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 ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ModifyInputAcceleration (FVector *InputAcceleration)
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void MoveUp (float Val)
 
void NativeSimulateHair (TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
 
void NetAddCharacterMovementImpulse_Implementation (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetDidLand_Implementation ()
 
void NetForceUpdateAimedCharacters_Implementation (FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
void NetOnJumped_Implementation ()
 
void NetPlaySoundOnCharacter_Implementation (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void NetReleaseSeatingStructure_Implementation ()
 
void NetSetCharacterMovementVelocity_Implementation (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetStopAllAnimMontage_Implementation ()
 
void NetUpdateTribeName_Implementation (FString *NewTribeName)
 
void Net_OnIsStaggering_Implementation (bool bNewStaggering, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
 
void NotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
void NotifyItemAdded (UPrimalItem *anItem, bool bEquipItem)
 
void NotifyItemQuantityUpdated (UPrimalItem *anItem, int amount)
 
void NotifyItemRemoved (UPrimalItem *anItem)
 
void OnAttachedToCharacter ()
 
void OnAttachedToSeatingStructure ()
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnBeginDragged (APrimalCharacter *Dragger)
 
void OnClientPairedNetGUID ()
 
void OnClientReceivedTransformAfterPairingNetGUID (FVector *Loc, FRotator *Rot)
 
void OnDeserializedByGame (EOnDesrializationType::Type DeserializationType)
 
void OnDetachedFromCharacter (APrimalCharacter *aCharacter, int OverrideDirection)
 
void OnDetachedFromSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
void OnEndDrag_Implementation ()
 
void OnEndDragged (APrimalCharacter *Dragger)
 
void OnIgnoredMoveToOrder (APlayerController *FromPC)
 
void OnJumped_Implementation ()
 
void OnLanded (FHitResult *Hit)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void OnPrimalCharacterSleeped ()
 
void OnPrimalCharacterUnsleeped ()
 
void OnRep_CurrentWeapon (AShooterWeapon *LastWeapon)
 
void OnRep_IsDead ()
 
void OnRep_IsSleeping ()
 
void OnRep_MountedDino ()
 
void OnRep_PaintingComponent ()
 
void OnRep_RagdollPositions ()
 
void OnRunToggle ()
 
void OnShieldDefenseBroken (float StaggerTime)
 
void OnStartAltFire ()
 
void OnStartBlockingAttack ()
 
void OnStartBreakingAttack ()
 
void OnStartFire (bool bFromGamepadRight, int weaponAttackIndex, bool bDoLeftSide, bool bOverrideCurrentAttack)
 
void OnStartFireQuinary ()
 
void OnStartJump ()
 
void OnStartRunning ()
 
void OnStopAltFire ()
 
void OnStopBlockingAttack ()
 
void OnStopBreakingAttack ()
 
void OnStopFire (bool bFromGamepadRight, int weaponAttackIndex)
 
void OnStopFireQuinary ()
 
void OnStopJump ()
 
void OnStopRunning ()
 
void OnTeleportOntoRaft (APrimalRaft *OntoRaft)
 
void OrbitCamOff ()
 
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)
 
float PlayAnimEx (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingPoint_Implementation (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayFootstep ()
 
void PlayHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void PlayHitEffectGeneric_Implementation (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void PlayShieldHitResponse (bool bUseHitParticles)
 
void PlayStaggerAnim ()
 
FStringPlayerCommand_Implementation (FString *result, FString *TheCommand)
 
void Poop (bool bForcePoop)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PreInitializeComponents ()
 
void PrepareForSaving ()
 
bool PreventInputDoesOffset ()
 
bool PreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool PreventsTargeting_Implementation (AActor *ByActor)
 
bool ProcessInputAndStartFire (bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
 
bool ProcessInputAndStopFire (bool bFromGamepadRight, EWeaponAttackInput::Type AttackInput)
 
void ProcessStaggerForDefender (AActor *DamageCauser, int AttackerAttackIndex, int DefenderAttackIndex, bool bWasAttackBlocked)
 
void Prone (bool bClientSimulation)
 
bool RaiseShield (EWeaponAttackInput::Type AttackInput)
 
void RefreshBiomeZoneVolumes ()
 
void RefreshEquippedItemStatGroupModifiers ()
 
void RefreshMyIslandInfo ()
 
void ReleaseSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
void ReleasedRunToggle ()
 
void RemoveAllJumpDeactivatedBuffs (APrimalBuff *IgnoredBuff)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void ReplicateRagdoll ()
 
void ResetCollisionSweepLocation (FVector *newLocation)
 
void ServerDinoOrder_Implementation (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
 
void ServerPlayFireBallistaAnimation_Implementation ()
 
void ServerPrepareForSeamlessTravel_Implementation ()
 
void ServerSeatingStructureAction_Implementation (char ActionNumber)
 
void ServerSetRunning_Implementation (bool bNewRunning)
 
void ServerSetTargeting_Implementation (bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
 
void ServerToClientsPlayFireBallistaAnimation_Implementation ()
 
void ServerTryPoop_Implementation ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
void SetBasedOntoRaft (APrimalDinoCharacter *theDino)
 
void SetBoundsScale (float NewScale)
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void SetDeath (bool bForceRagdoll)
 
void SetDynamicMusic (USoundBase *newMusic)
 
void SetEnableIK (bool bEnable, bool bForceOnDedicated)
 
float SetHealth (float newHealth)
 
void SetRagdollReplication (bool Enabled)
 
void SetRunning (bool bNewRunning)
 
void SetShieldState (bool bLowerShield, bool bSkipShieldAnim)
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset)
 
void SetTargeting (bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
 
bool ShouldAttackStopMoveCollapsing ()
 
bool ShouldUseWaveLocking (bool bForceCheck)
 
bool SimulatedPreventBasedPhysics ()
 
void SleepBodies ()
 
TArray< AActor * > * SortActorsByRelativeYaw (TArray< AActor * > *result, TArray< AActor * > *actors)
 
void StartForceSkelUpdate (float ForTime, bool bForceUpdateMesh, bool bServerOnly)
 
void StartHitStaggering (float staggeringTime)
 
void StartStaggering (float staggeringTime, float PlayStaggerAnimAfterDelay, bool bPlayStaggerAnim)
 
void StartedFiringWeapon (bool bPrimaryFire)
 
void Stasis ()
 
void StopAllAnimMontages (float BlendOutTime)
 
void StopAnimEx (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void StopAnimExFPV (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
void StopHitStaggering ()
 
void StopStaggering ()
 
void Suicide ()
 
void TagFriendlyStructures ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void TakeFallingDamage (FHitResult *Hit)
 
void TakeSeatingStructure (APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void TeleportToTargetLocation (FVector AtLocation, APrimalRaft *OnRaft)
 
void Tick (float DeltaSeconds)
 
void TickMovementComponent (float DeltaTime)
 
void TogglePerspective ()
 
bool TraceForOpenTeleportLocation (FVector AtFloorLocation, FVector *OpenLocation, APrimalDinoCharacter *OnDino, bool bSnapToGround, float GroundCheckDistance)
 
bool TryAccessInventory ()
 
void TryAccessInventoryWrapper ()
 
void TryCallAttackTarget ()
 
void TryCallFollowDistanceCycleOne ()
 
void TryCallFollowOne ()
 
void TryCallMoveTo ()
 
void TryCallStayOne ()
 
void TryCutEnemyGrapplingCable ()
 
void TryDragCharacter (APrimalCharacter *Character)
 
void TryGiveDefaultWeapon ()
 
bool TryLandingOnRaft (APlayerController *ForPC)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void TryPoop ()
 
bool TryTeleportToBasedShipDeck (const int *ToDeckIndex, APlayerController *ForPC)
 
bool TryTeleportToTargetLocation (APrimalRaft *OnRaft, FVector TargetLocation, APlayerController *ForPC)
 
void TurnAtRate (float Val)
 
void TurnInput (float Val)
 
void UnPossessed ()
 
void UnProne (bool bClientSimulation)
 
void UnequipPrimalItemSideWeapon (bool bIsPrimaryWeapon, bool bIsSwitch)
 
void UnmarkAbortedForSeamlessTravel ()
 
void Unstasis ()
 
void UpdateBasedOnRaft ()
 
void UpdateBasedOnRaftInventory (float DeltaSeconds)
 
void UpdateDragging ()
 
void UpdateIK ()
 
void UpdateNetDynamicMusic ()
 
void UpdateRunSounds (bool bNewRunning)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void UpdateStatusComponent (float DeltaSeconds)
 
void UpdateStencilValues ()
 
void UpdateSwimmingState ()
 
void UpdateTribeName (FString NewTribeName)
 
void UpdateWindedState ()
 
bool UseClearOnConsumeInput ()
 
bool UseFastTurretTargeting ()
 
void ValidatePaintingComponentOctree ()
 
void WeaponClampRotation_Implementation (FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
 
void ZoomIn ()
 
void ZoomOut ()
 
void ClientHandleNetDestroy ()
 
bool CanDie (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool AllowBlockingWithShield ()
 
void BPAddedAttachmentsForItem (UPrimalItem *anItem)
 
float BPAdjustDamage (float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
 
FRotatorBPCameraBaseOrientation (FRotator *result, APrimalCharacter *viewingCharacter)
 
FRotatorBPCameraRotationFinal (FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
 
bool BPCanNotifyTeamAggroAI (APrimalDinoCharacter *Dino)
 
bool BPCanStagger ()
 
void BPCharacterDetach ()
 
void BPCharacterSleeped ()
 
void BPCharacterUnsleeped ()
 
float BPGetAddForwardVelocityOnJump ()
 
float BPGetExtraMeleeDamageModifier ()
 
FVectorBPGetFPVViewLocation (FVector *result, APrimalCharacter *viewingCharacter)
 
float BPGetGravityZScale ()
 
float BPGetHUDOverrideBuffProgressBarPercent ()
 
bool BPHandlePoop ()
 
bool BPHandleRightShoulderButton ()
 
void BPInventoryItemRepairedOrBroken (UPrimalItem *TheItem, bool bIsBroken)
 
FRotatorBPLimitPlayerRotation (FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
 
FVectorBPModifyForwardDirectionInput (FVector *result, FVector *directionInput)
 
float BPModifyViewHitDir (APrimalCharacter *viewingCharacter, float InViewHitDir)
 
void BPNotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void BPNotifyBumpedPawn (APrimalCharacter *BumpedPawn)
 
void BPNotifyDroppedItemPickedUp (ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
 
void BPNotifyLevelUp (int ExtraCharacterLevel, EPrimalCharacterStatusValue::Type StatType)
 
void BPOnAnimPlayedNotify (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void BPOnMovementModeChangedNotify ()
 
void BPOnWeaponEquipped ()
 
void BPOnWeaponStartedAttack (int weaponAttackIndex, bool useAltAnim)
 
FVectorBPOverrideCharacterNewFallVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool BPOverrideFPVViewLocation (APrimalCharacter *viewingCharacter)
 
bool BPPreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool BPPreventStasis ()
 
void BPRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
bool BPShouldLimitForwardDirection ()
 
void BPTimerNonDedicated ()
 
void BPTimerServer ()
 
bool BP_CanTeleportOntoRaft (APrimalRaft *OnRaft, APlayerController *ForPC)
 
APrimalRaftBP_FindClosestTeleportRaft (APlayerController *ForPC, UPrimitiveComponent *BasedOn)
 
bool BP_ForceAllowAddBuffOfClass (TSubclassOf< APrimalBuff > BuffClass)
 
bool BP_IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void BP_OnIgnoredMoveToOrder (APlayerController *FromPC)
 
void BP_OnJumpPressed ()
 
void BP_OnJumpReleased ()
 
void BP_OnSetDeath ()
 
void BP_OnSetRunning (bool bNewIsRunning)
 
void BP_OnTeleportOntoRaft (APrimalRaft *OntoRaft)
 
void BP_OnZoomIn ()
 
void BP_OnZoomOut ()
 
void ChangedAnimationBlueprint ()
 
void ClientDidPoop ()
 
void ClientEndRagdollUpdate ()
 
void ClientFailedPoop ()
 
void ClientNotifyLevelUp ()
 
void ClientPlayAnimation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientRagdollUpdate (TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
 
void ClientStopAnimation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void ClientStopAnimationFPV (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void DeathHarvestingFadeOut ()
 
void DidTeleport (FVector newLoc, FRotator newRot)
 
bool GiveKillExperience ()
 
void LocalUnpossessed ()
 
void NetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetDidLand ()
 
void NetOnJumped ()
 
void NetPlaySoundOnCharacter (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void NetReleaseSeatingStructure ()
 
void NetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetStopAllAnimMontage ()
 
void NetUpdateTribeName (FString *NewTribeName)
 
void Net_OnIsStaggering (bool bNewStaggering, float PlayAnimAfterDelay, bool bPlayStaggerAnim)
 
void OnActorEnterWater (USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
 
void OnActorExitWater (USceneComponent *Component, FVector OverlapLocation, FVector OverlapVelocity)
 
void OnBeginDrag (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag ()
 
void PlayDyingGeneric (float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingPoint (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectPoint (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
FStringPlayerCommand (FString *result, FString *TheCommand)
 
bool PreventsTargeting (AActor *ByActor)
 
void ServerCallAggressive ()
 
void ServerCallAttackTarget (AActor *TheTarget)
 
void ServerCallFollow ()
 
void ServerCallFollowDistanceCycleOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallMoveTo (FVector MoveToLoc, AActor *TargetActor)
 
void ServerCallMoveToRaft (FVector MoveToRelLoc, APrimalRaft *TargetRaft, int ToDeckIndex)
 
void ServerCallNeutral ()
 
void ServerCallPassive ()
 
void ServerCallSetAggressive ()
 
void ServerCallStay ()
 
void ServerCallStayOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerDinoOrder (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
 
void ServerGiveDefaultWeapon (bool bOnlyGiveDefaultWeapon)
 
void ServerPlayFireBallistaAnimation ()
 
void ServerSetRunning (bool bNewRunning)
 
void ServerSetTargeting (bool bNewTargeting, bool bForceForShield, bool bSkipShieldAnim)
 
void ServerToClientsPlayFireBallistaAnimation ()
 
void ServerTryPoop ()
 
void WeaponClampRotation (FRotator *InputRot, FRotator CurrentRot, float InputDeltaTime)
 
FRotatorGetAimOffsets (FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
 
FVectorOldLocationField ()
 
