Ark Server API (ASE) - Wiki
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AAIController Struct Reference

#include <Actor.h>

+ Inheritance diagram for AAIController:
+ Collaboration diagram for AAIController:

Public Member Functions

FVectorMoveTowardTargetOffsetField ()
 
FVectorTargetFocalPositionOffsetField ()
 
float & ReachedDestinationThresholdOffsetField ()
 
float & MovementGoalHeightField ()
 
unsigned int & RequestMoveIDField ()
 
TWeakObjectPtr< AActor > & CurrentGoalField ()
 
FVectorMoveSegmentDirectionField ()
 
int & MoveSegmentStartIndexField ()
 
int & MoveSegmentEndIndexField ()
 
float & CurrentAcceptanceRadiusField ()
 
BitFieldValue< bool, unsigned __int32 > bLOSflag ()
 
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStrafe ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState ()
 
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal ()
 
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand ()
 
BitFieldValue< bool, unsigned __int32 > bDebugPathing ()
 
UObjectGetUObjectInterfaceAIPerceptionListenerInterface ()
 
void AbortMove (FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
 
void ClearFocus (char InPriority)
 
void FollowPathSegment (float DeltaTime)
 
FVectorGetFocalPoint (FVector *result)
 
AActorGetFocusActor ()
 
FVectorGetImmediateMoveDestination (FVector *result)
 
FVectorGetMoveFocus (FVector *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
bool HasPartialPath ()
 
bool HasReached (FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReached (AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReachedCurrentTarget (FVector *CurrentLocation)
 
bool HasReachedDestination (FVector *CurrentLocation)
 
bool HasReachedInternal (FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
 
void K2_ClearFocus ()
 
void K2_SetFocalPoint (FVector FP, bool bOffsetFromBase)
 
void K2_SetFocus (AActor *NewFocus)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
EPathFollowingRequestResult::Type MoveToActor (AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
 
EPathFollowingRequestResult::Type MoveToLocation (FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
 
void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
void OnPathFinished (EPathFollowingResult::Type Result)
 
void Possess (APawn *InPawn)
 
void PostInitializeComponents ()
 
void PostRegisterAllComponents ()
 
void Reset ()
 
void ResetMovement ()
 
void SetFocalPoint (FVector FP, bool bOffsetFromBase, char InPriority)
 
void SetFocus (AActor *NewFocus, char InPriority)
 
void SetMoveSegment (int SegmentStartIndex)
 
void StopMovement ()
 
void Tick (float DeltaTime)
 
void UnPossess ()
 
void UpdateControlRotation (float DeltaTime, bool bUpdatePawn)
 
void UpdateMoveFocus ()
 
void UpdatePathSegment ()
 
void OnPossess (APawn *PossessedPawn)
 
FVectorMoveTowardTargetOffsetField ()
 
FVectorTargetFocalPositionOffsetField ()
 
float & ReachedDestinationThresholdOffsetField ()
 
float & MovementGoalHeightField ()
 
unsigned int & RequestMoveIDField ()
 
TWeakObjectPtr< AActor > & CurrentGoalField ()
 
FVectorMoveSegmentDirectionField ()
 
int & MoveSegmentStartIndexField ()
 
int & MoveSegmentEndIndexField ()
 
float & CurrentAcceptanceRadiusField ()
 
BitFieldValue< bool, unsigned __int32 > bLOSflag ()
 
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStrafe ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState ()
 
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius ()
 
BitFieldValue< bool, unsigned __int32 > bForceInputAcceptanceRadius ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal ()
 
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand ()
 
UObjectGetUObjectInterfaceAIPerceptionListenerInterface ()
 
UFieldStaticClass ()
 
void Tick (float DeltaTime)
 
void PostInitializeComponents ()
 
void PostRegisterAllComponents ()
 
void Reset ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void SetFocalPoint (FVector FP, bool bOffsetFromBase, char InPriority)
 
FVectorGetFocalPoint (FVector *result)
 
AActorGetFocusActor ()
 
void SetFocus (AActor *NewFocus, char InPriority)
 
void ClearFocus (char InPriority)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void UpdateControlRotation (float DeltaTime, bool bUpdatePawn)
 
void Possess (APawn *InPawn)
 
void UnPossess ()
 
EPathFollowingRequestResult::Type MoveToActor (AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
 
