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APrimalStructure Struct Reference

#include <PrimalStructure.h>

+ Inheritance diagram for APrimalStructure:
+ Collaboration diagram for APrimalStructure:

Public Member Functions

FVector2DOverlayTooltipPaddingField ()
 
FVector2DOverlayTooltipScaleField ()
 
FStringStatsPanelStructureTitleField ()
 
FStringRemoteInventoryTitleField ()
 
bool & bHideStatusBarsField ()
 
TSubclassOf< UPrimalStructureSnapSettings > & StructureSnapSettingsClassField ()
 
TSubclassOf< UPrimalItem > & ConsumesPrimalItemField ()
 
float & ScaleFactorField ()
 
int & StructureSnapTypeFlagsField ()
 
TArray< FPrimalStructureSnapPoint > & SnapPointsField ()
 
float & PlacementOffsetForVerticalGroundField ()
 
float & PlacementInitialTracePointOffsetForVerticalGroundField ()
 
TArray< TSubclassOf< APrimalStructure > > & StructuresAllowedToBeVerticalGroundField ()
 
float & TraceDistanceFromActorToWallVerticalGroundField ()
 
FVectorPlacementHitLocOffsetField ()
 
FVectorPlacementEncroachmentCheckOffsetField ()
 
FVectorPlacementEncroachmentBoxExtentField ()
 
FVectorPlacementTraceScaleField ()
 
FVectorSnapAlternatePlacementTraceScaleField ()
 
FRotatorPlacementRotOffsetField ()
 
FRotatorPlacementTraceRotOffsetField ()
 
FRotatorSnappingRotationOffsetField ()
 
float & RepairAmountRemainingField ()
 
float & RepairCheckIntervalField ()
 
float & PlacementFloorCheckZExtentUpField ()
 
float & RepairPercentPerIntervalField ()
 
float & DecayDestructionPeriodField ()
 
TArray< TSubclassOf< APrimalStructure > > & PreventPlacingOnFloorClassesField ()
 
TArray< FName > & PreventPlacingOnFloorTagsField ()
 
TArray< TSubclassOf< APrimalStructure > > & AllowPlacingOnFloorClassesField ()
 
TSubobjectPtr< USceneComponent > & MyRootTransformField ()
 
int & TraceIgnoreStructuresWithTypeFlagsField ()
 
int & bTraceCheckOnlyUseStructuresWithTypeFlagsField ()
 
FieldArray< char, 6 > AllowStructureColorSetsField ()
 
FieldArray< char, 6 > AlternateStructureColorSetsField ()
 
FVectorWaterVolumeCheckPointOffsetField ()
 
float & WaterPlacementMinimumWaterHeightField ()
 
float & PlacementMaxZDeltaField ()
 
float & PlacementChooseRotationMaxRangeOverrideField ()
 
float & PlacementMaxRangeField ()
 
float & MaxSnapLocRangeField ()
 
float & SnapOverlapCheckRadiusField ()
 
float & MaximumFoundationSupport2DBuildDistanceField ()
 
float & AdditionalFoundationSupportDistanceForLinkedStructuresField ()
 
float & PlacementFloorCheckZExtentField ()
 
FVector2DPlacementFloorCheckXYExtentField ()
 
float & LastHealthPercentageField ()
 
FRotatorTakeGroundNormalRotationOffsetField ()
 
FVectorForceSnappedStructureToGroundCheckExtentField ()
 
float & BarrierPlacementPreventionDistanceField ()
 
FVectorOverrideCheckStructurePlacementOverlapForceEncroachmentExtentField ()
 
float & DemolishGiveItemCraftingResourcePercentageField ()
 
TSubclassOf< APrimalStructure > & AllowReplacementByStructureClassTypeField ()
 
TSubclassOf< APrimalStructure > & PreventReplacementOfStructureClassTypeField ()
 
TArray< TSubclassOf< APrimalStructure > > & PreventReplacementOfStructureClassTypesField ()
 
TArray< TSubclassOf< APrimalStructure > > & PreventReplacementByStructureClassTypesField ()
 
TArray< TSubclassOf< APrimalStructure > > & AllowReplacementByStructureClassTypesField ()
 
TArray< TSubclassOf< APrimalStructure > > & AllowReplacementOfStructureClassTypesField ()
 
FVectorReplacementCheckOffsetField ()
 
float & MaximumHeightAboveWorldGroundField ()
 
float & MaximumHeightUnderWorldMaxKillZField ()
 
FRotatorPreviewCameraRotationField ()
 
FVectorPreviewCameraPivotOffsetField ()
 
float & PreviewCameraDistanceScaleFactorField ()
 
float & PreviewCameraDefaultZoomMultiplierField ()
 
float & PreviewCameraMaxZoomMultiplierField ()
 
float & ReturnDamageAmountField ()
 
int & StructureRangeTypeFlagField ()
 
int & LimitMaxStructuresInRangeTypeFlagField ()
 
float & ReturnDamageImpulseField ()
 
TSubclassOf< UDamageType > & ReturnDamageTypeField ()
 
TArray< TSubclassOf< UDamageType > > & ReturnDamageExcludeIncomingTypesField ()
 
TArray< TSubclassOf< UDamageType > > & ReturnDamageOnlyForIncomingTypesField ()
 
int & OwningPlayerIDField ()
 
FStringOwningPlayerNameField ()
 
long double & LastInAllyRangeTimeField ()
 
int & LastInAllyRangeTimeSerializedField ()
 
float & DecayDestructionPeriodMultiplierField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & SaddleDinoField ()
 
TArray< APrimalDinoCharacter * > LatchedDinosField ()
 
UMaterialInterface * PreviewMaterialField ()
 
FVectorPreviewGizmoMeshOffsetField ()
 
float & PreviewGizmoMeshScaleField ()
 
TArray< APrimalStructure * > LinkedStructuresField ()
 
TArray< unsigned int > & LinkedStructuresIDField ()
 
TArray< APrimalStructure * > StructuresPlacedOnFloorField ()
 
TArray< TSubclassOf< APrimalStructure > > & SnapToStructureTypesToExcludeField ()
 
TArray< TSubclassOf< APrimalStructure > > & SnapFromStructureTypesToExcludeField ()
 
APrimalStructurePlacedOnFloorStructureField ()
 
APrimalStructurePrimarySnappedStructureChildField ()
 
APrimalStructurePrimarySnappedStructureParentField ()
 
FStringOwnerNameField ()
 
FieldArray< __int16, 6 > StructureColorsField ()
 
APawnAttachedToField ()
 
APrimalStructureExplosiveTransGPS * AttachedTransponderField ()
 
unsigned int & StructureIDField ()
 
unsigned int & AttachedToDinoID1Field ()
 
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesToAttachField ()
 
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesFromAttachField ()
 
unsigned int & TaggedIndexField ()
 
unsigned int & TaggedIndexTwoField ()
 
unsigned int & ProcessTreeTagField ()
 
long double & LastStructureStasisTimeField ()
 
long double & LastColorizationTimeField ()
 
UMaterialInterface * StructureIconMaterialField ()
 
UPhysicalMaterialForceComponentsPhysMaterialField ()
 
float & ColorizationRangeMultiplierField ()
 
FVectorAdvancedRotationPlacementOffsetField ()
 
FVectorSpawnEmitterLocationOffsetField ()
 
FRotatorSpawnEmitterRotationOffsetField ()
 
USoundBase * PlacementSoundField ()
 
TSubclassOf< UPrimalItem > & PickupGivesItemField ()
 
float & ExcludeInStructuresRadiusField ()
 
TArray< TSubclassOf< APrimalStructure > > & ExcludeInStructuresRadiusClassesField ()
 
float & LastFadeOpacityField ()
 
bool & bClientAddedToStructuresArrayField ()
 
long double & LastFailedPinTimeField ()
 
TWeakObjectPtr< UMeshComponent > & PrimaryMeshComponentField ()
 
FVectorWorldGeometryObstructionCheckOffsetField ()
 
TArray< FString > & PreventBuildStructureReasonStringOverridesField ()
 
FVectorFloatingHudLocTextOffsetField ()
 
float & LastBumpedDamageTimeField ()
 
int & ForceLimitStructuresInRangeField ()
 
int & PlacementMaterialForwardDirIndexField ()
 
float & ForcePreventPlacingInOfflineRaidStructuresRadiusField ()
 
FNameAttachToStaticMeshSocketNameBaseField ()
 
TSubclassOf< AActor > & ItemsUseAlternateActorClassAttachmentField ()
 
float & UnstasisAutoDestroyAfterTimeField ()
 
char & TribeGroupStructureRankField ()
 
char & TribeRankHUDYOffsetField ()
 
TArray< TSubclassOf< APrimalDinoCharacter > > & PreventSaddleDinoClassesField ()
 
TArray< FName > & PreventSaddleDinoTagsField ()
 
TArray< TSubclassOf< APrimalDinoCharacter > > & AllowSaddleDinoClassesField ()
 
FNamePlaceOnWallUseStaticMeshTagField ()
 
TSubclassOf< APrimalStructure > & SnapStructureClassField ()
 
float & DemolishActivationTimeField ()
 
FVectorGroundEncroachmentCheckLocationOffsetField ()
 
TWeakObjectPtr< APrimalCharacter > & TempBasedPawnWaitingForAttachmentParentReplicationField ()
 
int & StructureMinAllowedVersionField ()
 
int & SavedStructureMinAllowedVersionField ()
 
float & OverrideEnemyFoundationPreventionRadiusField ()
 
TArray< TSubclassOf< APrimalStructure > > & ForceAllowWallAttachmentClassesField ()
 
float & LimitMaxStructuresInRangeRadiusField ()
 
float & BaseStructureWeightField ()
 
TArray< TSubclassOf< APrimalStructure > > & FastDecayLinkedStructureClassesField ()
 
float & PlacementMaxZAbovePlayerHeightField ()
 
float & LandClaimPlacementRadiusField ()
 
TWeakObjectPtr< APrimalRaft > & LastAttachedShipField ()
 
float & SnapToWaterSurface_ZOffsetField ()
 
float & NoClaimFlagDecayDestructionPeriodField ()
 
float & NoClaimFlagDecayDestructionPeriodMultiplierField ()
 