FRotatorOldRotationField ()
 
float & EffectorInterpSpeedField ()
 
float & HalfLegLengthField ()
 
float & TwoLeggedVirtualPointDistFactorField ()
 
float & FullIKDistanceField ()
 
float & IKAfterFallingTimeField ()
 
float & SimpleIkRateField ()
 
FVectorGroundCheckExtentField ()
 
long double & LastForceAimedCharactersTimeField ()
 
UAnimMontage * JumpAnimField ()
 
UAnimMontage * LandedAnimField ()
 
UAnimMontage * HurtAnimField ()
 
UAnimMontage * HurtAnim_FlyingField ()
 
UAnimMontage * PinnedAnimField ()
 
USoundCue * HurtSoundField ()
 
FNameRootBodyBoneNameField ()
 
TArray< APrimalBuff * > BuffsField ()
 
long double & LastStartedTalkingTimeField ()
 
FStringTribeNameField ()
 
float & WaterSubmergedDepthThresholdField ()
 
float & ProneWaterSubmergedDepthThresholdField ()
 
TEnumAsByte< enum EMovementMode > & SubmergedWaterMovementModeField ()
 
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField ()
 
float & SnapshotScaleField ()
 
TArray< FPrimalSnapshotPose > & SnapshotPosesField ()
 
TSubclassOf< UPrimalItem > & PoopItemClassField ()
 
TSubclassOf< UPrimalItem > & TaxidermySkinClassField ()
 
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 ()
 
float & StasisConsumerRangeMultiplierField ()
 
AActorImmobilizationActorField ()
 
int & CurrentFrameAnimPreventInputField ()
 
float & BPTimerServerMinField ()
 
float & BPTimerServerMaxField ()
 
float & BPTimerNonDedicatedMinField ()
 
float & BPTimerNonDedicatedMaxField ()
 
long double & NextBPTimerServerField ()
 
long double & NextBPTimerNonDedicatedField ()
 
long double & LastCausedDamageTimeField ()
 
TArray< TSubclassOf< APrimalStructure > > & ImmobilizationTrapsToIgnoreField ()
 
TWeakObjectPtr< APrimalStructureElevatorPlatform > & BasedElevatorField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField ()
 
FNameDediOverrideCapsuleCollisionProfileNameField ()
 
FNameDediOverrideMeshCollisionProfileNameField ()
 
FNameSnaredFromSocketField ()
 
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
float & ReplicatedCurrentHealthField ()
 
float & ReplicatedMaxHealthField ()
 
float & ReplicatedCurrentTorporField ()
 
float & ReplicatedMaxTorporField ()
 
AShooterCharacterLastGrapHookPullingOwnerField ()
 
AActor *& LastGrapHookPullingMeField ()
 
FVectorDragOffsetField ()
 
long double & LastIkUpdateTimeField ()
 
long double & LastUpdatedAimOffsetsTimeField ()
 
FVectorMeshPreRagdollRelativeLocationField ()
 
FRotatorMeshPreRagdollRelativeRotationField ()
 
int & DraggingBodyIndexField ()
 
int & DraggedBoneIndexField ()
 
int & customBitFlagsField ()
 
float & RunningSpeedModifierField ()
 
float & LowHealthPercentageField ()
 
float & BaseTurnRateField ()
 
float & BaseLookUpRateField ()
 
UAnimMontage * DeathAnimField ()
 
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 ()
 
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField ()
 
float & MountedDinoTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField ()
 
FVectorLastForceFallCheckBaseLocationField ()
 
FVectorLastHitWallSweepCheckLocationField ()
 
long double & LastTimeBasedMovementHadCurrentActorField ()
 
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField ()
 
float & GrabWeightThresholdField ()
 
float & DragWeightField ()
 
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 ()
 
TArray< FBoneDamageAdjuster > & BoneDamageAdjustersField ()
 
float & ClientRotationInterpSpeedField ()
 
float & ClientLocationInterpSpeedField ()
 
float & MaxDragMovementSpeedField ()
 
FRotatorCurrentAimRotField ()
 
FVectorCurrentRootLocField ()
 
int & LastYawSpeedWorldFrameCounterField ()
 
FNameMeshPreRagdollCollisionProfileNameField ()
 
FNameCapsulePreRagdollCollisionProfileNameField ()
 
UPrimalCharacterStatusComponentMyCharacterStatusComponentField ()
 
float & LastTickStaminaValueField ()
 
UPrimalInventoryComponentMyInventoryComponentField ()
 
UAnimMontage * SyncedMontageField ()
 
long double & LastMontageSyncTimeField ()
 
float & SyncedMontageDurationField ()
 
float & MontageSyncIntervalField ()
 
long double & LastRunningTimeField ()
 
FVectorTPVCameraOffsetField ()
 
FVectorTPVCameraOffsetMultiplierField ()
 
FVectorTPVCameraOrgOffsetField ()
 
float & LandedSoundMaxRangeField ()
 
float & FallingDamageHealthScaleBaseField ()
 
float & FootstepsMaxRangeField ()
 
float & MinTimeBetweenFootstepsField ()
 
long double & LastPlayedFootstepTimeField ()
 
float & MinTimeBetweenFootstepsRunningField ()
 
TArray< UAnimMontage * > AnimationsPreventInputField ()
 
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField ()
 
UPrimalHarvestingComponentMyDeathHarvestingComponentField ()
 
long double & LastNetDidLandField ()
 
TWeakObjectPtr< AController > & LastDamageEventInstigatorField ()
 
int & CachedNumberOfClientRagdollCorrectionAttemptsField ()
 
int & NumberOfClientRagdollCorrectionAttemptsField ()
 
float & ServerForceSleepRagdollIntervalField ()
 
float & ClientForceSleepRagdollIntervalField ()
 
float & NonRelevantServerForceSleepRagdollIntervalField ()
 
TEnumAsByte< enum EShooterPhysMaterialType::Type > & TargetableDamageFXDefaultPhysMaterialField ()
 
UAnimMontage * PoopAnimationField ()
 
long double & CorpseDestructionTimeField ()
 
float & CorpseLifespanField ()
 
float & TPVStructurePlacingHeightMultiplierField ()
 
float & CorpseFadeAwayTimeField ()
 
float & RagdollDeathImpulseScalerField ()
 
USoundCue * PoopSoundField ()
 
float & BaseTargetingDesirabilityField ()
 
float & DeadBaseTargetingDesirabilityField ()
 
FRotatorOrbitCamRotField ()
 
float & OrbitCamZoomField ()
 
float & OrbitCamZoomStepSizeField ()
 
float & OrbitCamMinZoomLevelField ()
 
float & OrbitCamMaxZoomLevelField ()
 
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 ()
 
UTexture2DPoopIconField ()
 
float & RunningMaxDesiredRotDeltaField ()
 
long double & CorpseDestructionTimerField ()
 
long double & LastSkinnedTimeField ()
 
float & OriginalCorpseLifespanField ()
 
float & CorpseHarvestFadeTimeField ()
 
FVectorCurrentLocalRootLocField ()
 
float & RootYawField ()
 
long double & LastTimeInSwimmingField ()
 
long double & LastListenRangePushTimeField ()
 
float & LastDamageAmountMaterialValueField ()
 
float & BuffedDamageMultField ()
 
float & BuffedResistanceMultField ()
 
UStructurePaintingComponentPaintingComponentField ()
 
float & ExtraMaxSpeedModifierField ()
 
float & ExtraRotationRateModifierField ()
 
float & TamedDinoCallOutRangeField ()
 
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 & CharacterDamageImpulseMultiplierField ()
 
long double & ForceCheckPushThroughWallsTimeField ()
 
long double & LastStoppedEatAnimationTimeField ()
 
float & ClientRotationInterpSpeedMultiplierGroundField ()
 
float & GlideGravityScaleMultiplierField ()
 
float & GlideMaxCarriedWeightField ()
 
UAnimMontage * lastPlayedMountAnimField ()
 
float & ScaleDeathHarvestHealthyByMaxHealthBaseField ()
 
long double & LastForceMeshRefreshBonesTimeField ()
 
long double & LastStartedBeingCarriedTimeField ()
 
float & RunMinVelocityRotDotField ()
 
long double & LastHitDamageTimeField ()
 
char & bShouldBeInGodModeField ()
 
int & MeshedCounterField ()
 
int & MeshingTickCounterMultiplierField ()
 
TArray< TSubclassOf< APrimalBuff > > & PreventBuffClassesField ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintJumpInputEvents ()
 
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 > bDebugIK_ShowTraceNames ()
 
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 > bUseBPGetOverrideCameraInterpSpeed ()
 
BitFieldValue< bool, unsigned __int32 > bRecentlyUpdateIk ()
 
BitFieldValue< bool, unsigned __int32 > bIKEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarried ()
 
BitFieldValue< bool, unsigned __int32 > bIsCarriedAsPassenger ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventFallDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPNotifyIsDamageCauserOfAddedBuff ()
 
BitFieldValue< bool, unsigned __int32 > bPreventProjectileAttachment ()
 
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 > bUseBPSetCharacterMeshseMaterialScalarParamValue ()
 
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 > bUseBPPreSerializeSaveGame ()
 
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 > bUseBPOnStaminaDrained ()
 
BitFieldValue< bool, unsigned __int32 > bStaminaIsGreaterThanZero ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGrabDebugSnapshot ()
 
BitFieldValue< bool, unsigned __int32 > bIsAttachedOtherCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnLethalDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustTorpidityDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceCameraStyle ()
 
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 > bUseBPAdjustMoveRight ()
 
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 > bUseBPOverrideFlyingVelocity ()
 
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 > bUseBPGetHUDElements ()
 
BitFieldValue< bool, unsigned __int32 > bPreventHurtAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanBeBaseForCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanBaseOnCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnLanded ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMoveCollapsing ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_ForceAllowBuffClasses ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckJumpInput ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideHurtAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideDamageCauserHitMarker ()
 
BitFieldValue< bool, unsigned __int32 > bIsSkinned ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustImpulseFromDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustCharacterMovementImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOVInterpSpeed ()
 
BitFieldValue< bool, unsigned __int32 > bVerifyBasingForSaddleStructures ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_OverrideTerminalVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bUseBP_ShouldForceDisableTPVCameraInterpolation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPlayMontage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPerPixelPainting ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreLowGravityDisorientation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnMassTeleportEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomState ()
 
BitFieldValue< bool, unsigned __int32 > bPreventIKWhenNotWalking ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreCorpseDecompositionMultipliers ()
 
BitFieldValue< bool, unsigned __int32 > bInterpHealthDamageMaterialOverlayAlpha ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressPlayerKillNotification ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCorpseDestructionWithPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bPreventInventoryAccess ()
 
BitFieldValue< bool, unsigned __int32 > bUseGetOverrideSocket ()
 
UObjectGetUObjectInterfaceTargetableInterface ()
 
long double GetLastStartedTalkingTime ()
 
float GetStasisConsumerRangeMultiplier ()
 
float BPGetAddForwardVelocityOnJump_Implementation ()
 
bool CanJumpInternal_Implementation ()
 
void PreInitializeComponents ()
 
void ValidatePaintingComponentOctree ()
 
void PostInitializeComponents ()
 
void Destroyed ()
 
void BeginPlay ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void Suicide ()
 
bool IsDead ()
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void AdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool CanBeTargetedBy (ITargetableInterface *Attacker)
 
bool IsValidForCombatMusic ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void HurtMe (int HowMuch)
 
bool CanDie (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool Die (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void DeathHarvestingDepleted (UPrimalHarvestingComponent *fromComponent)
 
void PlayDyingPoint_Implementation (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void OnRep_IsDead ()
 
void SetDeath (bool bForceRagdoll)
 
bool CanIgnoreImmobilizationTrap (TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
 
void Immobilize (bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling, bool bPreventDismount)
 
float GetCorpseLifespan ()
 
void PlayDying (float KillingDamage, FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectGeneric_Implementation (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool AllowHurtAnimation ()
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
void PlayHitEffect (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void DoSetRagdollPhysics ()
 
void SetRagdollPhysics (bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
 
void CheckOnDinoPlatformSaddle ()
 
void EndDinoPlatformDragging ()
 
void ForceSleepRagdollEx ()
 
void ForceSleepRagdoll ()
 
void ClearRagdollPhysics ()
 
void DoFindGoodSpot (FVector RagdollLoc, bool bClearCollisionSweep)
 
void OnRep_IsSleeping ()
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset)
 
void ExecSetSleeping (bool bEnable)
 
void ExecSetPawnSleeping (bool bEnable)
 
void ChangeActorTeam (int NewTeam)
 
void UpdateTribeName (FString NewTribeName)
 
void NetUpdateTribeName_Implementation (FString *NewTribeName)
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
void DrawHUD (AShooterHUD *HUD)
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
 
float GetWaterSubmergedDepthThreshold ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
bool IsMontagePlaying (UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
 
void StopAllAnimMontages (float BlendOutTime)
 
void TryGiveDefaultWeapon ()
 
void ToggleWeapon ()
 
void TryPoop ()
 
void OrbitCamToggle ()
 
void OrbitCamOn ()
 
void OrbitCamOff ()
 
void ServerRequestDrag_Implementation ()
 
void ServerDinoOrder_Implementation (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
 
FVectorBPModifyRightDirectionInput_Implementation (FVector *result, FVector *directionInput)
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void MoveUp (float Val)
 
void TurnInput (float Val)
 
void LookInput (float Val)
 
void TurnAtRate (float Val)
 
void LookUpAtRate (float Val)
 
bool IsGameInputAllowed ()
 
bool IsInputAllowed ()
 
void OnStartFire (bool bFromGamepadRight)
 
void OnStopFire (bool bFromGamepadRight)
 
void OnAltFirePressed ()
 
void OnAltFireReleased ()
 
void OnStartAltFire (bool bFromGamepad)
 
void OnStopAltFire (bool bFromGamepad)
 
void OnStartRunning ()
 
void OnStopRunning ()
 
void OnRunTogglePressed ()
 
void OnRunToggleReleased ()
 
void OnRunToggle ()
 
bool IsRunning ()
 
bool IsMoving ()
 
void UpdateStatusComponent (float DeltaSeconds)
 
void ServerCaptureDermis_Implementation (APrimalCharacter *Target)
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void ModifyStasisComponentRadius (float Delta)
 
void UpdateStencilValues ()
 
void Tick (float DeltaSeconds)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void EnableBodiesGravity ()
 
void UpdateSwimmingState ()
 
