Ark Server API (ASE) - Wiki
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AShooterCharacter Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterCharacter:
+ Collaboration diagram for AShooterCharacter:

Public Member Functions

TArray< FTransponderInfo > & ClientTranspondersInfoField ()
 
FItemNetIDPreviousWeaponToReloadAllField ()
 
TArray< FItemNetID > & WeaponsToReloadAllField ()
 
long double & ReloadLastAttemptedWeaponSwitchTimeField ()
 
long double & ReloadLastAttemptedWeaponReloadTimeField ()
 
UAnimMontage * SpawnIntroAnim1PField ()
 
UAnimMontage * RespawnIntroAnim1PField ()
 
UAnimMontage * ProneInAnimField ()
 
UAnimMontage * ProneOutAnimField ()
 
UAnimMontage * StartRidingAnimField ()
 
UAnimMontage * StopRidingAnimField ()
 
UAnimMontage * TalkingAnimField ()
 
UAnimMontage * VoiceTalkingAnimField ()
 
UAnimMontage * VoiceYellingAnimField ()
 
TArray< UAnimMontage * > EmoteAnimsField ()
 
UAnimMontage * ReloadBallistaAnimationField ()
 
UAnimMontage * DraggingCharacterAnimField ()
 
FStringVivoxUsernameField ()
 
unsigned int & CurrentVoiceModeAsUInt32Field ()
 
unsigned int & VoiceModeForCullingTestsField ()
 
bool & bIsActivelyTalkingField ()
 
bool & bClientIgnoreCurrentVoiceModeReplicationsField ()
 
bool & bWasAlreadyYellingField ()
 
bool & bWasProneField ()
 
bool & bIsPreviewCharacterField ()
 
long double & LastStartedTalkingTimeField ()
 
long double & DontTargetUntilTimeField ()
 
float & OriginalCollisionHeightField ()
 
float & WalkBobMagnitudeField ()
 
float & WalkBobInterpSpeedField ()
 
float & bBendArmLengthFactorField ()
 
float & BendMinAngleField ()
 
float & BendMaxAngleField ()
 
float & BobMaxMovementSpeedField ()
 
float & WeaponBobMaxMovementSpeedField ()
 
TSubclassOf< AShooterWeapon > & MapWeaponField ()
 
TSubclassOf< AShooterWeapon > & GPSWeaponField ()
 
TSubclassOf< AShooterWeapon > & CompassWeaponField ()
 
FStringPlayerNameField ()
 
TArray< FName > & LowerBodyPartRootBonesField ()
 
UAnimMontage * DropItemAnimationField ()
 
UAnimMontage * ThrowItemAnimationField ()
 
UAnimMontage * PickupItemAnimationField ()
 
UAnimMontage * ActivateInventoryAnimationField ()
 
FRotatorLastDinoAimRotationOffsetField ()
 
FRotatorLastAimRotOffsetField ()
 
UAudioComponent * LastGrapHookACField ()
 
int & _GrapHookCableObjectCountField ()
 
FVectorGrapHookDefaultOffsetField ()
 
float & GrapHookCableWidthField ()
 
UMaterialInterface * GrapHookMaterialField ()
 
float & LadderLateralJumpVelocityField ()
 
FStringPlatformProfileNameField ()
 
FUniqueNetIdReplPlatformProfileIDField ()
 
UAudioComponent * CharacterStatusStateSoundComponentField ()
 
long double & LastUncrouchTimeField ()
 
long double & LastUnproneTimeField ()
 
float & CurrentWeaponBobSpeedField ()
 
float & WalkBobOldSpeedField ()
 
float & AppliedBobField ()
 
float & BobTimeField ()
 
long double & LastPressReloadTimeField ()
 
float & TargetingSpeedModifierField ()
 
float & LowHealthSoundPercentageField ()
 
USoundCue * LowHealthSoundField ()
 
UAnimMontage * CallFollowAnimField ()
 
UAnimMontage * CallStayAnimField ()
 
UAnimMontage * CallFollowAnimSingleField ()
 
UAnimMontage * CallStayAnimSingleField ()
 
UAnimMontage * CallMoveToAnimField ()
 
UAnimMontage * CallAttackAnimField ()
 
UAudioComponent * LowHealthWarningPlayerField ()
 
USoundMix * BelowDeckMixerField ()
 
FItemNetIDNextWeaponItemIDField ()
 
float & WeaponBobTimeField ()
 
float & CurrentAimBlendingField ()
 
long double & InterpLastCrouchProneStateChangeTimeField ()
 
long double & PressCrouchProneToggleTimeField ()
 
float & CraftingMovementSpeedModifierField ()
 
FVectorWeaponBobMagnitudesField ()
 
FVectorWeaponBobPeriodsField ()
 
FVectorWeaponBobOffsetsField ()
 
FVectorWeaponBobMagnitudes_TargetingField ()
 
FVectorWeaponBobPeriods_TargetingField ()
 
FVectorWeaponBobOffsets_TargetingField ()
 
float & WeaponBobMinimumSpeedField ()
 
float & WeaponBobSpeedBaseField ()
 
float & WeaponBobSpeedBaseFallingField ()
 
float & WeaponBobTargetingBlendField ()
 
TArray< FItemAttachmentInfo > & DefaultAttachmentInfosField ()
 
USoundCue * StartCrouchSoundField ()
 
USoundCue * EndCrouchSoundField ()
 
USoundCue * StartProneSoundField ()
 
USoundCue * EndProneSoundField ()
 
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField ()
 
FItemNetIDPreMapWeaponItemNetIDField ()
 
FItemNetIDPreMapWeaponItemNetIDSecondaryField ()
 
float & PreviousAgeField ()
 
unsigned __int64 & LinkedPlayerDataIDField ()
 
long double & LastTimeInFallingField ()
 
long double & TimeSinceLastControllerField ()
 
TWeakObjectPtr< AController > & LastControllerField ()
 
UAnimMontage * DrinkingAnimationField ()
 
long double & LastRequestedTribeTimeField ()
 
unsigned __int64 & LastRequestedTribeIDField ()
 
FStringLastRequestedTribeNameField ()
 
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField ()
 
float & IndoorsHyperthermiaInsulationField ()
 
float & IndoorsHypothermiaInsulationField ()
 
float & IndoorCheckIntervalField ()
 
long double & LastIndoorCheckTimeField ()
 
FItemNetIDPreRidingWeaponItemNetIDField ()
 
FItemNetIDPreRidingWeaponItemNetIDSecondaryField ()
 
FItemNetIDPreInventoryWeaponItemNetIDField ()
 
FItemNetIDPreInventoryWeaponItemNetIDSecondaryField ()
 
UAnimSequence * ViewingInventoryAnimationField ()
 
UAnimSequence * DefaultDinoRidingAnimationField ()
 
UAnimSequence * DefaultDinoRidingMoveAnimationField ()
 
long double & FastTravellingStartTimeField ()
 
FItemNetIDLastReloadAllItemIDField ()
 
float & EnemyPlayerMaxCursorHUDDistanceProneField ()
 
float & EnemyPlayerMaxCursorHUDDistanceCrouchedField ()
 
float & EnemyPlayerMaxCursorHUDDistanceStandingField ()
 
FSaddlePassengerSeatDefinitionCurrentPassengerSeatDefinitionField ()
 
TArray< UAnimMontage * > AnimsOverrideFromField ()
 
TArray< UAnimMontage * > AnimOverrideToField ()
 
TArray< UAnimSequence * > AnimSequencesOverrideFromField ()
 
TArray< UAnimSequence * > AnimSequenceOverrideToField ()
 
float & PreviousRootYawSpeedField ()
 
FieldArray< FLinearColor, 4 > BodyColorsField ()
 
char & FacialHairIndexField ()
 
char & HeadHairIndexField ()
 
float & MuscleToneField ()
 
float & BodyfatField ()
 
long double & BornAtNetworkTimeField ()
 
long double & PlayerDiedAtNetworkTimeField ()
 
FieldArray< float, 66 > BonePresetsField ()
 
float & FullAgeGameTimeIntervalField ()
 
float & ApplyAgeDeltaThresholdField ()
 
float & AgeMinDisplayYearsField ()
 
float & AgeMaxDisplayYearsField ()
 
float & WetnessField ()
 
float & InterpolatedWetsField ()
 
float & WetnessDrySpeedField ()
 
float & LoggedOutTargetingDesirabilityField ()
 
bool & bIsRainWateredField ()
 
long double & LastAttackTimeField ()
 
unsigned int & UniqueNetIdTypeHashField ()
 
FStringUniqueNetIdStrField ()
 
long double & LastUseHarvestTimeField ()
 
UAnimMontage * SpawnAnimField ()
 
UAnimMontage * FirstSpawnAnimField ()
 
FVectorLastStasisCastPositionField ()
 
bool & bWasHostPlayerField ()
 
long double & LastTimeHadControllerField ()
 
long double & LastTaggedTimeField ()
 
long double & LastTaggedTimeExtraField ()
 
long double & LastTaggedTimeThirdField ()
 
float & ExtraFloatVarField ()
 
FVectorExtraVectorVarField ()
 
FVectorExtraExtraVectorVarField ()
 
FNameExtraNameVarField ()
 
float & CurrentControlledBallistaYawField ()
 
bool & bIsServerAdminField ()
 
float & WetMaximumTemperatureReductionField ()
 
float & WetMinimumTemperatureReductionField ()
 
long double & NextPlayerUndergroundCheckField ()
 
int & PlayerNumUnderGroundFailField ()
 
float & LastSweepCapsuleHeightField ()
 
float & LastSweepCapsuleRadiusField ()
 
USoundBase * ThrowCharacterSoundField ()
 
float & ClientSeatedViewRotationPitchField ()
 
float & ClientSeatedViewRotationYawField ()
 
char & PlayerBadgeGroupField ()
 
bool & bShouldInvertTurnInputField ()
 
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField ()
 
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField ()
 
int & AllianceInviteRequestingTeamField ()
 
unsigned int & AllianceInviteIDField ()
 
FStringAllianceInviteNameField ()
 
long double & AllianceInviteTimeField ()
 
unsigned __int64 & TradingInvitePlayerIDField ()
 
UAnimMontage * MountedCarryingDinoAnimationField ()
 
UAnimMontage * CuddleAnimationField ()
 
long double & LastUpdatedAimActorsTimeField ()
 
FVectorUpdateHyperThermalInsulationPositionField ()
 
FVectorUpdateHypoThermalInsulationPositionField ()
 
long double & NextUpdateHyperThermalInsulationTimeField ()
 
long double & NextUpdateHypoThermalInsulationTimeField ()
 
float & LastAdditionalHypoThermalInsulationField ()
 
float & LastAdditionalHyperThermalInsulationField ()
 
float & WaterLossRateMultiplierField ()
 
UAnimSequence * CharacterAdditiveStandingAnimField ()
 
long double & LastTryAccessInventoryFailTimeField ()
 
long double & LastEmotePlayTimeField ()
 
float & IntervalForFullHeadHairGrowthField ()
 
float & IntervalForFullFacialHairGrowthField ()
 
float & HeadHairGrowthParamQuantizationField ()
 
float & FacialHairGrowthParamQuantizationField ()
 
float & PercentOfFullFacialHairGrowthField ()
 
float & PercentOfFullHeadHairGrowthField ()
 
FLinearColorOriginalHairColorField ()
 
float & GlobalWindHairLerpField ()
 
float & LastGlobalWindHairLerpField ()
 
float & GlobalDynamicsHairLerpField ()
 
float & LastGlobalDynamicsHairLerpField ()
 
long double & LastEmoteTryPlayTimeField ()
 
int & IgnoreCollisionSweepUntilFrameNumberField ()
 
float & ReplicatedWeightField ()
 
long double & LocalDiedAtTimeField ()
 
long double & LastNotStuckTimeField ()
 
USoundBase * ProneMoveSoundField ()
 
long double & UploadEarliestValidTimeField ()
 
long double & LastCollisionStuckTimeField ()
 
int & SimulatedLastFrameProcessedForceUpdateAimedActorsField ()
 
FVectorOriginalLastHitWallSweepCheckLocationField ()
 
int & LastCapsuleAttachmentChangedIncrementField ()
 
int & LastMeshAttachmentChangedIncrementField ()
 
int & LastCameraAttachmentChangedIncrementField ()
 
bool & bPreventWeaponMovementAnimsField ()
 
bool & bAwaitingSeamlessTravelControllerField ()
 
bool & bModifiedEyeHeightField ()
 
bool & bSkipNextLocalPossessedByField ()
 
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField ()
 
TArray< FFeatCooldown > & FeatCooldownsField ()
 
long double & LastTimeReleasedAllowFPVStructureField ()
 
long double & LastGrapHookDetachTimeField ()
 
TMap< APrimalRaft *, FRelativePositionEntry, FDefaultSetAllocator, TDefaultMapKeyFuncs< APrimalRaft *, FRelativePositionEntry, 0 > > ShipsRelativePositionMapField ()
 
long double & LastCombatActionTimeField ()
 
long double & TimeStartedLockOnField ()
 
AActorLockOnTargetField ()
 
int & ReloadMiniGameSuccessCounterField ()
 
float & WalkSpeedThresholdField ()
 
float & MinRunningSpeedModifierField ()
 
FHandIkTarget & LeftHandIkTargetField ()
 
FHandIkTarget & RightHandIkTargetField ()
 
FNameRightShoulderBoneNameField ()
 
FNameRightTipBoneNameField ()
 
FNameLeftShoulderBoneNameField ()
 
FNameLeftTipBoneNameField ()
 
FNameTorsoBoneNameField ()
 
float & ForwardBindingAlphaField ()
 
float & ForwardBindingInterpSpeedField ()
 
FieldArray< float, 8 > DirectionalSpeedMultipliersField ()
 
float & TimeInVitaEqField ()
 
float & TotalTimeForVitaEqField ()
 
float & CurrentForwardBindingAlphaField ()
 
FItemNetIDPreviousWeaponItemIDField ()
 
APrimalDinoCharacterTransitionMountedDinoField ()
 
int & CurrentDiscoveryZoneIDField ()
 
bool & bCurrentDiscoveryZoneAllowSeaField ()
 
