Ark Server API (ASE) - Wiki
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ACharacter Struct Reference

#include <Actor.h>

+ Inheritance diagram for ACharacter:
+ Collaboration diagram for ACharacter:

Public Member Functions

TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
unsigned __int16 & LastMoveOnlyRotationPitchField ()
 
unsigned __int16 & LastMoveOnlyRotationYawField ()
 
unsigned __int16 & LastReplicatedMoveOnlyRotationPitchField ()
 
unsigned __int16 & LastReplicatedMoveOnlyRotationYawField ()
 
FVectorBaseTranslationOffsetField ()
 
char & ReplicatedMovementModeField ()
 
float & LeftDynamicActorBaseTimeField ()
 
float & CrouchedEyeHeightField ()
 
float & ProneEyeHeightField ()
 
FDodgeMovementInfo & DodgingMovementInfoField ()
 
TArray< USoundBase * > CharacterOverrideSoundFromField ()
 
TArray< USoundBase * > CharacterOverrideSoundToField ()
 
bool & bInBaseReplicationField ()
 
float & JumpKeyHoldTimeField ()
 
float & JumpMaxHoldTimeField ()
 
int & LastTeleportedFrameField ()
 
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bIsProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverDodge ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32 > bPressedJump ()
 
BitFieldValue< bool, unsigned __int32 > bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32 > bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32 > bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32 > bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bRelativeBaseUsePitchAndRoll ()
 
BitFieldValue< bool, unsigned __int32 > bStartedJumpingWhileOnABase ()
 
BitFieldValue< bool, unsigned __int32 > bIsBasedOnMesh ()
 
BitFieldValue< bool, unsigned __int32 > bIsSettingReplicatedBasedMovement ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventMovementMode ()
 
UPrimitiveComponentGetMovementBase ()
 
bool IsJumping ()
 
bool NotifyLanded (FHitResult *Hit)
 
bool ShouldOverrideNewFallVelocity ()
 
bool ShouldOverrideSwimmingVelocity ()
 
bool ShouldOverrideWalkingVelocity ()
 
void SetLastMovementDesiredRotation (FRotator *InRotation)
 
bool AllowMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
USoundBase * BPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
void BaseChange ()
 
bool CanCrouch ()
 
bool CanDodge ()
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
bool CanProne ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearCrossLevelReferences ()
 
void ClearJumpInput ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
void ClientCheatWalk_Implementation ()
 
void Crouch (bool bClientSimulation)
 
bool DoJump (bool bReplayingMoves)
 
UActorComponentFindComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UAnimMontage * GetCurrentMontage ()
 
float GetDefaultHalfHeight ()
 
float GetJumpMaxHoldTime ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
bool IsBasedOnDynamicActor ()
 
bool IsComponentTickDelegated (UActorComponent *Component)
 
bool IsGamePlayRelevant ()
 
void Jump ()
 
void Landed (FHitResult *Hit)
 
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void NetTeleportSucceeded_Implementation (FVector ToLoc, FRotator ToRot)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PrevCustomMode)
 
void OnRep_DodgingMovementInfo ()
 
void OnRep_IsCrouched ()
 
void OnRep_IsProne ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void OnRep_RootMotion ()
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void PawnClientRestart ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PreNetReceive ()
 
bool PreventMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void Prone (bool bClientSimulation)
 
void RecalculateBaseEyeHeight ()
 
void Restart ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
bool ShouldNotifyLanded (FHitResult *Hit)
 
bool ShouldReplicateRotPitch ()
 
bool ShouldUseWaveLocking (bool bForceCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void StartDodging (FVector InDodgingVelocity, bool bClientSimulation)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
void StopDodging (bool bClientSimulation)
 
void StopJumping ()
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void TickFromBaseWhenAttachedToParent ()
 
void TornOff ()
 
void TurnOff ()
 
void UnCrouch (bool bClientSimulation)
 
void UnPossessed ()
 
void UnProne (bool bClientSimulation)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
bool BP_PreventMovementMode (EMovementMode newMovementMode, char newCustomMode)
 
bool CanJumpInternal ()
 
void ClientCheatFly ()
 
void ClientCheatGhost ()
 
void ClientCheatWalk ()
 
void K2_OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
 
void K2_OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_UpdateCustomMovement (float DeltaTime)
 
void NetTeleportSucceeded (FVector ToLoc, FRotator ToRot)
 
void OnJumped ()
 
void OnLanded (FHitResult *Hit)
 
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnWalkingOffLedge ()
 
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
FVectorBaseTranslationOffsetField ()
 
char & ReplicatedMovementModeField ()
 
float & LeftDynamicActorBaseTimeField ()
 
float & CrouchedEyeHeightField ()
 
float & ProneEyeHeightField ()
 
float & HarvestingDestructionMeshRangeMultiplerField ()
 
TArray< USoundBase * > CharacterOverrideSoundFromField ()
 
TArray< USoundBase * > CharacterOverrideSoundToField ()
 
bool & bInBaseReplicationField ()
 
float & JumpKeyHoldTimeField ()
 
float & JumpMaxHoldTimeField ()
 
float & ExtraMaxAccelerationModifierField ()
 
float & ExtraFrictionModifierField ()
 
int & LastTeleportedFrameField ()
 
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bIsProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32 > bPressedJump ()
 
BitFieldValue< bool, unsigned __int32 > bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32 > bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32 > bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32 > bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideFlyingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bPreventWaterHopCorrectionVelChange ()
 
BitFieldValue< bool, unsigned __int32 > bUsesRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathSMCTick ()
 
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathMoveTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceUnfreezeIkNextFrame ()
 
bool NotifyLanded (FHitResult *Hit)
 
bool IsJumping ()
 
float ModifyAirControl (float Damage, FPointDamageEvent *PointDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
UPrimitiveComponentGetMovementBase ()
 
void SetLastMovementDesiredRotation (FRotator *InRotation)
 
bool AllowOverrideFlyingVelocity ()
 
bool AllowOverrideNewFallVelocity ()
 
bool AllowOverrideSwimmingVelocity ()
 
bool AllowOverrideWalkingVelocity ()
 
FRotatorBPModifyRootMotionDeltaRotation_Implementation (FRotator *result, FRotator *Delta)
 
void PostInitializeComponents ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
float GetDefaultHalfHeight ()
 
UActorComponentFindComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
void Landed (FHitResult *Hit)
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
bool DoJump (bool bReplayingMoves)
 
void RecalculateBaseEyeHeight ()
 
void OnRep_IsCrouched ()
 
void OnRep_IsProne ()
 
bool CanCrouch ()
 
void Crouch (bool bClientSimulation)
 
void UnCrouch (bool bClientSimulation)
 
bool CanProne ()
 
void Prone (bool bClientSimulation)
 
void UnProne (bool bClientSimulation)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
void NetTeleportSucceeded_Implementation (FVector ToLoc, FRotator ToRot)
 
void ClearCrossLevelReferences ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
bool IsBasedOnDynamicActor ()
 
void TurnOff ()
 
void Restart ()
 
void PawnClientRestart ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void TornOff ()
 
void BaseChange ()
 