FVectorGetRootBodyBoneLocation (FVector *result)
 
bool IsOwningClient ()
 
FVectorGetInputDirectionVector (FVector *result, bool bRelativeToViewDirection)
 
void GetCharacterViewLocationAndDirection (FVector *OutViewLocation, FVector *OutViewDirection, bool *OutFromCrosshairOrCamera, float FallbackAngleOffsetDegrees)
 
void ZoomIn ()
 
void ZoomOut ()
 
void OnStartJump ()
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void OnJumped_Implementation ()
 
void NetOnJumped_Implementation ()
 
void OnVoiceTalkingStateChanged (bool isTalking, bool IsUsingSuperRange)
 
void OnStopJump ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
float GetRunningSpeedModifier (bool bIsForDefaultSpeed)
 
float GetMaxHealth ()
 
bool AllowFirstPerson ()
 
AActorGetAimedActor (ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation)
 
void GetAimedActor (FHitResult *outHitResult, ECollisionChannel CollisionChannel, float MaxDistanceOverride, float CheckRadius, bool bForceUseCameraLocation, bool bForceUpdateAimedActors)
 
void OnPrimalCharacterSleeped ()
 
void OnPrimalCharacterUnsleeped ()
 
float PlayAnimEx (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, bool bForceKeepSynced, float BlendInTime, float BlendOutTime)
 
void StopAnimEx (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void ClientPlayAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientSyncAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
 
void ClientStopAnimation_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
float StartSyncedMontage (UAnimMontage *AnimMontage, float PlayRate, float BlendInTime, float BlendOutTime)
 
void StopSyncedMontage (float BlendOutTime, bool bAutoStopAnim)
 
void SetRunning (bool bNewRunning)
 
void ServerSetRunning_Implementation (bool bNewRunning)
 
void UpdateRunSounds (bool bNewRunning)
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
float GetLowHealthPercentage ()
 
bool IsAlive ()
 
FStringGetDescriptiveName (FString *result)
 
FStringGetShortName (FString *result)
 
TArray< FString > * GetDetailedDescription (TArray< FString > *result, FString *IndentPrefix)
 
float GetHealthPercentage ()
 
float GetHealth ()
 
FVectorGetInterpolatedLocation (FVector *result)
 
void DrawFloatingChatMessage (AShooterHUD *HUD, FString Message, long double receivedChatTime)
 
FRotatorGetInterpolatedRotation (FRotator *result)
 
FRotatorGetInterpolatedRotation_NonFlattened (FRotator *result)
 
float GetClientRotationInterpSpeed (FVector *RootLoc)
 
FRotatorGetAimOffsets (FRotator *result, float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset)
 
void ForceRefreshBones ()
 
void StartForceSkelUpdate (float ForTime, bool bForceUpdateMesh, bool bServerOnly)
 
void EndForceSkelUpdate ()
 
void ForceMeshRelevant (float Duration)
 
bool IsConscious ()
 
void Stasis ()
 
void Unstasis ()
 
bool AllowFallDamage (FHitResult *HitResult, float FallDamageAmount, bool CustomFallDamage)
 
bool IsSimulated ()
 
bool IsWildSlow ()
 
UPrimalCharacterStatusComponentGetCharacterStatusComponent ()
 
float GetBaseStatusValue (TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatusValueType)
 
void DrawLocalPlayerHUD (AShooterHUD *HUD)
 
bool IsInStatusState (EPrimalCharacterStatusState::Type StatusStateType)
 
float GetCurrentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
float GetMaxStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
float GetPercentStatusValue (EPrimalCharacterStatusValue::Type StatusValueType)
 
bool IsValidForStatusUpdate ()
 
float GetMaxSpeedModifier ()
 
float BP_GetMaxSpeedModifier ()
 
float GetRotationRateModifier ()
 
float GetJumpZModifier ()
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
float GetDefaultMovementSpeed ()
 
void TakeFallingDamage (FHitResult *Hit)
 
void ApplyCustomFallDamage (FVector *Location, FVector *Velocity, float FallDamageThreshold)
 
void OnLanded (FHitResult *Hit)
 
void NetDidLand_Implementation ()
 
void DidLand ()
 
void FadeOutLoadingMusic ()
 
void LocalPossessedBy (APlayerController *ByController)
 
void LocalUnpossessed_Implementation ()
 
void PlayFootstep ()
 
EPhysicalSurface GetFootPhysicalSurfaceType (bool bForce, bool bIsForFootstepParticles)
 
EPhysicalSurface GetPhysMatTypeFromHit (FHitResult *FromHit)
 
EPhysicalSurface GetPhysMatTypeFromHits (TArray< FHitResult > *FromHits)
 
bool ModifyInputAcceleration (FVector *InputAcceleration)
 
bool ShouldAttackStopMoveCollapsing ()
 
bool AnimationPreventsInput ()
 
bool BP_AnimationPreventsInput ()
 
float SetHealth (float newHealth)
 
bool IsOfTribe (int ID)
 
void SetRagdollReplication (bool Enabled)
 
void Serialize (FArchive *Ar)
 
void ReplicateRagdoll ()
 
void InitRagdollRepConstraints ()
 
void TermRagdollRepConstraints ()
 
void ClientRagdollUpdate_Implementation (TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
 
void SleepBodies ()
 
void UpdateRagdollReplicationOnClient ()
 
void ClientEndRagdollUpdate_Implementation ()
 
void OnRep_RagdollPositions ()
 
void InitRagdollReplication ()
 
bool IsDraggingCharacter ()
 
void EndDragCharacter ()
 
bool CanDragCharacter (APrimalCharacter *Character)
 
bool CanBeDragged ()
 
bool IsInvincible ()
 
int GetNearestBoneIndexForDrag (APrimalCharacter *Character, FVector HitLocation)
 
void TryDragCharacter ()
 
void UpdateDragging ()
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag_Implementation ()
 
void OnBeginDragged (APrimalCharacter *Dragger)
 
void OnEndDragged (APrimalCharacter *Dragger)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
float GetKillXP ()
 
void UpdateIK ()
 
void SetEnableIK (bool bEnable)
 
void EnableIK (bool bEnable, bool bForceOnDedicated)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void GetHUDElements (APlayerController *ForPC, TArray< FHUDElement > *OutElements)
 
void RefreshBiomeZoneVolumes ()
 
void ForceTickPoseDelta ()
 
void CheckJumpOutOfWater ()
 
bool IsTargetableDead ()
 
EShooterPhysMaterialType::Type GetTargetableDamageFXDefaultPhysMaterial ()
 
bool Poop (bool bForcePoop)
 
void EmitPoop ()
 
bool IsValidForStatusRecovery ()
 
bool GetGroundLocation (FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown)
 
void DeathHarvestingFadeOut_Implementation ()
 
void ServerUploadCharacter (AShooterPlayerController *UploadedBy)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void NetAddCharacterMovementImpulse_Implementation (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetSetCharacterMovementVelocity_Implementation (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
bool AllowSaving ()
 
bool IsWatered ()
 
void LoadedFromSaveGame ()
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
int LevelUpPlayerAddedStat (TEnumAsByte< enum EPrimalCharacterStatusValue::Type > StatToLevel, int NumLevels, AShooterPlayerController *ForPlayer)
 
void CheckJumpInput (float DeltaTime)
 
void ServerTryPoop_Implementation ()
 
void ClientFailedPoop_Implementation ()
 
void ClientDidPoop_Implementation ()
 
void TryAccessInventoryWrapper ()
 
bool TryAccessInventory ()
 
bool IsRagdolled ()
 
void NetForceUpdateAimedCharacters_Implementation (FVector StartLoc, FVector EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
bool HasBuff (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
bool HasBuffWithCustomTag (FName buffCustomTag)
 
int GetBuffStackCount (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
APrimalBuffGetBuff (TSubclassOf< APrimalBuff > BuffClass)
 
APrimalBuffGetBuffWithCustomTag (FName BuffCustomTag)
 
void GetAllBuffs (TArray< APrimalBuff * > *AllBuffs)
 
void GetBuffs (TArray< APrimalBuff * > *TheBuffs)
 
APrimalBuffGetBuffForPostEffect (UMaterialInterface *anEffect)
 
void RemoveAllJumpDeactivatedBuffs (APrimalBuff *IgnoredBuff)
 
void OnStartTargeting (bool bFromGamepadLeft)
 
void OnStopTargeting (bool bFromGamepadLeft)
 
void AttachGPSTransponder (APrimalStructureExplosiveTransGPS *Transponder)
 
void UpdateNetDynamicMusic ()
 
void NetPlaySoundOnCharacter_Implementation (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
bool IsMeshGameplayRelevant ()
 
float GetCorpseDecayRate ()
 
void TagFriendlyStructures ()
 
void DestroyByMeshing ()
 
float GetCarryingSocketYaw (bool RefreshBones)
 
void SetCarryingDino (APrimalDinoCharacter *aDino)
 
void ClearCarryingDino (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void OnAttachedToCharacter ()
 
void OnDetachedFromCharacter (APrimalCharacter *aCharacter, int OverrideDirection)
 
void ClearMountedDino (bool fromMountedDino)
 
bool DinoMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
bool CanMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
void OnRep_MountedDino ()
 
bool HasCryoSickness ()
 
float GetDragWeight (APrimalCharacter *ForDragger)
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
void UnPossessed ()
 
void TryCallAttackTarget ()
 
void TryCallMoveTo ()
 
UTexture2DGetOverrideDefaultCharacterParamTexture (FName theParamName, UTexture2D *CurrentTexture)
 
bool CanBePainted ()
 
UPaintingTexture * GetPaintingTexture ()
 
void OnRep_PaintingComponent ()
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
FVectorGetFloatingHUDLocation (FVector *result)
 
void NetStopAllAnimMontage_Implementation ()
 
void DeactivateBuffs (TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
 
bool ExcludePostProcessBlendableMaterial (UMaterialInterface *BlendableMaterialInterface)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
void TryCallStayOne ()
 
void TryCallFollowOne ()
 
void TryCallFollowDistanceCycleOne ()
 
void TryCallFlyerLandOne ()
 
void OnRep_AttachmentReplication ()
 
FStringGetDebugInfoString (FString *result)
 
long double GetLastCausedDamageTime ()
 
void SetLastCausedDamageTime (const long double lastCausedDamageTime)
 
bool SimulatedPreventBasedPhysics ()
 
bool AllowMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
APrimalDinoCharacterGetBasedOrSeatingOnDino ()
 
APrimalDinoCharacterGetBasedOnDino ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *Attacker)
 
void ClientHandleNetDestroy ()
 
bool UseClearOnConsumeInput ()
 
float GetDamageTorpidityIncreaseMultiplierScale ()
 
float GetIndirectTorpidityIncreaseMultiplierScale ()
 
bool BPIsBasedOnDynamicActor ()
 
void NotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
ENetRole GetRole ()
 
void SetMyInventoryComponent (UPrimalInventoryComponent *theInventoryComponent)
 
FVectorGetTPVCameraOffset (FVector *result)
 
FVectorGetTPVCameraOffsetMultiplier (FVector *result)
 
bool UseCenteredTPVCamera ()
 
void PossessedBy (AController *NewController)
 
bool IsBlockedByShield (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage)
 
void BPNetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ, bool bApplyToBigPawns)
 
void BPNetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
float GetGravityZScale ()
 
void GetCharactersGrappledToMe (TArray< APrimalCharacter * > *GrappledCharsArray)
 
float GetFallAcceleration ()
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void EnableBPTimerServer (bool bEnable)
 
void EnableBPTimerNonDedicated (bool bEnable)
 
void SetCharacterAndRagdollLocation (FVector NewLocation)
 
void CheckRagdollPenetration ()
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
bool IsInVacuumSealedSpace ()
 
void DownCallOne ()
 
float BPModifyFOV_Implementation (float FOVIn)
 
bool AllowOverrideWalkingVelocity ()
 
bool AllowOverrideSwimmingVelocity ()
 
bool AllowOverrideNewFallVelocity ()
 
void OverrideWalkingVelocity (FVector *InitialVelocity, const float *Friction, float DeltaTime)
 
void OverrideSwimmingVelocity (FVector *InitialVelocity, FVector *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
 
void OverrideNewFallVelocity (FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool PreventLanding (FVector ImpactPoint, FVector ImpactAccel, FVector *Velocity)
 
bool AllowOverrideFlyingVelocity ()
 
void OverrideFlyingVelocity (FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
void SetDynamicMusic (USoundBase *newMusic)
 
bool PreventsTargeting_Implementation (AActor *ByActor)
 
bool PreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool PreventInputDoesOffset ()
 
float GetImmersionDepth (bool bUseLineTrace)
 
bool IsAlliedWithOtherTeam (int OtherTeamID)
 
void TickMovementComponent (float DeltaTime)
 
void ResetCollisionSweepLocation (FVector *newLocation)
 
void DidTeleport_Implementation (FVector newLoc, FRotator newRot)
 
void FinalLoadedFromSaveGame ()
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
FStringPlayerCommand_Implementation (FString *result, FString *TheCommand)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void NotifyItemQuantityUpdated (UPrimalItem *anItem, int amount)
 
void NotifyItemAdded (UPrimalItem *anItem, bool bEquipItem)
 
void NotifyItemRemoved (UPrimalItem *anItem)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool IsAttachedToSomething ()
 
void AttachToOtherCharacter (APrimalCharacter *characterToAttachTo, FName InSocketName, const bool enableMovementAndCollision, EAttachLocation::Type AttachLocation)
 
void AttachedToOtherCharacterUpdateWorldLocation (FVector *worldLocation)
 
void DetachFromOtherCharacter (const bool enableMovementAndCollision)
 
bool UseFastTurretTargeting ()
 
bool ConsumeProjectileImpact (AShooterProjectile *theProjectile, FHitResult *HitResult)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
bool CharacterIsCarriedAsPassenger ()
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void InitializedAnimScriptInstance ()
 
bool ForceAddUnderwaterCharacterStatusValues ()
 
bool ShouldForceCameraStyle (APrimalCharacter *ForViewTarget, ECameraStyle::Type *OutForcedCameraStyle)
 
bool IsPrimalCharFriendly (APrimalCharacter *primalChar)
 
bool IsHostileTo (APrimalCharacter *OtherCharacter)
 
bool IsHostileOrAggressiveTo (APrimalCharacter *OtherCharacter)
 
bool ShouldDealDamageTo (APrimalCharacter *OtherCharacter, bool bAllowDamageToSelf, bool bAllowDamageToTribe, bool bAllowDamageToAlliedTribes)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
UPrimitiveComponentGetBasedMovementComponent ()
 
