEffect)
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater()
void ServerPrepareForSeamlessTravel_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsSleeping()
bool IsValidForCombatMusic()
FString * GetShortName(FString *result)
FName & RootBodyBoneNameField()
void StopAllAnimMontages(float BlendOutTime)
float & MaxCursorHUDDistanceField()
void RemoveCharacterSnapshot(UPrimalItem *Item, AActor *From)
float BPGetExtraMeleeDamageModifier()
void ServerSetRunning(bool bNewRunning)
float BPAdjustDamage(float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity()
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField()
BitFieldValue< bool, unsigned __int32 > bIsBigDino()
bool IsSwitchingWeapons()
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated()
BitFieldValue< bool, unsigned __int32 > bNoPhysics()
void NetAddCharacterMovementImpulse(FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponEquipped()
void StopAnimMontage(UAnimMontage *AnimMontage)
TWeakObjectPtr< UPrimitiveComponent > & LastMovementBaseField()
float & ClientLocationInterpSpeedField()
float BPGetAddForwardVelocityOnJump_Implementation()
BitFieldValue< bool, unsigned __int32 > bSetDeath()
bool BPOverrideFPVViewLocation(APrimalCharacter *viewingCharacter)
BitFieldValue< bool, unsigned __int32 > bUseMeleeDamageMultiplierForProjectiles()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify()
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube()
FName & PreAttachToSeatingStructureCollisionProfileNameField()
void ClientRagdollUpdate(TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations()
float & ReplicatedMaxInventoryWeightField()
FVector & TPVCameraOffsetMultiplierField()
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoRafts()
void OnShieldDefenseBroken(float StaggerTime)
FVector * BPOverrideCharacterNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
long double & LastHitDamageTimeField()
USoundBase * NetDynamicMusicSoundField()
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater()
BitFieldValue< bool, unsigned __int32 > bIsClimbing()
bool BPShouldLimitForwardDirection()
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll()
void NotifyItemRemoved(UPrimalItem *anItem)
float GetMaxStatusValue(EPrimalCharacterStatusValue::Type StatusValueType)
void TakeSeatingStructure(APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer()
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)
bool IsSitting(bool bIgnoreLockedToSeat)
FVector & LastHitWallSweepCheckLocationField()
long double & NextBPTimerServerField()
float BPModifyViewHitDir(APrimalCharacter *viewingCharacter, float InViewHitDir)
void OnDetachedFromSeatingStructure(APrimalStructureSeating *InSeatingStructure)
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound()
float & TargetCarriedYawField()
void FellOutOfWorld(UDamageType *dmgType)
float & Teleport_OntoRaft_CheckRadiusField()
EWeaponAttackInput::Type & LastInputPressedField()
FVector & PreviousRagdollLocationField()
void StartStaggering(float staggeringTime, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum()
void TagFriendlyStructures()
bool HasShieldAttackForInput(EWeaponAttackInput::Type AttackInput)
UPrimalHarvestingComponent * MyDeathHarvestingComponentField()
long double & LastMyRaftTakeDamageFromEnemyTimeField()
FRotator & MeshPreRagdollRelativeRotationField()
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino()
bool IsAlliedWithOtherTeam(int OtherTeamID)
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets()
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking()
bool IsSubmerged(bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
bool UseFastTurretTargeting()
long double & LastLocalHitMarkerTimeField()
void SetEnableIK(bool bEnable, bool bForceOnDedicated)
void MoveRight(float Val)
long double & LocalLastViewingInventoryTimeField()
BitFieldValue< bool, unsigned __int32 > bCanDrag()
void BPNotifyDroppedItemPickedUp(ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
long double & LastSpecialDamageTimeField()
float & TamedDinoCallOutRangeField()
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bFirstTicked()
void NetUpdateTribeName_Implementation(FString *NewTribeName)
int & SeatingStructureSeatNumberField()
void OnStartFireQuinary()
USoundCue * DeathSoundField()
TArray< FAssetMatcher > & DamageTypeHurtAnimOverridesField()
FName & NonDediOverrideCapsuleCollisionProfileNameField()
void RemoveAllJumpDeactivatedBuffs(APrimalBuff *IgnoredBuff)
void StartHitStaggering(float staggeringTime)
USoundCue * HurtSoundField()
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting()
BitFieldValue< bool, unsigned __int32 > bPreventMovement()
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction()
float & ClientRotationInterpSpeedField()
float & GlideGravityScaleMultiplierField()
void Net_OnIsStaggering_Implementation(bool bNewStaggering, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
float & RagdollDeathImpulseScalerField()
UPaintingTexture * GetPaintingTexture(bool bForTattoo, UPrimalPlayerData *TattooPlayerData)
bool IsInVacuumSealedSpace()
bool CanBeBaseForCharacter(APawn *Pawn)
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis()
void PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
void OnStopBreakingAttack()
float & currentStaggeringTimeField()
void TryAccessInventoryWrapper()
float & RagdollImpactDamageMinDecelerationSpeedField()
float & RecentHurtAmountField()
TArray< USoundCue * > LandedSoundsPhysMatField()
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh()
FRotator * BPCameraRotationFinal(FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
void BPNetSetCharacterMovementVelocity(bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
int GetNearestBoneIndexForDrag(APrimalCharacter *Character, FVector HitLocation)
FString * GetDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward()
long double & BlinkTimerField()
FItemNetID & NextWeaponItemIDSecondaryField()
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure()
FVector & CurrentLocalRootLocField()
FVector & LastApproximatePhysVolumeLocationField()
bool IsValidForStatusRecovery()
void NetStopAllAnimMontage_Implementation()
float & ReplicatedCurrentHealthField()
float & HalfLegLengthField()
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking()
void TryCallFollowDistanceCycleOne()
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField()
void StopAnimExFPV(UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
FName & DediOverrideMeshCollisionProfileNameField()
static void ForceUpdateAimedCharacters(UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
void DropAllCarriedAndPassengers()
void PlayHitEffectGeneric_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation()
BitFieldValue< bool, unsigned __int32 > bIsHoldingPrimaryFire()
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField()
FVector * BPModifyForwardDirectionInput(FVector *result, FVector *directionInput)
float & PreviewCameraDefaultZoomMultiplierField()
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk()
BitFieldValue< bool, unsigned __int32 > bTicksOnClient()
float GetSpoilingTimeMultiplier(UPrimalItem *anItem)
float & LastHurtByNearbyPlayerTimeField()
float & GrabWeightThresholdField()
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame()
float & BuffedDamageMultField()
FVector * GetVelocity(FVector *result, bool bIsForRagdoll)
TArray< TEnumAsByte< enum EWeaponAttackInput::Type > > & ShieldCoverInputsField()
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments()
void NetDidLand_Implementation()
USoundCue * PoopSoundField()
UAnimMontage * FireBallistaAnimationField()
bool IsBasedOnRaft(APrimalRaft *SpecificRaft)
FName & WeaponAttachPointField()
FRotator * GetInterpolatedRotation(FRotator *result)
bool AnimationPreventsInput(bool bTestingForFirstPerson)
EPhysicalSurface GetFootPhysicalSurfaceType(bool bForce)
FVector * GetTargetingLocation(FVector *result)
UAnimMontage * ShieldCrouchedCoverAnimField()
float & CorpseDraggedDecayRateField()
void OnBeginDragged(APrimalCharacter *Dragger)
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying()
long double & LastRelevantToPlayerTimeField()
bool IsDodgeDirectionAllowed(int DodgeDirection)
void UpdateStencilValues()
void ServerDinoOrder_Implementation(APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
void NetReleaseSeatingStructure_Implementation()
TArray< UClass * > WeaponBreakClassesField()
void ClientPlayAnimation(UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
UPrimalItem_Shield * GetYarkShieldItem()
void NetUpdateTribeName(FString *NewTribeName)
FVector * AnimGraphGetInterpolatedLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity()
void RefreshMyIslandInfo()
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck()
void OnActorEnterWater(USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
AShooterCharacter * LastGrapHookPullingOwnerField()
BitFieldValue< bool, unsigned __int32 > bViewingInventory()
APrimalCharacter * DraggingCharacterField()
TArray< TSubclassOf< APrimalBuff > > & PossessionBuffsField()
void DidTeleport_Implementation(FVector newLoc, FRotator newRot)
BitFieldValue< bool, unsigned __int32 > bCanForceSkelUpdate()
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput()
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField()
void BPOnWeaponEquipped()
FVector & TPVCameraOffsetField()
void ClientPrepareForSeamlessTravel_Implementation()
BitFieldValue< bool, unsigned __int32 > bCanRun()
BitFieldValue< bool, unsigned __int32 > bWantsToLowerShield()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents()
float & LowHealthPercentageField()
float & LandedSoundMaxRangeField()
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation()
BitFieldValue< bool, unsigned __int32 > bWantsToRun()
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay()
void ClearMountedDino(bool fromMountedDino)
void ServerGiveDefaultWeapon(bool bOnlyGiveDefaultWeapon)
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
long double & StartDraggingTimeField()
USceneComponent * GetParticleBaseComponent()
void WeaponClampRotation(FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
float & TwoLeggedVirtualPointDistFactorField()
void ClientFailedPoop_Implementation()
void BP_OnTeleportOntoRaft(APrimalRaft *OntoRaft)
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & DefendingInterruptLevelMultiplierField()
long double & ForceCheckPushThroughWallsTimeField()
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand()
float GetImmersionDepth(bool bUseLineTrace)
bool DinoMountOnMe(APrimalDinoCharacter *dinoCharacter, bool bForce)
TWeakObjectPtr< APrimalDinoCharacter > & LastBasedOnRaftField()
BitFieldValue< bool, unsigned __int32 > bIsOnSeatingStructure()
FName & PreviousAwakeCollisionProfileNameField()
APrimalRaft * FindClosestTeleportRaft(APlayerController *ForPC)
void EnableBPTimerServer(bool bEnable)
void UnequipPrimalItemSideWeapon(bool bIsPrimaryWeapon, bool bIsSwitch)
int GetDirectionalIndexByVector(FVector *TestVec, bool isDodgeTest, float Tolerance)
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh()
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot()
void PlayShieldHitResponse(bool bUseHitParticles)
void UnProne(bool bClientSimulation)
USoundCue * RunLoopSoundField()
float & ReplicatedMaxHealthField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bRemoteRunning()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis()
void SetShieldState(bool bLowerShield, bool bSkipShieldAnim)
void OnIgnoredMoveToOrder(APlayerController *FromPC)
BitFieldValue< bool, unsigned __int32 > bCanSitOnStructures()
long double & NextBlinkTimeField()
float & NonRelevantServerForceSleepRagdollIntervalField()
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger()
TArray< FName > & BonesToIngoreWhileDraggedField()
void ProcessStaggerForDefender(AActor *DamageCauser, int AttackerAttackIndex, int DefenderAttackIndex, bool bWasAttackBlocked)
float BPModifyFOV_Implementation(float FOVIn)
long double & LastBumpedDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanStagger()
BitFieldValue< bool, unsigned __int32 > bCanBeDragged()
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead()
void PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
bool IsValidCharacterToDoClaiming(int VictimTeam)
long double & LastTimeSubmergedField()
bool & bWildUseDeltaZTargetingForFlyerPawnOrBigDinoField()
BitFieldValue< bool, unsigned __int32 > bAttackForcesRunning()
float & Teleport_CheckInterval_MINField()
float & ForcedFleeDurationField()
bool & bUseBPShouldNotifyNeighborField()
BitFieldValue< bool, unsigned __int32 > bUseBP_TamedOverrideHorizontalLandingRange()
FRotator & AttackRotationRateField()
BitFieldValue< bool, unsigned __int32 > bRestrictWanderingToSeamlessWorldGridExtents()
bool HumanIsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & AttackIntervalField()
void EndForceFleed_Implementation()
float & WanderFlyingMinZHeightAboveGroundField()
float & AggroFactorDamagePercentageMultiplierField()
AActor * GetAggroEntriesAttackerAtIndex(int Index)
float & BelowDeltaZAttackRangeField()
float & AggroNotifyNeighborsRangeFalloffField()
BitFieldValue< bool, unsigned __int32 > bAlwaysStartledWhenAggroedByNeighbor()
float & DamagedForceAggroIntervalField()
float & MovingAroundBlockadeDirectionField()
float & LandDinoMaxFlyerTargetDeltaZField()
FVector & LastBlockadeHitLocationField()
float & AggroFactorDecreaseGracePeriodField()
bool OverrideHasReachedGoalWithUseHeight(FVector *GoalLoc, float UseRadius, float UseHeight, float ZDelta)
float & MinimumWanderGroundNormalZField()
float & TargetingDistanceReductionFactorLinearField()
float & WildBelowDeltaZTargetingRangeField()
FVector * GetWanderAroundActorDestination(FVector *result, APrimalDinoCharacter *dinoCharacter, FVector originalDestination)
float & MoveAroundObjectMaxVelocityField()
BitFieldValue< bool, unsigned __int32 > bIgnoreWaterOrAmphibiousTargets()
TArray< float > & TamedAITargetingRangeMultipliersField()
bool BPForceTargetDinoRider(AShooterCharacter *playerTarget)
bool ShouldForceRunWhenAttacking()
long double & LastTeleportCheckTimeField()
float & ForceAbortAfterUnconfirmedMoveTimeField()
BitFieldValue< bool, unsigned __int32 > bNotifyBPTargetSet()
bool MoveAroundBlockade(FVector PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, FVector HitNormal, FVector HitLocation, bool SkipBlockingCheck)
float & FlyingReachedDestinationThresholdOffsetField()
TArray< TSubclassOf< AActor > > & TamedTargetingDesireMultiplierClassesField()
float & MinAggroValueField()
float & SeekingPercentChanceToFlyField()
BitFieldValue< bool, unsigned __int32 > bUseBPSetupFindTarget()
void RebootBrainComponent()
float & TamedCorpseFoodTargetingRangeField()
bool IsWithinAttackRange(AActor *Other, bool bForceUseLastAttackIndex)
FVector & MovingAroundBlockadePointField()
bool & bDontWanderField()
float & WanderRequireMinimumDistanceFromShoreField()
BitFieldValue< bool, unsigned __int32 > bRidingPlayerTargetDino()
float GetMinAttackRange()
bool UseLowQualityBehaviorTreeTick()
AActor * BPUpdateBestTarget(AActor *bestTarget, bool dontSetIn, bool *dontSetOut)
bool IsForceTargetDinoRider(AShooterCharacter *playerTarget)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & AttackRotationGroundSpeedMultiplierField()
void OnReachedMoveToActor()
float & NaturalMinDepthZField()
float & LastBlockadeWidthField()
float & TamedMaxFollowDistanceField()
void OnRep_CurrentMoveToActor()
BitFieldValue< bool, unsigned __int32 > bUseFlyingTargetOffsets()
bool & bUseOverlapTargetCheckTracesField()
BitFieldValue< bool, unsigned __int32 > bDisableForceFlee()
float & DieIfLeftWaterTargetUnsubmergedTimeoutField()
FVector & DynamicTargetActor_RelLocation_RandOffsetField()
float & FlyingWanderRandomDistanceAmountField()
FVector & LastCheckAttackRangePawnLocationField()
TArray< TSubclassOf< AActor > > & WildTargetingDesireMultiplierClassesField()
float & AboveDeltaZAttackRangeField()
FVector & LastFleeLocCheckField()
float & DieIfLeftWaterWanderMinimumWaterHeightMultiplierField()
float & ForceFleeUnderHealthPercentageField()
AActor * LastMovingAroundBlockadeActorField()
void SetTarget(AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget)
float & TamedFollowAcceptanceHeightOffsetField()
float & ForcedAggroTimeCounterField()
BitFieldValue< bool, unsigned __int32 > bIgnoreMoveAroundBlockade()
AActor * CurrentMoveToActorField()
bool & bFocusOnTargetDuringAttackField()
void Possess(APawn *InPawn)
BitFieldValue< bool, unsigned __int32 > bNotAllowedToFindTargets()
float & AIFlightMaxLandingZDistanceField()
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayerOrTamed()
void SetAttackRotationRate()
float & AbortMoveCheckInterval_MAXField()
float GetAcceptanceHeightOffset()
float GetAggroNotifyNeighborsRange_Implementation()
float & AggroToAddUponRemovingTargetField()
float & WanderFlyingClampZHeightAboveGroundField()
FVector & LastCheckAttackRangeClosestPointField()
BitFieldValue< bool, unsigned __int32 > bFlyingUseMoveAroundBlockade()
float & AbortMoveCheckInterval_CurrentField()
FVector * GetRandomBiasedDestination(FVector *result, FVector LocOverride, float MinDistanceAmount, float RandomDistanceAmount, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
bool BPOverrideIgnoredByWildDino(AActor *wildDinoToIgnore)
float & MinAttackIntervalForFleeingField()
float & RangeTargetWildDinosMultiplierField()
bool BPShouldNotifyNeighbor(APrimalDinoCharacter *neighbor)
void ResetAccelerationFollowsRotation()
void StopBrainComponent(FString reason)
float & WanderRandomDistanceAmountField()
float & FindLandingPositionZOffsetField()
BitFieldValue< bool, unsigned __int32 > bUseBPUpdateBestTarget()
long double & ForcedMoveToUntilTimeField()
float & DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField()
float & TamedFollowAcceptanceRadiusOffsetField()
void SetAttackGroundSpeed()
AActor * GetCorpseFoodTarget()
float & MoveAroundBlockadeAdditionalWidthField()
int & RaftMoveToMaxNumRetriesField()
void NotifyTakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
AActor * LastValidMoveToActorField()
float & TargetsRequireMinimumDistanceFromShoreField()
BitFieldValue< bool, unsigned __int32 > bCanUseAttackStateOnTargetChange()
FVector & StartMovingAroundBlockadeLocationField()
bool CalculateAndSetWonderingAIState(bool *StateChanged)
void OnMoveCompleted(FAIRequestID RequestID, EPathFollowingResult::Type Result)
float & NaturalMaxDepthZField()
float & AttackRotationRangeDegreesField()
BitFieldValue< bool, unsigned __int32 > bUseBPTargetingDesire()
TWeakObjectPtr< AActor > & ForcedAttackTargetField()
BitFieldValue< bool, unsigned __int32 > bAllowForceFleeToSameTargetingTeam()
long double & LastForcedFleeTimeField()
bool & bRequireAbsoluteDamageForNeighborNotificationField()
void RestartBrainComponent()
FVector & LastConfirmedMoveLocationField()
float GetAttackRotationRangeDegrees()
long double & LastAbortMoveCheckTimeField()
static void StaticRegisterNativesAPrimalDinoAIController()
BitFieldValue< bool, unsigned __int32 > bUseTargetingDesireMultiWithTamedTargets()
float & AggroNotifyNeighborsRangeField()
float BPGetTargetingDesire(AActor *ForTarget, float ForTargetingDesireValue)
FVector & FlyingTargetFocalPositionOffsetField()
bool IsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged)
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationExtraHeightField()
float & AggroToAddUponAcquiringTargetField()
long double & LastBlockadeCheckTimeField()
float GetAcceptanceRadiusOffset()
long double & LastFleeLocCheckTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTargetDinoRider()
void ApplyWeaponRangeOverrides(AShooterWeapon *Weapon)
float & WildAboveDeltaZTargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDockedShips()
bool & bUseAlternateMovePointField()
bool CheckForForceAbortMove(FVector *GoalLoc)
FVector & DynamicTargetActor_RelLocationField()
void ResetRotationUseAcceleration()
float & FleeFromAttackTimeLimitField()
float & AttackRangeField()
static FVector * StaticGetRandomWanderDestination(FVector *result, APrimalDinoCharacter *TargetCharacter, APrimalDinoAIController *TargetAIController, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
BitFieldValue< bool, unsigned __int32 > bUseCombatMoveTowardsTargetOffset()
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayers()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIgnoredByWildDino()
long double & LastExecutedAttackTimeField()
bool & bNotifyNeighborsWithoutDamageField()
int GetAggroEntriesCount()
void PauseBrainComponent(FString reason)
FVector & LastCheckAttackRangeTargetLocationField()
FVector & FlyingMoveTowardsTargetOffsetField()
bool IsPawnSwimmingTowardsOceanGoal()
float & AggroNotifyNeighborsMultiplierField()
FRotator * GetAttackRotationRate(FRotator *result)
float & Teleport_CheckInterval_MAXField()
BitFieldValue< bool, unsigned __int32 > bRidingDinoTargetPlayer()
bool & bAICanTargetRaftsField()
float & PercentageTorporForFleeingField()
TArray< TSubclassOf< APrimalDinoCharacter > > & AggroNotifyNeighborsClassesField()
BitFieldValue< bool, unsigned __int32 > bForcedAggro()
float & FollowStoppingDistanceField()
bool & bUseOverlapTargetCheckField()
float & FleeFromAttackCoolDownTimeField()
TArray< float > & WildTargetingDesireMultiplierValuesField()
void ResumeBrainComponent(FString reason)
BitFieldValue< bool, unsigned __int32 > bWasForceFleeing()
void NotifyBump(FVector PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, FVector *HitNormal, FVector *HitLocation)
FVector * ModifyGoalLocation(FVector *result, FVector *GoalLoc)
float & WanderFlyingZScalerField()
AActor * FindTarget(bool bDontSet)
long double & ForceAggroUntilTimeField()
float & TamedTargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bUseOnRaftAbortMoveToChecks()
void UpdateMoveToTargetActorRef(AActor *NewTargetActorRef)
bool & bOnlyOverlapTargetCorpsesUnlessHasTargetField()
BitFieldValue< bool, unsigned __int32 > bTargetChanged()
long double & LastMovingAroundBlockadeTimeField()
void AddToAggro(AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck)
void SetUpMoveToTargetActor(FVector *NewMoveToLoc, FVector *RandOffset, AActor *ToActor)
float & MaxFlyingTargetDeltaZField()
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationHeightMultiField()
float & BeyondTargetingRangeAggroAdditionField()
int & NumAlliesToAttackField()
float & AbortMoveCheckInterval_MINField()
float & OrbitTargetSpreadField()
float GetAggroDesirability(AActor *InTarget)
BitFieldValue< bool, unsigned __int32 > bDinoAIForceOnlyTargetingShips()
FVector & CombatFlyingMoveTowardsTargetOffsetField()
bool CheckForTeleport(FVector TargetLocation)
float GetTargetingDesire(AActor *InTarget)
float & NaturalTargetingRangeField()
float ModifyReachedGoalRadius()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowWaterTargeting()
BitFieldValue< bool, unsigned __int32 > bModifiedWanderRadius()
void FindTargets(int NumTargets, TArray< AActor * > *KnownTargets, TArray< AActor * > *FoundTargets, bool bDontSet)
AActor * FindNewTarget(bool bDontSet)
float & RequiredConfirmMoveDistanceField()
long double & LastConfirmedMoveTimeField()
AActor * LastCheckAttackRangeTargetField()
void OnLosingTargetEvent()
FVector * GetLandingLocation(FVector *result)
bool & bTotallyIgnoreWaterTargetsField()
BitFieldValue< bool, unsigned __int32 > bEndForceFleeResetAggro()
float & FlyingWanderFixedDistanceAmountField()
FVector & LastBlockadeHitNormalField()
float & MinLocChangeIntervalForFleeingField()
float & Teleport_CheckInterval_CurrentField()
BitFieldValue< bool, unsigned __int32 > bFlyerWanderDefaultToOrigin()
float & DieIfLeftWaterTargetingRequiresFreeDepthField()
bool CalculateAndSetWonderingAIStateEvent(bool StateChanged)
float & TargetingDistanceReductionFactorExponentField()
BitFieldValue< bool, unsigned __int32 > bForceTargetDinoRider()
float & LandDinoMaxWaterTargetDepthCapsuleMultiplierField()
long double & LastHadAggroEntriesTimeField()
bool ShouldAttackTarget(AActor *NewTarget, bool bPassedBasedOnRaft, AActor *MyBasedOnRaft)
float & OrbitTargetRangeMinField()
bool & bWaterDinoAllowUnsubmergedTargetsField()
float & ExtraCorpseTargetingRangeField()
long double & LastForcedAttackEnemyTeamTimeField()
BitFieldValue< bool, unsigned __int32 > bForceTargetingAllStructures()
float GetAttackRotationGroundSpeedMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseSwimmingTargetOffsets()
float & SeekingPercentChanceToLandField()
FVector * GetRandomWanderDestination(FVector *result, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation)
bool & bFleeOnCriticalHealthField()
float & SeekingIntervalCheckToLandField()
float & OceanAdditionalUseRadiusField()
float GetAttackInterval()
float & AggroFactorDecreaseSpeedField()
float & WanderFixedDistanceAmountField()
float & MateBoostAggroNotifyNeighborsMultiplierField()
bool AllowToReachGoal(FVector *GoalLoc)
BitFieldValue< bool, unsigned __int32 > bPlayerTargetRequiresController()
BitFieldValue< bool, unsigned __int32 > bUseGeometryInsteadOfStationObjForFreeDepthTest()
float & AttackDestinationOffsetField()
int & LastCharacterTargetTeamField()
float & SeekingIntervalCheckToFlyField()
float & SwimmingReachedDestinationThresholdZOffsetField()
int & ForcedAttackEnemyTeamField()
TArray< float > & TamedTargetingDesireMultiplierValuesField()
float GetAggroNotifyNeighborsRange()
char GetCurrentAttackIndex()
bool CheckMoveAroundBlockadePoint(FVector moveToPoint)
FVector2D * BP_TamedOverrideHorizontalLandingRange(FVector2D *result)
float & AggroFactorDesirabilityMultiplierField()
void ServerFinishedLanding()
static void StaticRegisterNativesAPrimalDinoCharacter()
bool IsImprintPlayer(AShooterCharacter *ForChar)
BitFieldValue< bool, unsigned __int32 > bRotateToFaceLatchingObject()
BitFieldValue< bool, unsigned __int32 > bUseBP_OnPostNetReplication()
bool CheckLocalPassengers()
AShooterCharacter * FindFirstFoodItemPlayerCharacter()
void ClientInterruptLanding()
FString & ImprinterNameField()
float & RandomMutationGivePointsField()
BitFieldValue< bool, unsigned __int32 > bKeepAffinityOnDamageRecievedWakingTame()
float & WildSwimmingRotationRateModifierField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & SlopeBiasForMaxCapsulePercentField()
BitFieldValue< bool, unsigned __int32 > bPreventHibernation()
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsField()
float GetNetStasisAndRangeMultiplier(bool bIsForNetworking)
float & CloneBaseElementCostField()
float & UntamedPoopTimeMaxIntervalField()
bool FlyingUseHighQualityCollision()
void MoveBlockedBy(FHitResult *Impact)
UAnimMontage * WakingTameAnimationField()
BitFieldValue< bool, unsigned __int32 > bStepDamageAllTargetables()
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustAttackIndex()
BitFieldValue< bool, unsigned __int32 > bUseBPKilledSomethingEvent()
BitFieldValue< bool, unsigned __int32 > bDoNotMirrorPaintUVs()
void ApplyGestationBoneModifiers()
FVector2D & OverlayTooltipScaleField()
float & OverTameLimitDamagePercentPerIntervalField()
float GetMaxFloatingHUDRange()
float & RiderMaxRunSpeedModifierField()
long double & LastAutoHealingItemUseField()
bool BPPreventOrderAllowed(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
void NotifyItemRemoved(UPrimalItem *anItem)
TSubclassOf< UDamageType > & ChargeBumpDamageTypeField()
float & EggRangeMaximumNumberField()
long double & LastSetRiderTimeField()
BitFieldValue< bool, unsigned __int32 > bIsBraking()
bool BPShouldCancelDoAttack(int AttackIndex)
float & RiderMaxImprintingQualityDamageMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForceRiderNetworkParent()
FVector & RiderCheckTraceOffsetField()
long double & RepeatPrimaryAttackLastSendTimeField()
void RegisterAllComponents()
BitFieldValue< bool, unsigned __int32 > bIsShip()
TSubclassOf< UDamageType > & StepHarvestableDamageTypeField()
int & LastFrameUseLowQualityAnimationTickField()
void RefreshBabyScaling()
BitFieldValue< bool, unsigned __int32 > bForceNoCharacterStatusComponentTick()
BitFieldValue< bool, unsigned __int32 > bPreventForcedOffsetFromOceanSurface()
void BPDidClearCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
float & ForcePawnBigPushingForTimeField()
BitFieldValue< bool, unsigned __int32 > bServerInitializedDino()
UAnimMontage * SleepConsumeFoodAnimField()
FString & DemolishStringOverrideField()
float & NPC_UsableStructureCheck_RadiusField()
float & WildPercentageChanceOfBabyField()
BitFieldValue< bool, unsigned __int32 > bRiderJumpTogglesFlight()
BitFieldValue< bool, unsigned __int32 > bIsBossDino()
UAnimMontage * OpenDoorAnimField()
bool SpecialActorWantsPerFrameTicking()
void BPDoHarvestAttack(int harvestIndex)
int & OverrideDinoTameSoundIndexField()
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents()
FString * GetEntryString(FString *result)
TSubclassOf< UPrimalItem > & BabyCuddleFoodField()
BitFieldValue< bool, unsigned __int32 > bUseRootLocSwimOffset()
BitFieldValue< bool, unsigned __int32 > bForceRefreshBasedPawns()
float & RootLocSwimOffsetField()
bool AllowWakingTame_Implementation(APlayerController *ForPC)
bool AllowMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
float & WakingTameFeedIntervalField()
BitFieldValue< bool, unsigned __int32 > bChargeDamageStructures()
BitFieldValue< bool, unsigned __int32 > bAttackTargetWhenLaunched()
UAnimMontage * FlyingStartledAnimationField()
BitFieldValue< bool, unsigned __int32 > bAllowedToBeAlpha()
TSubclassOf< UPrimalItem > & BaseEggClassField()
BitFieldValue< bool, unsigned __int32 > bRepeatPrimaryAttack()
BitFieldValue< bool, unsigned __int32 > bDisallowPostNetReplication()
BitFieldValue< bool, unsigned __int32 > bTamedAIAllowSpecialAttacks()
UTexture2D * GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)
void ServerUpdateGestation()
BitFieldValue< bool, unsigned __int32 > bUseBPGetDragSocketDinoName()
void DrawHUD(AShooterHUD *HUD)
float & KeepFlightRemainingTimeField()
float & TamingIneffectivenessModifierIncreaseByDamagePercentField()
float & WanderAroundActorMaxDistanceField()
void SetCharacterStatusTameable(bool bSetTameable, bool bCreateInventory, bool keepInventoryForWakingTame)
float & LatchingInitialPitchField()
float & OutsideOriginalNPCVolumeStasisDestroyIntervalField()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyStructurePlacedNearby()
float & TameIneffectivenessModifierField()
BitFieldValue< bool, unsigned __int32 > bAddedToStasisAutoDestroyArray()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