EPathFollowingRequestResult::Type MoveToLocation (FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
 
bool HasReached (FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReached (AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReachedDestination (FVector *CurrentLocation)
 
bool HasReachedCurrentTarget (FVector *CurrentLocation)
 
bool HasReachedInternal (FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
 
void AbortMove (FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
 
void UpdatePathSegment ()
 
void FollowPathSegment (float DeltaTime)
 
void ResetMovement ()
 
void OnPathFinished (EPathFollowingResult::Type Result)
 
FVectorGetMoveFocus (FVector *result)
 
void UpdateMoveFocus ()
 
void SetMoveSegment (int SegmentStartIndex)
 
void StopMovement ()
 
void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
- Public Member Functions inherited from AController
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
APawnK2_GetPawn (AActor *DamageCauser)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void AttachToPawn (APawn *InPawn)
 
void ChangeState (FName NewState)
 
void CleanupPlayerState ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void Destroyed ()
 
void DetachFromPawn ()
 
void FailedToSpawnPawn ()
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetControlRotation (FRotator *result)
 
FRotatorGetDesiredRotation (FRotator *result)
 
FStringGetHumanReadableName (FString *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FNameGetStateName (FName *result)
 
AActorGetViewTarget ()
 
void InitPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
bool IsInState (FName InStateName)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void Possess (APawn *InPawn)
 
void PostInitializeComponents ()
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void Reset ()
 
void SetControlRotation (FRotator *NewRotation)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void SetPawn (APawn *InPawn)
 
void SetPawnFromRep (APawn *InPawn)
 
bool ShouldPostponePathUpdates ()
 
void UnPossess ()
 
void UpdateNavigationComponents ()
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
bool IsLocalController ()
 
void FailedToSpawnPawn ()
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
FRotatorGetControlRotation (FRotator *result)
 
void SetControlRotation (FRotator *NewRotation)
 
void AttachToPawn (APawn *InPawn)
 
void DetachFromPawn ()
 
AActorGetViewTarget ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void PostInitializeComponents ()
 
void Possess (APawn *InPawn)
 
void PawnPendingDestroy (APawn *inPawn)
 
void Reset ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera)
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void SetPawn (APawn *InPawn)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void Destroyed ()
 
void CleanupPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
void InitPlayerState ()
 
FRotatorGetDesiredRotation (FRotator *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FStringGetHumanReadableName (FString *result)
 
void ChangeState (FName NewState)
 
bool IsInState (FName InStateName)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
void UpdateNavigationComponents ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAAIController ()
 
static void StaticRegisterNativesAAIController ()
 
- Static Public Member Functions inherited from AController
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAController ()
 
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAController ()
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAActor ()
 
static UClassGetPrivateStaticClass ()
 
static const wchar_t * StaticConfigName ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UObject
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static UObjectGetArchetypeFromRequiredInfo (UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
 
- Static Public Member Functions inherited from UObjectBase
static void EmitBaseReferences (UClass *RootClass)
 

Detailed Description

Definition at line 8561 of file Actor.h.

Member Function Documentation

◆ AbortMove() [1/2]

void AAIController::AbortMove ( FString * Reason,
FAIRequestID RequestID,
bool bResetVelocity,
bool bSilent,
char MessageFlags )
inline

Definition at line 7661 of file Actor.h.

◆ AbortMove() [2/2]

void AAIController::AbortMove ( FString * Reason,
FAIRequestID RequestID,
bool bResetVelocity,
bool bSilent,
char MessageFlags )
inline

Definition at line 8589 of file Actor.h.

◆ bAllowStrafe() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bAllowStrafe ( )
inline

Definition at line 7628 of file Actor.h.

◆ bAllowStrafe() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bAllowStrafe ( )
inline

Definition at line 8578 of file Actor.h.

◆ bCurrentStopOnOverlap() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bCurrentStopOnOverlap ( )
inline

Definition at line 7632 of file Actor.h.

◆ bCurrentStopOnOverlap() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bCurrentStopOnOverlap ( )
inline

Definition at line 8581 of file Actor.h.

◆ bDebugPathing()

BitFieldValue< bool, unsigned __int32 > AAIController::bDebugPathing ( )
inline

Definition at line 8584 of file Actor.h.

◆ bForceInputAcceptanceRadius()

BitFieldValue< bool, unsigned __int32 > AAIController::bForceInputAcceptanceRadius ( )
inline

Definition at line 7631 of file Actor.h.

◆ bLastMoveReachedGoal() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bLastMoveReachedGoal ( )
inline

Definition at line 7633 of file Actor.h.

◆ bLastMoveReachedGoal() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bLastMoveReachedGoal ( )
inline

Definition at line 8582 of file Actor.h.