TWeakObjectPtr< APrimalStructureClaimFlag > & LinkedToClaimFlagField ()
 
float & MyExtraShipStructureHealthMultiplierField ()
 
TEnumAsByte< enum EShipSize::Type > & StructureShipSizeClass_MaxField ()
 
TEnumAsByte< enum EShipSize::Type > & StructureShipSizeClass_MinField ()
 
int & RequirePlacementOnShipDeckIndexField ()
 
int & SnapToShipDeckIndexField ()
 
UStaticMeshMyStaticMeshOverrideField ()
 
TArray< FName > & EncroachmentCheckIgnoreStructureTypeTagsField ()
 
FNameStructureTypeTagField ()
 
long double & CheckUntilAttachedToShipStartTimeField ()
 
float & ShipPlacementRotationOffsetField ()
 
TArray< FPrimalStructureSnapPointOverride > & SnapToModelOverridesField ()
 
TArray< FPrimalStructureSnapPointOverride > & SnapFromModelOverridesField ()
 
TArray< APrimalStructure * > AlternateSnapPreviewsField ()
 
UStaticMeshPreviewDefaultStaticMeshField ()
 
float & SnapCheckIntervalDistanceField ()
 
float & TimeToAllowFreePickupField ()
 
float & FreePickupTextYOffsetField ()
 
float & AdditionalRepairPercentNextIntervalField ()
 
float & MaxAdditionalRepairPercentField ()
 
float & FlatAdditionalRepairPercentField ()
 
UMeshComponentPreviewGizmoComponentField ()
 
UPrimalItemCraftedFromStatItemField ()
 
FNamePaintingFileNameOverrideField ()
 
float & NPC_AdditionalUseRadiusField ()
 
FStringTutorialHintStringField ()
 
int & PreviewLastPlacementResultField ()
 
TArray< TSubclassOf< APrimalStructure > > & PreventParentStructureClassesField ()
 
TArray< TSubclassOf< APrimalStructure > > & AllowParentStructureClassesField ()
 
TArray< TSubclassOf< APrimalStructure > > & PreventChildStructureClassesField ()
 
TArray< TSubclassOf< APrimalStructure > > & AllowChildStructureClassesField ()
 
float & ShipStructureOffsetFromHUDBottomYField ()
 
float & PlacementFloorCheckStartOffsetZField ()
 
float & PlacementFloorCheckEndOffsetZField ()
 
float & ShipPlacementMaxBelowZOffsetField ()
 
float & TraceDistanceFromActorToCeilingField ()
 
float & PlacementInitialTracePointOffsetForCeilingField ()
 
float & PlacementOffsetForCeilingField ()
 
TArray< TSubclassOf< APrimalStructure > > & StructuresAllowedToBeCeilingField ()
 
float & PreventPlacingNearEnemyRadiusField ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlippable ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlipped ()
 
BitFieldValue< bool, unsigned __int32 > bShowInPlaceableList ()
 
BitFieldValue< bool, unsigned __int32 > bIsRepairing ()
 
BitFieldValue< bool, unsigned __int32 > bInitializedMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowWallAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPRefreshedStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bClientAddPlacedOnFloorStructures ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementUsesWeaponClipAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDyingWhenDemolished ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteTakeAnythingAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bUseAdvancedRotationPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnDynamicsFoliageAndDoors ()
 
BitFieldValue< bool, unsigned __int32 > bSeatedDisableCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIsAllowedToBuildEx ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPHandleStructureEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnVerticalGround ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementShouldNotBeHorizontal ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresGroundedPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructuresPvPOnly ()
 
BitFieldValue< bool, unsigned __int32 > bForceUseSkeletalMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > bForceDisableFootSound ()
 
BitFieldValue< bool, unsigned __int32 > bTraceThruEncroachmentPoints ()
 
BitFieldValue< bool, unsigned __int32 > bDidSpawnEffects ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDinoPlacementDistanceIncrease ()
 
BitFieldValue< bool, unsigned __int32 > bPendingRemoval ()
 
BitFieldValue< bool, unsigned __int32 > bDontOverrideCollisionProfile ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttachToPawn ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttachToSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementTraceIgnorePawns ()
 
BitFieldValue< bool, unsigned __int32 > bRequireFreePrimarySnappedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowPlacementInWater ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnGround ()
 
BitFieldValue< bool, unsigned __int32 > bTakeAnythingAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bIsFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bForceCheckNearbyEnemyFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bIsFloor ()
 
BitFieldValue< bool, unsigned __int32 > bForceFloorCollisionGroup ()
 
BitFieldValue< bool, unsigned __int32 > bIsWall ()
 
BitFieldValue< bool, unsigned __int32 > bDisallowPreventCropsBiomes ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeRepairedByAnyTeam ()
 
BitFieldValue< bool, unsigned __int32 > bReturnDamageOnHitFromPawn ()
 
BitFieldValue< bool, unsigned __int32 > bPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseFromRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsFenceFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bUseFenceFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyBlockSelfTraceChannel ()
 
BitFieldValue< bool, unsigned __int32 > bWasPlacementSnapped ()
 
BitFieldValue< bool, unsigned __int32 > bIsCoreStructure ()
 
BitFieldValue< bool, unsigned __int32 > bDeprecateStructure ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresToBeInsideZoneVolume ()
 
BitFieldValue< bool, unsigned __int32 > bAllowLoadBearing ()
 
BitFieldValue< bool, unsigned __int32 > bIsEnvironmentStructure ()
 
BitFieldValue< bool, unsigned __int32 > bDemolished ()
 
BitFieldValue< bool, unsigned __int32 > bSetStaticMobility ()
 
BitFieldValue< bool, unsigned __int32 > bIsPvE ()
 
BitFieldValue< bool, unsigned __int32 > bBeginPlayIgnoreApplyScale ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnStructureFloors ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnStructureFloors ()
 
BitFieldValue< bool, unsigned __int32 > bUsePlacementCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresSnapping ()
 
BitFieldValue< bool, unsigned __int32 > bSnappingRequiresNearbyFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSnapRotation ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementChooseRotation ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyWhenLostFoundationAndPlacementChooseRotation ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacingOnWall ()
 
BitFieldValue< bool, unsigned __int32 > bSnapRequiresPlacementOnGround ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSnapOntoSameLocation ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyFoundationIfSnappedToFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bFoundationRequiresGroundTrace ()
 
BitFieldValue< bool, unsigned __int32 > bPlacingOnGroundRequiresNoStructure ()
 
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormal ()
 
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormalDirectly ()
 
BitFieldValue< bool, unsigned __int32 > bFinalPlacementDontAdjustForMaxRange ()
 
BitFieldValue< bool, unsigned __int32 > bCheckForOverlappingStructuresOnPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bBlockOverlappingStructuresOnPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bDebug ()
 
BitFieldValue< bool, unsigned __int32 > bUseFadeInEffect ()
 
BitFieldValue< bool, unsigned __int32 > bUsingStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bUsesHealth ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreSnappedToOtherFloorStructures ()
 
BitFieldValue< bool, unsigned __int32 > bEnforceStructureLinkExactRotation ()
 
BitFieldValue< bool, unsigned __int32 > bForceSnappedStructureToGround ()
 
BitFieldValue< bool, unsigned __int32 > bForceBlockIK ()
 
BitFieldValue< bool, unsigned __int32 > bStationaryStructure ()
 
BitFieldValue< bool, unsigned __int32 > bIgnorePawns ()
 
BitFieldValue< bool, unsigned __int32 > bCanDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructures ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPlacementInWater ()
 
BitFieldValue< bool, unsigned __int32 > bAllowInRegularStructurePreventionZones ()
 
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannels ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventEnemyStructuresNearby ()
 
BitFieldValue< bool, unsigned __int32 > bAllowEnemyDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallySnapJustPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInRange ()
 
BitFieldValue< bool, unsigned __int32 > bPaintingUseSkeletalMesh ()
 
BitFieldValue< bool, unsigned __int32 > bUsesPaintingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bCanBuildUpon ()
 
BitFieldValue< bool, unsigned __int32 > bHasResetDecayTime ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowInPreventionVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bForceCreateDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetInfoFromConsumedItemForPlacedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bImmuneToAutoDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInSmallRadius ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAttachToSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bForcePersonalStructureOwnership ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowStructureAccess ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverideDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWith ()
 
BitFieldValue< bool, unsigned __int32 > bUseTribeGroupStructureRank ()
 
BitFieldValue< bool, unsigned __int32 > bForceBlockStationaryTraces ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocket ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocketRotation ()
 
BitFieldValue< bool, unsigned __int32 > bForceGroundForFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedToTransform ()
 
BitFieldValue< bool, unsigned __int32 > bDisableStructureOnElectricStorm ()
 
BitFieldValue< bool, unsigned __int32 > bNoCollision ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bIsPreviewStructure ()
 
BitFieldValue< bool, unsigned __int32 > bStructureUseAltCollisionChannel ()
 
BitFieldValue< bool, unsigned __int32 > bDemolishJustDestroy ()
 
BitFieldValue< bool, unsigned __int32 > bHighPriorityDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bDisableSnapStructure ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bUsesWorldSpaceMaterial ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreStationaryObjectTrace ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowNearSupplyCrateSpawns ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostSetStructureCollisionChannels ()
 
BitFieldValue< bool, unsigned __int32 > bPickupGiveItemRequiresAccess ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPickupGiveItem ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAttachedChildStructures ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPreviewIfWeaponPlaced ()
 
BitFieldValue< bool, unsigned __int32 > bShowHullTooltip ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanPlaceOnStructureSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bUseStructureClassForParentActorClassAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bSetAttachmentTimer ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetStructureWeight ()
 
BitFieldValue< bool, unsigned __int32 > bPostSpawnInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bBeganPlay ()
 
BitFieldValue< bool, unsigned __int32 > bResetSnapCycle ()
 
BitFieldValue< bool, unsigned __int32 > bStructurePlacedNotifyParentStructure ()
 
BitFieldValue< bool, unsigned __int32 > bPaintingUseTaggedMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > bCheckStructurePlacementOverlapForceEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageByShipImpact ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacementOutsideShipBounds ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAttachedTurretYawLimits ()
 