UAnimSequence * OverrideSaddleDinoRiderMoveAnimationOverrideField()
BitFieldValue< bool, unsigned __int32 > bRemovingStructuresOnDeath()
BitFieldValue< bool, unsigned __int32 > bPreventSleepingTame()
float & AIRangeMultiplierField()
int & SaveDestroyWildDinosUnderVersionField()
void SaddledStructureDestroyed(APrimalStructure *theStructure)
bool IsCurrentAttackStopsMovement()
BitFieldValue< bool, unsigned __int32 > bTamingHasFood()
long double & NextAllowedMatingTimeField()
bool AddPassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
int & TamedAggressionLevelField()
float & WakingTameFoodIncreaseMultiplierField()
long double & ChargingStartBlockedTimeField()
float GetAIFollowStoppingDistanceMultiplier()
float & ChargingActivationRequiresStaminaField()
UAnimMontage * StartRidingAnimOverrideField()
BitFieldValue< bool, unsigned __int32 > bBabyPreventExitingWater()
float & FlyingForceRotationRateModifierField()
long double & LastDinoAllyLookInterpTimeField()
float DoOverrideMountedAirControl(float AirControlIn)
float & chargingRotationRateModifierField()
void BPFedWakingTameEvent(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bSupportWakingTame()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool IsCurrentlyPlayingAttackAnimation()
BitFieldValue< bool, unsigned __int32 > bAllowRiding()
float & LatchingInterpolatedPitchField()
bool CanTame(AShooterPlayerController *ForPC, bool bIgnoreMaxTamedDinos, bool bAbsoluteForceTame)
float & TemperatureToBreedInsulationMultiplierField()
void CheckStructurePlacementOnMe(int *AllowReturnValue, APrimalStructure *PlacingStructure, AShooterPlayerController *PC, FVector *AtLocation, FRotator *AtRotation, FPlacementData *PlacementData)
void BPNotifyBabyAgeIncrement(float PreviousAge, float NewAge)
float & BabyImprintingQualityTotalMaturationTimeField()
void OnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
float & WildBabyAgeWeightField()
FWeightedObjectList & DeathInventoryTemplatesField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanAutodrag()
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired()
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)
BitFieldValue< bool, unsigned __int32 > bGiveXPPerHit()
void UpdateImprintingDetails_Implementation(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
float & DurationBeforeMovingStuckPawnField()
BitFieldValue< bool, unsigned __int32 > bHeldJumpSlowFalling()
void BPOnSetFlight(bool bFly)
void BPOnClearMountedDino()
long double & LastStartledTimeField()
float & TamedCorpseLifespanField()
float & FloatingHUDTextScaleMinField()
void RemoveSaddleAttachment(FItemNetID Id)
TArray< UAnimMontage * > WildAmbientHarvestingAnimationsField()
float & TamedWalkableFloorZField()
float & ChargeSpeedMultiplierField()
BitFieldValue< bool, unsigned __int32 > bPreventStasis()
TArray< APrimalCharacter * > DraggedRagdollsField()
AActor * GetTamedFollowTarget()
void OnLowerDino(float Val)
BitFieldValue< bool, unsigned __int32 > bIsLatching()
bool BP_PreventCarrying()
void ServerSetRiderMountedWeaponRotation_Implementation(FRotator InVal)
float & PlayerMountedLaunchUpSpeedField()
TSubclassOf< UPrimalItem > & RepairRequirementsItemField()
BitFieldValue< bool, unsigned __int32 > bApplyRootBoneTranslationsWhenPainting()
BitFieldValue< bool, unsigned __int32 > bForcedLanding()
void ClearAllSaddleStructures()
BitFieldValue< bool, unsigned __int32 > bAllowDraggingWhileFalling()
BitFieldValue< bool, unsigned __int32 > bDelayedAttachement()
float & WalkingRotationRateModifierField()
TArray< APawn * > * GetDinoBasedPawns(TArray< APawn * > *result, USceneComponent *OnComponent, bool bOnlyActivePawns)
float & OverTameLimitDamageIntervalField()
float & FemaleMatingTimeField()
float & DeathGiveItemRangeField()
float & StartledAnimationCooldownField()
bool BlueprintCanAttack(int AttackIndex, float distance, float attackRangeOffset, AActor *OtherTarget)
BitFieldValue< bool, unsigned __int32 > bPreventPlatformSaddleMultiFloors()
long double & LastTimeFallingField()
BitFieldValue< bool, unsigned __int32 > bTickedStasis()
float & DefaultActivateAttackRangeOffsetField()
UAnimMontage * DinoLevelUpAnimationOverrideField()
APrimalStructureExplosive * GetAttachedExplosive()
TSubclassOf< UDamageType > & TamedHarvestDamageTypeField()
FName & SaddledRiderSocketNameField()
float & ExtraUntamedNetworkAndStasisRangeMultiplierField()
FVector & LastOverrodeRandomWanderLocationField()
AActor * GetTargetingPlayer()
float & MeleeSwingRadiusField()
BitFieldValue< bool, unsigned __int32 > bWildProduceEggDynamically()
BitFieldValue< bool, unsigned __int32 > bBonesHidden()
float & DeathGivesDossierDelayField()
float & LastHigherScaleExtraRunningSpeedValueField()
float & CurrentMovementAnimRateField()
FName & RiderFPVCameraUseSocketNameField()
FVector & LastChargeLocationField()
TSubclassOf< APrimalBuff > & AlphaDinoBuffField()
void ServerInterruptLanding()
float & MeleeHarvestDamageMultiplierField()
float & TheMaxHealthPercentageForBolaField()
TArray< TWeakObjectPtr< APrimalCharacter > > & AbsoluteVehicleBasedCharactersField()
int & EggMaximumNumberField()
FRotator & DinoAimRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bNPCSpawnerOverrideLevel()
long double & PreviousAmbientTemperatureTimeField()
void BP_OnTargetedByTamedOrder(APrimalCharacter *OrderingCharacter, APrimalDinoCharacter *AttackingDino, bool bForced)
void ApplyRidingAttackExtraVelocity()
BitFieldValue< bool, unsigned __int32 > bUseBPGetAttackWeight()
void NetUpdateDinoOwnerData_Implementation(FString *NewOwningPlayerName, int NewOwningPlayerID)
UAnimMontage * DinoWithDinoPassengerAnimField()
float & ChargingStopDotTresholdField()
BitFieldValue< bool, unsigned __int32 > bIsInTurretMode()
void DoNeuter_Implementation()
float & LatchedFirstPersonViewAngleField()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAIAttackSelection()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowRidingInCaves()
BitFieldValue< bool, unsigned __int32 > bAllowDamageSameTeamAndClass()
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideWantsToRun()
FName * BPGetDragSocketDinoName(FName *result, APrimalDinoCharacter *aGrabbedDino)
float & ChargingBlockedStopTimeThresholdField()
BitFieldValue< bool, unsigned __int32 > bIncludeCarryWeightOfBasedPawns()
void BPNotifyStructurePlacedNearby(APrimalStructure *NewStructure)
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByAllStationaryObjects()
BitFieldValue< bool, unsigned __int32 > bLimitRiderYawOnLatched()
void UpdateTribeGroupRanks(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
BitFieldValue< bool, unsigned __int32 > bTakingOff()
ANPCZoneManager * DirectLinkedNPCZoneManagerField()
UAnimMontage * ChargingAnimField()
float & TamedWanderHarvestIntervalField()
BitFieldValue< bool, unsigned __int32 > bForcePreventExitingWater()
void SetLastMovementDesiredRotation(FRotator *InRotation)
BitFieldValue< bool, unsigned __int32 > bServerForceUpdateDinoGameplayMeshNearPlayer()
void BlueprintTamedTick()
BitFieldValue< bool, unsigned __int32 > bHiddenForLocalPassenger()
BitFieldValue< bool, unsigned __int32 > bStaticGender()
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingLiveUnriddenDinos()
float GetCarryingSocketYaw(bool RefreshBones)
void FinalLoadedFromSaveGame()
BitFieldValue< bool, unsigned __int32 > bPassiveFlee()
float & SwimOffsetInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bDeprecateDino()
float & Teleport_OnRaft_AllowedWithinRangeField()
void ChangeActorTeam(int NewTeam)
bool ForceAllowAccelerationRotationWhenFalling()
BitFieldValue< bool, unsigned __int32 > bTargetEverything()
long double & LastVacuumSpaceCheckTimeField()
float & WildRandomScaleField()
BitFieldValue< bool, unsigned __int32 > bUseBlueprintExtraBabyScale()
bool PlayedAnimationHasAttack()
float & AlphaResistanceMultiplierField()
void BPSentKilledNotification(AShooterPlayerController *ToPC)
TArray< UMaterialInterface * > FemaleMaterialOverridesField()
BitFieldValue< bool, unsigned __int32 > bPreventWildTrapping()
BitFieldValue< bool, unsigned __int32 > bSingleplayerFreezePhysicsWhenNoTarget()
void TickBasedCharacters(float DeltaSeconds)
void BPTamedConsumeFoodItem(UPrimalItem *foodItem)
BitFieldValue< bool, unsigned __int32 > bIsMythicalCreature()
float & DeathGiveItemQualityMaxField()
float BlueprintExtraBabyScaling()
FString * GetTutorialHintString_Implementation(FString *result)
BitFieldValue< bool, unsigned __int32 > bIsCloneDino()
APrimalCharacter * GetPassengerPerSeat(int SeatIndex)
bool DoesDinoHaveBasedPawns(bool bRequireActivePawns)
BitFieldValue< bool, unsigned __int32 > bNoKillXP()
void UpdateImprintingQuality_Implementation(float NewImprintingQuality)
long double & UploadEarliestValidTimeField()
BitFieldValue< bool, unsigned __int32 > bPoopIsDud()
TSubclassOf< UPrimalItem > & SaddleItemClassField()
BitFieldValue< bool, unsigned __int32 > bEggBoosted()
BitFieldValue< bool, unsigned __int32 > bIsDestroyingDino()
long double & IgnoreZeroVelocityNoPreFrameTickingTillField()
void UpdateImprintingDetails(FString *NewImprinterName, unsigned __int64 NewImprinterPlayerDataID)
BitFieldValue< bool, unsigned __int32 > bSupportsSaddleStructures()
FVector * GetDinoVelocity(FVector *result)
BitFieldValue< bool, unsigned __int32 > bUseBPInterceptMoveInputEvents()
bool NPC_FindNearbyUsableStructures(TArray< AActor * > *FoundStructures)
BitFieldValue< bool, unsigned __int32 > bResetUseAccelerationForRequestedMove()
float & WildDinoBolaTrapTimeOverrideField()
float & TameIneffectivenessByAffinityField()
long double & LastForcedLandingCheckTimeField()
void ServerRequestBraking_Implementation(bool bWantsToBrake)
float & AttackPlayerDesirabilityMultiplierField()
float & WildPostSeamlessTravelStasisAutoDestroyIntervalMaxField()
float & UntamedPoopTimeMinIntervalField()
void ServerRequestToggleFlight_Implementation()
float & StepDamageRadialDamageAmountGeneralField()
TWeakObjectPtr< AActor > & TamedFollowTargetField()
void GetRidingCarryingIgnoreList(TArray< AActor * > *IgnoreList)
BitFieldValue< bool, unsigned __int32 > bTamedWanderCorpseHarvesting()
float & WanderRadiusMultiplierField()
void NotifyBumpedPawn(APawn *BumpedPawn)
UAnimMontage * EndChargingAnimationField()
BitFieldValue< bool, unsigned __int32 > bCancelInterpolation()
FVector * BPGetHealthBarColor(FVector *result)
float & WildDinoBolaEscapeSetHealthToMinPercentField()
TArray< FName > & NonDedicatedFreezeWildDinoPhysicsIfLevelsUnloadedField()
void ServerSleepingTick()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllWhistles()
BitFieldValue< bool, unsigned __int32 > bWildDinoPreventWeight()
FName & OriginalNPCVolumeNameField()
TArray< TSubclassOf< UPrimalItem > > & FertilizedEggItemsToSpawnField()
int & ReplicateHighlightTagTeamField()
float & Teleport_OffRaft_MaxDistField()
FString * GetAimedTutorialHintString_Implementation(FString *result)
float & BabyCuddleWalkDistanceField()
void SetLastAttackTimeForAttack(int AttackIndex, long double NewTime)
int & EggMaximumNumberFromSameDinoTypeField()
BitFieldValue< bool, unsigned __int32 > bAttackStopsMovement()
bool WalkingAllowCheckFloor(FVector *DeltaWalk)
float GetTargetingDesirability(ITargetableInterface *Attacker)
void OverrideRandomWanderLocation_Implementation(FVector *originalDestination, FVector *inVec)
long double & LastUpdatedMatingAtTimeField()
BitFieldValue< bool, unsigned __int32 > bUseColorization()
long double & LastClientCameraRotationServerUpdateField()
BitFieldValue< bool, unsigned __int32 > bSupplyPlayerMountedCarryAnimation()
bool AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
float & RidingAttackExtraVelocityDelayField()
FString & UploadedFromServerNameField()
FVector & FlyerTakeOffAdditionalVelocityField()
TSubclassOf< UPrimalInventoryComponent > & TamedInventoryComponentTemplateField()
float & SinglePlayerOutgoingDamageModifierField()
void DrawDinoFloatingHUD(AShooterHUD *HUD, bool bDrawDinoOrderIcon)
int & FlyerNumUnderGroundFailField()
FLinearColor * GetDinoColor(FLinearColor *result, int ColorRegionIndex)
BitFieldValue< bool, unsigned __int32 > bAutoTameable()
void BPPreOnSaddleStructuresAdded(APrimalStructure *SaddleStructure)
void TempDampenInputAcceleration()
float & DirectLinkedNPCZoneManagerSpawnWeightField()
BitFieldValue< bool, unsigned __int32 > bForceUsePhysicalFootSurfaceTrace()
char & TribeGroupPetRidingRankField()
TArray< FDinoAttackInfo > & AttackInfosField()
UAnimMontage * WakingConsumeFoodAnimField()
BitFieldValue< bool, unsigned __int32 > bIsRaidDino()
bool BlueprintCanRiderAttack(int AttackIndex)
float & WakingTameMaxDistanceField()
BitFieldValue< bool, unsigned __int32 > bReplicateHighlightTagTeam()
float & MatingProgressField()
void BPDinoARKDownloadedEnd()
USoundBase * GetDinoTameSound_Implementation()
TArray< float > & DeathGiveItemChanceToBeBlueprintField()
float & TickStatusTimeAccumulationField()
TSubclassOf< UPrimalItem > * GetFirstAffinityFoodItemClass(TSubclassOf< UPrimalItem > *result)
float & RemainingXPPerHitField()
void UpdateBabyCuddling(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
FString & PreviousUploadedFromServerNameField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnEndCharging()
bool ShouldIgnoreHitResult(UWorld *InWorld, FHitResult *TestHit, FVector *MovementDirDenormalized)
float & WildPostSeamlessTravelStasisAutoDestroyIntervalMinField()
FSaddlePassengerSeatDefinition * GetPassengerSeatDefinition(char SeatIndex)
long double & LastAllyTargetLookTimeField()
TSet< FName, DefaultKeyFuncs< FName, 0 >, FDefaultSetAllocator > & MatingRequiresBiomeTagsSetField()
FString & TamedNameField()
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoreWildDinos()
FString & ForceUnlockDiscoveryZoneNameField()
TArray< TWeakObjectPtr< APrimalCharacter > > & PassengerPerSeatField()
char GetWiegthedAttack(float distance, float attackRangeOffset, AActor *OtherTarget)
long double & LastFootStepDamageTimeField()
APrimalStructure * NPC_GetClosestUsableStructure()
TWeakObjectPtr< APrimalStructureItemContainer_SupplyCrate > & LinkedSupplyCrateField()
float & RidingAnimSpeedFactorField()
BitFieldValue< bool, unsigned __int32 > bAllowRandomMutationColor()
bool SetTurretMode(bool enabled)
void ClientShouldNotifyLanded()
void BlueprintPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
float & NewFemaleMaxTimeBetweenMatingField()
BitFieldValue< bool, unsigned __int32 > bAllowTogglingPublicSeating()
TArray< FDinoAncestorsEntry > & NextBabyDinoAncestorsMaleField()
BitFieldValue< bool, unsigned __int32 > bAllowsFishingOnSaddle()
TArray< AActor * > * GetDinoPlatformCollisionIgnoreActors(TArray< AActor * > *result)
float & DecayDestructionPeriodField()
void ClearRider(bool FromRider, bool bCancelForceLand, bool SpawnDinoDefaultController, int OverrideUnboardDirection)
FVector * GetInterpolatedLocation(FVector *result)
BitFieldValue< bool, unsigned __int32 > bChargingRequiresWalking()
FVector & UnboardLocationOffsetField()
void ServerCallAggressive_Implementation()
BitFieldValue< bool, unsigned __int32 > bAllowDeathAutoGrab()
BitFieldValue< bool, unsigned __int32 > bWakingTameConsumeEntireStack()
BitFieldValue< bool, unsigned __int32 > bRefreshedColorization()
float & TamedWanderHarvestSearchRangeField()
int & GestationEggRandomMutationsFemaleField()
bool CarryCharacter(APrimalCharacter *character, bool byPassCanCarryCheck)
float & NPCZoneVolumeCountWeightField()
ADroppedItem * CreateCloneFertilizedEgg(FVector AtLoc, FRotator AtRot, TSubclassOf< ADroppedItem > DroppedItemTemplateOverride)
void PlayAttackAnimationOfAnimationArray(int AnimationIndex, TArray< UAnimMontage * > attackAnimations)
BitFieldValue< bool, unsigned __int32 > bIsManualFoodEat()
bool BP_InterceptMoveForward(float axisValue)
UAnimSequence * RiderAnimOverrideField()
float & BabyGestationSpeedField()
TArray< FName > & HideBoneNamesField()
void ServerCallPassive_Implementation()
void ServerClearRider_Implementation(int OverrideUnboardDirection)
long double & LastGangCheckTimeField()
ECollisionChannel & MeshOriginalCollisionChannelField()
float & SinglePlayerIncomingDamageModifierField()
float & MinStaminaForRiderField()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
BitFieldValue< bool, unsigned __int32 > bUseBPShouldForceFlee()
USoundBase * SwimSoundField()
UAnimMontage * MatingAnimationMaleField()
bool AreSpawnerSublevelsLoaded()
BitFieldValue< bool, unsigned __int32 > bFlyerAllowFlyingWithExplosive()
void SetStasisComponentRadius(float StasisOverrideRadius)
BitFieldValue< bool, unsigned __int32 > bAllowTargetingCorpses()
BitFieldValue< bool, unsigned __int32 > bUseBPDoAttack()
float & MateBoostRangeField()
BitFieldValue< bool, unsigned __int32 > bDisableCollisionWithDinosWhenFlying()
float & AlphaLeveledDamageMultiplierField()
TArray< FDinoAncestorsEntry > & DinoAncestorsField()
TArray< FDinoBaseLevelWeightEntry > & DinoBaseLevelWeightEntriesField()
float & ShipImpactDamageMultiplierField()
int & MaxAllowedRandomMutationsField()
FVector & FirstSpawnLocationField()
float & UntamedWalkingSpeedModifierField()
void UpdateAttackTargets()
float & FlyerHardBreakingOverrideField()
TWeakObjectPtr< APrimalCharacter > & AutoDragByPawnField()
FString & TamedOnServerNameField()
static UClass * GetPrivateStaticClass()
int & LastTickDelayFrameCountField()
int WasAllowedToTickThisFrame()
void ServerCallNeutral_Implementation()
UObject * GetUObjectInterfaceDataListEntryInterface()
float & StepDamageRadialDamageAmountHarvestableField()
BitFieldValue< bool, unsigned __int32 > bAlwaysUpdateAimOffsetInterpolation()
FVector & RiderAttackLocationField()
TArray< APrimalCharacter * > SavedPassengerPerSeatField()
BitFieldValue< bool, unsigned __int32 > bPreventUploading()
long double & LastUpdatedGestationAtTimeField()
long double GetDinoDeathTime()
BitFieldValue< bool, unsigned __int32 > bAllowWaterSurfaceExtraJump()
float & ScaleExtraRunningSpeedModifierSpeedField()
float GetAttachedSoundPitchMultiplier()
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageTamedOnly()
void BPOrderedMoveToLoc(FVector *DestLoc, AActor *DestActor)
float & LastBabyAgeField()
float & BabyMaxCuddleIntervalField()
void StealDino(AShooterPlayerController *ForPC, int TargetingTeamOverride)
float GetRotationRateModifier()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
unsigned __int64 & ImprinterPlayerDataIDField()
int GetRequiredWakingTameFoodItemQuanity(UPrimalItem *FoodItem)
float & TamedRunningRotationRateModifierField()
void ServerInterruptLanding_Implementation()
BitFieldValue< bool, unsigned __int32 > bOverridePlatformStructureLimit()
void PostNetReceiveLocationAndRotation()
BitFieldValue< bool, unsigned __int32 > bPreventUntamedRun()
void HandleUnstasised(bool bWasFromHibernation)
FVector & NPCSpawnLocOffsetField()
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
float GetAffinityIncreaseForFoodItem(UPrimalItem *foodItem)
BitFieldValue< bool, unsigned __int32 > bForceAllowTickingThisFrame()
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
UAnimMontage * WildAmbientHarvestingAnimationField()
float & HeldJumpSlowFallingGravityZScaleField()
BitFieldValue< bool, unsigned __int32 > bHadLinkedSupplyCrate()
BitFieldValue< bool, unsigned __int32 > bPreventWakingTameFeeding()
void ClientStartLanding_Implementation(FVector loc)
void SetNewStasisAutoDestroyInterval(float NewInterval)
void OnNPCStartedAttack(int AttackIndex, int AnimationIndex, bool bIsAltAnim, AActor *MyTarget)
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
long double & LastEggSpawnChanceTimeField()
BitFieldValue< bool, unsigned __int32 > bFlyerForceNoPitch()
void SetDynamicMusic(USoundBase *newMusic)
long double & LastAxisStartPressTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanTargetCorpse()
BitFieldValue< bool, unsigned __int32 > bForceDrawHUD()
TSubclassOf< UDamageType > * BlueprintOverrideHarvestDamageType_Implementation(TSubclassOf< UDamageType > *result, float *OutHarvestDamageMultiplier)
bool BPPreventRiding(AShooterCharacter *byPawn, bool bDontCheckDistance)
BitFieldValue< bool, unsigned __int32 > bWasRidingFalling()
long double & NextTickDelayAllowTimeField()
long double & ForceClearMoveIgnoreActorsTimeField()
UAnimSequence * OverrideSaddleDinoRiderAnimationOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsElevating()
BitFieldValue< bool, unsigned __int32 > bAttackStopsRotation()
void ServerGiveDefaultWeapon_Implementation(bool bOnlyGiveDefaultWeapon)
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
BitFieldValue< bool, unsigned __int32 > bAllowTrapping()
float & UntamedRunningSpeedModifierField()
TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > MeleeSwingHurtListField()
BitFieldValue< bool, unsigned __int32 > bUseExtendedUnstasisCheck()
bool IsNearFeed(AShooterPlayerState *ForPlayer)
int & SaddlePivotOffsetField()
BitFieldValue< bool, unsigned __int32 > bOverrideLevelMusicIfTamed()
float & StepDamageFootDamageIntervalField()
float GetSaddleStructureMaximumFoundationSupport2DBuildDistance(APrimalStructure *theStructure)
long double & LastStartChargingTimeField()
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
TArray< FName > * GetCurrentBiomeTags(TArray< FName > *result)
float & AttackOffsetField()
BitFieldValue< bool, unsigned __int32 > bForcePreventDinoSeamlessTravel()
FVector * BPChargingModifyInputAcceleration(FVector *result, FVector inputAcceleration)
UAnimMontage * StartledAnimationRightDefaultField()
void ForceRefreshTransform()
TArray< UAnimMontage * > AttackAnimationsField()
bool ShouldDisableControllerDesiredRotation()
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
float & ExtraBabyAgeSpeedMultiplierField()
float & TimeBetweenTamedWakingEatAnimationsField()
int & LastFrameMoveLeftField()
float & ExtraRunningSpeedModifierField()
float & RandomMutationChanceField()
void AddDinoReferenceInLatchingStructure(APrimalStructure *Structure)
BitFieldValue< bool, unsigned __int32 > bLocationBasedAttack()
TArray< UAnimMontage * > StartledAnimationsField()
BitFieldValue< bool, unsigned __int32 > bUseBPDoHarvestAttack()
BitFieldValue< bool, unsigned __int32 > bTamedAIToggleSpecialAttacks()
float & PlayerMountedLaunchFowardSpeedField()
BitFieldValue< bool, unsigned __int32 > bIgnoreDestroyOnRapidDeath()
float & AttackForceWalkDistanceMultiplierField()
float & MateBoostDamageReceiveMultiplierField()
float GetCorpseLifespan()
void MoveRight(float Val)
TWeakObjectPtr< UPrimalInventoryComponent > & DeathIncrementClipAmmoInventoryField()
float & HealthBarOffsetYField()
void ForceUpdateColorSets_Implementation(int ColorRegion, int ColorSet)
void CalcCapsuleHalfHeight()
float & PreviousRootYawSpeedField()
USoundBase * LowHealthExitSoundField()
float & MovementSpeedScalingRotationRatePowerField()
UPrimalDinoSettings * MyDinoSettingsCDOField()
FDinoSaddleStruct & SaddleStructField()
float & ForceNextAttackIndexField()
BitFieldValue< bool, unsigned __int32 > bForceIgnoreRagdollHarvesting()
void CycleAttackWeightsForAttackAtIndex(int attackIndex)
BitFieldValue< bool, unsigned __int32 > bCollectVictimItems()
FVector & LastGangCheckPositionField()
UAnimMontage * PlayerMountedCarryAnimationField()
BitFieldValue< bool, unsigned __int32 > bPreventRotationRateModifier()
float & CurrentTameAffinityField()
float & LatchingInitialYawField()
void BPDoAttack(int AttackIndex)
bool AllowNewEggAtLocation(FVector *AtLocation)
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFloor()
BitFieldValue< bool, unsigned __int32 > bCanBeTamed()
int & NPCSpawnerExtraLevelOffsetField()
BitFieldValue< bool, unsigned __int32 > NPCSpawnerAddLevelOffsetBeforeMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseTamedVisibleComponents()
void OnRep_CarriedCharacter()
void LowerDinoBP(float Val)
char & TamedAITargetingRangeField()
BitFieldValue< bool, unsigned __int32 > bShouldNotifyClientWhenLanded()
BitFieldValue< bool, unsigned __int32 > bIsHeldJumpSlowFalling()
bool CanCarryCharacter(APrimalCharacter *CanCarryPawn)
bool BPPreventAIAttackSelection()
BitFieldValue< bool, unsigned __int32 > bScaleInsulationByMeleeDamage()
void StartLanding(FVector OverrideLandingLocation)
BitFieldValue< bool, unsigned __int32 > bInventoryOnlyAllowCraftingWhenWandering()
BitFieldValue< bool, unsigned __int32 > bSuppressDeathNotification()
BitFieldValue< bool, unsigned __int32 > bDisplaySummonedNotification()
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowStrafing()
float & SetAttackTargetTraceDistanceField()
BitFieldValue< bool, unsigned __int32 > bAlwaysSetTamingTeamOnItemAdd()
BitFieldValue< bool, unsigned __int32 > bAllowDemolish()
void HandleMountedDinoAction(AShooterPlayerController *PC)
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bIsAlpha()
int & PreviousTargetingTeamField()
FName & AttackLineOfSightMeshSocketNameField()
void FireMultipleProjectiles_Implementation(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
void StartSurfaceCameraForPassengers(float yaw, float pitch, float roll)
FieldArray< float, 6 > ColorSetIntensityMultipliersField()
bool ForceAllowBackwardsMovement()
TSubclassOf< AController > & TamedAIControllerOverrideField()
BitFieldValue< bool, unsigned __int32 > bBabyInitiallyUnclaimed()
FVector & LastRiderOverlappedPositionField()
void ClearRidingDinoAsPassenger(bool bFromDino)
BitFieldValue< bool, unsigned __int32 > bPreventMountedDinoMeshHiding()
float & AllowWaterSurfaceExtraJumpStaminaCostField()
float & RiderExtraMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bMoveToLocationDontRun()
BitFieldValue< bool, unsigned __int32 > bForcePerFrameTicking()
bool AllowPenetrationCheck(AActor *OtherActor)
void PlayHardEndChargingShake()
BitFieldValue< bool, unsigned __int32 > bAllowDinoAutoConsumeInventoryFood()
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyMateBoostChanged()
BitFieldValue< bool, unsigned __int32 > bHasRider()
void OnClientReceivedTransformAfterPairingNetGUID(FVector *Loc, FRotator *Rot)
FString & HideBonesStringField()
void ClientShouldNotifyLanded_Implementation()
FRotator & PreviousAimRotField()
TArray< FName > & MatingRequiresBiomeTagsField()
BitFieldValue< bool, unsigned __int32 > bUseShoulderMountedLaunch()
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_RotationRate()
float & CloneElementCostPerLevelField()
TSubclassOf< UPrimalColorSet > & RandomColorSetsMaleField()
long double & LastValidNotStuckTimeField()
void SetRider(AShooterCharacter *aRider)
float & maxRangeForWeaponTriggeredTooltipField()
float & StepDamageFootDamageRunningMultiplierField()
float & LimitRiderYawOnLatchedRangeField()
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestNonUsableHarvesting()
bool SkipDuringPartialWorldSave()
void OnStartTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bDinoLoadedFromSaveGame()
float & FlyingWanderRandomDistanceAmountField()
float & UntamedPoopTimeCacheField()
TWeakObjectPtr< AShooterCharacter > & PreviousRiderField()
BitFieldValue< bool, unsigned __int32 > bOnlyTargetConscious()
float & TamedLeveledDamageMultiplierField()
char & AttackIndexOfPlayedAnimationField()
BitFieldValue< bool, unsigned __int32 > bUseBolaSleepingAnimations()
void BPDinoPostBeginPlay()
BitFieldValue< bool, unsigned __int32 > bRiderDontBeBlockedByPawnMesh()
void NotifyBumpedStructure(AActor *BumpedStructure)
float & RepairAmountRemainingField()
BitFieldValue< bool, unsigned __int32 > bPreventDinoResetAffinityOnUnsleep()
void StartCharging(bool bForce)
BitFieldValue< bool, unsigned __int32 > bRidingRequiresTamed()
BitFieldValue< bool, unsigned __int32 > bIsCarnivore()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bSleepedForceCreateInventory()
UAnimMontage * BabyCuddledAnimationField()
BitFieldValue< bool, unsigned __int32 > bDrawHealthBar()
float & ExtraDamageMultiplierField()
float & SwimmingRotationRateModifierField()
UMaterialInterface * GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)
float & EggIntervalBetweenUnstasisChancesField()
void UpdateTribeGroupRanks_Implementation(char NewTribeGroupPetOrderingRank, char NewTribeGroupPetRidingRank)
AShooterCharacter * ConsumeInventoryFoodItem(UPrimalItem *foodItem, float *AffinityIncrease, bool bDontDecrementItem, float *FoodIncrease, float FoodAmountMultiplier, bool bConsumeEntireStack, int FoodItemQuantity)
FVector & RiderFPVCameraOffsetField()
BitFieldValue< bool, unsigned __int32 > bPassengerDinosUsePassengerAnim()
void ServerRequestWaterSurfaceJump_Implementation()
bool ShouldAttackOfPlayedAnimationStopMovement()
float & AlphaPercentageChanceField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
float & StepDamageFootDamageRadiusField()
float & CurrentRootLocSwimOffsetField()
float & RidingNetUpdateFequencyField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnStartCharging()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
bool AllowHurtAnimation()
float & Teleport_BetweenRafts_AllowedWithinRangeField()
TArray< TSubclassOf< UPrimalItem > > & EggItemsToSpawnField()
void CheckForTamedFoodConsumption()
float & FloatingHUDTextScaleField()
long double & LastMatingWrongTemperatureNotificationTimeField()
float & CurrentStrafeMagnitudeField()
TSubclassOf< UPrimalDinoSettings > & DinoSettingsClassField()
BitFieldValue< bool, unsigned __int32 > bForceAllowPvECarry()
TArray< ADroppedItem * > DroppedItemsOnMeField()
float & MaxPercentOfCapsulHeightAllowedForIKField()
float & BabySpeedMultiplierField()
void StartSurfaceCameraForPassenger(AShooterCharacter *Passenger, float yaw, float pitch, float roll, bool bInvertTurnInput)
FVector * GetFloatingHUDLocation(FVector *result)
void BPOnSetMountedDino()
float & SwimSoundTimeCacheField()
int GetNumPassengerSeats(bool bOnlyManualPassengerSeats)
void BPNotifyAddPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
void KeepFlight(float ForDuration)
void UnclaimDino(bool bDestroyAI)
float & HyperThermalInsulationField()
float & TargetLatchingInitialYawField()
BitFieldValue< bool, unsigned __int32 > bPlayingSlowFallingAnim()
BitFieldValue< bool, unsigned __int32 > LastPlayedAttackAnimationWasAlt()
void DinoKillerTransferItemsToInventory(UPrimalInventoryComponent *FromInventory)
bool OverrideForcePreventExitingWater()
FString * GetDinoDescriptiveName(FString *result)
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingWeightsArray()
char & CurrentAttackIndexField()
TArray< FSaddlePassengerSeatDefinition > & NoSaddlePassengerSeatsField()
TArray< FName > & MeleeSwingSocketsField()
void ReceiveAnyDamage_Implementation(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
