Ark Server API (ASE) - Wiki
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AGameMode Struct Reference

#include <GameMode.h>

+ Inheritance diagram for AGameMode:
+ Collaboration diagram for AGameMode:

Public Member Functions

FNameMatchStateField ()
 
FStringOptionsStringField ()
 
TSubclassOf< APawn > & DefaultPawnClassField ()
 
TSubclassOf< AHUD > & HUDClassField ()
 
int & NumSpectatorsField ()
 
int & NumPlayersField ()
 
int & NumBotsField ()
 
float & MinRespawnDelayField ()
 
AGameSessionGameSessionField ()
 
int & NumTravellingPlayersField ()
 
int & CurrentIDField ()
 
FStringDefaultPlayerNameField ()
 
TArray< APlayerStart * > PlayerStartsField ()
 
TSubclassOf< APlayerController > & PlayerControllerClassField ()
 
TSubclassOf< APlayerState > & PlayerStateClassField ()
 
TSubclassOf< AGameState > & GameStateClassField ()
 
AGameStateGameStateField ()
 
TArray< APlayerState * > InactivePlayerArrayField ()
 
float & InactivePlayerStateLifeSpanField ()
 
TArray< APlayerStart * > UsedPlayerStartsField ()
 
BitFieldValue< bool, unsigned __int32 > bUseSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPauseable ()
 
BitFieldValue< bool, unsigned __int32 > bStartPlayersAsSpectators ()
 
BitFieldValue< bool, unsigned __int32 > bDelayedStart ()
 
void AbortMatch ()
 
void AddInactivePlayer (APlayerState *PlayerState, APlayerController *PC)
 
void AddPlayerStart (APlayerStart *NewPlayerStart)
 
bool AllowCheats (APlayerController *P)
 
bool AllowPausing (APlayerController *PC)
 
void Broadcast (AActor *Sender, FString *Msg, FName Type)
 
void ChangeName (AController *Other, FString *S, bool bNameChange)
 
AActorChoosePlayerStart_Implementation (AController *Player)
 
void ClearPause ()
 
void EndMatch ()
 
bool FindInactivePlayer (APlayerController *PC)
 
AActorFindPlayerStart (AController *Player, FString *IncomingName)
 
void ForceClearUnpauseDelegates (AActor *PauseActor)
 
void GenericPlayerInitialization (AController *C)
 
FStringGetDefaultGameClassPath (FString *result, FString *MapName, FString *Options, FString *Portal)
 
TSubclassOf< UObject > * GetDefaultPawnClassForController_Implementation (TSubclassOf< UObject > *result, AController *InController)
 
TSubclassOf< AGameSession > * GetGameSessionClass (TSubclassOf< AGameSession > *result)
 
int GetIntOption (FString *Options, FString *ParseString, int CurrentValue)
 
void GetKeyValue (FString *Pair, FString *Key, FString *Value)
 
FStringGetNetworkNumber (FString *result)
 
int GetNumPlayers ()
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor * > *ActorList)
 
bool GrabOption (FString *Options, FString *Result)
 
void HandleMatchHasEnded ()
 
void HandleMatchHasStarted ()
 
void HandleMatchIsWaitingToStart ()
 
void HandleSeamlessTravelPlayer (AController **C)
 
bool HasMatchEnded ()
 
bool HasMatchStarted ()
 
bool HasOption (FString *Options, FString *InKey)
 
void InitGame (FString *MapName, FString *Options, FString *ErrorMessage)
 
void InitGameState ()
 
FStringInitNewPlayer (FString *result, APlayerController *NewPlayerController, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *Options, FString *Portal)
 
bool IsMatchInProgress ()
 
APlayerControllerLogin (UPlayer *NewPlayer, FString *Portal, FString *Options, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *ErrorMessage)
 
void Logout (AController *Exiting)
 
bool MustSpectate (APlayerController *NewPlayerController)
 
void OverridePlayerState (APlayerController *PC, APlayerState *OldPlayerState)
 
FStringParseOption (FString *result, FString *Options, FString *InKey)
 
bool PlayerCanRestart (APlayerController *Player)
 
void PostLogin (APlayerController *NewPlayer)
 
void PostSeamlessTravel ()
 
void PreInitializeComponents ()
 
void PreLogin (FString *Options, FString *Address, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *authToken, FString *ErrorMessage, unsigned int *NewHomeServerId)
 
APlayerControllerProcessClientTravel (FString *FURL, FGuid NextMapGuid, bool bSeamless, bool bAbsolute)
 
void ProcessServerTravel (FString *URL, bool bAbsolute)
 
bool ReadyToStartMatch ()
 
void RemoveConnectedPlayer (TSharedPtr< FUniqueNetId, 0 > *UniqueNetId)
 
void RemovePlayerControllerFromPlayerCount (APlayerController *PC)
 
void RemovePlayerStart (APlayerStart *RemovedPlayerStart)
 
void Reset ()
 
void ResetLevel ()
 
void RestartGame ()
 
void RestartPlayer (AController *NewPlayer)
 
void ReturnToMainMenuHost ()
 
void SendPlayer (APlayerController *aPlayer, FString *FURL)
 
void SetBandwidthLimit (float AsyncIOBandwidthLimit)
 
void SetMatchState (FName NewState)
 
void SetPlayerDefaults (APawn *PlayerPawn)
 
void SetSeamlessTravelViewTarget (APlayerController *PC)
 
bool ShouldSpawnAtStartSpot_Implementation (AController *Player)
 
APawnSpawnDefaultPawnFor (AController *NewPlayer, AActor *StartSpot)
 
APlayerControllerSpawnPlayerController (FVector *SpawnLocation, FRotator *SpawnRotation)
 
void StartMatch ()
 
void StartNewPlayer (APlayerController *NewPlayer)
 
void StartPlay ()
 
void StartToLeaveMap ()
 
void SwapPlayerControllers (APlayerController *OldPC, APlayerController *NewPC)
 
void Tick (float DeltaSeconds)
 
void UpdateGameplayMuteList (APlayerController *aPlayer)
 
AActorChoosePlayerStart (AController *Player)
 