BitFieldValue< bool, unsigned __int32 > bCraftedFromStatItem ()
 
BitFieldValue< bool, unsigned __int32 > bClientRequestedStatItem ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacementOnOtherTeamDinos ()
 
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannelsCreateDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bLandPlacementRequiresLandClaim ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxSaddleStructuresNum ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreParentStructureDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bGroundTraceAllowCollisionWithWater ()
 
BitFieldValue< bool, unsigned __int32 > bUseSnapFromPlacementOverrideEvenWhenNotSnapped ()
 
BitFieldValue< bool, unsigned __int32 > bClientMobileStructure ()
 
BitFieldValue< bool, unsigned __int32 > bSnapToWaterSurface ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDurabilityHealthScaling ()
 
BitFieldValue< bool, unsigned __int32 > bSnappedSeatStructuresIgnoreGroundForStandingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bFlippedIgnoreComponentOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bFlipOnlyMyStaticMesh ()
 
BitFieldValue< bool, unsigned __int32 > bSetFlippedComponentOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnCeiling ()
 
BitFieldValue< bool, unsigned __int32 > bTryPlacingOnCeiling ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSpawingStructureDeathActor ()
 
BitFieldValue< bool, unsigned __int32 > bForceSpawningStructureDeathActor ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPSetDynamicMaterialParams ()
 
BitFieldValue< bool, unsigned __int32 > bUseAlternateStructureColorSetOnShips ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnShip ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPlacementOnShip ()
 
BitFieldValue< bool, unsigned __int32 > bAlignWithShipRotation ()
 
BitFieldValue< bool, unsigned __int32 > bIsCriticalShipStructure ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_TickCriticalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAttachedTurretCameraSocketName ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacementWhileSeated ()
 
BitFieldValue< bool, unsigned __int32 > bUseSkeletalMeshForSocketSnapPoints ()
 
BitFieldValue< bool, unsigned __int32 > bShowAttachedToShipMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bPreventEnemyTeamPainting ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowPlacementWhenUsingClimbingPickOrFalling ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementWantsToBeFlipped ()
 
BitFieldValue< bool, unsigned __int32 > bTryVerticalGround ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowSaddleStructureBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPlayerPlacementRequiresBeingOnStructurePlacerArray ()
 
BitFieldValue< bool, unsigned __int32 > bSeatedForceDisableCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseShipStructureHealthMultiplier ()
 
BitFieldValue< bool, unsigned __int32 > bForceOnChildStructurePlacedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bMobileStructureForceAllowAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCreationOfDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSkipPartialWorldSave ()
 
BitFieldValue< bool, unsigned __int32 > bStructureSaveDirty ()
 
BitFieldValue< bool, unsigned __int32 > bPreventGivingDemolishResources ()
 
BitFieldValue< bool, unsigned __int32 > bServerIsTestingForPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bServerDestroyedFailedPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bPlacedOnShip ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDestructionFoundationCheck ()
 
float AddAggroOnBump (APrimalDinoCharacter *BumpedBy)
 
bool AddRepairPercentForNextInterval (float Multiplier)
 
bool AllowBeginPlacementBy_Implementation (AShooterPlayerController *ByPC)
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
bool AllowCreateDynamicMaterials ()
 
bool AllowJumpOutOfWaterOnto (AActor *Jumper)
 
bool AllowPickupForItem (AShooterPlayerController *ForPC)
 
bool AllowPlacingMeOnStructure_Implementation (APrimalStructure *ParentStructure, FPlacementData *ThePlacementData)
 
bool AllowPlacingOnSaddleParentClass (APrimalDinoCharacter *theDino, bool bForcePrevent)
 
bool AllowPlacingStructureOnMe_Implementation (APrimalStructure *ChildStructure, FPlacementData *ThePlacementData)
 
bool AllowSaving ()
 
bool AllowSnappingWith (APrimalStructure *OtherStructure, APlayerController *ForPC)
 
bool AllowSpawnForPlayer (AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
 
bool AllowStructureAccess (APlayerController *ForPC)
 
void ApplyColorToRegions (__int16 CustomColorID, bool *ApplyToRegions)
 
void ApplyLinkedIDs (bool bRelinkParents)
 
void ApplyPrimalItemSettingsToStructure (UMeshComponent *meshToColorize, UPrimalItem *AssociatedPrimalItem)
 
void ApplyScale (bool bOnlyInitPhysics)
 
void BPGetAllLinkedStructures (TArray< APrimalStructure * > *OutLinkedStructures)
 
void BPGetInfoFromConsumedItemForPlacedStructure_Implementation (UPrimalItem *ItemToConsumed)
 
TArray< int > * BPGetLinkedStructureIDs (TArray< int > *result)
 
TArray< FPrimalStructureSnapPoint > * BPGetSnappingPoints ()
 
FPlacementData * BPPlacingWallAttachmentOnMe_Implementation (FPlacementData *result, APrimalStructure *AttachedStructure, FPlacementData *OutPlacementData)
 
void BeginPlay ()
 
bool CanAutoDemolish (bool bCanImmediatelyAutoDemolish, bool bForceCheckClaimFlagOverlap)
 
bool CanBePainted ()
 
bool CanBeRepaired (AShooterPlayerController *ByPC, bool bCurrentlyRepairing)
 
int CanPlaceCriticalShipStructure (APrimalRaft *OnShip)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckNotEncroaching (FVector PlacementLocation, FRotator PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale)
 
void CheckUntilAttachedToValidShip ()
 
bool ClampBuildLocation (FVector FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC)
 
void ClearCustomColors_Implementation ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientUpdateLinkedStructures_Implementation (TArray< unsigned int > *NewLinkedStructures)
 
void ClientUpdatedStructureColors_Implementation ()
 
void CreateDynamicMaterials ()
 
void DelayedClientAttachParentReplicationFixupCheck (APrimalCharacter *PawnToCheck, float Timeout)
 
void DelayedDisableSnapParent ()
 
void Demolish (APlayerController *ForPC)
 
void Destroyed ()
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool DoAnyTribePermissionsRestrict (AShooterPlayerController *ForPC)
 
void DrawHUD (AShooterHUD *HUD)
 
void DrawStructureTooltip (AShooterHUD *HUD, bool bForMultiUseSelector)
 
void FadeInEffectTick ()
 
void FinalLoadedFromSaveGame ()
 
bool FinalStructurePlacement (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bIsFlipped, UClass **ClassOverride)
 
void GetAllLinkedStructures (TArray< APrimalStructure * > *OutLinkedStructures)
 
APrimalRaftGetAttachedToShip ()
 
FNameGetAttachedTurretCameraSocketNameOverride_Implementation (FName *result, APrimalStructure *ForStructure)
 
TSubclassOf< APrimalStructure > * GetBedFilterClass_Implementation (TSubclassOf< APrimalStructure > *result)
 
ADayCycleManager * GetDayCycleManager ()
 
float GetDemolishGivesResourcesMultiplier (APlayerController *ForPC)
 
FStringGetDescriptiveName (FString *result)
 
FStringGetEntryDescription (FString *result)
 
UTexture2DGetEntryIcon (UObject *AssociatedDataObject, bool bIsEnabled)
 
UMaterialInterface * GetEntryIconMaterial (UObject *AssociatedDataObject, bool bIsEnabled)
 
FStringGetEntryString (FString *result)
 
int GetHitPawnCollisionGroup ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
APrimalStructureDoorGetLinkedDoor ()
 
APrimalStructureGetNearbyFoundation (FPlacementData *PlacementData, APlayerController *ForPC)
 
float GetNoClaimFlagDecayPeriod ()
 
int GetNumStructuresInRange (FVector AtLocation, float WithinRange)
 
UPaintingTexture * GetPaintingTexture ()
 
USceneComponentGetParticleBaseComponent ()
 
FVectorGetParticleSystemClampingVelocity (FVector *result)
 
int GetPinCode ()
 
bool GetPlacingGroundLocation (AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, TArray< FLocRot > *AlternateSnapTransforms, bool bIgnoreSnapCheckDistanceInterval)
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
bool GetSnapPlacementMeshOverride (FPlacementData *PlacementData, UStaticMesh **OutStaticMesh, UClass **OutReplacementClass, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)
 
FVectorGetSnapPointLocation (FVector *result, int SnapPointIndex, bool bOverrideTransform, FVector OverrideLoc, FRotator OverrideRot)
 
UMeshComponentGetSnapSocketMeshComponent ()
 
bool GetSnapToLocation (FVector *AtLoc, FRotator *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, TArray< FLocRot > *AlternateSnapTransforms)
 
void GetSnapToParentStructures (FVector AtLocation, FRotator AtRotation, int InitialMySnapIndex, APrimalStructure *InitialParent, TArray< APrimalStructure * > *SnapToParentStructures, APlayerController *PC)
 
FSpawnPointInfoGetSpawnPointInfo (FSpawnPointInfo *result)
 
float GetSpoilingTimeMultiplier (UPrimalItem *anItem)
 
FLinearColorGetStructureColor (FLinearColor *result, int ColorRegionIndex)
 
FLinearColorGetStructureColorForID (FLinearColor *result, int SetNum, int ID)
 
int GetStructureColorValue (int ColorRegionIndex)
 
TArray< short > * GetStructureColorsArray (TArray< short > *result)
 
float GetStructureDamageMultiplier ()
 
float GetStructureDemolishTime ()
 
float GetStructureRepairCooldownTime ()
 
TEnumAsByte< enum EShipSize::Type > * GetStructureShipMaxSizeClass (TEnumAsByte< enum EShipSize::Type > *result)
 