int & WakingTameConsumeEntireStackMaxQuantityField()
void UpdateImprintingQuality(float NewImprintingQuality)
UAnimMontage * StartChargeAnimationField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
float & CheckForWildAmbientHarvestingIntervalMinField()
TArray< FDinoExtraDefaultItemList > & DinoExtraDefaultInventoryItemsField()
BitFieldValue< bool, unsigned __int32 > bDontWander()
BitFieldValue< bool, unsigned __int32 > bTameTimerSet()
FName & SaddleRiderMovementTraceThruSocketNameField()
void CheckForWildAmbientHarvesting()
BitFieldValue< bool, unsigned __int32 > bUseBPOnMountStateChanged()
bool IsValidForStatusUpdate()
FVector * GetSocketLocationTemp(FVector *result, FName SocketName)
float GetHealthPercentage()
float & RequiredTameAffinityPerBaseLevelField()
BitFieldValue< bool, unsigned __int32 > bForceAutoTame()
float & PlayAnimBelowHealthPercentField()
void ServerCallSetAggressive_Implementation()
bool OverrideFinalWanderLocation(FVector *outVec)
BitFieldValue< bool, unsigned __int32 > bPreventTameNameChange()
FItemNetID & DeathIncrementClipAmmoItemIDField()
UAnimMontage * StartledAnimationLeftField()
void BlueprintDrawFloatingHUD(AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)
BitFieldValue< bool, unsigned __int32 > bUseBP_OnStartLandingNotify()
float & BabyCuddleLoseImpringQualityPerSecondField()
int IsWithinBreedingTemperature()
void ClearCharacterAIMovement()
float & RequiredTameAffinityField()
float & InsulationRangeField()
int & LastInAllyRangeTimeSerializedField()
TWeakObjectPtr< APrimalCharacter > & PreviousCarriedCharacterField()
float & BabyVolumeMultiplierField()
bool UseLowQualityMovementTick()
USoundBase * PlayKillLocalSoundField()
bool BPCanDragCharacter(APrimalCharacter *Character)
bool CanOrder(APrimalCharacter *FromCharacter, bool bBuildingStructures)
void BP_OnStartLandingNotify()
BitFieldValue< bool, unsigned __int32 > bUseBPForceTurretFastTargeting()
TSubclassOf< APrimalStructure > & DinoFeedingContainerClassField()
BitFieldValue< bool, unsigned __int32 > bLocalForceNearbySkelMeshUpdate()
void ImprintOnPlayerTarget(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit)
float & TamedAllowNamingTimeField()
BitFieldValue< bool, unsigned __int32 > bUseAttackForceWalkDistanceMultiplier()
float & AlphaHarvestComponentHealthMultiplierMaxLevelField()
FVector2D & OverlayTooltipPaddingField()
float GetLeveledDamageMultiplier()
float & RepairCheckIntervalField()
BitFieldValue< bool, unsigned __int32 > bTargetingIgnoredByWildDinos()
TWeakObjectPtr< AActor > & WanderAroundActorField()
float & GangOverlapRangeField()
TEnumAsByte< enum EBabyCuddleType::Type > & BabyCuddleTypeField()
FString & TutorialHintStringField()
void TameDino(AShooterPlayerController *ForPC, bool bIgnoreMaxTameLimit, int OverrideTamingTeamID)
float & NoRiderRotationModifierField()
void DealDamage(FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
BitFieldValue< bool, unsigned __int32 > bIsOceanManagerDino()
long double & TamedAtTimeField()
float & CarryCameraYawOffsetField()
BitFieldValue< bool, unsigned __int32 > bBPModifyAimOffsetTargetLocation()
BitFieldValue< bool, unsigned __int32 > bIsVehicle()
void ServerUpdateBabyAge(float overrideAgePercent)
TSubclassOf< UPrimalColorSet > & RandomColorSetsFemaleField()
BitFieldValue< bool, unsigned __int32 > bUseBPDinoPostBeginPlay()
FVector & OldInterpolatedLocationField()
TArray< TSubclassOf< UPrimalItem > > & MyBabyCuddleFoodTypesField()
BitFieldValue< bool, unsigned __int32 > bAllowMountedWeaponry()
BitFieldValue< bool, unsigned __int32 > bFlyerDontAutoLandOnDismount()
float & TamedWanderHarvestCollectRadiusField()
BitFieldValue< bool, unsigned __int32 > bForceDrawHealthbarIfUntamedIsTargetingTamed()
FString * GetEntryDescription(FString *result)
BitFieldValue< bool, unsigned __int32 > bDoStepDamageTamedOnly()
BitFieldValue< bool, unsigned __int32 > bUseVelocityForRequestedMoveIfStuck()
BitFieldValue< bool, unsigned __int32 > bAllowRidingInWater()
float & RiderRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bForceAllowBackwardsMovement()
float & SetAttackTargetTraceWidthField()
TSubclassOf< APrimalBuff > & RiderBuffField()
BitFieldValue< bool, unsigned __int32 > bReplicatePitchWhileSwimming()
float & BabyCuddleGracePeriodField()
float BlueprintAdjustOutputDamage(int AttackIndex, float OriginalDamageAmount, AActor *HitActor, TSubclassOf< UDamageType > *OutDamageType, float *OutDamageImpulse)
void FireProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
float GetAttackRangeOffset()
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
float & MeleeDamageImpulseField()
float & BreakFleeHealthPercentageField()
bool IsDamageOccludedByStructures(AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bRunCheckCarriedTrace()
void BPSetupTamed(bool bWasJustTamed)
float & TamingFoodConsumeIntervalField()
void RefreshColorization()
float & WildAmbientHarvestingRadiusField()
void ServerClearRider(int OverrideUnboardDirection)
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestingQuantity()
bool BPModifyDesiredRotation(FRotator *InDesiredRotation, FRotator *OutDesiredRotation)
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
float & GainStaminaWhenLatchedRateField()
float GetMaxSpeedModifier()
BitFieldValue< bool, unsigned __int32 > bIsFlying()
long double & LastTamedFlyerNearbyAllyCheckTimeField()
bool CanAttack(int AttackIndex)
BitFieldValue< bool, unsigned __int32 > bAllowCarryCharacterWithoutRider()
void PlayHardEndChargingShake_Implementation()
BitFieldValue< bool, unsigned __int32 > bIsCarryingPassenger()
bool BlueprintOverrideWantsToRun(bool bInputWantsToRun)
int & LastFrameMoveRightField()
BitFieldValue< bool, unsigned __int32 > bRequireWakingTameMinItemQuanityToFeed()
TArray< TSubclassOf< APrimalBuff > > & DefaultTamedBuffsField()
void SetMovementAccelerationVector(FVector fVector)
float & CheckForWildAmbientHarvestingIntervalMaxField()
void SpawnDefaultController()
BitFieldValue< bool, unsigned __int32 > bUseBPFedWakingTameEvent()
long double & LastWakingTameFedTimeField()
float & ChargeBumpDamageField()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowCarryCharacter()
BitFieldValue< bool, unsigned __int32 > bDinoSimpleDescriptiveName()
float & ExtraUnTamedSpeedMultiplierField()
bool HasReachedDestination(FVector *Goal)
TArray< TWeakObjectPtr< APrimalCharacter > > & PrevPassengerPerSeatField()
bool UseLowQualityBehaviorTreeTick()
int & MinPlayerLevelForWakingTameField()
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)
BitFieldValue< bool, unsigned __int32 > bWildAllowFollowTamedTarget()
BitFieldValue< bool, unsigned __int32 > bIsLanding()
BitFieldValue< bool, unsigned __int32 > bUseCreationTimeDestroyInterval()
float & GlobalSpawnEntryWeightMultiplierField()
BitFieldValue< bool, unsigned __int32 > bEnableTamedWandering()
float & TamedSwimmingRotationRateModifierField()
UAnimMontage * WildUnsleepAnimField()
TSubclassOf< UDamageType > & StepActorDamageTypeOverrideField()
float & NoRiderFlyingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bCheatForceTameRide()
BitFieldValue< bool, unsigned __int32 > bWasTameRenamed()
float & NPCLerpToMaxRandomBaseLevelField()
float & AttackNoStaminaTorpidityMultiplierField()
BitFieldValue< bool, unsigned __int32 > bIsUniqueGlobalOceanManagerDino()
BitFieldValue< bool, unsigned __int32 > bForceUseDediAttackTiming()
void ServerCallFollow_Implementation()
FRotator * GetAimOffsetsForTarget(FRotator *result, AActor *AimTarget, float DeltaTime, bool bOverrideYawLimits, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset, FName SocketOverrideName)
void ServerSetRiderMountedWeaponRotation(FRotator InVal)
float & AlphaXPMultiplierMinLevelField()
BitFieldValue< bool, unsigned __int32 > bUseAdvancedAnimLerp()
float & RidingSwimmingRunSpeedModifierField()
float & FlyingWanderFixedDistanceAmountField()
void WasPushed(ACharacter *ByOtherCharacter)
TArray< FName > & StepDamageFootDamageSocketsField()
BitFieldValue< bool, unsigned __int32 > bDebugBaby()
float & WakingTameFoodAffinityMultiplierField()
UAnimMontage * TamedUnsleepAnimField()
TArray< TWeakObjectPtr< UPrimitiveComponent > > & AbsoluteVehicleBasedCharactersBasesField()
long double & LastAttackedTimeField()
BitFieldValue< bool, unsigned __int32 > bPoopIsEgg()
BitFieldValue< bool, unsigned __int32 > bCanSkipProjectileSpawnWallCheck()
float & CachedAmbientTemperatureField()
BitFieldValue< bool, unsigned __int32 > bFlyerPreventRiderAutoFly()
BitFieldValue< bool, unsigned __int32 > bPreventMateBoost()
float GetAIFollowStoppingDistanceOffset()
FVector & BabyCuddleWalkStartingLocationField()
void ServerRequestToggleFlight()
int GetOriginalTargetingTeam()
void UpdateWakingTame(float DeltaTime)
long double & LastChargeEndTimeField()
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
float & FleeHealthPercentageField()
void ServerToClientsPlayAttackAnimation(char AttackinfoIndex, char animationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
BitFieldValue< bool, unsigned __int32 > bForceAllowMountedCarryRunning()
int BPAdjustAttackIndex(int attackIndex)
bool BPCanIgnoreImmobilizationTrap(TSubclassOf< APrimalStructure > TrapClass, bool bForceTrigger)
void FireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
FVector & InterpolatedVelocityField()
float & StepDamageRadialDamageExtraRadiusField()
void TamedDinoUnstasisConsumeFood(long double ForceTimeSinceStasis)
void BP_OnPostNetReplication(FVector ReplicatedLoc, FRotator ReplicatedRot)
FVector * GetLandingLocation(FVector *result)
void AddStructure(APrimalStructure *Structure, FVector RelLoc, FRotator RelRot, FName BoneName)
UAnimMontage * UnmountCharacterAnimationField()
BitFieldValue< bool, unsigned __int32 > bForceWanderOverrideNPCZoneManager()
BitFieldValue< bool, unsigned __int32 > bUnderwaterMating()
float & LoseStaminaWithRiderRateField()
UAnimMontage * PlayAnimBelowHealthField()
float & MaxTemperatureToBreedField()
float & BabyAgeSpeedField()
float & RiderMaxImprintingQualityDamageReductionField()
BitFieldValue< bool, unsigned __int32 > bUseOnUpdateMountedDinoMeshHiding()
void StartForceSkelUpdate(float ForTime, bool bForceUpdateMesh, bool bServerOnly)
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)
float & LastBabyGestationProgressField()
BitFieldValue< bool, unsigned __int32 > bIsLatchedDownward()
float & RiderMovementSpeedScalingRotationRatePowerMultiplierField()
bool RemoveInventoryAllowViewing(APlayerController *ForPC)
int & MeleeDamageAmountField()
void IncrementNumTamedDinos()
void ServerCallStay_Implementation()
void LinkedSupplyCrateDestroyed(APrimalStructureItemContainer_SupplyCrate *aCrate)
unsigned int & DinoID2Field()
float & FemaleMatingRangeAdditionField()
bool CanReceiveMoveToCommands(AShooterCharacter *FromPlayer)
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvest()
float & GangDamageField()
void ElevateDinoBP(float Val)
float & StasisAutoDestroyIntervalField()
BitFieldValue< bool, unsigned __int32 > bStepDamageFoliageOnly()
BitFieldValue< bool, unsigned __int32 > bAllowFlyerLandedRider()
UAnimMontage * SlowFallingAnimField()
float & LatchingCameraInterpolationSpeedField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
BitFieldValue< bool, unsigned __int32 > bAddedToStructureDinosArray()
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
USoundBase * LowHealthEnterSoundField()
BitFieldValue< bool, unsigned __int32 > bIsSingleplayer()
TArray< float > & AttackAnimationWeightsField()
float & BabyChanceOfTwinsField()
BitFieldValue< bool, unsigned __int32 > bSimulatedNetLandCheckFloor()
UAnimMontage * GetDinoLevelUpAnimation()
bool CanMount(APrimalCharacter *aCharacter)
bool SaddleDinoHasAnyDemolishableStructures()
bool UseLowQualityAnimationTick()
int & LastRiderExitFrameCounterField()
void AddBasedPawn(AActor *anPawn)
BitFieldValue< bool, unsigned __int32 > bOnlyAllowTameRenameOnce()
float & BabyWrongTemperatureHealthPercentDecreaseField()
BitFieldValue< bool, unsigned __int32 > bLocalPrimaryAttackPressed()
BitFieldValue< bool, unsigned __int32 > bDisableHarvesting()
long double & LastTamedDinoCharacterStatusTickTimeField()
void BPKilledSomethingEvent(APrimalCharacter *killedTarget)
BitFieldValue< bool, unsigned __int32 > bForceAIUseOverlapTargetCheck()
float & TamedDinoBolaTrapTimeOverrideField()
void SetAlwaysForcedAggro(bool bEnable)
float & MinTemperatureToBreedField()
void MoveForward(float Val)
float & ChargingStaminaPerSecondDrainField()
FVector & LandingLocationField()
long double & TamingLastFoodConsumptionTimeField()
USoundBase * GetDinoTameSound()
BitFieldValue< bool, unsigned __int32 > bIncrementedNumDinos()
float & ColorizationIntensityField()
void BPModifyHarvestingWeightsArray(TArray< float > *resourceWeightsIn, TArray< UPrimalItem * > *resourceItems, TArray< float > *resourceWeightsOut)
float & CorpseLifespanNonRelevantField()
BitFieldValue< bool, unsigned __int32 > bHasPlayDying()
BitFieldValue< bool, unsigned __int32 > bCanHaveBaby()
TSubclassOf< UPrimalItem > * GetBabyCuddleFood(TSubclassOf< UPrimalItem > *result)
float & FollowingRunDistanceField()
TWeakObjectPtr< APrimalCharacter > & MountCharacterField()
BitFieldValue< bool, unsigned __int32 > bUseWildRandomScale()
BitFieldValue< bool, unsigned __int32 > bIsClearingRider()
float & ShipImpactImpulseMultiplierField()
bool BPAllowClaiming(AShooterPlayerController *forPlayer)
BitFieldValue< bool, unsigned __int32 > bTamedWanderHarvestAllowUsableHarvestingAsWell()
AShooterCharacter * BPConsumeInventoryFoodItem(UPrimalItem *foodItem, bool bConsumeEntireStack)
long double & LastAmbientHarvestingAttackTimeField()
float & EggRangeMaximumNumberFromSameDinoTypeField()
float & EggChanceToSpawnUnstasisField()
FName & RiderSocketNameField()
FRotator * GetAimOffsetsTransform(FRotator *result, float DeltaTime, FTransform *RootRotOffsetTransform, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
float & GangDamageResistanceField()
BitFieldValue< bool, unsigned __int32 > bFlyerDontGainImpulseOnSubmerged()
BitFieldValue< bool, unsigned __int32 > bForcedLandingClearRider()
long double & LastServerTamedTickField()
long double & StartLandingTimeField()
USoundBase * StingerKilledMineField()
void EndCharging(bool bForce)
long double & LastPlayerDinoOverlapRelevantTimeField()
void DeathHarvestingFadeOut_Implementation()
FieldArray< char, 6 > ColorSetIndicesField()
bool BPHandleUseButtonPress(AShooterPlayerController *RiderController)
void ServerFinishedLanding_Implementation()
int & MaxSaddleStructuresNumField()
char & FollowStoppingDistanceField()
FVector & RidingFirstPersonViewLocationOffsetField()
int & RandomMutationsFemaleField()
BitFieldValue< bool, unsigned __int32 > bUseInteprolatedVelocity()
float & RiderFlyingRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bDontPlayAttackingMusic()
void OnControllerInitiatedAttack(int AttackIndex)
FString & DeathGiveAchievementField()
BitFieldValue< bool, unsigned __int32 > bCanOpenLockedDoors()
void RemovePassenger(APrimalCharacter *Character, bool bFromCharacter, bool bFromPlayerController)
float GetMyCurrentAmbientTemperature()
BitFieldValue< bool, unsigned __int32 > WildAmbientHarvestingAnimationServerTickPose()
AShooterPlayerController * AttackMyTargetForPlayerControllerField()
TWeakObjectPtr< AActor > & ForcedMasterTargetField()
BitFieldValue< bool, unsigned __int32 > bUseCustomHealthBarColor()
long double & DinoDownloadedAtTimeField()
void ServerToggleCharging()
BitFieldValue< bool, unsigned __int32 > bPreventFallingBumpCheck()
TArray< APrimalCharacter * > * GetPassengers(TArray< APrimalCharacter * > *result)
float & DeathInventoryChanceToUseField()
void NetUpdateDinoOwnerData(FString *NewOwningPlayerName, int NewOwningPlayerID)
FVector & TamedWanderHarvestCollectOffsetField()
BitFieldValue< bool, unsigned __int32 > bSupportsPassengerSeats()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
long double & LastRadialStepDamageTimeField()
void ServerRequestWaterSurfaceJump()
void GetPassengersAndSeatIndexes(TArray< APrimalCharacter * > *Passengers, TArray< int > *Indexes)
float & ScaleExtraRunningSpeedModifierMaxField()
BitFieldValue< bool, unsigned __int32 > bForceDrawFloatingHUDLimitDistance()
BitFieldValue< bool, unsigned __int32 > bCanCharge()
void BPDinoARKDownloadedBegin()
bool ShouldStillAllowRequestedMoveAcceleration()
float & HypoThermiaInsulationField()
long double & LastGrappledTimeField()
FRotator & LastRiderMountedWeaponRotationField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyHarvestDamage()
int AllowBolaBuffBy_Implementation(TSubclassOf< APrimalBuff > BuffClass, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bPreventWanderingUnderWater()
long double & LastEggBoostedTimeField()
BitFieldValue< bool, unsigned __int32 > bIKIgnoreSaddleStructures()
BitFieldValue< bool, unsigned __int32 > bOnlyDoStepDamageWhenRunning()
int GetSeatIndexForPassenger(APrimalCharacter *PassengerChar)
float & RiderMaxSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bInitializedForReplicatedBasing()
BitFieldValue< bool, unsigned __int32 > bPreventBasingWhenUntamed()
int & TamingTeamIDField()
void ModifyDesiredRotation(FRotator *InDesiredRotation)
void UpdateBabyCuddling_Implementation(long double NewBabyNextCuddleTime, char NewBabyCuddleType, TSubclassOf< UPrimalItem > NewBabyCuddleFood)
FString & OwningPlayerNameField()
float & BabyChanceOfTripletsField()
void RemoveFromMeleeSwingHurtList(AActor *AnActor)
float & FlyingRunSpeedModifierField()
FName & TargetingTeamNameOverrideField()
BitFieldValue< bool, unsigned __int32 > bIsWakingTame()
void ApplyBoneModifiers(bool bForce)
int & OwningPlayerIDField()
long double & LastMoveForwardTimeField()
BitFieldValue< bool, unsigned __int32 > bAllowWildDinoEquipment()
bool IsPrimalCharFriendly(APrimalCharacter *primalChar)
char & LastAttackIndexField()
BitFieldValue< bool, unsigned __int32 > bAllowPublicSeating()
float & Teleport_OffRaft_AllowedWithinRangeField()
void FedWakingTameDino_Implementation()
bool AllowSeamlessTravel()
BitFieldValue< bool, unsigned __int32 > bForceRiderDrawCrosshair()
float GetAttachedSoundVolumeMultiplier()
BitFieldValue< bool, unsigned __int32 > bLastAnyLegOnGround()
void Poop(bool bForcePoop)
UAnimSequence * TurningRightRiderAnimOverrideField()
void SpawnNewAIController(TSubclassOf< AController > NewAIController)
int & RandomMutationsMaleField()
BitFieldValue< bool, unsigned __int32 > bHasDied()
BitFieldValue< bool, unsigned __int32 > bUseBPPreventOrderAllowed()
bool CanDragCharacter(APrimalCharacter *Character)
UAnimSequence * LatchedRiderAnimOverrideField()
float & LatchingDistanceLimitField()
BitFieldValue< bool, unsigned __int32 > bDrawBlueprintFloatingHUDWhenRidden()
int & GestationEggRandomMutationsMaleField()
bool ShouldReplicateRotPitch()
float & PaintConsumptionMultiplierField()
void BPOnSaddleStructuresUpdated(APrimalStructure *SaddleStructure, bool bWasRemoved)
BitFieldValue< bool, unsigned __int32 > bForceFoodItemAutoConsume()
TArray< FSaddlePassengerSeatDefinition > & SaddlePassengerSeatOverridesField()
void PlayWeightedAttackAnimation()
float BP_GetCustomModifier_RotationRate()
float & PercentChanceFemaleField()
BitFieldValue< bool, unsigned __int32 > bReceivedDinoAncestors()
float & LandingTraceMaxDistanceField()
BitFieldValue< bool, unsigned __int32 > bStepDamageNonFoliageWithoutRunning()
BitFieldValue< bool, unsigned __int32 > bDidAllowTickingTickingThisFrame()
void StopActiveState(bool bShouldResetAttackIndex)
float & WakingTameAffinityDecreaseGracePeriodField()
TArray< TSubclassOf< AActor > > & DamageVictimClassesIgnoreBlockingGeomtryTraceField()
bool BPOverrideMoveToOrder(FVector MoveToLocation, AShooterCharacter *OrderingPlayer, AActor *TargetActor)
FName & PassengerFPVCameraRootSocketField()
float & AutoFadeOutAfterTameTimeField()
void BPNotifySetRider(AShooterCharacter *RiderSetting)
BitFieldValue< bool, unsigned __int32 > bNeutered()
void IncrementImprintingQuality()
BitFieldValue< bool, unsigned __int32 > bAlwaysForcedAggro()
bool CanTarget(ITargetableInterface *Victim)
void OnRep_bBonesHidden()
void ServerToClientsPlayAttackAnimation_Implementation(char AttackinfoIndex, char AnimationIndex, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, AActor *MyTarget)
bool SetTurretMode_Implementation(bool enabled)
float & MateBoostDamageGiveMultiplierField()
TArray< TSubclassOf< UPrimalEngramEntry > > & DeathGiveEngramClassesField()
float & NewFemaleMinTimeBetweenMatingField()
void OnRep_PassengerPerSeat()
float & OriginalCapsuleHalfHeightField()
void BPOnTamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget, bool orderNotExecuted)
TArray< FDinoAncestorsEntry > & DinoAncestorsMaleField()
void ClientInterruptLanding_Implementation()
FName & PassengerBoneNameOverrideField()
UAnimMontage * StopRidingAnimOverrideField()
FName & WakingTameDistanceSocketNameField()
void SetCurrentAttackIndex(char index)
BitFieldValue< bool, unsigned __int32 > bAllowAutoUnstasisDestroy()
TArray< FVector > & LastSocketPositionsField()
float & RepairPercentPerIntervalField()
BitFieldValue< bool, unsigned __int32 > bPreventMating()
UAnimMontage * EnterFlightAnimField()
BitFieldValue< bool, unsigned __int32 > bTargetEverythingIncludingSameTeamInPVE()
bool IsUpdatingComponentTransforms(USceneComponent *InSceneComponent)
BitFieldValue< bool, unsigned __int32 > bOceanManagerDinoStasisPreventReUse()
float & TamedRunningSpeedModifierField()
bool BPCanAutodrag(APrimalCharacter *characterToDrag)
float & MeleeAttackStaminaCostField()
BitFieldValue< bool, unsigned __int32 > CanElevate()
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)
BitFieldValue< bool, unsigned __int32 > bIsCharging()
BitFieldValue< bool, unsigned __int32 > MovingForward()
BitFieldValue< bool, unsigned __int32 > bSaddleStructuresPreventCharacterBasing()
void Tick(float DeltaSeconds)
void OnNPCStartedAttack_Implementation(int AttackIndex, int AnimationIndex, bool bIsAltAnim, AActor *MyTarget)
FVector * BPModifyAimOffsetTargetLocation(FVector *result, FVector *AimTargetLocation)
void SetMountCharacter(APrimalCharacter *aCharacter)
void SetupTamed(bool bWasJustTamed)
bool AllowExtendedCraftingFunctionality()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
float & DeathGiveItemQualityMinField()
FString & TamerStringField()
BitFieldValue< bool, unsigned __int32 > bCanLatch()
float & BabyGestationProgressField()
long double & NextRidingFlyerUndergroundCheckField()
BitFieldValue< bool, unsigned __int32 > bUseBPChargingModifyInputAcceleration()
int & RandomMutationRollsField()
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
bool InitializeForReplicatedBasing()
long double & LastHigherScaleExtraRunningSpeedTimeField()
BitFieldValue< bool, unsigned __int32 > bUseBPOnTamedProcessOrder()
long double & LastTimeSwimSuffocatingField()
float & ChargeBumpImpulseField()
BitFieldValue< bool, unsigned __int32 > bUnclaimResetToOriginalTeam()
float GetGestationTimeRemaining()
void BPNotifyClearPassenger(APrimalCharacter *PassengerChar, int SeatIndex)
float & XPEarnMultiplierField()
TArray< FName > & FPVRiderBoneNamesToHideField()
float & MaxDinoKillerTransferWeightPercentField()
int & LastPlayedAttackAnimationField()
FName & NonDedicatedFreezeWildDinoPhysicsIfLevelUnloadedField()
TWeakObjectPtr< APrimalCharacter > & CarriedCharacterField()
bool BPDesiredRotationIsLocalSpace()
FRotator * ProcessRootRotAndLoc(FRotator *result, float DeltaTime, FVector *RootLocOffset, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, float CurrentAimBlending, FRotator *TargetAimRot, float *RootRot)
AActor * GetOtherActorToIgnore()
void PostInitializeComponents()
USoundBase * OverrideAreaMusicField()
float & StasisedDestroyIntervalField()
FieldArray< char, 6 > PreventColorizationRegionsField()
float & AttackForceWalkRotationRateMultiplierField()
BitFieldValue< bool, unsigned __int32 > bUseBPDesiredRotationIsLocalSpace()
TArray< float > & EggWeightsToSpawnField()
bool TamedProcessOrder(APrimalCharacter *FromCharacter, EDinoTamedOrder::Type OrderType, bool bForce, AActor *enemyTarget)
void BPDidSetCarriedCharacter(APrimalCharacter *PreviousCarriedCharacter)
long double GetForceClaimTime()
void ServerUpdateAttackTargets_Implementation(AActor *AttackTarget, FVector AttackLocation)
void BPUnsetupDinoTameable()
float & ExtraTamedSpeedMultiplierField()
BitFieldValue< bool, unsigned __int32 > bClientWasTamed()
void OnPrimalCharacterSleeped()
FName & RiderLatchedFPVCameraUseSocketNameField()
BitFieldValue< bool, unsigned __int32 > bCheckBPAllowClaiming()
FVector & RidingAttackExtraVelocityField()
void SetImprintPlayer(AShooterCharacter *ForChar)
char & TribeGroupPetOrderingRankField()
void ServerUpdateAttackTargets(AActor *AttackTarget, FVector AttackLocation)
TSubclassOf< UPrimalDinoSettings > & LowHealthDinoSettingsField()
bool WalkingAllowCheckFall(FVector *DeltaWalk)
void ServerRequestAttack_Implementation(int attackIndex)
UAnimSequence * TurningLeftRiderAnimOverrideField()
void RemoveBasedPawn(AActor *anPawn)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
float & WildLeveledDamageMultiplierField()
float & SwimmingRunSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bForceReachedDestination()
static UClass * StaticClass()
bool BPForceTurretFastTargeting()
BitFieldValue< bool, unsigned __int32 > bForceWildDeathInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bUseLocalSpaceDesiredRotationWithRider()
FVector * BP_OverrideClosestShipEdgeTeleportLocation(FVector *result, FVector CurrentShipEdgeLocation, APrimalRaft *ForShip)
FieldArray< char, 6 > GestationEggColorSetIndicesField()
float & StepDamageFootDamageAmountField()
void OnUpdateMountedDinoMeshHiding(bool bshouldBeVisible)
float BPModifyHarvestingQuantity(float originalQuantity, TSubclassOf< UPrimalItem > resourceSelected)
BitFieldValue< bool, unsigned __int32 > bDroppedInventoryDeposit()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
BitFieldValue< bool, unsigned __int32 > bHideFloatingHUD()
FieldArray< char, 16 > GestationEggNumberOfLevelUpPointsAppliedField()
BitFieldValue< bool, unsigned __int32 > bSuppressWakingTameMessage()
BitFieldValue< bool, unsigned __int32 > bUseBPShouldCancelDoAttack()
FVector & WaterSurfaceExtraJumpVectorField()
BitFieldValue< bool, unsigned __int32 > bPreventFlyerFlyingRider()
bool ShouldDealDamage(AActor *TestActor)
void ServerToggleCharging_Implementation()
int & AbsoluteBaseLevelField()
long double & NextTamedDinoCharacterStatusTickTimeField()
void BrakeDinoBP(float Val)
BitFieldValue< bool, unsigned __int32 > bAllowCarryFlyerDinos()
FName & MountCharacterSocketNameField()
BitFieldValue< bool, unsigned __int32 > bUseBPModifyDesiredRotation()
FString & LatestUploadedFromServerNameField()
bool ShouldIgnoreMoveCombiningOverlap()
float & DediForceStartAttackAfterAnimTimeField()
float & LastTimeWhileHeadingToGoalField()
BitFieldValue< bool, unsigned __int32 > bCanBeOrdered()
FString * GetShortName(FString *result)
TArray< APrimalStructure * > SaddledStructuresField()
BitFieldValue< bool, unsigned __int32 > bRiderMovementLocked()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
void SetForcedAggro(ITargetableInterface *Targetable, float AggroAmount, float ForcedAggroTime)
float & BabyMinCuddleIntervalField()
float & HypoThermalInsulationField()
void OnPrimalCharacterUnsleeped()
float & DeathInventoryQualityPerLevelMultiplierField()
float & LeavePlayAnimBelowHealthPercentField()
bool AllowWakingTame(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bForceDrawHUDWithoutRecentlyRendered()
float & PlatformSaddleMaxStructureBuildDistance2DField()
BitFieldValue< bool, unsigned __int32 > bGlideWhenMounted()
BitFieldValue< bool, unsigned __int32 > bDisplayKilledNotification()
int & PersonalTamedDinoCostField()
float & AlphaLevelMinField()
void SetCarryingDino(APrimalDinoCharacter *aDino)
float & ScaleExtraRunningSpeedModifierMinField()
unsigned int & DinoID1Field()
int & LastTempDampenMovementInputAccelerationFrameField()
BitFieldValue< bool, unsigned __int32 > bUseBP_CustomModifier_MaxSpeed()
BitFieldValue< bool, unsigned __int32 > bWasBaby()
BitFieldValue< bool, unsigned __int32 > bPreventFlyerLanding()
void InitDownloadedTamedDino(AShooterPlayerController *TamerController, int AltTeam)
float & WakingTameAllowFeedingFoodPercentageField()
void BP_OnRiderChangeWeapons(AShooterCharacter *theRider, UPrimalItem *newWeapon)
BitFieldValue< bool, unsigned __int32 > bUseBPTamedTick()
float & OpenDoorDelayField()
void GetAttackTargets(AActor **attackActor, FVector *attackLoc)
TArray< APrimalStructure * > LatchedOnStructuresField()
FVector & LastCheckedLocationField()
int GetFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
long double & BabyNextCuddleTimeField()
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
bool ModifyInputAcceleration(FVector *InputAcceleration)
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
BitFieldValue< bool, unsigned __int32 > bCanTargetVehicles()
float & AIDinoForceActiveUntasisingRangeField()
float & SwimSoundIntervalPerHundredSpeedField()
float & TamedWalkingSpeedModifierField()
BitFieldValue< bool, unsigned __int32 > bUseBPCanDragCharacter()
BitFieldValue< bool, unsigned __int32 > bCanUnclaimTame()
float & ExtraStasisComponentCollisionPlayerRelevantRangeField()
void OnStopTargeting(bool bFromGamepadLeft)
BitFieldValue< bool, unsigned __int32 > bPreventFlyerCapsuleExpansion()
FVector & FloatingHUDTextWorldOffsetField()
float & FlyerAttachedExplosiveSpeedMultiplierField()
float & AcceptableLandingRadiusField()
BitFieldValue< bool, unsigned __int32 > bForcePerfectTame()
BitFieldValue< bool, unsigned __int32 > bIsCarryingCharacter()
FieldArray< float, 2 > GenderSpeedMultipliersField()
UTexture2D * ReplicatedTeamHighlightTagTextureField()
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
void BPNotifyNameEditText(AShooterPlayerController *ForPC)
float GetCorpseTargetingMultiplier()
BitFieldValue< bool, unsigned __int32 > bUseGang()
BitFieldValue< bool, unsigned __int32 > bWildTargetEverything()
USoundBase * StingerKilledTheirsField()
bool DoAttack(int AttackIndex, bool bSetCurrentAttack)
float & StepDamageRadialDamageIntervalField()
int & MaxGangCountField()
BitFieldValue< bool, unsigned __int32 > bIgnoreAllyLook()
BitFieldValue< bool, unsigned __int32 > bGlideWhenFalling()
float & AllowRidingMaxDistanceField()
void RemoveStructure(APrimalStructure *Structure)
float & ExtraBabyGestationSpeedMultiplierField()
TSubclassOf< APrimalBuff > & MountedBuffField()
TWeakObjectPtr< AShooterCharacter > & RiderField()