TSubclassOf< UObject > * GetDefaultPawnClassForController (TSubclassOf< UObject > *result, AController *InController)
 
void K2_PostLogin (APlayerController *NewPlayer)
 
bool ShouldSpawnAtStartSpot (AController *Player)
 
FNameMatchStateField ()
 
FStringOptionsStringField ()
 
TSubclassOf< APawn > & DefaultPawnClassField ()
 
TSubclassOf< AHUD > & HUDClassField ()
 
int & NumSpectatorsField ()
 
int & NumPlayersField ()
 
int & NumBotsField ()
 
float & MinRespawnDelayField ()
 
AGameSessionGameSessionField ()
 
int & NumTravellingPlayersField ()
 
int & CurrentIDField ()
 
FStringDefaultPlayerNameField ()
 
TArray< APlayerStart * > PlayerStartsField ()
 
TSubclassOf< APlayerController > & PlayerControllerClassField ()
 
TSubclassOf< ASpectatorPawn > & SpectatorClassField ()
 
TSubclassOf< APlayerState > & PlayerStateClassField ()
 
TSubclassOf< AGameState > & GameStateClassField ()
 
AGameStateGameStateField ()
 
TArray< APlayerState * > InactivePlayerArrayField ()
 
UAntiDupeTransactionLog * AntiDupeTransactionLogField ()
 
float & InactivePlayerStateLifeSpanField ()
 
TArray< APlayerStart * > UsedPlayerStartsField ()
 
BitFieldValue< bool, unsigned __int32 > bUseSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPauseable ()
 
BitFieldValue< bool, unsigned __int32 > bStartPlayersAsSpectators ()
 
BitFieldValue< bool, unsigned __int32 > bDelayedStart ()
 
FNameGetMatchState (FName *result)
 
FStringGetNetworkNumber (FString *result)
 
void SwapPlayerControllers (APlayerController *OldPC, APlayerController *NewPC)
 
void ForceClearUnpauseDelegates (AActor *PauseActor)
 
void InitGame (FString *MapName, FString *Options, FString *ErrorMessage)
 
void RestartGame ()
 
void ReturnToMainMenuHost ()
 
void PostLogin (APlayerController *NewPlayer)
 
bool ShouldStartInCinematicMode (bool *OutHidePlayer, bool *OutHideHUD, bool *OutDisableMovement, bool *OutDisableTurning)
 
void SetPlayerDefaults (APawn *PlayerPawn)
 
void Logout (AController *Exiting)
 
void InitGameState ()
 
AActorFindPlayerStart (AController *Player, FString *IncomingName)
 
void PreInitializeComponents ()
 
void RestartPlayer (AController *NewPlayer)
 
void StartPlay ()
 
void HandleMatchIsWaitingToStart ()
 
bool ReadyToStartMatch ()
 
void StartMatch ()
 
void HandleMatchHasStarted ()
 
void EndMatch ()
 
void HandleMatchHasEnded ()
 
void StartToLeaveMap ()
 
void AbortMatch ()
 
bool HasMatchStarted ()
 
bool IsMatchInProgress ()
 
bool HasMatchEnded ()
 
void SetMatchState (FName NewState)
 
void Tick (float DeltaSeconds)
 
void ResetLevel ()
 
void HandleSeamlessTravelPlayer (AController **C)
 
void SetSeamlessTravelViewTarget (APlayerController *PC)
 
void ProcessServerTravel (FString *URL, bool bAbsolute)
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor * > *ActorList)
 
void SetBandwidthLimit (float AsyncIOBandwidthLimit)
 
FStringInitNewPlayer (FString *result, APlayerController *NewPlayerController, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *Options, FString *Portal)
 
bool MustSpectate (APlayerController *NewPlayerController)
 
APlayerControllerLogin (UPlayer *NewPlayer, FString *Portal, FString *Options, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *ErrorMessage)
 
void Reset ()
 
void RemovePlayerControllerFromPlayerCount (APlayerController *PC)
 
int GetNumPlayers ()
 
void ClearPause ()
 
bool GrabOption (FString *Options, FString *Result)
 
void GetKeyValue (FString *Pair, FString *Key, FString *Value)
 
FStringParseOption (FString *result, FString *Options, FString *InKey)
 
bool HasOption (FString *Options, FString *InKey)
 
int GetIntOption (FString *Options, FString *ParseString, int CurrentValue)
 
FStringGetDefaultGameClassPath (FString *result, FString *MapName, FString *Options, FString *Portal)
 
TSubclassOf< AGameSession > * GetGameSessionClass (TSubclassOf< AGameSession > *result)
 
APlayerControllerProcessClientTravel (FString *FURL, FGuid NextMapGuid, bool bSeamless, bool bAbsolute)
 
void PreLogin (FString *Options, FString *Address, TSharedPtr< FUniqueNetId, 0 > *UniqueId, FString *authToken, FString *ErrorMessage)
 
void RemoveConnectedPlayer (TSharedPtr< FUniqueNetId, 0 > *UniqueNetId)
 
APlayerControllerSpawnPlayerController (FVector *SpawnLocation, FRotator *SpawnRotation)
 
TSubclassOf< UObject > * GetDefaultPawnClassForController_Implementation (TSubclassOf< UObject > *result, AController *InController)
 
APawnSpawnDefaultPawnFor (AController *NewPlayer, AActor *StartSpot)
 
void GenericPlayerInitialization (AController *C)
 
void StartNewPlayer (APlayerController *NewPlayer)
 
void ChangeName (AController *Other, FString *S, bool bNameChange)
 
void SendPlayer (APlayerController *aPlayer, FString *FURL)
 
void Broadcast (AActor *Sender, FString *Msg, FName Type)
 
bool ShouldSpawnAtStartSpot_Implementation (AController *Player)
 
void AddPlayerStart (APlayerStart *NewPlayerStart)
 
void RemovePlayerStart (APlayerStart *RemovedPlayerStart)
 
AActorChoosePlayerStart_Implementation (AController *Player)
 
bool PlayerCanRestart (APlayerController *Player)
 
void UpdateGameplayMuteList (APlayerController *aPlayer)
 
bool AllowPausing (APlayerController *PC)
 
void AddInactivePlayer (APlayerState *PlayerState, APlayerController *PC)
 
bool FindInactivePlayer (APlayerController *PC)
 
void OverridePlayerState (APlayerController *PC, APlayerState *OldPlayerState)
 
void PostSeamlessTravel ()
 
AActorChoosePlayerStart (AController *Player)
 
TSubclassOf< UObject > * GetDefaultPawnClassForController (TSubclassOf< UObject > *result, AController *InController)
 
void K2_PostLogin (APlayerController *NewPlayer)
 
- 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 FStringStaticGetFullGameClassName (FString *result, FString *Str)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static UClassStaticClass ()
 
static const wchar_t * StaticConfigName ()
 
static FStringStaticGetFullGameClassName (FString *result, FString *Str)
 
static void StaticRegisterNativesAGameMode ()
 
- Static Public Member Functions inherited from AInfo
static UClassStaticClass ()
 
static UClassStaticClass ()
 
- 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 914 of file GameMode.h.