TEnumAsByte< enum EShipSize::Type > * GetStructureShipMinSizeClass (TEnumAsByte< enum EShipSize::Type > *result)
 
float GetStructureWeight ()
 
float GetTargetingDesirability (ITargetableInterface *Attacker)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
UObjectGetUObjectInterfaceDataListEntryInterface ()
 
bool IncludeTransformInHeaderData ()
 
void InitDynamicMaterials (UMeshComponent *Component)
 
bool Internal_IsInSnapChain (APrimalStructure *theStructure)
 
int IsAllowedToBuild (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement, TArray< FLocRot > *AlternateSnapTransforms, FVector *SnapCheckStartLoc)
 
bool IsAttachedToShipInDryDock ()
 
bool IsAttachedToShipInWetDock ()
 
bool IsAttachedToSunkenShip ()
 
bool IsCheckingForAttachedToValidShip ()
 
bool IsFullValidWorldStructure ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsOnlyLinkedToFastDecayStructures ()
 
bool IsOnlyLinkedToFastDecayStructuresInternal (TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)
 
bool IsShipStructure ()
 
void ModifyClientSideMoveToLocation (FVector *MoveToLoc)
 
bool ModifyMoveToOrderedActorsArray (TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)
 
void NPC_OnArrivedAtStructure (APrimalCharacter *ForChar)
 
void NetDoSpawnEffects_Implementation ()
 
void NetSpawnCoreStructureDeathActor_Implementation (float BuffTimeReductionMultiplier)
 
void NetUpdateOriginalOwnerNameAndID_Implementation (int NewOriginalOwnerID, FString *NewOriginalOwnerName)
 
void NetUpdateTeamAndOwnerName_Implementation (int NewTeam, FString *NewOwnerName)
 
void NonPlayerFinalStructurePlacement (int PlacementTargetingTeam, int PlacementOwningPlayerID, FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent, bool bLinkToParent)
 
float OffsetHUDFromBottomScreenY_Implementation (AHUD *ForHUD)
 
void OnAttachedShipDeath ()
 
void OnAttachedToRaft ()
 
void OnAttachedToValidShip ()
 
void OnDeserializedByGame (EOnDesrializationType::Type DeserializationType)
 
void OnFailedToAttachToValidShip ()
 
void OnRep_AttachmentReplication ()
 
void OnStructurePlacedNotify (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
 
void PlacedStructureLocation (APlayerController *ByPC)
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PostInitializeComponents ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PostSpawnInitialize ()
 
void PreInitializeComponents ()
 
void PrepareAsPlacementPreview ()
 
void PrepareForSaving ()
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool PreventChoosingRotation (APrimalStructurePlacer *ForPlacer)
 
bool PreventPlacingOnFloorClass (TSubclassOf< APrimalStructure > FloorClass)
 
void ProcessEditText (AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, int ExtraID1, int ExtraID2)
 
void RefreshStructureColors ()
 
void RemoveLinkedStructure (APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)
 
void RepairCheckTimer ()
 
void SaddleDinoDied ()
 
void ServerRequestUseItemWithActor (APlayerController *ForPC, UObject *anItem, int AdditionalData)
 
void SetAllowStructureColorSet (TArray< int > newColorSet)
 
void SetDinoSaddleAttachment (APrimalDinoCharacter *myDino, FName BoneName, FVector RelLoc, FRotator RelRot, bool bMaintainWorldPosition)
 
void SetEnabled (bool bEnabled)
 
void SetEnabledPrimarySnappedStructureParent_Implementation (bool bEnabled)
 
void SetLinkedIDs ()
 
void SetStaticMobility ()
 
void SetStructureCollisionChannels ()
 
void SetStructureColorValue (int ColorRegionIndex, int SetVal)
 
void SetStructureColors (TArray< short > InStructureColors)
 
void SetupComponentCollisionChannels (UPrimitiveComponent *PrimitiveComponent, bool bSetupDestructionMesh, bool bSetupMeshMaterials)
 
void SetupDynamicMeshMaterials (UMeshComponent *meshComp, bool bDisableWorldSpaceEffects)
 
bool SkipDuringPartialWorldSave ()
 
void StartRepair ()
 
void Stasis ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TickCriticalShipStructure (float DeltaTime)
 
void TickPlacingShipStructure (APrimalRaft *OnShip, FVector LastPlacementHitLoc)
 
bool TickPlacingStructure (APrimalStructurePlacer *PlacerActor, float DeltaTime)
 
void TimeoutFor_DelayedClientAttachParentReplicationFixupCheck ()
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void Unstasis ()
 
void UpdateStencilValues ()
 
void UpdateTribeGroupStructureRank_Implementation (char NewRank)
 
void UpdatedHealth (bool bDoReplication)
 
bool UseDynamicMobility ()
 
bool AllowBeginPlacementBy (AShooterPlayerController *ByPC)
 
bool AllowPlacingMeOnStructure (APrimalStructure *ParentStructure, FPlacementData *ThePlacementData)
 
bool AllowPlacingStructureOnMe (APrimalStructure *ChildStructure, FPlacementData *ThePlacementData)
 
bool BPAllowJumpOutOfWaterOnto (AActor *Jumper)
 
bool BPAllowPickupGiveItem (APlayerController *ForPC)
 
bool BPAllowSnappingWith (APrimalStructure *OtherStructure, APlayerController *ForPC)
 
void BPApplyCustomDurabilityOnPickup (UPrimalItem *pickedup)
 
bool BPCanFinalPlaceOnStructureSaddle (FPlacementData *data, APawn *AttachToPawn)
 
bool BPForceConsideredEnemyFoundation (APlayerController *PC, APrimalStructure *ForNewStructure, FVector *TestAtLocation)
 
void BPGetInfoFromConsumedItemForPlacedStructure (UPrimalItem *ItemToConsumed)
 
void BPGetSnapFromPlacementMeshOverride (APrimalStructure *ParentStructure, FPlacementData *OutPlacementData, UStaticMesh **OutMeshOverride, TSubclassOf< APrimalStructure > *OutClassOverride, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)
 
void BPGetSnapToPlacementMeshOverride (APrimalStructure *ChildStructure, FPlacementData *OutPlacementData, UStaticMesh **OutMeshOverride, TSubclassOf< APrimalStructure > *OutClassOverride, FVector *PreviewLocOffset, FRotator *PreviewRotOffset)
 
float BPGetStructureWeight ()
 
bool BPHandleBedFastTravel (AShooterPlayerController *ForPC, APrimalStructure *ToBed)
 
void BPHandleStructureEnabled (bool bEnabled)
 
bool BPImpactEffect (FHitResult *HitRes, FVector *ShootDirection)
 
int BPIsAllowedToBuild (FPlacementData *OutPlacementData, int CurrentAllowedReason)
 
int BPIsAllowedToBuildEx (FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement)
 
bool BPOverrideAllowStructureAccess (AShooterPlayerController *ForPC, bool bIsAccessAllowed)
 
FStringBPOverrideCantBuildReasonString (FString *result, int CantBuildReason)
 
bool BPOverrideDemolish (AShooterPlayerController *ForPC)
 
FVectorBPOverridePlacementLocation (FVector *result, FVector PlacementLocation)
 
bool BPOverrideSnappedToTransform (APrimalStructure *childStructure, int ChildSnapFromIndex, FVector UnsnappedPlacementPos, FRotator UnsnappedPlacementRot, FVector SnappedPlacementPos, FRotator SnappedPlacementRot, int SnapToIndex, FVector *OutLocation, FRotator *OutRotation, int *bForceInvalidateSnap)
 
void BPPlacedStructureLocation (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
 
FPlacementData * BPPlacingWallAttachmentOnMe (FPlacementData *result, APrimalStructure *AttachedStructure, FPlacementData *OutPlacementData)
 
void BPPlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void BPPostLoadedFromSaveGame ()
 
void BPPostSetStructureCollisionChannels ()
 
bool BPPreventPlacementOnPawn (APlayerController *PC, APrimalCharacter *ForCharacter, FName ForBone)
 
bool BPPreventPlacingOnFloorStructure (FPlacementData *theOutPlacementData, APrimalStructure *FloorStructure)
 
bool BPPreventPlacingStructureOntoMe (APlayerController *PC, APrimalStructure *ForNewStructure, FHitResult *ForHitResult)
 
bool BPPreventReplacementBy (APrimalStructure *theStructure)
 
bool BPPreventReplacementOf (APrimalStructure *theStructure)
 
bool BPPreventSpawnForPlayer (AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
 
bool BPPreventUsingAsFloorForStructure (FPlacementData *theOutPlacementData, APrimalStructure *StructureToPlaceOnMe)
 
void BPProcessEditText (AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox, int ExtraID1, int ExtraID2)
 
void BPRefreshedStructureColors ()
 
void BPSaddleDinoDied ()
 
void BPStructurePreGetMultiUseEntries (APlayerController *ForPC)
 
void BPTriggerStasisEvent ()
 
void BPUnstasis ()
 
bool BPUseCountStructureInRange ()
 
int BP_CanPlaceCriticalShipStructure (APrimalRaft *OnShip)
 
bool BP_ModifyClientSideMoveToLocation (FVector *MoveToLoc)
 
bool BP_ModifyMoveToOrderedActorsArray (TArray< UPrimitiveComponent * > *MoveToArray, APrimalCharacter *FromPlayer)
 
void BP_OnAttachedShipDeath ()
 
void BP_OnAttachedToValidShip ()
 
void BP_OnDemolished (APlayerController *ForPC)
 
void BP_OnFailedToAttachToValidShip ()
 
void BP_OnRepair (float RepairAmount)
 
void BP_OnStructurePlacedNotify (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
 
bool BP_PreventChoosingRotation (APrimalStructurePlacer *ForPlacer)
 
void BP_TickCriticalShipStructure (float DeltaTime)
 
void ClearCustomColors ()
 
void ClientUpdateLinkedStructures (TArray< unsigned int > *NewLinkedStructures)
 
void ClientUpdatedStructureColors ()
 
void DrawPlacementHUD (AHUD *HUD)
 
FNameGetAttachedTurretCameraSocketNameOverride (FName *result, APrimalStructure *ForStructure)
 
FVectorGetAttachedTurretYawLimitsOverride (FVector *result, APrimalStructure *ForStructure)
 
TSubclassOf< APrimalStructure > * GetBedFilterClass (TSubclassOf< APrimalStructure > *result)
 
FStringGetTutorialHintString (FString *result)
 
bool IsValidForSnappingFrom (APrimalStructure *OtherStructure)
 
bool IsValidSnapPointFrom (APrimalStructure *ParentStructure, int MySnapPointFromIndex)
 
bool IsValidSnapPointTo (APrimalStructure *ChildStructure, int MySnapPointToIndex)
 
void MultiAddStructuresPlacedOnFloor (APrimalStructure *structure)
 
void NetDoSpawnEffects ()
 
void NetSpawnCoreStructureDeathActor (float BuffTimeReductionMultiplier)
 
void NetUpdateOriginalOwnerNameAndID (int NewOriginalOwnerID, FString *NewOriginalOwnerName)
 
void NetUpdateTeamAndOwnerName (int NewTeam, FString *NewOwnerName)
 
void OnChildStructurePlacedNotify (APrimalStructure *ChildStructure)
 
void OnShipImpactedStructure (APrimalRaft *Ship, UPrimitiveComponent *OtherComp, FVector NormalImpulse, FHitResult *Hit)
 
void PlacedOnDino (APrimalDinoCharacter *OnChar)
 
void SetEnabledPrimarySnappedStructureParent (bool bEnabled)
 
bool StructurePlacementOverlapForceEncroachment (APrimalStructure *PlacingStructure, AActor *OnDinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, FVector *PlacementLocation, FVector *EncroachmentCheckLocation, FVector *EncroachmentCheckExtent)
 
void UpdateTribeGroupStructureRank (char NewRank)
 
FVector2DOverlayTooltipPaddingField ()
 
FVector2DOverlayTooltipScaleField ()
 
FNameStructureTagField ()
 
TSubclassOf< UPrimalItem > & ConsumesPrimalItemField ()
 
float & ScaleFactorField ()
 
int & StructureSnapTypeFlagsField ()
 
TArray< FPrimalStructureSnapPoint > & SnapPointsField ()
 
TArray< FStructureVariant > & VariantsField ()
 
int & CurrentVariantField ()
 
float & PlacementOffsetForVerticalGroundField ()
 
float & PlacementInitialTracePointOffsetForVerticalGroundField ()
 
TArray< TSubclassOf< APrimalStructure > > & StructuresAllowedToBeVerticalGroundField ()
 
float & TraceDistanceFromActorToWallVerticalGroundField ()
 
FVectorPlacementHitLocOffsetField ()
 
FVectorPlacementEncroachmentCheckOffsetField ()
 
FVectorPlacementEncroachmentBoxExtentField ()
 
FVectorPlacementTraceScaleField ()
 
FVectorSnapAlternatePlacementTraceScaleField ()
 
FRotatorPlacementRotOffsetField ()
 
FRotatorPlacementTraceRotOffsetField ()
 
FRotatorSnappingRotationOffsetField ()
 
float & RepairAmountRemainingField ()
 
float & RepairCheckIntervalField ()
 
float & PlacementFloorCheckZExtentUpField ()
 
float & RepairPercentPerIntervalField ()
 
float & DecayDestructionPeriodField ()
 
TArray< TSubclassOf< APrimalStructure > > & PreventPlacingOnFloorClassesField ()
 
TArray< TSubclassOf< APrimalStructure > > & AllowPlacingOnFloorClassesField ()
 
TSubobjectPtr< USceneComponent > & MyRootTransformField ()
 
int & TraceIgnoreStructuresWithTypeFlagsField ()
 
int & bTraceCheckOnlyUseStructuresWithTypeFlagsField ()
 
FieldArray< char, 6 > AllowStructureColorSetsField ()
 
FVectorWaterVolumeCheckPointOffsetField ()
 
float & WaterPlacementMinimumWaterHeightField ()
 
float & PlacementMaxZDeltaField ()
 
float & PlacementChooseRotationMaxRangeOverrideField ()
 
float & PlacementMaxRangeField ()
 
float & MaxSnapLocRangeField ()
 
float & SnapOverlapCheckRadiusField ()
 
float & MaximumFoundationSupport2DBuildDistanceField ()
 
float & PlacementFloorCheckZExtentField ()
 
float & LastHealthPercentageField ()
 
FRotatorTakeGroundNormalRotationOffsetField ()
 
float & DemolishGiveItemCraftingResourcePercentageField ()
 
TSubclassOf< APrimalStructure > & AllowReplacementByStructureClassTypeField ()
 
TSubclassOf< APrimalStructure > & PreventReplacementOfStructureClassTypeField ()
 
float & MaximumHeightAboveWorldGroundField ()
 
float & MaximumHeightUnderWorldMaxKillZField ()
 
FRotatorPreviewCameraRotationField ()
 
FVectorPreviewCameraPivotOffsetField ()
 
float & PreviewCameraDistanceScaleFactorField ()
 
float & PreviewCameraDefaultZoomMultiplierField ()
 
float & PreviewCameraMaxZoomMultiplierField ()
 
float & ReturnDamageAmountField ()
 
int & StructureRangeTypeFlagField ()
 
int & LimitMaxStructuresInRangeTypeFlagField ()
 
float & ReturnDamageImpulseField ()
 
TSubclassOf< UDamageType > & ReturnDamageTypeField ()
 
TArray< TSubclassOf< UDamageType > > & ReturnDamageExcludeIncomingTypesField ()
 
TArray< TSubclassOf< UDamageType > > & ReturnDamageOnlyForIncomingTypesField ()
 
int & OwningPlayerIDField ()
 
FStringOwningPlayerNameField ()
 
long double & LastInAllyRangeTimeField ()
 
long double & PickupAllowedBeforeNetworkTimeField ()
 
float & DecayDestructionPeriodMultiplierField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & SaddleDinoField ()
 
TArray< APrimalDinoCharacter * > LatchedDinosField ()
 
UMaterialInterface * PreviewMaterialField ()
 
FNamePreviewMaterialColorParamNameField ()
 
TArray< FVector > & PlacementTraceDirectionsField ()
 
TArray< APrimalStructure * > LinkedStructuresField ()
 
TArray< unsigned int > & LinkedStructuresIDField ()
 
TArray< APrimalStructure * > & StructuresPlacedOnFloorField ()
 
TArray< TSubclassOf< APrimalStructure > > & SnapToStructureTypesToExcludeField ()
 
TArray< TSubclassOf< APrimalStructure > > & SnapFromStructureTypesToExcludeField ()
 
TArray< FName > & SnapToStructureTagsToExcludeField ()
 
TArray< FName > & SnapFromStructureTagsToExcludeField ()
 
APrimalStructure *& PlacedOnFloorStructureField ()
 
APrimalStructurePrimarySnappedStructureChildField ()
 
APrimalStructurePrimarySnappedStructureParentField ()
 
FStringOwnerNameField ()
 
FieldArray< __int16, 6 > StructureColorsField ()
 
APawnAttachedToField ()
 
APrimalStructureExplosiveTransGPS * AttachedTransponderField ()
 
unsigned int & StructureIDField ()
 
unsigned int & AttachedToDinoID1Field ()
 
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesToAttachField ()
 
TArray< TSubclassOf< APrimalStructure > > & OnlyAllowStructureClassesFromAttachField ()
 
unsigned int & TaggedIndexField ()
 
unsigned int & TaggedIndexTwoField ()
 
unsigned int & ProcessTreeTagField ()
 
long double & LastStructureStasisTimeField ()
 
long double & LastColorizationTimeField ()
 
UMaterialInterface * StructureIconMaterialField ()
 
FVectorAdvancedRotationPlacementOffsetField ()
 
TSubclassOf< APrimalEmitterSpawnable > & SpawnEmitterField ()
 
FVectorSpawnEmitterLocationOffsetField ()
 
FRotatorSpawnEmitterRotationOffsetField ()
 
TSubclassOf< UPrimalItem > & PickupGivesItemField ()
 
float & ExcludeInStructuresRadiusField ()
 
TArray< TSubclassOf< APrimalStructure > > & ExcludeInStructuresRadiusClassesField ()
 
float & LastFadeOpacityField ()
 
bool & bClientAddedToStructuresArrayField ()
 
long double & LastFailedPinTimeField ()
 
TWeakObjectPtr< UMeshComponent > & PrimaryMeshComponentField ()
 
UStructurePaintingComponentPaintingComponentField ()
 
TArray< FString > & PreventBuildStructureReasonStringOverridesField ()
 
FVectorFloatingHudLocTextOffsetField ()
 
float & LastBumpedDamageTimeField ()
 
int & ForceLimitStructuresInRangeField ()
 
int & PlacementMaterialForwardDirIndexField ()
 
float & ForcePreventPlacingInOfflineRaidStructuresRadiusField ()
 
FNameAttachToStaticMeshSocketNameBaseField ()
 
TSubclassOf< UPrimalHarvestingComponent > & StructureHarvestingComponentField ()
 
UPrimalHarvestingComponentMyStructureHarvestingComponentField ()
 
TSubclassOf< AActor > & ItemsUseAlternateActorClassAttachmentField ()
 
float & UnstasisAutoDestroyAfterTimeField ()
 
char & TribeGroupStructureRankField ()
 
char & TribeRankHUDYOffsetField ()
 
TArray< TSubclassOf< APrimalDinoCharacter > > & PreventSaddleDinoClassesField ()
 
TArray< TSubclassOf< APrimalDinoCharacter > > & AllowSaddleDinoClassesField ()
 
FNamePlaceOnWallUseStaticMeshTagField ()
 
TSubclassOf< APrimalStructure > & SnapStructureClassField ()
 
float & DemolishActivationTimeField ()
 
FVectorGroundEncroachmentCheckLocationOffsetField ()
 
int & StructureMinAllowedVersionField ()
 
int & SavedStructureMinAllowedVersionField ()
 
float & OverrideEnemyFoundationPreventionRadiusField ()
 
float & ExpandEnemyFoundationPreventionRadiusField ()
 
int & BedIDField ()
 
TArray< TSubclassOf< APrimalStructure > > & ForceAllowWallAttachmentClassesField ()
 
float & LimitMaxStructuresInRangeRadiusField ()
 
TArray< TSubclassOf< APrimalStructure > > & FastDecayLinkedStructureClassesField ()
 
float & PlacementMaxZAbovePlayerHeightField ()
 
TArray< USceneComponent * > OverrideTargetComponentsField ()
 
float & OverrideApproachRadiusField ()
 
AMissionTypeOwnerMissionField ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlippable ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlipped ()
 
BitFieldValue< bool, unsigned __int32 > bShowInPlaceableList ()
 