BitFieldValue< bool, unsigned __int32 > bUseBabyGestation()
void ResetCurrentAttackIndex()
bool CanTakePassenger(APrimalCharacter *Character, int PassengerSeatIndex, bool bForcePassenger, bool bAllowFlyersAndWaterDinos)
long double & LastMatingNotificationTimeField()
void BPNotifyCarriedDinoBabyAgeIncrement(APrimalDinoCharacter *AgingCarriedDino, float PreviousAge, float NewAge)
int & DeathGivesDossierIndexField()
BitFieldValue< bool, unsigned __int32 > bWildIgnoredByAutoTurrets()
bool CanRide(AShooterCharacter *byPawn, char *bOutHasSaddle, char *bOutCanRideOtherThanSaddle, bool bDontCheckDistance)
UAnimMontage * ExitFlightAnimField()
bool WantsPerFrameSkeletalAnimationTicking()
float & EnemyDrawFloatingHUDLimitDistanceField()
void ClearMountCharacter(bool bFromMountCharacter)
BitFieldValue< bool, unsigned __int32 > bKeepInventoryForWakingTame()
UAnimMontage * FallAsleepAnimField()
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawFloatingHUD()
UPrimalItem * GetBestInventoryFoodItem(float *FoodIncrease, bool bLookForAffinity, bool bFoodItemRequiresLivePlayerCharacter, UPrimalItem **foundFoodItem, bool bLookForWorstFood)
TWeakObjectPtr< AActor > & RiderAttackTargetField()
BitFieldValue< bool, unsigned __int32 > bEquippedItemsForceUseFirstPlayerAttachment()
float & WildAmbientHarvestingTimerField()
UAnimMontage * DinoWithPassengerAnimField()
BitFieldValue< bool, unsigned __int32 > bDoStepDamage()
void RemoveDinoReferenceFromLatchingStructure()
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
BitFieldValue< bool, unsigned __int32 > bUseBPOnRepIsCharging()
int & OriginalTargetingTeamField()
void AddFlyerTakeOffImpulse()
BitFieldValue< bool, unsigned __int32 > bHideFloatingName()
float & NPCSpawnerLevelMultiplierField()
float & HyperThermiaInsulationField()
float & AttackRangeOffsetField()
FVector & UnboardLocationTraceOffsetField()
float BlueprintGetAttackWeight(int AttackIndex, float inputWeight, float distance, float attackRangeOffset, AActor *OtherTarget)
BitFieldValue< bool, unsigned __int32 > bIsLatched()
void ServerRequestAttack(int attackIndex)
float & GestationEggTamedIneffectivenessModifierField()
BitFieldValue< bool, unsigned __int32 > bForceUniqueControllerAttackInputs()
void BPUntamedConsumeFoodItem(UPrimalItem *foodItem)
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, unsigned int ExtraID1, unsigned int ExtraID2)
BitFieldValue< bool, unsigned __int32 > bRetainCarriedCharacterOnDismount()
BitFieldValue< bool, unsigned __int32 > bUsePlayerMountedCarryingDinoAnimation()
BitFieldValue< bool, unsigned __int32 > bDidSetupTamed()
FVector & RiderEjectionImpulseField()
int GetTamedDinoCountCost()
float & AICombatRotationRateModifierField()
BitFieldValue< bool, unsigned __int32 > bPreventUnalignedDinoBasing()
TArray< float > & AttackAnimationsTimeFromEndToConsiderFinishedField()
float & RandomPlayStartledAnimIntervalMaxField()
void OnElevateDino(float Val)
BitFieldValue< bool, unsigned __int32 > bFlyerDisableEnemyTargetingMaxDeltaZ()
float & AttackOnLaunchMaximumTargetDistanceField()
UAnimMontage * MountCharacterAnimationField()
void FireProjectileLocal(FVector Origin, FVector_NetQuantizeNormal ShootDir, bool bScaleProjDamageByDinoDamage)
bool AddToMeleeSwingHurtList(AActor *AnActor)
BitFieldValue< bool, unsigned __int32 > bMeleeSwingDamageBlockedByStrutures()
BitFieldValue< bool, unsigned __int32 > bPreventNeuter()
TSubclassOf< UDamageType > & MeleeDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bDamageNonFoliageFeetSocketsOnly()
BitFieldValue< bool, unsigned __int32 > bWildAllowTargetingNeutralStructures()
float & MinChargeIntervalField()
long double & LastEatAnimationTimeField()
bool BPHandleControllerInitiatedAttack(int AttackIndex)
float & DediForceAttackAnimTimeField()
float & WakingTameAffinityDecreaseFoodPercentageField()
void FireMultipleProjectiles(TArray< FVector > *Locations, TArray< FVector > *Directions, bool bScaleProjectileDamageByDinoDamage)
long double & LastOverTameLimitDamageTimeField()
BitFieldValue< bool, unsigned __int32 > bWasChargingBlocked()
bool BPHandleOnStopTargeting()
void UpdateStatusComponent(float DeltaSeconds)
float BP_GetCustomModifier_MaxSpeed()
BitFieldValue< bool, unsigned __int32 > bDinoPreventsUnclaiming()
void SetPreventSaving(bool fPreventSaving)
float & AlphaHarvestComponentHealthMultiplierMinLevelField()
static APrimalDinoCharacter * FindDinoWithID(UWorld *aWorld, unsigned int DinoID1, unsigned int DinoID2)
long double & LastStartedCarryingCharacterTimeField()
BitFieldValue< bool, unsigned __int32 > bPreventAllRiderWeapons()
BitFieldValue< bool, unsigned __int32 > bCanMountOnHumans()
void BPNotifyClearRider(AShooterCharacter *RiderClearing)
void DinoShoulderMountedLaunch(FVector launchDir, AShooterCharacter *throwingCharacter)
float & RandomPlayStartledAnimIntervalMinField()
BitFieldValue< bool, unsigned __int32 > bUsesGender()
void BPNotifyMateBoostChanged()
void AnimNotifyMountedDino()
float & SlowFallingStaminaCostPerSecondField()
void ForceUpdateColorSets(int ColorRegion, int ColorSet)
float GetBaseDragWeight()
void BPDrawToRiderHUD(AShooterHUD *HUD)
BitFieldValue< bool, unsigned __int32 > bIgnoreServerTamedTick()
void SetFlight(bool bFly, bool bCancelForceLand)
void TargetingTeamChanged()
BitFieldValue< bool, unsigned __int32 > bIsBaby()
APrimalDinoCharacter * MatingWithDinoField()
void SetAnimWeightsForAttackAtIndex(int attackIndex, TArray< float > newWeights)
void NetUpdateDinoNameStrings(FString *NewTamerString, FString *NewTamedName)
void ControllerLeavingGame(AShooterPlayerController *theController)
void ServerCallMoveTo_Implementation(FVector MoveToLoc, AActor *TargetActor)
FString * GetTutorialHintString(FString *result)
float & StepRadialDamageOffsetField()
void BPNotifyIfPassengerLaunchShoulderMount(APrimalCharacter *launchedCharacter)
void AddedImprintingQuality(float Amount)
UAnimSequence * RiderMoveAnimOverrideField()
float & AlphaXPMultiplierMaxLevelField()
TArray< AActor * > * GetTracingIgnoreActors()
char & CurrentPassengerSeatIndexField()
BitFieldValue< bool, unsigned __int32 > bPreventBackwardsWalking()
int GetExtraFoodItemEffectivenessMultipliersIndex(UPrimalItem *foodItem)
float & WildRunningRotationRateModifierField()
void AddedImprintingQuality_Implementation(float Amount)
void ClearCarriedCharacter(bool fromCarriedCharacter, bool bCancelAnyCarryBuffs)
float & MaxLandingTimeField()
BitFieldValue< bool, unsigned __int32 > bAlwaysCheckForFalling()
bool BP_InterceptMoveRight(float axisValue)
long double & LastUpdatedBabyAgeAtTimeField()
long double & LastAttackedTargetTimeField()
int & LoadDestroyWildDinosUnderVersionField()
float & ChargingActivationConsumesStaminaField()
BitFieldValue< bool, unsigned __int32 > bScaleExtraRunningSpeedModifier()
void DrawFloatingHUD(AShooterHUD *HUD)
float & ChargingAnimDelayField()
void ServerRequestBraking(bool bWantsToBrake)
float & CorpseTargetingMultiplierField()
BitFieldValue< bool, unsigned __int32 > bRiderDontRequireSaddle()
BitFieldValue< bool, unsigned __int32 > bUsesPassengerAnimOnDinos()
bool BPAllowCarryCharacter(APrimalCharacter *checkCharacter)
void DoMate(APrimalDinoCharacter *WithMate)
BitFieldValue< bool, unsigned __int32 > bHadStaticBase()
BitFieldValue< bool, unsigned __int32 > bUseLowQualityAnimationTick()
BitFieldValue< bool, unsigned __int32 > bHandleUseButtonPressBP()
FName & DinoNameTagField()
bool AllowMountedWeaponry(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
BitFieldValue< bool, unsigned __int32 > bWaitingForFirstIKTraceOrBasedMovement()
float & ControlFacePitchInterpSpeedField()
void OverrideRandomWanderLocation(FVector *originalDestination, FVector *inVec)
int & MaxSaddleStructuresHeightField()
BitFieldValue< bool, unsigned __int32 > bHasMateBoost()
float & ExtraTamedBaseHealthMultiplierField()
TArray< float > & FertilizedEggWeightsToSpawnField()
BitFieldValue< bool, unsigned __int32 > bAnimIsMoving()
BitFieldValue< bool, unsigned __int32 > bUseBPPlayDying()
TArray< TSubclassOf< UPrimalItem > > & DeathGiveItemClassesField()
bool IsUsingBolaSleepingAnimations()
BitFieldValue< bool, unsigned __int32 > bRiderUseDirectionalAttackIndex()
bool AllowCarryCharacter(APrimalCharacter *CanCarryPawn)
BitFieldValue< bool, unsigned __int32 > bIsTrapTamed()
bool PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
long double & LastRiderMountedWeaponRotationSentTimeField()
FString * GetDescriptiveName(FString *result)
long double & LastInAllyRangeTimeField()
void ClientStartLanding(FVector landingLoc)
bool BPHandleOnStopFire()
bool BPAllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)
float & BabyPitchMultiplierField()
BitFieldValue< bool, unsigned __int32 > bForcePreventWakingTame()
BitFieldValue< bool, unsigned __int32 > bFlyerDinoAllowBackwardsFlight()
long double & EndAttackTargetTimeField()
void SetBabyAge(float TheAge)
TWeakObjectPtr< AActor > & TargetField()
BitFieldValue< bool, unsigned __int32 > bAllowsTurretMode()
void NetUpdateDinoNameStrings_Implementation(FString *NewTamerString, FString *NewTamedName)
float & AlphaLevelMaxField()
void BSetupDinoTameable()
BitFieldValue< bool, unsigned __int32 > bForceDisablingTaming()
BitFieldValue< bool, unsigned __int32 > bPlatformSaddleIgnoreRotDotCheck()
float & MaxLeakingTimeBeforeSinkingField()
float & RefreshLeakingShipSinkIntervalField()
float & SinkPercentageField()
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()
TWeakObjectPtr< AShooterCharacter > & DriverField()
BitFieldValue< bool, unsigned __int32 > bReleaseImmediatelyFromShipyard()
BitFieldValue< bool, unsigned __int32 > bSmallRaftPushAwayPlayers()
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)
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()
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 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()
TArray< APrimalStructureSeating_DriverSeat * > AttachedCaptiansOrderSeatsField()
TSubclassOf< UDamageType > & CollisionImpactDamageTypeField()
BitFieldValue< bool, unsigned __int32 > bOnlyUseBPSimulatePhysics()
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 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)
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()
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()
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 & 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()
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()
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()
void PostInitializeComponents()
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)
float & RotationSpeedField()
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)
void DelayedGotoDoorStateTimer()
BitFieldValue< bool, unsigned __int32 > bIsDoorMoving()
void NetGotoDoorState_Implementation(char DoorState)
void CheckLoadingDoorTick()
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()
char & DelayedDoorStateField()
BitFieldValue< bool, unsigned __int32 > bCanBeForcedOpenByDino()
char & DoorOpenStateField()
void DrawHUD(AShooterHUD *HUD)
float & CurrentDoorAngleField()
BitFieldValue< bool, unsigned __int32 > bForceStaticMobility()
USoundCue * DoorCloseSoundField()
void PostInitializeComponents()
BitFieldValue< bool, unsigned __int32 > bForceDoorOpenIn()
BitFieldValue< bool, unsigned __int32 > bPreventDoorInterpolation()
unsigned int & CurrentPinCodeField()
bool AllowPickupForItem(AShooterPlayerController *ForPC)
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()
void RefreshStructureColors()
BitFieldValue< bool, unsigned __int32 > bIsRepairing()
float & FlatAdditionalRepairPercentField()
bool IsAttachedToSunkenShip()
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)
int & OwningPlayerIDField()
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()
void UpdateStencilValues()
bool AddRepairPercentForNextInterval(float Multiplier)
void DrawPlacementHUD(AHUD *HUD)
void UpdatedHealth(bool bDoReplication)
BitFieldValue< bool, unsigned __int32 > bBeganPlay()
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnDynamicsFoliageAndDoors()
void BP_OnAttachedShipDeath()
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()
float BPGetStructureWeight()
BitFieldValue< bool, unsigned __int32 > bAllowDamageByShipImpact()
int & RequirePlacementOnShipDeckIndexField()
BitFieldValue< bool, unsigned __int32 > bIsEnvironmentStructure()
void PostSpawnInitialize()
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()
void PreInitializeComponents()
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()
void OnAttachedShipDeath()
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()
void FinalLoadedFromSaveGame()
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()
bool UseDynamicMobility()
BitFieldValue< bool, unsigned __int32 > bForceAllowInPreventionVolumes()
BitFieldValue< bool, unsigned __int32 > bForceAllowSaddleStructureBasing()
BitFieldValue< bool, unsigned __int32 > bForceCheckNearbyEnemyFoundation()
void OnAttachedToValidShip()
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()
int GetHitPawnCollisionGroup()
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()
float GetStructureWeight()
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()
void BPTriggerStasisEvent()
UPrimalItem * CraftedFromStatItemField()
void CreateDynamicMaterials()
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()
float & MinQualityMultiplierField()
TArray< FSupplyCrateItemSet, FDefaultAllocator > & AdditionalItemSetsField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & MaxItemSetsField()
float & NumItemSetsPowerField()
float & MaxQualityMultiplierField()
TSubclassOf< UPrimalSupplyCrateItemSets > & AdditionalItemSetsOverrideField()
bool & bSetsRandomWithoutReplacementField()
float & ItemSetExtraItemQuantityByQualityPowerField()
TArray< FSupplyCrateItemSet, FDefaultAllocator > & ItemSetsField()
float & IntervalPercentHealthToLoseField()
int & MaxLevelToAccessField()
float & ItemSetExtraItemQuantityByQualityMultiplierField()
TSubclassOf< UPrimalSupplyCrateItemSets > & ItemSetsOverrideField()
float & IntervalToLoseHealthAfterAccessField()
float & InitialTimeToLoseHealthField()
float & MinItemSetsField()
int & RequiredLevelToAccessField()
float & IntervalTimeToLoseHealthField()
BitFieldValue< bool, unsigned __int32 > bIsBonusCrateField()
BitFieldValue< bool, unsigned __int32 > bIsPowered()
void CheckFuelSetActive()
void DrawHUD(AShooterHUD *HUD)
FString & BoxNamePrefaceStringField()
BitFieldValue< bool, unsigned __int32 > bFuelAllowActivationWhenNoPower()
BitFieldValue< bool, unsigned __int32 > bPoweredWaterSourceWhenActive()
void RefreshPowered(APrimalStructureItemContainer *InDirectPower)
void TargetingTeamChanged()
bool IsValidForDinoFeedingContainer(APrimalDinoCharacter *ForDino)
BitFieldValue< bool, unsigned __int32 > bUseOpenSceneAction()
void RefreshPowerJunctionLink()
bool RemoteInventoryAllowActivation(AShooterPlayerController *ForPC)
FString & DeactivateContainerStringField()
long double & NetDestructionTimeField()
BitFieldValue< bool, unsigned __int32 > bOverrideHasPowerString()
BitFieldValue< bool, unsigned __int32 > bSupportsLocking()
long double & LastActivatedTimeField()
float & BasedCharacterDamageAmountField()
TArray< UMaterialInterface * > InActivateMaterialsField()
TSubclassOf< APrimalStructureItemContainer > & PoweredNearbyStructureTemplateField()
BitFieldValue< bool, unsigned __int32 > bLastToggleActivated()
float & PoweredNearbyStructureRangeField()
float & UsablePriorityField()
BitFieldValue< bool, unsigned __int32 > bCraftingSubstractOwnWater()
void SetDelayedActivation()
float GetStructureWeight()
BitFieldValue< bool, unsigned __int32 > bOnlyAllowTeamActivation()
BitFieldValue< bool, unsigned __int32 > bPoweredAllowBattery()
BitFieldValue< bool, unsigned __int32 > bOnlyUseSpoilingMultipliersIfActivated()
BitFieldValue< bool, unsigned __int32 > bRequiresItemExactClass()
float & RandomFuelUpdateTimeMinField()
void SetPlayerConstructor(APlayerController *PC)
AActor * LinkedBlueprintSpawnActorPointField()
float & ActivationCooldownTimeField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUISecondary()
unsigned __int64 & DeathCacheCharacterIDField()
void PreInitializeComponents()
int & LastPowerJunctionLinkIDField()
BitFieldValue< bool, unsigned __int32 > bStartedUnderwater()
void ContainerActivated()
bool OverrideHasWaterSource()
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)
float & ValidCraftingResourceMaxDurabilityField()
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUITertiary()
bool ApplyPinCode(AShooterPlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
BitFieldValue< bool, unsigned __int32 > bInventoryForcePreventItemAppends()
BitFieldValue< bool, unsigned __int32 > bAutoActivateIfPowered()
void BPContainerDeactivated()
static UClass * GetPrivateStaticClass()
BitFieldValue< bool, unsigned __int32 > bCraftingSubstractConnectedWater()
float & HypoThermiaInsulationField()
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)
USoundBase * GetOverrideAudioTemplate()
BitFieldValue< bool, unsigned __int32 > bDisableActivationUnderwater()
int & LinkedPowerJunctionStructureIDField()
BitFieldValue< bool, unsigned __int32 > bAutoActivateWhenFueled()
long double & LastLockStateChangeTimeField()
void RefreshInventoryItemCounts()
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()
unsigned int & CurrentPinCodeField()
BitFieldValue< bool, unsigned __int32 > bUseBPGetFuelConsumptionMultiplier()
void ContainerDeactivated()
FString & OpenSceneActionNameField()
BitFieldValue< bool, unsigned __int32 > bInventoryForcePreventRemoteAddItems()
BitFieldValue< bool, unsigned __int32 > bAllowAutoActivateWhenNoPower()
USoundBase * ContainerActivatedSoundField()
void UpdateContainerActiveHealthDecrease()
TEnumAsByte< enum ECaptainOtherActions::Type > & CaptainOrdersActivationGroupField()
float & InsulationRangeField()
BitFieldValue< bool, unsigned __int32 > bForceNoStructureLocking()
float & SinglePlayerFuelConsumptionIntervalsMultiplierField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
FString & ActivateContainerStringField()
USoundBase * ContainerDeactivatedSoundField()
BitFieldValue< bool, unsigned __int32 > bAutoActivateWhenNoPower()
void CheckAutoReactivate()
BitFieldValue< bool, unsigned __int32 > bUseBPActivated()
bool UseItemSpoilingTimeMultipliers()
void NotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bAutoActivateContainer()
float & MaxActivationDistanceField()
UPrimalInventoryComponent * MyInventoryComponentField()
FString & NoPowerStringOverrideField()
BitFieldValue< bool, unsigned __int32 > bHandledDestruction()
TSubclassOf< UPrimalItem > & RequiresItemForOpenSceneActionField()
void BPPreGetMultiUseEntries(APlayerController *ForPC)
void SetPoweredOverrideCounter(int NewPoweredOverrideCounter)
BitFieldValue< bool, unsigned __int32 > bAllowCustomName()
float BPGetFuelConsumptionMultiplier()
void PostSpawnInitialize()
int & CurrentItemCountField()
void NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity()
int & NotifyNearbyPowerGeneratorOctreeGroupField()
BitFieldValue< bool, unsigned __int32 > bBPOnContainerActiveHealthDecrease()
BitFieldValue< bool, unsigned __int32 > bReplicateLastActivatedTime()
bool BPCanBeActivatedByPlayer(AShooterPlayerController *PC)
BitFieldValue< bool, unsigned __int32 > bPreventToggleActivation()
float SubtractWaterFromConnections(float Amount, bool bAllowNetworking)
float GetUsablePriority()
void BPSetPlayerConstructor(APlayerController *PC)
FVector & JunctionCableBeamOffsetStartField()
void NotifyCraftedItem(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bDropInventoryOnDestruction()
FString & HasPowerStringOverrideField()
USoundBase * DefaultAudioTemplateField()
float & ContainerActiveDecreaseHealthSpeedField()
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()
float & DropInventoryDepositTraceDistanceField()
BitFieldValue< bool, unsigned __int32 > bUseDeathCacheCharacterID()
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
float GetReloadRateMultiplier()
void NetUpdateLocation_Implementation(FVector NewLocation)
void BPContainerActivated()
FString & DisabledOpenSceneActionNameField()
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()
int & LastBasedCharacterDamageFrameField()
BitFieldValue< bool, unsigned __int32 > bCheckStartedUnderwater()
TSubclassOf< UDamageType > & ContainerActiveHealthDecreaseDamageTypePassiveField()
long double & LastActiveStateChangeTimeField()
FVector & JunctionCableBeamOffsetEndField()
void CharacterBasedOnUpdate(AActor *characterBasedOnMe, float DeltaSeconds)
void NetUpdateBoxName_Implementation(FString *NewName)
void GetBlueprintSpawnActorTransform(FVector *spawnLoc, FRotator *spawnRot)
BitFieldValue< bool, unsigned __int32 > bIsUnderwater()
void ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool bCheckedBox, int ExtraID1, int ExtraID2)
void NetSetContainerActive(bool bSetActive, TSubclassOf< UPrimalItem > NetReplicatedFuelItemClass, __int16 NetReplicatedFuelItemColorIndex)
void BPOnContainerActiveHealthDecrease()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
BitFieldValue< bool, unsigned __int32 > bPoweredUsingBattery()
int & PoweredOverrideCounterField()
TArray< TSubclassOf< UPrimalItem > > & ActiveRequiresFuelItemsField()
BitFieldValue< bool, unsigned __int32 > bPoweredHasNPC()
void CheckForDeathCacheEmitter()
BitFieldValue< bool, unsigned __int32 > bPoweredHasBattery()
TArray< UMaterialInterface * > ActivateMaterialsField()
TSubclassOf< UPrimalItem > & NextConsumeFuelGiveItemTypeField()
BitFieldValue< bool, unsigned __int32 > bSupportsPinLocking()
TWeakObjectPtr< APrimalStructure > & LinkedPowerJunctionStructureField()
bool CanOpen(APlayerController *ForPC)
BitFieldValue< bool, unsigned __int32 > bHasFuel()
BitFieldValue< bool, unsigned __int32 > bSupportsPinActivation()
float & NotifyNearbyPowerGeneratorDistanceField()
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges()
void MovePowerJunctionLink()
void PlacedStructureLocation(APlayerController *ByPC)
long double & LastDeactivatedTimeField()
UChildActorComponent * MyChildEmitterSpawnableField()
float & RandomFuelUpdateTimeMaxField()
void SetContainerActive(bool bNewActive)
float & FuelConsumptionIntervalsMultiplierField()
void ConsumeFuel(bool bGiveItem)
void BPNotifyInventoryItemChange(bool bIsItemAdd, UPrimalItem *theItem, bool bEquipItem)
BitFieldValue< bool, unsigned __int32 > bActiveRequiresPower()
BitFieldValue< bool, unsigned __int32 > bIsLocked()
int & MaxItemCountField()
void NotifyItemRemoved(UPrimalItem *anItem)
BitFieldValue< bool, unsigned __int32 > bIsPinLocked()
void NetUpdateBoxName(FString *NewName)
static void StaticRegisterNativesAPrimalStructureItemContainer()
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeActivatedByPlayer()
float & BasedCharacterDamageIntervalField()
float & HyperThermiaInsulationField()
long double & LastCheckedFuelTimeField()
TSubclassOf< UPrimalItem > & BatteryClassOverrideField()
FString * GetDescriptiveName(FString *result)
FSpawnPointInfo * GetSpawnPointInfo(FSpawnPointInfo *result)
TArray< float > & FuelItemsConsumeIntervalField()
void CopyStructureValuesFrom(APrimalStructureItemContainer *otherItemContainer)
BitFieldValue< bool, unsigned __int32 > bIsPowerJunction()
long double & CurrentFuelTimeCacheField()
float & DropInventoryOnDestructionLifespanField()
BitFieldValue< bool, unsigned __int32 > bDisplayActivationOnInventoryUI()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
char & TribeGroupInventoryRankField()
__int16 & ReplicatedFuelItemColorIndexField()
TArray< FStageRequirement > & StageRequirementsField()
static void StaticRegisterNativesAPrimalStructureMonumentThirdTierEgyptTemple()
void UpdateStageBarrierComponents()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
static UClass * GetPrivateStaticClass()
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()
void RefreshSeatsLocations()
float & SailAngularDampingField()
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)
float & SailRotationSpeedField()
UAudioComponent * SailBillowSoundComponentField()
TArray< float > & UnfurlSoundOpenPercentTriggersField()
char & Sail_NumOfSailsField()
float & MinEffectivenessFromWindCapturedField()
float & EffectiveWindPctField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
bool TestMeetsSailRepairRequirementsPercent(UPrimalInventoryComponent *invComp, float Percent, UPrimalInventoryComponent *additionalInvComp)
float & Sail_CanvasHealthField()
float & Sail_ThrottleForceField()
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()
float & Sail_MaxVelocityField()
TArray< FVector > & Sail_CanvasStartScaleField()
float & Sail_AdditionalMaxVelocityField()
void OnRep_SeatedCharacter()
float & Sail_ThrottleForceWindMult_MinField()
UAudioComponent * SailFurlUnfurlSoundComponentField()
BitFieldValue< bool, unsigned __int32 > bIsSailRepairing()
float & Sail_ThrottleForceWindMult_MaxField()
BitFieldValue< bool, unsigned __int32 > bPutSailControlsInRootMultiUse()
USoundCue * SailBillowWithWindSoundField()
bool & IsReservedToBeMannedField()
void UpdatedHealth(bool bDoReplication)
void UpdateSailCollisionRotation()
void UpdateCapturedWindPercent()
TArray< FVector2D > & UnfurledMaterialParamsOffOnPercentOpenField()
bool & bHasPlayedTautSoundField()
BitFieldValue< bool, unsigned __int32 > bHideLadderControls()
float & Sail_ClosedMinZScaleField()
float & Sail_WindMaxField()
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 & SailLinearDampingField()
float & WindPercentageField()
float & Sail_UnMannedThrottleRatioField()
USoundCue * SailUnfurlSoundField()
void ServerSetSailCanvasHealth_Implementation(float newHealth, bool fromSpawn)
USoundBase * SailTurnSoundField()
float & Sail_WindThrottleForceScalePowerField()
void OnRep_SetCanvasHealth()
float & SailOpenPercentToTriggerTautSFXField()
float & Sail_WindMinField()
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()
void UpdateCanvasCollision()
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_OpenSpeedField()
float & Sail_MaxMovementWeight_MultiplierField()
bool & bFlushSkeletonField()
float GetSailThrottleWindMult()
BitFieldValue< bool, unsigned __int32 > bUpdateSailsVisualsByPercentage()
float & PowMultipleForSpeedFalloffFromDamageField()
void PostInitializeComponents()
TArray< int > & SailMaterialIndicesField()
float & WindLevelToBeVisiblyFullField()
float & Sail_OpenSpeed_MultiplierField()
UAnimSequence * SeatingAnimLeftField()
float & Sail_InterpStopThresholdField()
int CanPlaceCriticalShipStructure(APrimalRaft *OnShip)
float & RepairSailAmountRemainingField()
bool CanUseShipThrottle()
TSubclassOf< UPrimalStructureSettings > & SailStructureSettingsClassField()
float & Sail_SteeringOpenRatioPowerField()
int & SailCanvasMaterialIndexField()
BitFieldValue< bool, unsigned __int32 > bRefreshedSeatLocations()
void RepairSailCheckTimer()
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()
float & WarningExpirationTimeField()
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)
AActor * FindTarget_Implementation()
FVector * GetMuzzleLocation(FVector *result)
AActor * GetRandomStructureOnSameBoatAsActor(AActor *CurrentTarget)
BitFieldValue< bool, unsigned __int32 > bShipTurretAllowTargetingCharactersWhenUnanchored()
float & FireIntervalField()
BitFieldValue< bool, unsigned __int32 > bTurretIgnoreProjectiles()
AActor * BPNativeFindTarget()
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 & MuzzleLocOffsetField()
float & FireDamageImpulseField()
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()
FName & MuzzleSocketField()
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()
float & MaxFirePitchDeltaField()
float & MaxFireYawDeltaField()
char & RangeSettingField()
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()
float & FireDamageAmountField()
FName & AimPivotSocketField()
void ClientsFireProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir, int NewAmmoCount)
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
BitFieldValue< bool, unsigned __int32 > bHasOmniDirectionalFire()
bool UseTurretFastTargeting()
void SpawnImpactEffects(FHitResult *Impact, FVector *ShootDir)
long double & TimeLastTargetWasSetField()
static void StaticRegisterNativesAPrimalStructureTurret()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
int & NumBulletsPerShotField()
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
static UClass * GetPrivateStaticClass()
long double & LastWarningTimeField()
char & WarningSettingField()
BitFieldValue< bool, unsigned __int32 > bUseDifferentFireFunction()
void PreInitializeComponents()
float & ShipTargetingRangeField()
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()
float GetLowHealthPercentage()
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)
float GetHealthPercentage()
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()
float & ReplicatedHealthField()
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 PostInitializeComponents()
void FellOutOfWorld(UDamageType *dmgType)
bool BPShouldShowHealthBar()
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 BPOverrideHealthBarHealthPercent()
float TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
bool NetExecCommand(FName CommandName, FNetExecParams *ExecParams)
float GetStructureRepairCooldownTime()
FString * GetShortName(FString *result)
void OnRep_ReplicatedHealth()
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)
float & TargetingSpeedModifierField()
FName & RightShoulderBoneNameField()
FRotator * GetAimOffsets(FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
long double & LastTaggedTimeField()
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis()
unsigned __int64 & LastRequestedTribeIDField()
bool ShouldReplicateRotPitch()
void DoCharacterDetachment(bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
BitFieldValue< bool, unsigned __int32 > bWasForceHideCharacter()
bool IsValidUnStasisCaster()
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField()
float & ReplicatedWeightField()
char & HeadHairIndexField()
TArray< UAnimSequence * > AnimSequencesOverrideFromField()
bool IsProneOrSitting(bool bIgnoreLockedToSeat)
void ServerRequestFeatCooldowns()
UAnimMontage * DraggingCharacterAnimField()
void LocalStopCaptainOrder(int OrderIndex)
UAnimSequence * DefaultDinoRidingAnimationField()
UAnimMontage * CuddleAnimationField()
float GetCharacterAdditionalHypothermiaInsulationValue()
void NotifyBumpedPawn(APawn *BumpedPawn)
TArray< UAnimMontage * > AnimOverrideToField()