FieldArray< UTexture2D *[5], 25 > PlayerMeshNoEquipmentShrinkageMasksField ()
 
UAnimMontage * FallAsleepAnimField ()
 
UPrimalPlayerDataTravellingPlayerDataField ()
 
FVector2DExtendedInfoTooltipPaddingField ()
 
FVector2DExtendedInfoTooltipScaleField ()
 
float & ExtendedInfoTooltipCheckRangeField ()
 
float & LastMaterialAppliedWetnessAmountField ()
 
APrimalStructureItemContainerspawnedTradeStructField ()
 
long double & LastInvitedToAllianceTimeField ()
 
USoundBase * JumpSoundField ()
 
USoundCue * PreviousCharacterStatusStateSoundField ()
 
float & LastTimeSoundPlayedField ()
 
bool & bControllerLeavingGameField ()
 
float & TimeBetweenStatusStateSoundsField ()
 
long double & PossessedAtTimeField ()
 
bool & bForceTeleportClientToHostField ()
 
__int64 & SeenTutorialBitFlagsField ()
 
__int64 & CachedTutorialBitFlagsKeyField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrafting ()
 
BitFieldValue< bool, unsigned __int32 > bIsIndoors ()
 
BitFieldValue< bool, unsigned __int32 > bUseAlternateFallBlendspace ()
 
BitFieldValue< bool, unsigned __int32 > bIsFemale ()
 
BitFieldValue< bool, unsigned __int32 > bPlaySpawnAnim ()
 
BitFieldValue< bool, unsigned __int32 > bPlayFirstSpawnAnim ()
 
BitFieldValue< bool, unsigned __int32 > bPossessionDontUnsleep ()
 
BitFieldValue< bool, unsigned __int32 > bLastViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bPlayedSpawnIntro ()
 
BitFieldValue< bool, unsigned __int32 > bWasSubmerged ()
 
BitFieldValue< bool, unsigned __int32 > bCheckPushedThroughWallsWasSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bGaveInitialItems ()
 
BitFieldValue< bool, unsigned __int32 > bHadGrapHookAttachActor ()
 
BitFieldValue< bool, unsigned __int32 > bAddedToActivePlayerList ()
 
BitFieldValue< bool, unsigned __int32 > bAddedBelowDeckMixer ()
 
BitFieldValue< bool, unsigned __int32 > bGaveTutorialFinishedItems ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bWasFirstPerson ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceHideCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bWasOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bLastLocInterpProne ()
 
BitFieldValue< bool, unsigned __int32 > bLastLocInterpCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bHatHidden ()
 
BitFieldValue< bool, unsigned __int32 > bBeganPlay ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDPC ()
 
BitFieldValue< bool, unsigned __int32 > bHadWeaponWhenStartedClimbingLadder ()
 
BitFieldValue< bool, unsigned __int32 > bIsConnected ()
 
BitFieldValue< bool, unsigned __int32 > bHideAllMultiuseSelectors ()
 
BitFieldValue< bool, unsigned __int32 > bRefreshDefaultAttachmentsHadEquippedItems ()
 
BitFieldValue< bool, unsigned __int32 > bEquippedPreMapWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bEquippedPreRidingWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bFastTravelled ()
 
BitFieldValue< bool, unsigned __int32 > bForceSwitchAsPrimaryWeaponOnce ()
 
BitFieldValue< bool, unsigned __int32 > bReloadAllSwitchedToFirstWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bPendingDiscoveryZoneNotAtSeaUnlock ()
 
BitFieldValue< bool, unsigned __int32 > bIsUpdatingPawnMeshes ()
 
BitFieldValue< bool, unsigned __int32 > bUsingWeaponHandIK ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedFromSeamlessRespawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseEquipmentShrinkageMasks ()
 
BitFieldValue< bool, unsigned __int32 > bIsLockedOn ()
 
BitFieldValue< bool, unsigned __int32 > bIsSwitchingToYarkMeleeInCombat ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedTattooData ()
 
BitFieldValue< bool, unsigned __int32 > bFastTravelling ()
 
BitFieldValue< bool, unsigned __int32 > bAttachedToHostCharacter ()
 
bool BuffsPreventFirstPerson ()
 
void AddFeatCooldown (TSubclassOf< APrimalBuff > FeatClass)
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool AllowDinoTargetingRange (FVector *AtLoc, float TargetingRange, AActor *ForAttacker)
 
bool AllowFirstPerson ()
 
bool AllowGrappling_Implementation ()
 
bool AllowSeamlessTravel ()
 
bool AllowTreadWater ()
 
bool AnimUseAimOffset ()
 
void ApplyBodyColors ()
 
void ApplyBoneModifiers ()
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void ApplyEquipmentShrinkageMasks ()
 
void ApplyFirstPersonBoneModifiers ()
 
void AttachToHostCharacter (APawn *HostCharacter)
 
void AttachToLadder_Implementation (USceneComponent *Parent)
 
void AuthPostSpawnInit ()
 
bool BasedOnDynamicActorUseFallingLateralFriction ()
 
void BeginPlay ()
 
bool BlueprintInitiateTrade (AShooterCharacter *OtherPlayer)
 
bool CalcIsIndoors ()
 
FRotatorCalculateForwarBendingAngle (FRotator *result)
 
FVectorCalculateLookAtHeadLocation (FVector *result)
 
void CallGameStateHandleEvent (FName NameParam, FVector VecParam)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
bool CanCrouch ()
 
bool CanCrouchInternal ()
 
bool CanDoUsableHarvesting ()
 
bool CanDragCharacter (APrimalCharacter *Character)
 
bool CanFire ()
 
bool CanGiveCaptainOrders ()
 
bool CanJumpInternal_Implementation ()
 
bool CanProne ()
 
bool CanProneInternal ()
 
void CancelTrade ()
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ChangeActorTeam (int NewTeam)
 
void CheckAndHandleBasedPlayersBeingPushedThroughWalls ()
 
void CheckNextSecondaryWeapon ()
 
bool CheckShipPenetrations ()
 
void ClearCarryingDino (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void ClearLadderAttachmentInfo ()
 
void ClearRidingDino (bool bFromDino, int OverrideUnboardDirection)
 
void ClearRidingDinoAsPassenger (bool bFromDino)
 
void ClearSpawnAnim ()
 
void ClientClearTribeRequest_Implementation ()
 
void ClientInviteToAlliance_Implementation (int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientNetEndClimbingLadder_Implementation ()
 
void ClientNotifyLevelUp_Implementation ()
 
void ClientNotifyTribeRequest_Implementation (FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
 
void ClientOnDiscoveredZone_Implementation (int ZoneId, int NewNumZonesDiscovered)
 
void ClientOrderedAttackTarget_Implementation (AActor *attackTarget)
 
void ClientOrderedMoveToRaft_Implementation (FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
 
void ClientOrderedMoveTo_Implementation (FVector MoveToLoc, AActor *MoveToActorRef)
 
void ClientPlayHarvestAnim_Implementation ()
 
void ClientPrepareForSeamlessTravel_Implementation ()
 
void ClientProcessLadderAttachment ()
 
void ClientReceiveFeatCooldowns_Implementation (TArray< FFeatCooldown > *theFeatCooldowns)
 
void ClientReceiveNextWeaponID_Implementation (FItemNetID theItemID)
 
void ClientSetRotation (FRotator NewRotation)
 
void ClientTradeNotification_Implementation (AShooterCharacter *OtherPlayer)
 
void ClientUpdateReloadAll ()
 
void ClientUpdateTranspondersInfo_Implementation (TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
void DedicatedServerBoneFixup ()
 
void DelayGiveDefaultWeapon (float DelayTime)
 
void DelayedTransitionFixup ()
 
void Destroyed ()
 
void DetachFromHostCharacter (APrimalCharacter *HostCharacter)
 
void DetachFromLadder_Implementation (bool bIgnoreOnAutonomousProxy)
 
void DetachGrapHookCable_Implementation (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
void DrawFloatingChatMessage (AShooterHUD *HUD, FString Message, long double receivedChatTime)
 
void DrawFloatingHUD (AShooterHUD *HUD)
 
void DrawTranspondersInfo (AShooterHUD *HUD)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void FinalLoadedFromSaveGame ()
 
void FinishSpawnIntro ()
 
void FinishWeaponSwitch ()
 
void FiredWeapon ()
 
void ForceGiveDefaultWeapon ()
 
void ForceGiveDiscoveryZone (int ZoneId, bool bDontNotifyClient)
 
void ForceGiveDiscoveryZoneByName (FString ManualZoneName)
 
void ForceGiveGlobalDiscoveryZoneByID (int ZoneId, bool bDontNotifyClient)
 
void ForceSleep ()
 
void GameStateHandleEvent_Implementation (FName NameParam, FVector VecParam)
 
USceneComponentGetActorSoundAttachmentComponentOverride (USceneComponent *ForComponent)
 
float GetActualTargetingFOV (float DefaultTargetingFOV)
 
UAnimSequence * GetAdditiveStandingAnim (float *OutBlendInTime, float *OutBlendOutTime)
 
bool GetAdditiveStandingAnimNonAdditive ()
 
float GetAge ()
 
int GetAgeYears ()
 
FRotatorGetAimOffsets (FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
 
UAnimSequence * GetAlternateStandingAnim (float *OutBlendInTime, float *OutBlendOutTime)
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
float GetBaseTargetingDesire (ITargetableInterface *Attacker)
 
APrimalDinoCharacterGetBasedOnDino ()
 
bool GetBlockingShieldOffsets (FVector *OutBlockingShieldFPVTranslation, FRotator *OutBlockingShieldFPVRotation)
 
float GetCarryingSocketYaw (bool RefreshBones)
 
float GetCharacterAdditionalHyperthermiaInsulationValue ()
 
float GetCharacterAdditionalHypothermiaInsulationValue ()
 
float GetCharacterAdditionalInsulationValueFromStructure (UWorld *theWorld, FVector *actorLoc, EPrimalItemStat::Type TypeInsulation)
 
FStringGetDescriptiveName (FString *result)
 
UAnimSequence * GetDinoRidingAnimation ()
 
UAnimSequence * GetDinoRidingMoveAnimation ()
 
FLinearColorGetFacialHairColor (FLinearColor *result)
 
int GetFacialHairIndex ()
 
float GetFacialHairMorphTargetValue ()
 
FLinearColorGetHeadHairColor (FLinearColor *result)
 
int GetHeadHairIndex ()
 
float GetHeadHairMorphTargetValue ()
 
float GetInsulationFromItem (FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
 
FTransformGetLadderComponentToWorld (FTransform *result)
 
long double GetLastFeatUsedTime (TSubclassOf< APrimalBuff > FeatClass)
 
FVectorGetLastSweepLocation (FVector *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
FStringGetLongDescriptiveName (FString *result)
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
float GetMaxGrapplePullMass ()
 
float GetMaxSpeedModifier ()
 
UPrimalPlayerDataGetMyPlayerData ()
 
int GetNextWeaponItemID (bool bPrimary)
 
APrimalDinoCharacterGetRidingDino ()
 
UAnimSequence * GetOverridenAnimSequence (UAnimSequence *AnimSeq)
 
UAnimMontage * GetOverridenMontage (UAnimMontage *AnimMontage)
 
FRotatorGetPassengerAttachedRotation (FRotator *result)
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
float GetPercentageOfFacialHairGrowth ()
 
float GetPercentageOfHeadHairGrowth ()
 
UPrimalPlayerDataGetPlayerData ()
 
float GetRecoilMultiplier ()
 
float GetRidingDinoAnimSpeedRatio ()
 
float GetRunningSpeedModifier (bool bIsForDefaultSpeed)
 
AActorGetSecondaryMountedActor ()
 
FStringGetShortName (FString *result)
 
AShooterPlayerControllerGetSpawnedForController ()
 
float GetTargetingDesirability (ITargetableInterface *Attacker)
 
float GetTargetingSpeedModifier ()
 
unsigned int GetUniqueNetIdTypeHash ()
 
AShooterWeaponGetWeapon ()
 
void GiveMapWeapon (unsigned int typeIndex)
 
void HideWeapon ()
 
void InitiateTrade_Implementation (unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
 
void InviteToAlliance (int RequestingTeam, unsigned int AllianceID, FString AllianceName, FString InviteeName)
 
bool IsAwaitingSeamlessTravelController ()
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
bool IsCrafting ()
 
bool IsCurrentPassengerLimitCameraYaw ()
 
bool IsFemale ()
 
bool IsFirstPerson ()
 
bool IsGameInputAllowed ()
 
bool IsGrapplingHardAttached (bool bHardAttachedOnlyIfImpacted)
 
bool IsInCombat ()
 
bool IsNearTopOfLadder ()
 
bool IsOutside ()
 
bool IsPlayingUpperBodyCallAnimation_Implementation ()
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
bool IsRunning (bool bIncludeFalling, bool bIncludeRunTurning)
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
 
bool IsUsingClimbingPick ()
 
bool IsValidForStatusRecovery ()
 
bool IsValidUnStasisCaster ()
 
bool IsWatered ()
 
void LaunchMountedDino ()
 