BitFieldValue< bool, unsigned __int32 > bIsRepairing ()
 
BitFieldValue< bool, unsigned __int32 > bInitializedMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowWallAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPRefreshedStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bIsBed ()
 
BitFieldValue< bool, unsigned __int32 > bClientAddPlacedOnFloorStructures ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementUsesWeaponClipAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDyingWhenDemolished ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteTakeAnythingAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnDynamicsFoliageAndDoors ()
 
BitFieldValue< bool, unsigned __int32 > bSeatedDisableCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIsAllowedToBuildEx ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPHandleStructureEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnVerticalGround ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementShouldNotBeHorizontal ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresGroundedPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructuresPvPOnly ()
 
BitFieldValue< bool, unsigned __int32 > bForceUseSkeletalMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > UseBPOverrideTargetLocation ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideFoundationSupportDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForceDisableFootSound ()
 
BitFieldValue< bool, unsigned __int32 > bTraceThruEncroachmentPoints ()
 
BitFieldValue< bool, unsigned __int32 > bDidSpawnEffects ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDinoPlacementDistanceIncrease ()
 
BitFieldValue< bool, unsigned __int32 > bPendingRemoval ()
 
BitFieldValue< bool, unsigned __int32 > bDontOverrideCollisionProfile ()
 
BitFieldValue< bool, unsigned __int32 > bUseAdvancedRotationPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlacingPlayerStructure ()
 
BitFieldValue< bool, unsigned __int32 > bRootFoundationLimitBuildArea ()
 
BitFieldValue< bool, unsigned __int32 > bCenterOffscreenFloatingHUDWidgets ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttachToPawn ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttachToSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementTraceIgnorePawns ()
 
BitFieldValue< bool, unsigned __int32 > bRequireFreePrimarySnappedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowPlacementInWater ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnGround ()
 
BitFieldValue< bool, unsigned __int32 > bTakeAnythingAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bIsFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bForceCheckNearbyEnemyFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bIsFloor ()
 
BitFieldValue< bool, unsigned __int32 > bForceFloorCollisionGroup ()
 
BitFieldValue< bool, unsigned __int32 > bIsWall ()
 
BitFieldValue< bool, unsigned __int32 > bDisallowPreventCropsBiomes ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired ()
 
BitFieldValue< bool, unsigned __int32 > bReturnDamageOnHitFromPawn ()
 
BitFieldValue< bool, unsigned __int32 > bPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseFromRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsFenceFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bUseFenceFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyBlockSelfTraceChannel ()
 
BitFieldValue< bool, unsigned __int32 > bWasPlacementSnapped ()
 
BitFieldValue< bool, unsigned __int32 > bIsCoreStructure ()
 
BitFieldValue< bool, unsigned __int32 > bDeprecateStructure ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresToBeInsideZoneVolume ()
 
BitFieldValue< bool, unsigned __int32 > bAllowLoadBearing ()
 
BitFieldValue< bool, unsigned __int32 > bIsEnvironmentStructure ()
 
BitFieldValue< bool, unsigned __int32 > bDemolished ()
 
BitFieldValue< bool, unsigned __int32 > bSetStaticMobility ()
 
BitFieldValue< bool, unsigned __int32 > bIsPvE ()
 
BitFieldValue< bool, unsigned __int32 > bBeginPlayIgnoreApplyScale ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnVariantSwitch ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnStructureFloors ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnStructureFloors ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyStructureIfFloorDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bUsePlacementCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresSnapping ()
 
BitFieldValue< bool, unsigned __int32 > bSnappingRequiresNearbyFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSnapRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowSnapRotationForStructure ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementChooseRotation ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacingOnWall ()
 
BitFieldValue< bool, unsigned __int32 > bSnapRequiresPlacementOnGround ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSnapOntoSameLocation ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyFoundationIfSnappedToFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bFoundationRequiresGroundTrace ()
 
BitFieldValue< bool, unsigned __int32 > bPlacingOnGroundRequiresNoStructure ()
 
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormal ()
 
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormalDirectly ()
 
BitFieldValue< bool, unsigned __int32 > bFinalPlacementDontAdjustForMaxRange ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bDebug ()
 
BitFieldValue< bool, unsigned __int32 > bUseFadeInEffect ()
 
BitFieldValue< bool, unsigned __int32 > bUsingStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDefaultVariant ()
 
BitFieldValue< bool, unsigned __int32 > bIsSPlusStructure ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPickingUpStructureAfterPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePickingUpStructureAfterPlacementOnTryMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUsesHealth ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreSnappedToOtherFloorStructures ()
 
BitFieldValue< bool, unsigned __int32 > bEnforceStructureLinkExactRotation ()
 
BitFieldValue< bool, unsigned __int32 > bForceSnappedStructureToGround ()
 
BitFieldValue< bool, unsigned __int32 > bForceBlockIK ()
 
BitFieldValue< bool, unsigned __int32 > bStationaryStructure ()
 
BitFieldValue< bool, unsigned __int32 > bIgnorePawns ()
 
BitFieldValue< bool, unsigned __int32 > bCanDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructures ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPlacementInWater ()
 
BitFieldValue< bool, unsigned __int32 > bAllowInRegularStructurePreventionZones ()
 
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannels ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventEnemyStructuresNearby ()
 
BitFieldValue< bool, unsigned __int32 > bAllowEnemyDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallySnapJustPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInRange ()
 
BitFieldValue< bool, unsigned __int32 > bPaintingUseSkeletalMesh ()
 
BitFieldValue< bool, unsigned __int32 > bUsesPaintingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bCanBuildUpon ()
 
BitFieldValue< bool, unsigned __int32 > bHasResetDecayTime ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowInPreventionVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bForceCreateDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetInfoFromConsumedItemForPlacedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bImmuneToAutoDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInSmallRadius ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargetingByCorruptDinos ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTreatAsFoundationForSnappedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnStructurePickup ()
 
BitFieldValue< bool, unsigned __int32 > bPerInstanceSnapPoints ()
 
BitFieldValue< bool, unsigned __int32 > bSnapToWaterSurface ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisUnlessPrevented ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAttachToSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bForcePersonalStructureOwnership ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowStructureAccess ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverideDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWith ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWithButAlsoCallSuper ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnLinkedStructureDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bUseTribeGroupStructureRank ()
 
BitFieldValue< bool, unsigned __int32 > bForceBlockStationaryTraces ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocket ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocketRotation ()
 
BitFieldValue< bool, unsigned __int32 > bForceGroundForFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedToTransform ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedFromTransform ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverridePlacementRotation ()
 
BitFieldValue< bool, unsigned __int32 > bDisableStructureOnElectricStorm ()
 
BitFieldValue< bool, unsigned __int32 > bNoCollision ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bIsPreviewStructure ()
 
BitFieldValue< bool, unsigned __int32 > bStructureUseAltCollisionChannel ()
 
BitFieldValue< bool, unsigned __int32 > bDemolishJustDestroy ()
 
BitFieldValue< bool, unsigned __int32 > bHighPriorityDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bDisableSnapStructure ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawHUD ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawPreviewHUD ()
 
BitFieldValue< bool, unsigned __int32 > bUsesWorldSpaceMaterial ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreStationaryObjectTrace ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowNearSupplyCrateSpawns ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostSetStructureCollisionChannels ()
 
BitFieldValue< bool, unsigned __int32 > bPickupGiveItemRequiresAccess ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPickupGiveItem ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAttachedChildStructures ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPreviewIfWeaponPlaced ()
 
BitFieldValue< bool, unsigned __int32 > bStructuresInRangeTypeFlagUseAltCollisionChannel ()
 
BitFieldValue< bool, unsigned __int32 > bIsDrawingHUDPickupTimer ()
 
UObjectGetUObjectInterfaceDataListEntryInterface ()
 
FRotatorGetPlayerSpawnRotation (FRotator *result)
 
void SetBoundsScale (float NewScale)
 
void SetContainerActive (bool reset)
 
int GetHitPawnCollisionGroup ()
 
void PreInitializeComponents ()
 
void BeginPlay ()
 
void DestroyByMeshing ()
 
void ApplyPrimalItemSettingsToStructure (UMeshComponent *meshToColorize, UPrimalItem *AssociatedPrimalItem)
 
void SetLinkedIDs ()
 
void ApplyLinkedIDs (bool bRelinkParents)
 
void OnRep_AttachmentReplication ()
 
void SetDinoSaddleAttachment (APrimalDinoCharacter *myDino, FName BoneName, FVector RelLoc, FRotator RelRot, bool bMaintainWorldPosition)
 
void PostSpawnInitialize ()
 
void LoadedFromSaveGame ()
 
void SetStructureCollisionChannels ()
 
void ApplyScale (bool bOnlyInitPhysics)
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
bool UseDynamicMobility ()
 
void SetStaticMobility ()
 
bool IsLinkedToWaterOrPowerSource ()
 
void PrepareAsPlacementPreview ()
 
bool TickPlacingStructure (APrimalStructurePlacer *PlacerActor, float DeltaTime)
 
FStringGetDebugInfoString (FString *result)
 
bool ShouldInstance (UProperty *Property)
 
int IsAllowedToBuild (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, FRotator PlayerViewRotation, bool bFinalPlacement)
 
TSubclassOf< APrimalStructure > * GetBedFilterClass_Implementation (TSubclassOf< APrimalStructure > *result)
 
FSpawnPointInfoGetSpawnPointInfo (FSpawnPointInfo *result)
 
void PostInitializeComponents ()
 
bool AllowSpawnForPlayer (AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
 
void NetUpdateOriginalOwnerNameAndID_Implementation (int NewOriginalOwnerID, FString *NewOriginalOwnerName)
 
void LinkStructure (APrimalStructure *NewLinkedStructure)
 
void NonPlayerFinalStructurePlacement (int PlacementTargetingTeam, int PlacementOwningPlayerID, FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent)
 
bool FinalStructurePlacement (APlayerController *PC, FVector AtLocation, FRotator AtRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bIsFlipped)
 