FVectorGetCapsuleTopLocation (FVector *result)
 
FVectorGetCapsuleBottomLocation (FVector *result)
 
void OnMassTeleportEvent (EMassTeleportState::Type EventState, APrimalCharacter *TeleportInitiatedByChar)
 
bool GetAllAttachedChars (TArray< APrimalCharacter * > *AttachedCharsArray, const bool bIncludeSelf, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
bool GetAllAttachedCharsInternal (TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, APrimalCharacter *OriginalChar, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
bool ShouldForceDedicatedMovementTickEveryFrame ()
 
float GetMoveAnimRate ()
 
void ClearCachedIkTraceResults ()
 
float OverrideTerminalVelocity ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatWalk_Implementation ()
 
bool UseOverrideWaterJumpVelocity ()
 
float GetOverrideWaterJumpVelocity (float OutOfWaterZ)
 
void OverrideCameraInterpSpeed (const float DefaultTPVCameraSpeedInterpMultiplier, const float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpMultiplier, float *TPVOffsetInterpSpeed)
 
void NativeSimulateHair (TArray< FVector > *CurrentPos, TArray< FVector > *LastPos, TArray< FVector > *RestPos, TArray< FVector > *PivotPos, TArray< float > *RestDistance, FVector HairSocketLoc, FRotator HairSocketRot, FVector ChestSocketLoc, FRotator ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, FVector ShoulderLCollisionOffset, float ShoulderLCollisionRadius, FVector ShoulderRCollisionOffset, float ShoulderRCollisionRadius, FVector HeadHairCollisionOffset, float HeadHairCollisionRadius, FVector NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, FTransform LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
 
bool ShouldDisableCameraInterpolation ()
 
EMovementMode GetPrimalCharMovementMode ()
 
bool IsPrimalCharWalking ()
 
bool IsPrimalCharFalling ()
 
bool IsPrimalCharSwimming ()
 
bool IsPrimalCharFlying ()
 
UAnimMontage * GetPoopAnimation (bool bForcePoop)
 
float GetBaseDragWeight ()
 
float BPAdjustDamage (float IncomingDamage, FDamageEvent TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
 
void PlayDyingGeneric (float KillingDamage, FDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingPoint (float KillingDamage, FPointDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial (float KillingDamage, FRadialDamageEvent DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectPoint (float DamageTaken, FPointDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial (float DamageTaken, FRadialDamageEvent DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool BPPreventStasis ()
 
FVectorBPAdjustCharacterMovementImpulse (FVector *result, FVector Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
 
FVectorBPAdjustImpulseFromDamage (FVector *result, FVector DesiredImpulse, float DamageTaken, FDamageEvent TheDamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult PointHitInfo)
 
void BPCharacterDetach ()
 
ECameraStyle::Type BPForceCameraStyle (APrimalCharacter *ForViewTarget)
 
FVectorBPOverrideCharacterNewFallVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool AllowPlayMontage (UAnimMontage *AnimMontage)
 
bool BP_ForceAllowAddBuff (TSubclassOf< APrimalBuff > BuffClass)
 
bool BP_IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void BP_OnEndCarried (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void BP_OnJumpPressed ()
 
void BP_OnJumpReleased ()
 
void BP_OnSetDeath ()
 
void BP_OnSetRunning (bool bNewIsRunning)
 
void BP_OnStartCarried (APrimalDinoCharacter *aDino)
 
void BP_OnZoomIn ()
 
void BP_OnZoomOut ()
 
bool BP_ShouldDisableCameraInterpolation ()
 
void BPAddedAttachmentsForItem (UPrimalItem *anItem)
 
float BPAdjustTorpidityDamage (float DesiredTorpidityDamage, float HealthDamageAmount, TSubclassOf< UDamageType > DamageType)
 
void BPApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
FRotatorBPCameraBaseOrientation (FRotator *result, APrimalCharacter *viewingCharacter)
 
FRotatorBPCameraRotationFinal (FRotator *result, APrimalCharacter *viewingCharacter, FRotator *InCurrentFinalRot)
 
bool BPCanBaseOnCharacter (APrimalCharacter *BaseCharacter)
 
bool BPCanBeBaseForCharacter (APawn *Pawn)
 
bool BPCanNotifyTeamAggroAI (APrimalDinoCharacter *Dino)
 
void BPCharacterSleeped ()
 
void BPCharacterUnsleeped ()
 
void BPCheckJumpInput (bool *bUseCustomErrorMessage, FString *ErrorMessageToDisplay)
 
float BPGetAddForwardVelocityOnJump ()
 
float BPGetExtraMeleeDamageModifier ()
 
FVectorBPGetFPVViewLocation (FVector *result, APrimalCharacter *viewingCharacter)
 
float BPGetGravityZScale ()
 
float BPGetHUDOverrideBuffProgressBarPercent ()
 
void BPGetOverrideCameraInterpSpeed (float DefaultTPVCameraSpeedInterpolationMultiplier, float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpolationMultiplier, float *TPVOffsetInterpSpeed)
 
bool BPHandleLeftShoulderButton ()
 
bool BPHandlePoop ()
 
bool BPHandleRightShoulderButton ()
 
FRotatorBPLimitPlayerRotation (FRotator *result, APrimalCharacter *viewingCharacter, FRotator InViewRotation)
 
FVectorBPModifyForwardDirectionInput (FVector *result, FVector *directionInput)
 
float BPModifyFOVInterpSpeed (float FOVInterpSpeedIn)
 
FVectorBPModifyRightDirectionInput (FVector *result, FVector *directionInput)
 
float BPModifyViewHitDir (APrimalCharacter *viewingCharacter, float InViewHitDir)
 
void BPNotifyBPNotifyIsDamageCauserOfAddedBuff (APrimalBuff *buff)
 
void BPNotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void BPNotifyBumpedPawn (APrimalCharacter *BumpedPawn)
 
void BPNotifyDroppedItemPickedUp (ADroppedItem *itemPickedUp, APrimalCharacter *PickedUpBy)
 
void BPNotifyLevelUp (int ExtraCharacterLevel)
 
void BPNotifyToggleHUD (bool bHUDHidden)
 
void BPOnAnimPlayedNotify (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
bool BPOnAttachmentReplication ()
 
void BPOnLethalDamage (float KillingDamage, FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser, bool *bPreventDeath)
 
void BPOnMassTeleportEvent (EMassTeleportState::Type EventState, APrimalCharacter *TeleportInitiatedByChar)
 
void BPOnMovementModeChangedNotify (EMovementMode PrevMovementMode, char PreviousCustomMode)
 
void BPOnStaminaDrained ()
 
FVectorBPOverrideFlyingVelocity (FVector *result, FVector *InitialVelocity, FVector *Gravity, float DeltaTime)
 
bool BPOverrideFPVViewLocation (APrimalCharacter *viewingCharacter)
 
UAnimMontage * BPOverrideHurtAnim (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, bool bIsPointDamage, FVector PointDamageLocation, FVector PointDamageHitNormal)
 
void BPPreSerializeSaveGame ()
 
bool BPPreventFallDamage (FHitResult *HitResult, float FallDamageAmount)
 
bool BPPreventInputType (EPrimalCharacterInputType::Type inputType)
 
void BPRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void BPSetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
bool BPShouldLimitForwardDirection ()
 
bool BPShouldLimitRightDirection ()
 
void BPTimerNonDedicated ()
 
void BPTimerServer ()
 
void ClientDidPoop ()
 
void ClientEndRagdollUpdate ()
 
void ClientFailedPoop ()
 
void ClientNotifyLevelUp ()
 
void ClientPlayAnimation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientRagdollUpdate (TArray< FVector_NetQuantize > *BoneLocations, FRotator_NetQuantize TargetRootRotation)
 
void ClientStopAnimation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void ClientSyncAnimation (UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
 
void DeathHarvestingFadeOut ()
 
void DidTeleport (FVector newLoc, FRotator newRot)
 
bool EnableTurnToFaceRotation ()
 
TSubclassOf< APrimalBuff_Grappled > * GetGrappledBuffClassOverride (TSubclassOf< APrimalBuff_Grappled > *result)
 
FNameGetOverrideSocket (FName *result, FName from)
 
bool GiveKillExperience ()
 
void LocalUnpossessed ()
 
void NetAddCharacterMovementImpulse (FVector Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ)
 
void NetDidLand ()
 
void NetOnJumped ()
 
void NetPlaySoundOnCharacter (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void NetSetCharacterMovementVelocity (bool bSetNewVelocity, FVector NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetStopAllAnimMontage ()
 
void NetUpdateTribeName (FString *NewTribeName)
 
void OnBeginDrag (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag ()
 
bool PreventsTargeting (AActor *ByActor)
 
void ServerCallAggressive ()
 
void ServerCallAttackTarget (AActor *TheTarget)
 
void ServerCallFollow ()
 
void ServerCallFollowDistanceCycleOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallLandFlyerOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallMoveTo (FVector MoveToLoc)
 
void ServerCallNeutral ()
 
void ServerCallPassive ()
 
void ServerCallSetAggressive ()
 
void ServerCallStay ()
 
void ServerCallStayOne (APrimalDinoCharacter *ForDinoChar)
 
void ServerCaptureDermis (APrimalCharacter *Target)
 
void ServerDinoOrder (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
 
void ServerGiveDefaultWeapon ()
 
void ServerRequestDrag ()
 
void ServerSetRunning (bool bNewRunning)
 
void ServerTryPoop ()
 
- Public Member Functions inherited from ACharacter
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
unsigned __int16 & LastMoveOnlyRotationPitchField ()
 
unsigned __int16 & LastMoveOnlyRotationYawField ()
 
unsigned __int16 & LastReplicatedMoveOnlyRotationPitchField ()
 
unsigned __int16 & LastReplicatedMoveOnlyRotationYawField ()
 
FVectorBaseTranslationOffsetField ()
 
char & ReplicatedMovementModeField ()
 
float & LeftDynamicActorBaseTimeField ()
 
float & CrouchedEyeHeightField ()
 
float & ProneEyeHeightField ()
 
FDodgeMovementInfo & DodgingMovementInfoField ()
 
TArray< USoundBase * > CharacterOverrideSoundFromField ()
 
TArray< USoundBase * > CharacterOverrideSoundToField ()
 
bool & bInBaseReplicationField ()
 
float & JumpKeyHoldTimeField ()
 
float & JumpMaxHoldTimeField ()
 
int & LastTeleportedFrameField ()
 
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bIsProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverDodge ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32 > bPressedJump ()
 
BitFieldValue< bool, unsigned __int32 > bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32 > bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32 > bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32 > bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bRelativeBaseUsePitchAndRoll ()
 
BitFieldValue< bool, unsigned __int32 > bStartedJumpingWhileOnABase ()
 
BitFieldValue< bool, unsigned __int32 > bIsBasedOnMesh ()
 
BitFieldValue< bool, unsigned __int32 > bIsSettingReplicatedBasedMovement ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventMovementMode ()
 
UPrimitiveComponentGetMovementBase ()
 
bool IsJumping ()
 
bool NotifyLanded (FHitResult *Hit)
 
bool ShouldOverrideNewFallVelocity ()
 
bool ShouldOverrideSwimmingVelocity ()
 
bool ShouldOverrideWalkingVelocity ()
 
void SetLastMovementDesiredRotation (FRotator *InRotation)
 
bool AllowMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
USoundBase * BPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
void BaseChange ()
 
bool CanCrouch ()
 
bool CanDodge ()
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
bool CanProne ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearCrossLevelReferences ()
 
void ClearJumpInput ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
void ClientCheatWalk_Implementation ()
 
void Crouch (bool bClientSimulation)
 
bool DoJump (bool bReplayingMoves)
 
UActorComponentFindComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UAnimMontage * GetCurrentMontage ()
 
float GetDefaultHalfHeight ()
 
float GetJumpMaxHoldTime ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
bool IsBasedOnDynamicActor ()
 
bool IsComponentTickDelegated (UActorComponent *Component)
 
bool IsGamePlayRelevant ()
 
void Jump ()
 
void Landed (FHitResult *Hit)
 
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void NetTeleportSucceeded_Implementation (FVector ToLoc, FRotator ToRot)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PrevCustomMode)
 
void OnRep_DodgingMovementInfo ()
 
void OnRep_IsCrouched ()
 
void OnRep_IsProne ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void OnRep_RootMotion ()
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void PawnClientRestart ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PreNetReceive ()
 
bool PreventMovementMode (EMovementMode NewMovementMode, char NewCustomMode)
 
void Prone (bool bClientSimulation)
 
void RecalculateBaseEyeHeight ()
 
void Restart ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
bool ShouldNotifyLanded (FHitResult *Hit)
 
bool ShouldReplicateRotPitch ()
 
bool ShouldUseWaveLocking (bool bForceCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void StartDodging (FVector InDodgingVelocity, bool bClientSimulation)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
void StopDodging (bool bClientSimulation)
 
void StopJumping ()
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void TickFromBaseWhenAttachedToParent ()
 
void TornOff ()
 
void TurnOff ()
 
void UnCrouch (bool bClientSimulation)
 
void UnPossessed ()
 
void UnProne (bool bClientSimulation)
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
bool BP_PreventMovementMode (EMovementMode newMovementMode, char newCustomMode)
 
bool CanJumpInternal ()
 
void ClientCheatFly ()
 
void ClientCheatGhost ()
 
void ClientCheatWalk ()
 
void K2_OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
 
void K2_OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_UpdateCustomMovement (float DeltaTime)
 
void NetTeleportSucceeded (FVector ToLoc, FRotator ToRot)
 
void OnJumped ()
 
void OnLanded (FHitResult *Hit)
 
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnWalkingOffLedge ()
 
TSubobjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
FVectorBaseTranslationOffsetField ()
 
char & ReplicatedMovementModeField ()
 
float & LeftDynamicActorBaseTimeField ()
 
float & CrouchedEyeHeightField ()
 
float & ProneEyeHeightField ()
 
float & HarvestingDestructionMeshRangeMultiplerField ()
 