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PrevCustomMode)
 
bool ShouldNotifyLanded (FHitResult *Hit)
 
void Jump ()
 
void StopJumping ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearJumpInput ()
 
float GetJumpMaxHoldTime ()
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void OnRep_RootMotion ()
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void PostNetReceiveLocationAndRotation ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
bool IsPlayingRootMotion ()
 
USoundBase * BPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
UAnimMontage * GetCurrentMontage ()
 
void ClientCheatWalk_Implementation ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
bool ShouldReplicateRotPitch ()
 
float OverrideTerminalVelocity (bool bIgnoreTrueBlack, bool bUseGrayscale)
 
bool BP_PreventMovementMode (EMovementMode newMovementMode, char newCustomMode)
 
FRotatorBPModifyRootMotionDeltaRotation (FRotator *result, FRotator *Delta)
 
void K2_OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
 
void K2_OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_UpdateCustomMovement (float DeltaTime)
 
void OnJumped ()
 
void OnLanded (FHitResult *Hit)
 
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnWalkingOffLedge ()
 
bool ReplicateMovementToSimulatedClients ()
 
- Public Member Functions inherited from APawn
float & BaseEyeHeightField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
APlayerStatePlayerStateField ()
 
char & RemoteViewPitchField ()
 
AControllerLastHitByField ()
 
AControllerControllerField ()
 
float & AllowedYawErrorField ()
 
bool & bClearOnConsumeField ()
 
FVectorControlInputVectorField ()
 
FVectorLastControlInputVectorField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds ()
 
FVectorGetNavAgentLocation (FVector *result)
 
void AddControllerPitchInput (float Val)
 
void AddControllerRollInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddMovementInput (FVector WorldDirection, float ScaleValue, bool bForce)
 
void BecomeViewTarget (APlayerController *PC)
 
void ClientSetRotation (FRotator NewRotation)
 
FVectorConsumeMovementInputVector (FVector *result)
 
void DestroyPlayerInputComponent ()
 
void Destroyed ()
 
void DetachFromControllerPendingDestroy ()
 
void DisableInput (APlayerController *PlayerController)
 
void EnableInput (APlayerController *PlayerController)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
FRotatorGetControlRotation (FRotator *result)
 
AControllerGetDamageInstigator (AController *InstigatedBy, UDamageType *DamageType)
 
float GetDefaultHalfHeight ()
 
FStringGetHumanReadableName (FString *result)
 
FVectorGetLastMovementInputVector (FVector *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
APlayerControllerGetOwnerController ()
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
FRotatorGetViewRotation (FRotator *result)
 
bool InFreeCam ()
 
void Internal_AddMovementInput (FVector WorldAccel, bool bForce)
 
FVectorInternal_ConsumeMovementInputVector (FVector *result)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsControlled ()
 
bool IsCrouched ()
 
bool IsFalling ()
 
bool IsLocallyControlled ()
 
bool IsLocallyControlledByPlayer ()
 
bool IsMoveInputIgnored ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsWalking ()
 
FVectorK2_GetMovementInputVector (FVector *result)
 
void LaunchPawn (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void MoveIgnoreActorAdd (AActor *ActorToIgnore)
 
void OnRep_Controller ()
 
void OutsideWorldBounds ()
 
void PawnClientRestart ()
 
void PawnMakeNoise (float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostInputProcessed ()
 
void PostLoad ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PostRegisterAllComponents ()
 
void PreInitializeComponents ()
 
bool ReachedDesiredRotation ()
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
void Restart ()
 
void SetCanAffectNavigationGeneration (bool bNewValue)
 
bool ShouldTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool ShouldTickIfViewportsOnly ()
 
void SpawnDefaultController ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void Tick (float DeltaSeconds)
 
void TickBasedCharacters (float DeltaSeconds)
 
void TurnOff ()
 
void UnPossessed ()
 
void ReceivePossessed (AController *NewController)
 
void ReceiveUnpossessed (AController *OldController)
 
float & BaseEyeHeightField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
APlayerStatePlayerStateField ()
 
char & RemoteViewPitchField ()
 
AControllerLastHitByField ()
 
AControllerControllerField ()
 
float & AllowedYawErrorField ()
 
bool & bClearOnConsumeField ()
 
TWeakObjectPtr< AActor > & TetherActorField ()
 
float & TetherRadiusField ()
 
float & TetherHeightField ()
 
FVectorControlInputVectorField ()
 
FVectorLastControlInputVectorField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds ()
 
FVectorGetNavAgentLocation (FVector *result)
 
void PreInitializeComponents ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostRegisterAllComponents ()
 
void UpdateNavAgent ()
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
bool IsLocallyControlled ()
 
bool ReachedDesiredRotation ()
 
float GetDefaultHalfHeight ()
 
bool ShouldTickIfViewportsOnly ()
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FRotatorGetViewRotation (FRotator *result)
 
void SpawnDefaultController ()
 
void TurnOff ()
 
void BecomeViewTarget (APlayerController *PC)
 
void PawnClientRestart ()
 
void Destroyed ()
 
bool ShouldTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
AControllerGetCharacterController ()
 
FRotatorGetControlRotation (FRotator *result)
 
void OnRep_Controller ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void DestroyPlayerInputComponent ()
 
bool IsMoveInputIgnored ()
 
void SetMovementTether (AActor *InTetherActor, float Radius, float Height)
 
void ClearMovementTether ()
 
AActorGetTetherObject ()
 
bool IsMovementTethered ()
 
bool IsWithinTether ()
 
bool IsTargetWithinTether (FVector *Destination, float AdditionalRadius)
 
FVectorGetTetheredDestination (FVector *result, FVector *Destination, float AdditionalRadius)
 
FVectorGetTetheredVelocity (FVector *result, FVector *RequestedVelocity, float DeltaSeconds)
 
void AddMovementInput (FVector WorldDirection, float ScaleValue, bool bForce)
 
FVectorConsumeMovementInputVector (FVector *result)
 
void Internal_AddMovementInput (FVector WorldAccel, bool bForce)
 
void PostInputProcessed ()
 
FVectorInternal_ConsumeMovementInputVector (FVector *result)
 
void AddControllerPitchInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddControllerRollInput (float Val)
 
void Restart ()
 
void Tick (float DeltaSeconds)
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
FStringGetHumanReadableName (FString *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
bool InFreeCam ()
 
void OutsideWorldBounds ()
 
void ClientSetRotation (FRotator NewRotation)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void DetachFromControllerPendingDestroy ()
 
AControllerGetDamageInstigator (AController *InstigatedBy, UDamageType *DamageType)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
bool IsWalking ()
 
bool IsFalling ()
 
bool IsCrouched ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PostNetReceiveLocationAndRotation ()
 
bool IsBasedOnActor (AActor *Other)
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void PawnMakeNoise (float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
 
APlayerControllerGetOwnerController ()
 
bool IsLocallyControlledByPlayer ()
 
void InterceptInputEvent (FString *InputName)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesACharacter ()
 
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesACharacter ()
 
- Static Public Member Functions inherited from APawn
static AActorGetMovementBaseActor (APawn *Pawn)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPawn ()
 
static void StaticRegisterNativesAPawn ()
 
- 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 3522 of file Actor.h.