void PlayEmoteAnimation(char EmoteIndex)
void ShowDiscoveryExplorerNoteOnDelay(int ExplorerNoteIndex)
void ServerTryToReloadBallista()
int & LastCameraAttachmentChangedIncrementField()
FVector * CalculateLookAtHeadLocation(FVector *result)
FRotator * GetPassengerAttachedRotation(FRotator *result)
void OnRep_PlayerBadgeGroup()
static UClass * GetPrivateStaticClass()
float & TimeBetweenStatusStateSoundsField()
float & ExtraFloatVarField()
float & AgeMinDisplayYearsField()
FieldArray< UTexture2D *[5], 25 > PlayerMeshNoEquipmentShrinkageMasksField()
BitFieldValue< bool, unsigned __int32 > bWasFirstPerson()
float & OriginalCollisionHeightField()
USoundCue * StartCrouchSoundField()
void UpdateSeatingStructureHandIK()
void ClientOrderedMoveTo(FVector MoveToLoc, AActor *MoveToActorRef)
static void ApplyWetnessHelper(UMeshComponent *Mesh, float Wetness)
void TickUpdateHandIK(float DeltaSeconds)
float & LastTimeSoundPlayedField()
bool CanDoUsableHarvesting()
__int64 & SeenTutorialBitFlagsField()
USoundBase * JumpSoundField()
bool & bAwaitingSeamlessTravelControllerField()
UAnimMontage * GetOverridenMontage(UAnimMontage *AnimMontage)
void ServerCallAttackTarget_Implementation(AActor *TheTarget)
void ClientPrepareForSeamlessTravel_Implementation()
void ServerCallMoveTo_Implementation(FVector MoveToLoc, AActor *TargetActor)
long double & AllianceInviteTimeField()
void ServerSetBallistaNewRotation(float Pitch, float Yaw)
FItemNetID & NextWeaponItemIDField()
void SetCameraMode(bool bFirstperson, bool bIgnoreSettingFirstPersonRiding)
float GetPercentageOfFacialHairGrowth()
float & FullAgeGameTimeIntervalField()
UPrimalPlayerData * GetPlayerData()
float & WalkBobMagnitudeField()
void ClearCarryingDino(bool bFromDino, bool bCancelAnyCarryBuffs)
void ServerSailRiderSetThrottleInput_Implementation(float Val)
BitFieldValue< bool, unsigned __int32 > bIsConnected()
TArray< UAnimMontage * > EmoteAnimsField()
bool & bIsRainWateredField()
float & WetMaximumTemperatureReductionField()
void RenamePlayer(FString *NewName)
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField()
float & MinRunningSpeedModifierField()
TSubclassOf< AShooterWeapon > & MapWeaponField()
BitFieldValue< bool, unsigned __int32 > bLastLocInterpProne()
void ForceGiveDefaultWeapon()
float GetHeadHairMorphTargetValue()
long double & LastTaggedTimeExtraField()
void ClientReceiveNextWeaponID_Implementation(FItemNetID theItemID)
void SetCarriedPitchYaw(float NewCarriedPitch, float NewCarriedYaw)
FName & RightTipBoneNameField()
TArray< FItemNetID > & WeaponsToReloadAllField()
unsigned int & CurrentVoiceModeAsUInt32Field()
void ServerStartSurfaceCameraForPassenger_Implementation(float yaw, float roll, float pitch, bool bShouldInvertInput)
FString * GetDescriptiveName(FString *result)
void ClientReceiveNextWeaponID(FItemNetID theItemID)
FRotator & LastDinoAimRotationOffsetField()
BitFieldValue< bool, unsigned __int32 > bPossessionDontUnsleep()
BitFieldValue< bool, unsigned __int32 > bWasSubmerged()
void ClientReceiveFeatCooldowns(TArray< FFeatCooldown > *theFeatCooldowns)
UAnimMontage * StartRidingAnimField()
float & AppliedBobField()
void ClientProcessLadderAttachment()
AActor * LockOnTargetField()
long double & LastCombatActionTimeField()
float & ExtendedInfoTooltipCheckRangeField()
float & IntervalForFullHeadHairGrowthField()
void ServerStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bShouldInvertInput)
int & PlayerNumUnderGroundFailField()
BitFieldValue< bool, unsigned __int32 > bGaveTutorialFinishedItems()
void ServerCheckDrinkingWater()
bool & bClientIgnoreCurrentVoiceModeReplicationsField()
long double & LocalDiedAtTimeField()
void OnEndDrag_Implementation()
bool TryAccessInventory()
bool & bSkipNextLocalPossessedByField()
long double & InterpLastCrouchProneStateChangeTimeField()
void SetRidingDinoAsPassenger(APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
void PlayTalkingAnimation()
BitFieldValue< bool, unsigned __int32 > bFastTravelling()
FVector & UpdateHypoThermalInsulationPositionField()
bool & bIsServerAdminField()
float ModifyAirControl(float AirControlIn)
void PossessedBy(AController *InController)
void AttachToLadder(USceneComponent *Parent)
BitFieldValue< bool, unsigned __int32 > bHadWeaponWhenStartedClimbingLadder()
bool ShouldIKBeForceDisabled()
FString & PlayerNameField()
AActor * StructurePlacementUseAlternateOriginActor()
void SetRidingDino(APrimalDinoCharacter *aDino)
void ClientClearTribeRequest()
void ClientNetEndClimbingLadder_Implementation()
float & GlobalWindHairLerpField()
int & LastCapsuleAttachmentChangedIncrementField()
long double & UploadEarliestValidTimeField()
TWeakObjectPtr< AController > & LastControllerField()
unsigned int GetUniqueNetIdTypeHash()
long double & LastGrapHookDetachTimeField()
int & LastMeshAttachmentChangedIncrementField()
BitFieldValue< bool, unsigned __int32 > bIsUpdatingPawnMeshes()
FVector2D & ExtendedInfoTooltipPaddingField()
float & CurrentWeaponBobSpeedField()
float & PreviousAgeField()
long double & LastPressReloadTimeField()
void OnRep_CurrentVoiceModeAsUInt32()
long double & LastAttackTimeField()
void ServerWhistleOpenSails()
BitFieldValue< bool, unsigned __int32 > bUsingWeaponHandIK()
long double & ReloadLastAttemptedWeaponReloadTimeField()
void ServerSetViewingInventory_Implementation(bool bIsViewing)
FItemNetID & LastReloadAllItemIDField()
long double & LastCollisionStuckTimeField()
void DelayedTransitionFixup()
float GetRecoilMultiplier()
UAnimMontage * MountedCarryingDinoAnimationField()
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField()
bool UseAdditiveStandingAnim()
bool CanGiveCaptainOrders()
bool CheckShipPenetrations()
void ServerSetCaptainsOrderToLastPassive_Implementation(ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
void InitiateTrade_Implementation(unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
void ServerSailRiderSetThrottleValue(float Val)
UAnimMontage * VoiceYellingAnimField()
float & MuscleToneField()
UAnimMontage * CallMoveToAnimField()
BitFieldValue< bool, unsigned __int32 > bAttachedToHostCharacter()
long double & LastUpdatedAimActorsTimeField()
void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
int & _GrapHookCableObjectCountField()
void DrawFloatingChatMessage(AShooterHUD *HUD, FString Message, long double receivedChatTime)
float & PercentOfFullHeadHairGrowthField()
FString & VivoxUsernameField()
bool & bCurrentDiscoveryZoneAllowSeaField()
void ApplyEquipmentShrinkageMasks()
void NetSetFacialHairPercent_Implementation(float thePercent, int newFacialHairIndex)
void ReleaseSeatingStructureHandIK()
void ClientNetEndClimbingLadder()
BitFieldValue< bool, unsigned __int32 > bLastLocInterpCrouched()
long double & LastNotStuckTimeField()
bool AllowSeamlessTravel()
float GetMaxGrapplePullMass()
long double & PressCrouchProneToggleTimeField()
float & ClientSeatedViewRotationYawField()
float & FacialHairGrowthParamQuantizationField()
long double & PossessedAtTimeField()
void DetachFromLadder_Implementation(bool bIgnoreOnAutonomousProxy)
BitFieldValue< bool, unsigned __int32 > bLastViewingInventory()
void ServerSailRiderSetRotationInput_Implementation(float Val)
bool IsGameInputAllowed()
bool IsCharacterHardAttached(bool bIgnoreRiding, bool bIgnoreCarried)
UAnimSequence * GetAdditiveStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
void FinishWeaponSwitch()
float GetRunningSpeedModifier(bool bIsForDefaultSpeed)
float & TotalTimeForVitaEqField()
bool & bForceTeleportClientToHostField()
FItemNetID & PreMapWeaponItemNetIDField()
void ServerTellNPCCaptainSailFacingDirection(float YawDir)
static AShooterCharacter * FindForPlayerController(AShooterPlayerController *aPC)
void ServerTryToCycleBallistaAmmoType()
long double & LastTimeInFallingField()
bool CanJumpInternal_Implementation()
TArray< UAnimSequence * > AnimSequenceOverrideToField()
UAudioComponent * LastGrapHookACField()
bool & bWasHostPlayerField()
void ClientSetRotation(FRotator NewRotation)
bool IsPlayingUpperBodyCallAnimation_Implementation()
float & InterpolatedWetsField()
void OnRep_VivoxUsername()
void NetSetOverrideFacialHairColor_Implementation(FLinearColor HairColor)
long double & LastEmoteTryPlayTimeField()
long double & BornAtNetworkTimeField()
void LocalPossessedBy(APlayerController *ByController)
void ClientOnDiscoveredZone(int ZoneId, int NewNumZonesDiscovered)
void ClientReceiveFeatCooldowns_Implementation(TArray< FFeatCooldown > *theFeatCooldowns)
long double & LastUnproneTimeField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & LoggedOutTargetingDesirabilityField()
float GetTargetingDesirability(ITargetableInterface *Attacker)
BitFieldValue< bool, unsigned __int32 > bIsSwitchingToYarkMeleeInCombat()
void Tick(float DeltaSeconds)
BitFieldValue< bool, unsigned __int32 > bFastTravelled()
bool AllowDinoTargetingRange(FVector *AtLoc, float TargetingRange, AActor *ForAttacker)
TSubclassOf< AShooterWeapon > & CompassWeaponField()
FieldArray< FLinearColor, 4 > BodyColorsField()
FUniqueNetIdRepl & PlatformProfileIDField()
void ClientPlayHarvestAnim()
bool GetAdditiveStandingAnimNonAdditive()
void TargetingTeamChanged()
float GetRidingDinoAnimSpeedRatio()
float & bBendArmLengthFactorField()
void GiveMapWeapon(unsigned int typeIndex)
void PostInitializeComponents()
void ServerSailRiderSetThrottleInput(float Val)
float & LastAdditionalHypoThermalInsulationField()
void UpdateSwimmingState()
float & WeaponBobSpeedBaseField()
void ServerDetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
float & CurrentForwardBindingAlphaField()
bool CanDragCharacter(APrimalCharacter *Character)
bool & bPreventWeaponMovementAnimsField()
BitFieldValue< bool, unsigned __int32 > bPlayFirstSpawnAnim()
FString * LinkedPlayerIDString(FString *result)
void SwitchMap(unsigned int typeIndex)
FVector & WeaponBobMagnitudes_TargetingField()
float & CurrentAimBlendingField()
BitFieldValue< bool, unsigned __int32 > bWasOverrideHiddenShadowValue()
long double & LastUseHarvestTimeField()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
BitFieldValue< bool, unsigned __int32 > bForceSwitchAsPrimaryWeaponOnce()
void PreInitializeComponents()
unsigned __int64 & LinkedPlayerDataIDField()
bool ShouldOverrideWalkingVelocity()
int & SimulatedLastFrameProcessedForceUpdateAimedActorsField()
void NotifyEquippedItems()
void GameStateHandleEvent_Implementation(FName NameParam, FVector VecParam)
float & PercentOfFullFacialHairGrowthField()
void OnCameraUpdate(FVector *CameraLocation, FRotator *CameraRotation)
void ServerSetIsVoiceActive_Implementation(bool IsActive)
long double & LastIndoorCheckTimeField()
UAnimMontage * ActivateInventoryAnimationField()
void CheckAndHandleBasedPlayersBeingPushedThroughWalls()
bool IsValidForStatusRecovery()
unsigned int & UniqueNetIdTypeHashField()
void ClientOrderedMoveTo_Implementation(FVector MoveToLoc, AActor *MoveToActorRef)
bool IsCurrentPassengerLimitCameraYaw()
float & LastSweepCapsuleRadiusField()
FName & ExtraNameVarField()
BitFieldValue< bool, unsigned __int32 > bHatHidden()
BitFieldValue< bool, unsigned __int32 > bBeganPlay()
AActor * GetSecondaryMountedActor()
void SetCharacterMeshesMaterialScalarParamValue(FName ParamName, float Value)
BitFieldValue< bool, unsigned __int32 > bCreatedFromSeamlessRespawn()
FVector & LastStasisCastPositionField()
long double & LastStartedTalkingTimeField()
void ControllerLeavingGame(AShooterPlayerController *theController)
float & BendMaxAngleField()
TSubclassOf< AShooterWeapon > & GPSWeaponField()
USoundCue * LowHealthSoundField()
UAnimMontage * TalkingAnimField()
FName & LeftShoulderBoneNameField()
float & WalkBobInterpSpeedField()
BitFieldValue< bool, unsigned __int32 > bIsLockedOn()
void ServerRequestCaptainOrder_Implementation(int OrderIndex, TArray< int > *GroupsIndex)
float GetActualTargetingFOV(float DefaultTargetingFOV)
float GetCharacterAdditionalHyperthermiaInsulationValue()
void ServerSwitchMap_Implementation(unsigned int typeIndex)
void FinalLoadedFromSaveGame()
TMap< APrimalRaft *, FRelativePositionEntry, FDefaultSetAllocator, TDefaultMapKeyFuncs< APrimalRaft *, FRelativePositionEntry, 0 > > ShipsRelativePositionMapField()
void ServerSailRiderSetThrottleValue_Implementation(float Val)
long double & LastInvitedToAllianceTimeField()
FVector & ExtraExtraVectorVarField()
void ServerFireBallistaProjectile_Implementation(FVector Origin, FVector_NetQuantizeNormal ShootDir)
FVector & WeaponBobMagnitudesField()
void ServerWhistleCloseSails()
void ApplyDamageMomentum(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
float & WalkSpeedThresholdField()
float & LastAdditionalHyperThermalInsulationField()
void ServerCallMoveToRaft_Implementation(FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
float & LadderLateralJumpVelocityField()
void ServerUpdateCurrentVoiceModeAsUInt32_Implementation(unsigned int NewValue)
bool ShouldOverrideNewFallVelocity()
float & WeaponBobMaxMovementSpeedField()
int & CurrentDiscoveryZoneIDField()
void ServerTryToReloadBallista_Implementation()
void AttachToLadder_Implementation(USceneComponent *Parent)
BitFieldValue< bool, unsigned __int32 > bPlaySpawnAnim()
float & BobMaxMovementSpeedField()
bool & bIsActivelyTalkingField()
float & WalkBobOldSpeedField()
FVector * OverrideWalkingVelocity(FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
BitFieldValue< bool, unsigned __int32 > bUseAlternateFallBlendspace()
float GetTargetingSpeedModifier()
void SetSleeping(bool bSleeping, bool bUseRagdollLocationOffset)
void OnVoiceTalkingStateChanged(bool talking, bool IsUsingSuperRange)
unsigned int & AllianceInviteIDField()
float & LastSweepCapsuleHeightField()
FString * GetShortName(FString *result)
void ServerSwitchMap(unsigned int typeIndex)
UAnimMontage * SpawnIntroAnim1PField()
void ServerUpdateCurrentVoiceModeAsUInt32(unsigned int NewValue)
void ServerRequestFeatCooldowns_Implementation()
void AttachToHostCharacter(APawn *HostCharacter)
bool TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
void Poop(bool bForcePoop)
long double & NextUpdateHypoThermalInsulationTimeField()
USoundCue * StartProneSoundField()
void ClientInviteToAlliance_Implementation(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
TArray< FName > & LowerBodyPartRootBonesField()
FItemNetID & PreInventoryWeaponItemNetIDField()
float & GlobalDynamicsHairLerpField()
float & WetMinimumTemperatureReductionField()
FieldArray< float, 66 > BonePresetsField()
bool AllowGrappling_Implementation()
bool IsRunning(bool bIncludeFalling, bool bIncludeRunTurning)
void ServerLaunchMountedDino_Implementation()
USoundBase * ThrowCharacterSoundField()
float & WaterLossRateMultiplierField()
bool ShouldTempDisableMultiFabrik()
void OnStopTargeting(bool bFromGamepadLeft)
void InviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString AllianceName, FString InviteeName)
bool IsPlayingUpperBodyCallAnimation()
long double & LastTaggedTimeThirdField()
void ClientNotifyTribeRequest_Implementation(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
void UpdateTopTribesGroup()
float & EnemyPlayerMaxCursorHUDDistanceProneField()
BitFieldValue< bool, unsigned __int32 > bReloadAllSwitchedToFirstWeapon()
float & WeaponBobMinimumSpeedField()
void OnMovementModeChanged(EMovementMode PrevMovementMode, char PreviousCustomMode)
void NetSimulatedForceUpdateAimedActors(float OverrideMaxDistance)
void OnStopFire(bool bFromGamepadRight, int weaponAttackIndex)
void SetEnableHandIK(bool bLeft, bool bRight, bool bBindForwad)
float & GrapHookCableWidthField()
UAudioComponent * CharacterStatusStateSoundComponentField()
bool & bIsPreviewCharacterField()
FItemNetID & PreInventoryWeaponItemNetIDSecondaryField()
UAnimMontage * FirstSpawnAnimField()
UAnimMontage * CallStayAnimField()
bool PreventMovementMode(EMovementMode NewMovementMode, char NewCustomMode)
void DelayGiveDefaultWeapon(float DelayTime)
void OnBeginDrag_Implementation(APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
void ServerLaunchMountedDino()
BitFieldValue< bool, unsigned __int32 > bGaveInitialItems()
void ModifyFirstPersonCameraLocation(FVector *Loc, float DeltaTime)
void ForceGiveGlobalDiscoveryZoneByID(int ZoneId, bool bDontNotifyClient)
long double & LastRequestedTribeTimeField()
void SetCarriedPitchYaw_Implementation(float NewCarriedPitch, float NewCarriedYaw)
void RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)
UPrimalPlayerData * TravellingPlayerDataField()
float & HeadHairGrowthParamQuantizationField()
float & WetnessDrySpeedField()
UAnimSequence * DefaultDinoRidingMoveAnimationField()
long double GetLastFeatUsedTime(TSubclassOf< APrimalBuff > FeatClass)
void ServerResyncNameToClients()
void AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
void ServerNetEndClimbingLadder_Implementation(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
UAnimMontage * CallStayAnimSingleField()
void OnSpawnPointsRecieved()
long double & LastEmotePlayTimeField()
bool UseAlternateStandingAnim()
bool IsUsingClimbingPick()
void ChangeActorTeam(int NewTeam)
int & ReloadMiniGameSuccessCounterField()
UAnimMontage * CallFollowAnimSingleField()
long double & FastTravellingStartTimeField()
void ClearLadderAttachmentInfo()
UAnimMontage * RespawnIntroAnim1PField()
TArray< FItemAttachmentInfo > & DefaultAttachmentInfosField()
AShooterPlayerController * GetShooterPC()
long double & ReloadLastAttemptedWeaponSwitchTimeField()
FVector2D & ExtendedInfoTooltipScaleField()
void ServerCallStayOne_Implementation(APrimalDinoCharacter *ForDinoChar)
BitFieldValue< bool, unsigned __int32 > bAddedToActivePlayerList()
UAnimMontage * VoiceTalkingAnimField()
long double & LastTimeReleasedAllowFPVStructureField()
bool IsGrapplingHardAttached(bool bHardAttachedOnlyIfImpacted)
bool IsSubmerged(bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
FVector & WeaponBobPeriodsField()
void WasPushed(ACharacter *ByOtherCharacter)
FItemNetID & PreRidingWeaponItemNetIDSecondaryField()
char & FacialHairIndexField()
void DedicatedServerBoneFixup()
void ForceGiveDiscoveryZone(int ZoneId, bool bDontNotifyClient)
void ClientPlayHarvestAnim_Implementation()
FString * GetLongDescriptiveName(FString *result)
bool TryMultiUse(APlayerController *ForPC, int UseIndex)
float & WeaponBobTimeField()
void DetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
void ServerSailRiderSetRotationInput(float Val)
void NetSetMaxWetness_Implementation()
void ServerFireBallistaProjectile(FVector Origin, FVector_NetQuantizeNormal ShootDir)
float & WeaponBobSpeedBaseFallingField()
void ServerCallSetAggressive_Implementation()
UAnimMontage * SpawnAnimField()
void LocalStartCaptainOrder(int OrderIndex)
void ClearRidingDino(bool bFromDino, int OverrideUnboardDirection)
bool & bWasAlreadyYellingField()
float & IndoorsHypothermiaInsulationField()
FVector & WeaponBobPeriods_TargetingField()
FVector & ExtraVectorVarField()
void NetSetHeadHairPercent(float thePercent, int newHeadHairIndex)
void GameStateHandleEvent(FName NameParam, FVector VecParam)
__int64 & CachedTutorialBitFlagsKeyField()
BitFieldValue< bool, unsigned __int32 > bRefreshDefaultAttachmentsHadEquippedItems()
bool UseAltAimOffsetAnim()
void InitiateTrade(unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField()
UAnimSequence * GetDinoRidingMoveAnimation()
BitFieldValue< bool, unsigned __int32 > bEquippedPreMapWeapon()
FString & AllianceInviteNameField()
void PlayDrinkingAnimation()
FLinearColor & OriginalHairColorField()
void ServerForceUpdatedAimedActors(float OverrideMaxDistance, bool bReplicateToSimulatedClients)
void ServerGiveDefaultWeapon_Implementation(bool bOnlyGiveDefaultWeapon)
void OnRep_TattooPaintingComponent()
FRotator * CalculateForwarBendingAngle(FRotator *result)
BitFieldValue< bool, unsigned __int32 > bIsCrafting()
void RecalculateBaseEyeHeight()
void UpdateTransponders()
BitFieldValue< bool, unsigned __int32 > bCheckPushedThroughWallsWasSeatingStructure()
APrimalStructureItemContainer * spawnedTradeStructField()
long double & PlayerDiedAtNetworkTimeField()
APrimalDinoCharacter * GetRidingDino()
FString & PlatformProfileNameField()
float & ForwardBindingAlphaField()
void OnStartFire(bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
FRotator & LastAimRotOffsetField()
void OnPrimalCharacterSleeped()
void ClientUpdateTranspondersInfo_Implementation(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
BitFieldValue< bool, unsigned __int32 > bAllowDPC()
UAnimSequence * GetDinoRidingAnimation()
void ServerCallFollow_Implementation()
float & LastGlobalDynamicsHairLerpField()
void ClearRidingDinoAsPassenger(bool bFromDino)
void ServerCheckDrinkingWater_Implementation()
USoundMix * BelowDeckMixerField()
UAnimSequence * GetOverridenAnimSequence(UAnimSequence *AnimSeq)
bool & bModifiedEyeHeightField()
FTransform * GetLadderComponentToWorld(FTransform *result)
AShooterPlayerController * GetSpawnedForController()
FString & LastRequestedTribeNameField()
BitFieldValue< bool, unsigned __int32 > bIsFemale()
FHandIkTarget & LeftHandIkTargetField()
BitFieldValue< bool, unsigned __int32 > bIsIndoors()
FVector * GetLastSweepLocation(FVector *result)
void TempDampenInputAcceleration()
unsigned int & VoiceModeForCullingTestsField()
FItemNetID & PreviousWeaponToReloadAllField()
FVector & OriginalLastHitWallSweepCheckLocationField()
long double & TimeSinceLastControllerField()
BitFieldValue< bool, unsigned __int32 > bPlayedSpawnIntro()
void SetCarryingDino(APrimalDinoCharacter *aDino)
FLinearColor * GetFacialHairColor(FLinearColor *result)
void ServerCallPassive_Implementation()
void ClientOrderedMoveToRaft(FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
void FaceRotation(FRotator NewControlRotation, float DeltaTime, bool bFromController)
float & TimeInVitaEqField()
long double & LastTimeHadControllerField()
static void ApplyAgeAndBodyfatHelper(UMeshComponent *Mesh, float Age, float Bodyfat, float MuscleTone, float Wetness)
void ClientTradeNotification(AShooterCharacter *OtherPlayer)
float & LastMaterialAppliedWetnessAmountField()
APrimalDinoCharacter * GetBasedOnDino()
FieldArray< float, 8 > DirectionalSpeedMultipliersField()
void ApplyFirstPersonBoneModifiers()
bool & bShouldInvertTurnInputField()
void DrawFloatingHUD(AShooterHUD *HUD)
FLinearColor * GetHeadHairColor(FLinearColor *result)
unsigned __int64 & TradingInvitePlayerIDField()
UPrimalPlayerData * GetMyPlayerData()
UAnimMontage * CallAttackAnimField()
UAnimMontage * CallFollowAnimField()
float & LowHealthSoundPercentageField()
void ApplyBoneModifiers()
void ClientClearTribeRequest_Implementation()
bool & bControllerLeavingGameField()
UAnimMontage * PickupItemAnimationField()
void NetSetBodyFatPercent(float thePercent)
FVector * OverrideNewFallVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
TArray< FTransponderInfo > & ClientTranspondersInfoField()
bool Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
AShooterWeapon * GetWeapon()
int GetNextWeaponItemID(bool bPrimary)
float & PreviousRootYawSpeedField()
float & AgeMaxDisplayYearsField()
APrimalDinoCharacter * TransitionMountedDinoField()
FVector & UpdateHyperThermalInsulationPositionField()
void ServerCallNeutral_Implementation()
void OnReleaseCrouchProneToggle()
UAnimMontage * ReloadBallistaAnimationField()
static void ApplyAge(UMeshComponent *Mesh, float Age)
float GetMaxSpeedModifier()
FItemNetID & PreMapWeaponItemNetIDSecondaryField()
void ServerCallStay_Implementation()
APrimalStructureExplosive * GetAttachedExplosive()
void PreApplyAccumulatedForces(float DeltaSeconds, FVector *PendingImpulseToApply, FVector *PendingForceToApply)
UMaterialInterface * GrapHookMaterialField()
void ServerRequestCaptainOrder(int OrderIndex, TArray< int > *GroupsIndex)
long double & DontTargetUntilTimeField()
void SetMiniGameReloadCounter(int NewValue)
void ServerDetachGrapHookCable(bool bDoUpwardsJump, float UpwardsJumpYaw)
void ClientOrderedAttackTarget(AActor *attackTarget)
void NetSetFacialHairPercent(float thePercent, int newFacialHairIndex)
void OnRep_CurrentWeapon(AShooterWeapon *LastWeapon)
void UpdateGrapHook(float DeltaSeconds)
FName & LeftTipBoneNameField()
void UpdatePawnMeshes(bool bForceThirdPerson, bool bForceFlush)
UAnimMontage * ProneOutAnimField()
void NetSetOverrideHeadHairColor_Implementation(FLinearColor HairColor)
void ServerTellNPCCaptainSailFacingDirection_Implementation(float YawDir)
bool ShouldStoreSecondaryItemID(UPrimalItem *SecondaryItem)
void ClientMultiUse(APlayerController *ForPC, int UseIndex)
static bool IsIndoorsAtLoc(UWorld *theWorld, FVector *actorLoc)
void NetSimulatedForceUpdateAimedActors_Implementation(float OverrideMaxDistance)
UAnimSequence * ViewingInventoryAnimationField()
float GetBaseTargetingDesire(ITargetableInterface *Attacker)
void UpdateWeaponHandIK()
void ServerRequestStopCaptainOrder_Implementation(int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
bool UseSwimmingTPVAimOffset()
float & ApplyAgeDeltaThresholdField()
FItemNetID & PreviousWeaponItemIDField()
USoundCue * PreviousCharacterStatusStateSoundField()
void ServerRequestStopCaptainOrder(int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
bool BuffsPreventFirstPerson()
float & CurrentControlledBallistaYawField()
UAnimMontage * DrinkingAnimationField()
void ServerWhistleCloseSails_Implementation()
bool BlueprintInitiateTrade(AShooterCharacter *OtherPlayer)
float & IndoorsHyperthermiaInsulationField()
void ServerNetEndClimbingLadder(bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
long double & LastUncrouchTimeField()
void DrawTranspondersInfo(AShooterHUD *HUD)
void MultiClearTradeID_Implementation()
void NotifySwitchedCameraPerspective(bool bToFirstPerson)
void DetachGrapHookCable_Implementation(bool bDoUpwardsJump, float UpwardsJumpYaw)
BitFieldValue< bool, unsigned __int32 > bUseEquipmentShrinkageMasks()
TArray< FFeatCooldown > & FeatCooldownsField()
void SetActorHiddenInGame(bool bNewHidden)
void AddFeatCooldown(TSubclassOf< APrimalBuff > FeatClass)
void ClientNotifyTribeRequest(FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
long double & NextPlayerUndergroundCheckField()
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField()
void RefreshDefaultAttachments(AActor *UseOtherActor)
static void StaticRegisterNativesAShooterCharacter()
void ServerTryToCycleBallistaAmmoType_Implementation()
void StartCameraTransition(float Duration)
float & BendMinAngleField()
UAnimMontage * DropItemAnimationField()
bool ValidToRestoreForPC(AShooterPlayerController *aPC)
float & EnemyPlayerMaxCursorHUDDistanceStandingField()
UAnimSequence * GetAlternateStandingAnim(float *OutBlendInTime, float *OutBlendOutTime)
void ClientUpdateReloadAll()
FItemNetID & PreRidingWeaponItemNetIDField()
float & ForwardBindingInterpSpeedField()
void ClientTradeNotification_Implementation(AShooterCharacter *OtherPlayer)
float & ClientSeatedViewRotationPitchField()
float & LastGlobalWindHairLerpField()
void ServerWhistleOpenSails_Implementation()
UAudioComponent * LowHealthWarningPlayerField()
FVector & GrapHookDefaultOffsetField()
void CallGameStateHandleEvent(FName NameParam, FVector VecParam)
void ClientOrderedMoveToRaft_Implementation(FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
void ServerCallFollowOne_Implementation(APrimalDinoCharacter *ForDinoChar)
void DetachFromLadder(bool bIgnoreOnAutonomousProxy)
void TakeSeatingStructureHandIK()
long double & LastTryAccessInventoryFailTimeField()
void PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
void ServerClearSwitchingWeapon_Implementation(bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
void ClientInviteToAlliance(int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
void PlayEmoteAnimation_Implementation(char EmoteIndex)
void UpdateCarriedLocationAndRotation(float DeltaSeconds)
long double & NextUpdateHyperThermalInsulationTimeField()
bool MoveToInnerLoop(AActor *TargetToMove, FVector MoveToLoc, AActor *TargetActor)
void StartWeaponSwitch(UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
FString & UniqueNetIdStrField()
void OnEnteredDiscoveryZone(int ZoneId)
float GetPercentageOfHeadHairGrowth()
void DetachFromHostCharacter(APrimalCharacter *HostCharacter)
void StasisingCharacter()
void ServerSetBallistaNewRotation_Implementation(float Pitch, float Yaw)
UAnimMontage * FallAsleepAnimField()
BitFieldValue< bool, unsigned __int32 > bEquippedPreRidingWeapon()
USoundBase * ProneMoveSoundField()
BitFieldValue< bool, unsigned __int32 > bAddedBelowDeckMixer()
long double & TimeStartedLockOnField()
void ServerSetViewingInventory(bool bIsViewing)
float & EnemyPlayerMaxCursorHUDDistanceCrouchedField()
void ServerStopFireBallista()
void ClientUpdateTranspondersInfo(TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
float GetCharacterAdditionalInsulationValueFromStructure(UWorld *theWorld, FVector *actorLoc, EPrimalItemStat::Type TypeInsulation)
UAnimMontage * ProneInAnimField()
USoundCue * EndProneSoundField()
BitFieldValue< bool, unsigned __int32 > bLoadedTattooData()
FVector & WeaponBobOffsets_TargetingField()
bool ShouldOverrideSwimmingVelocity()
TArray< UAnimMontage * > AnimsOverrideFromField()
void ServerCallFollowDistanceCycleOne_Implementation(APrimalDinoCharacter *ForDinoChar)
void CheckNextSecondaryWeapon()
void OnPressCrouchProneToggle()
void OnStartTargeting(bool bFromGamepadLeft)
void OnRep_LadderAttachment()
void ServerCallAggressive_Implementation()
void ClientNotifyLevelUp_Implementation()
float & CraftingMovementSpeedModifierField()
bool BasedOnDynamicActorUseFallingLateralFriction()
BitFieldValue< bool, unsigned __int32 > bHideAllMultiuseSelectors()
int & IgnoreCollisionSweepUntilFrameNumberField()
float & IndoorCheckIntervalField()
bool CanBeCarried(APrimalCharacter *ByCarrier)
USceneComponent * GetActorSoundAttachmentComponentOverride(USceneComponent *ForComponent)
UAnimMontage * StopRidingAnimField()
float GetCarryingSocketYaw(bool RefreshBones)
FVector & WeaponBobOffsetsField()
void CaptureCharacterSnapshot(UPrimalItem *Item)
float GetInsulationFromItem(FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
FVector * OverrideSwimmingVelocity(FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
void SetCurrentWeapon(AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
float GetMaxCursorHUDDistance(AShooterPlayerController *PC)
FName & TorsoBoneNameField()
float GetFacialHairMorphTargetValue()
char & PlayerBadgeGroupField()
BitFieldValue< bool, unsigned __int32 > bHadGrapHookAttachActor()
void ForceGiveDiscoveryZoneByName(FString ManualZoneName)
FHandIkTarget & RightHandIkTargetField()