FStringLinkedPlayerIDString (FString *result)
 
void LocalPossessedBy (APlayerController *ByController)
 
void LocalStartCaptainOrder (int OrderIndex)
 
void LocalStopCaptainOrder (int OrderIndex)
 
float ModifyAirControl (float AirControlIn)
 
void ModifyFirstPersonCameraLocation (FVector *Loc, float DeltaTime)
 
bool MoveToInnerLoop (AActor *TargetToMove, FVector MoveToLoc, AActor *TargetActor)
 
void MultiClearTradeID_Implementation ()
 
void NetSetBodyFatPercent_Implementation (float thePercent)
 
void NetSetFacialHairPercent_Implementation (float thePercent, int newFacialHairIndex)
 
void NetSetHeadHairPercent_Implementation (float thePercent, int newHeadHairIndex)
 
void NetSetMaxWetness_Implementation ()
 
void NetSetOverrideFacialHairColor_Implementation (FLinearColor HairColor)
 
void NetSetOverrideHeadHairColor_Implementation (FLinearColor HairColor)
 
void NetSimulatedForceUpdateAimedActors_Implementation (float OverrideMaxDistance)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
void NotifyEquippedItems ()
 
void NotifySwitchedCameraPerspective (bool bToFirstPerson)
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnCameraUpdate (FVector *CameraLocation, FRotator *CameraRotation)
 
void OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void OnEndDrag_Implementation ()
 
void OnEnteredDiscoveryZone (int ZoneId)
 
void OnExitedDiscoveryZone (int ZoneId)
 
void OnFailedJumped ()
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void OnPressCrouch ()
 
void OnPressCrouchProneToggle ()
 
void OnPressProne ()
 
void OnPressReload ()
 
void OnPressReloadAll ()
 
void OnPrimalCharacterSleeped ()
 
void OnReleaseCrouchProneToggle ()
 
void OnReload ()
 
void OnRep_BonePresets ()
 
void OnRep_CurrentVoiceModeAsUInt32 ()
 
void OnRep_CurrentWeapon (AShooterWeapon *LastWeapon)
 
void OnRep_HatHidden ()
 
void OnRep_LadderAttachment ()
 
void OnRep_PlayerBadgeGroup ()
 
void OnRep_TattooPaintingComponent ()
 
void OnRep_VivoxUsername ()
 
void OnSpawnPointsRecieved ()
 
void OnStartAltFire ()
 
void OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void OnStartFire (bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
 
void OnStartRunning ()
 
void OnStartTargeting (bool bFromGamepadLeft)
 
void OnStopAltFire ()
 
void OnStopFire (bool bFromGamepadRight, int weaponAttackIndex)
 
void OnStopTargeting (bool bFromGamepadLeft)
 
void OnVoiceTalkingStateChanged (bool talking, bool IsUsingSuperRange)
 
void OrbitCamOn ()
 
void OrbitCamToggle ()
 
FVectorOverrideNewFallVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
FVectorOverrideSwimmingVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
 
FVectorOverrideWalkingVelocity (FVector *result, FVector *InitialVelocity, const float *Friction, float DeltaTime)
 
void PlayDrinkingAnimation ()
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayEmoteAnimation_Implementation (char EmoteIndex)
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void PlaySpawnIntro ()
 
void PlayTalkingAnimation ()
 
void Poop (bool bForcePoop)
 
void PossessedBy (AController *InController)
 
void PostInitializeComponents ()
 
void PreApplyAccumulatedForces (float DeltaSeconds, FVector *PendingImpulseToApply, FVector *PendingForceToApply)
 
void PreInitializeComponents ()
 
bool PreventMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void RecalculateBaseEyeHeight ()
 
void RefreshDefaultAttachments (AActor *UseOtherActor)
 
void RefreshTribeName ()
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void ReleaseSeatingStructureHandIK ()
 
void RemoveAttachments ()
 
void RenamePlayer_Implementation (FString *NewName)
 
void ResetBase ()
 
void ServerCallAggressive_Implementation ()
 
void ServerCallAttackTarget_Implementation (AActor *TheTarget)
 
void ServerCallFollowDistanceCycleOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollow_Implementation ()
 
void ServerCallMoveToRaft_Implementation (FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
 
void ServerCallMoveTo_Implementation (FVector MoveToLoc, AActor *TargetActor)
 
void ServerCallNeutral_Implementation ()
 
void ServerCallPassive_Implementation ()
 
void ServerCallSetAggressive_Implementation ()
 
void ServerCallStayOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallStay_Implementation ()
 
void ServerCheckDrinkingWater_Implementation ()
 
void ServerClearSwitchingWeapon_Implementation (bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
 
void ServerDetachGrapHookCable_Implementation (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void ServerFireBallistaProjectile_Implementation (FVector Origin, FVector_NetQuantizeNormal ShootDir)
 
void ServerForceUpdatedAimedActors (float OverrideMaxDistance, bool bReplicateToSimulatedClients)
 
void ServerGiveDefaultWeapon_Implementation (bool bOnlyGiveDefaultWeapon)
 
void ServerLaunchMountedDino_Implementation ()
 
void ServerNetEndClimbingLadder_Implementation (bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
 
void ServerPrepareForSeamlessTravel_Implementation ()
 
void ServerRequestCaptainOrder_Implementation (int OrderIndex, TArray< int > *GroupsIndex)
 
void ServerRequestFeatCooldowns_Implementation ()
 
void ServerRequestStopCaptainOrder_Implementation (int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
 
void ServerResyncNameToClients ()
 
void ServerSailRiderSetRotationInput_Implementation (float Val)
 
void ServerSailRiderSetThrottleInput_Implementation (float Val)
 
void ServerSailRiderSetThrottleValue_Implementation (float Val)
 
void ServerSetBallistaNewRotation_Implementation (float Pitch, float Yaw)
 
void ServerSetCaptainsOrderToLastPassive_Implementation (ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
 
void ServerSetIsVoiceActive_Implementation (bool IsActive)
 
void ServerSetViewingInventory_Implementation (bool bIsViewing)
 
void ServerStartSurfaceCameraForPassenger_Implementation (float yaw, float roll, float pitch, bool bShouldInvertInput)
 
void ServerStopFireBallista_Implementation ()
 
void ServerSwitchMap_Implementation (unsigned int typeIndex)
 
void ServerTellNPCCaptainSailFacingDirection_Implementation (float YawDir)
 
void ServerTryToCycleBallistaAmmoType_Implementation ()
 
void ServerTryToReloadBallista_Implementation ()
 
void ServerUpdateCurrentVoiceModeAsUInt32_Implementation (unsigned int NewValue)
 
void ServerWhistleCloseSails_Implementation ()
 
void ServerWhistleOpenSails_Implementation ()
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetCameraMode (bool bFirstperson, bool bIgnoreSettingFirstPersonRiding)
 
void SetCarriedPitchYaw_Implementation (float NewCarriedPitch, float NewCarriedYaw)
 
void SetCarryingDino (APrimalDinoCharacter *aDino)
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void SetCurrentWeapon (AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
 
void SetEnableHandIK (bool bLeft, bool bRight, bool bBindForwad)
 
void SetMiniGameReloadCounter (int NewValue)
 
void SetRidingDino (APrimalDinoCharacter *aDino)
 
void SetRidingDinoAsPassenger (APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset)
 
bool ShouldIKBeForceDisabled ()
 
bool ShouldOverrideNewFallVelocity ()
 
bool ShouldOverrideSwimmingVelocity ()
 
bool ShouldOverrideWalkingVelocity ()
 
bool ShouldReplicateRotPitch ()
 
bool ShouldStoreSecondaryItemID (UPrimalItem *SecondaryItem)
 
bool ShouldTempDisableMultiFabrik ()
 
void ShowDiscoveryExplorerNoteOnDelay (int ExplorerNoteIndex)
 
void ShowWeapon ()
 
void StartCameraTransition (float Duration)
 
void StartWeaponSwitch (UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
 
void StasisingCharacter ()
 
AActorStructurePlacementUseAlternateOriginActor ()
 
void SwitchMap (unsigned int typeIndex)
 
void TakeSeatingStructureHandIK ()
 
void TargetingTeamChanged ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void TempDampenInputAcceleration ()
 
void Tick (float DeltaSeconds)
 
void TickUpdateHandIK (float DeltaSeconds)
 
void TogglePerspective ()
 
bool TryAccessInventory ()
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void Unstasis ()
 
void UpdateCarriedLocationAndRotation (float DeltaSeconds)
 
void UpdateGrapHook (float DeltaSeconds)
 
void UpdateHair ()
 
void UpdatePawnMeshes (bool bForceThirdPerson, bool bForceFlush)
 
void UpdateSeatingStructureHandIK ()
 
void UpdateSwimmingState ()
 
void UpdateTopTribesGroup ()
 
void UpdateTransponders ()
 
void UpdateWeaponHandIK ()
 
bool UseAdditiveStandingAnim ()
 
bool UseAltAimOffsetAnim ()
 
bool UseAlternateStandingAnim ()
 
bool UseSwimmingTPVAimOffset ()
 
bool ValidToRestoreForPC (AShooterPlayerController *aPC)
 
void WasPushed (ACharacter *ByOtherCharacter)
 
void ZoomIn ()
 
void ZoomOut ()
 
void AttachToLadder (USceneComponent *Parent)
 
void ClientClearTribeRequest ()
 
void ClientInviteToAlliance (int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
 
void ClientNetEndClimbingLadder ()
 
void ClientNotifyTribeRequest (FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
 
void ClientOnDiscoveredZone (int ZoneId, int NewNumZonesDiscovered)
 
void ClientOrderedAttackTarget (AActor *attackTarget)
 
void ClientOrderedMoveTo (FVector MoveToLoc, AActor *MoveToActorRef)
 
void ClientOrderedMoveToRaft (FVector MoveToRelLoc, APrimalRaft *MoveToRaftRef, int ToDeckIndex)
 
void ClientPlayHarvestAnim ()
 
void ClientReceiveFeatCooldowns (TArray< FFeatCooldown > *theFeatCooldowns)
 
void ClientReceiveNextWeaponID (FItemNetID theItemID)
 
void ClientTradeNotification (AShooterCharacter *OtherPlayer)
 
void ClientUpdateTranspondersInfo (TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
 
void DetachFromLadder (bool bIgnoreOnAutonomousProxy)
 
void DetachGrapHookCable (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void GameStateHandleEvent (FName NameParam, FVector VecParam)
 
void InitiateTrade (unsigned __int64 OtherPlayerID, bool bAcceptingTrade)
 
bool IsPlayingUpperBodyCallAnimation ()
 
void MultiClearTradeID ()
 
void NetSetBodyFatPercent (float thePercent)
 
void NetSetFacialHairPercent (float thePercent, int newFacialHairIndex)
 
void NetSetHeadHairPercent (float thePercent, int newHeadHairIndex)
 
void NetSetMaxWetness ()
 
void NetSimulatedForceUpdateAimedActors (float OverrideMaxDistance)
 
void PlayEmoteAnimation (char EmoteIndex)
 
void RenamePlayer (FString *NewName)
 
void ServerCheckDrinkingWater ()
 
void ServerDetachGrapHookCable (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void ServerFireBallistaProjectile (FVector Origin, FVector_NetQuantizeNormal ShootDir)
 
void ServerLaunchMountedDino ()
 
void ServerNetEndClimbingLadder (bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
 
void ServerRequestCaptainOrder (int OrderIndex, TArray< int > *GroupsIndex)
 
void ServerRequestFeatCooldowns ()
 
void ServerRequestStopCaptainOrder (int OrderIndex, TArray< int > *GroupsIndex, TArray< int > *StationsToFire, AActor *OrderTarget)
 
void ServerSailRiderSetRotationInput (float Val)
 
void ServerSailRiderSetThrottleInput (float Val)
 
void ServerSailRiderSetThrottleValue (float Val)
 
void ServerSetBallistaNewRotation (float Pitch, float Yaw)
 
void ServerSetCaptainsOrderToLastPassive (ECaptainOrder::Type OrderIndexToCancelFrom, TArray< int > *GroupsIndex)
 
void ServerSetViewingInventory (bool bIsViewing)
 
void ServerStartSurfaceCameraForPassenger (float yaw, float pitch, float roll, bool bShouldInvertInput)
 
void ServerStopFireBallista ()
 
void ServerSwitchMap (unsigned int typeIndex)
 
void ServerTellNPCCaptainSailFacingDirection (float YawDir)
 
void ServerTryToCycleBallistaAmmoType ()
 
void ServerTryToReloadBallista ()
 
void ServerUpdateCurrentVoiceModeAsUInt32 (unsigned int NewValue)
 
void ServerWhistleCloseSails ()
 
void ServerWhistleOpenSails ()
 
void SetCarriedPitchYaw (float NewCarriedPitch, float NewCarriedYaw)
 
AShooterPlayerControllerGetShooterPC ()
 
TArray< FTransponderInfo > & ClientTranspondersInfoField ()
 
UAnimMontage * SpawnIntroAnim1PField ()
 
UAnimMontage * RespawnIntroAnim1PField ()
 
UAnimMontage * ProneInAnimField ()
 
UAnimMontage * ProneOutAnimField ()
 
UAnimMontage * StartRidingAnimField ()
 
UAnimMontage * StopRidingAnimField ()
 
UAnimMontage * TalkingAnimField ()
 
UAnimMontage * VoiceTalkingAnimField ()
 
UAnimMontage * VoiceYellingAnimField ()
 
TArray< UAnimMontage * > EmoteAnimsField ()
 
UAnimMontage * FireBallistaAnimationField ()
 
UAnimMontage * ReloadBallistaAnimationField ()
 
UAnimMontage * DraggingCharacterAnimField ()
 
FStringVivoxUsernameField ()
 
unsigned int & CurrentVoiceModeAsUInt32Field ()
 
unsigned int & VoiceModeForCullingTestsField ()
 
bool & bIsActivelyTalkingField ()
 
bool & bClientIgnoreCurrentVoiceModeReplicationsField ()
 
bool & bWasAlreadyYellingField ()
 
bool & bWasProneField ()
 
bool & bIsPreviewCharacterField ()
 
long double & DontTargetUntilTimeField ()
 
float & OriginalCollisionHeightField ()
 
float & WalkBobMagnitudeField ()
 
float & WalkBobInterpSpeedField ()
 
float & TargetingTimeField ()
 
float & BobMaxMovementSpeedField ()
 
float & WeaponBobMaxMovementSpeedField ()
 
long double & LastCheckSevenField ()
 
long double & LastCheckSevenHitField ()
 
long double & LastCheckSevenTransmissionField ()
 
long double & LastValidCheckSevenField ()
 
long double & LastCheckSevenTeleportField ()
 
FVectorLastCheckSevenLocationField ()
 
TSubclassOf< AShooterWeapon > & DefaultWeaponField ()
 
TSubclassOf< AShooterWeapon > & OverrideDefaultWeaponField ()
 
TSubclassOf< AShooterWeapon > & MapWeaponField ()
 
TSubclassOf< AShooterWeapon > & GPSWeaponField ()
 
TSubclassOf< AShooterWeapon > & CompassWeaponField ()
 
TWeakObjectPtr< APrimalStructureLadder > & ClimbingLadderField ()
 
FStringPlayerNameField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField ()
 
TArray< FName > & LowerBodyPartRootBonesField ()
 
UAnimMontage * DropItemAnimationField ()
 
