Ark Server API (ASE) - Wiki
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AActor Struct Reference

#include <Actor.h>

+ Inheritance diagram for AActor:
+ Collaboration diagram for AActor:

Public Member Functions

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 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 859 of file Actor.h.

Member Function Documentation

◆ ActorHasTag() [1/2]

bool AActor::ActorHasTag ( FName Tag)
inline

Definition at line 999 of file Actor.h.

◆ ActorHasTag() [2/2]

bool AActor::ActorHasTag ( FName Tag)
inline

Definition at line 1046 of file Actor.h.

◆ ActorLineTraceSingle()

bool AActor::ActorLineTraceSingle ( FHitResult * OutHit,
FVector * Start,
FVector * End,
ECollisionChannel TraceChannel,
FCollisionQueryParams * Params )
inline

Definition at line 1085 of file Actor.h.

◆ ActorPlaySound() [1/2]

void AActor::ActorPlaySound ( USoundBase * SoundAsset,
bool bAttach,
FName BoneName,
FVector LocOffset )
inline

Definition at line 1147 of file Actor.h.

◆ ActorPlaySound() [2/2]

void AActor::ActorPlaySound ( USoundBase * SoundAsset,
bool bAttach,
FName BoneName,
FVector LocOffset )
inline

Definition at line 1292 of file Actor.h.

◆ ActorPlaySound_Implementation()

void AActor::ActorPlaySound_Implementation ( USoundBase * SoundAsset,
bool bAttach,
FName BoneName,
FVector LocOffset )
inline

Definition at line 1122 of file Actor.h.

◆ ActorPlaySoundUnreliable() [1/2]

void AActor::ActorPlaySoundUnreliable ( USoundBase * SoundAsset,
bool bAttach,
FName BoneName,
FVector LocOffset )
inline

Definition at line 1148 of file Actor.h.

◆ ActorPlaySoundUnreliable() [2/2]

void AActor::ActorPlaySoundUnreliable ( USoundBase * SoundAsset,
bool bAttach,
FName BoneName,
FVector LocOffset )
inline

Definition at line 1293 of file Actor.h.

◆ ActorToWorld()

FTransform * AActor::ActorToWorld ( FTransform * result)
inline

Definition at line 1008 of file Actor.h.

◆ AddActorLocalOffset()

void AActor::AddActorLocalOffset ( FVector DeltaLocation,
bool bSweep )
inline

Definition at line 1047 of file Actor.h.

◆ AddActorLocalRotation()

void AActor::AddActorLocalRotation ( FRotator DeltaRotation,
bool bSweep )
inline

Definition at line 1048 of file Actor.h.

◆ AddActorLocalTransform()

void AActor::AddActorLocalTransform ( FTransform * NewTransform,
bool bSweep )
inline

Definition at line 1049 of file Actor.h.

◆ AddActorWorldOffset()

void AActor::AddActorWorldOffset ( FVector DeltaLocation,
bool bSweep )
inline

Definition at line 1050 of file Actor.h.

◆ AddActorWorldRotation()

void AActor::AddActorWorldRotation ( FRotator DeltaRotation,
bool bSweep )
inline

Definition at line 1051 of file Actor.h.

◆ AddActorWorldTransform()

void AActor::AddActorWorldTransform ( FTransform * DeltaTransform,
bool bSweep )
inline

Definition at line 1052 of file Actor.h.

◆ AddComponent() [1/2]

UActorComponent * AActor::AddComponent ( FName TemplateName,
bool bManualAttachment,
FTransform * RelativeTransform,
UObject * ComponentTemplateContext )
inline

Definition at line 1130 of file Actor.h.

◆ AddComponent() [2/2]

UActorComponent * AActor::AddComponent ( FName TemplateName,
bool bManualAttachment,
FTransform * RelativeTransform,
UObject * ComponentTemplateContext )
inline

Definition at line 1053 of file Actor.h.

◆ AddControllingMatineeActor()

void AActor::AddControllingMatineeActor ( AMatineeActor * InMatineeActor)
inline

Definition at line 1054 of file Actor.h.

◆ AddOwnedComponent() [1/2]

void AActor::AddOwnedComponent ( UActorComponent * Component)
inline

Definition at line 1031 of file Actor.h.

◆ AddOwnedComponent() [2/2]

void AActor::AddOwnedComponent ( UActorComponent * Component)
inline

Definition at line 1055 of file Actor.h.

◆ AddTickPrerequisiteActor() [1/2]

void AActor::AddTickPrerequisiteActor ( AActor * PrerequisiteActor)
inline

Definition at line 959 of file Actor.h.

◆ AddTickPrerequisiteActor() [2/2]

void AActor::AddTickPrerequisiteActor ( AActor * PrerequisiteActor)
inline

Definition at line 1056 of file Actor.h.

◆ AddTickPrerequisiteComponent() [1/2]

void AActor::AddTickPrerequisiteComponent ( UActorComponent * PrerequisiteComponent)
inline

Definition at line 960 of file Actor.h.

◆ AddTickPrerequisiteComponent() [2/2]

void AActor::AddTickPrerequisiteComponent ( UActorComponent * PrerequisiteComponent)
inline

Definition at line 1057 of file Actor.h.

◆ AllowGrappling() [1/2]

bool AActor::AllowGrappling ( )
inline

Definition at line 1149 of file Actor.h.

◆ AllowGrappling() [2/2]

bool AActor::AllowGrappling ( )
inline

Definition at line 1294 of file Actor.h.

◆ AllowIgnoreCharacterEncroachment() [1/2]

bool AActor::AllowIgnoreCharacterEncroachment ( UPrimitiveComponent * HitComponent,
AActor * EncroachingCharacter )
inline

Definition at line 1150 of file Actor.h.

◆ AllowIgnoreCharacterEncroachment() [2/2]

bool AActor::AllowIgnoreCharacterEncroachment ( UPrimitiveComponent * HitComponent,
AActor * EncroachingCharacter )
inline

Definition at line 1295 of file Actor.h.

◆ AllowManualMultiUseActivation() [1/2]

bool AActor::AllowManualMultiUseActivation ( APlayerController * ForPC)
inline

Definition at line 1151 of file Actor.h.

◆ AllowManualMultiUseActivation() [2/2]

bool AActor::AllowManualMultiUseActivation ( APlayerController * ForPC)
inline

Definition at line 1296 of file Actor.h.

◆ AllowSaving() [1/2]

bool AActor::AllowSaving ( )
inline

Definition at line 1104 of file Actor.h.

◆ AllowSaving() [2/2]

bool AActor::AllowSaving ( )
inline

Definition at line 1058 of file Actor.h.

◆ AllowSeamlessTravel()

bool AActor::AllowSeamlessTravel ( )
inline

Definition at line 1036 of file Actor.h.

◆ AlwaysReplicatePropertyConditional() [1/2]

bool AActor::AlwaysReplicatePropertyConditional ( UProperty * forProperty)
inline

Definition at line 1100 of file Actor.h.

◆ AlwaysReplicatePropertyConditional() [2/2]

bool AActor::AlwaysReplicatePropertyConditional ( UProperty * forProperty)
inline

Definition at line 1059 of file Actor.h.

◆ AnimUpdateRateFrameCountField() [1/2]

unsigned int & AActor::AnimUpdateRateFrameCountField ( )
inline

Definition at line 820 of file Actor.h.

◆ AnimUpdateRateFrameCountField() [2/2]

unsigned int & AActor::AnimUpdateRateFrameCountField ( )
inline

Definition at line 910 of file Actor.h.

◆ AnimUpdateRateShiftTagField() [1/2]

unsigned int & AActor::AnimUpdateRateShiftTagField ( )
inline

Definition at line 819 of file Actor.h.

◆ AnimUpdateRateShiftTagField() [2/2]

unsigned int & AActor::AnimUpdateRateShiftTagField ( )
inline

Definition at line 909 of file Actor.h.

◆ ApplyWorldOffset()

void AActor::ApplyWorldOffset ( FVector * InOffset,
bool bWorldShift )
inline

Definition at line 1060 of file Actor.h.

◆ AttachRootComponentTo() [1/2]

void AActor::AttachRootComponentTo ( USceneComponent * InParent,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 991 of file Actor.h.

◆ AttachRootComponentTo() [2/2]

void AActor::AttachRootComponentTo ( USceneComponent * InParent,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 1061 of file Actor.h.

◆ AttachRootComponentToActor() [1/2]

void AActor::AttachRootComponentToActor ( AActor * InParentActor,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 993 of file Actor.h.

◆ AttachRootComponentToActor() [2/2]

void AActor::AttachRootComponentToActor ( AActor * InParentActor,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 1062 of file Actor.h.

◆ bActorEnableCollision() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bActorEnableCollision ( )
inline

Definition at line 903 of file Actor.h.

◆ bActorEnableCollision() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bActorEnableCollision ( )
inline

Definition at line 986 of file Actor.h.

◆ bActorInitialized() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bActorInitialized ( )
inline

Definition at line 931 of file Actor.h.

◆ bActorInitialized() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bActorInitialized ( )
inline

Definition at line 1013 of file Actor.h.

◆ bActorSeamlessTraveled() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bActorSeamlessTraveled ( )
inline

Definition at line 932 of file Actor.h.

◆ bActorSeamlessTraveled() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bActorSeamlessTraveled ( )
inline

Definition at line 1014 of file Actor.h.

◆ bAddedPerformanceThrottledTick()

BitFieldValue< bool, unsigned __int32 > AActor::bAddedPerformanceThrottledTick ( )
inline

Definition at line 864 of file Actor.h.

◆ bAddedServerThrottledTick() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAddedServerThrottledTick ( )
inline

Definition at line 862 of file Actor.h.

◆ bAddedServerThrottledTick() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAddedServerThrottledTick ( )
inline

Definition at line 1030 of file Actor.h.

◆ bAllowReceiveTickEventOnDedicatedServer() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAllowReceiveTickEventOnDedicatedServer ( )
inline

Definition at line 914 of file Actor.h.

◆ bAllowReceiveTickEventOnDedicatedServer() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAllowReceiveTickEventOnDedicatedServer ( )
inline

Definition at line 997 of file Actor.h.

◆ bAlwaysCreatePhysicsState() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAlwaysCreatePhysicsState ( )
inline

Definition at line 927 of file Actor.h.

◆ bAlwaysCreatePhysicsState() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAlwaysCreatePhysicsState ( )
inline

Definition at line 1010 of file Actor.h.

◆ bAlwaysRelevant() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAlwaysRelevant ( )
inline

Definition at line 849 of file Actor.h.

◆ bAlwaysRelevant() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAlwaysRelevant ( )
inline

Definition at line 940 of file Actor.h.

◆ bAlwaysRelevantPrimalStructure()

BitFieldValue< bool, unsigned __int32 > AActor::bAlwaysRelevantPrimalStructure ( )
inline

Definition at line 1031 of file Actor.h.

◆ bAttachmentReplicationUseNetworkParent() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAttachmentReplicationUseNetworkParent ( )
inline

Definition at line 856 of file Actor.h.

◆ bAttachmentReplicationUseNetworkParent() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAttachmentReplicationUseNetworkParent ( )
inline

Definition at line 947 of file Actor.h.

◆ bAutoDestroyWhenFinished() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAutoDestroyWhenFinished ( )
inline

Definition at line 904 of file Actor.h.

◆ bAutoDestroyWhenFinished() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAutoDestroyWhenFinished ( )
inline

Definition at line 987 of file Actor.h.

◆ bAutoStasis() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAutoStasis ( )
inline

Definition at line 888 of file Actor.h.

◆ bAutoStasis() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bAutoStasis ( )
inline

Definition at line 971 of file Actor.h.

◆ bBlockInput() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBlockInput ( )
inline

Definition at line 887 of file Actor.h.

◆ bBlockInput() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBlockInput ( )
inline

Definition at line 970 of file Actor.h.

◆ bBlueprintMultiUseEntries() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBlueprintMultiUseEntries ( )
inline

Definition at line 889 of file Actor.h.

◆ bBlueprintMultiUseEntries() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBlueprintMultiUseEntries ( )
inline

Definition at line 972 of file Actor.h.

◆ bBPInventoryItemUsedHandlesDurability() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBPInventoryItemUsedHandlesDurability ( )
inline

Definition at line 925 of file Actor.h.

◆ bBPInventoryItemUsedHandlesDurability() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBPInventoryItemUsedHandlesDurability ( )
inline

Definition at line 1008 of file Actor.h.

◆ bBPPostInitializeComponents() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBPPostInitializeComponents ( )
inline

Definition at line 920 of file Actor.h.

◆ bBPPostInitializeComponents() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBPPostInitializeComponents ( )
inline

Definition at line 1003 of file Actor.h.

◆ bBPPreInitializeComponents() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBPPreInitializeComponents ( )
inline

Definition at line 919 of file Actor.h.

◆ bBPPreInitializeComponents() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bBPPreInitializeComponents ( )
inline

Definition at line 1002 of file Actor.h.

◆ bCanBeDamaged() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bCanBeDamaged ( )
inline

Definition at line 905 of file Actor.h.

◆ bCanBeDamaged() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bCanBeDamaged ( )
inline

Definition at line 988 of file Actor.h.

◆ bClimbable() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bClimbable ( )
inline

Definition at line 855 of file Actor.h.

◆ bClimbable() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bClimbable ( )
inline

Definition at line 946 of file Actor.h.

◆ bCollideWhenPlacing() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bCollideWhenPlacing ( )
inline

Definition at line 907 of file Actor.h.

◆ bCollideWhenPlacing() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bCollideWhenPlacing ( )
inline

Definition at line 990 of file Actor.h.

◆ bCollisionImpactPreventShipDamage()

BitFieldValue< bool, unsigned __int32 > AActor::bCollisionImpactPreventShipDamage ( )
inline

Definition at line 954 of file Actor.h.

◆ bDeferredBeginPlay() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDeferredBeginPlay ( )
inline

Definition at line 901 of file Actor.h.

◆ bDeferredBeginPlay() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDeferredBeginPlay ( )
inline

Definition at line 984 of file Actor.h.

◆ bDoNotCook() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDoNotCook ( )
inline

Definition at line 885 of file Actor.h.

◆ bDoNotCook() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDoNotCook ( )
inline

Definition at line 968 of file Actor.h.

◆ bDoOverrideHiddenShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDoOverrideHiddenShadow ( )
inline

Definition at line 912 of file Actor.h.

◆ bDoOverrideHiddenShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDoOverrideHiddenShadow ( )
inline

Definition at line 995 of file Actor.h.

◆ bDormantNetMulticastForceFullReplication() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDormantNetMulticastForceFullReplication ( )
inline

Definition at line 911 of file Actor.h.

◆ bDormantNetMulticastForceFullReplication() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bDormantNetMulticastForceFullReplication ( )
inline

Definition at line 994 of file Actor.h.

◆ BecomeViewTarget() [1/2]

void AActor::BecomeViewTarget ( APlayerController * PC)
inline

Definition at line 1020 of file Actor.h.

◆ BecomeViewTarget() [2/2]

void AActor::BecomeViewTarget ( APlayerController * PC)
inline

Definition at line 1066 of file Actor.h.

◆ BeginDestroy() [1/2]

void AActor::BeginDestroy ( )
inline

Definition at line 963 of file Actor.h.

◆ BeginDestroy() [2/2]

void AActor::BeginDestroy ( )
inline

Definition at line 1067 of file Actor.h.

◆ BeginPlay() [1/2]

void AActor::BeginPlay ( )
inline

Definition at line 1048 of file Actor.h.

◆ BeginPlay() [2/2]

void AActor::BeginPlay ( )
inline

Definition at line 1068 of file Actor.h.

◆ bEnableMultiUse() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bEnableMultiUse ( )
inline

Definition at line 890 of file Actor.h.

◆ bEnableMultiUse() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bEnableMultiUse ( )
inline

Definition at line 973 of file Actor.h.

◆ bEverSetTimer() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bEverSetTimer ( )
inline

Definition at line 853 of file Actor.h.

◆ bEverSetTimer() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bEverSetTimer ( )
inline

Definition at line 944 of file Actor.h.

◆ bExchangedRoles() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bExchangedRoles ( )
inline

Definition at line 878 of file Actor.h.

◆ bExchangedRoles() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bExchangedRoles ( )
inline

Definition at line 961 of file Actor.h.

◆ bFindCameraComponentWhenViewTarget() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bFindCameraComponentWhenViewTarget ( )
inline

Definition at line 918 of file Actor.h.

◆ bFindCameraComponentWhenViewTarget() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bFindCameraComponentWhenViewTarget ( )
inline

Definition at line 1001 of file Actor.h.

◆ bForceAllowNetMulticastField()

bool & AActor::bForceAllowNetMulticastField ( )
inline

Definition at line 778 of file Actor.h.

◆ bForceBasedActorsOutOfFastTick()

BitFieldValue< bool, unsigned __int32 > AActor::bForceBasedActorsOutOfFastTick ( )
inline

Definition at line 859 of file Actor.h.

◆ bForcedHudDrawingRequiresSameTeam()

BitFieldValue< bool, unsigned __int32 > AActor::bForcedHudDrawingRequiresSameTeam ( )
inline

Definition at line 950 of file Actor.h.

◆ bForceHiddenReplication() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceHiddenReplication ( )
inline

Definition at line 850 of file Actor.h.

◆ bForceHiddenReplication() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceHiddenReplication ( )
inline

Definition at line 941 of file Actor.h.

◆ bForceIgnoreSpatialComponent()

BitFieldValue< bool, unsigned __int32 > AActor::bForceIgnoreSpatialComponent ( )
inline

Definition at line 1026 of file Actor.h.

◆ bForceInfiniteDrawDistance() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceInfiniteDrawDistance ( )
inline

Definition at line 865 of file Actor.h.

◆ bForceInfiniteDrawDistance() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceInfiniteDrawDistance ( )
inline

Definition at line 1021 of file Actor.h.

◆ bForceNetworkSpatialization() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceNetworkSpatialization ( )
inline

Definition at line 921 of file Actor.h.

◆ bForceNetworkSpatialization() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceNetworkSpatialization ( )
inline

Definition at line 1004 of file Actor.h.

◆ bForcePreventSeamlessTravel()

BitFieldValue< bool, unsigned __int32 > AActor::bForcePreventSeamlessTravel ( )
inline

Definition at line 1022 of file Actor.h.

◆ bForceReplicateDormantChildrenWithoutSpatialRelevancy() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceReplicateDormantChildrenWithoutSpatialRelevancy ( )
inline

Definition at line 917 of file Actor.h.

◆ bForceReplicateDormantChildrenWithoutSpatialRelevancy() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bForceReplicateDormantChildrenWithoutSpatialRelevancy ( )
inline

Definition at line 1000 of file Actor.h.

◆ bHasExecutedActorConstruction() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasExecutedActorConstruction ( )
inline

Definition at line 852 of file Actor.h.

◆ bHasExecutedActorConstruction() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasExecutedActorConstruction ( )
inline

Definition at line 943 of file Actor.h.

◆ bHasFinishedSpawning() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasFinishedSpawning ( )
inline

Definition at line 900 of file Actor.h.

◆ bHasFinishedSpawning() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasFinishedSpawning ( )
inline

Definition at line 983 of file Actor.h.