void NetSetHeadHairPercent_Implementation(float thePercent, int newHeadHairIndex)
void OnExitedDiscoveryZone(int ZoneId)
void ServerStopFireBallista_Implementation()
void RenamePlayer_Implementation(FString *NewName)
BitFieldValue< bool, unsigned __int32 > bPendingDiscoveryZoneNotAtSeaUnlock()
void ServerPrepareForSeamlessTravel_Implementation()
UAnimMontage * ThrowItemAnimationField()
USoundCue * EndCrouchSoundField()
FSaddlePassengerSeatDefinition & CurrentPassengerSeatDefinitionField()
bool IsAwaitingSeamlessTravelController()
bool GetBlockingShieldOffsets(FVector *OutBlockingShieldFPVTranslation, FRotator *OutBlockingShieldFPVRotation)
void ClientOnDiscoveredZone_Implementation(int ZoneId, int NewNumZonesDiscovered)
float & WeaponBobTargetingBlendField()
void NetSetBodyFatPercent_Implementation(float thePercent)
float & IntervalForFullFacialHairGrowthField()
int & AllianceInviteRequestingTeamField()
void ServerSetCaptainsOrderToLastPassive(ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
FVector * GetPawnViewLocation(FVector *result, bool bAllTransforms)
void ClientOrderedAttackTarget_Implementation(AActor *attackTarget)
UAnimSequence * CharacterAdditiveStandingAnimField()
bool & bPvEAllowStructuresAtSupplyDropsField()
bool GetTribeEntityFromDBResultAndUpdateIfNeeded(unsigned __int64 TribeId, FDatabase_TribeEntities *DBResult, FTribeEntity *OutTribeEntity)
float ConvertTribeResetUTCToLastGameTime(int ResetUTC)
void OnReceivedTribeNotifcation(FTribeData *TribeData, TArray< FTribeNotification > *Notifications)
TMap< unsigned __int64, TArray< FTribeNotification >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, TArray< FTribeNotification >, 0 > > & PendingTribeNotificationsField()
bool AllowRenameTribe(AShooterPlayerState *ForPlayerState, FString *TribeName)
void KickPlayerController(APlayerController *thePC, FString *KickMessage)
int & PendingFetchOperationsField()
void ProcessChat(bool bFromTribeNotification, FPubSub_TribeNotification_Chat *InChat)
float & DinoResistanceMultiplierField()
float & TribeJoinIntervalField()
TMap< int, FSeamlessIslandInfo * > & AtlasIslandInfoField()
bool & bForceMapPlayerLocationField()
bool & bEnableHealthbarsField()
float & GenericXPMultiplierField()
FRegionGeneralOverrides & RegionOverridesField()
bool & bFirstTickedField()
bool & bPvEAllowTribeWarField()
bool AllowAddXP(UPrimalCharacterStatusComponent *forComp)
float & TamedDinoCharacterFoodDrainMultiplierField()
FString * ValidateTribeName(FString *result, FString theTribeName)
float & TamedDinoResistanceMultiplierField()
FString & BanFileNameField()
void InitSeamlessDataServer()
bool BanPlayer(FString PlayerSteamName, FString PlayerSteamID)
bool KickPlayer(FString PlayerSteamName, FString PlayerSteamID)
float & ResourcesRespawnPeriodMultiplierField()
void UpdateSaveBackupFiles()
float & ShipDecayRateField()
bool ProcessCreateCheckpointEntry(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_CreateShapshot *pCreateCheckpoint)
void OnTribeLoaded(bool bSuccess, unsigned __int64 TribeId, FDatabase_TribeWrapper *InResult)
int & SaveGameCustomVersionField()
bool & bForceAllowCaveFlyersField()
long double & StartedBeingOverSubscribedAtField()
float & YellingRadiusField()
bool & bOutGoingTransfersEnabledField()
bool & bAllowFlyingStaminaRecoveryField()
float & WildDinoTorporDrainMultiplierField()
FPrimalPlayerCharacterConfigStruct * ValidateCharacterConfig(FPrimalPlayerCharacterConfigStruct *result, FPrimalPlayerCharacterConfigStruct *charConfig, AShooterPlayerController *ForPC)
void TryUpdateTribesEntitiesServerAndLocation()
void BeginUnloadingWorld()
void CreateAlliance(unsigned __int64 TribeId, FString *AllianceName)
void PostAlarmNotificationTribe(int TribeID, FString Title, FString Message)
bool RemoveTribeEntity(unsigned int TribeID, FTribeEntity *TribeEntity)
float & DifficultyValueMinField()
bool IsPlayerControllerAllowedToJoinNoCheck(AShooterPlayerController *ForPlayer)
void OnGridServerChanged(unsigned int ServerId, bool bAlive, FDatabase_ClusterInfo_Server *ServerInfo)
bool & bAutoDestroyDecayedDinosField()
TArray< TFunction< void __cdecl(void)> > & LogSentinelCallbacksActiveField()
bool & bCheckedForOceanDinoManagerField()
TArray< int > & ExcludeItemIndicesField()
TArray< FString > & PreventDinoTameClassNamesField()
float & AutoPvEStopTimeSecondsField()
bool & bIsOfficialServerField()
bool ProcessPlayerRemovedFromTribe(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_PlayerRemovedFromTribe *pPlayerRemovedFromTribe)
float & HarvestHealthMultiplierField()
float & KillXPMultiplierField()
void OnTribeEntityJoinedServer(AActor *Entity)
void InitStartSpot(AActor *StartSpot, AController *NewPlayer)
void SendDatadogMetricEvent(FString *Title, FString *Message)
bool & InitialLogProcessingDoneField()
TArray< FTransform > * GetSeamlessSublevelsAdditionalTransforms(TArray< FTransform > *result)
void UpdateTerritoryUrlsInPlayerState()
bool GetBoolOption(FString *Options, FString *ParseString, bool CurrentValue)
void SendServerDirectMessage(FString *PlayerSteamID, FString *MessageText, FLinearColor MessageColor, bool bIsBold, int ReceiverTeamId, int ReceiverPlayerID, FString *PlayerName)
FString & CurrentMetricCharacterLocationsURLField()
float & MateBoostEffectMultiplierField()
TMap< unsigned __int64, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, int, 0 > > & SteamIdsField()
TMap< int, FTameUnitCounts, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, FTameUnitCounts, 0 > > & TeamTameUnitCountsField()
void AddTribeWar(int MyTribeID, int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime, bool bForceApprove)
void DeletePlayerData(FString *UniqueNetId)
float & SingleplayerSettingsCorpseLifespanMultiplierField()
int & DestroyTamesOverLevelClampField()
int GetNumDeaths(FString *PlayerDataID)
void FlushPrimalStats(AShooterPlayerController *ForPC)
void SendServerNotificationTypeParam(int MessageType, int ReceiverTeamId, int ReceiverPlayerID, bool bSendToAllServers, int MessageType1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1)
void * GameBackupPipeWriteField()
static AShooterGameMode SharedLogFetchPending()
int & MaxTribeLogsField()
TArray< FEngramEntryOverride > & OverrideEngramEntriesField()
float & PvEDinoDecayPeriodMultiplierField()
int & LastDayOfYearBackedUpField()
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & PendingAllianceDeletesField()
void UnloadTribeData(unsigned int TribeID)
TMap< int, unsigned __int64, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, unsigned __int64, 0 > > & PlayersIdsField()
void SetTribeClaimFlagPainting(unsigned int TribeId, int PaintingUniqueId, int PaintingRevision, TArray< short > *StructureColors)
float & CropGrowthSpeedMultiplierField()
bool & bDisableSaveLoadField()
TMap< unsigned int, FServerTribeAtMax, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, FServerTribeAtMax, 0 > > & MapServerAtMaxField()
static void StaticRegisterNativesAShooterGameMode()
AOceanDinoManager * GetOceanDinoManager()
float & StructureResistanceMultiplierField()
float & FuelConsumptionIntervalMultiplierField()
TArray< unsigned char > * GetClaimFlagBytes(TArray< unsigned char > *result, int PaintingId)
TArray< TFunction< void __cdecl(void)> > & LogSentinelCallbacksQueuedField()
float & DinoHarvestingDamageMultiplierField()
bool & bClampItemStatsField()
static AShooterGameMode PostServerMetrics()
void RefreshTerrityoryUrls()
long double & LastUpdatedTribeOnlinePresenceField()
void AddAndSaveTribeEntity(unsigned int TribeID, TArray< FTribeEntity > *Entities, FTribeEntity *TribeEntity)
float & LayEggIntervalMultiplierField()
TArray< FSeamlessTravelPlayerData > & SeamlessTravelPlayersDataField()
float & BabyCuddleGracePeriodMultiplierField()
void TickOverSubscription()
bool & bAllowUnlimitedRespecsField()
void UpdateAlliancesTribes(FTribeAlliance *Alliance)
bool IsPlayerAllowedToCheat(AShooterPlayerController *ForPlayer)
bool & bEnableExtraStructurePreventionVolumesField()
int & NextTribeTravelResetTimeUTCField()
bool & bDisableImprintDinoBuffField()
static bool AllowDamage(UWorld *ForWorld, int TargetingTeam1, int TargetingTeam2, bool bIgnoreDamageIfAllied)
bool & bAutoRestoreBackupsField()
bool & bAllowStructureDecayInLandClaimField()
float & DayTimeSpeedScaleField()
void FinishTribeClaimFlagPainting(unsigned int TribeId, int PaintingUniqueId, int PaintingRevision, TArray< short > *StructureColors)
float & BaseTemperatureMultiplierField()
int GetGlobalNumOfShipsForTribe(int TribeId)
float & CustomRecipeEffectivenessMultiplierField()
bool AddTribeShip(APrimalRaft *Ship)
bool & bUseBPPreSpawnedDinoField()
bool & bUseOptimizedHarvestingHealthField()
UPrimalPlayerData * GetPlayerDataFor(AShooterPlayerController *PC, bool *bCreatedNewPlayerData, bool bForceCreateNewPlayerData, FPrimalPlayerCharacterConfigStruct *charConfig, bool bAutoCreateNewData, bool bDontSaveNewData)
float & EnableAFKKickPlayerCountPercentField()
long double & LastServerNotificationRecievedAtField()
FVector * GetTracedSpawnLocation(FVector *result, FVector *SpawnLoc, float CharHalfHeight)
TWeakObjectPtr< ASeamlessVolumeManager > & SeamlessVolumeManagerField()
bool & bAllowDisablingSpectatorField()
TArray< FEngramEntryOverride > & OverrideNamedEngramEntriesField()
bool & bHasCovertedToStoreField()
URCONServer * RCONSocketField()
TMap< unsigned int, FGridCellServerInfo, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, FGridCellServerInfo, 0 > > & GridServersInfosField()
void SendTribeChat(unsigned int TribeID, FPubSub_TribeNotification_Chat *Chat)
int & TributeDinoExpirationSecondsField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
bool & bPreventUploadSurvivorsField()
float GetExtraDinoSpawnWeight(FName DinoNameTag)
FString * GenerateProfileFileName(FString *result, FString *UniqueId, FString *NetworkAddresss, FString *PlayerName)
TArray< FConfigNPCSpawnEntriesContainer > & ConfigSubtractNPCSpawnEntriesContainerField()
bool & bAllowDeprecatedStructuresField()
bool & bAutoUnlockAllEngramsField()
bool & bUseExclusiveListField()
void LoadTributePlayerDatas(FString UniqueID)
TArray< FUniqueNetIdUInt64 > & PlayersJoinNoCheckField()
TMap< unsigned __int64, TArray< FTribeNotification >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, TArray< FTribeNotification >, 0 > > & PendingAllianceNotificationsField()
bool & bIncreasePvPRespawnIntervalField()
bool & bShowCreativeModeField()
bool & bPvPStructureDecayField()
FDateTime & LastSaveWorldTimeField()
FTameUnitCounts & EmptyTameUnitsField()
static AShooterGameMode SharedLogCreateSnapshot()
bool UpdateTribeEntity(AActor *Entity)
UPubSub_TribeNotifications * PubSub_TribeNotificationsRefField()
float & MaxTamedDinosField()
FEvent * PendingSharedLogEntriesReadyField()
bool & bAllowCrateSpawnsOnTopOfStructuresField()
TArray< FPlayerDeathReason > & PlayerDeathReasonsField()
bool & bDisableWeatherFogField()
bool & bClampItemSpoilingTimesField()
float & MaximumCraftingSkillBonusField()
bool & bForceUseInventoryAppendsField()
APawn * SpawnDefaultPawnFor(AController *NewPlayer, AActor *StartSpot)
bool & bIsHomeServerField()
AShipPathManager * ShipPathManagerField()
float & DinoDamageMultiplierField()
void OnTribeEntityJoinedServerHelper(AActor *Entity, FTribeData *CachedTribeData)
void StressTestTravelStartLoop(float IntervalSec)
float & IncreasePvPRespawnIntervalBaseAmountField()
bool & bDisableDinoRidingField()
float & BabyCuddleLoseImprintQualitySpeedMultiplierField()
float GetHarvestResourceItemAmountMultiplier(TSubclassOf< UPrimalItem > HarvestItemClass)
void ClearSavesAndRestart()
long double & SeamlessSocketTickIntervalField()
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamedField()
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > * GetBannedMap(TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > *result)
void LoadPendingTribesToLoad()
void RemovePlayerStructuresFromTribe(FString *PlayerName, bool bChangeDinos, bool bChangeStructures, unsigned int NewPlayerId)
bool & bNoDinoTamingField()
float & HerbivorePlayerAggroMultiplierField()
TArray< FString > * GetWhiteListedMap(TArray< FString > *result)
float & ShipKillXPMultiplierField()
bool & bServerGameLogIncludeTribeLogsField()
void LoadTribeIds_Process(unsigned int theTribeID)
FString & LastServerNotificationMessageField()
bool & bAllowCustomRecipesField()
int ForceAddPlayerToTribe(AShooterPlayerState *ForPlayerState, FString *TribeName)
bool & bRestartedAPlayerField()
TMap< unsigned __int64, FTribeAlliance, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, FTribeAlliance, 0 > > & AlliancesField()
bool & bPvPDinoDecayField()
float & WildDinoCharacterFoodDrainMultiplierField()
bool & bDisableDynamicMusicField()
int & TerrainGeneratorVersionField()
void InitOptionBool(FString Commandline, FString Section, FString Option, bool bDefaultValue)
unsigned int & SharedLogReplayFailsField()
void TransferTribalObjects(unsigned int FromTeam, unsigned int ToTeam, bool bDontIncludePlayers)
void SetMessageOfTheDay(FString *Message)
void IncrementNumDeaths(FString *PlayerDataID)
float GetFloatOptionIni(FString Section, FString OptionName)
float ModifyNPCSpawnLimits(FName DinoNameTag, float CurrentLimit)
float & FastDecayIntervalField()
bool GetBoolOptionIni(FString Section, FString OptionName)
TArray< FDinoSpawnWeightMultiplier > & DinoSpawnWeightMultipliersField()
UDatabase_SharedLog * Database_SharedLogRefField()
FString & BonusSupplyCrateItemStringField()
void GenerateTribePNG(unsigned __int64 TribeId)
int & ClampHomeServerXPLevelField()
void SavePlayersJoinNoCheckList()
TArray< FConfigNPCSpawnEntriesContainer > & ConfigAddNPCSpawnEntriesContainerField()
float & DinoCountMultiplierField()
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamed_AffinityField()
void PrintToServerGameLog(FString *InString, bool bSendChatToAllAdmins)
void SharedLogTravelNotification(unsigned __int64 LogLine, TSharedPtr< TArray< unsigned char > > *TravelData)
bool PromoteToTribeAdmin(unsigned int TribeID, unsigned int PlayerDataID, APlayerController *PromoterPC)
float & MaxFallSpeedMultiplierField()
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoWildField()
bool & bDontUseClaimFlagsField()
TArray< FClassMultiplier > & DinoClassResistanceMultipliersField()
void SharedLogRollback(unsigned __int64 RollbackTarget)
TMap< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, 0 > > & PvEActiveTribeWarsField()
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & BannedMapField()
bool & bFastDecayUnsnappedCoreStructuresField()
TArray< FAttachedInstancedHarvestingElement *, FDefaultAllocator > & HiddenHarvestingComponentsField()
void InitSeamlessSocket()
void ProcessTribeAndAllianceLoadResults(unsigned __int64 TribeId)
void Tick(float DeltaSeconds)
void AddTameUnits(int ToTeam, int AddUnits, ETameUnitType::Type TheTameUnitType, bool bIgnoreNetworking)
bool & bProximityChatField()
void IncrementNumDinos(int ForTeam, int ByAmount)
bool & bForceAllStructureLockingField()
void ResetTribeEntityToAnotherServer(unsigned int TribeID, unsigned int EntityID, TArray< FTribeEntity > *TribeEntities, unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
void ResetTribeTravelCounts()
void ShowMessageOfTheDay()
static AShooterGameMode PostCharacterLocationMetrics()
void RequestFinishAndExitToMainMenu()
float & SupplyCrateLootQualityMultiplierField()
void SendServerChatMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold, int ReceiverTeamId, int ReceiverPlayerID, bool bSendToAllServers)
bool & bNoAnchoringField()
void UpdateTribeData(FTribeData *NewTribeData)
bool & bServerHardcoreField()
int CountOverlappingDinoCharactersOfTeamAndClass(FVector *AtLocation, float OverlapRange, TSubclassOf< APrimalDinoCharacter > DinoClass, int DinoTeam, bool bExactClassMatch, bool bIgnoreClass)
void TickPendingSharedLog()
bool & bAutoPvEUseSystemTimeField()
void UnloadTribeDataIfNoLongerNeeded(unsigned int TribeID, AController *Exiting)
UDatabase_TribeDataManager * Database_TribeDataManagerRefField()
void OnAllianceLoaded(bool bFullTribeAndAllianceLoad, bool bSuccess, unsigned __int64 AllianceId, FDatabase_AllianceWrapper *InResult)
TArray< FUniqueNetIdUInt64 > & PlayersExclusiveListField()
float & RCONServerGameLogBufferField()
bool & bPvEDisableFriendlyFireField()
bool & bForceRespawnDinosField()
float & LastTribeTravelResetTimeField()
long double & LastBonusSupplyCrateItemGiveTimeField()
void AsyncSetAndUpdateClaimFlagBytesForTribe(unsigned int TribeId, int PaintingId, int PaintingRevision, TArray< unsigned char > *CompressedBytes, TArray< short > *StructureColors)
float & PreventOfflinePvPConnectionInvincibleIntervalField()
void Logout(AController *Exiting)
FieldArray< int, 8 > ItemStatClampsField()
float & MinimumDinoReuploadIntervalField()
FString * InitNewPlayer(FString *result, APlayerController *NewPlayerController, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *Options, FString *Portal)
unsigned __int64 AddNewTribe(AShooterPlayerState *PlayerOwner, FString *TribeName, FTribeGovernment *TribeGovernment)
void InitTameUnitCounts()
bool & bDisableDinoDecayClaimingField()
bool & bDisableDinoDecayPvEField()
void EndPlay(EEndPlayReason::Type EndPlayReason)
void UpdateTribeNameInAlliances(FTribeData *TribeData)
float & XPMultiplierField()
void PostLogin(APlayerController *NewPlayer)
int & OverrideMaxExperiencePointsDinoField()
FString * GetStringOption(FString *result, FString Section, FString OptionName)
UPrimalPlayerData * LoadPlayerData(AShooterPlayerState *PlayerState, bool bIsLoadingBackup)
float & TamedDinoTorporDrainMultiplierField()
bool & bAllowStoredDatasField()
unsigned int GetCurrentServerId()
int & MaxTributeItemsField()
UDatabase_RemoteFileManager * Database_RemoteFileManagerRefField()
bool & bAllowHitMarkersField()
void RefreshLandBedsClaimFlagCheck()
void PostAlarmNotification(FUniqueNetId *SteamID, FString *Title, FString *Message)
float & CarnivoreNaturalTargetingRangeMultiplierField()
FString * DoGameCommand(FString *result, FString *TheCommand)
void GiveNewTreasureMapToCharacter(AShooterCharacter *ShooterChar, float Quality)
void AllowPlayerToJoinNoCheck(FUniqueNetIdUInt64 *PlayerId)
bool & bCustomGameModeAllowSpectatorJoinAfterMatchStartField()
void HandleMatchHasStarted()
float & CraftXPMultiplierField()
bool AddTribeEntity(AActor *Entity)
float & DinoTurretDamageMultiplierField()
bool & bIsLoadedServerField()
void JoinAlliance(unsigned __int64 AdminTribeId, unsigned __int64 AddTribeId, FString *AddTribeName, unsigned __int64 AllianceId, bool bAuthority)
AOceanVolume * TheOceanVolumeField()
void UpdateGridCellServer()
unsigned int & MaxTribeTravelCountField()
bool AreTribesAllied(int TribeID1, int TribeID2)
AOceanVolume * GetOceanVolume()
bool & bGameplayLogEnabledField()
float & BabyMatureSpeedMultiplierField()
TArray< AShooterGameMode::SeamlessTravelLogEntry > & SeamlessTravelLogField()
bool & bAutoCreateNewPlayerDataField()
bool & bAllowFlyerCarryPvEField()
static AShooterGameMode InitDiscoveryZones()
void SendServerNotification(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int ReceiverTeamId, int ReceiverPlayerID, bool bDoBillboard, bool bSaveToTribeLog, bool bSendToAllServers)
TSet< unsigned int, DefaultKeyFuncs< unsigned int, 0 >, FDefaultSetAllocator > & TribesIdsField()
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & PGTerrainPropertiesField()
bool & bServerForceNoHUDField()
TMap< FString, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FString, 0 > > & PlayersCorrectCurrentServersField()
float & TribeNameChangeCooldownField()
TArray< FClassNameReplacement > & NPCReplacementsField()
float & GlobalPoweredBatteryDurabilityDecreasePerSecondField()
int & TributeItemExpirationSecondsField()
void LoadPlayersJoinNoCheckList()
FString & LaunchOptionsField()
TArray< APrimalDinoCharacter * > * GetOverlappingDinoCharactersOfTeamAndClass(TArray< APrimalDinoCharacter * > *result, FVector *AtLocation, float OverlapRange, TSubclassOf< APrimalDinoCharacter > DinoClass, int DinoTeam, bool bExactClassMatch, bool bIgnoreClass)
int & MaxDinoBaseLevelField()
bool & bHasLoadedSaveGameField()
bool & bAutoPvETimerField()
void LeaveAlliance(unsigned __int64 AdminTribeId, unsigned __int64 RemoveTribeId, unsigned __int64 AllianceId, bool bAuthority)
void AdjustDamage(AActor *Victim, float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
bool UpdateTribeMemberPresence(unsigned int TribeID, AShooterPlayerState *PlayerState)
bool & PreventDownloadDinosField()
bool & AIForceTargetPlayersField()
float & MatingSpeedMultiplierField()
float & IncreasePvPRespawnIntervalCheckPeriodField()
bool & PreventDownloadItemsField()
bool & bOnlyDecayUnsnappedCoreStructuresField()
void TickTribeCloudNotifications()
bool & bAllowInactiveTribesField()
void InitOptionFloat(FString Commandline, FString Section, FString Option, float CurrentValue)
void MoveInChractersOutOfBounds()
float & FishingLootQualityMultiplierField()
bool & bOverideStructurePlatformPreventionField()
UPrimalPlayerData * GetPlayerData(unsigned int PlayerDataID)
float & AutoPvEStartTimeSecondsField()
bool & bServerUseDinoListField()
bool FinshProcessingEntry(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry)
float & HarvestAmountMultiplierField()
bool & bPreventUploadItemsField()
FString & SteamAPIKeyField()
unsigned int GeneratePlayerDataId(unsigned __int64 NetUniqueID)
void OnCompleteTribeLoadedFromCache(unsigned int TribeID)
bool & bPopulatingSpawnZonesField()
bool IsTribeWar(int TribeID1, int TribeID2)
USeamlessDataServer * SeamlessDataServerField()
TArray< FEngramEntryAutoUnlock > & EngramEntryAutoUnlocksField()
bool & bForceAllowAscensionItemDownloadsField()
float & DinoCreatureResistanceMultiplierField()
float & AutoDestroyOldStructuresMultiplierField()
TArray< FString > & CachedGameLogField()
float & SafeSpawnPointMaxDistanceFromShoreField()
TSubclassOf< UObject > * GetDefaultPawnClassForController_Implementation(TSubclassOf< UObject > *result, AController *InController)
TArray< FTribeTravelCount > & TribesTravelCountField()
FName & StructureDestructionTagField()
float & ExtinctionEventTimeIntervalField()
void SingleplayerSetupValues()
float GetDinoResistanceMultiplier(APrimalDinoCharacter *ForDino)
bool & bUseTameLimitForStructuresOnlyField()
unsigned __int64 & ServerIDField()
FTribeData * GetTribeData(unsigned __int64 TribeID)
void InitOptions(FString Options)
bool UnbanPlayer(FString PlayerSteamName, FString PlayerSteamID)
float & PerPlatformMaxStructuresMultiplierField()
bool & bAlwaysNotifyPlayerJoinedField()
void LoadPlayerIds_Process(unsigned __int64 InPlayerID, TArray< unsigned char > *ReadBytes)
void StartRemovePlayerFromTribe(unsigned int PlayerId, unsigned __int64 TribeId, FString *PlayerRequesting)
float & PlayerCharacterStaminaDrainMultiplierField()
bool & bClampHomeServerXPField()
TMap< unsigned int, double, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned int, double, 0 > > & PendingTribesClaimFlagNotifsField()
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & PendingAllianceLoadsField()
bool & PreventDownloadSurvivorsField()
float & NightTimeSpeedScaleField()
int & MaxGlobalShipsField()
float & SpecialXPMultiplierField()
void * GameBackupPipeReadField()
void SaveWorld(ESaveWorldType::Type SaveType, bool bDoPartialSave)
bool TransferTribeOwnershipTo(unsigned int TribeID, unsigned int PlayerDataID)
static AShooterGameMode SharedLogBackgroundCleanup()
void StartNewShooterPlayer(APlayerController *NewPlayer, bool bForceCreateNewPlayerData, bool bIsFromLogin, FPrimalPlayerCharacterConfigStruct *charConfig, UPrimalPlayerData *ArkPlayerData)
float & DinoCharacterFoodDrainMultiplierField()
int & MaxTribesPerAllianceField()
bool & bAllowCaveBuildingPvEField()
float & BabyCuddleIntervalMultiplierField()
bool & bJoinInProgressGamesAsSpectatorField()
float & ResourceNoReplenishRadiusStructuresField()
bool & bPreventStructurePaintingField()
bool IsAtTameUnitLimit(int ToTeam, ETameUnitType::Type TheTameUnitType, int TameLimitOffset, bool bIgnoreGlobalCheck)
bool & bAllowAnyoneBabyImprintCuddleField()
FNetworkGUID * GetSeamlessObjectOldGuidForPlayer(FNetworkGUID *result, FString *PlayerId, UObject *Object)
void KickAllPlayersAndReload()
bool GetServerSettingsFloat(FString *Keyvalue, float *OutFloat)
void RemoveTribe(unsigned __int64 TribeID)
bool & bAutoDestroyStructuresField()
bool & bIsLegacyServerField()
TSubclassOf< UCheatManager > & CheatClassField()
void SpawnedPawnFor(AController *PC, APawn *SpawnedPawn)
float & DinoCreatureDamageMultiplierField()
void GetActorSaveGameTypes(TArray< TSubclassOf< AActor > > *saveGameTypes)
long double & LastTimeSavedWorldField()
void OnLogout(AController *Exiting)
void PostLogFailEvent(unsigned __int64 FailedLogLine)
void RemoveTameUnits(int ToTeam, int RemoveUnits, ETameUnitType::Type TheTameUnitType, bool bIgnoreNetworking)
FString & CurrentMetricEventsURLField()
long double & TimeLastStartedDoingRemoteBackupField()
float & BabyImprintingStatScaleMultiplierField()
float & ProximityRadiusField()
bool & bPreventDiseasesField()
float & PvPZoneStructureDamageMultiplierField()
long double & ServerLastForceRespawnWildDinosTimeField()
TArray< int > & SupportedSpawnRegionsField()
bool & bAllowRaidDinoFeedingField()
void ChangeClaimFlag(APrimalStructureClaimFlag *Flag, unsigned __int64 OLDTribeOrOwnerId, unsigned __int64 NEWTribeOrOwnerId)
void DeletePlayerData(AShooterPlayerState *PlayerState)
TArray< FClassMultiplier > & TamedDinoClassDamageMultipliersField()
TArray< FPlayerFlagData > & PlayerFlagDatasField()
float & PlayerCharacterFoodDrainMultiplierField()
FTickCallbacks & TickCallbacksField()
AActor * ChoosePlayerStart_Implementation(AController *Player)
FName & UseStructurePreventionVolumeTagField()
bool LoadTribeData(int TribeID, FTribeData *LoadedTribeData, bool bIsLoadingBackup, bool bDontCheckDirtyTribeWar)
int & TributeCharacterExpirationSecondsField()
int & MaxNumberOfPlayersInTribeField()
void OnTribeEntityLeftServer(AActor *Entity, unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
bool IsFirstPlayerSpawn(APlayerController *NewPlayer)
void AddClaimFlag(APrimalStructureClaimFlag *Flag, unsigned __int64 TribeOrOwnerId)
bool & bOfficialAtlasServerPvPField()
unsigned int & NextExtinctionEventUTCField()
int & MaxPlatformSaddleStructureLimitField()
bool & bLimitTurretsInRangeField()
bool & bCheckedForOceanVolumeField()
bool & bPreventTribeAlliancesField()
int & TheMaxStructuresInRangeField()
float & StructureDamageRepairCooldownField()
bool & bTribeLogDestroyedEnemyStructuresField()
void DisallowPlayerToJoinNoCheck(FUniqueNetIdUInt64 *PlayerId)
float & PvEStructureDecayPeriodMultiplierField()
bool ChangeTribeGovernment(unsigned int TribeID, FTribeGovernment *TribeGovernment)
void AddToTribeLog(int TribeId, FString *NewLog)
FString & AlarmNotificationKeyField()
UPubSub_GeneralNotifications * PubSub_GeneralNotificationsRefField()
UPrimalPlayerData * GetPlayerData(FString *PlayerDataID)
void StartSavingTribeEntity(unsigned int TribeID, FTribeEntity *TribeEntity)
float & BabyFoodConsumptionSpeedMultiplierField()
FieldArray< float, 16 > PlayerBaseStatMultipliersField()
bool & bAlwaysNotifyPlayerLeftField()
bool & bPvEAllowTribeWarCancelField()
bool SendServerNotificationInternal(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int ReceiverTeamId, int ReceiverPlayerID, bool bDoBillboard, bool bSaveToTribeLog)
TMap< unsigned __int64, UPrimalPlayerData *, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, UPrimalPlayerData *, 0 > > IDtoPlayerDatasField()
bool & bDisableFriendlyFireField()
bool & bDisableStructurePlacementCollisionField()
FieldArray< int, 3 > MaxTameUnitsField()
bool & bUseDinoLevelUpAnimationsField()
int & NPCActiveCountTamedField()
bool & bAllowHideDamageSourceFromLogsField()
void ResetTribeEntitiesAtMaxForServer(unsigned int ServerId, unsigned int NextResetUTC)
bool PlayerCanRestart(APlayerController *Player)
TArray< unsigned int > * GetSeamlessSublevelsUniqueIds(TArray< unsigned int > *result)
bool & bFirstSaveWorldField()
float & StructurePreventResourceRadiusMultiplierField()
UDatabase_TravelData * Database_TravelDataRefField()
bool & bHardLimitTurretsInRangeField()
int & LoadForceRespawnDinosVersionField()
int & PlayerDefaultNoDiscoveriesMaxLevelUpsField()
void AtlasGlobalCommand(FString Command)
bool & bUseCorpseLocatorField()
ATreasureMapManager * TreasureMapManagerField()
float & DinoCharacterHealthRecoveryMultiplierField()
bool ProcessTravelEntry(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_TravelEntry *Travel)
float & ResourceNoReplenishRadiusPlayersField()
float & PlayerHarvestingDamageMultiplierField()
float GetDinoDamageMultiplier(APrimalDinoCharacter *ForDino)
float & DinoCharacterStaminaDrainMultiplierField()
bool HandleNewPlayer(AShooterPlayerController *NewPlayer, UPrimalPlayerData *PlayerData, AShooterCharacter *PlayerCharacter, bool bIsFromLogin)
void NetUpdateTameUnits(int ToTeam, FTameUnitCounts *NewTameUnits)
float & RaidDinoCharacterFoodDrainMultiplierField()
static AShooterGameMode ProcessActorPlayersAwaitingSeamlessTravelController()
int & NPCActiveCountField()
void StartLoadingTribeData(unsigned int TribeID)
void CheckForRepopulation()
void TickPendingTribeFlagNotifs()
FString & CurrentMerticsURLField()
bool & bDisableStructureDecayPvEField()
TArray< FClassMultiplier > & TamedDinoClassResistanceMultipliersField()
float GetFloatOption(FString *Options, FString *ParseString, float CurrentValue)
bool & bUseNewStructureFoundationSupportChecksField()
int & LastRepopulationIndexToCheckField()
bool & bAdminLoggingField()
void BPPreSpawnedDino(APrimalDinoCharacter *theDino)
float & GlobalCorpseDecompositionTimeMultiplierField()
TMap< FString, FTributePlayerTribeInfo, FDefaultSetAllocator, TDefaultMapKeyFuncs< FString, FTributePlayerTribeInfo, 0 > > & TributePlayerTribeInfosField()
UPrimalPlayerData * GetPlayerDataForUniqueNetId(FString *UniqueNetId, FString *PlayerName)
bool & bAllowPlatformSaddleMultiFloorsField()
bool & bHomeServerDontReplicateLoggedOutPlayersField()
TMap< unsigned __int64, FTribeData, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, FTribeData, 0 > > & TribesDataField()
int & LimitTurretsNumField()
void SetClaimFlagBytesForTribe(int PaintingId, TArray< unsigned char > *CompressedBytes)
TArray< FClassMultiplier > & HarvestResourceItemAmountClassMultipliersField()
void Killed(AController *Killer, AController *KilledPlayer, APawn *KilledPawn, UDamageType *DamageType)