UAnimMontage * ThrowItemAnimationField ()
 
UAnimMontage * PickupItemAnimationField ()
 
UAnimMontage * ActivateInventoryAnimationField ()
 
FRotatorLastDinoAimRotationOffsetField ()
 
FRotatorLastAimRotOffsetField ()
 
APrimalProjectileBoomerangLastFiredBoomerangField ()
 
UAudioComponent * LastGrapHookACField ()
 
int & _GrapHookCableObjectCountField ()
 
FVectorGrapHookDefaultOffsetField ()
 
float & GrapHookCableWidthField ()
 
UMaterialInterface * GrapHookMaterialField ()
 
float & LadderLateralJumpVelocityField ()
 
float & GrapHookPulledRopeDistanceField ()
 
float & GrapHookSyncTimeField ()
 
bool & bReleasingGrapHookField ()
 
FStringPlatformProfileNameField ()
 
FUniqueNetIdReplPlatformProfileIDField ()
 
UAudioComponent * CharacterStatusStateSoundComponentField ()
 
long double & LastUncrouchTimeField ()
 
long double & LastUnproneTimeField ()
 
float & CurrentWeaponBobSpeedField ()
 
float & WalkBobOldSpeedField ()
 
float & AppliedBobField ()
 
float & BobTimeField ()
 
long double & LastPressReloadTimeField ()
 
FNameWeaponAttachPointField ()
 
float & TargetingSpeedModifierField ()
 
USoundCue * LowHealthSoundField ()
 
UAnimMontage * CallFollowAnimField ()
 
UAnimMontage * CallStayAnimField ()
 
UAnimMontage * CallFollowAnimSingleField ()
 
UAnimMontage * CallStayAnimSingleField ()
 
UAnimMontage * CallMoveToAnimField ()
 
UAnimMontage * CallAttackAnimField ()
 
UAudioComponent * LowHealthWarningPlayerField ()
 
FItemNetIDNextWeaponItemIDField ()
 
float & WeaponBobTimeField ()
 
float & CurrentAimBlendingField ()
 
long double & InterpLastCrouchProneStateChangeTimeField ()
 
long double & PressCrouchProneToggleTimeField ()
 
float & CraftingMovementSpeedModifierField ()
 
FVectorWeaponBobMagnitudesField ()
 
FVectorWeaponBobPeriodsField ()
 
FVectorWeaponBobOffsetsField ()
 
FVectorWeaponBobMagnitudes_TargetingField ()
 
FVectorWeaponBobPeriods_TargetingField ()
 
FVectorWeaponBobOffsets_TargetingField ()
 
float & WeaponBobMinimumSpeedField ()
 
float & WeaponBobSpeedBaseField ()
 
float & WeaponBobSpeedBaseFallingField ()
 
float & WeaponBobTargetingBlendField ()
 
TArray< FItemAttachmentInfo > & DefaultAttachmentInfosField ()
 
USoundCue * StartCrouchSoundField ()
 
USoundCue * EndCrouchSoundField ()
 
USoundCue * StartProneSoundField ()
 
USoundCue * EndProneSoundField ()
 
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField ()
 
FItemNetIDPreMapWeaponItemNetIDField ()
 
float & ServerSeatedViewRotationYawField ()
 
float & ServerSeatedViewRotationPitchField ()
 
AShooterWeaponCurrentWeaponField ()
 
unsigned __int64 & LinkedPlayerDataIDField ()
 
long double & LastTimeInFallingField ()
 
long double & StartedRidingTimeField ()
 
long double & TimeSinceLastControllerField ()
 
TWeakObjectPtr< AController > & LastControllerField ()
 
TWeakObjectPtr< AShooterPlayerController > & LastValidPlayerControllerField ()
 
UAnimMontage * DrinkingAnimationField ()
 
long double & LastRequestedTribeTimeField ()
 
unsigned __int64 & LastRequestedTribeIDField ()
 
FStringLastRequestedTribeNameField ()
 
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField ()
 
float & IndoorsHyperthermiaInsulationField ()
 
float & IndoorsHypothermiaInsulationField ()
 
float & IndoorCheckIntervalField ()
 
long double & LastIndoorCheckTimeField ()
 
FItemNetIDPreRidingWeaponItemNetIDField ()
 
FItemNetIDPreInventoryWeaponItemNetIDField ()
 
UAnimSequence * ViewingInventoryAnimationField ()
 
UAnimSequence * DefaultDinoRidingAnimationField ()
 
UAnimSequence * DefaultDinoRidingMoveAnimationField ()
 
UAnimSequence * DefaultSeatingAnimationField ()
 
UAnimSequence * DefaultShieldAnimationField ()
 
UAnimMontage * ShieldCoverAnimationField ()
 
UAnimMontage * ShieldCoverAnimationForCrouchField ()
 
float & EnemyPlayerMaxCursorHUDDistanceProneField ()
 
float & EnemyPlayerMaxCursorHUDDistanceCrouchedField ()
 
float & EnemyPlayerMaxCursorHUDDistanceStandingField ()
 
FSaddlePassengerSeatDefinitionCurrentPassengerSeatDefinitionField ()
 
TArray< UAnimMontage * > AnimsOverrideFromField ()
 
TArray< UAnimMontage * > AnimOverrideToField ()
 
TArray< UAnimSequence * > AnimSequencesOverrideFromField ()
 
TArray< UAnimSequence * > AnimSequenceOverrideToField ()
 
float & PreviousRootYawSpeedField ()
 
FieldArray< FLinearColor, 4 > BodyColorsField ()
 
char & FacialHairIndexField ()
 
char & HeadHairIndexField ()
 
FieldArray< float, 22 > RawBoneModifiersField ()
 
float & LoggedOutTargetingDesirabilityField ()
 
bool & bIsRainWateredField ()
 
long double & LastAttackTimeField ()
 
bool & bCacheRidingDinoWeaponField ()
 
bool & bWasLocallyControlledField ()
 
unsigned int & UniqueNetIdTypeHashField ()
 
long double & LastUseHarvestTimeField ()
 
long double & StopRidingTimeField ()
 
UAnimMontage * SpawnAnimField ()
 
UAnimMontage * FirstSpawnAnimField ()
 
long double & LocalLastViewingInventoryTimeField ()
 
FVectorLastStasisCastPositionField ()
 
bool & bWasHostPlayerField ()
 
long double & SavedLastTimeHadControllerField ()
 
long double & LastTimeHadControllerField ()
 
long double & LastTaggedTimeField ()
 
long double & LastTaggedTimeExtraField ()
 
long double & LastTaggedTimeThirdField ()
 
float & ExtraFloatVarField ()
 
FVectorExtraVectorVarField ()
 
FVectorExtraExtraVectorVarField ()
 
FNameExtraNameVarField ()
 
bool & bIsOnSeatingStructureField ()
 
bool & bIsControllingBallistaField ()
 
bool & bUseBallistaAimOffsetField ()
 
float & CurrentControlledBallistaYawField ()
 
bool & bIsServerAdminField ()
 
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField ()
 
int & SeatingStructureSeatNumberField ()
 
long double & NextPlayerUndergroundCheckField ()
 
int & PlayerNumUnderGroundFailField ()
 
float & LastSweepCapsuleHeightField ()
 
float & LastSweepCapsuleRadiusField ()
 
USoundBase * ThrowCharacterSoundField ()
 
float & ClientSeatedViewRotationPitchField ()
 
float & ClientSeatedViewRotationYawField ()
 
long double & LastReleaseSeatingStructureTimeField ()
 
char & PlayerBadgeGroupField ()
 
bool & bShouldInvertTurnInputField ()
 
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField ()
 
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField ()
 
int & AllianceInviteRequestingTeamField ()
 
unsigned int & AllianceInviteIDField ()
 
FStringAllianceInviteNameField ()
 
long double & AllianceInviteTimeField ()
 
float & InventoryDragWeightScaleField ()
 
UAnimMontage * MountedCarryingDinoAnimationField ()
 
UAnimMontage * CuddleAnimationField ()
 
long double & LastUpdatedAimActorsTimeField ()
 
FVectorUpdateHyperThermalInsulationPositionField ()
 
FVectorUpdateHypoThermalInsulationPositionField ()
 
long double & NextUpdateHyperThermalInsulationTimeField ()
 
long double & NextUpdateHypoThermalInsulationTimeField ()
 
float & LastAdditionalHypoThermalInsulationField ()
 
float & LastAdditionalHyperThermalInsulationField ()
 
float & WaterLossRateMultiplierField ()
 
UAnimSequence * CharacterAdditiveStandingAnimField ()
 
long double & LastTryAccessInventoryFailTimeField ()
 
long double & LastEmotePlayTimeField ()
 
float & IntervalForFullHeadHairGrowthField ()
 
float & IntervalForFullFacialHairGrowthField ()
 
float & PercentOfFullFacialHairGrowthField ()
 
float & PercentOfFullHeadHairGrowthField ()
 
FLinearColorOriginalHairColorField ()
 
long double & LastEmoteTryPlayTimeField ()
 
int & IgnoreCollisionSweepUntilFrameNumberField ()
 
float & ReplicatedWeightField ()
 
long double & LocalDiedAtTimeField ()
 
long double & LastNotStuckTimeField ()
 
USoundBase * ProneMoveSoundField ()
 
long double & UploadEarliestValidTimeField ()
 
long double & LastCollisionStuckTimeField ()
 
int & SimulatedLastFrameProcessedForceUpdateAimedActorsField ()
 
FVectorOriginalLastHitWallSweepCheckLocationField ()
 
int & LastCapsuleAttachmentChangedIncrementField ()
 
int & LastMeshAttachmentChangedIncrementField ()
 
int & LastCameraAttachmentChangedIncrementField ()
 
bool & bPreventWeaponMovementAnimsField ()
 
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField ()
 
TWeakObjectPtr< APrimalStructure > & CurrentItemBalloonField ()
 
FWeaponEventNotifyWeaponUnequippedField ()
 
FWeaponEventNotifyWeaponEquippedField ()
 
FWeaponEventNotifyWeaponFiredField ()
 
int & PlayerHexagonCountField ()
 
int & DefaultHexagonAmountEarnedOnMissionCompletionField ()
 
bool & bAutoPlayerField ()
 
float & fAutoMoveField ()
 
float & fAutoStrafeField ()
 
float & fAutoTurnField ()
 
bool & bAutoJumpField ()
 
bool & bAutoFireField ()
 
bool & bAutoFireTargetField ()
 
bool & bAutoProneField ()
 
float & MeshHeightAdjustmentField ()
 
float & BuffExtraDamageMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bIsTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrafting ()
 
BitFieldValue< bool, unsigned __int32 > bIsRiding ()
 
BitFieldValue< bool, unsigned __int32 > bIsIndoors ()
 
BitFieldValue< bool, unsigned __int32 > bIsClimbing ()
 
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bUseAlternateFallBlendspace ()
 
BitFieldValue< bool, unsigned __int32 > bIsFemale ()
 
BitFieldValue< bool, unsigned __int32 > bPlaySpawnAnim ()
 
BitFieldValue< bool, unsigned __int32 > bPlayFirstSpawnAnim ()
 
BitFieldValue< bool, unsigned __int32 > bNoPhysics ()
 
BitFieldValue< bool, unsigned __int32 > bPossessionDontUnsleep ()
 
BitFieldValue< bool, unsigned __int32 > bLastViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bPlayedSpawnIntro ()
 
BitFieldValue< bool, unsigned __int32 > bWasSubmerged ()
 
BitFieldValue< bool, unsigned __int32 > bCheckPushedThroughWallsWasSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bGaveInitialItems ()
 
BitFieldValue< bool, unsigned __int32 > bReceivedGenesisSeasonPassItems ()
 
BitFieldValue< bool, unsigned __int32 > bHadGrapHookAttachActor ()
 
BitFieldValue< bool, unsigned __int32 > bAddedToActivePlayerList ()
 
BitFieldValue< bool, unsigned __int32 > bDisableLookYaw ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bWasFirstPerson ()
 
BitFieldValue< bool, unsigned __int32 > bWasOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bLastLocInterpProne ()
 
BitFieldValue< bool, unsigned __int32 > bLastLocInterpCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bHatHidden ()
 
BitFieldValue< bool, unsigned __int32 > bBeganPlay ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDPC ()
 
BitFieldValue< bool, unsigned __int32 > bHadWeaponWhenStartedClimbingLadder ()
 
BitFieldValue< bool, unsigned __int32 > bIsConnected ()
 
BitFieldValue< bool, unsigned __int32 > bRefreshDefaultAttachmentsHadEquippedItems ()
 
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAllWeapons ()
 
bool TemplateAllowActorSpawn (UWorld *World, FVector *AtLocation, FRotator *AtRotation, FActorSpawnParameters *SpawnParameters)
 
bool BuffsPreventFirstPerson ()
 
void PostInitializeComponents ()
 
void AuthPostSpawnInit ()
 
void CheckFallFromLadder ()
 
void Destroyed ()
 
void OnRep_RawBoneModifiers ()
 
void UpdateTransponders ()
 
void BeginPlay ()
 
FVectorGetTPVCameraOffset (FVector *result)
 
void DrawTranspondersInfo (AShooterHUD *HUD)
 
void PlaySpawnAnim ()
 
void ClearSpawnAnim ()
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void DedicatedServerBoneFixup ()
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
void ModifyFirstPersonCameraLocation (FVector *Loc, float DeltaTime)
 
void PossessedBy (AController *InController)
 
void LocalPossessedBy (APlayerController *ByController)
 
void ServerDetachGrapHookCable_Implementation (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void ServerReleaseGrapHookCable_Implementation (bool bReleasing)
 
void DetachGrapHookCable_Implementation ()
 
void SyncGrapHookDistance_Implementation (float Distance)
 
void UpdateGrapHook (float DeltaSeconds)
 
void SetCarriedPitchYaw_Implementation (float NewCarriedPitch, float NewCarriedYaw)
 
FRotatorGetAimOffsets (FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
 
void UpdatePawnMeshes (bool bForceThirdPerson, bool bForceFlush)
 
void OnCameraUpdate (FVector *CameraLocation, FRotator *CameraRotation)
 