◆ bHasHighVolumeRPCs() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasHighVolumeRPCs ( )
inline

Definition at line 844 of file Actor.h.

◆ bHasHighVolumeRPCs() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasHighVolumeRPCs ( )
inline

Definition at line 935 of file Actor.h.

◆ bHasReplicatedProperties() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasReplicatedProperties ( )
inline

Definition at line 902 of file Actor.h.

◆ bHasReplicatedProperties() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHasReplicatedProperties ( )
inline

Definition at line 985 of file Actor.h.

◆ bHibernateChange() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHibernateChange ( )
inline

Definition at line 886 of file Actor.h.

◆ bHibernateChange() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHibernateChange ( )
inline

Definition at line 969 of file Actor.h.

◆ bHidden() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHidden ( )
inline

Definition at line 841 of file Actor.h.

◆ bHidden() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bHidden ( )
inline

Definition at line 932 of file Actor.h.

◆ bIgnoredByCharacterEncroachment() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bIgnoredByCharacterEncroachment ( )
inline

Definition at line 854 of file Actor.h.

◆ bIgnoredByCharacterEncroachment() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bIgnoredByCharacterEncroachment ( )
inline

Definition at line 945 of file Actor.h.

◆ bIgnoreNetworkRangeScaling()

BitFieldValue< bool, unsigned __int32 > AActor::bIgnoreNetworkRangeScaling ( )
inline

Definition at line 949 of file Actor.h.

◆ bIgnoresOriginShifting() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bIgnoresOriginShifting ( )
inline

Definition at line 933 of file Actor.h.

◆ bIgnoresOriginShifting() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bIgnoresOriginShifting ( )
inline

Definition at line 1015 of file Actor.h.

◆ bIsMapActor() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bIsMapActor ( )
inline

Definition at line 843 of file Actor.h.

◆ bIsMapActor() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bIsMapActor ( )
inline

Definition at line 934 of file Actor.h.

◆ bLoadedFromSaveGame() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bLoadedFromSaveGame ( )
inline

Definition at line 915 of file Actor.h.

◆ bLoadedFromSaveGame() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bLoadedFromSaveGame ( )
inline

Definition at line 998 of file Actor.h.

◆ bMultiUseCenterHUD() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bMultiUseCenterHUD ( )
inline

Definition at line 893 of file Actor.h.

◆ bMultiUseCenterHUD() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bMultiUseCenterHUD ( )
inline

Definition at line 976 of file Actor.h.

◆ bNetConnectionDidInitialSort() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetConnectionDidInitialSort ( )
inline

Definition at line 910 of file Actor.h.

◆ bNetConnectionDidInitialSort() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetConnectionDidInitialSort ( )
inline

Definition at line 993 of file Actor.h.

◆ bNetCritical() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetCritical ( )
inline

Definition at line 871 of file Actor.h.

◆ bNetCritical() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetCritical ( )
inline

Definition at line 955 of file Actor.h.

◆ bNetLoadOnClient() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetLoadOnClient ( )
inline

Definition at line 882 of file Actor.h.

◆ bNetLoadOnClient() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetLoadOnClient ( )
inline

Definition at line 965 of file Actor.h.

◆ bNetMulticasting() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetMulticasting ( )
inline

Definition at line 909 of file Actor.h.

◆ bNetMulticasting() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetMulticasting ( )
inline

Definition at line 992 of file Actor.h.

◆ bNetStartup() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetStartup ( )
inline

Definition at line 845 of file Actor.h.

◆ bNetStartup() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetStartup ( )
inline

Definition at line 936 of file Actor.h.

◆ bNetTemporary() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetTemporary ( )
inline

Definition at line 842 of file Actor.h.

◆ bNetTemporary() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetTemporary ( )
inline

Definition at line 933 of file Actor.h.

◆ bNetUseClientRelevancy() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetUseClientRelevancy ( )
inline

Definition at line 884 of file Actor.h.

◆ bNetUseClientRelevancy() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetUseClientRelevancy ( )
inline

Definition at line 967 of file Actor.h.

◆ bNetUseOwnerRelevancy() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetUseOwnerRelevancy ( )
inline

Definition at line 883 of file Actor.h.

◆ bNetUseOwnerRelevancy() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetUseOwnerRelevancy ( )
inline

Definition at line 966 of file Actor.h.

◆ bNetworkSpatializationForceRelevancyCheck() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetworkSpatializationForceRelevancyCheck ( )
inline

Definition at line 897 of file Actor.h.

◆ bNetworkSpatializationForceRelevancyCheck() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bNetworkSpatializationForceRelevancyCheck ( )
inline

Definition at line 980 of file Actor.h.

◆ bOnlyInitialReplication() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyInitialReplication ( )
inline

Definition at line 894 of file Actor.h.

◆ bOnlyInitialReplication() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyInitialReplication ( )
inline

Definition at line 977 of file Actor.h.

◆ bOnlyRelevantToOwner() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyRelevantToOwner ( )
inline

Definition at line 848 of file Actor.h.

◆ bOnlyRelevantToOwner() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyRelevantToOwner ( )
inline

Definition at line 939 of file Actor.h.

◆ bOnlyReplicateOnNetForcedUpdate() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyReplicateOnNetForcedUpdate ( )
inline

Definition at line 930 of file Actor.h.

◆ bOnlyReplicateOnNetForcedUpdate() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyReplicateOnNetForcedUpdate ( )
inline

Definition at line 1012 of file Actor.h.

◆ bOverrideHiddenShadowValue() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOverrideHiddenShadowValue ( )
inline

Definition at line 913 of file Actor.h.

◆ bOverrideHiddenShadowValue() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bOverrideHiddenShadowValue ( )
inline

Definition at line 996 of file Actor.h.

◆ bOverrideMultiUseCenterText()

BitFieldValue< bool, unsigned __int32 > AActor::bOverrideMultiUseCenterText ( )
inline

Definition at line 974 of file Actor.h.

◆ BP_GetHUDWorldDrawLocation()

FVector * AActor::BP_GetHUDWorldDrawLocation ( FVector * result,
FName HUDTag )
inline

Definition at line 1152 of file Actor.h.

◆ BP_OverrideTargetingLocation()

FVector * AActor::BP_OverrideTargetingLocation ( FVector * result,
AActor * Attacker )
inline

Definition at line 1153 of file Actor.h.

◆ BPAttachedRootComponent() [1/2]

void AActor::BPAttachedRootComponent ( )
inline

Definition at line 1154 of file Actor.h.

◆ BPAttachedRootComponent() [2/2]

void AActor::BPAttachedRootComponent ( )
inline

Definition at line 1297 of file Actor.h.

◆ BPChangedActorTeam() [1/2]

void AActor::BPChangedActorTeam ( )
inline

Definition at line 1155 of file Actor.h.

◆ BPChangedActorTeam() [2/2]

void AActor::BPChangedActorTeam ( )
inline

Definition at line 1298 of file Actor.h.

◆ BPClientDoMultiUse()

void AActor::BPClientDoMultiUse ( APlayerController * ForPC,
int ClientUseIndex )
inline

Definition at line 1299 of file Actor.h.

◆ BPClientIsAboutToSeamlessTravel()

void AActor::BPClientIsAboutToSeamlessTravel ( )
inline

Definition at line 1300 of file Actor.h.

◆ BPConsumeSetPinCode() [1/2]

bool AActor::BPConsumeSetPinCode ( APlayerController * ForPC,
int appledPinCode,
bool bIsSetting,
int TheCustomIndex )
inline

Definition at line 1156 of file Actor.h.

◆ BPConsumeSetPinCode() [2/2]

bool AActor::BPConsumeSetPinCode ( APlayerController * ForPC,
int appledPinCode,
bool bIsSetting,
int TheCustomIndex )
inline

Definition at line 1301 of file Actor.h.

◆ BPConsumeUsePinCode() [1/2]

bool AActor::BPConsumeUsePinCode ( AActor * FromKeypadActor,
APlayerController * ForPC,
int appledPinCode,
bool bIsActivating )
inline

Definition at line 1157 of file Actor.h.

◆ BPConsumeUsePinCode() [2/2]

bool AActor::BPConsumeUsePinCode ( AActor * FromKeypadActor,
APlayerController * ForPC,
int appledPinCode,
bool bIsActivating )
inline

Definition at line 1302 of file Actor.h.

◆ bPendingKillPending() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPendingKillPending ( )
inline

Definition at line 906 of file Actor.h.

◆ bPendingKillPending() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPendingKillPending ( )
inline

Definition at line 989 of file Actor.h.

◆ bPendingNetUpdate() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPendingNetUpdate ( )
inline

Definition at line 881 of file Actor.h.

◆ bPendingNetUpdate() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPendingNetUpdate ( )
inline

Definition at line 964 of file Actor.h.

◆ bPendingUnstasis() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPendingUnstasis ( )
inline

Definition at line 880 of file Actor.h.

◆ bPendingUnstasis() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPendingUnstasis ( )
inline

Definition at line 963 of file Actor.h.

◆ BPForceAllowsInventoryUse() [1/2]

bool AActor::BPForceAllowsInventoryUse ( UObject * InventoryItemObject)
inline

Definition at line 1158 of file Actor.h.

◆ BPForceAllowsInventoryUse() [2/2]

bool AActor::BPForceAllowsInventoryUse ( UObject * InventoryItemObject)
inline

Definition at line 1303 of file Actor.h.

◆ BPGetExtraSpecialBlueprintInt()

int AActor::BPGetExtraSpecialBlueprintInt ( )
inline

Definition at line 1159 of file Actor.h.

◆ BPGetMultiUseCenterText()

bool AActor::BPGetMultiUseCenterText ( APlayerController * ForPC,
int UseIndex,
FString * OutCenterText,
FLinearColor * OutCenterTextColor )
inline

Definition at line 1160 of file Actor.h.

◆ BPInventoryItemDropped() [1/2]

void AActor::BPInventoryItemDropped ( UObject * InventoryItemObject)
inline

Definition at line 1161 of file Actor.h.

◆ BPInventoryItemDropped() [2/2]

void AActor::BPInventoryItemDropped ( UObject * InventoryItemObject)
inline

Definition at line 1304 of file Actor.h.

◆ BPInventoryItemUsed() [1/2]

void AActor::BPInventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 1162 of file Actor.h.

◆ BPInventoryItemUsed() [2/2]

void AActor::BPInventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 1305 of file Actor.h.

◆ BPIsA() [1/2]

bool AActor::BPIsA ( TSubclassOf< AActor > anActorClass)
inline

Definition at line 1115 of file Actor.h.

◆ BPIsA() [2/2]

bool AActor::BPIsA ( TSubclassOf< AActor > anActorClass)
inline

Definition at line 1063 of file Actor.h.

◆ BPIsMarkedForSeamlessTravel()

bool AActor::BPIsMarkedForSeamlessTravel ( )
inline

Definition at line 1064 of file Actor.h.

◆ BPOverrideMultiUseCenterText()

FString * AActor::BPOverrideMultiUseCenterText ( FString * result,
APlayerController * ForPC )
inline

Definition at line 1306 of file Actor.h.

◆ BPOverrideServerMultiUseAcceptRange()

float AActor::BPOverrideServerMultiUseAcceptRange ( )
inline

Definition at line 1307 of file Actor.h.

◆ BPOverrideServerMultiUseAcceptRange_Implementation()

float AActor::BPOverrideServerMultiUseAcceptRange_Implementation ( )
inline

Definition at line 1065 of file Actor.h.

◆ BPOverrideUILocation()

FVector * AActor::BPOverrideUILocation ( FVector * result,
APlayerController * ForPC )
inline

Definition at line 1163 of file Actor.h.

◆ BPPostInitializeComponents()

void AActor::BPPostInitializeComponents ( )
inline

Definition at line 1308 of file Actor.h.

◆ BPPostLoadedFromSeamlessTravel()

void AActor::BPPostLoadedFromSeamlessTravel ( )
inline

Definition at line 1309 of file Actor.h.

◆ BPPreInitializeComponents()

void AActor::BPPreInitializeComponents ( )
inline

Definition at line 1310 of file Actor.h.

◆ bPreventActorStasis() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventActorStasis ( )
inline

Definition at line 935 of file Actor.h.

◆ bPreventActorStasis() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventActorStasis ( )
inline

Definition at line 1017 of file Actor.h.

◆ bPreventCharacterBasing() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventCharacterBasing ( )
inline

Definition at line 846 of file Actor.h.

◆ bPreventCharacterBasing() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventCharacterBasing ( )
inline

Definition at line 937 of file Actor.h.

◆ bPreventCharacterBasingAllowSteppingUp() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventCharacterBasingAllowSteppingUp ( )
inline

Definition at line 847 of file Actor.h.

◆ bPreventCharacterBasingAllowSteppingUp() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventCharacterBasingAllowSteppingUp ( )
inline

Definition at line 938 of file Actor.h.

◆ bPreventLayerGroupedVisibility()

BitFieldValue< bool, unsigned __int32 > AActor::bPreventLayerGroupedVisibility ( )
inline

Definition at line 1019 of file Actor.h.

◆ bPreventLevelBoundsRelevant() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventLevelBoundsRelevant ( )
inline

Definition at line 916 of file Actor.h.

◆ bPreventLevelBoundsRelevant() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventLevelBoundsRelevant ( )
inline

Definition at line 999 of file Actor.h.

◆ bPreventNPCSpawnFloor() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventNPCSpawnFloor ( )
inline

Definition at line 870 of file Actor.h.

◆ bPreventNPCSpawnFloor() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventNPCSpawnFloor ( )
inline

Definition at line 951 of file Actor.h.

◆ bPreventOnDedicatedServer() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventOnDedicatedServer ( )
inline

Definition at line 908 of file Actor.h.

◆ bPreventOnDedicatedServer() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventOnDedicatedServer ( )
inline

Definition at line 991 of file Actor.h.

◆ bPreventRegularForceNetUpdate() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventRegularForceNetUpdate ( )
inline

Definition at line 867 of file Actor.h.

◆ bPreventRegularForceNetUpdate() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventRegularForceNetUpdate ( )
inline

Definition at line 1024 of file Actor.h.

◆ bPreventSaving() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventSaving ( )
inline

Definition at line 892 of file Actor.h.

◆ bPreventSaving() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bPreventSaving ( )
inline

Definition at line 975 of file Actor.h.

◆ bPreventShovel()

BitFieldValue< bool, unsigned __int32 > AActor::bPreventShovel ( )
inline

Definition at line 953 of file Actor.h.

◆ BPTryMultiUse()

bool AActor::BPTryMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 1311 of file Actor.h.

◆ bReplicateHidden() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateHidden ( )
inline

Definition at line 934 of file Actor.h.

◆ bReplicateHidden() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateHidden ( )
inline

Definition at line 1016 of file Actor.h.

◆ bReplicateInstigator() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateInstigator ( )
inline

Definition at line 873 of file Actor.h.

◆ bReplicateInstigator() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateInstigator ( )
inline

Definition at line 956 of file Actor.h.

◆ bReplicateMovement() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateMovement ( )
inline

Definition at line 876 of file Actor.h.

◆ bReplicateMovement() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateMovement ( )
inline

Definition at line 959 of file Actor.h.

◆ bReplicateRotationHighQuality()

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateRotationHighQuality ( )
inline

Definition at line 928 of file Actor.h.

◆ bReplicates() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicates ( )
inline

Definition at line 898 of file Actor.h.

◆ bReplicates() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicates ( )
inline

Definition at line 981 of file Actor.h.

◆ bReplicateUniqueActorId()

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateUniqueActorId ( )
inline

Definition at line 1028 of file Actor.h.

◆ bReplicateVelocityHighQuality() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateVelocityHighQuality ( )
inline

Definition at line 929 of file Actor.h.

◆ bReplicateVelocityHighQuality() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateVelocityHighQuality ( )
inline

Definition at line 1011 of file Actor.h.

◆ bRunningUserConstructionScript() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bRunningUserConstructionScript ( )
inline

Definition at line 899 of file Actor.h.

◆ bRunningUserConstructionScript() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bRunningUserConstructionScript ( )
inline

Definition at line 982 of file Actor.h.

◆ bSavedWhenStasised()

BitFieldValue< bool, unsigned __int32 > AActor::bSavedWhenStasised ( )
inline

Definition at line 952 of file Actor.h.

◆ bShouldSendPartialBunchesOverThresholdAsReliableField()

bool & AActor::bShouldSendPartialBunchesOverThresholdAsReliableField ( )
inline

Definition at line 928 of file Actor.h.

◆ bSkeletalComponentsForceParallelAnims()

BitFieldValue< bool, unsigned __int32 > AActor::bSkeletalComponentsForceParallelAnims ( )
inline

Definition at line 1020 of file Actor.h.

◆ bStasisComponentRadiusForceDistanceCheck() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bStasisComponentRadiusForceDistanceCheck ( )
inline

Definition at line 922 of file Actor.h.

◆ bStasisComponentRadiusForceDistanceCheck() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bStasisComponentRadiusForceDistanceCheck ( )
inline

Definition at line 1005 of file Actor.h.

◆ bStasised() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bStasised ( )
inline

Definition at line 879 of file Actor.h.

◆ bStasised() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bStasised ( )
inline

Definition at line 962 of file Actor.h.

◆ bSuppressDestroyedEvent() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bSuppressDestroyedEvent ( )
inline

Definition at line 874 of file Actor.h.

◆ bSuppressDestroyedEvent() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bSuppressDestroyedEvent ( )
inline

Definition at line 957 of file Actor.h.

◆ bTearOff() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bTearOff ( )
inline

Definition at line 877 of file Actor.h.

◆ bTearOff() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bTearOff ( )
inline

Definition at line 960 of file Actor.h.

◆ bUnstreamComponentsUseEndOverlap() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUnstreamComponentsUseEndOverlap ( )
inline

Definition at line 857 of file Actor.h.

◆ bUnstreamComponentsUseEndOverlap() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUnstreamComponentsUseEndOverlap ( )
inline

Definition at line 948 of file Actor.h.

◆ bUseAttachmentReplication() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseAttachmentReplication ( )
inline

Definition at line 895 of file Actor.h.

◆ bUseAttachmentReplication() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseAttachmentReplication ( )
inline

Definition at line 978 of file Actor.h.

◆ bUseBPChangedActorTeam() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPChangedActorTeam ( )
inline

Definition at line 851 of file Actor.h.

◆ bUseBPChangedActorTeam() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPChangedActorTeam ( )
inline

Definition at line 942 of file Actor.h.

◆ bUseBPCheckForErrors()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPCheckForErrors ( )
inline

Definition at line 866 of file Actor.h.

◆ bUseBPClientIsAboutToSeamlessTravel()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPClientIsAboutToSeamlessTravel ( )
inline

Definition at line 1023 of file Actor.h.

◆ bUseBPCustomIsRelevantForClient()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPCustomIsRelevantForClient ( )
inline

Definition at line 872 of file Actor.h.

◆ bUseBPForceAllowsInventoryUse() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPForceAllowsInventoryUse ( )
inline

Definition at line 926 of file Actor.h.

◆ bUseBPForceAllowsInventoryUse() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPForceAllowsInventoryUse ( )
inline

Definition at line 1009 of file Actor.h.