TArray< USoundBase * > CharacterOverrideSoundFromField ()
 
TArray< USoundBase * > CharacterOverrideSoundToField ()
 
bool & bInBaseReplicationField ()
 
float & JumpKeyHoldTimeField ()
 
float & JumpMaxHoldTimeField ()
 
float & ExtraMaxAccelerationModifierField ()
 
float & ExtraFrictionModifierField ()
 
int & LastTeleportedFrameField ()
 
long double & ForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
BitFieldValue< bool, unsigned __int32 > bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32 > bIsProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32 > bPressedJump ()
 
BitFieldValue< bool, unsigned __int32 > bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32 > bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32 > bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32 > bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32 > bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32 > bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32 > bSetDefaultMovementMode ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideFlyingVelocity ()
 
BitFieldValue< bool, unsigned __int32 > bPreventWaterHopCorrectionVelChange ()
 
BitFieldValue< bool, unsigned __int32 > bUsesRootMotion ()
 
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathSMCTick ()
 
BitFieldValue< bool, unsigned __int32 > bBasedUsesFastPathMoveTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceUnfreezeIkNextFrame ()
 
bool NotifyLanded (FHitResult *Hit)
 
bool IsJumping ()
 
float ModifyAirControl (float Damage, FPointDamageEvent *PointDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
UPrimitiveComponentGetMovementBase ()
 
void SetLastMovementDesiredRotation (FRotator *InRotation)
 
bool AllowOverrideFlyingVelocity ()
 
bool AllowOverrideNewFallVelocity ()
 
bool AllowOverrideSwimmingVelocity ()
 
bool AllowOverrideWalkingVelocity ()
 
FRotatorBPModifyRootMotionDeltaRotation_Implementation (FRotator *result, FRotator *Delta)
 
void PostInitializeComponents ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
float GetDefaultHalfHeight ()
 
UActorComponentFindComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
void Landed (FHitResult *Hit)
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
bool DoJump (bool bReplayingMoves)
 
void RecalculateBaseEyeHeight ()
 
void OnRep_IsCrouched ()
 
void OnRep_IsProne ()
 
bool CanCrouch ()
 
void Crouch (bool bClientSimulation)
 
void UnCrouch (bool bClientSimulation)
 
bool CanProne ()
 
void Prone (bool bClientSimulation)
 
void UnProne (bool bClientSimulation)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void ApplyDamageMomentum (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
void NetTeleportSucceeded_Implementation (FVector ToLoc, FRotator ToRot)
 
void ClearCrossLevelReferences ()
 
void SetBase (UPrimitiveComponent *NewBaseComponent, FName BoneName, bool bNotifyPawn)
 
bool IsBasedOnDynamicActor ()
 
void TurnOff ()
 
void Restart ()
 
void PawnClientRestart ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void TornOff ()
 
void BaseChange ()
 
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, char PrevCustomMode)
 
bool ShouldNotifyLanded (FHitResult *Hit)
 
void Jump ()
 
void StopJumping ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearJumpInput ()
 
float GetJumpMaxHoldTime ()
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void OnRep_RootMotion ()
 
void UpdateSimulatedPosition (FVector *NewLocation, FRotator *NewRotation)
 
void PostNetReceiveLocationAndRotation ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
bool IsPlayingRootMotion ()
 
USoundBase * BPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
UAnimMontage * GetCurrentMontage ()
 
void ClientCheatWalk_Implementation ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
bool ShouldReplicateRotPitch ()
 
float OverrideTerminalVelocity (bool bIgnoreTrueBlack, bool bUseGrayscale)
 
bool BP_PreventMovementMode (EMovementMode newMovementMode, char newCustomMode)
 
FRotatorBPModifyRootMotionDeltaRotation (FRotator *result, FRotator *Delta)
 
void K2_OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, char PrevCustomMode, char NewCustomMode)
 
void K2_OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void K2_UpdateCustomMovement (float DeltaTime)
 
void OnJumped ()
 
void OnLanded (FHitResult *Hit)
 
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnWalkingOffLedge ()
 
bool ReplicateMovementToSimulatedClients ()
 
- Public Member Functions inherited from APawn
float & BaseEyeHeightField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
APlayerStatePlayerStateField ()
 
char & RemoteViewPitchField ()
 
AControllerLastHitByField ()
 
AControllerControllerField ()
 
float & AllowedYawErrorField ()
 
bool & bClearOnConsumeField ()
 
FVectorControlInputVectorField ()
 
FVectorLastControlInputVectorField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds ()
 
FVectorGetNavAgentLocation (FVector *result)
 
void AddControllerPitchInput (float Val)
 
void AddControllerRollInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddMovementInput (FVector WorldDirection, float ScaleValue, bool bForce)
 
void BecomeViewTarget (APlayerController *PC)
 
void ClientSetRotation (FRotator NewRotation)
 
FVectorConsumeMovementInputVector (FVector *result)
 
void DestroyPlayerInputComponent ()
 
void Destroyed ()
 
void DetachFromControllerPendingDestroy ()
 
void DisableInput (APlayerController *PlayerController)
 
void EnableInput (APlayerController *PlayerController)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
FRotatorGetControlRotation (FRotator *result)
 
AControllerGetDamageInstigator (AController *InstigatedBy, UDamageType *DamageType)
 
float GetDefaultHalfHeight ()
 
FStringGetHumanReadableName (FString *result)
 
FVectorGetLastMovementInputVector (FVector *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
APlayerControllerGetOwnerController ()
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
FRotatorGetViewRotation (FRotator *result)
 
bool InFreeCam ()
 
void Internal_AddMovementInput (FVector WorldAccel, bool bForce)
 
FVectorInternal_ConsumeMovementInputVector (FVector *result)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsControlled ()
 
bool IsCrouched ()
 
bool IsFalling ()
 
bool IsLocallyControlled ()
 
bool IsLocallyControlledByPlayer ()
 
bool IsMoveInputIgnored ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsWalking ()
 
FVectorK2_GetMovementInputVector (FVector *result)
 
void LaunchPawn (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void MoveIgnoreActorAdd (AActor *ActorToIgnore)
 
void OnRep_Controller ()
 
void OutsideWorldBounds ()
 
void PawnClientRestart ()
 
void PawnMakeNoise (float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
 
void PossessedBy (AController *NewController)
 
void PostInitializeComponents ()
 
void PostInputProcessed ()
 
void PostLoad ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PostRegisterAllComponents ()
 
void PreInitializeComponents ()
 
bool ReachedDesiredRotation ()
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
void Restart ()
 
void SetCanAffectNavigationGeneration (bool bNewValue)
 
bool ShouldTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool ShouldTickIfViewportsOnly ()
 
void SpawnDefaultController ()
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void Tick (float DeltaSeconds)
 
void TickBasedCharacters (float DeltaSeconds)
 
void TurnOff ()
 
void UnPossessed ()
 
void ReceivePossessed (AController *NewController)
 
void ReceiveUnpossessed (AController *OldController)
 
float & BaseEyeHeightField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
APlayerStatePlayerStateField ()
 
char & RemoteViewPitchField ()
 
AControllerLastHitByField ()
 
AControllerControllerField ()
 
float & AllowedYawErrorField ()
 
bool & bClearOnConsumeField ()
 
TWeakObjectPtr< AActor > & TetherActorField ()
 
float & TetherRadiusField ()
 
float & TetherHeightField ()
 
FVectorControlInputVectorField ()
 
FVectorLastControlInputVectorField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32 > bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32 > bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bPreventMovementStoppingOnPossess ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bProcessingOutsideWorldBounds ()
 
FVectorGetNavAgentLocation (FVector *result)
 
void PreInitializeComponents ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostRegisterAllComponents ()
 
void UpdateNavAgent ()
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
bool IsLocallyControlled ()
 
bool ReachedDesiredRotation ()
 
float GetDefaultHalfHeight ()
 
bool ShouldTickIfViewportsOnly ()
 
FVectorGetPawnViewLocation (FVector *result, bool bAllTransforms)
 
FRotatorGetViewRotation (FRotator *result)
 
void SpawnDefaultController ()
 
void TurnOff ()
 
void BecomeViewTarget (APlayerController *PC)
 
void PawnClientRestart ()
 
void Destroyed ()
 
bool ShouldTakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
AControllerGetCharacterController ()
 
FRotatorGetControlRotation (FRotator *result)
 
void OnRep_Controller ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void DestroyPlayerInputComponent ()
 
bool IsMoveInputIgnored ()
 
void SetMovementTether (AActor *InTetherActor, float Radius, float Height)
 
void ClearMovementTether ()
 
AActorGetTetherObject ()
 
bool IsMovementTethered ()
 
bool IsWithinTether ()
 
bool IsTargetWithinTether (FVector *Destination, float AdditionalRadius)
 
FVectorGetTetheredDestination (FVector *result, FVector *Destination, float AdditionalRadius)
 
FVectorGetTetheredVelocity (FVector *result, FVector *RequestedVelocity, float DeltaSeconds)
 
void AddMovementInput (FVector WorldDirection, float ScaleValue, bool bForce)
 
FVectorConsumeMovementInputVector (FVector *result)
 
void Internal_AddMovementInput (FVector WorldAccel, bool bForce)
 
void PostInputProcessed ()
 
FVectorInternal_ConsumeMovementInputVector (FVector *result)
 
void AddControllerPitchInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddControllerRollInput (float Val)
 
void Restart ()
 
void Tick (float DeltaSeconds)
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
FStringGetHumanReadableName (FString *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetBaseAimRotation (FRotator *result)
 
bool InFreeCam ()
 
void OutsideWorldBounds ()
 
void ClientSetRotation (FRotator NewRotation)
 
void FaceRotation (FRotator NewControlRotation, float DeltaTime, bool bFromController)
 
void DetachFromControllerPendingDestroy ()
 
AControllerGetDamageInstigator (AController *InstigatedBy, UDamageType *DamageType)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
bool IsWalking ()
 
bool IsFalling ()
 
bool IsCrouched ()
 
void PostNetReceiveVelocity (FVector *NewVelocity)
 
void PostNetReceiveLocationAndRotation ()
 
bool IsBasedOnActor (AActor *Other)
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void PawnMakeNoise (float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, AActor *NoiseMaker)
 
APlayerControllerGetOwnerController ()
 
bool IsLocallyControlledByPlayer ()
 
void InterceptInputEvent (FString *InputName)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static UClassGetPrivateStaticClass ()
 
static void ApplyAge (UMeshComponent *Mesh, float Age)
 
static void ApplyAgeAndBodyfatHelper (UMeshComponent *Mesh, float Age, float Bodyfat, float MuscleTone, float Wetness)
 
static void ApplyWetnessHelper (UMeshComponent *Mesh, float Wetness)
 
static AShooterCharacterFindForPlayerController (AShooterPlayerController *aPC)
 
static bool IsIndoorsAtLoc (UWorld *theWorld, FVector *actorLoc)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAShooterCharacter ()
 
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static AShooterCharacterFindForPlayerController (AShooterPlayerController *aPC)
 
static bool IsIndoorsAtLoc (UWorld *theWorld, FVector *actorLoc)
 
static float ComputeHeadHairMorphTargetValue (bool bFemale, char HairIndex, float PercentOfGrowth)
 
static float ComputeFacialHairMorphTargetValue (bool bFemale, char HairIndex, float PercentOfGrowth)
 
static void StaticRegisterNativesAShooterCharacter ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
- Static Public Member Functions inherited from APrimalCharacter
static UClassStaticClass ()
 
static UActorComponentCreateSnapshotComponent (AActor *For, UObject *Template, FName Tag, FName Name)
 
static void ForceUpdateAimedCharacters (UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
static void ForceUpdateCharacter (UWorld *World, APrimalCharacter *primalChar)
 
static UActorComponentGetSnapshotComponent (AActor *From, FName Tag)
 
static void StaticRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPrimalCharacter ()
 
static UClassStaticClass ()
 
static void StaticApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, FVector Offset, float MaxExtent, int Pose)
 
static void StaticApplyCharacterSnapshotEquipment (UPrimalInventoryComponent *Inventory, AActor *To)
 
static void StaticRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
static int StaticGetSnapshotPoseCount (UPrimalItem *Item)
 
static FPrimalSnapshotPoseStaticGetSnapshotPose (FPrimalSnapshotPose *result, UPrimalItem *Item, int PoseIndex)
 
static UActorComponentGetSnapshotComponent (AActor *From, FName Tag)
 
static UActorComponentCreateSnapshotComponent (AActor *For, UObject *Template, FName Tag, FName Name)
 
static void ForceUpdateAimedCharacters (UWorld *World, FVector *StartLoc, FVector *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
static void ForceUpdateCharacter (UWorld *World, APrimalCharacter *primalChar)
 
static void StaticRegisterNativesAPrimalCharacter ()
 
static UClassGetPrivateStaticClass ()
 
- Static Public Member Functions inherited from ACharacter
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesACharacter ()
 
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesACharacter ()
 
- Static Public Member Functions inherited from APawn
static AActorGetMovementBaseActor (APawn *Pawn)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPawn ()
 
static void StaticRegisterNativesAPawn ()
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAActor ()
 
static UClassGetPrivateStaticClass ()
 
static const wchar_t * StaticConfigName ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UObject
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static UObjectGetArchetypeFromRequiredInfo (UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
 
- Static Public Member Functions inherited from UObjectBase
static void EmitBaseReferences (UClass *RootClass)
 

Detailed Description

Definition at line 4709 of file Actor.h.

Member Function Documentation

◆ _GrapHookCableObjectCountField() [1/2]

int & AShooterCharacter::_GrapHookCableObjectCountField ( )
inline

Definition at line 4514 of file Actor.h.

◆ _GrapHookCableObjectCountField() [2/2]

int & AShooterCharacter::_GrapHookCableObjectCountField ( )
inline

Definition at line 4758 of file Actor.h.

◆ ActivateInventoryAnimationField() [1/2]

UAnimMontage * AShooterCharacter::ActivateInventoryAnimationField ( )
inline

Definition at line 4509 of file Actor.h.

◆ ActivateInventoryAnimationField() [2/2]

UAnimMontage * AShooterCharacter::ActivateInventoryAnimationField ( )
inline

Definition at line 4754 of file Actor.h.

◆ AddFeatCooldown()

void AShooterCharacter::AddFeatCooldown ( TSubclassOf< APrimalBuff > FeatClass)
inline

Definition at line 5032 of file Actor.h.