Member Function Documentation

◆ AbortMatch() [1/2]

void AGameMode::AbortMatch ( )
inline

Definition at line 615 of file GameMode.h.

◆ AbortMatch() [2/2]

void AGameMode::AbortMatch ( )
inline

Definition at line 946 of file GameMode.h.

◆ AddInactivePlayer() [1/2]

void AGameMode::AddInactivePlayer ( APlayerState * PlayerState,
APlayerController * PC )
inline

Definition at line 659 of file GameMode.h.

◆ AddInactivePlayer() [2/2]

void AGameMode::AddInactivePlayer ( APlayerState * PlayerState,
APlayerController * PC )
inline

Definition at line 947 of file GameMode.h.

◆ AddPlayerStart() [1/2]

void AGameMode::AddPlayerStart ( APlayerStart * NewPlayerStart)
inline

Definition at line 653 of file GameMode.h.

◆ AddPlayerStart() [2/2]

void AGameMode::AddPlayerStart ( APlayerStart * NewPlayerStart)
inline

Definition at line 948 of file GameMode.h.

◆ AllowCheats()

bool AGameMode::AllowCheats ( APlayerController * P)
inline

Definition at line 949 of file GameMode.h.

◆ AllowPausing() [1/2]

bool AGameMode::AllowPausing ( APlayerController * PC)
inline

Definition at line 658 of file GameMode.h.

◆ AllowPausing() [2/2]

bool AGameMode::AllowPausing ( APlayerController * PC)
inline

Definition at line 950 of file GameMode.h.

◆ AntiDupeTransactionLogField()

UAntiDupeTransactionLog * AGameMode::AntiDupeTransactionLogField ( )
inline

Definition at line 577 of file GameMode.h.

◆ bDelayedStart() [1/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bDelayedStart ( )
inline

Definition at line 586 of file GameMode.h.

◆ bDelayedStart() [2/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bDelayedStart ( )
inline

Definition at line 942 of file GameMode.h.

◆ bPauseable() [1/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bPauseable ( )
inline

Definition at line 584 of file GameMode.h.

◆ bPauseable() [2/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bPauseable ( )
inline

Definition at line 940 of file GameMode.h.

◆ Broadcast() [1/2]

void AGameMode::Broadcast ( AActor * Sender,
FString * Msg,
FName Type )
inline

Definition at line 651 of file GameMode.h.

◆ Broadcast() [2/2]

void AGameMode::Broadcast ( AActor * Sender,
FString * Msg,
FName Type )
inline

Definition at line 951 of file GameMode.h.

◆ bStartPlayersAsSpectators() [1/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bStartPlayersAsSpectators ( )
inline

Definition at line 585 of file GameMode.h.

◆ bStartPlayersAsSpectators() [2/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bStartPlayersAsSpectators ( )
inline

Definition at line 941 of file GameMode.h.

◆ bUseSeamlessTravel() [1/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bUseSeamlessTravel ( )
inline

Definition at line 583 of file GameMode.h.

◆ bUseSeamlessTravel() [2/2]

BitFieldValue< bool, unsigned __int32 > AGameMode::bUseSeamlessTravel ( )
inline

Definition at line 939 of file GameMode.h.

◆ ChangeName() [1/2]

void AGameMode::ChangeName ( AController * Other,
FString * S,
bool bNameChange )
inline

Definition at line 649 of file GameMode.h.

◆ ChangeName() [2/2]

void AGameMode::ChangeName ( AController * Other,
FString * S,
bool bNameChange )
inline

Definition at line 952 of file GameMode.h.

◆ ChoosePlayerStart() [1/2]

AActor * AGameMode::ChoosePlayerStart ( AController * Player)
inline

Definition at line 665 of file GameMode.h.

◆ ChoosePlayerStart() [2/2]

AActor * AGameMode::ChoosePlayerStart ( AController * Player)
inline

Definition at line 1017 of file GameMode.h.

◆ ChoosePlayerStart_Implementation() [1/2]

AActor * AGameMode::ChoosePlayerStart_Implementation ( AController * Player)
inline

Definition at line 655 of file GameMode.h.

◆ ChoosePlayerStart_Implementation() [2/2]

AActor * AGameMode::ChoosePlayerStart_Implementation ( AController * Player)
inline

Definition at line 953 of file GameMode.h.

◆ ClearPause() [1/2]

void AGameMode::ClearPause ( )
inline

Definition at line 633 of file GameMode.h.

◆ ClearPause() [2/2]

void AGameMode::ClearPause ( )
inline

Definition at line 954 of file GameMode.h.

◆ CurrentIDField() [1/2]

int & AGameMode::CurrentIDField ( )
inline

Definition at line 568 of file GameMode.h.

◆ CurrentIDField() [2/2]

int & AGameMode::CurrentIDField ( )
inline

Definition at line 926 of file GameMode.h.

◆ DefaultPawnClassField() [1/2]

TSubclassOf< APawn > & AGameMode::DefaultPawnClassField ( )
inline

Definition at line 560 of file GameMode.h.

◆ DefaultPawnClassField() [2/2]

TSubclassOf< APawn > & AGameMode::DefaultPawnClassField ( )
inline

Definition at line 918 of file GameMode.h.