TSubclassOf< AShooterWeapon > * GetDefaultWeapon (TSubclassOf< AShooterWeapon > *result)
 
void ToggleWeapon ()
 
void GiveDefaultWeapon (bool bForceGiveDefaultWeapon)
 
void GiveMapWeapon ()
 
void SwitchMap ()
 
void DelayGiveDefaultWeapon (float DelayTime)
 
void ServerSwitchMap_Implementation ()
 
void ServerGiveDefaultWeapon_Implementation ()
 
void GivePrimalItemWeapon (UPrimalItem *aPrimalItem)
 
AShooterWeaponGivePrimalItemWeaponForMission (UPrimalItem *aPrimalItem, AMissionType *AssociatedMission)
 
void StartWeaponSwitch (UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
 
void FinishWeaponSwitch ()
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
void DrawFloatingHUD (AShooterHUD *HUD)
 
void DestroyInventory ()
 
void OnRep_CurrentWeapon (AShooterWeapon *LastWeapon)
 
void SetCurrentWeapon (AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
 
void Serialize (FArchive *Ar)
 
void ForceSleep ()
 
bool CanFire ()
 
void SetTargeting (bool bNewTargeting)
 
void ServerSetTargeting_Implementation (bool bNewTargeting)
 
void ClientUpdateTranspondersInfo_Implementation (TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
 
void ZoomIn ()
 
void ZoomOut ()
 
bool CanProne ()
 
bool CanCrouch ()
 
void OnPressCrouch ()
 
void OnPressProne ()
 
void OnPressCrouchProneToggle ()
 
void OnReleaseCrouchProneToggle ()
 
void OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void OnStartFire (bool bFromGamepadRight)
 
void OnStopFire (bool bFromGamepadRight)
 
void OnStartAltFire (bool bFromGamepad)
 
void OnStopAltFire (bool bFromGamepad)
 
void OnStartTargeting (bool bFromGamepadLeft)
 
void OnStopTargeting (bool bFromGamepadLeft)
 
void OnPressReload ()
 
void OnReload ()
 
void OnStartRunning ()
 
bool IsRunning ()
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset)
 
bool IsValidUnStasisCaster ()
 
void CheckAndHandleBasedPlayersBeingPushedThroughWalls ()
 
void Tick (float DeltaSeconds)
 
void UpdateCarriedLocationAndRotation (float DeltaSeconds)
 
float GetCarryingSocketYaw (bool RefreshBones)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void OnRep_VivoxUsername ()
 
void OnRep_CurrentVoiceModeAsUInt32 ()
 
void ServerUpdateCurrentVoiceModeAsUInt32_Implementation (unsigned int NewValue)
 
void ServerSetIsVoiceActive_Implementation (bool IsActive)
 
void ReplicateVoiceModeToClients ()
 
AShooterWeaponGetCurrentWeapon ()
 
FNameGetWeaponAttachPoint (FName *result)
 
float GetTargetingSpeedModifier ()
 
float GetActualTargetingFOV (float DefaultTargetingFOV)
 
bool IsTargeting ()
 
bool IsFirstPerson ()
 
bool IsCurrentPassengerLimitCameraYaw ()
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool AllowFirstPerson ()
 
void SetCameraMode (bool bFirstperson, bool bIgnoreSettingFirstPersonRiding)
 
void StartCameraTransition (float Duration)
 
void PlaySpawnIntro ()
 
void FinishSpawnIntro ()
 
bool ValidToRestoreForPC (AShooterPlayerController *aPC)
 
FStringLinkedPlayerIDString (FString *result)
 
FStringGetDescriptiveName (FString *result)
 
FStringGetShortName (FString *result)
 
UPrimalPlayerDataGetPlayerData ()
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
bool IsFiring ()
 
bool IsUsingShield ()
 
bool IsBlockingWithShield ()
 
bool AllowBlockingWithShield ()
 
bool GetBlockingShieldOffsets (FVector *OutBlockingShieldFPVTranslation, FRotator *OutBlockingShieldFPVRotation)
 
void NetSimulatedForceUpdateAimedActors_Implementation (float OverrideMaxDistance)
 
void ServerForceUpdatedAimedActors (float OverrideMaxDistance, bool bReplicateToSimulatedClients)
 
void ServerSetBallistaNewRotation_Implementation (float Pitch, float Yaw)
 
void ServerNotifyBallistaShot_Implementation (FHitResult Impact, FVector_NetQuantizeNormal ShootDir)
 
float GetMaxSpeedModifier ()
 
void SetRidingDino (APrimalDinoCharacter *aDino)
 
void TryGiveGenesisSeasonPassItems (int AppID)
 
void ClearRidingDino (bool bFromDino, int OverrideUnboardDirection, bool bForceEvenIfBuffPreventsClear)
 
void SetCarryingDino (APrimalDinoCharacter *aDino)
 
void ClearCarryingDino (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void SetRidingDinoAsPassenger (APrimalDinoCharacter *aDino, FSaddlePassengerSeatDefinition *SeatDefinition)
 
void ClearRidingDinoAsPassenger (bool bFromDino)
 
void ServerLaunchMountedDino_Implementation ()
 
void ClientPlayHarvestAnim_Implementation ()
 
void LaunchMountedDino ()
 
void OnPrimalCharacterSleeped ()
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool CanJumpInternal_Implementation ()
 
bool CanProneInternal ()
 
bool IsCrafting ()
 
void RemoveAttachments (AActor *From, bool bIsSnapshot)
 
void NotifyEquippedItems ()
 
UPrimalInventoryComponentGetInventoryComponent (AActor *UseOtherActor)
 
void RefreshDefaultAttachments (AActor *UseOtherActor, bool bIsSnapshot)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void RefreshTribeName ()
 
void ChangeActorTeam (int NewTeam)
 
void ClientClearTribeRequest_Implementation ()
 
void ClientNotifyTribeRequest_Implementation (FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
 
void PlayDrinkingAnimation ()
 
float GetCharacterAdditionalHypothermiaInsulationValue ()
 
bool CalcIsIndoors ()
 
float GetInsulationFromItem (FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
 
float GetCharacterAdditionalInsulationValueFromStructure (UWorld *theWorld, FVector *actorLoc, EPrimalItemStat::Type TypeInsulation)
 
float GetCharacterAdditionalHyperthermiaInsulationValue ()
 
void PreInitializeComponents ()
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void PreApplyAccumulatedForces (float DeltaSeconds, FVector *PendingImpulseToApply, FVector *PendingForceToApply)
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag_Implementation ()
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
 
void UpdateSwimmingState ()
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void RefreshRiderSocket ()
 
float GetRidingDinoAnimSpeedRatio ()
 
UAnimSequence * GetDinoRidingAnimation ()
 
UAnimSequence * GetDinoRidingMoveAnimation ()
 
UAnimSequence * GetSeatingAnimation ()
 
float GetBaseTargetingDesire (ITargetableInterface *Attacker)
 
void ApplyBodyColors ()
 
void ApplyBoneModifiers ()
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
float GetTargetingDesirability (ITargetableInterface *Attacker)
 
UAnimMontage * GetOverridenMontage (UAnimMontage *AnimMontage)
 
UAnimSequence * GetOverridenAnimSequence (UAnimSequence *AnimSeq)
 
bool IsWatered ()
 
bool CanDoUsableHarvesting ()
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool IsBlockedByShield (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage)
 
void ClientNotifyLevelUp_Implementation ()
 
void StartedFiringWeapon (bool bPrimaryFire)
 
void FiredWeapon ()
 
long double GetLastAttackTime ()
 
void OrbitCamOn ()
 
void OrbitCamToggle ()
 
void SetRagdollPhysics (bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
 
bool IsPlayingUpperBodyCallAnimation_Implementation ()
 
void ServerCallFollow_Implementation ()
 
void ServerCallFollowOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallStay_Implementation ()
 
void ServerCallStayOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowDistanceCycleOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallAggressive_Implementation ()
 
void ServerCallNeutral_Implementation ()
 
void ServerCallPassive_Implementation ()
 
void ServerCallSetAggressive_Implementation ()
 
void ServerCallAttackTarget_Implementation (AActor *TheTarget)
 
void ClientOrderedMoveTo_Implementation (FVector MoveToLoc)
 
void ClientOrderedAttackTarget_Implementation (AActor *attackTarget)
 
void ServerCallMoveTo_Implementation (FVector MoveToLoc)
 
void ServerCallLandFlyerOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
bool TryAccessInventory ()
 
void PlayEmoteAnimation_Implementation (char EmoteIndex)
 
void PlayTalkingAnimation ()
 
void OnVoiceTalkingStateChanged (bool talking, bool IsUsingSuperRange)
 
ACharacterGetTalkerCharacter ()
 
FVectorGetTalkerLocation (FVector *result)
 
void OnFailedJumped ()
 
float GetRecoilMultiplier ()
 
void StasisingCharacter ()
 
bool UseAltAimOffsetAnim ()
 
bool UseAlternateStandingAnim ()
 
UAnimSequence * GetAlternateStandingAnim (float *OutBlendInTime, float *OutBlendOutTime)
 
bool UseAdditiveStandingAnim ()
 
bool GetAdditiveStandingAnimNonAdditive ()
 
UAnimSequence * GetAdditiveStandingAnim (float *OutBlendInTime, float *OutBlendOutTime)
 
void ClosedInventoryUI ()
 
void ServerSetViewingInventory_Implementation (bool bIsViewing)
 
bool AnimUseAimOffset ()
 
void ServerCheckDrinkingWater_Implementation ()
 
void GameStateHandleEvent_Implementation (FName NameParam, FVector VecParam)
 
void CallGameStateHandleEvent (FName NameParam, FVector VecParam)
 
APrimalDinoCharacterGetRidingDino ()
 
void AttachToLadder_Implementation (USceneComponent *Parent)
 
void DetachFromLadder_Implementation ()
 
bool IsValidForStatusRecovery ()
 
bool IsOnSeatingStructure ()
 
bool IsControllingBallistaTurret ()
 
APrimalStructureTurretBallistaGetControlledTurretBallista ()
 
AMissionTypeGetActiveMission ()
 
void OnAttachedToSeatingStructure ()
 
void OnDetachedFromSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
void TakeSeatingStructure (APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
 
void ReleaseSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
bool ShouldReplicateRotPitch ()
 
bool IsUsingClimbingPick ()
 
void BreakGrapple ()
 
void ServerPlayFireBallistaAnimation_Implementation ()
 
void ServerStopFireBallista_Implementation ()
 
void ServerToClientsPlayFireBallistaAnimation_Implementation ()
 
void PlayeReloadBallistaAnimation ()
 
void ServerFireBallistaProjectile_Implementation (FVector Origin, FVector_NetQuantizeNormal ShootDir)
 
void ServerSeatingStructureAction_Implementation (char ActionNumber)
 
void WasPushed (ACharacter *ByOtherCharacter)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
void ClientNetEndClimbingLadder_Implementation ()
 
void ServerNetEndClimbingLadder_Implementation (bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
 
void RenamePlayer_Implementation (FString *NewName)
 
bool AllowDinoTargetingRange (FVector *AtLoc, float TargetingRange)
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FRotatorGetPassengerAttachedRotation (FRotator *result)
 
void ClientInviteToAlliance_Implementation (int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
 
void InviteToAlliance (int RequestingTeam, unsigned int AllianceID, FString AllianceName, FString InviterName)
 
bool CanDragCharacter (APrimalCharacter *Character)
 
void GiveDefaultWeaponTimer ()
 
bool IsCarryingSomething (bool bNotForRunning)
 
void ForceGiveDefaultWeapon ()
 
APrimalDinoCharacterGetBasedOnDino ()
 
bool IsOutside ()
 
void HideWeapon ()
 
void ShowWeapon ()
 
void ServerStartSurfaceCameraForPassenger_Implementation (float yaw, float roll, float pitch, bool bShouldInvertInput)
 
float ModifyAirControl (float AirControlIn)
 
FVectorGetLastSweepLocation (FVector *result)
 
float GetPercentageOfHeadHairGrowth ()
 
float GetPercentageOfFacialHairGrowth ()
 
void NetSetHeadHairPercent_Implementation (float thePercent, int newHeadHairIndex)
 
void NetSetFacialHairPercent_Implementation (float thePercent, int newFacialHairIndex)
 
void UpdateHair ()
 
int GetFacialHairIndex ()
 
int GetHeadHairIndex ()
 
FLinearColorGetHeadHairColor (FLinearColor *result)
 
FLinearColorGetFacialHairColor (FLinearColor *result)
 
void NetSetOverrideHeadHairColor_Implementation (FLinearColor HairColor)
 
void NetSetOverrideFacialHairColor_Implementation (FLinearColor HairColor)
 
void Unstasis ()
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void OnRep_HatHidden ()
 
float GetHeadHairMorphTargetValue ()
 
float GetFacialHairMorphTargetValue ()
 
void TempDampenInputAcceleration ()
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
AShooterPlayerControllerGetSpawnedForController ()
 
bool Poop (bool bForcePoop)
 
AActorStructurePlacementUseAlternateOriginActor ()
 
USceneComponentGetActorSoundAttachmentComponentOverride (USceneComponent *ForComponent)
 
bool IsNearTopOfLadder ()
 
bool AllowGrappling_Implementation ()
 
void TryCutEnemyGrapplingCable ()
 
void FinalLoadedFromSaveGame ()
 
AActorGetSecondaryMountedActor ()
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
bool IsGameInputAllowed ()
 
bool IsReadyToUpload (UWorld *theWorld)
 
void ServerClearSwitchingWeapon_Implementation (bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
 
void ClientReceiveNextWeaponID_Implementation (FItemNetID theItemID)
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
bool IsGrapplingHardAttached ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
FStringGetDebugInfoString (FString *result)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
bool ForceCrosshair ()
 
void WeaponUnequipped (AShooterWeapon *OldWeapon)
 
void WeaponEquipped (AShooterWeapon *NewWeapon)
 
void SetAutoPlayer (bool bEnable)
 