◆ bUseBPGetHUDDrawLocationOffset()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPGetHUDDrawLocationOffset ( )
inline

Definition at line 869 of file Actor.h.

◆ bUseBPGetMultiUseCenterText()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPGetMultiUseCenterText ( )
inline

Definition at line 891 of file Actor.h.

◆ bUseBPGetShowDebugAnimationComponents()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPGetShowDebugAnimationComponents ( )
inline

Definition at line 860 of file Actor.h.

◆ bUseBPInventoryItemDropped() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPInventoryItemDropped ( )
inline

Definition at line 924 of file Actor.h.

◆ bUseBPInventoryItemDropped() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPInventoryItemDropped ( )
inline

Definition at line 1007 of file Actor.h.

◆ bUseBPInventoryItemUsed() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPInventoryItemUsed ( )
inline

Definition at line 923 of file Actor.h.

◆ bUseBPInventoryItemUsed() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPInventoryItemUsed ( )
inline

Definition at line 1006 of file Actor.h.

◆ bUseBPOverrideTargetingLocation()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPOverrideTargetingLocation ( )
inline

Definition at line 868 of file Actor.h.

◆ bUseBPOverrideUILocation()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPOverrideUILocation ( )
inline

Definition at line 858 of file Actor.h.

◆ bUseBPPostLoadedFromSeamlessTravel()

BitFieldValue< bool, unsigned __int32 > AActor::bUseBPPostLoadedFromSeamlessTravel ( )
inline

Definition at line 1018 of file Actor.h.

◆ bUseInitializedSeamlessGridInfo()

BitFieldValue< bool, unsigned __int32 > AActor::bUseInitializedSeamlessGridInfo ( )
inline

Definition at line 1025 of file Actor.h.

◆ bUseNetworkSpatialization() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseNetworkSpatialization ( )
inline

Definition at line 896 of file Actor.h.

◆ bUseNetworkSpatialization() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseNetworkSpatialization ( )
inline

Definition at line 979 of file Actor.h.

◆ bUseOnlyPointForLevelBounds() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseOnlyPointForLevelBounds ( )
inline

Definition at line 875 of file Actor.h.

◆ bUseOnlyPointForLevelBounds() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bUseOnlyPointForLevelBounds ( )
inline

Definition at line 958 of file Actor.h.

◆ bWantsBeginPlayAfterSingleplayerGridTravel()

BitFieldValue< bool, unsigned __int32 > AActor::bWantsBeginPlayAfterSingleplayerGridTravel ( )
inline

Definition at line 1032 of file Actor.h.

◆ bWantsPerformanceThrottledTick()

BitFieldValue< bool, unsigned __int32 > AActor::bWantsPerformanceThrottledTick ( )
inline

Definition at line 863 of file Actor.h.

◆ bWantsServerThrottledTick() [1/2]

BitFieldValue< bool, unsigned __int32 > AActor::bWantsServerThrottledTick ( )
inline

Definition at line 861 of file Actor.h.

◆ bWantsServerThrottledTick() [2/2]

BitFieldValue< bool, unsigned __int32 > AActor::bWantsServerThrottledTick ( )
inline

Definition at line 1029 of file Actor.h.

◆ bWasForceIgnoreSpatialComponent()

BitFieldValue< bool, unsigned __int32 > AActor::bWasForceIgnoreSpatialComponent ( )
inline

Definition at line 1027 of file Actor.h.

◆ CalcCamera() [1/2]

void AActor::CalcCamera ( float DeltaTime,
FMinimalViewInfo * OutResult )
inline

Definition at line 1023 of file Actor.h.

◆ CalcCamera() [2/2]

void AActor::CalcCamera ( float DeltaTime,
FMinimalViewInfo * OutResult )
inline

Definition at line 1069 of file Actor.h.

◆ ChangeActorTeam() [1/2]

void AActor::ChangeActorTeam ( int NewTeam)
inline

Definition at line 1105 of file Actor.h.

◆ ChangeActorTeam() [2/2]

void AActor::ChangeActorTeam ( int NewTeam)
inline

Definition at line 1070 of file Actor.h.

◆ CheckActorComponents() [1/2]

bool AActor::CheckActorComponents ( )
inline

Definition at line 949 of file Actor.h.

◆ CheckActorComponents() [2/2]

bool AActor::CheckActorComponents ( )
inline

Definition at line 1071 of file Actor.h.

◆ CheckDefaultSubobjectsInternal() [1/2]

bool AActor::CheckDefaultSubobjectsInternal ( )
inline

Definition at line 948 of file Actor.h.

◆ CheckDefaultSubobjectsInternal() [2/2]

bool AActor::CheckDefaultSubobjectsInternal ( )
inline

Definition at line 1072 of file Actor.h.

◆ CheckStillInWorld() [1/2]

bool AActor::CheckStillInWorld ( )
inline

Definition at line 984 of file Actor.h.

◆ CheckStillInWorld() [2/2]

bool AActor::CheckStillInWorld ( )
inline

Definition at line 1073 of file Actor.h.

◆ ChildrenField() [1/2]

TArray< AActor * > AActor::ChildrenField ( )
inline

Definition at line 818 of file Actor.h.

◆ ChildrenField() [2/2]

TArray< AActor * > AActor::ChildrenField ( )
inline

Definition at line 908 of file Actor.h.

◆ ClearCrossLevelReferences() [1/2]

void AActor::ClearCrossLevelReferences ( )
inline

Definition at line 956 of file Actor.h.

◆ ClearCrossLevelReferences() [2/2]

void AActor::ClearCrossLevelReferences ( )
inline

Definition at line 1074 of file Actor.h.

◆ ClearNetworkSpatializationParent() [1/2]

void AActor::ClearNetworkSpatializationParent ( )
inline

Definition at line 1010 of file Actor.h.

◆ ClearNetworkSpatializationParent() [2/2]

void AActor::ClearNetworkSpatializationParent ( )
inline

Definition at line 1075 of file Actor.h.

◆ ClientIsAboutToSeamlessTravel()

void AActor::ClientIsAboutToSeamlessTravel ( )
inline

Definition at line 1076 of file Actor.h.

◆ ClientMultiUse() [1/2]

void AActor::ClientMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 1102 of file Actor.h.

◆ ClientMultiUse() [2/2]

void AActor::ClientMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 1077 of file Actor.h.

◆ ClientPrepareForSeamlessTravel()

void AActor::ClientPrepareForSeamlessTravel ( )
inline

Definition at line 1312 of file Actor.h.

◆ ClientReplicationSendNowThresholdField() [1/2]

float & AActor::ClientReplicationSendNowThresholdField ( )
inline

Definition at line 777 of file Actor.h.

◆ ClientReplicationSendNowThresholdField() [2/2]

float & AActor::ClientReplicationSendNowThresholdField ( )
inline

Definition at line 862 of file Actor.h.

◆ ClientSeamlessTravelled()

void AActor::ClientSeamlessTravelled ( )
inline

Definition at line 1313 of file Actor.h.

◆ ControllingMatineeActorsField() [1/2]

TArray< AMatineeActor * > AActor::ControllingMatineeActorsField ( )
inline

Definition at line 822 of file Actor.h.

◆ ControllingMatineeActorsField() [2/2]

TArray< AMatineeActor * > AActor::ControllingMatineeActorsField ( )
inline

Definition at line 912 of file Actor.h.

◆ CopyRemoteRoleFrom() [1/2]

void AActor::CopyRemoteRoleFrom ( AActor * CopyFromActor)
inline

Definition at line 1046 of file Actor.h.

◆ CopyRemoteRoleFrom() [2/2]

void AActor::CopyRemoteRoleFrom ( AActor * CopyFromActor)
inline

Definition at line 1078 of file Actor.h.

◆ CreateChildActors()

void AActor::CreateChildActors ( )
inline

Definition at line 1079 of file Actor.h.

◆ CreateComponentFromTemplate() [1/2]

UActorComponent * AActor::CreateComponentFromTemplate ( UActorComponent * Template,
FString * InName )
inline

Definition at line 1129 of file Actor.h.

◆ CreateComponentFromTemplate() [2/2]

UActorComponent * AActor::CreateComponentFromTemplate ( UActorComponent * Template,
FString * InName )
inline

Definition at line 1080 of file Actor.h.

◆ CreationTimeField() [1/2]

long double & AActor::CreationTimeField ( )
inline

Definition at line 816 of file Actor.h.

◆ CreationTimeField() [2/2]

long double & AActor::CreationTimeField ( )
inline

Definition at line 905 of file Actor.h.

◆ CustomActorFlagsField()

int & AActor::CustomActorFlagsField ( )
inline

Definition at line 907 of file Actor.h.

◆ CustomDataField() [1/2]

int & AActor::CustomDataField ( )
inline

Definition at line 797 of file Actor.h.

◆ CustomDataField() [2/2]

int & AActor::CustomDataField ( )
inline

Definition at line 885 of file Actor.h.

◆ CustomTagField() [1/2]

FName & AActor::CustomTagField ( )
inline

Definition at line 796 of file Actor.h.

◆ CustomTagField() [2/2]

FName & AActor::CustomTagField ( )
inline

Definition at line 884 of file Actor.h.

◆ CustomTimeDilationField() [1/2]

float & AActor::CustomTimeDilationField ( )
inline

Definition at line 776 of file Actor.h.

◆ CustomTimeDilationField() [2/2]

float & AActor::CustomTimeDilationField ( )
inline

Definition at line 861 of file Actor.h.

◆ DefaultActorLocationField() [1/2]

FVector & AActor::DefaultActorLocationField ( )
inline

Definition at line 831 of file Actor.h.

◆ DefaultActorLocationField() [2/2]

FVector & AActor::DefaultActorLocationField ( )
inline

Definition at line 920 of file Actor.h.

+ Here is the caller graph for this function:

◆ DefaultStasisComponentOctreeFlagsField() [1/2]

int & AActor::DefaultStasisComponentOctreeFlagsField ( )
inline

Definition at line 787 of file Actor.h.

◆ DefaultStasisComponentOctreeFlagsField() [2/2]

int & AActor::DefaultStasisComponentOctreeFlagsField ( )
inline

Definition at line 871 of file Actor.h.

◆ DefaultStasisedOctreeFlagsField()

int & AActor::DefaultStasisedOctreeFlagsField ( )
inline

Definition at line 872 of file Actor.h.

◆ DefaultUnstasisedOctreeFlagsField()

int & AActor::DefaultUnstasisedOctreeFlagsField ( )
inline

Definition at line 873 of file Actor.h.

◆ Destroy() [1/2]

bool AActor::Destroy ( bool bNetForce,
bool bShouldModifyLevel )
inline

Definition at line 1067 of file Actor.h.

◆ Destroy() [2/2]

bool AActor::Destroy ( bool bNetForce,
bool bShouldModifyLevel )
inline

Definition at line 1081 of file Actor.h.

◆ DestroyChildActors()

void AActor::DestroyChildActors ( )
inline

Definition at line 1082 of file Actor.h.

◆ DestroyConstructedComponents() [1/2]

void AActor::DestroyConstructedComponents ( )
inline

Definition at line 1127 of file Actor.h.

◆ DestroyConstructedComponents() [2/2]

void AActor::DestroyConstructedComponents ( )
inline

Definition at line 1083 of file Actor.h.

◆ Destroyed() [1/2]

void AActor::Destroyed ( )
inline

Definition at line 1012 of file Actor.h.

◆ Destroyed() [2/2]

void AActor::Destroyed ( )
inline

Definition at line 1086 of file Actor.h.

◆ DestroyInput()

void AActor::DestroyInput ( APlayerController * PlayerController)
inline

Definition at line 1084 of file Actor.h.

◆ DestroyMeNextFrame()

void AActor::DestroyMeNextFrame ( )
inline

Definition at line 1085 of file Actor.h.

◆ DetachRootComponentFromParent() [1/2]

void AActor::DetachRootComponentFromParent ( bool bMaintainWorldPosition)
inline

Definition at line 994 of file Actor.h.

◆ DetachRootComponentFromParent() [2/2]

void AActor::DetachRootComponentFromParent ( bool bMaintainWorldPosition)
inline

Definition at line 1087 of file Actor.h.

◆ DetachSceneComponentsFromParent() [1/2]

void AActor::DetachSceneComponentsFromParent ( USceneComponent * InParentComponent,
bool bMaintainWorldPosition )
inline

Definition at line 995 of file Actor.h.

◆ DetachSceneComponentsFromParent() [2/2]

void AActor::DetachSceneComponentsFromParent ( USceneComponent * InParentComponent,
bool bMaintainWorldPosition )
inline

Definition at line 1088 of file Actor.h.

◆ DisableComponentsSimulatePhysics() [1/2]

void AActor::DisableComponentsSimulatePhysics ( )
inline

Definition at line 1039 of file Actor.h.

◆ DisableComponentsSimulatePhysics() [2/2]

void AActor::DisableComponentsSimulatePhysics ( )
inline

Definition at line 1089 of file Actor.h.

◆ DisableInput() [1/2]

void AActor::DisableInput ( APlayerController * PlayerController)
inline

Definition at line 1052 of file Actor.h.

◆ DisableInput() [2/2]

void AActor::DisableInput ( APlayerController * PlayerController)
inline

Definition at line 1090 of file Actor.h.

◆ DispatchBlockingHit() [1/2]

void AActor::DispatchBlockingHit ( UPrimitiveComponent * MyComp,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
FHitResult * Hit )
inline

Definition at line 1018 of file Actor.h.

◆ DispatchBlockingHit() [2/2]

void AActor::DispatchBlockingHit ( UPrimitiveComponent * MyComp,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
FHitResult * Hit )
inline

Definition at line 1091 of file Actor.h.

◆ DoExecuteActorConstruction() [1/2]

void AActor::DoExecuteActorConstruction ( FTransform * Transform,
bool bIsDefaultTransform )
inline

Definition at line 1042 of file Actor.h.

◆ DoExecuteActorConstruction() [2/2]

void AActor::DoExecuteActorConstruction ( FTransform * Transform,
bool bIsDefaultTransform )
inline

Definition at line 1092 of file Actor.h.

◆ DrawActorFloatingHUD()

void AActor::DrawActorFloatingHUD ( AHUD * ForHUD)
inline

Definition at line 1314 of file Actor.h.

◆ DrawBasicFloatingHUD() [1/2]

void AActor::DrawBasicFloatingHUD ( AHUD * ForHUD)
inline

Definition at line 1164 of file Actor.h.

◆ DrawBasicFloatingHUD() [2/2]

void AActor::DrawBasicFloatingHUD ( AHUD * ForHUD)
inline

Definition at line 1315 of file Actor.h.

◆ EnableInput() [1/2]

void AActor::EnableInput ( APlayerController * PlayerController)
inline

Definition at line 1051 of file Actor.h.

◆ EnableInput() [2/2]

void AActor::EnableInput ( APlayerController * PlayerController)
inline

Definition at line 1093 of file Actor.h.

◆ EndPlay() [1/2]

void AActor::EndPlay ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1007 of file Actor.h.

◆ EndPlay() [2/2]

void AActor::EndPlay ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1094 of file Actor.h.

◆ EndViewTarget() [1/2]

void AActor::EndViewTarget ( APlayerController * PC)
inline

Definition at line 1021 of file Actor.h.

◆ EndViewTarget() [2/2]

void AActor::EndViewTarget ( APlayerController * PC)
inline

Definition at line 1095 of file Actor.h.

◆ ExchangeNetRoles()

void AActor::ExchangeNetRoles ( bool bRemoteOwned)
inline

Definition at line 1096 of file Actor.h.

◆ FellOutOfWorld() [1/2]

void AActor::FellOutOfWorld ( UDamageType * dmgType)
inline

Definition at line 1013 of file Actor.h.

◆ FellOutOfWorld() [2/2]

void AActor::FellOutOfWorld ( UDamageType * dmgType)
inline

Definition at line 1097 of file Actor.h.

◆ FinalSeamlessTravelled()

void AActor::FinalSeamlessTravelled ( )
inline

Definition at line 1098 of file Actor.h.

◆ FinishAndRegisterComponent()

void AActor::FinishAndRegisterComponent ( UActorComponent * Component)
inline

Definition at line 1099 of file Actor.h.

◆ FinishSpawning() [1/2]

void AActor::FinishSpawning ( FTransform * Transform,
bool bIsDefaultTransform )
inline

Definition at line 1041 of file Actor.h.

◆ FinishSpawning() [2/2]

void AActor::FinishSpawning ( FTransform * Transform,
bool bIsDefaultTransform )
inline

Definition at line 1100 of file Actor.h.

◆ FlushNetDormancy() [1/2]

void AActor::FlushNetDormancy ( )
inline

Definition at line 1005 of file Actor.h.

◆ FlushNetDormancy() [2/2]

void AActor::FlushNetDormancy ( )
inline

Definition at line 1101 of file Actor.h.

◆ ForceAllowsInventoryUse() [1/2]

bool AActor::ForceAllowsInventoryUse ( UObject * InventoryItemObject)
inline

Definition at line 1029 of file Actor.h.

◆ ForceAllowsInventoryUse() [2/2]

bool AActor::ForceAllowsInventoryUse ( UObject * InventoryItemObject)
inline

Definition at line 1102 of file Actor.h.

◆ ForceDestroy()

void AActor::ForceDestroy ( )
inline

Definition at line 1107 of file Actor.h.

◆ ForceImmediateReplicationFrameField() [1/2]

int & AActor::ForceImmediateReplicationFrameField ( )
inline

Definition at line 799 of file Actor.h.

◆ ForceImmediateReplicationFrameField() [2/2]

int & AActor::ForceImmediateReplicationFrameField ( )
inline

Definition at line 887 of file Actor.h.

◆ ForceMaximumReplicationRateUntilTimeField() [1/2]

float & AActor::ForceMaximumReplicationRateUntilTimeField ( )
inline

Definition at line 833 of file Actor.h.

◆ ForceMaximumReplicationRateUntilTimeField() [2/2]

float & AActor::ForceMaximumReplicationRateUntilTimeField ( )
inline

Definition at line 921 of file Actor.h.

◆ ForceNetRelevant() [1/2]

void AActor::ForceNetRelevant ( )
inline

Definition at line 1024 of file Actor.h.

◆ ForceNetRelevant() [2/2]

void AActor::ForceNetRelevant ( )
inline

Definition at line 1103 of file Actor.h.

◆ ForceNetUpdate() [1/2]

void AActor::ForceNetUpdate ( bool bDormantDontReplicateProperties,
bool bAbsoluteForceNetUpdate,
bool bDontUpdateChannel )
inline

Definition at line 1145 of file Actor.h.

◆ ForceNetUpdate() [2/2]

void AActor::ForceNetUpdate ( bool bDormantDontReplicateProperties,
bool bAbsoluteForceNetUpdate,
bool bDontUpdateChannel )
inline

Definition at line 1290 of file Actor.h.

◆ ForceReplicateNow() [1/2]

void AActor::ForceReplicateNow ( bool bForceCreateChannel,
bool bForceCreateChannelIfRelevant )
inline

Definition at line 1144 of file Actor.h.

◆ ForceReplicateNow() [2/2]

void AActor::ForceReplicateNow ( bool bForceCreateChannel,
bool bForceCreateChannelIfRelevant )
inline

Definition at line 1291 of file Actor.h.