Member Function Documentation

◆ AllowMovementMode()

bool ACharacter::AllowMovementMode ( EMovementMode NewMovementMode,
char NewCustomMode )
inline

Definition at line 3581 of file Actor.h.

◆ AllowOverrideFlyingVelocity()

bool ACharacter::AllowOverrideFlyingVelocity ( )
inline

Definition at line 3403 of file Actor.h.

◆ AllowOverrideNewFallVelocity()

bool ACharacter::AllowOverrideNewFallVelocity ( )
inline

Definition at line 3404 of file Actor.h.

◆ AllowOverrideSwimmingVelocity()

bool ACharacter::AllowOverrideSwimmingVelocity ( )
inline

Definition at line 3405 of file Actor.h.

◆ AllowOverrideWalkingVelocity()

bool ACharacter::AllowOverrideWalkingVelocity ( )
inline

Definition at line 3406 of file Actor.h.

◆ ApplyDamageMomentum() [1/2]

void ACharacter::ApplyDamageMomentum ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 3429 of file Actor.h.

◆ ApplyDamageMomentum() [2/2]

void ACharacter::ApplyDamageMomentum ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 3582 of file Actor.h.

◆ ApplyWorldOffset() [1/2]

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

Definition at line 3411 of file Actor.h.

◆ ApplyWorldOffset() [2/2]

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

Definition at line 3583 of file Actor.h.

◆ BaseChange() [1/2]

void ACharacter::BaseChange ( )
inline

Definition at line 3441 of file Actor.h.

◆ BaseChange() [2/2]

void ACharacter::BaseChange ( )
inline

Definition at line 3585 of file Actor.h.

◆ BaseTranslationOffsetField() [1/2]

FVector & ACharacter::BaseTranslationOffsetField ( )
inline

Definition at line 3351 of file Actor.h.

◆ BaseTranslationOffsetField() [2/2]

FVector & ACharacter::BaseTranslationOffsetField ( )
inline

Definition at line 3529 of file Actor.h.

◆ bBasedUsesFastPathMoveTick()

BitFieldValue< bool, unsigned __int32 > ACharacter::bBasedUsesFastPathMoveTick ( )
inline

Definition at line 3393 of file Actor.h.

◆ bBasedUsesFastPathSMCTick()

BitFieldValue< bool, unsigned __int32 > ACharacter::bBasedUsesFastPathSMCTick ( )
inline

Definition at line 3392 of file Actor.h.

◆ bCanBePushed() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanBePushed ( )
inline

Definition at line 3383 of file Actor.h.

◆ bCanBePushed() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanBePushed ( )
inline

Definition at line 3560 of file Actor.h.

◆ bCanEverCrouch() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanEverCrouch ( )
inline

Definition at line 3372 of file Actor.h.

◆ bCanEverCrouch() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanEverCrouch ( )
inline

Definition at line 3549 of file Actor.h.

◆ bCanEverDodge()

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanEverDodge ( )
inline

Definition at line 3547 of file Actor.h.

◆ bCanEverProne() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanEverProne ( )
inline

Definition at line 3371 of file Actor.h.

◆ bCanEverProne() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanEverProne ( )
inline

Definition at line 3548 of file Actor.h.

◆ bCanPushOthers() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanPushOthers ( )
inline

Definition at line 3384 of file Actor.h.

◆ bCanPushOthers() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bCanPushOthers ( )
inline

Definition at line 3561 of file Actor.h.

◆ bClientResimulateRootMotion() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientResimulateRootMotion ( )
inline

Definition at line 3380 of file Actor.h.

◆ bClientResimulateRootMotion() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientResimulateRootMotion ( )
inline

Definition at line 3557 of file Actor.h.

◆ bClientUpdating() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientUpdating ( )
inline

Definition at line 3377 of file Actor.h.

◆ bClientUpdating() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientUpdating ( )
inline

Definition at line 3554 of file Actor.h.

◆ bClientWasFalling() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientWasFalling ( )
inline

Definition at line 3379 of file Actor.h.

◆ bClientWasFalling() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientWasFalling ( )
inline

Definition at line 3556 of file Actor.h.

◆ bForceUnfreezeIkNextFrame()

BitFieldValue< bool, unsigned __int32 > ACharacter::bForceUnfreezeIkNextFrame ( )
inline

Definition at line 3394 of file Actor.h.

◆ bInBaseReplicationField() [1/2]

bool & ACharacter::bInBaseReplicationField ( )
inline

Definition at line 3359 of file Actor.h.

◆ bInBaseReplicationField() [2/2]

bool & ACharacter::bInBaseReplicationField ( )
inline

Definition at line 3537 of file Actor.h.

◆ bIsBasedOnMesh()

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsBasedOnMesh ( )
inline

Definition at line 3568 of file Actor.h.

◆ bIsBigPusher() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsBigPusher ( )
inline

Definition at line 3382 of file Actor.h.

◆ bIsBigPusher() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsBigPusher ( )
inline

Definition at line 3559 of file Actor.h.

◆ bIsCrouched() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsCrouched ( )
inline

Definition at line 3369 of file Actor.h.

◆ bIsCrouched() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsCrouched ( )
inline

Definition at line 3545 of file Actor.h.

◆ bIsPlayingTurningAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsPlayingTurningAnim ( )
inline

Definition at line 3378 of file Actor.h.

◆ bIsPlayingTurningAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsPlayingTurningAnim ( )
inline

Definition at line 3555 of file Actor.h.

◆ bIsProne() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsProne ( )
inline

Definition at line 3370 of file Actor.h.

◆ bIsProne() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsProne ( )
inline

Definition at line 3546 of file Actor.h.

◆ bIsSettingReplicatedBasedMovement()

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsSettingReplicatedBasedMovement ( )
inline

Definition at line 3569 of file Actor.h.

◆ bOverrideFlyingVelocity()

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideFlyingVelocity ( )
inline

Definition at line 3389 of file Actor.h.

◆ bOverrideNewFallVelocity() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideNewFallVelocity ( )
inline

Definition at line 3388 of file Actor.h.

◆ bOverrideNewFallVelocity() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideNewFallVelocity ( )
inline

Definition at line 3565 of file Actor.h.

◆ bOverrideSwimmingVelocity() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideSwimmingVelocity ( )
inline

Definition at line 3387 of file Actor.h.

◆ bOverrideSwimmingVelocity() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideSwimmingVelocity ( )
inline

Definition at line 3564 of file Actor.h.

◆ bOverrideWalkingVelocity() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideWalkingVelocity ( )
inline

Definition at line 3386 of file Actor.h.

◆ bOverrideWalkingVelocity() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bOverrideWalkingVelocity ( )
inline

Definition at line 3563 of file Actor.h.

◆ BP_PreventMovementMode() [1/2]

bool ACharacter::BP_PreventMovementMode ( EMovementMode newMovementMode,
char newCustomMode )
inline

Definition at line 3471 of file Actor.h.

◆ BP_PreventMovementMode() [2/2]

bool ACharacter::BP_PreventMovementMode ( EMovementMode newMovementMode,
char newCustomMode )
inline

Definition at line 3650 of file Actor.h.

◆ BPModifyRootMotionDeltaRotation()

FRotator * ACharacter::BPModifyRootMotionDeltaRotation ( FRotator * result,
FRotator * Delta )
inline

Definition at line 3472 of file Actor.h.

◆ BPModifyRootMotionDeltaRotation_Implementation()

FRotator * ACharacter::BPModifyRootMotionDeltaRotation_Implementation ( FRotator * result,
FRotator * Delta )
inline

Definition at line 3408 of file Actor.h.

◆ BPOverrideCharacterSound_Implementation() [1/2]

USoundBase * ACharacter::BPOverrideCharacterSound_Implementation ( USoundBase * SoundIn)
inline

Definition at line 3461 of file Actor.h.

◆ BPOverrideCharacterSound_Implementation() [2/2]

USoundBase * ACharacter::BPOverrideCharacterSound_Implementation ( USoundBase * SoundIn)
inline

Definition at line 3584 of file Actor.h.

◆ bPressedJump() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bPressedJump ( )
inline

Definition at line 3376 of file Actor.h.

◆ bPressedJump() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bPressedJump ( )
inline

Definition at line 3553 of file Actor.h.

◆ bPreventWaterHopCorrectionVelChange()

BitFieldValue< bool, unsigned __int32 > ACharacter::bPreventWaterHopCorrectionVelChange ( )
inline

Definition at line 3390 of file Actor.h.

◆ bRelativeBaseUsePitchAndRoll()

BitFieldValue< bool, unsigned __int32 > ACharacter::bRelativeBaseUsePitchAndRoll ( )
inline

Definition at line 3566 of file Actor.h.

◆ bReplicateDesiredRotation() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bReplicateDesiredRotation ( )
inline

Definition at line 3373 of file Actor.h.

◆ bReplicateDesiredRotation() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bReplicateDesiredRotation ( )
inline

Definition at line 3550 of file Actor.h.

◆ bSetDefaultMovementMode() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bSetDefaultMovementMode ( )
inline

Definition at line 3385 of file Actor.h.

◆ bSetDefaultMovementMode() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bSetDefaultMovementMode ( )
inline

Definition at line 3562 of file Actor.h.

◆ bSimGravityDisabled() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bSimGravityDisabled ( )
inline

Definition at line 3381 of file Actor.h.

◆ bSimGravityDisabled() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bSimGravityDisabled ( )
inline

Definition at line 3558 of file Actor.h.

◆ bStartedJumpingWhileOnABase()

BitFieldValue< bool, unsigned __int32 > ACharacter::bStartedJumpingWhileOnABase ( )
inline

Definition at line 3567 of file Actor.h.

◆ bUseBPOverrideCharacterParticle() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bUseBPOverrideCharacterParticle ( )
inline

Definition at line 3375 of file Actor.h.

◆ bUseBPOverrideCharacterParticle() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bUseBPOverrideCharacterParticle ( )
inline

Definition at line 3552 of file Actor.h.

◆ bUseBPOverrideCharacterSound() [1/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bUseBPOverrideCharacterSound ( )
inline

Definition at line 3374 of file Actor.h.

◆ bUseBPOverrideCharacterSound() [2/2]

BitFieldValue< bool, unsigned __int32 > ACharacter::bUseBPOverrideCharacterSound ( )
inline

Definition at line 3551 of file Actor.h.

◆ bUseBPPreventMovementMode()

BitFieldValue< bool, unsigned __int32 > ACharacter::bUseBPPreventMovementMode ( )
inline

Definition at line 3570 of file Actor.h.

◆ bUsesRootMotion()

BitFieldValue< bool, unsigned __int32 > ACharacter::bUsesRootMotion ( )
inline

Definition at line 3391 of file Actor.h.

◆ CanCrouch() [1/2]

bool ACharacter::CanCrouch ( )
inline

Definition at line 3421 of file Actor.h.

◆ CanCrouch() [2/2]

bool ACharacter::CanCrouch ( )
inline

Definition at line 3586 of file Actor.h.

◆ CanDodge()

bool ACharacter::CanDodge ( )
inline

Definition at line 3587 of file Actor.h.

◆ CanJump() [1/2]

bool ACharacter::CanJump ( )
inline

Definition at line 3415 of file Actor.h.

◆ CanJump() [2/2]

bool ACharacter::CanJump ( )
inline

Definition at line 3588 of file Actor.h.

◆ CanJumpInternal()

bool ACharacter::CanJumpInternal ( )
inline

Definition at line 3651 of file Actor.h.

◆ CanJumpInternal_Implementation() [1/2]

bool ACharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 3416 of file Actor.h.

◆ CanJumpInternal_Implementation() [2/2]

bool ACharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 3589 of file Actor.h.

◆ CanProne() [1/2]

bool ACharacter::CanProne ( )
inline

Definition at line 3424 of file Actor.h.

◆ CanProne() [2/2]

bool ACharacter::CanProne ( )
inline

Definition at line 3590 of file Actor.h.

◆ CharacterMovementField() [1/2]

TSubobjectPtr< UCharacterMovementComponent > & ACharacter::CharacterMovementField ( )
inline

Definition at line 3350 of file Actor.h.

◆ CharacterMovementField() [2/2]

TSubobjectPtr< UCharacterMovementComponent > & ACharacter::CharacterMovementField ( )
inline

Definition at line 3524 of file Actor.h.

◆ CharacterOverrideSoundFromField() [1/2]

TArray< USoundBase * > ACharacter::CharacterOverrideSoundFromField ( )
inline

Definition at line 3357 of file Actor.h.

◆ CharacterOverrideSoundFromField() [2/2]

TArray< USoundBase * > ACharacter::CharacterOverrideSoundFromField ( )
inline

Definition at line 3535 of file Actor.h.

◆ CharacterOverrideSoundToField() [1/2]

TArray< USoundBase * > ACharacter::CharacterOverrideSoundToField ( )
inline

Definition at line 3358 of file Actor.h.

◆ CharacterOverrideSoundToField() [2/2]

TArray< USoundBase * > ACharacter::CharacterOverrideSoundToField ( )
inline

Definition at line 3536 of file Actor.h.

◆ CheckJumpInput() [1/2]

void ACharacter::CheckJumpInput ( float DeltaTime)
inline

Definition at line 3447 of file Actor.h.

◆ CheckJumpInput() [2/2]

void ACharacter::CheckJumpInput ( float DeltaTime)
inline

Definition at line 3591 of file Actor.h.

◆ ClearCrossLevelReferences() [1/2]

void ACharacter::ClearCrossLevelReferences ( )
inline

Definition at line 3432 of file Actor.h.

◆ ClearCrossLevelReferences() [2/2]

void ACharacter::ClearCrossLevelReferences ( )
inline

Definition at line 3592 of file Actor.h.

◆ ClearJumpInput() [1/2]

void ACharacter::ClearJumpInput ( )
inline

Definition at line 3448 of file Actor.h.

◆ ClearJumpInput() [2/2]

void ACharacter::ClearJumpInput ( )
inline

Definition at line 3593 of file Actor.h.

◆ ClientCheatFly()

void ACharacter::ClientCheatFly ( )
inline

Definition at line 3652 of file Actor.h.

◆ ClientCheatFly_Implementation() [1/2]

void ACharacter::ClientCheatFly_Implementation ( )
inline

Definition at line 3466 of file Actor.h.

◆ ClientCheatFly_Implementation() [2/2]

void ACharacter::ClientCheatFly_Implementation ( )
inline

Definition at line 3594 of file Actor.h.

◆ ClientCheatGhost()

void ACharacter::ClientCheatGhost ( )
inline

Definition at line 3653 of file Actor.h.

◆ ClientCheatGhost_Implementation() [1/2]

void ACharacter::ClientCheatGhost_Implementation ( )
inline

Definition at line 3467 of file Actor.h.

◆ ClientCheatGhost_Implementation() [2/2]

void ACharacter::ClientCheatGhost_Implementation ( )
inline

Definition at line 3595 of file Actor.h.

◆ ClientCheatWalk()

void ACharacter::ClientCheatWalk ( )
inline

Definition at line 3654 of file Actor.h.

◆ ClientCheatWalk_Implementation() [1/2]

void ACharacter::ClientCheatWalk_Implementation ( )
inline

Definition at line 3465 of file Actor.h.

◆ ClientCheatWalk_Implementation() [2/2]

void ACharacter::ClientCheatWalk_Implementation ( )
inline

Definition at line 3596 of file Actor.h.

◆ Crouch() [1/2]

void ACharacter::Crouch ( bool bClientSimulation)
inline

Definition at line 3422 of file Actor.h.

◆ Crouch() [2/2]

void ACharacter::Crouch ( bool bClientSimulation)
inline

Definition at line 3597 of file Actor.h.

◆ CrouchedEyeHeightField() [1/2]

float & ACharacter::CrouchedEyeHeightField ( )
inline

Definition at line 3354 of file Actor.h.

◆ CrouchedEyeHeightField() [2/2]

float & ACharacter::CrouchedEyeHeightField ( )
inline

Definition at line 3532 of file Actor.h.

◆ DodgingMovementInfoField()

FDodgeMovementInfo & ACharacter::DodgingMovementInfoField ( )
inline

Definition at line 3534 of file Actor.h.

◆ DoJump() [1/2]

bool ACharacter::DoJump ( bool bReplayingMoves)
inline

Definition at line 3417 of file Actor.h.

◆ DoJump() [2/2]

bool ACharacter::DoJump ( bool bReplayingMoves)
inline

Definition at line 3598 of file Actor.h.

◆ ExtraFrictionModifierField()

float & ACharacter::ExtraFrictionModifierField ( )
inline

Definition at line 3363 of file Actor.h.

◆ ExtraMaxAccelerationModifierField()

float & ACharacter::ExtraMaxAccelerationModifierField ( )
inline

Definition at line 3362 of file Actor.h.

◆ FindComponentByClass() [1/2]

UActorComponent * ACharacter::FindComponentByClass ( TSubclassOf< UActorComponent > ComponentClass)
inline

Definition at line 3413 of file Actor.h.

◆ FindComponentByClass() [2/2]

UActorComponent * ACharacter::FindComponentByClass ( TSubclassOf< UActorComponent > ComponentClass)
inline

Definition at line 3599 of file Actor.h.

◆ ForceUnfreezeSkeletalDynamicsUntilTimeField() [1/2]

long double & ACharacter::ForceUnfreezeSkeletalDynamicsUntilTimeField ( )
inline

Definition at line 3365 of file Actor.h.

◆ ForceUnfreezeSkeletalDynamicsUntilTimeField() [2/2]

long double & ACharacter::ForceUnfreezeSkeletalDynamicsUntilTimeField ( )
inline

Definition at line 3541 of file Actor.h.

◆ GetCurrentMontage() [1/2]

UAnimMontage * ACharacter::GetCurrentMontage ( )
inline

Definition at line 3464 of file Actor.h.

◆ GetCurrentMontage() [2/2]

UAnimMontage * ACharacter::GetCurrentMontage ( )
inline

Definition at line 3600 of file Actor.h.

◆ GetDefaultHalfHeight() [1/2]

float ACharacter::GetDefaultHalfHeight ( )
inline

Definition at line 3412 of file Actor.h.

◆ GetDefaultHalfHeight() [2/2]

float ACharacter::GetDefaultHalfHeight ( )
inline

Definition at line 3601 of file Actor.h.

◆ GetJumpMaxHoldTime() [1/2]

float ACharacter::GetJumpMaxHoldTime ( )
inline

Definition at line 3449 of file Actor.h.

◆ GetJumpMaxHoldTime() [2/2]

float ACharacter::GetJumpMaxHoldTime ( )
inline

Definition at line 3602 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

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

Definition at line 3459 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

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

Definition at line 3603 of file Actor.h.

◆ GetMovementBase() [1/2]

UPrimitiveComponent * ACharacter::GetMovementBase ( )
inline

Definition at line 3401 of file Actor.h.

◆ GetMovementBase() [2/2]

UPrimitiveComponent * ACharacter::GetMovementBase ( )
inline

Definition at line 3574 of file Actor.h.

◆ GetPrivateStaticClass() [1/2]

static UClass * ACharacter::GetPrivateStaticClass ( )
inlinestatic

Definition at line 3407 of file Actor.h.

◆ GetPrivateStaticClass() [2/2]

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

Definition at line 3655 of file Actor.h.

◆ GetSimpleCollisionCylinder() [1/2]

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

Definition at line 3410 of file Actor.h.

◆ GetSimpleCollisionCylinder() [2/2]

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

Definition at line 3604 of file Actor.h.

◆ HarvestingDestructionMeshRangeMultiplerField()

float & ACharacter::HarvestingDestructionMeshRangeMultiplerField ( )
inline

Definition at line 3356 of file Actor.h.

◆ IsBasedOnDynamicActor() [1/2]

bool ACharacter::IsBasedOnDynamicActor ( )
inline

Definition at line 3434 of file Actor.h.

◆ IsBasedOnDynamicActor() [2/2]

bool ACharacter::IsBasedOnDynamicActor ( )
inline

Definition at line 3605 of file Actor.h.

◆ IsComponentTickDelegated()

bool ACharacter::IsComponentTickDelegated ( UActorComponent * Component)
inline

Definition at line 3606 of file Actor.h.

◆ IsGamePlayRelevant()

bool ACharacter::IsGamePlayRelevant ( )
inline

Definition at line 3607 of file Actor.h.

◆ IsJumping() [1/2]

bool ACharacter::IsJumping ( )
inline

Definition at line 3399 of file Actor.h.

◆ IsJumping() [2/2]

bool ACharacter::IsJumping ( )
inline

Definition at line 3575 of file Actor.h.

◆ IsPlayingRootMotion()

bool ACharacter::IsPlayingRootMotion ( )
inline

Definition at line 3460 of file Actor.h.

◆ Jump() [1/2]

void ACharacter::Jump ( )
inline

Definition at line 3445 of file Actor.h.

◆ Jump() [2/2]

void ACharacter::Jump ( )
inline

Definition at line 3608 of file Actor.h.

◆ JumpKeyHoldTimeField() [1/2]

float & ACharacter::JumpKeyHoldTimeField ( )
inline

Definition at line 3360 of file Actor.h.

◆ JumpKeyHoldTimeField() [2/2]

float & ACharacter::JumpKeyHoldTimeField ( )
inline

Definition at line 3538 of file Actor.h.

◆ JumpMaxHoldTimeField() [1/2]

float & ACharacter::JumpMaxHoldTimeField ( )
inline

Definition at line 3361 of file Actor.h.

◆ JumpMaxHoldTimeField() [2/2]

float & ACharacter::JumpMaxHoldTimeField ( )
inline

Definition at line 3539 of file Actor.h.

◆ K2_OnEndCrouch() [1/2]

void ACharacter::K2_OnEndCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 3473 of file Actor.h.

◆ K2_OnEndCrouch() [2/2]

void ACharacter::K2_OnEndCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 3656 of file Actor.h.

◆ K2_OnMovementModeChanged() [1/2]

void ACharacter::K2_OnMovementModeChanged ( EMovementMode PrevMovementMode,
EMovementMode NewMovementMode,
char PrevCustomMode,
char NewCustomMode )
inline

Definition at line 3474 of file Actor.h.

◆ K2_OnMovementModeChanged() [2/2]

void ACharacter::K2_OnMovementModeChanged ( EMovementMode PrevMovementMode,
EMovementMode NewMovementMode,
char PrevCustomMode,
char NewCustomMode )
inline

Definition at line 3657 of file Actor.h.

◆ K2_OnStartCrouch() [1/2]

void ACharacter::K2_OnStartCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 3475 of file Actor.h.

◆ K2_OnStartCrouch() [2/2]

void ACharacter::K2_OnStartCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 3658 of file Actor.h.

◆ K2_UpdateCustomMovement() [1/2]

void ACharacter::K2_UpdateCustomMovement ( float DeltaTime)
inline

Definition at line 3476 of file Actor.h.

◆ K2_UpdateCustomMovement() [2/2]

void ACharacter::K2_UpdateCustomMovement ( float DeltaTime)
inline

Definition at line 3659 of file Actor.h.

◆ Landed() [1/2]

void ACharacter::Landed ( FHitResult * Hit)
inline

Definition at line 3414 of file Actor.h.

◆ Landed() [2/2]

void ACharacter::Landed ( FHitResult * Hit)
inline

Definition at line 3609 of file Actor.h.

◆ LastMoveOnlyRotationPitchField()

unsigned __int16 & ACharacter::LastMoveOnlyRotationPitchField ( )
inline

Definition at line 3525 of file Actor.h.

◆ LastMoveOnlyRotationYawField()

unsigned __int16 & ACharacter::LastMoveOnlyRotationYawField ( )
inline

Definition at line 3526 of file Actor.h.

◆ LastReplicatedMoveOnlyRotationPitchField()

unsigned __int16 & ACharacter::LastReplicatedMoveOnlyRotationPitchField ( )
inline

Definition at line 3527 of file Actor.h.

◆ LastReplicatedMoveOnlyRotationYawField()

unsigned __int16 & ACharacter::LastReplicatedMoveOnlyRotationYawField ( )
inline

Definition at line 3528 of file Actor.h.

◆ LastTeleportedFrameField() [1/2]

int & ACharacter::LastTeleportedFrameField ( )
inline

Definition at line 3364 of file Actor.h.

◆ LastTeleportedFrameField() [2/2]

int & ACharacter::LastTeleportedFrameField ( )
inline

Definition at line 3540 of file Actor.h.

◆ LaunchCharacter() [1/2]

void ACharacter::LaunchCharacter ( FVector LaunchVelocity,
bool bXYOverride,
bool bZOverride )
inline

Definition at line 3442 of file Actor.h.

◆ LaunchCharacter() [2/2]

void ACharacter::LaunchCharacter ( FVector LaunchVelocity,
bool bXYOverride,
bool bZOverride )
inline

Definition at line 3610 of file Actor.h.

◆ LeftDynamicActorBaseTimeField() [1/2]

float & ACharacter::LeftDynamicActorBaseTimeField ( )
inline

Definition at line 3353 of file Actor.h.

◆ LeftDynamicActorBaseTimeField() [2/2]

float & ACharacter::LeftDynamicActorBaseTimeField ( )
inline

Definition at line 3531 of file Actor.h.

◆ ModifyAirControl()

float ACharacter::ModifyAirControl ( float Damage,
FPointDamageEvent * PointDamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 3400 of file Actor.h.

◆ NetTeleportSucceeded()

void ACharacter::NetTeleportSucceeded ( FVector ToLoc,
FRotator ToRot )
inline

Definition at line 3660 of file Actor.h.

◆ NetTeleportSucceeded_Implementation() [1/2]

void ACharacter::NetTeleportSucceeded_Implementation ( FVector ToLoc,
FRotator ToRot )
inline

Definition at line 3431 of file Actor.h.

◆ NetTeleportSucceeded_Implementation() [2/2]

void ACharacter::NetTeleportSucceeded_Implementation ( FVector ToLoc,
FRotator ToRot )
inline

Definition at line 3611 of file Actor.h.

◆ NotifyLanded() [1/2]

bool ACharacter::NotifyLanded ( FHitResult * Hit)
inline

Definition at line 3398 of file Actor.h.

◆ NotifyLanded() [2/2]

bool ACharacter::NotifyLanded ( FHitResult * Hit)
inline

Definition at line 3576 of file Actor.h.

◆ OnEndCrouch() [1/2]

void ACharacter::OnEndCrouch ( float HeightAdjust,
float ScaledHeightAdjust )
inline

Definition at line 3427 of file Actor.h.

◆ OnEndCrouch() [2/2]

void ACharacter::OnEndCrouch ( float HeightAdjust,
float ScaledHeightAdjust )
inline

Definition at line 3612 of file Actor.h.

◆ OnJumped() [1/2]

void ACharacter::OnJumped ( )
inline

Definition at line 3477 of file Actor.h.

◆ OnJumped() [2/2]

void ACharacter::OnJumped ( )
inline

Definition at line 3661 of file Actor.h.

◆ OnLanded() [1/2]

void ACharacter::OnLanded ( FHitResult * Hit)
inline

Definition at line 3478 of file Actor.h.

◆ OnLanded() [2/2]

void ACharacter::OnLanded ( FHitResult * Hit)
inline

Definition at line 3662 of file Actor.h.

◆ OnLaunched() [1/2]

void ACharacter::OnLaunched ( FVector LaunchVelocity,
bool bXYOverride,
bool bZOverride )
inline

Definition at line 3479 of file Actor.h.

◆ OnLaunched() [2/2]

void ACharacter::OnLaunched ( FVector LaunchVelocity,
bool bXYOverride,
bool bZOverride )
inline

Definition at line 3663 of file Actor.h.

◆ OnMovementModeChanged() [1/2]

void ACharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
char PrevCustomMode )
inline

Definition at line 3443 of file Actor.h.

◆ OnMovementModeChanged() [2/2]

void ACharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
char PrevCustomMode )
inline

Definition at line 3613 of file Actor.h.

◆ OnRep_DodgingMovementInfo()

void ACharacter::OnRep_DodgingMovementInfo ( )
inline

Definition at line 3614 of file Actor.h.

◆ OnRep_IsCrouched() [1/2]

void ACharacter::OnRep_IsCrouched ( )
inline

Definition at line 3419 of file Actor.h.

◆ OnRep_IsCrouched() [2/2]

void ACharacter::OnRep_IsCrouched ( )
inline

Definition at line 3615 of file Actor.h.

◆ OnRep_IsProne() [1/2]

void ACharacter::OnRep_IsProne ( )
inline

Definition at line 3420 of file Actor.h.

◆ OnRep_IsProne() [2/2]

void ACharacter::OnRep_IsProne ( )
inline

Definition at line 3616 of file Actor.h.

◆ OnRep_ReplicatedBasedMovement() [1/2]

void ACharacter::OnRep_ReplicatedBasedMovement ( )
inline

Definition at line 3452 of file Actor.h.

◆ OnRep_ReplicatedBasedMovement() [2/2]

void ACharacter::OnRep_ReplicatedBasedMovement ( )
inline

Definition at line 3617 of file Actor.h.

◆ OnRep_ReplicatedMovement() [1/2]

void ACharacter::OnRep_ReplicatedMovement ( )
inline

Definition at line 3453 of file Actor.h.

◆ OnRep_ReplicatedMovement() [2/2]

void ACharacter::OnRep_ReplicatedMovement ( )
inline

Definition at line 3618 of file Actor.h.

◆ OnRep_RootMotion() [1/2]

void ACharacter::OnRep_RootMotion ( )
inline

Definition at line 3454 of file Actor.h.

◆ OnRep_RootMotion() [2/2]

void ACharacter::OnRep_RootMotion ( )
inline

Definition at line 3619 of file Actor.h.

◆ OnStartCrouch() [1/2]

void ACharacter::OnStartCrouch ( float HeightAdjust,
float ScaledHeightAdjust )
inline

Definition at line 3428 of file Actor.h.

◆ OnStartCrouch() [2/2]

void ACharacter::OnStartCrouch ( float HeightAdjust,
float ScaledHeightAdjust )
inline

Definition at line 3620 of file Actor.h.

◆ OnWalkingOffLedge() [1/2]

void ACharacter::OnWalkingOffLedge ( )
inline

Definition at line 3480 of file Actor.h.

◆ OnWalkingOffLedge() [2/2]

void ACharacter::OnWalkingOffLedge ( )
inline

Definition at line 3664 of file Actor.h.

◆ OverrideTerminalVelocity()

float ACharacter::OverrideTerminalVelocity ( bool bIgnoreTrueBlack,
bool bUseGrayscale )
inline

Definition at line 3469 of file Actor.h.

◆ PawnClientRestart() [1/2]

void ACharacter::PawnClientRestart ( )
inline

Definition at line 3437 of file Actor.h.

◆ PawnClientRestart() [2/2]

void ACharacter::PawnClientRestart ( )
inline

Definition at line 3621 of file Actor.h.

◆ PlayAnimMontage() [1/2]

float ACharacter::PlayAnimMontage ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer )
inline

Definition at line 3622 of file Actor.h.

◆ PlayAnimMontage() [2/2]

float ACharacter::PlayAnimMontage ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 3462 of file Actor.h.

◆ PossessedBy() [1/2]

void ACharacter::PossessedBy ( AController * NewController)
inline

Definition at line 3438 of file Actor.h.

◆ PossessedBy() [2/2]

void ACharacter::PossessedBy ( AController * NewController)
inline

Definition at line 3623 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void ACharacter::PostInitializeComponents ( )
inline

Definition at line 3409 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void ACharacter::PostInitializeComponents ( )
inline

Definition at line 3624 of file Actor.h.

◆ PostNetReceive() [1/2]

void ACharacter::PostNetReceive ( )
inline

Definition at line 3451 of file Actor.h.

◆ PostNetReceive() [2/2]

void ACharacter::PostNetReceive ( )
inline

Definition at line 3625 of file Actor.h.

◆ PostNetReceiveLocationAndRotation() [1/2]

void ACharacter::PostNetReceiveLocationAndRotation ( )
inline

Definition at line 3456 of file Actor.h.

◆ PostNetReceiveLocationAndRotation() [2/2]

void ACharacter::PostNetReceiveLocationAndRotation ( )
inline

Definition at line 3626 of file Actor.h.

◆ PreNetReceive() [1/2]

void ACharacter::PreNetReceive ( )
inline

Definition at line 3450 of file Actor.h.

◆ PreNetReceive() [2/2]

void ACharacter::PreNetReceive ( )
inline

Definition at line 3627 of file Actor.h.

◆ PreventMovementMode()

bool ACharacter::PreventMovementMode ( EMovementMode NewMovementMode,
char NewCustomMode )
inline

Definition at line 3628 of file Actor.h.

◆ Prone() [1/2]

void ACharacter::Prone ( bool bClientSimulation)
inline

Definition at line 3425 of file Actor.h.

◆ Prone() [2/2]

void ACharacter::Prone ( bool bClientSimulation)
inline

Definition at line 3629 of file Actor.h.

◆ ProneEyeHeightField() [1/2]

float & ACharacter::ProneEyeHeightField ( )
inline

Definition at line 3355 of file Actor.h.

◆ ProneEyeHeightField() [2/2]

float & ACharacter::ProneEyeHeightField ( )
inline

Definition at line 3533 of file Actor.h.

◆ RecalculateBaseEyeHeight() [1/2]

void ACharacter::RecalculateBaseEyeHeight ( )
inline

Definition at line 3418 of file Actor.h.

◆ RecalculateBaseEyeHeight() [2/2]

void ACharacter::RecalculateBaseEyeHeight ( )
inline

Definition at line 3630 of file Actor.h.

◆ ReplicatedMovementModeField() [1/2]

char & ACharacter::ReplicatedMovementModeField ( )
inline

Definition at line 3352 of file Actor.h.

◆ ReplicatedMovementModeField() [2/2]

char & ACharacter::ReplicatedMovementModeField ( )
inline

Definition at line 3530 of file Actor.h.

◆ ReplicateMovementToSimulatedClients()

bool ACharacter::ReplicateMovementToSimulatedClients ( )
inline

Definition at line 3481 of file Actor.h.

◆ Restart() [1/2]

void ACharacter::Restart ( )
inline

Definition at line 3436 of file Actor.h.

◆ Restart() [2/2]

void ACharacter::Restart ( )
inline

Definition at line 3631 of file Actor.h.

◆ SetBase() [1/2]

void ACharacter::SetBase ( UPrimitiveComponent * NewBaseComponent,
FName BoneName,
bool bNotifyPawn )
inline

Definition at line 3433 of file Actor.h.

◆ SetBase() [2/2]

void ACharacter::SetBase ( UPrimitiveComponent * NewBaseComponent,
FName BoneName,
bool bNotifyPawn )
inline

Definition at line 3632 of file Actor.h.

◆ SetLastMovementDesiredRotation() [1/2]

void ACharacter::SetLastMovementDesiredRotation ( FRotator * InRotation)
inline

Definition at line 3402 of file Actor.h.

◆ SetLastMovementDesiredRotation() [2/2]

void ACharacter::SetLastMovementDesiredRotation ( FRotator * InRotation)
inline

Definition at line 3580 of file Actor.h.

◆ ShouldNotifyLanded() [1/2]

bool ACharacter::ShouldNotifyLanded ( FHitResult * Hit)
inline

Definition at line 3444 of file Actor.h.

◆ ShouldNotifyLanded() [2/2]

bool ACharacter::ShouldNotifyLanded ( FHitResult * Hit)
inline

Definition at line 3633 of file Actor.h.

◆ ShouldOverrideNewFallVelocity()

bool ACharacter::ShouldOverrideNewFallVelocity ( )
inline

Definition at line 3577 of file Actor.h.

◆ ShouldOverrideSwimmingVelocity()

bool ACharacter::ShouldOverrideSwimmingVelocity ( )
inline

Definition at line 3578 of file Actor.h.

◆ ShouldOverrideWalkingVelocity()

bool ACharacter::ShouldOverrideWalkingVelocity ( )
inline

Definition at line 3579 of file Actor.h.

◆ ShouldReplicateRotPitch() [1/2]

bool ACharacter::ShouldReplicateRotPitch ( )
inline

Definition at line 3468 of file Actor.h.

◆ ShouldReplicateRotPitch() [2/2]

bool ACharacter::ShouldReplicateRotPitch ( )
inline

Definition at line 3634 of file Actor.h.

◆ ShouldUseWaveLocking()

bool ACharacter::ShouldUseWaveLocking ( bool bForceCheck)
inline

Definition at line 3635 of file Actor.h.

◆ SimpleTeleportTo() [1/2]

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

Definition at line 3458 of file Actor.h.

◆ SimpleTeleportTo() [2/2]

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

Definition at line 3636 of file Actor.h.

◆ StartDodging()

void ACharacter::StartDodging ( FVector InDodgingVelocity,
bool bClientSimulation )
inline

Definition at line 3637 of file Actor.h.

◆ StaticRegisterNativesACharacter() [1/2]

static void ACharacter::StaticRegisterNativesACharacter ( )
inlinestatic

Definition at line 3470 of file Actor.h.

◆ StaticRegisterNativesACharacter() [2/2]

static void ACharacter::StaticRegisterNativesACharacter ( )
inlinestatic

Definition at line 3665 of file Actor.h.

◆ StopAnimMontage() [1/2]

void ACharacter::StopAnimMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 3463 of file Actor.h.

◆ StopAnimMontage() [2/2]

void ACharacter::StopAnimMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 3638 of file Actor.h.

◆ StopDodging()

void ACharacter::StopDodging ( bool bClientSimulation)
inline

Definition at line 3639 of file Actor.h.

◆ StopJumping() [1/2]

void ACharacter::StopJumping ( )
inline

Definition at line 3446 of file Actor.h.

◆ StopJumping() [2/2]

void ACharacter::StopJumping ( )
inline

Definition at line 3640 of file Actor.h.

◆ TeleportSucceeded() [1/2]

void ACharacter::TeleportSucceeded ( bool bIsATest,
bool bSimpleTeleport )
inline

Definition at line 3430 of file Actor.h.

◆ TeleportSucceeded() [2/2]

void ACharacter::TeleportSucceeded ( bool bIsATest,
bool bSimpleTeleport )
inline

Definition at line 3641 of file Actor.h.

◆ TeleportTo() [1/2]

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

Definition at line 3457 of file Actor.h.

◆ TeleportTo() [2/2]

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

Definition at line 3642 of file Actor.h.

◆ TickFromBaseWhenAttachedToParent()

void ACharacter::TickFromBaseWhenAttachedToParent ( )
inline

Definition at line 3643 of file Actor.h.

◆ TornOff() [1/2]

void ACharacter::TornOff ( )
inline

Definition at line 3440 of file Actor.h.

◆ TornOff() [2/2]

void ACharacter::TornOff ( )
inline

Definition at line 3644 of file Actor.h.

◆ TurnOff() [1/2]

void ACharacter::TurnOff ( )
inline

Definition at line 3435 of file Actor.h.

◆ TurnOff() [2/2]

void ACharacter::TurnOff ( )
inline

Definition at line 3645 of file Actor.h.

◆ UnCrouch() [1/2]

void ACharacter::UnCrouch ( bool bClientSimulation)
inline

Definition at line 3423 of file Actor.h.

◆ UnCrouch() [2/2]

void ACharacter::UnCrouch ( bool bClientSimulation)
inline

Definition at line 3646 of file Actor.h.

◆ UnPossessed() [1/2]

void ACharacter::UnPossessed ( )
inline

Definition at line 3439 of file Actor.h.

◆ UnPossessed() [2/2]

void ACharacter::UnPossessed ( )
inline

Definition at line 3647 of file Actor.h.

◆ UnProne() [1/2]

void ACharacter::UnProne ( bool bClientSimulation)
inline

Definition at line 3426 of file Actor.h.

◆ UnProne() [2/2]

void ACharacter::UnProne ( bool bClientSimulation)
inline

Definition at line 3648 of file Actor.h.

◆ UpdateSimulatedPosition() [1/2]

void ACharacter::UpdateSimulatedPosition ( FVector * NewLocation,
FRotator * NewRotation )
inline

Definition at line 3455 of file Actor.h.

◆ UpdateSimulatedPosition() [2/2]

void ACharacter::UpdateSimulatedPosition ( FVector * NewLocation,
FRotator * NewRotation )
inline

Definition at line 3649 of file Actor.h.


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