TMap< unsigned __int64, TSharedPtr< TArray< unsigned char >, 0 >, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, TSharedPtr< TArray< unsigned char >, 0 >, 0 > > & TravelDataCacheField()
void PrintToGameplayLog(FString *InString)
bool & bRandomSupplyCratePointsField()
void MarkTribeEntitiesAtMaxForServer(unsigned int ServerId, unsigned __int64 TribeID, unsigned int NextResetUTC)
bool & bPreventUploadDinosField()
UShooterCheatManager * GlobalCommandsCheatManagerField()
int & OverrideMaxExperiencePointsPlayerField()
int & MaxAlliancesPerTribeField()
bool & bFlyerPlatformAllowUnalignedDinoBasingField()
FTribeData * GetTribeDataBlueprint(FTribeData *result, int TribeID)
bool GetClaimFlagBytes(int PaintingId, TArray< unsigned char > *ClaimFlagBytes)
float & AutoSavePeriodMinutesField()
FString * GetSessionTimeString_Implementation(FString *result)
bool & bServerAllowArkDownloadField()
TArray< int > & OverridePlayerLevelEngramPointsField()
void UpdateClaimFlagPaintingsForTribe(unsigned int TribeId, int PaintingUniqueId, int PaintingRevision, TArray< short > *StructureColors)
float & BonusSupplyCrateItemGiveIntervalField()
TArray< UPrimalPlayerData * > PlayerDatasField()
TSet< unsigned __int64, DefaultKeyFuncs< unsigned __int64, 0 >, FDefaultSetAllocator > & SeenPlayerAndTribeIdsField()
bool & bOnlyAutoDestroyCoreStructuresField()
float & EggHatchSpeedMultiplierField()
bool CheckJoinInProgress(bool bIsFromLogin, APlayerController *NewPlayer)
bool & bUsingStructureDestructionTagField()
bool & bTribeStoreCharacterConfigurationField()
int ForceCreateTribe(FString *TribeName, int TeamOverride)
void PromoteToAdminAlliance(unsigned __int64 AdminTribeId, unsigned __int64 AddTribeId, unsigned __int64 AllianceId, bool bAuthority)
FQueuedThreadPool * FullPoolField()
float & IncreasePvPRespawnIntervalMultiplierField()
void CheckIsOfficialServer()
float & MatingIntervalMultiplierField()
void TickSeamlessSocket()
float & TamedDinoDamageMultiplierField()
float & OxygenSwimSpeedStatMultiplierField()
TMap< unsigned __int64, FDatabase_TribeWrapper, FDefaultSetAllocator, TDefaultMapKeyFuncs< unsigned __int64, FDatabase_TribeWrapper, 0 > > & PendingTribeLoadsField()
TArray< FString > * GetSeamlessSublevelsNames(TArray< FString > *result)
bool & bDisableLootCratesField()
bool & bIdlePlayerKickAllowedField()
void StartSubscribingToAllianceTopic(unsigned __int64 AllianceID)
long double & LastSeamlessSocketTickTimeField()
bool & bDoExtinctionEventField()
int & PersonalTamedDinosSaddleStructureCostField()
float & CropDecaySpeedMultiplierField()
void StartSavingTribeMember(unsigned int PlayerDataID)
FString & UseStructurePreventionVolumeTagStringField()
bool & bForceAllowAllStructuresField()
TArray< FConfigNPCSpawnEntriesContainer > & ConfigOverrideNPCSpawnEntriesContainerField()
TArray< unsigned int > & PlayerDataIDsWaitingForTribeDataField()
float & DifficultyValueMaxField()
void StartLoadingTribeIDForPlayerDataID(unsigned int PlayerDataID)
bool & bDisableDinoTamingField()
bool DemoteFromTribeAdmin(unsigned int TribeID, unsigned int PlayerDataID)
long double & LastTimeCheckedForSaveBackupField()
FString & PGTerrainPropertiesStringField()
int GetNumberOfLivePlayersOnTribe(FString *TribeName)
float & PlayerDamageMultiplierField()
bool HasSeenPlayerOrTribeID(unsigned __int64 id)
int & MaxTributeCharactersField()
int & MaxPerTribePlatformSaddleStructureLimitField()
float & PoopIntervalMultiplierField()
FString & PendingSharedLogEntries_Debug_CurrentEntryInfoField()
float & MaxTribeTravelResetIntervalField()
bool & bServerRCONOutputTribeLogsField()
TArray< FClassMultiplier > & DinoClassDamageMultipliersField()
TArray< FItemCraftingCostOverride > & OverrideItemCraftingCostsField()
int & CurrentPlatformSaddleStructuresField()
void OnReceivedAllianceNotifcation(FTribeAlliance *Alliance, TArray< FTribeNotification > *Notifications)
bool & bOnlyAllowSpecifiedEngramsField()
static AShooterGameMode StressTestTravelTimer()
void NotifyTribeMembersInSameServerOfTribeChange(unsigned int TribeID)
void AddTribeTravelCount(unsigned int TribeId)
float & TamingSpeedMultiplierField()
void RemoveActorPlayerAwaitingSeamlessTravelController(FString *PlayerUniqueId)
bool & bDisableFogOfWarField()
FString & PlayersExclusiveCheckFilenameField()
bool & bCrossARKAllowForeignDinoDownloadsField()
bool IsPlayerControllerAllowedToExclusiveJoin(AShooterPlayerController *ForPlayer)
void PreLogin(FString *Options, FString *Address, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *authToken, FString *ErrorMessage, unsigned int *NewHomeServerId)
void OnTribeSettingsChanged(unsigned int TribeID)
float & MaxAllowedRespawnIntervalField()
void StartSavingTribeData(unsigned int TribeID, bool bIncludeClaimData)
unsigned __int64 & LastSharedLogLineProcessedField()
float & OverrideOfficialDifficultyField()
void SetTimeOfDay(FString *timeString)
bool & bIsRestartingField()
bool & bNonPermanentDiseasesField()
bool & bNotifyAdminCommandsInChatField()
int & MaxTributeDinosField()
static bool TriggerLevelCustomEvents(UWorld *InWorld, FString *EventName)
void RemovePlayerData(AShooterPlayerState *PlayerState, bool bDeleteStored, bool bDontClearTribe)
static AShooterGameMode PeriodicMoveOutofBoundsActorsInCheck()
TSubclassOf< AGameSession > * GetGameSessionClass(TSubclassOf< AGameSession > *result)
void RemoveClaimFlag(APrimalStructureClaimFlag *Flag)
void StartNewPlayer(APlayerController *NewPlayer)
float & RadiusStructuresInSmallRadiusField()
float & ProximityRadiusUnconsiousScaleField()
void StartAddPlayerToTribe(unsigned int PlayerId, unsigned __int64 FromTribeId, unsigned __int64 ToTribeId, bool bMergeTribes, FString *PlayerRequesting)
bool & bPassiveDefensesDamageRiderlessDinosField()
void InitOptionInteger(FString Commandline, FString Section, FString Option, int CurrentValue)
float & RandomAutoSaveSpreadField()
void InitOptionString(FString Commandline, FString Section, FString Option)
unsigned int & MetricLoginRedirectsField()
TArray< FConfigSupplyCrateItemsOverride > & ConfigOverrideSupplyCrateItemsField()
FString & SaveDirectoryNameField()
float & UseCorpseLifeSpanMultiplierField()
void OnRemovePlayerFromTribe(FDatabase_PlayerRemovedFromTribe *pRemovePlayer)
bool & bIsCurrentlySavingWorldField()
float & PreventOfflinePvPIntervalField()
float & CustomRecipeSkillMultiplierField()
bool & bEnableDeathTeamSpectatorField()
FString & AlarmNotificationURLField()
bool & bServerAllowThirdPersonPlayerField()
void PreInitializeComponents()
void InitializeDatabaseRefs()
bool & bEnablePvPGammaField()
void StartLoadingPlayerEntities(unsigned int PlayerDataID, unsigned int IgnoreBedId)
float & CraftingSkillBonusMultiplierField()
void OnAddPlayerToTribe(FDatabase_PlayerJoinedTribe *pAddPlayer)
float & PlayerCharacterHealthRecoveryMultiplierField()
int GetPlayerIDForSteamID(unsigned __int64 steamID)
TArray< FConfigItemCraftingCostOverride > & ConfigOverrideItemCraftingCostsField()
AOceanDinoManager * TheOceanDinoManagerField()
void ListenServerClampPlayerLocations()
TSubclassOf< UPrimalItem > & BonusSupplyCrateItemClassField()
bool HandleNewPlayer_Implementation(AShooterPlayerController *NewPlayer, UPrimalPlayerData *PlayerData, AShooterCharacter *PlayerCharacter, bool bIsFromLogin)
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamed_AddField()
void UnloadAllianceData(unsigned __int64 AllianceID)
FString & PGMapNameField()
float & ServerAutoForceRespawnWildDinosIntervalField()
float & LimitTurretsRangeField()
bool & bShowFloatingDamageTextField()
void PostAlarmNotification(FString SteamID, FString *Title, FString *Message)
bool & bIsLawlessHomeServerField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool & bDisablePvEGammaField()
bool & bProximityVoiceChatField()
bool & bAllowMultipleAttachedC4Field()
UDatabase_TerritoryMap * Database_TerritoryMapRefField()
void ForceRotateTribeLog(unsigned __int64 TribeId)
int & NPCZoneManagerModField()
float & DifficultyValueField()
TMap< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, TSet< int, DefaultKeyFuncs< int, 0 >, FDefaultSetAllocator >, 0 > > & TribeAlliesField()
bool & bPreventOfflinePvPField()
bool & bPreventMateBoostField()
float & HairGrowthSpeedMultiplierField()
bool & bUseSingleplayerSettingsField()
void PostAlarmNotificationPlayerID(int PlayerID, FString *Title, FString *Message)
long double & PendingSharedLogEntries_StartedProcessingTimeField()
float & DayCycleSpeedScaleField()
float & StructureDamageMultiplierField()
FieldArray< float, 16 > PerLevelStatsMultiplier_PlayerField()
bool GetLaunchOptionFloat(FString *LaunchOptionKey, float *ReturnVal)
long double & LastExecSaveTimeField()
float & ListenServerTetherDistanceMultiplierField()
float & CarnivorePlayerAggroMultiplierField()
bool IsSpawnpointPreferred(APlayerStart *SpawnPoint, AController *Player)
unsigned __int64 GetSteamIDForPlayerID(int playerDataID)
UPrimalPlayerData * LoadPlayerData(FString *UniqueNetId, FString *PlayerName, FString *SavedNetworkAddress, bool IsLocalController, bool bIsLoadingBackup)
int & MaxStructuresInSmallRadiusField()
bool & AIForceOverlapCheckField()
FString * GetMapName(FString *result)
float & PlayerCharacterWaterDrainMultiplierField()
bool ChangeTribeName(unsigned int TribeID, FString *NewTribeName)
float & HarvestXPMultiplierField()
FString * GetCurrentServerConnectionString(FString *result)
bool GetOrLoadTribeData(int TribeID, FTribeData *LoadedTribeData)
unsigned int GenerateTribeId()
bool RemoveTribeEntity(AActor *Entity)
TArray< FLevelExperienceRamp > & LevelExperienceRampOverridesField()
float & PassiveTameIntervalMultiplierField()
void CheckTribeTravelFailsafe()
int GetTameUnitCount(int ToTeam, ETameUnitType::Type TheTameUnitType)
void InitGame(FString *MapName, FString *Options, FString *ErrorMessage)
float & GlobalItemDecompositionTimeMultiplierField()
bool ProcessPlayerJoinedTribe(TSharedPtr< FDatabase_LogEntryWrapper, 1 > Entry, FDatabase_PlayerJoinedTribe *pPlayerJoinedTribe)
int GetTribeIDOfPlayerID(unsigned __int64 PlayerDataID)
FTameUnitCounts * GetTameUnitCounts(FTameUnitCounts *result, int ForTeam)
void StartSubscribingToTribeTopic(unsigned int TribeID)
bool & bAllowChatFromDeadNonAdminsField()
void AddPlayerID(int playerDataID, unsigned __int64 netUniqueID)
int GetTribeClaimFlagPaintingIdAndRevision(unsigned int TribeId, int *PaintingRevision, TArray< short > *OutStructureColors)
bool & bMapPlayerLocationField()
bool AddTribeEntity(unsigned int TribeID, FTribeEntity *TribeEntity)
bool & bUseStaticCharacterAgeField()
float & PlayerResistanceMultiplierField()
FString & PlayersJoinNoCheckFilenameField()
float & NoClaimFlagDecayPeriodMultiplierField()
bool & bDestroyUnconnectedWaterPipesField()
float & LastTribeTravelFailsafeCheckField()
TMap< int, TArray< FTribeEntity >, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, TArray< FTribeEntity >, 0 > > & PlayersEntitiesField()
float & KickIdlePlayersPeriodField()
bool IsPlayerAllowedToJoinNoCheck(FUniqueNetIdUInt64 *PlayerId)
void AddPendingTribeToLoad(unsigned int TribeID)
void SendAllianceChat(unsigned __int64 AllianceID, FPubSub_TribeNotification_Chat *Chat)
FString * GetSaveDirectoryName(FString *result, ESaveType::Type SaveType)
FDateTime & LastBackupTimeField()
int & SaveForceRespawnDinosVersionField()
bool & bServerCrosshairField()
UPrimalPlayerData * GetPlayerDataForInternal(AShooterPlayerController *PC, bool *bCreatedNewPlayerData, bool bForceCreateNewPlayerData, FPrimalPlayerCharacterConfigStruct *charConfig, bool bAutoCreateNewData, bool bDontSaveNewData)
bool IsTribeAtMax(unsigned int ServerId, unsigned __int64 TribeID)
bool & bPreventSpawnAnimationsField()
bool AllowTaming(int ForTeam)
bool & bClampResourceHarvestDamageField()
float & GlobalSpoilingTimeMultiplierField()
void RemoveInactivePlayersAndTribes()
int GetIntOptionIni(FString Section, FString OptionName)
bool & bServerGameLogEnabledField()
float & HerbivoreNaturalTargetingRangeMultiplierField()
static void SerializeServerIsFull(UWorld *World, FMemoryArchive *Ar, char *ServerIsFull)
static UClass * GetPrivateStaticClass(const wchar_t *Package)
bool JoinSession(TSharedPtr< FUniqueNetId, 0 > UserId, FName SessionName, int SessionIndexInSearchResults)
static AShooterGameSession OnJoinSessionComplete()
bool FPlayerJoinAllowedCheck()
bool JoinSession(TSharedPtr< FUniqueNetId, 0 > UserId, FName SessionName, FOnlineSessionSearchResult *SearchResult)
FShooterGameSessionParams & CurrentSessionParamsField()
static AShooterGameSession UpdatePublishedSession()
static AShooterGameSession OnFoundSession()
FString * ApproveLogin(FString *result, FString *Options, FString *authToken, unsigned int *NewHomeServerId)
void InitOptions(FString *Options)
bool FPlayerJoinAllowedCheck(AShooterGameSession *pGameSession)
void CancelFindSessions()
void RemovePlayerPendingHomeServerChange(FString PlayerId)
static AShooterGameSession OnFindSessionsComplete()
TSharedPtr< FShooterOnlineSearchSettings, 0 > & SearchSettingsField()
bool IsPlayerPendingHomeServerChange(FString PlayerId, unsigned int *RequestedNewHomeServer)
static AShooterGameSession OnStartOnlineGameComplete()
static AShooterGameSession DelayedSessionDelete()
void OnCreateSessionComplete(FName SessionName, bool bWasSuccessful)
void Tick(float __formal)
bool FPlayerJoinAllowedCheck(bool UseReservedSlots)
TSharedPtr< FShooterOnlineSessionSettings, 0 > & HostSettingsField()
bool & bFoundSessionField()
TArray< FOnlineSessionSearchResult > * GetSearchResults()
TArray< FInstalledItemInfo > & CachedModsField()
EOnlineAsyncTaskState::Type GetSearchResultStatus(int *SearchResultIdx, int *NumSearchResults)
static AShooterGameSession OnNumConnectedPlayersChanged()
void TickPlayersJoinAllowedChecks()
TArray< FShooterSessionData > & ThreadSafeSearchResultsField()
void HandleMatchHasStarted()
void SerializeServerIsFull(FMemoryArchive *Ar, char *ServerIsFull)
bool TravelToSession(int ControllerId, FName SessionName)
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)
void HandleMatchHasEnded()
void OnDestroySessionComplete(FName SessionName, bool bWasSuccessful)
TArray< double > & PreventOfflinePvPExpiringTimesField()
bool & bEnableDeathTeamSpectatorField()
bool & bEnableHealthbarsField()
void TickSeamlessDataSocket()
FString & PlayerListStringField()
void NetUpdateOfflinePvPExpiringTeams(TArray< int > *NewPreventOfflinePvPExpiringTeams, TArray< double > *NewPreventOfflinePvPExpiringTimes)
int & MaxTamedDinosField()
void OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)
float & FloatingChatRangeField()
bool & bPreventSpawnAnimationsField()
FAsyncUpdatableTexture2D & TerritoryOverlayCurrentServerTextureField()
bool & bPreventUploadDinosField()
bool & bUseTameLimitForStructuresOnlyField()
bool & bPvPStructureDecayField()
TArray< FItemCraftingCostOverride > & OverrideItemCraftingCostsField()
bool & bDisableSpawnAnimationsField()
float & FloatingHUDRangeField()
float GetMatineePlayRate(AActor *forMatineeActor)
bool & bAllowCaveBuildingPvEField()
void GridGetRequestCompleted(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
bool & bAllowRaidDinoFeedingField()
bool & bPreventUploadItemsField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
float & TamingSpeedMultiplierField()
bool & bPlayingDynamicMusic1Field()
void PostInitializeComponents()
FName & LastLoadedSubLevelField()
void AddFloatingText(FVector AtLocation, FString FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime)
float & DayTimeSpeedScaleField()
bool & bAllowPaintingWithoutResourcesField()
float & OverrideAreaMusicRangeField()
int & NumPlayerActorsField()
FVector2D & MapGridCellScaleField()
TArray< FInventoryComponentDefaultItemsAppend > & InventoryComponentAppendsField()
void OnRep_ReplicateLocalizedChatRadius()
void RequestFinishAndExitToMainMenu()
FSocket * SeamlessDataSocketField()
bool & bPreventTribeAlliancesField()
bool & bAllowCharacterCreationField()
bool & bPreventUploadSurvivorsField()
float & MinimumDinoReuploadIntervalField()
long double GetOfflineDamagePreventionTime(int TargetingTeamID)
float & LastGridDownloadAttemptField()
void OnRep_MapChecksums()
FieldArray< ExpensiveFunctionRegister, 1 > ExpensiveFunctionsField()
bool AllowDaytimeTransitionSounds()
static long double GetNetworkTimeDelta(AShooterGameState *gameState, long double netTime, bool bTimeUntil)
bool & bIsArkTributeAvailableField()
FieldArray< int, 3 > MaxTameUnitsField()
float & LimitTurretsRangeField()
float & VoiceSuperRangeRadiusField()
void OnRep_ReplicateMetaWorldURL()
TArray< unsigned char > & CompressedMiniMapBytesField()
TMap< int, double, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, double, 0 > > & PreventOfflinePvPLiveTimesField()
FVector & OverrideAreaMusicPositionField()
FString & NewStructureDestructionTagField()
void OnGetGridCellMapFromURLDone(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded, unsigned int CellServerId)
TMap< int, double, FDefaultSetAllocator, TDefaultMapKeyFuncs< int, double, 0 > > & PreventOfflinePvPFirstLiveTimeField()
bool & bPreventDownloadSurvivorsField()
void HTTPPostRequest(FString InURL, FString Content)
bool & bPlayingDynamicMusicField()
bool & bAllowForceNetUpdateField()
bool & bAllowUnclaimDinosField()
bool & bPvEAllowTribeWarField()
bool & bPlayingDynamicMusic2Field()
bool & bForceAllowAllStructuresField()
void OnGetWorldMapFromURLDone(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
int & ExtinctionEventSecondsRemainingField()
float & DayCycleSpeedScaleField()
int & ServerMajorVersionField()
long double & GlobalOverSubscriptionTimeLimitAtField()
FString & TerritoryOverlayCurrentServerUrlField()
bool & bForceAllStructureLockingField()
FOnHTTPGetProcessed & OnHTTPGetResponseField()
bool & bAdminLoggingField()
bool & bOverideStructurePlatformPreventionField()
float & TribeNameChangeCooldownField()
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)
float & PerPlatformMaxStructuresMultiplierField()
FOnHTTPPostResponse & OnHTTPPostResponseField()
int & NumTamedDinosField()
bool & bAllowMultipleAttachedC4Field()
float & LocalizedChatRadiusUnconsiousScaleField()
TArray< AShooterCharacter * > * BaseGetAllShooterCharacters(TArray< AShooterCharacter * > *result)
bool & bAllowHideDamageSourceFromLogsField()
bool & bEnableExtraStructurePreventionVolumesField()
TArray< int > & SupportedSpawnRegionsField()
void NetUpdateOfflinePvPLiveTeams_Implementation(TArray< int > *NewPreventOfflinePvPLiveTeams)
FVector & PlayerFloatingHUDOffsetField()
USoundBase * StaticOverrideMusicField()
bool & bMapPlayerLocationField()
bool & bPreventMateBoostField()
int & MaxStructuresInRangeField()
void OnRep_SupportedSpawnRegions()
void ClientOnStartSeamlessTravel_Implementation()
bool & bLoadingLastLoadedSubLevelsField()
bool & bDisablePvEGammaField()
bool & bDisableStructureDecayPvEField()
void RequestGridCellMapFromServer(unsigned int RequestedCellServerId)
void NotifyPlayerDied(AShooterCharacter *theShooterChar, AShooterPlayerController *prevController, APawn *InstigatingPawn, AActor *DamageCauser)
FName & UseStructurePreventionVolumeTagField()
void AddFloatingDamageText(FVector AtLocation, int DamageAmount, int FromTeamID)
static void StaticRegisterNativesAShooterGameState()
bool & bDisableImprintDinoBuffField()
FVector2D & MapGridCellStartField()
bool & bOverrideWindSpeedField()
int & MaxAlliancesPerTribeField()
float & OverrideWindDirectionField()
bool & bIsHomeServerField()
void SetMetaWorldURL(FString *Url)
bool & bIsLawlessHomeServerField()
FAsyncUpdatableTexture2D & TerritoryOverlayWorldTextureField()
bool & bNoDinoTamingField()
void RequestWorldMapFromURL(FString *URL)
bool & bFastDecayUnsnappedCoreStructuresField()
long double & LastPlayedDynamicMusic2Field()
int & MaxTribesPerAllianceField()
float GetServerFramerate()
TArray< FPlayerLocatorEffectMap > & PlayerLocatorEffectMapsField()
int & ClampHomeServerXPLevelField()
FString * GetDayTimeString(FString *result)
bool AllowDinoClassTame(TSubclassOf< APrimalDinoCharacter > DinoCharClass, AShooterPlayerController *ForPC)
bool AllowDownloadDino_Implementation(TSubclassOf< APrimalDinoCharacter > TheDinoClass)
int & OverrideMaxExperiencePointsPlayerField()
bool & bServerUseLocalizedChatField()
void ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate)
void StartDownloadingGridInfo()
void OnRep_TerritoryGameUrl()
bool & bUseStaticCharacterAgeField()
void OnRep_ReplicateCurrentSubLevels()
int & STASISAUTODESTROY_CheckIncrementField()
float GetClientReplicationRateFor(UNetConnection *InConnection, AActor *InActor)
TArray< AShooterPlayerController * > * BaseGetAllShooterControllers(TArray< AShooterPlayerController * > *result)
bool & bPreventDownloadItemsField()
void DrawHUD(AShooterHUD *HUD)
float & NoClaimFlagDecayPeriodMultiplierField()
float & LocalizedChatRadiusField()
FString & ClusterIdField()
ATreasureMapManager * TreasureMapManagerField()
void HTTPGetRequestCompleted(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
float & BedBaseCooldownTimeField()
void OnRep_MapImagesSource()
float & StructureDamageRepairCooldownField()
float & FastDecayIntervalField()
FieldArray< float, 16 > PerLevelStatsMultiplier_PlayerField()
void ServerSetWind(float newWind)
float & GlobalItemDecompositionTimeMultiplierField()
UAudioComponent * DynamicMusicAudioComponent2Field()
bool & bIsOfficialServerField()
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)
void LevelAddedToWorld(ULevel *addedLevel)
void CreateCustomGameUI(AShooterPlayerController *SceneOwner)
void OnRep_GlobalGameplaySetup()
void ClientOnStartSeamlessTravel()
void FirstTick_Implementation()
bool & bAllowSpawnPointSelectionField()
void HttpRequestMetaWorldURL()
float & ExtinctionEventPercentField()
bool & bServerHardcoreField()
bool & bFirstTickedField()
bool & bServerCrosshairField()
float & LastHadMusicTimeField()
UAudioComponent * DynamicMusicAudioComponentField()
TArray< unsigned int > & MapChecksumsField()
TArray< FTransformedSubLevel > & CurrentSubLevelsField()
bool & bIsDediServerField()
void HttpGetTerritoryOverlayFullMap_RequestComplete(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
int & PlayerDefaultNoDiscoveriesMaxLevelUpsField()
bool & bFlyerPlatformAllowUnalignedDinoBasingField()
bool & bIsDedicatedServerField()
void ForceUpdateTerritoryMap()
float & NightTimeSpeedScaleField()
bool & bIsListenServerField()
float & ListenServerTetherDistanceMultiplierField()
float & OxygenSwimSpeedStatMultiplierField()
bool & bServerForceNoHUDField()
int & OverrideMaxExperiencePointsDinoField()
TArray< unsigned char > & ReceivedUnProcessedBytesField()
bool & bDisableBedsOnThisServerField()
FRegionGeneralOverrides & ReplicatedRegionOverridesField()
bool & bPvEAllowStructuresAtSupplyDropsField()
long double & LastPlayedDynamicMusic1Field()
static APrimalBuff * BaseSpawnBuffAndAttachToCharacter(UClass *Buff, APrimalCharacter *PrimalCharacter, float ExperiencePoints)
bool & bAllowThirdPersonPlayerField()
void SetBedsDisabledOnThisServer(bool bDisabled)
static int GetNetUTC(UWorld *ForWorld)
float GetRealTimeTotalDayLengthSeconds()
float & CustomRecipeSkillMultiplierField()
bool & bNoAnchoringField()
bool & bAllowAnyoneBabyImprintCuddleField()
bool & bDoExtinctionEventField()
void SetCompressedGridInfo()
long double GetNetworkTime()
bool & bIsArkDownloadsAllowedField()
bool & bSuccessfullyDownloadedGridInfoField()
bool & bDisableStructurePlacementCollisionField()
long double & LastServerSaveTimeField()
int & NumPlayerConnectedField()
bool & bPvEDisableFriendlyFireField()
int & LimitTurretsNumField()
USoundBase * OverrideAreaMusicField()
float & GlobalCorpseDecompositionTimeMultiplierField()
float & BedAdditionalCoolDownSecondsForEveryKilometerField()
void InitializedGameState()
float & CustomRecipeEffectivenessMultiplierField()
bool & bUseSingleplayerSettingsField()
float & PreventOfflinePvPConnectionInvincibleIntervalField()
float & HairGrowthSpeedMultiplierField()
bool & bDisableDinoDecayPvEField()
void NetUpdateOfflinePvPLiveTeams(TArray< int > *NewPreventOfflinePvPLiveTeams)
FString * GetSaveDirectoryName(FString *result, ESaveType::Type SaveType)
long double & NetworkTimeField()
bool & bIsLegacyServerField()
void ReconnectSeamlessDataSocket()
bool & bAllowPlatformSaddleMultiFloorsField()
FieldArray< float, 16 > PerLevelStatsMultiplier_DinoTamedField()
unsigned int GetBedCoolDownTimeForTravelingFrom(unsigned int OriginServerId, FVector2D *RelativeLocInOriginServer, unsigned int DestServerId, FVector2D *RelativeLocInDestServer)
TArray< unsigned char > & CompressedGridInfoField()
TArray< int > & PreventOfflinePvPExpiringTeamsField()
void NetAddFloatingDamageText(FVector AtLocation, int DamageAmount, int FromTeamID, int OnlySendToTeamID, bool bForceText)
FString & MetaWorldURLField()
float & PvEDinoDecayPeriodMultiplierField()
void UpdateFunctionExpense(int FunctionType)
bool & bPreventOfflinePvPField()
bool & bUseCorpseLocatorField()
float & EggHatchSpeedMultiplierField()
bool & bAllowStructureDecayInLandClaimField()
UPaintingCache * PaintingCacheField()
int & NumActiveNPCField()
bool & bDownloadGridInfoField()
void ConvertMapFileToTexture(TArray< unsigned char > *InBytes, FAsyncUpdatableTexture2D *DestTexture)
void InitSeamlessDataSocket()
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
float & PlayerFloatingHUDOffsetScreenYField()
int & GridGamePortField()
int & ExtinctionEventTimeIntervalField()
TArray< F2DByteArray > & CompressedCellImagesBytesField()
bool & bServerUseDinoListField()
float & PassiveTameIntervalMultiplierField()
TArray< FEngramEntryOverride > & OverrideEngramEntriesField()
FString & LoadForceRespawnDinosTagField()
int & NumHibernatedNPCField()
TArray< FString > & PreventDinoTameClassNamesField()
float & OverridenOceanWindSpeedField()
void NetUpdateOfflinePvPExpiringTeams_Implementation(TArray< int > *NewPreventOfflinePvPExpiringTeams, TArray< double > *NewPreventOfflinePvPExpiringTimes)
bool & bLimitTurretsInRangeField()
FString * GetCleanServerSessionName(FString *result)
FString & PGMapNameField()
void RequestGridCellMapFromURL(unsigned int CellServerId, FString *URL)
bool & bCrossARKAllowForeignDinoDownloadsField()
bool IsTeamIDInvincible(int TargetingTeamID, bool bInvincibleOnlyWhenOffline)
void HTTPPostRequestCompleted(TSharedPtr< IHttpRequest, 0 > HttpRequest, TSharedPtr< IHttpResponse, 1 > HttpResponse, bool bSucceeded)
bool & bEnablePvPGammaField()
TArray< AShooterCharacter * > * BaseGetAllShooterCharactersOfTeam(TArray< AShooterCharacter * > *result, int Team)
UObject * GetUObjectInterfaceHUDInterface()
float & GlobalSpoilingTimeMultiplierField()
bool & bReachedPlatformStructureLimitField()
float & OceanWindSpeedField()
bool & bForceUseInventoryAppendsField()
bool & bClampHomeServerXPField()
TArray< FLevelExperienceRamp > & LevelExperienceRampOverridesField()
bool AttemptLoadMapImages(__int16 MinX, __int16 MaxX, __int16 MinY, __int16 MaxY)
FString & ServerSessionNameField()
bool & bIsCustomMapField()
int & AmbientSoundCheckIncrementField()
bool & bShowCreativeModeField()
bool IsAtTameUnitLimit(int ForTeam, ETameUnitType::Type TheTameUnitType, AShooterPlayerController *ForPC, int TameLimitOffset, bool bIgnoreGlobalCheck)
bool & bOnlyDecayUnsnappedCoreStructuresField()
bool & bDontUseClaimFlagsField()
void InitiateClientMapImagesCache()
bool & bInitializedGridInfoField()
int & MaxNumberOfPlayersInTribeField()
int & ServerMinorVersionField()
bool & bRequestingMetaWorldField()
bool & bAllowCustomRecipesField()
void UpdateDynamicMusic(float DeltaSeconds)
bool & bPreventStructurePaintingField()
FVector * GetLocalPlayerLocation(FVector *result)
float & PvEStructureDecayPeriodMultiplierField()
float & ServerFramerateField()
void Tick(float DeltaSeconds)
bool & bPvPDinoDecayField()
FString & TerritoryOverlayFullWorldUrlField()
bool & bPvEAllowTribeWarCancelField()
void UpdatePreventOfflinePvPStatus()
bool & bPreventDownloadDinosField()
FGlobalGameplaySetup & ReplicatedGlobalGameplaySetupField()
bool AllowDinoTame(APrimalDinoCharacter *DinoChar, AShooterPlayerController *ForPC)
void HTTPGetRequest(FString InURL)
int & MaxStructuresInSmallRadiusField()
float & ServerSaveIntervalField()
TEnumAsByte< enum AShooterGameState::EMapImagesSource > & MapImagesSourceField()
void OnRep_CompressedGridInfo()
void OnRep_ReplicateServerId()
TArray< APrimalDinoCharacter * > * BaseGetAllDinoCharactersOfTeam(TArray< APrimalDinoCharacter * > *result, int Team)
TArray< FFloatingTextEntry > & FloatingTextEntriesField()
bool & bDisableDinoDecayClaimingField()
float & RadiusStructuresInSmallRadiusField()
unsigned int & ServerIdField()
TArray< int > & PreventOfflinePvPLiveTeamsField()
long double & LocalGameplayTimeSecondsField()
float & RetryDownloadingGridIntervalField()
UStaticMesh * LightingCheckerMeshField()
void ServerDeleteCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
long double & LastDeadCharacterDestructionTimeField()
void ServerGetMessageOfTheDay()
void ServerRepairItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ServerStartWeaponAltFire(AShooterWeapon *weapon)
void ClientAddActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
TArray< FTribeLogEntry > & CurrentTribeLogField()
void ServerEquipPawnItem_Implementation(FItemNetID itemID)
void ClientSendArkDataPayload_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
TArray< int > & PlayerAppIDsField()
void DisableTimeSlicedPhysX()
void StartArkGamepadDpadRight()
void Server_CaptainExtraActions_Implementation(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
int & TribeDataChangeCountField()
int & LastTribeMemberDataChangeCountField()
int GetCurrentMultiUseWheelCategory()
void ServerTransferToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
bool & bHasReachedLowestDepthField()
TArray< bool > & SavedSurvivorProfileSettingsField()
void ClientFeatActivationResult(TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
void ClientNetReceiveTribeTribeAdmins(TArray< unsigned int > *TribeAdmins)
void ServerRequestRespawnAtPoint_Implementation(unsigned int spawnPointID, int spawnRegionIndex)
void ServerTrySettingViewOnlyInventoryStatus_Implementation()
bool IsFirstLocalPlayer()
void ClientShowPaintingUI(UObject *ObjectToPaint)
void OnExtendedInfoRelease()
void ServerRequestMyTribeOnlineList()
void ServerRequestSetPin(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
void ClientSendArkDataPayloadBegin_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void PostProcessInput(const float DeltaTime, const bool bGamePaused)
void ServerRequestUpdateGroupInfo(APrimalRaft *forRaft)
void ClientNotifyDinoDeath_Implementation(FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
