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