◆ DefaultPlayerNameField() [1/2]

FString & AGameMode::DefaultPlayerNameField ( )
inline

Definition at line 569 of file GameMode.h.

◆ DefaultPlayerNameField() [2/2]

FString & AGameMode::DefaultPlayerNameField ( )
inline

Definition at line 927 of file GameMode.h.

◆ EndMatch() [1/2]

void AGameMode::EndMatch ( )
inline

Definition at line 612 of file GameMode.h.

◆ EndMatch() [2/2]

void AGameMode::EndMatch ( )
inline

Definition at line 955 of file GameMode.h.

◆ FindInactivePlayer() [1/2]

bool AGameMode::FindInactivePlayer ( APlayerController * PC)
inline

Definition at line 660 of file GameMode.h.

◆ FindInactivePlayer() [2/2]

bool AGameMode::FindInactivePlayer ( APlayerController * PC)
inline

Definition at line 956 of file GameMode.h.

◆ FindPlayerStart() [1/2]

AActor * AGameMode::FindPlayerStart ( AController * Player,
FString * IncomingName )
inline

Definition at line 604 of file GameMode.h.

◆ FindPlayerStart() [2/2]

AActor * AGameMode::FindPlayerStart ( AController * Player,
FString * IncomingName )
inline

Definition at line 957 of file GameMode.h.

◆ ForceClearUnpauseDelegates() [1/2]

void AGameMode::ForceClearUnpauseDelegates ( AActor * PauseActor)
inline

Definition at line 595 of file GameMode.h.

◆ ForceClearUnpauseDelegates() [2/2]

void AGameMode::ForceClearUnpauseDelegates ( AActor * PauseActor)
inline

Definition at line 958 of file GameMode.h.

◆ GameSessionField() [1/2]

AGameSession * AGameMode::GameSessionField ( )
inline

Definition at line 566 of file GameMode.h.

◆ GameSessionField() [2/2]

AGameSession * AGameMode::GameSessionField ( )
inline

Definition at line 924 of file GameMode.h.

◆ GameStateClassField() [1/2]

TSubclassOf< AGameState > & AGameMode::GameStateClassField ( )
inline

Definition at line 574 of file GameMode.h.

◆ GameStateClassField() [2/2]

TSubclassOf< AGameState > & AGameMode::GameStateClassField ( )
inline

Definition at line 931 of file GameMode.h.

◆ GameStateField() [1/2]

AGameState * AGameMode::GameStateField ( )
inline

Definition at line 575 of file GameMode.h.

◆ GameStateField() [2/2]

AGameState * AGameMode::GameStateField ( )
inline

Definition at line 932 of file GameMode.h.

◆ GenericPlayerInitialization() [1/2]

void AGameMode::GenericPlayerInitialization ( AController * C)
inline

Definition at line 647 of file GameMode.h.

◆ GenericPlayerInitialization() [2/2]

void AGameMode::GenericPlayerInitialization ( AController * C)
inline

Definition at line 959 of file GameMode.h.

◆ GetDefaultGameClassPath() [1/2]

FString * AGameMode::GetDefaultGameClassPath ( FString * result,
FString * MapName,
FString * Options,
FString * Portal )
inline

Definition at line 639 of file GameMode.h.

◆ GetDefaultGameClassPath() [2/2]

FString * AGameMode::GetDefaultGameClassPath ( FString * result,
FString * MapName,
FString * Options,
FString * Portal )
inline

Definition at line 960 of file GameMode.h.

◆ GetDefaultPawnClassForController() [1/2]

TSubclassOf< UObject > * AGameMode::GetDefaultPawnClassForController ( TSubclassOf< UObject > * result,
AController * InController )
inline

Definition at line 666 of file GameMode.h.

◆ GetDefaultPawnClassForController() [2/2]

TSubclassOf< UObject > * AGameMode::GetDefaultPawnClassForController ( TSubclassOf< UObject > * result,
AController * InController )
inline

Definition at line 1018 of file GameMode.h.

◆ GetDefaultPawnClassForController_Implementation() [1/2]

TSubclassOf< UObject > * AGameMode::GetDefaultPawnClassForController_Implementation ( TSubclassOf< UObject > * result,
AController * InController )
inline

Definition at line 645 of file GameMode.h.

◆ GetDefaultPawnClassForController_Implementation() [2/2]

TSubclassOf< UObject > * AGameMode::GetDefaultPawnClassForController_Implementation ( TSubclassOf< UObject > * result,
AController * InController )
inline

Definition at line 961 of file GameMode.h.

◆ GetGameSessionClass() [1/2]

TSubclassOf< AGameSession > * AGameMode::GetGameSessionClass ( TSubclassOf< AGameSession > * result)
inline

Definition at line 640 of file GameMode.h.

◆ GetGameSessionClass() [2/2]

TSubclassOf< AGameSession > * AGameMode::GetGameSessionClass ( TSubclassOf< AGameSession > * result)
inline

Definition at line 962 of file GameMode.h.

◆ GetIntOption() [1/2]

int AGameMode::GetIntOption ( FString * Options,
FString * ParseString,
int CurrentValue )
inline

Definition at line 638 of file GameMode.h.

◆ GetIntOption() [2/2]

int AGameMode::GetIntOption ( FString * Options,
FString * ParseString,
int CurrentValue )
inline

Definition at line 963 of file GameMode.h.

◆ GetKeyValue() [1/2]

void AGameMode::GetKeyValue ( FString * Pair,
FString * Key,
FString * Value )
inline

Definition at line 635 of file GameMode.h.

◆ GetKeyValue() [2/2]

void AGameMode::GetKeyValue ( FString * Pair,
FString * Key,
FString * Value )
inline

Definition at line 964 of file GameMode.h.

◆ GetMatchState()

FName * AGameMode::GetMatchState ( FName * result)
inline

Definition at line 590 of file GameMode.h.

◆ GetNetworkNumber() [1/2]

FString * AGameMode::GetNetworkNumber ( FString * result)
inline

Definition at line 593 of file GameMode.h.

◆ GetNetworkNumber() [2/2]

FString * AGameMode::GetNetworkNumber ( FString * result)
inline

Definition at line 965 of file GameMode.h.

◆ GetNumPlayers() [1/2]

int AGameMode::GetNumPlayers ( )
inline

Definition at line 632 of file GameMode.h.

◆ GetNumPlayers() [2/2]

int AGameMode::GetNumPlayers ( )
inline

Definition at line 966 of file GameMode.h.

◆ GetPrivateStaticClass()

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

Definition at line 1019 of file GameMode.h.

◆ GetSeamlessTravelActorList() [1/2]

void AGameMode::GetSeamlessTravelActorList ( bool bToEntry,
TArray< AActor * > * ActorList )
inline

Definition at line 625 of file GameMode.h.

◆ GetSeamlessTravelActorList() [2/2]

void AGameMode::GetSeamlessTravelActorList ( bool bToEntry,
TArray< AActor * > * ActorList )
inline

Definition at line 967 of file GameMode.h.

◆ GrabOption() [1/2]

bool AGameMode::GrabOption ( FString * Options,
FString * Result )
inline

Definition at line 634 of file GameMode.h.

◆ GrabOption() [2/2]

bool AGameMode::GrabOption ( FString * Options,
FString * Result )
inline

Definition at line 968 of file GameMode.h.

◆ HandleMatchHasEnded() [1/2]

void AGameMode::HandleMatchHasEnded ( )
inline

Definition at line 613 of file GameMode.h.

◆ HandleMatchHasEnded() [2/2]

void AGameMode::HandleMatchHasEnded ( )
inline

Definition at line 969 of file GameMode.h.

◆ HandleMatchHasStarted() [1/2]

void AGameMode::HandleMatchHasStarted ( )
inline

Definition at line 611 of file GameMode.h.

◆ HandleMatchHasStarted() [2/2]

void AGameMode::HandleMatchHasStarted ( )
inline

Definition at line 970 of file GameMode.h.

◆ HandleMatchIsWaitingToStart() [1/2]

void AGameMode::HandleMatchIsWaitingToStart ( )
inline

Definition at line 608 of file GameMode.h.

◆ HandleMatchIsWaitingToStart() [2/2]

void AGameMode::HandleMatchIsWaitingToStart ( )
inline

Definition at line 971 of file GameMode.h.

◆ HandleSeamlessTravelPlayer() [1/2]

void AGameMode::HandleSeamlessTravelPlayer ( AController ** C)
inline

Definition at line 622 of file GameMode.h.

◆ HandleSeamlessTravelPlayer() [2/2]

void AGameMode::HandleSeamlessTravelPlayer ( AController ** C)
inline

Definition at line 972 of file GameMode.h.

◆ HasMatchEnded() [1/2]

bool AGameMode::HasMatchEnded ( )
inline

Definition at line 618 of file GameMode.h.

◆ HasMatchEnded() [2/2]

bool AGameMode::HasMatchEnded ( )
inline

Definition at line 973 of file GameMode.h.

◆ HasMatchStarted() [1/2]

bool AGameMode::HasMatchStarted ( )
inline

Definition at line 616 of file GameMode.h.

◆ HasMatchStarted() [2/2]

bool AGameMode::HasMatchStarted ( )
inline

Definition at line 974 of file GameMode.h.

◆ HasOption() [1/2]

bool AGameMode::HasOption ( FString * Options,
FString * InKey )
inline

Definition at line 637 of file GameMode.h.

◆ HasOption() [2/2]

bool AGameMode::HasOption ( FString * Options,
FString * InKey )
inline

Definition at line 975 of file GameMode.h.

◆ HUDClassField() [1/2]

TSubclassOf< AHUD > & AGameMode::HUDClassField ( )
inline

Definition at line 561 of file GameMode.h.

◆ HUDClassField() [2/2]

TSubclassOf< AHUD > & AGameMode::HUDClassField ( )
inline

Definition at line 919 of file GameMode.h.

◆ InactivePlayerArrayField() [1/2]

TArray< APlayerState * > AGameMode::InactivePlayerArrayField ( )
inline

Definition at line 576 of file GameMode.h.

◆ InactivePlayerArrayField() [2/2]

TArray< APlayerState * > AGameMode::InactivePlayerArrayField ( )
inline

Definition at line 933 of file GameMode.h.

◆ InactivePlayerStateLifeSpanField() [1/2]

float & AGameMode::InactivePlayerStateLifeSpanField ( )
inline

Definition at line 578 of file GameMode.h.

◆ InactivePlayerStateLifeSpanField() [2/2]

float & AGameMode::InactivePlayerStateLifeSpanField ( )
inline

Definition at line 934 of file GameMode.h.

◆ InitGame() [1/2]

void AGameMode::InitGame ( FString * MapName,
FString * Options,
FString * ErrorMessage )
inline

Definition at line 596 of file GameMode.h.

◆ InitGame() [2/2]

void AGameMode::InitGame ( FString * MapName,
FString * Options,
FString * ErrorMessage )
inline

Definition at line 976 of file GameMode.h.

◆ InitGameState() [1/2]

void AGameMode::InitGameState ( )
inline

Definition at line 603 of file GameMode.h.

◆ InitGameState() [2/2]

void AGameMode::InitGameState ( )
inline

Definition at line 977 of file GameMode.h.

◆ InitNewPlayer() [1/2]

FString * AGameMode::InitNewPlayer ( FString * result,
APlayerController * NewPlayerController,
TSharedPtr< FUniqueNetId, 0 > * UniqueId,
FString * Options,
FString * Portal )
inline

Definition at line 627 of file GameMode.h.

◆ InitNewPlayer() [2/2]

FString * AGameMode::InitNewPlayer ( FString * result,
APlayerController * NewPlayerController,
TSharedPtr< FUniqueNetId, 0 > * UniqueId,
FString * Options,
FString * Portal )
inline

Definition at line 978 of file GameMode.h.

◆ IsMatchInProgress() [1/2]

bool AGameMode::IsMatchInProgress ( )
inline

Definition at line 617 of file GameMode.h.

◆ IsMatchInProgress() [2/2]

bool AGameMode::IsMatchInProgress ( )
inline

Definition at line 979 of file GameMode.h.

◆ K2_PostLogin() [1/2]

void AGameMode::K2_PostLogin ( APlayerController * NewPlayer)
inline

Definition at line 667 of file GameMode.h.

◆ K2_PostLogin() [2/2]

void AGameMode::K2_PostLogin ( APlayerController * NewPlayer)
inline

Definition at line 1020 of file GameMode.h.

◆ Login() [1/2]

APlayerController * AGameMode::Login ( UPlayer * NewPlayer,
FString * Portal,
FString * Options,
TSharedPtr< FUniqueNetId, 0 > * UniqueId,
FString * ErrorMessage )
inline

Definition at line 629 of file GameMode.h.

◆ Login() [2/2]

APlayerController * AGameMode::Login ( UPlayer * NewPlayer,
FString * Portal,
FString * Options,
TSharedPtr< FUniqueNetId, 0 > * UniqueId,
FString * ErrorMessage )
inline

Definition at line 980 of file GameMode.h.

◆ Logout() [1/2]

void AGameMode::Logout ( AController * Exiting)
inline

Definition at line 602 of file GameMode.h.

◆ Logout() [2/2]

void AGameMode::Logout ( AController * Exiting)
inline

Definition at line 981 of file GameMode.h.

◆ MatchStateField() [1/2]

FName & AGameMode::MatchStateField ( )
inline

Definition at line 558 of file GameMode.h.

◆ MatchStateField() [2/2]

FName & AGameMode::MatchStateField ( )
inline

Definition at line 916 of file GameMode.h.

◆ MinRespawnDelayField() [1/2]

float & AGameMode::MinRespawnDelayField ( )
inline

Definition at line 565 of file GameMode.h.

◆ MinRespawnDelayField() [2/2]

float & AGameMode::MinRespawnDelayField ( )
inline

Definition at line 923 of file GameMode.h.

◆ MustSpectate() [1/2]

bool AGameMode::MustSpectate ( APlayerController * NewPlayerController)
inline

Definition at line 628 of file GameMode.h.

◆ MustSpectate() [2/2]

bool AGameMode::MustSpectate ( APlayerController * NewPlayerController)
inline

Definition at line 982 of file GameMode.h.

◆ NumBotsField() [1/2]

int & AGameMode::NumBotsField ( )
inline

Definition at line 564 of file GameMode.h.

◆ NumBotsField() [2/2]

int & AGameMode::NumBotsField ( )
inline

Definition at line 922 of file GameMode.h.

◆ NumPlayersField() [1/2]

int & AGameMode::NumPlayersField ( )
inline

Definition at line 563 of file GameMode.h.

◆ NumPlayersField() [2/2]

int & AGameMode::NumPlayersField ( )
inline

Definition at line 921 of file GameMode.h.

◆ NumSpectatorsField() [1/2]

int & AGameMode::NumSpectatorsField ( )
inline

Definition at line 562 of file GameMode.h.

◆ NumSpectatorsField() [2/2]

int & AGameMode::NumSpectatorsField ( )
inline

Definition at line 920 of file GameMode.h.

◆ NumTravellingPlayersField() [1/2]

int & AGameMode::NumTravellingPlayersField ( )
inline

Definition at line 567 of file GameMode.h.

◆ NumTravellingPlayersField() [2/2]

int & AGameMode::NumTravellingPlayersField ( )
inline

Definition at line 925 of file GameMode.h.

◆ OptionsStringField() [1/2]

FString & AGameMode::OptionsStringField ( )
inline

Definition at line 559 of file GameMode.h.

◆ OptionsStringField() [2/2]

FString & AGameMode::OptionsStringField ( )
inline

Definition at line 917 of file GameMode.h.

◆ OverridePlayerState() [1/2]

void AGameMode::OverridePlayerState ( APlayerController * PC,
APlayerState * OldPlayerState )
inline

Definition at line 661 of file GameMode.h.

◆ OverridePlayerState() [2/2]

void AGameMode::OverridePlayerState ( APlayerController * PC,
APlayerState * OldPlayerState )
inline

Definition at line 983 of file GameMode.h.

◆ ParseOption() [1/2]

FString * AGameMode::ParseOption ( FString * result,
FString * Options,
FString * InKey )
inline

Definition at line 636 of file GameMode.h.

◆ ParseOption() [2/2]

FString * AGameMode::ParseOption ( FString * result,
FString * Options,
FString * InKey )
inline

Definition at line 984 of file GameMode.h.

◆ PlayerCanRestart() [1/2]

bool AGameMode::PlayerCanRestart ( APlayerController * Player)
inline

Definition at line 656 of file GameMode.h.

◆ PlayerCanRestart() [2/2]

bool AGameMode::PlayerCanRestart ( APlayerController * Player)
inline

Definition at line 985 of file GameMode.h.

◆ PlayerControllerClassField() [1/2]

TSubclassOf< APlayerController > & AGameMode::PlayerControllerClassField ( )
inline

Definition at line 571 of file GameMode.h.

◆ PlayerControllerClassField() [2/2]

TSubclassOf< APlayerController > & AGameMode::PlayerControllerClassField ( )
inline

Definition at line 929 of file GameMode.h.

◆ PlayerStartsField() [1/2]

TArray< APlayerStart * > AGameMode::PlayerStartsField ( )
inline

Definition at line 570 of file GameMode.h.

◆ PlayerStartsField() [2/2]

TArray< APlayerStart * > AGameMode::PlayerStartsField ( )
inline

Definition at line 928 of file GameMode.h.

◆ PlayerStateClassField() [1/2]

TSubclassOf< APlayerState > & AGameMode::PlayerStateClassField ( )
inline

Definition at line 573 of file GameMode.h.

◆ PlayerStateClassField() [2/2]

TSubclassOf< APlayerState > & AGameMode::PlayerStateClassField ( )
inline

Definition at line 930 of file GameMode.h.

◆ PostLogin() [1/2]

void AGameMode::PostLogin ( APlayerController * NewPlayer)
inline

Definition at line 599 of file GameMode.h.

◆ PostLogin() [2/2]

void AGameMode::PostLogin ( APlayerController * NewPlayer)
inline

Definition at line 986 of file GameMode.h.

◆ PostSeamlessTravel() [1/2]

void AGameMode::PostSeamlessTravel ( )
inline

Definition at line 662 of file GameMode.h.

◆ PostSeamlessTravel() [2/2]

void AGameMode::PostSeamlessTravel ( )
inline

Definition at line 987 of file GameMode.h.

◆ PreInitializeComponents() [1/2]

void AGameMode::PreInitializeComponents ( )
inline

Definition at line 605 of file GameMode.h.

◆ PreInitializeComponents() [2/2]

void AGameMode::PreInitializeComponents ( )
inline

Definition at line 988 of file GameMode.h.

◆ PreLogin() [1/2]

void AGameMode::PreLogin ( FString * Options,
FString * Address,
TSharedPtr< FUniqueNetId, 0 > * UniqueId,
FString * authToken,
FString * ErrorMessage )
inline

Definition at line 642 of file GameMode.h.

◆ PreLogin() [2/2]

void AGameMode::PreLogin ( FString * Options,
FString * Address,
TSharedPtr< FUniqueNetId, 0 > * UniqueId,
FString * authToken,
FString * ErrorMessage,
unsigned int * NewHomeServerId )
inline

Definition at line 989 of file GameMode.h.

◆ ProcessClientTravel() [1/2]

APlayerController * AGameMode::ProcessClientTravel ( FString * FURL,
FGuid NextMapGuid,
bool bSeamless,
bool bAbsolute )
inline

Definition at line 641 of file GameMode.h.

◆ ProcessClientTravel() [2/2]

APlayerController * AGameMode::ProcessClientTravel ( FString * FURL,
FGuid NextMapGuid,
bool bSeamless,
bool bAbsolute )
inline

Definition at line 990 of file GameMode.h.

◆ ProcessServerTravel() [1/2]

void AGameMode::ProcessServerTravel ( FString * URL,
bool bAbsolute )
inline

Definition at line 624 of file GameMode.h.

◆ ProcessServerTravel() [2/2]

void AGameMode::ProcessServerTravel ( FString * URL,
bool bAbsolute )
inline

Definition at line 991 of file GameMode.h.

◆ ReadyToStartMatch() [1/2]

bool AGameMode::ReadyToStartMatch ( )
inline

Definition at line 609 of file GameMode.h.

◆ ReadyToStartMatch() [2/2]

bool AGameMode::ReadyToStartMatch ( )
inline

Definition at line 992 of file GameMode.h.

◆ RemoveConnectedPlayer() [1/2]

void AGameMode::RemoveConnectedPlayer ( TSharedPtr< FUniqueNetId, 0 > * UniqueNetId)
inline

Definition at line 643 of file GameMode.h.

◆ RemoveConnectedPlayer() [2/2]

void AGameMode::RemoveConnectedPlayer ( TSharedPtr< FUniqueNetId, 0 > * UniqueNetId)
inline

Definition at line 993 of file GameMode.h.

◆ RemovePlayerControllerFromPlayerCount() [1/2]

void AGameMode::RemovePlayerControllerFromPlayerCount ( APlayerController * PC)
inline

Definition at line 631 of file GameMode.h.

◆ RemovePlayerControllerFromPlayerCount() [2/2]

void AGameMode::RemovePlayerControllerFromPlayerCount ( APlayerController * PC)
inline

Definition at line 994 of file GameMode.h.

◆ RemovePlayerStart() [1/2]

void AGameMode::RemovePlayerStart ( APlayerStart * RemovedPlayerStart)
inline

Definition at line 654 of file GameMode.h.

◆ RemovePlayerStart() [2/2]

void AGameMode::RemovePlayerStart ( APlayerStart * RemovedPlayerStart)
inline

Definition at line 995 of file GameMode.h.

◆ Reset() [1/2]

void AGameMode::Reset ( )
inline

Definition at line 630 of file GameMode.h.

◆ Reset() [2/2]

void AGameMode::Reset ( )
inline

Definition at line 996 of file GameMode.h.

◆ ResetLevel() [1/2]

void AGameMode::ResetLevel ( )
inline

Definition at line 621 of file GameMode.h.

◆ ResetLevel() [2/2]

void AGameMode::ResetLevel ( )
inline

Definition at line 997 of file GameMode.h.

◆ RestartGame() [1/2]

void AGameMode::RestartGame ( )
inline

Definition at line 597 of file GameMode.h.

◆ RestartGame() [2/2]

void AGameMode::RestartGame ( )
inline

Definition at line 998 of file GameMode.h.

◆ RestartPlayer() [1/2]

void AGameMode::RestartPlayer ( AController * NewPlayer)
inline

Definition at line 606 of file GameMode.h.

◆ RestartPlayer() [2/2]

void AGameMode::RestartPlayer ( AController * NewPlayer)
inline

Definition at line 999 of file GameMode.h.

◆ ReturnToMainMenuHost() [1/2]

void AGameMode::ReturnToMainMenuHost ( )
inline

Definition at line 598 of file GameMode.h.

◆ ReturnToMainMenuHost() [2/2]

void AGameMode::ReturnToMainMenuHost ( )
inline

Definition at line 1000 of file GameMode.h.

◆ SendPlayer() [1/2]

void AGameMode::SendPlayer ( APlayerController * aPlayer,
FString * FURL )
inline

Definition at line 650 of file GameMode.h.

◆ SendPlayer() [2/2]

void AGameMode::SendPlayer ( APlayerController * aPlayer,
FString * FURL )
inline

Definition at line 1001 of file GameMode.h.

◆ SetBandwidthLimit() [1/2]

void AGameMode::SetBandwidthLimit ( float AsyncIOBandwidthLimit)
inline

Definition at line 626 of file GameMode.h.

◆ SetBandwidthLimit() [2/2]

void AGameMode::SetBandwidthLimit ( float AsyncIOBandwidthLimit)
inline

Definition at line 1002 of file GameMode.h.

◆ SetMatchState() [1/2]

void AGameMode::SetMatchState ( FName NewState)
inline

Definition at line 619 of file GameMode.h.

◆ SetMatchState() [2/2]

void AGameMode::SetMatchState ( FName NewState)
inline

Definition at line 1003 of file GameMode.h.

◆ SetPlayerDefaults() [1/2]

void AGameMode::SetPlayerDefaults ( APawn * PlayerPawn)
inline

Definition at line 601 of file GameMode.h.

