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APrimalCharacter Struct Reference

#include <Actor.h>

+ Inheritance diagram for APrimalCharacter:
+ Collaboration diagram for APrimalCharacter:

Public Member Functions

TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField ()
 
UPrimalHarvestingComponentMyDeathHarvestingComponentField ()
 
FVectorOldLocationField ()
 
FRotatorOldRotationField ()
 
float & EffectorInterpSpeedField ()
 
float & HalfLegLengthField ()
 
float & TwoLeggedVirtualPointDistFactorField ()
 
float & FullIKDistanceField ()
 
float & SimpleIkRateField ()
 
FVectorGroundCheckExtentField ()
 
long double & LastForceAimedCharactersTimeField ()
 
long double & ForceFootCacheUntilTimeField ()
 
UAnimMontage * JumpAnimField ()
 
UAnimMontage * LandedAnimField ()
 
UAnimMontage * HurtAnimField ()
 
USoundCue * HurtSoundField ()
 
FNameRootBodyBoneNameField ()
 
TArray< APrimalBuff * > BuffsField ()
 
TArray< APrimalBuff * > SeamlessTravelBuffsField ()
 
EWeaponAttackInput::TypeLastShieldBlockingInputPressedField ()
 
EWeaponAttackInput::TypeLastInputPressedField ()
 
long double & LastTimePressedInputField ()
 
float & currentStaggeringTimeField ()
 
long double & lastTimeStaggeredField ()
 
FPrimalCharacterNotifyAttackStarted & NotifyAttackStartedField ()
 
FPrimalCharacterNotifyAttackEnded & NotifyAttackEndedField ()
 
FStringTribeNameField ()
 
float & WaterSubmergedDepthThresholdField ()
 
float & ProneWaterSubmergedDepthThresholdField ()
 
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField ()
 
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField ()
 
TSubclassOf< UPrimalItem > & PoopItemClassField ()
 
FNameDragBoneNameField ()
 
FNameDragSocketNameField ()
 
float & MaxDragDistanceField ()
 
float & MaxDragDistanceTimeoutField ()
 
TArray< FName > & BonesToIngoreWhileDraggedField ()
 
float & PreviewCameraMaxZoomMultiplierField ()
 
float & PreviewCameraDefaultZoomMultiplierField ()
 
float & PreviewCameraDistanceScaleFactorField ()
 
USoundBase * StartDraggedSoundField ()
 
USoundBase * EndDraggedSoundField ()
 
APrimalCharacterDraggedCharacterField ()
 
APrimalCharacterDraggingCharacterField ()
 
FTransformLocalDraggedCharacterTransformField ()
 
long double & StartDraggingTimeField ()
 
long double & LastDragUpdateTimeField ()
 
AActorImmobilizationActorField ()
 
int & CurrentFrameAnimPreventInputField ()
 
float & BPTimerServerMinField ()
 
float & BPTimerServerMaxField ()
 
float & BPTimerNonDedicatedMinField ()
 
float & BPTimerNonDedicatedMaxField ()
 
long double & NextBPTimerServerField ()
 
long double & NextBPTimerNonDedicatedField ()
 
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField ()
 
FNameDediOverrideCapsuleCollisionProfileNameField ()
 
FNameDediOverrideMeshCollisionProfileNameField ()
 
FNameSnaredFromSocketField ()
 
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
float & ReplicatedCurrentHealthField ()
 
float & ReplicatedMaxHealthField ()
 
float & ReplicatedCurrentTorporField ()
 
float & ReplicatedMaxTorporField ()
 
FVectorDragOffsetField ()
 
AShooterCharacterLastGrapHookPullingOwnerField ()
 
long double & LastIkUpdateTimeField ()
 
long double & LastUpdatedAimOffsetsTimeField ()
 
FVectorMeshPreRagdollRelativeLocationField ()
 
FRotatorMeshPreRagdollRelativeRotationField ()
 
int & DraggingBodyIndexField ()
 
int & DraggedBoneIndexField ()
 
int & customBitFlagsField ()
 
float & RunningSpeedModifierField ()
 
float & LowHealthPercentageField ()
 
float & BaseTurnRateField ()
 
float & BaseLookUpRateField ()
 
UAnimMontage * DeathAnimField ()
 
UAnimMontage * DeathAnimFromBackField ()
 
USoundCue * DeathSoundField ()
 
USoundCue * RunLoopSoundField ()
 
USoundCue * RunStopSoundField ()
 
TArray< USoundCue * > FootStepSoundsPhysMatField ()
 
TArray< USoundCue * > LandedSoundsPhysMatField ()
 
FNameMeshRootSocketNameField ()
 
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField ()
 
float & MaxFallSpeedField ()
 
float & FallDamageMultiplierField ()
 
UAudioComponent * RunLoopACField ()
 
float & CurrentCarriedYawField ()
 
APrimalStructureExplosiveTransGPS * CurrentTransponderField ()
 
float & TargetCarriedYawField ()
 
float & ServerTargetCarriedYawField ()
 
USoundBase * NetDynamicMusicSoundField ()
 
int & ServerLastFrameCounterChangeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField ()
 
float & MountedDinoTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField ()
 
FVectorLastForceFallCheckBaseLocationField ()
 
FVectorLastHitWallSweepCheckLocationField ()
 
long double & LastTimeBasedMovementHadCurrentActorField ()
 
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField ()
 
float & GrabWeightThresholdField ()
 
float & DragWeightField ()
 
UStaticMeshBolaStaticMeshOverrideField ()
 
FStringDescriptiveNameField ()
 
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField ()
 
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField ()
 
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField ()
 
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField ()
 
FRotatorReplicatedRootRotationField ()
 
TArray< int > & ReplicatedBonesIndiciesField ()
 
float & KillXPBaseField ()
 
TArray< FName > & ReplicatedBonesField ()
 
float & RagdollReplicationIntervalField ()
 
float & ClientRotationInterpSpeedField ()
 
float & ClientLocationInterpSpeedField ()
 
float & MaxDragMovementSpeedField ()
 
FRotatorCurrentAimRotField ()
 
FVectorCurrentRootLocField ()
 
int & LastYawSpeedWorldFrameCounterField ()
 
FNameMeshPreRagdollCollisionProfileNameField ()
 
FNameCapsulePreRagdollCollisionProfileNameField ()
 
UPrimalCharacterStatusComponentMyCharacterStatusComponentField ()
 
UPrimalInventoryComponentMyInventoryComponentField ()
 
long double & LastRunningTimeField ()
 
FVectorTPVCameraOffsetField ()
 
FVectorTPVCameraOffsetMultiplierField ()
 
FVectorTPVCameraOrgOffsetField ()
 
float & LandedSoundMaxRangeField ()
 
float & FallingDamageHealthScaleBaseField ()
 
float & FootstepsMaxRangeField ()
 
float & MinTimeBetweenFootstepsField ()
 
long double & LastPlayedFootstepTimeField ()
 
float & MinTimeBetweenFootstepsRunningField ()
 
TArray< UAnimMontage * > AnimationsPreventInputField ()
 
long double & LastNetDidLandField ()
 
TWeakObjectPtr< AController > & LastDamageEventInstigatorField ()
 
int & CachedNumberOfClientRagdollCorrectionAttemptsField ()
 
int & NumberOfClientRagdollCorrectionAttemptsField ()
 
float & ServerForceSleepRagdollIntervalField ()
 
float & ClientForceSleepRagdollIntervalField ()
 
float & NonRelevantServerForceSleepRagdollIntervalField ()
 
FSeamlessIslandInfoMyIslandInfoField ()
 
UAnimMontage * PoopAnimationField ()
 
long double & CorpseDestructionTimeField ()
 
float & CorpseLifespanField ()
 
float & TPVStructurePlacingHeightMultiplierField ()
 
float & CorpseFadeAwayTimeField ()
 
float & RagdollDeathImpulseScalerField ()
 
USoundCue * PoopSoundField ()
 
float & BaseTargetingDesirabilityField ()
 
float & DeadBaseTargetingDesirabilityField ()
 
FRotatorOrbitCamRotField ()
 
float & OrbitCamZoomField ()
 
FVectorLastSubmergedCheckLocField ()
 
long double & LastTimeNotInFallingField ()
 
float & MaxCursorHUDDistanceField ()
 
float & AddForwardVelocityOnJumpField ()
 
FVectorDeathActorTargetingOffsetField ()
 
FNameSocketOverrideTargetingLocationField ()
 
FDamageEventCurrentDamageEventField ()
 
FVectorLastApproximatePhysVolumeLocationField ()
 
long double & LastTimeSubmergedField ()
 
EPhysicalSurfaceLastFootPhysicalSurfaceTypeField ()
 
long double & LastFootPhysicalSurfaceCheckTimeField ()
 
float & FootPhysicalSurfaceCheckIntervalField ()
 
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField ()
 
float & LastHurtByNearbyPlayerTimeField ()
 
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField ()
 
float & LastAttackedNearbyPlayerTimeField ()
 
long double & LastStartFallingRagdollTimeField ()
 
FVectorRagdollLastFrameLinearVelocityField ()
 
float & RagdollImpactDamageVelocityScaleField ()
 
float & RagdollImpactDamageMinDecelerationSpeedField ()
 
float & StartFallingImpactRagdollTimeIntervalField ()
 
long double & LastUnstasisTimeField ()
 
FVectorPreviousRagdollLocationField ()
 
int & RagdollPenetrationFailuresField ()
 
long double & NextBlinkTimeField ()
 
long double & BlinkTimerField ()
 
long double & LastInSwimmingSoundTimeField ()
 
USoundCue * EnteredSwimmingSoundField ()
 
USoundCue * EnteredSleepingSoundField ()
 
USoundCue * LeftSleepingSoundField ()
 
long double & LastRelevantToPlayerTimeField ()
 
long double & MeshStopForceUpdatingAtTimeField ()
 
long double & LastWalkingTimeField ()
 
long double & LastSpecialDamageTimeField ()
 
float & CorpseDraggedDecayRateField ()
 
float & PoopAltItemChanceField ()
 
TSubclassOf< UPrimalItem > & PoopAltItemClassField ()
 
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField ()
 
TArray< TSubclassOf< APrimalBuff > > & PossessionBuffsField ()
 
UTexture2DPoopIconField ()
 
float & RunningMaxDesiredRotDeltaField ()
 
long double & CorpseDestructionTimerField ()
 
float & OriginalCorpseLifespanField ()
 
float & CorpseHarvestFadeTimeField ()
 
FVectorCurrentLocalRootLocField ()
 
float & RootYawField ()
 
long double & LastTimeInSwimmingField ()
 
long double & LastListenRangePushTimeField ()
 
float & LastDamageAmountMaterialValueField ()
 
float & BuffedDamageMultField ()
 
float & BuffedResistanceMultField ()
 
float & ExtraMaxSpeedModifierField ()
 
float & TamedDinoCallOutRangeField ()
 
long double & LastMyRaftTakeDamageFromEnemyTimeField ()
 
long double & LastBumpedDamageTimeField ()
 
FVectorTargetPathfindingLocationOffsetField ()
 
long double & LastTookDamageTimeField ()
 
float & ExtraReceiveDamageMultiplierField ()
 
float & ExtraMeleeDamageMultiplierField ()
 
float & LastFallingZField ()
 
int & NumFallZFailsField ()
 
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField ()
 
float & DamageTheMeleeDamageCauserPercentField ()
 
float & DurabilityDegrateTheMeleeDamageCauserPercentField ()
 
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField ()
 
char & TribeGroupInventoryRankField ()
 
float & ReplicatedMaxInventoryWeightField ()
 
float & CharacterDamageImpulseMultiplierField ()
 
float & DefendingInterruptLevelMultiplierField ()
 
long double & ForceCheckPushThroughWallsTimeField ()
 
long double & LastStartedBasingOnRaftTimeField ()
 
long double & LastStoppedEatAnimationTimeField ()
 
float & ClientRotationInterpSpeedMultiplierGroundField ()
 
float & GlideGravityScaleMultiplierField ()
 
float & GlideMaxCarriedWeightField ()
 
UAnimMontage * lastPlayedMountAnimField ()
 
float & ScaleDeathHarvestHealthyByMaxHealthBaseField ()
 
long double & LastForceMeshRefreshBonesTimeField ()
 
long double & LastStartedBeingCarriedTimeField ()
 
float & RunMinVelocityRotDotField ()
 
long double & LastHitDamageTimeField ()
 
long double & LastLocalHitMarkerTimeField ()
 
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField ()
 
long double & DisableUnBasingUntilField ()
 
long double & TimeStartedTargetingField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField ()
 
FNameWeaponAttachPointField ()
 
float & TargetingTimeField ()
 
float & RecentHurtAmountField ()
 
long double & LocalLastHurtTimeField ()
 
UAnimMontage * ShieldCoverAnimField ()
 
UAnimMontage * ShieldCrouchedCoverAnimField ()
 
UAnimSequence * DefaultShieldAnimationField ()
 
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField ()
 
float & SeatedOnShipDrawDistanceMultiplierField ()
 
int & SeatingStructureSeatNumberField ()
 
long double & LastReleaseSeatingStructureTimeField ()
 
AShooterWeaponCurrentWeaponField ()
 
long double & StartedRidingTimeField ()
 
long double & StopRidingTimeField ()
 
long double & LocalLastViewingInventoryTimeField ()
 
TArray< TEnumAsByte< enum EWeaponAttackInput::Type > > & ShieldCoverInputsField ()
 
long double & TimeForNextValidShieldRaiseInField ()
 
long double & TimeForNextValidShieldRaiseOutField ()
 
float & Teleport_OntoRaft_CheckRadiusField ()
 
float & Teleport_OntoRaft_TraceIntervalDistOverrideField ()
 
int & Teleport_OntoRaft_MaxTraceCountField ()
 
float & Teleport_OntoRaft_AllowedTopDeckZDistField ()
 
TSubclassOf< AShooterWeapon > & DefaultWeaponField ()
 
FNamePreviousAwakeCollisionProfileNameField ()
 
UAnimSequence * DefaultSeatingAnimationField ()
 
float & ServerSeatedViewRotationYawField ()
 
float & ServerSeatedViewRotationPitchField ()
 
FNamePreAttachToSeatingStructureCollisionProfileNameField ()
 
UAnimMontage * FireBallistaAnimationField ()
 
TWeakObjectPtr< UPrimitiveComponent > & LastMovementBaseField ()
 
float & StartWaveLockingThresholdField ()
 
long double & LastBasedOnRaftTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & LastBasedOnRaftField ()
 
FVectorMeleeLockOnPointOffsetField ()
 
TArray< FAssetMatcher > & DamageTypeHurtAnimOverridesField ()
 
float & LastBasedOnRaftOpenWaterSpoilingMultField ()
 
long double & NextRefreshedIslandInfoTimeField ()
 
FVector2DLastRefreshedIslandInfoLocField ()
 
float & LevelForMaxAIDifficultyField ()
 
TEnumAsByte< enum EMovementMode > & LastServerMovementModeField ()
 
FNameWeaponAttachPointSecondaryField ()
 
FItemNetIDNextWeaponItemIDSecondaryField ()
 
FItemNetIDNextWeaponItemIDPrimaryField ()
 
long double & CharacterDiedAtTimeField ()
 
TSubclassOf< APrimalBuff > & PostFeatStaminaRecoveryCooldownDebuffField ()
 
float & CannonReloadMultiplierField ()
 
TArray< UClass * > WeaponBreakClassesField ()
 
TArray< float > & WeaponBreakLifesField ()
 
FNameNonDediOverrideMeshCollisionProfileNameField ()
 
FNameNonDediOverrideCapsuleCollisionProfileNameField ()
 
bool & bIgnoreSimulatedRotationField ()
 
float & SimulatedInterLocSpeedField ()
 
FVectorSimulatedInterpToLocField ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents ()
 
BitFieldValue< bool, unsigned __int32 > bIsStaggering ()
 
BitFieldValue< bool, unsigned __int32 > bIsHitStaggering ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput ()
 
BitFieldValue< bool, unsigned __int32 > bShieldCoverRequiresAltInput ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToRaiseShield ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToLowerShield ()
 
BitFieldValue< bool, unsigned __int32 > bCanForceSkelUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresMeleeStagger ()
 
BitFieldValue< bool, unsigned __int32 > bIsSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToRun ()
 
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged ()
 
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController ()
 
BitFieldValue< bool, unsigned __int32 > bIsDragging ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook ()
 
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision ()
 
BitFieldValue< bool, unsigned __int32 > bRemoteRunning ()
 
BitFieldValue< bool, unsigned __int32 > bCanRun ()
 
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay ()
 
BitFieldValue< bool, unsigned __int32 > bIsBlinking ()
 
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid ()
 
BitFieldValue< bool, unsigned __int32 > bDebugIK ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules ()
 
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigDino ()
 
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeCarried ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk ()
 
BitFieldValue< bool, unsigned __int32 > bIKEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarried ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger ()
 
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps ()
 
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps ()
 
BitFieldValue< bool, unsigned __int32 > bIsImmobilized ()
 
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater ()
 
BitFieldValue< bool, unsigned __int32 > bIsDead ()
 
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones ()
 
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bCanDrag ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDragged ()
 
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying ()
 
BitFieldValue< bool, unsigned __int32 > bOrbitCamera ()
 
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick ()
 
BitFieldValue< bool, unsigned __int32 > bSetDeath ()
 
BitFieldValue< bool, unsigned __int32 > bTicksOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound ()
 
BitFieldValue< bool, unsigned __int32 > bIsRespawn ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput ()
 
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly ()
 
BitFieldValue< bool, unsigned __int32 > bEnableIK ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent ()
 
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAirJump ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh ()
 
BitFieldValue< bool, unsigned __int32 > bReadyToPoop ()
 
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped ()
 
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase ()
 
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater ()
 
BitFieldValue< bool, unsigned __int32 > bIsAmphibious ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bIsWaterDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores ()
 
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation ()
 
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting ()
 
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop ()
 
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32 > bIsMounted ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets ()
 
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking ()
 
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovement ()
 
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs ()
 
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube ()
 
BitFieldValue< bool, unsigned __int32 > bPreventJump ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic ()
 
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir ()
 
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation ()
 
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation ()
 
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal ()
 
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity ()
 
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRun ()
 
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems ()
 
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bInRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bIsNPC ()
 
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull ()
 
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume ()
 
BitFieldValue< bool, unsigned __int32 > bIsBuffed ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking ()
 
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent ()
 
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision ()
 
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim ()
 
BitFieldValue< bool, unsigned __int32 > bNoPhysics ()
 
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bTargetingParry ()
 
BitFieldValue< bool, unsigned __int32 > bUseWeaponAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingSecondaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanStagger ()
 
BitFieldValue< bool, unsigned __int32 > bDidDie ()
 
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bCanUseWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bIsTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bIsRiding ()
 
BitFieldValue< bool, unsigned __int32 > bIsOnSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bCacheRidingDinoWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bWasLocallyControlled ()
 
BitFieldValue< bool, unsigned __int32 > bIsControllingBallista ()
 
BitFieldValue< bool, unsigned __int32 > bUseBallistaAimOffset ()
 
BitFieldValue< bool, unsigned __int32 > bIsClimbing ()
 
BitFieldValue< bool, unsigned __int32 > bCanSitOnStructures ()
 
BitFieldValue< bool, unsigned __int32 > bFirstTicked ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFX ()
 
BitFieldValue< bool, unsigned __int32 > bIsEnemyAI ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeleeDamageMultiplierForProjectiles ()
 
BitFieldValue< bool, unsigned __int32 > bUsesDiedFromBack ()
 
BitFieldValue< bool, unsigned __int32 > bDiedFromBack ()
 
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipTeleporting ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoRafts ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoEnemyRafts ()
 
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipMovement ()
 
BitFieldValue< bool, unsigned __int32 > bPreviousInCombatState ()
 
BitFieldValue< bool, unsigned __int32 > bUseRecentHurtAmount ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Seating ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Based ()
 
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFXAndUseDmgTypeSound ()
 
UObjectGetUObjectInterfaceTargetableInterface ()
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
bool AllowFirstPerson ()
 
bool AllowHurtAnimation ()
 
bool AllowSaving ()
 
FVectorAnimGraphGetInterpolatedLocation (FVector *result)
 
bool AnimationPreventsInput (bool bTestingForFirstPerson)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void AttachGPSTransponder (APrimalStructureExplosiveTransGPS *Transponder)
 
AActorBPGetAimedActor (FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
 
bool BPIsBasedOnDynamicActor ()
 
bool IsGameInputAllowed ()
 
bool BPIsGameplayInputAllowed (bool bCheckForFullBodyAnimations, UAnimMontage *IgnoreFullBodyMontage)
 
float BPModifyFOV_Implementation (float FOVIn)
 
void BPNetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void BPNetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
float BP_GetMaxSpeedModifier ()
 
void BeginPlay ()
 
void BlueprintIsSwitchingWeapons (bool *bIsSwitchingWeapons, bool *bIsUnequipping)
 
bool CanBaseOnActorWhileSwimming (AActor *BaseActor, FHitResult *HitInfo)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
bool CanBeDragged ()
 
bool CanBePainted ()
 
bool CanBeTargetedBy (ITargetableInterface *Attacker)
 
bool CanDodgeInternal ()
 
bool CanDragCharacter (APrimalCharacter *Character)
 
bool CanHitStagger ()
 
bool CanIgnoreImmobilizationTrap (TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
 
bool CanJumpInternal_Implementation ()
 
bool CanMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
bool CanMove ()
 
bool CanSetShieldState (bool bLowerShield)
 
bool CanTeleportOntoClosestValidRaft (APlayerController *ForPC, FVector *FoundLocation)
 
bool CanTeleportOntoRaft (APrimalRaft *OnRaft, APlayerController *ForPC)
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ChangeActorTeam (int NewTeam)
 
void ChangeAnimBlueprintIfNeeded ()
 
bool CharacterIsCarriedAsPassenger ()
 
void CheckBlockingAndAdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void CheckJumpInput (float DeltaTime)
 
void CheckJumpOutOfWater ()
 
void CheckRagdollPenetration ()
 
void ClearMountedDino (bool fromMountedDino)
 
void ClearRagdollPhysics ()
 
void ClientDidPoop_Implementation ()
 
void ClientFailedPoop_Implementation ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPlayAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientPrepareForSeamlessTravel_Implementation ()
 
void ClientStopAnimationFPV_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void ClientStopAnimation_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
float ConsumeWeaponBreakLife (UClass *WeaponClass, float BreakWeightToConsume)
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
void DeactivateBuffs (TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
 
void DeathHarvestingFadeOut_Implementation ()
 
void DestroyInventory ()
 
void Destroyed ()
 
void DidLand ()
 
void DidTeleport_Implementation (FVector newLoc, FRotator newRot)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool DinoMountOnMe (APrimalDinoCharacter *dinoCharacter, bool bForce)
 
void DisableShipReducedCharacterDrawDistance (bool bIsFromSeatingStructure)
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void DoFindGoodSpot (FVector RagdollLoc, bool bClearCollisionSweep)
 
void DoSetRagdollPhysics ()
 
void DownCallOne ()
 
void DrawHUD (AShooterHUD *HUD)
 
void DrawLocalPlayerHUD (AShooterHUD *HUD)
 
void DropAllCarriedAndPassengers ()
 
void DualWieldingSwitchSideWeapon (UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
 
void EmitPoop ()
 
void EnableBPTimerNonDedicated (bool bEnable)
 
void EnableBPTimerServer (bool bEnable)
 
void EnableBodiesGravity ()
 
void EnableShipReducedCharacterDrawDistance (bool bIsFromSeatingStructure)
 
void EndDragCharacter ()
 
void EndForceSkelUpdate ()
 
bool ExcludePostProcessBlendableMaterial (UMaterialInterface *BlendableMaterialInterface)
 
void ExecSetPawnSleeping (bool bEnable)
 
void ExecSetSleeping (bool bEnable)
 
void FadeOutLoadingMusic ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalLoadedFromSaveGame ()
 
APrimalRaftFindClosestTeleportRaft (APlayerController *ForPC)
 
bool FindTeleportLocation (FVector *TeleportLoc, APrimalRaft *OnRaft, FVector TargetLoc)
 
bool ForceAddUnderwaterCharacterStatusValues ()
 
bool ForceAllowAddBuffOfClass (TSubclassOf< APrimalBuff > BuffClass)
 
void ForceClearBase (bool bAlsoSetFallingMovementMode)
 
void ForceRefreshBones ()
 
void ForceSleepRagdoll ()
 
void ForceTickPoseDelta ()
 
float GetAIDifficultyValue ()
 
FVectorGetAbsoluteDynamicBasedLocation (FVector *result)
 
FVectorGetAdjustedMeleeLockOnPointOffset (FVector *result)
 
AActorGetAimedActor (ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
float GetBallistaReloadSpeedMultiplier ()
 
FRotatorGetBaseAimRotation (FRotator *result)
 
float GetBaseDragWeight ()
 
APrimalDinoCharacterGetBasedOnDino ()
 
APrimalDinoCharacterGetBasedOnDinoOrRaft ()
 
APrimalRaftGetBasedOnRaft (bool bOnlyCountDirectBase, bool bOnlyCountIndirectBase)
 
TArray< AActor * > * GetBasedPawns (TArray< AActor * > *result)
 
APrimalBuffGetBuff (TSubclassOf< APrimalBuff > BuffClass, bool bOnlyReturnSkillBuff, bool bOnlyReturnActivatedBuff, bool bUseExactMatch)
 
APrimalBuffGetBuffForPostEffect (UMaterialInterface *anEffect)
 
void GetBuffs (TArray< APrimalBuff * > *TheBuffs)
 
FVectorGetCapsuleBottomLocation (FVector *result)
 
FVectorGetCapsuleTopLocation (FVector *result)
 
float GetCharacterLevel ()
 
UPrimalCharacterStatusComponentGetCharacterStatusComponent ()
 
float GetClientRotationInterpSpeed (FVector *RootLoc)
 
float GetCorpseDecayRate ()
 
float GetCorpseLifespan ()
 
float GetCurrentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
TArray< UAnimMontage * > * GetCurrentlyPlayingAnimations (TArray< UAnimMontage * > *result, bool bReturnIfAnyFound, TArray< FName > SlotsToInclude, TArray< FName > SlotsToExclude, TArray< FName > TagsToInclude, TArray< FName > TagsToExclude, TArray< UAnimMontage * > AnimationsToExclude)
 
float GetDamageTorpidityIncreaseMultiplierScale ()
 
float GetDefaultMovementSpeed ()
 
FStringGetDescriptiveName (FString *result)
 
int GetDirectionalIndexByVector (FVector *TestVec, bool isDodgeTest, float Tolerance)
 
FVectorGetDirectionalVectorByIndex (FVector *result, const int DirIndex)
 
float GetDodgeDurationMultiplier ()
 
float GetDragWeight (APrimalCharacter *ForDragger)
 
float GetFallAcceleration ()
 
EPhysicalSurface GetFootPhysicalSurfaceType (bool bForce)
 
float GetGravityZScale ()
 
bool GetGroundLocation (FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, AActor *IgnoredActor)
 
float GetHealth ()
 
float GetHealthPercentage ()
 
float GetImmersionDepth (bool bUseLineTrace)
 
float GetIndirectTorpidityIncreaseMultiplierScale ()
 
FVectorGetInterpolatedLocation (FVector *result)
 
FRotatorGetInterpolatedRotation (FRotator *result)
 
float GetJumpZModifier ()
 
float GetKillXP ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetLowHealthPercentage ()
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
float GetMaxHealth ()
 
float GetMaxSpeedModifier ()
 
float GetMaxStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
int GetNearestBoneIndexForDrag (APrimalCharacter *Character, FVector HitLocation)
 
UTexture2DGetOverrideDefaultCharacterParamTexture (FName theParamName, UTexture2D *CurrentTexture)
 
UPaintingTexture * GetPaintingTexture (bool bForTattoo, UPrimalPlayerData *TattooPlayerData)
 
USceneComponentGetParticleBaseComponent ()
 
float GetPercentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
float GetProjectileDamageMultiplier ()
 
ENetRole GetRole ()
 
FVectorGetRootBodyBoneLocation (FVector *result)
 
float BPGetAddForwardVelocityOnJump_Implementation ()
 
float GetRunningSpeedModifier (bool bIsForDefaultSpeed)
 
UAnimSequence * GetSeatingAnimation ()
 
UAnimSequence * GetShieldHeldAnimation ()
 
UPrimalItemGetShieldItem ()
 
FStringGetShortName (FString *result)
 
float GetSpoilingTimeMultiplier (UPrimalItem *anItem)
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetTargetingLocation (FVector *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
FRotatorGetViewRotation (FRotator *result)
 
float GetWaterSubmergedDepthThreshold ()
 
FNameGetWeaponAttachPoint (FName *result, bool bSecondaryAttachPoint)
 
float GetWeaponBaseSpeedModifier ()
 
float GetWeaponRunSpeed ()
 
float GetWeaponSpeedMultiplierByDirection (FVector *CharacterDir, FVector *MovementDir)
 
UPrimalItem_Shield * GetYarkShieldItem ()
 
void GiveDefaultWeapon (bool bForceGiveDefaultWeapon)
 
void GiveDefaultWeaponTimer ()
 
void GivePrimalItemWeapon (UPrimalItem *aPrimalItem)
 
bool HasBuff (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
bool HasShieldAttackForInput (EWeaponAttackInput::Type AttackInput)
 
void HurtMe (int HowMuch)
 
void Immobilize (bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling)
 
void InitializedAnimScriptInstance ()
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAlive ()
 
bool IsAlliedWithOtherTeam (int OtherTeamID)
 
bool IsAttachedToSomething ()
 
bool IsBasedOnRaft (APrimalRaft *SpecificRaft)
 
bool IsBlockedByShield (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, bool bDamageIsFromYarkWeapon)
 
bool IsBlockingWithShield (bool bCheckActiveBlocking, float TimeFromTransitionEndToConsiderFinished)
 
bool IsBlockingWithWeapon ()
 
bool IsCarryingSomething (bool bNotForRunning)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
bool IsConscious ()
 
bool IsControllingBallistaTurret ()
 
bool IsDead ()
 
bool IsDodgeDirectionAllowed (int DodgeDirection)
 
bool IsDraggingCharacter ()
 
bool IsFiring ()
 
bool IsIkCurveReversed ()
 
bool IsInOceanWater ()
 
bool IsInStatusState (EPrimalCharacterStatusState::Type StatusStateType)
 
bool IsInVacuumSealedSpace ()
 
bool IsInputAllowed ()
 
bool IsInvincible (int AttackerTeam)
 
bool IsMeshGameplayRelevant ()
 
bool IsMontagePlaying (UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
 
bool IsMoving ()
 
bool IsOfTribe (int ID)
 
bool IsOnSeatingStructure ()
 
UAnimMontage * IsPlayingAnyFullBodyAnimations (UAnimMontage *IgnoreFullBodyMontage)
 
bool IsPrimalCharFriendly (APrimalCharacter *primalChar)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
bool IsRagdolled ()
 
bool IsRunning (bool bIncludeFalling, bool bIncludeRunTurning)
 
bool IsShieldTransitioning (float TimeFromEndToConsiderFinished)
 
bool IsShieldTransitioningIn (float TimeFromEndToConsiderFinished)
 
bool IsShieldTransitioningOut (float TimeFromEndToConsiderFinished)
 
bool IsSimulated ()
 
bool IsSitting (bool bIgnoreLockedToSeat)
 
bool IsStaggering ()
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
 
bool IsSwitchingWeapons ()
 
bool IsTargetableDead ()
 
bool IsTargeting ()
 
bool IsUsingHandIK ()
 
bool IsUsingShield ()
 
bool IsUsingYarkShield ()
 
bool IsValidCharacterToDoClaiming (int VictimTeam)
 
bool IsValidCharacterToPreventClaiming (int AttackerTeam)
 
bool IsValidForCombatMusic ()
 
bool IsValidForStatusRecovery ()
 
bool IsValidForStatusUpdate ()
 
bool IsValidLockOnTarget_Implementation (APawn *AttackerPawn)
 
bool IsWatered ()
 
bool IsWeaponWielder ()
 
void LocalPossessedBy (APlayerController *ByController)
 
void LocalUnpossessed_Implementation ()
 
void LookInput (float Val)
 
void LookUpAtRate (float Val)
 
bool LowerShield ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ModifyInputAcceleration (FVector *InputAcceleration)
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void MoveUp (float Val)
 
void NativeSimulateHair (TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
 
void NetAddCharacterMovementImpulse_Implementation (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetDidLand_Implementation ()
 
void NetForceUpdateAimedCharacters_Implementation (FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
void NetOnJumped_Implementation ()
 
void NetPlaySoundOnCharacter_Implementation (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void NetReleaseSeatingStructure_Implementation ()
 
void NetSetCharacterMovementVelocity_Implementation (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetStopAllAnimMontage_Implementation ()
 
void NetUpdateTribeName_Implementation (FString *NewTribeName)
 
void Net_OnIsStaggering_Implementation (bool bNewStaggering, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
 
void NotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
void NotifyItemAdded (UPrimalItem *anItem, bool bEquipItem)
 
void NotifyItemQuantityUpdated (UPrimalItem *anItem, int amount)
 
void NotifyItemRemoved (UPrimalItem *anItem)
 
void OnAttachedToCharacter ()
 
void OnAttachedToSeatingStructure ()
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnBeginDragged (APrimalCharacter *Dragger)
 
void OnClientPairedNetGUID ()
 
void OnClientReceivedTransformAfterPairingNetGUID (FVector *Loc, FRotator *Rot)
 
void OnDeserializedByGame (EOnDesrializationType::Type DeserializationType)
 
void OnDetachedFromCharacter (APrimalCharacter *aCharacter, int OverrideDirection)
 
void OnDetachedFromSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
void OnEndDrag_Implementation ()
 
void OnEndDragged (APrimalCharacter *Dragger)
 
void OnIgnoredMoveToOrder (APlayerController *FromPC)
 
void OnJumped_Implementation ()
 
void OnLanded (FHitResult *Hit)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void OnPrimalCharacterSleeped ()
 
void OnPrimalCharacterUnsleeped ()
 
void OnRep_CurrentWeapon (AShooterWeapon *LastWeapon)
 
void OnRep_IsDead ()
 
void OnRep_IsSleeping ()
 
void OnRep_MountedDino ()
 
void OnRep_PaintingComponent ()
 
void OnRep_RagdollPositions ()
 
void OnRunToggle ()
 
void OnShieldDefenseBroken (float StaggerTime)
 
void OnStartAltFire ()
 
void OnStartBlockingAttack ()
 
void OnStartBreakingAttack ()
 
void OnStartFire (bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
 
void OnStartFireQuinary ()
 
void OnStartJump ()
 
void OnStartRunning ()
 
void OnStopAltFire ()
 
void OnStopBlockingAttack ()
 
void OnStopBreakingAttack ()
 
void OnStopFire (bool bFromGamepadRight, int weaponAttackIndex)
 
void OnStopFireQuinary ()
 
void OnStopJump ()
 
void OnStopRunning ()
 
void OnTeleportOntoRaft (APrimalRaft *OntoRaft)
 
void OrbitCamOff ()
 
void OrbitCamOn ()
 
void OrbitCamToggle ()
 
FVectorOverrideNewFallVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
FVectorOverrideSwimmingVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
 
FVectorOverrideWalkingVelocity (FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
 
float PlayAnimEx (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingPoint_Implementation (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayFootstep ()
 
void PlayHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void PlayHitEffectGeneric_Implementation (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void PlayShieldHitResponse (bool bUseHitParticles)
 
void PlayStaggerAnim ()
 
FStringPlayerCommand_Implementation (FString *result, FString *TheCommand)
 
void Poop (bool bForcePoop)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PreInitializeComponents ()
 
void PrepareForSaving ()
 
bool PreventInputDoesOffset ()
 
bool PreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool PreventsTargeting_Implementation (AActor *ByActor)
 
bool ProcessInputAndStartFire (bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
 
bool ProcessInputAndStopFire (bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
 
void ProcessStaggerForDefender (AActor *DamageCauser, int AttackerAttackIndex, int DefenderAttackIndex, bool bWasAttackBlocked)
 
void Prone (bool bClientSimulation)
 
bool RaiseShield (EWeaponAttackInput::Type AttackInput)
 
void RefreshBiomeZoneVolumes ()
 
void RefreshEquippedItemStatGroupModifiers ()
 
void RefreshMyIslandInfo ()
 
void ReleaseSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
void ReleasedRunToggle ()
 
void RemoveAllJumpDeactivatedBuffs (APrimalBuff *IgnoredBuff)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void ReplicateRagdoll ()
 
void ResetCollisionSweepLocation (FVector *newLocation)
 
void ServerDinoOrder_Implementation (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
 
void ServerPlayFireBallistaAnimation_Implementation ()
 
void ServerPrepareForSeamlessTravel_Implementation ()
 
void ServerSeatingStructureAction_Implementation (char ActionNumber)
 
void ServerSetRunning_Implementation (bool bNewRunning)
 
void ServerSetTargeting_Implementation (bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
 
void ServerToClientsPlayFireBallistaAnimation_Implementation ()
 
void ServerTryPoop_Implementation ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
void SetBasedOntoRaft (APrimalDinoCharacter *theDino)
 
void SetBoundsScale (float NewScale)
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void SetDeath (bool bForceRagdoll)
 
void SetDynamicMusic (USoundBase *newMusic)
 
void SetEnableIK (bool bEnable, bool bForceOnDedicated)
 
float SetHealth (float newHealth)
 
void SetRagdollReplication (bool Enabled)
 
void SetRunning (bool bNewRunning)
 
void SetShieldState (bool bLowerShield, bool bSkipShieldAnim)
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset)
 
void SetTargeting (bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
 
bool ShouldAttackStopMoveCollapsing ()
 
bool ShouldUseWaveLocking (bool bForceCheck)
 
bool SimulatedPreventBasedPhysics ()
 
void SleepBodies ()
 
TArray< AActor * > * SortActorsByRelativeYaw (TArray< AActor * > *result, TArray< AActor * > *actors)
 
void StartForceSkelUpdate (float ForTime, bool bForceUpdateMesh, bool bServerOnly)
 
void StartHitStaggering (float staggeringTime)
 
void StartStaggering (float staggeringTime, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
 
void StartedFiringWeapon (bool bPrimaryFire)
 
void Stasis ()
 
void StopAllAnimMontages (float BlendOutTime)
 
void StopAnimEx (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void StopAnimExFPV (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
void StopHitStaggering ()
 
void StopStaggering ()
 
void Suicide ()
 
void TagFriendlyStructures ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void TakeFallingDamage (FHitResult *Hit)
 
void TakeSeatingStructure (APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void TeleportToTargetLocation (FVector AtLocation, APrimalRaft *OnRaft)
 
void Tick (float DeltaSeconds)
 
void TickMovementComponent (float DeltaTime)
 
void TogglePerspective ()
 
bool TraceForOpenTeleportLocation (FVector AtFloorLocation, FVector *OpenLocation, APrimalDinoCharacter *OnDino, bool bSnapToGround, float GroundCheckDistance)
 
bool TryAccessInventory ()
 
void TryAccessInventoryWrapper ()
 
void TryCallAttackTarget ()
 
void TryCallFollowDistanceCycleOne ()
 
void TryCallFollowOne ()
 
void TryCallMoveTo ()
 
void TryCallStayOne ()
 
void TryCutEnemyGrapplingCable ()
 
void TryDragCharacter (APrimalCharacter *Character)
 
void TryGiveDefaultWeapon ()
 
bool TryLandingOnRaft (APlayerController *ForPC)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void TryPoop ()
 
bool TryTeleportToBasedShipDeck (const int *ToDeckIndex, APlayerController *ForPC)
 
bool TryTeleportToTargetLocation (APrimalRaft *OnRaft, FVector TargetLocation, APlayerController *ForPC)
 
void TurnAtRate (float Val)
 
void TurnInput (float Val)
 
void UnPossessed ()
 
void UnProne (bool bClientSimulation)
 
void UnequipPrimalItemSideWeapon (bool bIsPrimaryWeapon, bool bIsSwitch)
 
void UnmarkAbortedForSeamlessTravel ()
 
void Unstasis ()
 
void UpdateBasedOnRaft ()
 
void UpdateBasedOnRaftInventory (float DeltaSeconds)
 
void UpdateDragging ()
 
void UpdateIK ()
 
void UpdateNetDynamicMusic ()
 
void UpdateRunSounds (bool bNewRunning)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void UpdateStatusComponent (float DeltaSeconds)
 
void UpdateStencilValues ()
 
void UpdateSwimmingState ()
 
void UpdateTribeName (FString NewTribeName)
 
void UpdateWindedState ()
 
bool UseClearOnConsumeInput ()
 
bool UseFastTurretTargeting ()
 
void ValidatePaintingComponentOctree ()
 
void WeaponClampRotation_Implementation (FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
 
void ZoomIn ()
 
void ZoomOut ()
 
void ClientHandleNetDestroy ()
 
bool CanDie (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool AllowBlockingWithShield ()
 
void BPAddedAttachmentsForItem (UPrimalItem *anItem)
 
float BPAdjustDamage (float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
 
FRotatorBPCameraBaseOrientation (FRotator *result, APrimalCharacter *viewingCharacter)
 
FRotatorBPCameraRotationFinal (FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
 
bool BPCanNotifyTeamAggroAI (APrimalDinoCharacter *Dino)
 
bool BPCanStagger ()
 
void BPCharacterDetach ()
 
void BPCharacterSleeped ()
 
void BPCharacterUnsleeped ()
 
float BPGetAddForwardVelocityOnJump ()
 
float BPGetExtraMeleeDamageModifier ()
 
FVectorBPGetFPVViewLocation (FVector *result, APrimalCharacter *viewingCharacter)
 
float BPGetGravityZScale ()
 
float BPGetHUDOverrideBuffProgressBarPercent ()
 
bool BPHandlePoop ()
 
bool BPHandleRightShoulderButton ()
 
void BPInventoryItemRepairedOrBroken (UPrimalItem *TheItem, bool bIsBroken)
 
FRotatorBPLimitPlayerRotation (FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
 
FVectorBPModifyForwardDirectionInput (FVector *result, FVector *directionInput)
 
float BPModifyViewHitDir (APrimalCharacter *viewingCharacter, float InViewHitDir)
 
void BPNotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void BPNotifyBumpedPawn (APrimalCharacter *BumpedPawn)
 
void BPNotifyDroppedItemPickedUp (ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
 
void BPNotifyLevelUp (int ExtraCharacterLevel, EPrimalCharacterStatusValue::Type StatType)
 
void BPOnAnimPlayedNotify (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void BPOnMovementModeChangedNotify ()
 
void BPOnWeaponEquipped ()
 
void BPOnWeaponStartedAttack (int weaponAttackIndex, bool useAltAnim)
 
FVectorBPOverrideCharacterNewFallVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool BPOverrideFPVViewLocation (APrimalCharacter *viewingCharacter)
 
bool BPPreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool BPPreventStasis ()
 
void BPRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
bool BPShouldLimitForwardDirection ()
 
void BPTimerNonDedicated ()
 
void BPTimerServer ()
 
bool BP_CanTeleportOntoRaft (APrimalRaft *OnRaft, APlayerController *ForPC)
 
APrimalRaftBP_FindClosestTeleportRaft (APlayerController *ForPC, UPrimitiveComponent *BasedOn)
 
bool BP_ForceAllowAddBuffOfClass (TSubclassOf< APrimalBuff > BuffClass)
 
bool BP_IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void BP_OnIgnoredMoveToOrder (APlayerController *FromPC)
 
void BP_OnJumpPressed ()
 
void BP_OnJumpReleased ()
 
void BP_OnSetDeath ()
 
void BP_OnSetRunning (bool bNewIsRunning)
 
void BP_OnTeleportOntoRaft (APrimalRaft *OntoRaft)
 
void BP_OnZoomIn ()
 
void BP_OnZoomOut ()
 
void ChangedAnimationBlueprint ()
 
void ClientDidPoop ()
 
void ClientEndRagdollUpdate ()
 
void ClientFailedPoop ()
 
void ClientNotifyLevelUp ()
 
void ClientPlayAnimation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientRagdollUpdate (TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
 
void ClientStopAnimation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void ClientStopAnimationFPV (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void DeathHarvestingFadeOut ()
 
void DidTeleport (FVector newLoc, FRotator newRot)
 
bool GiveKillExperience ()
 
void LocalUnpossessed ()
 
void NetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetDidLand ()
 
void NetOnJumped ()
 
void NetPlaySoundOnCharacter (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void NetReleaseSeatingStructure ()
 
void NetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetStopAllAnimMontage ()
 
void NetUpdateTribeName (FString *NewTribeName)
 
void Net_OnIsStaggering (bool bNewStaggering, float PlayAnimAfterDelay, bool bPlayStaggerAnim)
 
void OnActorEnterWater (USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
 
void OnActorExitWater (USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
 
void OnBeginDrag (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag ()
 
void PlayDyingGeneric (float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingPoint (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectPoint (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
FStringPlayerCommand (FString *result, FString *TheCommand)
 
bool PreventsTargeting (AActor *ByActor)
 
void ServerCallAggressive ()
 
void ServerCallAttackTarget (AActor *TheTarget)
 
void ServerCallFollow ()
 
void ServerCallFollowDistanceCycleOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallMoveTo (FVector MoveToLoc, AActor *TargetActor)
 
void ServerCallMoveToRaft (FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
 
void ServerCallNeutral ()
 
void ServerCallPassive ()
 
void ServerCallSetAggressive ()
 
void ServerCallStay ()
 
void ServerCallStayOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerDinoOrder (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
 
void ServerGiveDefaultWeapon (bool bOnlyGiveDefaultWeapon)
 
void ServerPlayFireBallistaAnimation ()
 
void ServerSetRunning (bool bNewRunning)
 
void ServerSetTargeting (bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
 
void ServerToClientsPlayFireBallistaAnimation ()
 
void ServerTryPoop ()
 
void WeaponClampRotation (FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
 
FRotatorGetAimOffsets (FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
 
FVectorOldLocationField ()
 
FRotatorOldRotationField ()
 
float & EffectorInterpSpeedField ()
 
float & HalfLegLengthField ()
 
float & TwoLeggedVirtualPointDistFactorField ()
 
float & FullIKDistanceField ()
 
float & IKAfterFallingTimeField ()
 
float & SimpleIkRateField ()
 
FVectorGroundCheckExtentField ()
 
long double & LastForceAimedCharactersTimeField ()
 
UAnimMontage * JumpAnimField ()
 
UAnimMontage * LandedAnimField ()
 
UAnimMontage * HurtAnimField ()
 
UAnimMontage * HurtAnim_FlyingField ()
 
UAnimMontage * PinnedAnimField ()
 
USoundCue * HurtSoundField ()
 
FNameRootBodyBoneNameField ()
 
TArray< APrimalBuff * > BuffsField ()
 
long double & LastStartedTalkingTimeField ()
 
FStringTribeNameField ()
 
float & WaterSubmergedDepthThresholdField ()
 
float & ProneWaterSubmergedDepthThresholdField ()
 
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField ()
 
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField ()
 
float & SnapshotScaleField ()
 
TArray< FPrimalSnapshotPose > & SnapshotPosesField ()
 
TSubclassOf< UPrimalItem > & PoopItemClassField ()
 
TSubclassOf< UPrimalItem > & TaxidermySkinClassField ()
 
FNameDragBoneNameField ()
 
FNameDragSocketNameField ()
 
float & MaxDragDistanceField ()
 
float & MaxDragDistanceTimeoutField ()
 
TArray< FName > & BonesToIngoreWhileDraggedField ()
 
float & PreviewCameraMaxZoomMultiplierField ()
 
float & PreviewCameraDefaultZoomMultiplierField ()
 
float & PreviewCameraDistanceScaleFactorField ()
 
USoundBase * StartDraggedSoundField ()
 
USoundBase * EndDraggedSoundField ()
 
APrimalCharacterDraggedCharacterField ()
 
APrimalCharacterDraggingCharacterField ()
 
FTransformLocalDraggedCharacterTransformField ()
 
long double & StartDraggingTimeField ()
 
long double & LastDragUpdateTimeField ()
 
float & StasisConsumerRangeMultiplierField ()
 
AActorImmobilizationActorField ()
 
int & CurrentFrameAnimPreventInputField ()
 
float & BPTimerServerMinField ()
 
float & BPTimerServerMaxField ()
 
float & BPTimerNonDedicatedMinField ()
 
float & BPTimerNonDedicatedMaxField ()
 
long double & NextBPTimerServerField ()
 
long double & NextBPTimerNonDedicatedField ()
 
long double & LastCausedDamageTimeField ()
 
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField ()
 
TWeakObjectPtr< APrimalStructureElevatorPlatform > & BasedElevatorField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField ()
 
FNameDediOverrideCapsuleCollisionProfileNameField ()
 
FNameDediOverrideMeshCollisionProfileNameField ()
 
FNameSnaredFromSocketField ()
 
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
float & ReplicatedCurrentHealthField ()
 
float & ReplicatedMaxHealthField ()
 
float & ReplicatedCurrentTorporField ()
 
float & ReplicatedMaxTorporField ()
 
AShooterCharacterLastGrapHookPullingOwnerField ()
 
AActor *& LastGrapHookPullingMeField ()
 
FVectorDragOffsetField ()
 
long double & LastIkUpdateTimeField ()
 
long double & LastUpdatedAimOffsetsTimeField ()
 
FVectorMeshPreRagdollRelativeLocationField ()
 
FRotatorMeshPreRagdollRelativeRotationField ()
 
int & DraggingBodyIndexField ()
 
int & DraggedBoneIndexField ()
 
int & customBitFlagsField ()
 
float & RunningSpeedModifierField ()
 
float & LowHealthPercentageField ()
 
float & BaseTurnRateField ()
 
float & BaseLookUpRateField ()
 
UAnimMontage * DeathAnimField ()
 
USoundCue * DeathSoundField ()
 
USoundCue * RunLoopSoundField ()
 
USoundCue * RunStopSoundField ()
 
TArray< USoundCue * > FootStepSoundsPhysMatField ()
 
TArray< USoundCue * > LandedSoundsPhysMatField ()
 
FNameMeshRootSocketNameField ()
 
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField ()
 
float & MaxFallSpeedField ()
 
float & FallDamageMultiplierField ()
 
UAudioComponent * RunLoopACField ()
 
float & CurrentCarriedYawField ()
 
APrimalStructureExplosiveTransGPS * CurrentTransponderField ()
 
float & TargetCarriedYawField ()
 
float & ServerTargetCarriedYawField ()
 
USoundBase * NetDynamicMusicSoundField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField ()
 
float & MountedDinoTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField ()
 
FVectorLastForceFallCheckBaseLocationField ()
 
FVectorLastHitWallSweepCheckLocationField ()
 
long double & LastTimeBasedMovementHadCurrentActorField ()
 
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField ()
 
float & GrabWeightThresholdField ()
 
float & DragWeightField ()
 
FStringDescriptiveNameField ()
 
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField ()
 
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField ()
 
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField ()
 
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField ()
 
FRotatorReplicatedRootRotationField ()
 
TArray< int > & ReplicatedBonesIndiciesField ()
 
float & KillXPBaseField ()
 
TArray< FName > & ReplicatedBonesField ()
 
float & RagdollReplicationIntervalField ()
 
TArray< FBoneDamageAdjuster > & BoneDamageAdjustersField ()
 
float & ClientRotationInterpSpeedField ()
 
float & ClientLocationInterpSpeedField ()
 
float & MaxDragMovementSpeedField ()
 
FRotatorCurrentAimRotField ()
 
FVectorCurrentRootLocField ()
 
int & LastYawSpeedWorldFrameCounterField ()
 
FNameMeshPreRagdollCollisionProfileNameField ()
 
FNameCapsulePreRagdollCollisionProfileNameField ()
 
UPrimalCharacterStatusComponentMyCharacterStatusComponentField ()
 
float & LastTickStaminaValueField ()
 
UPrimalInventoryComponentMyInventoryComponentField ()
 
UAnimMontage * SyncedMontageField ()
 
long double & LastMontageSyncTimeField ()
 
float & SyncedMontageDurationField ()
 
float & MontageSyncIntervalField ()
 
long double & LastRunningTimeField ()
 
FVectorTPVCameraOffsetField ()
 
FVectorTPVCameraOffsetMultiplierField ()
 
FVectorTPVCameraOrgOffsetField ()
 
float & LandedSoundMaxRangeField ()
 
float & FallingDamageHealthScaleBaseField ()
 
float & FootstepsMaxRangeField ()
 
float & MinTimeBetweenFootstepsField ()
 
long double & LastPlayedFootstepTimeField ()
 
float & MinTimeBetweenFootstepsRunningField ()
 
TArray< UAnimMontage * > AnimationsPreventInputField ()
 
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField ()
 
UPrimalHarvestingComponentMyDeathHarvestingComponentField ()
 
long double & LastNetDidLandField ()
 
TWeakObjectPtr< AController > & LastDamageEventInstigatorField ()
 
int & CachedNumberOfClientRagdollCorrectionAttemptsField ()
 
int & NumberOfClientRagdollCorrectionAttemptsField ()
 
float & ServerForceSleepRagdollIntervalField ()
 
float & ClientForceSleepRagdollIntervalField ()
 
float & NonRelevantServerForceSleepRagdollIntervalField ()
 
TEnumAsByte< enum EShooterPhysMaterialType::Type > & TargetableDamageFXDefaultPhysMaterialField ()
 
UAnimMontage * PoopAnimationField ()
 
long double & CorpseDestructionTimeField ()
 
float & CorpseLifespanField ()
 
float & TPVStructurePlacingHeightMultiplierField ()
 
float & CorpseFadeAwayTimeField ()
 
float & RagdollDeathImpulseScalerField ()
 
USoundCue * PoopSoundField ()
 
float & BaseTargetingDesirabilityField ()
 
float & DeadBaseTargetingDesirabilityField ()
 
FRotatorOrbitCamRotField ()
 
float & OrbitCamZoomField ()
 
float & OrbitCamZoomStepSizeField ()
 
float & OrbitCamMinZoomLevelField ()
 
float & OrbitCamMaxZoomLevelField ()
 
FVectorLastSubmergedCheckLocField ()
 
long double & LastTimeNotInFallingField ()
 
float & MaxCursorHUDDistanceField ()
 
float & AddForwardVelocityOnJumpField ()
 
FVectorDeathActorTargetingOffsetField ()
 
FNameSocketOverrideTargetingLocationField ()
 
FDamageEventCurrentDamageEventField ()
 
FVectorLastApproximatePhysVolumeLocationField ()
 
long double & LastTimeSubmergedField ()
 
EPhysicalSurfaceLastFootPhysicalSurfaceTypeField ()
 
long double & LastFootPhysicalSurfaceCheckTimeField ()
 
float & FootPhysicalSurfaceCheckIntervalField ()
 
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField ()
 
float & LastHurtByNearbyPlayerTimeField ()
 
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField ()
 
float & LastAttackedNearbyPlayerTimeField ()
 
long double & LastStartFallingRagdollTimeField ()
 
FVectorRagdollLastFrameLinearVelocityField ()
 
float & RagdollImpactDamageVelocityScaleField ()
 
float & RagdollImpactDamageMinDecelerationSpeedField ()
 
float & StartFallingImpactRagdollTimeIntervalField ()
 
long double & LastUnstasisTimeField ()
 
FVectorPreviousRagdollLocationField ()
 
int & RagdollPenetrationFailuresField ()
 
long double & NextBlinkTimeField ()
 
long double & BlinkTimerField ()
 
long double & LastInSwimmingSoundTimeField ()
 
USoundCue * EnteredSwimmingSoundField ()
 
USoundCue * EnteredSleepingSoundField ()
 
USoundCue * LeftSleepingSoundField ()
 
long double & LastRelevantToPlayerTimeField ()
 
long double & MeshStopForceUpdatingAtTimeField ()
 
long double & LastWalkingTimeField ()
 
long double & LastSpecialDamageTimeField ()
 
float & CorpseDraggedDecayRateField ()
 
float & PoopAltItemChanceField ()
 
TSubclassOf< UPrimalItem > & PoopAltItemClassField ()
 
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField ()
 
UTexture2DPoopIconField ()
 
float & RunningMaxDesiredRotDeltaField ()
 
long double & CorpseDestructionTimerField ()
 
long double & LastSkinnedTimeField ()
 
float & OriginalCorpseLifespanField ()
 
float & CorpseHarvestFadeTimeField ()
 
FVectorCurrentLocalRootLocField ()
 
float & RootYawField ()
 
long double & LastTimeInSwimmingField ()
 
long double & LastListenRangePushTimeField ()
 
float & LastDamageAmountMaterialValueField ()
 
float & BuffedDamageMultField ()
 
float & BuffedResistanceMultField ()
 
UStructurePaintingComponentPaintingComponentField ()
 
float & ExtraMaxSpeedModifierField ()
 
float & ExtraRotationRateModifierField ()
 
float & TamedDinoCallOutRangeField ()
 
long double & LastBumpedDamageTimeField ()
 
FVectorTargetPathfindingLocationOffsetField ()
 
long double & LastTookDamageTimeField ()
 
float & ExtraReceiveDamageMultiplierField ()
 
float & ExtraMeleeDamageMultiplierField ()
 
float & LastFallingZField ()
 
int & NumFallZFailsField ()
 
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField ()
 
float & DamageTheMeleeDamageCauserPercentField ()
 
float & DurabilityDegrateTheMeleeDamageCauserPercentField ()
 
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField ()
 
char & TribeGroupInventoryRankField ()
 
float & CharacterDamageImpulseMultiplierField ()
 
long double & ForceCheckPushThroughWallsTimeField ()
 
long double & LastStoppedEatAnimationTimeField ()
 
float & ClientRotationInterpSpeedMultiplierGroundField ()
 
float & GlideGravityScaleMultiplierField ()
 
float & GlideMaxCarriedWeightField ()
 
UAnimMontage * lastPlayedMountAnimField ()
 
float & ScaleDeathHarvestHealthyByMaxHealthBaseField ()
 
long double & LastForceMeshRefreshBonesTimeField ()
 
long double & LastStartedBeingCarriedTimeField ()
 
float & RunMinVelocityRotDotField ()
 
long double & LastHitDamageTimeField ()
 
char & bShouldBeInGodModeField ()
 
int & MeshedCounterField ()
 
int & MeshingTickCounterMultiplierField ()
 
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents ()
 
BitFieldValue< bool, unsigned __int32 > bIsSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToRun ()
 
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged ()
 
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController ()
 
BitFieldValue< bool, unsigned __int32 > bIsDragging ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook ()
 
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision ()
 
BitFieldValue< bool, unsigned __int32 > bRemoteRunning ()
 
BitFieldValue< bool, unsigned __int32 > bCanRun ()
 
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay ()
 
BitFieldValue< bool, unsigned __int32 > bIsBlinking ()
 
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid ()
 
BitFieldValue< bool, unsigned __int32 > bDebugIK ()
 
BitFieldValue< bool, unsigned __int32 > bDebugIK_ShowTraceNames ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules ()
 
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigDino ()
 
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeCarried ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetOverrideCameraInterpSpeed ()
 
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk ()
 
BitFieldValue< bool, unsigned __int32 > bIKEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarried ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFallDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyIsDamageCauserOfAddedBuff ()
 
BitFieldValue< bool, unsigned __int32 > bPreventProjectileAttachment ()
 
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps ()
 
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps ()
 
BitFieldValue< bool, unsigned __int32 > bIsImmobilized ()
 
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater ()
 
BitFieldValue< bool, unsigned __int32 > bIsDead ()
 
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones ()
 
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bCanDrag ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDragged ()
 
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying ()
 
BitFieldValue< bool, unsigned __int32 > bOrbitCamera ()
 
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick ()
 
BitFieldValue< bool, unsigned __int32 > bSetDeath ()
 
BitFieldValue< bool, unsigned __int32 > bTicksOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound ()
 
BitFieldValue< bool, unsigned __int32 > bIsRespawn ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput ()
 
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly ()
 
BitFieldValue< bool, unsigned __int32 > bEnableIK ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent ()
 
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAirJump ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh ()
 
BitFieldValue< bool, unsigned __int32 > bReadyToPoop ()
 
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped ()
 
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase ()
 
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater ()
 
BitFieldValue< bool, unsigned __int32 > bIsAmphibious ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bIsWaterDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores ()
 
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation ()
 
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting ()
 
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop ()
 
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPSetCharacterMeshseMaterialScalarParamValue ()
 
BitFieldValue< bool, unsigned __int32 > bIsMounted ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets ()
 
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking ()
 
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovement ()
 
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs ()
 
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube ()
 
BitFieldValue< bool, unsigned __int32 > bPreventJump ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreSerializeSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic ()
 
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir ()
 
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation ()
 
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation ()
 
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal ()
 
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity ()
 
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRun ()
 
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnStaminaDrained ()
 
BitFieldValue< bool, unsigned __int32 > bStaminaIsGreaterThanZero ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGrabDebugSnapshot ()
 
BitFieldValue< bool, unsigned __int32 > bIsAttachedOtherCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnLethalDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustTorpidityDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceCameraStyle ()
 
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bInRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bIsNPC ()
 
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull ()
 
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume ()
 
BitFieldValue< bool, unsigned __int32 > bIsBuffed ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking ()
 
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveRight ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent ()
 
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideFlyingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDElements ()
 
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeBaseForCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanBaseOnCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnLanded ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMoveCollapsing ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_ForceAllowBuffClasses ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckJumpInput ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideHurtAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideDamageCauserHitMarker ()
 
BitFieldValue< bool, unsigned __int32 > bIsSkinned ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustImpulseFromDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustCharacterMovementImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOVInterpSpeed ()
 
BitFieldValue< bool, unsigned __int32 > bVerifyBasingForSaddleStructures ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideTerminalVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_ShouldForceDisableTPVCameraInterpolation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPlayMontage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPerPixelPainting ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreLowGravityDisorientation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnMassTeleportEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomState ()
 
BitFieldValue< bool, unsigned __int32 > bPreventIKWhenNotWalking ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreCorpseDecompositionMultipliers ()
 
BitFieldValue< bool, unsigned __int32 > bInterpHealthDamageMaterialOverlayAlpha ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressPlayerKillNotification ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCorpseDestructionWithPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bPreventInventoryAccess ()
 
BitFieldValue< bool, unsigned __int32 > bUseGetOverrideSocket ()
 
UObjectGetUObjectInterfaceTargetableInterface ()
 
long double GetLastStartedTalkingTime ()
 
float GetStasisConsumerRangeMultiplier ()
 
float BPGetAddForwardVelocityOnJump_Implementation ()
 
bool CanJumpInternal_Implementation ()
 
void PreInitializeComponents ()
 
void ValidatePaintingComponentOctree ()
 
void PostInitializeComponents ()
 
void Destroyed ()
 
void BeginPlay ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void Suicide ()
 
bool IsDead ()
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool CanBeTargetedBy (ITargetableInterface *Attacker)
 
bool IsValidForCombatMusic ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void HurtMe (int HowMuch)
 
bool CanDie (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void DeathHarvestingDepleted (UPrimalHarvestingComponent *fromComponent)
 
void PlayDyingPoint_Implementation (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void OnRep_IsDead ()
 
void SetDeath (bool bForceRagdoll)
 
bool CanIgnoreImmobilizationTrap (TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
 
void Immobilize (bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling, bool bPreventDismount)
 
float GetCorpseLifespan ()
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectGeneric_Implementation (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool AllowHurtAnimation ()
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
void PlayHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void DoSetRagdollPhysics ()
 
void SetRagdollPhysics (bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
 
void CheckOnDinoPlatformSaddle ()
 
void EndDinoPlatformDragging ()
 
void ForceSleepRagdollEx ()
 
void ForceSleepRagdoll ()
 
void ClearRagdollPhysics ()
 
void DoFindGoodSpot (FVector RagdollLoc, bool bClearCollisionSweep)
 
void OnRep_IsSleeping ()
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset)
 
void ExecSetSleeping (bool bEnable)
 
void ExecSetPawnSleeping (bool bEnable)
 
void ChangeActorTeam (int NewTeam)
 
void UpdateTribeName (FString NewTribeName)
 
void NetUpdateTribeName_Implementation (FString *NewTribeName)
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
void DrawHUD (AShooterHUD *HUD)
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
 
float GetWaterSubmergedDepthThreshold ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
bool IsMontagePlaying (UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
 
void StopAllAnimMontages (float BlendOutTime)
 
void TryGiveDefaultWeapon ()
 
void ToggleWeapon ()
 
void TryPoop ()
 
void OrbitCamToggle ()
 
void OrbitCamOn ()
 
void OrbitCamOff ()
 
void ServerRequestDrag_Implementation ()
 
void ServerDinoOrder_Implementation (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
 
FVectorBPModifyRightDirectionInput_Implementation (FVector *result, FVector *directionInput)
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void MoveUp (float Val)
 
void TurnInput (float Val)
 
void LookInput (float Val)
 
void TurnAtRate (float Val)
 
void LookUpAtRate (float Val)
 
bool IsGameInputAllowed ()
 
bool IsInputAllowed ()
 
void OnStartFire (bool bFromGamepadRight)
 
void OnStopFire (bool bFromGamepadRight)
 
void OnAltFirePressed ()
 
void OnAltFireReleased ()
 
void OnStartAltFire (bool bFromGamepad)
 
void OnStopAltFire (bool bFromGamepad)
 
void OnStartRunning ()
 
void OnStopRunning ()
 
void OnRunTogglePressed ()
 
void OnRunToggleReleased ()
 
void OnRunToggle ()
 
bool IsRunning ()
 
bool IsMoving ()
 
void UpdateStatusComponent (float DeltaSeconds)
 
void ServerCaptureDermis_Implementation (APrimalCharacter *Target)
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void ModifyStasisComponentRadius (float Delta)
 
void UpdateStencilValues ()
 
void Tick (float DeltaSeconds)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void EnableBodiesGravity ()
 
void UpdateSwimmingState ()
 
FVectorGetRootBodyBoneLocation (FVector *result)
 
bool IsOwningClient ()
 
FVectorGetInputDirectionVector (FVector *result, bool bRelativeToViewDirection)
 
void GetCharacterViewLocationAndDirection (FVector *OutViewLocation, FVector *OutViewDirection, bool *OutFromCrosshairOrCamera, float FallbackAngleOffsetDegrees)
 
void ZoomIn ()
 
void ZoomOut ()
 
void OnStartJump ()
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void OnJumped_Implementation ()
 
void NetOnJumped_Implementation ()
 
void OnVoiceTalkingStateChanged (bool isTalking, bool IsUsingSuperRange)
 
void OnStopJump ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetRunningSpeedModifier (bool bIsForDefaultSpeed)
 
float GetMaxHealth ()
 
bool AllowFirstPerson ()
 
AActorGetAimedActor (ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
 
void GetAimedActor (FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
 
void OnPrimalCharacterSleeped ()
 
void OnPrimalCharacterUnsleeped ()
 
float PlayAnimEx (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, bool bForceKeepSynced, float BlendInTime, float BlendOutTime)
 
void StopAnimEx (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void ClientPlayAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientSyncAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
 
void ClientStopAnimation_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
float StartSyncedMontage (UAnimMontage *AnimMontage, float PlayRate, float BlendInTime, float BlendOutTime)
 
void StopSyncedMontage (float BlendOutTime, bool bAutoStopAnim)
 
void SetRunning (bool bNewRunning)
 
void ServerSetRunning_Implementation (bool bNewRunning)
 
void UpdateRunSounds (bool bNewRunning)
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
float GetLowHealthPercentage ()
 
bool IsAlive ()
 
FStringGetDescriptiveName (FString *result)
 
FStringGetShortName (FString *result)
 
TArray< FString > * GetDetailedDescription (TArray< FString > *result, FString *IndentPrefix)
 
float GetHealthPercentage ()
 
float GetHealth ()
 
FVectorGetInterpolatedLocation (FVector *result)
 
void DrawFloatingChatMessage (AShooterHUD *HUD, FString Message, long double receivedChatTime)
 
FRotatorGetInterpolatedRotation (FRotator *result)
 
FRotatorGetInterpolatedRotation_NonFlattened (FRotator *result)
 
float GetClientRotationInterpSpeed (FVector *RootLoc)
 
FRotatorGetAimOffsets (FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
 
void ForceRefreshBones ()
 
void StartForceSkelUpdate (float ForTime, bool bForceUpdateMesh, bool bServerOnly)
 
void EndForceSkelUpdate ()
 
void ForceMeshRelevant (float Duration)
 
bool IsConscious ()
 
void Stasis ()
 
void Unstasis ()
 
bool AllowFallDamage (FHitResult *HitResult, float FallDamageAmount, bool CustomFallDamage)
 
bool IsSimulated ()
 
bool IsWildSlow ()
 
UPrimalCharacterStatusComponentGetCharacterStatusComponent ()
 
float GetBaseStatusValue (TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType)
 
void DrawLocalPlayerHUD (AShooterHUD *HUD)
 
bool IsInStatusState (EPrimalCharacterStatusState::Type StatusStateType)
 
float GetCurrentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
float GetMaxStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
float GetPercentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
bool IsValidForStatusUpdate ()
 
float GetMaxSpeedModifier ()
 
float BP_GetMaxSpeedModifier ()
 
float GetRotationRateModifier ()
 
float GetJumpZModifier ()
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
float GetDefaultMovementSpeed ()
 
void TakeFallingDamage (FHitResult *Hit)
 
void ApplyCustomFallDamage (FVector *Location, FVector *Velocity, float FallDamageThreshold)
 
void OnLanded (FHitResult *Hit)
 
void NetDidLand_Implementation ()
 
void DidLand ()
 
void FadeOutLoadingMusic ()
 
void LocalPossessedBy (APlayerController *ByController)
 
void LocalUnpossessed_Implementation ()
 
void PlayFootstep ()
 
EPhysicalSurface GetFootPhysicalSurfaceType (bool bForce, bool bIsForFootstepParticles)
 
EPhysicalSurface GetPhysMatTypeFromHit (FHitResult *FromHit)
 
EPhysicalSurface GetPhysMatTypeFromHits (TArray< FHitResult > *FromHits)
 
bool ModifyInputAcceleration (FVector *InputAcceleration)
 
bool ShouldAttackStopMoveCollapsing ()
 
bool AnimationPreventsInput ()
 
bool BP_AnimationPreventsInput ()
 
float SetHealth (float newHealth)
 
bool IsOfTribe (int ID)
 
void SetRagdollReplication (bool Enabled)
 
void Serialize (FArchive *Ar)
 
void ReplicateRagdoll ()
 
void InitRagdollRepConstraints ()
 
void TermRagdollRepConstraints ()
 
void ClientRagdollUpdate_Implementation (TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
 
void SleepBodies ()
 
void UpdateRagdollReplicationOnClient ()
 
void ClientEndRagdollUpdate_Implementation ()
 
void OnRep_RagdollPositions ()
 
void InitRagdollReplication ()
 
bool IsDraggingCharacter ()
 
void EndDragCharacter ()
 
bool CanDragCharacter (APrimalCharacter *Character)
 
bool CanBeDragged ()
 
bool IsInvincible ()
 
int GetNearestBoneIndexForDrag (APrimalCharacter *Character, FVector HitLocation)
 
void TryDragCharacter ()
 
void UpdateDragging ()
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag_Implementation ()
 
void OnBeginDragged (APrimalCharacter *Dragger)
 
void OnEndDragged (APrimalCharacter *Dragger)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
float GetKillXP ()
 
void UpdateIK ()
 
void SetEnableIK (bool bEnable)
 
void EnableIK (bool bEnable, bool bForceOnDedicated)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void GetHUDElements (APlayerController *ForPC, TArray< FHUDElement > *OutElements)
 
void RefreshBiomeZoneVolumes ()
 
void ForceTickPoseDelta ()
 
void CheckJumpOutOfWater ()
 
bool IsTargetableDead ()
 
EShooterPhysMaterialType::Type GetTargetableDamageFXDefaultPhysMaterial ()
 
bool Poop (bool bForcePoop)
 
void EmitPoop ()
 
bool IsValidForStatusRecovery ()
 
bool GetGroundLocation (FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown)
 
void DeathHarvestingFadeOut_Implementation ()
 
void ServerUploadCharacter (AShooterPlayerController *UploadedBy)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void NetAddCharacterMovementImpulse_Implementation (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetSetCharacterMovementVelocity_Implementation (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
bool AllowSaving ()
 
bool IsWatered ()
 
void LoadedFromSaveGame ()
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
int LevelUpPlayerAddedStat (TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatToLevel, int NumLevels, AShooterPlayerController *ForPlayer)
 
void CheckJumpInput (float DeltaTime)
 
void ServerTryPoop_Implementation ()
 
void ClientFailedPoop_Implementation ()
 
void ClientDidPoop_Implementation ()
 
void TryAccessInventoryWrapper ()
 
bool TryAccessInventory ()
 
bool IsRagdolled ()
 
void NetForceUpdateAimedCharacters_Implementation (FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
bool HasBuff (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
bool HasBuffWithCustomTag (FName buffCustomTag)
 
int GetBuffStackCount (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
APrimalBuffGetBuff (TSubclassOf< APrimalBuff > BuffClass)
 
APrimalBuffGetBuffWithCustomTag (FName BuffCustomTag)
 
void GetAllBuffs (TArray< APrimalBuff * > *AllBuffs)
 
void GetBuffs (TArray< APrimalBuff * > *TheBuffs)
 
APrimalBuffGetBuffForPostEffect (UMaterialInterface *anEffect)
 
void RemoveAllJumpDeactivatedBuffs (APrimalBuff *IgnoredBuff)
 
void OnStartTargeting (bool bFromGamepadLeft)
 
void OnStopTargeting (bool bFromGamepadLeft)
 
void AttachGPSTransponder (APrimalStructureExplosiveTransGPS *Transponder)
 
void UpdateNetDynamicMusic ()
 
void NetPlaySoundOnCharacter_Implementation (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
bool IsMeshGameplayRelevant ()
 
float GetCorpseDecayRate ()
 
void TagFriendlyStructures ()
 
void DestroyByMeshing ()
 
float GetCarryingSocketYaw (bool RefreshBones)
 
void SetCarryingDino (APrimalDinoCharacter *aDino)
 
void ClearCarryingDino (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void OnAttachedToCharacter ()
 
void OnDetachedFromCharacter (APrimalCharacter *aCharacter, int OverrideDirection)
 
void ClearMountedDino (bool fromMountedDino)
 
bool DinoMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
bool CanMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
void OnRep_MountedDino ()
 
bool HasCryoSickness ()
 
float GetDragWeight (APrimalCharacter *ForDragger)
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
void UnPossessed ()
 
void TryCallAttackTarget ()
 
void TryCallMoveTo ()
 
UTexture2DGetOverrideDefaultCharacterParamTexture (FName theParamName, UTexture2D *CurrentTexture)
 
bool CanBePainted ()
 
UPaintingTexture * GetPaintingTexture ()
 
void OnRep_PaintingComponent ()
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
FVectorGetFloatingHUDLocation (FVector *result)
 
void NetStopAllAnimMontage_Implementation ()
 
void DeactivateBuffs (TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
 
bool ExcludePostProcessBlendableMaterial (UMaterialInterface *BlendableMaterialInterface)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
void TryCallStayOne ()
 
void TryCallFollowOne ()
 
void TryCallFollowDistanceCycleOne ()
 
void TryCallFlyerLandOne ()
 
void OnRep_AttachmentReplication ()
 
FStringGetDebugInfoString (FString *result)
 
long double GetLastCausedDamageTime ()
 
void SetLastCausedDamageTime (const long double lastCausedDamageTime)
 
bool SimulatedPreventBasedPhysics ()
 
bool AllowMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
APrimalDinoCharacterGetBasedOrSeatingOnDino ()
 
APrimalDinoCharacterGetBasedOnDino ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *Attacker)
 
void ClientHandleNetDestroy ()
 
bool UseClearOnConsumeInput ()
 
float GetDamageTorpidityIncreaseMultiplierScale ()
 
float GetIndirectTorpidityIncreaseMultiplierScale ()
 
bool BPIsBasedOnDynamicActor ()
 
void NotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
ENetRole GetRole ()
 
void SetMyInventoryComponent (UPrimalInventoryComponent *theInventoryComponent)
 
FVectorGetTPVCameraOffset (FVector *result)
 
FVectorGetTPVCameraOffsetMultiplier (FVector *result)
 
bool UseCenteredTPVCamera ()
 
void PossessedBy (AController *NewController)
 
bool IsBlockedByShield (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage)
 
void BPNetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ, bool bApplyToBigPawns)
 
void BPNetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
float GetGravityZScale ()
 
void GetCharactersGrappledToMe (TArray< APrimalCharacter * > *GrappledCharsArray)
 
float GetFallAcceleration ()
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void EnableBPTimerServer (bool bEnable)
 
void EnableBPTimerNonDedicated (bool bEnable)
 
void SetCharacterAndRagdollLocation (FVector NewLocation)
 
void CheckRagdollPenetration ()
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
bool IsInVacuumSealedSpace ()
 
void DownCallOne ()
 
float BPModifyFOV_Implementation (float FOVIn)
 
bool AllowOverrideWalkingVelocity ()
 
bool AllowOverrideSwimmingVelocity ()
 
bool AllowOverrideNewFallVelocity ()
 
void OverrideWalkingVelocity (FVector *InitialVelocity, const float *Friction, float DeltaTime)
 
void OverrideSwimmingVelocity (FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
 
void OverrideNewFallVelocity (FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool PreventLanding (FVector ImpactPoint, FVector ImpactAccel, FVector *Velocity)
 
bool AllowOverrideFlyingVelocity ()
 
void OverrideFlyingVelocity (FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
void SetDynamicMusic (USoundBase *newMusic)
 
bool PreventsTargeting_Implementation (AActor *ByActor)
 
bool PreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool PreventInputDoesOffset ()
 
float GetImmersionDepth (bool bUseLineTrace)
 
bool IsAlliedWithOtherTeam (int OtherTeamID)
 
void TickMovementComponent (float DeltaTime)
 
void ResetCollisionSweepLocation (FVector *newLocation)
 
void DidTeleport_Implementation (FVector newLoc, FRotator newRot)
 
void FinalLoadedFromSaveGame ()
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
FStringPlayerCommand_Implementation (FString *result, FString *TheCommand)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void NotifyItemQuantityUpdated (UPrimalItem *anItem, int amount)
 
void NotifyItemAdded (UPrimalItem *anItem, bool bEquipItem)
 
void NotifyItemRemoved (UPrimalItem *anItem)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool IsAttachedToSomething ()
 
void AttachToOtherCharacter (APrimalCharacter *characterToAttachTo, FName InSocketName, const bool enableMovementAndCollision, EAttachLocation::Type AttachLocation)
 
void AttachedToOtherCharacterUpdateWorldLocation (FVector *worldLocation)
 
void DetachFromOtherCharacter (const bool enableMovementAndCollision)
 
bool UseFastTurretTargeting ()
 
bool ConsumeProjectileImpact (AShooterProjectile *theProjectile, FHitResult *HitResult)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
bool CharacterIsCarriedAsPassenger ()
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void InitializedAnimScriptInstance ()
 
bool ForceAddUnderwaterCharacterStatusValues ()
 
bool ShouldForceCameraStyle (APrimalCharacter *ForViewTarget, ECameraStyle::Type *OutForcedCameraStyle)
 
bool IsPrimalCharFriendly (APrimalCharacter *primalChar)
 
bool IsHostileTo (APrimalCharacter *OtherCharacter)
 
bool IsHostileOrAggressiveTo (APrimalCharacter *OtherCharacter)
 
bool ShouldDealDamageTo (APrimalCharacter *OtherCharacter, bool bAllowDamageToSelf, bool bAllowDamageToTribe, bool bAllowDamageToAlliedTribes)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
UPrimitiveComponentGetBasedMovementComponent ()
 
FVectorGetCapsuleTopLocation (FVector *result)
 
FVectorGetCapsuleBottomLocation (FVector *result)
 
void OnMassTeleportEvent (EMassTeleportState::Type EventState, APrimalCharacter *TeleportInitiatedByChar)
 
bool GetAllAttachedChars (TArray< APrimalCharacter * > *AttachedCharsArray, const bool bIncludeSelf, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
bool GetAllAttachedCharsInternal (TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, APrimalCharacter *OriginalChar, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
bool ShouldForceDedicatedMovementTickEveryFrame ()
 
float GetMoveAnimRate ()
 
void ClearCachedIkTraceResults ()
 
float OverrideTerminalVelocity ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatWalk_Implementation ()
 
bool UseOverrideWaterJumpVelocity ()
 
float GetOverrideWaterJumpVelocity (float OutOfWaterZ)
 
void OverrideCameraInterpSpeed (const float DefaultTPVCameraSpeedInterpMultiplier, const float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpMultiplier, float *TPVOffsetInterpSpeed)
 
void NativeSimulateHair (TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
 
bool ShouldDisableCameraInterpolation ()
 
EMovementMode GetPrimalCharMovementMode ()
 
bool IsPrimalCharWalking ()
 
bool IsPrimalCharFalling ()
 
bool IsPrimalCharSwimming ()
 
bool IsPrimalCharFlying ()
 
UAnimMontage * GetPoopAnimation (bool bForcePoop)
 
float GetBaseDragWeight ()
 
float BPAdjustDamage (float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
 
void PlayDyingGeneric (float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingPoint (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectPoint (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool BPPreventStasis ()
 
FVectorBPAdjustCharacterMovementImpulse (FVector *result, FVector Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
 
FVectorBPAdjustImpulseFromDamage (FVector *result, FVector DesiredImpulse, float DamageTaken, FDamageEvent TheDamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
 
void BPCharacterDetach ()
 
ECameraStyle::Type BPForceCameraStyle (APrimalCharacter *ForViewTarget)
 
FVectorBPOverrideCharacterNewFallVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool AllowPlayMontage (UAnimMontage *AnimMontage)
 
bool BP_ForceAllowAddBuff (TSubclassOf< APrimalBuff > BuffClass)
 
bool BP_IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void BP_OnEndCarried (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void BP_OnJumpPressed ()
 
void BP_OnJumpReleased ()
 
void BP_OnSetDeath ()
 
void BP_OnSetRunning (bool bNewIsRunning)
 
void BP_OnStartCarried (APrimalDinoCharacter *aDino)
 
void BP_OnZoomIn ()
 
void BP_OnZoomOut ()
 
bool BP_ShouldDisableCameraInterpolation ()
 
void BPAddedAttachmentsForItem (UPrimalItem *anItem)
 
float BPAdjustTorpidityDamage (float DesiredTorpidityDamage, float HealthDamageAmount, TSubclassOf< UDamageType > DamageType)
 
void BPApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
FRotatorBPCameraBaseOrientation (FRotator *result, APrimalCharacter *viewingCharacter)
 
FRotatorBPCameraRotationFinal (FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
 
bool BPCanBaseOnCharacter (APrimalCharacter *BaseCharacter)
 
bool BPCanBeBaseForCharacter (APawn *Pawn)
 
bool BPCanNotifyTeamAggroAI (APrimalDinoCharacter *Dino)
 
void BPCharacterSleeped ()
 
void BPCharacterUnsleeped ()
 
void BPCheckJumpInput (bool *bUseCustomErrorMessage, FString *ErrorMessageToDisplay)
 
float BPGetAddForwardVelocityOnJump ()
 
float BPGetExtraMeleeDamageModifier ()
 
FVectorBPGetFPVViewLocation (FVector *result, APrimalCharacter *viewingCharacter)
 
float BPGetGravityZScale ()
 
float BPGetHUDOverrideBuffProgressBarPercent ()
 
void BPGetOverrideCameraInterpSpeed (float DefaultTPVCameraSpeedInterpolationMultiplier, float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpolationMultiplier, float *TPVOffsetInterpSpeed)
 
bool BPHandleLeftShoulderButton ()
 
bool BPHandlePoop ()
 
bool BPHandleRightShoulderButton ()
 
FRotatorBPLimitPlayerRotation (FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
 
FVectorBPModifyForwardDirectionInput (FVector *result, FVector *directionInput)
 
float BPModifyFOVInterpSpeed (float FOVInterpSpeedIn)
 
FVectorBPModifyRightDirectionInput (FVector *result, FVector *directionInput)
 
float BPModifyViewHitDir (APrimalCharacter *viewingCharacter, float InViewHitDir)
 
void BPNotifyBPNotifyIsDamageCauserOfAddedBuff (APrimalBuff *buff)
 
void BPNotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void BPNotifyBumpedPawn (APrimalCharacter *BumpedPawn)
 
void BPNotifyDroppedItemPickedUp (ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
 
void BPNotifyLevelUp (int ExtraCharacterLevel)
 
void BPNotifyToggleHUD (bool bHUDHidden)
 
void BPOnAnimPlayedNotify (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
bool BPOnAttachmentReplication ()
 
void BPOnLethalDamage (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser, bool *bPreventDeath)
 
void BPOnMassTeleportEvent (EMassTeleportState::Type EventState, APrimalCharacter *TeleportInitiatedByChar)
 
void BPOnMovementModeChangedNotify (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void BPOnStaminaDrained ()
 
FVectorBPOverrideFlyingVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool BPOverrideFPVViewLocation (APrimalCharacter *viewingCharacter)
 
UAnimMontage * BPOverrideHurtAnim (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, bool bIsPointDamage, FVector PointDamageLocation, FVector PointDamageHitNormal)
 
void BPPreSerializeSaveGame ()
 
bool BPPreventFallDamage (FHitResult *HitResult, float FallDamageAmount)
 
bool BPPreventInputType (EPrimalCharacterInputType::Type inputType)
 
void BPRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void BPSetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
bool BPShouldLimitForwardDirection ()
 
bool BPShouldLimitRightDirection ()
 
void BPTimerNonDedicated ()
 
void BPTimerServer ()
 
void ClientDidPoop ()
 
void ClientEndRagdollUpdate ()
 
void ClientFailedPoop ()
 
void ClientNotifyLevelUp ()
 
void ClientPlayAnimation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientRagdollUpdate (TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
 
void ClientStopAnimation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void ClientSyncAnimation (UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
 
void DeathHarvestingFadeOut ()
 
void DidTeleport (FVector newLoc, FRotator newRot)
 
bool EnableTurnToFaceRotation ()
 
TSubclassOf< APrimalBuff_Grappled > * GetGrappledBuffClassOverride (TSubclassOf< APrimalBuff_Grappled > *result)
 
FNameGetOverrideSocket (FName *result, FName from)
 
bool GiveKillExperience ()
 
void LocalUnpossessed ()
 
void NetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetDidLand ()
 
void NetOnJumped ()
 
void NetPlaySoundOnCharacter (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void NetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetStopAllAnimMontage ()
 
void NetUpdateTribeName (FString *NewTribeName)
 
void OnBeginDrag (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag ()
 
bool PreventsTargeting (AActor *ByActor)
 
void ServerCallAggressive ()
 
void ServerCallAttackTarget (AActor *TheTarget)
 
void ServerCallFollow ()
 
void ServerCallFollowDistanceCycleOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallLandFlyerOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallMoveTo (FVector MoveToLoc)
 
void ServerCallNeutral ()
 
void ServerCallPassive ()
 
void ServerCallSetAggressive ()
 
void ServerCallStay ()
 
void ServerCallStayOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCaptureDermis (APrimalCharacter *Target)
 
void ServerDinoOrder (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
 
void ServerGiveDefaultWeapon ()
 
void ServerRequestDrag ()
 
void ServerSetRunning (bool bNewRunning)
 
void ServerTryPoop ()
 
- Public Member Functions inherited from ACharacter
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
unsigned __int16 & LastMoveOnlyRotationPitchField ()
 
unsigned __int16 & LastMoveOnlyRotationYawField ()
 
unsigned __int16 & LastReplicatedMoveOnlyRotationPitchField ()
 
unsigned __int16 & LastReplicatedMoveOnlyRotationYawField ()
 
FVectorBaseTranslationOffsetField ()
 
char & ReplicatedMovementModeField ()
 
float & LeftDynamicActorBaseTimeField ()
 
float & CrouchedEyeHeightField ()
 
float & ProneEyeHeightField ()
 
FDodgeMovementInfo & DodgingMovementInfoField ()
 
TArray< USoundBase * > CharacterOverrideSoundFromField ()
 
TArray< USoundBase * > CharacterOverrideSoundToField ()
 
bool & bInBaseReplicationField ()
 
float & JumpKeyHoldTimeField ()
 
float & JumpMaxHoldTimeField ()
 
int & LastTeleportedFrameField ()
 
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bIsProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverDodge ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32 > bPressedJump ()
 
BitFieldValue< bool, unsigned __int32 > bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32 > bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32 > bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32 > bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bRelativeBaseUsePitchAndRoll ()
 
BitFieldValue< bool, unsigned __int32 > bStartedJumpingWhileOnABase ()
 
BitFieldValue< bool, unsigned __int32 > bIsBasedOnMesh ()
 
BitFieldValue< bool, unsigned __int32 > bIsSettingReplicatedBasedMovement ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventMovementMode ()
 
UPrimitiveComponentGetMovementBase ()
 
bool IsJumping ()
 
bool NotifyLanded (FHitResult *Hit)
 
bool ShouldOverrideNewFallVelocity ()
 
bool ShouldOverrideSwimmingVelocity ()
 
bool ShouldOverrideWalkingVelocity ()
 
void SetLastMovementDesiredRotation (FRotator *InRotation)
 
bool AllowMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
USoundBase * BPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
void BaseChange ()
 
bool CanCrouch ()
 
bool CanDodge ()
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
bool CanProne ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearCrossLevelReferences ()
 
void ClearJumpInput ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
void ClientCheatWalk_Implementation ()
 
void Crouch (bool bClientSimulation)
 
bool DoJump (bool bReplayingMoves)
 
UActorComponentFindComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UAnimMontage * GetCurrentMontage ()
 
float GetDefaultHalfHeight ()
 
float GetJumpMaxHoldTime ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
bool IsBasedOnDynamicActor ()
 
bool IsComponentTickDelegated (UActorComponent *Component)
 
bool IsGamePlayRelevant ()
 
void Jump ()
 
void Landed (FHitResult *Hit)
 
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void NetTeleportSucceeded_Implementation (FVector ToLoc, FRotator ToRot)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PrevCustomMode)
 
void OnRep_DodgingMovementInfo ()
 
void OnRep_IsCrouched ()
 
void OnRep_IsProne ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void OnRep_RootMotion ()
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void PawnClientRestart ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PreNetReceive ()
 
bool PreventMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void Prone (bool bClientSimulation)
 
void RecalculateBaseEyeHeight ()
 
void Restart ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
bool ShouldNotifyLanded (FHitResult *Hit)
 
bool ShouldReplicateRotPitch ()
 
bool ShouldUseWaveLocking (bool bForceCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void StartDodging (FVector InDodgingVelocity, bool bClientSimulation)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
void StopDodging (bool bClientSimulation)
 
void StopJumping ()
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void TickFromBaseWhenAttachedToParent ()
 
void TornOff ()
 
void TurnOff ()
 
void UnCrouch (bool bClientSimulation)
 
void UnPossessed ()
 
void UnProne (bool bClientSimulation)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
bool BP_PreventMovementMode (EMovementMode newMovementMode, char newCustomMode)
 
bool CanJumpInternal ()
 
void ClientCheatFly ()
 
void ClientCheatGhost ()
 
void ClientCheatWalk ()
 
void K2_OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
 
void K2_OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_UpdateCustomMovement (float DeltaTime)
 
void NetTeleportSucceeded (FVector ToLoc, FRotator ToRot)
 
void OnJumped ()
 
void OnLanded (FHitResult *Hit)
 
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnWalkingOffLedge ()
 
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
FVectorBaseTranslationOffsetField ()
 
char & ReplicatedMovementModeField ()
 
float & LeftDynamicActorBaseTimeField ()
 
float & CrouchedEyeHeightField ()
 
float & ProneEyeHeightField ()
 
float & HarvestingDestructionMeshRangeMultiplerField ()
 
TArray< USoundBase * > CharacterOverrideSoundFromField ()
 
TArray< USoundBase * > CharacterOverrideSoundToField ()
 
bool & bInBaseReplicationField ()
 
float & JumpKeyHoldTimeField ()
 
float & JumpMaxHoldTimeField ()
 
float & ExtraMaxAccelerationModifierField ()
 
float & ExtraFrictionModifierField ()
 
int & LastTeleportedFrameField ()
 
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bIsProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32 > bPressedJump ()
 
BitFieldValue< bool, unsigned __int32 > bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32 > bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32 > bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32 > bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideFlyingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bPreventWaterHopCorrectionVelChange ()
 
BitFieldValue< bool, unsigned __int32 > bUsesRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathSMCTick ()
 
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathMoveTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceUnfreezeIkNextFrame ()
 
bool NotifyLanded (FHitResult *Hit)
 
bool IsJumping ()
 
float ModifyAirControl (float Damage, FPointDamageEvent *PointDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
UPrimitiveComponentGetMovementBase ()
 
void SetLastMovementDesiredRotation (FRotator *InRotation)
 
bool AllowOverrideFlyingVelocity ()
 
bool AllowOverrideNewFallVelocity ()
 
bool AllowOverrideSwimmingVelocity ()
 
bool AllowOverrideWalkingVelocity ()
 
FRotatorBPModifyRootMotionDeltaRotation_Implementation (FRotator *result, FRotator *Delta)
 
void PostInitializeComponents ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
float GetDefaultHalfHeight ()
 
UActorComponentFindComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
void Landed (FHitResult *Hit)
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
bool DoJump (bool bReplayingMoves)
 
void RecalculateBaseEyeHeight ()
 
void OnRep_IsCrouched ()
 
void OnRep_IsProne ()
 
bool CanCrouch ()
 
void Crouch (bool bClientSimulation)
 
void UnCrouch (bool bClientSimulation)
 
bool CanProne ()
 
void Prone (bool bClientSimulation)
 
void UnProne (bool bClientSimulation)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
void NetTeleportSucceeded_Implementation (FVector ToLoc, FRotator ToRot)
 
void ClearCrossLevelReferences ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
bool IsBasedOnDynamicActor ()
 
void TurnOff ()
 
void Restart ()
 
void PawnClientRestart ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void TornOff ()
 
void BaseChange ()
 
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PrevCustomMode)
 
bool ShouldNotifyLanded (FHitResult *Hit)
 
void Jump ()
 
void StopJumping ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearJumpInput ()
 
float GetJumpMaxHoldTime ()
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void OnRep_RootMotion ()
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void PostNetReceiveLocationAndRotation ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
bool IsPlayingRootMotion ()
 
USoundBase * BPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
UAnimMontage * GetCurrentMontage ()
 
void ClientCheatWalk_Implementation ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
bool ShouldReplicateRotPitch ()
 
float OverrideTerminalVelocity (bool bIgnoreTrueBlack, bool bUseGrayscale)
 
bool BP_PreventMovementMode (EMovementMode newMovementMode, char newCustomMode)
 
FRotatorBPModifyRootMotionDeltaRotation (FRotator *result, FRotator *Delta)
 
void K2_OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
 
void K2_OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_UpdateCustomMovement (float DeltaTime)
 
void OnJumped ()
 
void OnLanded (FHitResult *Hit)
 
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnWalkingOffLedge ()
 
bool ReplicateMovementToSimulatedClients ()
 
- Public Member Functions inherited from APawn
float & BaseEyeHeightField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
APlayerStatePlayerStateField ()
 
char & RemoteViewPitchField ()
 
AControllerLastHitByField ()
 
AControllerControllerField ()
 
float & AllowedYawErrorField ()
 
bool & bClearOnConsumeField ()
 
FVectorControlInputVectorField ()
 
FVectorLastControlInputVectorField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds ()
 
FVectorGetNavAgentLocation (FVector *result)
 
void AddControllerPitchInput (float Val)
 
void AddControllerRollInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddMovementInput (FVector WorldDirection, float ScaleValue, bool bForce)
 
void BecomeViewTarget (APlayerController *PC)
 
void ClientSetRotation (FRotator NewRotation)
 
FVectorConsumeMovementInputVector (FVector *result)
 
void DestroyPlayerInputComponent ()
 
void Destroyed ()
 
void DetachFromControllerPendingDestroy ()
 
void DisableInput (APlayerController *PlayerController)
 
void EnableInput (APlayerController *PlayerController)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
FRotatorGetControlRotation (FRotator *result)
 
AControllerGetDamageInstigator (AController *InstigatedBy, UDamageType *DamageType)
 
float GetDefaultHalfHeight ()
 
FStringGetHumanReadableName (FString *result)
 
FVectorGetLastMovementInputVector (FVector *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
APlayerControllerGetOwnerController ()
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
FRotatorGetViewRotation (FRotator *result)
 
bool InFreeCam ()
 
void Internal_AddMovementInput (FVector WorldAccel, bool bForce)
 
FVectorInternal_ConsumeMovementInputVector (FVector *result)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsControlled ()
 
bool IsCrouched ()
 
bool IsFalling ()
 
bool IsLocallyControlled ()
 
bool IsLocallyControlledByPlayer ()
 
bool IsMoveInputIgnored ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsWalking ()
 
FVectorK2_GetMovementInputVector (FVector *result)
 
void LaunchPawn (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void MoveIgnoreActorAdd (AActor *ActorToIgnore)
 
void OnRep_Controller ()
 
void OutsideWorldBounds ()
 
void PawnClientRestart ()
 
void PawnMakeNoise (float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostInputProcessed ()
 
void PostLoad ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PostRegisterAllComponents ()
 
void PreInitializeComponents ()
 
bool ReachedDesiredRotation ()
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
void Restart ()
 
void SetCanAffectNavigationGeneration (bool bNewValue)
 
bool ShouldTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool ShouldTickIfViewportsOnly ()
 
void SpawnDefaultController ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void Tick (float DeltaSeconds)
 
void TickBasedCharacters (float DeltaSeconds)
 
void TurnOff ()
 
void UnPossessed ()
 
void ReceivePossessed (AController *NewController)
 
void ReceiveUnpossessed (AController *OldController)
 
float & BaseEyeHeightField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
APlayerStatePlayerStateField ()
 
char & RemoteViewPitchField ()
 
AControllerLastHitByField ()
 
AControllerControllerField ()
 
float & AllowedYawErrorField ()
 
bool & bClearOnConsumeField ()
 
TWeakObjectPtr< AActor > & TetherActorField ()
 
float & TetherRadiusField ()
 
float & TetherHeightField ()
 
FVectorControlInputVectorField ()
 
FVectorLastControlInputVectorField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds ()
 
FVectorGetNavAgentLocation (FVector *result)
 
void PreInitializeComponents ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostRegisterAllComponents ()
 
void UpdateNavAgent ()
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
bool IsLocallyControlled ()
 
bool ReachedDesiredRotation ()
 
float GetDefaultHalfHeight ()
 
bool ShouldTickIfViewportsOnly ()
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FRotatorGetViewRotation (FRotator *result)
 
void SpawnDefaultController ()
 
void TurnOff ()
 
void BecomeViewTarget (APlayerController *PC)
 
void PawnClientRestart ()
 
void Destroyed ()
 
bool ShouldTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
AControllerGetCharacterController ()
 
FRotatorGetControlRotation (FRotator *result)
 
void OnRep_Controller ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void DestroyPlayerInputComponent ()
 
bool IsMoveInputIgnored ()
 
void SetMovementTether (AActor *InTetherActor, float Radius, float Height)
 
void ClearMovementTether ()
 
AActorGetTetherObject ()
 
bool IsMovementTethered ()
 
bool IsWithinTether ()
 
bool IsTargetWithinTether (FVector *Destination, float AdditionalRadius)
 
FVectorGetTetheredDestination (FVector *result, FVector *Destination, float AdditionalRadius)
 
FVectorGetTetheredVelocity (FVector *result, FVector *RequestedVelocity, float DeltaSeconds)
 
void AddMovementInput (FVector WorldDirection, float ScaleValue, bool bForce)
 
FVectorConsumeMovementInputVector (FVector *result)
 
void Internal_AddMovementInput (FVector WorldAccel, bool bForce)
 
void PostInputProcessed ()
 
FVectorInternal_ConsumeMovementInputVector (FVector *result)
 
void AddControllerPitchInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddControllerRollInput (float Val)
 
void Restart ()
 
void Tick (float DeltaSeconds)
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
FStringGetHumanReadableName (FString *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
bool InFreeCam ()
 
void OutsideWorldBounds ()
 
void ClientSetRotation (FRotator NewRotation)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void DetachFromControllerPendingDestroy ()
 
AControllerGetDamageInstigator (AController *InstigatedBy, UDamageType *DamageType)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
bool IsWalking ()
 
bool IsFalling ()
 
bool IsCrouched ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PostNetReceiveLocationAndRotation ()
 
bool IsBasedOnActor (AActor *Other)
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void PawnMakeNoise (float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
 
APlayerControllerGetOwnerController ()
 
bool IsLocallyControlledByPlayer ()
 
void InterceptInputEvent (FString *InputName)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static UClassStaticClass ()
 
static UActorComponentCreateSnapshotComponent (AActor *For, UObject *Template, FName Tag, FName Name)
 
static void ForceUpdateAimedCharacters (UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
static void ForceUpdateCharacter (UWorld *World, APrimalCharacter *primalChar)
 
static UActorComponentGetSnapshotComponent (AActor *From, FName Tag)
 
static void StaticRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPrimalCharacter ()
 
static UClassStaticClass ()
 
static void StaticApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
static void StaticApplyCharacterSnapshotEquipment (UPrimalInventoryComponent *Inventory, AActor *To)
 
static void StaticRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
static int StaticGetSnapshotPoseCount (UPrimalItem *Item)
 
static FPrimalSnapshotPoseStaticGetSnapshotPose (FPrimalSnapshotPose *result, UPrimalItem *Item, int PoseIndex)
 
static UActorComponentGetSnapshotComponent (AActor *From, FName Tag)
 
static UActorComponentCreateSnapshotComponent (AActor *For, UObject *Template, FName Tag, FName Name)
 
static void ForceUpdateAimedCharacters (UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
static void ForceUpdateCharacter (UWorld *World, APrimalCharacter *primalChar)
 
static void StaticRegisterNativesAPrimalCharacter ()
 
static UClassGetPrivateStaticClass ()
 
- Static Public Member Functions inherited from ACharacter
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesACharacter ()
 
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesACharacter ()
 
- Static Public Member Functions inherited from APawn
static AActorGetMovementBaseActor (APawn *Pawn)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPawn ()
 
static void StaticRegisterNativesAPawn ()
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAActor ()
 
static UClassGetPrivateStaticClass ()
 
static const wchar_t * StaticConfigName ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UObject
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static UObjectGetArchetypeFromRequiredInfo (UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
 
- Static Public Member Functions inherited from UObjectBase
static void EmitBaseReferences (UClass *RootClass)
 

Detailed Description

Definition at line 3668 of file Actor.h.

Member Function Documentation

◆ AddForwardVelocityOnJumpField() [1/2]

float & APrimalCharacter::AddForwardVelocityOnJumpField ( )
inline

Definition at line 3656 of file Actor.h.

◆ AddForwardVelocityOnJumpField() [2/2]

float & APrimalCharacter::AddForwardVelocityOnJumpField ( )
inline

Definition at line 3832 of file Actor.h.

◆ AdjustDamage() [1/2]

void APrimalCharacter::AdjustDamage ( float * Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 3946 of file Actor.h.

◆ AdjustDamage() [2/2]

void APrimalCharacter::AdjustDamage ( float * Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 4168 of file Actor.h.

◆ AllowBlockingWithShield()

bool APrimalCharacter::AllowBlockingWithShield ( )
inline

Definition at line 4602 of file Actor.h.

◆ AllowColoringBy() [1/2]

bool APrimalCharacter::AllowColoringBy ( APlayerController * ForPC,
UObject * anItem )
inline

Definition at line 4225 of file Actor.h.

◆ AllowColoringBy() [2/2]

bool APrimalCharacter::AllowColoringBy ( APlayerController * ForPC,
UObject * anItem )
inline

Definition at line 4169 of file Actor.h.

◆ AllowFallDamage()

bool APrimalCharacter::AllowFallDamage ( FHitResult * HitResult,
float FallDamageAmount,
bool CustomFallDamage )
inline

Definition at line 4092 of file Actor.h.

◆ AllowFirstPerson() [1/2]

bool APrimalCharacter::AllowFirstPerson ( )
inline

Definition at line 4056 of file Actor.h.

◆ AllowFirstPerson() [2/2]

bool APrimalCharacter::AllowFirstPerson ( )
inline

Definition at line 4170 of file Actor.h.

◆ AllowHurtAnimation() [1/2]

bool APrimalCharacter::AllowHurtAnimation ( )
inline

Definition at line 3964 of file Actor.h.

◆ AllowHurtAnimation() [2/2]

bool APrimalCharacter::AllowHurtAnimation ( )
inline

Definition at line 4171 of file Actor.h.

◆ AllowMovementMode()

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

Definition at line 4240 of file Actor.h.

◆ AllowOverrideFlyingVelocity()

bool APrimalCharacter::AllowOverrideFlyingVelocity ( )
inline

Definition at line 4279 of file Actor.h.

◆ AllowOverrideNewFallVelocity()

bool APrimalCharacter::AllowOverrideNewFallVelocity ( )
inline

Definition at line 4274 of file Actor.h.

◆ AllowOverrideSwimmingVelocity()

bool APrimalCharacter::AllowOverrideSwimmingVelocity ( )
inline

Definition at line 4273 of file Actor.h.

◆ AllowOverrideWalkingVelocity()

bool APrimalCharacter::AllowOverrideWalkingVelocity ( )
inline

Definition at line 4272 of file Actor.h.

◆ AllowPlayMontage()

bool APrimalCharacter::AllowPlayMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 4354 of file Actor.h.

◆ AllowSaving() [1/2]

bool APrimalCharacter::AllowSaving ( )
inline

Definition at line 4173 of file Actor.h.

◆ AllowSaving() [2/2]

bool APrimalCharacter::AllowSaving ( )
inline

Definition at line 4172 of file Actor.h.

◆ AnimationPreventsInput() [1/2]

bool APrimalCharacter::AnimationPreventsInput ( )
inline

Definition at line 4123 of file Actor.h.

◆ AnimationPreventsInput() [2/2]

bool APrimalCharacter::AnimationPreventsInput ( bool bTestingForFirstPerson)
inline

Definition at line 4174 of file Actor.h.

◆ AnimationsPreventInputField() [1/2]

TArray< UAnimMontage * > APrimalCharacter::AnimationsPreventInputField ( )
inline

Definition at line 3628 of file Actor.h.

◆ AnimationsPreventInputField() [2/2]

TArray< UAnimMontage * > APrimalCharacter::AnimationsPreventInputField ( )
inline

Definition at line 3809 of file Actor.h.

◆ AnimGraphGetInterpolatedLocation()

FVector * APrimalCharacter::AnimGraphGetInterpolatedLocation ( FVector * result)
inline

Definition at line 4173 of file Actor.h.

◆ ApplyCharacterSnapshot()

void APrimalCharacter::ApplyCharacterSnapshot ( UPrimalItem * Item,
AActor * To,
FVector Offset,
float MaxExtent,
int Pose )
inline

Definition at line 4029 of file Actor.h.

◆ ApplyCustomFallDamage()

void APrimalCharacter::ApplyCustomFallDamage ( FVector * Location,
FVector * Velocity,
float FallDamageThreshold )
inline

Definition at line 4110 of file Actor.h.

◆ ApplyDamageMomentum() [1/2]

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

Definition at line 4170 of file Actor.h.

◆ ApplyDamageMomentum() [2/2]

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

Definition at line 4175 of file Actor.h.

◆ AttachedToOtherCharacterUpdateWorldLocation()

void APrimalCharacter::AttachedToOtherCharacterUpdateWorldLocation ( FVector * worldLocation)
inline

Definition at line 4300 of file Actor.h.

◆ AttachGPSTransponder() [1/2]

void APrimalCharacter::AttachGPSTransponder ( APrimalStructureExplosiveTransGPS * Transponder)
inline

Definition at line 4199 of file Actor.h.

◆ AttachGPSTransponder() [2/2]

void APrimalCharacter::AttachGPSTransponder ( APrimalStructureExplosiveTransGPS * Transponder)
inline

Definition at line 4176 of file Actor.h.

◆ AttachToOtherCharacter()

void APrimalCharacter::AttachToOtherCharacter ( APrimalCharacter * characterToAttachTo,
FName InSocketName,
const bool enableMovementAndCollision,
EAttachLocation::Type AttachLocation )
inline

Definition at line 4299 of file Actor.h.

◆ AutoStopReplicationWhenSleeping() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::AutoStopReplicationWhenSleeping ( )
inline

Definition at line 3779 of file Actor.h.

◆ AutoStopReplicationWhenSleeping() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::AutoStopReplicationWhenSleeping ( )
inline

Definition at line 4014 of file Actor.h.

◆ bActiveRunToggle() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bActiveRunToggle ( )
inline

Definition at line 3742 of file Actor.h.

◆ bActiveRunToggle() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bActiveRunToggle ( )
inline

Definition at line 3982 of file Actor.h.

◆ bAimGettingCharacterMeshRotation() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAimGettingCharacterMeshRotation ( )
inline

Definition at line 3816 of file Actor.h.

◆ bAimGettingCharacterMeshRotation() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAimGettingCharacterMeshRotation ( )
inline

Definition at line 4051 of file Actor.h.

◆ bAllowAirJump() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowAirJump ( )
inline

Definition at line 3801 of file Actor.h.

◆ bAllowAirJump() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowAirJump ( )
inline

Definition at line 4036 of file Actor.h.

◆ bAllowCharacterPainting() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowCharacterPainting ( )
inline

Definition at line 3819 of file Actor.h.

◆ bAllowCharacterPainting() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowCharacterPainting ( )
inline

Definition at line 4054 of file Actor.h.

◆ bAllowCorpseDestructionWithPreventSaving()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowCorpseDestructionWithPreventSaving ( )
inline

Definition at line 3925 of file Actor.h.

◆ bAllowDamageWhenMounted() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowDamageWhenMounted ( )
inline

Definition at line 3885 of file Actor.h.

◆ bAllowDamageWhenMounted() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowDamageWhenMounted ( )
inline

Definition at line 4110 of file Actor.h.

◆ bAllowFullSubmergedCheck() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowFullSubmergedCheck ( )
inline

Definition at line 3875 of file Actor.h.

◆ bAllowFullSubmergedCheck() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowFullSubmergedCheck ( )
inline

Definition at line 4101 of file Actor.h.

◆ bAllowRun() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowRun ( )
inline

Definition at line 3861 of file Actor.h.

◆ bAllowRun() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowRun ( )
inline

Definition at line 4094 of file Actor.h.

◆ bAllowRunningWhileSwimming() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowRunningWhileSwimming ( )
inline

Definition at line 3824 of file Actor.h.

◆ bAllowRunningWhileSwimming() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowRunningWhileSwimming ( )
inline

Definition at line 4059 of file Actor.h.

◆ bAllowTeleportingOntoEnemyRafts()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowTeleportingOntoEnemyRafts ( )
inline

Definition at line 4155 of file Actor.h.

◆ bAllowTeleportingOntoRafts()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bAllowTeleportingOntoRafts ( )
inline

Definition at line 4154 of file Actor.h.

◆ BasedElevatorField()

TWeakObjectPtr< APrimalStructureElevatorPlatform > & APrimalCharacter::BasedElevatorField ( )
inline

Definition at line 3540 of file Actor.h.

◆ BaseLookUpRateField() [1/2]

float & APrimalCharacter::BaseLookUpRateField ( )
inline

Definition at line 3566 of file Actor.h.

◆ BaseLookUpRateField() [2/2]

float & APrimalCharacter::BaseLookUpRateField ( )
inline

Definition at line 3750 of file Actor.h.

◆ BaseTargetingDesirabilityField() [1/2]

float & APrimalCharacter::BaseTargetingDesirabilityField ( )
inline

Definition at line 3646 of file Actor.h.

◆ BaseTargetingDesirabilityField() [2/2]

float & APrimalCharacter::BaseTargetingDesirabilityField ( )
inline

Definition at line 3825 of file Actor.h.

◆ BaseTurnRateField() [1/2]

float & APrimalCharacter::BaseTurnRateField ( )
inline

Definition at line 3565 of file Actor.h.

◆ BaseTurnRateField() [2/2]

float & APrimalCharacter::BaseTurnRateField ( )
inline

Definition at line 3749 of file Actor.h.

◆ bBPCameraRotationFinal() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPCameraRotationFinal ( )
inline

Definition at line 3858 of file Actor.h.

◆ bBPCameraRotationFinal() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPCameraRotationFinal ( )
inline

Definition at line 4091 of file Actor.h.

◆ bBPHUDOverideBuffProgressBar() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPHUDOverideBuffProgressBar ( )
inline

Definition at line 3823 of file Actor.h.

◆ bBPHUDOverideBuffProgressBar() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPHUDOverideBuffProgressBar ( )
inline

Definition at line 4058 of file Actor.h.

◆ bBPLimitPlayerRotation() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPLimitPlayerRotation ( )
inline

Definition at line 3856 of file Actor.h.

◆ bBPLimitPlayerRotation() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPLimitPlayerRotation ( )
inline

Definition at line 4089 of file Actor.h.

◆ bBPManagedFPVViewLocation() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPManagedFPVViewLocation ( )
inline

Definition at line 3857 of file Actor.h.

◆ bBPManagedFPVViewLocation() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPManagedFPVViewLocation ( )
inline

Definition at line 4090 of file Actor.h.

◆ bBPModifyAllowedViewHitDir() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPModifyAllowedViewHitDir ( )
inline

Definition at line 3855 of file Actor.h.

◆ bBPModifyAllowedViewHitDir() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPModifyAllowedViewHitDir ( )
inline

Definition at line 4088 of file Actor.h.

◆ bBPPreventInputType() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPPreventInputType ( )
inline

Definition at line 3844 of file Actor.h.

◆ bBPPreventInputType() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bBPPreventInputType ( )
inline

Definition at line 4078 of file Actor.h.

◆ bCacheRidingDinoWeapon()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCacheRidingDinoWeapon ( )
inline

Definition at line 4138 of file Actor.h.

◆ bCanBeCarried() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanBeCarried ( )
inline

Definition at line 3761 of file Actor.h.

◆ bCanBeCarried() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanBeCarried ( )
inline

Definition at line 4000 of file Actor.h.

◆ bCanBeDragged() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanBeDragged ( )
inline

Definition at line 3781 of file Actor.h.

◆ bCanBeDragged() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanBeDragged ( )
inline

Definition at line 4016 of file Actor.h.

◆ bCanBeTorpid() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanBeTorpid ( )
inline

Definition at line 3753 of file Actor.h.

◆ bCanBeTorpid() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanBeTorpid ( )
inline

Definition at line 3993 of file Actor.h.

◆ bCanDrag() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanDrag ( )
inline

Definition at line 3780 of file Actor.h.

◆ bCanDrag() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanDrag ( )
inline

Definition at line 4015 of file Actor.h.

◆ bCanForceSkelUpdate()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanForceSkelUpdate ( )
inline

Definition at line 3978 of file Actor.h.

◆ bCanIgnoreWater() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanIgnoreWater ( )
inline

Definition at line 3776 of file Actor.h.

◆ bCanIgnoreWater() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanIgnoreWater ( )
inline

Definition at line 4011 of file Actor.h.

◆ bCanLandOnWater() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanLandOnWater ( )
inline

Definition at line 3881 of file Actor.h.

◆ bCanLandOnWater() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanLandOnWater ( )
inline

Definition at line 4107 of file Actor.h.

◆ bCanPlayLandingAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanPlayLandingAnim ( )
inline

Definition at line 3838 of file Actor.h.

◆ bCanPlayLandingAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanPlayLandingAnim ( )
inline

Definition at line 4072 of file Actor.h.

◆ bCanRun() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanRun ( )
inline

Definition at line 3749 of file Actor.h.

◆ bCanRun() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanRun ( )
inline

Definition at line 3989 of file Actor.h.

◆ bCanSitOnStructures()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanSitOnStructures ( )
inline

Definition at line 4143 of file Actor.h.

◆ bCanUseWeapon()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCanUseWeapon ( )
inline

Definition at line 4134 of file Actor.h.

◆ bClientRagdollUpdateTimerEnabled() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bClientRagdollUpdateTimerEnabled ( )
inline

Definition at line 3809 of file Actor.h.

◆ bClientRagdollUpdateTimerEnabled() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bClientRagdollUpdateTimerEnabled ( )
inline

Definition at line 4044 of file Actor.h.

◆ bClientSetCurrentAimRot() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bClientSetCurrentAimRot ( )
inline

Definition at line 3787 of file Actor.h.

◆ bClientSetCurrentAimRot() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bClientSetCurrentAimRot ( )
inline

Definition at line 4022 of file Actor.h.

◆ bCreatedDynamicMaterials() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCreatedDynamicMaterials ( )
inline

Definition at line 3793 of file Actor.h.

◆ bCreatedDynamicMaterials() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCreatedDynamicMaterials ( )
inline

Definition at line 4028 of file Actor.h.

◆ bCurrentFrameAnimPreventInput() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCurrentFrameAnimPreventInput ( )
inline

Definition at line 3794 of file Actor.h.

◆ bCurrentFrameAnimPreventInput() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bCurrentFrameAnimPreventInput ( )
inline

Definition at line 4029 of file Actor.h.

◆ bDamageNotifyTeamAggroAI() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDamageNotifyTeamAggroAI ( )
inline

Definition at line 3763 of file Actor.h.

◆ bDamageNotifyTeamAggroAI() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDamageNotifyTeamAggroAI ( )
inline

Definition at line 4002 of file Actor.h.

◆ bDeathKeepCapsuleCollision() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDeathKeepCapsuleCollision ( )
inline

Definition at line 3747 of file Actor.h.

◆ bDeathKeepCapsuleCollision() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDeathKeepCapsuleCollision ( )
inline

Definition at line 3987 of file Actor.h.

◆ bDeathUseRagdoll() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDeathUseRagdoll ( )
inline

Definition at line 3760 of file Actor.h.

◆ bDeathUseRagdoll() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDeathUseRagdoll ( )
inline

Definition at line 3999 of file Actor.h.

◆ bDebugAI_ShipMovement()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDebugAI_ShipMovement ( )
inline

Definition at line 4156 of file Actor.h.

◆ bDebugAI_ShipTeleporting()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDebugAI_ShipTeleporting ( )
inline

Definition at line 4153 of file Actor.h.

◆ bDebugIK() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDebugIK ( )
inline

Definition at line 3754 of file Actor.h.

◆ bDebugIK() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDebugIK ( )
inline

Definition at line 3994 of file Actor.h.

◆ bDebugIK_ShowTraceNames()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDebugIK_ShowTraceNames ( )
inline

Definition at line 3755 of file Actor.h.

◆ bDediForceUnregisterSKMesh() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDediForceUnregisterSKMesh ( )
inline

Definition at line 3803 of file Actor.h.

◆ bDediForceUnregisterSKMesh() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDediForceUnregisterSKMesh ( )
inline

Definition at line 4038 of file Actor.h.

◆ bDelayFootstepsUnderMinInterval() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDelayFootstepsUnderMinInterval ( )
inline

Definition at line 3834 of file Actor.h.

◆ bDelayFootstepsUnderMinInterval() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDelayFootstepsUnderMinInterval ( )
inline

Definition at line 4068 of file Actor.h.

◆ bDestroyOnStasis() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDestroyOnStasis ( )
inline

Definition at line 3850 of file Actor.h.

◆ bDestroyOnStasis() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDestroyOnStasis ( )
inline

Definition at line 4084 of file Actor.h.

◆ bDestroyOnStasisWhenDead() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDestroyOnStasisWhenDead ( )
inline

Definition at line 3895 of file Actor.h.

◆ bDestroyOnStasisWhenDead() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDestroyOnStasisWhenDead ( )
inline

Definition at line 4119 of file Actor.h.

◆ bDidDie()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDidDie ( )
inline

Definition at line 4132 of file Actor.h.

◆ bDiedFromBack()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDiedFromBack ( )
inline

Definition at line 4152 of file Actor.h.

◆ bDieIfLeftWater() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDieIfLeftWater ( )
inline

Definition at line 3810 of file Actor.h.

◆ bDieIfLeftWater() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDieIfLeftWater ( )
inline

Definition at line 4045 of file Actor.h.

◆ bDisablePawnTick() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDisablePawnTick ( )
inline

Definition at line 3788 of file Actor.h.

◆ bDisablePawnTick() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDisablePawnTick ( )
inline

Definition at line 4023 of file Actor.h.

◆ bDisableSpawnDefaultController() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDisableSpawnDefaultController ( )
inline

Definition at line 3744 of file Actor.h.

◆ bDisableSpawnDefaultController() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDisableSpawnDefaultController ( )
inline

Definition at line 3984 of file Actor.h.

◆ bDontActuallyEmitPoop() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDontActuallyEmitPoop ( )
inline

Definition at line 3822 of file Actor.h.

◆ bDontActuallyEmitPoop() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDontActuallyEmitPoop ( )
inline

Definition at line 4057 of file Actor.h.

◆ bDraggedFromExtremitiesOnly() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDraggedFromExtremitiesOnly ( )
inline

Definition at line 3795 of file Actor.h.

◆ bDraggedFromExtremitiesOnly() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bDraggedFromExtremitiesOnly ( )
inline

Definition at line 4030 of file Actor.h.

◆ BeginPlay() [1/2]

void APrimalCharacter::BeginPlay ( )
inline

Definition at line 3941 of file Actor.h.

◆ BeginPlay() [2/2]

void APrimalCharacter::BeginPlay ( )
inline

Definition at line 4185 of file Actor.h.

◆ bEnableIK() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bEnableIK ( )
inline

Definition at line 3796 of file Actor.h.

◆ bEnableIK() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bEnableIK ( )
inline

Definition at line 4031 of file Actor.h.

◆ bEnableMoveCollapsing()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bEnableMoveCollapsing ( )
inline

Definition at line 3904 of file Actor.h.

◆ bFirstTicked()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bFirstTicked ( )
inline

Definition at line 4144 of file Actor.h.

◆ bFlyingOrWaterDinoPreventBackwardsRun() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bFlyingOrWaterDinoPreventBackwardsRun ( )
inline

Definition at line 3892 of file Actor.h.

◆ bFlyingOrWaterDinoPreventBackwardsRun() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bFlyingOrWaterDinoPreventBackwardsRun ( )
inline

Definition at line 4117 of file Actor.h.

◆ bForceAlwaysUpdateMesh() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceAlwaysUpdateMesh ( )
inline

Definition at line 3756 of file Actor.h.

◆ bForceAlwaysUpdateMesh() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceAlwaysUpdateMesh ( )
inline

Definition at line 3995 of file Actor.h.

◆ bForceAlwaysUpdateMeshAndCollision() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceAlwaysUpdateMeshAndCollision ( )
inline

Definition at line 3898 of file Actor.h.

◆ bForceAlwaysUpdateMeshAndCollision() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceAlwaysUpdateMeshAndCollision ( )
inline

Definition at line 4122 of file Actor.h.

◆ bForceDefaultHurtFX()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceDefaultHurtFX ( )
inline

Definition at line 4148 of file Actor.h.

◆ bForceDefaultHurtFXAndUseDmgTypeSound()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceDefaultHurtFXAndUseDmgTypeSound ( )
inline

Definition at line 4162 of file Actor.h.

◆ bForceIKOnDedicatedServer() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceIKOnDedicatedServer ( )
inline

Definition at line 3772 of file Actor.h.

◆ bForceIKOnDedicatedServer() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceIKOnDedicatedServer ( )
inline

Definition at line 4007 of file Actor.h.

◆ bForceNetDidLand() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceNetDidLand ( )
inline

Definition at line 3783 of file Actor.h.

◆ bForceNetDidLand() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceNetDidLand ( )
inline

Definition at line 4018 of file Actor.h.

◆ bForcePreventAllInput() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForcePreventAllInput ( )
inline

Definition at line 3845 of file Actor.h.

◆ bForcePreventAllInput() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForcePreventAllInput ( )
inline

Definition at line 4079 of file Actor.h.

◆ bForceTriggerIgnoredTraps() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceTriggerIgnoredTraps ( )
inline

Definition at line 3774 of file Actor.h.

◆ bForceTriggerIgnoredTraps() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceTriggerIgnoredTraps ( )
inline

Definition at line 4009 of file Actor.h.

◆ bForceTurretFastTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceTurretFastTargeting ( )
inline

Definition at line 3891 of file Actor.h.

◆ bForceTurretFastTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bForceTurretFastTargeting ( )
inline

Definition at line 4116 of file Actor.h.

◆ bHasDynamicBase() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bHasDynamicBase ( )
inline

Definition at line 3805 of file Actor.h.

◆ bHasDynamicBase() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bHasDynamicBase ( )
inline

Definition at line 4040 of file Actor.h.

◆ bIgnoreAllImmobilizationTraps() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreAllImmobilizationTraps ( )
inline

Definition at line 3773 of file Actor.h.

◆ bIgnoreAllImmobilizationTraps() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreAllImmobilizationTraps ( )
inline

Definition at line 4008 of file Actor.h.

◆ bIgnoreCorpseDecompositionMultipliers()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreCorpseDecompositionMultipliers ( )
inline

Definition at line 3922 of file Actor.h.

◆ bIgnoreLowGravityDisorientation()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreLowGravityDisorientation ( )
inline

Definition at line 3918 of file Actor.h.

◆ bIgnoreSeatingDetachment() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreSeatingDetachment ( )
inline

Definition at line 3897 of file Actor.h.

◆ bIgnoreSeatingDetachment() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreSeatingDetachment ( )
inline

Definition at line 4121 of file Actor.h.

◆ bIgnoreSimulatedRotationField()

bool & APrimalCharacter::bIgnoreSimulatedRotationField ( )
inline

Definition at line 3965 of file Actor.h.

◆ bIgnoresMeleeStagger()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoresMeleeStagger ( )
inline

Definition at line 3979 of file Actor.h.

◆ bIgnoreTargetingCarnivores() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreTargetingCarnivores ( )
inline

Definition at line 3815 of file Actor.h.

◆ bIgnoreTargetingCarnivores() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIgnoreTargetingCarnivores ( )
inline

Definition at line 4050 of file Actor.h.

◆ bIKEnabled() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIKEnabled ( )
inline

Definition at line 3766 of file Actor.h.

◆ bIKEnabled() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIKEnabled ( )
inline

Definition at line 4004 of file Actor.h.

◆ bInRagdoll() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bInRagdoll ( )
inline

Definition at line 3872 of file Actor.h.

◆ bInRagdoll() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bInRagdoll ( )
inline

Definition at line 4098 of file Actor.h.

◆ bInterpHealthDamageMaterialOverlayAlpha()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bInterpHealthDamageMaterialOverlayAlpha ( )
inline

Definition at line 3923 of file Actor.h.

◆ bIsAmphibious() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsAmphibious ( )
inline

Definition at line 3811 of file Actor.h.

◆ bIsAmphibious() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsAmphibious ( )
inline

Definition at line 4046 of file Actor.h.

◆ bIsAtMaxInventoryItems() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsAtMaxInventoryItems ( )
inline

Definition at line 3862 of file Actor.h.

◆ bIsAtMaxInventoryItems() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsAtMaxInventoryItems ( )
inline

Definition at line 4095 of file Actor.h.

◆ bIsAttachedOtherCharacter()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsAttachedOtherCharacter ( )
inline

Definition at line 3866 of file Actor.h.

◆ bIsBeingDragged() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBeingDragged ( )
inline

Definition at line 3743 of file Actor.h.

◆ bIsBeingDragged() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBeingDragged ( )
inline

Definition at line 3983 of file Actor.h.

◆ bIsBeingDraggedByDino() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBeingDraggedByDino ( )
inline

Definition at line 3806 of file Actor.h.

◆ bIsBeingDraggedByDino() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBeingDraggedByDino ( )
inline

Definition at line 4041 of file Actor.h.

◆ bIsBigDino() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBigDino ( )
inline

Definition at line 3759 of file Actor.h.

◆ bIsBigDino() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBigDino ( )
inline

Definition at line 3998 of file Actor.h.

◆ bIsBlinking() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBlinking ( )
inline

Definition at line 3751 of file Actor.h.

◆ bIsBlinking() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBlinking ( )
inline

Definition at line 3991 of file Actor.h.

◆ bIsBuffed() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBuffed ( )
inline

Definition at line 3877 of file Actor.h.

◆ bIsBuffed() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsBuffed ( )
inline

Definition at line 4103 of file Actor.h.

◆ bIsCarried() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsCarried ( )
inline

Definition at line 3767 of file Actor.h.

◆ bIsCarried() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsCarried ( )
inline

Definition at line 4005 of file Actor.h.

◆ bIsCarriedAsPassenger() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsCarriedAsPassenger ( )
inline

Definition at line 3768 of file Actor.h.

◆ bIsCarriedAsPassenger() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsCarriedAsPassenger ( )
inline

Definition at line 4006 of file Actor.h.

◆ bIsClimbing()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsClimbing ( )
inline

Definition at line 4142 of file Actor.h.

◆ bIsControllingBallista()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsControllingBallista ( )
inline

Definition at line 4140 of file Actor.h.

◆ bIsDead() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDead ( )
inline

Definition at line 3777 of file Actor.h.

◆ bIsDead() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDead ( )
inline

Definition at line 4012 of file Actor.h.

◆ bIsDraggedWithOffset() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggedWithOffset ( )
inline

Definition at line 3879 of file Actor.h.

◆ bIsDraggedWithOffset() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggedWithOffset ( )
inline

Definition at line 4105 of file Actor.h.

◆ bIsDragging() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDragging ( )
inline

Definition at line 3745 of file Actor.h.

◆ bIsDragging() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDragging ( )
inline

Definition at line 3985 of file Actor.h.

◆ bIsDraggingDinoStopped() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggingDinoStopped ( )
inline

Definition at line 3807 of file Actor.h.

◆ bIsDraggingDinoStopped() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggingDinoStopped ( )
inline

Definition at line 4042 of file Actor.h.

◆ bIsDraggingWithGrapHook() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggingWithGrapHook ( )
inline

Definition at line 3746 of file Actor.h.

◆ bIsDraggingWithGrapHook() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggingWithGrapHook ( )
inline

Definition at line 3986 of file Actor.h.

◆ bIsDraggingWithOffset() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggingWithOffset ( )
inline

Definition at line 3878 of file Actor.h.

◆ bIsDraggingWithOffset() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsDraggingWithOffset ( )
inline

Definition at line 4104 of file Actor.h.

◆ bIsEnemyAI()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsEnemyAI ( )
inline

Definition at line 4149 of file Actor.h.

◆ bIsFlyerDino() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsFlyerDino ( )
inline

Definition at line 3814 of file Actor.h.

◆ bIsFlyerDino() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsFlyerDino ( )
inline

Definition at line 4049 of file Actor.h.

◆ bIsHitStaggering()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsHitStaggering ( )
inline

Definition at line 3973 of file Actor.h.

◆ bIsHoldingAltInput()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsHoldingAltInput ( )
inline

Definition at line 3974 of file Actor.h.

◆ bIsHoldingPrimaryFire()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsHoldingPrimaryFire ( )
inline

Definition at line 4129 of file Actor.h.

◆ bIsHoldingSecondaryFire()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsHoldingSecondaryFire ( )
inline

Definition at line 4130 of file Actor.h.

◆ bIsImmobilized() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsImmobilized ( )
inline

Definition at line 3775 of file Actor.h.

◆ bIsImmobilized() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsImmobilized ( )
inline

Definition at line 4010 of file Actor.h.

◆ bIsMounted() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsMounted ( )
inline

Definition at line 3832 of file Actor.h.

◆ bIsMounted() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsMounted ( )
inline

Definition at line 4066 of file Actor.h.

◆ bIsNPC() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsNPC ( )
inline

Definition at line 3873 of file Actor.h.

◆ bIsNPC() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsNPC ( )
inline

Definition at line 4099 of file Actor.h.

◆ bIsOnSeatingStructure()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsOnSeatingStructure ( )
inline

Definition at line 4137 of file Actor.h.

◆ bIsPlayingLowHealthAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsPlayingLowHealthAnim ( )
inline

Definition at line 3818 of file Actor.h.

◆ bIsPlayingLowHealthAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsPlayingLowHealthAnim ( )
inline

Definition at line 4053 of file Actor.h.

◆ bIsReflectingDamage() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsReflectingDamage ( )
inline

Definition at line 3840 of file Actor.h.

◆ bIsReflectingDamage() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsReflectingDamage ( )
inline

Definition at line 4074 of file Actor.h.

◆ bIsReplicatedRagdoll() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsReplicatedRagdoll ( )
inline

Definition at line 3870 of file Actor.h.

◆ bIsReplicatedRagdoll() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsReplicatedRagdoll ( )
inline

Definition at line 4096 of file Actor.h.

◆ bIsRespawn() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsRespawn ( )
inline

Definition at line 3792 of file Actor.h.

◆ bIsRespawn() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsRespawn ( )
inline

Definition at line 4027 of file Actor.h.

◆ bIsRiding()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsRiding ( )
inline

Definition at line 4136 of file Actor.h.

◆ bIsRunningCheckIgnoreVelocity() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsRunningCheckIgnoreVelocity ( )
inline

Definition at line 3817 of file Actor.h.

◆ bIsRunningCheckIgnoreVelocity() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsRunningCheckIgnoreVelocity ( )
inline

Definition at line 4052 of file Actor.h.

◆ bIsSkinned()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsSkinned ( )
inline

Definition at line 3909 of file Actor.h.

◆ bIsSleeping() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsSleeping ( )
inline

Definition at line 3740 of file Actor.h.

◆ bIsSleeping() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsSleeping ( )
inline

Definition at line 3980 of file Actor.h.

◆ bIsStaggering()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsStaggering ( )
inline

Definition at line 3972 of file Actor.h.

◆ bIsTargeting()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsTargeting ( )
inline

Definition at line 4135 of file Actor.h.

◆ bIsUsingShipReducedCharacterDrawDistance()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsUsingShipReducedCharacterDrawDistance ( )
inline

Definition at line 4159 of file Actor.h.

◆ bIsUsingShipReducedCharacterDrawDistance_Based()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsUsingShipReducedCharacterDrawDistance_Based ( )
inline

Definition at line 4161 of file Actor.h.

◆ bIsUsingShipReducedCharacterDrawDistance_Seating()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsUsingShipReducedCharacterDrawDistance_Seating ( )
inline

Definition at line 4160 of file Actor.h.

◆ bIsViewingInventory()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsViewingInventory ( )
inline

Definition at line 4125 of file Actor.h.

◆ bIsWaterDino() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsWaterDino ( )
inline

Definition at line 3813 of file Actor.h.

◆ bIsWaterDino() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsWaterDino ( )
inline

Definition at line 4048 of file Actor.h.

◆ bIsWhistleTargetingDown() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsWhistleTargetingDown ( )
inline

Definition at line 3843 of file Actor.h.

◆ bIsWhistleTargetingDown() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bIsWhistleTargetingDown ( )
inline

Definition at line 4077 of file Actor.h.

◆ BlinkTimerField() [1/2]

long double & APrimalCharacter::BlinkTimerField ( )
inline

Definition at line 3678 of file Actor.h.

◆ BlinkTimerField() [2/2]

long double & APrimalCharacter::BlinkTimerField ( )
inline

Definition at line 3854 of file Actor.h.

◆ bLockedToSeatingStructure()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bLockedToSeatingStructure ( )
inline

Definition at line 4133 of file Actor.h.

◆ BlueprintIsSwitchingWeapons()

void APrimalCharacter::BlueprintIsSwitchingWeapons ( bool * bIsSwitchingWeapons,
bool * bIsUnequipping )
inline

Definition at line 4186 of file Actor.h.

◆ bMarkForDestruction() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bMarkForDestruction ( )
inline

Definition at line 3854 of file Actor.h.

◆ bMarkForDestruction() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bMarkForDestruction ( )
inline

Definition at line 4087 of file Actor.h.

◆ bMissingDynamicBase() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bMissingDynamicBase ( )
inline

Definition at line 3808 of file Actor.h.

◆ bMissingDynamicBase() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bMissingDynamicBase ( )
inline

Definition at line 4043 of file Actor.h.

◆ bNoDamageImpulse() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bNoDamageImpulse ( )
inline

Definition at line 3799 of file Actor.h.

◆ bNoDamageImpulse() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bNoDamageImpulse ( )
inline

Definition at line 4034 of file Actor.h.

◆ bNoPhysics()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bNoPhysics ( )
inline

Definition at line 4124 of file Actor.h.

◆ BolaStaticMeshOverrideField()

UStaticMesh * APrimalCharacter::BolaStaticMeshOverrideField ( )
inline

Definition at line 3778 of file Actor.h.

◆ BoneDamageAdjustersField()

TArray< FBoneDamageAdjuster > & APrimalCharacter::BoneDamageAdjustersField ( )
inline

Definition at line 3602 of file Actor.h.

◆ BonesToIngoreWhileDraggedField() [1/2]

TArray< FName > & APrimalCharacter::BonesToIngoreWhileDraggedField ( )
inline

Definition at line 3518 of file Actor.h.

◆ BonesToIngoreWhileDraggedField() [2/2]

TArray< FName > & APrimalCharacter::BonesToIngoreWhileDraggedField ( )
inline

Definition at line 3706 of file Actor.h.

◆ bOnlyAllowRunningWhileFlying() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOnlyAllowRunningWhileFlying ( )
inline

Definition at line 3785 of file Actor.h.

◆ bOnlyAllowRunningWhileFlying() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOnlyAllowRunningWhileFlying ( )
inline

Definition at line 4020 of file Actor.h.

◆ bOnlyHasRunningAnimationWhenWalking() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOnlyHasRunningAnimationWhenWalking ( )
inline

Definition at line 3839 of file Actor.h.

◆ bOnlyHasRunningAnimationWhenWalking() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOnlyHasRunningAnimationWhenWalking ( )
inline

Definition at line 4073 of file Actor.h.

◆ bOnlyPlayPoopAnimWhileWalking() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOnlyPlayPoopAnimWhileWalking ( )
inline

Definition at line 3797 of file Actor.h.

◆ bOnlyPlayPoopAnimWhileWalking() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOnlyPlayPoopAnimWhileWalking ( )
inline

Definition at line 4032 of file Actor.h.

◆ bOrbitCamera() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOrbitCamera ( )
inline

Definition at line 3786 of file Actor.h.

◆ bOrbitCamera() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bOrbitCamera ( )
inline

Definition at line 4021 of file Actor.h.

◆ BP_AnimationPreventsInput()

bool APrimalCharacter::BP_AnimationPreventsInput ( )
inline

Definition at line 4124 of file Actor.h.

◆ BP_CanTeleportOntoRaft()

bool APrimalCharacter::BP_CanTeleportOntoRaft ( APrimalRaft * OnRaft,
APlayerController * ForPC )
inline

Definition at line 4639 of file Actor.h.

◆ BP_FindClosestTeleportRaft()

APrimalRaft * APrimalCharacter::BP_FindClosestTeleportRaft ( APlayerController * ForPC,
UPrimitiveComponent * BasedOn )
inline

Definition at line 4640 of file Actor.h.

◆ BP_ForceAllowAddBuff()

bool APrimalCharacter::BP_ForceAllowAddBuff ( TSubclassOf< APrimalBuff > BuffClass)
inline

Definition at line 4355 of file Actor.h.

◆ BP_ForceAllowAddBuffOfClass()

bool APrimalCharacter::BP_ForceAllowAddBuffOfClass ( TSubclassOf< APrimalBuff > BuffClass)
inline

Definition at line 4641 of file Actor.h.

◆ BP_GetMaxSpeedModifier() [1/2]

float APrimalCharacter::BP_GetMaxSpeedModifier ( )
inline

Definition at line 4104 of file Actor.h.

◆ BP_GetMaxSpeedModifier() [2/2]

float APrimalCharacter::BP_GetMaxSpeedModifier ( )
inline

Definition at line 4184 of file Actor.h.

◆ BP_IsCharacterHardAttached() [1/2]

bool APrimalCharacter::BP_IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 4356 of file Actor.h.

◆ BP_IsCharacterHardAttached() [2/2]

bool APrimalCharacter::BP_IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 4642 of file Actor.h.

◆ BP_OnEndCarried()

void APrimalCharacter::BP_OnEndCarried ( bool bFromDino,
bool bCancelAnyCarryBuffs )
inline

Definition at line 4357 of file Actor.h.

◆ BP_OnIgnoredMoveToOrder()

void APrimalCharacter::BP_OnIgnoredMoveToOrder ( APlayerController * FromPC)
inline

Definition at line 4643 of file Actor.h.

◆ BP_OnJumpPressed() [1/2]

void APrimalCharacter::BP_OnJumpPressed ( )
inline

Definition at line 4358 of file Actor.h.

◆ BP_OnJumpPressed() [2/2]

void APrimalCharacter::BP_OnJumpPressed ( )
inline

Definition at line 4644 of file Actor.h.

◆ BP_OnJumpReleased() [1/2]

void APrimalCharacter::BP_OnJumpReleased ( )
inline

Definition at line 4359 of file Actor.h.

◆ BP_OnJumpReleased() [2/2]

void APrimalCharacter::BP_OnJumpReleased ( )
inline

Definition at line 4645 of file Actor.h.

◆ BP_OnSetDeath() [1/2]

void APrimalCharacter::BP_OnSetDeath ( )
inline

Definition at line 4360 of file Actor.h.

◆ BP_OnSetDeath() [2/2]

void APrimalCharacter::BP_OnSetDeath ( )
inline

Definition at line 4646 of file Actor.h.

◆ BP_OnSetRunning() [1/2]

void APrimalCharacter::BP_OnSetRunning ( bool bNewIsRunning)
inline

Definition at line 4361 of file Actor.h.

◆ BP_OnSetRunning() [2/2]

void APrimalCharacter::BP_OnSetRunning ( bool bNewIsRunning)
inline

Definition at line 4647 of file Actor.h.

◆ BP_OnStartCarried()

void APrimalCharacter::BP_OnStartCarried ( APrimalDinoCharacter * aDino)
inline

Definition at line 4362 of file Actor.h.

◆ BP_OnTeleportOntoRaft()

void APrimalCharacter::BP_OnTeleportOntoRaft ( APrimalRaft * OntoRaft)
inline

Definition at line 4648 of file Actor.h.

◆ BP_OnZoomIn() [1/2]

void APrimalCharacter::BP_OnZoomIn ( )
inline

Definition at line 4363 of file Actor.h.

◆ BP_OnZoomIn() [2/2]

void APrimalCharacter::BP_OnZoomIn ( )
inline

Definition at line 4649 of file Actor.h.

◆ BP_OnZoomOut() [1/2]

void APrimalCharacter::BP_OnZoomOut ( )
inline

Definition at line 4364 of file Actor.h.

◆ BP_OnZoomOut() [2/2]

void APrimalCharacter::BP_OnZoomOut ( )
inline

Definition at line 4650 of file Actor.h.

◆ BP_ShouldDisableCameraInterpolation()

bool APrimalCharacter::BP_ShouldDisableCameraInterpolation ( )
inline

Definition at line 4365 of file Actor.h.

◆ BPAddedAttachmentsForItem() [1/2]

void APrimalCharacter::BPAddedAttachmentsForItem ( UPrimalItem * anItem)
inline

Definition at line 4366 of file Actor.h.

◆ BPAddedAttachmentsForItem() [2/2]

void APrimalCharacter::BPAddedAttachmentsForItem ( UPrimalItem * anItem)
inline

Definition at line 4603 of file Actor.h.

◆ BPAdjustCharacterMovementImpulse()

FVector * APrimalCharacter::BPAdjustCharacterMovementImpulse ( FVector * result,
FVector Impulse,
bool bVelocityChange,
float MassScaleImpulseExponent,
bool bOverrideMaxImpulseZ )
inline

Definition at line 4347 of file Actor.h.

◆ BPAdjustDamage() [1/2]

float APrimalCharacter::BPAdjustDamage ( float IncomingDamage,
FDamageEvent TheDamageEvent,
AController * EventInstigator,
AActor * DamageCauser,
bool bIsPointDamage,
FHitResult PointHitInfo )
inline

Definition at line 4340 of file Actor.h.

◆ BPAdjustDamage() [2/2]

float APrimalCharacter::BPAdjustDamage ( float IncomingDamage,
FDamageEvent TheDamageEvent,
AController * EventInstigator,
AActor * DamageCauser,
bool bIsPointDamage,
FHitResult PointHitInfo )
inline

Definition at line 4604 of file Actor.h.

◆ BPAdjustImpulseFromDamage()

FVector * APrimalCharacter::BPAdjustImpulseFromDamage ( FVector * result,
FVector DesiredImpulse,
float DamageTaken,
FDamageEvent TheDamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser,
bool bIsPointDamage,
FHitResult PointHitInfo )
inline

Definition at line 4348 of file Actor.h.

◆ BPAdjustTorpidityDamage()

float APrimalCharacter::BPAdjustTorpidityDamage ( float DesiredTorpidityDamage,
float HealthDamageAmount,
TSubclassOf< UDamageType > DamageType )
inline

Definition at line 4367 of file Actor.h.

◆ BPApplyCharacterSnapshot()

void APrimalCharacter::BPApplyCharacterSnapshot ( UPrimalItem * Item,
AActor * To,
FVector Offset,
float MaxExtent,
int Pose )
inline

Definition at line 4368 of file Actor.h.

◆ BPCameraBaseOrientation() [1/2]

FRotator * APrimalCharacter::BPCameraBaseOrientation ( FRotator * result,
APrimalCharacter * viewingCharacter )
inline

Definition at line 4369 of file Actor.h.

◆ BPCameraBaseOrientation() [2/2]

FRotator * APrimalCharacter::BPCameraBaseOrientation ( FRotator * result,
APrimalCharacter * viewingCharacter )
inline

Definition at line 4605 of file Actor.h.

◆ BPCameraRotationFinal() [1/2]

FRotator * APrimalCharacter::BPCameraRotationFinal ( FRotator * result,
APrimalCharacter * viewingCharacter,
FRotator * InCurrentFinalRot )
inline

Definition at line 4370 of file Actor.h.

◆ BPCameraRotationFinal() [2/2]

FRotator * APrimalCharacter::BPCameraRotationFinal ( FRotator * result,
APrimalCharacter * viewingCharacter,
FRotator * InCurrentFinalRot )
inline

Definition at line 4606 of file Actor.h.

◆ BPCanBaseOnCharacter()

bool APrimalCharacter::BPCanBaseOnCharacter ( APrimalCharacter * BaseCharacter)
inline

Definition at line 4371 of file Actor.h.

◆ BPCanBeBaseForCharacter()

bool APrimalCharacter::BPCanBeBaseForCharacter ( APawn * Pawn)
inline

Definition at line 4372 of file Actor.h.

◆ BPCanNotifyTeamAggroAI() [1/2]

bool APrimalCharacter::BPCanNotifyTeamAggroAI ( APrimalDinoCharacter * Dino)
inline

Definition at line 4373 of file Actor.h.

◆ BPCanNotifyTeamAggroAI() [2/2]

bool APrimalCharacter::BPCanNotifyTeamAggroAI ( APrimalDinoCharacter * Dino)
inline

Definition at line 4607 of file Actor.h.

◆ BPCanStagger()

bool APrimalCharacter::BPCanStagger ( )
inline

Definition at line 4608 of file Actor.h.

◆ BPCharacterDetach() [1/2]

void APrimalCharacter::BPCharacterDetach ( )
inline

Definition at line 4349 of file Actor.h.

◆ BPCharacterDetach() [2/2]

void APrimalCharacter::BPCharacterDetach ( )
inline

Definition at line 4609 of file Actor.h.

◆ BPCharacterSleeped() [1/2]

void APrimalCharacter::BPCharacterSleeped ( )
inline

Definition at line 4374 of file Actor.h.

◆ BPCharacterSleeped() [2/2]

void APrimalCharacter::BPCharacterSleeped ( )
inline

Definition at line 4610 of file Actor.h.

◆ BPCharacterUnsleeped() [1/2]

void APrimalCharacter::BPCharacterUnsleeped ( )
inline

Definition at line 4375 of file Actor.h.

◆ BPCharacterUnsleeped() [2/2]

void APrimalCharacter::BPCharacterUnsleeped ( )
inline

Definition at line 4611 of file Actor.h.

◆ BPCheckJumpInput()

void APrimalCharacter::BPCheckJumpInput ( bool * bUseCustomErrorMessage,
FString * ErrorMessageToDisplay )
inline

Definition at line 4376 of file Actor.h.

◆ BPForceCameraStyle()

ECameraStyle::Type APrimalCharacter::BPForceCameraStyle ( APrimalCharacter * ForViewTarget)
inline

Definition at line 4350 of file Actor.h.

◆ BPGetAddForwardVelocityOnJump() [1/2]

float APrimalCharacter::BPGetAddForwardVelocityOnJump ( )
inline

Definition at line 4377 of file Actor.h.

◆ BPGetAddForwardVelocityOnJump() [2/2]

float APrimalCharacter::BPGetAddForwardVelocityOnJump ( )
inline

Definition at line 4612 of file Actor.h.

◆ BPGetAddForwardVelocityOnJump_Implementation() [1/2]

float APrimalCharacter::BPGetAddForwardVelocityOnJump_Implementation ( )
inline

Definition at line 3935 of file Actor.h.

◆ BPGetAddForwardVelocityOnJump_Implementation() [2/2]

float APrimalCharacter::BPGetAddForwardVelocityOnJump_Implementation ( )
inline

Definition at line 4322 of file Actor.h.

◆ BPGetAimedActor()

AActor * APrimalCharacter::BPGetAimedActor ( FHitResult * outHitResult,
ECollisionChannel CollisionChannel,
float MaxDistanceOverride,
float CheckRadius,
bool bForceUseCameraLocation,
bool bForceUpdateAimedActors )
inline

Definition at line 4177 of file Actor.h.

◆ BPGetExtraMeleeDamageModifier() [1/2]

float APrimalCharacter::BPGetExtraMeleeDamageModifier ( )
inline

Definition at line 4378 of file Actor.h.

◆ BPGetExtraMeleeDamageModifier() [2/2]

float APrimalCharacter::BPGetExtraMeleeDamageModifier ( )
inline

Definition at line 4613 of file Actor.h.

◆ BPGetFPVViewLocation() [1/2]

FVector * APrimalCharacter::BPGetFPVViewLocation ( FVector * result,
APrimalCharacter * viewingCharacter )
inline

Definition at line 4379 of file Actor.h.

◆ BPGetFPVViewLocation() [2/2]

FVector * APrimalCharacter::BPGetFPVViewLocation ( FVector * result,
APrimalCharacter * viewingCharacter )
inline

Definition at line 4614 of file Actor.h.

◆ BPGetGravityZScale() [1/2]

float APrimalCharacter::BPGetGravityZScale ( )
inline

Definition at line 4380 of file Actor.h.

◆ BPGetGravityZScale() [2/2]

float APrimalCharacter::BPGetGravityZScale ( )
inline

Definition at line 4615 of file Actor.h.

◆ BPGetHUDOverrideBuffProgressBarPercent() [1/2]

float APrimalCharacter::BPGetHUDOverrideBuffProgressBarPercent ( )
inline

Definition at line 4381 of file Actor.h.

◆ BPGetHUDOverrideBuffProgressBarPercent() [2/2]

float APrimalCharacter::BPGetHUDOverrideBuffProgressBarPercent ( )
inline

Definition at line 4616 of file Actor.h.

◆ BPGetOverrideCameraInterpSpeed()

void APrimalCharacter::BPGetOverrideCameraInterpSpeed ( float DefaultTPVCameraSpeedInterpolationMultiplier,
float DefaultTPVOffsetInterpSpeed,
float * TPVCameraSpeedInterpolationMultiplier,
float * TPVOffsetInterpSpeed )
inline

Definition at line 4382 of file Actor.h.

◆ BPHandleLeftShoulderButton()

bool APrimalCharacter::BPHandleLeftShoulderButton ( )
inline

Definition at line 4383 of file Actor.h.

◆ BPHandlePoop() [1/2]

bool APrimalCharacter::BPHandlePoop ( )
inline

Definition at line 4384 of file Actor.h.

◆ BPHandlePoop() [2/2]

bool APrimalCharacter::BPHandlePoop ( )
inline

Definition at line 4617 of file Actor.h.

◆ BPHandleRightShoulderButton() [1/2]

bool APrimalCharacter::BPHandleRightShoulderButton ( )
inline

Definition at line 4385 of file Actor.h.

◆ BPHandleRightShoulderButton() [2/2]

bool APrimalCharacter::BPHandleRightShoulderButton ( )
inline

Definition at line 4618 of file Actor.h.

◆ BPInventoryItemRepairedOrBroken()

void APrimalCharacter::BPInventoryItemRepairedOrBroken ( UPrimalItem * TheItem,
bool bIsBroken )
inline

Definition at line 4619 of file Actor.h.

◆ BPIsBasedOnDynamicActor() [1/2]

bool APrimalCharacter::BPIsBasedOnDynamicActor ( )
inline

Definition at line 4248 of file Actor.h.

◆ BPIsBasedOnDynamicActor() [2/2]

bool APrimalCharacter::BPIsBasedOnDynamicActor ( )
inline

Definition at line 4178 of file Actor.h.

◆ BPIsGameplayInputAllowed()

bool APrimalCharacter::BPIsGameplayInputAllowed ( bool bCheckForFullBodyAnimations,
UAnimMontage * IgnoreFullBodyMontage )
inline

Definition at line 4180 of file Actor.h.

◆ bPlayingRunSound() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPlayingRunSound ( )
inline

Definition at line 3791 of file Actor.h.

◆ bPlayingRunSound() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPlayingRunSound ( )
inline

Definition at line 4026 of file Actor.h.

◆ bPlayingShieldCoverAnimation()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPlayingShieldCoverAnimation ( )
inline

Definition at line 4145 of file Actor.h.

◆ bPlayingShieldCoverAnimationForCrouch()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPlayingShieldCoverAnimationForCrouch ( )
inline

Definition at line 4146 of file Actor.h.

◆ BPLimitPlayerRotation() [1/2]

FRotator * APrimalCharacter::BPLimitPlayerRotation ( FRotator * result,
APrimalCharacter * viewingCharacter,
FRotator InViewRotation )
inline

Definition at line 4386 of file Actor.h.

◆ BPLimitPlayerRotation() [2/2]

FRotator * APrimalCharacter::BPLimitPlayerRotation ( FRotator * result,
APrimalCharacter * viewingCharacter,
FRotator InViewRotation )
inline

Definition at line 4620 of file Actor.h.

◆ BPModifyForwardDirectionInput() [1/2]

FVector * APrimalCharacter::BPModifyForwardDirectionInput ( FVector * result,
FVector * directionInput )
inline

Definition at line 4387 of file Actor.h.

◆ BPModifyForwardDirectionInput() [2/2]

FVector * APrimalCharacter::BPModifyForwardDirectionInput ( FVector * result,
FVector * directionInput )
inline

Definition at line 4621 of file Actor.h.

◆ BPModifyFOV_Implementation() [1/2]

float APrimalCharacter::BPModifyFOV_Implementation ( float FOVIn)
inline

Definition at line 4271 of file Actor.h.

◆ BPModifyFOV_Implementation() [2/2]

float APrimalCharacter::BPModifyFOV_Implementation ( float FOVIn)
inline

Definition at line 4181 of file Actor.h.

◆ BPModifyFOVInterpSpeed()

float APrimalCharacter::BPModifyFOVInterpSpeed ( float FOVInterpSpeedIn)
inline

Definition at line 4388 of file Actor.h.

◆ BPModifyRightDirectionInput()

FVector * APrimalCharacter::BPModifyRightDirectionInput ( FVector * result,
FVector * directionInput )
inline

Definition at line 4389 of file Actor.h.

◆ BPModifyRightDirectionInput_Implementation()

FVector * APrimalCharacter::BPModifyRightDirectionInput_Implementation ( FVector * result,
FVector * directionInput )
inline

Definition at line 3998 of file Actor.h.

◆ BPModifyViewHitDir() [1/2]

float APrimalCharacter::BPModifyViewHitDir ( APrimalCharacter * viewingCharacter,
float InViewHitDir )
inline

Definition at line 4390 of file Actor.h.

◆ BPModifyViewHitDir() [2/2]

float APrimalCharacter::BPModifyViewHitDir ( APrimalCharacter * viewingCharacter,
float InViewHitDir )
inline

Definition at line 4622 of file Actor.h.

◆ BPNetAddCharacterMovementImpulse() [1/2]

void APrimalCharacter::BPNetAddCharacterMovementImpulse ( FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ )
inline

Definition at line 4182 of file Actor.h.

◆ BPNetAddCharacterMovementImpulse() [2/2]

void APrimalCharacter::BPNetAddCharacterMovementImpulse ( FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ,
bool bApplyToBigPawns )
inline

Definition at line 4258 of file Actor.h.

◆ BPNetSetCharacterMovementVelocity() [1/2]

void APrimalCharacter::BPNetSetCharacterMovementVelocity ( bool bSetNewVelocity,
FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode )
inline

Definition at line 4259 of file Actor.h.

◆ BPNetSetCharacterMovementVelocity() [2/2]

void APrimalCharacter::BPNetSetCharacterMovementVelocity ( bool bSetNewVelocity,
FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode )
inline

Definition at line 4183 of file Actor.h.

◆ BPNotifyBPNotifyIsDamageCauserOfAddedBuff()

void APrimalCharacter::BPNotifyBPNotifyIsDamageCauserOfAddedBuff ( APrimalBuff * buff)
inline

Definition at line 4391 of file Actor.h.

◆ BPNotifyBumpedByPawn() [1/2]

void APrimalCharacter::BPNotifyBumpedByPawn ( APrimalCharacter * ByPawn)
inline

Definition at line 4392 of file Actor.h.

◆ BPNotifyBumpedByPawn() [2/2]

void APrimalCharacter::BPNotifyBumpedByPawn ( APrimalCharacter * ByPawn)
inline

Definition at line 4623 of file Actor.h.

◆ BPNotifyBumpedPawn() [1/2]

void APrimalCharacter::BPNotifyBumpedPawn ( APrimalCharacter * BumpedPawn)
inline

Definition at line 4393 of file Actor.h.

◆ BPNotifyBumpedPawn() [2/2]

void APrimalCharacter::BPNotifyBumpedPawn ( APrimalCharacter * BumpedPawn)
inline

Definition at line 4624 of file Actor.h.

◆ BPNotifyDroppedItemPickedUp() [1/2]

void APrimalCharacter::BPNotifyDroppedItemPickedUp ( ADroppedItem * itemPickedUp,
APrimalCharacter * PickedUpBy )
inline

Definition at line 4394 of file Actor.h.

◆ BPNotifyDroppedItemPickedUp() [2/2]

void APrimalCharacter::BPNotifyDroppedItemPickedUp ( ADroppedItem * itemPickedUp,
APrimalCharacter * PickedUpBy )
inline

Definition at line 4625 of file Actor.h.

◆ BPNotifyLevelUp() [1/2]

void APrimalCharacter::BPNotifyLevelUp ( int ExtraCharacterLevel)
inline

Definition at line 4395 of file Actor.h.

◆ BPNotifyLevelUp() [2/2]

void APrimalCharacter::BPNotifyLevelUp ( int ExtraCharacterLevel,
EPrimalCharacterStatusValue::Type StatType )
inline

Definition at line 4626 of file Actor.h.

◆ BPNotifyToggleHUD()

void APrimalCharacter::BPNotifyToggleHUD ( bool bHUDHidden)
inline

Definition at line 4396 of file Actor.h.

◆ BPOnAnimPlayedNotify() [1/2]

void APrimalCharacter::BPOnAnimPlayedNotify ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bReplicate,
bool bReplicateToOwner,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer )
inline

Definition at line 4397 of file Actor.h.

◆ BPOnAnimPlayedNotify() [2/2]

void APrimalCharacter::BPOnAnimPlayedNotify ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bReplicate,
bool bReplicateToOwner,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer )
inline

Definition at line 4627 of file Actor.h.

◆ BPOnAttachmentReplication()

bool APrimalCharacter::BPOnAttachmentReplication ( )
inline

Definition at line 4398 of file Actor.h.

◆ BPOnLethalDamage()

void APrimalCharacter::BPOnLethalDamage ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser,
bool * bPreventDeath )
inline

Definition at line 4399 of file Actor.h.

◆ BPOnMassTeleportEvent()

void APrimalCharacter::BPOnMassTeleportEvent ( EMassTeleportState::Type EventState,
APrimalCharacter * TeleportInitiatedByChar )
inline

Definition at line 4400 of file Actor.h.

◆ BPOnMovementModeChangedNotify() [1/2]

void APrimalCharacter::BPOnMovementModeChangedNotify ( )
inline

Definition at line 4628 of file Actor.h.

◆ BPOnMovementModeChangedNotify() [2/2]

void APrimalCharacter::BPOnMovementModeChangedNotify ( EMovementMode PrevMovementMode,
char PreviousCustomMode )
inline

Definition at line 4401 of file Actor.h.

◆ BPOnStaminaDrained()

void APrimalCharacter::BPOnStaminaDrained ( )
inline

Definition at line 4402 of file Actor.h.

◆ BPOnWeaponEquipped()

void APrimalCharacter::BPOnWeaponEquipped ( )
inline

Definition at line 4629 of file Actor.h.

◆ BPOnWeaponStartedAttack()

void APrimalCharacter::BPOnWeaponStartedAttack ( int weaponAttackIndex,
bool useAltAnim )
inline

Definition at line 4630 of file Actor.h.

◆ BPOverrideCharacterNewFallVelocity() [1/2]

FVector * APrimalCharacter::BPOverrideCharacterNewFallVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 4351 of file Actor.h.

◆ BPOverrideCharacterNewFallVelocity() [2/2]

FVector * APrimalCharacter::BPOverrideCharacterNewFallVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 4631 of file Actor.h.

◆ BPOverrideFlyingVelocity()

FVector * APrimalCharacter::BPOverrideFlyingVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 4403 of file Actor.h.

◆ BPOverrideFPVViewLocation() [1/2]

bool APrimalCharacter::BPOverrideFPVViewLocation ( APrimalCharacter * viewingCharacter)
inline

Definition at line 4404 of file Actor.h.

◆ BPOverrideFPVViewLocation() [2/2]

bool APrimalCharacter::BPOverrideFPVViewLocation ( APrimalCharacter * viewingCharacter)
inline

Definition at line 4632 of file Actor.h.

◆ BPOverrideHurtAnim()

UAnimMontage * APrimalCharacter::BPOverrideHurtAnim ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser,
bool bIsLocalPath,
bool bIsPointDamage,
FVector PointDamageLocation,
FVector PointDamageHitNormal )
inline

Definition at line 4405 of file Actor.h.

◆ BPPreSerializeSaveGame()

void APrimalCharacter::BPPreSerializeSaveGame ( )
inline

Definition at line 4406 of file Actor.h.

◆ BPPreventFallDamage()

bool APrimalCharacter::BPPreventFallDamage ( FHitResult * HitResult,
float FallDamageAmount )
inline

Definition at line 4407 of file Actor.h.

◆ BPPreventInputType() [1/2]

bool APrimalCharacter::BPPreventInputType ( EPrimalCharacterInputType::Type inputType)
inline

Definition at line 4408 of file Actor.h.

◆ BPPreventInputType() [2/2]

bool APrimalCharacter::BPPreventInputType ( EPrimalCharacterInputType::Type inputType)
inline

Definition at line 4633 of file Actor.h.

◆ BPPreventStasis() [1/2]

bool APrimalCharacter::BPPreventStasis ( )
inline

Definition at line 4346 of file Actor.h.

◆ BPPreventStasis() [2/2]

bool APrimalCharacter::BPPreventStasis ( )
inline

Definition at line 4634 of file Actor.h.

◆ BPRemoveCharacterSnapshot() [1/2]

void APrimalCharacter::BPRemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inline

Definition at line 4409 of file Actor.h.

◆ BPRemoveCharacterSnapshot() [2/2]

void APrimalCharacter::BPRemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inline

Definition at line 4635 of file Actor.h.

◆ bPreventAllBuffs() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventAllBuffs ( )
inline

Definition at line 3846 of file Actor.h.

◆ bPreventAllBuffs() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventAllBuffs ( )
inline

Definition at line 4080 of file Actor.h.

◆ bPreventHurtAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventHurtAnim ( )
inline

Definition at line 3900 of file Actor.h.

◆ bPreventHurtAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventHurtAnim ( )
inline

Definition at line 4123 of file Actor.h.

◆ bPreventIKWhenNotWalking()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventIKWhenNotWalking ( )
inline

Definition at line 3921 of file Actor.h.

◆ bPreventImmobilization() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventImmobilization ( )
inline

Definition at line 3800 of file Actor.h.

◆ bPreventImmobilization() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventImmobilization ( )
inline

Definition at line 4035 of file Actor.h.

◆ bPreventInventoryAccess()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventInventoryAccess ( )
inline

Definition at line 3926 of file Actor.h.

◆ bPreventJump() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventJump ( )
inline

Definition at line 3848 of file Actor.h.

◆ bPreventJump() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventJump ( )
inline

Definition at line 4082 of file Actor.h.

◆ bPreventLiveBlinking() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventLiveBlinking ( )
inline

Definition at line 3896 of file Actor.h.

◆ bPreventLiveBlinking() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventLiveBlinking ( )
inline

Definition at line 4120 of file Actor.h.

◆ bPreventMovement() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventMovement ( )
inline

Definition at line 3842 of file Actor.h.

◆ bPreventMovement() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventMovement ( )
inline

Definition at line 4076 of file Actor.h.

◆ bPreventPerPixelPainting()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventPerPixelPainting ( )
inline

Definition at line 3917 of file Actor.h.

◆ bPreventProjectileAttachment()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventProjectileAttachment ( )
inline

Definition at line 3771 of file Actor.h.

◆ bPreventRunningWhileWalking() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventRunningWhileWalking ( )
inline

Definition at line 3880 of file Actor.h.

◆ bPreventRunningWhileWalking() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventRunningWhileWalking ( )
inline

Definition at line 4106 of file Actor.h.

◆ bPreventSimpleIK() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventSimpleIK ( )
inline

Definition at line 3784 of file Actor.h.

◆ bPreventSimpleIK() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventSimpleIK ( )
inline

Definition at line 4019 of file Actor.h.

◆ bPreventTargetingAndMovement() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventTargetingAndMovement ( )
inline

Definition at line 3841 of file Actor.h.

◆ bPreventTargetingAndMovement() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventTargetingAndMovement ( )
inline

Definition at line 4075 of file Actor.h.

◆ bPreventTargetingByTurrets() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventTargetingByTurrets ( )
inline

Definition at line 3833 of file Actor.h.

◆ bPreventTargetingByTurrets() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreventTargetingByTurrets ( )
inline

Definition at line 4067 of file Actor.h.

◆ bPreviousInCombatState()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bPreviousInCombatState ( )
inline

Definition at line 4157 of file Actor.h.

◆ BPSetCharacterMeshesMaterialScalarParamValue()

void APrimalCharacter::BPSetCharacterMeshesMaterialScalarParamValue ( FName ParamName,
float Value )
inline

Definition at line 4410 of file Actor.h.

◆ BPShouldLimitForwardDirection() [1/2]

bool APrimalCharacter::BPShouldLimitForwardDirection ( )
inline

Definition at line 4411 of file Actor.h.

◆ BPShouldLimitForwardDirection() [2/2]

bool APrimalCharacter::BPShouldLimitForwardDirection ( )
inline

Definition at line 4636 of file Actor.h.

◆ BPShouldLimitRightDirection()

bool APrimalCharacter::BPShouldLimitRightDirection ( )
inline

Definition at line 4412 of file Actor.h.

◆ BPTimerNonDedicated() [1/2]

void APrimalCharacter::BPTimerNonDedicated ( )
inline

Definition at line 4413 of file Actor.h.

◆ BPTimerNonDedicated() [2/2]

void APrimalCharacter::BPTimerNonDedicated ( )
inline

Definition at line 4637 of file Actor.h.

◆ BPTimerNonDedicatedMaxField() [1/2]

float & APrimalCharacter::BPTimerNonDedicatedMaxField ( )
inline

Definition at line 3535 of file Actor.h.

◆ BPTimerNonDedicatedMaxField() [2/2]

float & APrimalCharacter::BPTimerNonDedicatedMaxField ( )
inline

Definition at line 3722 of file Actor.h.

◆ BPTimerNonDedicatedMinField() [1/2]

float & APrimalCharacter::BPTimerNonDedicatedMinField ( )
inline

Definition at line 3534 of file Actor.h.

◆ BPTimerNonDedicatedMinField() [2/2]

float & APrimalCharacter::BPTimerNonDedicatedMinField ( )
inline

Definition at line 3721 of file Actor.h.

◆ BPTimerServer() [1/2]

void APrimalCharacter::BPTimerServer ( )
inline

Definition at line 4414 of file Actor.h.

◆ BPTimerServer() [2/2]

void APrimalCharacter::BPTimerServer ( )
inline

Definition at line 4638 of file Actor.h.

◆ BPTimerServerMaxField() [1/2]

float & APrimalCharacter::BPTimerServerMaxField ( )
inline

Definition at line 3533 of file Actor.h.

◆ BPTimerServerMaxField() [2/2]

float & APrimalCharacter::BPTimerServerMaxField ( )
inline

Definition at line 3720 of file Actor.h.

◆ BPTimerServerMinField() [1/2]

float & APrimalCharacter::BPTimerServerMinField ( )
inline

Definition at line 3532 of file Actor.h.

◆ BPTimerServerMinField() [2/2]

float & APrimalCharacter::BPTimerServerMinField ( )
inline

Definition at line 3719 of file Actor.h.

◆ bRagdollIgnoresPawnCapsules() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRagdollIgnoresPawnCapsules ( )
inline

Definition at line 3757 of file Actor.h.

◆ bRagdollIgnoresPawnCapsules() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRagdollIgnoresPawnCapsules ( )
inline

Definition at line 3996 of file Actor.h.

◆ bRagdollRetainAnimations() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRagdollRetainAnimations ( )
inline

Definition at line 3836 of file Actor.h.

◆ bRagdollRetainAnimations() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRagdollRetainAnimations ( )
inline

Definition at line 4070 of file Actor.h.

◆ bRagdollWasInWaterVolume() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRagdollWasInWaterVolume ( )
inline

Definition at line 3876 of file Actor.h.

◆ bRagdollWasInWaterVolume() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRagdollWasInWaterVolume ( )
inline

Definition at line 4102 of file Actor.h.

◆ bReadyToPoop() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bReadyToPoop ( )
inline

Definition at line 3804 of file Actor.h.

◆ bReadyToPoop() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bReadyToPoop ( )
inline

Definition at line 4039 of file Actor.h.

◆ bRecentlyUpdateIk() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRecentlyUpdateIk ( )
inline

Definition at line 3765 of file Actor.h.

◆ bRecentlyUpdateIk() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRecentlyUpdateIk ( )
inline

Definition at line 4003 of file Actor.h.

◆ bRemoteRunning() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRemoteRunning ( )
inline

Definition at line 3748 of file Actor.h.

◆ bRemoteRunning() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bRemoteRunning ( )
inline

Definition at line 3988 of file Actor.h.

◆ bReplicateDamageMomentum() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bReplicateDamageMomentum ( )
inline

Definition at line 3821 of file Actor.h.

◆ bReplicateDamageMomentum() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bReplicateDamageMomentum ( )
inline

Definition at line 4056 of file Actor.h.

◆ bServerBPNotifyInventoryItemChanges() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bServerBPNotifyInventoryItemChanges ( )
inline

Definition at line 3860 of file Actor.h.

◆ bServerBPNotifyInventoryItemChanges() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bServerBPNotifyInventoryItemChanges ( )
inline

Definition at line 4093 of file Actor.h.

◆ bServerBPNotifyInventoryItemChangesUseQuantity() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bServerBPNotifyInventoryItemChangesUseQuantity ( )
inline

Definition at line 3859 of file Actor.h.

◆ bServerBPNotifyInventoryItemChangesUseQuantity() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bServerBPNotifyInventoryItemChangesUseQuantity ( )
inline

Definition at line 4092 of file Actor.h.

◆ bSetDeath() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSetDeath ( )
inline

Definition at line 3789 of file Actor.h.

◆ bSetDeath() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSetDeath ( )
inline

Definition at line 4024 of file Actor.h.

◆ bShieldCoverRequiresAltInput()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bShieldCoverRequiresAltInput ( )
inline

Definition at line 3975 of file Actor.h.

◆ bShouldBeInGodModeField()

char & APrimalCharacter::bShouldBeInGodModeField ( )
inline

Definition at line 3732 of file Actor.h.

◆ bSleepedWaterRagdoll() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepedWaterRagdoll ( )
inline

Definition at line 3752 of file Actor.h.

◆ bSleepedWaterRagdoll() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepedWaterRagdoll ( )
inline

Definition at line 3992 of file Actor.h.

◆ bSleepingDisableIK() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepingDisableIK ( )
inline

Definition at line 3835 of file Actor.h.

◆ bSleepingDisableIK() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepingDisableIK ( )
inline

Definition at line 4069 of file Actor.h.

◆ bSleepingDisableRagdoll() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepingDisableRagdoll ( )
inline

Definition at line 3894 of file Actor.h.

◆ bSleepingDisableRagdoll() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepingDisableRagdoll ( )
inline

Definition at line 4118 of file Actor.h.

◆ bSleepingUseRagdoll() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepingUseRagdoll ( )
inline

Definition at line 3802 of file Actor.h.

◆ bSleepingUseRagdoll() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSleepingUseRagdoll ( )
inline

Definition at line 4037 of file Actor.h.

◆ bStaminaIsGreaterThanZero()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bStaminaIsGreaterThanZero ( )
inline

Definition at line 3864 of file Actor.h.

◆ bSuppressPlayerKillNotification()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bSuppressPlayerKillNotification ( )
inline

Definition at line 3924 of file Actor.h.

◆ bTargetingParry()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTargetingParry ( )
inline

Definition at line 4127 of file Actor.h.

◆ bTicksOnClient() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTicksOnClient ( )
inline

Definition at line 3790 of file Actor.h.

◆ bTicksOnClient() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTicksOnClient ( )
inline

Definition at line 4025 of file Actor.h.

◆ bTickStatusComponent() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTickStatusComponent ( )
inline

Definition at line 3820 of file Actor.h.

◆ bTickStatusComponent() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTickStatusComponent ( )
inline

Definition at line 4055 of file Actor.h.

◆ bTriggerBPStasis() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTriggerBPStasis ( )
inline

Definition at line 3830 of file Actor.h.

◆ bTriggerBPStasis() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bTriggerBPStasis ( )
inline

Definition at line 4065 of file Actor.h.

◆ BuffedDamageMultField() [1/2]

float & APrimalCharacter::BuffedDamageMultField ( )
inline

Definition at line 3702 of file Actor.h.

◆ BuffedDamageMultField() [2/2]

float & APrimalCharacter::BuffedDamageMultField ( )
inline

Definition at line 3878 of file Actor.h.

◆ BuffedResistanceMultField() [1/2]

float & APrimalCharacter::BuffedResistanceMultField ( )
inline

Definition at line 3703 of file Actor.h.

◆ BuffedResistanceMultField() [2/2]

float & APrimalCharacter::BuffedResistanceMultField ( )
inline

Definition at line 3879 of file Actor.h.

◆ BuffsField() [1/2]

TArray< APrimalBuff * > APrimalCharacter::BuffsField ( )
inline

Definition at line 3503 of file Actor.h.

◆ BuffsField() [2/2]

TArray< APrimalBuff * > APrimalCharacter::BuffsField ( )
inline

Definition at line 3687 of file Actor.h.

◆ bUseAmphibiousTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseAmphibiousTargeting ( )
inline

Definition at line 3812 of file Actor.h.

◆ bUseAmphibiousTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseAmphibiousTargeting ( )
inline

Definition at line 4047 of file Actor.h.

◆ bUseBallistaAimOffset()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBallistaAimOffset ( )
inline

Definition at line 4141 of file Actor.h.

◆ bUseBlueprintAnimNotifyCustomEvent() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBlueprintAnimNotifyCustomEvent ( )
inline

Definition at line 3798 of file Actor.h.

◆ bUseBlueprintAnimNotifyCustomEvent() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBlueprintAnimNotifyCustomEvent ( )
inline

Definition at line 4033 of file Actor.h.

◆ bUseBlueprintAnimNotifyCustomState()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBlueprintAnimNotifyCustomState ( )
inline

Definition at line 3920 of file Actor.h.

◆ bUseBlueprintJumpInputEvents() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBlueprintJumpInputEvents ( )
inline

Definition at line 3739 of file Actor.h.

◆ bUseBlueprintJumpInputEvents() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBlueprintJumpInputEvents ( )
inline

Definition at line 3971 of file Actor.h.

◆ bUseBP_ForceAllowBuffClasses()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBP_ForceAllowBuffClasses ( )
inline

Definition at line 3905 of file Actor.h.

◆ bUseBP_OnSetRunningEvent() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBP_OnSetRunningEvent ( )
inline

Definition at line 3890 of file Actor.h.

◆ bUseBP_OnSetRunningEvent() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBP_OnSetRunningEvent ( )
inline

Definition at line 4115 of file Actor.h.

◆ bUseBP_OverrideTerminalVelocity()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBP_OverrideTerminalVelocity ( )
inline

Definition at line 3914 of file Actor.h.

◆ bUseBP_ShouldForceDisableTPVCameraInterpolation()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBP_ShouldForceDisableTPVCameraInterpolation ( )
inline

Definition at line 3915 of file Actor.h.

◆ bUseBPAddedAttachments() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAddedAttachments ( )
inline

Definition at line 3837 of file Actor.h.

◆ bUseBPAddedAttachments() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAddedAttachments ( )
inline

Definition at line 4071 of file Actor.h.

◆ bUseBPAdjustCharacterMovementImpulse()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustCharacterMovementImpulse ( )
inline

Definition at line 3911 of file Actor.h.

◆ bUseBPAdjustDamage() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustDamage ( )
inline

Definition at line 3827 of file Actor.h.

◆ bUseBPAdjustDamage() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustDamage ( )
inline

Definition at line 4062 of file Actor.h.

◆ bUseBPAdjustImpulseFromDamage()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustImpulseFromDamage ( )
inline

Definition at line 3910 of file Actor.h.

◆ bUseBPAdjustMoveForward() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustMoveForward ( )
inline

Definition at line 3882 of file Actor.h.

◆ bUseBPAdjustMoveForward() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustMoveForward ( )
inline

Definition at line 4108 of file Actor.h.

◆ bUseBPAdjustMoveRight()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustMoveRight ( )
inline

Definition at line 3883 of file Actor.h.

◆ bUseBPAdjustTorpidityDamage()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAdjustTorpidityDamage ( )
inline

Definition at line 3868 of file Actor.h.

◆ bUseBPAllowPlayMontage()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPAllowPlayMontage ( )
inline

Definition at line 3916 of file Actor.h.

◆ bUseBPCanBaseOnCharacter()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPCanBaseOnCharacter ( )
inline

Definition at line 3902 of file Actor.h.

◆ bUseBPCanBeBaseForCharacter()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPCanBeBaseForCharacter ( )
inline

Definition at line 3901 of file Actor.h.

◆ bUseBPCanNotifyTeamAggroAI() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPCanNotifyTeamAggroAI ( )
inline

Definition at line 3762 of file Actor.h.

◆ bUseBPCanNotifyTeamAggroAI() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPCanNotifyTeamAggroAI ( )
inline

Definition at line 4001 of file Actor.h.

◆ bUseBPCanStagger()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPCanStagger ( )
inline

Definition at line 4131 of file Actor.h.

◆ bUseBPCheckJumpInput()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPCheckJumpInput ( )
inline

Definition at line 3906 of file Actor.h.

◆ bUseBPForceCameraStyle()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPForceCameraStyle ( )
inline

Definition at line 3869 of file Actor.h.

◆ bUseBPGetGravity() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPGetGravity ( )
inline

Definition at line 3884 of file Actor.h.

◆ bUseBPGetGravity() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPGetGravity ( )
inline

Definition at line 4109 of file Actor.h.

◆ bUseBPGetHUDElements()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPGetHUDElements ( )
inline

Definition at line 3899 of file Actor.h.

◆ bUseBPGetOverrideCameraInterpSpeed()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPGetOverrideCameraInterpSpeed ( )
inline

Definition at line 3764 of file Actor.h.

◆ bUseBPGrabDebugSnapshot()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPGrabDebugSnapshot ( )
inline

Definition at line 3865 of file Actor.h.

◆ bUseBPModifyFOVInterpSpeed()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPModifyFOVInterpSpeed ( )
inline

Definition at line 3912 of file Actor.h.

◆ bUseBPNotifyBumpedByPawn() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPNotifyBumpedByPawn ( )
inline

Definition at line 3825 of file Actor.h.

◆ bUseBPNotifyBumpedByPawn() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPNotifyBumpedByPawn ( )
inline

Definition at line 4060 of file Actor.h.

◆ bUseBPNotifyBumpedPawn() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPNotifyBumpedPawn ( )
inline

Definition at line 3826 of file Actor.h.

◆ bUseBPNotifyBumpedPawn() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPNotifyBumpedPawn ( )
inline

Definition at line 4061 of file Actor.h.

◆ bUseBPNotifyIsDamageCauserOfAddedBuff()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPNotifyIsDamageCauserOfAddedBuff ( )
inline

Definition at line 3770 of file Actor.h.

◆ bUseBPOnAnimPlayedNotify() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnAnimPlayedNotify ( )
inline

Definition at line 3888 of file Actor.h.

◆ bUseBPOnAnimPlayedNotify() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnAnimPlayedNotify ( )
inline

Definition at line 4113 of file Actor.h.

◆ bUseBPOnAttachmentReplication() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnAttachmentReplication ( )
inline

Definition at line 3886 of file Actor.h.

◆ bUseBPOnAttachmentReplication() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnAttachmentReplication ( )
inline

Definition at line 4111 of file Actor.h.

◆ bUseBPOnLanded()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnLanded ( )
inline

Definition at line 3903 of file Actor.h.

◆ bUseBPOnLethalDamage()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnLethalDamage ( )
inline

Definition at line 3867 of file Actor.h.

◆ bUseBPOnMassTeleportEvent()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnMassTeleportEvent ( )
inline

Definition at line 3919 of file Actor.h.

◆ bUseBPOnMovementModeChangedNotify() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnMovementModeChangedNotify ( )
inline

Definition at line 3887 of file Actor.h.

◆ bUseBPOnMovementModeChangedNotify() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnMovementModeChangedNotify ( )
inline

Definition at line 4112 of file Actor.h.

◆ bUseBPOnStaminaDrained()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnStaminaDrained ( )
inline

Definition at line 3863 of file Actor.h.

◆ bUseBPOnWeaponEquipped()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOnWeaponEquipped ( )
inline

Definition at line 4147 of file Actor.h.

◆ bUseBPOverrideCharacterNewFallVelocity() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOverrideCharacterNewFallVelocity ( )
inline

Definition at line 3889 of file Actor.h.

◆ bUseBPOverrideCharacterNewFallVelocity() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOverrideCharacterNewFallVelocity ( )
inline

Definition at line 4114 of file Actor.h.

◆ bUseBPOverrideDamageCauserHitMarker()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOverrideDamageCauserHitMarker ( )
inline

Definition at line 3908 of file Actor.h.

◆ bUseBPOverrideFlyingVelocity()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOverrideFlyingVelocity ( )
inline

Definition at line 3893 of file Actor.h.

◆ bUseBPOverrideHurtAnim()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPOverrideHurtAnim ( )
inline

Definition at line 3907 of file Actor.h.

◆ bUseBPPostLoadedFromSaveGame() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPPostLoadedFromSaveGame ( )
inline

Definition at line 3852 of file Actor.h.

◆ bUseBPPostLoadedFromSaveGame() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPPostLoadedFromSaveGame ( )
inline

Definition at line 4085 of file Actor.h.

◆ bUseBPPreSerializeSaveGame()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPPreSerializeSaveGame ( )
inline

Definition at line 3851 of file Actor.h.

◆ bUseBPPreventFallDamage()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPPreventFallDamage ( )
inline

Definition at line 3769 of file Actor.h.

◆ bUseBPPreventStasis() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPPreventStasis ( )
inline

Definition at line 3849 of file Actor.h.

◆ bUseBPPreventStasis() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPPreventStasis ( )
inline

Definition at line 4083 of file Actor.h.

◆ bUseBPSetCharacterMeshseMaterialScalarParamValue()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPSetCharacterMeshseMaterialScalarParamValue ( )
inline

Definition at line 3831 of file Actor.h.

◆ bUseBPTimerNonDedicated() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPTimerNonDedicated ( )
inline

Definition at line 3829 of file Actor.h.

◆ bUseBPTimerNonDedicated() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPTimerNonDedicated ( )
inline

Definition at line 4064 of file Actor.h.

◆ bUseBPTimerServer() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPTimerServer ( )
inline

Definition at line 3828 of file Actor.h.

◆ bUseBPTimerServer() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseBPTimerServer ( )
inline

Definition at line 4063 of file Actor.h.

◆ bUseGetOverrideSocket()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseGetOverrideSocket ( )
inline

Definition at line 3927 of file Actor.h.

◆ bUseHealthDamageMaterialOverlay() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseHealthDamageMaterialOverlay ( )
inline

Definition at line 3750 of file Actor.h.

◆ bUseHealthDamageMaterialOverlay() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseHealthDamageMaterialOverlay ( )
inline

Definition at line 3990 of file Actor.h.

◆ bUseHeavyCombatMusic() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseHeavyCombatMusic ( )
inline

Definition at line 3853 of file Actor.h.

◆ bUseHeavyCombatMusic() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseHeavyCombatMusic ( )
inline

Definition at line 4086 of file Actor.h.

◆ bUseMeleeDamageMultiplierForProjectiles()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseMeleeDamageMultiplierForProjectiles ( )
inline

Definition at line 4150 of file Actor.h.

◆ bUsePoopAnimationNotify() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUsePoopAnimationNotify ( )
inline

Definition at line 3758 of file Actor.h.

◆ bUsePoopAnimationNotify() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUsePoopAnimationNotify ( )
inline

Definition at line 3997 of file Actor.h.

◆ bUseRecentHurtAmount()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseRecentHurtAmount ( )
inline

Definition at line 4158 of file Actor.h.

◆ bUsesDiedFromBack()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUsesDiedFromBack ( )
inline

Definition at line 4151 of file Actor.h.

◆ bUsesRunningAnimation() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUsesRunningAnimation ( )
inline

Definition at line 3782 of file Actor.h.

◆ bUsesRunningAnimation() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUsesRunningAnimation ( )
inline

Definition at line 4017 of file Actor.h.

◆ bUseWeaponAdjustDamage()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bUseWeaponAdjustDamage ( )
inline

Definition at line 4128 of file Actor.h.

◆ bVerifyBasingForSaddleStructures()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bVerifyBasingForSaddleStructures ( )
inline

Definition at line 3913 of file Actor.h.

◆ bViewingInventory()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bViewingInventory ( )
inline

Definition at line 4126 of file Actor.h.

◆ bWantsToLowerShield()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWantsToLowerShield ( )
inline

Definition at line 3977 of file Actor.h.

◆ bWantsToRaiseShield()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWantsToRaiseShield ( )
inline

Definition at line 3976 of file Actor.h.

◆ bWantsToRun() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWantsToRun ( )
inline

Definition at line 3741 of file Actor.h.

◆ bWantsToRun() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWantsToRun ( )
inline

Definition at line 3981 of file Actor.h.

◆ bWasAllBodiesSleeping() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWasAllBodiesSleeping ( )
inline

Definition at line 3871 of file Actor.h.

◆ bWasAllBodiesSleeping() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWasAllBodiesSleeping ( )
inline

Definition at line 4097 of file Actor.h.

◆ bWasLocallyControlled()

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::bWasLocallyControlled ( )
inline

Definition at line 4139 of file Actor.h.

◆ CachedNumberOfClientRagdollCorrectionAttemptsField() [1/2]

int & APrimalCharacter::CachedNumberOfClientRagdollCorrectionAttemptsField ( )
inline

Definition at line 3633 of file Actor.h.

◆ CachedNumberOfClientRagdollCorrectionAttemptsField() [2/2]

int & APrimalCharacter::CachedNumberOfClientRagdollCorrectionAttemptsField ( )
inline

Definition at line 3812 of file Actor.h.

◆ CanBaseOnActorWhileSwimming()

bool APrimalCharacter::CanBaseOnActorWhileSwimming ( AActor * BaseActor,
FHitResult * HitInfo )
inline

Definition at line 4187 of file Actor.h.

◆ CanBeBaseForCharacter() [1/2]

bool APrimalCharacter::CanBeBaseForCharacter ( APawn * Pawn)
inline

Definition at line 4107 of file Actor.h.

◆ CanBeBaseForCharacter() [2/2]

bool APrimalCharacter::CanBeBaseForCharacter ( APawn * Pawn)
inline

Definition at line 4188 of file Actor.h.

◆ CanBeCarried() [1/2]

bool APrimalCharacter::CanBeCarried ( APrimalCharacter * ByCarrier)
inline

Definition at line 4150 of file Actor.h.

◆ CanBeCarried() [2/2]

bool APrimalCharacter::CanBeCarried ( APrimalCharacter * ByCarrier)
inline

Definition at line 4189 of file Actor.h.

◆ CanBeDragged() [1/2]

bool APrimalCharacter::CanBeDragged ( )
inline

Definition at line 4141 of file Actor.h.

◆ CanBeDragged() [2/2]

bool APrimalCharacter::CanBeDragged ( )
inline

Definition at line 4190 of file Actor.h.

◆ CanBePainted() [1/2]

bool APrimalCharacter::CanBePainted ( )
inline

Definition at line 4222 of file Actor.h.

◆ CanBePainted() [2/2]

bool APrimalCharacter::CanBePainted ( )
inline

Definition at line 4191 of file Actor.h.

◆ CanBeTargetedBy() [1/2]

bool APrimalCharacter::CanBeTargetedBy ( ITargetableInterface * Attacker)
inline

Definition at line 3947 of file Actor.h.

◆ CanBeTargetedBy() [2/2]

bool APrimalCharacter::CanBeTargetedBy ( ITargetableInterface * Attacker)
inline

Definition at line 4192 of file Actor.h.

◆ CanDie() [1/2]

bool APrimalCharacter::CanDie ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 3951 of file Actor.h.

◆ CanDie() [2/2]

bool APrimalCharacter::CanDie ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 4601 of file Actor.h.

◆ CanDodgeInternal()

bool APrimalCharacter::CanDodgeInternal ( )
inline

Definition at line 4193 of file Actor.h.

◆ CanDragCharacter() [1/2]

bool APrimalCharacter::CanDragCharacter ( APrimalCharacter * Character)
inline

Definition at line 4140 of file Actor.h.

◆ CanDragCharacter() [2/2]

bool APrimalCharacter::CanDragCharacter ( APrimalCharacter * Character)
inline

Definition at line 4194 of file Actor.h.

◆ CanHitStagger()

bool APrimalCharacter::CanHitStagger ( )
inline

Definition at line 4195 of file Actor.h.

◆ CanIgnoreImmobilizationTrap() [1/2]

bool APrimalCharacter::CanIgnoreImmobilizationTrap ( TSubclassOf< APrimalStructure > TrapClass,
bool * bForceTrigger )
inline

Definition at line 3958 of file Actor.h.

◆ CanIgnoreImmobilizationTrap() [2/2]

bool APrimalCharacter::CanIgnoreImmobilizationTrap ( TSubclassOf< APrimalStructure > TrapClass,
bool * bForceTrigger )
inline

Definition at line 4196 of file Actor.h.

◆ CanJumpInternal_Implementation() [1/2]

bool APrimalCharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 3936 of file Actor.h.

◆ CanJumpInternal_Implementation() [2/2]

bool APrimalCharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 4197 of file Actor.h.

◆ CanMountOnMe() [1/2]

bool APrimalCharacter::CanMountOnMe ( APrimalDinoCharacter * dinoCharacter)
inline

Definition at line 4213 of file Actor.h.

◆ CanMountOnMe() [2/2]

bool APrimalCharacter::CanMountOnMe ( APrimalDinoCharacter * dinoCharacter)
inline

Definition at line 4198 of file Actor.h.

◆ CanMove()

bool APrimalCharacter::CanMove ( )
inline

Definition at line 4199 of file Actor.h.

◆ CannonReloadMultiplierField()

float & APrimalCharacter::CannonReloadMultiplierField ( )
inline

Definition at line 3960 of file Actor.h.

◆ CanSetShieldState()

bool APrimalCharacter::CanSetShieldState ( bool bLowerShield)
inline

Definition at line 4200 of file Actor.h.

◆ CanTeleportOntoClosestValidRaft()

bool APrimalCharacter::CanTeleportOntoClosestValidRaft ( APlayerController * ForPC,
FVector * FoundLocation )
inline

Definition at line 4201 of file Actor.h.

◆ CanTeleportOntoRaft()

bool APrimalCharacter::CanTeleportOntoRaft ( APrimalRaft * OnRaft,
APlayerController * ForPC )
inline

Definition at line 4202 of file Actor.h.

◆ CapsulePreRagdollCollisionProfileNameField() [1/2]

FName & APrimalCharacter::CapsulePreRagdollCollisionProfileNameField ( )
inline

Definition at line 3610 of file Actor.h.

◆ CapsulePreRagdollCollisionProfileNameField() [2/2]

FName & APrimalCharacter::CapsulePreRagdollCollisionProfileNameField ( )
inline

Definition at line 3796 of file Actor.h.

◆ CaptureCharacterSnapshot() [1/2]

void APrimalCharacter::CaptureCharacterSnapshot ( UPrimalItem * Item)
inline

Definition at line 4023 of file Actor.h.

◆ CaptureCharacterSnapshot() [2/2]

void APrimalCharacter::CaptureCharacterSnapshot ( UPrimalItem * Item)
inline

Definition at line 4203 of file Actor.h.

◆ CarryingDinoField() [1/2]

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::CarryingDinoField ( )
inline

Definition at line 3541 of file Actor.h.

◆ CarryingDinoField() [2/2]

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::CarryingDinoField ( )
inline

Definition at line 3726 of file Actor.h.

◆ ChangeActorTeam() [1/2]

void APrimalCharacter::ChangeActorTeam ( int NewTeam)
inline

Definition at line 3979 of file Actor.h.

◆ ChangeActorTeam() [2/2]

void APrimalCharacter::ChangeActorTeam ( int NewTeam)
inline

Definition at line 4204 of file Actor.h.

◆ ChangeAnimBlueprintIfNeeded()

void APrimalCharacter::ChangeAnimBlueprintIfNeeded ( )
inline

Definition at line 4205 of file Actor.h.

◆ ChangedAnimationBlueprint()

void APrimalCharacter::ChangedAnimationBlueprint ( )
inline

Definition at line 4651 of file Actor.h.

◆ CharacterDamageImpulseMultiplierField() [1/2]

float & APrimalCharacter::CharacterDamageImpulseMultiplierField ( )
inline

Definition at line 3720 of file Actor.h.

◆ CharacterDamageImpulseMultiplierField() [2/2]

float & APrimalCharacter::CharacterDamageImpulseMultiplierField ( )
inline

Definition at line 3896 of file Actor.h.

◆ CharacterDiedAtTimeField()

long double & APrimalCharacter::CharacterDiedAtTimeField ( )
inline

Definition at line 3958 of file Actor.h.

◆ CharacterIsCarriedAsPassenger() [1/2]

bool APrimalCharacter::CharacterIsCarriedAsPassenger ( )
inline

Definition at line 4305 of file Actor.h.

◆ CharacterIsCarriedAsPassenger() [2/2]

bool APrimalCharacter::CharacterIsCarriedAsPassenger ( )
inline

Definition at line 4206 of file Actor.h.

◆ CharactersGrappledToMeField() [1/2]

TArray< TWeakObjectPtr< APrimalCharacter > > & APrimalCharacter::CharactersGrappledToMeField ( )
inline

Definition at line 3715 of file Actor.h.

◆ CharactersGrappledToMeField() [2/2]

TArray< TWeakObjectPtr< APrimalCharacter > > & APrimalCharacter::CharactersGrappledToMeField ( )
inline

Definition at line 3890 of file Actor.h.

◆ CheckBlockingAndAdjustDamage()

void APrimalCharacter::CheckBlockingAndAdjustDamage ( float * Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 4207 of file Actor.h.

◆ CheckJumpInput() [1/2]

void APrimalCharacter::CheckJumpInput ( float DeltaTime)
inline

Definition at line 4178 of file Actor.h.

◆ CheckJumpInput() [2/2]

void APrimalCharacter::CheckJumpInput ( float DeltaTime)
inline

Definition at line 4208 of file Actor.h.

◆ CheckJumpOutOfWater() [1/2]

void APrimalCharacter::CheckJumpOutOfWater ( )
inline

Definition at line 4160 of file Actor.h.

◆ CheckJumpOutOfWater() [2/2]

void APrimalCharacter::CheckJumpOutOfWater ( )
inline

Definition at line 4209 of file Actor.h.

◆ CheckOnDinoPlatformSaddle()

void APrimalCharacter::CheckOnDinoPlatformSaddle ( )
inline

Definition at line 3969 of file Actor.h.

◆ CheckRagdollPenetration() [1/2]

void APrimalCharacter::CheckRagdollPenetration ( )
inline

Definition at line 4267 of file Actor.h.

◆ CheckRagdollPenetration() [2/2]

void APrimalCharacter::CheckRagdollPenetration ( )
inline

Definition at line 4210 of file Actor.h.

◆ ClearCachedIkTraceResults()

void APrimalCharacter::ClearCachedIkTraceResults ( )
inline

Definition at line 4324 of file Actor.h.

◆ ClearCarryingDino()

void APrimalCharacter::ClearCarryingDino ( bool bFromDino,
bool bCancelAnyCarryBuffs )
inline

Definition at line 4208 of file Actor.h.

◆ ClearMountedDino() [1/2]

void APrimalCharacter::ClearMountedDino ( bool fromMountedDino)
inline

Definition at line 4211 of file Actor.h.

◆ ClearMountedDino() [2/2]

void APrimalCharacter::ClearMountedDino ( bool fromMountedDino)
inline

Definition at line 4211 of file Actor.h.

◆ ClearRagdollPhysics() [1/2]

void APrimalCharacter::ClearRagdollPhysics ( )
inline

Definition at line 3973 of file Actor.h.

◆ ClearRagdollPhysics() [2/2]

void APrimalCharacter::ClearRagdollPhysics ( )
inline

Definition at line 4212 of file Actor.h.

◆ ClientCheatFly_Implementation()

void APrimalCharacter::ClientCheatFly_Implementation ( )
inline

Definition at line 4326 of file Actor.h.

◆ ClientCheatWalk_Implementation()

void APrimalCharacter::ClientCheatWalk_Implementation ( )
inline

Definition at line 4327 of file Actor.h.

◆ ClientDidPoop() [1/2]

void APrimalCharacter::ClientDidPoop ( )
inline

Definition at line 4415 of file Actor.h.

◆ ClientDidPoop() [2/2]

void APrimalCharacter::ClientDidPoop ( )
inline

Definition at line 4652 of file Actor.h.

◆ ClientDidPoop_Implementation() [1/2]

void APrimalCharacter::ClientDidPoop_Implementation ( )
inline

Definition at line 4181 of file Actor.h.

◆ ClientDidPoop_Implementation() [2/2]

void APrimalCharacter::ClientDidPoop_Implementation ( )
inline

Definition at line 4213 of file Actor.h.

◆ ClientEndRagdollUpdate() [1/2]

void APrimalCharacter::ClientEndRagdollUpdate ( )
inline

Definition at line 4416 of file Actor.h.

◆ ClientEndRagdollUpdate() [2/2]

void APrimalCharacter::ClientEndRagdollUpdate ( )
inline

Definition at line 4653 of file Actor.h.

◆ ClientEndRagdollUpdate_Implementation()

void APrimalCharacter::ClientEndRagdollUpdate_Implementation ( )
inline

Definition at line 4135 of file Actor.h.

◆ ClientFailedPoop() [1/2]

void APrimalCharacter::ClientFailedPoop ( )
inline

Definition at line 4417 of file Actor.h.

◆ ClientFailedPoop() [2/2]

void APrimalCharacter::ClientFailedPoop ( )
inline

Definition at line 4654 of file Actor.h.

◆ ClientFailedPoop_Implementation() [1/2]

void APrimalCharacter::ClientFailedPoop_Implementation ( )
inline

Definition at line 4180 of file Actor.h.

◆ ClientFailedPoop_Implementation() [2/2]

void APrimalCharacter::ClientFailedPoop_Implementation ( )
inline

Definition at line 4214 of file Actor.h.

◆ ClientForceSleepRagdollIntervalField() [1/2]

float & APrimalCharacter::ClientForceSleepRagdollIntervalField ( )
inline

Definition at line 3636 of file Actor.h.

◆ ClientForceSleepRagdollIntervalField() [2/2]

float & APrimalCharacter::ClientForceSleepRagdollIntervalField ( )
inline

Definition at line 3815 of file Actor.h.

◆ ClientHandleNetDestroy() [1/2]

void APrimalCharacter::ClientHandleNetDestroy ( )
inline

Definition at line 4244 of file Actor.h.

◆ ClientHandleNetDestroy() [2/2]

void APrimalCharacter::ClientHandleNetDestroy ( )
inline

Definition at line 4600 of file Actor.h.

◆ ClientLocationInterpSpeedField() [1/2]

float & APrimalCharacter::ClientLocationInterpSpeedField ( )
inline

Definition at line 3604 of file Actor.h.

◆ ClientLocationInterpSpeedField() [2/2]

float & APrimalCharacter::ClientLocationInterpSpeedField ( )
inline

Definition at line 3790 of file Actor.h.

◆ ClientMultiUse() [1/2]

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

Definition at line 4156 of file Actor.h.

◆ ClientMultiUse() [2/2]

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

Definition at line 4215 of file Actor.h.

◆ ClientNotifyLevelUp() [1/2]

void APrimalCharacter::ClientNotifyLevelUp ( )
inline

Definition at line 4418 of file Actor.h.

◆ ClientNotifyLevelUp() [2/2]

void APrimalCharacter::ClientNotifyLevelUp ( )
inline

Definition at line 4655 of file Actor.h.

◆ ClientPlayAnimation() [1/2]

void APrimalCharacter::ClientPlayAnimation ( UAnimMontage * AnimMontage,
float PlayRate,
FName StartSectionName,
bool bPlayOnOwner,
bool bForceTickPoseAndServerUpdateMesh )
inline

Definition at line 4419 of file Actor.h.

◆ ClientPlayAnimation() [2/2]

void APrimalCharacter::ClientPlayAnimation ( UAnimMontage * AnimMontage,
float PlayRate,
FName StartSectionName,
bool bPlayOnOwner,
bool bForceTickPoseAndServerUpdateMesh )
inline

Definition at line 4656 of file Actor.h.

◆ ClientPlayAnimation_Implementation() [1/2]

void APrimalCharacter::ClientPlayAnimation_Implementation ( UAnimMontage * AnimMontage,
float PlayRate,
FName StartSectionName,
bool bPlayOnOwner,
bool bForceTickPoseAndServerUpdateMesh )
inline

Definition at line 4063 of file Actor.h.

◆ ClientPlayAnimation_Implementation() [2/2]

void APrimalCharacter::ClientPlayAnimation_Implementation ( UAnimMontage * AnimMontage,
float PlayRate,
FName StartSectionName,
bool bPlayOnOwner,
bool bForceTickPoseAndServerUpdateMesh )
inline

Definition at line 4216 of file Actor.h.

◆ ClientPrepareForSeamlessTravel_Implementation()

void APrimalCharacter::ClientPrepareForSeamlessTravel_Implementation ( )
inline

Definition at line 4217 of file Actor.h.

◆ ClientRagdollUpdate() [1/2]

void APrimalCharacter::ClientRagdollUpdate ( TArray< FVector_NetQuantize > * BoneLocations,
FRotator_NetQuantize TargetRootRotation )
inline

Definition at line 4420 of file Actor.h.

◆ ClientRagdollUpdate() [2/2]

void APrimalCharacter::ClientRagdollUpdate ( TArray< FVector_NetQuantize > * BoneLocations,
FRotator_NetQuantize TargetRootRotation )
inline

Definition at line 4657 of file Actor.h.

◆ ClientRagdollUpdate_Implementation()

void APrimalCharacter::ClientRagdollUpdate_Implementation ( TArray< FVector_NetQuantize > * BoneLocations,
FRotator_NetQuantize TargetRootRotation )
inline

Definition at line 4132 of file Actor.h.

◆ ClientRotationInterpSpeedField() [1/2]

float & APrimalCharacter::ClientRotationInterpSpeedField ( )
inline

Definition at line 3603 of file Actor.h.

◆ ClientRotationInterpSpeedField() [2/2]

float & APrimalCharacter::ClientRotationInterpSpeedField ( )
inline

Definition at line 3789 of file Actor.h.

◆ ClientRotationInterpSpeedMultiplierGroundField() [1/2]

float & APrimalCharacter::ClientRotationInterpSpeedMultiplierGroundField ( )
inline

Definition at line 3723 of file Actor.h.

◆ ClientRotationInterpSpeedMultiplierGroundField() [2/2]

float & APrimalCharacter::ClientRotationInterpSpeedMultiplierGroundField ( )
inline

Definition at line 3901 of file Actor.h.

◆ ClientStopAnimation() [1/2]

void APrimalCharacter::ClientStopAnimation ( UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime )
inline

Definition at line 4421 of file Actor.h.

◆ ClientStopAnimation() [2/2]

void APrimalCharacter::ClientStopAnimation ( UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime )
inline

Definition at line 4658 of file Actor.h.

◆ ClientStopAnimation_Implementation() [1/2]

void APrimalCharacter::ClientStopAnimation_Implementation ( UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime )
inline

Definition at line 4065 of file Actor.h.

◆ ClientStopAnimation_Implementation() [2/2]

void APrimalCharacter::ClientStopAnimation_Implementation ( UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime )
inline

Definition at line 4219 of file Actor.h.

◆ ClientStopAnimationFPV()

void APrimalCharacter::ClientStopAnimationFPV ( UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime )
inline

Definition at line 4659 of file Actor.h.

◆ ClientStopAnimationFPV_Implementation()

void APrimalCharacter::ClientStopAnimationFPV_Implementation ( UAnimMontage * AnimMontage,
bool bStopOnOwner,
float BlendOutTime )
inline

Definition at line 4218 of file Actor.h.

◆ ClientSyncAnimation()

void APrimalCharacter::ClientSyncAnimation ( UAnimMontage * AnimMontage,
float PlayRate,
float ServerCurrentMontageTime,
bool bForceTickPoseAndServerUpdateMesh,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 4422 of file Actor.h.

◆ ClientSyncAnimation_Implementation()

void APrimalCharacter::ClientSyncAnimation_Implementation ( UAnimMontage * AnimMontage,
float PlayRate,
float ServerCurrentMontageTime,
bool bForceTickPoseAndServerUpdateMesh,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 4064 of file Actor.h.

◆ ConsumeProjectileImpact()

bool APrimalCharacter::ConsumeProjectileImpact ( AShooterProjectile * theProjectile,
FHitResult * HitResult )
inline

Definition at line 4303 of file Actor.h.

◆ ConsumeWeaponBreakLife()

float APrimalCharacter::ConsumeWeaponBreakLife ( UClass * WeaponClass,
float BreakWeightToConsume )
inline

Definition at line 4220 of file Actor.h.

◆ ControllerLeavingGame() [1/2]

void APrimalCharacter::ControllerLeavingGame ( AShooterPlayerController * theController)
inline

Definition at line 4071 of file Actor.h.

◆ ControllerLeavingGame() [2/2]

void APrimalCharacter::ControllerLeavingGame ( AShooterPlayerController * theController)
inline

Definition at line 4221 of file Actor.h.

◆ CorpseDestructionTimeField() [1/2]

long double & APrimalCharacter::CorpseDestructionTimeField ( )
inline

Definition at line 3640 of file Actor.h.

◆ CorpseDestructionTimeField() [2/2]

long double & APrimalCharacter::CorpseDestructionTimeField ( )
inline

Definition at line 3819 of file Actor.h.

◆ CorpseDestructionTimerField() [1/2]

long double & APrimalCharacter::CorpseDestructionTimerField ( )
inline

Definition at line 3693 of file Actor.h.

◆ CorpseDestructionTimerField() [2/2]

long double & APrimalCharacter::CorpseDestructionTimerField ( )
inline

Definition at line 3870 of file Actor.h.

◆ CorpseDraggedDecayRateField() [1/2]

float & APrimalCharacter::CorpseDraggedDecayRateField ( )
inline

Definition at line 3687 of file Actor.h.

◆ CorpseDraggedDecayRateField() [2/2]

float & APrimalCharacter::CorpseDraggedDecayRateField ( )
inline

Definition at line 3863 of file Actor.h.

◆ CorpseFadeAwayTimeField() [1/2]

float & APrimalCharacter::CorpseFadeAwayTimeField ( )
inline

Definition at line 3643 of file Actor.h.

◆ CorpseFadeAwayTimeField() [2/2]

float & APrimalCharacter::CorpseFadeAwayTimeField ( )
inline

Definition at line 3822 of file Actor.h.

◆ CorpseHarvestFadeTimeField() [1/2]

float & APrimalCharacter::CorpseHarvestFadeTimeField ( )
inline

Definition at line 3696 of file Actor.h.

◆ CorpseHarvestFadeTimeField() [2/2]

float & APrimalCharacter::CorpseHarvestFadeTimeField ( )
inline

Definition at line 3872 of file Actor.h.

◆ CorpseLifespanField() [1/2]

float & APrimalCharacter::CorpseLifespanField ( )
inline

Definition at line 3641 of file Actor.h.

◆ CorpseLifespanField() [2/2]

float & APrimalCharacter::CorpseLifespanField ( )
inline

Definition at line 3820 of file Actor.h.

◆ CreateSnapshotComponent() [1/2]

static UActorComponent * APrimalCharacter::CreateSnapshotComponent ( AActor * For,
UObject * Template,
FName Tag,
FName Name )
inlinestatic

Definition at line 4032 of file Actor.h.

◆ CreateSnapshotComponent() [2/2]

static UActorComponent * APrimalCharacter::CreateSnapshotComponent ( AActor * For,
UObject * Template,
FName Tag,
FName Name )
inlinestatic

Definition at line 4222 of file Actor.h.

◆ CurrentAimRotField() [1/2]

FRotator & APrimalCharacter::CurrentAimRotField ( )
inline

Definition at line 3606 of file Actor.h.

◆ CurrentAimRotField() [2/2]

FRotator & APrimalCharacter::CurrentAimRotField ( )
inline

Definition at line 3792 of file Actor.h.

◆ CurrentCarriedYawField() [1/2]

float & APrimalCharacter::CurrentCarriedYawField ( )
inline

Definition at line 3578 of file Actor.h.

◆ CurrentCarriedYawField() [2/2]

float & APrimalCharacter::CurrentCarriedYawField ( )
inline

Definition at line 3763 of file Actor.h.

◆ CurrentDamageEventField() [1/2]

FDamageEvent * APrimalCharacter::CurrentDamageEventField ( )
inline

Definition at line 3659 of file Actor.h.

◆ CurrentDamageEventField() [2/2]

FDamageEvent * APrimalCharacter::CurrentDamageEventField ( )
inline

Definition at line 3835 of file Actor.h.

◆ CurrentFrameAnimPreventInputField() [1/2]

int & APrimalCharacter::CurrentFrameAnimPreventInputField ( )
inline

Definition at line 3531 of file Actor.h.

◆ CurrentFrameAnimPreventInputField() [2/2]

int & APrimalCharacter::CurrentFrameAnimPreventInputField ( )
inline

Definition at line 3718 of file Actor.h.

◆ CurrentLocalRootLocField() [1/2]

FVector & APrimalCharacter::CurrentLocalRootLocField ( )
inline

Definition at line 3697 of file Actor.h.

◆ CurrentLocalRootLocField() [2/2]

FVector & APrimalCharacter::CurrentLocalRootLocField ( )
inline

Definition at line 3873 of file Actor.h.

◆ CurrentRootLocField() [1/2]

FVector & APrimalCharacter::CurrentRootLocField ( )
inline

Definition at line 3607 of file Actor.h.

◆ CurrentRootLocField() [2/2]

FVector & APrimalCharacter::CurrentRootLocField ( )
inline

Definition at line 3793 of file Actor.h.

◆ currentStaggeringTimeField()

float & APrimalCharacter::currentStaggeringTimeField ( )
inline

Definition at line 3692 of file Actor.h.

◆ CurrentTransponderField() [1/2]

APrimalStructureExplosiveTransGPS * APrimalCharacter::CurrentTransponderField ( )
inline

Definition at line 3579 of file Actor.h.

◆ CurrentTransponderField() [2/2]

APrimalStructureExplosiveTransGPS * APrimalCharacter::CurrentTransponderField ( )
inline

Definition at line 3764 of file Actor.h.

◆ CurrentWeaponField()

AShooterWeapon * APrimalCharacter::CurrentWeaponField ( )
inline

Definition at line 3926 of file Actor.h.

◆ customBitFlagsField() [1/2]

int & APrimalCharacter::customBitFlagsField ( )
inline

Definition at line 3562 of file Actor.h.

◆ customBitFlagsField() [2/2]

int & APrimalCharacter::customBitFlagsField ( )
inline

Definition at line 3746 of file Actor.h.

◆ DamageNotifyTeamAggroMultiplierField() [1/2]

float & APrimalCharacter::DamageNotifyTeamAggroMultiplierField ( )
inline

Definition at line 3546 of file Actor.h.

◆ DamageNotifyTeamAggroMultiplierField() [2/2]

float & APrimalCharacter::DamageNotifyTeamAggroMultiplierField ( )
inline

Definition at line 3731 of file Actor.h.

◆ DamageNotifyTeamAggroRangeFalloffField() [1/2]

float & APrimalCharacter::DamageNotifyTeamAggroRangeFalloffField ( )
inline

Definition at line 3548 of file Actor.h.

◆ DamageNotifyTeamAggroRangeFalloffField() [2/2]

float & APrimalCharacter::DamageNotifyTeamAggroRangeFalloffField ( )
inline

Definition at line 3733 of file Actor.h.

◆ DamageNotifyTeamAggroRangeField() [1/2]

float & APrimalCharacter::DamageNotifyTeamAggroRangeField ( )
inline

Definition at line 3547 of file Actor.h.

◆ DamageNotifyTeamAggroRangeField() [2/2]

float & APrimalCharacter::DamageNotifyTeamAggroRangeField ( )
inline

Definition at line 3732 of file Actor.h.

◆ DamageTheMeleeDamageCauserDamageTypeField() [1/2]

TSubclassOf< UDamageType > & APrimalCharacter::DamageTheMeleeDamageCauserDamageTypeField ( )
inline

Definition at line 3718 of file Actor.h.

◆ DamageTheMeleeDamageCauserDamageTypeField() [2/2]

TSubclassOf< UDamageType > & APrimalCharacter::DamageTheMeleeDamageCauserDamageTypeField ( )
inline

Definition at line 3893 of file Actor.h.

◆ DamageTheMeleeDamageCauserPercentField() [1/2]

float & APrimalCharacter::DamageTheMeleeDamageCauserPercentField ( )
inline

Definition at line 3716 of file Actor.h.

◆ DamageTheMeleeDamageCauserPercentField() [2/2]

float & APrimalCharacter::DamageTheMeleeDamageCauserPercentField ( )
inline

Definition at line 3891 of file Actor.h.

◆ DamageTypeHurtAnimOverridesField()

TArray< FAssetMatcher > & APrimalCharacter::DamageTypeHurtAnimOverridesField ( )
inline

Definition at line 3949 of file Actor.h.

◆ DeactivateBuffs() [1/2]

void APrimalCharacter::DeactivateBuffs ( TSubclassOf< APrimalBuff > ForBuffClass,
UPrimalItem * ForInstigatorItem,
bool perfectClassMatch )
inline

Definition at line 4228 of file Actor.h.

◆ DeactivateBuffs() [2/2]

void APrimalCharacter::DeactivateBuffs ( TSubclassOf< APrimalBuff > ForBuffClass,
UPrimalItem * ForInstigatorItem,
bool perfectClassMatch )
inline

Definition at line 4223 of file Actor.h.

◆ DeadBaseTargetingDesirabilityField() [1/2]

float & APrimalCharacter::DeadBaseTargetingDesirabilityField ( )
inline

Definition at line 3647 of file Actor.h.

◆ DeadBaseTargetingDesirabilityField() [2/2]

float & APrimalCharacter::DeadBaseTargetingDesirabilityField ( )
inline

Definition at line 3826 of file Actor.h.

◆ DeathActorTargetingOffsetField() [1/2]

FVector & APrimalCharacter::DeathActorTargetingOffsetField ( )
inline

Definition at line 3657 of file Actor.h.

◆ DeathActorTargetingOffsetField() [2/2]

FVector & APrimalCharacter::DeathActorTargetingOffsetField ( )
inline

Definition at line 3833 of file Actor.h.

◆ DeathAnimField() [1/2]

UAnimMontage * APrimalCharacter::DeathAnimField ( )
inline

Definition at line 3567 of file Actor.h.

◆ DeathAnimField() [2/2]

UAnimMontage * APrimalCharacter::DeathAnimField ( )
inline

Definition at line 3751 of file Actor.h.

◆ DeathAnimFromBackField()

UAnimMontage * APrimalCharacter::DeathAnimFromBackField ( )
inline

Definition at line 3752 of file Actor.h.

◆ DeathDestructionDepositInventoryClassField() [1/2]

TSubclassOf< APrimalStructureItemContainer > & APrimalCharacter::DeathDestructionDepositInventoryClassField ( )
inline

Definition at line 3545 of file Actor.h.

◆ DeathDestructionDepositInventoryClassField() [2/2]

TSubclassOf< APrimalStructureItemContainer > & APrimalCharacter::DeathDestructionDepositInventoryClassField ( )
inline

Definition at line 3730 of file Actor.h.

◆ DeathHarvestingComponentField() [1/2]

TSubclassOf< UPrimalHarvestingComponent > & APrimalCharacter::DeathHarvestingComponentField ( )
inline

Definition at line 3629 of file Actor.h.

◆ DeathHarvestingComponentField() [2/2]

TSubclassOf< UPrimalHarvestingComponent > & APrimalCharacter::DeathHarvestingComponentField ( )
inline

Definition at line 3670 of file Actor.h.

◆ DeathHarvestingDepleted()

void APrimalCharacter::DeathHarvestingDepleted ( UPrimalHarvestingComponent * fromComponent)
inline

Definition at line 3953 of file Actor.h.

◆ DeathHarvestingFadeOut() [1/2]

void APrimalCharacter::DeathHarvestingFadeOut ( )
inline

Definition at line 4423 of file Actor.h.

◆ DeathHarvestingFadeOut() [2/2]

void APrimalCharacter::DeathHarvestingFadeOut ( )
inline

Definition at line 4660 of file Actor.h.

◆ DeathHarvestingFadeOut_Implementation() [1/2]

void APrimalCharacter::DeathHarvestingFadeOut_Implementation ( )
inline

Definition at line 4167 of file Actor.h.

◆ DeathHarvestingFadeOut_Implementation() [2/2]

void APrimalCharacter::DeathHarvestingFadeOut_Implementation ( )
inline

Definition at line 4224 of file Actor.h.

◆ DeathSoundField() [1/2]

USoundCue * APrimalCharacter::DeathSoundField ( )
inline

Definition at line 3568 of file Actor.h.

◆ DeathSoundField() [2/2]

USoundCue * APrimalCharacter::DeathSoundField ( )
inline

Definition at line 3753 of file Actor.h.

◆ DediOverrideCapsuleCollisionProfileNameField() [1/2]

FName & APrimalCharacter::DediOverrideCapsuleCollisionProfileNameField ( )
inline

Definition at line 3542 of file Actor.h.

◆ DediOverrideCapsuleCollisionProfileNameField() [2/2]

FName & APrimalCharacter::DediOverrideCapsuleCollisionProfileNameField ( )
inline

Definition at line 3727 of file Actor.h.

◆ DediOverrideMeshCollisionProfileNameField() [1/2]

FName & APrimalCharacter::DediOverrideMeshCollisionProfileNameField ( )
inline

Definition at line 3543 of file Actor.h.

◆ DediOverrideMeshCollisionProfileNameField() [2/2]

FName & APrimalCharacter::DediOverrideMeshCollisionProfileNameField ( )
inline

Definition at line 3728 of file Actor.h.

◆ DefaultBuffsField() [1/2]

TArray< TSubclassOf< APrimalBuff > > & APrimalCharacter::DefaultBuffsField ( )
inline

Definition at line 3690 of file Actor.h.

◆ DefaultBuffsField() [2/2]

TArray< TSubclassOf< APrimalBuff > > & APrimalCharacter::DefaultBuffsField ( )
inline

Definition at line 3866 of file Actor.h.

◆ DefaultSeatingAnimationField()

UAnimSequence * APrimalCharacter::DefaultSeatingAnimationField ( )
inline

Definition at line 3939 of file Actor.h.

◆ DefaultShieldAnimationField()

UAnimSequence * APrimalCharacter::DefaultShieldAnimationField ( )
inline

Definition at line 3921 of file Actor.h.

◆ DefaultWeaponField()

TSubclassOf< AShooterWeapon > & APrimalCharacter::DefaultWeaponField ( )
inline

Definition at line 3937 of file Actor.h.

◆ DefendingInterruptLevelMultiplierField()

float & APrimalCharacter::DefendingInterruptLevelMultiplierField ( )
inline

Definition at line 3897 of file Actor.h.

◆ DescriptiveNameField() [1/2]

FString & APrimalCharacter::DescriptiveNameField ( )
inline

Definition at line 3592 of file Actor.h.

◆ DescriptiveNameField() [2/2]

FString & APrimalCharacter::DescriptiveNameField ( )
inline

Definition at line 3779 of file Actor.h.

◆ DestroyByMeshing()

void APrimalCharacter::DestroyByMeshing ( )
inline

Definition at line 4205 of file Actor.h.

◆ Destroyed() [1/2]

void APrimalCharacter::Destroyed ( )
inline

Definition at line 3940 of file Actor.h.

◆ Destroyed() [2/2]

void APrimalCharacter::Destroyed ( )
inline

Definition at line 4226 of file Actor.h.

◆ DestroyInventory()

void APrimalCharacter::DestroyInventory ( )
inline

Definition at line 4225 of file Actor.h.

◆ DetachFromOtherCharacter()

void APrimalCharacter::DetachFromOtherCharacter ( const bool enableMovementAndCollision)
inline

Definition at line 4301 of file Actor.h.

◆ DidLand() [1/2]

void APrimalCharacter::DidLand ( )
inline

Definition at line 4113 of file Actor.h.

◆ DidLand() [2/2]

void APrimalCharacter::DidLand ( )
inline

Definition at line 4227 of file Actor.h.

◆ DidTeleport() [1/2]

void APrimalCharacter::DidTeleport ( FVector newLoc,
FRotator newRot )
inline

Definition at line 4424 of file Actor.h.

◆ DidTeleport() [2/2]

void APrimalCharacter::DidTeleport ( FVector newLoc,
FRotator newRot )
inline

Definition at line 4661 of file Actor.h.

◆ DidTeleport_Implementation() [1/2]

void APrimalCharacter::DidTeleport_Implementation ( FVector newLoc,
FRotator newRot )
inline

Definition at line 4289 of file Actor.h.

◆ DidTeleport_Implementation() [2/2]

void APrimalCharacter::DidTeleport_Implementation ( FVector newLoc,
FRotator newRot )
inline

Definition at line 4228 of file Actor.h.

◆ Die() [1/2]

bool APrimalCharacter::Die ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 3952 of file Actor.h.

◆ Die() [2/2]

bool APrimalCharacter::Die ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 4229 of file Actor.h.

◆ DinoMountOnMe() [1/2]

bool APrimalCharacter::DinoMountOnMe ( APrimalDinoCharacter * dinoCharacter)
inline

Definition at line 4212 of file Actor.h.

◆ DinoMountOnMe() [2/2]

bool APrimalCharacter::DinoMountOnMe ( APrimalDinoCharacter * dinoCharacter,
bool bForce )
inline

Definition at line 4230 of file Actor.h.

◆ DisableShipReducedCharacterDrawDistance()

void APrimalCharacter::DisableShipReducedCharacterDrawDistance ( bool bIsFromSeatingStructure)
inline

Definition at line 4231 of file Actor.h.

◆ DisableUnBasingUntilField()

long double & APrimalCharacter::DisableUnBasingUntilField ( )
inline

Definition at line 3912 of file Actor.h.

◆ DoCharacterDetachment() [1/2]

void APrimalCharacter::DoCharacterDetachment ( bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff * BuffToIgnore )
inline

Definition at line 4306 of file Actor.h.

◆ DoCharacterDetachment() [2/2]

void APrimalCharacter::DoCharacterDetachment ( bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff * BuffToIgnore )
inline

Definition at line 4232 of file Actor.h.

◆ DoExecuteActorConstruction() [1/2]

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

Definition at line 4291 of file Actor.h.

◆ DoExecuteActorConstruction() [2/2]

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

Definition at line 4233 of file Actor.h.

◆ DoFindGoodSpot() [1/2]

void APrimalCharacter::DoFindGoodSpot ( FVector RagdollLoc,
bool bClearCollisionSweep )
inline

Definition at line 3974 of file Actor.h.

◆ DoFindGoodSpot() [2/2]

void APrimalCharacter::DoFindGoodSpot ( FVector RagdollLoc,
bool bClearCollisionSweep )
inline

Definition at line 4234 of file Actor.h.

◆ DoSetRagdollPhysics() [1/2]

void APrimalCharacter::DoSetRagdollPhysics ( )
inline

Definition at line 3967 of file Actor.h.

◆ DoSetRagdollPhysics() [2/2]

void APrimalCharacter::DoSetRagdollPhysics ( )
inline

Definition at line 4235 of file Actor.h.

◆ DownCallOne() [1/2]

void APrimalCharacter::DownCallOne ( )
inline

Definition at line 4270 of file Actor.h.

◆ DownCallOne() [2/2]

void APrimalCharacter::DownCallOne ( )
inline

Definition at line 4236 of file Actor.h.

◆ DragBoneNameField() [1/2]

FName & APrimalCharacter::DragBoneNameField ( )
inline

Definition at line 3514 of file Actor.h.

◆ DragBoneNameField() [2/2]

FName & APrimalCharacter::DragBoneNameField ( )
inline

Definition at line 3702 of file Actor.h.

◆ DraggedBoneIndexField() [1/2]

int & APrimalCharacter::DraggedBoneIndexField ( )
inline

Definition at line 3561 of file Actor.h.

◆ DraggedBoneIndexField() [2/2]

int & APrimalCharacter::DraggedBoneIndexField ( )
inline

Definition at line 3745 of file Actor.h.

◆ DraggedCharacterField() [1/2]

APrimalCharacter * APrimalCharacter::DraggedCharacterField ( )
inline

Definition at line 3524 of file Actor.h.

◆ DraggedCharacterField() [2/2]

APrimalCharacter * APrimalCharacter::DraggedCharacterField ( )
inline

Definition at line 3712 of file Actor.h.

◆ DraggingBodyIndexField() [1/2]

int & APrimalCharacter::DraggingBodyIndexField ( )
inline

Definition at line 3560 of file Actor.h.

◆ DraggingBodyIndexField() [2/2]

int & APrimalCharacter::DraggingBodyIndexField ( )
inline

Definition at line 3744 of file Actor.h.

◆ DraggingCharacterField() [1/2]

APrimalCharacter * APrimalCharacter::DraggingCharacterField ( )
inline

Definition at line 3525 of file Actor.h.

◆ DraggingCharacterField() [2/2]

APrimalCharacter * APrimalCharacter::DraggingCharacterField ( )
inline

Definition at line 3713 of file Actor.h.

◆ DragOffsetField() [1/2]

FVector & APrimalCharacter::DragOffsetField ( )
inline

Definition at line 3555 of file Actor.h.

◆ DragOffsetField() [2/2]

FVector & APrimalCharacter::DragOffsetField ( )
inline

Definition at line 3738 of file Actor.h.

◆ DragSocketNameField() [1/2]

FName & APrimalCharacter::DragSocketNameField ( )
inline

Definition at line 3515 of file Actor.h.

◆ DragSocketNameField() [2/2]

FName & APrimalCharacter::DragSocketNameField ( )
inline

Definition at line 3703 of file Actor.h.

◆ DragWeightField() [1/2]

float & APrimalCharacter::DragWeightField ( )
inline

Definition at line 3591 of file Actor.h.

◆ DragWeightField() [2/2]

float & APrimalCharacter::DragWeightField ( )
inline

Definition at line 3777 of file Actor.h.

◆ DrawFloatingChatMessage()

void APrimalCharacter::DrawFloatingChatMessage ( AShooterHUD * HUD,
FString Message,
long double receivedChatTime )
inline

Definition at line 4080 of file Actor.h.

◆ DrawHUD() [1/2]

void APrimalCharacter::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 3983 of file Actor.h.

◆ DrawHUD() [2/2]

void APrimalCharacter::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 4237 of file Actor.h.

◆ DrawLocalPlayerHUD() [1/2]

void APrimalCharacter::DrawLocalPlayerHUD ( AShooterHUD * HUD)
inline

Definition at line 4097 of file Actor.h.

◆ DrawLocalPlayerHUD() [2/2]

void APrimalCharacter::DrawLocalPlayerHUD ( AShooterHUD * HUD)
inline

Definition at line 4238 of file Actor.h.

◆ DropAllCarriedAndPassengers()

void APrimalCharacter::DropAllCarriedAndPassengers ( )
inline

Definition at line 4239 of file Actor.h.

◆ DualWieldingSwitchSideWeapon()

void APrimalCharacter::DualWieldingSwitchSideWeapon ( UPrimalItem * aPrimalItem,
bool bIsPrimaryWeapon )
inline

Definition at line 4240 of file Actor.h.

◆ DurabilityDegrateTheMeleeDamageCauserPercentField() [1/2]

float & APrimalCharacter::DurabilityDegrateTheMeleeDamageCauserPercentField ( )
inline

Definition at line 3717 of file Actor.h.

◆ DurabilityDegrateTheMeleeDamageCauserPercentField() [2/2]

float & APrimalCharacter::DurabilityDegrateTheMeleeDamageCauserPercentField ( )
inline

Definition at line 3892 of file Actor.h.

◆ EffectorInterpSpeedField() [1/2]

float & APrimalCharacter::EffectorInterpSpeedField ( )
inline

Definition at line 3488 of file Actor.h.

◆ EffectorInterpSpeedField() [2/2]

float & APrimalCharacter::EffectorInterpSpeedField ( )
inline

Definition at line 3674 of file Actor.h.

◆ EmitPoop() [1/2]

void APrimalCharacter::EmitPoop ( )
inline

Definition at line 4164 of file Actor.h.

◆ EmitPoop() [2/2]

void APrimalCharacter::EmitPoop ( )
inline

Definition at line 4241 of file Actor.h.

◆ EnableBodiesGravity() [1/2]

void APrimalCharacter::EnableBodiesGravity ( )
inline

Definition at line 4038 of file Actor.h.

◆ EnableBodiesGravity() [2/2]

void APrimalCharacter::EnableBodiesGravity ( )
inline

Definition at line 4244 of file Actor.h.

◆ EnableBPTimerNonDedicated() [1/2]

void APrimalCharacter::EnableBPTimerNonDedicated ( bool bEnable)
inline

Definition at line 4265 of file Actor.h.

◆ EnableBPTimerNonDedicated() [2/2]

void APrimalCharacter::EnableBPTimerNonDedicated ( bool bEnable)
inline

Definition at line 4242 of file Actor.h.

◆ EnableBPTimerServer() [1/2]

void APrimalCharacter::EnableBPTimerServer ( bool bEnable)
inline

Definition at line 4264 of file Actor.h.

◆ EnableBPTimerServer() [2/2]

void APrimalCharacter::EnableBPTimerServer ( bool bEnable)
inline

Definition at line 4243 of file Actor.h.

◆ EnableIK()

void APrimalCharacter::EnableIK ( bool bEnable,
bool bForceOnDedicated )
inline

Definition at line 4154 of file Actor.h.

◆ EnableShipReducedCharacterDrawDistance()

void APrimalCharacter::EnableShipReducedCharacterDrawDistance ( bool bIsFromSeatingStructure)
inline

Definition at line 4245 of file Actor.h.

◆ EnableTurnToFaceRotation()

bool APrimalCharacter::EnableTurnToFaceRotation ( )
inline

Definition at line 4425 of file Actor.h.

◆ EndDinoPlatformDragging()

void APrimalCharacter::EndDinoPlatformDragging ( )
inline

Definition at line 3970 of file Actor.h.

◆ EndDragCharacter() [1/2]

void APrimalCharacter::EndDragCharacter ( )
inline

Definition at line 4139 of file Actor.h.

◆ EndDragCharacter() [2/2]

void APrimalCharacter::EndDragCharacter ( )
inline

Definition at line 4246 of file Actor.h.

◆ EndDraggedSoundField() [1/2]

USoundBase * APrimalCharacter::EndDraggedSoundField ( )
inline

Definition at line 3523 of file Actor.h.

◆ EndDraggedSoundField() [2/2]

USoundBase * APrimalCharacter::EndDraggedSoundField ( )
inline

Definition at line 3711 of file Actor.h.

◆ EndForceSkelUpdate() [1/2]

void APrimalCharacter::EndForceSkelUpdate ( )
inline

Definition at line 4087 of file Actor.h.

◆ EndForceSkelUpdate() [2/2]

void APrimalCharacter::EndForceSkelUpdate ( )
inline

Definition at line 4247 of file Actor.h.

◆ EndPlay()

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

Definition at line 4036 of file Actor.h.

◆ EnteredSleepingSoundField() [1/2]

USoundCue * APrimalCharacter::EnteredSleepingSoundField ( )
inline

Definition at line 3681 of file Actor.h.

◆ EnteredSleepingSoundField() [2/2]

USoundCue * APrimalCharacter::EnteredSleepingSoundField ( )
inline

Definition at line 3857 of file Actor.h.

◆ EnteredSwimmingSoundField() [1/2]

USoundCue * APrimalCharacter::EnteredSwimmingSoundField ( )
inline

Definition at line 3680 of file Actor.h.

◆ EnteredSwimmingSoundField() [2/2]

USoundCue * APrimalCharacter::EnteredSwimmingSoundField ( )
inline

Definition at line 3856 of file Actor.h.

◆ ExcludePostProcessBlendableMaterial() [1/2]

bool APrimalCharacter::ExcludePostProcessBlendableMaterial ( UMaterialInterface * BlendableMaterialInterface)
inline

Definition at line 4229 of file Actor.h.

◆ ExcludePostProcessBlendableMaterial() [2/2]

bool APrimalCharacter::ExcludePostProcessBlendableMaterial ( UMaterialInterface * BlendableMaterialInterface)
inline

Definition at line 4248 of file Actor.h.

◆ ExecSetPawnSleeping() [1/2]

void APrimalCharacter::ExecSetPawnSleeping ( bool bEnable)
inline

Definition at line 3978 of file Actor.h.

◆ ExecSetPawnSleeping() [2/2]

void APrimalCharacter::ExecSetPawnSleeping ( bool bEnable)
inline

Definition at line 4249 of file Actor.h.

◆ ExecSetSleeping() [1/2]

void APrimalCharacter::ExecSetSleeping ( bool bEnable)
inline

Definition at line 3977 of file Actor.h.

◆ ExecSetSleeping() [2/2]

void APrimalCharacter::ExecSetSleeping ( bool bEnable)
inline

Definition at line 4250 of file Actor.h.

◆ ExtraMaxSpeedModifierField() [1/2]

float & APrimalCharacter::ExtraMaxSpeedModifierField ( )
inline

Definition at line 3705 of file Actor.h.

◆ ExtraMaxSpeedModifierField() [2/2]

float & APrimalCharacter::ExtraMaxSpeedModifierField ( )
inline

Definition at line 3880 of file Actor.h.

◆ ExtraMeleeDamageMultiplierField() [1/2]

float & APrimalCharacter::ExtraMeleeDamageMultiplierField ( )
inline

Definition at line 3712 of file Actor.h.

◆ ExtraMeleeDamageMultiplierField() [2/2]

float & APrimalCharacter::ExtraMeleeDamageMultiplierField ( )
inline

Definition at line 3887 of file Actor.h.

◆ ExtraReceiveDamageMultiplierField() [1/2]

float & APrimalCharacter::ExtraReceiveDamageMultiplierField ( )
inline

Definition at line 3711 of file Actor.h.

◆ ExtraReceiveDamageMultiplierField() [2/2]

float & APrimalCharacter::ExtraReceiveDamageMultiplierField ( )
inline

Definition at line 3886 of file Actor.h.

◆ ExtraRotationRateModifierField()

float & APrimalCharacter::ExtraRotationRateModifierField ( )
inline

Definition at line 3706 of file Actor.h.

◆ FadeOutLoadingMusic() [1/2]

void APrimalCharacter::FadeOutLoadingMusic ( )
inline

Definition at line 4114 of file Actor.h.

◆ FadeOutLoadingMusic() [2/2]

void APrimalCharacter::FadeOutLoadingMusic ( )
inline

Definition at line 4251 of file Actor.h.

◆ FallDamageMultiplierField() [1/2]

float & APrimalCharacter::FallDamageMultiplierField ( )
inline

Definition at line 3576 of file Actor.h.

◆ FallDamageMultiplierField() [2/2]

float & APrimalCharacter::FallDamageMultiplierField ( )
inline

Definition at line 3761 of file Actor.h.

◆ FallingDamageHealthScaleBaseField() [1/2]

float & APrimalCharacter::FallingDamageHealthScaleBaseField ( )
inline

Definition at line 3623 of file Actor.h.

◆ FallingDamageHealthScaleBaseField() [2/2]

float & APrimalCharacter::FallingDamageHealthScaleBaseField ( )
inline

Definition at line 3804 of file Actor.h.

◆ FellOutOfWorld() [1/2]

void APrimalCharacter::FellOutOfWorld ( UDamageType * dmgType)
inline

Definition at line 3942 of file Actor.h.

◆ FellOutOfWorld() [2/2]

void APrimalCharacter::FellOutOfWorld ( UDamageType * dmgType)
inline

Definition at line 4252 of file Actor.h.

◆ FinalLoadedFromSaveGame() [1/2]

void APrimalCharacter::FinalLoadedFromSaveGame ( )
inline

Definition at line 4290 of file Actor.h.

◆ FinalLoadedFromSaveGame() [2/2]

void APrimalCharacter::FinalLoadedFromSaveGame ( )
inline

Definition at line 4253 of file Actor.h.

◆ FindClosestTeleportRaft()

APrimalRaft * APrimalCharacter::FindClosestTeleportRaft ( APlayerController * ForPC)
inline

Definition at line 4254 of file Actor.h.

◆ FindTeleportLocation()

bool APrimalCharacter::FindTeleportLocation ( FVector * TeleportLoc,
APrimalRaft * OnRaft,
FVector TargetLoc )
inline

Definition at line 4255 of file Actor.h.

◆ FireBallistaAnimationField()

UAnimMontage * APrimalCharacter::FireBallistaAnimationField ( )
inline

Definition at line 3943 of file Actor.h.

◆ FootPhysicalSurfaceCheckIntervalField() [1/2]

float & APrimalCharacter::FootPhysicalSurfaceCheckIntervalField ( )
inline

Definition at line 3664 of file Actor.h.

◆ FootPhysicalSurfaceCheckIntervalField() [2/2]

float & APrimalCharacter::FootPhysicalSurfaceCheckIntervalField ( )
inline

Definition at line 3840 of file Actor.h.

◆ FootstepsMaxRangeField() [1/2]

float & APrimalCharacter::FootstepsMaxRangeField ( )
inline

Definition at line 3624 of file Actor.h.

◆ FootstepsMaxRangeField() [2/2]

float & APrimalCharacter::FootstepsMaxRangeField ( )
inline

Definition at line 3805 of file Actor.h.

◆ FootStepSoundsPhysMatField() [1/2]

TArray< USoundCue * > APrimalCharacter::FootStepSoundsPhysMatField ( )
inline

Definition at line 3571 of file Actor.h.

◆ FootStepSoundsPhysMatField() [2/2]

TArray< USoundCue * > APrimalCharacter::FootStepSoundsPhysMatField ( )
inline

Definition at line 3756 of file Actor.h.

◆ ForceAddUnderwaterCharacterStatusValues() [1/2]

bool APrimalCharacter::ForceAddUnderwaterCharacterStatusValues ( )
inline

Definition at line 4309 of file Actor.h.

◆ ForceAddUnderwaterCharacterStatusValues() [2/2]

bool APrimalCharacter::ForceAddUnderwaterCharacterStatusValues ( )
inline

Definition at line 4256 of file Actor.h.

◆ ForceAllowAddBuffOfClass()

bool APrimalCharacter::ForceAllowAddBuffOfClass ( TSubclassOf< APrimalBuff > BuffClass)
inline

Definition at line 4257 of file Actor.h.

◆ ForceCheckPushThroughWallsTimeField() [1/2]

long double & APrimalCharacter::ForceCheckPushThroughWallsTimeField ( )
inline

Definition at line 3721 of file Actor.h.

◆ ForceCheckPushThroughWallsTimeField() [2/2]

long double & APrimalCharacter::ForceCheckPushThroughWallsTimeField ( )
inline

Definition at line 3898 of file Actor.h.

◆ ForceClearBase()

void APrimalCharacter::ForceClearBase ( bool bAlsoSetFallingMovementMode)
inline

Definition at line 4258 of file Actor.h.

◆ ForceFootCacheUntilTimeField()

long double & APrimalCharacter::ForceFootCacheUntilTimeField ( )
inline

Definition at line 3681 of file Actor.h.

◆ ForceMeshRelevant()

void APrimalCharacter::ForceMeshRelevant ( float Duration)
inline

Definition at line 4088 of file Actor.h.

◆ ForceRefreshBones() [1/2]

void APrimalCharacter::ForceRefreshBones ( )
inline

Definition at line 4085 of file Actor.h.

◆ ForceRefreshBones() [2/2]

void APrimalCharacter::ForceRefreshBones ( )
inline

Definition at line 4259 of file Actor.h.

◆ ForceSleepRagdoll() [1/2]

void APrimalCharacter::ForceSleepRagdoll ( )
inline

Definition at line 3972 of file Actor.h.

◆ ForceSleepRagdoll() [2/2]

void APrimalCharacter::ForceSleepRagdoll ( )
inline

Definition at line 4260 of file Actor.h.

◆ ForceSleepRagdollEx()

void APrimalCharacter::ForceSleepRagdollEx ( )
inline

Definition at line 3971 of file Actor.h.

◆ ForceTickPoseDelta() [1/2]

void APrimalCharacter::ForceTickPoseDelta ( )
inline

Definition at line 4159 of file Actor.h.

◆ ForceTickPoseDelta() [2/2]

void APrimalCharacter::ForceTickPoseDelta ( )
inline

Definition at line 4261 of file Actor.h.

◆ ForceUpdateAimedCharacters() [1/2]

static void APrimalCharacter::ForceUpdateAimedCharacters ( UWorld * World,
FVector * StartLoc,
FVector * EndLoc,
AActor * IgnoreActor,
bool bForceUpdateIgnoreActor,
float TraceRadius )
inlinestatic

Definition at line 4185 of file Actor.h.

◆ ForceUpdateAimedCharacters() [2/2]

static void APrimalCharacter::ForceUpdateAimedCharacters ( UWorld * World,
FVector * StartLoc,
FVector * EndLoc,
AActor * IgnoreActor,
bool bForceUpdateIgnoreActor,
float TraceRadius )
inlinestatic

Definition at line 4262 of file Actor.h.

◆ ForceUpdateCharacter() [1/2]

static void APrimalCharacter::ForceUpdateCharacter ( UWorld * World,
APrimalCharacter * primalChar )
inlinestatic

Definition at line 4187 of file Actor.h.

◆ ForceUpdateCharacter() [2/2]

static void APrimalCharacter::ForceUpdateCharacter ( UWorld * World,
APrimalCharacter * primalChar )
inlinestatic

Definition at line 4263 of file Actor.h.

◆ FullIKDistanceField() [1/2]

float & APrimalCharacter::FullIKDistanceField ( )
inline

Definition at line 3491 of file Actor.h.

◆ FullIKDistanceField() [2/2]

float & APrimalCharacter::FullIKDistanceField ( )
inline

Definition at line 3677 of file Actor.h.

◆ GetAbsoluteDynamicBasedLocation()

FVector * APrimalCharacter::GetAbsoluteDynamicBasedLocation ( FVector * result)
inline

Definition at line 4265 of file Actor.h.

◆ GetAdjustedMeleeLockOnPointOffset()

FVector * APrimalCharacter::GetAdjustedMeleeLockOnPointOffset ( FVector * result)
inline

Definition at line 4266 of file Actor.h.

◆ GetAIDifficultyValue()

float APrimalCharacter::GetAIDifficultyValue ( )
inline

Definition at line 4264 of file Actor.h.

◆ GetAimedActor() [1/3]

AActor * APrimalCharacter::GetAimedActor ( ECollisionChannel CollisionChannel,
UActorComponent ** HitComponent,
float MaxDistanceOverride,
float CheckRadius,
int * hitBodyIndex,
FHitResult * outHitResult,
bool bForceUseCameraLocation,
bool bForceUpdateAimedActors,
bool bForceUseActorLocation )
inline

Definition at line 4057 of file Actor.h.

◆ GetAimedActor() [2/3]

AActor * APrimalCharacter::GetAimedActor ( ECollisionChannel CollisionChannel,
UActorComponent ** HitComponent,
float MaxDistanceOverride,
float CheckRadius,
int * hitBodyIndex,
FHitResult * outHitResult,
bool bForceUseCameraLocation,
bool bForceUpdateAimedActors,
bool bForceUseActorLocation )
inline

Definition at line 4267 of file Actor.h.

◆ GetAimedActor() [3/3]

void APrimalCharacter::GetAimedActor ( FHitResult * outHitResult,
ECollisionChannel CollisionChannel,
float MaxDistanceOverride,
float CheckRadius,
bool bForceUseCameraLocation,
bool bForceUpdateAimedActors )
inline

Definition at line 4058 of file Actor.h.

◆ GetAimOffsets() [1/2]

FRotator * APrimalCharacter::GetAimOffsets ( FRotator * result,
float DeltaTime,
FRotator * RootRotOffset,
float * RootYawSpeed,
float MaxYawAimClamp,
FVector * RootLocOffset )
inline

Definition at line 4084 of file Actor.h.

◆ GetAimOffsets() [2/2]

FRotator * APrimalCharacter::GetAimOffsets ( FRotator * result,
float DeltaTime,
FRotator * RootRotOffset,
float * RootYawSpeed,
float MaxYawAimClamp,
FVector * RootLocOffset )
inline

Definition at line 4706 of file Actor.h.

◆ GetAllAttachedChars()

bool APrimalCharacter::GetAllAttachedChars ( TArray< APrimalCharacter * > * AttachedCharsArray,
const bool bIncludeSelf,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried )
inline

Definition at line 4320 of file Actor.h.

◆ GetAllAttachedCharsInternal()

bool APrimalCharacter::GetAllAttachedCharsInternal ( TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > * AttachedChars,
APrimalCharacter * OriginalChar,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried )
inline

Definition at line 4321 of file Actor.h.

◆ GetAllBuffs()

void APrimalCharacter::GetAllBuffs ( TArray< APrimalBuff * > * AllBuffs)
inline

Definition at line 4193 of file Actor.h.

◆ GetAttachedExplosive() [1/2]

APrimalStructureExplosive * APrimalCharacter::GetAttachedExplosive ( )
inline

Definition at line 4268 of file Actor.h.

◆ GetAttachedExplosive() [2/2]

APrimalStructureExplosive * APrimalCharacter::GetAttachedExplosive ( )
inline

Definition at line 4268 of file Actor.h.

◆ GetBallistaReloadSpeedMultiplier()

float APrimalCharacter::GetBallistaReloadSpeedMultiplier ( )
inline

Definition at line 4269 of file Actor.h.

◆ GetBaseAimRotation() [1/2]

FRotator * APrimalCharacter::GetBaseAimRotation ( FRotator * result)
inline

Definition at line 4169 of file Actor.h.

◆ GetBaseAimRotation() [2/2]

FRotator * APrimalCharacter::GetBaseAimRotation ( FRotator * result)
inline

Definition at line 4270 of file Actor.h.

◆ GetBasedMovementComponent()

UPrimitiveComponent * APrimalCharacter::GetBasedMovementComponent ( )
inline

Definition at line 4316 of file Actor.h.

◆ GetBasedOnDino() [1/2]

APrimalDinoCharacter * APrimalCharacter::GetBasedOnDino ( )
inline

Definition at line 4242 of file Actor.h.

◆ GetBasedOnDino() [2/2]

APrimalDinoCharacter * APrimalCharacter::GetBasedOnDino ( )
inline

Definition at line 4272 of file Actor.h.

◆ GetBasedOnDinoOrRaft()

APrimalDinoCharacter * APrimalCharacter::GetBasedOnDinoOrRaft ( )
inline

Definition at line 4273 of file Actor.h.

◆ GetBasedOnRaft()

APrimalRaft * APrimalCharacter::GetBasedOnRaft ( bool bOnlyCountDirectBase,
bool bOnlyCountIndirectBase )
inline

Definition at line 4274 of file Actor.h.

◆ GetBasedOrSeatingOnDino()

APrimalDinoCharacter * APrimalCharacter::GetBasedOrSeatingOnDino ( )
inline

Definition at line 4241 of file Actor.h.

◆ GetBasedPawns()

TArray< AActor * > * APrimalCharacter::GetBasedPawns ( TArray< AActor * > * result)
inline

Definition at line 4275 of file Actor.h.

◆ GetBaseDragWeight() [1/2]

float APrimalCharacter::GetBaseDragWeight ( )
inline

Definition at line 4339 of file Actor.h.

◆ GetBaseDragWeight() [2/2]

float APrimalCharacter::GetBaseDragWeight ( )
inline

Definition at line 4271 of file Actor.h.

◆ GetBaseStatusValue()

float APrimalCharacter::GetBaseStatusValue ( TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType)
inline

Definition at line 4096 of file Actor.h.

◆ GetBuff() [1/2]

APrimalBuff * APrimalCharacter::GetBuff ( TSubclassOf< APrimalBuff > BuffClass)
inline

Definition at line 4191 of file Actor.h.

◆ GetBuff() [2/2]

APrimalBuff * APrimalCharacter::GetBuff ( TSubclassOf< APrimalBuff > BuffClass,
bool bOnlyReturnSkillBuff,
bool bOnlyReturnActivatedBuff,
bool bUseExactMatch )
inline

Definition at line 4276 of file Actor.h.

◆ GetBuffForPostEffect() [1/2]

APrimalBuff * APrimalCharacter::GetBuffForPostEffect ( UMaterialInterface * anEffect)
inline

Definition at line 4195 of file Actor.h.

◆ GetBuffForPostEffect() [2/2]

APrimalBuff * APrimalCharacter::GetBuffForPostEffect ( UMaterialInterface * anEffect)
inline

Definition at line 4277 of file Actor.h.

◆ GetBuffs() [1/2]

void APrimalCharacter::GetBuffs ( TArray< APrimalBuff * > * TheBuffs)
inline

Definition at line 4194 of file Actor.h.

◆ GetBuffs() [2/2]

void APrimalCharacter::GetBuffs ( TArray< APrimalBuff * > * TheBuffs)
inline

Definition at line 4278 of file Actor.h.

◆ GetBuffStackCount()

int APrimalCharacter::GetBuffStackCount ( TSubclassOf< APrimalBuff > BuffClass,
bool useExactMatch )
inline

Definition at line 4190 of file Actor.h.

◆ GetBuffWithCustomTag()

APrimalBuff * APrimalCharacter::GetBuffWithCustomTag ( FName BuffCustomTag)
inline

Definition at line 4192 of file Actor.h.

◆ GetCapsuleBottomLocation() [1/2]

FVector * APrimalCharacter::GetCapsuleBottomLocation ( FVector * result)
inline

Definition at line 4318 of file Actor.h.

◆ GetCapsuleBottomLocation() [2/2]

FVector * APrimalCharacter::GetCapsuleBottomLocation ( FVector * result)
inline

Definition at line 4279 of file Actor.h.

◆ GetCapsuleTopLocation() [1/2]

FVector * APrimalCharacter::GetCapsuleTopLocation ( FVector * result)
inline

Definition at line 4317 of file Actor.h.

◆ GetCapsuleTopLocation() [2/2]

FVector * APrimalCharacter::GetCapsuleTopLocation ( FVector * result)
inline

Definition at line 4280 of file Actor.h.

◆ GetCarryingSocketYaw()

float APrimalCharacter::GetCarryingSocketYaw ( bool RefreshBones)
inline

Definition at line 4206 of file Actor.h.

◆ GetCharacterLevel()

float APrimalCharacter::GetCharacterLevel ( )
inline

Definition at line 4281 of file Actor.h.

◆ GetCharactersGrappledToMe()

void APrimalCharacter::GetCharactersGrappledToMe ( TArray< APrimalCharacter * > * GrappledCharsArray)
inline

Definition at line 4261 of file Actor.h.

◆ GetCharacterStatusComponent() [1/2]

UPrimalCharacterStatusComponent * APrimalCharacter::GetCharacterStatusComponent ( )
inline

Definition at line 4095 of file Actor.h.

◆ GetCharacterStatusComponent() [2/2]

UPrimalCharacterStatusComponent * APrimalCharacter::GetCharacterStatusComponent ( )
inline

Definition at line 4282 of file Actor.h.

◆ GetCharacterViewLocationAndDirection()

void APrimalCharacter::GetCharacterViewLocationAndDirection ( FVector * OutViewLocation,
FVector * OutViewDirection,
bool * OutFromCrosshairOrCamera,
float FallbackAngleOffsetDegrees )
inline

Definition at line 4043 of file Actor.h.

◆ GetClientRotationInterpSpeed() [1/2]

float APrimalCharacter::GetClientRotationInterpSpeed ( FVector * RootLoc)
inline

Definition at line 4083 of file Actor.h.

◆ GetClientRotationInterpSpeed() [2/2]

float APrimalCharacter::GetClientRotationInterpSpeed ( FVector * RootLoc)
inline

Definition at line 4283 of file Actor.h.

◆ GetCorpseDecayRate() [1/2]

float APrimalCharacter::GetCorpseDecayRate ( )
inline

Definition at line 4203 of file Actor.h.

◆ GetCorpseDecayRate() [2/2]

float APrimalCharacter::GetCorpseDecayRate ( )
inline

Definition at line 4284 of file Actor.h.

◆ GetCorpseLifespan() [1/2]

float APrimalCharacter::GetCorpseLifespan ( )
inline

Definition at line 3960 of file Actor.h.

◆ GetCorpseLifespan() [2/2]

float APrimalCharacter::GetCorpseLifespan ( )
inline

Definition at line 4285 of file Actor.h.

◆ GetCurrentlyPlayingAnimations()

TArray< UAnimMontage * > * APrimalCharacter::GetCurrentlyPlayingAnimations ( TArray< UAnimMontage * > * result,
bool bReturnIfAnyFound,
TArray< FName > SlotsToInclude,
TArray< FName > SlotsToExclude,
TArray< FName > TagsToInclude,
TArray< FName > TagsToExclude,
TArray< UAnimMontage * > AnimationsToExclude )
inline

Definition at line 4287 of file Actor.h.

◆ GetCurrentStatusValue() [1/2]

float APrimalCharacter::GetCurrentStatusValue ( EPrimalCharacterStatusValue::Type StatusValueType)
inline

Definition at line 4099 of file Actor.h.

◆ GetCurrentStatusValue() [2/2]

float APrimalCharacter::GetCurrentStatusValue ( EPrimalCharacterStatusValue::Type StatusValueType)
inline

Definition at line 4286 of file Actor.h.

◆ GetDamageTorpidityIncreaseMultiplierScale() [1/2]

float APrimalCharacter::GetDamageTorpidityIncreaseMultiplierScale ( )
inline

Definition at line 4246 of file Actor.h.

◆ GetDamageTorpidityIncreaseMultiplierScale() [2/2]

float APrimalCharacter::GetDamageTorpidityIncreaseMultiplierScale ( )
inline

Definition at line 4288 of file Actor.h.

◆ GetDebugInfoString()

FString * APrimalCharacter::GetDebugInfoString ( FString * result)
inline

Definition at line 4236 of file Actor.h.

◆ GetDefaultMovementSpeed() [1/2]

float APrimalCharacter::GetDefaultMovementSpeed ( )
inline

Definition at line 4108 of file Actor.h.

◆ GetDefaultMovementSpeed() [2/2]

float APrimalCharacter::GetDefaultMovementSpeed ( )
inline

Definition at line 4289 of file Actor.h.

◆ GetDescriptiveName() [1/2]

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

Definition at line 4074 of file Actor.h.

◆ GetDescriptiveName() [2/2]

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

Definition at line 4290 of file Actor.h.

◆ GetDetailedDescription()

TArray< FString > * APrimalCharacter::GetDetailedDescription ( TArray< FString > * result,
FString * IndentPrefix )
inline

Definition at line 4076 of file Actor.h.

◆ GetDirectionalIndexByVector()

int APrimalCharacter::GetDirectionalIndexByVector ( FVector * TestVec,
bool isDodgeTest,
float Tolerance )
inline

Definition at line 4291 of file Actor.h.

◆ GetDirectionalVectorByIndex()

FVector * APrimalCharacter::GetDirectionalVectorByIndex ( FVector * result,
const int DirIndex )
inline

Definition at line 4292 of file Actor.h.

◆ GetDodgeDurationMultiplier()

float APrimalCharacter::GetDodgeDurationMultiplier ( )
inline

Definition at line 4293 of file Actor.h.

◆ GetDragWeight() [1/2]

float APrimalCharacter::GetDragWeight ( APrimalCharacter * ForDragger)
inline

Definition at line 4216 of file Actor.h.

◆ GetDragWeight() [2/2]

float APrimalCharacter::GetDragWeight ( APrimalCharacter * ForDragger)
inline

Definition at line 4294 of file Actor.h.

◆ GetFallAcceleration() [1/2]

float APrimalCharacter::GetFallAcceleration ( )
inline

Definition at line 4262 of file Actor.h.

◆ GetFallAcceleration() [2/2]

float APrimalCharacter::GetFallAcceleration ( )
inline

Definition at line 4295 of file Actor.h.

◆ GetFloatingHUDLocation()

FVector * APrimalCharacter::GetFloatingHUDLocation ( FVector * result)
inline

Definition at line 4226 of file Actor.h.

◆ GetFootPhysicalSurfaceType() [1/2]

EPhysicalSurface APrimalCharacter::GetFootPhysicalSurfaceType ( bool bForce)
inline

Definition at line 4296 of file Actor.h.

◆ GetFootPhysicalSurfaceType() [2/2]

EPhysicalSurface APrimalCharacter::GetFootPhysicalSurfaceType ( bool bForce,
bool bIsForFootstepParticles )
inline

Definition at line 4118 of file Actor.h.

◆ GetGrappledBuffClassOverride()

TSubclassOf< APrimalBuff_Grappled > * APrimalCharacter::GetGrappledBuffClassOverride ( TSubclassOf< APrimalBuff_Grappled > * result)
inline

Definition at line 4426 of file Actor.h.

◆ GetGravityZScale() [1/2]

float APrimalCharacter::GetGravityZScale ( )
inline

Definition at line 4260 of file Actor.h.

◆ GetGravityZScale() [2/2]

float APrimalCharacter::GetGravityZScale ( )
inline

Definition at line 4297 of file Actor.h.

◆ GetGroundLocation() [1/2]

bool APrimalCharacter::GetGroundLocation ( FVector * theGroundLoc,
FVector * OffsetUp,
FVector * OffsetDown )
inline

Definition at line 4166 of file Actor.h.

◆ GetGroundLocation() [2/2]

bool APrimalCharacter::GetGroundLocation ( FVector * theGroundLoc,
FVector * OffsetUp,
FVector * OffsetDown,
AActor * IgnoredActor )
inline

Definition at line 4298 of file Actor.h.

◆ GetHealth() [1/2]

float APrimalCharacter::GetHealth ( )
inline

Definition at line 4078 of file Actor.h.

◆ GetHealth() [2/2]

float APrimalCharacter::GetHealth ( )
inline

Definition at line 4299 of file Actor.h.

◆ GetHealthPercentage() [1/2]

float APrimalCharacter::GetHealthPercentage ( )
inline

Definition at line 4077 of file Actor.h.

◆ GetHealthPercentage() [2/2]

float APrimalCharacter::GetHealthPercentage ( )
inline

Definition at line 4300 of file Actor.h.

◆ GetHUDElements()

void APrimalCharacter::GetHUDElements ( APlayerController * ForPC,
TArray< FHUDElement > * OutElements )
inline

Definition at line 4157 of file Actor.h.

◆ GetImmersionDepth() [1/2]

float APrimalCharacter::GetImmersionDepth ( bool bUseLineTrace)
inline

Definition at line 4285 of file Actor.h.

◆ GetImmersionDepth() [2/2]

float APrimalCharacter::GetImmersionDepth ( bool bUseLineTrace)
inline

Definition at line 4301 of file Actor.h.

◆ GetIndirectTorpidityIncreaseMultiplierScale() [1/2]

float APrimalCharacter::GetIndirectTorpidityIncreaseMultiplierScale ( )
inline

Definition at line 4247 of file Actor.h.

◆ GetIndirectTorpidityIncreaseMultiplierScale() [2/2]

float APrimalCharacter::GetIndirectTorpidityIncreaseMultiplierScale ( )
inline

Definition at line 4302 of file Actor.h.

◆ GetInputDirectionVector()

FVector * APrimalCharacter::GetInputDirectionVector ( FVector * result,
bool bRelativeToViewDirection )
inline

Definition at line 4042 of file Actor.h.

◆ GetInterpolatedLocation() [1/2]

FVector * APrimalCharacter::GetInterpolatedLocation ( FVector * result)
inline

Definition at line 4079 of file Actor.h.

◆ GetInterpolatedLocation() [2/2]

FVector * APrimalCharacter::GetInterpolatedLocation ( FVector * result)
inline

Definition at line 4303 of file Actor.h.

◆ GetInterpolatedRotation() [1/2]

FRotator * APrimalCharacter::GetInterpolatedRotation ( FRotator * result)
inline

Definition at line 4081 of file Actor.h.

◆ GetInterpolatedRotation() [2/2]

FRotator * APrimalCharacter::GetInterpolatedRotation ( FRotator * result)
inline

Definition at line 4304 of file Actor.h.

◆ GetInterpolatedRotation_NonFlattened()

FRotator * APrimalCharacter::GetInterpolatedRotation_NonFlattened ( FRotator * result)
inline

Definition at line 4082 of file Actor.h.

◆ GetJumpZModifier() [1/2]

float APrimalCharacter::GetJumpZModifier ( )
inline

Definition at line 4106 of file Actor.h.

◆ GetJumpZModifier() [2/2]

float APrimalCharacter::GetJumpZModifier ( )
inline

Definition at line 4305 of file Actor.h.

◆ GetKillXP() [1/2]

float APrimalCharacter::GetKillXP ( )
inline

Definition at line 4151 of file Actor.h.

◆ GetKillXP() [2/2]

float APrimalCharacter::GetKillXP ( )
inline

Definition at line 4306 of file Actor.h.

◆ GetLastCausedDamageTime()

long double APrimalCharacter::GetLastCausedDamageTime ( )
inline

Definition at line 4237 of file Actor.h.

◆ GetLastStartedTalkingTime()

long double APrimalCharacter::GetLastStartedTalkingTime ( )
inline

Definition at line 3933 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

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

Definition at line 4053 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

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

Definition at line 4307 of file Actor.h.

◆ GetLowHealthPercentage() [1/2]

float APrimalCharacter::GetLowHealthPercentage ( )
inline

Definition at line 4072 of file Actor.h.

◆ GetLowHealthPercentage() [2/2]

float APrimalCharacter::GetLowHealthPercentage ( )
inline

Definition at line 4308 of file Actor.h.

◆ GetMaxCursorHUDDistance() [1/2]

float APrimalCharacter::GetMaxCursorHUDDistance ( AShooterPlayerController * PC)
inline

Definition at line 3982 of file Actor.h.

◆ GetMaxCursorHUDDistance() [2/2]

float APrimalCharacter::GetMaxCursorHUDDistance ( AShooterPlayerController * PC)
inline

Definition at line 4309 of file Actor.h.

◆ GetMaxHealth() [1/2]

float APrimalCharacter::GetMaxHealth ( )
inline

Definition at line 4055 of file Actor.h.

◆ GetMaxHealth() [2/2]

float APrimalCharacter::GetMaxHealth ( )
inline

Definition at line 4310 of file Actor.h.

◆ GetMaxSpeedModifier() [1/2]

float APrimalCharacter::GetMaxSpeedModifier ( )
inline

Definition at line 4103 of file Actor.h.

◆ GetMaxSpeedModifier() [2/2]

float APrimalCharacter::GetMaxSpeedModifier ( )
inline

Definition at line 4311 of file Actor.h.

◆ GetMaxStatusValue() [1/2]

float APrimalCharacter::GetMaxStatusValue ( EPrimalCharacterStatusValue::Type StatusValueType)
inline

Definition at line 4100 of file Actor.h.

◆ GetMaxStatusValue() [2/2]

float APrimalCharacter::GetMaxStatusValue ( EPrimalCharacterStatusValue::Type StatusValueType)
inline

Definition at line 4312 of file Actor.h.

◆ GetMoveAnimRate()

float APrimalCharacter::GetMoveAnimRate ( )
inline

Definition at line 4323 of file Actor.h.

◆ GetNearestBoneIndexForDrag() [1/2]

int APrimalCharacter::GetNearestBoneIndexForDrag ( APrimalCharacter * Character,
FVector HitLocation )
inline

Definition at line 4143 of file Actor.h.

◆ GetNearestBoneIndexForDrag() [2/2]

int APrimalCharacter::GetNearestBoneIndexForDrag ( APrimalCharacter * Character,
FVector HitLocation )
inline

Definition at line 4313 of file Actor.h.

◆ GetOverrideDefaultCharacterParamTexture() [1/2]

UTexture2D * APrimalCharacter::GetOverrideDefaultCharacterParamTexture ( FName theParamName,
UTexture2D * CurrentTexture )
inline

Definition at line 4221 of file Actor.h.

◆ GetOverrideDefaultCharacterParamTexture() [2/2]

UTexture2D * APrimalCharacter::GetOverrideDefaultCharacterParamTexture ( FName theParamName,
UTexture2D * CurrentTexture )
inline

Definition at line 4314 of file Actor.h.

◆ GetOverrideSocket()

FName * APrimalCharacter::GetOverrideSocket ( FName * result,
FName from )
inline

Definition at line 4427 of file Actor.h.

◆ GetOverrideWaterJumpVelocity()

float APrimalCharacter::GetOverrideWaterJumpVelocity ( float OutOfWaterZ)
inline

Definition at line 4329 of file Actor.h.

◆ GetPaintingTexture() [1/2]

UPaintingTexture * APrimalCharacter::GetPaintingTexture ( )
inline

Definition at line 4223 of file Actor.h.

◆ GetPaintingTexture() [2/2]

UPaintingTexture * APrimalCharacter::GetPaintingTexture ( bool bForTattoo,
UPrimalPlayerData * TattooPlayerData )
inline

Definition at line 4315 of file Actor.h.

◆ GetParticleBaseComponent()

USceneComponent * APrimalCharacter::GetParticleBaseComponent ( )
inline

Definition at line 4316 of file Actor.h.

◆ GetPercentStatusValue() [1/2]

float APrimalCharacter::GetPercentStatusValue ( EPrimalCharacterStatusValue::Type StatusValueType)
inline

Definition at line 4101 of file Actor.h.

◆ GetPercentStatusValue() [2/2]

float APrimalCharacter::GetPercentStatusValue ( EPrimalCharacterStatusValue::Type StatusValueType)
inline

Definition at line 4317 of file Actor.h.

◆ GetPhysMatTypeFromHit()

EPhysicalSurface APrimalCharacter::GetPhysMatTypeFromHit ( FHitResult * FromHit)
inline

Definition at line 4119 of file Actor.h.

◆ GetPhysMatTypeFromHits()

EPhysicalSurface APrimalCharacter::GetPhysMatTypeFromHits ( TArray< FHitResult > * FromHits)
inline

Definition at line 4120 of file Actor.h.

◆ GetPoopAnimation()

UAnimMontage * APrimalCharacter::GetPoopAnimation ( bool bForcePoop)
inline

Definition at line 4338 of file Actor.h.

◆ GetPrimalCharMovementMode()

EMovementMode APrimalCharacter::GetPrimalCharMovementMode ( )
inline

Definition at line 4333 of file Actor.h.

◆ GetPrimaryHitComponent() [1/2]

UPrimitiveComponent * APrimalCharacter::GetPrimaryHitComponent ( )
inline

Definition at line 3965 of file Actor.h.

◆ GetPrimaryHitComponent() [2/2]

UPrimitiveComponent * APrimalCharacter::GetPrimaryHitComponent ( )
inline

Definition at line 4318 of file Actor.h.

◆ GetPrivateStaticClass() [1/2]

static UClass * APrimalCharacter::GetPrivateStaticClass ( )
inlinestatic

Definition at line 4353 of file Actor.h.

◆ GetPrivateStaticClass() [2/2]

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

Definition at line 4662 of file Actor.h.

◆ GetProjectileDamageMultiplier()

float APrimalCharacter::GetProjectileDamageMultiplier ( )
inline

Definition at line 4319 of file Actor.h.

◆ GetRole() [1/2]

ENetRole APrimalCharacter::GetRole ( )
inline

Definition at line 4251 of file Actor.h.

◆ GetRole() [2/2]

ENetRole APrimalCharacter::GetRole ( )
inline

Definition at line 4320 of file Actor.h.

◆ GetRootBodyBoneLocation() [1/2]

FVector * APrimalCharacter::GetRootBodyBoneLocation ( FVector * result)
inline

Definition at line 4040 of file Actor.h.

◆ GetRootBodyBoneLocation() [2/2]

FVector * APrimalCharacter::GetRootBodyBoneLocation ( FVector * result)
inline

Definition at line 4321 of file Actor.h.

◆ GetRotationRateModifier()

float APrimalCharacter::GetRotationRateModifier ( )
inline

Definition at line 4105 of file Actor.h.

◆ GetRunningSpeedModifier() [1/2]

float APrimalCharacter::GetRunningSpeedModifier ( bool bIsForDefaultSpeed)
inline

Definition at line 4054 of file Actor.h.

◆ GetRunningSpeedModifier() [2/2]

float APrimalCharacter::GetRunningSpeedModifier ( bool bIsForDefaultSpeed)
inline

Definition at line 4323 of file Actor.h.

◆ GetSeatingAnimation()

UAnimSequence * APrimalCharacter::GetSeatingAnimation ( )
inline

Definition at line 4324 of file Actor.h.

◆ GetShieldHeldAnimation()

UAnimSequence * APrimalCharacter::GetShieldHeldAnimation ( )
inline

Definition at line 4325 of file Actor.h.

◆ GetShieldItem()

UPrimalItem * APrimalCharacter::GetShieldItem ( )
inline

Definition at line 4326 of file Actor.h.

◆ GetShortName() [1/2]

FString * APrimalCharacter::GetShortName ( FString * result)
inline

Definition at line 4075 of file Actor.h.

◆ GetShortName() [2/2]

FString * APrimalCharacter::GetShortName ( FString * result)
inline

Definition at line 4327 of file Actor.h.

◆ GetSnapshotComponent() [1/2]

static UActorComponent * APrimalCharacter::GetSnapshotComponent ( AActor * From,
FName Tag )
inlinestatic

Definition at line 4031 of file Actor.h.

◆ GetSnapshotComponent() [2/2]

static UActorComponent * APrimalCharacter::GetSnapshotComponent ( AActor * From,
FName Tag )
inlinestatic

Definition at line 4328 of file Actor.h.

◆ GetSpoilingTimeMultiplier()

float APrimalCharacter::GetSpoilingTimeMultiplier ( UPrimalItem * anItem)
inline

Definition at line 4329 of file Actor.h.

◆ GetStasisConsumerRangeMultiplier()

float APrimalCharacter::GetStasisConsumerRangeMultiplier ( )
inline

Definition at line 3934 of file Actor.h.

◆ GetTargetableDamageFXDefaultPhysMaterial()

EShooterPhysMaterialType::Type APrimalCharacter::GetTargetableDamageFXDefaultPhysMaterial ( )
inline

Definition at line 4162 of file Actor.h.

◆ GetTargetingLocation() [1/2]

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

Definition at line 4331 of file Actor.h.

◆ GetTargetingLocation() [2/2]

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

Definition at line 4176 of file Actor.h.

◆ GetTargetPathfindingLocation() [1/2]

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

Definition at line 4330 of file Actor.h.

◆ GetTargetPathfindingLocation() [2/2]

FVector * APrimalCharacter::GetTargetPathfindingLocation ( FVector * result,
AActor * Attacker )
inline

Definition at line 4243 of file Actor.h.

◆ GetTPVCameraOffset()

FVector * APrimalCharacter::GetTPVCameraOffset ( FVector * result)
inline

Definition at line 4253 of file Actor.h.

◆ GetTPVCameraOffsetMultiplier()

FVector * APrimalCharacter::GetTPVCameraOffsetMultiplier ( FVector * result)
inline

Definition at line 4254 of file Actor.h.

◆ GetUObjectInterfaceTargetableInterface() [1/2]

UObject * APrimalCharacter::GetUObjectInterfaceTargetableInterface ( )
inline

Definition at line 3932 of file Actor.h.

◆ GetUObjectInterfaceTargetableInterface() [2/2]

UObject * APrimalCharacter::GetUObjectInterfaceTargetableInterface ( )
inline

Definition at line 4167 of file Actor.h.

◆ GetVelocity() [1/2]

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

Definition at line 4230 of file Actor.h.

◆ GetVelocity() [2/2]

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

Definition at line 4332 of file Actor.h.

◆ GetViewRotation()

FRotator * APrimalCharacter::GetViewRotation ( FRotator * result)
inline

Definition at line 4333 of file Actor.h.

◆ GetWaterSubmergedDepthThreshold() [1/2]

float APrimalCharacter::GetWaterSubmergedDepthThreshold ( )
inline

Definition at line 3985 of file Actor.h.

◆ GetWaterSubmergedDepthThreshold() [2/2]

float APrimalCharacter::GetWaterSubmergedDepthThreshold ( )
inline

Definition at line 4334 of file Actor.h.

◆ GetWeaponAttachPoint()

FName * APrimalCharacter::GetWeaponAttachPoint ( FName * result,
bool bSecondaryAttachPoint )
inline

Definition at line 4335 of file Actor.h.

◆ GetWeaponBaseSpeedModifier()

float APrimalCharacter::GetWeaponBaseSpeedModifier ( )
inline

Definition at line 4336 of file Actor.h.

◆ GetWeaponRunSpeed()

float APrimalCharacter::GetWeaponRunSpeed ( )
inline

Definition at line 4337 of file Actor.h.

◆ GetWeaponSpeedMultiplierByDirection()

float APrimalCharacter::GetWeaponSpeedMultiplierByDirection ( FVector * CharacterDir,
FVector * MovementDir )
inline

Definition at line 4338 of file Actor.h.

◆ GetYarkShieldItem()

UPrimalItem_Shield * APrimalCharacter::GetYarkShieldItem ( )
inline

Definition at line 4339 of file Actor.h.

◆ GiveDefaultWeapon()

void APrimalCharacter::GiveDefaultWeapon ( bool bForceGiveDefaultWeapon)
inline

Definition at line 4340 of file Actor.h.

◆ GiveDefaultWeaponTimer()

void APrimalCharacter::GiveDefaultWeaponTimer ( )
inline

Definition at line 4341 of file Actor.h.

◆ GiveKillExperience() [1/2]

bool APrimalCharacter::GiveKillExperience ( )
inline

Definition at line 4428 of file Actor.h.

◆ GiveKillExperience() [2/2]

bool APrimalCharacter::GiveKillExperience ( )
inline

Definition at line 4663 of file Actor.h.

◆ GivePrimalItemWeapon()

void APrimalCharacter::GivePrimalItemWeapon ( UPrimalItem * aPrimalItem)
inline

Definition at line 4342 of file Actor.h.

◆ GlideGravityScaleMultiplierField() [1/2]

float & APrimalCharacter::GlideGravityScaleMultiplierField ( )
inline

Definition at line 3724 of file Actor.h.

◆ GlideGravityScaleMultiplierField() [2/2]

float & APrimalCharacter::GlideGravityScaleMultiplierField ( )
inline

Definition at line 3902 of file Actor.h.

◆ GlideMaxCarriedWeightField() [1/2]

float & APrimalCharacter::GlideMaxCarriedWeightField ( )
inline

Definition at line 3725 of file Actor.h.

◆ GlideMaxCarriedWeightField() [2/2]

float & APrimalCharacter::GlideMaxCarriedWeightField ( )
inline

Definition at line 3903 of file Actor.h.

◆ GrabWeightThresholdField() [1/2]

float & APrimalCharacter::GrabWeightThresholdField ( )
inline

Definition at line 3590 of file Actor.h.

◆ GrabWeightThresholdField() [2/2]

float & APrimalCharacter::GrabWeightThresholdField ( )
inline

Definition at line 3776 of file Actor.h.

◆ GroundCheckExtentField() [1/2]

FVector & APrimalCharacter::GroundCheckExtentField ( )
inline

Definition at line 3494 of file Actor.h.

◆ GroundCheckExtentField() [2/2]

FVector & APrimalCharacter::GroundCheckExtentField ( )
inline

Definition at line 3679 of file Actor.h.

◆ HalfLegLengthField() [1/2]

float & APrimalCharacter::HalfLegLengthField ( )
inline

Definition at line 3489 of file Actor.h.

◆ HalfLegLengthField() [2/2]

float & APrimalCharacter::HalfLegLengthField ( )
inline

Definition at line 3675 of file Actor.h.

◆ HasBuff() [1/2]

bool APrimalCharacter::HasBuff ( TSubclassOf< APrimalBuff > BuffClass,
bool useExactMatch )
inline

Definition at line 4188 of file Actor.h.

◆ HasBuff() [2/2]

bool APrimalCharacter::HasBuff ( TSubclassOf< APrimalBuff > BuffClass,
bool useExactMatch )
inline

Definition at line 4343 of file Actor.h.

◆ HasBuffWithCustomTag()

bool APrimalCharacter::HasBuffWithCustomTag ( FName buffCustomTag)
inline

Definition at line 4189 of file Actor.h.

◆ HasCryoSickness()

bool APrimalCharacter::HasCryoSickness ( )
inline

Definition at line 4215 of file Actor.h.

◆ HasShieldAttackForInput()

bool APrimalCharacter::HasShieldAttackForInput ( EWeaponAttackInput::Type AttackInput)
inline

Definition at line 4344 of file Actor.h.

◆ HurtAnim_FlyingField()

UAnimMontage * APrimalCharacter::HurtAnim_FlyingField ( )
inline

Definition at line 3499 of file Actor.h.

◆ HurtAnimField() [1/2]

UAnimMontage * APrimalCharacter::HurtAnimField ( )
inline

Definition at line 3498 of file Actor.h.

◆ HurtAnimField() [2/2]

UAnimMontage * APrimalCharacter::HurtAnimField ( )
inline

Definition at line 3684 of file Actor.h.

◆ HurtMe() [1/2]

void APrimalCharacter::HurtMe ( int HowMuch)
inline

Definition at line 3950 of file Actor.h.

◆ HurtMe() [2/2]

void APrimalCharacter::HurtMe ( int HowMuch)
inline

Definition at line 4345 of file Actor.h.

◆ HurtSoundField() [1/2]

USoundCue * APrimalCharacter::HurtSoundField ( )
inline

Definition at line 3501 of file Actor.h.

◆ HurtSoundField() [2/2]

USoundCue * APrimalCharacter::HurtSoundField ( )
inline

Definition at line 3685 of file Actor.h.

◆ IKAfterFallingTimeField()

float & APrimalCharacter::IKAfterFallingTimeField ( )
inline

Definition at line 3492 of file Actor.h.

◆ ImmobilizationActorField() [1/2]

AActor * APrimalCharacter::ImmobilizationActorField ( )
inline

Definition at line 3530 of file Actor.h.

◆ ImmobilizationActorField() [2/2]

AActor * APrimalCharacter::ImmobilizationActorField ( )
inline

Definition at line 3717 of file Actor.h.

◆ ImmobilizationTrapsToIgnoreField() [1/2]

TArray< TSubclassOf< APrimalStructure > > & APrimalCharacter::ImmobilizationTrapsToIgnoreField ( )
inline

Definition at line 3539 of file Actor.h.

◆ ImmobilizationTrapsToIgnoreField() [2/2]

TArray< TSubclassOf< APrimalStructure > > & APrimalCharacter::ImmobilizationTrapsToIgnoreField ( )
inline

Definition at line 3725 of file Actor.h.

◆ Immobilize() [1/2]

void APrimalCharacter::Immobilize ( bool bImmobilize,
AActor * UsingActor,
bool bImmobilizeFalling )
inline

Definition at line 4346 of file Actor.h.

◆ Immobilize() [2/2]

void APrimalCharacter::Immobilize ( bool bImmobilize,
AActor * UsingActor,
bool bImmobilizeFalling,
bool bPreventDismount )
inline

Definition at line 3959 of file Actor.h.

◆ InitializedAnimScriptInstance() [1/2]

void APrimalCharacter::InitializedAnimScriptInstance ( )
inline

Definition at line 4308 of file Actor.h.

◆ InitializedAnimScriptInstance() [2/2]

void APrimalCharacter::InitializedAnimScriptInstance ( )
inline

Definition at line 4347 of file Actor.h.

◆ InitRagdollRepConstraints()

void APrimalCharacter::InitRagdollRepConstraints ( )
inline

Definition at line 4130 of file Actor.h.

◆ InitRagdollReplication()

void APrimalCharacter::InitRagdollReplication ( )
inline

Definition at line 4137 of file Actor.h.

◆ InventoryItemUsed() [1/2]

void APrimalCharacter::InventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 3945 of file Actor.h.

◆ InventoryItemUsed() [2/2]

void APrimalCharacter::InventoryItemUsed ( UObject * InventoryItemObject)
inline

Definition at line 4348 of file Actor.h.

◆ IsAlive() [1/2]

bool APrimalCharacter::IsAlive ( )
inline

Definition at line 4073 of file Actor.h.

◆ IsAlive() [2/2]

bool APrimalCharacter::IsAlive ( )
inline

Definition at line 4349 of file Actor.h.

◆ IsAlliedWithOtherTeam() [1/2]

bool APrimalCharacter::IsAlliedWithOtherTeam ( int OtherTeamID)
inline

Definition at line 4286 of file Actor.h.

◆ IsAlliedWithOtherTeam() [2/2]

bool APrimalCharacter::IsAlliedWithOtherTeam ( int OtherTeamID)
inline

Definition at line 4350 of file Actor.h.

◆ IsAttachedToSomething() [1/2]

bool APrimalCharacter::IsAttachedToSomething ( )
inline

Definition at line 4298 of file Actor.h.

◆ IsAttachedToSomething() [2/2]

bool APrimalCharacter::IsAttachedToSomething ( )
inline

Definition at line 4351 of file Actor.h.

◆ IsBasedOnRaft()

bool APrimalCharacter::IsBasedOnRaft ( APrimalRaft * SpecificRaft)
inline

Definition at line 4352 of file Actor.h.

◆ IsBlockedByShield() [1/2]

bool APrimalCharacter::IsBlockedByShield ( FHitResult * HitInfo,
FVector * ShotDirection,
bool bBlockAllPointDamage )
inline

Definition at line 4257 of file Actor.h.

◆ IsBlockedByShield() [2/2]

bool APrimalCharacter::IsBlockedByShield ( FHitResult * HitInfo,
FVector * ShotDirection,
bool bBlockAllPointDamage,
bool bDamageIsFromYarkWeapon )
inline

Definition at line 4353 of file Actor.h.

◆ IsBlockingWithShield()

bool APrimalCharacter::IsBlockingWithShield ( bool bCheckActiveBlocking,
float TimeFromTransitionEndToConsiderFinished )
inline

Definition at line 4354 of file Actor.h.

◆ IsBlockingWithWeapon()

bool APrimalCharacter::IsBlockingWithWeapon ( )
inline

Definition at line 4355 of file Actor.h.

◆ IsCarryingSomething()

bool APrimalCharacter::IsCarryingSomething ( bool bNotForRunning)
inline

Definition at line 4356 of file Actor.h.

◆ IsCharacterHardAttached() [1/2]

bool APrimalCharacter::IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 4307 of file Actor.h.

◆ IsCharacterHardAttached() [2/2]

bool APrimalCharacter::IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 4357 of file Actor.h.

◆ IsConscious() [1/2]

bool APrimalCharacter::IsConscious ( )
inline

Definition at line 4089 of file Actor.h.

◆ IsConscious() [2/2]

bool APrimalCharacter::IsConscious ( )
inline

Definition at line 4358 of file Actor.h.

◆ IsControllingBallistaTurret()

bool APrimalCharacter::IsControllingBallistaTurret ( )
inline

Definition at line 4359 of file Actor.h.

◆ IsDead() [1/2]

bool APrimalCharacter::IsDead ( )
inline

Definition at line 3944 of file Actor.h.

◆ IsDead() [2/2]

bool APrimalCharacter::IsDead ( )
inline

Definition at line 4360 of file Actor.h.

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◆ IsDodgeDirectionAllowed()

bool APrimalCharacter::IsDodgeDirectionAllowed ( int DodgeDirection)
inline

Definition at line 4361 of file Actor.h.

◆ IsDraggingCharacter() [1/2]

bool APrimalCharacter::IsDraggingCharacter ( )
inline

Definition at line 4138 of file Actor.h.

◆ IsDraggingCharacter() [2/2]

bool APrimalCharacter::IsDraggingCharacter ( )
inline

Definition at line 4362 of file Actor.h.

◆ IsFiring()

bool APrimalCharacter::IsFiring ( )
inline

Definition at line 4363 of file Actor.h.

◆ IsGameInputAllowed() [1/2]

bool APrimalCharacter::IsGameInputAllowed ( )
inline

Definition at line 4006 of file Actor.h.

◆ IsGameInputAllowed() [2/2]

bool APrimalCharacter::IsGameInputAllowed ( )
inline

Definition at line 4179 of file Actor.h.

◆ IsHostileOrAggressiveTo()

bool APrimalCharacter::IsHostileOrAggressiveTo ( APrimalCharacter * OtherCharacter)
inline

Definition at line 4313 of file Actor.h.

◆ IsHostileTo()

bool APrimalCharacter::IsHostileTo ( APrimalCharacter * OtherCharacter)
inline

Definition at line 4312 of file Actor.h.

◆ IsIkCurveReversed()

bool APrimalCharacter::IsIkCurveReversed ( )
inline

Definition at line 4364 of file Actor.h.

◆ IsInOceanWater()

bool APrimalCharacter::IsInOceanWater ( )
inline

Definition at line 4365 of file Actor.h.

◆ IsInputAllowed() [1/2]

bool APrimalCharacter::IsInputAllowed ( )
inline

Definition at line 4007 of file Actor.h.

◆ IsInputAllowed() [2/2]

bool APrimalCharacter::IsInputAllowed ( )
inline

Definition at line 4368 of file Actor.h.

◆ IsInStatusState() [1/2]

bool APrimalCharacter::IsInStatusState ( EPrimalCharacterStatusState::Type StatusStateType)
inline

Definition at line 4098 of file Actor.h.

◆ IsInStatusState() [2/2]

bool APrimalCharacter::IsInStatusState ( EPrimalCharacterStatusState::Type StatusStateType)
inline

Definition at line 4366 of file Actor.h.

◆ IsInVacuumSealedSpace() [1/2]

bool APrimalCharacter::IsInVacuumSealedSpace ( )
inline

Definition at line 4269 of file Actor.h.

◆ IsInVacuumSealedSpace() [2/2]

bool APrimalCharacter::IsInVacuumSealedSpace ( )
inline

Definition at line 4367 of file Actor.h.

◆ IsInvincible() [1/2]

bool APrimalCharacter::IsInvincible ( )
inline

Definition at line 4142 of file Actor.h.

◆ IsInvincible() [2/2]

bool APrimalCharacter::IsInvincible ( int AttackerTeam)
inline

Definition at line 4369 of file Actor.h.

◆ IsMeshGameplayRelevant() [1/2]

bool APrimalCharacter::IsMeshGameplayRelevant ( )
inline

Definition at line 4202 of file Actor.h.

◆ IsMeshGameplayRelevant() [2/2]

bool APrimalCharacter::IsMeshGameplayRelevant ( )
inline

Definition at line 4370 of file Actor.h.

◆ IsMontagePlaying() [1/2]

bool APrimalCharacter::IsMontagePlaying ( UAnimMontage * AnimMontage,
float TimeFromEndToConsiderFinished )
inline

Definition at line 3988 of file Actor.h.

◆ IsMontagePlaying() [2/2]

bool APrimalCharacter::IsMontagePlaying ( UAnimMontage * AnimMontage,
float TimeFromEndToConsiderFinished )
inline

Definition at line 4371 of file Actor.h.

◆ IsMoving() [1/2]

bool APrimalCharacter::IsMoving ( )
inline

Definition at line 4020 of file Actor.h.

◆ IsMoving() [2/2]

bool APrimalCharacter::IsMoving ( )
inline

Definition at line 4372 of file Actor.h.

◆ IsOfTribe() [1/2]

bool APrimalCharacter::IsOfTribe ( int ID)
inline

Definition at line 4126 of file Actor.h.

◆ IsOfTribe() [2/2]

bool APrimalCharacter::IsOfTribe ( int ID)
inline

Definition at line 4373 of file Actor.h.

◆ IsOnSeatingStructure()

bool APrimalCharacter::IsOnSeatingStructure ( )
inline

Definition at line 4374 of file Actor.h.

◆ IsOwningClient()

bool APrimalCharacter::IsOwningClient ( )
inline

Definition at line 4041 of file Actor.h.

◆ IsPlayingAnyFullBodyAnimations()

UAnimMontage * APrimalCharacter::IsPlayingAnyFullBodyAnimations ( UAnimMontage * IgnoreFullBodyMontage)
inline

Definition at line 4375 of file Actor.h.

◆ IsPrimalCharFalling()

bool APrimalCharacter::IsPrimalCharFalling ( )
inline

Definition at line 4335 of file Actor.h.

◆ IsPrimalCharFlying()

bool APrimalCharacter::IsPrimalCharFlying ( )
inline

Definition at line 4337 of file Actor.h.

◆ IsPrimalCharFriendly() [1/2]

bool APrimalCharacter::IsPrimalCharFriendly ( APrimalCharacter * primalChar)
inline

Definition at line 4311 of file Actor.h.

◆ IsPrimalCharFriendly() [2/2]

bool APrimalCharacter::IsPrimalCharFriendly ( APrimalCharacter * primalChar)
inline

Definition at line 4376 of file Actor.h.

◆ IsPrimalCharSwimming()

bool APrimalCharacter::IsPrimalCharSwimming ( )
inline

Definition at line 4336 of file Actor.h.

◆ IsPrimalCharWalking()

bool APrimalCharacter::IsPrimalCharWalking ( )
inline

Definition at line 4334 of file Actor.h.

◆ IsProneOrSitting() [1/2]

bool APrimalCharacter::IsProneOrSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 4304 of file Actor.h.

◆ IsProneOrSitting() [2/2]

bool APrimalCharacter::IsProneOrSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 4377 of file Actor.h.

◆ IsRagdolled() [1/2]

bool APrimalCharacter::IsRagdolled ( )
inline

Definition at line 4184 of file Actor.h.

◆ IsRagdolled() [2/2]

bool APrimalCharacter::IsRagdolled ( )
inline

Definition at line 4378 of file Actor.h.

◆ IsRunning() [1/2]

bool APrimalCharacter::IsRunning ( )
inline

Definition at line 4019 of file Actor.h.

◆ IsRunning() [2/2]

bool APrimalCharacter::IsRunning ( bool bIncludeFalling,
bool bIncludeRunTurning )
inline

Definition at line 4379 of file Actor.h.

◆ IsShieldTransitioning()

bool APrimalCharacter::IsShieldTransitioning ( float TimeFromEndToConsiderFinished)
inline

Definition at line 4380 of file Actor.h.

◆ IsShieldTransitioningIn()

bool APrimalCharacter::IsShieldTransitioningIn ( float TimeFromEndToConsiderFinished)
inline

Definition at line 4381 of file Actor.h.

◆ IsShieldTransitioningOut()

bool APrimalCharacter::IsShieldTransitioningOut ( float TimeFromEndToConsiderFinished)
inline

Definition at line 4382 of file Actor.h.

◆ IsSimulated() [1/2]

bool APrimalCharacter::IsSimulated ( )
inline

Definition at line 4093 of file Actor.h.

◆ IsSimulated() [2/2]

bool APrimalCharacter::IsSimulated ( )
inline

Definition at line 4383 of file Actor.h.

◆ IsSitting()

bool APrimalCharacter::IsSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 4384 of file Actor.h.

◆ IsStaggering()

bool APrimalCharacter::IsStaggering ( )
inline

Definition at line 4385 of file Actor.h.

◆ IsSubmerged() [1/2]

bool APrimalCharacter::IsSubmerged ( bool bDontCheckSwimming,
bool bUseFullThreshold,
bool bForceCheck,
bool bFromVolumeChange )
inline

Definition at line 3984 of file Actor.h.

◆ IsSubmerged() [2/2]

bool APrimalCharacter::IsSubmerged ( bool bDontCheckSwimming,
bool bUseFullThreshold,
bool bForceCheck,
bool bFromVolumeChange )
inline

Definition at line 4386 of file Actor.h.

◆ IsSwitchingWeapons()

bool APrimalCharacter::IsSwitchingWeapons ( )
inline

Definition at line 4387 of file Actor.h.

◆ IsTargetableDead() [1/2]

bool APrimalCharacter::IsTargetableDead ( )
inline

Definition at line 4161 of file Actor.h.

◆ IsTargetableDead() [2/2]

bool APrimalCharacter::IsTargetableDead ( )
inline

Definition at line 4388 of file Actor.h.

◆ IsTargeting()

bool APrimalCharacter::IsTargeting ( )
inline

Definition at line 4389 of file Actor.h.

◆ IsUsingHandIK()

bool APrimalCharacter::IsUsingHandIK ( )
inline

Definition at line 4390 of file Actor.h.

◆ IsUsingShield()

bool APrimalCharacter::IsUsingShield ( )
inline

Definition at line 4391 of file Actor.h.

◆ IsUsingYarkShield()

bool APrimalCharacter::IsUsingYarkShield ( )
inline

Definition at line 4392 of file Actor.h.

◆ IsValidCharacterToDoClaiming()

bool APrimalCharacter::IsValidCharacterToDoClaiming ( int VictimTeam)
inline

Definition at line 4393 of file Actor.h.

◆ IsValidCharacterToPreventClaiming()

bool APrimalCharacter::IsValidCharacterToPreventClaiming ( int AttackerTeam)
inline

Definition at line 4394 of file Actor.h.

◆ IsValidForCombatMusic() [1/2]

bool APrimalCharacter::IsValidForCombatMusic ( )
inline

Definition at line 3948 of file Actor.h.

◆ IsValidForCombatMusic() [2/2]

bool APrimalCharacter::IsValidForCombatMusic ( )
inline

Definition at line 4395 of file Actor.h.

◆ IsValidForStatusRecovery() [1/2]

bool APrimalCharacter::IsValidForStatusRecovery ( )
inline

Definition at line 4165 of file Actor.h.

◆ IsValidForStatusRecovery() [2/2]

bool APrimalCharacter::IsValidForStatusRecovery ( )
inline

Definition at line 4396 of file Actor.h.

◆ IsValidForStatusUpdate() [1/2]

bool APrimalCharacter::IsValidForStatusUpdate ( )
inline

Definition at line 4102 of file Actor.h.

◆ IsValidForStatusUpdate() [2/2]

bool APrimalCharacter::IsValidForStatusUpdate ( )
inline

Definition at line 4397 of file Actor.h.

◆ IsValidLockOnTarget_Implementation()

bool APrimalCharacter::IsValidLockOnTarget_Implementation ( APawn * AttackerPawn)
inline

Definition at line 4398 of file Actor.h.

◆ IsWatered() [1/2]

bool APrimalCharacter::IsWatered ( )
inline

Definition at line 4174 of file Actor.h.

◆ IsWatered() [2/2]

bool APrimalCharacter::IsWatered ( )
inline

Definition at line 4399 of file Actor.h.

◆ IsWeaponWielder()

bool APrimalCharacter::IsWeaponWielder ( )
inline

Definition at line 4400 of file Actor.h.

◆ IsWildSlow()

bool APrimalCharacter::IsWildSlow ( )
inline

Definition at line 4094 of file Actor.h.

◆ JumpAnimField() [1/2]

UAnimMontage * APrimalCharacter::JumpAnimField ( )
inline

Definition at line 3496 of file Actor.h.

◆ JumpAnimField() [2/2]

UAnimMontage * APrimalCharacter::JumpAnimField ( )
inline

Definition at line 3682 of file Actor.h.

◆ KillXPBaseField() [1/2]

float & APrimalCharacter::KillXPBaseField ( )
inline

Definition at line 3599 of file Actor.h.

◆ KillXPBaseField() [2/2]

float & APrimalCharacter::KillXPBaseField ( )
inline

Definition at line 3786 of file Actor.h.

◆ LandedAnimField() [1/2]

UAnimMontage * APrimalCharacter::LandedAnimField ( )
inline

Definition at line 3497 of file Actor.h.

◆ LandedAnimField() [2/2]

UAnimMontage * APrimalCharacter::LandedAnimField ( )
inline

Definition at line 3683 of file Actor.h.

◆ LandedSoundMaxRangeField() [1/2]

float & APrimalCharacter::LandedSoundMaxRangeField ( )
inline

Definition at line 3622 of file Actor.h.

◆ LandedSoundMaxRangeField() [2/2]

float & APrimalCharacter::LandedSoundMaxRangeField ( )
inline

Definition at line 3803 of file Actor.h.

◆ LandedSoundsPhysMatField() [1/2]

TArray< USoundCue * > APrimalCharacter::LandedSoundsPhysMatField ( )
inline

Definition at line 3572 of file Actor.h.

◆ LandedSoundsPhysMatField() [2/2]

TArray< USoundCue * > APrimalCharacter::LandedSoundsPhysMatField ( )
inline

Definition at line 3757 of file Actor.h.

◆ LastApproximatePhysVolumeLocationField() [1/2]

FVector & APrimalCharacter::LastApproximatePhysVolumeLocationField ( )
inline

Definition at line 3660 of file Actor.h.

◆ LastApproximatePhysVolumeLocationField() [2/2]

FVector & APrimalCharacter::LastApproximatePhysVolumeLocationField ( )
inline

Definition at line 3836 of file Actor.h.

◆ LastAttackedNearbyPlayerField() [1/2]

TWeakObjectPtr< APrimalCharacter > & APrimalCharacter::LastAttackedNearbyPlayerField ( )
inline

Definition at line 3667 of file Actor.h.

◆ LastAttackedNearbyPlayerField() [2/2]

TWeakObjectPtr< APrimalCharacter > & APrimalCharacter::LastAttackedNearbyPlayerField ( )
inline

Definition at line 3843 of file Actor.h.

◆ LastAttackedNearbyPlayerTimeField() [1/2]

float & APrimalCharacter::LastAttackedNearbyPlayerTimeField ( )
inline

Definition at line 3668 of file Actor.h.

◆ LastAttackedNearbyPlayerTimeField() [2/2]

float & APrimalCharacter::LastAttackedNearbyPlayerTimeField ( )
inline

Definition at line 3844 of file Actor.h.

◆ LastBasedMovementActorRefField() [1/2]

TWeakObjectPtr< AActor > & APrimalCharacter::LastBasedMovementActorRefField ( )
inline

Definition at line 3589 of file Actor.h.

◆ LastBasedMovementActorRefField() [2/2]

TWeakObjectPtr< AActor > & APrimalCharacter::LastBasedMovementActorRefField ( )
inline

Definition at line 3775 of file Actor.h.

◆ LastBasedOnRaftField()

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::LastBasedOnRaftField ( )
inline

Definition at line 3947 of file Actor.h.

◆ LastBasedOnRaftOpenWaterSpoilingMultField()

float & APrimalCharacter::LastBasedOnRaftOpenWaterSpoilingMultField ( )
inline

Definition at line 3950 of file Actor.h.

◆ LastBasedOnRaftTimeField()

long double & APrimalCharacter::LastBasedOnRaftTimeField ( )
inline

Definition at line 3946 of file Actor.h.

◆ LastBumpedDamageTimeField() [1/2]

long double & APrimalCharacter::LastBumpedDamageTimeField ( )
inline

Definition at line 3708 of file Actor.h.

◆ LastBumpedDamageTimeField() [2/2]

long double & APrimalCharacter::LastBumpedDamageTimeField ( )
inline

Definition at line 3883 of file Actor.h.

◆ LastCausedDamageTimeField()

long double & APrimalCharacter::LastCausedDamageTimeField ( )
inline

Definition at line 3538 of file Actor.h.

◆ LastCheckedSubmergedFull() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::LastCheckedSubmergedFull ( )
inline

Definition at line 3874 of file Actor.h.

◆ LastCheckedSubmergedFull() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::LastCheckedSubmergedFull ( )
inline

Definition at line 4100 of file Actor.h.

◆ LastDamageAmountMaterialValueField() [1/2]

float & APrimalCharacter::LastDamageAmountMaterialValueField ( )
inline

Definition at line 3701 of file Actor.h.

◆ LastDamageAmountMaterialValueField() [2/2]

float & APrimalCharacter::LastDamageAmountMaterialValueField ( )
inline

Definition at line 3877 of file Actor.h.

◆ LastDamageEventInstigatorField() [1/2]

TWeakObjectPtr< AController > & APrimalCharacter::LastDamageEventInstigatorField ( )
inline

Definition at line 3632 of file Actor.h.

◆ LastDamageEventInstigatorField() [2/2]

TWeakObjectPtr< AController > & APrimalCharacter::LastDamageEventInstigatorField ( )
inline

Definition at line 3811 of file Actor.h.

◆ LastDragUpdateTimeField() [1/2]

long double & APrimalCharacter::LastDragUpdateTimeField ( )
inline

Definition at line 3528 of file Actor.h.

◆ LastDragUpdateTimeField() [2/2]

long double & APrimalCharacter::LastDragUpdateTimeField ( )
inline

Definition at line 3716 of file Actor.h.

◆ LastFallingZField() [1/2]

float & APrimalCharacter::LastFallingZField ( )
inline

Definition at line 3713 of file Actor.h.

◆ LastFallingZField() [2/2]

float & APrimalCharacter::LastFallingZField ( )
inline

Definition at line 3888 of file Actor.h.

◆ LastFootPhysicalSurfaceCheckTimeField() [1/2]

long double & APrimalCharacter::LastFootPhysicalSurfaceCheckTimeField ( )
inline

Definition at line 3663 of file Actor.h.

◆ LastFootPhysicalSurfaceCheckTimeField() [2/2]

long double & APrimalCharacter::LastFootPhysicalSurfaceCheckTimeField ( )
inline

Definition at line 3839 of file Actor.h.

◆ LastFootPhysicalSurfaceTypeField() [1/2]

EPhysicalSurface & APrimalCharacter::LastFootPhysicalSurfaceTypeField ( )
inline

Definition at line 3662 of file Actor.h.

◆ LastFootPhysicalSurfaceTypeField() [2/2]

EPhysicalSurface & APrimalCharacter::LastFootPhysicalSurfaceTypeField ( )
inline

Definition at line 3838 of file Actor.h.

◆ LastForceAimedCharactersTimeField() [1/2]

long double & APrimalCharacter::LastForceAimedCharactersTimeField ( )
inline

Definition at line 3495 of file Actor.h.

◆ LastForceAimedCharactersTimeField() [2/2]

long double & APrimalCharacter::LastForceAimedCharactersTimeField ( )
inline

Definition at line 3680 of file Actor.h.

◆ LastForceFallCheckBaseLocationField() [1/2]

FVector & APrimalCharacter::LastForceFallCheckBaseLocationField ( )
inline

Definition at line 3586 of file Actor.h.

◆ LastForceFallCheckBaseLocationField() [2/2]

FVector & APrimalCharacter::LastForceFallCheckBaseLocationField ( )
inline

Definition at line 3772 of file Actor.h.

◆ LastForceMeshRefreshBonesTimeField() [1/2]

long double & APrimalCharacter::LastForceMeshRefreshBonesTimeField ( )
inline

Definition at line 3728 of file Actor.h.

◆ LastForceMeshRefreshBonesTimeField() [2/2]

long double & APrimalCharacter::LastForceMeshRefreshBonesTimeField ( )
inline

Definition at line 3906 of file Actor.h.

◆ LastGrapHookPullingMeField()

AActor *& APrimalCharacter::LastGrapHookPullingMeField ( )
inline

Definition at line 3554 of file Actor.h.

◆ LastGrapHookPullingOwnerField() [1/2]

AShooterCharacter * APrimalCharacter::LastGrapHookPullingOwnerField ( )
inline

Definition at line 3553 of file Actor.h.

◆ LastGrapHookPullingOwnerField() [2/2]

AShooterCharacter * APrimalCharacter::LastGrapHookPullingOwnerField ( )
inline

Definition at line 3739 of file Actor.h.

◆ LastHitDamageTimeField() [1/2]

long double & APrimalCharacter::LastHitDamageTimeField ( )
inline

Definition at line 3731 of file Actor.h.

◆ LastHitDamageTimeField() [2/2]

long double & APrimalCharacter::LastHitDamageTimeField ( )
inline

Definition at line 3909 of file Actor.h.

◆ LastHitWallSweepCheckLocationField() [1/2]

FVector & APrimalCharacter::LastHitWallSweepCheckLocationField ( )
inline

Definition at line 3587 of file Actor.h.

◆ LastHitWallSweepCheckLocationField() [2/2]

FVector & APrimalCharacter::LastHitWallSweepCheckLocationField ( )
inline

Definition at line 3773 of file Actor.h.

◆ LastHurtByNearbyPlayerField() [1/2]

TWeakObjectPtr< APrimalCharacter > & APrimalCharacter::LastHurtByNearbyPlayerField ( )
inline

Definition at line 3665 of file Actor.h.

◆ LastHurtByNearbyPlayerField() [2/2]

TWeakObjectPtr< APrimalCharacter > & APrimalCharacter::LastHurtByNearbyPlayerField ( )
inline

Definition at line 3841 of file Actor.h.

◆ LastHurtByNearbyPlayerTimeField() [1/2]

float & APrimalCharacter::LastHurtByNearbyPlayerTimeField ( )
inline

Definition at line 3666 of file Actor.h.

◆ LastHurtByNearbyPlayerTimeField() [2/2]

float & APrimalCharacter::LastHurtByNearbyPlayerTimeField ( )
inline

Definition at line 3842 of file Actor.h.

◆ LastIkUpdateTimeField() [1/2]

long double & APrimalCharacter::LastIkUpdateTimeField ( )
inline

Definition at line 3556 of file Actor.h.

◆ LastIkUpdateTimeField() [2/2]

long double & APrimalCharacter::LastIkUpdateTimeField ( )
inline

Definition at line 3740 of file Actor.h.

◆ LastInputPressedField()

EWeaponAttackInput::Type & APrimalCharacter::LastInputPressedField ( )
inline

Definition at line 3690 of file Actor.h.

◆ LastInSwimmingSoundTimeField() [1/2]

long double & APrimalCharacter::LastInSwimmingSoundTimeField ( )
inline

Definition at line 3679 of file Actor.h.

◆ LastInSwimmingSoundTimeField() [2/2]

long double & APrimalCharacter::LastInSwimmingSoundTimeField ( )
inline

Definition at line 3855 of file Actor.h.

◆ LastIsInsideVaccumSealedCube() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::LastIsInsideVaccumSealedCube ( )
inline

Definition at line 3847 of file Actor.h.

◆ LastIsInsideVaccumSealedCube() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::LastIsInsideVaccumSealedCube ( )
inline

Definition at line 4081 of file Actor.h.

◆ LastListenRangePushTimeField() [1/2]

long double & APrimalCharacter::LastListenRangePushTimeField ( )
inline

Definition at line 3700 of file Actor.h.

◆ LastListenRangePushTimeField() [2/2]

long double & APrimalCharacter::LastListenRangePushTimeField ( )
inline

Definition at line 3876 of file Actor.h.

◆ LastLocalHitMarkerTimeField()

long double & APrimalCharacter::LastLocalHitMarkerTimeField ( )
inline

Definition at line 3910 of file Actor.h.

◆ LastMontageSyncTimeField()

long double & APrimalCharacter::LastMontageSyncTimeField ( )
inline

Definition at line 3615 of file Actor.h.

◆ LastMovementBaseField()

TWeakObjectPtr< UPrimitiveComponent > & APrimalCharacter::LastMovementBaseField ( )
inline

Definition at line 3944 of file Actor.h.

◆ LastMyRaftTakeDamageFromEnemyTimeField()

long double & APrimalCharacter::LastMyRaftTakeDamageFromEnemyTimeField ( )
inline

Definition at line 3882 of file Actor.h.

◆ LastNetDidLandField() [1/2]

long double & APrimalCharacter::LastNetDidLandField ( )
inline

Definition at line 3631 of file Actor.h.

◆ LastNetDidLandField() [2/2]

long double & APrimalCharacter::LastNetDidLandField ( )
inline

Definition at line 3810 of file Actor.h.

◆ LastPlayedFootstepTimeField() [1/2]

long double & APrimalCharacter::LastPlayedFootstepTimeField ( )
inline

Definition at line 3626 of file Actor.h.

◆ LastPlayedFootstepTimeField() [2/2]

long double & APrimalCharacter::LastPlayedFootstepTimeField ( )
inline

Definition at line 3807 of file Actor.h.

◆ lastPlayedMountAnimField() [1/2]

UAnimMontage * APrimalCharacter::lastPlayedMountAnimField ( )
inline

Definition at line 3726 of file Actor.h.

◆ lastPlayedMountAnimField() [2/2]

UAnimMontage * APrimalCharacter::lastPlayedMountAnimField ( )
inline

Definition at line 3904 of file Actor.h.

◆ LastRefreshedIslandInfoLocField()

FVector2D & APrimalCharacter::LastRefreshedIslandInfoLocField ( )
inline

Definition at line 3952 of file Actor.h.

◆ LastReleaseSeatingStructureTimeField()

long double & APrimalCharacter::LastReleaseSeatingStructureTimeField ( )
inline

Definition at line 3925 of file Actor.h.

◆ LastRelevantToPlayerTimeField() [1/2]

long double & APrimalCharacter::LastRelevantToPlayerTimeField ( )
inline

Definition at line 3683 of file Actor.h.

◆ LastRelevantToPlayerTimeField() [2/2]

long double & APrimalCharacter::LastRelevantToPlayerTimeField ( )
inline

Definition at line 3859 of file Actor.h.

◆ LastReplicatedRagdollPositionsField() [1/2]

TArray< FVector_NetQuantize > & APrimalCharacter::LastReplicatedRagdollPositionsField ( )
inline

Definition at line 3595 of file Actor.h.

◆ LastReplicatedRagdollPositionsField() [2/2]

TArray< FVector_NetQuantize > & APrimalCharacter::LastReplicatedRagdollPositionsField ( )
inline

Definition at line 3782 of file Actor.h.

◆ LastReplicatedRagdollRotationsField() [1/2]

TArray< FRotator_NetQuantize > & APrimalCharacter::LastReplicatedRagdollRotationsField ( )
inline

Definition at line 3596 of file Actor.h.

◆ LastReplicatedRagdollRotationsField() [2/2]

TArray< FRotator_NetQuantize > & APrimalCharacter::LastReplicatedRagdollRotationsField ( )
inline

Definition at line 3783 of file Actor.h.

◆ LastRunningTimeField() [1/2]

long double & APrimalCharacter::LastRunningTimeField ( )
inline

Definition at line 3618 of file Actor.h.

◆ LastRunningTimeField() [2/2]

long double & APrimalCharacter::LastRunningTimeField ( )
inline

Definition at line 3799 of file Actor.h.

◆ LastServerMovementModeField()

TEnumAsByte< enum EMovementMode > & APrimalCharacter::LastServerMovementModeField ( )
inline

Definition at line 3954 of file Actor.h.

◆ LastShieldBlockingInputPressedField()

EWeaponAttackInput::Type & APrimalCharacter::LastShieldBlockingInputPressedField ( )
inline

Definition at line 3689 of file Actor.h.

◆ LastSkinnedTimeField()

long double & APrimalCharacter::LastSkinnedTimeField ( )
inline

Definition at line 3694 of file Actor.h.

◆ LastSpecialDamageTimeField() [1/2]

long double & APrimalCharacter::LastSpecialDamageTimeField ( )
inline

Definition at line 3686 of file Actor.h.

◆ LastSpecialDamageTimeField() [2/2]

long double & APrimalCharacter::LastSpecialDamageTimeField ( )
inline

Definition at line 3862 of file Actor.h.

◆ LastStartedBasingOnRaftTimeField()

long double & APrimalCharacter::LastStartedBasingOnRaftTimeField ( )
inline

Definition at line 3899 of file Actor.h.

◆ LastStartedBeingCarriedTimeField() [1/2]

long double & APrimalCharacter::LastStartedBeingCarriedTimeField ( )
inline

Definition at line 3729 of file Actor.h.

◆ LastStartedBeingCarriedTimeField() [2/2]

long double & APrimalCharacter::LastStartedBeingCarriedTimeField ( )
inline

Definition at line 3907 of file Actor.h.

◆ LastStartedTalkingTimeField()

long double & APrimalCharacter::LastStartedTalkingTimeField ( )
inline

Definition at line 3504 of file Actor.h.

◆ LastStartFallingRagdollTimeField() [1/2]

long double & APrimalCharacter::LastStartFallingRagdollTimeField ( )
inline

Definition at line 3669 of file Actor.h.

◆ LastStartFallingRagdollTimeField() [2/2]

long double & APrimalCharacter::LastStartFallingRagdollTimeField ( )
inline

Definition at line 3845 of file Actor.h.

◆ LastStoppedEatAnimationTimeField() [1/2]

long double & APrimalCharacter::LastStoppedEatAnimationTimeField ( )
inline

Definition at line 3722 of file Actor.h.

◆ LastStoppedEatAnimationTimeField() [2/2]

long double & APrimalCharacter::LastStoppedEatAnimationTimeField ( )
inline

Definition at line 3900 of file Actor.h.

◆ LastSubmergedCheckLocField() [1/2]

FVector & APrimalCharacter::LastSubmergedCheckLocField ( )
inline

Definition at line 3653 of file Actor.h.

◆ LastSubmergedCheckLocField() [2/2]

FVector & APrimalCharacter::LastSubmergedCheckLocField ( )
inline

Definition at line 3829 of file Actor.h.

◆ LastTickStaminaValueField()

float & APrimalCharacter::LastTickStaminaValueField ( )
inline

Definition at line 3612 of file Actor.h.

◆ LastTimeBasedMovementHadCurrentActorField() [1/2]

long double & APrimalCharacter::LastTimeBasedMovementHadCurrentActorField ( )
inline

Definition at line 3588 of file Actor.h.

◆ LastTimeBasedMovementHadCurrentActorField() [2/2]

long double & APrimalCharacter::LastTimeBasedMovementHadCurrentActorField ( )
inline

Definition at line 3774 of file Actor.h.

◆ LastTimeInSwimmingField() [1/2]

long double & APrimalCharacter::LastTimeInSwimmingField ( )
inline

Definition at line 3699 of file Actor.h.

◆ LastTimeInSwimmingField() [2/2]

long double & APrimalCharacter::LastTimeInSwimmingField ( )
inline

Definition at line 3875 of file Actor.h.

◆ LastTimeNotInFallingField() [1/2]

long double & APrimalCharacter::LastTimeNotInFallingField ( )
inline

Definition at line 3654 of file Actor.h.

◆ LastTimeNotInFallingField() [2/2]

long double & APrimalCharacter::LastTimeNotInFallingField ( )
inline

Definition at line 3830 of file Actor.h.

◆ LastTimePressedInputField()

long double & APrimalCharacter::LastTimePressedInputField ( )
inline

Definition at line 3691 of file Actor.h.

◆ lastTimeStaggeredField()

long double & APrimalCharacter::lastTimeStaggeredField ( )
inline

Definition at line 3693 of file Actor.h.

◆ LastTimeSubmergedField() [1/2]

long double & APrimalCharacter::LastTimeSubmergedField ( )
inline

Definition at line 3661 of file Actor.h.

◆ LastTimeSubmergedField() [2/2]

long double & APrimalCharacter::LastTimeSubmergedField ( )
inline

Definition at line 3837 of file Actor.h.

◆ LastTookDamageTimeField() [1/2]

long double & APrimalCharacter::LastTookDamageTimeField ( )
inline

Definition at line 3710 of file Actor.h.

◆ LastTookDamageTimeField() [2/2]

long double & APrimalCharacter::LastTookDamageTimeField ( )
inline

Definition at line 3885 of file Actor.h.

◆ LastUnstasisTimeField() [1/2]

long double & APrimalCharacter::LastUnstasisTimeField ( )
inline

Definition at line 3674 of file Actor.h.

◆ LastUnstasisTimeField() [2/2]

long double & APrimalCharacter::LastUnstasisTimeField ( )
inline

Definition at line 3850 of file Actor.h.

◆ LastUpdatedAimOffsetsTimeField() [1/2]

long double & APrimalCharacter::LastUpdatedAimOffsetsTimeField ( )
inline

Definition at line 3557 of file Actor.h.

◆ LastUpdatedAimOffsetsTimeField() [2/2]

long double & APrimalCharacter::LastUpdatedAimOffsetsTimeField ( )
inline

Definition at line 3741 of file Actor.h.

◆ LastVoiceAudioComponentField() [1/2]

TWeakObjectPtr< UAudioComponent > & APrimalCharacter::LastVoiceAudioComponentField ( )
inline

Definition at line 3574 of file Actor.h.

◆ LastVoiceAudioComponentField() [2/2]

TWeakObjectPtr< UAudioComponent > & APrimalCharacter::LastVoiceAudioComponentField ( )
inline

Definition at line 3759 of file Actor.h.

◆ LastWalkingTimeField() [1/2]

long double & APrimalCharacter::LastWalkingTimeField ( )
inline

Definition at line 3685 of file Actor.h.

◆ LastWalkingTimeField() [2/2]

long double & APrimalCharacter::LastWalkingTimeField ( )
inline

Definition at line 3861 of file Actor.h.

◆ LastYawSpeedWorldFrameCounterField() [1/2]

int & APrimalCharacter::LastYawSpeedWorldFrameCounterField ( )
inline

Definition at line 3608 of file Actor.h.

◆ LastYawSpeedWorldFrameCounterField() [2/2]

int & APrimalCharacter::LastYawSpeedWorldFrameCounterField ( )
inline

Definition at line 3794 of file Actor.h.

◆ LeftSleepingSoundField() [1/2]

USoundCue * APrimalCharacter::LeftSleepingSoundField ( )
inline

Definition at line 3682 of file Actor.h.

◆ LeftSleepingSoundField() [2/2]

USoundCue * APrimalCharacter::LeftSleepingSoundField ( )
inline

Definition at line 3858 of file Actor.h.

◆ LevelForMaxAIDifficultyField()

float & APrimalCharacter::LevelForMaxAIDifficultyField ( )
inline

Definition at line 3953 of file Actor.h.

◆ LevelUpPlayerAddedStat()

int APrimalCharacter::LevelUpPlayerAddedStat ( TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatToLevel,
int NumLevels,
AShooterPlayerController * ForPlayer )
inline

Definition at line 4177 of file Actor.h.

◆ LoadedFromSaveGame()

void APrimalCharacter::LoadedFromSaveGame ( )
inline

Definition at line 4175 of file Actor.h.

◆ LocalDraggedCharacterTransformField() [1/2]

FTransform & APrimalCharacter::LocalDraggedCharacterTransformField ( )
inline

Definition at line 3526 of file Actor.h.

◆ LocalDraggedCharacterTransformField() [2/2]

FTransform & APrimalCharacter::LocalDraggedCharacterTransformField ( )
inline

Definition at line 3714 of file Actor.h.

◆ LocalLastHurtTimeField()

long double & APrimalCharacter::LocalLastHurtTimeField ( )
inline

Definition at line 3918 of file Actor.h.

◆ LocalLastViewingInventoryTimeField()

long double & APrimalCharacter::LocalLastViewingInventoryTimeField ( )
inline

Definition at line 3929 of file Actor.h.

◆ LocalPossessedBy() [1/2]

void APrimalCharacter::LocalPossessedBy ( APlayerController * ByController)
inline

Definition at line 4115 of file Actor.h.

◆ LocalPossessedBy() [2/2]

void APrimalCharacter::LocalPossessedBy ( APlayerController * ByController)
inline

Definition at line 4401 of file Actor.h.

◆ LocalUnpossessed() [1/2]

void APrimalCharacter::LocalUnpossessed ( )
inline

Definition at line 4429 of file Actor.h.

◆ LocalUnpossessed() [2/2]

void APrimalCharacter::LocalUnpossessed ( )
inline

Definition at line 4664 of file Actor.h.

◆ LocalUnpossessed_Implementation() [1/2]

void APrimalCharacter::LocalUnpossessed_Implementation ( )
inline

Definition at line 4116 of file Actor.h.

◆ LocalUnpossessed_Implementation() [2/2]

void APrimalCharacter::LocalUnpossessed_Implementation ( )
inline

Definition at line 4402 of file Actor.h.

◆ LookInput() [1/2]

void APrimalCharacter::LookInput ( float Val)
inline

Definition at line 4003 of file Actor.h.

◆ LookInput() [2/2]

void APrimalCharacter::LookInput ( float Val)
inline

Definition at line 4403 of file Actor.h.

◆ LookUpAtRate() [1/2]

void APrimalCharacter::LookUpAtRate ( float Val)
inline

Definition at line 4005 of file Actor.h.

◆ LookUpAtRate() [2/2]

void APrimalCharacter::LookUpAtRate ( float Val)
inline

Definition at line 4404 of file Actor.h.

◆ LowerShield()

bool APrimalCharacter::LowerShield ( )
inline

Definition at line 4405 of file Actor.h.

◆ LowHealthPercentageField() [1/2]

float & APrimalCharacter::LowHealthPercentageField ( )
inline

Definition at line 3564 of file Actor.h.

◆ LowHealthPercentageField() [2/2]

float & APrimalCharacter::LowHealthPercentageField ( )
inline

Definition at line 3748 of file Actor.h.

◆ MarkForSeamlessTravel()

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

Definition at line 4406 of file Actor.h.

◆ MaxCursorHUDDistanceField() [1/2]

float & APrimalCharacter::MaxCursorHUDDistanceField ( )
inline

Definition at line 3655 of file Actor.h.

◆ MaxCursorHUDDistanceField() [2/2]

float & APrimalCharacter::MaxCursorHUDDistanceField ( )
inline

Definition at line 3831 of file Actor.h.

◆ MaxDragDistanceField() [1/2]

float & APrimalCharacter::MaxDragDistanceField ( )
inline

Definition at line 3516 of file Actor.h.

◆ MaxDragDistanceField() [2/2]

float & APrimalCharacter::MaxDragDistanceField ( )
inline

Definition at line 3704 of file Actor.h.

◆ MaxDragDistanceTimeoutField() [1/2]

float & APrimalCharacter::MaxDragDistanceTimeoutField ( )
inline

Definition at line 3517 of file Actor.h.

◆ MaxDragDistanceTimeoutField() [2/2]

float & APrimalCharacter::MaxDragDistanceTimeoutField ( )
inline

Definition at line 3705 of file Actor.h.

◆ MaxDragMovementSpeedField() [1/2]

float & APrimalCharacter::MaxDragMovementSpeedField ( )
inline

Definition at line 3605 of file Actor.h.

◆ MaxDragMovementSpeedField() [2/2]

float & APrimalCharacter::MaxDragMovementSpeedField ( )
inline

Definition at line 3791 of file Actor.h.

◆ MaxFallSpeedField() [1/2]

float & APrimalCharacter::MaxFallSpeedField ( )
inline

Definition at line 3575 of file Actor.h.

◆ MaxFallSpeedField() [2/2]

float & APrimalCharacter::MaxFallSpeedField ( )
inline

Definition at line 3760 of file Actor.h.

◆ MeleeLockOnPointOffsetField()

FVector & APrimalCharacter::MeleeLockOnPointOffsetField ( )
inline

Definition at line 3948 of file Actor.h.

◆ MeshedCounterField()

int & APrimalCharacter::MeshedCounterField ( )
inline

Definition at line 3733 of file Actor.h.

◆ MeshingTickCounterMultiplierField()

int & APrimalCharacter::MeshingTickCounterMultiplierField ( )
inline

Definition at line 3734 of file Actor.h.

◆ MeshPreRagdollCollisionProfileNameField() [1/2]

FName & APrimalCharacter::MeshPreRagdollCollisionProfileNameField ( )
inline

Definition at line 3609 of file Actor.h.

◆ MeshPreRagdollCollisionProfileNameField() [2/2]

FName & APrimalCharacter::MeshPreRagdollCollisionProfileNameField ( )
inline

Definition at line 3795 of file Actor.h.

◆ MeshPreRagdollRelativeLocationField() [1/2]

FVector & APrimalCharacter::MeshPreRagdollRelativeLocationField ( )
inline

Definition at line 3558 of file Actor.h.

◆ MeshPreRagdollRelativeLocationField() [2/2]

FVector & APrimalCharacter::MeshPreRagdollRelativeLocationField ( )
inline

Definition at line 3742 of file Actor.h.

◆ MeshPreRagdollRelativeRotationField() [1/2]

FRotator & APrimalCharacter::MeshPreRagdollRelativeRotationField ( )
inline

Definition at line 3559 of file Actor.h.

◆ MeshPreRagdollRelativeRotationField() [2/2]

FRotator & APrimalCharacter::MeshPreRagdollRelativeRotationField ( )
inline

Definition at line 3743 of file Actor.h.

◆ MeshRootSocketNameField() [1/2]

FName & APrimalCharacter::MeshRootSocketNameField ( )
inline

Definition at line 3573 of file Actor.h.

◆ MeshRootSocketNameField() [2/2]

FName & APrimalCharacter::MeshRootSocketNameField ( )
inline

Definition at line 3758 of file Actor.h.

◆ MeshStopForceUpdatingAtTimeField() [1/2]

long double & APrimalCharacter::MeshStopForceUpdatingAtTimeField ( )
inline

Definition at line 3684 of file Actor.h.

◆ MeshStopForceUpdatingAtTimeField() [2/2]

long double & APrimalCharacter::MeshStopForceUpdatingAtTimeField ( )
inline

Definition at line 3860 of file Actor.h.

◆ MinTimeBetweenFootstepsField() [1/2]

float & APrimalCharacter::MinTimeBetweenFootstepsField ( )
inline

Definition at line 3625 of file Actor.h.

◆ MinTimeBetweenFootstepsField() [2/2]

float & APrimalCharacter::MinTimeBetweenFootstepsField ( )
inline

Definition at line 3806 of file Actor.h.

◆ MinTimeBetweenFootstepsRunningField() [1/2]

float & APrimalCharacter::MinTimeBetweenFootstepsRunningField ( )
inline

Definition at line 3627 of file Actor.h.

◆ MinTimeBetweenFootstepsRunningField() [2/2]

float & APrimalCharacter::MinTimeBetweenFootstepsRunningField ( )
inline

Definition at line 3808 of file Actor.h.

◆ ModifyInputAcceleration() [1/2]

bool APrimalCharacter::ModifyInputAcceleration ( FVector * InputAcceleration)
inline

Definition at line 4121 of file Actor.h.

◆ ModifyInputAcceleration() [2/2]

bool APrimalCharacter::ModifyInputAcceleration ( FVector * InputAcceleration)
inline

Definition at line 4407 of file Actor.h.

◆ ModifyStasisComponentRadius()

void APrimalCharacter::ModifyStasisComponentRadius ( float Delta)
inline

Definition at line 4033 of file Actor.h.

◆ MontageSyncIntervalField()

float & APrimalCharacter::MontageSyncIntervalField ( )
inline

Definition at line 3617 of file Actor.h.

◆ MountedDinoField() [1/2]

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::MountedDinoField ( )
inline

Definition at line 3583 of file Actor.h.

◆ MountedDinoField() [2/2]

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::MountedDinoField ( )
inline

Definition at line 3769 of file Actor.h.

◆ MountedDinoTimeField() [1/2]

float & APrimalCharacter::MountedDinoTimeField ( )
inline

Definition at line 3584 of file Actor.h.

◆ MountedDinoTimeField() [2/2]

float & APrimalCharacter::MountedDinoTimeField ( )
inline

Definition at line 3770 of file Actor.h.

◆ MoveForward() [1/2]

void APrimalCharacter::MoveForward ( float Val)
inline

Definition at line 3999 of file Actor.h.

◆ MoveForward() [2/2]

void APrimalCharacter::MoveForward ( float Val)
inline

Definition at line 4408 of file Actor.h.

◆ MoveRight() [1/2]

void APrimalCharacter::MoveRight ( float Val)
inline

Definition at line 4000 of file Actor.h.

◆ MoveRight() [2/2]

void APrimalCharacter::MoveRight ( float Val)
inline

Definition at line 4409 of file Actor.h.

◆ MoveUp() [1/2]

void APrimalCharacter::MoveUp ( float Val)
inline

Definition at line 4001 of file Actor.h.

◆ MoveUp() [2/2]

void APrimalCharacter::MoveUp ( float Val)
inline

Definition at line 4410 of file Actor.h.

◆ MyCharacterStatusComponentField() [1/2]

UPrimalCharacterStatusComponent * APrimalCharacter::MyCharacterStatusComponentField ( )
inline

Definition at line 3611 of file Actor.h.

◆ MyCharacterStatusComponentField() [2/2]

UPrimalCharacterStatusComponent * APrimalCharacter::MyCharacterStatusComponentField ( )
inline

Definition at line 3797 of file Actor.h.

◆ MyDeathHarvestingComponentField() [1/2]

UPrimalHarvestingComponent * APrimalCharacter::MyDeathHarvestingComponentField ( )
inline

Definition at line 3630 of file Actor.h.

◆ MyDeathHarvestingComponentField() [2/2]

UPrimalHarvestingComponent * APrimalCharacter::MyDeathHarvestingComponentField ( )
inline

Definition at line 3671 of file Actor.h.

◆ MyInventoryComponentField() [1/2]

UPrimalInventoryComponent * APrimalCharacter::MyInventoryComponentField ( )
inline

Definition at line 3613 of file Actor.h.

◆ MyInventoryComponentField() [2/2]

UPrimalInventoryComponent * APrimalCharacter::MyInventoryComponentField ( )
inline

Definition at line 3798 of file Actor.h.

+ Here is the caller graph for this function:

◆ MyIslandInfoField()

FSeamlessIslandInfo * APrimalCharacter::MyIslandInfoField ( )
inline

Definition at line 3817 of file Actor.h.

◆ NativeSimulateHair() [1/2]

void APrimalCharacter::NativeSimulateHair ( TArray< FVector > * CurrentPos,
TArray< FVector > * LastPos,
TArray< FVector > * RestPos,
TArray< FVector > * PivotPos,
TArray< float > * RestDistance,
FVector HairSocketLoc,
FRotator HairSocketRot,
FVector ChestSocketLoc,
FRotator ChestSocketRot,
float DeltaTime,
float Damping,
float DampingFrontModifier,
float DampingBack,
float InWater,
float HairWetness,
float DragForce,
float HairScale,
float SpringForce,
float SpringForceFrontModifier,
float SpringForceBack,
float GravityForce,
FVector ShoulderLCollisionOffset,
float ShoulderLCollisionRadius,
FVector ShoulderRCollisionOffset,
float ShoulderRCollisionRadius,
FVector HeadHairCollisionOffset,
float HeadHairCollisionRadius,
FVector NeckHairCollisionOffset,
float NeckHairCollisionRadius,
float MaxDistanceToRestPos,
FTransform LastHeadTransform,
bool bPosAsPivot,
bool bCollideMiddle,
bool bCollideWithNeck )
inline

Definition at line 4331 of file Actor.h.

◆ NativeSimulateHair() [2/2]

void APrimalCharacter::NativeSimulateHair ( TArray< FVector > * CurrentPos,
TArray< FVector > * LastPos,
TArray< FVector > * RestPos,
TArray< FVector > * PivotPos,
TArray< float > * RestDistance,
FVector HairSocketLoc,
FRotator HairSocketRot,
FVector ChestSocketLoc,
FRotator ChestSocketRot,
float DeltaTime,
float Damping,
float DampingFrontModifier,
float DampingBack,
float InWater,
float HairWetness,
float DragForce,
float HairScale,
float SpringForce,
float SpringForceFrontModifier,
float SpringForceBack,
float GravityForce,
FVector ShoulderLCollisionOffset,
float ShoulderLCollisionRadius,
FVector ShoulderRCollisionOffset,
float ShoulderRCollisionRadius,
FVector HeadHairCollisionOffset,
float HeadHairCollisionRadius,
FVector NeckHairCollisionOffset,
float NeckHairCollisionRadius,
float MaxDistanceToRestPos,
FTransform LastHeadTransform,
bool bPosAsPivot,
bool bCollideMiddle,
bool bCollideWithNeck )
inline

Definition at line 4411 of file Actor.h.

◆ Net_OnIsStaggering()

void APrimalCharacter::Net_OnIsStaggering ( bool bNewStaggering,
float PlayAnimAfterDelay,
bool bPlayStaggerAnim )
inline

Definition at line 4673 of file Actor.h.

◆ Net_OnIsStaggering_Implementation()

void APrimalCharacter::Net_OnIsStaggering_Implementation ( bool bNewStaggering,
float PlayStaggerAnimAfterDelay,
bool bPlayStaggerAnim )
inline

Definition at line 4421 of file Actor.h.

◆ NetAddCharacterMovementImpulse() [1/2]

void APrimalCharacter::NetAddCharacterMovementImpulse ( FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ )
inline

Definition at line 4430 of file Actor.h.

◆ NetAddCharacterMovementImpulse() [2/2]

void APrimalCharacter::NetAddCharacterMovementImpulse ( FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ )
inline

Definition at line 4665 of file Actor.h.

◆ NetAddCharacterMovementImpulse_Implementation() [1/2]

void APrimalCharacter::NetAddCharacterMovementImpulse_Implementation ( FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ )
inline

Definition at line 4171 of file Actor.h.

◆ NetAddCharacterMovementImpulse_Implementation() [2/2]

void APrimalCharacter::NetAddCharacterMovementImpulse_Implementation ( FVector Impulse,
bool bVelChange,
float ImpulseExponent,
bool bSetNewMovementMode,
EMovementMode NewMovementMode,
bool bOverrideMaxImpulseZ )
inline

Definition at line 4412 of file Actor.h.

◆ NetDidLand() [1/2]

void APrimalCharacter::NetDidLand ( )
inline

Definition at line 4431 of file Actor.h.

◆ NetDidLand() [2/2]

void APrimalCharacter::NetDidLand ( )
inline

Definition at line 4666 of file Actor.h.

◆ NetDidLand_Implementation() [1/2]

void APrimalCharacter::NetDidLand_Implementation ( )
inline

Definition at line 4112 of file Actor.h.

◆ NetDidLand_Implementation() [2/2]

void APrimalCharacter::NetDidLand_Implementation ( )
inline

Definition at line 4413 of file Actor.h.

◆ NetDynamicMusicSoundField() [1/2]

USoundBase * APrimalCharacter::NetDynamicMusicSoundField ( )
inline

Definition at line 3582 of file Actor.h.

◆ NetDynamicMusicSoundField() [2/2]

USoundBase * APrimalCharacter::NetDynamicMusicSoundField ( )
inline

Definition at line 3767 of file Actor.h.

◆ NetForceUpdateAimedCharacters_Implementation() [1/2]

void APrimalCharacter::NetForceUpdateAimedCharacters_Implementation ( FVector StartLoc,
FVector EndLoc,
AActor * IgnoreActor,
bool bForceUpdateIgnoreActor,
float TraceRadius )
inline

Definition at line 4186 of file Actor.h.

◆ NetForceUpdateAimedCharacters_Implementation() [2/2]

void APrimalCharacter::NetForceUpdateAimedCharacters_Implementation ( FVector StartLoc,
FVector EndLoc,
AActor * IgnoreActor,
bool bForceUpdateIgnoreActor,
float TraceRadius )
inline

Definition at line 4414 of file Actor.h.

◆ NetOnJumped() [1/2]

void APrimalCharacter::NetOnJumped ( )
inline

Definition at line 4432 of file Actor.h.

◆ NetOnJumped() [2/2]

void APrimalCharacter::NetOnJumped ( )
inline

Definition at line 4667 of file Actor.h.

◆ NetOnJumped_Implementation() [1/2]

void APrimalCharacter::NetOnJumped_Implementation ( )
inline

Definition at line 4050 of file Actor.h.

◆ NetOnJumped_Implementation() [2/2]

void APrimalCharacter::NetOnJumped_Implementation ( )
inline

Definition at line 4415 of file Actor.h.

◆ NetPlaySoundOnCharacter() [1/2]

void APrimalCharacter::NetPlaySoundOnCharacter ( USoundBase * SoundToPlay,
bool bPlayOnOwner )
inline

Definition at line 4433 of file Actor.h.

◆ NetPlaySoundOnCharacter() [2/2]

void APrimalCharacter::NetPlaySoundOnCharacter ( USoundBase * SoundToPlay,
bool bPlayOnOwner )
inline

Definition at line 4668 of file Actor.h.

◆ NetPlaySoundOnCharacter_Implementation() [1/2]

void APrimalCharacter::NetPlaySoundOnCharacter_Implementation ( USoundBase * SoundToPlay,
bool bPlayOnOwner )
inline

Definition at line 4201 of file Actor.h.

◆ NetPlaySoundOnCharacter_Implementation() [2/2]

void APrimalCharacter::NetPlaySoundOnCharacter_Implementation ( USoundBase * SoundToPlay,
bool bPlayOnOwner )
inline

Definition at line 4416 of file Actor.h.

◆ NetReleaseSeatingStructure()

void APrimalCharacter::NetReleaseSeatingStructure ( )
inline

Definition at line 4669 of file Actor.h.

◆ NetReleaseSeatingStructure_Implementation()

void APrimalCharacter::NetReleaseSeatingStructure_Implementation ( )
inline

Definition at line 4417 of file Actor.h.

◆ NetSetCharacterMovementVelocity() [1/2]

void APrimalCharacter::NetSetCharacterMovementVelocity ( bool bSetNewVelocity,
FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode )
inline

Definition at line 4434 of file Actor.h.

◆ NetSetCharacterMovementVelocity() [2/2]

void APrimalCharacter::NetSetCharacterMovementVelocity ( bool bSetNewVelocity,
FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode )
inline

Definition at line 4670 of file Actor.h.

◆ NetSetCharacterMovementVelocity_Implementation() [1/2]

void APrimalCharacter::NetSetCharacterMovementVelocity_Implementation ( bool bSetNewVelocity,
FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode )
inline

Definition at line 4172 of file Actor.h.

◆ NetSetCharacterMovementVelocity_Implementation() [2/2]

void APrimalCharacter::NetSetCharacterMovementVelocity_Implementation ( bool bSetNewVelocity,
FVector NewVelocity,
bool bSetNewMovementMode,
EMovementMode NewMovementMode )
inline

Definition at line 4418 of file Actor.h.

◆ NetStopAllAnimMontage() [1/2]

void APrimalCharacter::NetStopAllAnimMontage ( )
inline

Definition at line 4435 of file Actor.h.

◆ NetStopAllAnimMontage() [2/2]

void APrimalCharacter::NetStopAllAnimMontage ( )
inline

Definition at line 4671 of file Actor.h.

◆ NetStopAllAnimMontage_Implementation() [1/2]

void APrimalCharacter::NetStopAllAnimMontage_Implementation ( )
inline

Definition at line 4227 of file Actor.h.

◆ NetStopAllAnimMontage_Implementation() [2/2]

void APrimalCharacter::NetStopAllAnimMontage_Implementation ( )
inline

Definition at line 4419 of file Actor.h.

◆ NetUpdateTribeName() [1/2]

void APrimalCharacter::NetUpdateTribeName ( FString * NewTribeName)
inline

Definition at line 4436 of file Actor.h.

◆ NetUpdateTribeName() [2/2]

void APrimalCharacter::NetUpdateTribeName ( FString * NewTribeName)
inline

Definition at line 4672 of file Actor.h.

◆ NetUpdateTribeName_Implementation() [1/2]

void APrimalCharacter::NetUpdateTribeName_Implementation ( FString * NewTribeName)
inline

Definition at line 3981 of file Actor.h.

◆ NetUpdateTribeName_Implementation() [2/2]

void APrimalCharacter::NetUpdateTribeName_Implementation ( FString * NewTribeName)
inline

Definition at line 4420 of file Actor.h.

◆ NextBlinkTimeField() [1/2]

long double & APrimalCharacter::NextBlinkTimeField ( )
inline

Definition at line 3677 of file Actor.h.

◆ NextBlinkTimeField() [2/2]

long double & APrimalCharacter::NextBlinkTimeField ( )
inline

Definition at line 3853 of file Actor.h.

◆ NextBPTimerNonDedicatedField() [1/2]

long double & APrimalCharacter::NextBPTimerNonDedicatedField ( )
inline

Definition at line 3537 of file Actor.h.

◆ NextBPTimerNonDedicatedField() [2/2]

long double & APrimalCharacter::NextBPTimerNonDedicatedField ( )
inline

Definition at line 3724 of file Actor.h.

◆ NextBPTimerServerField() [1/2]

long double & APrimalCharacter::NextBPTimerServerField ( )
inline

Definition at line 3536 of file Actor.h.

◆ NextBPTimerServerField() [2/2]

long double & APrimalCharacter::NextBPTimerServerField ( )
inline

Definition at line 3723 of file Actor.h.

◆ NextRefreshedIslandInfoTimeField()

long double & APrimalCharacter::NextRefreshedIslandInfoTimeField ( )
inline

Definition at line 3951 of file Actor.h.

◆ NextWeaponItemIDPrimaryField()

FItemNetID & APrimalCharacter::NextWeaponItemIDPrimaryField ( )
inline

Definition at line 3957 of file Actor.h.

◆ NextWeaponItemIDSecondaryField()

FItemNetID & APrimalCharacter::NextWeaponItemIDSecondaryField ( )
inline

Definition at line 3956 of file Actor.h.

◆ NonDediOverrideCapsuleCollisionProfileNameField()

FName & APrimalCharacter::NonDediOverrideCapsuleCollisionProfileNameField ( )
inline

Definition at line 3964 of file Actor.h.

◆ NonDediOverrideMeshCollisionProfileNameField()

FName & APrimalCharacter::NonDediOverrideMeshCollisionProfileNameField ( )
inline

Definition at line 3963 of file Actor.h.

◆ NonRelevantServerForceSleepRagdollIntervalField() [1/2]

float & APrimalCharacter::NonRelevantServerForceSleepRagdollIntervalField ( )
inline

Definition at line 3637 of file Actor.h.

◆ NonRelevantServerForceSleepRagdollIntervalField() [2/2]

float & APrimalCharacter::NonRelevantServerForceSleepRagdollIntervalField ( )
inline

Definition at line 3816 of file Actor.h.

◆ NotifyAttackEndedField()

FPrimalCharacterNotifyAttackEnded & APrimalCharacter::NotifyAttackEndedField ( )
inline

Definition at line 3695 of file Actor.h.

◆ NotifyAttackStartedField()

FPrimalCharacterNotifyAttackStarted & APrimalCharacter::NotifyAttackStartedField ( )
inline

Definition at line 3694 of file Actor.h.

◆ NotifyBumpedByPawn() [1/2]

void APrimalCharacter::NotifyBumpedByPawn ( APrimalCharacter * ByPawn)
inline

Definition at line 4249 of file Actor.h.

◆ NotifyBumpedByPawn() [2/2]

void APrimalCharacter::NotifyBumpedByPawn ( APrimalCharacter * ByPawn)
inline

Definition at line 4422 of file Actor.h.

◆ NotifyBumpedPawn() [1/2]

void APrimalCharacter::NotifyBumpedPawn ( APawn * BumpedPawn)
inline

Definition at line 4250 of file Actor.h.

◆ NotifyBumpedPawn() [2/2]

void APrimalCharacter::NotifyBumpedPawn ( APawn * BumpedPawn)
inline

Definition at line 4423 of file Actor.h.

◆ NotifyItemAdded() [1/2]

void APrimalCharacter::NotifyItemAdded ( UPrimalItem * anItem,
bool bEquipItem )
inline

Definition at line 4295 of file Actor.h.

◆ NotifyItemAdded() [2/2]

void APrimalCharacter::NotifyItemAdded ( UPrimalItem * anItem,
bool bEquipItem )
inline

Definition at line 4424 of file Actor.h.

◆ NotifyItemQuantityUpdated() [1/2]

void APrimalCharacter::NotifyItemQuantityUpdated ( UPrimalItem * anItem,
int amount )
inline

Definition at line 4294 of file Actor.h.

◆ NotifyItemQuantityUpdated() [2/2]

void APrimalCharacter::NotifyItemQuantityUpdated ( UPrimalItem * anItem,
int amount )
inline

Definition at line 4425 of file Actor.h.

◆ NotifyItemRemoved() [1/2]

void APrimalCharacter::NotifyItemRemoved ( UPrimalItem * anItem)
inline

Definition at line 4296 of file Actor.h.

◆ NotifyItemRemoved() [2/2]

void APrimalCharacter::NotifyItemRemoved ( UPrimalItem * anItem)
inline

Definition at line 4426 of file Actor.h.

◆ NumberOfClientRagdollCorrectionAttemptsField() [1/2]

int & APrimalCharacter::NumberOfClientRagdollCorrectionAttemptsField ( )
inline

Definition at line 3634 of file Actor.h.

◆ NumberOfClientRagdollCorrectionAttemptsField() [2/2]

int & APrimalCharacter::NumberOfClientRagdollCorrectionAttemptsField ( )
inline

Definition at line 3813 of file Actor.h.

◆ NumFallZFailsField() [1/2]

int & APrimalCharacter::NumFallZFailsField ( )
inline

Definition at line 3714 of file Actor.h.

◆ NumFallZFailsField() [2/2]

int & APrimalCharacter::NumFallZFailsField ( )
inline

Definition at line 3889 of file Actor.h.

◆ OldLocationField() [1/2]

FVector & APrimalCharacter::OldLocationField ( )
inline

Definition at line 3486 of file Actor.h.

◆ OldLocationField() [2/2]

FVector & APrimalCharacter::OldLocationField ( )
inline

Definition at line 3672 of file Actor.h.

◆ OldRotationField() [1/2]

FRotator & APrimalCharacter::OldRotationField ( )
inline

Definition at line 3487 of file Actor.h.

◆ OldRotationField() [2/2]

FRotator & APrimalCharacter::OldRotationField ( )
inline

Definition at line 3673 of file Actor.h.

◆ OnActorEnterWater()

void APrimalCharacter::OnActorEnterWater ( USceneComponent * Component,
FVector OverlapLocation,
FVector OverlapVelocity )
inline

Definition at line 4674 of file Actor.h.

◆ OnActorExitWater()

void APrimalCharacter::OnActorExitWater ( USceneComponent * Component,
FVector OverlapLocation,
FVector OverlapVelocity )
inline

Definition at line 4675 of file Actor.h.

◆ OnAltFirePressed()

void APrimalCharacter::OnAltFirePressed ( )
inline

Definition at line 4010 of file Actor.h.

◆ OnAltFireReleased()

void APrimalCharacter::OnAltFireReleased ( )
inline

Definition at line 4011 of file Actor.h.

◆ OnAttachedToCharacter() [1/2]

void APrimalCharacter::OnAttachedToCharacter ( )
inline

Definition at line 4209 of file Actor.h.

◆ OnAttachedToCharacter() [2/2]

void APrimalCharacter::OnAttachedToCharacter ( )
inline

Definition at line 4427 of file Actor.h.

◆ OnAttachedToSeatingStructure()

void APrimalCharacter::OnAttachedToSeatingStructure ( )
inline

Definition at line 4428 of file Actor.h.

◆ OnBeginDrag() [1/2]

void APrimalCharacter::OnBeginDrag ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 4437 of file Actor.h.

◆ OnBeginDrag() [2/2]

void APrimalCharacter::OnBeginDrag ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 4676 of file Actor.h.

◆ OnBeginDrag_Implementation() [1/2]

void APrimalCharacter::OnBeginDrag_Implementation ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 4146 of file Actor.h.

◆ OnBeginDrag_Implementation() [2/2]

void APrimalCharacter::OnBeginDrag_Implementation ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 4429 of file Actor.h.

◆ OnBeginDragged() [1/2]

void APrimalCharacter::OnBeginDragged ( APrimalCharacter * Dragger)
inline

Definition at line 4148 of file Actor.h.

◆ OnBeginDragged() [2/2]

void APrimalCharacter::OnBeginDragged ( APrimalCharacter * Dragger)
inline

Definition at line 4430 of file Actor.h.

◆ OnClientPairedNetGUID()

void APrimalCharacter::OnClientPairedNetGUID ( )
inline

Definition at line 4431 of file Actor.h.

◆ OnClientReceivedTransformAfterPairingNetGUID()

void APrimalCharacter::OnClientReceivedTransformAfterPairingNetGUID ( FVector * Loc,
FRotator * Rot )
inline

Definition at line 4432 of file Actor.h.

◆ OnDeserializedByGame()

void APrimalCharacter::OnDeserializedByGame ( EOnDesrializationType::Type DeserializationType)
inline

Definition at line 4433 of file Actor.h.

◆ OnDetachedFromCharacter() [1/2]

void APrimalCharacter::OnDetachedFromCharacter ( APrimalCharacter * aCharacter,
int OverrideDirection )
inline

Definition at line 4210 of file Actor.h.

◆ OnDetachedFromCharacter() [2/2]

void APrimalCharacter::OnDetachedFromCharacter ( APrimalCharacter * aCharacter,
int OverrideDirection )
inline

Definition at line 4434 of file Actor.h.

◆ OnDetachedFromSeatingStructure()

void APrimalCharacter::OnDetachedFromSeatingStructure ( APrimalStructureSeating * InSeatingStructure)
inline

Definition at line 4435 of file Actor.h.

◆ OnEndDrag() [1/2]

void APrimalCharacter::OnEndDrag ( )
inline

Definition at line 4438 of file Actor.h.

◆ OnEndDrag() [2/2]

void APrimalCharacter::OnEndDrag ( )
inline

Definition at line 4677 of file Actor.h.

◆ OnEndDrag_Implementation() [1/2]

void APrimalCharacter::OnEndDrag_Implementation ( )
inline

Definition at line 4147 of file Actor.h.

◆ OnEndDrag_Implementation() [2/2]

void APrimalCharacter::OnEndDrag_Implementation ( )
inline

Definition at line 4436 of file Actor.h.

◆ OnEndDragged() [1/2]

void APrimalCharacter::OnEndDragged ( APrimalCharacter * Dragger)
inline

Definition at line 4149 of file Actor.h.

◆ OnEndDragged() [2/2]

void APrimalCharacter::OnEndDragged ( APrimalCharacter * Dragger)
inline

Definition at line 4437 of file Actor.h.

◆ OnIgnoredMoveToOrder()

void APrimalCharacter::OnIgnoredMoveToOrder ( APlayerController * FromPC)
inline

Definition at line 4438 of file Actor.h.

◆ OnJumped_Implementation() [1/2]

void APrimalCharacter::OnJumped_Implementation ( )
inline

Definition at line 4049 of file Actor.h.

◆ OnJumped_Implementation() [2/2]

void APrimalCharacter::OnJumped_Implementation ( )
inline

Definition at line 4439 of file Actor.h.

◆ OnLanded() [1/2]

void APrimalCharacter::OnLanded ( FHitResult * Hit)
inline

Definition at line 4111 of file Actor.h.

◆ OnLanded() [2/2]

void APrimalCharacter::OnLanded ( FHitResult * Hit)
inline

Definition at line 4440 of file Actor.h.

◆ OnMassTeleportEvent()

void APrimalCharacter::OnMassTeleportEvent ( EMassTeleportState::Type EventState,
APrimalCharacter * TeleportInitiatedByChar )
inline

Definition at line 4319 of file Actor.h.

◆ OnMovementModeChanged() [1/2]

void APrimalCharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
char PreviousCustomMode )
inline

Definition at line 4263 of file Actor.h.

◆ OnMovementModeChanged() [2/2]

void APrimalCharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
char PreviousCustomMode )
inline

Definition at line 4441 of file Actor.h.

◆ OnPrimalCharacterSleeped() [1/2]

void APrimalCharacter::OnPrimalCharacterSleeped ( )
inline

Definition at line 4059 of file Actor.h.

◆ OnPrimalCharacterSleeped() [2/2]

void APrimalCharacter::OnPrimalCharacterSleeped ( )
inline

Definition at line 4442 of file Actor.h.

◆ OnPrimalCharacterUnsleeped() [1/2]

void APrimalCharacter::OnPrimalCharacterUnsleeped ( )
inline

Definition at line 4060 of file Actor.h.

◆ OnPrimalCharacterUnsleeped() [2/2]

void APrimalCharacter::OnPrimalCharacterUnsleeped ( )
inline

Definition at line 4443 of file Actor.h.

◆ OnRep_AttachmentReplication()

void APrimalCharacter::OnRep_AttachmentReplication ( )
inline

Definition at line 4235 of file Actor.h.

◆ OnRep_CurrentWeapon()

void APrimalCharacter::OnRep_CurrentWeapon ( AShooterWeapon * LastWeapon)
inline

Definition at line 4444 of file Actor.h.

◆ OnRep_IsDead() [1/2]

void APrimalCharacter::OnRep_IsDead ( )
inline

Definition at line 3956 of file Actor.h.

◆ OnRep_IsDead() [2/2]

void APrimalCharacter::OnRep_IsDead ( )
inline

Definition at line 4445 of file Actor.h.

◆ OnRep_IsSleeping() [1/2]

void APrimalCharacter::OnRep_IsSleeping ( )
inline

Definition at line 3975 of file Actor.h.

◆ OnRep_IsSleeping() [2/2]

void APrimalCharacter::OnRep_IsSleeping ( )
inline

Definition at line 4446 of file Actor.h.

◆ OnRep_MountedDino() [1/2]

void APrimalCharacter::OnRep_MountedDino ( )
inline

Definition at line 4214 of file Actor.h.

◆ OnRep_MountedDino() [2/2]

void APrimalCharacter::OnRep_MountedDino ( )
inline

Definition at line 4447 of file Actor.h.

◆ OnRep_PaintingComponent() [1/2]

void APrimalCharacter::OnRep_PaintingComponent ( )
inline

Definition at line 4224 of file Actor.h.

◆ OnRep_PaintingComponent() [2/2]

void APrimalCharacter::OnRep_PaintingComponent ( )
inline

Definition at line 4448 of file Actor.h.

◆ OnRep_RagdollPositions() [1/2]

void APrimalCharacter::OnRep_RagdollPositions ( )
inline

Definition at line 4136 of file Actor.h.

◆ OnRep_RagdollPositions() [2/2]

void APrimalCharacter::OnRep_RagdollPositions ( )
inline

Definition at line 4449 of file Actor.h.

◆ OnRunToggle() [1/2]

void APrimalCharacter::OnRunToggle ( )
inline

Definition at line 4018 of file Actor.h.

◆ OnRunToggle() [2/2]

void APrimalCharacter::OnRunToggle ( )
inline

Definition at line 4450 of file Actor.h.

◆ OnRunTogglePressed()

void APrimalCharacter::OnRunTogglePressed ( )
inline

Definition at line 4016 of file Actor.h.

◆ OnRunToggleReleased()

void APrimalCharacter::OnRunToggleReleased ( )
inline

Definition at line 4017 of file Actor.h.

◆ OnShieldDefenseBroken()

void APrimalCharacter::OnShieldDefenseBroken ( float StaggerTime)
inline

Definition at line 4451 of file Actor.h.

◆ OnStartAltFire() [1/2]

void APrimalCharacter::OnStartAltFire ( )
inline

Definition at line 4452 of file Actor.h.

◆ OnStartAltFire() [2/2]

void APrimalCharacter::OnStartAltFire ( bool bFromGamepad)
inline

Definition at line 4012 of file Actor.h.

◆ OnStartBlockingAttack()

void APrimalCharacter::OnStartBlockingAttack ( )
inline

Definition at line 4453 of file Actor.h.

◆ OnStartBreakingAttack()

void APrimalCharacter::OnStartBreakingAttack ( )
inline

Definition at line 4454 of file Actor.h.

◆ OnStartFire() [1/2]

void APrimalCharacter::OnStartFire ( bool bFromGamepadRight)
inline

Definition at line 4008 of file Actor.h.

◆ OnStartFire() [2/2]

void APrimalCharacter::OnStartFire ( bool bFromGamepadRight,
int weaponAttackIndex,
bool bDoLeftSide,
bool bOverrideCurrentAttack )
inline

Definition at line 4455 of file Actor.h.

◆ OnStartFireQuinary()

void APrimalCharacter::OnStartFireQuinary ( )
inline

Definition at line 4456 of file Actor.h.

◆ OnStartJump() [1/2]

void APrimalCharacter::OnStartJump ( )
inline

Definition at line 4046 of file Actor.h.

◆ OnStartJump() [2/2]

void APrimalCharacter::OnStartJump ( )
inline

Definition at line 4457 of file Actor.h.

◆ OnStartRunning() [1/2]

void APrimalCharacter::OnStartRunning ( )
inline

Definition at line 4014 of file Actor.h.

◆ OnStartRunning() [2/2]

void APrimalCharacter::OnStartRunning ( )
inline

Definition at line 4458 of file Actor.h.

◆ OnStartTargeting()

void APrimalCharacter::OnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 4197 of file Actor.h.

◆ OnStopAltFire() [1/2]

void APrimalCharacter::OnStopAltFire ( )
inline

Definition at line 4459 of file Actor.h.

◆ OnStopAltFire() [2/2]

void APrimalCharacter::OnStopAltFire ( bool bFromGamepad)
inline

Definition at line 4013 of file Actor.h.

◆ OnStopBlockingAttack()

void APrimalCharacter::OnStopBlockingAttack ( )
inline

Definition at line 4460 of file Actor.h.

◆ OnStopBreakingAttack()

void APrimalCharacter::OnStopBreakingAttack ( )
inline

Definition at line 4461 of file Actor.h.

◆ OnStopFire() [1/2]

void APrimalCharacter::OnStopFire ( bool bFromGamepadRight)
inline

Definition at line 4009 of file Actor.h.

◆ OnStopFire() [2/2]

void APrimalCharacter::OnStopFire ( bool bFromGamepadRight,
int weaponAttackIndex )
inline

Definition at line 4462 of file Actor.h.

◆ OnStopFireQuinary()

void APrimalCharacter::OnStopFireQuinary ( )
inline

Definition at line 4463 of file Actor.h.

◆ OnStopJump() [1/2]

void APrimalCharacter::OnStopJump ( )
inline

Definition at line 4052 of file Actor.h.

◆ OnStopJump() [2/2]

void APrimalCharacter::OnStopJump ( )
inline

Definition at line 4464 of file Actor.h.

◆ OnStopRunning() [1/2]

void APrimalCharacter::OnStopRunning ( )
inline

Definition at line 4015 of file Actor.h.

◆ OnStopRunning() [2/2]

void APrimalCharacter::OnStopRunning ( )
inline

Definition at line 4465 of file Actor.h.

◆ OnStopTargeting()

void APrimalCharacter::OnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 4198 of file Actor.h.

◆ OnTeleportOntoRaft()

void APrimalCharacter::OnTeleportOntoRaft ( APrimalRaft * OntoRaft)
inline

Definition at line 4466 of file Actor.h.

◆ OnVoiceTalkingStateChanged()

void APrimalCharacter::OnVoiceTalkingStateChanged ( bool isTalking,
bool IsUsingSuperRange )
inline

Definition at line 4051 of file Actor.h.

◆ OrbitCamMaxZoomLevelField()

float & APrimalCharacter::OrbitCamMaxZoomLevelField ( )
inline

Definition at line 3652 of file Actor.h.

◆ OrbitCamMinZoomLevelField()

float & APrimalCharacter::OrbitCamMinZoomLevelField ( )
inline

Definition at line 3651 of file Actor.h.

◆ OrbitCamOff() [1/2]

void APrimalCharacter::OrbitCamOff ( )
inline

Definition at line 3995 of file Actor.h.

◆ OrbitCamOff() [2/2]

void APrimalCharacter::OrbitCamOff ( )
inline

Definition at line 4467 of file Actor.h.

◆ OrbitCamOn() [1/2]

void APrimalCharacter::OrbitCamOn ( )
inline

Definition at line 3994 of file Actor.h.

◆ OrbitCamOn() [2/2]

void APrimalCharacter::OrbitCamOn ( )
inline

Definition at line 4468 of file Actor.h.

◆ OrbitCamRotField() [1/2]

FRotator & APrimalCharacter::OrbitCamRotField ( )
inline

Definition at line 3648 of file Actor.h.

◆ OrbitCamRotField() [2/2]

FRotator & APrimalCharacter::OrbitCamRotField ( )
inline

Definition at line 3827 of file Actor.h.

◆ OrbitCamToggle() [1/2]

void APrimalCharacter::OrbitCamToggle ( )
inline

Definition at line 3993 of file Actor.h.

◆ OrbitCamToggle() [2/2]

void APrimalCharacter::OrbitCamToggle ( )
inline

Definition at line 4469 of file Actor.h.

◆ OrbitCamZoomField() [1/2]

float & APrimalCharacter::OrbitCamZoomField ( )
inline

Definition at line 3649 of file Actor.h.

◆ OrbitCamZoomField() [2/2]

float & APrimalCharacter::OrbitCamZoomField ( )
inline

Definition at line 3828 of file Actor.h.

◆ OrbitCamZoomStepSizeField()

float & APrimalCharacter::OrbitCamZoomStepSizeField ( )
inline

Definition at line 3650 of file Actor.h.

◆ OriginalCorpseLifespanField() [1/2]

float & APrimalCharacter::OriginalCorpseLifespanField ( )
inline

Definition at line 3695 of file Actor.h.

◆ OriginalCorpseLifespanField() [2/2]

float & APrimalCharacter::OriginalCorpseLifespanField ( )
inline

Definition at line 3871 of file Actor.h.

◆ OverrideCameraInterpSpeed()

void APrimalCharacter::OverrideCameraInterpSpeed ( const float DefaultTPVCameraSpeedInterpMultiplier,
const float DefaultTPVOffsetInterpSpeed,
float * TPVCameraSpeedInterpMultiplier,
float * TPVOffsetInterpSpeed )
inline

Definition at line 4330 of file Actor.h.

◆ OverrideFlyingVelocity()

void APrimalCharacter::OverrideFlyingVelocity ( FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 4280 of file Actor.h.

◆ OverrideNewFallVelocity() [1/2]

void APrimalCharacter::OverrideNewFallVelocity ( FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 4277 of file Actor.h.

◆ OverrideNewFallVelocity() [2/2]

FVector * APrimalCharacter::OverrideNewFallVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 4470 of file Actor.h.

◆ OverrideSwimmingVelocity() [1/2]

void APrimalCharacter::OverrideSwimmingVelocity ( FVector * InitialVelocity,
FVector * Gravity,
const float * FluidFriction,
const float * NetBuoyancy,
float DeltaTime )
inline

Definition at line 4276 of file Actor.h.

◆ OverrideSwimmingVelocity() [2/2]

FVector * APrimalCharacter::OverrideSwimmingVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
const float * FluidFriction,
const float * NetBuoyancy,
float DeltaTime )
inline

Definition at line 4471 of file Actor.h.

◆ OverrideTerminalVelocity()

float APrimalCharacter::OverrideTerminalVelocity ( )
inline

Definition at line 4325 of file Actor.h.

◆ OverrideWalkingVelocity() [1/2]

void APrimalCharacter::OverrideWalkingVelocity ( FVector * InitialVelocity,
const float * Friction,
float DeltaTime )
inline

Definition at line 4275 of file Actor.h.

◆ OverrideWalkingVelocity() [2/2]

FVector * APrimalCharacter::OverrideWalkingVelocity ( FVector * result,
FVector * InitialVelocity,
const float * Friction,
float DeltaTime )
inline

Definition at line 4472 of file Actor.h.

◆ PaintingComponentField()

UStructurePaintingComponent * APrimalCharacter::PaintingComponentField ( )
inline

Definition at line 3704 of file Actor.h.

◆ PinnedAnimField()

UAnimMontage * APrimalCharacter::PinnedAnimField ( )
inline

Definition at line 3500 of file Actor.h.

◆ PlayAnimEx() [1/2]

float APrimalCharacter::PlayAnimEx ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bReplicate,
bool bReplicateToOwner,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer )
inline

Definition at line 4473 of file Actor.h.

◆ PlayAnimEx() [2/2]

float APrimalCharacter::PlayAnimEx ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bReplicate,
bool bReplicateToOwner,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
bool bForceKeepSynced,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 4061 of file Actor.h.

◆ PlayAnimMontage() [1/2]

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

Definition at line 4474 of file Actor.h.

◆ PlayAnimMontage() [2/2]

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

Definition at line 3986 of file Actor.h.

◆ PlayDying() [1/2]

void APrimalCharacter::PlayDying ( float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 3961 of file Actor.h.

◆ PlayDying() [2/2]

void APrimalCharacter::PlayDying ( float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4475 of file Actor.h.

◆ PlayDyingGeneric() [1/2]

void APrimalCharacter::PlayDyingGeneric ( float KillingDamage,
FDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4341 of file Actor.h.

◆ PlayDyingGeneric() [2/2]

void APrimalCharacter::PlayDyingGeneric ( float KillingDamage,
FDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4678 of file Actor.h.

◆ PlayDyingPoint() [1/2]

void APrimalCharacter::PlayDyingPoint ( float KillingDamage,
FPointDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4342 of file Actor.h.

◆ PlayDyingPoint() [2/2]

void APrimalCharacter::PlayDyingPoint ( float KillingDamage,
FPointDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4679 of file Actor.h.

◆ PlayDyingPoint_Implementation() [1/2]

void APrimalCharacter::PlayDyingPoint_Implementation ( float KillingDamage,
FPointDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 3954 of file Actor.h.

◆ PlayDyingPoint_Implementation() [2/2]

void APrimalCharacter::PlayDyingPoint_Implementation ( float KillingDamage,
FPointDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4476 of file Actor.h.

◆ PlayDyingRadial() [1/2]

void APrimalCharacter::PlayDyingRadial ( float KillingDamage,
FRadialDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4343 of file Actor.h.

◆ PlayDyingRadial() [2/2]

void APrimalCharacter::PlayDyingRadial ( float KillingDamage,
FRadialDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4680 of file Actor.h.

◆ PlayDyingRadial_Implementation() [1/2]

void APrimalCharacter::PlayDyingRadial_Implementation ( float KillingDamage,
FRadialDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 3955 of file Actor.h.

◆ PlayDyingRadial_Implementation() [2/2]

void APrimalCharacter::PlayDyingRadial_Implementation ( float KillingDamage,
FRadialDamageEvent DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4477 of file Actor.h.

◆ PlayerCommand()

FString * APrimalCharacter::PlayerCommand ( FString * result,
FString * TheCommand )
inline

Definition at line 4683 of file Actor.h.

◆ PlayerCommand_Implementation() [1/2]

FString * APrimalCharacter::PlayerCommand_Implementation ( FString * result,
FString * TheCommand )
inline

Definition at line 4292 of file Actor.h.

◆ PlayerCommand_Implementation() [2/2]

FString * APrimalCharacter::PlayerCommand_Implementation ( FString * result,
FString * TheCommand )
inline

Definition at line 4486 of file Actor.h.

◆ PlayFootstep() [1/2]

void APrimalCharacter::PlayFootstep ( )
inline

Definition at line 4117 of file Actor.h.

◆ PlayFootstep() [2/2]

void APrimalCharacter::PlayFootstep ( )
inline

Definition at line 4478 of file Actor.h.

◆ PlayHitEffect() [1/2]

void APrimalCharacter::PlayHitEffect ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser,
bool bIsLocalPath )
inline

Definition at line 3966 of file Actor.h.

◆ PlayHitEffect() [2/2]

void APrimalCharacter::PlayHitEffect ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser,
bool bIsLocalPath )
inline

Definition at line 4479 of file Actor.h.

◆ PlayHitEffectGeneric_Implementation() [1/2]

void APrimalCharacter::PlayHitEffectGeneric_Implementation ( float DamageTaken,
FPointDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 3962 of file Actor.h.

◆ PlayHitEffectGeneric_Implementation() [2/2]

void APrimalCharacter::PlayHitEffectGeneric_Implementation ( float DamageTaken,
FPointDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4480 of file Actor.h.

◆ PlayHitEffectPoint() [1/2]

void APrimalCharacter::PlayHitEffectPoint ( float DamageTaken,
FPointDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4344 of file Actor.h.

◆ PlayHitEffectPoint() [2/2]

void APrimalCharacter::PlayHitEffectPoint ( float DamageTaken,
FPointDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4681 of file Actor.h.

◆ PlayHitEffectRadial() [1/2]

void APrimalCharacter::PlayHitEffectRadial ( float DamageTaken,
FRadialDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4345 of file Actor.h.

◆ PlayHitEffectRadial() [2/2]

void APrimalCharacter::PlayHitEffectRadial ( float DamageTaken,
FRadialDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4682 of file Actor.h.

◆ PlayHitEffectRadial_Implementation() [1/2]

void APrimalCharacter::PlayHitEffectRadial_Implementation ( float DamageTaken,
FRadialDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 3963 of file Actor.h.

◆ PlayHitEffectRadial_Implementation() [2/2]

void APrimalCharacter::PlayHitEffectRadial_Implementation ( float DamageTaken,
FRadialDamageEvent DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4481 of file Actor.h.

◆ PlayJumpAnim() [1/2]

void APrimalCharacter::PlayJumpAnim ( )
inline

Definition at line 4047 of file Actor.h.

◆ PlayJumpAnim() [2/2]

void APrimalCharacter::PlayJumpAnim ( )
inline

Definition at line 4482 of file Actor.h.

◆ PlayLandedAnim() [1/2]

void APrimalCharacter::PlayLandedAnim ( )
inline

Definition at line 4048 of file Actor.h.

◆ PlayLandedAnim() [2/2]

void APrimalCharacter::PlayLandedAnim ( )
inline

Definition at line 4483 of file Actor.h.

◆ PlayShieldHitResponse()

void APrimalCharacter::PlayShieldHitResponse ( bool bUseHitParticles)
inline

Definition at line 4484 of file Actor.h.

◆ PlayStaggerAnim()

void APrimalCharacter::PlayStaggerAnim ( )
inline

Definition at line 4485 of file Actor.h.

◆ Poop() [1/2]

bool APrimalCharacter::Poop ( bool bForcePoop)
inline

Definition at line 4163 of file Actor.h.

◆ Poop() [2/2]

void APrimalCharacter::Poop ( bool bForcePoop)
inline

Definition at line 4487 of file Actor.h.

◆ PoopAltItemChanceField() [1/2]

float & APrimalCharacter::PoopAltItemChanceField ( )
inline

Definition at line 3688 of file Actor.h.

◆ PoopAltItemChanceField() [2/2]

float & APrimalCharacter::PoopAltItemChanceField ( )
inline

Definition at line 3864 of file Actor.h.

◆ PoopAltItemClassField() [1/2]

TSubclassOf< UPrimalItem > & APrimalCharacter::PoopAltItemClassField ( )
inline

Definition at line 3689 of file Actor.h.

◆ PoopAltItemClassField() [2/2]

TSubclassOf< UPrimalItem > & APrimalCharacter::PoopAltItemClassField ( )
inline

Definition at line 3865 of file Actor.h.

◆ PoopAnimationField() [1/2]

UAnimMontage * APrimalCharacter::PoopAnimationField ( )
inline

Definition at line 3639 of file Actor.h.

◆ PoopAnimationField() [2/2]

UAnimMontage * APrimalCharacter::PoopAnimationField ( )
inline

Definition at line 3818 of file Actor.h.

◆ PoopIconField() [1/2]

UTexture2D * APrimalCharacter::PoopIconField ( )
inline

Definition at line 3691 of file Actor.h.

◆ PoopIconField() [2/2]

UTexture2D * APrimalCharacter::PoopIconField ( )
inline

Definition at line 3868 of file Actor.h.

◆ PoopItemClassField() [1/2]

TSubclassOf< UPrimalItem > & APrimalCharacter::PoopItemClassField ( )
inline

Definition at line 3512 of file Actor.h.

◆ PoopItemClassField() [2/2]

TSubclassOf< UPrimalItem > & APrimalCharacter::PoopItemClassField ( )
inline

Definition at line 3701 of file Actor.h.

◆ PoopSoundField() [1/2]

USoundCue * APrimalCharacter::PoopSoundField ( )
inline

Definition at line 3645 of file Actor.h.

◆ PoopSoundField() [2/2]

USoundCue * APrimalCharacter::PoopSoundField ( )
inline

Definition at line 3824 of file Actor.h.

◆ PossessedBy() [1/2]

void APrimalCharacter::PossessedBy ( AController * NewController)
inline

Definition at line 4256 of file Actor.h.

◆ PossessedBy() [2/2]

void APrimalCharacter::PossessedBy ( AController * NewController)
inline

Definition at line 4488 of file Actor.h.

◆ PossessionBuffsField()

TArray< TSubclassOf< APrimalBuff > > & APrimalCharacter::PossessionBuffsField ( )
inline

Definition at line 3867 of file Actor.h.

◆ PostFeatStaminaRecoveryCooldownDebuffField()

TSubclassOf< APrimalBuff > & APrimalCharacter::PostFeatStaminaRecoveryCooldownDebuffField ( )
inline

Definition at line 3959 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void APrimalCharacter::PostInitializeComponents ( )
inline

Definition at line 3939 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void APrimalCharacter::PostInitializeComponents ( )
inline

Definition at line 4489 of file Actor.h.

◆ PostNetReceiveVelocity()

void APrimalCharacter::PostNetReceiveVelocity ( FVector * NewVelocity)
inline

Definition at line 4490 of file Actor.h.

◆ PreAttachToSeatingStructureCollisionProfileNameField()

FName & APrimalCharacter::PreAttachToSeatingStructureCollisionProfileNameField ( )
inline

Definition at line 3942 of file Actor.h.

◆ PreInitializeComponents() [1/2]

void APrimalCharacter::PreInitializeComponents ( )
inline

Definition at line 3937 of file Actor.h.

◆ PreInitializeComponents() [2/2]

void APrimalCharacter::PreInitializeComponents ( )
inline

Definition at line 4491 of file Actor.h.

◆ PrepareForSaving()

void APrimalCharacter::PrepareForSaving ( )
inline

Definition at line 4492 of file Actor.h.

◆ PreventBuffClassesField() [1/2]

TArray< TSubclassOf< APrimalBuff > > & APrimalCharacter::PreventBuffClassesField ( )
inline

Definition at line 3735 of file Actor.h.

◆ PreventBuffClassesField() [2/2]

TArray< TSubclassOf< APrimalBuff > > & APrimalCharacter::PreventBuffClassesField ( )
inline

Definition at line 3911 of file Actor.h.

◆ PreventInputDoesOffset() [1/2]

bool APrimalCharacter::PreventInputDoesOffset ( )
inline

Definition at line 4284 of file Actor.h.

◆ PreventInputDoesOffset() [2/2]

bool APrimalCharacter::PreventInputDoesOffset ( )
inline

Definition at line 4493 of file Actor.h.

◆ PreventInputType() [1/2]

bool APrimalCharacter::PreventInputType ( EPrimalCharacterInputType::Type inputType)
inline

Definition at line 4283 of file Actor.h.

◆ PreventInputType() [2/2]

bool APrimalCharacter::PreventInputType ( EPrimalCharacterInputType::Type inputType)
inline

Definition at line 4494 of file Actor.h.

◆ PreventLanding()

bool APrimalCharacter::PreventLanding ( FVector ImpactPoint,
FVector ImpactAccel,
FVector * Velocity )
inline

Definition at line 4278 of file Actor.h.

◆ PreventsTargeting() [1/2]

bool APrimalCharacter::PreventsTargeting ( AActor * ByActor)
inline

Definition at line 4439 of file Actor.h.

◆ PreventsTargeting() [2/2]

bool APrimalCharacter::PreventsTargeting ( AActor * ByActor)
inline

Definition at line 4684 of file Actor.h.

◆ PreventsTargeting_Implementation() [1/2]

bool APrimalCharacter::PreventsTargeting_Implementation ( AActor * ByActor)
inline

Definition at line 4282 of file Actor.h.

◆ PreventsTargeting_Implementation() [2/2]

bool APrimalCharacter::PreventsTargeting_Implementation ( AActor * ByActor)
inline

Definition at line 4495 of file Actor.h.

◆ PreviewCameraDefaultZoomMultiplierField() [1/2]

float & APrimalCharacter::PreviewCameraDefaultZoomMultiplierField ( )
inline

Definition at line 3520 of file Actor.h.

◆ PreviewCameraDefaultZoomMultiplierField() [2/2]

float & APrimalCharacter::PreviewCameraDefaultZoomMultiplierField ( )
inline

Definition at line 3708 of file Actor.h.

◆ PreviewCameraDistanceScaleFactorField() [1/2]

float & APrimalCharacter::PreviewCameraDistanceScaleFactorField ( )
inline

Definition at line 3521 of file Actor.h.

◆ PreviewCameraDistanceScaleFactorField() [2/2]

float & APrimalCharacter::PreviewCameraDistanceScaleFactorField ( )
inline

Definition at line 3709 of file Actor.h.

◆ PreviewCameraMaxZoomMultiplierField() [1/2]

float & APrimalCharacter::PreviewCameraMaxZoomMultiplierField ( )
inline

Definition at line 3519 of file Actor.h.

◆ PreviewCameraMaxZoomMultiplierField() [2/2]

float & APrimalCharacter::PreviewCameraMaxZoomMultiplierField ( )
inline

Definition at line 3707 of file Actor.h.

◆ PreviousAwakeCollisionProfileNameField()

FName & APrimalCharacter::PreviousAwakeCollisionProfileNameField ( )
inline

Definition at line 3938 of file Actor.h.

◆ PreviousMountedDinoField() [1/2]

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::PreviousMountedDinoField ( )
inline

Definition at line 3585 of file Actor.h.

◆ PreviousMountedDinoField() [2/2]

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::PreviousMountedDinoField ( )
inline

Definition at line 3771 of file Actor.h.

◆ PreviousRagdollLocationField() [1/2]

FVector & APrimalCharacter::PreviousRagdollLocationField ( )
inline

Definition at line 3675 of file Actor.h.

◆ PreviousRagdollLocationField() [2/2]

FVector & APrimalCharacter::PreviousRagdollLocationField ( )
inline

Definition at line 3851 of file Actor.h.

◆ ProcessInputAndStartFire()

bool APrimalCharacter::ProcessInputAndStartFire ( bool bFromGamepadRight,
EWeaponAttackInput::Type AttackInput )
inline

Definition at line 4496 of file Actor.h.

◆ ProcessInputAndStopFire()

bool APrimalCharacter::ProcessInputAndStopFire ( bool bFromGamepadRight,
EWeaponAttackInput::Type AttackInput )
inline

Definition at line 4497 of file Actor.h.

◆ ProcessStaggerForDefender()

void APrimalCharacter::ProcessStaggerForDefender ( AActor * DamageCauser,
int AttackerAttackIndex,
int DefenderAttackIndex,
bool bWasAttackBlocked )
inline

Definition at line 4498 of file Actor.h.

◆ Prone()

void APrimalCharacter::Prone ( bool bClientSimulation)
inline

Definition at line 4499 of file Actor.h.

◆ ProneWaterSubmergedDepthThresholdField() [1/2]

float & APrimalCharacter::ProneWaterSubmergedDepthThresholdField ( )
inline

Definition at line 3507 of file Actor.h.

◆ ProneWaterSubmergedDepthThresholdField() [2/2]

float & APrimalCharacter::ProneWaterSubmergedDepthThresholdField ( )
inline

Definition at line 3698 of file Actor.h.

◆ RagdollDeathImpulseScalerField() [1/2]

float & APrimalCharacter::RagdollDeathImpulseScalerField ( )
inline

Definition at line 3644 of file Actor.h.

◆ RagdollDeathImpulseScalerField() [2/2]

float & APrimalCharacter::RagdollDeathImpulseScalerField ( )
inline

Definition at line 3823 of file Actor.h.

◆ RagdollImpactDamageMinDecelerationSpeedField() [1/2]

float & APrimalCharacter::RagdollImpactDamageMinDecelerationSpeedField ( )
inline

Definition at line 3672 of file Actor.h.

◆ RagdollImpactDamageMinDecelerationSpeedField() [2/2]

float & APrimalCharacter::RagdollImpactDamageMinDecelerationSpeedField ( )
inline

Definition at line 3848 of file Actor.h.

◆ RagdollImpactDamageVelocityScaleField() [1/2]

float & APrimalCharacter::RagdollImpactDamageVelocityScaleField ( )
inline

Definition at line 3671 of file Actor.h.

◆ RagdollImpactDamageVelocityScaleField() [2/2]

float & APrimalCharacter::RagdollImpactDamageVelocityScaleField ( )
inline

Definition at line 3847 of file Actor.h.

◆ RagdollLastFrameLinearVelocityField() [1/2]

FVector & APrimalCharacter::RagdollLastFrameLinearVelocityField ( )
inline

Definition at line 3670 of file Actor.h.

◆ RagdollLastFrameLinearVelocityField() [2/2]

FVector & APrimalCharacter::RagdollLastFrameLinearVelocityField ( )
inline

Definition at line 3846 of file Actor.h.

◆ RagdollPenetrationFailuresField() [1/2]

int & APrimalCharacter::RagdollPenetrationFailuresField ( )
inline

Definition at line 3676 of file Actor.h.

◆ RagdollPenetrationFailuresField() [2/2]

int & APrimalCharacter::RagdollPenetrationFailuresField ( )
inline

Definition at line 3852 of file Actor.h.

◆ RagdollReplicationIntervalField() [1/2]

float & APrimalCharacter::RagdollReplicationIntervalField ( )
inline

Definition at line 3601 of file Actor.h.

◆ RagdollReplicationIntervalField() [2/2]

float & APrimalCharacter::RagdollReplicationIntervalField ( )
inline

Definition at line 3788 of file Actor.h.

◆ RaiseShield()

bool APrimalCharacter::RaiseShield ( EWeaponAttackInput::Type AttackInput)
inline

Definition at line 4500 of file Actor.h.

◆ RecentHurtAmountField()

float & APrimalCharacter::RecentHurtAmountField ( )
inline

Definition at line 3917 of file Actor.h.

◆ RefreshBiomeZoneVolumes() [1/2]

void APrimalCharacter::RefreshBiomeZoneVolumes ( )
inline

Definition at line 4158 of file Actor.h.

◆ RefreshBiomeZoneVolumes() [2/2]

void APrimalCharacter::RefreshBiomeZoneVolumes ( )
inline

Definition at line 4501 of file Actor.h.

◆ RefreshEquippedItemStatGroupModifiers()

void APrimalCharacter::RefreshEquippedItemStatGroupModifiers ( )
inline

Definition at line 4502 of file Actor.h.

◆ RefreshMyIslandInfo()

void APrimalCharacter::RefreshMyIslandInfo ( )
inline

Definition at line 4503 of file Actor.h.

◆ ReleasedRunToggle()

void APrimalCharacter::ReleasedRunToggle ( )
inline

Definition at line 4505 of file Actor.h.

◆ ReleaseSeatingStructure()

void APrimalCharacter::ReleaseSeatingStructure ( APrimalStructureSeating * InSeatingStructure)
inline

Definition at line 4504 of file Actor.h.

◆ RemoveAllJumpDeactivatedBuffs() [1/2]

void APrimalCharacter::RemoveAllJumpDeactivatedBuffs ( APrimalBuff * IgnoredBuff)
inline

Definition at line 4196 of file Actor.h.

◆ RemoveAllJumpDeactivatedBuffs() [2/2]

void APrimalCharacter::RemoveAllJumpDeactivatedBuffs ( APrimalBuff * IgnoredBuff)
inline

Definition at line 4506 of file Actor.h.

◆ RemoveCharacterSnapshot() [1/2]

void APrimalCharacter::RemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inline

Definition at line 4030 of file Actor.h.

◆ RemoveCharacterSnapshot() [2/2]

void APrimalCharacter::RemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inline

Definition at line 4507 of file Actor.h.

◆ ReplicateAllBones() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::ReplicateAllBones ( )
inline

Definition at line 3778 of file Actor.h.

◆ ReplicateAllBones() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalCharacter::ReplicateAllBones ( )
inline

Definition at line 4013 of file Actor.h.

◆ ReplicatedBonesField() [1/2]

TArray< FName > & APrimalCharacter::ReplicatedBonesField ( )
inline

Definition at line 3600 of file Actor.h.

◆ ReplicatedBonesField() [2/2]

TArray< FName > & APrimalCharacter::ReplicatedBonesField ( )
inline

Definition at line 3787 of file Actor.h.

◆ ReplicatedBonesIndiciesField() [1/2]

TArray< int > & APrimalCharacter::ReplicatedBonesIndiciesField ( )
inline

Definition at line 3598 of file Actor.h.

◆ ReplicatedBonesIndiciesField() [2/2]

TArray< int > & APrimalCharacter::ReplicatedBonesIndiciesField ( )
inline

Definition at line 3785 of file Actor.h.

◆ ReplicatedCurrentHealthField() [1/2]

float & APrimalCharacter::ReplicatedCurrentHealthField ( )
inline

Definition at line 3549 of file Actor.h.

◆ ReplicatedCurrentHealthField() [2/2]

float & APrimalCharacter::ReplicatedCurrentHealthField ( )
inline

Definition at line 3734 of file Actor.h.

◆ ReplicatedCurrentTorporField() [1/2]

float & APrimalCharacter::ReplicatedCurrentTorporField ( )
inline

Definition at line 3551 of file Actor.h.

◆ ReplicatedCurrentTorporField() [2/2]

float & APrimalCharacter::ReplicatedCurrentTorporField ( )
inline

Definition at line 3736 of file Actor.h.

◆ ReplicatedMaxHealthField() [1/2]

float & APrimalCharacter::ReplicatedMaxHealthField ( )
inline

Definition at line 3550 of file Actor.h.

◆ ReplicatedMaxHealthField() [2/2]

float & APrimalCharacter::ReplicatedMaxHealthField ( )
inline

Definition at line 3735 of file Actor.h.

◆ ReplicatedMaxInventoryWeightField()

float & APrimalCharacter::ReplicatedMaxInventoryWeightField ( )
inline

Definition at line 3895 of file Actor.h.

◆ ReplicatedMaxTorporField() [1/2]

float & APrimalCharacter::ReplicatedMaxTorporField ( )
inline

Definition at line 3552 of file Actor.h.

◆ ReplicatedMaxTorporField() [2/2]

float & APrimalCharacter::ReplicatedMaxTorporField ( )
inline

Definition at line 3737 of file Actor.h.

◆ ReplicatedRagdollPositionsField() [1/2]

TArray< FVector_NetQuantize > & APrimalCharacter::ReplicatedRagdollPositionsField ( )
inline

Definition at line 3593 of file Actor.h.

◆ ReplicatedRagdollPositionsField() [2/2]

TArray< FVector_NetQuantize > & APrimalCharacter::ReplicatedRagdollPositionsField ( )
inline

Definition at line 3780 of file Actor.h.

◆ ReplicatedRagdollRotationsField() [1/2]

TArray< FRotator_NetQuantize > & APrimalCharacter::ReplicatedRagdollRotationsField ( )
inline

Definition at line 3594 of file Actor.h.

◆ ReplicatedRagdollRotationsField() [2/2]

TArray< FRotator_NetQuantize > & APrimalCharacter::ReplicatedRagdollRotationsField ( )
inline

Definition at line 3781 of file Actor.h.

◆ ReplicatedRootRotationField() [1/2]

FRotator & APrimalCharacter::ReplicatedRootRotationField ( )
inline

Definition at line 3597 of file Actor.h.

◆ ReplicatedRootRotationField() [2/2]

FRotator & APrimalCharacter::ReplicatedRootRotationField ( )
inline

Definition at line 3784 of file Actor.h.

◆ ReplicateRagdoll() [1/2]

void APrimalCharacter::ReplicateRagdoll ( )
inline

Definition at line 4129 of file Actor.h.

◆ ReplicateRagdoll() [2/2]

void APrimalCharacter::ReplicateRagdoll ( )
inline

Definition at line 4508 of file Actor.h.

◆ ResetCollisionSweepLocation() [1/2]

void APrimalCharacter::ResetCollisionSweepLocation ( FVector * newLocation)
inline

Definition at line 4288 of file Actor.h.

◆ ResetCollisionSweepLocation() [2/2]

void APrimalCharacter::ResetCollisionSweepLocation ( FVector * newLocation)
inline

Definition at line 4509 of file Actor.h.

◆ RidingDinoField()

TWeakObjectPtr< APrimalDinoCharacter > & APrimalCharacter::RidingDinoField ( )
inline

Definition at line 3914 of file Actor.h.

◆ RootBodyBoneNameField() [1/2]

FName & APrimalCharacter::RootBodyBoneNameField ( )
inline

Definition at line 3502 of file Actor.h.

◆ RootBodyBoneNameField() [2/2]

FName & APrimalCharacter::RootBodyBoneNameField ( )
inline

Definition at line 3686 of file Actor.h.

◆ RootYawField() [1/2]

float & APrimalCharacter::RootYawField ( )
inline

Definition at line 3698 of file Actor.h.

◆ RootYawField() [2/2]

float & APrimalCharacter::RootYawField ( )
inline

Definition at line 3874 of file Actor.h.

◆ RunLoopACField() [1/2]

UAudioComponent * APrimalCharacter::RunLoopACField ( )
inline

Definition at line 3577 of file Actor.h.

◆ RunLoopACField() [2/2]

UAudioComponent * APrimalCharacter::RunLoopACField ( )
inline

Definition at line 3762 of file Actor.h.

◆ RunLoopSoundField() [1/2]

USoundCue * APrimalCharacter::RunLoopSoundField ( )
inline

Definition at line 3569 of file Actor.h.

◆ RunLoopSoundField() [2/2]

USoundCue * APrimalCharacter::RunLoopSoundField ( )
inline

Definition at line 3754 of file Actor.h.

◆ RunMinVelocityRotDotField() [1/2]

float & APrimalCharacter::RunMinVelocityRotDotField ( )
inline

Definition at line 3730 of file Actor.h.

◆ RunMinVelocityRotDotField() [2/2]

float & APrimalCharacter::RunMinVelocityRotDotField ( )
inline

Definition at line 3908 of file Actor.h.

◆ RunningMaxDesiredRotDeltaField() [1/2]

float & APrimalCharacter::RunningMaxDesiredRotDeltaField ( )
inline

Definition at line 3692 of file Actor.h.

◆ RunningMaxDesiredRotDeltaField() [2/2]

float & APrimalCharacter::RunningMaxDesiredRotDeltaField ( )
inline

Definition at line 3869 of file Actor.h.

◆ RunningSpeedModifierField() [1/2]

float & APrimalCharacter::RunningSpeedModifierField ( )
inline

Definition at line 3563 of file Actor.h.

◆ RunningSpeedModifierField() [2/2]

float & APrimalCharacter::RunningSpeedModifierField ( )
inline

Definition at line 3747 of file Actor.h.

◆ RunStopSoundField() [1/2]

USoundCue * APrimalCharacter::RunStopSoundField ( )
inline

Definition at line 3570 of file Actor.h.

◆ RunStopSoundField() [2/2]

USoundCue * APrimalCharacter::RunStopSoundField ( )
inline

Definition at line 3755 of file Actor.h.

◆ ScaleDeathHarvestHealthyByMaxHealthBaseField() [1/2]

float & APrimalCharacter::ScaleDeathHarvestHealthyByMaxHealthBaseField ( )
inline

Definition at line 3727 of file Actor.h.

◆ ScaleDeathHarvestHealthyByMaxHealthBaseField() [2/2]

float & APrimalCharacter::ScaleDeathHarvestHealthyByMaxHealthBaseField ( )
inline

Definition at line 3905 of file Actor.h.

◆ SeamlessTravelBuffsField()

TArray< APrimalBuff * > APrimalCharacter::SeamlessTravelBuffsField ( )
inline

Definition at line 3688 of file Actor.h.

◆ SeatedOnShipDrawDistanceMultiplierField()

float & APrimalCharacter::SeatedOnShipDrawDistanceMultiplierField ( )
inline

Definition at line 3923 of file Actor.h.

◆ SeatingStructureField()

TWeakObjectPtr< APrimalStructureSeating > & APrimalCharacter::SeatingStructureField ( )
inline

Definition at line 3922 of file Actor.h.

◆ SeatingStructureSeatNumberField()

int & APrimalCharacter::SeatingStructureSeatNumberField ( )
inline

Definition at line 3924 of file Actor.h.

◆ Serialize()

void APrimalCharacter::Serialize ( FArchive * Ar)
inline

Definition at line 4128 of file Actor.h.

◆ ServerCallAggressive() [1/2]

void APrimalCharacter::ServerCallAggressive ( )
inline

Definition at line 4440 of file Actor.h.

◆ ServerCallAggressive() [2/2]

void APrimalCharacter::ServerCallAggressive ( )
inline

Definition at line 4685 of file Actor.h.

◆ ServerCallAttackTarget() [1/2]

void APrimalCharacter::ServerCallAttackTarget ( AActor * TheTarget)
inline

Definition at line 4441 of file Actor.h.

◆ ServerCallAttackTarget() [2/2]

void APrimalCharacter::ServerCallAttackTarget ( AActor * TheTarget)
inline

Definition at line 4686 of file Actor.h.

◆ ServerCallFollow() [1/2]

void APrimalCharacter::ServerCallFollow ( )
inline

Definition at line 4442 of file Actor.h.

◆ ServerCallFollow() [2/2]

void APrimalCharacter::ServerCallFollow ( )
inline

Definition at line 4687 of file Actor.h.

◆ ServerCallFollowDistanceCycleOne() [1/2]

void APrimalCharacter::ServerCallFollowDistanceCycleOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4443 of file Actor.h.

◆ ServerCallFollowDistanceCycleOne() [2/2]

void APrimalCharacter::ServerCallFollowDistanceCycleOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4688 of file Actor.h.

◆ ServerCallFollowOne() [1/2]

void APrimalCharacter::ServerCallFollowOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4444 of file Actor.h.

◆ ServerCallFollowOne() [2/2]

void APrimalCharacter::ServerCallFollowOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4689 of file Actor.h.

◆ ServerCallLandFlyerOne()

void APrimalCharacter::ServerCallLandFlyerOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4445 of file Actor.h.

◆ ServerCallMoveTo() [1/2]

void APrimalCharacter::ServerCallMoveTo ( FVector MoveToLoc)
inline

Definition at line 4446 of file Actor.h.

◆ ServerCallMoveTo() [2/2]

void APrimalCharacter::ServerCallMoveTo ( FVector MoveToLoc,
AActor * TargetActor )
inline

Definition at line 4690 of file Actor.h.

◆ ServerCallMoveToRaft()

void APrimalCharacter::ServerCallMoveToRaft ( FVector MoveToRelLoc,
APrimalRaft * TargetRaft,
int ToDeckIndex )
inline

Definition at line 4691 of file Actor.h.

◆ ServerCallNeutral() [1/2]

void APrimalCharacter::ServerCallNeutral ( )
inline

Definition at line 4447 of file Actor.h.

◆ ServerCallNeutral() [2/2]

void APrimalCharacter::ServerCallNeutral ( )
inline

Definition at line 4692 of file Actor.h.

◆ ServerCallPassive() [1/2]

void APrimalCharacter::ServerCallPassive ( )
inline

Definition at line 4448 of file Actor.h.

◆ ServerCallPassive() [2/2]

void APrimalCharacter::ServerCallPassive ( )
inline

Definition at line 4693 of file Actor.h.

◆ ServerCallSetAggressive() [1/2]

void APrimalCharacter::ServerCallSetAggressive ( )
inline

Definition at line 4449 of file Actor.h.

◆ ServerCallSetAggressive() [2/2]

void APrimalCharacter::ServerCallSetAggressive ( )
inline

Definition at line 4694 of file Actor.h.

◆ ServerCallStay() [1/2]

void APrimalCharacter::ServerCallStay ( )
inline

Definition at line 4450 of file Actor.h.

◆ ServerCallStay() [2/2]

void APrimalCharacter::ServerCallStay ( )
inline

Definition at line 4695 of file Actor.h.

◆ ServerCallStayOne() [1/2]

void APrimalCharacter::ServerCallStayOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4451 of file Actor.h.

◆ ServerCallStayOne() [2/2]

void APrimalCharacter::ServerCallStayOne ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4696 of file Actor.h.

◆ ServerCaptureDermis()

void APrimalCharacter::ServerCaptureDermis ( APrimalCharacter * Target)
inline

Definition at line 4452 of file Actor.h.

◆ ServerCaptureDermis_Implementation()

void APrimalCharacter::ServerCaptureDermis_Implementation ( APrimalCharacter * Target)
inline

Definition at line 4022 of file Actor.h.

◆ ServerDinoOrder() [1/2]

void APrimalCharacter::ServerDinoOrder ( APrimalDinoCharacter * aDino,
EDinoTamedOrder::Type OrderType,
AActor * target )
inline

Definition at line 4453 of file Actor.h.

◆ ServerDinoOrder() [2/2]

void APrimalCharacter::ServerDinoOrder ( APrimalDinoCharacter * aDino,
EDinoTamedOrder::Type OrderType,
AActor * target )
inline

Definition at line 4697 of file Actor.h.

◆ ServerDinoOrder_Implementation() [1/2]

void APrimalCharacter::ServerDinoOrder_Implementation ( APrimalDinoCharacter * aDino,
EDinoTamedOrder::Type OrderType,
AActor * enemyTarget )
inline

Definition at line 3997 of file Actor.h.

◆ ServerDinoOrder_Implementation() [2/2]

void APrimalCharacter::ServerDinoOrder_Implementation ( APrimalDinoCharacter * aDino,
EDinoTamedOrder::Type OrderType,
AActor * enemyTarget )
inline

Definition at line 4510 of file Actor.h.

◆ ServerForceSleepRagdollIntervalField() [1/2]

float & APrimalCharacter::ServerForceSleepRagdollIntervalField ( )
inline

Definition at line 3635 of file Actor.h.

◆ ServerForceSleepRagdollIntervalField() [2/2]

float & APrimalCharacter::ServerForceSleepRagdollIntervalField ( )
inline

Definition at line 3814 of file Actor.h.

◆ ServerGiveDefaultWeapon() [1/2]

void APrimalCharacter::ServerGiveDefaultWeapon ( )
inline

Definition at line 4454 of file Actor.h.

◆ ServerGiveDefaultWeapon() [2/2]

void APrimalCharacter::ServerGiveDefaultWeapon ( bool bOnlyGiveDefaultWeapon)
inline

Definition at line 4698 of file Actor.h.

◆ ServerLastFrameCounterChangeField()

int & APrimalCharacter::ServerLastFrameCounterChangeField ( )
inline

Definition at line 3768 of file Actor.h.

◆ ServerPlayFireBallistaAnimation()

void APrimalCharacter::ServerPlayFireBallistaAnimation ( )
inline

Definition at line 4699 of file Actor.h.

◆ ServerPlayFireBallistaAnimation_Implementation()

void APrimalCharacter::ServerPlayFireBallistaAnimation_Implementation ( )
inline

Definition at line 4511 of file Actor.h.

◆ ServerPrepareForSeamlessTravel_Implementation()

void APrimalCharacter::ServerPrepareForSeamlessTravel_Implementation ( )
inline

Definition at line 4512 of file Actor.h.

◆ ServerRequestDrag()

void APrimalCharacter::ServerRequestDrag ( )
inline

Definition at line 4455 of file Actor.h.

◆ ServerRequestDrag_Implementation()

void APrimalCharacter::ServerRequestDrag_Implementation ( )
inline

Definition at line 3996 of file Actor.h.

◆ ServerSeatedViewRotationPitchField()

float & APrimalCharacter::ServerSeatedViewRotationPitchField ( )
inline

Definition at line 3941 of file Actor.h.

◆ ServerSeatedViewRotationYawField()

float & APrimalCharacter::ServerSeatedViewRotationYawField ( )
inline

Definition at line 3940 of file Actor.h.

◆ ServerSeatingStructureAction_Implementation()

void APrimalCharacter::ServerSeatingStructureAction_Implementation ( char ActionNumber)
inline

Definition at line 4513 of file Actor.h.

◆ ServerSetRunning() [1/2]

void APrimalCharacter::ServerSetRunning ( bool bNewRunning)
inline

Definition at line 4456 of file Actor.h.

◆ ServerSetRunning() [2/2]

void APrimalCharacter::ServerSetRunning ( bool bNewRunning)
inline

Definition at line 4700 of file Actor.h.

◆ ServerSetRunning_Implementation() [1/2]

void APrimalCharacter::ServerSetRunning_Implementation ( bool bNewRunning)
inline

Definition at line 4069 of file Actor.h.

◆ ServerSetRunning_Implementation() [2/2]

void APrimalCharacter::ServerSetRunning_Implementation ( bool bNewRunning)
inline

Definition at line 4514 of file Actor.h.

◆ ServerSetTargeting()

void APrimalCharacter::ServerSetTargeting ( bool bNewTargeting,
bool bForceForShield,
bool bSkipShieldAnim )
inline

Definition at line 4701 of file Actor.h.

◆ ServerSetTargeting_Implementation()

void APrimalCharacter::ServerSetTargeting_Implementation ( bool bNewTargeting,
bool bForceForShield,
bool bSkipShieldAnim )
inline

Definition at line 4515 of file Actor.h.

◆ ServerTargetCarriedYawField() [1/2]

float & APrimalCharacter::ServerTargetCarriedYawField ( )
inline

Definition at line 3581 of file Actor.h.

◆ ServerTargetCarriedYawField() [2/2]

float & APrimalCharacter::ServerTargetCarriedYawField ( )
inline

Definition at line 3766 of file Actor.h.

◆ ServerToClientsPlayFireBallistaAnimation()

void APrimalCharacter::ServerToClientsPlayFireBallistaAnimation ( )
inline

Definition at line 4702 of file Actor.h.

◆ ServerToClientsPlayFireBallistaAnimation_Implementation()

void APrimalCharacter::ServerToClientsPlayFireBallistaAnimation_Implementation ( )
inline

Definition at line 4516 of file Actor.h.

◆ ServerTryPoop() [1/2]

void APrimalCharacter::ServerTryPoop ( )
inline

Definition at line 4457 of file Actor.h.

◆ ServerTryPoop() [2/2]

void APrimalCharacter::ServerTryPoop ( )
inline

Definition at line 4703 of file Actor.h.

◆ ServerTryPoop_Implementation() [1/2]

void APrimalCharacter::ServerTryPoop_Implementation ( )
inline

Definition at line 4179 of file Actor.h.

◆ ServerTryPoop_Implementation() [2/2]

void APrimalCharacter::ServerTryPoop_Implementation ( )
inline

Definition at line 4517 of file Actor.h.

◆ ServerUploadCharacter()

void APrimalCharacter::ServerUploadCharacter ( AShooterPlayerController * UploadedBy)
inline

Definition at line 4168 of file Actor.h.

◆ SetBase() [1/2]

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

Definition at line 4217 of file Actor.h.

◆ SetBase() [2/2]

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

Definition at line 4518 of file Actor.h.

◆ SetBasedOntoRaft()

void APrimalCharacter::SetBasedOntoRaft ( APrimalDinoCharacter * theDino)
inline

Definition at line 4519 of file Actor.h.

◆ SetBoundsScale()

void APrimalCharacter::SetBoundsScale ( float NewScale)
inline

Definition at line 4520 of file Actor.h.

◆ SetCarryingDino()

void APrimalCharacter::SetCarryingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 4207 of file Actor.h.

◆ SetCharacterAndRagdollLocation()

void APrimalCharacter::SetCharacterAndRagdollLocation ( FVector NewLocation)
inline

Definition at line 4266 of file Actor.h.

◆ SetCharacterMeshesMaterialScalarParamValue() [1/2]

void APrimalCharacter::SetCharacterMeshesMaterialScalarParamValue ( FName ParamName,
float Value )
inline

Definition at line 4037 of file Actor.h.

◆ SetCharacterMeshesMaterialScalarParamValue() [2/2]

void APrimalCharacter::SetCharacterMeshesMaterialScalarParamValue ( FName ParamName,
float Value )
inline

Definition at line 4521 of file Actor.h.

◆ SetDeath() [1/2]

void APrimalCharacter::SetDeath ( bool bForceRagdoll)
inline

Definition at line 3957 of file Actor.h.

◆ SetDeath() [2/2]

void APrimalCharacter::SetDeath ( bool bForceRagdoll)
inline

Definition at line 4522 of file Actor.h.

◆ SetDynamicMusic() [1/2]

void APrimalCharacter::SetDynamicMusic ( USoundBase * newMusic)
inline

Definition at line 4281 of file Actor.h.

◆ SetDynamicMusic() [2/2]

void APrimalCharacter::SetDynamicMusic ( USoundBase * newMusic)
inline

Definition at line 4523 of file Actor.h.

◆ SetEnableIK() [1/2]

void APrimalCharacter::SetEnableIK ( bool bEnable)
inline

Definition at line 4153 of file Actor.h.

◆ SetEnableIK() [2/2]

void APrimalCharacter::SetEnableIK ( bool bEnable,
bool bForceOnDedicated )
inline

Definition at line 4524 of file Actor.h.

◆ SetHealth() [1/2]

float APrimalCharacter::SetHealth ( float newHealth)
inline

Definition at line 4125 of file Actor.h.

◆ SetHealth() [2/2]

float APrimalCharacter::SetHealth ( float newHealth)
inline

Definition at line 4525 of file Actor.h.

◆ SetLastCausedDamageTime()

void APrimalCharacter::SetLastCausedDamageTime ( const long double lastCausedDamageTime)
inline

Definition at line 4238 of file Actor.h.

◆ SetMyInventoryComponent()

void APrimalCharacter::SetMyInventoryComponent ( UPrimalInventoryComponent * theInventoryComponent)
inline

Definition at line 4252 of file Actor.h.

◆ SetRagdollPhysics()

void APrimalCharacter::SetRagdollPhysics ( bool bUseRagdollLocationOffset,
bool bForceRecreateBones,
bool bForLoading )
inline

Definition at line 3968 of file Actor.h.

◆ SetRagdollReplication() [1/2]

void APrimalCharacter::SetRagdollReplication ( bool Enabled)
inline

Definition at line 4127 of file Actor.h.

◆ SetRagdollReplication() [2/2]

void APrimalCharacter::SetRagdollReplication ( bool Enabled)
inline

Definition at line 4526 of file Actor.h.

◆ SetRunning() [1/2]

void APrimalCharacter::SetRunning ( bool bNewRunning)
inline

Definition at line 4068 of file Actor.h.

◆ SetRunning() [2/2]

void APrimalCharacter::SetRunning ( bool bNewRunning)
inline

Definition at line 4527 of file Actor.h.

◆ SetShieldState()

void APrimalCharacter::SetShieldState ( bool bLowerShield,
bool bSkipShieldAnim )
inline

Definition at line 4528 of file Actor.h.

◆ SetSleeping() [1/2]

void APrimalCharacter::SetSleeping ( bool bSleeping,
bool bUseRagdollLocationOffset )
inline

Definition at line 3976 of file Actor.h.

◆ SetSleeping() [2/2]

void APrimalCharacter::SetSleeping ( bool bSleeping,
bool bUseRagdollLocationOffset )
inline

Definition at line 4529 of file Actor.h.

◆ SetTargeting()

void APrimalCharacter::SetTargeting ( bool bNewTargeting,
bool bForceForShield,
bool bSkipShieldAnim )
inline

Definition at line 4530 of file Actor.h.

◆ ShieldCoverAnimField()

UAnimMontage * APrimalCharacter::ShieldCoverAnimField ( )
inline

Definition at line 3919 of file Actor.h.

◆ ShieldCoverInputsField()

TArray< TEnumAsByte< enum EWeaponAttackInput::Type > > & APrimalCharacter::ShieldCoverInputsField ( )
inline

Definition at line 3930 of file Actor.h.

◆ ShieldCrouchedCoverAnimField()

UAnimMontage * APrimalCharacter::ShieldCrouchedCoverAnimField ( )
inline

Definition at line 3920 of file Actor.h.

◆ ShouldAttackStopMoveCollapsing() [1/2]

bool APrimalCharacter::ShouldAttackStopMoveCollapsing ( )
inline

Definition at line 4122 of file Actor.h.

◆ ShouldAttackStopMoveCollapsing() [2/2]

bool APrimalCharacter::ShouldAttackStopMoveCollapsing ( )
inline

Definition at line 4531 of file Actor.h.

◆ ShouldDealDamageTo()

bool APrimalCharacter::ShouldDealDamageTo ( APrimalCharacter * OtherCharacter,
bool bAllowDamageToSelf,
bool bAllowDamageToTribe,
bool bAllowDamageToAlliedTribes )
inline

Definition at line 4314 of file Actor.h.

◆ ShouldDisableCameraInterpolation()

bool APrimalCharacter::ShouldDisableCameraInterpolation ( )
inline

Definition at line 4332 of file Actor.h.

◆ ShouldForceCameraStyle()

bool APrimalCharacter::ShouldForceCameraStyle ( APrimalCharacter * ForViewTarget,
ECameraStyle::Type * OutForcedCameraStyle )
inline

Definition at line 4310 of file Actor.h.

◆ ShouldForceDedicatedMovementTickEveryFrame()

bool APrimalCharacter::ShouldForceDedicatedMovementTickEveryFrame ( )
inline

Definition at line 4322 of file Actor.h.

◆ ShouldUseWaveLocking()

bool APrimalCharacter::ShouldUseWaveLocking ( bool bForceCheck)
inline

Definition at line 4532 of file Actor.h.

◆ SimpleIkRateField() [1/2]

float & APrimalCharacter::SimpleIkRateField ( )
inline

Definition at line 3493 of file Actor.h.

◆ SimpleIkRateField() [2/2]

float & APrimalCharacter::SimpleIkRateField ( )
inline

Definition at line 3678 of file Actor.h.

◆ SimulatedInterLocSpeedField()

float & APrimalCharacter::SimulatedInterLocSpeedField ( )
inline

Definition at line 3966 of file Actor.h.

◆ SimulatedInterpToLocField()

FVector & APrimalCharacter::SimulatedInterpToLocField ( )
inline

Definition at line 3967 of file Actor.h.

◆ SimulatedPreventBasedPhysics() [1/2]

bool APrimalCharacter::SimulatedPreventBasedPhysics ( )
inline

Definition at line 4239 of file Actor.h.

◆ SimulatedPreventBasedPhysics() [2/2]

bool APrimalCharacter::SimulatedPreventBasedPhysics ( )
inline

Definition at line 4533 of file Actor.h.

◆ SleepBodies() [1/2]

void APrimalCharacter::SleepBodies ( )
inline

Definition at line 4133 of file Actor.h.

◆ SleepBodies() [2/2]

void APrimalCharacter::SleepBodies ( )
inline

Definition at line 4534 of file Actor.h.

◆ SnapshotPosesField()

TArray< FPrimalSnapshotPose > & APrimalCharacter::SnapshotPosesField ( )
inline

Definition at line 3511 of file Actor.h.

◆ SnapshotScaleField()

float & APrimalCharacter::SnapshotScaleField ( )
inline

Definition at line 3510 of file Actor.h.

◆ SnaredFromSocketField() [1/2]

FName & APrimalCharacter::SnaredFromSocketField ( )
inline

Definition at line 3544 of file Actor.h.

◆ SnaredFromSocketField() [2/2]

FName & APrimalCharacter::SnaredFromSocketField ( )
inline

Definition at line 3729 of file Actor.h.

◆ SocketOverrideTargetingLocationField() [1/2]

FName & APrimalCharacter::SocketOverrideTargetingLocationField ( )
inline

Definition at line 3658 of file Actor.h.

◆ SocketOverrideTargetingLocationField() [2/2]

FName & APrimalCharacter::SocketOverrideTargetingLocationField ( )
inline

Definition at line 3834 of file Actor.h.

◆ SortActorsByRelativeYaw()

TArray< AActor * > * APrimalCharacter::SortActorsByRelativeYaw ( TArray< AActor * > * result,
TArray< AActor * > * actors )
inline

Definition at line 4535 of file Actor.h.

◆ StartDraggedSoundField() [1/2]

USoundBase * APrimalCharacter::StartDraggedSoundField ( )
inline

Definition at line 3522 of file Actor.h.

◆ StartDraggedSoundField() [2/2]

USoundBase * APrimalCharacter::StartDraggedSoundField ( )
inline

Definition at line 3710 of file Actor.h.

◆ StartDraggingTimeField() [1/2]

long double & APrimalCharacter::StartDraggingTimeField ( )
inline

Definition at line 3527 of file Actor.h.

◆ StartDraggingTimeField() [2/2]

long double & APrimalCharacter::StartDraggingTimeField ( )
inline

Definition at line 3715 of file Actor.h.

◆ StartedFiringWeapon()

void APrimalCharacter::StartedFiringWeapon ( bool bPrimaryFire)
inline

Definition at line 4539 of file Actor.h.

◆ StartedRidingTimeField()

long double & APrimalCharacter::StartedRidingTimeField ( )
inline

Definition at line 3927 of file Actor.h.

◆ StartFallingImpactRagdollTimeIntervalField() [1/2]

float & APrimalCharacter::StartFallingImpactRagdollTimeIntervalField ( )
inline

Definition at line 3673 of file Actor.h.

◆ StartFallingImpactRagdollTimeIntervalField() [2/2]

float & APrimalCharacter::StartFallingImpactRagdollTimeIntervalField ( )
inline

Definition at line 3849 of file Actor.h.

◆ StartForceSkelUpdate() [1/2]

void APrimalCharacter::StartForceSkelUpdate ( float ForTime,
bool bForceUpdateMesh,
bool bServerOnly )
inline

Definition at line 4086 of file Actor.h.

◆ StartForceSkelUpdate() [2/2]

void APrimalCharacter::StartForceSkelUpdate ( float ForTime,
bool bForceUpdateMesh,
bool bServerOnly )
inline

Definition at line 4536 of file Actor.h.

◆ StartHitStaggering()

void APrimalCharacter::StartHitStaggering ( float staggeringTime)
inline

Definition at line 4537 of file Actor.h.

◆ StartStaggering()

void APrimalCharacter::StartStaggering ( float staggeringTime,
float PlayStaggerAnimAfterDelay,
bool bPlayStaggerAnim )
inline

Definition at line 4538 of file Actor.h.

◆ StartSyncedMontage()

float APrimalCharacter::StartSyncedMontage ( UAnimMontage * AnimMontage,
float PlayRate,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 4066 of file Actor.h.

◆ StartWaveLockingThresholdField()

float & APrimalCharacter::StartWaveLockingThresholdField ( )
inline

Definition at line 3945 of file Actor.h.

◆ Stasis() [1/2]

void APrimalCharacter::Stasis ( )
inline

Definition at line 4090 of file Actor.h.

◆ Stasis() [2/2]

void APrimalCharacter::Stasis ( )
inline

Definition at line 4540 of file Actor.h.

◆ StasisConsumerRangeMultiplierField()

float & APrimalCharacter::StasisConsumerRangeMultiplierField ( )
inline

Definition at line 3529 of file Actor.h.

◆ StaticApplyCharacterSnapshot()

static void APrimalCharacter::StaticApplyCharacterSnapshot ( UPrimalItem * Item,
AActor * To,
FVector Offset,
float MaxExtent,
int Pose )
inlinestatic

Definition at line 4024 of file Actor.h.

◆ StaticApplyCharacterSnapshotEquipment()

static void APrimalCharacter::StaticApplyCharacterSnapshotEquipment ( UPrimalInventoryComponent * Inventory,
AActor * To )
inlinestatic

Definition at line 4025 of file Actor.h.

◆ StaticClass() [1/2]

static UClass * APrimalCharacter::StaticClass ( )
inlinestatic

Definition at line 3931 of file Actor.h.

◆ StaticClass() [2/2]

static UClass * APrimalCharacter::StaticClass ( )
inlinestatic

Definition at line 4166 of file Actor.h.

◆ StaticGetSnapshotPose()

static FPrimalSnapshotPose * APrimalCharacter::StaticGetSnapshotPose ( FPrimalSnapshotPose * result,
UPrimalItem * Item,
int PoseIndex )
inlinestatic

Definition at line 4028 of file Actor.h.

◆ StaticGetSnapshotPoseCount()

static int APrimalCharacter::StaticGetSnapshotPoseCount ( UPrimalItem * Item)
inlinestatic

Definition at line 4027 of file Actor.h.

◆ StaticRegisterNativesAPrimalCharacter() [1/2]

static void APrimalCharacter::StaticRegisterNativesAPrimalCharacter ( )
inlinestatic

Definition at line 4352 of file Actor.h.

◆ StaticRegisterNativesAPrimalCharacter() [2/2]

static void APrimalCharacter::StaticRegisterNativesAPrimalCharacter ( )
inlinestatic

Definition at line 4704 of file Actor.h.

◆ StaticRemoveCharacterSnapshot() [1/2]

static void APrimalCharacter::StaticRemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inlinestatic

Definition at line 4026 of file Actor.h.

◆ StaticRemoveCharacterSnapshot() [2/2]

static void APrimalCharacter::StaticRemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inlinestatic

Definition at line 4541 of file Actor.h.

◆ StopAllAnimMontages() [1/2]

void APrimalCharacter::StopAllAnimMontages ( float BlendOutTime)
inline

Definition at line 3989 of file Actor.h.

◆ StopAllAnimMontages() [2/2]

void APrimalCharacter::StopAllAnimMontages ( float BlendOutTime)
inline

Definition at line 4542 of file Actor.h.

◆ StopAnimEx() [1/2]

void APrimalCharacter::StopAnimEx ( UAnimMontage * AnimMontage,
bool bReplicate,
bool bReplicateToOwner,
float BlendOutTime )
inline

Definition at line 4062 of file Actor.h.

◆ StopAnimEx() [2/2]

void APrimalCharacter::StopAnimEx ( UAnimMontage * AnimMontage,
bool bReplicate,
bool bReplicateToOwner,
float BlendOutTime )
inline

Definition at line 4543 of file Actor.h.

◆ StopAnimExFPV()

void APrimalCharacter::StopAnimExFPV ( UAnimMontage * AnimMontage,
bool bReplicate,
bool bReplicateToOwner,
float BlendOutTime )
inline

Definition at line 4544 of file Actor.h.

◆ StopAnimMontage() [1/2]

void APrimalCharacter::StopAnimMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 3987 of file Actor.h.

◆ StopAnimMontage() [2/2]

void APrimalCharacter::StopAnimMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 4545 of file Actor.h.

◆ StopHitStaggering()

void APrimalCharacter::StopHitStaggering ( )
inline

Definition at line 4546 of file Actor.h.

◆ StopRidingTimeField()

long double & APrimalCharacter::StopRidingTimeField ( )
inline

Definition at line 3928 of file Actor.h.

◆ StopStaggering()

void APrimalCharacter::StopStaggering ( )
inline

Definition at line 4547 of file Actor.h.

◆ StopSyncedMontage()

void APrimalCharacter::StopSyncedMontage ( float BlendOutTime,
bool bAutoStopAnim )
inline

Definition at line 4067 of file Actor.h.

◆ SubmergedWaterMovementModeField() [1/2]

TEnumAsByte< enum EMovementMode > & APrimalCharacter::SubmergedWaterMovementModeField ( )
inline

Definition at line 3508 of file Actor.h.

◆ SubmergedWaterMovementModeField() [2/2]

TEnumAsByte< enum EMovementMode > & APrimalCharacter::SubmergedWaterMovementModeField ( )
inline

Definition at line 3699 of file Actor.h.

◆ Suicide() [1/2]

void APrimalCharacter::Suicide ( )
inline

Definition at line 3943 of file Actor.h.

◆ Suicide() [2/2]

void APrimalCharacter::Suicide ( )
inline

Definition at line 4548 of file Actor.h.

◆ SyncedMontageDurationField()

float & APrimalCharacter::SyncedMontageDurationField ( )
inline

Definition at line 3616 of file Actor.h.

◆ SyncedMontageField()

UAnimMontage * APrimalCharacter::SyncedMontageField ( )
inline

Definition at line 3614 of file Actor.h.

◆ TagFriendlyStructures() [1/2]

void APrimalCharacter::TagFriendlyStructures ( )
inline

Definition at line 4204 of file Actor.h.

◆ TagFriendlyStructures() [2/2]

void APrimalCharacter::TagFriendlyStructures ( )
inline

Definition at line 4549 of file Actor.h.

◆ TakeDamage() [1/2]

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

Definition at line 3949 of file Actor.h.

◆ TakeDamage() [2/2]

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

Definition at line 4550 of file Actor.h.

◆ TakeFallingDamage() [1/2]

void APrimalCharacter::TakeFallingDamage ( FHitResult * Hit)
inline

Definition at line 4109 of file Actor.h.

◆ TakeFallingDamage() [2/2]

void APrimalCharacter::TakeFallingDamage ( FHitResult * Hit)
inline

Definition at line 4551 of file Actor.h.

◆ TakeSeatingStructure()

void APrimalCharacter::TakeSeatingStructure ( APrimalStructureSeating * InSeatingStructure,
int SeatNumber,
bool bLockedToSeat )
inline

Definition at line 4552 of file Actor.h.

◆ TamedDinoCallOutRangeField() [1/2]

float & APrimalCharacter::TamedDinoCallOutRangeField ( )
inline

Definition at line 3707 of file Actor.h.

◆ TamedDinoCallOutRangeField() [2/2]

float & APrimalCharacter::TamedDinoCallOutRangeField ( )
inline

Definition at line 3881 of file Actor.h.

◆ TargetableDamageFXDefaultPhysMaterialField()

TEnumAsByte< enum EShooterPhysMaterialType::Type > & APrimalCharacter::TargetableDamageFXDefaultPhysMaterialField ( )
inline

Definition at line 3638 of file Actor.h.

◆ TargetCarriedYawField() [1/2]

float & APrimalCharacter::TargetCarriedYawField ( )
inline

Definition at line 3580 of file Actor.h.

◆ TargetCarriedYawField() [2/2]

float & APrimalCharacter::TargetCarriedYawField ( )
inline

Definition at line 3765 of file Actor.h.

◆ TargetingTimeField()

float & APrimalCharacter::TargetingTimeField ( )
inline

Definition at line 3916 of file Actor.h.

◆ TargetPathfindingLocationOffsetField() [1/2]

FVector & APrimalCharacter::TargetPathfindingLocationOffsetField ( )
inline

Definition at line 3709 of file Actor.h.

◆ TargetPathfindingLocationOffsetField() [2/2]

FVector & APrimalCharacter::TargetPathfindingLocationOffsetField ( )
inline

Definition at line 3884 of file Actor.h.

◆ TaxidermySkinClassField()

TSubclassOf< UPrimalItem > & APrimalCharacter::TaxidermySkinClassField ( )
inline

Definition at line 3513 of file Actor.h.

◆ Teleport_OntoRaft_AllowedTopDeckZDistField()

float & APrimalCharacter::Teleport_OntoRaft_AllowedTopDeckZDistField ( )
inline

Definition at line 3936 of file Actor.h.

◆ Teleport_OntoRaft_CheckRadiusField()

float & APrimalCharacter::Teleport_OntoRaft_CheckRadiusField ( )
inline

Definition at line 3933 of file Actor.h.

◆ Teleport_OntoRaft_MaxTraceCountField()

int & APrimalCharacter::Teleport_OntoRaft_MaxTraceCountField ( )
inline

Definition at line 3935 of file Actor.h.

◆ Teleport_OntoRaft_TraceIntervalDistOverrideField()

float & APrimalCharacter::Teleport_OntoRaft_TraceIntervalDistOverrideField ( )
inline

Definition at line 3934 of file Actor.h.

◆ TeleportSucceeded() [1/2]

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

Definition at line 4297 of file Actor.h.

◆ TeleportSucceeded() [2/2]

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

Definition at line 4553 of file Actor.h.

◆ TeleportTo() [1/2]

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

Definition at line 4315 of file Actor.h.

◆ TeleportTo() [2/2]

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

Definition at line 4554 of file Actor.h.

+ Here is the caller graph for this function:

◆ TeleportToTargetLocation()

void APrimalCharacter::TeleportToTargetLocation ( FVector AtLocation,
APrimalRaft * OnRaft )
inline

Definition at line 4555 of file Actor.h.

◆ TermRagdollRepConstraints()

void APrimalCharacter::TermRagdollRepConstraints ( )
inline

Definition at line 4131 of file Actor.h.

◆ Tick() [1/2]

void APrimalCharacter::Tick ( float DeltaSeconds)
inline

Definition at line 4035 of file Actor.h.

◆ Tick() [2/2]

void APrimalCharacter::Tick ( float DeltaSeconds)
inline

Definition at line 4556 of file Actor.h.

◆ TickMovementComponent() [1/2]

void APrimalCharacter::TickMovementComponent ( float DeltaTime)
inline

Definition at line 4287 of file Actor.h.

◆ TickMovementComponent() [2/2]

void APrimalCharacter::TickMovementComponent ( float DeltaTime)
inline

Definition at line 4557 of file Actor.h.

◆ TimeForNextValidShieldRaiseInField()

long double & APrimalCharacter::TimeForNextValidShieldRaiseInField ( )
inline

Definition at line 3931 of file Actor.h.

◆ TimeForNextValidShieldRaiseOutField()

long double & APrimalCharacter::TimeForNextValidShieldRaiseOutField ( )
inline

Definition at line 3932 of file Actor.h.

◆ TimeStartedTargetingField()

long double & APrimalCharacter::TimeStartedTargetingField ( )
inline

Definition at line 3913 of file Actor.h.

◆ TogglePerspective()

void APrimalCharacter::TogglePerspective ( )
inline

Definition at line 4558 of file Actor.h.

◆ ToggleWeapon()

void APrimalCharacter::ToggleWeapon ( )
inline

Definition at line 3991 of file Actor.h.

◆ TPVCameraOffsetField() [1/2]

FVector & APrimalCharacter::TPVCameraOffsetField ( )
inline

Definition at line 3619 of file Actor.h.

◆ TPVCameraOffsetField() [2/2]

FVector & APrimalCharacter::TPVCameraOffsetField ( )
inline

Definition at line 3800 of file Actor.h.

◆ TPVCameraOffsetMultiplierField() [1/2]

FVector & APrimalCharacter::TPVCameraOffsetMultiplierField ( )
inline

Definition at line 3620 of file Actor.h.

◆ TPVCameraOffsetMultiplierField() [2/2]

FVector & APrimalCharacter::TPVCameraOffsetMultiplierField ( )
inline

Definition at line 3801 of file Actor.h.

◆ TPVCameraOrgOffsetField() [1/2]

FVector & APrimalCharacter::TPVCameraOrgOffsetField ( )
inline

Definition at line 3621 of file Actor.h.

◆ TPVCameraOrgOffsetField() [2/2]

FVector & APrimalCharacter::TPVCameraOrgOffsetField ( )
inline

Definition at line 3802 of file Actor.h.

◆ TPVStructurePlacingHeightMultiplierField() [1/2]

float & APrimalCharacter::TPVStructurePlacingHeightMultiplierField ( )
inline

Definition at line 3642 of file Actor.h.

◆ TPVStructurePlacingHeightMultiplierField() [2/2]

float & APrimalCharacter::TPVStructurePlacingHeightMultiplierField ( )
inline

Definition at line 3821 of file Actor.h.

◆ TraceForOpenTeleportLocation()

bool APrimalCharacter::TraceForOpenTeleportLocation ( FVector AtFloorLocation,
FVector * OpenLocation,
APrimalDinoCharacter * OnDino,
bool bSnapToGround,
float GroundCheckDistance )
inline

Definition at line 4559 of file Actor.h.

◆ TribeGroupInventoryRankField() [1/2]

char & APrimalCharacter::TribeGroupInventoryRankField ( )
inline

Definition at line 3719 of file Actor.h.

◆ TribeGroupInventoryRankField() [2/2]

char & APrimalCharacter::TribeGroupInventoryRankField ( )
inline

Definition at line 3894 of file Actor.h.

◆ TribeNameField() [1/2]

FString & APrimalCharacter::TribeNameField ( )
inline

Definition at line 3505 of file Actor.h.

◆ TribeNameField() [2/2]

FString & APrimalCharacter::TribeNameField ( )
inline

Definition at line 3696 of file Actor.h.

◆ TryAccessInventory() [1/2]

bool APrimalCharacter::TryAccessInventory ( )
inline

Definition at line 4183 of file Actor.h.

◆ TryAccessInventory() [2/2]

bool APrimalCharacter::TryAccessInventory ( )
inline

Definition at line 4560 of file Actor.h.

◆ TryAccessInventoryWrapper() [1/2]

void APrimalCharacter::TryAccessInventoryWrapper ( )
inline

Definition at line 4182 of file Actor.h.

◆ TryAccessInventoryWrapper() [2/2]

void APrimalCharacter::TryAccessInventoryWrapper ( )
inline

Definition at line 4561 of file Actor.h.

◆ TryCallAttackTarget() [1/2]

void APrimalCharacter::TryCallAttackTarget ( )
inline

Definition at line 4219 of file Actor.h.

◆ TryCallAttackTarget() [2/2]

void APrimalCharacter::TryCallAttackTarget ( )
inline

Definition at line 4562 of file Actor.h.

◆ TryCallFlyerLandOne()

void APrimalCharacter::TryCallFlyerLandOne ( )
inline

Definition at line 4234 of file Actor.h.

◆ TryCallFollowDistanceCycleOne() [1/2]

void APrimalCharacter::TryCallFollowDistanceCycleOne ( )
inline

Definition at line 4233 of file Actor.h.

◆ TryCallFollowDistanceCycleOne() [2/2]

void APrimalCharacter::TryCallFollowDistanceCycleOne ( )
inline

Definition at line 4563 of file Actor.h.

◆ TryCallFollowOne() [1/2]

void APrimalCharacter::TryCallFollowOne ( )
inline

Definition at line 4232 of file Actor.h.

◆ TryCallFollowOne() [2/2]

void APrimalCharacter::TryCallFollowOne ( )
inline

Definition at line 4564 of file Actor.h.

◆ TryCallMoveTo() [1/2]

void APrimalCharacter::TryCallMoveTo ( )
inline

Definition at line 4220 of file Actor.h.

◆ TryCallMoveTo() [2/2]

void APrimalCharacter::TryCallMoveTo ( )
inline

Definition at line 4565 of file Actor.h.

◆ TryCallStayOne() [1/2]

void APrimalCharacter::TryCallStayOne ( )
inline

Definition at line 4231 of file Actor.h.

◆ TryCallStayOne() [2/2]

void APrimalCharacter::TryCallStayOne ( )
inline

Definition at line 4566 of file Actor.h.

◆ TryCutEnemyGrapplingCable()

void APrimalCharacter::TryCutEnemyGrapplingCable ( )
inline

Definition at line 4567 of file Actor.h.

◆ TryDragCharacter() [1/2]

void APrimalCharacter::TryDragCharacter ( )
inline

Definition at line 4144 of file Actor.h.

◆ TryDragCharacter() [2/2]

void APrimalCharacter::TryDragCharacter ( APrimalCharacter * Character)
inline

Definition at line 4568 of file Actor.h.

◆ TryGiveDefaultWeapon() [1/2]

void APrimalCharacter::TryGiveDefaultWeapon ( )
inline

Definition at line 3990 of file Actor.h.

◆ TryGiveDefaultWeapon() [2/2]

void APrimalCharacter::TryGiveDefaultWeapon ( )
inline

Definition at line 4569 of file Actor.h.

◆ TryLandingOnRaft()

bool APrimalCharacter::TryLandingOnRaft ( APlayerController * ForPC)
inline

Definition at line 4570 of file Actor.h.

◆ TryMultiUse() [1/2]

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

Definition at line 4155 of file Actor.h.

◆ TryMultiUse() [2/2]

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

Definition at line 4571 of file Actor.h.

◆ TryPoop() [1/2]

void APrimalCharacter::TryPoop ( )
inline

Definition at line 3992 of file Actor.h.

◆ TryPoop() [2/2]

void APrimalCharacter::TryPoop ( )
inline

Definition at line 4572 of file Actor.h.

◆ TryTeleportToBasedShipDeck()

bool APrimalCharacter::TryTeleportToBasedShipDeck ( const int * ToDeckIndex,
APlayerController * ForPC )
inline

Definition at line 4573 of file Actor.h.

◆ TryTeleportToTargetLocation()

bool APrimalCharacter::TryTeleportToTargetLocation ( APrimalRaft * OnRaft,
FVector TargetLocation,
APlayerController * ForPC )
inline

Definition at line 4574 of file Actor.h.

◆ TurnAtRate() [1/2]

void APrimalCharacter::TurnAtRate ( float Val)
inline

Definition at line 4004 of file Actor.h.

◆ TurnAtRate() [2/2]

void APrimalCharacter::TurnAtRate ( float Val)
inline

Definition at line 4575 of file Actor.h.

◆ TurnInput() [1/2]

void APrimalCharacter::TurnInput ( float Val)
inline

Definition at line 4002 of file Actor.h.

◆ TurnInput() [2/2]

void APrimalCharacter::TurnInput ( float Val)
inline

Definition at line 4576 of file Actor.h.

◆ TwoLeggedVirtualPointDistFactorField() [1/2]

float & APrimalCharacter::TwoLeggedVirtualPointDistFactorField ( )
inline

Definition at line 3490 of file Actor.h.

◆ TwoLeggedVirtualPointDistFactorField() [2/2]

float & APrimalCharacter::TwoLeggedVirtualPointDistFactorField ( )
inline

Definition at line 3676 of file Actor.h.

◆ UnequipPrimalItemSideWeapon()

void APrimalCharacter::UnequipPrimalItemSideWeapon ( bool bIsPrimaryWeapon,
bool bIsSwitch )
inline

Definition at line 4579 of file Actor.h.

◆ UnmarkAbortedForSeamlessTravel()

void APrimalCharacter::UnmarkAbortedForSeamlessTravel ( )
inline

Definition at line 4580 of file Actor.h.

◆ UnPossessed() [1/2]

void APrimalCharacter::UnPossessed ( )
inline

Definition at line 4218 of file Actor.h.

◆ UnPossessed() [2/2]

void APrimalCharacter::UnPossessed ( )
inline

Definition at line 4577 of file Actor.h.

◆ UnProne()

void APrimalCharacter::UnProne ( bool bClientSimulation)
inline

Definition at line 4578 of file Actor.h.

◆ Unstasis() [1/2]

void APrimalCharacter::Unstasis ( )
inline

Definition at line 4091 of file Actor.h.

◆ Unstasis() [2/2]

void APrimalCharacter::Unstasis ( )
inline

Definition at line 4581 of file Actor.h.

◆ UnSubmergedWaterMovementModeField() [1/2]

TEnumAsByte< enum EMovementMode > & APrimalCharacter::UnSubmergedWaterMovementModeField ( )
inline

Definition at line 3509 of file Actor.h.

◆ UnSubmergedWaterMovementModeField() [2/2]

TEnumAsByte< enum EMovementMode > & APrimalCharacter::UnSubmergedWaterMovementModeField ( )
inline

Definition at line 3700 of file Actor.h.

◆ UpdateBasedOnRaft()

void APrimalCharacter::UpdateBasedOnRaft ( )
inline

Definition at line 4582 of file Actor.h.

◆ UpdateBasedOnRaftInventory()

void APrimalCharacter::UpdateBasedOnRaftInventory ( float DeltaSeconds)
inline

Definition at line 4583 of file Actor.h.

◆ UpdateDragging() [1/2]

void APrimalCharacter::UpdateDragging ( )
inline

Definition at line 4145 of file Actor.h.

◆ UpdateDragging() [2/2]

void APrimalCharacter::UpdateDragging ( )
inline

Definition at line 4584 of file Actor.h.

◆ UpdateIK() [1/2]

void APrimalCharacter::UpdateIK ( )
inline

Definition at line 4152 of file Actor.h.

◆ UpdateIK() [2/2]

void APrimalCharacter::UpdateIK ( )
inline

Definition at line 4585 of file Actor.h.

◆ UpdateNetDynamicMusic() [1/2]

void APrimalCharacter::UpdateNetDynamicMusic ( )
inline

Definition at line 4200 of file Actor.h.

◆ UpdateNetDynamicMusic() [2/2]

void APrimalCharacter::UpdateNetDynamicMusic ( )
inline

Definition at line 4586 of file Actor.h.

◆ UpdateRagdollReplicationOnClient()

void APrimalCharacter::UpdateRagdollReplicationOnClient ( )
inline

Definition at line 4134 of file Actor.h.

◆ UpdateRunSounds() [1/2]

void APrimalCharacter::UpdateRunSounds ( bool bNewRunning)
inline

Definition at line 4070 of file Actor.h.

◆ UpdateRunSounds() [2/2]

void APrimalCharacter::UpdateRunSounds ( bool bNewRunning)
inline

Definition at line 4587 of file Actor.h.

◆ UpdateSimulatedPosition() [1/2]

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

Definition at line 4293 of file Actor.h.

◆ UpdateSimulatedPosition() [2/2]

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

Definition at line 4588 of file Actor.h.

◆ UpdateStatusComponent() [1/2]

void APrimalCharacter::UpdateStatusComponent ( float DeltaSeconds)
inline

Definition at line 4021 of file Actor.h.

◆ UpdateStatusComponent() [2/2]

void APrimalCharacter::UpdateStatusComponent ( float DeltaSeconds)
inline

Definition at line 4589 of file Actor.h.

◆ UpdateStencilValues() [1/2]

void APrimalCharacter::UpdateStencilValues ( )
inline

Definition at line 4034 of file Actor.h.

◆ UpdateStencilValues() [2/2]

void APrimalCharacter::UpdateStencilValues ( )
inline

Definition at line 4590 of file Actor.h.

◆ UpdateSwimmingState() [1/2]

void APrimalCharacter::UpdateSwimmingState ( )
inline

Definition at line 4039 of file Actor.h.

◆ UpdateSwimmingState() [2/2]

void APrimalCharacter::UpdateSwimmingState ( )
inline

Definition at line 4591 of file Actor.h.

◆ UpdateTribeName() [1/2]

void APrimalCharacter::UpdateTribeName ( FString NewTribeName)
inline

Definition at line 3980 of file Actor.h.

◆ UpdateTribeName() [2/2]

void APrimalCharacter::UpdateTribeName ( FString NewTribeName)
inline

Definition at line 4592 of file Actor.h.

◆ UpdateWindedState()

void APrimalCharacter::UpdateWindedState ( )
inline

Definition at line 4593 of file Actor.h.

◆ UseCenteredTPVCamera()

bool APrimalCharacter::UseCenteredTPVCamera ( )
inline

Definition at line 4255 of file Actor.h.

◆ UseClearOnConsumeInput() [1/2]

bool APrimalCharacter::UseClearOnConsumeInput ( )
inline

Definition at line 4245 of file Actor.h.

◆ UseClearOnConsumeInput() [2/2]

bool APrimalCharacter::UseClearOnConsumeInput ( )
inline

Definition at line 4594 of file Actor.h.

◆ UseFastTurretTargeting() [1/2]

bool APrimalCharacter::UseFastTurretTargeting ( )
inline

Definition at line 4302 of file Actor.h.

◆ UseFastTurretTargeting() [2/2]

bool APrimalCharacter::UseFastTurretTargeting ( )
inline

Definition at line 4595 of file Actor.h.

◆ UseOverrideWaterJumpVelocity()

bool APrimalCharacter::UseOverrideWaterJumpVelocity ( )
inline

Definition at line 4328 of file Actor.h.

◆ ValidatePaintingComponentOctree() [1/2]

void APrimalCharacter::ValidatePaintingComponentOctree ( )
inline

Definition at line 3938 of file Actor.h.

◆ ValidatePaintingComponentOctree() [2/2]

void APrimalCharacter::ValidatePaintingComponentOctree ( )
inline

Definition at line 4596 of file Actor.h.

◆ WaterSubmergedDepthThresholdField() [1/2]

float & APrimalCharacter::WaterSubmergedDepthThresholdField ( )
inline

Definition at line 3506 of file Actor.h.

◆ WaterSubmergedDepthThresholdField() [2/2]

float & APrimalCharacter::WaterSubmergedDepthThresholdField ( )
inline

Definition at line 3697 of file Actor.h.

◆ WeaponAttachPointField()

FName & APrimalCharacter::WeaponAttachPointField ( )
inline

Definition at line 3915 of file Actor.h.

◆ WeaponAttachPointSecondaryField()

FName & APrimalCharacter::WeaponAttachPointSecondaryField ( )
inline

Definition at line 3955 of file Actor.h.

◆ WeaponBreakClassesField()

TArray< UClass * > APrimalCharacter::WeaponBreakClassesField ( )
inline

Definition at line 3961 of file Actor.h.

◆ WeaponBreakLifesField()

TArray< float > & APrimalCharacter::WeaponBreakLifesField ( )
inline

Definition at line 3962 of file Actor.h.

◆ WeaponClampRotation()

void APrimalCharacter::WeaponClampRotation ( FRotator * InputRot,
FRotator CurrentRot,
float InputDeltaTime )
inline

Definition at line 4705 of file Actor.h.

◆ WeaponClampRotation_Implementation()

void APrimalCharacter::WeaponClampRotation_Implementation ( FRotator * InputRot,
FRotator CurrentRot,
float InputDeltaTime )
inline

Definition at line 4597 of file Actor.h.

◆ ZoomIn() [1/2]

void APrimalCharacter::ZoomIn ( )
inline

Definition at line 4044 of file Actor.h.

◆ ZoomIn() [2/2]

void APrimalCharacter::ZoomIn ( )
inline

Definition at line 4598 of file Actor.h.

◆ ZoomOut() [1/2]

void APrimalCharacter::ZoomOut ( )
inline

Definition at line 4045 of file Actor.h.

◆ ZoomOut() [2/2]

void APrimalCharacter::ZoomOut ( )
inline

Definition at line 4599 of file Actor.h.


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