FVectorGetSnapPointLocation (FVector *result, int SnapPointIndex, bool bOverrideTransform, FVector OverrideLoc, FRotator OverrideRot)
 
bool GetSnapToLocation (FVector *AtLoc, FRotator *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle)
 
void GetSnapToParentStructures (FVector AtLocation, FRotator AtRotation, int InitialMySnapIndex, APrimalStructure *InitialParent, TArray< APrimalStructure * > *SnapToParentStructures, APlayerController *PC)
 
bool GetPlacingGroundLocation (AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, UPrimitiveComponent **OutComponent)
 
bool ClampBuildLocation (FVector FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC)
 
bool CheckNotEncroaching (FVector PlacementLocation, FRotator PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale)
 
APrimalStructureGetNearbyFoundation (FPlacementData *PlacementData, APlayerController *ForPC)
 
void NetSpawnCoreStructureDeathActor_Implementation ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void DestroyStructuresPlacedOnFloor ()
 
void RemoveLinkedStructure (APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void OnRep_CurrentVariant ()
 
void OnRep_StructureColors ()
 
void RefreshStructureColors (UMeshComponent *ForceRefreshComponent)
 
FLinearColorGetStructureColorForID (FLinearColor *result, int SetNum, int ID)
 
bool Internal_IsInSnapChain (APrimalStructure *theStructure)
 
void GetAllLinkedStructures (TArray< APrimalStructure * > *OutLinkedStructures)
 
void BPGetAllLinkedStructures (TArray< APrimalStructure * > *OutLinkedStructures)
 
long double GetForceDemolishTime ()
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void Demolish (APlayerController *ForPC, AActor *DamageCauser)
 
void DrawHUD (AShooterHUD *HUD)
 
bool DoAnyTribePermissionsRestrict (AShooterPlayerController *ForPC)
 
void DrawStructureTooltip (AShooterHUD *HUD, bool bForMultiUseSelector)
 
void ChangeActorTeam (int NewTeam)
 
void NetUpdateTeamAndOwnerName_Implementation (int NewTeam, FString *NewOwnerName)
 
FStringGetDescriptiveName (FString *result)
 
bool AllowSnapRotationForStructure (int ThisSnapPointIndex, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex)
 
void PlacedStructure (AShooterPlayerController *PC)
 
void UpdatedHealth (bool bDoReplication)
 
void SetupDynamicMeshMaterials (UMeshComponent *meshComp)
 
void StartRepair ()
 
void RepairCheckTimer ()
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void Stasis ()
 
void Destroyed ()
 
void Unstasis ()
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
void ForceReplicateLinkedStructures ()
 
void ClientUpdateLinkedStructures_Implementation (TArray< unsigned int > *NewLinkedStructures)
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
void ServerRequestUseItemWithActor (APlayerController *ForPC, UObject *anItem, int AdditionalData)
 
void ApplyColorToRegions (__int16 CustomColorID, bool *ApplyToRegions)
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void NetDoSpawnEffects_Implementation ()
 
void FadeInEffectTick ()
 
void ProcessEditText (AShooterPlayerController *ForPC, FString *TextToUse, bool bCheckedBox)
 
float AddAggroOnBump (APrimalDinoCharacter *BumpedBy)
 
int GetNumStructuresInRange (FVector AtLocation, float WithinRange)
 
bool AllowPickupForItem (AShooterPlayerController *ForPC)
 
bool CanPickupStructureFromRecentPlacement ()
 
void DisableStructurePickup ()
 
void MultiSetPickupAllowedBeforeNetworkTime_Implementation (long double NewTime)
 
bool AllowSnappingWith (APrimalStructure *OtherStructure, APlayerController *ForPC)
 
bool SetVariant (int VariantIndex, bool bForceSet)
 
void RefreshVariantSettings (int NewVariantIndex)
 
void MultiRefreshVariantSettings_Implementation (int NewVariantIndex)
 
FStructureVariantGetDefaultVariant (FStructureVariant *result)
 
bool AllowStructureAccess (APlayerController *ForPC)
 
bool CanBePainted ()
 
UPaintingTexture * GetPaintingTexture ()
 
APrimalStructureDoorGetLinkedDoor ()
 
FStringGetEntryString (FString *result)
 
UTexture2DGetEntryIcon (UObject *AssociatedDataObject, bool bIsEnabled)
 
UMaterialInterface * GetEntryIconMaterial (UObject *AssociatedDataObject, bool bIsEnabled)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
UObjectGetObjectW ()
 
FStringGetEntryDescription (FString *result)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ClearCustomColors_Implementation ()
 
bool PreventPlacingOnFloorClass (TSubclassOf< APrimalStructure > FloorClass)
 
void UpdateTribeGroupStructureRank_Implementation (char NewRank)
 
bool AllowPlacingOnSaddleParentClass (APrimalDinoCharacter *theDino, bool bForcePrevent)
 
float GetStructureDemolishTime ()
 
bool IsOnlyLinkedToFastDecayStructures ()
 
bool IsOnlyLinkedToFastDecayStructuresInternal (TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)
 
bool CanAutoDemolish ()
 
bool IsValidSnapPointFrom_Implementation (APrimalStructure *ChildStructure, int MySnapPointToIndex)
 
FNameGetSnapPointName (FName *result, int SnapPointIndex)
 
ADayCycleManager * GetDayCycleManager ()
 
void DelayedDisableSnapParent ()
 
void SetEnabledPrimarySnappedStructureParent_Implementation (bool bEnabled)
 
void SetEnabled (bool bEnabled)
 
bool AllowCreateDynamicMaterials ()
 
void CreateDynamicMaterials (UMeshComponent *ForceCreateForComponent)
 
FLinearColorGetStructureColor (FLinearColor *result, int ColorRegionIndex)
 
void FinalLoadedFromSaveGame ()
 
void UpdateStencilValues ()
 
int GetStructureColorValue (int ColorRegionIndex)
 
void SetStructureColorValue (int ColorRegionIndex, int SetVal)
 
void StructureHarvestingDepleted (UPrimalHarvestingComponent *fromComponent)
 
void SetHarvestingActive (bool bActive, bool bOverrideBaseHealth, float BaseHarvestHealthMult, bool bAssignToTribe, int AssignedToTribeID)
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *Attacker)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
bool GetClosestTargetOverride (FVector *attackPos, FVector *targetPos)
 
bool IsDeprecated ()
 
bool IsActiveEventStructure ()
 
void DeferredDeprecationCheck ()
 
void BlueprintDrawHUD (AShooterHUD *HUD, float CenterX, float CenterY)
 
void BlueprintDrawPreviewHUD (AShooterHUD *HUD, float CenterX, float CenterY)
 
bool BPAllowPickupGiveItem (APlayerController *ForPC)
 
bool BPAllowSnappingWith (APrimalStructure *OtherStructure, APlayerController *ForPC)
 
bool BPAllowSnapRotationForStructure (int ThisSnapPointIndex, FName ThisSnapPointName, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex, FName OtherStructureSnapPointName)
 
bool BPAllowSwitchToVariant (int VariantIndex)
 
void BPApplyCustomDurabilityOnPickup (UPrimalItem *pickedup)
 
void BPBeginPreview ()
 
void BPDefaultProcessEditText (AShooterPlayerController *ForPC, FString *TextToUse, bool checkedBox)
 
bool BPForceConsideredEnemyFoundation (APlayerController *PC, APrimalStructure *ForNewStructure, FVector *TestAtLocation)
 
void BPGetInfoFromConsumedItemForPlacedStructure (UPrimalItem *ItemToConsumed)
 
bool BPHandleBedFastTravel (AShooterPlayerController *ForPC, APrimalStructure *ToBed)
 
void BPHandleStructureEnabled (bool bEnabled)
 
bool BPImpactEffect (FHitResult *HitRes, FVector *ShootDirection)
 
int BPIsAllowedToBuild (FPlacementData *OutPlacementData, int CurrentAllowedReason)
 
int BPIsAllowedToBuildEx (FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement, bool bChoosingRotation)
 
void BPOnDemolish (APlayerController *ForPC, AActor *DamageCauser)
 
void BPOnStructurePickup (APlayerController *PlayerController, TSubclassOf< UPrimalItem > ItemType, UPrimalItem *NewlyPickedUpItem, bool bIsQuickPickup)
 
void BPOnVariantSwitch (int NewVariantIndex)
 
bool BPOverrideAllowStructureAccess (AShooterPlayerController *ForPC, bool bIsAccessAllowed)
 
FStringBPOverrideCantBuildReasonString (FString *result, int CantBuildReason)
 
bool BPOverrideDemolish (AShooterPlayerController *ForPC)
 
FRotatorBPOverridePlacementRotation (FRotator *result, FVector ViewPos, FRotator ViewRot)
 
bool 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)
 
bool 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)
 
FVectorBPOverrideTargetLocation (FVector *result, FVector *attackPos)
 
void BPPlacedStructure (APlayerController *ForPC)
 
void BPPlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void BPPostLoadedFromSaveGame ()
 
void BPPostSetStructureCollisionChannels ()
 
bool BPPreventPlacementOnPawn (APlayerController *PC, APrimalCharacter *ForCharacter, FName ForBone)
 
bool BPPreventPlacingOnFloorStructure (FPlacementData *theOutPlacementData, APrimalStructure *FloorStructure)
 
bool BPPreventPlacingStructureOntoMe (APlayerController *PC, APrimalStructure *ForNewStructure, FHitResult *ForHitResult)
 
bool BPPreventSpawnForPlayer (AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
 
bool BPPreventUsingAsFloorForStructure (FPlacementData *theOutPlacementData, APrimalStructure *StructureToPlaceOnMe)
 
void BPRefreshedStructureColors ()
 
void BPStructurePreGetMultiUseEntries (APlayerController *ForPC)
 
bool BPTreatAsFoundationForSnappedStructure (APrimalStructure *OtherStructure, FPlacementData *WithPlacementData)
 
void BPTriggerStasisEvent ()
 
void BPUnstasis ()
 
bool BPUseCountStructureInRange ()
 
void ClearCustomColors ()
 
void ClientUpdateLinkedStructures (TArray< unsigned int > *NewLinkedStructures)
 