long double & LastShowExtendedInfoTimeField()
void ServerCycleSpectator_Implementation(bool bNext)
int & LastHeldUseHitBodyIndexField()
void SetDoFInterpTime(float InterpTime)
void ServerRequestActivateStationGroup(APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
void ServerCraftItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ServerRequestInventoryUseItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ClientMarkSeamlessActors_Implementation(TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
void ServerSendArkDataPayloadBegin(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void ClientEndReceivingTribeLog()
void ClientAddFloatingDamageText_Implementation(FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
void ClientOnTreasureCollected(FVector TreasureLocation)
int & CurrentGameModeMaxNumOfRespawnsField()
void ServerToggleAllShipLadders_Implementation()
void ServerEquipToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void DoOnReleaseUseFeat(int Index)
void ServerAddTribeMarker_Implementation(FString *Name, float Coord1, float Coord2, FColor TextColor)
void ServerRequestTribeLog_Implementation()
void StartArkGamepadLeftShoulder()
void ClientUpdateInventoryCraftQueue(UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
void StartArkGamepadFaceButtonLeft()
void OnDisableSpectator()
void ClientReceiveDinoAncestors(APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
void ServerRequestInventoryUseItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void StartArkGamepadRightShoulder()
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingRequestEquippedItemsQueueField()
void ApplyDepthOfFieldSetting(int Index, float CurrentTimer)
void CloseFeatsSelection()
TWeakObjectPtr< APrimalCharacter > & LastDeathPrimalCharacterField()
FVector2D & CurrentRadialDirection1Field()
void SpawnActorSpread(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void ServerRequestDinoAncestors(APrimalDinoCharacter *ForDino)
AShooterPlayerState * GetShooterPlayerState()
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)
bool & bLastSentNetIsCurrentlyFirstPersonField()
void ClientNetReceiveMapEntities_Implementation(TArray< FTribeEntity > *TribeEntities)
void StartPlayerActionRadialSelector()
void ClientNetStopReceivingMapEntities(int ServerMapEntitiesChangeID)
void ClientFeatActivationResult_Implementation(TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
long double & LastVivoxPositionalUpdateField()
void ServerToggleAllShipLadders()
void OnAddThrottle(float Val)
void BPGetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation)
void ClientNotifyPaintFinished(bool bSuccess)
void DelayedTeamSpectatorSetup()
void PlaceStructure(int Index)
void ClientUnlockAchievement_Implementation(FString *AchievementID)
void PlayHitMarkerCharacterAlly(float InHitMarkerScale, bool InWasMeleeHit)
long double & TimeOfLastMapPressField()
void SetGodMode(bool bEnable)
void ClientNotifyTamedDino(TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
void ClientOnReceivedCaptainOrder(ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bFromCaptain)
void GridTravelToGlobalPos(FVector *ToGlobalPos)
void ServerGetHomeServerId()
void Server_SetShipThrottleTarget_Implementation(float InThrottle)
void ClientFinishedReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
void ClientStopLocalSound(USoundBase *aSound)
void ServerReleaseSeatingStructure_Implementation()
void ServerDPC_Implementation()
void ServerUploadCharacterDataToArk_Implementation(UPrimalInventoryComponent *inventoryComp)
void ServerSetVRPlayer_Implementation(bool bSetVRPlayer)
void CheckForPlayerInventory()
void ServerSuccessfullyLoggedIntoVivox(FString *LoginSessionUserUri)
void ServerRequestMyTribeOnlineList_Implementation()
void OnStopGamepadLeftFire()
void ServerRequestInitiateSettlementWar_Implementation(int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
void ServerBanPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
void ServerDeleteCustomFolder(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
long double & LastTeleportedTimeField()
void UnlockExplorerNote(int ExplorerNoteIndex)
void ServerRequestTribeLog()
bool & bLockedInputDontRecenterMouseField()
void ServerRequestFastTravelToShipBed_Implementation(unsigned int FromBedID, unsigned int ToBedID)
FItemNetID & LastEquipedItemNetIDField()
void ServerRequestInventoryUseItemWithItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
void ServerMultiUse(UObject *ForObject, int useIndex)
FPrimalPlayerDataStruct * MyPlayerDataStructField()
void ClientAddActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
void Client_CaptainExtraActions_Implementation(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
void ServerRequestSetPin_Implementation(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
void GetNearbyTreasures(float DesiredDistance, TArray< UPrimalItem * > *OutMapItems)
void ServerSetNetIsCurrentlyFirstPerson_Implementation(bool bIsCurrentlyFirstPerson)
bool & bRefreshedInvetoryForRemoveField()
void DoServerCheckUnfreeze()
void ClientNotifyDefeatedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)
void OnUsePress(bool bFromGamepad)
long double & LastTimeTribeEntitiesRequestedField()
void ClientPlayLocalSound(USoundBase *aSound, bool bAttach)
void ClientSendArkDataPayload(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
void PlayHitMarkerCharacter_Implementation(float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
void ServerRequestInventorySwapItems(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
TEnumAsByte< enum EFastTravelType > & CurrentFastTravelTypeField()
void EnableLightingChecker()
void GetPlayerViewPointNoModifiers(FVector *out_Location, FRotator *out_Rotation, bool ForAiming, bool bNoTPVAim)
bool & bIsPrimalStatsTimerActiveField()
void ClientInformNeedsNewHomeServer_Implementation()
void NotifyTribeWarStatus_Implementation(FString *EnemyTribeString, int StatusType)
void GiveColors(int quantity)
UPrimalInventoryComponent * GetPlayerInventory()
void ClientFinishedUseSlotTimeRemaining_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
void OnDisableSpectator_Implementation()
UPrimalInventoryComponent * GetPlayerInventoryComponent()
void ClientUpdateItemDurability(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
void InitCharacterPainting(APrimalCharacter *Char, bool bForTattoo)
void ClientServerSOTFNotificationCustom_Implementation(FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
bool & bIsViewingTributeInventoryField()
long double & LastMultiUseInteractionTimeField()
void ClientNetStartReceivingMapEntities()
void ClientFinishedUseSlotTimeRemaining(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
long double & ClientLastStartedFastTravelTimeField()
void EndWhistleSelection()
void LoadLocalPlayerArkData()
void ClientFailedRemoveSaddle_Implementation()
void ToggleShowAllPlayersWhenSpectatingLocal()
void ServerDropFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
void ServerActorCloseRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)
FString & LastConvertedPlayerIDStringField()
void OnGetHomeServer(bool bSuccess, FString UserId, unsigned int CurrentSeverId)
bool & bHasViewOnlyInventoryOpenField()
void HiWarp(FString *ClassName, int Index)
void ClientUnlockAchievement(FString *AchievementID)
void ClientSetCheatStatus(bool bEnable)
void ServerRequestRemoveWeaponClipAmmo_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void GridTravelToLocalPos(unsigned __int16 GridX, unsigned __int16 GridY, FVector *ToLocalPos)
void SpectatorTurn(float Val)
void ClientNotifyDefeatedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)
void ServerRequestInventoryUseItemWithActor(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
bool & bCommunicationPrivilegeFetchedField()
void ServerRequestActorItems(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
FieldArray< long double, 10 > HeldItemSlotTimeField()
bool CanDispatchInputDelegate(FName BindingName, TEnumAsByte< enum EInputEvent > KeyEvent)
void StopTalkingWrapper()
bool CanCommunicateVoiceWithRadio(AShooterPlayerController *otherPC)
void ClientStartTravelling(unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
void ClientSetSpectatorLocation_Implementation(FVector NewLocation)
void ServerAddTribeMarker(FString *Name, float Coord1, float Coord2, FColor TextColor)
FString * WritePNTScreenshot(FString *result)
bool & bPreventPaintingStreamingField()
void ClientInformHomeServerFull_Implementation()
void PlayHitMarkerStructure_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
void ClientUpdateGroupInfo(TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
void SetAdminIcon(bool bAdminIcon)
float & MinimumIntervalBetweenSetSailStingersField()
bool & bClientIsDPCField()
void ServerRequestLevelUp(UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
void ClientNotifyTorpidityIncrease_Implementation()
void ClientNotifyDinoKill_Implementation(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
void ForceCraftReleased()
void ClientAddActorItemToFolder_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
USoundCue * SelectSlotSoundField()
void ServerRequestFullMapEntities_Implementation(int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
void ClientAddActorItemToFolder(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
void ClientNetReceiveTribeMembersPlayerName_Implementation(TArray< FString > *MembersPlayerName)
void ClientNotifyListenServerOutOfRange()
void ToggleWeaponAccessory()
void GiveEngrams(bool ForceAllEngrams)
void FadeOutLoadingMusic()
void AcknowledgePossession(APawn *P)
void ServerRequestMyClientTribeData(unsigned int MyTribeMarkerVersion)
bool & bGPSZoomOutField()
void ServerKickPlayer(FString *PlayerSteamName, FString *PlayerSteamID)
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)
void ClientAfterServerChange()
void ForceFlushPressedKeys()
void MoveRight(float Val)
bool GetAllAimedHarvestActors(float MaxDistance, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< int > *OutHitBodyIndices)
void ClientGiveFOW_Implementation()
void ServerSuicide_Implementation()
void ClientUpdateUnlockedSkills_Implementation(TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
void SetDir(float windDir)
void TestAlarmNotification(FString Title, FString Message)
void OnStartFireSecondary()
void ServerRequestRemoteDropAllItems(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
static FString * GetSavedPlayerCharactersPath(FString *result)
void ClientNotifySummonedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)
void ServerSendArkDataPayload(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
bool & bServerPaintingSuccessField()
void ClientSendArkDataPayloadEnd(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
void ServerCheckUnfreeze_Implementation()
float & DoFSettingCurrentTimerField()
BitFieldValue< bool, unsigned __int32 > bForceCraftButtonHeld()
void ClientNetReceiveTribeMembersLastOnlineAt(TArray< unsigned int > *MembersLastOnlineAt)
void ClientUsedActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
void ClientSendArkDataPayloadBegin(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void DoFastTravelToShipBed(unsigned int FromBedID, unsigned int ToBedID, bool ToBedIDIsServerID, bool bHomeServerRespawn, bool bValidFromBed, FVector2D FromBedLocation)
void ClientSetControlRotation(FRotator NewRotation)
BitFieldValue< bool, unsigned __int32 > bBattlEyePlayerHasGottenInGameFully()
FieldArray< long double, 10 > LastRepeatUseConsumableTimeField()
void ServerActorViewRemoteInventory(UPrimalInventoryComponent *inventoryComp)
void ClientResetRespawningFlag_Implementation()
void ServerRequestDinoAncestors_Implementation(APrimalDinoCharacter *ForDino)
void GlobalCommand(FString *Msg)
void PlayHitMarkerStructureAlly_Implementation(float InHitMarkerScale, bool InWasMeleeHit)
void SpectatorUseItem(int Index)
FString * ConsoleCommand(FString *result, FString *Command, bool bWriteToLog)
long double & WaitingForSpawnUITimeField()
TSubclassOf< AHUD > & AwaitingHUDClassField()
void ClientStartSurfaceCameraForPassenger(float yaw, float pitch, float roll, bool bInvertTurnInput)
bool HasRadio(bool allowVoice)
void ClientAddFolderToInventoryComponent(UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
AShooterHUD * GetShooterHUD()
void ServerRemoveTribeMarker(unsigned int MarkerID)
void ClientNotifyLevelUp_Implementation(APrimalCharacter *ForChar, int NewLevel)
void OnPressGroupAddOrRemoveTame()
void OnStartGamepadLeftFire()
void OnStopShowAllGroupIcons()
void ServerNotifyEditText(FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
int & PreviousTribeEntitiesRequestedTargetingTeamField()
void ServerRequestActivateFeat_Implementation(TSubclassOf< APrimalBuff > FeatClass)
float & MaxUseCheckRadiusField()
FieldArray< long double, 10 > LastUsedItemSlotTimesField()
void ClientGotoMainMenuListSessions()
void ProcessServerMessages()
void ClientNotifyCantHarvest()
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)
void ServerSetThrottleAndControlRotation_Implementation(float Throttle, float Pitch, float Yaw, FVector AimLocation)
bool CheckforOrbitingInstantaneously()
void HibernationReport(FString *ClassName)
void ServerGetNotificationSettings_Implementation()
void ServerStopSpectating_Implementation()
void ClientNotifyCantHitHarvest_Implementation()
bool & bDrawBlackBackgroundField()
bool & bClientIsReceivingMapEntitiesField()
void ClientGetMessageOfTheDay(FString *Message)
bool IsGameInputAllowed()
void ServerRequestMyClientTribeMembersLastOnlineAt()
void StartArkGamepadDpadLeft()
void ClientReceiveMyTribeOnlineList_Implementation(TArray< unsigned int > *OnlinePlayerIDs)
__int64 & LinkedPlayerIDField()
bool IsFirstLocalPlayerOrLivingLocalPlayer()
void AutoCycle(float Duration)
void ClientAfterServerChange_Implementation()
void ShowTutorial(int TutorialIndex, bool bForceDisplay)
void ClientUpdateItemWeaponClipAmmo(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & ServerCachedAchievementIDsField()
void ServerSetNetIsCurrentlyFirstPerson(bool bIsCurrentlyFirstPerson)
void StartEmoteSelection()
void MulticastCharacterVivoxUsername()
bool & bResetSnapPointField()
void ClientMarkSeamlessActors(TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
void ReceivedPlayerState()
long double & LastLargeMoveTimeField()
void ServerTransferAllFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
BitFieldValue< bool, unsigned __int32 > bGamepadSpecialAttackHeld()
void ServerRequestFastTravelToShipBed(unsigned int FromBedID, unsigned int ToBedID)
TArray< unsigned int > * GetRadioFrequencies(TArray< unsigned int > *result)
BitFieldValue< bool, unsigned __int32 > bIsMapPressed()
TArray< unsigned __int64 > & ClientCachedTribeOnlineListField()
bool & bIsQueryingCurrentServerIdField()
static UClass * GetPrivateStaticClass(const wchar_t *Package)
TArray< FString > * GetCheatsCommands(TArray< FString > *result)
UPrimalItem * GetInventoryUISelectedItemLocal()
void ServerRequestActivateStationGroup_Implementation(APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
bool IsOnlyViewingInventory()
void SwitchToNextLoadedWeapon()
void OnStopFireSecondary()
BitFieldValue< bool, unsigned __int32 > bIsAdminPauseUIEnabled()
void DoOnUseItemSlot(int Index)
void ServerDisallowPlayerToJoinNoCheck_Implementation(FString *PlayerId)
void ClientUpdateGroupInfo_Implementation(TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
void ClientStartReceivingTribeLog()
bool & bZoomingOutField()
void SetTutorialHintText(FString *HintText)
void ServerStartWeaponFire_Implementation(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
void CheckRequestSpectator_Implementation(FString *InSpectatorPass)
void ClientStartSurfaceCameraForPassenger_Implementation(float yaw, float pitch, float roll, bool bInvertTurnInput)
void Server_SetShipSteeringInput(float InSteering)
void ClientNotifyUnlockedEngram_Implementation(TSubclassOf< UPrimalEngramEntry > ItemClass)
void ClientRemovedItemFromSlot(UPrimalInventoryComponent *forInventory, FItemNetID itemID)
void CheckRequestSpectator(FString *InSpectatorPass)
long double & LastRequesteDinoAncestorsTimeField()
void ClientUpdateInventoryCraftQueue_Implementation(UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
void ClientNotifyHitHarvest_Implementation()
void SPI(float X, float Y, float Z, float Yaw, float Pitch)
UPrimalInventoryComponent * GetPawnInventoryComponent()
void DrawHUD(AShooterHUD *HUD)
void ServerTransferAllToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
TWeakObjectPtr< AActor > & LastHeldUseActorField()
long double & LastHitMarkerCharacterTimeField()
FString * GetPersonalTameLimitString(FString *result)
void ServerRemovePassenger()
void PlayHitMarkerCharacter(float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
FString * PlayerCommand_Implementation(FString *result, FString *TheCommand)
void ServerRequestActivateFeat(TSubclassOf< APrimalBuff > FeatClass)
bool IsAtPersonalTameLimit(bool bIsForStructure)
void ClientEndReceivingTribeLog_Implementation()
long double & LastNotifiedTorpidityIncreaseTimeField()
void Client_CaptainExtraActions(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
void ClientNotifyRespawned_Implementation(APawn *NewPawn, bool IsFirstSpawn)
long double & LastTribeMembersPresenceRequestTimeField()
void ServerStopWeaponFire(AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
void Server_SetShipSailRotation_Implementation(float InSailRotation)
bool CanDoPlayerCharacterInput(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
bool & bIsGamepadActiveField()
void StartFeatsSelection()
void LookInput(float Val)
int & MaxMapMarkersField()
FVector & LastLargeMoveLocationField()
bool & bHasDisplayedSplitScreenMessageField()
void OnKeyboardUseRelease()
void ServerSetAltHeld_Implementation(bool bNewAltHeld)
void ClientInsertActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
void ServerTrySettingViewOnlyInventoryStatus()
void ClientNotifyCantHarvest_Implementation()
void ServerRequestRemoveWeaponClipAmmo(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
void ClientNotifyTribeDataUpdated()
void ClientAddFloatingDamageText(FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
void KickPlayer(FString PlayerSteamName)
FString * PlayerCommand(FString *result, FString *TheCommand)
bool HasSameRadioFrequency(AShooterPlayerController *OtherPC, unsigned int *SharedFrequency)
void ClientTeleportSucceeded_Implementation(FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
bool & bIsRespawningField()
void ClientNotifyPlayerDeath(APawn *InstigatingPawn, AActor *DamageCauser)
void QueueRequestEquippedItems(UPrimalInventoryComponent *invComp)
FString & VivoxUsernameField()
void OnReleaseSkipTutorialButton()
FieldArray< char, 10 > UsedItemSlotField()
void ForceTame(bool bCheatTame)
FString * FormatTextWithKeyBindings(FString *result, FString InText, bool bIgnoreMarkup)
void ServerRequestUpdateGroupInfo_Implementation(APrimalRaft *forRaft)
bool & bChatSpammedField()
void ClientNotifyReconnected_Implementation(APawn *NewPawn)
float & ClientLastRequestedTribeDataTimeField()
unsigned int & HomeServerIdField()
UPrimalItem * GetInventoryUISelectedItemRemote()
void ClientTeleportSpectator(FVector Location, unsigned __int64 PlayerID)
void SetControlRotation(FRotator *NewRotation)
float & HitMarkerScaleMultiplierField()
void ClientAddFolderToInventoryComponent_Implementation(UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
void ClientHUDNotificationTypeParams(int MessageType, int MessageType1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
long double & LastTribeLogRequestTimeField()
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingResponseEquippedItemsQueueField()
void UpdateRequestEquippedItemsQueue()
long double & OverSubscriptionHandingAtField()
void GetPlayerViewPoint(FVector *out_Location, FRotator *out_Rotation, bool ForAiming)
void ServerSetForceSingleWield(bool doSet)
void ClientTeleportSpectator_Implementation(FVector Location, unsigned __int64 PlayerID)
void ServerGetOriginalHairColor_Implementation()
void CheckToOpenMapOnlyTimer()
BitFieldValue< bool, unsigned __int32 > bHideGun()
int & ServerTribeLogLastLogIndexField()
void ClientShowSpawnUI_Implementation(float Delay)
void ClientNotifyTorpidityIncrease()
void ClientStartingFastTravel()
APawn * GetResponsibleDamager(AActor *DamageCauser)
void StartArkGamepadFaceButtonTop()
void SetKickedNotification(FString KickReason)
void ClientPlayLocalSound_Implementation(USoundBase *aSound, bool bAttach)
void ClientNetReceiveTribeMembersPlayerName(TArray< FString > *MembersPlayerName)
void SetupInputComponent()
void ClientSyncCurrentSublevels_Start_Implementation()
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce_Implementation()
void ClientInsertActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
int & PlayerBadgeGroupField()
float & MaxUseDistanceField()
void ServerRequestMyClientTribeRankGroup_Implementation()
void ToggleSpeaking(bool bSpeaking, bool UseSuperRange)
void ServerRequestRemoveItemSkinOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
BitFieldValue< bool, unsigned __int32 > bForceSingleWieldHeld()
int & LastSpawnRegionIndexField()
BitFieldValue< bool, unsigned __int32 > bInfiniteAmmo()
bool & bServerRefreshStatusField()
bool SameLinkedId(__int64 value)
void ClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
TWeakObjectPtr< UActorComponent > & LastHeldUseHitComponentField()
void TriggerPlayerAction(int ActionIndex)
void PlayHitMarkerStructure(float InHitMarkerScale, bool InWasMeleeHit)
void ServerMultiUse_Implementation(UObject *ForObject, int useIndex)
void ServerRequestMyClientTribeMemberData()
void ClientForceCacheTattooPainting_Implementation()
void EndInventoryRadialSelector()
void ServerRequestInventorySwapItems_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
void ClientUpdateItemQuantity(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
void ClientBeforeServerChange_Implementation(FString *Message)
bool & bClientTribeDataDirtyField()
void ClientSyncCurrentSublevels_Finish_Implementation()
long double & LastUsePressTimeField()
void ClientNotifyTamedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
void ClientDrawDebugSphere_Implementation(TArray< FVector > *Locs, float Radius, int Segments, FColor DrawColor)
void ClientRemoveActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
void ServerTransferFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
static void StaticRegisterNativesAShooterPlayerController()
void OnStopGamepadRightFire()
void ClientNotifyUpgradedItem_Implementation(UPrimalItem *UpgradedItem)
void ClientJoinVivoxChannel_Implementation(FString *JoinChannelVAT, FString *ChannelName, int AtlasVoiceChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
int & LastTribeDataChangeCountField()
void ServerTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
void OnAltAttackPressed()
void ServerCraftItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
int & SnapPointCycleField()
bool & bCachedOnlyShowOnlineTribeMembersField()
int & ClientCurrentTribeGroupRankIndexField()
void ClientChatMessage_Implementation(FChatMessage Chat)
int & ModifedButtonCountField()
void ServerInventoryClearCraftQueue(UPrimalInventoryComponent *inventoryComp)
int & ClientLastRequestFullMapEntitiesChangeIDField()
void ServerUnbanPlayer_Implementation(FString *PlayerSteamName, FString *PlayerSteamID)
void InitHUD(bool bForceReinitUI)
FItemNetID & LastSteamItemIDToRemoveField()
bool GiveSlotItem(FString *blueprintPath, int slotNum, int quantityOverride)
FieldArray< char, 10 > HeldFeatKeyField()
void ClientDoMultiUse(UObject *ForObject, int useIndex)
void ClientAbortTravel(unsigned int ServerID, unsigned __int64 ServerSteamId)
void ClientOnFastTravelFailed()
void ClientUpdateItemQuantity_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
void LockEmote(FName EmoteName)
void ServerRequestRemoveItemSkin(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
bool & bNetIsCurrentlyFirstPersonField()
bool GiveFast(FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
void ClientNotifyUnlockHairStyleOrEmote(FName HairstyleOrEmoteName)
void ClientNotifyPlayerKill(AActor *PlayerPawn, APawn *VictimPawn)
void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)
void ServerSpectateToPlayerByID_Implementation(unsigned __int64 PlayerID)
void CheckCheatsPassword_Implementation(FString *Pass)
void ServerSetVRPlayer(bool bSetVRPlayer)
void UnlockEmote(FName EmoteName)
void ClientNotifyTribeDataUpdated_Implementation()
void ClientLoginToVivox(FString *LoginVAT, FString *VivoxUsername)
void ClientReceiveStructureCraftingStatItem_Implementation(APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
bool & bIsOnlyViewingRemoteInventoryField()
FString * GetUniqueNetIdAsString(FString *result)
void BPClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, int ExtraID1, int ExtraID2, UObject *ForObject)
void ServerCheckUnfreeze()
void StartSurfaceCameraForPassenger(float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll)
void SpawnActorSpreadTamed(FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
void ServerReleaseSeatingStructure()
void ClientStopLocalSound_Implementation(USoundBase *aSound)
void MoveForward(float Val)
void ClientServerChatMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
void SetGraphicsQuality(int val)
void ServerRequestMyClientTribeRankGroup()
void ServerGlobalCommand_Implementation(FString *Msg)
void BanPlayer(FString PlayerSteamName)
void ClientReceiveOriginalHairColor(FLinearColor HairColor)
void ServerRequestFastTravelToPoint_Implementation(unsigned int fromSpawnPointID, unsigned int spawnPointID)
void OnAltAttackReleased()
void ClientReceiveTribeRankGroup_Implementation(int GroupRankIndex)
bool & bRequestingFirstHomeServerField()
void ServerStopWeaponAltFire_Implementation(AShooterWeapon *weapon)
void StartSurfaceCamera(float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll, float OnSurfaceCameraInterpolationSpeed, bool UseSurfaceCameraInterpolation, FVector *CameraOffset)
void ClientUpdateItemSpoilingTimes_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
void LookUpAtRate(float Val)
void AllowPlayerToJoinNoCheck(FString *PlayerId)
void ClientNetStartReceivingMapEntities_Implementation()
void ClientUpdateUnlockedSkills(TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
void SpectatorPreviousPlayer()
void ClientStartReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
bool & bLocalCameraInVacuumSealedContainerOrRaftField()
void PawnPendingDestroy(APawn *inPawn)
void ClientShowPaintingUI_Implementation(UObject *ObjectToPaint)
void ClientNetReceiveTribeMembersRankGroupId(TArray< int > *MembersRankGroupId)
void ServerAddItemToCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void Possess(APawn *inPawn)
long double & LastPinRequestTimeField()
bool HasEngram(TSubclassOf< UPrimalItem > TheItemClass)
void ServerSendChatMessage(FString *ChatMessage, EChatSendMode::Type SendMode)
void SaveSpectatorPos(int Index)
void ClientNetReceiveTribeMembersLastOnlineAt_Implementation(TArray< unsigned int > *MembersLastOnlineAt)
long double & EnteredSpectatingStateTimeField()
void ServerSendArkDataPayload_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
void ServerInventoryClearCraftQueue_Implementation(UPrimalInventoryComponent *inventoryComp)
BitFieldValue< bool, unsigned __int32 > bUsePressed()
bool IsValidUnStasisCaster()
bool HasSkill(TSubclassOf< UPrimalEngramEntry > SkillClass)
TArray< FTribeEntity > & LocalCachedMapEntitiesField()
bool & bHasReachedHighestPeakField()
long double & LastDeathTimeField()
void ClientUpdateItemWeaponClipAmmo_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
void ServerSendArkDataPayloadBegin_Implementation(FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
void ServerRequestCreateNewPlayerWithArkData(TArray< unsigned char > *DataBytes, unsigned __int64 TribeID)
APawn * TempLastLostPawnField()
void ClientServerChatDirectMessage(FString *MessageText, FLinearColor MessageColor, bool bIsBold)
APrimalStructurePlacer * StructurePlacerField()
bool & bSuppressAdminIconField()
void OnStopFireQuaternary()
void RequestSpectator(FString InSpectatorPass)
void StartArkGamepadFaceButtonBottom()
TArray< FChatMessage * > MessageQueueField()
void UploadCharacterPlayerDataToArk(TArray< unsigned char > *PlayerDataBytes, FString PlayerName, TArray< FString > PlayerStats, unsigned __int64 PlayerDataId, bool WithItems, unsigned int ItemCount)
void Server_CaptainExtraActions(ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
void RefreshNeedingMapEntities()
void Server_UpdateRowing_Implementation(float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
void OnYarkStartGamepadRightFire(APrimalCharacter *PlayerCharacter)
void ClientSyncCurrentSublevels_Finish()
void ServerRepeatMultiUse(UObject *ForObject, int useIndex)
int & ViewingWheelCategoryField()
long double & JoinedAtField()
void ServerRepeatMultiUse_Implementation(UObject *ForObject, int useIndex)
void GetAudioListenerPosition(FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
void ServerRequestRespawnAtPoint(unsigned int spawnPointID, int spawnRegionIndex)
void ClientFinishedReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)
void SetCheatPlayer(bool bEnable)
bool & bNotificationSettingsReceivedField()
void StartArkGamepadDpadUp()
void ClientUpdateItemDurability_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
void CollectNearbyTreasures()
void ClientForceCacheTattooPainting()
void DoTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, UPrimalItem *anItem, bool bAlsoTryToEqup, int requestedQuantity)
FVector & LastViewLocationField()
void StartArkGamepadDpadDown()
TArray< FShownTreasureData > & ShownTreasuresField()
FString * GetPlayerCharacterName(FString *result)
int & PlayerControllerNumField()
TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & RemoteViewingInventoriesField()
FAttachmentPoint & LastCycledSnapPointField()
BitFieldValue< bool, unsigned __int32 > bWasTurnAtRateCalled()
long double & LastClientModifiedARKInventoryTimeField()
void ServerDeleteItemFromCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
void ServerSendDirectMessage(FString *PlayerSteamID, FString *Message)
void Server_SetShipSailRotation(float InSailRotation)
void ClientNotifyHitHarvest()
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