◆ bLastRequestedMoveToLocationWasPlayerCommand() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bLastRequestedMoveToLocationWasPlayerCommand ( )
inline

Definition at line 7634 of file Actor.h.

◆ bLastRequestedMoveToLocationWasPlayerCommand() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bLastRequestedMoveToLocationWasPlayerCommand ( )
inline

Definition at line 8583 of file Actor.h.

◆ bLOSflag() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bLOSflag ( )
inline

Definition at line 7626 of file Actor.h.

◆ bLOSflag() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bLOSflag ( )
inline

Definition at line 8576 of file Actor.h.

◆ bSkipExtraLOSChecks() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bSkipExtraLOSChecks ( )
inline

Definition at line 7627 of file Actor.h.

◆ bSkipExtraLOSChecks() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bSkipExtraLOSChecks ( )
inline

Definition at line 8577 of file Actor.h.

◆ bUse3DGoalRadius() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bUse3DGoalRadius ( )
inline

Definition at line 7630 of file Actor.h.

◆ bUse3DGoalRadius() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bUse3DGoalRadius ( )
inline

Definition at line 8580 of file Actor.h.

◆ bWantsPlayerState() [1/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bWantsPlayerState ( )
inline

Definition at line 7629 of file Actor.h.

◆ bWantsPlayerState() [2/2]

BitFieldValue< bool, unsigned __int32 > AAIController::bWantsPlayerState ( )
inline

Definition at line 8579 of file Actor.h.

◆ ClearFocus() [1/2]

void AAIController::ClearFocus ( char InPriority)
inline

Definition at line 7649 of file Actor.h.

◆ ClearFocus() [2/2]

void AAIController::ClearFocus ( char InPriority)
inline

Definition at line 8590 of file Actor.h.

◆ CurrentAcceptanceRadiusField() [1/2]

float & AAIController::CurrentAcceptanceRadiusField ( )
inline

Definition at line 7622 of file Actor.h.

◆ CurrentAcceptanceRadiusField() [2/2]

float & AAIController::CurrentAcceptanceRadiusField ( )
inline

Definition at line 8572 of file Actor.h.

◆ CurrentGoalField() [1/2]

TWeakObjectPtr< AActor > & AAIController::CurrentGoalField ( )
inline

Definition at line 7618 of file Actor.h.

◆ CurrentGoalField() [2/2]

TWeakObjectPtr< AActor > & AAIController::CurrentGoalField ( )
inline

Definition at line 8568 of file Actor.h.

◆ FollowPathSegment() [1/2]

void AAIController::FollowPathSegment ( float DeltaTime)
inline

Definition at line 7663 of file Actor.h.

◆ FollowPathSegment() [2/2]

void AAIController::FollowPathSegment ( float DeltaTime)
inline

Definition at line 8591 of file Actor.h.

◆ GetFocalPoint() [1/2]

FVector * AAIController::GetFocalPoint ( FVector * result)
inline

Definition at line 7646 of file Actor.h.

◆ GetFocalPoint() [2/2]

FVector * AAIController::GetFocalPoint ( FVector * result)
inline

Definition at line 8592 of file Actor.h.

◆ GetFocusActor() [1/2]

AActor * AAIController::GetFocusActor ( )
inline

Definition at line 7647 of file Actor.h.

◆ GetFocusActor() [2/2]

AActor * AAIController::GetFocusActor ( )
inline

Definition at line 8593 of file Actor.h.

◆ GetImmediateMoveDestination()

FVector * AAIController::GetImmediateMoveDestination ( FVector * result)
inline

Definition at line 8594 of file Actor.h.

◆ GetMoveFocus() [1/2]

FVector * AAIController::GetMoveFocus ( FVector * result)
inline

Definition at line 7666 of file Actor.h.

◆ GetMoveFocus() [2/2]

FVector * AAIController::GetMoveFocus ( FVector * result)
inline

Definition at line 8595 of file Actor.h.

◆ GetPlayerViewPoint() [1/2]

void AAIController::GetPlayerViewPoint ( FVector * out_Location,
FRotator * out_Rotation )
inline

Definition at line 7644 of file Actor.h.

◆ GetPlayerViewPoint() [2/2]

void AAIController::GetPlayerViewPoint ( FVector * out_Location,
FRotator * out_Rotation )
inline

Definition at line 8596 of file Actor.h.

◆ GetPrivateStaticClass()

static UClass * AAIController::GetPrivateStaticClass ( const wchar_t * Package)
inlinestatic

Definition at line 8625 of file Actor.h.

