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APrimalStructure Member List

This is the complete list of members for APrimalStructure, including all inherited members.

__declspec(dllexport) UProperty *FindProperty(FName name)UObject
ActorHasTag(FName Tag)AActorinline
ActorHasTag(FName Tag)AActorinline
ActorLineTraceSingle(FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)AActorinline
ActorPlaySound(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)AActorinline
ActorPlaySound(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)AActorinline
ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)AActorinline
ActorPlaySoundUnreliable(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)AActorinline
ActorPlaySoundUnreliable(USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)AActorinline
ActorToWorld(FTransform *result)AActorinline
AddActorLocalOffset(FVector DeltaLocation, bool bSweep)AActorinline
AddActorLocalRotation(FRotator DeltaRotation, bool bSweep)AActorinline
AddActorLocalTransform(FTransform *NewTransform, bool bSweep)AActorinline
AddActorWorldOffset(FVector DeltaLocation, bool bSweep)AActorinline
AddActorWorldRotation(FRotator DeltaRotation, bool bSweep)AActorinline
AddActorWorldTransform(FTransform *DeltaTransform, bool bSweep)AActorinline
AddAggroOnBump(APrimalDinoCharacter *BumpedBy)APrimalStructureinline
AddAggroOnBump(APrimalDinoCharacter *BumpedBy)APrimalStructureinline
AddComponent(FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)AActorinline
AddComponent(FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)AActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)AActorinline
AdditionalFoundationSupportDistanceForLinkedStructuresField()APrimalStructureinline
AdditionalRepairPercentNextIntervalField()APrimalStructureinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddRepairPercentForNextInterval(float Multiplier)APrimalStructureinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalTargetableActorinline
AdjustDamage(float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalTargetableActorinline
AdvancedRotationPlacementOffsetField()APrimalStructureinline
AdvancedRotationPlacementOffsetField()APrimalStructureinline
AllowBeginPlacementBy(AShooterPlayerController *ByPC)APrimalStructureinline
AllowBeginPlacementBy_Implementation(AShooterPlayerController *ByPC)APrimalStructureinline
AllowChildStructureClassesField()APrimalStructureinline
AllowColoringBy(APlayerController *ForPC, UObject *anItem)APrimalStructureinline
AllowColoringBy(APlayerController *ForPC, UObject *anItem)APrimalStructureinline
AllowCreateDynamicMaterials()APrimalStructureinline
AllowCreateDynamicMaterials()APrimalStructureinline
AllowGrappling()AActorinline
AllowGrappling()AActorinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)AActorinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)AActorinline
AllowJumpOutOfWaterOnto(AActor *Jumper)APrimalStructureinline
AllowManualMultiUseActivation(APlayerController *ForPC)AActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)AActorinline
AllowParentStructureClassesField()APrimalStructureinline
AllowPickupForItem(AShooterPlayerController *ForPC)APrimalStructureinline
AllowPickupForItem(AShooterPlayerController *ForPC)APrimalStructureinline
AllowPlacingMeOnStructure(APrimalStructure *ParentStructure, FPlacementData *ThePlacementData)APrimalStructureinline
AllowPlacingMeOnStructure_Implementation(APrimalStructure *ParentStructure, FPlacementData *ThePlacementData)APrimalStructureinline
AllowPlacingOnFloorClassesField()APrimalStructureinline
AllowPlacingOnFloorClassesField()APrimalStructureinline
AllowPlacingOnSaddleParentClass(APrimalDinoCharacter *theDino, bool bForcePrevent)APrimalStructureinline
AllowPlacingOnSaddleParentClass(APrimalDinoCharacter *theDino, bool bForcePrevent)APrimalStructureinline
AllowPlacingStructureOnMe(APrimalStructure *ChildStructure, FPlacementData *ThePlacementData)APrimalStructureinline
AllowPlacingStructureOnMe_Implementation(APrimalStructure *ChildStructure, FPlacementData *ThePlacementData)APrimalStructureinline
AllowRadialDamageWithoutVisiblityTrace(FHitResult *Hit)APrimalTargetableActorinline
AllowRadialDamageWithoutVisiblityTrace()APrimalTargetableActorinline
AllowReplacementByStructureClassTypeField()APrimalStructureinline
AllowReplacementByStructureClassTypeField()APrimalStructureinline
AllowReplacementByStructureClassTypesField()APrimalStructureinline
AllowReplacementOfStructureClassTypesField()APrimalStructureinline
AllowSaddleDinoClassesField()APrimalStructureinline
AllowSaddleDinoClassesField()APrimalStructureinline
AllowSaving()APrimalStructureinline
AllowSeamlessTravel()AActorinline
AllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)APrimalStructureinline
AllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)APrimalStructureinline
AllowSnapRotationForStructure(int ThisSnapPointIndex, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex)APrimalStructureinline
AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)APrimalStructureinline
AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)APrimalStructureinline
AllowStructureAccess(APlayerController *ForPC)APrimalStructureinline
AllowStructureAccess(APlayerController *ForPC)APrimalStructureinline
AllowStructureColorSetsField()APrimalStructureinline
AllowStructureColorSetsField()APrimalStructureinline
AlternateSnapPreviewsField()APrimalStructureinline
AlternateStructureColorSetsField()APrimalStructureinline
AlwaysReplicatePropertyConditional(UProperty *forProperty)AActorinline
AlwaysReplicatePropertyConditional(UProperty *forProperty)AActorinline
AnimUpdateRateFrameCountField()AActorinline
AnimUpdateRateFrameCountField()AActorinline
AnimUpdateRateShiftTagField()AActorinline
AnimUpdateRateShiftTagField()AActorinline
ApplyColorToRegions(__int16 CustomColorID, bool *ApplyToRegions)APrimalStructureinline
ApplyColorToRegions(__int16 CustomColorID, bool *ApplyToRegions)APrimalStructureinline
ApplyLinkedIDs(bool bRelinkParents)APrimalStructureinline
ApplyLinkedIDs(bool bRelinkParents)APrimalStructureinline
ApplyPrimalItemSettingsToStructure(UMeshComponent *meshToColorize, UPrimalItem *AssociatedPrimalItem)APrimalStructureinline
ApplyPrimalItemSettingsToStructure(UMeshComponent *meshToColorize, UPrimalItem *AssociatedPrimalItem)APrimalStructureinline
ApplyScale(bool bOnlyInitPhysics)APrimalStructureinline
ApplyScale(bool bOnlyInitPhysics)APrimalStructureinline
ApplyWorldOffset(FVector *InOffset, bool bWorldShift)AActorinline
AreAllOuterObjectsValid()UObjectinline
AttachedToDinoID1Field()APrimalStructureinline
AttachedToDinoID1Field()APrimalStructureinline
AttachedToField()APrimalStructureinline
AttachedToField()APrimalStructureinline
AttachedTransponderField()APrimalStructureinline
AttachedTransponderField()APrimalStructureinline
AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)AActorinline
AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)AActorinline
AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)AActorinline
AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)AActorinline
AttachToStaticMeshSocketNameBaseField()APrimalStructureinline
AttachToStaticMeshSocketNameBaseField()APrimalStructureinline
bAbsoluteTakeAnythingAsGround()APrimalStructureinline
bAbsoluteTakeAnythingAsGround()APrimalStructureinline
bActorEnableCollision()AActorinline
bActorEnableCollision()AActorinline
bActorInitialized()AActorinline
bActorInitialized()AActorinline
bActorSeamlessTraveled()AActorinline
bActorSeamlessTraveled()AActorinline
bAddedPerformanceThrottledTick()AActorinline
bAddedServerThrottledTick()AActorinline
bAddedServerThrottledTick()AActorinline
bAlignWithShipRotation()APrimalStructureinline
bAllowAttachToPawn()APrimalStructureinline
bAllowAttachToPawn()APrimalStructureinline
bAllowAttachToSaddle()APrimalStructureinline
bAllowAttachToSaddle()APrimalStructureinline
bAllowDamageByFriendlyDinos()APrimalTargetableActorinline
bAllowDamageByFriendlyDinos()APrimalTargetableActorinline
bAllowDamageByShipImpact()APrimalStructureinline
bAllowEnemyDemolish()APrimalStructureinline
bAllowEnemyDemolish()APrimalStructureinline
bAllowInRegularStructurePreventionZones()APrimalStructureinline
bAllowInRegularStructurePreventionZones()APrimalStructureinline
bAllowLoadBearing()APrimalStructureinline
bAllowLoadBearing()APrimalStructureinline
bAllowPickingUpStructureAfterPlacement()APrimalStructureinline
bAllowPlacementOnOtherTeamDinos()APrimalStructureinline
bAllowPlacementOutsideShipBounds()APrimalStructureinline
bAllowPlacementWhileSeated()APrimalStructureinline
bAllowPlacingOnOtherTeamStructures()APrimalStructureinline
bAllowPlacingOnOtherTeamStructures()APrimalStructureinline
bAllowPlacingOnOtherTeamStructuresPvPOnly()APrimalStructureinline
bAllowPlacingOnOtherTeamStructuresPvPOnly()APrimalStructureinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowSkipPartialWorldSave()APrimalStructureinline
bAllowSnapOntoSameLocation()APrimalStructureinline
bAllowSnapOntoSameLocation()APrimalStructureinline
bAllowSnapRotation()APrimalStructureinline
bAllowSnapRotation()APrimalStructureinline
bAllowStructureColors()APrimalStructureinline
bAllowStructureColors()APrimalStructureinline
bAllowTargetingByCorruptDinos()APrimalStructureinline
bAllowUseFromRidingDino()APrimalStructureinline
bAllowUseFromRidingDino()APrimalStructureinline
bAlwaysCreatePhysicsState()AActorinline
bAlwaysCreatePhysicsState()AActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevantPrimalStructure()AActorinline
BarrierPlacementPreventionDistanceField()APrimalStructureinline
BaseStructureWeightField()APrimalStructureinline
BaseTargetingDesirabilityField()APrimalTargetableActorinline
bAttachmentReplicationUseNetworkParent()AActorinline
bAttachmentReplicationUseNetworkParent()AActorinline
bAttachToStaticMeshSocket()APrimalStructureinline
bAttachToStaticMeshSocket()APrimalStructureinline
bAttachToStaticMeshSocketRotation()APrimalStructureinline
bAttachToStaticMeshSocketRotation()APrimalStructureinline
bAutoDestroyWhenFinished()AActorinline
bAutoDestroyWhenFinished()AActorinline
bAutoStasis()AActorinline
bAutoStasis()AActorinline
bBeganPlay()APrimalStructureinline
bBeginPlayIgnoreApplyScale()APrimalStructureinline
bBeginPlayIgnoreApplyScale()APrimalStructureinline
bBlockInput()AActorinline
bBlockInput()AActorinline
bBlockOverlappingStructuresOnPlacement()APrimalStructureinline
bBlueprintDrawHUD()APrimalStructureinline
bBlueprintDrawPreviewHUD()APrimalStructureinline
bBlueprintMultiUseEntries()AActorinline
bBlueprintMultiUseEntries()AActorinline
bBPInventoryItemUsedHandlesDurability()AActorinline
bBPInventoryItemUsedHandlesDurability()AActorinline
bBPOverideDemolish()APrimalStructureinline
bBPOverideDemolish()APrimalStructureinline
bBPOverrideAllowSnappingWith()APrimalStructureinline
bBPOverrideAllowSnappingWith()APrimalStructureinline
bBPOverrideAllowSnappingWithButAlsoCallSuper()APrimalStructureinline
bBPOverrideAllowStructureAccess()APrimalStructureinline
bBPOverrideAllowStructureAccess()APrimalStructureinline
bBPOverrideGetLocation()APrimalTargetableActorinline
bBPOverrideGetOwningDino()APrimalTargetableActorinline
bBPOverridePlacementRotation()APrimalStructureinline
bBPOverrideSnappedFromTransform()APrimalStructureinline
bBPOverrideSnappedToTransform()APrimalStructureinline
bBPOverrideSnappedToTransform()APrimalStructureinline
bBPPostInitializeComponents()AActorinline
bBPPostInitializeComponents()AActorinline
bBPPostSetStructureCollisionChannels()APrimalStructureinline
bBPPostSetStructureCollisionChannels()APrimalStructureinline
bBPPreInitializeComponents()AActorinline
bBPPreInitializeComponents()AActorinline
bCanBeDamaged()AActorinline
bCanBeDamaged()AActorinline
bCanBeRepaired()APrimalStructureinline
bCanBeRepaired()APrimalStructureinline
bCanBeRepairedByAnyTeam()APrimalStructureinline
bCanBuildUpon()APrimalStructureinline
bCanBuildUpon()APrimalStructureinline
bCanDemolish()APrimalStructureinline
bCanDemolish()APrimalStructureinline
bCenterOffscreenFloatingHUDWidgets()APrimalStructureinline
bCheckForOverlappingStructuresOnPlacement()APrimalStructureinline
bCheckStructurePlacementOverlapForceEncroachment()APrimalStructureinline
bClientAddedToStructuresArrayField()APrimalStructureinline
bClientAddedToStructuresArrayField()APrimalStructureinline
bClientAddPlacedOnFloorStructures()APrimalStructureinline
bClientAddPlacedOnFloorStructures()APrimalStructureinline
bClientMobileStructure()APrimalStructureinline
bClientRequestedStatItem()APrimalStructureinline
bClimbable()AActorinline
bClimbable()AActorinline
bCollideWhenPlacing()AActorinline
bCollideWhenPlacing()AActorinline
bCollisionImpactPreventShipDamage()AActorinline
bCraftedFromStatItem()APrimalStructureinline
bCreatedDynamicMaterials()APrimalStructureinline
bCreatedDynamicMaterials()APrimalStructureinline
bDamageNotifyTeamAggroAI()APrimalTargetableActorinline
bDamageNotifyTeamAggroAI()APrimalTargetableActorinline
bDebug()APrimalStructureinline
bDebug()APrimalStructureinline
bDeferredBeginPlay()AActorinline
bDeferredBeginPlay()AActorinline
bDemolished()APrimalStructureinline
bDemolished()APrimalStructureinline
bDemolishJustDestroy()APrimalStructureinline
bDemolishJustDestroy()APrimalStructureinline
bDeprecateStructure()APrimalStructureinline
bDeprecateStructure()APrimalStructureinline
bDestroyedMeshUseSkeletalMeshComponent()APrimalTargetableActorinline
bDestroyedMeshUseSkeletalMeshComponent()APrimalTargetableActorinline
bDestroyOnStasis()APrimalStructureinline
bDestroyOnStasis()APrimalStructureinline
bDestroyOnStasisUnlessPrevented()APrimalStructureinline
bDestroyStructureIfFloorDestroyed()APrimalStructureinline
bDestroyWhenLostFoundationAndPlacementChooseRotation()APrimalStructureinline
bDestructibleMeshImpulseUseBoundsCenter()APrimalTargetableActorinline
bDestructionActorTemplateServerOnly()APrimalTargetableActorinline
bDestructionActorTemplateServerOnly()APrimalTargetableActorinline
bDidSpawnEffects()APrimalStructureinline
bDidSpawnEffects()APrimalStructureinline
bDisablePickingUpStructureAfterPlacementOnTryMultiUse()APrimalStructureinline
bDisablePlacementOnDynamicsFoliageAndDoors()APrimalStructureinline
bDisablePlacementOnDynamicsFoliageAndDoors()APrimalStructureinline
bDisablePlacementOnStructureFloors()APrimalStructureinline
bDisablePlacementOnStructureFloors()APrimalStructureinline
bDisableSnapStructure()APrimalStructureinline
bDisableSnapStructure()APrimalStructureinline
bDisableStructureOnElectricStorm()APrimalStructureinline
bDisableStructureOnElectricStorm()APrimalStructureinline
bDisallowPreventCropsBiomes()APrimalStructureinline
bDisallowPreventCropsBiomes()APrimalStructureinline
bDoAllowRadialDamageWithoutVisiblityTrace()APrimalTargetableActorinline
bDoAllowRadialDamageWithoutVisiblityTrace()APrimalTargetableActorinline
bDoNotCook()AActorinline
bDoNotCook()AActorinline
bDontActuallySnapJustPlacement()APrimalStructureinline
bDontActuallySnapJustPlacement()APrimalStructureinline
bDontOverrideCollisionProfile()APrimalStructureinline
bDontOverrideCollisionProfile()APrimalStructureinline
bDontSetStructureCollisionChannels()APrimalStructureinline
bDontSetStructureCollisionChannels()APrimalStructureinline
bDontSetStructureCollisionChannelsCreateDynamicMaterials()APrimalStructureinline
bDoOverrideHiddenShadow()AActorinline
bDoOverrideHiddenShadow()AActorinline
bDormantNetMulticastForceFullReplication()AActorinline
bDormantNetMulticastForceFullReplication()AActorinline
bDrawHealthBar()APrimalTargetableActorinline
BecomeViewTarget(APlayerController *PC)AActorinline
BecomeViewTarget(APlayerController *PC)AActorinline
BedIDField()APrimalStructureinline
BeginDestroy()AActorinline
BeginDestroy()AActorinline
BeginPlay()APrimalStructureinline
BeginPlay()APrimalStructureinline
bEnableMultiUse()AActorinline
bEnableMultiUse()AActorinline
bEnforceStructureLinkExactRotation()APrimalStructureinline
bEnforceStructureLinkExactRotation()APrimalStructureinline
bEverSetTimer()AActorinline
bEverSetTimer()AActorinline
bExchangedRoles()AActorinline
bExchangedRoles()AActorinline
bFinalPlacementDontAdjustForMaxRange()APrimalStructureinline
bFinalPlacementDontAdjustForMaxRange()APrimalStructureinline
bFindCameraComponentWhenViewTarget()AActorinline
bFindCameraComponentWhenViewTarget()AActorinline
bFlipOnlyMyStaticMesh()APrimalStructureinline
bFlippedIgnoreComponentOffsets()APrimalStructureinline
bForceAllowInPreventionVolumes()APrimalStructureinline
bForceAllowInPreventionVolumes()APrimalStructureinline
bForceAllowNearSupplyCrateSpawns()APrimalStructureinline
bForceAllowNearSupplyCrateSpawns()APrimalStructureinline
bForceAllowNetMulticastField()AActorinline
bForceAllowPlacementWhenUsingClimbingPickOrFalling()APrimalStructureinline
bForceAllowSaddleStructureBasing()APrimalStructureinline
bForceAllowWallAttachments()APrimalStructureinline
bForceAllowWallAttachments()APrimalStructureinline
bForceBasedActorsOutOfFastTick()AActorinline
bForceBlockIK()APrimalStructureinline
bForceBlockIK()APrimalStructureinline
bForceBlockStationaryTraces()APrimalStructureinline
bForceBlockStationaryTraces()APrimalStructureinline
bForceCheckNearbyEnemyFoundation()APrimalStructureinline
bForceCheckNearbyEnemyFoundation()APrimalStructureinline
bForceCreateDynamicMaterials()APrimalStructureinline
bForceCreateDynamicMaterials()APrimalStructureinline
bForcedHudDrawingRequiresSameTeam()AActorinline
bForceDisableFootSound()APrimalStructureinline
bForceDisableFootSound()APrimalStructureinline
bForceFloatingDamageNumbers()APrimalTargetableActorinline
bForceFloatingDamageNumbers()APrimalTargetableActorinline
bForceFloorCollisionGroup()APrimalStructureinline
bForceFloorCollisionGroup()APrimalStructureinline
bForceGroundForFoundation()APrimalStructureinline
bForceGroundForFoundation()APrimalStructureinline
bForceHiddenReplication()AActorinline
bForceHiddenReplication()AActorinline
bForceIgnoreSpatialComponent()AActorinline
bForceIgnoreStationaryObjectTrace()APrimalStructureinline
bForceIgnoreStationaryObjectTrace()APrimalStructureinline
bForceInfiniteDrawDistance()AActorinline
bForceInfiniteDrawDistance()AActorinline
bForceNetworkSpatialization()AActorinline
bForceNetworkSpatialization()AActorinline
bForceOnChildStructurePlacedNotify()APrimalStructureinline
bForcePersonalStructureOwnership()APrimalStructureinline
bForcePersonalStructureOwnership()APrimalStructureinline
bForcePlacingOnCeiling()APrimalStructureinline
bForcePlacingOnGround()APrimalStructureinline
bForcePlacingOnGround()APrimalStructureinline
bForcePlacingOnVerticalGround()APrimalStructureinline
bForcePlacingOnVerticalGround()APrimalStructureinline
bForcePreventEnemyStructuresNearby()APrimalStructureinline
bForcePreventEnemyStructuresNearby()APrimalStructureinline
bForcePreventSeamlessTravel()AActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()AActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()AActorinline
bForceSnappedStructureToGround()APrimalStructureinline
bForceSnappedStructureToGround()APrimalStructureinline
bForceSpawningStructureDeathActor()APrimalStructureinline
bForceUseSkeletalMeshComponent()APrimalStructureinline
bForceUseSkeletalMeshComponent()APrimalStructureinline
bForceZeroDamageProcessing()APrimalTargetableActorinline
bForceZeroDamageProcessing()APrimalTargetableActorinline
bFoundationRequiresGroundTrace()APrimalStructureinline
bFoundationRequiresGroundTrace()APrimalStructureinline
bGroundTraceAllowCollisionWithWater()APrimalStructureinline
bHasExecutedActorConstruction()AActorinline
bHasExecutedActorConstruction()AActorinline
bHasFinishedSpawning()AActorinline
bHasFinishedSpawning()AActorinline
bHasHighVolumeRPCs()AActorinline
bHasHighVolumeRPCs()AActorinline
bHasReplicatedProperties()AActorinline
bHasReplicatedProperties()AActorinline
bHasResetDecayTime()APrimalStructureinline
bHasResetDecayTime()APrimalStructureinline
bHibernateChange()AActorinline
bHibernateChange()AActorinline
bHidden()AActorinline
bHidden()AActorinline
bHideStatusBarsField()APrimalStructureinline
bHighPriorityDemolish()APrimalStructureinline
bHighPriorityDemolish()APrimalStructureinline
bIgnoreDamageRepairCooldown()APrimalTargetableActorinline
bIgnoreDamageRepairCooldown()APrimalTargetableActorinline
bIgnoredByCharacterEncroachment()AActorinline
bIgnoredByCharacterEncroachment()AActorinline
bIgnoreDestructionEffects()APrimalTargetableActorinline
bIgnoreDestructionEffects()APrimalTargetableActorinline
bIgnoreDestructionFoundationCheck()APrimalStructureinline
bIgnoreDyingWhenDemolished()APrimalStructureinline
bIgnoreDyingWhenDemolished()APrimalStructureinline
bIgnoreMaxSaddleStructuresNum()APrimalStructureinline
bIgnoreMaxStructuresInRange()APrimalStructureinline
bIgnoreMaxStructuresInRange()APrimalStructureinline
bIgnoreMaxStructuresInSmallRadius()APrimalStructureinline
bIgnoreMaxStructuresInSmallRadius()APrimalStructureinline
bIgnoreNetworkRangeScaling()AActorinline
bIgnoreParentStructureDestruction()APrimalStructureinline
bIgnorePawns()APrimalStructureinline
bIgnorePawns()APrimalStructureinline
bIgnoreSnappedToOtherFloorStructures()APrimalStructureinline
bIgnoreSnappedToOtherFloorStructures()APrimalStructureinline
bIgnoresOriginShifting()AActorinline
bIgnoresOriginShifting()AActorinline
bImmuneToAutoDemolish()APrimalStructureinline
bImmuneToAutoDemolish()APrimalStructureinline
bInitializedMaterials()APrimalStructureinline
bInitializedMaterials()APrimalStructureinline
bIsBed()APrimalStructureinline
bIsCoreStructure()APrimalStructureinline
bIsCoreStructure()APrimalStructureinline
bIsCriticalShipStructure()APrimalStructureinline
bIsDead()APrimalTargetableActorinline
bIsDead()APrimalTargetableActorinline
bIsDrawingHUDPickupTimer()APrimalStructureinline
bIsEnvironmentStructure()APrimalStructureinline
bIsEnvironmentStructure()APrimalStructureinline
bIsFenceFoundation()APrimalStructureinline
bIsFenceFoundation()APrimalStructureinline
bIsFlippable()APrimalStructureinline
bIsFlippable()APrimalStructureinline
bIsFlipped()APrimalStructureinline
bIsFlipped()APrimalStructureinline
bIsFloor()APrimalStructureinline
bIsFloor()APrimalStructureinline
bIsFoundation()APrimalStructureinline
bIsFoundation()APrimalStructureinline
bIsMapActor()AActorinline
bIsMapActor()AActorinline
bIsPlacingPlayerStructure()APrimalStructureinline
bIsPreviewStructure()APrimalStructureinline
bIsPreviewStructure()APrimalStructureinline
bIsPvE()APrimalStructureinline
bIsPvE()APrimalStructureinline
bIsRepairing()APrimalStructureinline
bIsRepairing()APrimalStructureinline
bIsSPlusStructure()APrimalStructureinline
bIsWall()APrimalStructureinline
bIsWall()APrimalStructureinline
bLandPlacementRequiresLandClaim()APrimalStructureinline
bLoadedFromSaveGame()AActorinline
bLoadedFromSaveGame()AActorinline
BlueprintDrawHUD(AShooterHUD *HUD, float CenterX, float CenterY)APrimalStructureinline
BlueprintDrawPreviewHUD(AShooterHUD *HUD, float CenterX, float CenterY)APrimalStructureinline
bMobileStructureForceAllowAsGround()APrimalStructureinline
bMultiUseCenterHUD()AActorinline
bMultiUseCenterHUD()AActorinline
bNetConnectionDidInitialSort()AActorinline
bNetConnectionDidInitialSort()AActorinline
bNetCritical()AActorinline
bNetCritical()AActorinline
bNetLoadOnClient()AActorinline
bNetLoadOnClient()AActorinline
bNetMulticasting()AActorinline
bNetMulticasting()AActorinline
bNetStartup()AActorinline
bNetStartup()AActorinline
bNetTemporary()AActorinline
bNetTemporary()AActorinline
bNetUseClientRelevancy()AActorinline
bNetUseClientRelevancy()AActorinline
bNetUseOwnerRelevancy()AActorinline
bNetUseOwnerRelevancy()AActorinline
bNetworkSpatializationForceRelevancyCheck()AActorinline
bNetworkSpatializationForceRelevancyCheck()AActorinline
bNoCollision()APrimalStructureinline
bNoCollision()APrimalStructureinline
BoneDamageAdjustersField()APrimalTargetableActorinline
bOnlyAllowPlacementInWater()APrimalStructureinline
bOnlyAllowPlacementInWater()APrimalStructureinline
bOnlyFoundationIfSnappedToFoundation()APrimalStructureinline
bOnlyFoundationIfSnappedToFoundation()APrimalStructureinline
bOnlyInitialReplication()AActorinline
bOnlyInitialReplication()AActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyReplicateOnNetForcedUpdate()AActorinline
bOnlyReplicateOnNetForcedUpdate()AActorinline
bOverrideAttachedTurretCameraSocketName()APrimalStructureinline
bOverrideAttachedTurretYawLimits()APrimalStructureinline
bOverrideFoundationSupportDistance()APrimalStructureinline
bOverrideHiddenShadowValue()AActorinline
bOverrideHiddenShadowValue()AActorinline
bOverrideMultiUseCenterText()AActorinline
BP_CanPlaceCriticalShipStructure(APrimalRaft *OnShip)APrimalStructureinline
BP_GetHUDWorldDrawLocation(FVector *result, FName HUDTag)AActorinline
BP_ModifyClientSideMoveToLocation(FVector *MoveToLoc)APrimalStructureinline
BP_ModifyMoveToOrderedActorsArray(TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)APrimalStructureinline
BP_OnAttachedShipDeath()APrimalStructureinline
BP_OnAttachedToValidShip()APrimalStructureinline
BP_OnDemolished(APlayerController *ForPC)APrimalStructureinline
BP_OnFailedToAttachToValidShip()APrimalStructureinline
BP_OnRepair(float RepairAmount)APrimalStructureinline
BP_OnStructurePlacedNotify(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)APrimalStructureinline
BP_OverrideTargetingLocation(FVector *result, AActor *Attacker)AActorinline
BP_PreventChoosingRotation(APrimalStructurePlacer *ForPlacer)APrimalStructureinline
BP_TickCriticalShipStructure(float DeltaTime)APrimalStructureinline
bPaintingUseSkeletalMesh()APrimalStructureinline
bPaintingUseSkeletalMesh()APrimalStructureinline
bPaintingUseTaggedMeshComponent()APrimalStructureinline
BPAllowJumpOutOfWaterOnto(AActor *Jumper)APrimalStructureinline
BPAllowPickupGiveItem(APlayerController *ForPC)APrimalStructureinline
BPAllowPickupGiveItem(APlayerController *ForPC)APrimalStructureinline
BPAllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)APrimalStructureinline
BPAllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)APrimalStructureinline
BPAllowSnapRotationForStructure(int ThisSnapPointIndex, FName ThisSnapPointName, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex, FName OtherStructureSnapPointName)APrimalStructureinline
BPAllowSwitchToVariant(int VariantIndex)APrimalStructureinline
BPApplyCustomDurabilityOnPickup(UPrimalItem *pickedup)APrimalStructureinline
BPApplyCustomDurabilityOnPickup(UPrimalItem *pickedup)APrimalStructureinline
BPAttachedRootComponent()AActorinline
BPAttachedRootComponent()AActorinline
BPBeginPreview()APrimalStructureinline
BPCanFinalPlaceOnStructureSaddle(FPlacementData *data, APawn *AttachToPawn)APrimalStructureinline
BPChangedActorTeam()AActorinline
BPChangedActorTeam()AActorinline
BPClientDoMultiUse(APlayerController *ForPC, int ClientUseIndex)AActorinline
BPClientIsAboutToSeamlessTravel()AActorinline
BPConsumeSetPinCode(APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)AActorinline
BPConsumeSetPinCode(APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)AActorinline
BPConsumeUsePinCode(AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)AActorinline
BPConsumeUsePinCode(AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)AActorinline
BPDefaultProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox)APrimalStructureinline
BPDied(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)APrimalTargetableActorinline
bPendingKillPending()AActorinline
bPendingKillPending()AActorinline
bPendingNetUpdate()AActorinline
bPendingNetUpdate()AActorinline
bPendingRemoval()APrimalStructureinline
bPendingRemoval()APrimalStructureinline
bPendingUnstasis()AActorinline
bPendingUnstasis()AActorinline
bPerInstanceSnapPoints()APrimalStructureinline
BPForceAllowsInventoryUse(UObject *InventoryItemObject)AActorinline
BPForceAllowsInventoryUse(UObject *InventoryItemObject)AActorinline
BPForceConsideredEnemyFoundation(APlayerController *PC, APrimalStructure *ForNewStructure, FVector *TestAtLocation)APrimalStructureinline
BPForceConsideredEnemyFoundation(APlayerController *PC, APrimalStructure *ForNewStructure, FVector *TestAtLocation)APrimalStructureinline
BPGetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)APrimalStructureinline
BPGetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)APrimalStructureinline
BPGetExtraSpecialBlueprintInt()AActorinline
BPGetFromID(UWorld *World, int TheStructureID)APrimalStructureinlinestatic
BPGetFromID(UWorld *World, int TheStructureID)APrimalStructureinlinestatic
BPGetInfoFromConsumedItemForPlacedStructure(UPrimalItem *ItemToConsumed)APrimalStructureinline
BPGetInfoFromConsumedItemForPlacedStructure(UPrimalItem *ItemToConsumed)APrimalStructureinline
BPGetInfoFromConsumedItemForPlacedStructure_Implementation(UPrimalItem *ItemToConsumed)APrimalStructureinline
BPGetLastDamagedTime()APrimalTargetableActorinline
BPGetLinkedStructureIDs(TArray< int > *result)APrimalStructureinline
BPGetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)AActorinline
BPGetOwningDino()APrimalTargetableActorinline
BPGetSnapFromPlacementMeshOverride(APrimalStructure *ParentStructure, FPlacementData *OutPlacementData, UStaticMesh **OutMeshOverride, TSubclassOf< APrimalStructure > *OutClassOverride, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)APrimalStructureinline
BPGetSnappingPoints()APrimalStructureinline
BPGetSnapToPlacementMeshOverride(APrimalStructure *ChildStructure, FPlacementData *OutPlacementData, UStaticMesh **OutMeshOverride, TSubclassOf< APrimalStructure > *OutClassOverride, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)APrimalStructureinline
BPGetStructureID(APrimalStructure *PrimalStructure)APrimalStructureinlinestatic
BPGetStructureID(APrimalStructure *PrimalStructure)APrimalStructureinlinestatic
BPGetStructureWeight()APrimalStructureinline
BPHandleBedFastTravel(AShooterPlayerController *ForPC, APrimalStructure *ToBed)APrimalStructureinline
BPHandleBedFastTravel(AShooterPlayerController *ForPC, APrimalStructure *ToBed)APrimalStructureinline
BPHandleStructureEnabled(bool bEnabled)APrimalStructureinline
BPHandleStructureEnabled(bool bEnabled)APrimalStructureinline
BPHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent, FVector DamageLoc, FRotator HitNormal)APrimalTargetableActorinline
BPHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent, FVector DamageLoc, FRotator HitNormal)APrimalTargetableActorinline
bPickupGiveItemRequiresAccess()APrimalStructureinline
bPickupGiveItemRequiresAccess()APrimalStructureinline
BPImpactEffect(FHitResult *HitRes, FVector *ShootDirection)APrimalStructureinline
BPImpactEffect(FHitResult *HitRes, FVector *ShootDirection)APrimalStructureinline
BPInventoryItemDropped(UObject *InventoryItemObject)AActorinline
BPInventoryItemDropped(UObject *InventoryItemObject)AActorinline
BPInventoryItemUsed(UObject *InventoryItemObject)AActorinline
BPInventoryItemUsed(UObject *InventoryItemObject)AActorinline
BPIsA(TSubclassOf< AActor > anActorClass)AActorinline
BPIsA(TSubclassOf< AActor > anActorClass)AActorinline
BPIsAllowedToBuild(FPlacementData *OutPlacementData, int CurrentAllowedReason)APrimalStructureinline
BPIsAllowedToBuild(FPlacementData *OutPlacementData, int CurrentAllowedReason)APrimalStructureinline
BPIsAllowedToBuildEx(FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement)APrimalStructureinline
BPIsAllowedToBuildEx(FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement, bool bChoosingRotation)APrimalStructureinline
BPIsMarkedForSeamlessTravel()AActorinline
bPlacedOnShip()APrimalStructureinline
bPlacementChooseRotation()APrimalStructureinline
bPlacementChooseRotation()APrimalStructureinline
bPlacementShouldNotBeHorizontal()APrimalStructureinline
bPlacementShouldNotBeHorizontal()APrimalStructureinline
bPlacementTraceIgnorePawns()APrimalStructureinline
bPlacementTraceIgnorePawns()APrimalStructureinline
bPlacementUsesWeaponClipAmmo()APrimalStructureinline
bPlacementUsesWeaponClipAmmo()APrimalStructureinline
bPlacementWantsToBeFlipped()APrimalStructureinline
bPlacingOnGroundRequiresNoStructure()APrimalStructureinline
bPlacingOnGroundRequiresNoStructure()APrimalStructureinline
bPlayerPlacementRequiresBeingOnStructurePlacerArray()APrimalStructureinline
BPOnDemolish(APlayerController *ForPC, AActor *DamageCauser)APrimalStructureinline
BPOnStructurePickup(APlayerController *PlayerController, TSubclassOf< UPrimalItem > ItemType, UPrimalItem *NewlyPickedUpItem, bool bIsQuickPickup)APrimalStructureinline
BPOnVariantSwitch(int NewVariantIndex)APrimalStructureinline
bPostSpawnInitialized()APrimalStructureinline
BPOverrideAllowStructureAccess(AShooterPlayerController *ForPC, bool bIsAccessAllowed)APrimalStructureinline
BPOverrideAllowStructureAccess(AShooterPlayerController *ForPC, bool bIsAccessAllowed)APrimalStructureinline
BPOverrideCantBuildReasonString(FString *result, int CantBuildReason)APrimalStructureinline
BPOverrideCantBuildReasonString(FString *result, int CantBuildReason)APrimalStructureinline
BPOverrideDemolish(AShooterPlayerController *ForPC)APrimalStructureinline
BPOverrideDemolish(AShooterPlayerController *ForPC)APrimalStructureinline
BPOverrideDestroyedMeshTextures()APrimalTargetableActorinline
BPOverrideGetLocation(FVector *result)APrimalTargetableActorinline
BPOverrideHealthBarHealthPercent()APrimalTargetableActorinline
BPOverrideMultiUseCenterText(FString *result, APlayerController *ForPC)AActorinline
BPOverridePlacementLocation(FVector *result, FVector PlacementLocation)APrimalStructureinline
BPOverridePlacementRotation(FRotator *result, FVector ViewPos, FRotator ViewRot)APrimalStructureinline
BPOverrideServerMultiUseAcceptRange()AActorinline
BPOverrideServerMultiUseAcceptRange_Implementation()AActorinline
BPOverrideSnappedFromTransform(APrimalStructure *parentStructure, int ParentSnapFromIndex, FName ParentSnapFromName, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FName SnapToName, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)APrimalStructureinline
BPOverrideSnappedToTransform(APrimalStructure *childStructure, int ChildSnapFromIndex, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)APrimalStructureinline
BPOverrideSnappedToTransform(APrimalStructure *childStructure, int ChildSnapFromIndex, FName ChildSnapFromName, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FName SnapToName, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)APrimalStructureinline
BPOverrideTargetLocation(FVector *result, FVector *attackPos)APrimalStructureinline
BPOverrideUILocation(FVector *result, APlayerController *ForPC)AActorinline
BPPlacedStructure(APlayerController *ForPC)APrimalStructureinline
BPPlacedStructureLocation(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)APrimalStructureinline
BPPlacingWallAttachmentOnMe(FPlacementData *result, APrimalStructure *AttachedStructure, FPlacementData *OutPlacementData)APrimalStructureinline
BPPlacingWallAttachmentOnMe_Implementation(FPlacementData *result, APrimalStructure *AttachedStructure, FPlacementData *OutPlacementData)APrimalStructureinline
BPPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalStructureinline
BPPlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalStructureinline
BPPostInitializeComponents()AActorinline
BPPostLoadedFromSaveGame()APrimalStructureinline
BPPostLoadedFromSaveGame()APrimalStructureinline
BPPostLoadedFromSeamlessTravel()AActorinline
BPPostSetStructureCollisionChannels()APrimalStructureinline
BPPostSetStructureCollisionChannels()APrimalStructureinline
BPPreInitializeComponents()AActorinline
BPPreventPlacementOnPawn(APlayerController *PC, APrimalCharacter *ForCharacter, FName ForBone)APrimalStructureinline
BPPreventPlacementOnPawn(APlayerController *PC, APrimalCharacter *ForCharacter, FName ForBone)APrimalStructureinline
BPPreventPlacingOnFloorStructure(FPlacementData *theOutPlacementData, APrimalStructure *FloorStructure)APrimalStructureinline
BPPreventPlacingOnFloorStructure(FPlacementData *theOutPlacementData, APrimalStructure *FloorStructure)APrimalStructureinline
BPPreventPlacingStructureOntoMe(APlayerController *PC, APrimalStructure *ForNewStructure, FHitResult *ForHitResult)APrimalStructureinline
BPPreventPlacingStructureOntoMe(APlayerController *PC, APrimalStructure *ForNewStructure, FHitResult *ForHitResult)APrimalStructureinline
BPPreventReplacementBy(APrimalStructure *theStructure)APrimalStructureinline
BPPreventReplacementOf(APrimalStructure *theStructure)APrimalStructureinline
BPPreventSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)APrimalStructureinline
BPPreventSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)APrimalStructureinline
BPPreventUsingAsFloorForStructure(FPlacementData *theOutPlacementData, APrimalStructure *StructureToPlaceOnMe)APrimalStructureinline
BPPreventUsingAsFloorForStructure(FPlacementData *theOutPlacementData, APrimalStructure *StructureToPlaceOnMe)APrimalStructureinline
BPProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, int ExtraID1, int ExtraID2)APrimalStructureinline
BPRefreshedStructureColors()APrimalStructureinline
BPRefreshedStructureColors()APrimalStructureinline
bPreventActorStasis()AActorinline
bPreventActorStasis()AActorinline
bPreventAttachedChildStructures()APrimalStructureinline
bPreventAttachedChildStructures()APrimalStructureinline
bPreventAttachToSaddle()APrimalStructureinline
bPreventAttachToSaddle()APrimalStructureinline
bPreventCharacterBasing()AActorinline
bPreventCharacterBasing()AActorinline
bPreventCharacterBasingAllowSteppingUp()AActorinline
bPreventCharacterBasingAllowSteppingUp()AActorinline
bPreventCreationOfDynamicMaterials()APrimalStructureinline
bPreventDefaultVariant()APrimalStructureinline
bPreventDestructionMeshField()APrimalTargetableActorinline
bPreventDinoPlacementDistanceIncrease()APrimalStructureinline
bPreventDinoPlacementDistanceIncrease()APrimalStructureinline
bPreventDurabilityHealthScaling()APrimalStructureinline
bPreventEnemyTeamPainting()APrimalStructureinline
bPreventGivingDemolishResources()APrimalStructureinline
bPreventHUD()APrimalTargetableActorinline
bPreventLayerGroupedVisibility()AActorinline
bPreventLevelBoundsRelevant()AActorinline
bPreventLevelBoundsRelevant()AActorinline
bPreventNPCSpawnFloor()AActorinline
bPreventNPCSpawnFloor()AActorinline
bPreventOnDedicatedServer()AActorinline
bPreventOnDedicatedServer()AActorinline
bPreventPlacementInWater()APrimalStructureinline
bPreventPlacementInWater()APrimalStructureinline
bPreventPlacementOnShip()APrimalStructureinline
bPreventPreviewIfWeaponPlaced()APrimalStructureinline
bPreventPreviewIfWeaponPlaced()APrimalStructureinline
bPreventRegularForceNetUpdate()AActorinline
bPreventRegularForceNetUpdate()AActorinline
bPreventSaving()AActorinline
bPreventSaving()AActorinline
bPreventShovel()AActorinline
bPreventSpawingStructureDeathActor()APrimalStructureinline
bPreventStasis()APrimalStructureinline
bPreventStasis()APrimalStructureinline
bPreventZeroDamageInstigatorSelfDamage()APrimalTargetableActorinline
bPreventZeroDamageInstigatorSelfDamage()APrimalTargetableActorinline
BPSaddleDinoDied()APrimalStructureinline
BPShouldShowHealthBar()APrimalTargetableActorinline
BPSpawnedDestroyedMeshActor(AActor *DestroyedMeshActor)APrimalTargetableActorinline
BPStructurePreGetMultiUseEntries(APlayerController *ForPC)APrimalStructureinline
BPStructurePreGetMultiUseEntries(APlayerController *ForPC)APrimalStructureinline
BPSupressImpactEffects(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent)APrimalTargetableActorinline
BPSupressImpactEffects(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent)APrimalTargetableActorinline
BPTreatAsFoundationForSnappedStructure(APrimalStructure *OtherStructure, FPlacementData *WithPlacementData)APrimalStructureinline
BPTriggerStasisEvent()APrimalStructureinline
BPTriggerStasisEvent()APrimalStructureinline
BPTryMultiUse(APlayerController *ForPC, int UseIndex)AActorinline
BPUnstasis()APrimalStructureinline
BPUnstasis()APrimalStructureinline
BPUseCountStructureInRange()APrimalStructureinline
BPUseCountStructureInRange()APrimalStructureinline
bReplicateHidden()AActorinline
bReplicateHidden()AActorinline
bReplicateInstigator()AActorinline
bReplicateInstigator()AActorinline
bReplicateMovement()AActorinline
bReplicateMovement()AActorinline
bReplicateRotationHighQuality()AActorinline
bReplicates()AActorinline
bReplicates()AActorinline
bReplicateUniqueActorId()AActorinline
bReplicateVelocityHighQuality()AActorinline
bReplicateVelocityHighQuality()AActorinline
bRequireFreePrimarySnappedStructure()APrimalStructureinline
bRequireFreePrimarySnappedStructure()APrimalStructureinline
bRequiresGroundedPlacement()APrimalStructureinline
bRequiresGroundedPlacement()APrimalStructureinline
bRequiresPlacementOnShip()APrimalStructureinline
bRequiresPlacementOnStructureFloors()APrimalStructureinline
bRequiresPlacementOnStructureFloors()APrimalStructureinline
bRequiresPlacingOnWall()APrimalStructureinline
bRequiresPlacingOnWall()APrimalStructureinline
bRequiresSnapping()APrimalStructureinline
bRequiresSnapping()APrimalStructureinline
bRequiresToBeInsideZoneVolume()APrimalStructureinline
bRequiresToBeInsideZoneVolume()APrimalStructureinline
bResetSnapCycle()APrimalStructureinline
bReturnDamageOnHitFromPawn()APrimalStructureinline
bReturnDamageOnHitFromPawn()APrimalStructureinline
bRootFoundationLimitBuildArea()APrimalStructureinline
bRunningUserConstructionScript()AActorinline
bRunningUserConstructionScript()AActorinline
bSavedWhenStasised()AActorinline
bSeatedDisableCollisionCheck()APrimalStructureinline
bSeatedDisableCollisionCheck()APrimalStructureinline
bSeatedForceDisableCollisionCheck()APrimalStructureinline
bServerDestroyedFailedPlacement()APrimalStructureinline
bServerIsTestingForPlacement()APrimalStructureinline
bSetAttachmentTimer()APrimalStructureinline
bSetFlippedComponentOffsets()APrimalStructureinline
bSetStaticMobility()APrimalStructureinline
bSetStaticMobility()APrimalStructureinline
bSetWithinPreventionVolume()APrimalTargetableActorinline
bSetWithinPreventionVolume()APrimalTargetableActorinline
bShouldSendPartialBunchesOverThresholdAsReliableField()AActorinline
bShowAttachedToShipMultiUse()APrimalStructureinline
bShowHullTooltip()APrimalStructureinline
bShowInPlaceableList()APrimalStructureinline
bShowInPlaceableList()APrimalStructureinline
bSkeletalComponentsForceParallelAnims()AActorinline
bSnappedSeatStructuresIgnoreGroundForStandingLocation()APrimalStructureinline
bSnappingRequiresNearbyFoundation()APrimalStructureinline
bSnappingRequiresNearbyFoundation()APrimalStructureinline
bSnapRequiresPlacementOnGround()APrimalStructureinline
bSnapRequiresPlacementOnGround()APrimalStructureinline
bSnapToWaterSurface()APrimalStructureinline
bSnapToWaterSurface()APrimalStructureinline
bStasisComponentRadiusForceDistanceCheck()AActorinline
bStasisComponentRadiusForceDistanceCheck()AActorinline
bStasised()AActorinline
bStasised()AActorinline
bStationaryStructure()APrimalStructureinline
bStationaryStructure()APrimalStructureinline
bStructurePlacedNotifyParentStructure()APrimalStructureinline
bStructureSaveDirty()APrimalStructureinline
bStructuresInRangeTypeFlagUseAltCollisionChannel()APrimalStructureinline
bStructureUseAltCollisionChannel()APrimalStructureinline
bStructureUseAltCollisionChannel()APrimalStructureinline
bSuppressDestroyedEvent()AActorinline
bSuppressDestroyedEvent()AActorinline
bTakeAnythingAsGround()APrimalStructureinline
bTakeAnythingAsGround()APrimalStructureinline
bTakeGroundNormal()APrimalStructureinline
bTakeGroundNormal()APrimalStructureinline
bTakeGroundNormalDirectly()APrimalStructureinline
bTakeGroundNormalDirectly()APrimalStructureinline
bTearOff()AActorinline
bTearOff()AActorinline
bTraceCheckOnlyUseStructuresWithTypeFlagsField()APrimalStructureinline
bTraceCheckOnlyUseStructuresWithTypeFlagsField()APrimalStructureinline
bTraceThruEncroachmentPoints()APrimalStructureinline
bTraceThruEncroachmentPoints()APrimalStructureinline
bTriggerBPStasis()APrimalStructureinline
bTriggerBPStasis()APrimalStructureinline
bTriggerBPUnstasis()APrimalStructureinline
bTriggerBPUnstasis()APrimalStructureinline
bTryPlacingOnCeiling()APrimalStructureinline
bTryVerticalGround()APrimalStructureinline
bUnstreamComponentsUseEndOverlap()AActorinline
bUnstreamComponentsUseEndOverlap()AActorinline
bUseAdvancedRotationPlacement()APrimalStructureinline
bUseAdvancedRotationPlacement()APrimalStructureinline
bUseAlternateStructureColorSetOnShips()APrimalStructureinline
bUseAttachmentReplication()AActorinline
bUseAttachmentReplication()AActorinline
bUseBP_TickCriticalStructure()APrimalStructureinline
bUseBPAdjustDamage()APrimalTargetableActorinline
bUseBPAdjustDamage()APrimalTargetableActorinline
bUseBPAllowPickupGiveItem()APrimalStructureinline
bUseBPAllowPickupGiveItem()APrimalStructureinline
bUseBPAllowSnapRotationForStructure()APrimalStructureinline
bUseBPCanPlaceOnStructureSaddle()APrimalStructureinline
bUseBPChangedActorTeam()AActorinline
bUseBPChangedActorTeam()AActorinline
bUseBPCheckForErrors()AActorinline
bUseBPClientIsAboutToSeamlessTravel()AActorinline
bUseBPCustomIsRelevantForClient()AActorinline
bUseBPDied()APrimalTargetableActorinline
bUseBPForceAllowsInventoryUse()AActorinline
bUseBPForceAllowsInventoryUse()AActorinline
bUseBPGetHUDDrawLocationOffset()AActorinline
bUseBPGetInfoFromConsumedItemForPlacedStructure()APrimalStructureinline
bUseBPGetInfoFromConsumedItemForPlacedStructure()APrimalStructureinline
bUseBPGetMultiUseCenterText()AActorinline
bUseBPGetShowDebugAnimationComponents()AActorinline
bUseBPGetStructureWeight()APrimalStructureinline
bUseBPHandleStructureEnabled()APrimalStructureinline
bUseBPHandleStructureEnabled()APrimalStructureinline
bUseBPInventoryItemDropped()AActorinline
bUseBPInventoryItemDropped()AActorinline
bUseBPInventoryItemUsed()AActorinline
bUseBPInventoryItemUsed()AActorinline
bUseBPIsAllowedToBuildEx()APrimalStructureinline
bUseBPIsAllowedToBuildEx()APrimalStructureinline
bUseBPOnDemolish()APrimalStructureinline
bUseBPOnLinkedStructureDestroyed()APrimalStructureinline
bUseBPOnStructurePickup()APrimalStructureinline
bUseBPOnVariantSwitch()APrimalStructureinline
bUseBPOverrideHealthBarHealthPercent()APrimalTargetableActorinline
bUseBPOverrideTargetingLocation()AActorinline
bUseBPOverrideUILocation()AActorinline
bUseBPPostLoadedFromSaveGame()APrimalStructureinline
bUseBPPostLoadedFromSaveGame()APrimalStructureinline
bUseBPPostLoadedFromSeamlessTravel()AActorinline
bUseBPPreventStasis()APrimalStructureinline
bUseBPPreventStasis()APrimalStructureinline
bUseBPRefreshedStructureColors()APrimalStructureinline
bUseBPRefreshedStructureColors()APrimalStructureinline
bUseBPSetDynamicMaterialParams()APrimalStructureinline
bUseBPTreatAsFoundationForSnappedStructure()APrimalStructureinline
bUseFadeInEffect()APrimalStructureinline
bUseFadeInEffect()APrimalStructureinline
bUseFenceFoundation()APrimalStructureinline
bUseFenceFoundation()APrimalStructureinline
bUseHarvestingComponent()APrimalTargetableActorinline
bUseHarvestingComponent()APrimalTargetableActorinline
bUseInitializedSeamlessGridInfo()AActorinline
bUseNetworkSpatialization()AActorinline
bUseNetworkSpatialization()AActorinline
bUseOnlyBlockSelfTraceChannel()APrimalStructureinline
bUseOnlyBlockSelfTraceChannel()APrimalStructureinline
bUseOnlyPointForLevelBounds()AActorinline
bUseOnlyPointForLevelBounds()AActorinline
bUsePlacementCollisionCheck()APrimalStructureinline
bUsePlacementCollisionCheck()APrimalStructureinline
bUsesHealth()APrimalStructureinline
bUsesHealth()APrimalStructureinline
bUseShipStructureHealthMultiplier()APrimalStructureinline
bUseSimpleFadingDestructionMeshField()APrimalTargetableActorinline
bUseSkeletalMeshForSocketSnapPoints()APrimalStructureinline
bUseSnapFromPlacementOverrideEvenWhenNotSnapped()APrimalStructureinline
bUsesPaintingComponent()APrimalStructureinline
bUsesPaintingComponent()APrimalStructureinline
bUseStructureClassForParentActorClassAttachments()APrimalStructureinline
bUsesWorldSpaceMaterial()APrimalStructureinline
bUsesWorldSpaceMaterial()APrimalStructureinline
bUseTribeGroupStructureRank()APrimalStructureinline
bUseTribeGroupStructureRank()APrimalStructureinline
bUsingStructureColors()APrimalStructureinline
bUsingStructureColors()APrimalStructureinline
bWantsBeginPlayAfterSingleplayerGridTravel()AActorinline
bWantsPerformanceThrottledTick()AActorinline
bWantsServerThrottledTick()AActorinline
bWantsServerThrottledTick()AActorinline
bWasDamaged()APrimalTargetableActorinline
bWasForceIgnoreSpatialComponent()AActorinline
bWasPlacementSnapped()APrimalStructureinline
bWasPlacementSnapped()APrimalStructureinline
bWithinPreventionVolume()APrimalTargetableActorinline
bWithinPreventionVolume()APrimalTargetableActorinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)AActorinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)AActorinline
CanAutoDemolish(bool bCanImmediatelyAutoDemolish, bool bForceCheckClaimFlagOverlap)APrimalStructureinline
CanAutoDemolish()APrimalStructureinline
CanBeBaseForCharacter(APawn *Pawn)APrimalStructureinline
CanBePainted()APrimalStructureinline
CanBePainted()APrimalStructureinline
CanBeRepaired(AShooterPlayerController *ByPC, bool bCurrentlyRepairing)APrimalStructureinline
CanPickupStructureFromRecentPlacement()APrimalStructureinline
CanPlaceCriticalShipStructure(APrimalRaft *OnShip)APrimalStructureinline
ChangeActorTeam(int NewTeam)APrimalStructureinline
ChangeActorTeam(int NewTeam)APrimalStructureinline
CheckActorComponents()AActorinline
CheckActorComponents()AActorinline
CheckDefaultSubobjectsInternal()AActorinline
CheckDefaultSubobjectsInternal()AActorinline
CheckNotEncroaching(FVector PlacementLocation, FRotator PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale)APrimalStructureinline
CheckNotEncroaching(FVector PlacementLocation, FRotator PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale)APrimalStructureinline
CheckStillInWorld()AActorinline
CheckStillInWorld()AActorinline
CheckUntilAttachedToShipStartTimeField()APrimalStructureinline
CheckUntilAttachedToValidShip()APrimalStructureinline
ChildrenField()AActorinline
ChildrenField()AActorinline
ClampBuildLocation(FVector FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC)APrimalStructureinline
ClampBuildLocation(FVector FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC)APrimalStructureinline
ClassField()UObjectBaseinline
CleanUpTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinlinestatic
CleanUpTree(APrimalStructure *StartingStructure, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinlinestatic
CleanUpTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinlinestatic
CleanUpTree(APrimalStructure *StartingStructure, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinlinestatic
ClearCrossLevelReferences()AActorinline
ClearCrossLevelReferences()AActorinline
ClearCustomColors()APrimalStructureinline
ClearCustomColors()APrimalStructureinline
ClearCustomColors_Implementation()APrimalStructureinline
ClearCustomColors_Implementation()APrimalStructureinline
ClearNetworkSpatializationParent()AActorinline
ClearNetworkSpatializationParent()AActorinline
ClientIsAboutToSeamlessTravel()AActorinline
ClientMultiUse(APlayerController *ForPC, int UseIndex)APrimalStructureinline
ClientMultiUse(APlayerController *ForPC, int UseIndex)APrimalStructureinline
ClientPrepareForSeamlessTravel()AActorinline
ClientReplicationSendNowThresholdField()AActorinline
ClientReplicationSendNowThresholdField()AActorinline
ClientSeamlessTravelled()AActorinline
ClientUpdatedStructureColors()APrimalStructureinline
ClientUpdatedStructureColors_Implementation()APrimalStructureinline
ClientUpdateLinkedStructures(TArray< unsigned int > *NewLinkedStructures)APrimalStructureinline
ClientUpdateLinkedStructures(TArray< unsigned int > *NewLinkedStructures)APrimalStructureinline
ClientUpdateLinkedStructures_Implementation(TArray< unsigned int > *NewLinkedStructures)APrimalStructureinline
ClientUpdateLinkedStructures_Implementation(TArray< unsigned int > *NewLinkedStructures)APrimalStructureinline
CollectDefaultSubobjects(TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ColorizationRangeMultiplierField()APrimalStructureinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalShutdownAfterError()UObjectinline
ConsumesPrimalItemField()APrimalStructureinline
ConsumesPrimalItemField()APrimalStructureinline
ControllingMatineeActorsField()AActorinline
ControllingMatineeActorsField()AActorinline
CopyRemoteRoleFrom(AActor *CopyFromActor)AActorinline
CopyRemoteRoleFrom(AActor *CopyFromActor)AActorinline
CraftedFromStatItemField()APrimalStructureinline
CreateChildActors()AActorinline
CreateComponentFromTemplate(UActorComponent *Template, FString *InName)AActorinline
CreateComponentFromTemplate(UActorComponent *Template, FString *InName)AActorinline
CreateDynamicMaterials()APrimalStructureinline
CreateDynamicMaterials(UMeshComponent *ForceCreateForComponent)APrimalStructureinline
CreationTimeField()AActorinline
CreationTimeField()AActorinline
CullAgainstFoundations(TArray< APrimalStructure * > *StartingStructures, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
CullAgainstFoundations(APrimalStructure **StartingStructure, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
CullAgainstFoundations(TArray< APrimalStructure * > *StartingStructures, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
CullAgainstFoundations(APrimalStructure **StartingStructure, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
CurrentVariantField()APrimalStructureinline
CustomActorFlagsField()AActorinline
CustomDataField()AActorinline
CustomDataField()AActorinline
CustomTagField()AActorinline
CustomTagField()AActorinline
CustomTimeDilationField()AActorinline
CustomTimeDilationField()AActorinline
DamageNotifyTeamAggroMultiplierField()APrimalTargetableActorinline
DamageNotifyTeamAggroMultiplierField()APrimalTargetableActorinline
DamageNotifyTeamAggroRangeFalloffField()APrimalTargetableActorinline
DamageNotifyTeamAggroRangeFalloffField()APrimalTargetableActorinline
DamageNotifyTeamAggroRangeField()APrimalTargetableActorinline
DamageNotifyTeamAggroRangeField()APrimalTargetableActorinline
DeathSoundField()APrimalTargetableActorinline
DeathSoundField()APrimalTargetableActorinline
DecayDestructionPeriodField()APrimalStructureinline
DecayDestructionPeriodField()APrimalStructureinline
DecayDestructionPeriodMultiplierField()APrimalStructureinline
DecayDestructionPeriodMultiplierField()APrimalStructureinline
DefaultActorLocationField()AActorinline
DefaultActorLocationField()AActorinline
DefaultStasisComponentOctreeFlagsField()AActorinline
DefaultStasisComponentOctreeFlagsField()AActorinline
DefaultStasisedOctreeFlagsField()AActorinline
DefaultUnstasisedOctreeFlagsField()AActorinline
DeferredDeprecationCheck()APrimalStructureinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DelayedClientAttachParentReplicationFixupCheck(APrimalCharacter *PawnToCheck, float Timeout)APrimalStructureinline
DelayedDisableSnapParent()APrimalStructureinline
DelayedDisableSnapParent()APrimalStructureinline
Demolish(APlayerController *ForPC)APrimalStructureinline
Demolish(APlayerController *ForPC, AActor *DamageCauser)APrimalStructureinline
DemolishActivationTimeField()APrimalStructureinline
DemolishActivationTimeField()APrimalStructureinline
DemolishGiveItemCraftingResourcePercentageField()APrimalStructureinline
DemolishGiveItemCraftingResourcePercentageField()APrimalStructureinline
DescriptiveNameField()APrimalTargetableActorinline
DescriptiveNameField()APrimalTargetableActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
DestroyByMeshing()APrimalStructureinline
DestroyChildActors()AActorinline
DestroyConstructedComponents()AActorinline
DestroyConstructedComponents()AActorinline
Destroyed()APrimalStructureinline
Destroyed()APrimalStructureinline
DestroyedMeshActorClassField()APrimalTargetableActorinline
DestroyedMeshActorClassField()APrimalTargetableActorinline
DestroyInput(APlayerController *PlayerController)AActorinline
DestroyMeNextFrame()AActorinline
DestroyStructuresPlacedOnFloor()APrimalStructureinline
DestructibleImpulseReplacementForZeroDeathImpulseField()APrimalTargetableActorinline
DestructibleMeshDeathImpulseScaleField()APrimalTargetableActorinline
DestructibleMeshImpulseZOffsetField()APrimalTargetableActorinline
DestructibleMeshLocationOffsetField()APrimalTargetableActorinline
DestructibleMeshRotationOffsetField()APrimalTargetableActorinline
DestructibleMeshScaleOverrideField()APrimalTargetableActorinline
DestructionActorTemplateField()APrimalTargetableActorinline
DestructionActorTemplateField()APrimalTargetableActorinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
DetachSceneComponentsFromParent(USceneComponent *InParentComponent, bool bMaintainWorldPosition)AActorinline
DetachSceneComponentsFromParent(USceneComponent *InParentComponent, bool bMaintainWorldPosition)AActorinline
Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)APrimalStructureinline
Die(float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)APrimalStructureinline
DisableComponentsSimulatePhysics()AActorinline
DisableComponentsSimulatePhysics()AActorinline
DisableInput(APlayerController *PlayerController)AActorinline
DisableInput(APlayerController *PlayerController)AActorinline
DisableStructurePickup()APrimalStructureinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)AActorinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)AActorinline
DoAnyTribePermissionsRestrict(AShooterPlayerController *ForPC)APrimalStructureinline
DoAnyTribePermissionsRestrict(AShooterPlayerController *ForPC)APrimalStructureinline
DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)AActorinline
DoExecuteActorConstruction(FTransform *Transform, bool bIsDefaultTransform)AActorinline
DrawActorFloatingHUD(AHUD *ForHUD)AActorinline
DrawBasicFloatingHUD(AHUD *ForHUD)AActorinline
DrawBasicFloatingHUD(AHUD *ForHUD)AActorinline
DrawHUD(AShooterHUD *HUD)APrimalStructureinline
DrawHUD(AShooterHUD *HUD)APrimalStructureinline
DrawPlacementHUD(AHUD *HUD)APrimalStructureinline
DrawStructureTooltip(AShooterHUD *HUD, bool bForMultiUseSelector)APrimalStructureinline
DrawStructureTooltip(AShooterHUD *HUD, bool bForMultiUseSelector)APrimalStructureinline
EmitBaseReferences(UClass *RootClass)UObjectBaseinlinestatic
EnableInput(APlayerController *PlayerController)AActorinline
EnableInput(APlayerController *PlayerController)AActorinline
EncroachmentCheckIgnoreStructureTypeTagsField()APrimalStructureinline
EndPlay(EEndPlayReason::Type EndPlayReason)APrimalStructureinline
EndViewTarget(APlayerController *PC)AActorinline
EndViewTarget(APlayerController *PC)AActorinline
ExchangeNetRoles(bool bRemoteOwned)AActorinline
ExcludeInStructuresRadiusClassesField()APrimalStructureinline
ExcludeInStructuresRadiusClassesField()APrimalStructureinline
ExcludeInStructuresRadiusField()APrimalStructureinline
ExcludeInStructuresRadiusField()APrimalStructureinline
ExecuteUbergraph(int EntryPoint)UObjectinline
ExpandEnemyFoundationPreventionRadiusField()APrimalStructureinline
FadeInEffectTick()APrimalStructureinline
FadeInEffectTick()APrimalStructureinline
FastDecayLinkedStructureClassesField()APrimalStructureinline
FastDecayLinkedStructureClassesField()APrimalStructureinline
FellOutOfWorld(UDamageType *dmgType)APrimalTargetableActorinline
FellOutOfWorld(UDamageType *dmgType)APrimalTargetableActorinline
FinalLoadedFromSaveGame()APrimalStructureinline
FinalLoadedFromSaveGame()APrimalStructureinline
FinalSeamlessTravelled()AActorinline
FinalStructurePlacement(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bIsFlipped, UClass **ClassOverride)APrimalStructureinline
FinalStructurePlacement(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bIsFlipped)APrimalStructureinline
FindFoundations(APrimalStructure *StartingStructure, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
FindFoundations(TArray< APrimalStructure * > *StartingStructures, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
FindFoundations(APrimalStructure *StartingStructure, TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
FindFunctionChecked(FName InName)UObjectinline
FinishAndRegisterComponent(UActorComponent *Component)AActorinline
FinishDestroy()UObjectinline
FinishSpawning(FTransform *Transform, bool bIsDefaultTransform)AActorinline
FinishSpawning(FTransform *Transform, bool bIsDefaultTransform)AActorinline
FlagConnectionsLessThan(TArray< APrimalStructure * > *Structures, int Connections, TArray< APrimalStructure * > *StructuresToDestroy)APrimalStructureinlinestatic
FlagConnectionsLessThan(APrimalStructure **StartingStructure, int Connections, TArray< APrimalStructure * > *StructuresToDestroy)APrimalStructureinlinestatic
FlagReachable(APrimalStructure *StartingStructure)APrimalStructureinlinestatic
FlagReachable(TArray< APrimalStructure * > *Foundations)APrimalStructureinlinestatic
FlagReachable(APrimalStructure *StartingStructure)APrimalStructureinlinestatic
FlatAdditionalRepairPercentField()APrimalStructureinline
FloatingHudLocTextOffsetField()APrimalStructureinline
FloatingHudLocTextOffsetField()APrimalStructureinline
FlushNetDormancy()AActorinline
FlushNetDormancy()AActorinline
ForceAllowsInventoryUse(UObject *InventoryItemObject)AActorinline
ForceAllowsInventoryUse(UObject *InventoryItemObject)AActorinline
ForceAllowWallAttachmentClassesField()APrimalStructureinline
ForceAllowWallAttachmentClassesField()APrimalStructureinline
ForceComponentsPhysMaterialField()APrimalStructureinline
ForceDestroy()AActorinline
ForceImmediateReplicationFrameField()AActorinline
ForceImmediateReplicationFrameField()AActorinline
ForceLimitStructuresInRangeField()APrimalStructureinline
ForceLimitStructuresInRangeField()APrimalStructureinline
ForceMaximumReplicationRateUntilTimeField()AActorinline
ForceMaximumReplicationRateUntilTimeField()AActorinline
ForceNetRelevant()AActorinline
ForceNetRelevant()AActorinline
ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)AActorinline
ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)AActorinline
ForcePreventPlacingInOfflineRaidStructuresRadiusField()APrimalStructureinline
ForcePreventPlacingInOfflineRaidStructuresRadiusField()APrimalStructureinline
ForceReplicateLinkedStructures()APrimalStructureinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)AActorinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)AActorinline
ForceReplicateNowWithChannel()AActorinline
ForceReplicateNowWithChannel()AActorinline
ForceSnappedStructureToGroundCheckExtentField()APrimalStructureinline
FreePickupTextYOffsetField()APrimalStructureinline
GatherCurrentMovement()AActorinline
GatherCurrentMovement()AActorinline
GetActorBounds(bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)AActorinline
GetActorBounds(bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)AActorinline
GetActorEnableCollision()AActorinline
GetActorEyesViewPoint(FVector *OutLocation, FRotator *OutRotation)AActorinline
GetActorForwardVector(FVector *result)AActorinline
GetActorForwardVector(FVector *result)AActorinline
GetActorRelativeScale3D(FVector *result)AActorinline
GetActorRightVector(FVector *result)AActorinline
GetActorRightVector(FVector *result)AActorinline
GetActorScale3D(FVector *result)AActorinline
GetActorScale3D(FVector *result)AActorinline
GetActorTimeDilation()AActorinline
GetActorUpVector(FVector *result)AActorinline
GetActorUpVector(FVector *result)AActorinline
GetActorViewDirection(FVector *result)AActorinline
GetAimedTutorialHintString(FString *result)AActorinline
GetAimedTutorialHintString_Implementation(FString *result)APrimalStructureinline
GetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)APrimalStructureinline
GetAllLinkedStructures(TArray< APrimalStructure * > *OutLinkedStructures)APrimalStructureinline
GetAllSceneComponents(TArray< USceneComponent * > *OutComponents)AActorinline
GetAllSceneComponents(TArray< USceneComponent * > *OutComponents)AActorinline
GetApproachRadius()AActorinline
GetArchetype()UObjectinline
GetArchetypeFromRequiredInfo(UClass *Class, UObject *Outer, FName Name, bool bIsCDO)UObjectinlinestatic
GetAttachedActors(TArray< AActor * > *OutActors)AActorinline
GetAttachedActors(TArray< AActor * > *OutActors)AActorinline
GetAttachedToShip()APrimalStructureinline
GetAttachedTurretCameraSocketNameOverride(FName *result, APrimalStructure *ForStructure)APrimalStructureinline
GetAttachedTurretCameraSocketNameOverride_Implementation(FName *result, APrimalStructure *ForStructure)APrimalStructureinline
GetAttachedTurretYawLimitsOverride(FVector *result, APrimalStructure *ForStructure)APrimalStructureinline
GetAttachParentActor()AActorinline
GetAttachParentActor()AActorinline
GetAttachParentSocketName(FName *result)AActorinline
GetAttachParentSocketName(FName *result)AActorinline
GetBedFilterClass(TSubclassOf< APrimalStructure > *result)APrimalStructureinline
GetBedFilterClass(TSubclassOf< APrimalStructure > *result)APrimalStructureinline
GetBedFilterClass_Implementation(TSubclassOf< APrimalStructure > *result)APrimalStructureinline
GetBedFilterClass_Implementation(TSubclassOf< APrimalStructure > *result)APrimalStructureinline
GetClosestStructureToPoint(UWorld *ForWorld, FVector AtPoint, float OverlapRadius)APrimalStructureinlinestatic
GetClosestStructureToPoint(UWorld *ForWorld, FVector AtPoint, float OverlapRadius)APrimalStructureinlinestatic
GetClosestTargetOverride(FVector *attackPos, FVector *targetPos)APrimalStructureinline
GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentByCustomTag(FName TheTag)AActorinline
GetComponentByCustomTag(FName TheTag)AActorinline
GetComponents(TArray< UActorComponent * > *OutComponents)AActorinline
GetComponents(TArray< UActorComponent * > *OutComponents)AActorinline
GetComponentsBoundingBox(FBox *result, bool bNonColliding)AActorinline
GetComponentsBoundingBox(FBox *result, bool bNonColliding)AActorinline
GetComponentsBoundingBoxForLevelBounds(FBox *result)AActorinline
GetComponentsBoundingBoxForLevelBounds(FBox *result)AActorinline
GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)AActorinline
GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)AActorinline
GetComponentsByClass(TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentsByClass(TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentsByCustomTag(TArray< UActorComponent * > *result, FName TheTag)AActorinline
GetComponentsByCustomTag(TArray< UActorComponent * > *result, FName TheTag)AActorinline
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)AActorinline
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)AActorinline
GetDayCycleManager()APrimalStructureinline
GetDayCycleManager()APrimalStructureinline
GetDebugInfoString(FString *result)APrimalStructureinline
GetDefaultVariant(FStructureVariant *result)APrimalStructureinline
GetDemolishGivesResourcesMultiplier(APlayerController *ForPC)APrimalStructureinline
GetDescriptiveName(FString *result)APrimalStructureinline
GetDescriptiveName(FString *result)APrimalStructureinline
GetDestructionEffectTransform(FVector *OutEffectLoc, FRotator *OutEffectRot)APrimalTargetableActorinline
GetDestructionEffectTransform(FVector *OutEffectLoc, FRotator *OutEffectRot)APrimalTargetableActorinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetDistanceTo(AActor *OtherActor)AActorinline
GetDistanceTo(AActor *OtherActor)AActorinline
GetDotProductTo(AActor *OtherActor)AActorinline
GetDotProductTo(AActor *OtherActor)AActorinline
GetEditTextString(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)AActorinline
GetEditTextString_Implementation(FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)AActorinline
GetEntryDescription(FString *result)APrimalStructureinline
GetEntryDescription(FString *result)APrimalStructureinline
GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)APrimalStructureinline
GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)APrimalStructureinline
GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)APrimalStructureinline
GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)APrimalStructureinline
GetEntryString(FString *result)APrimalStructureinline
GetEntryString(FString *result)APrimalStructureinline
GetExporterName(FName *result)UObjectinline
GetForceDemolishTime()APrimalStructureinline
GetFromID(UWorld *World, unsigned int TheStructureID)APrimalStructureinlinestatic
GetFromID(UWorld *World, unsigned int TheStructureID)APrimalStructureinlinestatic
GetFullName(FString *result, UObject *StopOuter)UObjectBaseUtilityinline
GetGameInstance()AActorinline
GetHealth()APrimalTargetableActorinline
GetHealth()APrimalTargetableActorinline
GetHealthPercentage()APrimalTargetableActorinline
GetHealthPercentage()APrimalTargetableActorinline
GetHitPawnCollisionGroup()APrimalStructureinline
GetHitPawnCollisionGroup()APrimalStructureinline
GetHorizontalDistanceTo(AActor *OtherActor)AActorinline
GetHorizontalDistanceTo(AActor *OtherActor)AActorinline
GetHorizontalDotProductTo(AActor *OtherActor)AActorinline
GetHorizontalDotProductTo(AActor *OtherActor)AActorinline
GetHUDWorldDrawLocation(FVector *result, FName *HUDTag)AActorinline
GetHumanReadableName(FString *result)AActorinline
GetHumanReadableName(FString *result)AActorinline
GetInputAxisKeyValue(FKey InputAxisKey)AActorinline
GetInputAxisKeyValue(FKey InputAxisKey)AActorinline
GetInputAxisValue(FName InputAxisName)AActorinline
GetInputAxisValue(FName InputAxisName)AActorinline
GetInputVectorAxisValue(FVector *result, FKey InputAxisKey)AActorinline
GetInputVectorAxisValue(FVector *result, FKey InputAxisKey)AActorinline
GetInstigator()AActorinline
GetInstigatorController()AActorinline
GetInstigatorController()AActorinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetInterpolatedTransform(FTransform *result)AActorinline
GetInterpolatedVelocity(FVector *result)AActorinline
GetIsMapActor()AActorinline
GetIsMapActor()AActorinline
GetLastRenderTime(bool ignoreShadow)AActorinline
GetLastRenderTime(bool ignoreShadow)AActorinline
GetLifeSpan()AActorinline
GetLifeSpan()AActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)APrimalStructureinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)APrimalStructureinline
GetLinkedDoor()APrimalStructureinline
GetLinkedDoor()APrimalStructureinline
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerLicenseeUE4Version()UObjectBaseUtilityinline
GetLinkerUE4Version()UObjectBaseUtilityinline
GetLowHealthPercentage()APrimalTargetableActorinline
GetLowHealthPercentage()APrimalTargetableActorinline
GetMaxHealth()APrimalTargetableActorinline
GetMaxHealth()APrimalTargetableActorinline
GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)AActorinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry > *MultiUseEntries)APrimalStructureinline
GetNearbyFoundation(FPlacementData *PlacementData, APlayerController *ForPC)APrimalStructureinline
GetNearbyFoundation(FPlacementData *PlacementData, APlayerController *ForPC)APrimalStructureinline
GetNearbyStructuresOfClass(UWorld *World, TSubclassOf< APrimalStructure > StructureClass, FVector *Location, float Range, TArray< APrimalStructure * > *Structures)APrimalStructureinlinestatic
GetNearbyStructuresOfClass(UWorld *World, TSubclassOf< APrimalStructure > StructureClass, FVector *Location, float Range, TArray< APrimalStructure * > *Structures)APrimalStructureinlinestatic
GetNetConnection()AActorinline
GetNetConnection()AActorinline
GetNetOwningPlayer()AActorinline
GetNetOwningPlayer()AActorinline
GetNetPriority(FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)AActorinline
GetNetStasisAndRangeMultiplier()AActorinline
GetNoClaimFlagDecayPeriod()APrimalStructureinline
GetNumStructuresInRange(FVector AtLocation, float WithinRange)APrimalStructureinline
GetNumStructuresInRange(FVector AtLocation, float WithinRange)APrimalStructureinline
GetNumStructuresInRangeStructureTypeFlag(UWorld *theWorld, FVector AtLocation, int TypeFlag, float WithinRange, bool bCheckBPCountStructureInRange, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)APrimalStructureinlinestatic
GetNumStructuresInRangeStructureTypeFlag(UWorld *theWorld, FVector AtLocation, int TypeFlag, float WithinRange, bool bCheckBPCountStructureInRange, bool bUseInternalOctree, APrimalStructure *IgnoreStructure, bool bCheckWithAltCollisionChannel)APrimalStructureinlinestatic
GetObjectW()APrimalStructureinline
GetOverlappingActors(TArray< AActor * > *OverlappingActors, UClass *ClassFilter)AActorinline
GetOverlappingActors(TArray< AActor * > *OverlappingActors, UClass *ClassFilter)AActorinline
GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)AActorinline
GetOverlappingComponents(TArray< UPrimitiveComponent * > *OutOverlappingComponents)AActorinline
GetOwner()AActorinline
GetOwner()AActorinline
GetOwnerController()AActorinline
GetOwnerController()AActorinline
GetPaintingTexture()APrimalStructureinline
GetPaintingTexture()APrimalStructureinline
GetParticleBaseComponent()APrimalStructureinline
GetParticleSystemClampingVelocity(FVector *result)APrimalStructureinline
GetPathName(FString *result, UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPinCode()APrimalStructureinline
GetPlacingGroundLocation(AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, TArray< FLocRot > *AlternateSnapTransforms, bool bIgnoreSnapCheckDistanceInterval)APrimalStructureinline
GetPlacingGroundLocation(AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, UPrimitiveComponent **OutComponent)APrimalStructureinline
GetPlayerSpawnRotation(FRotator *result)APrimalStructureinline
GetPrimaryHitComponent()APrimalStructureinline
GetPrimaryHitComponent()APrimalStructureinline
GetPrivateStaticClass()APrimalStructureinlinestatic
GetPrivateStaticClass(const wchar_t *Package)APrimalStructureinlinestatic
GetPrivateStaticClass()APrimalStructureinlinestatic
GetRemoteRole()AActorinline
GetShortName(FString *result)APrimalTargetableActorinline
GetShortName(FString *result)APrimalTargetableActorinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSnapPlacementMeshOverride(FPlacementData *PlacementData, UStaticMesh **OutStaticMesh, UClass **OutReplacementClass, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)APrimalStructureinline
GetSnapPointLocation(FVector *result, int SnapPointIndex, bool bOverrideTransform, FVector OverrideLoc, FRotator OverrideRot)APrimalStructureinline
GetSnapPointLocation(FVector *result, int SnapPointIndex, bool bOverrideTransform, FVector OverrideLoc, FRotator OverrideRot)APrimalStructureinline
GetSnapPointName(FName *result, int SnapPointIndex)APrimalStructureinline
GetSnapSocketMeshComponent()APrimalStructureinline
GetSnapToLocation(FVector *AtLoc, FRotator *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, TArray< FLocRot > *AlternateSnapTransforms)APrimalStructureinline
GetSnapToLocation(FVector *AtLoc, FRotator *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle)APrimalStructureinline
GetSnapToParentStructures(FVector AtLocation, FRotator AtRotation, int InitialMySnapIndex, APrimalStructure *InitialParent, TArray< APrimalStructure * > *SnapToParentStructures, APlayerController *PC)APrimalStructureinline
GetSnapToParentStructures(FVector AtLocation, FRotator AtRotation, int InitialMySnapIndex, APrimalStructure *InitialParent, TArray< APrimalStructure * > *SnapToParentStructures, APlayerController *PC)APrimalStructureinline
GetSpawnPointInfo(FSpawnPointInfo *result)APrimalStructureinline
GetSpawnPointInfo(FSpawnPointInfo *result)APrimalStructureinline
GetSpoilingTimeMultiplier(UPrimalItem *anItem)APrimalStructureinline
GetStructureColor(FLinearColor *result, int ColorRegionIndex)APrimalStructureinline
GetStructureColor(FLinearColor *result, int ColorRegionIndex)APrimalStructureinline
GetStructureColorForID(FLinearColor *result, int SetNum, int ID)APrimalStructureinline
GetStructureColorForID(FLinearColor *result, int SetNum, int ID)APrimalStructureinline
GetStructureColorsArray(TArray< short > *result)APrimalStructureinline
GetStructureColorValue(int ColorRegionIndex)APrimalStructureinline
GetStructureColorValue(int ColorRegionIndex)APrimalStructureinline
GetStructureDamageMultiplier()APrimalStructureinline
GetStructureDemolishTime()APrimalStructureinline
GetStructureDemolishTime()APrimalStructureinline
GetStructureRepairCooldownTime()APrimalStructureinline
GetStructureShipMaxSizeClass(TEnumAsByte< enum EShipSize::Type > *result)APrimalStructureinline
GetStructureShipMinSizeClass(TEnumAsByte< enum EShipSize::Type > *result)APrimalStructureinline
GetStructuresInRange(UWorld *theWorld, FVector AtLocation, float WithinRange, TSubclassOf< APrimalStructure > StructureClass, TArray< APrimalStructure * > *StructuresOut, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)APrimalStructureinlinestatic
GetStructuresInRange(UWorld *theWorld, FVector AtLocation, float WithinRange, TSubclassOf< APrimalStructure > StructureClass, TArray< APrimalStructure * > *StructuresOut, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)APrimalStructureinlinestatic
GetStructureWeight()APrimalStructureinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > *ObjList)AActorinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject * > *ObjList)AActorinline
GetTargetableDamageFXDefaultPhysMaterial()APrimalTargetableActorinline
GetTargetingDesirability(ITargetableInterface *Attacker)APrimalStructureinline
GetTargetingLocation(FVector *result, AActor *Attacker)APrimalStructureinline
APrimalTargetableActor::GetTargetingLocation(FVector *result)AActorinline
GetTargetPathfindingLocation(FVector *result, AActor *Attacker)APrimalStructureinline
APrimalTargetableActor::GetTargetPathfindingLocation(FVector *result)AActorinline
GetTransform(FTransform *result)AActorinline
GetTransform(FTransform *result)AActorinline
GetTutorialHintString(FString *result)APrimalStructureinline
GetUObjectInterfaceDataListEntryInterface()APrimalStructureinline
GetUObjectInterfaceDataListEntryInterface()APrimalStructureinline
GetUObjectInterfaceTargetableInterface()APrimalTargetableActorinline
GetUObjectInterfaceTargetableInterface()APrimalTargetableActorinline
GetUsablePriority()AActorinline
GetVelocity(FVector *result, bool bIsForRagdoll)AActorinline
GetVerticalDistanceTo(AActor *OtherActor)AActorinline
GetVerticalDistanceTo(AActor *OtherActor)AActorinline
GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetWorld()AActorinline
GetWorld()AActorinline
GetWorldSettings()AActorinline
GetWorldSettings()AActorinline
GroundEncroachmentCheckLocationOffsetField()APrimalStructureinline
GroundEncroachmentCheckLocationOffsetField()APrimalStructureinline
HarvestingDepleted(UPrimalHarvestingComponent *fromComponent)APrimalTargetableActorinline
HasAuthority()AActorinline
HasAuthority()AActorinline
HasNetOwner()AActorinline
HasNetOwner()AActorinline
HealthField()APrimalTargetableActorinline
HealthField()APrimalTargetableActorinline
HiddenEditorViewsField()AActorinline
HiddenEditorViewsField()AActorinline
IncludeTransformInHeaderData()APrimalStructureinline
InitDynamicMaterials(UMeshComponent *Component)APrimalStructureinline
InitializeComponents()AActorinline
InitializeComponents()AActorinline
InitializedSeamlessGridInfo()AActorinline
InitialLifeSpanField()AActorinline
InitialLifeSpanField()AActorinline
InstigatorField()AActorinline
InstigatorField()AActorinline
Internal_IsInSnapChain(APrimalStructure *theStructure)APrimalStructureinline
Internal_IsInSnapChain(APrimalStructure *theStructure)APrimalStructureinline
InternalIndexField()UObjectBaseinline
InternalTakeRadialDamage(float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InternalTakeRadialDamage(float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InvalidateLightingCacheDetailed(bool bTranslationOnly)AActorinline
InvalidateLightingCacheDetailed(bool bTranslationOnly)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)AActorinline
InventoryItemUsed(UObject *InventoryItemObject)AActorinline
InventoryItemUsed(UObject *InventoryItemObject)AActorinline
IsA(UClass *SomeBase)UObjectBaseUtilityinline
IsActiveEventStructure()APrimalStructureinline
IsAlive()APrimalTargetableActorinline
IsAlive()APrimalTargetableActorinline
IsAllowedToBuild(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement, TArray< FLocRot > *AlternateSnapTransforms, FVector *SnapCheckStartLoc)APrimalStructureinline
IsAllowedToBuild(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement)APrimalStructureinline
IsAsset()UObjectinline
IsAttachedTo(AActor *Other)AActorinline
IsAttachedTo(AActor *Other)AActorinline
IsAttachedToShipInDryDock()APrimalStructureinline
IsAttachedToShipInWetDock()APrimalStructureinline
IsAttachedToSunkenShip()APrimalStructureinline
IsBasedOnActor(AActor *Other)AActorinline
IsBasedOnActor(AActor *Other)AActorinline
IsBasedOnArchetype(UObject *const SomeObject)UObjectinline
IsCheckingForAttachedToValidShip()APrimalStructureinline
IsDead()APrimalTargetableActorinline
IsDead()APrimalTargetableActorinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsDeprecated()APrimalStructureinline
IsFullNameStableForNetworking()UObjectinline
IsFullValidWorldStructure()APrimalStructureinline
IsIn(UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInGameplayWorld()AActorinline
IsInGameplayWorld()AActorinline
IsInOrOwnedBy(UObject *SomeOuter)AActorinline
IsInPersistentLevel(bool bIncludeLevelStreamingPersistent)AActorinline
IsInvincible()APrimalTargetableActorinline
IsInvincible()APrimalTargetableActorinline
IsLevelBoundsRelevant()AActorinline
IsLevelBoundsRelevant()AActorinline
IsLinkedToWaterOrPowerSource()APrimalStructureinline
IsMarkedForSeamlessTravel()AActorinline
IsMatineeControlled()AActorinline
IsMatineeControlled()AActorinline
IsNameStableForNetworking()AActorinline
IsNameStableForNetworking()AActorinline
IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)APrimalStructureinline
IsNetRelevantFor(APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)APrimalStructureinline
IsNetStartupActor()AActorinline
IsNetStartupActor()AActorinline
IsOfTribe(int ID)APrimalTargetableActorinline
IsOfTribe(int ID)APrimalTargetableActorinline
IsOnlyLinkedToFastDecayStructures()APrimalStructureinline
IsOnlyLinkedToFastDecayStructures()APrimalStructureinline
IsOnlyLinkedToFastDecayStructuresInternal(TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)APrimalStructureinline
IsOnlyLinkedToFastDecayStructuresInternal(TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)APrimalStructureinline
IsOwnedBy(AActor *TestOwner)AActorinline
IsOwnedOrControlledBy(AActor *TestOwner)AActorinline
IsOwnedOrControlledBy(AActor *TestOwner)AActorinline
IsPendingKillPending()AActorinline
IsPendingKillPending()AActorinline
IsPointNearSupplyCrateSpawn(UWorld *theWorld, FVector AtPoint)APrimalStructureinlinestatic
IsPointNearSupplyCrateSpawn(UWorld *theWorld, FVector AtPoint)APrimalStructureinlinestatic
IsPointObstructedByWorldGeometry(UWorld *ForWorld, FVector ThePoint, bool bIgnoreTerrain, bool bOnlyCheckTerrain, bool bIgnoreFoliage, float OBSTRUCTION_CHECK_DIST)APrimalStructureinlinestatic
IsPointObstructedByWorldGeometry(UWorld *ForWorld, FVector ThePoint, bool bIgnoreTerrain, bool bOnlyCheckTerrain, bool bIgnoreFoliage, float OBSTRUCTION_CHECK_DIST)APrimalStructureinlinestatic
IsPrimalCharacterOrStructure()AActorinline
IsReadyForFinishDestroy()AActorinline
IsReadyForFinishDestroy()AActorinline
IsRelevancyOwnerFor(AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)AActorinline
IsRelevancyOwnerFor(AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)AActorinline
IsRootComponentCollisionRegistered()AActorinline
IsRootComponentCollisionRegistered()AActorinline
IsRootComponentMovable()AActorinline
IsRootComponentMovable()AActorinline
IsRootComponentStatic()AActorinline
IsRootComponentStatic()AActorinline
IsRootComponentStationary()AActorinline
IsRootComponentStationary()AActorinline
IsSafeForRootSet()UObjectinline
IsSelected()UObjectinline
IsShipStructure()APrimalStructureinline
IsSupportedForNetworking()UObjectinline
IsTargetableDead()APrimalTargetableActorinline
IsTargetableDead()APrimalTargetableActorinline
IsValidForSnappingFrom(APrimalStructure *OtherStructure)APrimalStructureinline
IsValidForSnappingFrom(APrimalStructure *OtherStructure)APrimalStructureinline
IsValidLockOnTarget(APawn *AttackerPawn)AActorinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidSnapPointFrom(APrimalStructure *ParentStructure, int MySnapPointFromIndex)APrimalStructureinline
IsValidSnapPointFrom(APrimalStructure *ParentStructure, int MySnapPointFromIndex)APrimalStructureinline
IsValidSnapPointFrom_Implementation(APrimalStructure *ChildStructure, int MySnapPointToIndex)APrimalStructureinline
IsValidSnapPointTo(APrimalStructure *ChildStructure, int MySnapPointToIndex)APrimalStructureinline
IsValidSnapPointTo(APrimalStructure *ChildStructure, int MySnapPointToIndex)APrimalStructureinline
ItemsUseAlternateActorClassAttachmentField()APrimalStructureinline
ItemsUseAlternateActorClassAttachmentField()APrimalStructureinline
K2_AttachRootComponentTo(USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)AActorinline
K2_AttachRootComponentToActor(AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)AActorinline
K2_DestroyComponent(UActorComponent *Component)AActorinline
K2_GetActorRotation(FRotator *result)AActorinline
K2_GetRootComponent()AActorinline
K2_GetWorld()AActorinline
K2_GetWorld()AActorinline
K2_OnBecomeViewTarget(APlayerController *PC)AActorinline
K2_OnBecomeViewTarget(APlayerController *PC)AActorinline
K2_OnEndViewTarget(APlayerController *PC)AActorinline
K2_OnEndViewTarget(APlayerController *PC)AActorinline
K2_SetActorLocation(FVector NewLocation, bool bSweep)AActorinline
K2_TeleportTo(FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)AActorinline
LandClaimPlacementRadiusField()APrimalStructureinline
LastActorForceReplicationTimeField()AActorinline
LastActorForceReplicationTimeField()AActorinline
LastActorUnstasisedCycleField()AActorinline
LastAttachedShipField()APrimalStructureinline
LastBumpedDamageTimeField()APrimalStructureinline
LastBumpedDamageTimeField()APrimalStructureinline
LastColorizationTimeField()APrimalStructureinline
LastColorizationTimeField()APrimalStructureinline
LastEnterStasisTimeField()AActorinline
LastEnterStasisTimeField()AActorinline
LastExitStasisTimeField()AActorinline
LastExitStasisTimeField()AActorinline
LastFadeOpacityField()APrimalStructureinline
LastFadeOpacityField()APrimalStructureinline
LastFailedPinTimeField()APrimalStructureinline
LastFailedPinTimeField()APrimalStructureinline
LastFrameCalculcatedNetworkRangeMultiplierField()AActorinline
LastFrameCalculcatedNetworkRangeMultiplierField()AActorinline
LastFrameForceNetUpdateField()AActorinline
LastFrameForceNetUpdateField()AActorinline
LastFrameUnStasisField()AActorinline
LastFrameUnStasisField()AActorinline
LastHealthBeforeTakeDamageField()APrimalTargetableActorinline
LastHealthBeforeTakeDamageField()APrimalTargetableActorinline
LastHealthPercentageField()APrimalStructureinline
LastHealthPercentageField()APrimalStructureinline
LastInAllyRangeTimeField()APrimalStructureinline
LastInAllyRangeTimeField()APrimalStructureinline
LastInAllyRangeTimeSerializedField()APrimalStructureinline
LastNetUpdateTimeField()AActorinline
LastNetUpdateTimeField()AActorinline
LastPostProcessVolumeSoundField()AActorinline
LastPostProcessVolumeSoundField()AActorinline
LastPreBlueprintAdjustmentActualDamageField()APrimalTargetableActorinline
LastPreBlueprintAdjustmentActualDamageField()APrimalTargetableActorinline
LastPreReplicationTimeField()AActorinline
LastPreReplicationTimeField()AActorinline
LastRenderTimeField()AActorinline
LastRenderTimeField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastReplicatedHealthField()APrimalTargetableActorinline
LastReplicatedHealthField()APrimalTargetableActorinline
LastReplicatedHealthValueField()APrimalTargetableActorinline
LastReplicatedHealthValueField()APrimalTargetableActorinline
LastReplicatedMovementField()AActorinline
LastReplicatedMovementField()AActorinline
LastStructureStasisTimeField()APrimalStructureinline
LastStructureStasisTimeField()APrimalStructureinline
LastTookDamageTimeField()APrimalTargetableActorinline
LastUnstasisFrameCounterField()AActorinline
LastUnstasisFrameCounterField()AActorinline
LatchedDinosField()APrimalStructureinline
LatchedDinosField()APrimalStructureinline
LayersField()AActorinline
LayersField()AActorinline
LifeSpanAfterDeathField()APrimalTargetableActorinline
LifeSpanAfterDeathField()APrimalTargetableActorinline
LimitMaxStructuresInRangeRadiusField()APrimalStructureinline
LimitMaxStructuresInRangeRadiusField()APrimalStructureinline
LimitMaxStructuresInRangeTypeFlagField()APrimalStructureinline
LimitMaxStructuresInRangeTypeFlagField()APrimalStructureinline
LinkedStructuresField()APrimalStructureinline
LinkedStructuresField()APrimalStructureinline
LinkedStructuresIDField()APrimalStructureinline
LinkedStructuresIDField()APrimalStructureinline
LinkedToClaimFlagField()APrimalStructureinline
LinkStructure(APrimalStructure *NewLinkedStructure)APrimalStructureinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)UObjectinline
LoadedFromSaveGame()APrimalStructureinline
LoadLocalized(UObject *LocBase, bool bLoadHierachecally)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)UObjectinline
LowHealthPercentageField()APrimalTargetableActorinline
LowHealthPercentageField()APrimalTargetableActorinline
MakeNoise(float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)AActorinline
MakeNoise(float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)AActorinline
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)AActorinlinestatic
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)AActorinlinestatic
MarkComponentsAsPendingKill()AActorinline
MarkComponentsAsPendingKill()AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkForSeamlessTravel(unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)AActorinline
MarkPackageDirty()UObjectBaseUtilityinline
MatineeUpdated()AActorinline
MatineeUpdated()AActorinline
MaxAdditionalRepairPercentField()APrimalStructureinline
MaxHealthField()APrimalTargetableActorinline
MaxHealthField()APrimalTargetableActorinline
MaximumFoundationSupport2DBuildDistanceField()APrimalStructureinline
MaximumFoundationSupport2DBuildDistanceField()APrimalStructureinline
MaximumHeightAboveWorldGroundField()APrimalStructureinline
MaximumHeightAboveWorldGroundField()APrimalStructureinline
MaximumHeightUnderWorldMaxKillZField()APrimalStructureinline
MaximumHeightUnderWorldMaxKillZField()APrimalStructureinline
MaxSnapLocRangeField()APrimalStructureinline
MaxSnapLocRangeField()APrimalStructureinline
Modify(bool bAlwaysMarkDirty)AActorinline
Modify(bool bAlwaysMarkDirty)AActorinline
ModifyClientSideMoveToLocation(FVector *MoveToLoc)APrimalStructureinline
ModifyHudMultiUseLoc(FVector2D *theVec, APlayerController *PC, int index)AActorinline
ModifyHudMultiUseLoc(FVector2D *theVec, APlayerController *PC, int index)AActorinline
ModifyMoveToOrderedActorsArray(TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)APrimalStructureinline
Multi_DrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)AActorinline
Multi_DrawDebugCoordinateSystem_Implementation(FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)AActorinline
Multi_DrawDebugDirectionalArrow(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
Multi_DrawDebugDirectionalArrow_Implementation(FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
Multi_DrawDebugLine(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)AActorinline
Multi_DrawDebugLine_Implementation(FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)AActorinline
Multi_DrawDebugSphere(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
Multi_DrawDebugSphere_Implementation(FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
MultiAddStructuresPlacedOnFloor(APrimalStructure *structure)APrimalStructureinline
MultiAddStructuresPlacedOnFloor(APrimalStructure *structure)APrimalStructureinline
MulticastDrawDebugArrow(FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugBox(FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugCapsule(FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugCapsuleWithExtents(FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)AActorinline
MulticastDrawDebugCoordinateSystem(FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)AActorinline
MulticastDrawDebugCylinder(FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)AActorinline
MulticastDrawDebugLine(FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)AActorinline
MulticastDrawDebugPoint(FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugSphere(FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugString(FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)AActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)AActorinline
MulticastProperty(FName PropertyName)AActorinline
MulticastPropertyToPlayer(FName PropertyName, APlayerController *PC, bool bUnreliable)AActorinline
MulticastPropertyToPlayer(FName PropertyName, APlayerController *PC)AActorinline
MultiRefreshVariantSettings(int NewVariantIndex)APrimalStructureinline
MultiRefreshVariantSettings_Implementation(int NewVariantIndex)APrimalStructureinline
MultiSetPickupAllowedBeforeNetworkTime(long double NewTime)APrimalStructureinline
MultiSetPickupAllowedBeforeNetworkTime_Implementation(long double NewTime)APrimalStructureinline
MyExtraShipStructureHealthMultiplierField()APrimalStructureinline
MyHarvestingComponentField()APrimalTargetableActorinline
MyRootTransformField()APrimalStructureinline
MyRootTransformField()APrimalStructureinline
MyStaticMeshOverrideField()APrimalStructureinline
MyStructureHarvestingComponentField()APrimalStructureinline
MyStructureSettingsCDOField()APrimalTargetableActorinline
MyStructureSettingsCDOField()APrimalTargetableActorinline
NameField()UObjectBaseinline
Net_DrawDebugBox(FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
Net_DrawDebugCapsule(FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
Net_DrawDebugCoordinateSystem(FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)AActorinline
Net_DrawDebugDirectionalArrow(FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
Net_DrawDebugLine(FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)AActorinline
Net_DrawDebugSphere(FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)AActorinline
NetActorSpawnActor(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetAttachRootComponentTo(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)AActorinline
NetAttachRootComponentTo(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)AActorinline
NetAttachRootComponentTo_Implementation(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)AActorinline
NetAttachRootComponentTo_Implementation(USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)AActorinline
NetCullDistanceSquaredDormantField()AActorinline
NetCullDistanceSquaredDormantField()AActorinline
NetCullDistanceSquaredField()AActorinline
NetCullDistanceSquaredField()AActorinline
NetDetachRootComponentFromAny_Implementation()AActorinline
NetDetachRootComponentFromAny_Implementation()AActorinline
NetDormancyField()AActorinline
NetDormancyField()AActorinline
NetDoSpawnEffects()APrimalStructureinline
NetDoSpawnEffects()APrimalStructureinline
NetDoSpawnEffects_Implementation()APrimalStructureinline
NetDoSpawnEffects_Implementation()APrimalStructureinline
NetDriverNameField()AActorinline
NetDriverNameField()AActorinline
NetExecCommand(FName CommandName, FNetExecParams *ExecParams)APrimalTargetableActorinline
NetExecCommand(FName CommandName, FNetExecParams *ExecParams)APrimalTargetableActorinline
NetPriorityField()AActorinline
NetPriorityField()AActorinline
NetSpawnCoreStructureDeathActor(float BuffTimeReductionMultiplier)APrimalStructureinline
NetSpawnCoreStructureDeathActor()APrimalStructureinline
NetSpawnCoreStructureDeathActor_Implementation(float BuffTimeReductionMultiplier)APrimalStructureinline
NetSpawnCoreStructureDeathActor_Implementation()APrimalStructureinline
NetSpawnedActor(AActor *SpawnedActor)AActorinline
NetTagField()AActorinline
NetTagField()AActorinline
NetUpdatedHealth_Implementation(int NewHealth)APrimalTargetableActorinline
NetUpdatedHealth_Implementation(int NewHealth)APrimalTargetableActorinline
NetUpdateFrequencyField()AActorinline
NetUpdateFrequencyField()AActorinline
NetUpdateOriginalOwnerNameAndID(int NewOriginalOwnerID, FString *NewOriginalOwnerName)APrimalStructureinline
NetUpdateOriginalOwnerNameAndID(int NewOriginalOwnerID, FString *NewOriginalOwnerName)APrimalStructureinline
NetUpdateOriginalOwnerNameAndID_Implementation(int NewOriginalOwnerID, FString *NewOriginalOwnerName)APrimalStructureinline
NetUpdateOriginalOwnerNameAndID_Implementation(int NewOriginalOwnerID, FString *NewOriginalOwnerName)APrimalStructureinline
NetUpdateTeamAndOwnerName(int NewTeam, FString *NewOwnerName)APrimalStructureinline
NetUpdateTeamAndOwnerName(int NewTeam, FString *NewOwnerName)APrimalStructureinline
NetUpdateTeamAndOwnerName_Implementation(int NewTeam, FString *NewOwnerName)APrimalStructureinline
NetUpdateTeamAndOwnerName_Implementation(int NewTeam, FString *NewOwnerName)APrimalStructureinline
NetUpdateTimeField()AActorinline
NetUpdateTimeField()AActorinline
NetworkAndStasisRangeMultiplierField()AActorinline
NetworkAndStasisRangeMultiplierField()AActorinline
NetworkDormantChildrenOpIdxField()AActorinline
NetworkRangeMultiplierField()AActorinline
NetworkSpatializationChildrenDormantField()AActorinline
NetworkSpatializationChildrenField()AActorinline
NetworkSpatializationChildrenField()AActorinline
NetworkSpatializationParentField()AActorinline
NetworkSpatializationParentField()AActorinline
NewDestructibleMeshDeathImpulseScaleField()APrimalTargetableActorinline
NewDestructibleMeshLocationOffsetField()APrimalTargetableActorinline
NewDestructibleMeshRotationOffsetField()APrimalTargetableActorinline
NewDestructibleMeshScaleOverrideField()APrimalTargetableActorinline
NewMinDestructibleDeathImpulseField()APrimalTargetableActorinline
NextAllowRepairTimeField()APrimalTargetableActorinline
NextAllowRepairTimeField()APrimalTargetableActorinline
NoClaimFlagDecayDestructionPeriodField()APrimalStructureinline
NoClaimFlagDecayDestructionPeriodMultiplierField()APrimalStructureinline
NonPlayerFinalStructurePlacement(int PlacementTargetingTeam, int PlacementOwningPlayerID, FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent, bool bLinkToParent)APrimalStructureinline
NonPlayerFinalStructurePlacement(int PlacementTargetingTeam, int PlacementOwningPlayerID, FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent)APrimalStructureinline
NPC_AdditionalUseRadiusField()APrimalStructureinline
NPC_OnArrivedAtStructure(APrimalCharacter *ForChar)APrimalStructureinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromBottomScreenY(AHUD *ForHUD)AActorinline
OffsetHUDFromBottomScreenY_Implementation(AHUD *ForHUD)APrimalStructureinline
OffsetHUDFromCenterScreenY(AHUD *ForHUD)AActorinline
OnAttachedShipDeath()APrimalStructureinline
OnAttachedToRaft()APrimalStructureinline
OnAttachedToValidShip()APrimalStructureinline
OnChildStructurePlacedNotify(APrimalStructure *ChildStructure)APrimalStructureinline
OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)APrimalStructureinline
OnFailedToAttachToValidShip()APrimalStructureinline
OnInventoryItemGrind()AActorinline
OnlyAllowStructureClassesFromAttachField()APrimalStructureinline
OnlyAllowStructureClassesFromAttachField()APrimalStructureinline
OnlyAllowStructureClassesToAttachField()APrimalStructureinline
OnlyAllowStructureClassesToAttachField()APrimalStructureinline
OnRep_AttachmentReplication()APrimalStructureinline
OnRep_AttachmentReplication()APrimalStructureinline
OnRep_CurrentVariant()APrimalStructureinline
OnRep_ReplicatedHealth()APrimalTargetableActorinline
OnRep_ReplicatedHealth()APrimalTargetableActorinline
OnRep_ReplicatedMovement()AActorinline
OnRep_ReplicatedMovement()AActorinline
OnRep_StructureColors()APrimalStructureinline
OnShipImpactedStructure(APrimalRaft *Ship, UPrimitiveComponent *OtherComp, FVector NormalImpulse, FHitResult *Hit)APrimalStructureinline
OnStructurePlacedNotify(APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)APrimalStructureinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *NewSubobject)AActorinline
OnTargetingTeamChangedField()AActorinline
OriginalCreationTimeField()AActorinline
OriginalCreationTimeField()AActorinline
OuterField()UObjectBaseinline
OutsideWorldBounds()AActorinline
OutsideWorldBounds()AActorinline
OverlayTooltipPaddingField()APrimalStructureinline
OverlayTooltipPaddingField()APrimalStructureinline
OverlayTooltipScaleField()APrimalStructureinline
OverlayTooltipScaleField()APrimalStructureinline
OverrideApproachRadiusField()APrimalStructureinline
OverrideCheckStructurePlacementOverlapForceEncroachmentExtentField()APrimalStructureinline
OverrideDestroyedMeshTextures(UMeshComponent *meshComp)APrimalTargetableActorinline
OverrideEnemyFoundationPreventionRadiusField()APrimalStructureinline
OverrideEnemyFoundationPreventionRadiusField()APrimalStructureinline
OverrideStasisComponentRadiusField()AActorinline
OverrideStasisComponentRadiusField()AActorinline
OverrideTargetComponentsField()APrimalStructureinline
OwnedComponentsField()AActorinline
OwnedComponentsField()AActorinline
OwnerField()AActorinline
OwnerField()AActorinline
OwnerMissionField()APrimalStructureinline
OwnerNameField()APrimalStructureinline
OwnerNameField()APrimalStructureinline
OwningPlayerIDField()APrimalStructureinline
OwningPlayerIDField()APrimalStructureinline
OwningPlayerNameField()APrimalStructureinline
OwningPlayerNameField()APrimalStructureinline
PaintingComponentField()APrimalStructureinline
PaintingFileNameOverrideField()APrimalStructureinline
ParentComponentActorField()AActorinline
ParentComponentActorField()AActorinline
PassiveDamageHealthReplicationPercentIntervalField()APrimalTargetableActorinline
PassiveDamageHealthReplicationPercentIntervalField()APrimalTargetableActorinline
PassiveDamageHealthReplicationPercentIntervalMaxField()APrimalTargetableActorinline
PerformanceThrottledTick()AActorinline
PickupAllowedBeforeNetworkTimeField()APrimalStructureinline
PickupGivesItemField()APrimalStructureinline
PickupGivesItemField()APrimalStructureinline
PlacedOnDino(APrimalDinoCharacter *OnChar)APrimalStructureinline
PlacedOnFloorStructureField()APrimalStructureinline
PlacedOnFloorStructureField()APrimalStructureinline
PlacedStructure(AShooterPlayerController *PC)APrimalStructureinline
PlacedStructureLocation(APlayerController *ByPC)APrimalStructureinline
PlacementChooseRotationMaxRangeOverrideField()APrimalStructureinline
PlacementChooseRotationMaxRangeOverrideField()APrimalStructureinline
PlacementEncroachmentBoxExtentField()APrimalStructureinline
PlacementEncroachmentBoxExtentField()APrimalStructureinline
PlacementEncroachmentCheckOffsetField()APrimalStructureinline
PlacementEncroachmentCheckOffsetField()APrimalStructureinline
PlacementFloorCheckEndOffsetZField()APrimalStructureinline
PlacementFloorCheckStartOffsetZField()APrimalStructureinline
PlacementFloorCheckXYExtentField()APrimalStructureinline
PlacementFloorCheckZExtentField()APrimalStructureinline
PlacementFloorCheckZExtentField()APrimalStructureinline
PlacementFloorCheckZExtentUpField()APrimalStructureinline
PlacementFloorCheckZExtentUpField()APrimalStructureinline
PlacementHitLocOffsetField()APrimalStructureinline
PlacementHitLocOffsetField()APrimalStructureinline
PlacementInitialTracePointOffsetForCeilingField()APrimalStructureinline
PlacementInitialTracePointOffsetForVerticalGroundField()APrimalStructureinline
PlacementInitialTracePointOffsetForVerticalGroundField()APrimalStructureinline
PlacementMaterialForwardDirIndexField()APrimalStructureinline
PlacementMaterialForwardDirIndexField()APrimalStructureinline
PlacementMaxRangeField()APrimalStructureinline
PlacementMaxRangeField()APrimalStructureinline
PlacementMaxZAbovePlayerHeightField()APrimalStructureinline
PlacementMaxZAbovePlayerHeightField()APrimalStructureinline
PlacementMaxZDeltaField()APrimalStructureinline
PlacementMaxZDeltaField()APrimalStructureinline
PlacementOffsetForCeilingField()APrimalStructureinline
PlacementOffsetForVerticalGroundField()APrimalStructureinline
PlacementOffsetForVerticalGroundField()APrimalStructureinline
PlacementRotOffsetField()APrimalStructureinline
PlacementRotOffsetField()APrimalStructureinline
PlacementSoundField()APrimalStructureinline
PlacementTraceDirectionsField()APrimalStructureinline
PlacementTraceRotOffsetField()APrimalStructureinline
PlacementTraceRotOffsetField()APrimalStructureinline
PlacementTraceScaleField()APrimalStructureinline
PlacementTraceScaleField()APrimalStructureinline
PlaceOnWallUseStaticMeshTagField()APrimalStructureinline
PlaceOnWallUseStaticMeshTagField()APrimalStructureinline
PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalStructureinline
PlayDying(float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalStructureinline
PlayDyingGeneric_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayDyingGeneric_Implementation(float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayDyingRadial(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)APrimalTargetableActorinline
PlayHitEffect(float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)APrimalTargetableActorinline
PlayHitEffectGeneric(float DamageTaken, FDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectGeneric(float DamageTaken, FDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectPoint_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectPoint_Implementation(float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectRadial(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlaySoundAtLocation(USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)AActorinline
PlaySoundAtLocation(USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)AActorinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)AActorinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)AActorinline
PostActorConstruction()AActorinline
PostActorConstruction()AActorinline
PostInitializeComponents()APrimalStructureinline
PostInitializeComponents()APrimalStructureinline
PostInitProperties()AActorinline
PostInitProperties()AActorinline
PostLoad()AActorinline
PostLoad()AActorinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostNetInit()AActorinline
PostNetInit()AActorinline
PostNetReceive()AActorinline
PostNetReceive()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceivePhysicState()AActorinline
PostNetReceivePhysicState()AActorinline
PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)APrimalStructureinline
PostSpawnInitialize()APrimalStructureinline
PostSpawnInitialize()APrimalStructureinline
PostSpawnInitialize(FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)APrimalStructureinline
PreInitializeComponents()APrimalStructureinline
PreInitializeComponents()APrimalStructureinline
PreNetReceive()AActorinline
PreNetReceive()AActorinline
PrepareAsPlacementPreview()APrimalStructureinline
PrepareAsPlacementPreview()APrimalStructureinline
PrepareClientMapActorForSeamlessTravel()AActorinline
PrepareForSaving()APrimalStructureinline
PreSave()AActorinline
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PreventBuildStructureReasonStringOverridesField()APrimalStructureinline
PreventBuildStructureReasonStringOverridesField()APrimalStructureinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)APrimalStructureinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)APrimalStructureinline
PreventChildStructureClassesField()APrimalStructureinline
PreventChoosingRotation(APrimalStructurePlacer *ForPlacer)APrimalStructureinline
PreventParentStructureClassesField()APrimalStructureinline
PreventPlacingNearEnemyRadiusField()APrimalStructureinline
PreventPlacingOnFloorClass(TSubclassOf< APrimalStructure > FloorClass)APrimalStructureinline
PreventPlacingOnFloorClass(TSubclassOf< APrimalStructure > FloorClass)APrimalStructureinline
PreventPlacingOnFloorClassesField()APrimalStructureinline
PreventPlacingOnFloorClassesField()APrimalStructureinline
PreventPlacingOnFloorTagsField()APrimalStructureinline
PreventReplacementByStructureClassTypesField()APrimalStructureinline
PreventReplacementOfStructureClassTypeField()APrimalStructureinline
PreventReplacementOfStructureClassTypeField()APrimalStructureinline
PreventReplacementOfStructureClassTypesField()APrimalStructureinline
PreventSaddleDinoClassesField()APrimalStructureinline
PreventSaddleDinoClassesField()APrimalStructureinline
PreventSaddleDinoTagsField()APrimalStructureinline
PreviewCameraDefaultZoomMultiplierField()APrimalStructureinline
PreviewCameraDefaultZoomMultiplierField()APrimalStructureinline
PreviewCameraDistanceScaleFactorField()APrimalStructureinline
PreviewCameraDistanceScaleFactorField()APrimalStructureinline
PreviewCameraMaxZoomMultiplierField()APrimalStructureinline
PreviewCameraMaxZoomMultiplierField()APrimalStructureinline
PreviewCameraPivotOffsetField()APrimalStructureinline
PreviewCameraPivotOffsetField()APrimalStructureinline
PreviewCameraRotationField()APrimalStructureinline
PreviewCameraRotationField()APrimalStructureinline
PreviewDefaultStaticMeshField()APrimalStructureinline
PreviewGizmoComponentField()APrimalStructureinline
PreviewGizmoMeshOffsetField()APrimalStructureinline
PreviewGizmoMeshScaleField()APrimalStructureinline
PreviewLastPlacementResultField()APrimalStructureinline
PreviewMaterialColorParamNameField()APrimalStructureinline
PreviewMaterialField()APrimalStructureinline
PreviewMaterialField()APrimalStructureinline
PrimaryMeshComponentField()APrimalStructureinline
PrimaryMeshComponentField()APrimalStructureinline
PrimarySnappedStructureChildField()APrimalStructureinline
PrimarySnappedStructureChildField()APrimalStructureinline
PrimarySnappedStructureParentField()APrimalStructureinline
PrimarySnappedStructureParentField()APrimalStructureinline
ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, int ExtraID1, int ExtraID2)APrimalStructureinline
ProcessEditText(AShooterPlayerController *ForPC, FString *TextToUse, bool bCheckedBox)APrimalStructureinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessTreeTagField()APrimalStructureinline
ProcessTreeTagField()APrimalStructureinline
PropertyServerToClients(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)AActorinline
PropertyServerToClients(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)AActorinline
PropertyServerToClients_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)AActorinline
PropertyServerToClients_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)AActorinline
PropertyServerToClientsUnreliable(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)AActorinline
PropertyServerToClientsUnreliable_Implementation(AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)AActorinline
RandomStartByteField()AActorinline
RandomStartByteField()AActorinline
ReceiveActorBeginCursorOver()AActorinline
ReceiveActorBeginCursorOver()AActorinline
ReceiveActorBeginOverlap(AActor *OtherActor)AActorinline
ReceiveActorBeginOverlap(AActor *OtherActor)AActorinline
ReceiveActorEndCursorOver()AActorinline
ReceiveActorEndCursorOver()AActorinline
ReceiveActorEndOverlap(AActor *OtherActor)AActorinline
ReceiveActorEndOverlap(AActor *OtherActor)AActorinline
ReceiveActorOnClicked()AActorinline
ReceiveActorOnClicked()AActorinline
ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchBegin(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchEnd(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchEnter(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnInputTouchLeave(ETouchIndex::Type FingerIndex)AActorinline
ReceiveActorOnReleased()AActorinline
ReceiveActorOnReleased()AActorinline
ReceiveAnyDamage(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)AActorinline
ReceiveAnyDamage(float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)AActorinline
ReceiveBeginPlay()AActorinline
ReceiveBeginPlay()AActorinline
ReceiveDestroyed()AActorinline
ReceiveDestroyed()AActorinline
ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)AActorinline
ReceiveEndPlay(EEndPlayReason::Type EndPlayReason)AActorinline
ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)AActorinline
ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)AActorinline
ReceiveInput(FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)AActorinline
ReceiveInput(FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)AActorinline
ReceivePointDamage(float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)AActorinline
ReceivePointDamage(float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)AActorinline
ReceiveRadialDamage(float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)AActorinline
ReceiveRadialDamage(float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)AActorinline
ReceiveTick(float DeltaSeconds)AActorinline
ReceiveTick(float DeltaSeconds)AActorinline
RecieveMatineeUpdated()AActorinline
RecieveMatineeUpdated()AActorinline
RefreshStructureColors()APrimalStructureinline
RefreshStructureColors(UMeshComponent *ForceRefreshComponent)APrimalStructureinline
RefreshVariantSettings(int NewVariantIndex)APrimalStructureinline
Register(const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllComponents()AActorinline
RegisterAllComponents()AActorinline
RemoteInventoryTitleField()APrimalStructureinline
RemoteRoleField()AActorinline
RemoteRoleField()AActorinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)AActorinline
RemoveLinkedStructure(APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinline
RemoveLinkedStructure(APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)AActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)AActorinline
REP_ActivateManualDirtyForPlayer(FName *PropertyName, APlayerController *PC)AActorinline
RepairAmountRemainingField()APrimalStructureinline
RepairAmountRemainingField()APrimalStructureinline
RepairCheckIntervalField()APrimalStructureinline
RepairCheckIntervalField()APrimalStructureinline
RepairCheckTimer()APrimalStructureinline
RepairCheckTimer()APrimalStructureinline
RepairPercentPerIntervalField()APrimalStructureinline
RepairPercentPerIntervalField()APrimalStructureinline
ReplacementCheckOffsetField()APrimalStructureinline
ReplicatedComponentsField()AActorinline
ReplicatedComponentsField()AActorinline
ReplicatedHealthField()APrimalTargetableActorinline
ReplicatedHealthField()APrimalTargetableActorinline
ReplicationIntervalMultiplierField()AActorinline
ReplicationIntervalMultiplierField()AActorinline
ReprocessTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinlinestatic
ReprocessTree(TArray< APrimalStructure * > *StartingStructures, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinlinestatic
RequirePlacementOnShipDeckIndexField()APrimalStructureinline
ReregisterAllComponents()AActorinline
ReregisterAllComponents()AActorinline
RerunConstructionScripts()AActorinline
RerunConstructionScripts()AActorinline
ResetOwnedComponents()AActorinline
ResetOwnedComponents()AActorinline
ResetPropertiesForConstruction()AActorinline
ResetPropertiesForConstruction()AActorinline
ResetSpatialComponent()AActorinline
ReturnDamageAmountField()APrimalStructureinline
ReturnDamageAmountField()APrimalStructureinline
ReturnDamageExcludeIncomingTypesField()APrimalStructureinline
ReturnDamageExcludeIncomingTypesField()APrimalStructureinline
ReturnDamageImpulseField()APrimalStructureinline
ReturnDamageImpulseField()APrimalStructureinline
ReturnDamageOnlyForIncomingTypesField()APrimalStructureinline
ReturnDamageOnlyForIncomingTypesField()APrimalStructureinline
ReturnDamageTypeField()APrimalStructureinline
ReturnDamageTypeField()APrimalStructureinline
RoleField()AActorinline
RoleField()AActorinline
RootComponentField()AActorinline
RootComponentField()AActorinline
RouteEndPlay(EEndPlayReason::Type EndPlayReason)AActorinline
SaddleDinoDied()APrimalStructureinline
SaddleDinoField()APrimalStructureinline
SaddleDinoField()APrimalStructureinline
SavedStructureMinAllowedVersionField()APrimalStructureinline
SavedStructureMinAllowedVersionField()APrimalStructureinline
ScaleFactorField()APrimalStructureinline
ScaleFactorField()APrimalStructureinline
SendExecCommand(FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)AActorinline
SendExecCommand(FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)AActorinline
SerializedComponentsField()AActorinline
SerializedComponentsField()AActorinline
ServerPrepareForSeamlessTravel()AActorinline
ServerRequestUseItemWithActor(APlayerController *ForPC, UObject *anItem, int AdditionalData)APrimalStructureinline
ServerRequestUseItemWithActor(APlayerController *ForPC, UObject *anItem, int AdditionalData)APrimalStructureinline
ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
SetActorEnableCollision(bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)AActorinline
SetActorEnableCollision(bool bNewActorEnableCollision)AActorinline
SetActorHiddenInGame(bool bNewHidden)AActorinline
SetActorHiddenInGame(bool bNewHidden)AActorinline
SetActorLocation(FVector *NewLocation, bool bSweep)AActorinline
SetActorLocation(FVector *NewLocation, bool bSweep)AActorinline
SetActorLocationAndRotation(FVector *NewLocation, FRotator NewRotation, bool bSweep)AActorinline
SetActorLocationAndRotation(FVector *NewLocation, FRotator NewRotation, bool bSweep)AActorinline
SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep)AActorinline
SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep)AActorinline
SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep)AActorinline
SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep)AActorinline
SetActorRelativeScale3D(FVector NewRelativeScale)AActorinline
SetActorRelativeScale3D(FVector NewRelativeScale)AActorinline
SetActorRelativeTransform(FTransform *NewRelativeTransform, bool bSweep)AActorinline
SetActorRotation(FQuat *NewRotation)AActorinline
SetActorRotation(FRotator NewRotation)AActorinline
SetActorRotation(FRotator NewRotation)AActorinline
SetActorRotation(FQuat *NewRotation)AActorinline
SetActorScale3D(FVector *NewScale3D)AActorinline
SetActorScale3D(FVector *NewScale3D)AActorinline
SetActorTickEnabled(bool bEnabled)AActorinline
SetActorTickEnabled(bool bEnabled)AActorinline
SetActorTransform(FTransform *NewTransform, bool bSweep)AActorinline
SetAllowStructureColorSet(TArray< int > newColorSet)APrimalStructureinline
SetAutonomousProxy(bool bInAutonomousProxy)AActorinline
SetBoundsScale(float NewScale)APrimalStructureinline
SetContainerActive(bool reset)APrimalStructureinline
SetDinoSaddleAttachment(APrimalDinoCharacter *myDino, FName BoneName, FVector RelLoc, FRotator RelRot, bool bMaintainWorldPosition)APrimalStructureinline
SetDinoSaddleAttachment(APrimalDinoCharacter *myDino, FName BoneName, FVector RelLoc, FRotator RelRot, bool bMaintainWorldPosition)APrimalStructureinline
SetEnabled(bool bEnabled)APrimalStructureinline
SetEnabled(bool bEnabled)APrimalStructureinline
SetEnabledPrimarySnappedStructureParent(bool bEnabled)APrimalStructureinline
SetEnabledPrimarySnappedStructureParent(bool bEnabled)APrimalStructureinline
SetEnabledPrimarySnappedStructureParent_Implementation(bool bEnabled)APrimalStructureinline
SetEnabledPrimarySnappedStructureParent_Implementation(bool bEnabled)APrimalStructureinline
SetHarvestingActive(bool bActive, bool bOverrideBaseHealth, float BaseHarvestHealthMult, bool bAssignToTribe, int AssignedToTribeID)APrimalStructureinline
SetHealth(float newHealth)APrimalTargetableActorinline
SetHealth(float newHealth)APrimalTargetableActorinline
SetLifeSpan(float InLifespan)AActorinline
SetLifeSpan(float InLifespan)AActorinline
SetLinkedIDs()APrimalStructureinline
SetLinkedIDs()APrimalStructureinline
SetMaxHealth(float newMaxHealth)APrimalTargetableActorinline
SetMaxHealth(float newMaxHealth)APrimalTargetableActorinline
SetNetUpdateTime(long double NewUpdateTime)AActorinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetOwner(AActor *NewOwner)AActorinline
SetOwner(AActor *NewOwner)AActorinline
SetRemoteRoleForBackwardsCompat(ENetRole InRemoteRole)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetStaticMobility()APrimalStructureinline
SetStaticMobility()APrimalStructureinline
SetStructureCollisionChannels()APrimalStructureinline
SetStructureCollisionChannels()APrimalStructureinline
SetStructureColors(TArray< short > InStructureColors)APrimalStructureinline
SetStructureColorValue(int ColorRegionIndex, int SetVal)APrimalStructureinline
SetStructureColorValue(int ColorRegionIndex, int SetVal)APrimalStructureinline
SetTickableWhenPaused(bool bTickableWhenPaused)AActorinline
SetTickFunctionEnabled(bool bEnableTick)AActorinline
SetTickFunctionEnabled(bool bEnableTick)AActorinline
SetupComponentCollisionChannels(UPrimitiveComponent *PrimitiveComponent, bool bSetupDestructionMesh, bool bSetupMeshMaterials)APrimalStructureinline
SetupDynamicMeshMaterials(UMeshComponent *meshComp, bool bDisableWorldSpaceEffects)APrimalStructureinline
SetupDynamicMeshMaterials(UMeshComponent *meshComp)APrimalStructureinline
SetVariant(int VariantIndex, bool bForceSet)APrimalStructureinline
ShipPlacementMaxBelowZOffsetField()APrimalStructureinline
ShipPlacementRotationOffsetField()APrimalStructureinline
ShipStructureOffsetFromHUDBottomYField()APrimalStructureinline
ShipStructureSettingsClassOverrideField()APrimalTargetableActorinline
ShouldInstance(UProperty *Property)APrimalStructureinline
SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)AActorinline
SimpleTeleportTo(FVector *DestLocation, FRotator *DestRotation)AActorinline
SkipDuringPartialWorldSave()APrimalStructureinline
SnapAlternatePlacementTraceScaleField()APrimalStructureinline
SnapAlternatePlacementTraceScaleField()APrimalStructureinline
SnapCheckIntervalDistanceField()APrimalStructureinline
SnapFromModelOverridesField()APrimalStructureinline
SnapFromStructureTagsToExcludeField()APrimalStructureinline
SnapFromStructureTypesToExcludeField()APrimalStructureinline
SnapFromStructureTypesToExcludeField()APrimalStructureinline
SnapOverlapCheckRadiusField()APrimalStructureinline
SnapOverlapCheckRadiusField()APrimalStructureinline
SnappingRotationOffsetField()APrimalStructureinline
SnappingRotationOffsetField()APrimalStructureinline
SnapPointsField()APrimalStructureinline
SnapPointsField()APrimalStructureinline
SnapRootComponentTo(AActor *InParentActor, FName InSocketName)AActorinline
SnapStructureClassField()APrimalStructureinline
SnapStructureClassField()APrimalStructureinline
SnapToModelOverridesField()APrimalStructureinline
SnapToShipDeckIndexField()APrimalStructureinline
SnapToStructureTagsToExcludeField()APrimalStructureinline
SnapToStructureTypesToExcludeField()APrimalStructureinline
SnapToStructureTypesToExcludeField()APrimalStructureinline
SnapToWaterSurface_ZOffsetField()APrimalStructureinline
SpawnEmitterField()APrimalStructureinline
SpawnEmitterLocationOffsetField()APrimalStructureinline
SpawnEmitterLocationOffsetField()APrimalStructureinline
SpawnEmitterRotationOffsetField()APrimalStructureinline
SpawnEmitterRotationOffsetField()APrimalStructureinline
StartRepair()APrimalStructureinline
StartRepair()APrimalStructureinline
Stasis()APrimalStructureinline
Stasis()APrimalStructureinline
StasisCheckComponentField()AActorinline
StasisCheckComponentField()AActorinline
StasisSetIndexField()AActorinline
StasisSetIndexField()AActorinline
StasisUnRegisteredComponentsField()AActorinline
StasisUnRegisteredComponentsField()AActorinline
StaticClass()APrimalStructureinlinestatic
StaticClass()APrimalStructureinlinestatic
StaticConfigName()AActorinlinestatic
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesAPrimalStructure()APrimalStructureinlinestatic
StaticRegisterNativesAPrimalStructure()APrimalStructureinlinestatic
StaticRegisterNativesAPrimalTargetableActor()APrimalTargetableActorinlinestatic
StaticRegisterNativesAPrimalTargetableActor()APrimalTargetableActorinlinestatic
StatsPanelStructureTitleField()APrimalStructureinline
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
StructureColorsField()APrimalStructureinline
StructureColorsField()APrimalStructureinline
StructureHarvestingComponentField()APrimalStructureinline
StructureHarvestingDepleted(UPrimalHarvestingComponent *fromComponent)APrimalStructureinline
StructureIconMaterialField()APrimalStructureinline
StructureIconMaterialField()APrimalStructureinline
StructureIDField()APrimalStructureinline
StructureIDField()APrimalStructureinline
StructureMinAllowedVersionField()APrimalStructureinline
StructureMinAllowedVersionField()APrimalStructureinline
StructurePlacementOverlapForceEncroachment(APrimalStructure *PlacingStructure, AActor *OnDinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, FVector *PlacementLocation, FVector *EncroachmentCheckLocation, FVector *EncroachmentCheckExtent)APrimalStructureinline
StructureRangeTypeFlagField()APrimalStructureinline
StructureRangeTypeFlagField()APrimalStructureinline
StructuresAllowedToBeCeilingField()APrimalStructureinline
StructuresAllowedToBeVerticalGroundField()APrimalStructureinline
StructuresAllowedToBeVerticalGroundField()APrimalStructureinline
StructureSettingsClassField()APrimalTargetableActorinline
StructureSettingsClassField()APrimalTargetableActorinline
StructureShipSizeClass_MaxField()APrimalStructureinline
StructureShipSizeClass_MinField()APrimalStructureinline
StructureSnapSettingsClassField()APrimalStructureinline
StructureSnapTypeFlagsField()APrimalStructureinline
StructureSnapTypeFlagsField()APrimalStructureinline
StructuresPlacedOnFloorField()APrimalStructureinline
StructuresPlacedOnFloorField()APrimalStructureinline
StructureTagField()APrimalStructureinline
StructureTypeTagField()APrimalStructureinline
Suicide()APrimalTargetableActorinline
Suicide()APrimalTargetableActorinline
TaggedIndexField()APrimalStructureinline
TaggedIndexField()APrimalStructureinline
TaggedIndexTwoField()APrimalStructureinline
TaggedIndexTwoField()APrimalStructureinline
TagsField()AActorinline
TagsField()AActorinline
TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalStructureinline
TakeDamage(float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalStructureinline
TakeGroundNormalRotationOffsetField()APrimalStructureinline
TakeGroundNormalRotationOffsetField()APrimalStructureinline
TargetableDamageFXDefaultPhysMaterialField()APrimalTargetableActorinline
TargetingTeamChanged()AActorinline
TargetingTeamField()AActorinline
TargetingTeamField()AActorinline
TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)AActorinline
TeleportTo(FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)AActorinline
TempBasedPawnWaitingForAttachmentParentReplicationField()APrimalStructureinline
ThrottledTick()AActorinline
ThrottledTick()AActorinline
Tick(float DeltaSeconds)AActorinline
Tick(float DeltaSeconds)AActorinline
TickCriticalShipStructure(float DeltaTime)APrimalStructureinline
TickPlacingShipStructure(APrimalRaft *OnShip, FVector LastPlacementHitLoc)APrimalStructureinline
TickPlacingStructure(APrimalStructurePlacer *PlacerActor, float DeltaTime)APrimalStructureinline
TickPlacingStructure(APrimalStructurePlacer *PlacerActor, float DeltaTime)APrimalStructureinline
TimeoutFor_DelayedClientAttachParentReplicationFixupCheck()APrimalStructureinline
TimeToAllowFreePickupField()APrimalStructureinline
TraceDistanceFromActorToCeilingField()APrimalStructureinline
TraceDistanceFromActorToWallVerticalGroundField()APrimalStructureinline
TraceDistanceFromActorToWallVerticalGroundField()APrimalStructureinline
TraceIgnoreStructuresWithTypeFlagsField()APrimalStructureinline
TraceIgnoreStructuresWithTypeFlagsField()APrimalStructureinline
TribeGroupStructureRankField()APrimalStructureinline
TribeGroupStructureRankField()APrimalStructureinline
TribeRankHUDYOffsetField()APrimalStructureinline
TribeRankHUDYOffsetField()APrimalStructureinline
TryMultiUse(APlayerController *ForPC, int UseIndex)APrimalStructureinline
TryMultiUse(APlayerController *ForPC, int UseIndex)APrimalStructureinline
TutorialHintStringField()APrimalStructureinline
UninitializeComponents(EEndPlayReason::Type EndPlayReason)AActorinline
UninitializeComponents(EEndPlayReason::Type EndPlayReason)AActorinline
UniqueActorIdField()AActorinline
UniqueGuidIdField()AActorinline
UnmarkAbortedForSeamlessTravel()AActorinline
UnregisterAllComponents(bool bDetachFromOtherParent)AActorinline
UnregisterAllComponents(bool bDetachFromOtherParent)AActorinline
Unstasis()APrimalStructureinline
Unstasis()APrimalStructureinline
UnstasisAutoDestroyAfterTimeField()APrimalStructureinline
UnstasisAutoDestroyAfterTimeField()APrimalStructureinline
UnstasisLastInRangeTimeField()AActorinline
UnstasisLastInRangeTimeField()AActorinline
UpdatedHealth(bool bDoReplication)APrimalStructureinline
UpdatedHealth(bool bDoReplication)APrimalStructureinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateStencilValues()APrimalStructureinline
UpdateStencilValues()APrimalStructureinline
UpdateTribeGroupStructureRank(char NewRank)APrimalStructureinline
UpdateTribeGroupStructureRank(char NewRank)APrimalStructureinline
UpdateTribeGroupStructureRank_Implementation(char NewRank)APrimalStructureinline
UpdateTribeGroupStructureRank_Implementation(char NewRank)APrimalStructureinline
UseBPOverrideTargetLocation()APrimalStructureinline
UseDynamicMobility()APrimalStructureinline
UseDynamicMobility()APrimalStructureinline
UserConstructionScript()AActorinline
UserConstructionScript()AActorinline
VariantsField()APrimalStructureinline
WaterPlacementMinimumWaterHeightField()APrimalStructureinline
WaterPlacementMinimumWaterHeightField()APrimalStructureinline
WaterVolumeCheckPointOffsetField()APrimalStructureinline
WaterVolumeCheckPointOffsetField()APrimalStructureinline
WorldGeometryObstructionCheckOffsetField()APrimalStructureinline