◆ ForceReplicateNowWithChannel() [1/2]

void AActor::ForceReplicateNowWithChannel ( )
inline

Definition at line 1050 of file Actor.h.

◆ ForceReplicateNowWithChannel() [2/2]

void AActor::ForceReplicateNowWithChannel ( )
inline

Definition at line 1104 of file Actor.h.

◆ GatherCurrentMovement() [1/2]

void AActor::GatherCurrentMovement ( )
inline

Definition at line 1143 of file Actor.h.

◆ GatherCurrentMovement() [2/2]

void AActor::GatherCurrentMovement ( )
inline

Definition at line 1288 of file Actor.h.

◆ GetActorBounds() [1/2]

void AActor::GetActorBounds ( bool bOnlyCollidingComponents,
FVector * Origin,
FVector * BoxExtent )
inline

Definition at line 1073 of file Actor.h.

◆ GetActorBounds() [2/2]

void AActor::GetActorBounds ( bool bOnlyCollidingComponents,
FVector * Origin,
FVector * BoxExtent )
inline

Definition at line 1105 of file Actor.h.

◆ GetActorEnableCollision()

bool AActor::GetActorEnableCollision ( )
inline

Definition at line 1106 of file Actor.h.

◆ GetActorEyesViewPoint()

void AActor::GetActorEyesViewPoint ( FVector * OutLocation,
FRotator * OutRotation )
inline

Definition at line 1025 of file Actor.h.

◆ GetActorForwardVector() [1/2]

FVector * AActor::GetActorForwardVector ( FVector * result)
inline

Definition at line 1070 of file Actor.h.

◆ GetActorForwardVector() [2/2]

FVector * AActor::GetActorForwardVector ( FVector * result)
inline

Definition at line 1107 of file Actor.h.

◆ GetActorRelativeScale3D()

FVector * AActor::GetActorRelativeScale3D ( FVector * result)
inline

Definition at line 1108 of file Actor.h.

◆ GetActorRightVector() [1/2]

FVector * AActor::GetActorRightVector ( FVector * result)
inline

Definition at line 1072 of file Actor.h.

◆ GetActorRightVector() [2/2]

FVector * AActor::GetActorRightVector ( FVector * result)
inline

Definition at line 1109 of file Actor.h.

◆ GetActorScale3D() [1/2]

FVector * AActor::GetActorScale3D ( FVector * result)
inline

Definition at line 1061 of file Actor.h.

◆ GetActorScale3D() [2/2]

FVector * AActor::GetActorScale3D ( FVector * result)
inline

Definition at line 1110 of file Actor.h.

◆ GetActorTimeDilation()

float AActor::GetActorTimeDilation ( )
inline

Definition at line 1111 of file Actor.h.

◆ GetActorUpVector() [1/2]

FVector * AActor::GetActorUpVector ( FVector * result)
inline

Definition at line 1071 of file Actor.h.

◆ GetActorUpVector() [2/2]

FVector * AActor::GetActorUpVector ( FVector * result)
inline

Definition at line 1112 of file Actor.h.

◆ GetActorViewDirection()

FVector * AActor::GetActorViewDirection ( FVector * result)
inline

Definition at line 1026 of file Actor.h.

◆ GetAimedTutorialHintString()

FString * AActor::GetAimedTutorialHintString ( FString * result)
inline

Definition at line 1316 of file Actor.h.

◆ GetAimedTutorialHintString_Implementation()

FString * AActor::GetAimedTutorialHintString_Implementation ( FString * result)
inline

Definition at line 1113 of file Actor.h.

◆ GetAllSceneComponents() [1/2]

void AActor::GetAllSceneComponents ( TArray< USceneComponent * > * OutComponents)
inline

Definition at line 1121 of file Actor.h.

◆ GetAllSceneComponents() [2/2]

void AActor::GetAllSceneComponents ( TArray< USceneComponent * > * OutComponents)
inline

Definition at line 1114 of file Actor.h.

◆ GetApproachRadius()

float AActor::GetApproachRadius ( )
inline

Definition at line 977 of file Actor.h.

◆ GetAttachedActors() [1/2]

void AActor::GetAttachedActors ( TArray< AActor * > * OutActors)
inline

Definition at line 998 of file Actor.h.

◆ GetAttachedActors() [2/2]

void AActor::GetAttachedActors ( TArray< AActor * > * OutActors)
inline

Definition at line 1117 of file Actor.h.

◆ GetAttachParentActor() [1/2]

AActor * AActor::GetAttachParentActor ( )
inline

Definition at line 996 of file Actor.h.

◆ GetAttachParentActor() [2/2]

AActor * AActor::GetAttachParentActor ( )
inline

Definition at line 1115 of file Actor.h.

◆ GetAttachParentSocketName() [1/2]

FName * AActor::GetAttachParentSocketName ( FName * result)
inline

Definition at line 997 of file Actor.h.

◆ GetAttachParentSocketName() [2/2]

FName * AActor::GetAttachParentSocketName ( FName * result)
inline

Definition at line 1116 of file Actor.h.

◆ GetComponentByClass() [1/2]

UActorComponent * AActor::GetComponentByClass ( TSubclassOf< UActorComponent > ComponentClass)
inline

Definition at line 1033 of file Actor.h.

◆ GetComponentByClass() [2/2]

UActorComponent * AActor::GetComponentByClass ( TSubclassOf< UActorComponent > ComponentClass)
inline

Definition at line 1118 of file Actor.h.

◆ GetComponentByCustomTag() [1/2]

UActorComponent * AActor::GetComponentByCustomTag ( FName TheTag)
inline

Definition at line 1036 of file Actor.h.

◆ GetComponentByCustomTag() [2/2]

UActorComponent * AActor::GetComponentByCustomTag ( FName TheTag)
inline

Definition at line 1119 of file Actor.h.

◆ GetComponents() [1/2]

void AActor::GetComponents ( TArray< UActorComponent * > * OutComponents)
inline

Definition at line 1142 of file Actor.h.

◆ GetComponents() [2/2]

void AActor::GetComponents ( TArray< UActorComponent * > * OutComponents)
inline

Definition at line 1120 of file Actor.h.

◆ GetComponentsBoundingBox() [1/2]

FBox * AActor::GetComponentsBoundingBox ( FBox * result,
bool bNonColliding )
inline

Definition at line 982 of file Actor.h.

◆ GetComponentsBoundingBox() [2/2]

FBox * AActor::GetComponentsBoundingBox ( FBox * result,
bool bNonColliding )
inline

Definition at line 1121 of file Actor.h.

◆ GetComponentsBoundingBoxForLevelBounds() [1/2]

FBox * AActor::GetComponentsBoundingBoxForLevelBounds ( FBox * result)
inline

Definition at line 983 of file Actor.h.

◆ GetComponentsBoundingBoxForLevelBounds() [2/2]

FBox * AActor::GetComponentsBoundingBoxForLevelBounds ( FBox * result)
inline

Definition at line 1122 of file Actor.h.

◆ GetComponentsBoundingCylinder() [1/2]

void AActor::GetComponentsBoundingCylinder ( float * OutCollisionRadius,
float * OutCollisionHalfHeight,
bool bNonColliding )
inline

Definition at line 975 of file Actor.h.

◆ GetComponentsBoundingCylinder() [2/2]

void AActor::GetComponentsBoundingCylinder ( float * OutCollisionRadius,
float * OutCollisionHalfHeight,
bool bNonColliding )
inline

Definition at line 1123 of file Actor.h.

◆ GetComponentsByClass() [1/2]

TArray< UActorComponent * > * AActor::GetComponentsByClass ( TArray< UActorComponent * > * result,
TSubclassOf< UActorComponent > ComponentClass )
inline

Definition at line 1037 of file Actor.h.

◆ GetComponentsByClass() [2/2]

TArray< UActorComponent * > * AActor::GetComponentsByClass ( TArray< UActorComponent * > * result,
TSubclassOf< UActorComponent > ComponentClass )
inline

Definition at line 1124 of file Actor.h.

◆ GetComponentsByCustomTag() [1/2]

TArray< UActorComponent * > * AActor::GetComponentsByCustomTag ( TArray< UActorComponent * > * result,
FName TheTag )
inline

Definition at line 1038 of file Actor.h.

◆ GetComponentsByCustomTag() [2/2]

TArray< UActorComponent * > * AActor::GetComponentsByCustomTag ( TArray< UActorComponent * > * result,
FName TheTag )
inline

Definition at line 1125 of file Actor.h.

◆ GetComponentsCollisionResponseToChannel() [1/2]

ECollisionResponse AActor::GetComponentsCollisionResponseToChannel ( ECollisionChannel Channel)
inline

Definition at line 1030 of file Actor.h.

◆ GetComponentsCollisionResponseToChannel() [2/2]

ECollisionResponse AActor::GetComponentsCollisionResponseToChannel ( ECollisionChannel Channel)
inline

Definition at line 1126 of file Actor.h.

◆ GetDescriptiveName()

FString * AActor::GetDescriptiveName ( FString * result)
inline

Definition at line 1037 of file Actor.h.

◆ GetDistanceTo() [1/2]

float AActor::GetDistanceTo ( AActor * OtherActor)
inline

Definition at line 1093 of file Actor.h.

◆ GetDistanceTo() [2/2]

float AActor::GetDistanceTo ( AActor * OtherActor)
inline

Definition at line 1127 of file Actor.h.

◆ GetDotProductTo() [1/2]

float AActor::GetDotProductTo ( AActor * OtherActor)
inline

Definition at line 1096 of file Actor.h.

◆ GetDotProductTo() [2/2]

float AActor::GetDotProductTo ( AActor * OtherActor)
inline

Definition at line 1128 of file Actor.h.

◆ GetEditTextString()

FString * AActor::GetEditTextString ( FString * result,
APlayerController * ForPC,
UObject * AssociatedObject1,
int ExtraID1,
int ExtraID2 )
inline

Definition at line 1317 of file Actor.h.

◆ GetEditTextString_Implementation()

FString * AActor::GetEditTextString_Implementation ( FString * result,
APlayerController * ForPC,
UObject * AssociatedObject1,
int ExtraID1,
int ExtraID2 )
inline

Definition at line 1129 of file Actor.h.

◆ GetGameInstance()

UGameInstance * AActor::GetGameInstance ( )
inline

Definition at line 954 of file Actor.h.

◆ GetHorizontalDistanceTo() [1/2]

float AActor::GetHorizontalDistanceTo ( AActor * OtherActor)
inline

Definition at line 1094 of file Actor.h.

◆ GetHorizontalDistanceTo() [2/2]

float AActor::GetHorizontalDistanceTo ( AActor * OtherActor)
inline

Definition at line 1130 of file Actor.h.

◆ GetHorizontalDotProductTo() [1/2]

float AActor::GetHorizontalDotProductTo ( AActor * OtherActor)
inline

Definition at line 1097 of file Actor.h.

◆ GetHorizontalDotProductTo() [2/2]

float AActor::GetHorizontalDotProductTo ( AActor * OtherActor)
inline

Definition at line 1131 of file Actor.h.

◆ GetHUDWorldDrawLocation()

FVector * AActor::GetHUDWorldDrawLocation ( FVector * result,
FName * HUDTag )
inline

Definition at line 1125 of file Actor.h.

◆ GetHumanReadableName() [1/2]

FString * AActor::GetHumanReadableName ( FString * result)
inline

Definition at line 946 of file Actor.h.

◆ GetHumanReadableName() [2/2]

FString * AActor::GetHumanReadableName ( FString * result)
inline

Definition at line 1132 of file Actor.h.

◆ GetInputAxisKeyValue() [1/2]

float AActor::GetInputAxisKeyValue ( FKey InputAxisKey)
inline

Definition at line 1054 of file Actor.h.

◆ GetInputAxisKeyValue() [2/2]

float AActor::GetInputAxisKeyValue ( FKey InputAxisKey)
inline

Definition at line 1133 of file Actor.h.

◆ GetInputAxisValue() [1/2]

float AActor::GetInputAxisValue ( FName InputAxisName)
inline

Definition at line 1053 of file Actor.h.

◆ GetInputAxisValue() [2/2]

float AActor::GetInputAxisValue ( FName InputAxisName)
inline

Definition at line 1134 of file Actor.h.

◆ GetInputVectorAxisValue() [1/2]

FVector * AActor::GetInputVectorAxisValue ( FVector * result,
FKey InputAxisKey )
inline

Definition at line 1055 of file Actor.h.

◆ GetInputVectorAxisValue() [2/2]

FVector * AActor::GetInputVectorAxisValue ( FVector * result,
FKey InputAxisKey )
inline

Definition at line 1135 of file Actor.h.

◆ GetInstigator()

APawn * AActor::GetInstigator ( )
inline

Definition at line 1136 of file Actor.h.

◆ GetInstigatorController() [1/2]

AController * AActor::GetInstigatorController ( )
inline

Definition at line 1022 of file Actor.h.

◆ GetInstigatorController() [2/2]

AController * AActor::GetInstigatorController ( )
inline

Definition at line 1137 of file Actor.h.

◆ GetInterpolatedTransform()

FTransform * AActor::GetInterpolatedTransform ( FTransform * result)
inline

Definition at line 1098 of file Actor.h.

◆ GetInterpolatedVelocity()

FVector * AActor::GetInterpolatedVelocity ( FVector * result)
inline

Definition at line 1139 of file Actor.h.

◆ GetIsMapActor() [1/2]

bool AActor::GetIsMapActor ( )
inline

Definition at line 1108 of file Actor.h.

◆ GetIsMapActor() [2/2]

bool AActor::GetIsMapActor ( )
inline

Definition at line 1140 of file Actor.h.

◆ GetLastRenderTime() [1/2]

long double AActor::GetLastRenderTime ( bool ignoreShadow)
inline

Definition at line 988 of file Actor.h.

◆ GetLastRenderTime() [2/2]

long double AActor::GetLastRenderTime ( bool ignoreShadow)
inline

Definition at line 1141 of file Actor.h.

◆ GetLifeSpan() [1/2]

float AActor::GetLifeSpan ( )
inline

Definition at line 1087 of file Actor.h.

◆ GetLifeSpan() [2/2]

float AActor::GetLifeSpan ( )
inline

Definition at line 1142 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

void AActor::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 1137 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

void AActor::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 1143 of file Actor.h.

◆ GetMultiUseCenterText()

bool AActor::GetMultiUseCenterText ( APlayerController * ForPC,
int UseIndex,
FString * OutCenterText,
FLinearColor * OutCenterTextColor )
inline

Definition at line 1103 of file Actor.h.

◆ GetNetConnection() [1/2]

UNetConnection * AActor::GetNetConnection ( )
inline

Definition at line 972 of file Actor.h.

◆ GetNetConnection() [2/2]

UNetConnection * AActor::GetNetConnection ( )
inline

Definition at line 1144 of file Actor.h.

◆ GetNetOwningPlayer() [1/2]

UPlayer * AActor::GetNetOwningPlayer ( )
inline

Definition at line 973 of file Actor.h.

◆ GetNetOwningPlayer() [2/2]

UPlayer * AActor::GetNetOwningPlayer ( )
inline

Definition at line 1145 of file Actor.h.

◆ GetNetPriority()

float AActor::GetNetPriority ( FVector * ViewPos,
FVector * ViewDir,
APlayerController * Viewer,
UActorChannel * InChannel,
float Time,
bool bLowBandwidth )
inline

Definition at line 1146 of file Actor.h.

◆ GetNetStasisAndRangeMultiplier() [1/2]

float AActor::GetNetStasisAndRangeMultiplier ( )
inline

Definition at line 1119 of file Actor.h.

◆ GetNetStasisAndRangeMultiplier() [2/2]

float AActor::GetNetStasisAndRangeMultiplier ( bool bIsForNetworking)
inline

Definition at line 1147 of file Actor.h.

◆ GetOverlappingActors() [1/2]

void AActor::GetOverlappingActors ( TArray< AActor * > * OverlappingActors,
UClass * ClassFilter )
inline

Definition at line 986 of file Actor.h.

◆ GetOverlappingActors() [2/2]

void AActor::GetOverlappingActors ( TArray< AActor * > * OverlappingActors,
UClass * ClassFilter )
inline

Definition at line 1148 of file Actor.h.

◆ GetOverlappingComponents() [1/2]

void AActor::GetOverlappingComponents ( TArray< UPrimitiveComponent * > * OutOverlappingComponents)
inline

Definition at line 987 of file Actor.h.

◆ GetOverlappingComponents() [2/2]

void AActor::GetOverlappingComponents ( TArray< UPrimitiveComponent * > * OutOverlappingComponents)
inline

Definition at line 1149 of file Actor.h.

◆ GetOwner() [1/2]

UGameInstance * AActor::GetOwner ( )
inline

Definition at line 947 of file Actor.h.

◆ GetOwner() [2/2]

AActor * AActor::GetOwner ( )
inline

Definition at line 1289 of file Actor.h.

◆ GetOwnerController() [1/2]

APlayerController * AActor::GetOwnerController ( )
inline

Definition at line 1099 of file Actor.h.

◆ GetOwnerController() [2/2]

APlayerController * AActor::GetOwnerController ( )
inline

Definition at line 1150 of file Actor.h.

◆ GetPrivateStaticClass() [1/2]

static UClass * AActor::GetPrivateStaticClass ( )
inlinestatic

Definition at line 941 of file Actor.h.

◆ GetPrivateStaticClass() [2/2]

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

Definition at line 1318 of file Actor.h.

◆ GetRemoteRole()

ENetRole AActor::GetRemoteRole ( )
inline

Definition at line 1151 of file Actor.h.

◆ GetSimpleCollisionCylinder() [1/2]

void AActor::GetSimpleCollisionCylinder ( float * CollisionRadius,
float * CollisionHalfHeight )
inline

Definition at line 976 of file Actor.h.

◆ GetSimpleCollisionCylinder() [2/2]

void AActor::GetSimpleCollisionCylinder ( float * CollisionRadius,
float * CollisionHalfHeight )
inline

Definition at line 1152 of file Actor.h.

◆ GetSubobjectsWithStableNamesForNetworking() [1/2]

void AActor::GetSubobjectsWithStableNamesForNetworking ( TArray< UObject * > * ObjList)
inline

Definition at line 1138 of file Actor.h.

◆ GetSubobjectsWithStableNamesForNetworking() [2/2]

void AActor::GetSubobjectsWithStableNamesForNetworking ( TArray< UObject * > * ObjList)
inline

Definition at line 1153 of file Actor.h.

◆ GetTargetingLocation() [1/2]

FVector * AActor::GetTargetingLocation ( FVector * result)
inline

Definition at line 1038 of file Actor.h.

◆ GetTargetingLocation() [2/2]

FVector * AActor::GetTargetingLocation ( FVector * result,
AActor * Attacker )
inline

Definition at line 1034 of file Actor.h.

◆ GetTargetPathfindingLocation() [1/2]

FVector * AActor::GetTargetPathfindingLocation ( FVector * result)
inline

Definition at line 1138 of file Actor.h.

◆ GetTargetPathfindingLocation() [2/2]

FVector * AActor::GetTargetPathfindingLocation ( FVector * result,
AActor * RequestedBy )
inline

Definition at line 939 of file Actor.h.