◆ GetUObjectInterfaceAIPerceptionListenerInterface() [1/2]

UObject * AAIController::GetUObjectInterfaceAIPerceptionListenerInterface ( )
inline

Definition at line 7638 of file Actor.h.

◆ GetUObjectInterfaceAIPerceptionListenerInterface() [2/2]

UObject * AAIController::GetUObjectInterfaceAIPerceptionListenerInterface ( )
inline

Definition at line 8588 of file Actor.h.

◆ HasPartialPath()

bool AAIController::HasPartialPath ( )
inline

Definition at line 8597 of file Actor.h.

◆ HasReached() [1/4]

bool AAIController::HasReached ( AActor * TestGoal,
float InAcceptanceRadius,
bool bExactSpot )
inline

Definition at line 7657 of file Actor.h.

◆ HasReached() [2/4]

bool AAIController::HasReached ( AActor * TestGoal,
float InAcceptanceRadius,
bool bExactSpot )
inline

Definition at line 8599 of file Actor.h.

◆ HasReached() [3/4]

bool AAIController::HasReached ( FVector * TestPoint,
float InAcceptanceRadius,
bool bExactSpot )
inline

Definition at line 7656 of file Actor.h.

◆ HasReached() [4/4]

bool AAIController::HasReached ( FVector * TestPoint,
float InAcceptanceRadius,
bool bExactSpot )
inline

Definition at line 8598 of file Actor.h.

◆ HasReachedCurrentTarget() [1/2]

bool AAIController::HasReachedCurrentTarget ( FVector * CurrentLocation)
inline

Definition at line 7659 of file Actor.h.

◆ HasReachedCurrentTarget() [2/2]

bool AAIController::HasReachedCurrentTarget ( FVector * CurrentLocation)
inline

Definition at line 8600 of file Actor.h.

◆ HasReachedDestination() [1/2]

bool AAIController::HasReachedDestination ( FVector * CurrentLocation)
inline

Definition at line 7658 of file Actor.h.

◆ HasReachedDestination() [2/2]

bool AAIController::HasReachedDestination ( FVector * CurrentLocation)
inline

Definition at line 8601 of file Actor.h.

◆ HasReachedInternal() [1/2]

bool AAIController::HasReachedInternal ( FVector * Goal,
float GoalRadius,
float GoalHalfHeight,
FVector * AgentLocation,
float RadiusThreshold,
bool bUseAgentRadius )
inline

Definition at line 7660 of file Actor.h.

◆ HasReachedInternal() [2/2]

bool AAIController::HasReachedInternal ( FVector * Goal,
float GoalRadius,
float GoalHalfHeight,
FVector * AgentLocation,
float RadiusThreshold,
bool bUseAgentRadius )
inline

Definition at line 8602 of file Actor.h.

◆ K2_ClearFocus()

void AAIController::K2_ClearFocus ( )
inline

Definition at line 8603 of file Actor.h.

◆ K2_SetFocalPoint()

void AAIController::K2_SetFocalPoint ( FVector FP,
bool bOffsetFromBase )
inline

Definition at line 8604 of file Actor.h.

◆ K2_SetFocus()

void AAIController::K2_SetFocus ( AActor * NewFocus)
inline

Definition at line 8605 of file Actor.h.

◆ LineOfSightTo() [1/2]

bool AAIController::LineOfSightTo ( AActor * Other,
FVector ViewPoint,
bool bAlternateChecks )
inline

Definition at line 7650 of file Actor.h.

◆ LineOfSightTo() [2/2]

bool AAIController::LineOfSightTo ( AActor * Other,
FVector ViewPoint,
bool bAlternateChecks )
inline

Definition at line 8606 of file Actor.h.

◆ MovementGoalHeightField() [1/2]

float & AAIController::MovementGoalHeightField ( )
inline

Definition at line 7616 of file Actor.h.

◆ MovementGoalHeightField() [2/2]

float & AAIController::MovementGoalHeightField ( )
inline

Definition at line 8566 of file Actor.h.

◆ MoveSegmentDirectionField() [1/2]

FVector & AAIController::MoveSegmentDirectionField ( )
inline

Definition at line 7619 of file Actor.h.

◆ MoveSegmentDirectionField() [2/2]

FVector & AAIController::MoveSegmentDirectionField ( )
inline

Definition at line 8569 of file Actor.h.