◆ AdjustDamage() [1/2]

void AShooterCharacter::AdjustDamage ( float * Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 4916 of file Actor.h.

◆ AdjustDamage() [2/2]

void AShooterCharacter::AdjustDamage ( float * Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 5033 of file Actor.h.

◆ AgeMaxDisplayYearsField()

float & AShooterCharacter::AgeMaxDisplayYearsField ( )
inline

Definition at line 4851 of file Actor.h.

◆ AgeMinDisplayYearsField()

float & AShooterCharacter::AgeMinDisplayYearsField ( )
inline

Definition at line 4850 of file Actor.h.

◆ AllianceInviteIDField() [1/2]

unsigned int & AShooterCharacter::AllianceInviteIDField ( )
inline

Definition at line 4647 of file Actor.h.

◆ AllianceInviteIDField() [2/2]

unsigned int & AShooterCharacter::AllianceInviteIDField ( )
inline

Definition at line 4889 of file Actor.h.

◆ AllianceInviteNameField() [1/2]

FString & AShooterCharacter::AllianceInviteNameField ( )
inline

Definition at line 4648 of file Actor.h.

◆ AllianceInviteNameField() [2/2]

FString & AShooterCharacter::AllianceInviteNameField ( )
inline

Definition at line 4890 of file Actor.h.

◆ AllianceInviteRequestingTeamField() [1/2]

int & AShooterCharacter::AllianceInviteRequestingTeamField ( )
inline

Definition at line 4646 of file Actor.h.

◆ AllianceInviteRequestingTeamField() [2/2]

int & AShooterCharacter::AllianceInviteRequestingTeamField ( )
inline

Definition at line 4888 of file Actor.h.

◆ AllianceInviteTimeField() [1/2]

long double & AShooterCharacter::AllianceInviteTimeField ( )
inline

Definition at line 4649 of file Actor.h.

◆ AllianceInviteTimeField() [2/2]

long double & AShooterCharacter::AllianceInviteTimeField ( )
inline

Definition at line 4891 of file Actor.h.

◆ AllowBlockingWithShield()

bool AShooterCharacter::AllowBlockingWithShield ( )
inline

Definition at line 4852 of file Actor.h.

◆ AllowDinoTargetingRange() [1/2]

bool AShooterCharacter::AllowDinoTargetingRange ( FVector * AtLoc,
float TargetingRange )
inline

Definition at line 4987 of file Actor.h.

◆ AllowDinoTargetingRange() [2/2]

bool AShooterCharacter::AllowDinoTargetingRange ( FVector * AtLoc,
float TargetingRange,
AActor * ForAttacker )
inline

Definition at line 5034 of file Actor.h.

◆ AllowFirstPerson() [1/2]

bool AShooterCharacter::AllowFirstPerson ( )
inline

Definition at line 4837 of file Actor.h.

◆ AllowFirstPerson() [2/2]

bool AShooterCharacter::AllowFirstPerson ( )
inline

Definition at line 5035 of file Actor.h.

◆ AllowGrappling_Implementation() [1/2]

bool AShooterCharacter::AllowGrappling_Implementation ( )
inline

Definition at line 5028 of file Actor.h.

◆ AllowGrappling_Implementation() [2/2]

bool AShooterCharacter::AllowGrappling_Implementation ( )
inline

Definition at line 5036 of file Actor.h.

◆ AllowSeamlessTravel()

bool AShooterCharacter::AllowSeamlessTravel ( )
inline

Definition at line 5037 of file Actor.h.

◆ AllowTreadWater()

bool AShooterCharacter::AllowTreadWater ( )
inline

Definition at line 5038 of file Actor.h.

◆ AnimOverrideToField() [1/2]

TArray< UAnimMontage * > AShooterCharacter::AnimOverrideToField ( )
inline

Definition at line 4597 of file Actor.h.

◆ AnimOverrideToField() [2/2]

TArray< UAnimMontage * > AShooterCharacter::AnimOverrideToField ( )
inline

Definition at line 4836 of file Actor.h.

◆ AnimSequenceOverrideToField() [1/2]

TArray< UAnimSequence * > AShooterCharacter::AnimSequenceOverrideToField ( )
inline

Definition at line 4599 of file Actor.h.

◆ AnimSequenceOverrideToField() [2/2]

TArray< UAnimSequence * > AShooterCharacter::AnimSequenceOverrideToField ( )
inline

Definition at line 4838 of file Actor.h.

◆ AnimSequencesOverrideFromField() [1/2]

TArray< UAnimSequence * > AShooterCharacter::AnimSequencesOverrideFromField ( )
inline

Definition at line 4598 of file Actor.h.

◆ AnimSequencesOverrideFromField() [2/2]

TArray< UAnimSequence * > AShooterCharacter::AnimSequencesOverrideFromField ( )
inline

Definition at line 4837 of file Actor.h.

◆ AnimsOverrideFromField() [1/2]

TArray< UAnimMontage * > AShooterCharacter::AnimsOverrideFromField ( )
inline

Definition at line 4596 of file Actor.h.

◆ AnimsOverrideFromField() [2/2]

TArray< UAnimMontage * > AShooterCharacter::AnimsOverrideFromField ( )
inline

Definition at line 4835 of file Actor.h.

◆ AnimUseAimOffset() [1/2]

bool AShooterCharacter::AnimUseAimOffset ( )
inline

Definition at line 4957 of file Actor.h.

◆ AnimUseAimOffset() [2/2]

bool AShooterCharacter::AnimUseAimOffset ( )
inline

Definition at line 5039 of file Actor.h.

◆ AppliedBobField() [1/2]

float & AShooterCharacter::AppliedBobField ( )
inline

Definition at line 4529 of file Actor.h.

◆ AppliedBobField() [2/2]

float & AShooterCharacter::AppliedBobField ( )
inline

Definition at line 4770 of file Actor.h.

◆ ApplyAge()

static void AShooterCharacter::ApplyAge ( UMeshComponent * Mesh,
float Age )
inlinestatic

Definition at line 5040 of file Actor.h.

◆ ApplyAgeAndBodyfatHelper()

static void AShooterCharacter::ApplyAgeAndBodyfatHelper ( UMeshComponent * Mesh,
float Age,
float Bodyfat,
float MuscleTone,
float Wetness )
inlinestatic

Definition at line 5041 of file Actor.h.

◆ ApplyAgeDeltaThresholdField()

float & AShooterCharacter::ApplyAgeDeltaThresholdField ( )
inline

Definition at line 4849 of file Actor.h.

◆ ApplyBodyColors() [1/2]

void AShooterCharacter::ApplyBodyColors ( )
inline

Definition at line 4906 of file Actor.h.

◆ ApplyBodyColors() [2/2]

void AShooterCharacter::ApplyBodyColors ( )
inline

Definition at line 5042 of file Actor.h.

◆ ApplyBoneModifiers() [1/2]

void AShooterCharacter::ApplyBoneModifiers ( )
inline

Definition at line 4907 of file Actor.h.

◆ ApplyBoneModifiers() [2/2]

void AShooterCharacter::ApplyBoneModifiers ( )
inline

Definition at line 5043 of file Actor.h.

◆ ApplyCharacterSnapshot()

void AShooterCharacter::ApplyCharacterSnapshot ( UPrimalItem * Item,
AActor * To,
FVector Offset,
float MaxExtent,
int Pose )
inline

Definition at line 4909 of file Actor.h.

◆ ApplyDamageMomentum() [1/2]

void AShooterCharacter::ApplyDamageMomentum ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4871 of file Actor.h.

◆ ApplyDamageMomentum() [2/2]

void AShooterCharacter::ApplyDamageMomentum ( float DamageTaken,
FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 5044 of file Actor.h.

◆ ApplyEquipmentShrinkageMasks()

void AShooterCharacter::ApplyEquipmentShrinkageMasks ( )
inline

Definition at line 5045 of file Actor.h.

◆ ApplyFirstPersonBoneModifiers()

void AShooterCharacter::ApplyFirstPersonBoneModifiers ( )
inline

Definition at line 5046 of file Actor.h.

◆ ApplyWetnessHelper()

static void AShooterCharacter::ApplyWetnessHelper ( UMeshComponent * Mesh,
float Wetness )
inlinestatic

Definition at line 5047 of file Actor.h.

◆ AttachToHostCharacter()

void AShooterCharacter::AttachToHostCharacter ( APawn * HostCharacter)
inline

Definition at line 5048 of file Actor.h.

◆ AttachToLadder() [1/2]

void AShooterCharacter::AttachToLadder ( USceneComponent * Parent)
inline

Definition at line 5081 of file Actor.h.

◆ AttachToLadder() [2/2]

void AShooterCharacter::AttachToLadder ( USceneComponent * Parent)
inline

Definition at line 5373 of file Actor.h.

◆ AttachToLadder_Implementation() [1/2]

void AShooterCharacter::AttachToLadder_Implementation ( USceneComponent * Parent)
inline

Definition at line 4962 of file Actor.h.

◆ AttachToLadder_Implementation() [2/2]

void AShooterCharacter::AttachToLadder_Implementation ( USceneComponent * Parent)
inline

Definition at line 5049 of file Actor.h.

◆ AuthPostSpawnInit() [1/2]

void AShooterCharacter::AuthPostSpawnInit ( )
inline

Definition at line 4747 of file Actor.h.

◆ AuthPostSpawnInit() [2/2]

void AShooterCharacter::AuthPostSpawnInit ( )
inline

Definition at line 5050 of file Actor.h.

◆ bAddedBelowDeckMixer()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAddedBelowDeckMixer ( )
inline

Definition at line 4997 of file Actor.h.

◆ bAddedToActivePlayerList() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAddedToActivePlayerList ( )
inline

Definition at line 4722 of file Actor.h.

◆ bAddedToActivePlayerList() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAddedToActivePlayerList ( )
inline

Definition at line 4996 of file Actor.h.

◆ bAllowDPC() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAllowDPC ( )
inline

Definition at line 4733 of file Actor.h.

◆ bAllowDPC() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAllowDPC ( )
inline

Definition at line 5007 of file Actor.h.

◆ BasedOnDynamicActorUseFallingLateralFriction()

bool AShooterCharacter::BasedOnDynamicActorUseFallingLateralFriction ( )
inline

Definition at line 5051 of file Actor.h.

◆ bAttachedToHostCharacter()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAttachedToHostCharacter ( )
inline

Definition at line 5026 of file Actor.h.

◆ bAutoFireField()

bool & AShooterCharacter::bAutoFireField ( )
inline

Definition at line 4695 of file Actor.h.

◆ bAutoFireTargetField()

bool & AShooterCharacter::bAutoFireTargetField ( )
inline

Definition at line 4696 of file Actor.h.

◆ bAutoJumpField()

bool & AShooterCharacter::bAutoJumpField ( )
inline

Definition at line 4694 of file Actor.h.

◆ bAutoPlayerField()

bool & AShooterCharacter::bAutoPlayerField ( )
inline

Definition at line 4690 of file Actor.h.

◆ bAutoProneField()

bool & AShooterCharacter::bAutoProneField ( )
inline

Definition at line 4697 of file Actor.h.

◆ bAwaitingSeamlessTravelControllerField()

bool & AShooterCharacter::bAwaitingSeamlessTravelControllerField ( )
inline

Definition at line 4931 of file Actor.h.

◆ bBeganPlay() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bBeganPlay ( )
inline

Definition at line 4732 of file Actor.h.

◆ bBeganPlay() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bBeganPlay ( )
inline

Definition at line 5006 of file Actor.h.

◆ bBendArmLengthFactorField()

float & AShooterCharacter::bBendArmLengthFactorField ( )
inline

Definition at line 4741 of file Actor.h.

◆ bCacheRidingDinoWeaponField()

bool & AShooterCharacter::bCacheRidingDinoWeaponField ( )
inline

Definition at line 4608 of file Actor.h.

◆ bCheckPushedThroughWallsWasSeatingStructure() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bCheckPushedThroughWallsWasSeatingStructure ( )
inline

Definition at line 4718 of file Actor.h.

◆ bCheckPushedThroughWallsWasSeatingStructure() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bCheckPushedThroughWallsWasSeatingStructure ( )
inline

Definition at line 4993 of file Actor.h.

◆ bClientIgnoreCurrentVoiceModeReplicationsField() [1/2]

bool & AShooterCharacter::bClientIgnoreCurrentVoiceModeReplicationsField ( )
inline

Definition at line 4480 of file Actor.h.

◆ bClientIgnoreCurrentVoiceModeReplicationsField() [2/2]

bool & AShooterCharacter::bClientIgnoreCurrentVoiceModeReplicationsField ( )
inline

Definition at line 4732 of file Actor.h.

◆ bControllerLeavingGameField()

bool & AShooterCharacter::bControllerLeavingGameField ( )
inline

Definition at line 4974 of file Actor.h.

◆ bCreatedFromSeamlessRespawn()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bCreatedFromSeamlessRespawn ( )
inline

Definition at line 5020 of file Actor.h.

◆ bCurrentDiscoveryZoneAllowSeaField()

bool & AShooterCharacter::bCurrentDiscoveryZoneAllowSeaField ( )
inline

Definition at line 4961 of file Actor.h.

◆ bDisableLookYaw()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bDisableLookYaw ( )
inline

Definition at line 4723 of file Actor.h.

◆ BeginPlay() [1/2]

void AShooterCharacter::BeginPlay ( )
inline

Definition at line 4752 of file Actor.h.

◆ BeginPlay() [2/2]

void AShooterCharacter::BeginPlay ( )
inline

Definition at line 5052 of file Actor.h.

◆ BelowDeckMixerField()

USoundMix * AShooterCharacter::BelowDeckMixerField ( )
inline

Definition at line 4783 of file Actor.h.

◆ BendMaxAngleField()

float & AShooterCharacter::BendMaxAngleField ( )
inline

Definition at line 4743 of file Actor.h.

◆ BendMinAngleField()

float & AShooterCharacter::BendMinAngleField ( )
inline

Definition at line 4742 of file Actor.h.

◆ bEquippedPreMapWeapon()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bEquippedPreMapWeapon ( )
inline

Definition at line 5012 of file Actor.h.

◆ bEquippedPreRidingWeapon()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bEquippedPreRidingWeapon ( )
inline

Definition at line 5013 of file Actor.h.