◆ SetPlayerDefaults() [2/2]

void AGameMode::SetPlayerDefaults ( APawn * PlayerPawn)
inline

Definition at line 1004 of file GameMode.h.

◆ SetSeamlessTravelViewTarget() [1/2]

void AGameMode::SetSeamlessTravelViewTarget ( APlayerController * PC)
inline

Definition at line 623 of file GameMode.h.

◆ SetSeamlessTravelViewTarget() [2/2]

void AGameMode::SetSeamlessTravelViewTarget ( APlayerController * PC)
inline

Definition at line 1005 of file GameMode.h.

◆ ShouldSpawnAtStartSpot()

bool AGameMode::ShouldSpawnAtStartSpot ( AController * Player)
inline

Definition at line 1021 of file GameMode.h.

◆ ShouldSpawnAtStartSpot_Implementation() [1/2]

bool AGameMode::ShouldSpawnAtStartSpot_Implementation ( AController * Player)
inline

Definition at line 652 of file GameMode.h.

◆ ShouldSpawnAtStartSpot_Implementation() [2/2]

bool AGameMode::ShouldSpawnAtStartSpot_Implementation ( AController * Player)
inline

Definition at line 1006 of file GameMode.h.

◆ ShouldStartInCinematicMode()

bool AGameMode::ShouldStartInCinematicMode ( bool * OutHidePlayer,
bool * OutHideHUD,
bool * OutDisableMovement,
bool * OutDisableTurning )
inline

Definition at line 600 of file GameMode.h.

◆ SpawnDefaultPawnFor() [1/2]

APawn * AGameMode::SpawnDefaultPawnFor ( AController * NewPlayer,
AActor * StartSpot )
inline

Definition at line 646 of file GameMode.h.

◆ SpawnDefaultPawnFor() [2/2]

APawn * AGameMode::SpawnDefaultPawnFor ( AController * NewPlayer,
AActor * StartSpot )
inline

Definition at line 1007 of file GameMode.h.

◆ SpawnPlayerController() [1/2]

APlayerController * AGameMode::SpawnPlayerController ( FVector * SpawnLocation,
FRotator * SpawnRotation )
inline

Definition at line 644 of file GameMode.h.

◆ SpawnPlayerController() [2/2]

APlayerController * AGameMode::SpawnPlayerController ( FVector * SpawnLocation,
FRotator * SpawnRotation )
inline

Definition at line 1008 of file GameMode.h.

◆ SpectatorClassField()

TSubclassOf< ASpectatorPawn > & AGameMode::SpectatorClassField ( )
inline

Definition at line 572 of file GameMode.h.

◆ StartMatch() [1/2]

void AGameMode::StartMatch ( )
inline

Definition at line 610 of file GameMode.h.

◆ StartMatch() [2/2]

void AGameMode::StartMatch ( )
inline

Definition at line 1009 of file GameMode.h.

◆ StartNewPlayer() [1/2]

void AGameMode::StartNewPlayer ( APlayerController * NewPlayer)
inline

Definition at line 648 of file GameMode.h.

◆ StartNewPlayer() [2/2]

void AGameMode::StartNewPlayer ( APlayerController * NewPlayer)
inline

Definition at line 1010 of file GameMode.h.

◆ StartPlay() [1/2]

void AGameMode::StartPlay ( )
inline

Definition at line 607 of file GameMode.h.

◆ StartPlay() [2/2]

void AGameMode::StartPlay ( )
inline

Definition at line 1011 of file GameMode.h.

◆ StartToLeaveMap() [1/2]

void AGameMode::StartToLeaveMap ( )
inline

Definition at line 614 of file GameMode.h.

◆ StartToLeaveMap() [2/2]

void AGameMode::StartToLeaveMap ( )
inline

Definition at line 1012 of file GameMode.h.

◆ StaticClass()

static UClass * AGameMode::StaticClass ( )
inlinestatic

Definition at line 591 of file GameMode.h.

◆ StaticConfigName()

static const wchar_t * AGameMode::StaticConfigName ( )
inlinestatic

Definition at line 592 of file GameMode.h.

◆ StaticGetFullGameClassName() [1/2]

static FString * AGameMode::StaticGetFullGameClassName ( FString * result,
FString * Str )
inlinestatic

Definition at line 663 of file GameMode.h.

◆ StaticGetFullGameClassName() [2/2]

static FString * AGameMode::StaticGetFullGameClassName ( FString * result,
FString * Str )
inlinestatic

Definition at line 1013 of file GameMode.h.

◆ StaticRegisterNativesAGameMode()

static void AGameMode::StaticRegisterNativesAGameMode ( )
inlinestatic

Definition at line 664 of file GameMode.h.

◆ SwapPlayerControllers() [1/2]

void AGameMode::SwapPlayerControllers ( APlayerController * OldPC,
APlayerController * NewPC )
inline

Definition at line 594 of file GameMode.h.

◆ SwapPlayerControllers() [2/2]

void AGameMode::SwapPlayerControllers ( APlayerController * OldPC,
APlayerController * NewPC )
inline

Definition at line 1014 of file GameMode.h.

◆ Tick() [1/2]

void AGameMode::Tick ( float DeltaSeconds)
inline

Definition at line 620 of file GameMode.h.

◆ Tick() [2/2]

void AGameMode::Tick ( float DeltaSeconds)
inline

Definition at line 1015 of file GameMode.h.

◆ UpdateGameplayMuteList() [1/2]

void AGameMode::UpdateGameplayMuteList ( APlayerController * aPlayer)
inline

Definition at line 657 of file GameMode.h.

◆ UpdateGameplayMuteList() [2/2]

void AGameMode::UpdateGameplayMuteList ( APlayerController * aPlayer)
inline

Definition at line 1016 of file GameMode.h.

◆ UsedPlayerStartsField() [1/2]

TArray< APlayerStart * > AGameMode::UsedPlayerStartsField ( )
inline

Definition at line 579 of file GameMode.h.

◆ UsedPlayerStartsField() [2/2]

TArray< APlayerStart * > AGameMode::UsedPlayerStartsField ( )
inline

Definition at line 935 of file GameMode.h.


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