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APrimalStructureExplosive Struct Reference

#include <PrimalStructure.h>

+ Inheritance diagram for APrimalStructureExplosive:
+ Collaboration diagram for APrimalStructureExplosive:

Public Member Functions

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