◆ BestInstantShotResultField() [1/2]

TEnumAsByte< enum EPrimalStatsValueTypes::Type > & AShooterCharacter::BestInstantShotResultField ( )
inline

Definition at line 4683 of file Actor.h.

◆ BestInstantShotResultField() [2/2]

TEnumAsByte< enum EPrimalStatsValueTypes::Type > & AShooterCharacter::BestInstantShotResultField ( )
inline

Definition at line 4934 of file Actor.h.

◆ bFastTravelled()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bFastTravelled ( )
inline

Definition at line 5014 of file Actor.h.

◆ bFastTravelling()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bFastTravelling ( )
inline

Definition at line 5025 of file Actor.h.

◆ bForceSwitchAsPrimaryWeaponOnce()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bForceSwitchAsPrimaryWeaponOnce ( )
inline

Definition at line 5015 of file Actor.h.

◆ bForceTeleportClientToHostField()

bool & AShooterCharacter::bForceTeleportClientToHostField ( )
inline

Definition at line 4977 of file Actor.h.

◆ bGaveInitialItems() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bGaveInitialItems ( )
inline

Definition at line 4719 of file Actor.h.

◆ bGaveInitialItems() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bGaveInitialItems ( )
inline

Definition at line 4994 of file Actor.h.

◆ bGaveTutorialFinishedItems()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bGaveTutorialFinishedItems ( )
inline

Definition at line 4998 of file Actor.h.

◆ bHadGrapHookAttachActor() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHadGrapHookAttachActor ( )
inline

Definition at line 4721 of file Actor.h.

◆ bHadGrapHookAttachActor() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHadGrapHookAttachActor ( )
inline

Definition at line 4995 of file Actor.h.

◆ bHadWeaponWhenStartedClimbingLadder() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHadWeaponWhenStartedClimbingLadder ( )
inline

Definition at line 4734 of file Actor.h.

◆ bHadWeaponWhenStartedClimbingLadder() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHadWeaponWhenStartedClimbingLadder ( )
inline

Definition at line 5008 of file Actor.h.

◆ bHatHidden() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHatHidden ( )
inline

Definition at line 4731 of file Actor.h.

◆ bHatHidden() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHatHidden ( )
inline

Definition at line 5005 of file Actor.h.

◆ bHideAllMultiuseSelectors()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHideAllMultiuseSelectors ( )
inline

Definition at line 5010 of file Actor.h.

◆ bIsActivelyTalkingField() [1/2]

bool & AShooterCharacter::bIsActivelyTalkingField ( )
inline

Definition at line 4479 of file Actor.h.

◆ bIsActivelyTalkingField() [2/2]

bool & AShooterCharacter::bIsActivelyTalkingField ( )
inline

Definition at line 4731 of file Actor.h.

◆ bIsClimbing()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsClimbing ( )
inline

Definition at line 4707 of file Actor.h.

◆ bIsConnected() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsConnected ( )
inline

Definition at line 4735 of file Actor.h.

◆ bIsConnected() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsConnected ( )
inline

Definition at line 5009 of file Actor.h.

◆ bIsControllingBallistaField()

bool & AShooterCharacter::bIsControllingBallistaField ( )
inline

Definition at line 4628 of file Actor.h.

◆ bIsCrafting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsCrafting ( )
inline

Definition at line 4704 of file Actor.h.

◆ bIsCrafting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsCrafting ( )
inline

Definition at line 4983 of file Actor.h.

◆ bIsFemale() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsFemale ( )
inline

Definition at line 4710 of file Actor.h.

◆ bIsFemale() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsFemale ( )
inline

Definition at line 4986 of file Actor.h.

◆ bIsIndoors() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsIndoors ( )
inline

Definition at line 4706 of file Actor.h.

◆ bIsIndoors() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsIndoors ( )
inline

Definition at line 4984 of file Actor.h.

◆ bIsLockedOn()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsLockedOn ( )
inline

Definition at line 5022 of file Actor.h.

◆ bIsOnSeatingStructureField()

bool & AShooterCharacter::bIsOnSeatingStructureField ( )
inline

Definition at line 4627 of file Actor.h.

◆ bIsPreviewCharacterField() [1/2]

bool & AShooterCharacter::bIsPreviewCharacterField ( )
inline

Definition at line 4483 of file Actor.h.

◆ bIsPreviewCharacterField() [2/2]

bool & AShooterCharacter::bIsPreviewCharacterField ( )
inline

Definition at line 4735 of file Actor.h.

◆ bIsRainWateredField() [1/2]

bool & AShooterCharacter::bIsRainWateredField ( )
inline

Definition at line 4606 of file Actor.h.

◆ bIsRainWateredField() [2/2]

bool & AShooterCharacter::bIsRainWateredField ( )
inline

Definition at line 4856 of file Actor.h.

◆ bIsRiding()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsRiding ( )
inline

Definition at line 4705 of file Actor.h.

◆ bIsServerAdminField() [1/2]

bool & AShooterCharacter::bIsServerAdminField ( )
inline

Definition at line 4631 of file Actor.h.

◆ bIsServerAdminField() [2/2]

bool & AShooterCharacter::bIsServerAdminField ( )
inline

Definition at line 4874 of file Actor.h.

◆ bIsSwitchingToYarkMeleeInCombat()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsSwitchingToYarkMeleeInCombat ( )
inline

Definition at line 5023 of file Actor.h.

◆ bIsTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsTargeting ( )
inline

Definition at line 4703 of file Actor.h.

◆ bIsUpdatingPawnMeshes()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsUpdatingPawnMeshes ( )
inline

Definition at line 5018 of file Actor.h.

◆ bIsViewingInventory()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsViewingInventory ( )
inline

Definition at line 4708 of file Actor.h.

◆ bLastLocInterpCrouched() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastLocInterpCrouched ( )
inline

Definition at line 4730 of file Actor.h.

◆ bLastLocInterpCrouched() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastLocInterpCrouched ( )
inline

Definition at line 5004 of file Actor.h.

◆ bLastLocInterpProne() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastLocInterpProne ( )
inline

Definition at line 4729 of file Actor.h.

◆ bLastLocInterpProne() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastLocInterpProne ( )
inline

Definition at line 5003 of file Actor.h.

◆ bLastViewingInventory() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastViewingInventory ( )
inline

Definition at line 4715 of file Actor.h.

◆ bLastViewingInventory() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastViewingInventory ( )
inline

Definition at line 4990 of file Actor.h.

◆ bLoadedTattooData()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLoadedTattooData ( )
inline

Definition at line 5024 of file Actor.h.

◆ bLockedToSeatingStructure()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLockedToSeatingStructure ( )
inline

Definition at line 4737 of file Actor.h.

◆ BlueprintInitiateTrade()

bool AShooterCharacter::BlueprintInitiateTrade ( AShooterCharacter * OtherPlayer)
inline

Definition at line 5053 of file Actor.h.

◆ bModifiedEyeHeightField()

bool & AShooterCharacter::bModifiedEyeHeightField ( )
inline

Definition at line 4932 of file Actor.h.

◆ bNoPhysics()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bNoPhysics ( )
inline

Definition at line 4713 of file Actor.h.

◆ BobMaxMovementSpeedField() [1/2]

float & AShooterCharacter::BobMaxMovementSpeedField ( )
inline

Definition at line 4489 of file Actor.h.

◆ BobMaxMovementSpeedField() [2/2]

float & AShooterCharacter::BobMaxMovementSpeedField ( )
inline

Definition at line 4744 of file Actor.h.

◆ BobTimeField() [1/2]

float & AShooterCharacter::BobTimeField ( )
inline

Definition at line 4530 of file Actor.h.

◆ BobTimeField() [2/2]

float & AShooterCharacter::BobTimeField ( )
inline

Definition at line 4771 of file Actor.h.

◆ BodyColorsField() [1/2]

FieldArray< FLinearColor, 4 > AShooterCharacter::BodyColorsField ( )
inline

Definition at line 4601 of file Actor.h.

◆ BodyColorsField() [2/2]

FieldArray< FLinearColor, 4 > AShooterCharacter::BodyColorsField ( )
inline

Definition at line 4840 of file Actor.h.

◆ BodyfatField()

float & AShooterCharacter::BodyfatField ( )
inline

Definition at line 4844 of file Actor.h.

◆ BonePresetsField()

FieldArray< float, 66 > AShooterCharacter::BonePresetsField ( )
inline

Definition at line 4847 of file Actor.h.

◆ BornAtNetworkTimeField()

long double & AShooterCharacter::BornAtNetworkTimeField ( )
inline

Definition at line 4845 of file Actor.h.

◆ bPendingDiscoveryZoneNotAtSeaUnlock()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPendingDiscoveryZoneNotAtSeaUnlock ( )
inline

Definition at line 5017 of file Actor.h.

◆ BPGetPlayerHexagonCount()

int AShooterCharacter::BPGetPlayerHexagonCount ( )
inline

Definition at line 5082 of file Actor.h.

◆ BPGetPlayerHexagonCount_Implementation()

int AShooterCharacter::BPGetPlayerHexagonCount_Implementation ( )
inline

Definition at line 5065 of file Actor.h.

◆ bPlayedSpawnIntro() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayedSpawnIntro ( )
inline

Definition at line 4716 of file Actor.h.

◆ bPlayedSpawnIntro() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayedSpawnIntro ( )
inline

Definition at line 4991 of file Actor.h.

◆ bPlayFirstSpawnAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayFirstSpawnAnim ( )
inline

Definition at line 4712 of file Actor.h.

◆ bPlayFirstSpawnAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayFirstSpawnAnim ( )
inline

Definition at line 4988 of file Actor.h.

◆ bPlayingShieldCoverAnimation()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayingShieldCoverAnimation ( )
inline

Definition at line 4724 of file Actor.h.

◆ bPlayingShieldCoverAnimationForCrouch()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayingShieldCoverAnimationForCrouch ( )
inline

Definition at line 4725 of file Actor.h.

◆ bPlaySpawnAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlaySpawnAnim ( )
inline

Definition at line 4711 of file Actor.h.

◆ bPlaySpawnAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlaySpawnAnim ( )
inline

Definition at line 4987 of file Actor.h.

◆ bPossessionDontUnsleep() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPossessionDontUnsleep ( )
inline

Definition at line 4714 of file Actor.h.

◆ bPossessionDontUnsleep() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPossessionDontUnsleep ( )
inline

Definition at line 4989 of file Actor.h.

◆ bPreventAllWeapons()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPreventAllWeapons ( )
inline

Definition at line 4738 of file Actor.h.

◆ bPreventWeaponMovementAnimsField() [1/2]

bool & AShooterCharacter::bPreventWeaponMovementAnimsField ( )
inline

Definition at line 4682 of file Actor.h.

◆ bPreventWeaponMovementAnimsField() [2/2]

bool & AShooterCharacter::bPreventWeaponMovementAnimsField ( )
inline

Definition at line 4930 of file Actor.h.

◆ BPSetPlayerHexagonCount()

bool AShooterCharacter::BPSetPlayerHexagonCount ( int NewHexagonCount)
inline

Definition at line 5083 of file Actor.h.

◆ BPSetPlayerHexagonCount_Implementation()

bool AShooterCharacter::BPSetPlayerHexagonCount_Implementation ( int NewHexagonCount)
inline

Definition at line 5064 of file Actor.h.

◆ BPUnlockedAllExplorerNotes()

void AShooterCharacter::BPUnlockedAllExplorerNotes ( )
inline

Definition at line 5126 of file Actor.h.

◆ BreakGrapple()

void AShooterCharacter::BreakGrapple ( )
inline

Definition at line 4975 of file Actor.h.

◆ bReceivedGenesisSeasonPassItems()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bReceivedGenesisSeasonPassItems ( )
inline

Definition at line 4720 of file Actor.h.

◆ bRefreshDefaultAttachmentsHadEquippedItems() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bRefreshDefaultAttachmentsHadEquippedItems ( )
inline

Definition at line 4736 of file Actor.h.

◆ bRefreshDefaultAttachmentsHadEquippedItems() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bRefreshDefaultAttachmentsHadEquippedItems ( )
inline

Definition at line 5011 of file Actor.h.

◆ bReleasingGrapHookField()

bool & AShooterCharacter::bReleasingGrapHookField ( )
inline

Definition at line 4521 of file Actor.h.

◆ bReloadAllSwitchedToFirstWeapon()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bReloadAllSwitchedToFirstWeapon ( )
inline

Definition at line 5016 of file Actor.h.

◆ bShouldInvertTurnInputField() [1/2]

bool & AShooterCharacter::bShouldInvertTurnInputField ( )
inline

Definition at line 4643 of file Actor.h.

◆ bShouldInvertTurnInputField() [2/2]

bool & AShooterCharacter::bShouldInvertTurnInputField ( )
inline

Definition at line 4885 of file Actor.h.

◆ bSkipNextLocalPossessedByField()

bool & AShooterCharacter::bSkipNextLocalPossessedByField ( )
inline

Definition at line 4933 of file Actor.h.

◆ bTriggerBPUnstasis() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bTriggerBPUnstasis ( )
inline

Definition at line 4726 of file Actor.h.

◆ bTriggerBPUnstasis() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bTriggerBPUnstasis ( )
inline

Definition at line 4999 of file Actor.h.

◆ BuffExtraDamageMultiplierField()

float & AShooterCharacter::BuffExtraDamageMultiplierField ( )
inline

Definition at line 4699 of file Actor.h.

◆ BuffsPreventFirstPerson() [1/2]

bool AShooterCharacter::BuffsPreventFirstPerson ( )
inline

Definition at line 4745 of file Actor.h.

◆ BuffsPreventFirstPerson() [2/2]

bool AShooterCharacter::BuffsPreventFirstPerson ( )
inline

Definition at line 5031 of file Actor.h.

◆ bUseAlternateFallBlendspace() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUseAlternateFallBlendspace ( )
inline

Definition at line 4709 of file Actor.h.

◆ bUseAlternateFallBlendspace() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUseAlternateFallBlendspace ( )
inline

Definition at line 4985 of file Actor.h.

◆ bUseBallistaAimOffsetField()

bool & AShooterCharacter::bUseBallistaAimOffsetField ( )
inline

Definition at line 4629 of file Actor.h.

◆ bUseEquipmentShrinkageMasks()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUseEquipmentShrinkageMasks ( )
inline

Definition at line 5021 of file Actor.h.

◆ bUsingWeaponHandIK()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUsingWeaponHandIK ( )
inline

Definition at line 5019 of file Actor.h.