◆ MoveSegmentEndIndexField() [1/2]

int & AAIController::MoveSegmentEndIndexField ( )
inline

Definition at line 7621 of file Actor.h.

◆ MoveSegmentEndIndexField() [2/2]

int & AAIController::MoveSegmentEndIndexField ( )
inline

Definition at line 8571 of file Actor.h.

◆ MoveSegmentStartIndexField() [1/2]

int & AAIController::MoveSegmentStartIndexField ( )
inline

Definition at line 7620 of file Actor.h.

◆ MoveSegmentStartIndexField() [2/2]

int & AAIController::MoveSegmentStartIndexField ( )
inline

Definition at line 8570 of file Actor.h.

◆ MoveToActor() [1/2]

EPathFollowingRequestResult::Type AAIController::MoveToActor ( AActor * Goal,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bCanStrafe,
TSubclassOf< UNavigationQueryFilter > FilterClass )
inline

Definition at line 7654 of file Actor.h.

◆ MoveToActor() [2/2]

EPathFollowingRequestResult::Type AAIController::MoveToActor ( AActor * Goal,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bCanStrafe,
TSubclassOf< UNavigationQueryFilter > FilterClass )
inline

Definition at line 8607 of file Actor.h.

◆ MoveToLocation() [1/2]

EPathFollowingRequestResult::Type AAIController::MoveToLocation ( FVector * Dest,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bProjectDestinationToNavigation,
bool bCanStrafe,
TSubclassOf< UNavigationQueryFilter > FilterClass,
bool WasPlayerCommand )
inline

Definition at line 7655 of file Actor.h.

◆ MoveToLocation() [2/2]

EPathFollowingRequestResult::Type AAIController::MoveToLocation ( FVector * Dest,
float AcceptanceRadius,
bool bStopOnOverlap,
bool bUsePathfinding,
bool bProjectDestinationToNavigation,
bool bCanStrafe,
TSubclassOf< UNavigationQueryFilter > FilterClass,
bool WasPlayerCommand )
inline

Definition at line 8608 of file Actor.h.

◆ MoveTowardTargetOffsetField() [1/2]

FVector & AAIController::MoveTowardTargetOffsetField ( )
inline

Definition at line 7613 of file Actor.h.

◆ MoveTowardTargetOffsetField() [2/2]

FVector & AAIController::MoveTowardTargetOffsetField ( )
inline

Definition at line 8563 of file Actor.h.

◆ OnMoveCompleted() [1/2]

void AAIController::OnMoveCompleted ( FAIRequestID RequestID,
EPathFollowingResult::Type Result )
inline

Definition at line 7670 of file Actor.h.

◆ OnMoveCompleted() [2/2]

void AAIController::OnMoveCompleted ( FAIRequestID RequestID,
EPathFollowingResult::Type Result )
inline

Definition at line 8609 of file Actor.h.

◆ OnPathFinished() [1/2]

void AAIController::OnPathFinished ( EPathFollowingResult::Type Result)
inline

Definition at line 7665 of file Actor.h.

◆ OnPathFinished() [2/2]

void AAIController::OnPathFinished ( EPathFollowingResult::Type Result)
inline

Definition at line 8610 of file Actor.h.

◆ OnPossess()

void AAIController::OnPossess ( APawn * PossessedPawn)
inline

Definition at line 8626 of file Actor.h.

◆ Possess() [1/2]

void AAIController::Possess ( APawn * InPawn)
inline

Definition at line 7652 of file Actor.h.

◆ Possess() [2/2]

void AAIController::Possess ( APawn * InPawn)
inline

Definition at line 8611 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void AAIController::PostInitializeComponents ( )
inline

Definition at line 7641 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void AAIController::PostInitializeComponents ( )
inline

Definition at line 8612 of file Actor.h.

◆ PostRegisterAllComponents() [1/2]

void AAIController::PostRegisterAllComponents ( )
inline

Definition at line 7642 of file Actor.h.

◆ PostRegisterAllComponents() [2/2]

void AAIController::PostRegisterAllComponents ( )
inline

Definition at line 8613 of file Actor.h.

◆ ReachedDestinationThresholdOffsetField() [1/2]

float & AAIController::ReachedDestinationThresholdOffsetField ( )
inline

Definition at line 7615 of file Actor.h.

◆ ReachedDestinationThresholdOffsetField() [2/2]

float & AAIController::ReachedDestinationThresholdOffsetField ( )
inline

Definition at line 8565 of file Actor.h.

◆ RequestMoveIDField() [1/2]

unsigned int & AAIController::RequestMoveIDField ( )
inline

Definition at line 7617 of file Actor.h.

