Ark Server API (ASE) - Wiki
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ABasePlayerController Struct Reference

#include <Actor.h>

+ Inheritance diagram for ABasePlayerController:
+ Collaboration diagram for ABasePlayerController:

Public Member Functions

FNameServerSayStringField ()
 
bool & bHasSentStartEventsField ()
 
BitFieldValue< bool, unsigned __int32 > bCheatEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bGameEndedFrame ()
 
BitFieldValue< bool, unsigned __int32 > bAllowGameActions ()
 
void OnQueryAchievementsComplete (FUniqueNetId *PlayerId, const bool bWasSuccessful)
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
void SimulateInputKey (FKey Key, bool bPressed)
 
void QueryAchievements ()
 
void ClientGameStarted_Implementation ()
 
void ClientStartOnlineGame_Implementation ()
 
void ClientEndOnlineGame_Implementation ()
 
void HandleReturnToMainMenu ()
 
void ClientReturnToMainMenu_Implementation (FString *ReturnReason)
 
void CleanupSessionOnReturnToMenu ()
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
void ClientSendRoundEndEvent_Implementation (bool bIsWinner, int ExpendedTimeInSeconds)
 
void ClientSetSpectatorCamera_Implementation (FVector CameraLocation, FRotator CameraRotation)
 
void ServerCheat_Implementation (FString *Msg)
 
bool IsMoveInputIgnored ()
 
bool IsLookInputIgnored ()
 
bool IsGameInputAllowed ()
 
void ClientEndOnlineGame ()
 
void ClientGameStarted ()
 
void ClientSendRoundEndEvent (bool bIsWinner, int ExpendedTimeInSeconds)
 
void ClientSetSpectatorCamera (FVector CameraLocation, FRotator CameraRotation)
 
void ClientStartOnlineGame ()
 
void ServerCheat (FString *Msg)
 
- Public Member Functions inherited from APlayerController
UPlayerPlayerField ()
 
APawnAcknowledgedPawnField ()
 
float & LocalPlayerCachedLODDistanceFactorField ()
 
AHUD * MyHUDField ()
 
APlayerCameraManager * PlayerCameraManagerField ()
 
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField ()
 
bool & bAutoManageActiveCameraTargetField ()
 
FRotatorTargetViewRotationField ()
 
FRotatorBlendedTargetViewRotationField ()
 
TArray< AActor * > HiddenActorsField ()
 
float & LastSpectatorStateSynchTimeField ()
 
int & ClientCapField ()
 
long double & ServerLastReceivedSpectatorLocTimeField ()
 
UCheatManagerCheatManagerField ()
 
TSubclassOf< UCheatManager > & CheatClassField ()
 
TArray< FName > & PendingMapChangeLevelNamesField ()
 
char & NetPlayerIndexField ()
 
UNetConnectionPendingSwapConnectionField ()
 
UNetConnectionNetConnectionField ()
 
FRotatorRotationInputField ()
 
float & InputYawScaleField ()
 
float & InputPitchScaleField ()
 
float & InputRollScaleField ()
 
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField ()
 
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField ()
 
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField ()
 
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField ()
 
bool & bLockedInputUIField ()
 
TSubobjectPtr< USceneComponent > & TransformComponentField ()
 
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField ()
 
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField ()
 
char & IgnoreMoveInputField ()
 
char & IgnoreLookInputField ()
 
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField ()
 
FVectorAudioListenerLocationOverrideField ()
 
FRotatorAudioListenerRotationOverrideField ()
 
FVectorSpawnLocationField ()
 
float & LastRetryPlayerTimeField ()
 
unsigned __int16 & SeamlessTravelCountField ()
 
unsigned __int16 & LastCompletedSeamlessTravelCountField ()
 
bool & bPossessedAnyPawnField ()
 
int & LastValidUnstasisCasterFrameField ()
 
FVectorLastCharacterMovementTeleportUnstasisLocationField ()
 
FVectorLastReplicatedFocalLocField ()
 
bool & bIsDelayedNetCleanupField ()
 
float & LastTeleportDistanceField ()
 
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut ()
 
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey ()
 
BitFieldValue< bool, unsigned __int32 > bIsAnselActive ()
 
BitFieldValue< bool, unsigned __int32 > bCinematicMode ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting ()
 
BitFieldValue< bool, unsigned __int32 > bCheatPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bIsAdmin ()
 
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor ()
 
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook ()
 
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener ()
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
 
void AcknowledgePossession (APawn *P)
 
void AddCheats (bool bForce)
 
void AddPitchInput (float Val)
 
void AddRollInput (float Val)
 
void AddYawInput (float Val)
 
void AutoManageActiveCameraTarget (AActor *SuggestedTarget)
 
void BeginInactiveState ()
 
void BeginSpectatingState ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void Camera (FName NewMode)
 
bool CanRestartPlayer ()
 
void ChangeState (FName NewState)
 
void CleanUpAudioComponents ()
 
void CleanupGameViewport ()
 
void CleanupPlayerState ()
 
void ClearAudioListenerOverride ()
 
void ClientAddTextureStreamingLoc_Implementation (FVector InLoc, float Duration, bool bOverrideLocation)
 
void ClientCancelPendingMapChange_Implementation ()
 
void ClientCapBandwidth_Implementation (int Cap)
 
void ClientClearCameraLensEffects_Implementation ()
 
void ClientCommitMapChange_Implementation ()
 
void ClientEnableNetworkVoice_Implementation (bool bEnable)
 
void ClientFlushLevelStreaming_Implementation ()
 
void ClientForceGarbageCollection_Implementation ()
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
void ClientGotoState_Implementation (FName NewState)
 
void ClientIgnoreLookInput_Implementation (bool bIgnore)
 
void ClientIgnoreMoveInput_Implementation (bool bIgnore)
 
void ClientMessage_Implementation (FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientNetGUIDActorDeletion_Implementation (FNetworkGUID TheNetGUID)
 
void ClientPlaySoundAtLocation_Implementation (USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
 
void ClientPlaySound_Implementation (USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
 
void ClientPrepareMapChange_Implementation (FName LevelName, bool bFirst, bool bLast)
 
void ClientPrestreamTextures_Implementation (AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
 
void ClientProcessNetExecCommandUnreliable_Implementation (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
void ClientProcessSimpleNetExecCommandBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientReset_Implementation ()
 
void ClientRestart_Implementation (APawn *NewPawn)
 
void ClientRetryClientRestart_Implementation (APawn *NewPawn)
 
void ClientReturnToMainMenu_Implementation (FString *ReturnReason)
 
void ClientSetBlockOnAsyncLoading_Implementation ()
 
void ClientSetCameraFade_Implementation (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
 
void SetCameraMode (FName NewCamMode)
 
void ClientSetCinematicMode_Implementation (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientSetForceMipLevelsToBeResident_Implementation (UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
 
void ClientSetHUD_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientVoiceHandshakeComplete_Implementation ()
 
void ClientWasKicked_Implementation (FText *KickReason)
 
FStringConsoleCommand (FString *result, FString *Cmd, bool bWriteToLog)
 
void CreateTouchInterface ()
 
bool DefaultCanUnpause ()
 
void DelayedNetCleanup ()
 
void DelayedPrepareMapChange ()
 
bool DeprojectMousePositionToWorld (FVector *WorldLocation, FVector *WorldDirection)
 
bool DeprojectScreenPositionToWorld (float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
 
void DestroySpectatorPawn ()
 
void Destroyed ()
 
void DisableInput (APlayerController *PlayerController)
 
void EnableCheats (FString pass)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndPlayingState ()
 
void EndSpectatingState ()
 
void FOV (float F)
 
void FailedToSpawnPawn ()
 
void FlushPressedKeys ()
 
void ForceSingleNetUpdateFor (AActor *Target)
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void GetAudioListenerPosition (FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
 
FVectorGetFocalLocation (FVector *result)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursor (ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorByChannel (ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorForObjects (TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFinger (ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerByChannel (ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerForObjects (ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
float GetInputAnalogKeyState (FKey Key)
 
float GetInputKeyTimeDown (FKey Key)
 
void GetInputMotionState (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
void GetInputMouseDelta (float *DeltaX, float *DeltaY)
 
void GetInputTouchState (ETouchIndex::Type FingerIndex, float *LocationX, float *LocationY, bool *bIsCurrentlyPressed)
 
FVectorGetInputVectorKeyState (FVector *result, FKey Key)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
EMouseCursor::Type GetMouseCursor ()
 
bool GetMousePosition (float *LocationX, float *LocationY)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
APlayerStateGetNextViewablePlayer (int dir)
 
APawnGetPawnOrSpectator ()
 
FStringGetPlayerNetworkAddress (FString *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor * > *ActorList)
 
int GetSplitscreenPlayerCount ()
 
AActorGetViewTarget ()
 
void GetViewportSize (int *SizeX, int *SizeY)
 
bool HasClientLoadedCurrentWorld ()
 
void InitInputSystem ()
 
bool InputAxis (FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
 
bool InputKey (FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
 
bool InputMotion (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
bool InputTouch (unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
 
bool IsFrozen ()
 
bool IsInputKeyDown (FKey Key)
 
bool ServerPause_Validate ()
 
bool IsLookInputIgnored ()
 
bool IsMoveInputIgnored ()
 
bool IsPaused ()
 
bool IsPlayerMuted (FString *VivoxUsername)
 
bool IsPlayerMuted (FUniqueNetId *PlayerId)
 
bool IsPrimaryPlayer ()
 
bool IsSplitscreenPlayer (int *OutSplitscreenPlayerIndex)
 
void LocalTravel (FString *FURL)
 
bool NetConnectionHasActiveActor (AActor *AnActor)
 
void NetSpawnActorAtLocation_Implementation (TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
 
void NotifyDirectorControl (bool bNowControlling, AMatineeActor *CurrentMatinee)
 
void NotifyLoadedWorld (FName WorldPackageName, bool bFinalDest)
 
bool NotifyServerReceivedClientData (APawn *InPawn, float TimeStamp)
 
void OnNetCleanup (UNetConnection *Connection)
 
void Pause ()
 
void PawnLeavingGame ()
 
void PlayerTick (float DeltaTime)
 
void Possess (APawn *PawnToPossess)
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
void ProcessForceFeedback (const float DeltaTime, const bool bGamePaused)
 
void ProcessPlayerInput (const float DeltaTime, const bool bGamePaused)
 
bool ProjectWorldLocationToScreen (FVector WorldLocation, FVector2D *ScreenLocation)
 
void ReceivedPlayer ()
 
void ReceivedSpectatorClass (TSubclassOf< AGameMode > SpectatorClass)
 
void Reset ()
 
void ResetCameraMode ()
 
void ResetIgnoreInputFlags ()
 
void RestartLevel ()
 
void SafeRetryClientRestart ()
 
void SafeServerCheckClientPossession ()
 
void SafeServerUpdateSpectatorState ()
 
void SeamlessTravelFrom (APlayerController *OldPC)
 
void SendClientAdjustment ()
 
void ServerAcknowledgePossession_Implementation (APawn *P)
 
bool ServerAcknowledgePossession_Validate (APawn *P)
 
void ServerCamera_Implementation (FName NewMode)
 
void ServerChangeName_Implementation (FString *S)
 
bool ServerChangeName_Validate (FString *S)
 
void ServerCheckClientPossession_Implementation ()
 
void ServerMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool ServerMutePlayer_Validate (FUniqueNetIdRepl PlayerId)
 
void ServerNotifyLoadedWorld_Implementation (FName WorldPackageName)
 
bool ServerNotifyLoadedWorld_Validate (FName WorldPackageName)
 
void ServerPause_Implementation ()
 
void ServerReceivedPlayerControllerAck_Implementation ()
 
void ServerRestartPlayer_Implementation ()
 
void ServerSetSpectatorLocation_Implementation (FVector NewLoc)
 
void ServerToggleAILogging_Implementation ()
 
void ServerUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool ServerUnmutePlayer_Validate (FUniqueNetIdRepl PlayerId)
 
void ServerUpdateCamera_Implementation (FVector_NetQuantize CamLoc, int CamPitchAndYaw)
 
void ServerUpdateLevelVisibility_Implementation (FName PackageName, bool bIsVisible)
 
bool ServerUpdateLevelVisibility_Validate (FName PackageName, bool bIsVisible)
 
void ServerVerifyViewTarget_Implementation ()
 
void ServerViewNextPlayer_Implementation ()
 
void ServerViewPrevPlayer_Implementation ()
 
void SetAudioListenerOverride (USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void SetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
 
void SetIgnoreLookInput (bool bNewLookInput)
 
void SetIgnoreMoveInput (bool bNewMoveInput)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void SetName (FString *S)
 
void SetNetSpeed (int NewSpeed)
 
void SetPawn (APawn *InPawn)
 
void SetPlayer (UPlayer *InPlayer)
 
void SetSpawnLocation (FVector *NewLocation)
 
void SetVirtualJoystickVisibility (bool bVisible)
 
void SetupInputComponent ()
 
bool ShouldReplicateVoicePacketFrom (FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
 
bool ShouldShowMouseCursor ()
 
void SmoothTargetViewRotation (APawn *TargetPawn, float DeltaSeconds)
 
void SpawnDefaultHUD ()
 
void SpawnHUD (TSubclassOf< AHUD > NewHUDClass)
 
void SpawnPlayerCameraManager ()
 
void StartFire (char FireModeNum)
 
void StartSpectatingOnly ()
 
void StartTalking ()
 
void StopTalking ()
 
void SwitchLevel (FString *FURL)
 
void TickPlayerInput (const float DeltaSeconds, const bool bGamePaused)
 
void ToggleSpeaking (bool bSpeaking, bool bUseSuperRange)
 
void UnPossess ()
 
void UpdateCameraManager (float DeltaSeconds)
 
void UpdatePing (float InPing)
 
void UpdateRotation (float DeltaTime)
 
void UpdateStateInputComponents ()
 
void ViewAPlayer (int dir)
 
bool WasInputKeyJustPressed (FKey Key)
 
bool WasInputKeyJustReleased (FKey Key)
 
void ClientCapBandwidth (int Cap)
 
void ClientClearCameraLensEffects ()
 
void ClientCommitMapChange ()
 
void ClientEnableNetworkVoice (bool bEnable)
 
void ClientGameEnded (AActor *EndGameFocus, bool bIsWinner)
 
void ClientGotoState (FName NewState)
 
void ClientMessage (FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientNetGUIDActorDeletion (FNetworkGUID TheNetGUID)
 
void ClientNotifyReconnected (APawn *NewPawn)
 
void ClientNotifyRespawned (APawn *NewPawn, bool IsFirstSpawn)
 
void ClientProcessNetExecCommand (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
void ClientProcessNetExecCommandUnreliable (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
void ClientProcessSimpleNetExecCommandBP (AActor *ForActor, FName CommandName)
 
void ClientProcessSimpleNetExecCommandUnreliableBP (AActor *ForActor, FName CommandName)
 
void ClientRepObjRef (UObject *Object)
 
void ClientReset ()
 
void ClientRestart (APawn *NewPawn)
 
void ClientRetryClientRestart (APawn *NewPawn)
 
void ClientReturnToMainMenu (FString *ReturnReason)
 
void ClientSetBlockOnAsyncLoading ()
 
void ClientSetCameraFade (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
 
void ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientSetHUD (TSubclassOf< AHUD > NewHUDClass)
 
void ClientTeamMessage (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientTeleportSucceeded (FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
 
void ClientUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientUpdateLevelStreamingStatus (FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex)
 
void ClientVoiceHandshakeComplete ()
 
void ClientWasKicked (FText *KickReason)
 
void NetSpawnActorAtLocation (TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
 
void ServerAcknowledgePossession (APawn *P)
 
void ServerCamera (FName NewMode)
 
void ServerChangeName (FString *S)
 
void ServerCheckClientPossession ()
 
void ServerMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerNotifyLoadedWorld (FName WorldPackageName)
 
void ServerPause ()
 
void ServerReceivedPlayerControllerAck ()
 
void ServerRestartPlayer ()
 
void ServerSetSpectatorLocation (FVector NewLoc)
 
void ServerShortTimeout ()
 
void ServerUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerUpdateLevelVisibility (FName PackageName, bool bIsVisible)
 
void ServerVerifyViewTarget ()
 
void ServerViewNextPlayer ()
 
UPlayerPlayerField ()
 
APawnAcknowledgedPawnField ()
 
float & LocalPlayerCachedLODDistanceFactorField ()
 
AHUD * MyHUDField ()
 
APlayerCameraManager * PlayerCameraManagerField ()
 
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField ()
 
bool & bAutoManageActiveCameraTargetField ()
 
FRotatorTargetViewRotationField ()
 
FRotatorBlendedTargetViewRotationField ()
 
TArray< AActor * > HiddenActorsField ()
 
float & LastSpectatorStateSynchTimeField ()
 
int & ClientCapField ()
 
long double & ServerLastReceivedSpectatorLocTimeField ()
 
UCheatManagerCheatManagerField ()
 
TSubclassOf< UCheatManager > & CheatClassField ()
 
UPlayerInputPlayerInputField ()
 
TArray< FName > & PendingMapChangeLevelNamesField ()
 
char & NetPlayerIndexField ()
 
FPlayerMuteListMuteListField ()
 
UNetConnectionPendingSwapConnectionField ()
 
UNetConnectionNetConnectionField ()
 
FRotatorRotationInputField ()
 
FRotatorPreviousRotationInputField ()
 
float & InputYawScaleField ()
 
float & InputPitchScaleField ()
 
float & InputRollScaleField ()
 
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField ()
 
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField ()
 
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField ()
 
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField ()
 
bool & bLockedInputUIField ()
 
TSubobjectPtr< USceneComponent > & TransformComponentField ()
 
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField ()
 
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField ()
 
char & IgnoreMoveInputField ()
 
char & IgnoreLookInputField ()
 
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField ()
 
FVectorAudioListenerLocationOverrideField ()
 
FRotatorAudioListenerRotationOverrideField ()
 
ASpectatorPawn * SpectatorPawnField ()
 
FVectorSpawnLocationField ()
 
float & LastRetryPlayerTimeField ()
 
unsigned __int16 & SeamlessTravelCountField ()
 
unsigned __int16 & LastCompletedSeamlessTravelCountField ()
 
TArray< AActor * > AlwaysReleventNetworkActorsField ()
 
FVectorLastReplicatedFocalLocField ()
 
bool & bIsDelayedNetCleanupField ()
 
float & LastTeleportDistanceField ()
 
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut ()
 
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey ()
 
BitFieldValue< bool, unsigned __int32 > bIsAnselActive ()
 
BitFieldValue< bool, unsigned __int32 > bForceSpawnedNotification ()
 
BitFieldValue< bool, unsigned __int32 > bCinematicMode ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting ()
 
BitFieldValue< bool, unsigned __int32 > bCheatPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bIsAdmin ()
 
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor ()
 
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook ()
 
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener ()
 
TArray< AActor * > * GetAlwaysReleventNetworkActors ()
 
void SetKickedNotification (FString APIKey)
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
 
AActorBaseGetPlayerCharacter ()
 
AHUD * GetHUD ()
 
FVectorGetSpawnLocation (FVector *result)
 
void ClientPlaySoundAtLocation_Implementation (USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
 
UPlayerGetNetOwningPlayer ()
 
UNetConnectionGetNetConnection ()
 
bool IsLocalController ()
 
bool ServerPause_Validate ()
 
void FailedToSpawnPawn ()
 
void ClientFlushLevelStreaming_Implementation ()
 
void ServerUpdateLevelVisibility_Implementation (FName PackageName, bool bIsVisible)
 
bool ServerUpdateLevelVisibility_Validate (FName PackageName, bool bIsVisible)
 
FStringConsoleCommand (FString *result, FString *Cmd, bool bWriteToLog)
 
void CleanUpAudioComponents ()
 
AActorGetViewTarget ()
 
void AutoManageActiveCameraTarget (AActor *SuggestedTarget)
 
bool ServerNotifyLoadedWorld_Validate (FName WorldPackageName)
 
void ServerNotifyLoadedWorld_Implementation (FName WorldPackageName)
 
bool HasClientLoadedCurrentWorld ()
 
void ForceSingleNetUpdateFor (AActor *Target)
 
void SmoothTargetViewRotation (APawn *TargetPawn, float DeltaSeconds)
 
void InitInputSystem ()
 
void SafeRetryClientRestart ()
 
void ClientRetryClientRestart_Implementation (APawn *NewPawn)
 
void ClientRestart_Implementation (APawn *NewPawn)
 
void Possess (APawn *PawnToPossess)
 
void AcknowledgePossession (APawn *P)
 
void ReceivedPlayer ()
 
FVectorGetFocalLocation (FVector *result)
 
void PostLoad ()
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void UpdateRotation (float DeltaTime)
 
void PostInitializeComponents ()
 
void AddCheats (bool bForce)
 
void EnableCheats (FString pass)
 
void SpawnDefaultHUD ()
 
void CreateTouchInterface ()
 
void CleanupGameViewport ()
 
void GetViewportSize (int *SizeX, int *SizeY)
 
void Reset ()
 
void ClientReset_Implementation ()
 
void ClientGotoState_Implementation (FName NewState)
 
bool IsFrozen ()
 
void ServerAcknowledgePossession_Implementation (APawn *P)
 
bool ServerAcknowledgePossession_Validate (APawn *P)
 
void UnPossess ()
 
void ClientSetHUD_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void CleanupPlayerState ()
 
void OnNetCleanup (UNetConnection *Connection)
 
void DelayedNetCleanup ()
 
void ClientPlaySound_Implementation (USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ServerToggleAILogging_Implementation ()
 
void PawnLeavingGame ()
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void Destroyed ()
 
void FOV (float F)
 
void Camera (FName NewMode)
 
void ServerCamera_Implementation (FName NewMode)
 
void SetCameraMode (FName NewCamMode)
 
void ResetCameraMode ()
 
void ClientSetCameraFade_Implementation (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
 
void SendClientAdjustment ()
 
void ClientCapBandwidth_Implementation (int Cap)
 
void SetSpawnLocation (FVector *NewLocation)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void ServerUpdateCamera_Implementation (FVector_NetQuantize CamLoc, int CamPitchAndYaw)
 
void ClientReturnToMainMenu_Implementation (FString *ReturnReason)
 
bool IsPaused ()
 
void Pause ()
 
void ServerPause_Implementation ()
 
void SetName (FString *S)
 
void ServerChangeName_Implementation (FString *S)
 
bool ServerChangeName_Validate (FString *S)
 
void NotifyLoadedWorld (FName WorldPackageName, bool bFinalDest)
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
bool GetHitResultUnderCursor (ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorByChannel (ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorForObjects (TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFinger (ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerByChannel (ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerForObjects (ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool DeprojectMousePositionToWorld (FVector *WorldLocation, FVector *WorldDirection)
 
bool DeprojectScreenPositionToWorld (float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
 
bool ProjectWorldLocationToScreen (FVector WorldLocation, FVector2D *ScreenLocation, FVector *Out_ViewLocation, FBox2D *Out_ViewRect, bool *Out_bIsScreenLocationInsideViewRect)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
void PlayerTick (float DeltaTime)
 
void FlushPressedKeys ()
 
bool InputKey (FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
 
bool InputAxis (FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
 
bool InputTouch (unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
 
bool InputMotion (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
bool ShouldShowMouseCursor ()
 
EMouseCursor::Type GetMouseCursor ()
 
void SetupInputComponent ()
 
void ProcessPlayerInput (const float DeltaTime, const bool bGamePaused)
 
void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
void ResetIgnoreInputFlags ()
 
void SetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
 
void SetIgnoreMoveInput (bool bNewMoveInput)
 
bool IsMoveInputIgnored ()
 
void SetIgnoreLookInput (bool bNewLookInput)
 
bool IsLookInputIgnored ()
 
void ServerVerifyViewTarget_Implementation ()
 
void SpawnPlayerCameraManager ()
 
void GetAudioListenerPosition (FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
 
void SetAudioListenerOverride (USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
 
void ClearAudioListenerOverride ()
 
void ServerCheckClientPossession_Implementation ()
 
void SafeServerCheckClientPossession ()
 
void SafeServerUpdateSpectatorState ()
 
void ServerSetSpectatorLocation_Implementation (FVector NewLoc)
 
void ServerViewNextPlayer_Implementation ()
 
void ServerViewPrevPlayer_Implementation ()
 
APlayerStateGetNextViewablePlayer (int dir)
 
void ViewAPlayer (int dir)
 
void StartFire (char FireModeNum)
 
bool NotifyServerReceivedClientData (APawn *InPawn, float TimeStamp)
 
void ServerRestartPlayer_Implementation ()
 
bool CanRestartPlayer ()
 
void ClientIgnoreMoveInput_Implementation (bool bIgnore)
 
void ClientIgnoreLookInput_Implementation (bool bIgnore)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void ClientSetCinematicMode_Implementation (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientForceGarbageCollection_Implementation ()
 
void ClientPrepareMapChange_Implementation (FName LevelName, bool bFirst, bool bLast)
 
void DelayedPrepareMapChange ()
 
void ClientCommitMapChange_Implementation ()
 
void ClientCancelPendingMapChange_Implementation ()
 
void ClientSetBlockOnAsyncLoading_Implementation ()
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor * > *ActorList)
 
void SeamlessTravelFrom (APlayerController *OldPC)
 
void ClientEnableNetworkVoice_Implementation (bool bEnable)
 
void StartTalking ()
 
void StopTalking ()
 
void ToggleSpeaking (bool bSpeaking, bool bUseSuperRange)
 
void ClientVoiceHandshakeComplete_Implementation ()
 
void ServerMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool ServerUnmutePlayer_Validate (FUniqueNetIdRepl PlayerId)
 
void ServerUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool IsPlayerMuted (FUniqueNetId *PlayerId)
 
bool IsPlayerMuted (FString *VivoxUsername)
 
bool ShouldReplicateVoicePacketFrom (FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
 
void ClientWasKicked_Implementation (FText *KickReason)
 
bool IsPrimaryPlayer ()
 
bool IsSplitscreenPlayer (int *OutSplitscreenPlayerIndex)
 
int GetSplitscreenPlayerCount ()
 
void ClientSetForceMipLevelsToBeResident_Implementation (UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
 
void ClientPrestreamTextures_Implementation (AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
 
void ProcessForceFeedback (const float DeltaTime, const bool bGamePaused)
 
void ClientClearCameraLensEffects_Implementation ()
 
void ReceivedSpectatorClass (TSubclassOf< AGameMode > SpectatorClass)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void SetPawn (APawn *InPawn)
 
void ClientNetGUIDActorDeletion_Implementation (FNetworkGUID TheNetGUID)
 
void SetPlayer (UPlayer *InPlayer)
 
void TickPlayerInput (const float DeltaSeconds, const bool bGamePaused)
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
FStringGetPlayerNetworkAddress (FString *result)
 
bool DefaultCanUnpause ()
 
void StartSpectatingOnly ()
 
void EndPlayingState ()
 
void BeginSpectatingState ()
 
void SetSpectatorPawn (ASpectatorPawn *NewSpectatorPawn)
 
ASpectatorPawn * SpawnSpectatorPawn ()
 
void DestroySpectatorPawn ()
 
APawnGetPawnOrSpectator ()
 
void UpdateStateInputComponents ()
 
void ChangeState (FName NewState)
 
void EndSpectatingState ()
 
void BeginInactiveState ()
 
void AddPitchInput (float Val)
 
void AddYawInput (float Val)
 
void AddRollInput (float Val)
 
bool IsInputKeyDown (FKey Key)
 
bool WasInputKeyJustPressed (FKey Key)
 
bool WasInputKeyJustReleased (FKey Key)
 
float GetInputAnalogKeyState (FKey Key)
 
FVectorGetInputVectorKeyState (FVector *result, FKey Key)
 
void GetInputMotionState (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
float GetInputKeyTimeDown (FKey Key)
 
bool GetMousePosition (float *LocationX, float *LocationY)
 
void GetInputMouseDelta (float *DeltaX, float *DeltaY)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
void SetVirtualJoystickVisibility (bool bVisible)
 
void UpdateCameraManager (float DeltaSeconds)
 
void ClientRepObjRef_Implementation (UObject *Object)
 
void NetSpawnActorAtLocation_Implementation (TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
 
void ServerReceivedPlayerControllerAck_Implementation ()
 
void ClientProcessNetExecCommandUnreliable_Implementation (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
bool NetConnectionHasActiveActor (AActor *AnActor)
 
void ClientProcessSimpleNetExecCommandBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientClearCameraLensEffects ()
 
void ClientCommitMapChange ()
 
void ClientEnableNetworkVoice (bool bEnable)
 
void ClientGotoState (FName NewState)
 
void ClientMessage (FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientRepObjRef (UObject *Object)
 
void ClientRetryClientRestart (APawn *NewPawn)
 
void ClientReturnToMainMenu (FString *ReturnReason)
 
void ClientSetHUD (TSubclassOf< AHUD > NewHUDClass)
 
void ClientTeamMessage (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientVoiceHandshakeComplete ()
 
void ClientWasKicked (FText *KickReason)
 
void ServerChangeName (FString *S)
 
void ServerMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerRestartPlayer ()
 
void ServerUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerVerifyViewTarget ()
 
- Public Member Functions inherited from AController
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
APawnK2_GetPawn (AActor *DamageCauser)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void AttachToPawn (APawn *InPawn)
 
void ChangeState (FName NewState)
 
void CleanupPlayerState ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void Destroyed ()
 
void DetachFromPawn ()
 
void FailedToSpawnPawn ()
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetControlRotation (FRotator *result)
 
FRotatorGetDesiredRotation (FRotator *result)
 
FStringGetHumanReadableName (FString *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FNameGetStateName (FName *result)
 
AActorGetViewTarget ()
 
void InitPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
bool IsInState (FName InStateName)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void Possess (APawn *InPawn)
 
void PostInitializeComponents ()
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void Reset ()
 
void SetControlRotation (FRotator *NewRotation)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void SetPawn (APawn *InPawn)
 
void SetPawnFromRep (APawn *InPawn)
 
bool ShouldPostponePathUpdates ()
 
void UnPossess ()
 
void UpdateNavigationComponents ()
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
bool IsLocalController ()
 
void FailedToSpawnPawn ()
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
FRotatorGetControlRotation (FRotator *result)
 
void SetControlRotation (FRotator *NewRotation)
 
void AttachToPawn (APawn *InPawn)
 
void DetachFromPawn ()
 
AActorGetViewTarget ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void PostInitializeComponents ()
 
void Possess (APawn *InPawn)
 
void PawnPendingDestroy (APawn *inPawn)
 
void Reset ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera)
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void SetPawn (APawn *InPawn)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void Destroyed ()
 
void CleanupPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
void InitPlayerState ()
 
FRotatorGetDesiredRotation (FRotator *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FStringGetHumanReadableName (FString *result)
 
void ChangeState (FName NewState)
 
bool IsInState (FName InStateName)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
void UpdateNavigationComponents ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

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

Detailed Description

Definition at line 2274 of file Actor.h.

Member Function Documentation

◆ bAllowGameActions()

BitFieldValue< bool, unsigned __int32 > ABasePlayerController::bAllowGameActions ( )
inline

Definition at line 2283 of file Actor.h.

◆ bCheatEnabled()

BitFieldValue< bool, unsigned __int32 > ABasePlayerController::bCheatEnabled ( )
inline

Definition at line 2281 of file Actor.h.

◆ bGameEndedFrame()

BitFieldValue< bool, unsigned __int32 > ABasePlayerController::bGameEndedFrame ( )
inline

Definition at line 2282 of file Actor.h.

◆ bHasSentStartEventsField()

bool & ABasePlayerController::bHasSentStartEventsField ( )
inline

Definition at line 2277 of file Actor.h.

◆ CleanupSessionOnReturnToMenu()

void ABasePlayerController::CleanupSessionOnReturnToMenu ( )
inline

Definition at line 2296 of file Actor.h.

◆ ClientEndOnlineGame()

void ABasePlayerController::ClientEndOnlineGame ( )
inline

Definition at line 2306 of file Actor.h.

◆ ClientEndOnlineGame_Implementation()

void ABasePlayerController::ClientEndOnlineGame_Implementation ( )
inline

Definition at line 2293 of file Actor.h.

◆ ClientGameEnded_Implementation()

void ABasePlayerController::ClientGameEnded_Implementation ( AActor * EndGameFocus,
bool bIsWinner )
inline

Definition at line 2297 of file Actor.h.

◆ ClientGameStarted()

void ABasePlayerController::ClientGameStarted ( )
inline

Definition at line 2307 of file Actor.h.

◆ ClientGameStarted_Implementation()

void ABasePlayerController::ClientGameStarted_Implementation ( )
inline

Definition at line 2291 of file Actor.h.

◆ ClientReturnToMainMenu_Implementation()

void ABasePlayerController::ClientReturnToMainMenu_Implementation ( FString * ReturnReason)
inline

Definition at line 2295 of file Actor.h.

◆ ClientSendRoundEndEvent()

void ABasePlayerController::ClientSendRoundEndEvent ( bool bIsWinner,
int ExpendedTimeInSeconds )
inline

Definition at line 2308 of file Actor.h.

◆ ClientSendRoundEndEvent_Implementation()

void ABasePlayerController::ClientSendRoundEndEvent_Implementation ( bool bIsWinner,
int ExpendedTimeInSeconds )
inline

Definition at line 2298 of file Actor.h.

◆ ClientSetSpectatorCamera()

void ABasePlayerController::ClientSetSpectatorCamera ( FVector CameraLocation,
FRotator CameraRotation )
inline

Definition at line 2309 of file Actor.h.

◆ ClientSetSpectatorCamera_Implementation()

void ABasePlayerController::ClientSetSpectatorCamera_Implementation ( FVector CameraLocation,
FRotator CameraRotation )
inline

Definition at line 2299 of file Actor.h.

◆ ClientStartOnlineGame()

void ABasePlayerController::ClientStartOnlineGame ( )
inline

Definition at line 2310 of file Actor.h.

◆ ClientStartOnlineGame_Implementation()

void ABasePlayerController::ClientStartOnlineGame_Implementation ( )
inline

Definition at line 2292 of file Actor.h.

◆ GameHasEnded()

void ABasePlayerController::GameHasEnded ( AActor * EndGameFocus,
bool bIsWinner )
inline

Definition at line 2288 of file Actor.h.

◆ GetPrivateStaticClass()

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

Definition at line 2305 of file Actor.h.

◆ HandleReturnToMainMenu()

void ABasePlayerController::HandleReturnToMainMenu ( )
inline

Definition at line 2294 of file Actor.h.

◆ IsGameInputAllowed()

bool ABasePlayerController::IsGameInputAllowed ( )
inline

Definition at line 2303 of file Actor.h.

◆ IsLookInputIgnored()

bool ABasePlayerController::IsLookInputIgnored ( )
inline

Definition at line 2302 of file Actor.h.

◆ IsMoveInputIgnored()

bool ABasePlayerController::IsMoveInputIgnored ( )
inline

Definition at line 2301 of file Actor.h.

◆ OnQueryAchievementsComplete()

void ABasePlayerController::OnQueryAchievementsComplete ( FUniqueNetId * PlayerId,
const bool bWasSuccessful )
inline

Definition at line 2287 of file Actor.h.

◆ QueryAchievements()

void ABasePlayerController::QueryAchievements ( )
inline

Definition at line 2290 of file Actor.h.

◆ ServerCheat()

void ABasePlayerController::ServerCheat ( FString * Msg)
inline

Definition at line 2311 of file Actor.h.

◆ ServerCheat_Implementation()

void ABasePlayerController::ServerCheat_Implementation ( FString * Msg)
inline

Definition at line 2300 of file Actor.h.

◆ ServerSayStringField()

FName & ABasePlayerController::ServerSayStringField ( )
inline

Definition at line 2276 of file Actor.h.

◆ SimulateInputKey()

void ABasePlayerController::SimulateInputKey ( FKey Key,
bool bPressed )
inline