◆ GetTransform() [1/2]

FTransform * AActor::GetTransform ( FTransform * result)
inline

Definition at line 1009 of file Actor.h.

◆ GetTransform() [2/2]

FTransform * AActor::GetTransform ( FTransform * result)
inline

Definition at line 1154 of file Actor.h.

◆ GetUsablePriority()

float AActor::GetUsablePriority ( )
inline

Definition at line 1165 of file Actor.h.

◆ GetVelocity()

FVector * AActor::GetVelocity ( FVector * result,
bool bIsForRagdoll )
inline

Definition at line 1155 of file Actor.h.

◆ GetVerticalDistanceTo() [1/2]

float AActor::GetVerticalDistanceTo ( AActor * OtherActor)
inline

Definition at line 1095 of file Actor.h.

◆ GetVerticalDistanceTo() [2/2]

float AActor::GetVerticalDistanceTo ( AActor * OtherActor)
inline

Definition at line 1156 of file Actor.h.

◆ GetVisibleComponentByClass() [1/2]

UPrimitiveComponent * AActor::GetVisibleComponentByClass ( TSubclassOf< UPrimitiveComponent > ComponentClass)
inline

Definition at line 1035 of file Actor.h.

◆ GetVisibleComponentByClass() [2/2]

UPrimitiveComponent * AActor::GetVisibleComponentByClass ( TSubclassOf< UPrimitiveComponent > ComponentClass)
inline

Definition at line 1157 of file Actor.h.

◆ GetVisibleUnhiddenComponentByClass()

UPrimitiveComponent * AActor::GetVisibleUnhiddenComponentByClass ( TSubclassOf< UPrimitiveComponent > ComponentClass)
inline

Definition at line 1158 of file Actor.h.

◆ GetWorld() [1/2]

UWorld * AActor::GetWorld ( )
inline

Definition at line 952 of file Actor.h.

◆ GetWorld() [2/2]

UWorld * AActor::GetWorld ( )
inline

Definition at line 1159 of file Actor.h.

◆ GetWorldSettings() [1/2]

AWorldSettings * AActor::GetWorldSettings ( )
inline

Definition at line 1074 of file Actor.h.

◆ GetWorldSettings() [2/2]

AWorldSettings * AActor::GetWorldSettings ( )
inline

Definition at line 1160 of file Actor.h.

◆ HasAuthority() [1/2]

bool AActor::HasAuthority ( )
inline

Definition at line 1068 of file Actor.h.

◆ HasAuthority() [2/2]

bool AActor::HasAuthority ( )
inline

Definition at line 1043 of file Actor.h.

◆ HasNetOwner() [1/2]

bool AActor::HasNetOwner ( )
inline

Definition at line 990 of file Actor.h.

◆ HasNetOwner() [2/2]

bool AActor::HasNetOwner ( )
inline

Definition at line 1161 of file Actor.h.

◆ HiddenEditorViewsField() [1/2]

unsigned __int64 & AActor::HiddenEditorViewsField ( )
inline

Definition at line 829 of file Actor.h.

◆ HiddenEditorViewsField() [2/2]

unsigned __int64 & AActor::HiddenEditorViewsField ( )
inline

Definition at line 919 of file Actor.h.

◆ InitializeComponents() [1/2]

void AActor::InitializeComponents ( )
inline

Definition at line 1082 of file Actor.h.

◆ InitializeComponents() [2/2]

void AActor::InitializeComponents ( )
inline

Definition at line 1162 of file Actor.h.

◆ InitializedSeamlessGridInfo()

void AActor::InitializedSeamlessGridInfo ( )
inline

Definition at line 1319 of file Actor.h.

◆ InitialLifeSpanField() [1/2]

float & AActor::InitialLifeSpanField ( )
inline

Definition at line 823 of file Actor.h.

◆ InitialLifeSpanField() [2/2]

float & AActor::InitialLifeSpanField ( )
inline

Definition at line 913 of file Actor.h.

◆ InstigatorField() [1/2]

APawn * AActor::InstigatorField ( )
inline

Definition at line 815 of file Actor.h.

◆ InstigatorField() [2/2]

APawn * AActor::InstigatorField ( )
inline

Definition at line 904 of file Actor.h.

◆ InternalTakeRadialDamage() [1/2]

float AActor::InternalTakeRadialDamage ( float Damage,
FRadialDamageEvent * RadialDamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 1017 of file Actor.h.

◆ InternalTakeRadialDamage() [2/2]

float AActor::InternalTakeRadialDamage ( float Damage,
FRadialDamageEvent * RadialDamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 1163 of file Actor.h.

◆ InvalidateLightingCacheDetailed() [1/2]

void AActor::InvalidateLightingCacheDetailed ( bool bTranslationOnly)
inline

Definition at line 1084 of file Actor.h.

◆ InvalidateLightingCacheDetailed() [2/2]

void AActor::InvalidateLightingCacheDetailed ( bool bTranslationOnly)
inline

Definition at line 1164 of file Actor.h.

◆ InventoryItemDropped() [1/2]

void AActor::InventoryItemDropped ( UObject * InventoryItemObject)
inline

Definition at line 1028 of file Actor.h.

◆ InventoryItemDropped() [2/2]

void AActor::InventoryItemDropped ( UObject * InventoryItemObject)
inline

Definition at line 1165 of file Actor.h.

◆ InventoryItemUsed() [1/2]

void AActor::InventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 1027 of file Actor.h.

◆ InventoryItemUsed() [2/2]

void AActor::InventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 1166 of file Actor.h.

◆ IsAttachedTo() [1/2]

bool AActor::IsAttachedTo ( AActor * Other)
inline

Definition at line 979 of file Actor.h.

◆ IsAttachedTo() [2/2]

bool AActor::IsAttachedTo ( AActor * Other)
inline

Definition at line 1167 of file Actor.h.

◆ IsBasedOnActor() [1/2]

bool AActor::IsBasedOnActor ( AActor * Other)
inline

Definition at line 980 of file Actor.h.

◆ IsBasedOnActor() [2/2]

bool AActor::IsBasedOnActor ( AActor * Other)
inline

Definition at line 1168 of file Actor.h.

◆ IsInGameplayWorld() [1/2]

bool AActor::IsInGameplayWorld ( )
inline

Definition at line 953 of file Actor.h.

◆ IsInGameplayWorld() [2/2]

bool AActor::IsInGameplayWorld ( )
inline

Definition at line 1169 of file Actor.h.

◆ IsInOrOwnedBy()

bool AActor::IsInOrOwnedBy ( UObject * SomeOuter)
inline

Definition at line 1170 of file Actor.h.

◆ IsInPersistentLevel()

bool AActor::IsInPersistentLevel ( bool bIncludeLevelStreamingPersistent)
inline

Definition at line 1171 of file Actor.h.

◆ IsLevelBoundsRelevant() [1/2]

bool AActor::IsLevelBoundsRelevant ( )
inline

Definition at line 940 of file Actor.h.

◆ IsLevelBoundsRelevant() [2/2]

bool AActor::IsLevelBoundsRelevant ( )
inline

Definition at line 1041 of file Actor.h.

◆ IsMarkedForSeamlessTravel()

bool AActor::IsMarkedForSeamlessTravel ( )
inline

Definition at line 1039 of file Actor.h.

◆ IsMatineeControlled() [1/2]

bool AActor::IsMatineeControlled ( )
inline

Definition at line 1000 of file Actor.h.

◆ IsMatineeControlled() [2/2]

bool AActor::IsMatineeControlled ( )
inline

Definition at line 1172 of file Actor.h.

◆ IsNameStableForNetworking() [1/2]

bool AActor::IsNameStableForNetworking ( )
inline

Definition at line 1141 of file Actor.h.

◆ IsNameStableForNetworking() [2/2]

bool AActor::IsNameStableForNetworking ( )
inline

Definition at line 1173 of file Actor.h.

◆ IsNetRelevantFor() [1/2]

bool AActor::IsNetRelevantFor ( APlayerController * RealViewer,
AActor * Viewer,
FVector * SrcLocation )
inline

Definition at line 1136 of file Actor.h.

◆ IsNetRelevantFor() [2/2]

bool AActor::IsNetRelevantFor ( APlayerController * RealViewer,
AActor * Viewer,
FVector * SrcLocation )
inline

Definition at line 1174 of file Actor.h.

◆ IsNetStartupActor() [1/2]

bool AActor::IsNetStartupActor ( )
inline

Definition at line 955 of file Actor.h.

◆ IsNetStartupActor() [2/2]

bool AActor::IsNetStartupActor ( )
inline

Definition at line 1175 of file Actor.h.

◆ IsOwnedBy()

bool AActor::IsOwnedBy ( AActor * TestOwner)
inline

Definition at line 943 of file Actor.h.

◆ IsOwnedOrControlledBy() [1/2]

bool AActor::IsOwnedOrControlledBy ( AActor * TestOwner)
inline

Definition at line 1113 of file Actor.h.

◆ IsOwnedOrControlledBy() [2/2]

bool AActor::IsOwnedOrControlledBy ( AActor * TestOwner)
inline

Definition at line 1176 of file Actor.h.

◆ IsPendingKillPending() [1/2]

bool AActor::IsPendingKillPending ( )
inline

Definition at line 942 of file Actor.h.

◆ IsPendingKillPending() [2/2]

bool AActor::IsPendingKillPending ( )
inline

Definition at line 1044 of file Actor.h.

◆ IsPrimalCharacterOrStructure()

bool AActor::IsPrimalCharacterOrStructure ( )
inline

Definition at line 1111 of file Actor.h.

◆ IsReadyForFinishDestroy() [1/2]

bool AActor::IsReadyForFinishDestroy ( )
inline

Definition at line 964 of file Actor.h.

◆ IsReadyForFinishDestroy() [2/2]

bool AActor::IsReadyForFinishDestroy ( )
inline

Definition at line 1177 of file Actor.h.

◆ IsRelevancyOwnerFor() [1/2]

bool AActor::IsRelevancyOwnerFor ( AActor * ReplicatedActor,
AActor * ActorOwner,
AActor * ConnectionActor )
inline

Definition at line 1004 of file Actor.h.

◆ IsRelevancyOwnerFor() [2/2]

bool AActor::IsRelevancyOwnerFor ( AActor * ReplicatedActor,
AActor * ActorOwner,
AActor * ConnectionActor )
inline

Definition at line 1178 of file Actor.h.

◆ IsRootComponentCollisionRegistered() [1/2]

bool AActor::IsRootComponentCollisionRegistered ( )
inline

Definition at line 978 of file Actor.h.

◆ IsRootComponentCollisionRegistered() [2/2]

bool AActor::IsRootComponentCollisionRegistered ( )
inline

Definition at line 1179 of file Actor.h.

◆ IsRootComponentMovable() [1/2]

bool AActor::IsRootComponentMovable ( )
inline

Definition at line 1003 of file Actor.h.

◆ IsRootComponentMovable() [2/2]

bool AActor::IsRootComponentMovable ( )
inline

Definition at line 1180 of file Actor.h.

◆ IsRootComponentStatic() [1/2]

bool AActor::IsRootComponentStatic ( )
inline

Definition at line 1001 of file Actor.h.

◆ IsRootComponentStatic() [2/2]

bool AActor::IsRootComponentStatic ( )
inline

Definition at line 1181 of file Actor.h.

◆ IsRootComponentStationary() [1/2]

bool AActor::IsRootComponentStationary ( )
inline

Definition at line 1002 of file Actor.h.

◆ IsRootComponentStationary() [2/2]

bool AActor::IsRootComponentStationary ( )
inline

Definition at line 1182 of file Actor.h.

◆ IsValidLockOnTarget()

bool AActor::IsValidLockOnTarget ( APawn * AttackerPawn)
inline

Definition at line 1320 of file Actor.h.

◆ K2_AttachRootComponentTo()

void AActor::K2_AttachRootComponentTo ( USceneComponent * InParent,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 1183 of file Actor.h.

◆ K2_AttachRootComponentToActor()

void AActor::K2_AttachRootComponentToActor ( AActor * InParentActor,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 1184 of file Actor.h.

◆ K2_DestroyComponent()

void AActor::K2_DestroyComponent ( UActorComponent * Component)
inline

Definition at line 1185 of file Actor.h.

◆ K2_GetActorRotation()

FRotator * AActor::K2_GetActorRotation ( FRotator * result)
inline

Definition at line 1186 of file Actor.h.

◆ K2_GetRootComponent()

USceneComponent * AActor::K2_GetRootComponent ( )
inline

Definition at line 1187 of file Actor.h.

◆ K2_GetWorld() [1/2]

UWorld * AActor::K2_GetWorld ( )
inline

Definition at line 1092 of file Actor.h.

◆ K2_GetWorld() [2/2]

UWorld * AActor::K2_GetWorld ( )
inline

Definition at line 1188 of file Actor.h.

◆ K2_OnBecomeViewTarget() [1/2]

void AActor::K2_OnBecomeViewTarget ( APlayerController * PC)
inline

Definition at line 1166 of file Actor.h.

◆ K2_OnBecomeViewTarget() [2/2]

void AActor::K2_OnBecomeViewTarget ( APlayerController * PC)
inline

Definition at line 1321 of file Actor.h.

◆ K2_OnEndViewTarget() [1/2]

void AActor::K2_OnEndViewTarget ( APlayerController * PC)
inline

Definition at line 1167 of file Actor.h.

◆ K2_OnEndViewTarget() [2/2]

void AActor::K2_OnEndViewTarget ( APlayerController * PC)
inline

Definition at line 1322 of file Actor.h.

◆ K2_SetActorLocation()

bool AActor::K2_SetActorLocation ( FVector NewLocation,
bool bSweep )
inline

Definition at line 1189 of file Actor.h.

◆ K2_TeleportTo()

bool AActor::K2_TeleportTo ( FVector DestLocation,
FRotator DestRotation,
bool bSimpleTeleport )
inline

Definition at line 1190 of file Actor.h.

◆ LastActorForceReplicationTimeField() [1/2]

long double & AActor::LastActorForceReplicationTimeField ( )
inline

Definition at line 834 of file Actor.h.

◆ LastActorForceReplicationTimeField() [2/2]

long double & AActor::LastActorForceReplicationTimeField ( )
inline

Definition at line 922 of file Actor.h.

◆ LastActorUnstasisedCycleField()

__int64 & AActor::LastActorUnstasisedCycleField ( )
inline

Definition at line 925 of file Actor.h.

◆ LastEnterStasisTimeField() [1/2]

long double & AActor::LastEnterStasisTimeField ( )
inline

Definition at line 794 of file Actor.h.

◆ LastEnterStasisTimeField() [2/2]

long double & AActor::LastEnterStasisTimeField ( )
inline

Definition at line 882 of file Actor.h.

◆ LastExitStasisTimeField() [1/2]

long double & AActor::LastExitStasisTimeField ( )
inline

Definition at line 795 of file Actor.h.

◆ LastExitStasisTimeField() [2/2]

long double & AActor::LastExitStasisTimeField ( )
inline

Definition at line 883 of file Actor.h.

◆ LastFrameCalculcatedNetworkRangeMultiplierField() [1/2]

int & AActor::LastFrameCalculcatedNetworkRangeMultiplierField ( )
inline

Definition at line 837 of file Actor.h.

◆ LastFrameCalculcatedNetworkRangeMultiplierField() [2/2]

int & AActor::LastFrameCalculcatedNetworkRangeMultiplierField ( )
inline

Definition at line 926 of file Actor.h.

◆ LastFrameForceNetUpdateField() [1/2]

int & AActor::LastFrameForceNetUpdateField ( )
inline

Definition at line 782 of file Actor.h.

◆ LastFrameForceNetUpdateField() [2/2]

int & AActor::LastFrameForceNetUpdateField ( )
inline

Definition at line 866 of file Actor.h.

◆ LastFrameUnStasisField() [1/2]

unsigned __int64 & AActor::LastFrameUnStasisField ( )
inline

Definition at line 802 of file Actor.h.

◆ LastFrameUnStasisField() [2/2]

unsigned __int64 & AActor::LastFrameUnStasisField ( )
inline

Definition at line 890 of file Actor.h.

◆ LastNetUpdateTimeField() [1/2]

long double & AActor::LastNetUpdateTimeField ( )
inline

Definition at line 811 of file Actor.h.

◆ LastNetUpdateTimeField() [2/2]

long double & AActor::LastNetUpdateTimeField ( )
inline

Definition at line 899 of file Actor.h.

◆ LastPostProcessVolumeSoundField() [1/2]

TWeakObjectPtr< USoundBase > & AActor::LastPostProcessVolumeSoundField ( )
inline

Definition at line 786 of file Actor.h.

◆ LastPostProcessVolumeSoundField() [2/2]

TWeakObjectPtr< USoundBase > & AActor::LastPostProcessVolumeSoundField ( )
inline

Definition at line 870 of file Actor.h.

◆ LastPreReplicationTimeField() [1/2]

long double & AActor::LastPreReplicationTimeField ( )
inline

Definition at line 793 of file Actor.h.

◆ LastPreReplicationTimeField() [2/2]

long double & AActor::LastPreReplicationTimeField ( )
inline

Definition at line 881 of file Actor.h.

◆ LastRenderTimeField() [1/2]

long double & AActor::LastRenderTimeField ( )
inline

Definition at line 826 of file Actor.h.

◆ LastRenderTimeField() [2/2]

long double & AActor::LastRenderTimeField ( )
inline

Definition at line 916 of file Actor.h.

◆ LastRenderTimeIgnoreShadowField() [1/2]

long double & AActor::LastRenderTimeIgnoreShadowField ( )
inline

Definition at line 827 of file Actor.h.

◆ LastRenderTimeIgnoreShadowField() [2/2]

long double & AActor::LastRenderTimeIgnoreShadowField ( )
inline

Definition at line 917 of file Actor.h.

◆ LastReplicatedMovementField() [1/2]

long double & AActor::LastReplicatedMovementField ( )
inline

Definition at line 781 of file Actor.h.

◆ LastReplicatedMovementField() [2/2]

long double & AActor::LastReplicatedMovementField ( )
inline

Definition at line 865 of file Actor.h.

◆ LastUnstasisFrameCounterField() [1/2]

volatile int & AActor::LastUnstasisFrameCounterField ( )
inline

Definition at line 803 of file Actor.h.

◆ LastUnstasisFrameCounterField() [2/2]

volatile int & AActor::LastUnstasisFrameCounterField ( )
inline

Definition at line 891 of file Actor.h.

◆ LayersField() [1/2]

TArray< FName > & AActor::LayersField ( )
inline

Definition at line 824 of file Actor.h.

◆ LayersField() [2/2]

TArray< FName > & AActor::LayersField ( )
inline

Definition at line 914 of file Actor.h.

◆ MakeNoise() [1/2]

void AActor::MakeNoise ( float Loudness,
APawn * NoiseInstigator,
FVector NoiseLocation )
inline

Definition at line 1014 of file Actor.h.

◆ MakeNoise() [2/2]

void AActor::MakeNoise ( float Loudness,
APawn * NoiseInstigator,
FVector NoiseLocation )
inline

Definition at line 1192 of file Actor.h.

◆ MakeNoiseImpl() [1/2]

static void AActor::MakeNoiseImpl ( AActor * NoiseMaker,
float Loudness,
APawn * NoiseInstigator,
FVector * NoiseLocation )
inlinestatic

Definition at line 1015 of file Actor.h.