◆ RequestMoveIDField() [2/2]

unsigned int & AAIController::RequestMoveIDField ( )
inline

Definition at line 8567 of file Actor.h.

◆ Reset() [1/2]

void AAIController::Reset ( )
inline

Definition at line 7643 of file Actor.h.

◆ Reset() [2/2]

void AAIController::Reset ( )
inline

Definition at line 8614 of file Actor.h.

◆ ResetMovement() [1/2]

void AAIController::ResetMovement ( )
inline

Definition at line 7664 of file Actor.h.

◆ ResetMovement() [2/2]

void AAIController::ResetMovement ( )
inline

Definition at line 8615 of file Actor.h.

◆ SetFocalPoint() [1/2]

void AAIController::SetFocalPoint ( FVector FP,
bool bOffsetFromBase,
char InPriority )
inline

Definition at line 7645 of file Actor.h.

◆ SetFocalPoint() [2/2]

void AAIController::SetFocalPoint ( FVector FP,
bool bOffsetFromBase,
char InPriority )
inline

Definition at line 8616 of file Actor.h.

◆ SetFocus() [1/2]

void AAIController::SetFocus ( AActor * NewFocus,
char InPriority )
inline

Definition at line 7648 of file Actor.h.

◆ SetFocus() [2/2]

void AAIController::SetFocus ( AActor * NewFocus,
char InPriority )
inline

Definition at line 8617 of file Actor.h.

◆ SetMoveSegment() [1/2]

void AAIController::SetMoveSegment ( int SegmentStartIndex)
inline

Definition at line 7668 of file Actor.h.

◆ SetMoveSegment() [2/2]

void AAIController::SetMoveSegment ( int SegmentStartIndex)
inline

Definition at line 8618 of file Actor.h.

◆ StaticClass()

UField * AAIController::StaticClass ( )
inline

Definition at line 7639 of file Actor.h.

◆ StaticRegisterNativesAAIController() [1/2]

static void AAIController::StaticRegisterNativesAAIController ( )
inlinestatic

Definition at line 7671 of file Actor.h.

◆ StaticRegisterNativesAAIController() [2/2]

static void AAIController::StaticRegisterNativesAAIController ( )
inlinestatic

Definition at line 8627 of file Actor.h.

◆ StopMovement() [1/2]

void AAIController::StopMovement ( )
inline

Definition at line 7669 of file Actor.h.

◆ StopMovement() [2/2]

void AAIController::StopMovement ( )
inline

Definition at line 8619 of file Actor.h.

◆ TargetFocalPositionOffsetField() [1/2]

FVector & AAIController::TargetFocalPositionOffsetField ( )
inline

Definition at line 7614 of file Actor.h.

◆ TargetFocalPositionOffsetField() [2/2]

FVector & AAIController::TargetFocalPositionOffsetField ( )
inline

Definition at line 8564 of file Actor.h.

◆ Tick() [1/2]

void AAIController::Tick ( float DeltaTime)
inline

Definition at line 7640 of file Actor.h.

◆ Tick() [2/2]

void AAIController::Tick ( float DeltaTime)
inline

Definition at line 8620 of file Actor.h.

◆ UnPossess() [1/2]

void AAIController::UnPossess ( )
inline

Definition at line 7653 of file Actor.h.

◆ UnPossess() [2/2]

void AAIController::UnPossess ( )
inline

Definition at line 8621 of file Actor.h.

◆ UpdateControlRotation() [1/2]

void AAIController::UpdateControlRotation ( float DeltaTime,
bool bUpdatePawn )
inline

Definition at line 7651 of file Actor.h.

◆ UpdateControlRotation() [2/2]

void AAIController::UpdateControlRotation ( float DeltaTime,
bool bUpdatePawn )
inline

Definition at line 8622 of file Actor.h.

◆ UpdateMoveFocus() [1/2]

void AAIController::UpdateMoveFocus ( )
inline

Definition at line 7667 of file Actor.h.

◆ UpdateMoveFocus() [2/2]

void AAIController::UpdateMoveFocus ( )
inline

Definition at line 8623 of file Actor.h.

◆ UpdatePathSegment() [1/2]

void AAIController::UpdatePathSegment ( )
inline

Definition at line 7662 of file Actor.h.

◆ UpdatePathSegment() [2/2]

void AAIController::UpdatePathSegment ( )
inline

Definition at line 8624 of file Actor.h.


The documentation for this struct was generated from the following files: