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APrimalDinoAIController Struct Reference

#include <Actor.h>

+ Inheritance diagram for APrimalDinoAIController:
+ Collaboration diagram for APrimalDinoAIController:

Public Member Functions

float & DieIfLeftWaterAbsoluteMinimumWaterDestinationHeightMultiField ()
 
float & DieIfLeftWaterAbsoluteMinimumWaterDestinationExtraHeightField ()
 
float & DieIfLeftWaterWanderMinimumWaterHeightMultiplierField ()
 
float & DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField ()
 
float & DieIfLeftWaterTargetUnsubmergedTimeoutField ()
 
float & LandDinoMaxWaterTargetDepthCapsuleMultiplierField ()
 
float & ExtraCorpseTargetingRangeField ()
 
float & FleeFromAttackCoolDownTimeField ()
 
float & FleeFromAttackTimeLimitField ()
 
float & ForceFleeUnderHealthPercentageField ()
 
bool & bFleeOnCriticalHealthField ()
 
float & DieIfLeftWaterTargetingRequiresFreeDepthField ()
 
long double & LastBlockadeCheckTimeField ()
 
long double & LastMovingAroundBlockadeTimeField ()
 
float & MovingAroundBlockadeDirectionField ()
 
FVectorMovingAroundBlockadePointField ()
 
float & LastBlockadeWidthField ()
 
FVectorLastBlockadeHitNormalField ()
 
FVectorLastBlockadeHitLocationField ()
 
FVectorStartMovingAroundBlockadeLocationField ()
 
AActorLastMovingAroundBlockadeActorField ()
 
AActorTargetField ()
 
float & AttackDestinationOffsetField ()
 
bool & bUseOverlapTargetCheckField ()
 
bool & bNotifyNeighborsWithoutDamageField ()
 
bool & bUseBPShouldNotifyNeighborField ()
 
bool & bRequireAbsoluteDamageForNeighborNotificationField ()
 
float & AboveDeltaZAttackRangeField ()
 
float & BelowDeltaZAttackRangeField ()
 
float & WildAboveDeltaZTargetingRangeField ()
 
float & WildBelowDeltaZTargetingRangeField ()
 
bool & bWildUseDeltaZTargetingForFlyerPawnOrBigDinoField ()
 
bool & bDontWanderField ()
 
bool & bOnlyOverlapTargetCorpsesUnlessHasTargetField ()
 
float & NaturalTargetingRangeField ()
 
float & TamedTargetingRangeField ()
 
float & TamedCorpseFoodTargetingRangeField ()
 
float & WanderRandomDistanceAmountField ()
 
float & FlyingWanderFixedDistanceAmountField ()
 
float & FlyingWanderRandomDistanceAmountField ()
 
float & MaxFlyingTargetDeltaZField ()
 
float & WanderFlyingZScalerField ()
 
float & WanderFlyingClampZHeightAboveGroundField ()
 
float & WanderFlyingMinZHeightAboveGroundField ()
 
float & WanderFixedDistanceAmountField ()
 
bool & bUseAggroField ()
 
float & MinAggroValueField ()
 
float & AggroToAddUponRemovingTargetField ()
 
float & AggroToAddUponAcquiringTargetField ()
 
float & AggroFactorDecreaseSpeedField ()
 
float & AggroFactorDecreaseGracePeriodField ()
 
float & AggroFactorDamagePercentageMultiplierField ()
 
float & AggroNotifyNeighborsMultiplierField ()
 
float & AggroNotifyNeighborsRangeField ()
 
float & AggroNotifyNeighborsRangeFalloffField ()
 
float & TargetingDistanceReductionFactorLinearField ()
 
float & TargetingDistanceReductionFactorExponentField ()
 
float & BeyondTargetingRangeAggroAdditionField ()
 
float & AggroFactorDesirabilityMultiplierField ()
 
float & AttackRangeField ()
 
float & OrbitTargetRangeMinField ()
 
float & OrbitTargetSpreadField ()
 
float & AttackIntervalField ()
 
float & AttackRotationRangeDegreesField ()
 
float & AttackRotationGroundSpeedMultiplierField ()
 
float & RangeTargetWildDinosMultiplierField ()
 
FRotatorAttackRotationRateField ()
 
bool & bFocusOnTargetDuringAttackField ()
 
FVectorFlyingMoveTowardsTargetOffsetField ()
 
FVectorCombatFlyingMoveTowardsTargetOffsetField ()
 
FVectorFlyingTargetFocalPositionOffsetField ()
 
float & FlyingReachedDestinationThresholdOffsetField ()
 
float & SeekingIntervalCheckToFlyField ()
 
float & SeekingPercentChanceToFlyField ()
 
float & SeekingIntervalCheckToLandField ()
 
float & SeekingPercentChanceToLandField ()
 
float & SwimmingReachedDestinationThresholdZOffsetField ()
 
float & MinimumWanderGroundNormalZField ()
 
float & FollowStoppingDistanceField ()
 
bool & bUseOverlapTargetCheckTracesField ()
 
bool & bUseAlternateMovePointField ()
 
bool & bTotallyIgnoreWaterTargetsField ()
 
bool & bWaterDinoAllowUnsubmergedTargetsField ()
 
bool & bAICanTargetRaftsField ()
 
FVectorLastCheckAttackRangePawnLocationField ()
 
FVectorLastCheckAttackRangeClosestPointField ()
 
FVectorLastCheckAttackRangeTargetLocationField ()
 
AActorLastCheckAttackRangeTargetField ()
 
TArray< float > & TamedAITargetingRangeMultipliersField ()
 
float & MateBoostAggroNotifyNeighborsMultiplierField ()
 
TArray< TSubclassOf< APrimalDinoCharacter > > & AggroNotifyNeighborsClassesField ()
 
float & MoveAroundBlockadeAdditionalWidthField ()
 
float & MoveAroundObjectMaxVelocityField ()
 
float & ForcedAggroTimeCounterField ()
 
float & TamedMaxFollowDistanceField ()
 
float & LandDinoMaxFlyerTargetDeltaZField ()
 
float & NaturalMinDepthZField ()
 
float & NaturalMaxDepthZField ()
 
float & TargetsRequireMinimumDistanceFromShoreField ()
 
float & WanderRequireMinimumDistanceFromShoreField ()
 
TWeakObjectPtr< AActor > & ForcedAttackTargetField ()
 
int & ForcedAttackEnemyTeamField ()
 
long double & LastForcedAttackEnemyTeamTimeField ()
 
int & LastCharacterTargetTeamField ()
 
float & ForcedFleeDurationField ()
 
float & MinAttackIntervalForFleeingField ()
 
float & MinLocChangeIntervalForFleeingField ()
 
float & PercentageTorporForFleeingField ()
 
float & DamagedForceAggroIntervalField ()
 
long double & ForceAggroUntilTimeField ()
 
long double & LastExecutedAttackTimeField ()
 
long double & LastForcedFleeTimeField ()
 
long double & LastFleeLocCheckTimeField ()
 
FVectorLastFleeLocCheckField ()
 
int & NumAlliesToAttackField ()
 
float & FindLandingPositionZOffsetField ()
 
float & TamedFollowAcceptanceRadiusOffsetField ()
 
float & TamedFollowAcceptanceHeightOffsetField ()
 
float & AIFlightMaxLandingZDistanceField ()
 
long double & ForcedMoveToUntilTimeField ()
 
long double & LastHadAggroEntriesTimeField ()
 
TArray< TSubclassOf< AActor > > & WildTargetingDesireMultiplierClassesField ()
 
TArray< float > & WildTargetingDesireMultiplierValuesField ()
 
TArray< TSubclassOf< AActor > > & TamedTargetingDesireMultiplierClassesField ()
 
TArray< float > & TamedTargetingDesireMultiplierValuesField ()
 
float & OceanAdditionalUseRadiusField ()
 
float & Teleport_CheckInterval_MINField ()
 
float & Teleport_CheckInterval_MAXField ()
 
float & Teleport_CheckInterval_CurrentField ()
 
long double & LastTeleportCheckTimeField ()
 
AActorCurrentMoveToActorField ()
 
AActorLastValidMoveToActorField ()
 
FVectorDynamicTargetActor_RelLocationField ()
 
FVectorDynamicTargetActor_RelLocation_RandOffsetField ()
 
int & RaftMoveToMaxNumRetriesField ()
 
FVectorLastConfirmedMoveLocationField ()
 
long double & LastConfirmedMoveTimeField ()
 
float & RequiredConfirmMoveDistanceField ()
 
float & ForceAbortAfterUnconfirmedMoveTimeField ()
 
float & AbortMoveCheckInterval_MINField ()
 
float & AbortMoveCheckInterval_MAXField ()
 
float & AbortMoveCheckInterval_CurrentField ()
 
long double & LastAbortMoveCheckTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bForcedAggro ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMoveAroundBlockade ()
 
BitFieldValue< bool, unsigned __int32 > bFlyingUseMoveAroundBlockade ()
 
BitFieldValue< bool, unsigned __int32 > bUseGeometryInsteadOfStationObjForFreeDepthTest ()
 
BitFieldValue< bool, unsigned __int32 > bNotifyBPTargetSet ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPSetupFindTarget ()
 
BitFieldValue< bool, unsigned __int32 > bNotAllowedToFindTargets ()
 
BitFieldValue< bool, unsigned __int32 > bAllowForceFleeToSameTargetingTeam ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPUpdateBestTarget ()
 
BitFieldValue< bool, unsigned __int32 > bTargetChanged ()
 
BitFieldValue< bool, unsigned __int32 > bAttackForcesRunning ()
 
BitFieldValue< bool, unsigned __int32 > bUseFlyingTargetOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bUseSwimmingTargetOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bRidingDinoTargetPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bRidingPlayerTargetDino ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreWaterOrAmphibiousTargets ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTargetingDesire ()
 
BitFieldValue< bool, unsigned __int32 > bDisableForceFlee ()
 
BitFieldValue< bool, unsigned __int32 > bUseCombatMoveTowardsTargetOffset ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIgnoredByWildDino ()
 
BitFieldValue< bool, unsigned __int32 > bCanUseAttackStateOnTargetChange ()
 
BitFieldValue< bool, unsigned __int32 > bModifiedWanderRadius ()
 
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayerOrTamed ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetingAllStructures ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetDinoRider ()
 
BitFieldValue< bool, unsigned __int32 > bFlyerAllowWaterTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceTargetDinoRider ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysStartledWhenAggroedByNeighbor ()
 
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayers ()
 
BitFieldValue< bool, unsigned __int32 > bDinoAIForceOnlyTargetingShips ()
 
BitFieldValue< bool, unsigned __int32 > bRestrictWanderingToSeamlessWorldGridExtents ()
 
BitFieldValue< bool, unsigned __int32 > bEndForceFleeResetAggro ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceFleeing ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDockedShips ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_TamedOverrideHorizontalLandingRange ()
 
BitFieldValue< bool, unsigned __int32 > bFlyerWanderDefaultToOrigin ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingDesireMultiWithTamedTargets ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnRaftAbortMoveToChecks ()
 
BitFieldValue< bool, unsigned __int32 > bPlayerTargetRequiresController ()
 
void AddToAggro (AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck)
 
bool AllowToReachGoal (FVector *GoalLoc)
 
void ApplyWeaponRangeOverrides (AShooterWeapon *Weapon)
 
void AvoidOutOfWater ()
 
bool CalculateAndSetWonderingAIState (bool *StateChanged)
 
bool CanLand ()
 
bool CheckForForceAbortMove (FVector *GoalLoc)
 
bool CheckForTeleport (FVector TargetLocation)
 
bool CheckMoveAroundBlockadePoint (FVector moveToPoint)
 
void ClearAggroEntries ()
 
void Destroyed ()
 
void EndForceFleed_Implementation ()
 
AActorFindNewTarget (bool bDontSet)
 
AActorFindTarget (bool bDontSet)
 
void FindTargets (int NumTargets, TArray< AActor * > *KnownTargets, TArray< AActor * > *FoundTargets, bool bDontSet)
 
void ForceLand ()
 
float GetAcceptanceHeightOffset ()
 
float GetAcceptanceRadiusOffset ()
 
float GetAggroDesirability (AActor *InTarget)
 
AActorGetAggroEntriesAttackerAtIndex (int Index)
 
int GetAggroEntriesCount ()
 
float GetAggroNotifyNeighborsRange_Implementation ()
 
float GetAttackInterval ()
 
float GetAttackRange ()
 
float GetAttackRotationGroundSpeedMultiplier ()
 
float GetAttackRotationRangeDegrees ()
 
FRotatorGetAttackRotationRate (FRotator *result)
 
AActorGetCorpseFoodTarget ()
 
char GetCurrentAttackIndex ()
 
FVectorGetLandingLocation (FVector *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetMinAttackRange ()
 
FVectorGetRandomBiasedDestination (FVector *result, FVector LocOverride, float MinDistanceAmount, float RandomDistanceAmount, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
 
FVectorGetRandomWanderDestination (FVector *result, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation)
 
AActorGetTarget ()
 
float GetTargetingDesire (AActor *InTarget)
 
FVectorGetWanderAroundActorDestination (FVector *result, APrimalDinoCharacter *dinoCharacter, FVector originalDestination)
 
bool HumanIsWithinAttackRangeAndCalculateBestAttack (AActor *Other, bool *bAttackChanged)
 
bool IsForceTargetDinoRider (AShooterCharacter *playerTarget)
 
bool IsLogicPaused ()
 
bool IsPawnSwimmingTowardsOceanGoal ()
 
bool IsWithinAttackRange (AActor *Other, bool bForceUseLastAttackIndex)
 
bool IsWithinAttackRangeAndCalculateBestAttack (AActor *Other, bool *bAttackChanged)
 
FVectorModifyGoalLocation (FVector *result, FVector *GoalLoc)
 
float ModifyReachedGoalRadius ()
 
bool MoveAroundBlockade (FVector PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, FVector HitNormal, FVector HitLocation, bool SkipBlockingCheck)
 
void NotifyBump (FVector PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, FVector *HitNormal, FVector *HitLocation)
 
void NotifyTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
void OnReachedMoveToActor ()
 
void OnRep_CurrentMoveToActor ()
 
bool OverrideHasReachedGoalWithUseHeight (FVector *GoalLoc, float UseRadius, float UseHeight, float ZDelta)
 
void PauseBrainComponent (FString reason)
 
void PlayStartledAnim ()
 
void Possess (APawn *InPawn)
 
void RebootBrainComponent ()
 
void RecoverMovement ()
 
void ResetAccelerationFollowsRotation ()
 
void ResetGroundSpeed ()
 
void ResetRotationRate ()
 
void ResetRotationUseAcceleration ()
 
void RestartBrainComponent ()
 
void ResumeBrainComponent (FString reason)
 
void SetAttackGroundSpeed ()
 
void SetAttackRotationRate ()
 
void SetTarget (AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget)
 
void SetUpMoveToTargetActor (FVector *NewMoveToLoc, FVector *RandOffset, AActor *ToActor)
 
bool ShouldAttackTarget (AActor *NewTarget, bool bPassedBasedOnRaft, AActor *MyBasedOnRaft)
 
bool ShouldForceFlee ()
 
bool ShouldForceRunWhenAttacking ()
 
void StopBrainComponent (FString reason)
 
void Unstasis ()
 
void UpdateAggro ()
 
void UpdateMoveToTargetActorRef (AActor *NewTargetActorRef)
 
bool UseLowQualityBehaviorTreeTick ()
 
bool BPForceTargetDinoRider (AShooterCharacter *playerTarget)
 
float BPGetTargetingDesire (AActor *ForTarget, float ForTargetingDesireValue)
 
void BPNotifyTargetSet ()
 
void BPOnFleeEvent ()
 
bool BPOverrideIgnoredByWildDino (AActor *wildDinoToIgnore)
 
void BPSetupFindTarget ()
 
bool BPShouldNotifyNeighbor (APrimalDinoCharacter *neighbor)
 
AActorBPUpdateBestTarget (AActor *bestTarget, bool dontSetIn, bool *dontSetOut)
 
FVector2DBP_TamedOverrideHorizontalLandingRange (FVector2D *result)
 
bool CalculateAndSetWonderingAIStateEvent (bool StateChanged)
 
void ChangedAITarget ()
 
void EndForceFleed ()
 
float GetAggroNotifyNeighborsRange ()
 
void OnLosingTargetEvent ()
 
float & DieIfLeftWaterWanderMinimumWaterHeightMultiplierField ()
 
float & DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField ()
 
float & DieIfLeftWaterTargetUnsubmergedTimeoutField ()
 
float & LandDinoMaxWaterTargetDepthCapsuleMultiplierField ()
 
float & ExtraCorpseTargetingRangeField ()
 
float & FleeFromAttackCoolDownTimeField ()
 
float & FleeFromAttackTimeLimitField ()
 
float & ForceFleeUnderHealthPercentageField ()
 
bool & bFleeOnCriticalHealthField ()
 
float & DieIfLeftWaterTargetingRequiresFreeDepthField ()
 
long double & LastBlockadeCheckTimeField ()
 
long double & LastMovingAroundBlockadeTimeField ()
 
float & MovingAroundBlockadeDirectionField ()
 
FVectorMovingAroundBlockadePointField ()
 
float & LastBlockadeWidthField ()
 
FVectorLastBlockadeHitNormalField ()
 
FVectorLastBlockadeHitLocationField ()
 
FVectorStartMovingAroundBlockadeLocationField ()
 
AActorLastMovingAroundBlockadeActorField ()
 
AActorForceTargetActorField ()
 
AActorTargetField ()
 
float & AttackDestinationOffsetField ()
 
bool & bUseOverlapTargetCheckField ()
 
bool & bNotifyNeighborsWithoutDamageField ()
 
bool & bUseBPShouldNotifyNeighborField ()
 
bool & bUseBPShouldNotifyAnyNeighborField ()
 
bool & bRequireAbsoluteDamageForNeighborNotificationField ()
 
float & AboveDeltaZAttackRangeField ()
 
float & BelowDeltaZAttackRangeField ()
 
float & WildAboveDeltaZTargetingRangeField ()
 
float & WildBelowDeltaZTargetingRangeField ()
 
bool & bWildUseDeltaZTargetingForFlyerPawnOrBigDinoField ()
 
bool & bDontWanderField ()
 
bool & bOnlyOverlapTargetCorpsesUnlessHasTargetField ()
 
float & NaturalTargetingRangeField ()
 
float & TamedTargetingRangeField ()
 
float & TamedCorpseFoodTargetingRangeField ()
 
float & WanderRandomDistanceAmountField ()
 
float & FlyingWanderFixedDistanceAmountField ()
 
float & FlyingWanderRandomDistanceAmountField ()
 
float & MaxFlyingTargetDeltaZField ()
 
float & WanderFlyingZScalerField ()
 
float & WanderFlyingClampZHeightAboveGroundField ()
 
float & WanderFlyingMinZHeightAboveGroundField ()
 
float & WanderFixedDistanceAmountField ()
 
bool & bUseAggroField ()
 
float & MinAggroValueField ()
 
float & AggroToAddUponRemovingTargetField ()
 
float & AggroToAddUponAcquiringTargetField ()
 
float & AggroFactorDecreaseSpeedField ()
 
float & AggroFactorDecreaseGracePeriodField ()
 
float & AggroFactorDamagePercentageMultiplierField ()
 
float & AggroNotifyNeighborsMultiplierField ()
 
float & AggroNotifyNeighborsRangeField ()
 
float & AggroNotifyNeighborsRangeFalloffField ()
 
float & TargetingDistanceReductionFactorLinearField ()
 
float & TargetingDistanceReductionFactorExponentField ()
 
float & BeyondTargetingRangeAggroAdditionField ()
 
float & AggroFactorDesirabilityMultiplierField ()
 
float & AttackRangeField ()
 
float & AttackIntervalField ()
 
float & AttackRotationRangeDegreesField ()
 
float & AttackRotationGroundSpeedMultiplierField ()
 
float & RangeTargetWildDinosMultiplierField ()
 
FRotatorAttackRotationRateField ()
 
bool & bFocusOnTargetDuringAttackField ()
 
FVectorFlyingMoveTowardsTargetOffsetField ()
 
FVectorCombatFlyingMoveTowardsTargetOffsetField ()
 
FVectorFlyingTargetFocalPositionOffsetField ()
 
float & FlyingReachedDestinationThresholdOffsetField ()
 
float & SeekingIntervalCheckToFlyField ()
 
float & SeekingPercentChanceToFlyField ()
 
float & SeekingIntervalCheckToLandField ()
 
float & SeekingPercentChanceToLandField ()
 
float & MinimumWanderGroundNormalZField ()
 
float & FollowStoppingDistanceField ()
 
bool & bUseOverlapTargetCheckTracesField ()
 
bool & bUseAlternateMovePointField ()
 
bool & bTotallyIgnoreWaterTargetsField ()
 
bool & bWaterDinoAllowUnsubmergedTargetsField ()
 
FVectorLastCheckAttackRangePawnLocationField ()
 
FVectorLastCheckAttackRangeClosestPointField ()
 
FVectorLastCheckAttackRangeTargetLocationField ()
 
AActorLastCheckAttackRangeTargetField ()
 
bool & HasAttackPriorityField ()
 
TArray< float > & TamedAITargetingRangeMultipliersField ()
 
float & MateBoostAggroNotifyNeighborsMultiplierField ()
 
TArray< TSubclassOf< APrimalDinoCharacter > > & AggroNotifyNeighborsClassesField ()
 
float & MoveAroundBlockadeAdditionalWidthField ()
 
float & MoveAroundObjectMaxVelocityField ()
 
float & ForcedAggroTimeCounterField ()
 
float & TamedMaxFollowDistanceField ()
 
float & BaseStructureTargetingDesireField ()
 
float & LandDinoMaxFlyerTargetDeltaZField ()
 
float & NaturalMaxDepthZField ()
 
TWeakObjectPtr< AActor > & ForcedAttackTargetField ()
 
int & ForcedAttackEnemyTeamField ()
 
long double & LastForcedAttackEnemyTeamTimeField ()
 
int & LastCharacterTargetTeamField ()
 
float & ForcedFleeDurationField ()
 
float & MinAttackIntervalForFleeingField ()
 
float & MinLocChangeIntervalForFleeingField ()
 
float & PercentageTorporForFleeingField ()
 
float & DamagedForceAggroIntervalField ()
 
long double & ForceAggroUntilTimeField ()
 
long double & LastExecutedAttackTimeField ()
 
long double & LastForcedFleeTimeField ()
 
long double & LastFleeLocCheckTimeField ()
 
FVectorLastFleeLocCheckField ()
 
int & NumAlliesToAttackField ()
 
float & FindLandingPositionZOffsetField ()
 
float & TamedFollowAcceptanceRadiusOffsetField ()
 
float & TamedFollowAcceptanceHeightOffsetField ()
 
float & AIFlightMaxLandingZDistanceField ()
 
long double & ForcedMoveToUntilTimeField ()
 
long double & LastHadAggroEntriesTimeField ()
 
TArray< TSubclassOf< AActor > > & WildTargetingDesireMultiplierClassesField ()
 
TArray< float > & WildTargetingDesireMultiplierValuesField ()
 
TArray< TSubclassOf< AActor > > & TamedTargetingDesireMultiplierClassesField ()
 
TArray< float > & TamedTargetingDesireMultiplierValuesField ()
 
BitFieldValue< bool, unsigned __int32 > bForcedAggro ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMoveAroundBlockade ()
 
BitFieldValue< bool, unsigned __int32 > bFlyingUseMoveAroundBlockade ()
 
BitFieldValue< bool, unsigned __int32 > bUseGeometryInsteadOfStationObjForFreeDepthTest ()
 
BitFieldValue< bool, unsigned __int32 > bNotifyBPTargetSet ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPSetupFindTarget ()
 
BitFieldValue< bool, unsigned __int32 > bNotAllowedToFindTargets ()
 
BitFieldValue< bool, unsigned __int32 > bAllowForceFleeToSameTargetingTeam ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPUpdateBestTarget ()
 
BitFieldValue< bool, unsigned __int32 > bTargetChanged ()
 
BitFieldValue< bool, unsigned __int32 > bAttackForcesRunning ()
 
BitFieldValue< bool, unsigned __int32 > bUseFlyingTargetOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bRidingDinoTargetPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bRidingPlayerTargetDino ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreWaterOrAmphibiousTargets ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTargetingDesire ()
 
BitFieldValue< bool, unsigned __int32 > bDisableForceFlee ()
 
BitFieldValue< bool, unsigned __int32 > bUseCombatMoveTowardsTargetOffset ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideIgnoredByWildDino ()
 
BitFieldValue< bool, unsigned __int32 > bCanUseAttackStateOnTargetChange ()
 
BitFieldValue< bool, unsigned __int32 > bModifiedWanderRadius ()
 
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayerOrTamed ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetingAllStructures ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetDinoRider ()
 
BitFieldValue< bool, unsigned __int32 > bFlyerAllowWaterTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceTargetDinoRider ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysStartledWhenAggroedByNeighbor ()
 
BitFieldValue< bool, unsigned __int32 > bForceOnlyTargetingPlayers ()
 
BitFieldValue< bool, unsigned __int32 > bIsMissionDino ()
 
BitFieldValue< bool, unsigned __int32 > bUseImprovedAggroFalloffBehavior ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_TamedOverrideHorizontalLandingRange ()
 
BitFieldValue< bool, unsigned __int32 > bFlyerWanderDefaultToOrigin ()
 
BitFieldValue< bool, unsigned __int32 > bCheckBuffTargetingDesireOverride ()
 
void BeginPlay ()
 
void ForceLand ()
 
FVectorGetRandomWanderDestination (FVector *result, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation)
 
void Unstasis ()
 
AActorGetCorpseFoodTarget ()
 
AActorFindTarget (bool bDontSet)
 
float GetTargetingDesire (AActor *InTarget)
 
void SetTarget (AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget)
 
void AddToAggro (AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck)
 
AActorFindNewTarget (bool bDontSet)
 
AActorGetTarget ()
 
void UpdateAggro ()
 
bool IsWithinAttackRange (AActor *Other, bool bForceUseLastAttackIndex)
 
float GetAttackRange ()
 
float GetMinAttackRange ()
 
float GetAttackInterval ()
 
float GetAttackRotationRangeDegrees ()
 
float GetAttackRotationGroundSpeedMultiplier ()
 
FRotatorGetAttackRotationRate (FRotator *result)
 
FVectorGetWanderAroundActorDestination (FVector *result, APrimalDinoCharacter *dinoCharacter, FVector originalDestination)
 
char GetCurrentAttackIndex ()
 
bool IsWithinAttackRangeAndCalculateBestAttack (AActor *Other, bool *bAttackChanged)
 
bool CalculateAndSetWonderingAIState (bool *StateChanged)
 
APrimalDinoCharacterGetControlledDino ()
 
float GetAggroDesirability (AActor *InTarget)
 
void NotifyTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool CheckMoveAroundBlockadePoint (FVector moveToPoint)
 
bool MoveAroundBlockade (FVector PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, FVector HitNormal, FVector HitLocation, bool SkipBlockingCheck)
 
void NotifyBump (FVector PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, FVector *HitNormal, FVector *HitLocation)
 
void RecoverMovement ()
 
void PlayStartledAnim ()
 
void Destroyed ()
 
bool CanLand ()
 
FVectorGetLandingLocation (FVector *result)
 
void SetAttackRotationRate ()
 
void ResetRotationUseAcceleration ()
 
void ResetAccelerationFollowsRotation ()
 
void ResetRotationRate ()
 
void SetAttackGroundSpeed ()
 
void ResetGroundSpeed ()
 
void AvoidOutOfWater ()
 
void AvoidGenericToPoint (FVector TargetDestination)
 
bool UseLowQualityBehaviorTreeTick ()
 
void Possess (APawn *InPawn)
 
void ClearAggroEntries ()
 
bool ShouldForceFlee ()
 
int GetAggroEntriesCount ()
 
AActorGetAggroEntriesAttackerAtIndex (int Index)
 
bool GetAggroEntry (int Index, AActor **OutAttacker, float *OutAggroFactor, long double *OutLastAggroHitTime)
 
void SetHasAttackPriority (bool Value)
 
bool ShouldForceRunWhenAttacking ()
 
APawnGetControllerPawn ()
 
float GetAcceptanceHeightOffset ()
 
float GetAcceptanceRadiusOffset ()
 
void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
void StopBrainComponent (FString reason)
 
void RestartBrainComponent ()
 
void PauseBrainComponent (FString reason)
 
void ResumeBrainComponent (FString reason)
 
bool IsLogicPaused ()
 
FStringGetDebugInfoString (FString *result)
 
float GetAggroNotifyNeighborsRange_Implementation ()
 
bool IsForceTargetDinoRider (AShooterCharacter *playerTarget)
 
FVector2DBP_TamedOverrideHorizontalLandingRange (FVector2D *result)
 
bool BPForceTargetDinoRider (AShooterCharacter *playerTarget)
 
float BPGetTargetingDesire (AActor *ForTarget, float ForTargetingDesireValue)
 
void BPNotifyTargetSet ()
 
void BPOnFleeEvent ()
 
bool BPOverrideIgnoredByWildDino (AActor *wildDinoToIgnore)
 
void BPSetupFindTarget ()
 
bool BPShouldNotifyAnyNeighbor (APrimalDinoCharacter *neighbor)
 
bool BPShouldNotifyNeighbor (APrimalDinoCharacter *neighbor)
 
AActorBPUpdateBestTarget (AActor *bestTarget, bool dontSetIn, bool *dontSetOut)
 
bool CalculateAndSetWonderingAIStateEvent (bool StateChanged)
 
void ChangedAITarget ()
 
float GetAggroNotifyNeighborsRange ()
 
void OnLosingTargetEvent ()
 
- Public Member Functions inherited from AAIController
FVectorMoveTowardTargetOffsetField ()
 
FVectorTargetFocalPositionOffsetField ()
 
float & ReachedDestinationThresholdOffsetField ()
 
float & MovementGoalHeightField ()
 
unsigned int & RequestMoveIDField ()
 
TWeakObjectPtr< AActor > & CurrentGoalField ()
 
FVectorMoveSegmentDirectionField ()
 
int & MoveSegmentStartIndexField ()
 
int & MoveSegmentEndIndexField ()
 
float & CurrentAcceptanceRadiusField ()
 
BitFieldValue< bool, unsigned __int32 > bLOSflag ()
 
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStrafe ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState ()
 
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal ()
 
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand ()
 
BitFieldValue< bool, unsigned __int32 > bDebugPathing ()
 
UObjectGetUObjectInterfaceAIPerceptionListenerInterface ()
 
void AbortMove (FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
 
void ClearFocus (char InPriority)
 
void FollowPathSegment (float DeltaTime)
 
FVectorGetFocalPoint (FVector *result)
 
AActorGetFocusActor ()
 
FVectorGetImmediateMoveDestination (FVector *result)
 
FVectorGetMoveFocus (FVector *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
bool HasPartialPath ()
 
bool HasReached (FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReached (AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReachedCurrentTarget (FVector *CurrentLocation)
 
bool HasReachedDestination (FVector *CurrentLocation)
 
bool HasReachedInternal (FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
 
void K2_ClearFocus ()
 
void K2_SetFocalPoint (FVector FP, bool bOffsetFromBase)
 
void K2_SetFocus (AActor *NewFocus)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
EPathFollowingRequestResult::Type MoveToActor (AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
 
EPathFollowingRequestResult::Type MoveToLocation (FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
 
void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
void OnPathFinished (EPathFollowingResult::Type Result)
 
void Possess (APawn *InPawn)
 
void PostInitializeComponents ()
 
void PostRegisterAllComponents ()
 
void Reset ()
 
void ResetMovement ()
 
void SetFocalPoint (FVector FP, bool bOffsetFromBase, char InPriority)
 
void SetFocus (AActor *NewFocus, char InPriority)
 
void SetMoveSegment (int SegmentStartIndex)
 
void StopMovement ()
 
void Tick (float DeltaTime)
 
void UnPossess ()
 
void UpdateControlRotation (float DeltaTime, bool bUpdatePawn)
 
void UpdateMoveFocus ()
 
void UpdatePathSegment ()
 
void OnPossess (APawn *PossessedPawn)
 
FVectorMoveTowardTargetOffsetField ()
 
FVectorTargetFocalPositionOffsetField ()
 
float & ReachedDestinationThresholdOffsetField ()
 
float & MovementGoalHeightField ()
 
unsigned int & RequestMoveIDField ()
 
TWeakObjectPtr< AActor > & CurrentGoalField ()
 
FVectorMoveSegmentDirectionField ()
 
int & MoveSegmentStartIndexField ()
 
int & MoveSegmentEndIndexField ()
 
float & CurrentAcceptanceRadiusField ()
 
BitFieldValue< bool, unsigned __int32 > bLOSflag ()
 
BitFieldValue< bool, unsigned __int32 > bSkipExtraLOSChecks ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStrafe ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPlayerState ()
 
BitFieldValue< bool, unsigned __int32 > bUse3DGoalRadius ()
 
BitFieldValue< bool, unsigned __int32 > bForceInputAcceptanceRadius ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentStopOnOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bLastMoveReachedGoal ()
 
BitFieldValue< bool, unsigned __int32 > bLastRequestedMoveToLocationWasPlayerCommand ()
 
UObjectGetUObjectInterfaceAIPerceptionListenerInterface ()
 
UFieldStaticClass ()
 
void Tick (float DeltaTime)
 
void PostInitializeComponents ()
 
void PostRegisterAllComponents ()
 
void Reset ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void SetFocalPoint (FVector FP, bool bOffsetFromBase, char InPriority)
 
FVectorGetFocalPoint (FVector *result)
 
AActorGetFocusActor ()
 
void SetFocus (AActor *NewFocus, char InPriority)
 
void ClearFocus (char InPriority)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void UpdateControlRotation (float DeltaTime, bool bUpdatePawn)
 
void Possess (APawn *InPawn)
 
void UnPossess ()
 
EPathFollowingRequestResult::Type MoveToActor (AActor *Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass)
 
EPathFollowingRequestResult::Type MoveToLocation (FVector *Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, TSubclassOf< UNavigationQueryFilter > FilterClass, bool WasPlayerCommand)
 
bool HasReached (FVector *TestPoint, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReached (AActor *TestGoal, float InAcceptanceRadius, bool bExactSpot)
 
bool HasReachedDestination (FVector *CurrentLocation)
 
bool HasReachedCurrentTarget (FVector *CurrentLocation)
 
bool HasReachedInternal (FVector *Goal, float GoalRadius, float GoalHalfHeight, FVector *AgentLocation, float RadiusThreshold, bool bUseAgentRadius)
 
void AbortMove (FString *Reason, FAIRequestID RequestID, bool bResetVelocity, bool bSilent, char MessageFlags)
 
void UpdatePathSegment ()
 
void FollowPathSegment (float DeltaTime)
 
void ResetMovement ()
 
void OnPathFinished (EPathFollowingResult::Type Result)
 
FVectorGetMoveFocus (FVector *result)
 
void UpdateMoveFocus ()
 
void SetMoveSegment (int SegmentStartIndex)
 
void StopMovement ()
 
void OnMoveCompleted (FAIRequestID RequestID, EPathFollowingResult::Type Result)
 
- Public Member Functions inherited from AController
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
APawnK2_GetPawn (AActor *DamageCauser)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void AttachToPawn (APawn *InPawn)
 
void ChangeState (FName NewState)
 
void CleanupPlayerState ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void Destroyed ()
 
void DetachFromPawn ()
 
void FailedToSpawnPawn ()
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetControlRotation (FRotator *result)
 
FRotatorGetDesiredRotation (FRotator *result)
 
FStringGetHumanReadableName (FString *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FNameGetStateName (FName *result)
 
AActorGetViewTarget ()
 
void InitPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
bool IsInState (FName InStateName)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void Possess (APawn *InPawn)
 
void PostInitializeComponents ()
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void Reset ()
 
void SetControlRotation (FRotator *NewRotation)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void SetPawn (APawn *InPawn)
 
void SetPawnFromRep (APawn *InPawn)
 
bool ShouldPostponePathUpdates ()
 
void UnPossess ()
 
void UpdateNavigationComponents ()
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
bool IsLocalController ()
 
void FailedToSpawnPawn ()
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
FRotatorGetControlRotation (FRotator *result)
 
void SetControlRotation (FRotator *NewRotation)
 
void AttachToPawn (APawn *InPawn)
 
void DetachFromPawn ()
 
AActorGetViewTarget ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void PostInitializeComponents ()
 
void Possess (APawn *InPawn)
 
void PawnPendingDestroy (APawn *inPawn)
 
void Reset ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera)
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void SetPawn (APawn *InPawn)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void Destroyed ()
 
void CleanupPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
void InitPlayerState ()
 
FRotatorGetDesiredRotation (FRotator *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FStringGetHumanReadableName (FString *result)
 
void ChangeState (FName NewState)
 
bool IsInState (FName InStateName)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
void UpdateNavigationComponents ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static FVectorStaticGetRandomWanderDestination (FVector *result, APrimalDinoCharacter *TargetCharacter, APrimalDinoAIController *TargetAIController, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPrimalDinoAIController ()
 
static UClassStaticClass ()
 
static FVectorStaticGetRandomWanderDestination (FVector *result, APrimalDinoCharacter *TargetCharacter, APrimalDinoAIController *TargetAIController, FVector LocOverride, float RandomOffsetMultiplier, bool bUseRandomNegativeXDir, bool bOrientRandOffsetByRotation, FRotator OrientRandOffsetByRotation, float GroundCheckSpreadOverride)
 
static void StaticRegisterNativesAPrimalDinoAIController ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
- Static Public Member Functions inherited from AAIController
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAAIController ()
 
static void StaticRegisterNativesAAIController ()
 
- Static Public Member Functions inherited from AController
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAController ()
 
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAController ()
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAActor ()
 
static UClassGetPrivateStaticClass ()
 
static const wchar_t * StaticConfigName ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UObject
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static UObjectGetArchetypeFromRequiredInfo (UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
 
- Static Public Member Functions inherited from UObjectBase
static void EmitBaseReferences (UClass *RootClass)
 

Detailed Description

Definition at line 8630 of file Actor.h.

Member Function Documentation

◆ AbortMoveCheckInterval_CurrentField()

float & APrimalDinoAIController::AbortMoveCheckInterval_CurrentField ( )
inline

Definition at line 8773 of file Actor.h.

◆ AbortMoveCheckInterval_MAXField()

float & APrimalDinoAIController::AbortMoveCheckInterval_MAXField ( )
inline

Definition at line 8772 of file Actor.h.

◆ AbortMoveCheckInterval_MINField()

float & APrimalDinoAIController::AbortMoveCheckInterval_MINField ( )
inline

Definition at line 8771 of file Actor.h.

◆ AboveDeltaZAttackRangeField() [1/2]

float & APrimalDinoAIController::AboveDeltaZAttackRangeField ( )
inline

Definition at line 7703 of file Actor.h.

◆ AboveDeltaZAttackRangeField() [2/2]

float & APrimalDinoAIController::AboveDeltaZAttackRangeField ( )
inline

Definition at line 8659 of file Actor.h.

◆ AddToAggro() [1/2]

void APrimalDinoAIController::AddToAggro ( AActor * Attacker,
float DamagePercent,
bool bNotifyNeighbors,
bool SetValue,
bool bIsFromDamage,
bool skipTeamCheck )
inline

Definition at line 7845 of file Actor.h.

◆ AddToAggro() [2/2]

void APrimalDinoAIController::AddToAggro ( AActor * Attacker,
float DamagePercent,
bool bNotifyNeighbors,
bool SetValue,
bool bIsFromDamage,
bool skipTeamCheck )
inline

Definition at line 8820 of file Actor.h.

◆ AggroFactorDamagePercentageMultiplierField() [1/2]

float & APrimalDinoAIController::AggroFactorDamagePercentageMultiplierField ( )
inline

Definition at line 7727 of file Actor.h.

◆ AggroFactorDamagePercentageMultiplierField() [2/2]

float & APrimalDinoAIController::AggroFactorDamagePercentageMultiplierField ( )
inline

Definition at line 8683 of file Actor.h.

◆ AggroFactorDecreaseGracePeriodField() [1/2]

float & APrimalDinoAIController::AggroFactorDecreaseGracePeriodField ( )
inline

Definition at line 7726 of file Actor.h.

◆ AggroFactorDecreaseGracePeriodField() [2/2]

float & APrimalDinoAIController::AggroFactorDecreaseGracePeriodField ( )
inline

Definition at line 8682 of file Actor.h.

◆ AggroFactorDecreaseSpeedField() [1/2]

float & APrimalDinoAIController::AggroFactorDecreaseSpeedField ( )
inline

Definition at line 7725 of file Actor.h.

◆ AggroFactorDecreaseSpeedField() [2/2]

float & APrimalDinoAIController::AggroFactorDecreaseSpeedField ( )
inline

Definition at line 8681 of file Actor.h.

◆ AggroFactorDesirabilityMultiplierField() [1/2]

float & APrimalDinoAIController::AggroFactorDesirabilityMultiplierField ( )
inline

Definition at line 7734 of file Actor.h.

◆ AggroFactorDesirabilityMultiplierField() [2/2]

float & APrimalDinoAIController::AggroFactorDesirabilityMultiplierField ( )
inline

Definition at line 8690 of file Actor.h.

◆ AggroNotifyNeighborsClassesField() [1/2]

TArray< TSubclassOf< APrimalDinoCharacter > > & APrimalDinoAIController::AggroNotifyNeighborsClassesField ( )
inline

Definition at line 7763 of file Actor.h.

◆ AggroNotifyNeighborsClassesField() [2/2]

TArray< TSubclassOf< APrimalDinoCharacter > > & APrimalDinoAIController::AggroNotifyNeighborsClassesField ( )
inline

Definition at line 8722 of file Actor.h.

◆ AggroNotifyNeighborsMultiplierField() [1/2]

float & APrimalDinoAIController::AggroNotifyNeighborsMultiplierField ( )
inline

Definition at line 7728 of file Actor.h.

◆ AggroNotifyNeighborsMultiplierField() [2/2]

float & APrimalDinoAIController::AggroNotifyNeighborsMultiplierField ( )
inline

Definition at line 8684 of file Actor.h.

◆ AggroNotifyNeighborsRangeFalloffField() [1/2]

float & APrimalDinoAIController::AggroNotifyNeighborsRangeFalloffField ( )
inline

Definition at line 7730 of file Actor.h.

◆ AggroNotifyNeighborsRangeFalloffField() [2/2]

float & APrimalDinoAIController::AggroNotifyNeighborsRangeFalloffField ( )
inline

Definition at line 8686 of file Actor.h.

◆ AggroNotifyNeighborsRangeField() [1/2]

float & APrimalDinoAIController::AggroNotifyNeighborsRangeField ( )
inline

Definition at line 7729 of file Actor.h.

◆ AggroNotifyNeighborsRangeField() [2/2]

float & APrimalDinoAIController::AggroNotifyNeighborsRangeField ( )
inline

Definition at line 8685 of file Actor.h.

◆ AggroToAddUponAcquiringTargetField() [1/2]

float & APrimalDinoAIController::AggroToAddUponAcquiringTargetField ( )
inline

Definition at line 7724 of file Actor.h.

◆ AggroToAddUponAcquiringTargetField() [2/2]

float & APrimalDinoAIController::AggroToAddUponAcquiringTargetField ( )
inline

Definition at line 8680 of file Actor.h.

◆ AggroToAddUponRemovingTargetField() [1/2]

float & APrimalDinoAIController::AggroToAddUponRemovingTargetField ( )
inline

Definition at line 7723 of file Actor.h.

◆ AggroToAddUponRemovingTargetField() [2/2]

float & APrimalDinoAIController::AggroToAddUponRemovingTargetField ( )
inline

Definition at line 8679 of file Actor.h.

◆ AIFlightMaxLandingZDistanceField() [1/2]

float & APrimalDinoAIController::AIFlightMaxLandingZDistanceField ( )
inline

Definition at line 7789 of file Actor.h.

◆ AIFlightMaxLandingZDistanceField() [2/2]

float & APrimalDinoAIController::AIFlightMaxLandingZDistanceField ( )
inline

Definition at line 8750 of file Actor.h.

◆ AllowToReachGoal()

bool APrimalDinoAIController::AllowToReachGoal ( FVector * GoalLoc)
inline

Definition at line 8821 of file Actor.h.

◆ ApplyWeaponRangeOverrides()

void APrimalDinoAIController::ApplyWeaponRangeOverrides ( AShooterWeapon * Weapon)
inline

Definition at line 8822 of file Actor.h.

◆ AttackDestinationOffsetField() [1/2]

float & APrimalDinoAIController::AttackDestinationOffsetField ( )
inline

Definition at line 7697 of file Actor.h.

◆ AttackDestinationOffsetField() [2/2]

float & APrimalDinoAIController::AttackDestinationOffsetField ( )
inline

Definition at line 8654 of file Actor.h.

◆ AttackIntervalField() [1/2]

float & APrimalDinoAIController::AttackIntervalField ( )
inline

Definition at line 7736 of file Actor.h.

◆ AttackIntervalField() [2/2]

float & APrimalDinoAIController::AttackIntervalField ( )
inline

Definition at line 8694 of file Actor.h.

◆ AttackRangeField() [1/2]

float & APrimalDinoAIController::AttackRangeField ( )
inline

Definition at line 7735 of file Actor.h.

◆ AttackRangeField() [2/2]

float & APrimalDinoAIController::AttackRangeField ( )
inline

Definition at line 8691 of file Actor.h.

◆ AttackRotationGroundSpeedMultiplierField() [1/2]

float & APrimalDinoAIController::AttackRotationGroundSpeedMultiplierField ( )
inline

Definition at line 7738 of file Actor.h.

◆ AttackRotationGroundSpeedMultiplierField() [2/2]

float & APrimalDinoAIController::AttackRotationGroundSpeedMultiplierField ( )
inline

Definition at line 8696 of file Actor.h.

◆ AttackRotationRangeDegreesField() [1/2]

float & APrimalDinoAIController::AttackRotationRangeDegreesField ( )
inline

Definition at line 7737 of file Actor.h.

◆ AttackRotationRangeDegreesField() [2/2]

float & APrimalDinoAIController::AttackRotationRangeDegreesField ( )
inline

Definition at line 8695 of file Actor.h.

◆ AttackRotationRateField() [1/2]

FRotator & APrimalDinoAIController::AttackRotationRateField ( )
inline

Definition at line 7740 of file Actor.h.

◆ AttackRotationRateField() [2/2]

FRotator & APrimalDinoAIController::AttackRotationRateField ( )
inline

Definition at line 8698 of file Actor.h.

◆ AvoidGenericToPoint()

void APrimalDinoAIController::AvoidGenericToPoint ( FVector TargetDestination)
inline

Definition at line 7878 of file Actor.h.

◆ AvoidOutOfWater() [1/2]

void APrimalDinoAIController::AvoidOutOfWater ( )
inline

Definition at line 7877 of file Actor.h.

◆ AvoidOutOfWater() [2/2]

void APrimalDinoAIController::AvoidOutOfWater ( )
inline

Definition at line 8823 of file Actor.h.

◆ bAICanTargetRaftsField()

bool & APrimalDinoAIController::bAICanTargetRaftsField ( )
inline

Definition at line 8715 of file Actor.h.

◆ bAllowForceFleeToSameTargetingTeam() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bAllowForceFleeToSameTargetingTeam ( )
inline

Definition at line 7806 of file Actor.h.

◆ bAllowForceFleeToSameTargetingTeam() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bAllowForceFleeToSameTargetingTeam ( )
inline

Definition at line 8785 of file Actor.h.

◆ bAlwaysStartledWhenAggroedByNeighbor() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bAlwaysStartledWhenAggroedByNeighbor ( )
inline

Definition at line 7825 of file Actor.h.

◆ bAlwaysStartledWhenAggroedByNeighbor() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bAlwaysStartledWhenAggroedByNeighbor ( )
inline

Definition at line 8805 of file Actor.h.

◆ BaseStructureTargetingDesireField()

float & APrimalDinoAIController::BaseStructureTargetingDesireField ( )
inline

Definition at line 7768 of file Actor.h.

◆ bAttackForcesRunning() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bAttackForcesRunning ( )
inline

Definition at line 7809 of file Actor.h.

◆ bAttackForcesRunning() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bAttackForcesRunning ( )
inline

Definition at line 8788 of file Actor.h.

◆ bCanUseAttackStateOnTargetChange() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bCanUseAttackStateOnTargetChange ( )
inline

Definition at line 7818 of file Actor.h.

◆ bCanUseAttackStateOnTargetChange() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bCanUseAttackStateOnTargetChange ( )
inline

Definition at line 8798 of file Actor.h.

◆ bCheckBuffTargetingDesireOverride()

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bCheckBuffTargetingDesireOverride ( )
inline

Definition at line 7831 of file Actor.h.

◆ bDinoAIForceOnlyTargetingShips()

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bDinoAIForceOnlyTargetingShips ( )
inline

Definition at line 8807 of file Actor.h.

◆ bDisableForceFlee() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bDisableForceFlee ( )
inline

Definition at line 7815 of file Actor.h.

◆ bDisableForceFlee() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bDisableForceFlee ( )
inline

Definition at line 8795 of file Actor.h.

◆ bDontWanderField() [1/2]

bool & APrimalDinoAIController::bDontWanderField ( )
inline

Definition at line 7708 of file Actor.h.

◆ bDontWanderField() [2/2]

bool & APrimalDinoAIController::bDontWanderField ( )
inline

Definition at line 8664 of file Actor.h.

◆ BeginPlay()

void APrimalDinoAIController::BeginPlay ( )
inline

Definition at line 7836 of file Actor.h.

◆ BelowDeltaZAttackRangeField() [1/2]

float & APrimalDinoAIController::BelowDeltaZAttackRangeField ( )
inline

Definition at line 7704 of file Actor.h.

◆ BelowDeltaZAttackRangeField() [2/2]

float & APrimalDinoAIController::BelowDeltaZAttackRangeField ( )
inline

Definition at line 8660 of file Actor.h.

◆ bEndForceFleeResetAggro()

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bEndForceFleeResetAggro ( )
inline

Definition at line 8809 of file Actor.h.

◆ BeyondTargetingRangeAggroAdditionField() [1/2]

float & APrimalDinoAIController::BeyondTargetingRangeAggroAdditionField ( )
inline

Definition at line 7733 of file Actor.h.

◆ BeyondTargetingRangeAggroAdditionField() [2/2]

float & APrimalDinoAIController::BeyondTargetingRangeAggroAdditionField ( )
inline

Definition at line 8689 of file Actor.h.

◆ bFleeOnCriticalHealthField() [1/2]

bool & APrimalDinoAIController::bFleeOnCriticalHealthField ( )
inline

Definition at line 7684 of file Actor.h.

◆ bFleeOnCriticalHealthField() [2/2]

bool & APrimalDinoAIController::bFleeOnCriticalHealthField ( )
inline

Definition at line 8642 of file Actor.h.

◆ bFlyerAllowWaterTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bFlyerAllowWaterTargeting ( )
inline

Definition at line 7823 of file Actor.h.

◆ bFlyerAllowWaterTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bFlyerAllowWaterTargeting ( )
inline

Definition at line 8803 of file Actor.h.

◆ bFlyerWanderDefaultToOrigin() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bFlyerWanderDefaultToOrigin ( )
inline

Definition at line 7830 of file Actor.h.

◆ bFlyerWanderDefaultToOrigin() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bFlyerWanderDefaultToOrigin ( )
inline

Definition at line 8813 of file Actor.h.

◆ bFlyingUseMoveAroundBlockade() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bFlyingUseMoveAroundBlockade ( )
inline

Definition at line 7801 of file Actor.h.

◆ bFlyingUseMoveAroundBlockade() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bFlyingUseMoveAroundBlockade ( )
inline

Definition at line 8780 of file Actor.h.

◆ bFocusOnTargetDuringAttackField() [1/2]

bool & APrimalDinoAIController::bFocusOnTargetDuringAttackField ( )
inline

Definition at line 7741 of file Actor.h.

◆ bFocusOnTargetDuringAttackField() [2/2]

bool & APrimalDinoAIController::bFocusOnTargetDuringAttackField ( )
inline

Definition at line 8699 of file Actor.h.

◆ bForcedAggro() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForcedAggro ( )
inline

Definition at line 7799 of file Actor.h.

◆ bForcedAggro() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForcedAggro ( )
inline

Definition at line 8778 of file Actor.h.

◆ bForceOnlyTargetingPlayerOrTamed() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceOnlyTargetingPlayerOrTamed ( )
inline

Definition at line 7820 of file Actor.h.

◆ bForceOnlyTargetingPlayerOrTamed() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceOnlyTargetingPlayerOrTamed ( )
inline

Definition at line 8800 of file Actor.h.

◆ bForceOnlyTargetingPlayers() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceOnlyTargetingPlayers ( )
inline

Definition at line 7826 of file Actor.h.

◆ bForceOnlyTargetingPlayers() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceOnlyTargetingPlayers ( )
inline

Definition at line 8806 of file Actor.h.

◆ bForceTargetDinoRider() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceTargetDinoRider ( )
inline

Definition at line 7822 of file Actor.h.

◆ bForceTargetDinoRider() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceTargetDinoRider ( )
inline

Definition at line 8802 of file Actor.h.

◆ bForceTargetingAllStructures() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceTargetingAllStructures ( )
inline

Definition at line 7821 of file Actor.h.

◆ bForceTargetingAllStructures() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bForceTargetingAllStructures ( )
inline

Definition at line 8801 of file Actor.h.

◆ bIgnoreDockedShips()

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bIgnoreDockedShips ( )
inline

Definition at line 8811 of file Actor.h.

◆ bIgnoreMoveAroundBlockade() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bIgnoreMoveAroundBlockade ( )
inline

Definition at line 7800 of file Actor.h.

◆ bIgnoreMoveAroundBlockade() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bIgnoreMoveAroundBlockade ( )
inline

Definition at line 8779 of file Actor.h.

◆ bIgnoreWaterOrAmphibiousTargets() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bIgnoreWaterOrAmphibiousTargets ( )
inline

Definition at line 7813 of file Actor.h.

◆ bIgnoreWaterOrAmphibiousTargets() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bIgnoreWaterOrAmphibiousTargets ( )
inline

Definition at line 8793 of file Actor.h.

◆ bIsMissionDino()

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bIsMissionDino ( )
inline

Definition at line 7827 of file Actor.h.

◆ bModifiedWanderRadius() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bModifiedWanderRadius ( )
inline

Definition at line 7819 of file Actor.h.

◆ bModifiedWanderRadius() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bModifiedWanderRadius ( )
inline

Definition at line 8799 of file Actor.h.

◆ bNotAllowedToFindTargets() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bNotAllowedToFindTargets ( )
inline

Definition at line 7805 of file Actor.h.

◆ bNotAllowedToFindTargets() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bNotAllowedToFindTargets ( )
inline

Definition at line 8784 of file Actor.h.

◆ bNotifyBPTargetSet() [1/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bNotifyBPTargetSet ( )
inline

Definition at line 7803 of file Actor.h.

◆ bNotifyBPTargetSet() [2/2]

BitFieldValue< bool, unsigned __int32 > APrimalDinoAIController::bNotifyBPTargetSet ( )
inline

Definition at line 8782 of file Actor.h.

◆ bNotifyNeighborsWithoutDamageField() [1/2]

bool & APrimalDinoAIController::bNotifyNeighborsWithoutDamageField ( )
inline

Definition at line 7699 of file Actor.h.

◆ bNotifyNeighborsWithoutDamageField() [2/2]

bool & APrimalDinoAIController::bNotifyNeighborsWithoutDamageField ( )
inline

Definition at line 8656 of file Actor.h.

◆ bOnlyOverlapTargetCorpsesUnlessHasTargetField() [1/2]

bool & APrimalDinoAIController::bOnlyOverlapTargetCorpsesUnlessHasTargetField ( )
inline

Definition at line 7709 of file Actor.h.

◆ bOnlyOverlapTargetCorpsesUnlessHasTargetField() [2/2]

bool & APrimalDinoAIController::bOnlyOverlapTargetCorpsesUnlessHasTargetField ( )
inline

Definition at line 8665 of file Actor.h.

◆ BP_TamedOverrideHorizontalLandingRange() [1/2]

FVector2D * APrimalDinoAIController::BP_TamedOverrideHorizontalLandingRange ( FVector2D * result)
inline

Definition at line 7902 of file Actor.h.

◆ BP_TamedOverrideHorizontalLandingRange() [2/2]

FVector2D * APrimalDinoAIController::BP_TamedOverrideHorizontalLandingRange ( FVector2D * result)
inline

Definition at line 8904 of file Actor.h.

◆ BPForceTargetDinoRider() [1/2]

bool APrimalDinoAIController::BPForceTargetDinoRider ( AShooterCharacter * playerTarget)
inline

Definition at line 7903 of file Actor.h.