AActorGetUnstasisViewerSiblingActor ()
 
void UpdateAutoPlayer ()
 
void UpdateAutoMove ()
 
void UpdateAutoTurn ()
 
void UpdateAutoJump ()
 
void UpdateAutoFire ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
bool GetAllAttachedCharsInternal (TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, APrimalCharacter *OriginalChar, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
bool IsWatchingExplorerNote ()
 
int GiveHexagons (int NumHexagons, int TriggerIndex, float OverrideHexGainFalloffRate, int OverrideHexGainFalloffMin, float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
 
int GiveHexagonsOnMissionReward (FName MissionTag, int BonusEarnedHexagons, int HexagonAmountOverride)
 
void ClientsSpawnHexagonVFX_Implementation (int NumHexagons, float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
 
bool SetPlayerHexagonCount (int NewHexagonCount)
 
int GetPlayerHexagonCount ()
 
void ServerRequestHexagonTrade_Implementation (int RequestedTradableItemIndex, int Quantity)
 
bool IsPlayingInitialSpawnAnim ()
 
bool IsPlayingRepawnAnim ()
 
bool BPSetPlayerHexagonCount_Implementation (int NewHexagonCount)
 
int BPGetPlayerHexagonCount_Implementation ()
 
bool CanEquipWeapons ()
 
void SetPreventEquipAllWeapons (const bool bPrevent)
 
bool IsRider ()
 
unsigned __int64 GetLinkedPlayerDataID ()
 
bool IsVoiceWhispering ()
 
bool IsVoiceTalking ()
 
unsigned int GetUniqueNetIdTypeHash ()
 
bool IsSitting (bool bIgnoreLockedToSeat)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
bool IsVoiceSilent ()
 
UPrimalItemGetShieldItem ()
 
bool IsVoiceYelling ()
 
void SetVivoxUsername (FString *Value)
 
void AttachToLadder (USceneComponent *Parent)
 
int BPGetPlayerHexagonCount ()
 
bool BPSetPlayerHexagonCount (int NewHexagonCount)
 
void ClientClearTribeRequest ()
 
void ClientInviteToAlliance (int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviteeName)
 
void ClientNetEndClimbingLadder ()
 
void ClientNotifyTribeRequest (FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
 
void ClientOrderedAttackTarget (AActor *attackTarget)
 
void ClientOrderedMoveTo (FVector MoveToLoc)
 
void ClientPlayHarvestAnim ()
 
void ClientReceiveNextWeaponID (FItemNetID theItemID)
 
void ClientsSpawnHexagonVFX (int NumHexagons, float OverrideCollectSFXVolume, FVector OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
 
void ClientUpdateTranspondersInfo (TArray< FTransponderInfo > *TranspondersInfo, bool bNewData)
 
void DetachFromLadder ()
 
void DetachGrapHookCable ()
 
void GameStateHandleEvent (FName NameParam, FVector VecParam)
 
bool IsPlayingUpperBodyCallAnimation ()
 
void NetSetFacialHairPercent (float thePercent, int newFacialHairIndex)
 
void NetSetHeadHairPercent (float thePercent, int newHeadHairIndex)
 
void NetSimulatedForceUpdateAimedActors (float OverrideMaxDistance)
 
void OnWeaponEquipped (AShooterWeapon *NewWeapon)
 
void OnWeaponUnequipped (AShooterWeapon *OldWeapon)
 
void PlayEmoteAnimation (char EmoteIndex)
 
void RenamePlayer (FString *NewName)
 
void ServerCheckDrinkingWater ()
 
void ServerDetachGrapHookCable (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void ServerFireBallistaProjectile (FVector Origin, FVector_NetQuantizeNormal ShootDir)
 
void ServerLaunchMountedDino ()
 
void ServerNetEndClimbingLadder (bool bIsClimbOver, FVector ClimbOverLoc, float RightDir)
 
void ServerNotifyBallistaShot (FHitResult Impact, FVector_NetQuantizeNormal ShootDir)
 
void ServerPlayFireBallistaAnimation ()
 
void ServerReleaseGrapHookCable (bool bReleasing)
 
void ServerRequestHexagonTrade (int RequestedTradableItemIndex, int Quantity)
 
void ServerSeatingStructureAction (char ActionNumber)
 
void ServerSetBallistaNewRotation (float Pitch, float Yaw)
 
void ServerSetIsVoiceActive (bool IsActive)
 
void ServerSetTargeting (bool bNewTargeting)
 
void ServerSetViewingInventory (bool bIsViewing)
 
void ServerStartSurfaceCameraForPassenger (float yaw, float pitch, float roll, bool bShouldInvertInput)
 
void ServerStopFireBallista ()
 
void ServerSwitchMap ()
 
void ServerToClientsPlayFireBallistaAnimation ()
 
void ServerUpdateCurrentVoiceModeAsUInt32 (unsigned int NewValue)
 
void SetCarriedPitchYaw (float NewCarriedPitch, float NewCarriedYaw)
 
void SyncGrapHookDistance (float Distance)
 
void BPUnlockedAllExplorerNotes ()
 
- Public Member Functions inherited from APrimalCharacter
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField ()
 
UPrimalHarvestingComponentMyDeathHarvestingComponentField ()
 
FVectorOldLocationField ()
 
FRotatorOldRotationField ()
 
float & EffectorInterpSpeedField ()
 
float & HalfLegLengthField ()
 
float & TwoLeggedVirtualPointDistFactorField ()
 
float & FullIKDistanceField ()
 
float & SimpleIkRateField ()
 
FVectorGroundCheckExtentField ()
 
long double & LastForceAimedCharactersTimeField ()
 
long double & ForceFootCacheUntilTimeField ()
 
UAnimMontage * JumpAnimField ()
 
UAnimMontage * LandedAnimField ()
 
UAnimMontage * HurtAnimField ()
 
USoundCue * HurtSoundField ()
 
FNameRootBodyBoneNameField ()
 
TArray< APrimalBuff * > BuffsField ()
 
TArray< APrimalBuff * > SeamlessTravelBuffsField ()
 
EWeaponAttackInput::TypeLastShieldBlockingInputPressedField ()
 
EWeaponAttackInput::TypeLastInputPressedField ()
 
long double & LastTimePressedInputField ()
 
float & currentStaggeringTimeField ()
 
long double & lastTimeStaggeredField ()
 
FPrimalCharacterNotifyAttackStarted & NotifyAttackStartedField ()
 
FPrimalCharacterNotifyAttackEnded & NotifyAttackEndedField ()
 
FStringTribeNameField ()
 
float & WaterSubmergedDepthThresholdField ()
 
float & ProneWaterSubmergedDepthThresholdField ()
 
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField ()
 
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField ()
 
TSubclassOf< UPrimalItem > & PoopItemClassField ()
 
FNameDragBoneNameField ()
 
FNameDragSocketNameField ()
 
float & MaxDragDistanceField ()
 
float & MaxDragDistanceTimeoutField ()
 
TArray< FName > & BonesToIngoreWhileDraggedField ()
 
float & PreviewCameraMaxZoomMultiplierField ()
 
float & PreviewCameraDefaultZoomMultiplierField ()
 
float & PreviewCameraDistanceScaleFactorField ()
 
USoundBase * StartDraggedSoundField ()
 
USoundBase * EndDraggedSoundField ()
 
APrimalCharacterDraggedCharacterField ()
 
APrimalCharacterDraggingCharacterField ()
 
FTransformLocalDraggedCharacterTransformField ()
 
long double & StartDraggingTimeField ()
 
long double & LastDragUpdateTimeField ()
 
AActorImmobilizationActorField ()
 
int & CurrentFrameAnimPreventInputField ()
 
float & BPTimerServerMinField ()
 
float & BPTimerServerMaxField ()
 
float & BPTimerNonDedicatedMinField ()
 
float & BPTimerNonDedicatedMaxField ()
 
long double & NextBPTimerServerField ()
 
long double & NextBPTimerNonDedicatedField ()
 
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField ()
 
FNameDediOverrideCapsuleCollisionProfileNameField ()
 
FNameDediOverrideMeshCollisionProfileNameField ()
 
FNameSnaredFromSocketField ()
 
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
float & ReplicatedCurrentHealthField ()
 
float & ReplicatedMaxHealthField ()
 
float & ReplicatedCurrentTorporField ()
 
float & ReplicatedMaxTorporField ()
 
FVectorDragOffsetField ()
 
AShooterCharacterLastGrapHookPullingOwnerField ()
 
long double & LastIkUpdateTimeField ()
 
long double & LastUpdatedAimOffsetsTimeField ()
 
FVectorMeshPreRagdollRelativeLocationField ()
 
FRotatorMeshPreRagdollRelativeRotationField ()
 
int & DraggingBodyIndexField ()
 
int & DraggedBoneIndexField ()
 
int & customBitFlagsField ()
 
float & RunningSpeedModifierField ()
 
float & LowHealthPercentageField ()
 
float & BaseTurnRateField ()
 
float & BaseLookUpRateField ()
 
UAnimMontage * DeathAnimField ()
 
UAnimMontage * DeathAnimFromBackField ()
 
USoundCue * DeathSoundField ()
 
USoundCue * RunLoopSoundField ()
 
USoundCue * RunStopSoundField ()
 
TArray< USoundCue * > FootStepSoundsPhysMatField ()
 
TArray< USoundCue * > LandedSoundsPhysMatField ()
 
FNameMeshRootSocketNameField ()
 
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField ()
 
float & MaxFallSpeedField ()
 
float & FallDamageMultiplierField ()
 
UAudioComponent * RunLoopACField ()
 
float & CurrentCarriedYawField ()
 
APrimalStructureExplosiveTransGPS * CurrentTransponderField ()
 
float & TargetCarriedYawField ()
 
float & ServerTargetCarriedYawField ()
 
USoundBase * NetDynamicMusicSoundField ()
 
int & ServerLastFrameCounterChangeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField ()
 
float & MountedDinoTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField ()
 
FVectorLastForceFallCheckBaseLocationField ()
 
FVectorLastHitWallSweepCheckLocationField ()
 
long double & LastTimeBasedMovementHadCurrentActorField ()
 
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField ()
 
float & GrabWeightThresholdField ()
 
float & DragWeightField ()
 
UStaticMeshBolaStaticMeshOverrideField ()
 
FStringDescriptiveNameField ()
 
TArray< FVector_NetQuantize > & ReplicatedRagdollPositionsField ()
 
TArray< FRotator_NetQuantize > & ReplicatedRagdollRotationsField ()
 
TArray< FVector_NetQuantize > & LastReplicatedRagdollPositionsField ()
 
TArray< FRotator_NetQuantize > & LastReplicatedRagdollRotationsField ()
 
FRotatorReplicatedRootRotationField ()
 
TArray< int > & ReplicatedBonesIndiciesField ()
 
float & KillXPBaseField ()
 
TArray< FName > & ReplicatedBonesField ()
 
float & RagdollReplicationIntervalField ()
 
float & ClientRotationInterpSpeedField ()
 
float & ClientLocationInterpSpeedField ()
 
float & MaxDragMovementSpeedField ()
 
FRotatorCurrentAimRotField ()
 
FVectorCurrentRootLocField ()
 
int & LastYawSpeedWorldFrameCounterField ()
 
FNameMeshPreRagdollCollisionProfileNameField ()
 
FNameCapsulePreRagdollCollisionProfileNameField ()
 
UPrimalCharacterStatusComponentMyCharacterStatusComponentField ()
 
UPrimalInventoryComponentMyInventoryComponentField ()
 
long double & LastRunningTimeField ()
 
FVectorTPVCameraOffsetField ()
 
FVectorTPVCameraOffsetMultiplierField ()
 
FVectorTPVCameraOrgOffsetField ()
 
float & LandedSoundMaxRangeField ()
 
float & FallingDamageHealthScaleBaseField ()
 
float & FootstepsMaxRangeField ()
 
float & MinTimeBetweenFootstepsField ()
 
long double & LastPlayedFootstepTimeField ()
 
float & MinTimeBetweenFootstepsRunningField ()
 
TArray< UAnimMontage * > AnimationsPreventInputField ()
 
long double & LastNetDidLandField ()
 
TWeakObjectPtr< AController > & LastDamageEventInstigatorField ()
 
int & CachedNumberOfClientRagdollCorrectionAttemptsField ()
 
int & NumberOfClientRagdollCorrectionAttemptsField ()
 
float & ServerForceSleepRagdollIntervalField ()
 
float & ClientForceSleepRagdollIntervalField ()
 
float & NonRelevantServerForceSleepRagdollIntervalField ()
 
FSeamlessIslandInfoMyIslandInfoField ()
 
UAnimMontage * PoopAnimationField ()
 
long double & CorpseDestructionTimeField ()
 
float & CorpseLifespanField ()
 
float & TPVStructurePlacingHeightMultiplierField ()
 
float & CorpseFadeAwayTimeField ()
 
float & RagdollDeathImpulseScalerField ()
 
USoundCue * PoopSoundField ()
 
float & BaseTargetingDesirabilityField ()
 
float & DeadBaseTargetingDesirabilityField ()
 
FRotatorOrbitCamRotField ()
 
float & OrbitCamZoomField ()
 
FVectorLastSubmergedCheckLocField ()
 
long double & LastTimeNotInFallingField ()
 
float & MaxCursorHUDDistanceField ()
 
float & AddForwardVelocityOnJumpField ()
 
FVectorDeathActorTargetingOffsetField ()
 
FNameSocketOverrideTargetingLocationField ()
 
FDamageEventCurrentDamageEventField ()
 
FVectorLastApproximatePhysVolumeLocationField ()
 
long double & LastTimeSubmergedField ()
 
EPhysicalSurfaceLastFootPhysicalSurfaceTypeField ()
 
long double & LastFootPhysicalSurfaceCheckTimeField ()
 
float & FootPhysicalSurfaceCheckIntervalField ()
 
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField ()
 
float & LastHurtByNearbyPlayerTimeField ()
 
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField ()
 
float & LastAttackedNearbyPlayerTimeField ()
 
long double & LastStartFallingRagdollTimeField ()
 
FVectorRagdollLastFrameLinearVelocityField ()
 
float & RagdollImpactDamageVelocityScaleField ()
 
float & RagdollImpactDamageMinDecelerationSpeedField ()
 
float & StartFallingImpactRagdollTimeIntervalField ()
 
long double & LastUnstasisTimeField ()
 
FVectorPreviousRagdollLocationField ()
 
int & RagdollPenetrationFailuresField ()
 
long double & NextBlinkTimeField ()
 
long double & BlinkTimerField ()
 
long double & LastInSwimmingSoundTimeField ()
 