◆ MakeNoiseImpl() [2/2]

static void AActor::MakeNoiseImpl ( AActor * NoiseMaker,
float Loudness,
APawn * NoiseInstigator,
FVector * NoiseLocation )
inlinestatic

Definition at line 1193 of file Actor.h.

◆ MarkComponentsAsPendingKill() [1/2]

void AActor::MarkComponentsAsPendingKill ( )
inline

Definition at line 1079 of file Actor.h.

◆ MarkComponentsAsPendingKill() [2/2]

void AActor::MarkComponentsAsPendingKill ( )
inline

Definition at line 1194 of file Actor.h.

◆ MarkComponentsRenderStateDirty() [1/2]

void AActor::MarkComponentsRenderStateDirty ( )
inline

Definition at line 1081 of file Actor.h.

◆ MarkComponentsRenderStateDirty() [2/2]

void AActor::MarkComponentsRenderStateDirty ( )
inline

Definition at line 1195 of file Actor.h.

◆ MarkForSeamlessTravel()

void AActor::MarkForSeamlessTravel ( unsigned int DestinationServerId,
ESeamlessVolumeSide::Side DestinationServerVolumeSide )
inline

Definition at line 1045 of file Actor.h.

◆ MatineeUpdated() [1/2]

void AActor::MatineeUpdated ( )
inline

Definition at line 1049 of file Actor.h.

◆ MatineeUpdated() [2/2]

void AActor::MatineeUpdated ( )
inline

Definition at line 1196 of file Actor.h.

◆ Modify() [1/2]

bool AActor::Modify ( bool bAlwaysMarkDirty)
inline

Definition at line 981 of file Actor.h.

◆ Modify() [2/2]

bool AActor::Modify ( bool bAlwaysMarkDirty)
inline

Definition at line 1197 of file Actor.h.

◆ ModifyHudMultiUseLoc() [1/2]

void AActor::ModifyHudMultiUseLoc ( FVector2D * theVec,
APlayerController * PC,
int index )
inline

Definition at line 1168 of file Actor.h.

◆ ModifyHudMultiUseLoc() [2/2]

void AActor::ModifyHudMultiUseLoc ( FVector2D * theVec,
APlayerController * PC,
int index )
inline

Definition at line 1323 of file Actor.h.

◆ Multi_DrawDebugCoordinateSystem()

void AActor::Multi_DrawDebugCoordinateSystem ( FVector AxisLoc,
FRotator AxisRot,
float Scale,
bool bPersistentLines,
float LifeTime,
char DepthPriority,
float Thickness )
inline

Definition at line 1324 of file Actor.h.

◆ Multi_DrawDebugCoordinateSystem_Implementation()

void AActor::Multi_DrawDebugCoordinateSystem_Implementation ( FVector AxisLoc,
FRotator AxisRot,
float Scale,
bool bPersistentLines,
float LifeTime,
char DepthPriority,
float Thickness )
inline

Definition at line 1198 of file Actor.h.

◆ Multi_DrawDebugDirectionalArrow()

void AActor::Multi_DrawDebugDirectionalArrow ( FVector LineStart,
FVector LineEnd,
float ArrowSize,
FColor ArrowColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1325 of file Actor.h.

◆ Multi_DrawDebugDirectionalArrow_Implementation()

void AActor::Multi_DrawDebugDirectionalArrow_Implementation ( FVector LineStart,
FVector LineEnd,
float ArrowSize,
FColor ArrowColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1199 of file Actor.h.

◆ Multi_DrawDebugLine()

void AActor::Multi_DrawDebugLine ( FVector LineStart,
FVector LineEnd,
FColor LineColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority,
float Thickness )
inline

Definition at line 1326 of file Actor.h.

◆ Multi_DrawDebugLine_Implementation()

void AActor::Multi_DrawDebugLine_Implementation ( FVector LineStart,
FVector LineEnd,
FColor LineColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority,
float Thickness )
inline

Definition at line 1200 of file Actor.h.

◆ Multi_DrawDebugSphere()

void AActor::Multi_DrawDebugSphere ( FVector Center,
float Radius,
int Segments,
FColor SphereColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1327 of file Actor.h.

◆ Multi_DrawDebugSphere_Implementation()

void AActor::Multi_DrawDebugSphere_Implementation ( FVector Center,
float Radius,
int Segments,
FColor SphereColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1201 of file Actor.h.

◆ MulticastDrawDebugArrow()

void AActor::MulticastDrawDebugArrow ( FVector LineStart,
FVector LineEnd,
float ArrowSize,
FLinearColor LineColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1169 of file Actor.h.

◆ MulticastDrawDebugBox()

void AActor::MulticastDrawDebugBox ( FVector Center,
FVector Extent,
FLinearColor LineColor,
FRotator Rotation,
float Duration,
bool enableInShipping )
inline

Definition at line 1170 of file Actor.h.

◆ MulticastDrawDebugCapsule()

void AActor::MulticastDrawDebugCapsule ( FVector Center,
float HalfHeight,
float Radius,
FRotator Rotation,
FLinearColor LineColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1171 of file Actor.h.

◆ MulticastDrawDebugCapsuleWithExtents()

void AActor::MulticastDrawDebugCapsuleWithExtents ( FVector Top,
FVector Bottom,
float Radius,
FLinearColor LineColor,
float Duration,
bool bPersistent )
inline

Definition at line 1172 of file Actor.h.

◆ MulticastDrawDebugCoordinateSystem()

void AActor::MulticastDrawDebugCoordinateSystem ( FVector AxisLoc,
FRotator AxisRot,
float Scale,
float Duration,
float Thickness )
inline

Definition at line 1173 of file Actor.h.

◆ MulticastDrawDebugCylinder()

void AActor::MulticastDrawDebugCylinder ( FVector Start,
FVector End,
float Radius,
int Segments,
FLinearColor LineColor,
float Duration )
inline

Definition at line 1174 of file Actor.h.

◆ MulticastDrawDebugLine()

void AActor::MulticastDrawDebugLine ( FVector LineStart,
FVector LineEnd,
FLinearColor LineColor,
float Duration,
float Thickness,
bool enableInShipping )
inline

Definition at line 1175 of file Actor.h.

◆ MulticastDrawDebugPoint()

void AActor::MulticastDrawDebugPoint ( FVector Position,
float Size,
FLinearColor PointColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1176 of file Actor.h.

◆ MulticastDrawDebugSphere()

void AActor::MulticastDrawDebugSphere ( FVector Center,
float Radius,
int Segments,
FLinearColor LineColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1177 of file Actor.h.

◆ MulticastDrawDebugString()

void AActor::MulticastDrawDebugString ( FVector TextLocation,
FString * Text,
AActor * TestBaseActor,
FLinearColor TextColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1178 of file Actor.h.

◆ MulticastProperty() [1/2]

void AActor::MulticastProperty ( FName PropertyName)
inline

Definition at line 1116 of file Actor.h.

◆ MulticastProperty() [2/2]

void AActor::MulticastProperty ( FName PropertyName,
bool bUnreliable )
inline

Definition at line 1202 of file Actor.h.

◆ MulticastPropertyToPlayer() [1/2]

void AActor::MulticastPropertyToPlayer ( FName PropertyName,
APlayerController * PC )
inline

Definition at line 1117 of file Actor.h.

◆ MulticastPropertyToPlayer() [2/2]

void AActor::MulticastPropertyToPlayer ( FName PropertyName,
APlayerController * PC,
bool bUnreliable )
inline

Definition at line 1203 of file Actor.h.

◆ Net_DrawDebugBox()

void AActor::Net_DrawDebugBox ( FVector * Center,
FVector * BoxExtent,
FQuat * Rotation,
FColor * BoxColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1208 of file Actor.h.

◆ Net_DrawDebugCapsule()

void AActor::Net_DrawDebugCapsule ( FVector * Center,
float HalfHeight,
float Radius,
FQuat * Rotation,
FColor * CapsuleColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1209 of file Actor.h.

◆ Net_DrawDebugCoordinateSystem()

void AActor::Net_DrawDebugCoordinateSystem ( FVector * AxisLoc,
FRotator * AxisRot,
float Scale,
bool bPersistentLines,
float LifeTime,
char DepthPriority,
float Thickness )
inline

Definition at line 1210 of file Actor.h.

◆ Net_DrawDebugDirectionalArrow()

void AActor::Net_DrawDebugDirectionalArrow ( FVector * LineStart,
FVector * LineEnd,
float ArrowSize,
FColor * ArrowColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1211 of file Actor.h.

◆ Net_DrawDebugLine()

void AActor::Net_DrawDebugLine ( FVector * LineStart,
FVector * LineEnd,
FColor * LineColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority,
float Thickness )
inline

Definition at line 1212 of file Actor.h.

◆ Net_DrawDebugSphere()

void AActor::Net_DrawDebugSphere ( FVector * Center,
float Radius,
int Segments,
FColor * SphereColor,
bool bPersistentLines,
float LifeTime,
char DepthPriority )
inline

Definition at line 1213 of file Actor.h.

◆ NetActorSpawnActor()

void AActor::NetActorSpawnActor ( TSubclassOf< AActor > ActorClass,
FVector AtLoc,
FRotator AtRot,
bool bIgnoreOnDedicatedServer,
USceneComponent * AttachToComponent,
FName BoneName,
AActor * SpawnOwner )
inline

Definition at line 1328 of file Actor.h.

◆ NetActorSpawnActor_Implementation()

void AActor::NetActorSpawnActor_Implementation ( TSubclassOf< AActor > ActorClass,
FVector AtLoc,
FRotator AtRot,
bool bIgnoreOnDedicatedServer,
USceneComponent * AttachToComponent,
FName BoneName,
AActor * SpawnOwner )
inline

Definition at line 1205 of file Actor.h.

◆ NetActorSpawnActorUnreliable_Implementation()

void AActor::NetActorSpawnActorUnreliable_Implementation ( TSubclassOf< AActor > ActorClass,
FVector AtLoc,
FRotator AtRot,
bool bIgnoreOnDedicatedServer,
USceneComponent * AttachToComponent,
FName BoneName,
AActor * SpawnOwner )
inline

Definition at line 1204 of file Actor.h.

◆ NetAttachRootComponentTo() [1/2]

void AActor::NetAttachRootComponentTo ( USceneComponent * InParent,
FName InSocketName,
FVector RelativeLocation,
FRotator RelativeRotation )
inline

Definition at line 1179 of file Actor.h.

◆ NetAttachRootComponentTo() [2/2]

void AActor::NetAttachRootComponentTo ( USceneComponent * InParent,
FName InSocketName,
FVector RelativeLocation,
FRotator RelativeRotation )
inline

Definition at line 1329 of file Actor.h.

◆ NetAttachRootComponentTo_Implementation() [1/2]

void AActor::NetAttachRootComponentTo_Implementation ( USceneComponent * InParent,
FName InSocketName,
FVector RelativeLocation,
FRotator RelativeRotation )
inline

Definition at line 1123 of file Actor.h.

◆ NetAttachRootComponentTo_Implementation() [2/2]

void AActor::NetAttachRootComponentTo_Implementation ( USceneComponent * InParent,
FName InSocketName,
FVector RelativeLocation,
FRotator RelativeRotation )
inline

Definition at line 1206 of file Actor.h.

◆ NetCullDistanceSquaredDormantField() [1/2]

float & AActor::NetCullDistanceSquaredDormantField ( )
inline

Definition at line 806 of file Actor.h.

◆ NetCullDistanceSquaredDormantField() [2/2]

float & AActor::NetCullDistanceSquaredDormantField ( )
inline

Definition at line 894 of file Actor.h.

◆ NetCullDistanceSquaredField() [1/2]

float & AActor::NetCullDistanceSquaredField ( )
inline

Definition at line 805 of file Actor.h.

◆ NetCullDistanceSquaredField() [2/2]

float & AActor::NetCullDistanceSquaredField ( )
inline

Definition at line 893 of file Actor.h.

◆ NetDetachRootComponentFromAny_Implementation() [1/2]

void AActor::NetDetachRootComponentFromAny_Implementation ( )
inline

Definition at line 1124 of file Actor.h.

◆ NetDetachRootComponentFromAny_Implementation() [2/2]

void AActor::NetDetachRootComponentFromAny_Implementation ( )
inline

Definition at line 1207 of file Actor.h.

◆ NetDormancyField() [1/2]

TEnumAsByte< enum ENetDormancy > & AActor::NetDormancyField ( )
inline

Definition at line 784 of file Actor.h.

◆ NetDormancyField() [2/2]

TEnumAsByte< enum ENetDormancy > & AActor::NetDormancyField ( )
inline

Definition at line 868 of file Actor.h.

◆ NetDriverNameField() [1/2]

FName & AActor::NetDriverNameField ( )
inline

Definition at line 812 of file Actor.h.

◆ NetDriverNameField() [2/2]

FName & AActor::NetDriverNameField ( )
inline

Definition at line 900 of file Actor.h.

◆ NetPriorityField() [1/2]

float & AActor::NetPriorityField ( )
inline

Definition at line 810 of file Actor.h.

◆ NetPriorityField() [2/2]

float & AActor::NetPriorityField ( )
inline

Definition at line 898 of file Actor.h.

◆ NetSpawnedActor()

void AActor::NetSpawnedActor ( AActor * SpawnedActor)
inline

Definition at line 1330 of file Actor.h.

◆ NetTagField() [1/2]

int & AActor::NetTagField ( )
inline

Definition at line 807 of file Actor.h.

◆ NetTagField() [2/2]

int & AActor::NetTagField ( )
inline

Definition at line 895 of file Actor.h.

◆ NetUpdateFrequencyField() [1/2]

float & AActor::NetUpdateFrequencyField ( )
inline

Definition at line 809 of file Actor.h.

◆ NetUpdateFrequencyField() [2/2]

float & AActor::NetUpdateFrequencyField ( )
inline

Definition at line 897 of file Actor.h.

◆ NetUpdateTimeField() [1/2]

long double & AActor::NetUpdateTimeField ( )
inline

Definition at line 808 of file Actor.h.

◆ NetUpdateTimeField() [2/2]

long double & AActor::NetUpdateTimeField ( )
inline

Definition at line 896 of file Actor.h.

◆ NetworkAndStasisRangeMultiplierField() [1/2]

float & AActor::NetworkAndStasisRangeMultiplierField ( )
inline

Definition at line 791 of file Actor.h.

◆ NetworkAndStasisRangeMultiplierField() [2/2]

float & AActor::NetworkAndStasisRangeMultiplierField ( )
inline

Definition at line 878 of file Actor.h.

◆ NetworkDormantChildrenOpIdxField()

int & AActor::NetworkDormantChildrenOpIdxField ( )
inline

Definition at line 927 of file Actor.h.

◆ NetworkRangeMultiplierField()

float & AActor::NetworkRangeMultiplierField ( )
inline

Definition at line 879 of file Actor.h.

◆ NetworkSpatializationChildrenDormantField()

TArray< AActor * > AActor::NetworkSpatializationChildrenDormantField ( )
inline

Definition at line 876 of file Actor.h.

◆ NetworkSpatializationChildrenField() [1/2]

TArray< AActor * > AActor::NetworkSpatializationChildrenField ( )
inline

Definition at line 789 of file Actor.h.

◆ NetworkSpatializationChildrenField() [2/2]

TArray< AActor * > AActor::NetworkSpatializationChildrenField ( )
inline

Definition at line 875 of file Actor.h.

◆ NetworkSpatializationParentField() [1/2]

AActor * AActor::NetworkSpatializationParentField ( )
inline

Definition at line 790 of file Actor.h.

◆ NetworkSpatializationParentField() [2/2]

AActor * AActor::NetworkSpatializationParentField ( )
inline

Definition at line 877 of file Actor.h.

◆ OffsetHUDFromBottomScreenY()

float AActor::OffsetHUDFromBottomScreenY ( AHUD * ForHUD)
inline

Definition at line 1331 of file Actor.h.

◆ OffsetHUDFromCenterScreenY()

float AActor::OffsetHUDFromCenterScreenY ( AHUD * ForHUD)
inline

Definition at line 1332 of file Actor.h.

◆ OnInventoryItemGrind()

void AActor::OnInventoryItemGrind ( )
inline

Definition at line 1180 of file Actor.h.

◆ OnRep_AttachmentReplication() [1/2]

void AActor::OnRep_AttachmentReplication ( )
inline

Definition at line 992 of file Actor.h.

◆ OnRep_AttachmentReplication() [2/2]

void AActor::OnRep_AttachmentReplication ( )
inline

Definition at line 1214 of file Actor.h.

◆ OnRep_ReplicatedMovement() [1/2]

void AActor::OnRep_ReplicatedMovement ( )
inline

Definition at line 1133 of file Actor.h.

◆ OnRep_ReplicatedMovement() [2/2]

void AActor::OnRep_ReplicatedMovement ( )
inline

Definition at line 1215 of file Actor.h.

◆ OnSubobjectCreatedFromReplication() [1/2]

void AActor::OnSubobjectCreatedFromReplication ( UObject * NewSubobject)
inline

Definition at line 1139 of file Actor.h.

◆ OnSubobjectCreatedFromReplication() [2/2]

void AActor::OnSubobjectCreatedFromReplication ( UObject * NewSubobject)
inline

Definition at line 1216 of file Actor.h.

◆ OnSubobjectDestroyFromReplication() [1/2]

void AActor::OnSubobjectDestroyFromReplication ( UObject * NewSubobject)
inline

Definition at line 1140 of file Actor.h.

◆ OnSubobjectDestroyFromReplication() [2/2]

void AActor::OnSubobjectDestroyFromReplication ( UObject * NewSubobject)
inline

Definition at line 1217 of file Actor.h.

◆ OnTargetingTeamChangedField()

FTargetingTeamChanged & AActor::OnTargetingTeamChangedField ( )
inline

Definition at line 830 of file Actor.h.

◆ OriginalCreationTimeField() [1/2]

long double & AActor::OriginalCreationTimeField ( )
inline

Definition at line 817 of file Actor.h.

◆ OriginalCreationTimeField() [2/2]

long double & AActor::OriginalCreationTimeField ( )
inline

Definition at line 906 of file Actor.h.

◆ OutsideWorldBounds() [1/2]

void AActor::OutsideWorldBounds ( )
inline

Definition at line 1019 of file Actor.h.

◆ OutsideWorldBounds() [2/2]

void AActor::OutsideWorldBounds ( )
inline

Definition at line 1191 of file Actor.h.

◆ OverrideStasisComponentRadiusField() [1/2]

float & AActor::OverrideStasisComponentRadiusField ( )
inline

Definition at line 814 of file Actor.h.

◆ OverrideStasisComponentRadiusField() [2/2]

float & AActor::OverrideStasisComponentRadiusField ( )
inline

Definition at line 903 of file Actor.h.

◆ OwnedComponentsField() [1/2]

TArray< UActorComponent * > AActor::OwnedComponentsField ( )
inline

Definition at line 835 of file Actor.h.

◆ OwnedComponentsField() [2/2]

TArray< UActorComponent * > AActor::OwnedComponentsField ( )
inline

Definition at line 923 of file Actor.h.

◆ OwnerField() [1/2]

AActor * AActor::OwnerField ( )
inline

Definition at line 780 of file Actor.h.

◆ OwnerField() [2/2]

AActor * AActor::OwnerField ( )
inline

Definition at line 864 of file Actor.h.

◆ ParentComponentActorField() [1/2]

TWeakObjectPtr< AActor > & AActor::ParentComponentActorField ( )
inline

Definition at line 825 of file Actor.h.

◆ ParentComponentActorField() [2/2]

TWeakObjectPtr< AActor > & AActor::ParentComponentActorField ( )
inline

Definition at line 915 of file Actor.h.

◆ PerformanceThrottledTick()

void AActor::PerformanceThrottledTick ( )
inline

Definition at line 1181 of file Actor.h.

◆ PlaySoundAtLocation() [1/2]

void AActor::PlaySoundAtLocation ( USoundCue * InSoundCue,
FVector SoundLocation,
float VolumeMultiplier,
float PitchMultiplier )
inline

Definition at line 1076 of file Actor.h.

◆ PlaySoundAtLocation() [2/2]

void AActor::PlaySoundAtLocation ( USoundCue * InSoundCue,
FVector SoundLocation,
float VolumeMultiplier,
float PitchMultiplier )
inline

Definition at line 1218 of file Actor.h.

◆ PlaySoundOnActor() [1/2]

void AActor::PlaySoundOnActor ( USoundCue * InSoundCue,
float VolumeMultiplier,
float PitchMultiplier )
inline

Definition at line 1075 of file Actor.h.

◆ PlaySoundOnActor() [2/2]

void AActor::PlaySoundOnActor ( USoundCue * InSoundCue,
float VolumeMultiplier,
float PitchMultiplier )
inline

Definition at line 1219 of file Actor.h.

◆ PostActorConstruction() [1/2]

void AActor::PostActorConstruction ( )
inline

Definition at line 1044 of file Actor.h.

◆ PostActorConstruction() [2/2]

void AActor::PostActorConstruction ( )
inline

Definition at line 1220 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void AActor::PostInitializeComponents ( )
inline

Definition at line 1088 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void AActor::PostInitializeComponents ( )
inline

Definition at line 1222 of file Actor.h.

◆ PostInitProperties() [1/2]

void AActor::PostInitProperties ( )
inline

Definition at line 951 of file Actor.h.

◆ PostInitProperties() [2/2]

void AActor::PostInitProperties ( )
inline

Definition at line 1221 of file Actor.h.

◆ PostLoad() [1/2]

void AActor::PostLoad ( )
inline

Definition at line 965 of file Actor.h.

◆ PostLoad() [2/2]

void AActor::PostLoad ( )
inline

Definition at line 1223 of file Actor.h.

◆ PostLoadSubobjects() [1/2]

void AActor::PostLoadSubobjects ( FObjectInstancingGraph * OuterInstanceGraph)
inline

Definition at line 966 of file Actor.h.

◆ PostLoadSubobjects() [2/2]

void AActor::PostLoadSubobjects ( FObjectInstancingGraph * OuterInstanceGraph)
inline

Definition at line 1224 of file Actor.h.

◆ PostNetInit() [1/2]

void AActor::PostNetInit ( )
inline

Definition at line 1047 of file Actor.h.

◆ PostNetInit() [2/2]

void AActor::PostNetInit ( )
inline

Definition at line 1225 of file Actor.h.

◆ PostNetReceive() [1/2]

void AActor::PostNetReceive ( )
inline

Definition at line 1132 of file Actor.h.

◆ PostNetReceive() [2/2]

void AActor::PostNetReceive ( )
inline

Definition at line 1226 of file Actor.h.

◆ PostNetReceiveLocationAndRotation() [1/2]

void AActor::PostNetReceiveLocationAndRotation ( )
inline

Definition at line 1134 of file Actor.h.

◆ PostNetReceiveLocationAndRotation() [2/2]

void AActor::PostNetReceiveLocationAndRotation ( )
inline

Definition at line 1227 of file Actor.h.

◆ PostNetReceivePhysicState() [1/2]

void AActor::PostNetReceivePhysicState ( )
inline

Definition at line 1135 of file Actor.h.

◆ PostNetReceivePhysicState() [2/2]

void AActor::PostNetReceivePhysicState ( )
inline

Definition at line 1228 of file Actor.h.

◆ PostSpawnInitialize() [1/2]

void AActor::PostSpawnInitialize ( FVector * SpawnLocation,
FRotator * SpawnRotation,
AActor * InOwner,
APawn * InInstigator,
bool bRemoteOwned,
bool bNoFail,
bool bDeferConstruction,
bool bDeferBeginPlay )
inline

Definition at line 1040 of file Actor.h.

◆ PostSpawnInitialize() [2/2]

void AActor::PostSpawnInitialize ( FVector * SpawnLocation,
FRotator * SpawnRotation,
AActor * InOwner,
APawn * InInstigator,
bool bRemoteOwned,
bool bNoFail,
bool bDeferConstruction,
bool bDeferBeginPlay )
inline

Definition at line 1229 of file Actor.h.

◆ PreInitializeComponents() [1/2]

void AActor::PreInitializeComponents ( )
inline

Definition at line 1091 of file Actor.h.

◆ PreInitializeComponents() [2/2]

void AActor::PreInitializeComponents ( )
inline

Definition at line 1230 of file Actor.h.

◆ PreNetReceive() [1/2]

void AActor::PreNetReceive ( )
inline

Definition at line 1131 of file Actor.h.

◆ PreNetReceive() [2/2]

void AActor::PreNetReceive ( )
inline

Definition at line 1231 of file Actor.h.

◆ PrepareClientMapActorForSeamlessTravel()

void AActor::PrepareClientMapActorForSeamlessTravel ( )
inline

Definition at line 1333 of file Actor.h.

◆ PreSave()

void AActor::PreSave ( )
inline

Definition at line 1043 of file Actor.h.

◆ PrestreamTextures() [1/2]

void AActor::PrestreamTextures ( float Seconds,
bool bEnableStreaming,
int CinematicTextureGroups )
inline

Definition at line 1006 of file Actor.h.

◆ PrestreamTextures() [2/2]

void AActor::PrestreamTextures ( float Seconds,
bool bEnableStreaming,
int CinematicTextureGroups )
inline

Definition at line 1232 of file Actor.h.

◆ PreventCharacterBasing() [1/2]

bool AActor::PreventCharacterBasing ( AActor * OtherActor,
UPrimitiveComponent * BasedOnComponent )
inline

Definition at line 1114 of file Actor.h.

◆ PreventCharacterBasing() [2/2]

bool AActor::PreventCharacterBasing ( AActor * OtherActor,
UPrimitiveComponent * BasedOnComponent )
inline

Definition at line 1233 of file Actor.h.

◆ ProcessEvent() [1/2]

void AActor::ProcessEvent ( UFunction * Function,
void * Parameters )
inline

Definition at line 967 of file Actor.h.

◆ ProcessEvent() [2/2]

void AActor::ProcessEvent ( UFunction * Function,
void * Parameters )
inline

Definition at line 1234 of file Actor.h.

◆ PropertyServerToClients() [1/2]

void AActor::PropertyServerToClients ( AActor * ActorToRep,
FName PropertyName,
TArray< unsigned char > * ReplicationData )
inline

Definition at line 1182 of file Actor.h.

◆ PropertyServerToClients() [2/2]

void AActor::PropertyServerToClients ( AActor * ActorToRep,
FName PropertyName,
TArray< unsigned char > * ReplicationData )
inline

Definition at line 1334 of file Actor.h.

◆ PropertyServerToClients_Implementation() [1/2]

void AActor::PropertyServerToClients_Implementation ( AActor * ActorToRep,
FName PropertyName,
TArray< unsigned char > * ReplicationData )
inline

Definition at line 1118 of file Actor.h.

◆ PropertyServerToClients_Implementation() [2/2]

void AActor::PropertyServerToClients_Implementation ( AActor * ActorToRep,
FName PropertyName,
TArray< unsigned char > * ReplicationData )
inline

Definition at line 1236 of file Actor.h.

◆ PropertyServerToClientsUnreliable()

void AActor::PropertyServerToClientsUnreliable ( AActor * ActorToRep,
FName PropertyName,
TArray< unsigned char > * ReplicationData )
inline

Definition at line 1335 of file Actor.h.

◆ PropertyServerToClientsUnreliable_Implementation()

void AActor::PropertyServerToClientsUnreliable_Implementation ( AActor * ActorToRep,
FName PropertyName,
TArray< unsigned char > * ReplicationData )
inline

Definition at line 1235 of file Actor.h.

◆ RandomStartByteField() [1/2]

char & AActor::RandomStartByteField ( )
inline

Definition at line 801 of file Actor.h.

◆ RandomStartByteField() [2/2]

char & AActor::RandomStartByteField ( )
inline

Definition at line 889 of file Actor.h.

◆ ReceiveActorBeginCursorOver() [1/2]

void AActor::ReceiveActorBeginCursorOver ( )
inline

Definition at line 1183 of file Actor.h.

◆ ReceiveActorBeginCursorOver() [2/2]

void AActor::ReceiveActorBeginCursorOver ( )
inline

Definition at line 1336 of file Actor.h.

◆ ReceiveActorBeginOverlap() [1/2]

void AActor::ReceiveActorBeginOverlap ( AActor * OtherActor)
inline

Definition at line 1184 of file Actor.h.

◆ ReceiveActorBeginOverlap() [2/2]

void AActor::ReceiveActorBeginOverlap ( AActor * OtherActor)
inline

Definition at line 1337 of file Actor.h.

◆ ReceiveActorEndCursorOver() [1/2]

void AActor::ReceiveActorEndCursorOver ( )
inline

Definition at line 1185 of file Actor.h.

◆ ReceiveActorEndCursorOver() [2/2]

void AActor::ReceiveActorEndCursorOver ( )
inline

Definition at line 1338 of file Actor.h.

◆ ReceiveActorEndOverlap() [1/2]

void AActor::ReceiveActorEndOverlap ( AActor * OtherActor)
inline

Definition at line 1186 of file Actor.h.

◆ ReceiveActorEndOverlap() [2/2]

void AActor::ReceiveActorEndOverlap ( AActor * OtherActor)
inline

Definition at line 1339 of file Actor.h.

◆ ReceiveActorOnClicked() [1/2]

void AActor::ReceiveActorOnClicked ( )
inline

Definition at line 1187 of file Actor.h.

◆ ReceiveActorOnClicked() [2/2]

void AActor::ReceiveActorOnClicked ( )
inline

Definition at line 1340 of file Actor.h.

◆ ReceiveActorOnInputTouchBegin() [1/2]

void AActor::ReceiveActorOnInputTouchBegin ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1188 of file Actor.h.

◆ ReceiveActorOnInputTouchBegin() [2/2]

void AActor::ReceiveActorOnInputTouchBegin ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1341 of file Actor.h.

◆ ReceiveActorOnInputTouchEnd() [1/2]

void AActor::ReceiveActorOnInputTouchEnd ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1189 of file Actor.h.

◆ ReceiveActorOnInputTouchEnd() [2/2]

void AActor::ReceiveActorOnInputTouchEnd ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1342 of file Actor.h.

◆ ReceiveActorOnInputTouchEnter() [1/2]

void AActor::ReceiveActorOnInputTouchEnter ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1190 of file Actor.h.

◆ ReceiveActorOnInputTouchEnter() [2/2]

void AActor::ReceiveActorOnInputTouchEnter ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1343 of file Actor.h.

◆ ReceiveActorOnInputTouchLeave() [1/2]

void AActor::ReceiveActorOnInputTouchLeave ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1191 of file Actor.h.

◆ ReceiveActorOnInputTouchLeave() [2/2]

void AActor::ReceiveActorOnInputTouchLeave ( ETouchIndex::Type FingerIndex)
inline

Definition at line 1344 of file Actor.h.

◆ ReceiveActorOnReleased() [1/2]

void AActor::ReceiveActorOnReleased ( )
inline

Definition at line 1192 of file Actor.h.

◆ ReceiveActorOnReleased() [2/2]

void AActor::ReceiveActorOnReleased ( )
inline

Definition at line 1345 of file Actor.h.

◆ ReceiveAnyDamage() [1/2]

void AActor::ReceiveAnyDamage ( float Damage,
UDamageType * DamageType,
AController * InstigatedBy,
AActor * DamageCauser )
inline

Definition at line 1193 of file Actor.h.

◆ ReceiveAnyDamage() [2/2]

void AActor::ReceiveAnyDamage ( float Damage,
UDamageType * DamageType,
AController * InstigatedBy,
AActor * DamageCauser )
inline

Definition at line 1346 of file Actor.h.

◆ ReceiveBeginPlay() [1/2]

void AActor::ReceiveBeginPlay ( )
inline

Definition at line 1194 of file Actor.h.

◆ ReceiveBeginPlay() [2/2]

void AActor::ReceiveBeginPlay ( )
inline

Definition at line 1347 of file Actor.h.

◆ ReceiveDestroyed() [1/2]

void AActor::ReceiveDestroyed ( )
inline

Definition at line 1195 of file Actor.h.

◆ ReceiveDestroyed() [2/2]

void AActor::ReceiveDestroyed ( )
inline

Definition at line 1348 of file Actor.h.

◆ ReceiveEndPlay() [1/2]

void AActor::ReceiveEndPlay ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1196 of file Actor.h.

◆ ReceiveEndPlay() [2/2]

void AActor::ReceiveEndPlay ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1349 of file Actor.h.

◆ ReceiveHit() [1/2]

void AActor::ReceiveHit ( UPrimitiveComponent * MyComp,
AActor * Other,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
FVector HitLocation,
FVector HitNormal,
FVector NormalImpulse,
FHitResult * Hit )
inline

Definition at line 1197 of file Actor.h.

◆ ReceiveHit() [2/2]

void AActor::ReceiveHit ( UPrimitiveComponent * MyComp,
AActor * Other,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
FVector HitLocation,
FVector HitNormal,
FVector NormalImpulse,
FHitResult * Hit )
inline

Definition at line 1350 of file Actor.h.

◆ ReceiveInput() [1/2]

void AActor::ReceiveInput ( FString * InputName,
float Value,
FVector VectorValue,
bool bStarted,
bool bEnded )
inline

Definition at line 1198 of file Actor.h.

◆ ReceiveInput() [2/2]

void AActor::ReceiveInput ( FString * InputName,
float Value,
FVector VectorValue,
bool bStarted,
bool bEnded )
inline

Definition at line 1351 of file Actor.h.

◆ ReceivePointDamage() [1/2]

void AActor::ReceivePointDamage ( float Damage,
UDamageType * DamageType,
FVector HitLocation,
FVector HitNormal,
UPrimitiveComponent * HitComponent,
FName BoneName,
FVector ShotFromDirection,
AController * InstigatedBy,
AActor * DamageCauser )
inline

Definition at line 1199 of file Actor.h.

◆ ReceivePointDamage() [2/2]

void AActor::ReceivePointDamage ( float Damage,
UDamageType * DamageType,
FVector HitLocation,
FVector HitNormal,
UPrimitiveComponent * HitComponent,
FName BoneName,
FVector ShotFromDirection,
AController * InstigatedBy,
AActor * DamageCauser )
inline

Definition at line 1352 of file Actor.h.

◆ ReceiveRadialDamage() [1/2]

void AActor::ReceiveRadialDamage ( float DamageReceived,
UDamageType * DamageType,
FVector Origin,
FHitResult * HitInfo,
AController * InstigatedBy,
AActor * DamageCauser )
inline

Definition at line 1200 of file Actor.h.

◆ ReceiveRadialDamage() [2/2]

void AActor::ReceiveRadialDamage ( float DamageReceived,
UDamageType * DamageType,
FVector Origin,
FHitResult * HitInfo,
AController * InstigatedBy,
AActor * DamageCauser )
inline

Definition at line 1353 of file Actor.h.

◆ ReceiveTick() [1/2]

void AActor::ReceiveTick ( float DeltaSeconds)
inline

Definition at line 1201 of file Actor.h.

◆ ReceiveTick() [2/2]

void AActor::ReceiveTick ( float DeltaSeconds)
inline

Definition at line 1354 of file Actor.h.

◆ RecieveMatineeUpdated() [1/2]

void AActor::RecieveMatineeUpdated ( )
inline

Definition at line 1202 of file Actor.h.

◆ RecieveMatineeUpdated() [2/2]

void AActor::RecieveMatineeUpdated ( )
inline

Definition at line 1355 of file Actor.h.

◆ RegisterActorTickFunctions() [1/2]

void AActor::RegisterActorTickFunctions ( bool bRegister,
bool bSaveAndRestoreTickState )
inline

Definition at line 968 of file Actor.h.

◆ RegisterActorTickFunctions() [2/2]

void AActor::RegisterActorTickFunctions ( bool bRegister,
bool bSaveAndRestoreTickState )
inline

Definition at line 1238 of file Actor.h.

◆ RegisterAllActorTickFunctions() [1/2]

void AActor::RegisterAllActorTickFunctions ( bool bRegister,
bool bDoComponents,
bool bSaveAndRestoreTickState )
inline

Definition at line 969 of file Actor.h.

◆ RegisterAllActorTickFunctions() [2/2]

void AActor::RegisterAllActorTickFunctions ( bool bRegister,
bool bDoComponents,
bool bSaveAndRestoreTickState )
inline

Definition at line 1239 of file Actor.h.

◆ RegisterAllComponents() [1/2]

void AActor::RegisterAllComponents ( )
inline

Definition at line 1078 of file Actor.h.

◆ RegisterAllComponents() [2/2]

void AActor::RegisterAllComponents ( )
inline

Definition at line 1240 of file Actor.h.

◆ RemoteRoleField() [1/2]

TEnumAsByte< enum ENetRole > & AActor::RemoteRoleField ( )
inline

Definition at line 779 of file Actor.h.

◆ RemoteRoleField() [2/2]

TEnumAsByte< enum ENetRole > & AActor::RemoteRoleField ( )
inline

Definition at line 863 of file Actor.h.

◆ RemoveControllingMatineeActor()

void AActor::RemoveControllingMatineeActor ( AMatineeActor * InMatineeActor)
inline

Definition at line 1241 of file Actor.h.

◆ RemoveOwnedComponent() [1/2]

void AActor::RemoveOwnedComponent ( UActorComponent * Component)
inline

Definition at line 1032 of file Actor.h.

◆ RemoveOwnedComponent() [2/2]

void AActor::RemoveOwnedComponent ( UActorComponent * Component)
inline

Definition at line 1242 of file Actor.h.

◆ RemoveTickPrerequisiteActor() [1/2]

void AActor::RemoveTickPrerequisiteActor ( AActor * PrerequisiteActor)
inline

Definition at line 961 of file Actor.h.

◆ RemoveTickPrerequisiteActor() [2/2]

void AActor::RemoveTickPrerequisiteActor ( AActor * PrerequisiteActor)
inline

Definition at line 1243 of file Actor.h.

◆ RemoveTickPrerequisiteComponent() [1/2]

void AActor::RemoveTickPrerequisiteComponent ( UActorComponent * PrerequisiteComponent)
inline

Definition at line 962 of file Actor.h.