TSubclassOf< APrimalStructure > * GetBedFilterClass (TSubclassOf< APrimalStructure > *result)
 
bool IsValidForSnappingFrom (APrimalStructure *OtherStructure)
 
bool IsValidSnapPointFrom (APrimalStructure *ParentStructure, int MySnapPointFromIndex)
 
bool IsValidSnapPointTo (APrimalStructure *ChildStructure, int MySnapPointToIndex)
 
void MultiAddStructuresPlacedOnFloor (APrimalStructure *structure)
 
void MultiRefreshVariantSettings (int NewVariantIndex)
 
void MultiSetPickupAllowedBeforeNetworkTime (long double NewTime)
 
void NetDoSpawnEffects ()
 
void NetSpawnCoreStructureDeathActor ()
 
void NetUpdateOriginalOwnerNameAndID (int NewOriginalOwnerID, FString *NewOriginalOwnerName)
 
void NetUpdateTeamAndOwnerName (int NewTeam, FString *NewOwnerName)
 
void SetEnabledPrimarySnappedStructureParent (bool bEnabled)
 
void UpdateTribeGroupStructureRank (char NewRank)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry > *MultiUseEntries)
 
- Public Member Functions inherited from APrimalTargetableActor
float & LowHealthPercentageField ()
 
TSubclassOf< AActor > & DestructionActorTemplateField ()
 
float & LifeSpanAfterDeathField ()
 
USoundCue * DeathSoundField ()
 
float & PassiveDamageHealthReplicationPercentIntervalField ()
 
float & PassiveDamageHealthReplicationPercentIntervalMaxField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
FVectorNewDestructibleMeshLocationOffsetField ()
 
FVectorNewDestructibleMeshScaleOverrideField ()
 
FRotatorNewDestructibleMeshRotationOffsetField ()
 
FStringDescriptiveNameField ()
 
TSubclassOf< ADestroyedMeshActor > & DestroyedMeshActorClassField ()
 
bool & bPreventDestructionMeshField ()
 
bool & bUseSimpleFadingDestructionMeshField ()
 
float & ReplicatedHealthField ()
 
float & HealthField ()
 
float & MaxHealthField ()
 
float & NewDestructibleMeshDeathImpulseScaleField ()
 
float & NewMinDestructibleDeathImpulseField ()
 
float & DestructibleImpulseReplacementForZeroDeathImpulseField ()
 
float & DestructibleMeshImpulseZOffsetField ()
 
float & LastReplicatedHealthValueField ()
 
TSubclassOf< UPrimalStructureSettings > & StructureSettingsClassField ()
 
TSubclassOf< UPrimalStructureSettings > & ShipStructureSettingsClassOverrideField ()
 
UPrimalStructureSettingsMyStructureSettingsCDOField ()
 
float & LastHealthBeforeTakeDamageField ()
 
long double & NextAllowRepairTimeField ()
 
float & BaseTargetingDesirabilityField ()
 
float & LastPreBlueprintAdjustmentActualDamageField ()
 
float & LastReplicatedHealthField ()
 
long double & LastTookDamageTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bDestructionActorTemplateServerOnly ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyedMeshUseSkeletalMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > bPreventZeroDamageInstigatorSelfDamage ()
 
BitFieldValue< bool, unsigned __int32 > bWasDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bIsDead ()
 
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bSetWithinPreventionVolume ()
 
BitFieldValue< bool, unsigned __int32 > bWithinPreventionVolume ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageByFriendlyDinos ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bForceZeroDamageProcessing ()
 
BitFieldValue< bool, unsigned __int32 > bForceFloatingDamageNumbers ()
 
BitFieldValue< bool, unsigned __int32 > bDoAllowRadialDamageWithoutVisiblityTrace ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDestructionEffects ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDamageRepairCooldown ()
 
BitFieldValue< bool, unsigned __int32 > bUseHarvestingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bPreventHUD ()
 
BitFieldValue< bool, unsigned __int32 > bDrawHealthBar ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideHealthBarHealthPercent ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideGetOwningDino ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideGetLocation ()
 
BitFieldValue< bool, unsigned __int32 > bDestructibleMeshImpulseUseBoundsCenter ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawHUD ()
 
UObjectGetUObjectInterfaceTargetableInterface ()
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool AllowRadialDamageWithoutVisiblityTrace (FHitResult *Hit)
 
void BeginPlay ()
 
void Destroyed ()
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void DrawHUD (AShooterHUD *HUD)
 
void FellOutOfWorld (UDamageType *dmgType)
 
FStringGetDescriptiveName (FString *result)
 
float GetHealth ()
 
float GetHealthPercentage ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetMaxHealth ()
 
float GetStructureRepairCooldownTime ()
 
float GetTargetingDesirability (ITargetableInterface *Attacker)
 
bool IsAlive ()
 
bool IsDead ()
 
bool IsInvincible ()
 
bool IsOfTribe (int ID)
 
bool IsTargetableDead ()
 
bool NetExecCommand (FName CommandName, FNetExecParams *ExecParams)
 
void NetUpdatedHealth_Implementation (int NewHealth)
 
void OnRep_ReplicatedHealth ()
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingGeneric_Implementation (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void PlayHitEffectPoint_Implementation (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PostInitializeComponents ()
 
float SetHealth (float newHealth)
 
void SetMaxHealth (float newMaxHealth)
 
void Suicide ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void UpdatedHealth (bool bDoReplication)
 
long double BPGetLastDamagedTime ()
 
APrimalDinoCharacterBPGetOwningDino ()
 
void BPHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent, FVector DamageLoc, FRotator HitNormal)
 
FVectorBPOverrideGetLocation (FVector *result)
 
float BPOverrideHealthBarHealthPercent ()
 
bool BPShouldShowHealthBar ()
 
void BPSpawnedDestroyedMeshActor (AActor *DestroyedMeshActor)
 
bool BPSupressImpactEffects (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent)
 
void BlueprintDrawHUD (AShooterHUD *HUD, float CenterX, float CenterY)
 
void PlayDyingRadial (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectGeneric (float DamageTaken, FDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void GetDestructionEffectTransform (FVector *OutEffectLoc, FRotator *OutEffectRot)
 
FStringGetShortName (FString *result)
 
float GetLowHealthPercentage ()
 
float & LowHealthPercentageField ()
 
TSubclassOf< AActor > & DestructionActorTemplateField ()
 
float & LifeSpanAfterDeathField ()
 
USoundCue * DeathSoundField ()
 
float & PassiveDamageHealthReplicationPercentIntervalField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
FVectorDestructibleMeshLocationOffsetField ()
 
FVectorDestructibleMeshScaleOverrideField ()
 
FRotatorDestructibleMeshRotationOffsetField ()
 
FStringDescriptiveNameField ()
 
TSubclassOf< ADestroyedMeshActor > & DestroyedMeshActorClassField ()
 
float & ReplicatedHealthField ()
 
float & HealthField ()
 
float & MaxHealthField ()
 
float & DestructibleMeshDeathImpulseScaleField ()
 
TArray< FBoneDamageAdjuster > & BoneDamageAdjustersField ()
 
float & LastReplicatedHealthValueField ()
 
UPrimalHarvestingComponentMyHarvestingComponentField ()
 
TEnumAsByte< enum EShooterPhysMaterialType::Type > & TargetableDamageFXDefaultPhysMaterialField ()
 
TSubclassOf< UPrimalStructureSettings > & StructureSettingsClassField ()
 
UPrimalStructureSettingsMyStructureSettingsCDOField ()
 
float & LastHealthBeforeTakeDamageField ()
 
long double & NextAllowRepairTimeField ()
 
float & LastPreBlueprintAdjustmentActualDamageField ()
 
float & LastReplicatedHealthField ()
 
BitFieldValue< bool, unsigned __int32 > bDestructionActorTemplateServerOnly ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyedMeshUseSkeletalMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > bPreventZeroDamageInstigatorSelfDamage ()
 
BitFieldValue< bool, unsigned __int32 > bIsDead ()
 
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bSetWithinPreventionVolume ()
 
BitFieldValue< bool, unsigned __int32 > bWithinPreventionVolume ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageByFriendlyDinos ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bForceZeroDamageProcessing ()
 
BitFieldValue< bool, unsigned __int32 > bForceFloatingDamageNumbers ()
 
BitFieldValue< bool, unsigned __int32 > bDoAllowRadialDamageWithoutVisiblityTrace ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDestructionEffects ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDamageRepairCooldown ()
 
BitFieldValue< bool, unsigned __int32 > bUseHarvestingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPDied ()
 
BitFieldValue< bool, unsigned __int32 > BPOverrideDestroyedMeshTextures ()
 
UObjectGetUObjectInterfaceTargetableInterface ()
 
void PostInitializeComponents ()
 
void Destroyed ()
 
void BeginPlay ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
bool IsDead ()
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void PlayDyingGeneric_Implementation (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void GetDestructionEffectTransform (FVector *OutEffectLoc, FRotator *OutEffectRot)
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectPoint_Implementation (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void DrawHUD (AShooterHUD *HUD)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetMaxHealth ()
 
float GetLowHealthPercentage ()
 
bool IsAlive ()
 
FStringGetDescriptiveName (FString *result)
 
FStringGetShortName (FString *result)
 
float GetHealth ()
 
float GetHealthPercentage ()
 
float SetHealth (float newHealth)
 
void SetMaxHealth (float newMaxHealth)
 
bool IsOfTribe (int ID)
 
void NetUpdatedHealth_Implementation (int NewHealth)
 
bool IsTargetableDead ()
 
EShooterPhysMaterialType::Type GetTargetableDamageFXDefaultPhysMaterial ()
 
void Suicide ()
 
bool NetExecCommand (FName CommandName, FNetExecParams *ExecParams)
 
void UpdatedHealth (bool bDoReplication)
 
void OnRep_ReplicatedHealth ()
 
bool AllowRadialDamageWithoutVisiblityTrace ()
 
bool IsInvincible ()
 
void HarvestingDepleted (UPrimalHarvestingComponent *fromComponent)
 
void BPDied (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void BPHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent, FVector DamageLoc, FRotator HitNormal)
 
bool BPSupressImpactEffects (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, UPrimitiveComponent *HitComponent)
 
void OverrideDestroyedMeshTextures (UMeshComponent *meshComp)
 
void PlayHitEffectGeneric (float DamageTaken, FDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()