USoundCue * EnteredSwimmingSoundField ()
 
USoundCue * EnteredSleepingSoundField ()
 
USoundCue * LeftSleepingSoundField ()
 
long double & LastRelevantToPlayerTimeField ()
 
long double & MeshStopForceUpdatingAtTimeField ()
 
long double & LastWalkingTimeField ()
 
long double & LastSpecialDamageTimeField ()
 
float & CorpseDraggedDecayRateField ()
 
float & PoopAltItemChanceField ()
 
TSubclassOf< UPrimalItem > & PoopAltItemClassField ()
 
TArray< TSubclassOf< APrimalBuff > > & DefaultBuffsField ()
 
TArray< TSubclassOf< APrimalBuff > > & PossessionBuffsField ()
 
UTexture2DPoopIconField ()
 
float & RunningMaxDesiredRotDeltaField ()
 
long double & CorpseDestructionTimerField ()
 
float & OriginalCorpseLifespanField ()
 
float & CorpseHarvestFadeTimeField ()
 
FVectorCurrentLocalRootLocField ()
 
float & RootYawField ()
 
long double & LastTimeInSwimmingField ()
 
long double & LastListenRangePushTimeField ()
 
float & LastDamageAmountMaterialValueField ()
 
float & BuffedDamageMultField ()
 
float & BuffedResistanceMultField ()
 
float & ExtraMaxSpeedModifierField ()
 
float & TamedDinoCallOutRangeField ()
 
long double & LastMyRaftTakeDamageFromEnemyTimeField ()
 
long double & LastBumpedDamageTimeField ()
 
FVectorTargetPathfindingLocationOffsetField ()
 
long double & LastTookDamageTimeField ()
 
float & ExtraReceiveDamageMultiplierField ()
 
float & ExtraMeleeDamageMultiplierField ()
 
float & LastFallingZField ()
 
int & NumFallZFailsField ()
 
TArray< TWeakObjectPtr< APrimalCharacter > > & CharactersGrappledToMeField ()
 
float & DamageTheMeleeDamageCauserPercentField ()
 
float & DurabilityDegrateTheMeleeDamageCauserPercentField ()
 
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField ()
 
char & TribeGroupInventoryRankField ()
 
float & ReplicatedMaxInventoryWeightField ()
 
float & CharacterDamageImpulseMultiplierField ()
 
float & DefendingInterruptLevelMultiplierField ()
 
long double & ForceCheckPushThroughWallsTimeField ()
 
long double & LastStartedBasingOnRaftTimeField ()
 
long double & LastStoppedEatAnimationTimeField ()
 
float & ClientRotationInterpSpeedMultiplierGroundField ()
 
float & GlideGravityScaleMultiplierField ()
 
float & GlideMaxCarriedWeightField ()
 
UAnimMontage * lastPlayedMountAnimField ()
 
float & ScaleDeathHarvestHealthyByMaxHealthBaseField ()
 
long double & LastForceMeshRefreshBonesTimeField ()
 
long double & LastStartedBeingCarriedTimeField ()
 
float & RunMinVelocityRotDotField ()
 
long double & LastHitDamageTimeField ()
 
long double & LastLocalHitMarkerTimeField ()
 
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField ()
 
long double & DisableUnBasingUntilField ()
 
long double & TimeStartedTargetingField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField ()
 
FNameWeaponAttachPointField ()
 
float & TargetingTimeField ()
 
float & RecentHurtAmountField ()
 
long double & LocalLastHurtTimeField ()
 
UAnimMontage * ShieldCoverAnimField ()
 
UAnimMontage * ShieldCrouchedCoverAnimField ()
 
UAnimSequence * DefaultShieldAnimationField ()
 
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField ()
 
float & SeatedOnShipDrawDistanceMultiplierField ()
 
int & SeatingStructureSeatNumberField ()
 
long double & LastReleaseSeatingStructureTimeField ()
 
AShooterWeaponCurrentWeaponField ()
 
long double & StartedRidingTimeField ()
 
long double & StopRidingTimeField ()
 
long double & LocalLastViewingInventoryTimeField ()
 
TArray< TEnumAsByte< enum EWeaponAttackInput::Type > > & ShieldCoverInputsField ()
 
long double & TimeForNextValidShieldRaiseInField ()
 
long double & TimeForNextValidShieldRaiseOutField ()
 
float & Teleport_OntoRaft_CheckRadiusField ()
 
float & Teleport_OntoRaft_TraceIntervalDistOverrideField ()
 
int & Teleport_OntoRaft_MaxTraceCountField ()
 
float & Teleport_OntoRaft_AllowedTopDeckZDistField ()
 
TSubclassOf< AShooterWeapon > & DefaultWeaponField ()
 
FNamePreviousAwakeCollisionProfileNameField ()
 
UAnimSequence * DefaultSeatingAnimationField ()
 
float & ServerSeatedViewRotationYawField ()
 
float & ServerSeatedViewRotationPitchField ()
 
FNamePreAttachToSeatingStructureCollisionProfileNameField ()
 
UAnimMontage * FireBallistaAnimationField ()
 
TWeakObjectPtr< UPrimitiveComponent > & LastMovementBaseField ()
 
float & StartWaveLockingThresholdField ()
 
long double & LastBasedOnRaftTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & LastBasedOnRaftField ()
 
FVectorMeleeLockOnPointOffsetField ()
 
TArray< FAssetMatcher > & DamageTypeHurtAnimOverridesField ()
 
float & LastBasedOnRaftOpenWaterSpoilingMultField ()
 
long double & NextRefreshedIslandInfoTimeField ()
 
FVector2DLastRefreshedIslandInfoLocField ()
 
float & LevelForMaxAIDifficultyField ()
 
TEnumAsByte< enum EMovementMode > & LastServerMovementModeField ()
 
FNameWeaponAttachPointSecondaryField ()
 
FItemNetIDNextWeaponItemIDSecondaryField ()
 
FItemNetIDNextWeaponItemIDPrimaryField ()
 
long double & CharacterDiedAtTimeField ()
 
TSubclassOf< APrimalBuff > & PostFeatStaminaRecoveryCooldownDebuffField ()
 
float & CannonReloadMultiplierField ()
 
TArray< UClass * > WeaponBreakClassesField ()
 
TArray< float > & WeaponBreakLifesField ()
 
FNameNonDediOverrideMeshCollisionProfileNameField ()
 
FNameNonDediOverrideCapsuleCollisionProfileNameField ()
 
bool & bIgnoreSimulatedRotationField ()
 
float & SimulatedInterLocSpeedField ()
 
FVectorSimulatedInterpToLocField ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents ()
 
BitFieldValue< bool, unsigned __int32 > bIsStaggering ()
 
BitFieldValue< bool, unsigned __int32 > bIsHitStaggering ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput ()
 
BitFieldValue< bool, unsigned __int32 > bShieldCoverRequiresAltInput ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToRaiseShield ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToLowerShield ()
 
BitFieldValue< bool, unsigned __int32 > bCanForceSkelUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresMeleeStagger ()
 
BitFieldValue< bool, unsigned __int32 > bIsSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToRun ()
 
BitFieldValue< bool, unsigned __int32 > bActiveRunToggle ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingDragged ()
 
BitFieldValue< bool, unsigned __int32 > bDisableSpawnDefaultController ()
 
BitFieldValue< bool, unsigned __int32 > bIsDragging ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithGrapHook ()
 
BitFieldValue< bool, unsigned __int32 > bDeathKeepCapsuleCollision ()
 
BitFieldValue< bool, unsigned __int32 > bRemoteRunning ()
 
BitFieldValue< bool, unsigned __int32 > bCanRun ()
 
BitFieldValue< bool, unsigned __int32 > bUseHealthDamageMaterialOverlay ()
 
BitFieldValue< bool, unsigned __int32 > bIsBlinking ()
 
BitFieldValue< bool, unsigned __int32 > bSleepedWaterRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeTorpid ()
 
BitFieldValue< bool, unsigned __int32 > bDebugIK ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMesh ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollIgnoresPawnCapsules ()
 
BitFieldValue< bool, unsigned __int32 > bUsePoopAnimationNotify ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigDino ()
 
BitFieldValue< bool, unsigned __int32 > bDeathUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeCarried ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk ()
 
BitFieldValue< bool, unsigned __int32 > bIKEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarried ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger ()
 
BitFieldValue< bool, unsigned __int32 > bForceIKOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreAllImmobilizationTraps ()
 
BitFieldValue< bool, unsigned __int32 > bForceTriggerIgnoredTraps ()
 
BitFieldValue< bool, unsigned __int32 > bIsImmobilized ()
 
BitFieldValue< bool, unsigned __int32 > bCanIgnoreWater ()
 
BitFieldValue< bool, unsigned __int32 > bIsDead ()
 
BitFieldValue< bool, unsigned __int32 > ReplicateAllBones ()
 
BitFieldValue< bool, unsigned __int32 > AutoStopReplicationWhenSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bCanDrag ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDragged ()
 
BitFieldValue< bool, unsigned __int32 > bUsesRunningAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetDidLand ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSimpleIK ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowRunningWhileFlying ()
 
BitFieldValue< bool, unsigned __int32 > bOrbitCamera ()
 
BitFieldValue< bool, unsigned __int32 > bClientSetCurrentAimRot ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePawnTick ()
 
BitFieldValue< bool, unsigned __int32 > bSetDeath ()
 
BitFieldValue< bool, unsigned __int32 > bTicksOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingRunSound ()
 
BitFieldValue< bool, unsigned __int32 > bIsRespawn ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentFrameAnimPreventInput ()
 
BitFieldValue< bool, unsigned __int32 > bDraggedFromExtremitiesOnly ()
 
BitFieldValue< bool, unsigned __int32 > bEnableIK ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyPlayPoopAnimWhileWalking ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent ()
 
BitFieldValue< bool, unsigned __int32 > bNoDamageImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bPreventImmobilization ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAirJump ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bDediForceUnregisterSKMesh ()
 
BitFieldValue< bool, unsigned __int32 > bReadyToPoop ()
 
BitFieldValue< bool, unsigned __int32 > bHasDynamicBase ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingDraggedByDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingDinoStopped ()
 
BitFieldValue< bool, unsigned __int32 > bMissingDynamicBase ()
 
BitFieldValue< bool, unsigned __int32 > bClientRagdollUpdateTimerEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bDieIfLeftWater ()
 
BitFieldValue< bool, unsigned __int32 > bIsAmphibious ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmphibiousTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bIsWaterDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlyerDino ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreTargetingCarnivores ()
 
BitFieldValue< bool, unsigned __int32 > bAimGettingCharacterMeshRotation ()
 
BitFieldValue< bool, unsigned __int32 > bIsRunningCheckIgnoreVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingLowHealthAnim ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCharacterPainting ()
 
BitFieldValue< bool, unsigned __int32 > bTickStatusComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDamageMomentum ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallyEmitPoop ()
 
BitFieldValue< bool, unsigned __int32 > bBPHUDOverideBuffProgressBar ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileSwimming ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedByPawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyBumpedPawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTimerServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTimerNonDedicated ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32 > bIsMounted ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetingByTurrets ()
 
BitFieldValue< bool, unsigned __int32 > bDelayFootstepsUnderMinInterval ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingDisableIK ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollRetainAnimations ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAddedAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bCanPlayLandingAnim ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyHasRunningAnimationWhenWalking ()
 
BitFieldValue< bool, unsigned __int32 > bIsReflectingDamage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetingAndMovement ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovement ()
 
BitFieldValue< bool, unsigned __int32 > bIsWhistleTargetingDown ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreventInputType ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventAllInput ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAllBuffs ()
 
BitFieldValue< bool, unsigned __int32 > LastIsInsideVaccumSealedCube ()
 
BitFieldValue< bool, unsigned __int32 > bPreventJump ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bUseHeavyCombatMusic ()
 
BitFieldValue< bool, unsigned __int32 > bMarkForDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bBPModifyAllowedViewHitDir ()
 
BitFieldValue< bool, unsigned __int32 > bBPLimitPlayerRotation ()
 
BitFieldValue< bool, unsigned __int32 > bBPManagedFPVViewLocation ()
 
BitFieldValue< bool, unsigned __int32 > bBPCameraRotationFinal ()
 
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChangesUseQuantity ()
 
BitFieldValue< bool, unsigned __int32 > bServerBPNotifyInventoryItemChanges ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRun ()
 
BitFieldValue< bool, unsigned __int32 > bIsAtMaxInventoryItems ()
 
BitFieldValue< bool, unsigned __int32 > bIsReplicatedRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bWasAllBodiesSleeping ()
 
BitFieldValue< bool, unsigned __int32 > bInRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bIsNPC ()
 
BitFieldValue< bool, unsigned __int32 > LastCheckedSubmergedFull ()
 
BitFieldValue< bool, unsigned __int32 > bAllowFullSubmergedCheck ()
 
BitFieldValue< bool, unsigned __int32 > bRagdollWasInWaterVolume ()
 
BitFieldValue< bool, unsigned __int32 > bIsBuffed ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggingWithOffset ()
 
BitFieldValue< bool, unsigned __int32 > bIsDraggedWithOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRunningWhileWalking ()
 
BitFieldValue< bool, unsigned __int32 > bCanLandOnWater ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustMoveForward ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetGravity ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageWhenMounted ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_OnSetRunningEvent ()
 
BitFieldValue< bool, unsigned __int32 > bForceTurretFastTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bFlyingOrWaterDinoPreventBackwardsRun ()
 
BitFieldValue< bool, unsigned __int32 > bSleepingDisableRagdoll ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisWhenDead ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLiveBlinking ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreSeatingDetachment ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysUpdateMeshAndCollision ()
 
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim ()
 
BitFieldValue< bool, unsigned __int32 > bNoPhysics ()
 
BitFieldValue< bool, unsigned __int32 > bIsViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bViewingInventory ()
 
BitFieldValue< bool, unsigned __int32 > bTargetingParry ()
 
BitFieldValue< bool, unsigned __int32 > bUseWeaponAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingSecondaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanStagger ()
 