◆ RemoveTickPrerequisiteComponent() [2/2]

void AActor::RemoveTickPrerequisiteComponent ( UActorComponent * PrerequisiteComponent)
inline

Definition at line 1244 of file Actor.h.

◆ Rename() [1/2]

bool AActor::Rename ( const wchar_t * InName,
UObject * NewOuter,
unsigned int Flags )
inline

Definition at line 971 of file Actor.h.

◆ Rename() [2/2]

bool AActor::Rename ( const wchar_t * InName,
UObject * NewOuter,
unsigned int Flags )
inline

Definition at line 1245 of file Actor.h.

◆ REP_ActivateManualDirtyForPlayer()

void AActor::REP_ActivateManualDirtyForPlayer ( FName * PropertyName,
APlayerController * PC )
inline

Definition at line 1237 of file Actor.h.

◆ ReplicatedComponentsField() [1/2]

TArray< TWeakObjectPtr< UActorComponent > > & AActor::ReplicatedComponentsField ( )
inline

Definition at line 785 of file Actor.h.

◆ ReplicatedComponentsField() [2/2]

TArray< TWeakObjectPtr< UActorComponent > > & AActor::ReplicatedComponentsField ( )
inline

Definition at line 869 of file Actor.h.

◆ ReplicationIntervalMultiplierField() [1/2]

float & AActor::ReplicationIntervalMultiplierField ( )
inline

Definition at line 798 of file Actor.h.

◆ ReplicationIntervalMultiplierField() [2/2]

float & AActor::ReplicationIntervalMultiplierField ( )
inline

Definition at line 886 of file Actor.h.

◆ ReregisterAllComponents() [1/2]

void AActor::ReregisterAllComponents ( )
inline

Definition at line 1080 of file Actor.h.

◆ ReregisterAllComponents() [2/2]

void AActor::ReregisterAllComponents ( )
inline

Definition at line 1246 of file Actor.h.

◆ RerunConstructionScripts() [1/2]

void AActor::RerunConstructionScripts ( )
inline

Definition at line 1128 of file Actor.h.

◆ RerunConstructionScripts() [2/2]

void AActor::RerunConstructionScripts ( )
inline

Definition at line 1247 of file Actor.h.

◆ ResetOwnedComponents() [1/2]

void AActor::ResetOwnedComponents ( )
inline

Definition at line 950 of file Actor.h.

◆ ResetOwnedComponents() [2/2]

void AActor::ResetOwnedComponents ( )
inline

Definition at line 1248 of file Actor.h.

◆ ResetPropertiesForConstruction() [1/2]

void AActor::ResetPropertiesForConstruction ( )
inline

Definition at line 1126 of file Actor.h.

◆ ResetPropertiesForConstruction() [2/2]

void AActor::ResetPropertiesForConstruction ( )
inline

Definition at line 1249 of file Actor.h.

◆ ResetSpatialComponent()

void AActor::ResetSpatialComponent ( )
inline

Definition at line 1250 of file Actor.h.

◆ RoleField() [1/2]

TEnumAsByte< enum ENetRole > & AActor::RoleField ( )
inline

Definition at line 783 of file Actor.h.

◆ RoleField() [2/2]

TEnumAsByte< enum ENetRole > & AActor::RoleField ( )
inline

Definition at line 867 of file Actor.h.

◆ RootComponentField() [1/2]

USceneComponent * AActor::RootComponentField ( )
inline

Definition at line 821 of file Actor.h.

◆ RootComponentField() [2/2]

USceneComponent * AActor::RootComponentField ( )
inline

Definition at line 911 of file Actor.h.

+ Here is the caller graph for this function:

◆ RouteEndPlay()

void AActor::RouteEndPlay ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1251 of file Actor.h.

◆ SendExecCommand() [1/2]

void AActor::SendExecCommand ( FName CommandName,
FNetExecParams * ExecParams,
bool bIsReliable )
inline

Definition at line 1109 of file Actor.h.

◆ SendExecCommand() [2/2]

void AActor::SendExecCommand ( FName CommandName,
FNetExecParams * ExecParams,
bool bIsReliable )
inline

Definition at line 1252 of file Actor.h.

◆ SerializedComponentsField() [1/2]

TArray< UActorComponent * > AActor::SerializedComponentsField ( )
inline

Definition at line 836 of file Actor.h.

◆ SerializedComponentsField() [2/2]

TArray< UActorComponent * > AActor::SerializedComponentsField ( )
inline

Definition at line 924 of file Actor.h.

◆ ServerPrepareForSeamlessTravel()

void AActor::ServerPrepareForSeamlessTravel ( )
inline

Definition at line 1356 of file Actor.h.

◆ ServerSendSimpleExecCommandToEveryone() [1/2]

void AActor::ServerSendSimpleExecCommandToEveryone ( FName CommandName,
bool bIsReliable,
bool bForceSendToLocalPlayer,
bool bIgnoreRelevancy )
inline

Definition at line 1110 of file Actor.h.

◆ ServerSendSimpleExecCommandToEveryone() [2/2]

void AActor::ServerSendSimpleExecCommandToEveryone ( FName CommandName,
bool bIsReliable,
bool bForceSendToLocalPlayer,
bool bIgnoreRelevancy )
inline

Definition at line 1253 of file Actor.h.

◆ SetActorEnableCollision() [1/2]

void AActor::SetActorEnableCollision ( bool bNewActorEnableCollision)
inline

Definition at line 1066 of file Actor.h.

◆ SetActorEnableCollision() [2/2]

void AActor::SetActorEnableCollision ( bool bNewActorEnableCollision,
bool bCheckRecreatePhysicsState )
inline

Definition at line 1254 of file Actor.h.

◆ SetActorHiddenInGame() [1/2]

void AActor::SetActorHiddenInGame ( bool bNewHidden)
inline

Definition at line 1065 of file Actor.h.

◆ SetActorHiddenInGame() [2/2]

void AActor::SetActorHiddenInGame ( bool bNewHidden)
inline

Definition at line 1255 of file Actor.h.

◆ SetActorLocation() [1/2]

bool AActor::SetActorLocation ( FVector * NewLocation,
bool bSweep )
inline

Definition at line 1056 of file Actor.h.

◆ SetActorLocation() [2/2]

bool AActor::SetActorLocation ( FVector * NewLocation,
bool bSweep )
inline

Definition at line 1256 of file Actor.h.

◆ SetActorLocationAndRotation() [1/2]

bool AActor::SetActorLocationAndRotation ( FVector * NewLocation,
FRotator NewRotation,
bool bSweep )
inline

Definition at line 1059 of file Actor.h.

◆ SetActorLocationAndRotation() [2/2]

bool AActor::SetActorLocationAndRotation ( FVector * NewLocation,
FRotator NewRotation,
bool bSweep )
inline

Definition at line 1257 of file Actor.h.

◆ SetActorRelativeLocation() [1/2]

void AActor::SetActorRelativeLocation ( FVector NewRelativeLocation,
bool bSweep )
inline

Definition at line 1062 of file Actor.h.

◆ SetActorRelativeLocation() [2/2]

void AActor::SetActorRelativeLocation ( FVector NewRelativeLocation,
bool bSweep )
inline

Definition at line 1258 of file Actor.h.

◆ SetActorRelativeRotation() [1/2]

void AActor::SetActorRelativeRotation ( FRotator NewRelativeRotation,
bool bSweep )
inline

Definition at line 1063 of file Actor.h.

◆ SetActorRelativeRotation() [2/2]

void AActor::SetActorRelativeRotation ( FRotator NewRelativeRotation,
bool bSweep )
inline

Definition at line 1259 of file Actor.h.

◆ SetActorRelativeScale3D() [1/2]

void AActor::SetActorRelativeScale3D ( FVector NewRelativeScale)
inline

Definition at line 1064 of file Actor.h.

◆ SetActorRelativeScale3D() [2/2]

void AActor::SetActorRelativeScale3D ( FVector NewRelativeScale)
inline

Definition at line 1260 of file Actor.h.

◆ SetActorRelativeTransform()

void AActor::SetActorRelativeTransform ( FTransform * NewRelativeTransform,
bool bSweep )
inline

Definition at line 1261 of file Actor.h.

◆ SetActorRotation() [1/4]

bool AActor::SetActorRotation ( FQuat * NewRotation)
inline

Definition at line 1058 of file Actor.h.

◆ SetActorRotation() [2/4]

bool AActor::SetActorRotation ( FQuat * NewRotation)
inline

Definition at line 1262 of file Actor.h.

◆ SetActorRotation() [3/4]

bool AActor::SetActorRotation ( FRotator NewRotation)
inline

Definition at line 1057 of file Actor.h.

◆ SetActorRotation() [4/4]

bool AActor::SetActorRotation ( FRotator NewRotation)
inline

Definition at line 1263 of file Actor.h.

◆ SetActorScale3D() [1/2]

void AActor::SetActorScale3D ( FVector * NewScale3D)
inline

Definition at line 1060 of file Actor.h.

◆ SetActorScale3D() [2/2]

void AActor::SetActorScale3D ( FVector * NewScale3D)
inline

Definition at line 1264 of file Actor.h.

◆ SetActorTickEnabled() [1/2]

void AActor::SetActorTickEnabled ( bool bEnabled)
inline

Definition at line 970 of file Actor.h.

◆ SetActorTickEnabled() [2/2]

void AActor::SetActorTickEnabled ( bool bEnabled)
inline

Definition at line 1265 of file Actor.h.

◆ SetActorTransform()

bool AActor::SetActorTransform ( FTransform * NewTransform,
bool bSweep )
inline

Definition at line 1266 of file Actor.h.

◆ SetAutonomousProxy()

void AActor::SetAutonomousProxy ( bool bInAutonomousProxy)
inline

Definition at line 1267 of file Actor.h.

◆ SetLifeSpan() [1/2]

void AActor::SetLifeSpan ( float InLifespan)
inline

Definition at line 1086 of file Actor.h.

◆ SetLifeSpan() [2/2]

void AActor::SetLifeSpan ( float InLifespan)
inline

Definition at line 1268 of file Actor.h.

◆ SetNetUpdateTime()

void AActor::SetNetUpdateTime ( long double NewUpdateTime)
inline

Definition at line 1269 of file Actor.h.

◆ SetNetworkSpatializationParent() [1/2]

void AActor::SetNetworkSpatializationParent ( AActor * NewParent)
inline

Definition at line 1011 of file Actor.h.

◆ SetNetworkSpatializationParent() [2/2]

void AActor::SetNetworkSpatializationParent ( AActor * NewParent)
inline

Definition at line 1270 of file Actor.h.

◆ SetOwner() [1/2]

void AActor::SetOwner ( AActor * NewOwner)
inline

Definition at line 989 of file Actor.h.

◆ SetOwner() [2/2]

void AActor::SetOwner ( AActor * NewOwner)
inline

Definition at line 1271 of file Actor.h.

◆ SetRemoteRoleForBackwardsCompat()

void AActor::SetRemoteRoleForBackwardsCompat ( ENetRole InRemoteRole)
inline

Definition at line 944 of file Actor.h.

◆ SetReplicates() [1/2]

void AActor::SetReplicates ( bool bInReplicates)
inline

Definition at line 1045 of file Actor.h.

◆ SetReplicates() [2/2]

void AActor::SetReplicates ( bool bInReplicates)
inline

Definition at line 1272 of file Actor.h.

◆ SetRootComponent() [1/2]

bool AActor::SetRootComponent ( USceneComponent * NewRootComponent)
inline

Definition at line 1069 of file Actor.h.

◆ SetRootComponent() [2/2]

bool AActor::SetRootComponent ( USceneComponent * NewRootComponent)
inline

Definition at line 1273 of file Actor.h.

◆ SetTickableWhenPaused()

void AActor::SetTickableWhenPaused ( bool bTickableWhenPaused)
inline

Definition at line 1275 of file Actor.h.

◆ SetTickFunctionEnabled() [1/2]

void AActor::SetTickFunctionEnabled ( bool bEnableTick)
inline

Definition at line 1112 of file Actor.h.

◆ SetTickFunctionEnabled() [2/2]

void AActor::SetTickFunctionEnabled ( bool bEnableTick)
inline

Definition at line 1274 of file Actor.h.

◆ SimpleTeleportTo() [1/2]

bool AActor::SimpleTeleportTo ( FVector * DestLocation,
FRotator * DestRotation )
inline

Definition at line 958 of file Actor.h.

◆ SimpleTeleportTo() [2/2]

bool AActor::SimpleTeleportTo ( FVector * DestLocation,
FRotator * DestRotation )
inline

Definition at line 1276 of file Actor.h.

◆ SnapRootComponentTo()

void AActor::SnapRootComponentTo ( AActor * InParentActor,
FName InSocketName )
inline

Definition at line 1277 of file Actor.h.

◆ Stasis() [1/2]

void AActor::Stasis ( )
inline

Definition at line 1089 of file Actor.h.

◆ Stasis() [2/2]

void AActor::Stasis ( )
inline

Definition at line 1278 of file Actor.h.

◆ StasisCheckComponentField() [1/2]

UPrimitiveComponent * AActor::StasisCheckComponentField ( )
inline

Definition at line 788 of file Actor.h.

◆ StasisCheckComponentField() [2/2]

UPrimitiveComponent * AActor::StasisCheckComponentField ( )
inline

Definition at line 874 of file Actor.h.

◆ StasisSetIndexField() [1/2]

char & AActor::StasisSetIndexField ( )
inline

Definition at line 800 of file Actor.h.

◆ StasisSetIndexField() [2/2]

char & AActor::StasisSetIndexField ( )
inline

Definition at line 888 of file Actor.h.

◆ StasisUnRegisteredComponentsField() [1/2]

TArray< TWeakObjectPtr< UActorComponent > > & AActor::StasisUnRegisteredComponentsField ( )
inline

Definition at line 804 of file Actor.h.

◆ StasisUnRegisteredComponentsField() [2/2]

TArray< TWeakObjectPtr< UActorComponent > > & AActor::StasisUnRegisteredComponentsField ( )
inline

Definition at line 892 of file Actor.h.

◆ StaticClass()

static UClass * AActor::StaticClass ( )
inlinestatic

Definition at line 1042 of file Actor.h.

◆ StaticConfigName()

static const wchar_t * AActor::StaticConfigName ( )
inlinestatic

Definition at line 945 of file Actor.h.

◆ StaticRegisterNativesAActor() [1/2]

static void AActor::StaticRegisterNativesAActor ( )
inlinestatic

Definition at line 1146 of file Actor.h.

◆ StaticRegisterNativesAActor() [2/2]

static void AActor::StaticRegisterNativesAActor ( )
inlinestatic

Definition at line 1357 of file Actor.h.

◆ StopActorSound() [1/2]

void AActor::StopActorSound ( USoundBase * SoundAsset,
float FadeOutTime )
inline

Definition at line 1120 of file Actor.h.

◆ StopActorSound() [2/2]

void AActor::StopActorSound ( USoundBase * SoundAsset,
float FadeOutTime )
inline

Definition at line 1279 of file Actor.h.

◆ TagsField() [1/2]

TArray< FName > & AActor::TagsField ( )
inline

Definition at line 828 of file Actor.h.

◆ TagsField() [2/2]

TArray< FName > & AActor::TagsField ( )
inline

Definition at line 918 of file Actor.h.

◆ TakeDamage() [1/2]

float AActor::TakeDamage ( float DamageAmount,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 1016 of file Actor.h.

◆ TakeDamage() [2/2]

float AActor::TakeDamage ( float DamageAmount,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 1280 of file Actor.h.

◆ TargetingTeamChanged()

void AActor::TargetingTeamChanged ( )
inline

Definition at line 1106 of file Actor.h.

◆ TargetingTeamField() [1/2]

int & AActor::TargetingTeamField ( )
inline

Definition at line 813 of file Actor.h.

◆ TargetingTeamField() [2/2]

int & AActor::TargetingTeamField ( )
inline

Definition at line 902 of file Actor.h.

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◆ TeleportTo() [1/2]

bool AActor::TeleportTo ( FVector * DestLocation,
FRotator * DestRotation,
bool bIsATest,
bool bNoCheck )
inline

Definition at line 957 of file Actor.h.

◆ TeleportTo() [2/2]

bool AActor::TeleportTo ( FVector * DestLocation,
FRotator * DestRotation,
bool bIsATest,
bool bNoCheck )
inline

Definition at line 1281 of file Actor.h.

◆ ThrottledTick() [1/2]

void AActor::ThrottledTick ( )
inline

Definition at line 1203 of file Actor.h.

◆ ThrottledTick() [2/2]

void AActor::ThrottledTick ( )
inline

Definition at line 1358 of file Actor.h.

◆ Tick() [1/2]

void AActor::Tick ( float DeltaSeconds)
inline

Definition at line 974 of file Actor.h.

◆ Tick() [2/2]

void AActor::Tick ( float DeltaSeconds)
inline

Definition at line 1282 of file Actor.h.

◆ TryMultiUse() [1/2]

bool AActor::TryMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 1101 of file Actor.h.

◆ TryMultiUse() [2/2]

bool AActor::TryMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 1283 of file Actor.h.

◆ UninitializeComponents() [1/2]

void AActor::UninitializeComponents ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1083 of file Actor.h.

◆ UninitializeComponents() [2/2]

void AActor::UninitializeComponents ( EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1284 of file Actor.h.

◆ UniqueActorIdField()

unsigned int & AActor::UniqueActorIdField ( )
inline

Definition at line 901 of file Actor.h.

◆ UniqueGuidIdField()

FGuid & AActor::UniqueGuidIdField ( )
inline

Definition at line 832 of file Actor.h.

◆ UnmarkAbortedForSeamlessTravel()

void AActor::UnmarkAbortedForSeamlessTravel ( )
inline

Definition at line 1040 of file Actor.h.

◆ UnregisterAllComponents() [1/2]

void AActor::UnregisterAllComponents ( bool bDetachFromOtherParent)
inline

Definition at line 1077 of file Actor.h.

◆ UnregisterAllComponents() [2/2]

void AActor::UnregisterAllComponents ( bool bDetachFromOtherParent)
inline

Definition at line 1285 of file Actor.h.

◆ Unstasis() [1/2]

void AActor::Unstasis ( )
inline

Definition at line 1090 of file Actor.h.

◆ Unstasis() [2/2]

void AActor::Unstasis ( )
inline

Definition at line 1286 of file Actor.h.

◆ UnstasisLastInRangeTimeField() [1/2]

long double & AActor::UnstasisLastInRangeTimeField ( )
inline

Definition at line 792 of file Actor.h.

◆ UnstasisLastInRangeTimeField() [2/2]

long double & AActor::UnstasisLastInRangeTimeField ( )
inline

Definition at line 880 of file Actor.h.

◆ UpdateOverlaps() [1/2]

void AActor::UpdateOverlaps ( bool bDoNotifies)
inline

Definition at line 985 of file Actor.h.

◆ UpdateOverlaps() [2/2]

void AActor::UpdateOverlaps ( bool bDoNotifies)
inline

Definition at line 1287 of file Actor.h.

◆ UserConstructionScript() [1/2]

void AActor::UserConstructionScript ( )
inline

Definition at line 1204 of file Actor.h.

◆ UserConstructionScript() [2/2]

void AActor::UserConstructionScript ( )
inline

Definition at line 1359 of file Actor.h.


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