BitFieldValue< bool, unsigned __int32 > bDidDie ()
 
BitFieldValue< bool, unsigned __int32 > bLockedToSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bCanUseWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bIsTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bIsRiding ()
 
BitFieldValue< bool, unsigned __int32 > bIsOnSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32 > bCacheRidingDinoWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bWasLocallyControlled ()
 
BitFieldValue< bool, unsigned __int32 > bIsControllingBallista ()
 
BitFieldValue< bool, unsigned __int32 > bUseBallistaAimOffset ()
 
BitFieldValue< bool, unsigned __int32 > bIsClimbing ()
 
BitFieldValue< bool, unsigned __int32 > bCanSitOnStructures ()
 
BitFieldValue< bool, unsigned __int32 > bFirstTicked ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingShieldCoverAnimationForCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFX ()
 
BitFieldValue< bool, unsigned __int32 > bIsEnemyAI ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeleeDamageMultiplierForProjectiles ()
 
BitFieldValue< bool, unsigned __int32 > bUsesDiedFromBack ()
 
BitFieldValue< bool, unsigned __int32 > bDiedFromBack ()
 
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipTeleporting ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoRafts ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTeleportingOntoEnemyRafts ()
 
BitFieldValue< bool, unsigned __int32 > bDebugAI_ShipMovement ()
 
BitFieldValue< bool, unsigned __int32 > bPreviousInCombatState ()
 
BitFieldValue< bool, unsigned __int32 > bUseRecentHurtAmount ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Seating ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingShipReducedCharacterDrawDistance_Based ()
 
BitFieldValue< bool, unsigned __int32 > bForceDefaultHurtFXAndUseDmgTypeSound ()
 
UObjectGetUObjectInterfaceTargetableInterface ()
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
bool AllowFirstPerson ()
 
bool AllowHurtAnimation ()
 
bool AllowSaving ()
 
FVectorAnimGraphGetInterpolatedLocation (FVector *result)
 
bool AnimationPreventsInput (bool bTestingForFirstPerson)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void AttachGPSTransponder (APrimalStructureExplosiveTransGPS *Transponder)
 
AActorBPGetAimedActor (FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
 
bool BPIsBasedOnDynamicActor ()
 
bool IsGameInputAllowed ()
 
bool BPIsGameplayInputAllowed (bool bCheckForFullBodyAnimations, UAnimMontage *IgnoreFullBodyMontage)
 
float BPModifyFOV_Implementation (float FOVIn)
 
void BPNetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void BPNetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
float BP_GetMaxSpeedModifier ()
 
void BeginPlay ()
 
void BlueprintIsSwitchingWeapons (bool *bIsSwitchingWeapons, bool *bIsUnequipping)
 
bool CanBaseOnActorWhileSwimming (AActor *BaseActor, FHitResult *HitInfo)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
bool CanBeDragged ()
 
bool CanBePainted ()
 
bool CanBeTargetedBy (ITargetableInterface *Attacker)
 
bool CanDodgeInternal ()
 
bool CanDragCharacter (APrimalCharacter *Character)
 
bool CanHitStagger ()
 
bool CanIgnoreImmobilizationTrap (TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
 
bool CanJumpInternal_Implementation ()
 
bool CanMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
bool CanMove ()
 
bool CanSetShieldState (bool bLowerShield)
 
bool CanTeleportOntoClosestValidRaft (APlayerController *ForPC, FVector *FoundLocation)
 
bool CanTeleportOntoRaft (APrimalRaft *OnRaft, APlayerController *ForPC)
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ChangeActorTeam (int NewTeam)
 
void ChangeAnimBlueprintIfNeeded ()
 
bool CharacterIsCarriedAsPassenger ()
 
void CheckBlockingAndAdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void CheckJumpInput (float DeltaTime)
 
void CheckJumpOutOfWater ()
 
void CheckRagdollPenetration ()
 
void ClearMountedDino (bool fromMountedDino)
 
void ClearRagdollPhysics ()
 
void ClientDidPoop_Implementation ()
 
void ClientFailedPoop_Implementation ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPlayAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientPrepareForSeamlessTravel_Implementation ()
 
void ClientStopAnimationFPV_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void ClientStopAnimation_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
float ConsumeWeaponBreakLife (UClass *WeaponClass, float BreakWeightToConsume)
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
void DeactivateBuffs (TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
 
void DeathHarvestingFadeOut_Implementation ()
 
void DestroyInventory ()
 
void Destroyed ()
 
void DidLand ()
 
void DidTeleport_Implementation (FVector newLoc, FRotator newRot)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool DinoMountOnMe (APrimalDinoCharacter *dinoCharacter, bool bForce)
 
void DisableShipReducedCharacterDrawDistance (bool bIsFromSeatingStructure)
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void DoFindGoodSpot (FVector RagdollLoc, bool bClearCollisionSweep)
 
void DoSetRagdollPhysics ()
 
void DownCallOne ()
 
void DrawHUD (AShooterHUD *HUD)
 
void DrawLocalPlayerHUD (AShooterHUD *HUD)
 
void DropAllCarriedAndPassengers ()
 
void DualWieldingSwitchSideWeapon (UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
 
void EmitPoop ()
 
void EnableBPTimerNonDedicated (bool bEnable)
 
void EnableBPTimerServer (bool bEnable)
 
void EnableBodiesGravity ()
 
void EnableShipReducedCharacterDrawDistance (bool bIsFromSeatingStructure)
 
void EndDragCharacter ()
 
void EndForceSkelUpdate ()
 
bool ExcludePostProcessBlendableMaterial (UMaterialInterface *BlendableMaterialInterface)
 
void ExecSetPawnSleeping (bool bEnable)
 
void ExecSetSleeping (bool bEnable)
 
void FadeOutLoadingMusic ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalLoadedFromSaveGame ()
 
APrimalRaftFindClosestTeleportRaft (APlayerController *ForPC)
 
bool FindTeleportLocation (FVector *TeleportLoc, APrimalRaft *OnRaft, FVector TargetLoc)
 
bool ForceAddUnderwaterCharacterStatusValues ()
 
bool ForceAllowAddBuffOfClass (TSubclassOf< APrimalBuff > BuffClass)
 
void ForceClearBase (bool bAlsoSetFallingMovementMode)
 
void ForceRefreshBones ()
 
void ForceSleepRagdoll ()
 
void ForceTickPoseDelta ()
 
float GetAIDifficultyValue ()
 
FVectorGetAbsoluteDynamicBasedLocation (FVector *result)
 
FVectorGetAdjustedMeleeLockOnPointOffset (FVector *result)
 
AActorGetAimedActor (ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
float GetBallistaReloadSpeedMultiplier ()
 
FRotatorGetBaseAimRotation (FRotator *result)
 
float GetBaseDragWeight ()
 
APrimalDinoCharacterGetBasedOnDino ()
 
APrimalDinoCharacterGetBasedOnDinoOrRaft ()
 
APrimalRaftGetBasedOnRaft (bool bOnlyCountDirectBase, bool bOnlyCountIndirectBase)
 
TArray< AActor * > * GetBasedPawns (TArray< AActor * > *result)
 
APrimalBuffGetBuff (TSubclassOf< APrimalBuff > BuffClass, bool bOnlyReturnSkillBuff, bool bOnlyReturnActivatedBuff, bool bUseExactMatch)
 
APrimalBuffGetBuffForPostEffect (UMaterialInterface *anEffect)
 
void GetBuffs (TArray< APrimalBuff * > *TheBuffs)
 
FVectorGetCapsuleBottomLocation (FVector *result)
 
FVectorGetCapsuleTopLocation (FVector *result)
 
float GetCharacterLevel ()
 
UPrimalCharacterStatusComponentGetCharacterStatusComponent ()
 
float GetClientRotationInterpSpeed (FVector *RootLoc)
 
float GetCorpseDecayRate ()
 
float GetCorpseLifespan ()
 
float GetCurrentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
TArray< UAnimMontage * > * GetCurrentlyPlayingAnimations (TArray< UAnimMontage * > *result, bool bReturnIfAnyFound, TArray< FName > SlotsToInclude, TArray< FName > SlotsToExclude, TArray< FName > TagsToInclude, TArray< FName > TagsToExclude, TArray< UAnimMontage * > AnimationsToExclude)
 
float GetDamageTorpidityIncreaseMultiplierScale ()
 
float GetDefaultMovementSpeed ()
 
FStringGetDescriptiveName (FString *result)
 
int GetDirectionalIndexByVector (FVector *TestVec, bool isDodgeTest, float Tolerance)
 
FVectorGetDirectionalVectorByIndex (FVector *result, const int DirIndex)
 
float GetDodgeDurationMultiplier ()
 
float GetDragWeight (APrimalCharacter *ForDragger)
 
float GetFallAcceleration ()
 
EPhysicalSurface GetFootPhysicalSurfaceType (bool bForce)
 
float GetGravityZScale ()
 
bool GetGroundLocation (FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, AActor *IgnoredActor)
 
float GetHealth ()
 
float GetHealthPercentage ()
 
float GetImmersionDepth (bool bUseLineTrace)
 
float GetIndirectTorpidityIncreaseMultiplierScale ()
 
FVectorGetInterpolatedLocation (FVector *result)
 
FRotatorGetInterpolatedRotation (FRotator *result)
 
float GetJumpZModifier ()
 
float GetKillXP ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetLowHealthPercentage ()
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
float GetMaxHealth ()
 
float GetMaxSpeedModifier ()
 
float GetMaxStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
int GetNearestBoneIndexForDrag (APrimalCharacter *Character, FVector HitLocation)
 
UTexture2DGetOverrideDefaultCharacterParamTexture (FName theParamName, UTexture2D *CurrentTexture)
 
UPaintingTexture * GetPaintingTexture (bool bForTattoo, UPrimalPlayerData *TattooPlayerData)
 
USceneComponentGetParticleBaseComponent ()
 
float GetPercentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
float GetProjectileDamageMultiplier ()
 
ENetRole GetRole ()
 
FVectorGetRootBodyBoneLocation (FVector *result)
 
float BPGetAddForwardVelocityOnJump_Implementation ()
 
float GetRunningSpeedModifier (bool bIsForDefaultSpeed)
 
UAnimSequence * GetSeatingAnimation ()
 
UAnimSequence * GetShieldHeldAnimation ()
 
UPrimalItemGetShieldItem ()
 
FStringGetShortName (FString *result)
 
float GetSpoilingTimeMultiplier (UPrimalItem *anItem)
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetTargetingLocation (FVector *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
FRotatorGetViewRotation (FRotator *result)
 
float GetWaterSubmergedDepthThreshold ()
 
FNameGetWeaponAttachPoint (FName *result, bool bSecondaryAttachPoint)
 
float GetWeaponBaseSpeedModifier ()
 
float GetWeaponRunSpeed ()
 
float GetWeaponSpeedMultiplierByDirection (FVector *CharacterDir, FVector *MovementDir)
 
UPrimalItem_Shield * GetYarkShieldItem ()
 
void GiveDefaultWeapon (bool bForceGiveDefaultWeapon)
 
void GiveDefaultWeaponTimer ()
 
void GivePrimalItemWeapon (UPrimalItem *aPrimalItem)
 
bool HasBuff (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
bool HasShieldAttackForInput (EWeaponAttackInput::Type AttackInput)
 
void HurtMe (int HowMuch)
 
void Immobilize (bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling)
 
void InitializedAnimScriptInstance ()
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAlive ()
 
bool IsAlliedWithOtherTeam (int OtherTeamID)
 
bool IsAttachedToSomething ()
 
bool IsBasedOnRaft (APrimalRaft *SpecificRaft)
 
bool IsBlockedByShield (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, bool bDamageIsFromYarkWeapon)
 
bool IsBlockingWithShield (bool bCheckActiveBlocking, float TimeFromTransitionEndToConsiderFinished)
 
bool IsBlockingWithWeapon ()
 
bool IsCarryingSomething (bool bNotForRunning)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
bool IsConscious ()
 
bool IsControllingBallistaTurret ()
 
bool IsDead ()
 
bool IsDodgeDirectionAllowed (int DodgeDirection)
 
bool IsDraggingCharacter ()
 
bool IsFiring ()
 
bool IsIkCurveReversed ()
 
bool IsInOceanWater ()
 
bool IsInStatusState (EPrimalCharacterStatusState::Type StatusStateType)
 
bool IsInVacuumSealedSpace ()
 
bool IsInputAllowed ()
 
bool IsInvincible (int AttackerTeam)
 
bool IsMeshGameplayRelevant ()
 
bool IsMontagePlaying (UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
 
bool IsMoving ()
 
bool IsOfTribe (int ID)
 
bool IsOnSeatingStructure ()
 
UAnimMontage * IsPlayingAnyFullBodyAnimations (UAnimMontage *IgnoreFullBodyMontage)
 
bool IsPrimalCharFriendly (APrimalCharacter *primalChar)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
bool IsRagdolled ()
 
bool IsRunning (bool bIncludeFalling, bool bIncludeRunTurning)
 
bool IsShieldTransitioning (float TimeFromEndToConsiderFinished)
 
bool IsShieldTransitioningIn (float TimeFromEndToConsiderFinished)
 
bool IsShieldTransitioningOut (float TimeFromEndToConsiderFinished)
 
bool IsSimulated ()
 
bool IsSitting (bool bIgnoreLockedToSeat)
 
bool IsStaggering ()
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
 
bool IsSwitchingWeapons ()
 
bool IsTargetableDead ()
 
bool IsTargeting ()
 
bool IsUsingHandIK ()
 
bool IsUsingShield ()
 
bool IsUsingYarkShield ()
 
bool IsValidCharacterToDoClaiming (int VictimTeam)
 
bool IsValidCharacterToPreventClaiming (int AttackerTeam)
 
bool IsValidForCombatMusic ()
 
bool IsValidForStatusRecovery ()
 
bool IsValidForStatusUpdate ()
 
bool IsValidLockOnTarget_Implementation (APawn *AttackerPawn)
 
bool IsWatered ()
 
bool IsWeaponWielder ()
 
void LocalPossessedBy (APlayerController *ByController)
 
void LocalUnpossessed_Implementation ()
 
void LookInput (float Val)
 
void LookUpAtRate (float Val)
 
bool LowerShield ()