◆ bWasAlreadyYellingField() [1/2]

bool & AShooterCharacter::bWasAlreadyYellingField ( )
inline

Definition at line 4481 of file Actor.h.

◆ bWasAlreadyYellingField() [2/2]

bool & AShooterCharacter::bWasAlreadyYellingField ( )
inline

Definition at line 4733 of file Actor.h.

◆ bWasFirstPerson() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasFirstPerson ( )
inline

Definition at line 4727 of file Actor.h.

◆ bWasFirstPerson() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasFirstPerson ( )
inline

Definition at line 5000 of file Actor.h.

◆ bWasForceHideCharacter()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasForceHideCharacter ( )
inline

Definition at line 5001 of file Actor.h.

◆ bWasHostPlayerField() [1/2]

bool & AShooterCharacter::bWasHostPlayerField ( )
inline

Definition at line 4617 of file Actor.h.

◆ bWasHostPlayerField() [2/2]

bool & AShooterCharacter::bWasHostPlayerField ( )
inline

Definition at line 4864 of file Actor.h.

◆ bWasLocallyControlledField()

bool & AShooterCharacter::bWasLocallyControlledField ( )
inline

Definition at line 4609 of file Actor.h.

◆ bWasOverrideHiddenShadowValue() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasOverrideHiddenShadowValue ( )
inline

Definition at line 4728 of file Actor.h.

◆ bWasOverrideHiddenShadowValue() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasOverrideHiddenShadowValue ( )
inline

Definition at line 5002 of file Actor.h.

◆ bWasProneField() [1/2]

bool & AShooterCharacter::bWasProneField ( )
inline

Definition at line 4482 of file Actor.h.

◆ bWasProneField() [2/2]

bool & AShooterCharacter::bWasProneField ( )
inline

Definition at line 4734 of file Actor.h.

◆ bWasSubmerged() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasSubmerged ( )
inline

Definition at line 4717 of file Actor.h.

◆ bWasSubmerged() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasSubmerged ( )
inline

Definition at line 4992 of file Actor.h.

◆ CachedTutorialBitFlagsKeyField()

__int64 & AShooterCharacter::CachedTutorialBitFlagsKeyField ( )
inline

Definition at line 4979 of file Actor.h.

◆ CalcIsIndoors() [1/2]

bool AShooterCharacter::CalcIsIndoors ( )
inline

Definition at line 4887 of file Actor.h.

◆ CalcIsIndoors() [2/2]

bool AShooterCharacter::CalcIsIndoors ( )
inline

Definition at line 5054 of file Actor.h.

◆ CalculateForwarBendingAngle()

FRotator * AShooterCharacter::CalculateForwarBendingAngle ( FRotator * result)
inline

Definition at line 5055 of file Actor.h.

◆ CalculateLookAtHeadLocation()

FVector * AShooterCharacter::CalculateLookAtHeadLocation ( FVector * result)
inline

Definition at line 5056 of file Actor.h.

◆ CallAttackAnimField() [1/2]

UAnimMontage * AShooterCharacter::CallAttackAnimField ( )
inline

Definition at line 4540 of file Actor.h.

◆ CallAttackAnimField() [2/2]

UAnimMontage * AShooterCharacter::CallAttackAnimField ( )
inline

Definition at line 4781 of file Actor.h.

◆ CallFollowAnimField() [1/2]

UAnimMontage * AShooterCharacter::CallFollowAnimField ( )
inline

Definition at line 4535 of file Actor.h.

◆ CallFollowAnimField() [2/2]

UAnimMontage * AShooterCharacter::CallFollowAnimField ( )
inline

Definition at line 4776 of file Actor.h.

◆ CallFollowAnimSingleField() [1/2]

UAnimMontage * AShooterCharacter::CallFollowAnimSingleField ( )
inline

Definition at line 4537 of file Actor.h.

◆ CallFollowAnimSingleField() [2/2]

UAnimMontage * AShooterCharacter::CallFollowAnimSingleField ( )
inline

Definition at line 4778 of file Actor.h.

◆ CallGameStateHandleEvent() [1/2]

void AShooterCharacter::CallGameStateHandleEvent ( FName NameParam,
FVector VecParam )
inline

Definition at line 4960 of file Actor.h.

◆ CallGameStateHandleEvent() [2/2]

void AShooterCharacter::CallGameStateHandleEvent ( FName NameParam,
FVector VecParam )
inline

Definition at line 5057 of file Actor.h.

◆ CallMoveToAnimField() [1/2]

UAnimMontage * AShooterCharacter::CallMoveToAnimField ( )
inline

Definition at line 4539 of file Actor.h.

◆ CallMoveToAnimField() [2/2]

UAnimMontage * AShooterCharacter::CallMoveToAnimField ( )
inline

Definition at line 4780 of file Actor.h.

◆ CallStayAnimField() [1/2]

UAnimMontage * AShooterCharacter::CallStayAnimField ( )
inline

Definition at line 4536 of file Actor.h.

◆ CallStayAnimField() [2/2]

UAnimMontage * AShooterCharacter::CallStayAnimField ( )
inline

Definition at line 4777 of file Actor.h.

◆ CallStayAnimSingleField() [1/2]

UAnimMontage * AShooterCharacter::CallStayAnimSingleField ( )
inline

Definition at line 4538 of file Actor.h.

◆ CallStayAnimSingleField() [2/2]

UAnimMontage * AShooterCharacter::CallStayAnimSingleField ( )
inline

Definition at line 4779 of file Actor.h.

◆ CanBeCarried() [1/2]

bool AShooterCharacter::CanBeCarried ( APrimalCharacter * ByCarrier)
inline

Definition at line 4822 of file Actor.h.

◆ CanBeCarried() [2/2]

bool AShooterCharacter::CanBeCarried ( APrimalCharacter * ByCarrier)
inline

Definition at line 5058 of file Actor.h.

◆ CancelTrade()

void AShooterCharacter::CancelTrade ( )
inline

Definition at line 5068 of file Actor.h.

◆ CanCrouch() [1/2]

bool AShooterCharacter::CanCrouch ( )
inline

Definition at line 4799 of file Actor.h.

◆ CanCrouch() [2/2]

bool AShooterCharacter::CanCrouch ( )
inline

Definition at line 5059 of file Actor.h.

◆ CanCrouchInternal()

bool AShooterCharacter::CanCrouchInternal ( )
inline

Definition at line 5060 of file Actor.h.

◆ CanDoUsableHarvesting() [1/2]

bool AShooterCharacter::CanDoUsableHarvesting ( )
inline

Definition at line 4915 of file Actor.h.

◆ CanDoUsableHarvesting() [2/2]

bool AShooterCharacter::CanDoUsableHarvesting ( )
inline

Definition at line 5061 of file Actor.h.

◆ CanDragCharacter() [1/2]

bool AShooterCharacter::CanDragCharacter ( APrimalCharacter * Character)
inline

Definition at line 4992 of file Actor.h.

◆ CanDragCharacter() [2/2]

bool AShooterCharacter::CanDragCharacter ( APrimalCharacter * Character)
inline

Definition at line 5062 of file Actor.h.

◆ CanEquipWeapons()

bool AShooterCharacter::CanEquipWeapons ( )
inline

Definition at line 5066 of file Actor.h.

◆ CanFire() [1/2]

bool AShooterCharacter::CanFire ( )
inline

Definition at line 4792 of file Actor.h.

◆ CanFire() [2/2]

bool AShooterCharacter::CanFire ( )
inline

Definition at line 5063 of file Actor.h.

◆ CanGiveCaptainOrders()

bool AShooterCharacter::CanGiveCaptainOrders ( )
inline

Definition at line 5064 of file Actor.h.

◆ CanJumpInternal_Implementation() [1/2]

bool AShooterCharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 4872 of file Actor.h.

◆ CanJumpInternal_Implementation() [2/2]

bool AShooterCharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 5065 of file Actor.h.

◆ CanProne() [1/2]

bool AShooterCharacter::CanProne ( )
inline

Definition at line 4798 of file Actor.h.

◆ CanProne() [2/2]

bool AShooterCharacter::CanProne ( )
inline

Definition at line 5066 of file Actor.h.

◆ CanProneInternal() [1/2]

bool AShooterCharacter::CanProneInternal ( )
inline

Definition at line 4873 of file Actor.h.

◆ CanProneInternal() [2/2]

bool AShooterCharacter::CanProneInternal ( )
inline

Definition at line 5067 of file Actor.h.

◆ CaptureCharacterSnapshot() [1/2]

void AShooterCharacter::CaptureCharacterSnapshot ( UPrimalItem * Item)
inline

Definition at line 4908 of file Actor.h.

◆ CaptureCharacterSnapshot() [2/2]

void AShooterCharacter::CaptureCharacterSnapshot ( UPrimalItem * Item)
inline

Definition at line 5069 of file Actor.h.

◆ ChangeActorTeam() [1/2]

void AShooterCharacter::ChangeActorTeam ( int NewTeam)
inline

Definition at line 4882 of file Actor.h.

◆ ChangeActorTeam() [2/2]

void AShooterCharacter::ChangeActorTeam ( int NewTeam)
inline

Definition at line 5070 of file Actor.h.

◆ CharacterAdditiveStandingAnimField() [1/2]

UAnimSequence * AShooterCharacter::CharacterAdditiveStandingAnimField ( )
inline

Definition at line 4661 of file Actor.h.

◆ CharacterAdditiveStandingAnimField() [2/2]

UAnimSequence * AShooterCharacter::CharacterAdditiveStandingAnimField ( )
inline

Definition at line 4903 of file Actor.h.

◆ CharacterStatusStateSoundComponentField() [1/2]

UAudioComponent * AShooterCharacter::CharacterStatusStateSoundComponentField ( )
inline

Definition at line 4524 of file Actor.h.

◆ CharacterStatusStateSoundComponentField() [2/2]

UAudioComponent * AShooterCharacter::CharacterStatusStateSoundComponentField ( )
inline

Definition at line 4765 of file Actor.h.

◆ CheckAndHandleBasedPlayersBeingPushedThroughWalls() [1/2]

void AShooterCharacter::CheckAndHandleBasedPlayersBeingPushedThroughWalls ( )
inline

Definition at line 4818 of file Actor.h.

◆ CheckAndHandleBasedPlayersBeingPushedThroughWalls() [2/2]

void AShooterCharacter::CheckAndHandleBasedPlayersBeingPushedThroughWalls ( )
inline

Definition at line 5071 of file Actor.h.

◆ CheckFallFromLadder()

void AShooterCharacter::CheckFallFromLadder ( )
inline

Definition at line 4748 of file Actor.h.

◆ CheckNextSecondaryWeapon()

void AShooterCharacter::CheckNextSecondaryWeapon ( )
inline

Definition at line 5072 of file Actor.h.

◆ CheckShipPenetrations()

bool AShooterCharacter::CheckShipPenetrations ( )
inline

Definition at line 5073 of file Actor.h.

◆ ClearCarryingDino() [1/2]

void AShooterCharacter::ClearCarryingDino ( bool bFromDino,
bool bCancelAnyCarryBuffs )
inline

Definition at line 4863 of file Actor.h.

◆ ClearCarryingDino() [2/2]

void AShooterCharacter::ClearCarryingDino ( bool bFromDino,
bool bCancelAnyCarryBuffs )
inline

Definition at line 5074 of file Actor.h.

◆ ClearLadderAttachmentInfo()

void AShooterCharacter::ClearLadderAttachmentInfo ( )
inline

Definition at line 5075 of file Actor.h.

◆ ClearRidingDino() [1/2]

void AShooterCharacter::ClearRidingDino ( bool bFromDino,
int OverrideUnboardDirection )
inline

Definition at line 5076 of file Actor.h.

◆ ClearRidingDino() [2/2]

void AShooterCharacter::ClearRidingDino ( bool bFromDino,
int OverrideUnboardDirection,
bool bForceEvenIfBuffPreventsClear )
inline

Definition at line 4861 of file Actor.h.

◆ ClearRidingDinoAsPassenger() [1/2]

void AShooterCharacter::ClearRidingDinoAsPassenger ( bool bFromDino)
inline

Definition at line 4865 of file Actor.h.

◆ ClearRidingDinoAsPassenger() [2/2]

void AShooterCharacter::ClearRidingDinoAsPassenger ( bool bFromDino)
inline

Definition at line 5077 of file Actor.h.

◆ ClearSpawnAnim() [1/2]

void AShooterCharacter::ClearSpawnAnim ( )
inline

Definition at line 4756 of file Actor.h.

◆ ClearSpawnAnim() [2/2]

void AShooterCharacter::ClearSpawnAnim ( )
inline

Definition at line 5078 of file Actor.h.

◆ ClientClearTribeRequest() [1/2]

void AShooterCharacter::ClientClearTribeRequest ( )
inline

Definition at line 5084 of file Actor.h.

◆ ClientClearTribeRequest() [2/2]

void AShooterCharacter::ClientClearTribeRequest ( )
inline

Definition at line 5374 of file Actor.h.

◆ ClientClearTribeRequest_Implementation() [1/2]

void AShooterCharacter::ClientClearTribeRequest_Implementation ( )
inline

Definition at line 4883 of file Actor.h.

◆ ClientClearTribeRequest_Implementation() [2/2]

void AShooterCharacter::ClientClearTribeRequest_Implementation ( )
inline

Definition at line 5079 of file Actor.h.

◆ ClientInviteToAlliance() [1/2]

void AShooterCharacter::ClientInviteToAlliance ( int RequestingTeam,
unsigned int AllianceID,
FString * AllianceName,
FString * InviteeName )
inline

Definition at line 5085 of file Actor.h.

◆ ClientInviteToAlliance() [2/2]

void AShooterCharacter::ClientInviteToAlliance ( int RequestingTeam,
unsigned int AllianceID,
FString * AllianceName,
FString * InviteeName )
inline

Definition at line 5375 of file Actor.h.

◆ ClientInviteToAlliance_Implementation() [1/2]

void AShooterCharacter::ClientInviteToAlliance_Implementation ( int RequestingTeam,
unsigned int AllianceID,
FString * AllianceName,
FString * InviteeName )
inline

Definition at line 4990 of file Actor.h.

◆ ClientInviteToAlliance_Implementation() [2/2]

void AShooterCharacter::ClientInviteToAlliance_Implementation ( int RequestingTeam,
unsigned int AllianceID,
FString * AllianceName,
FString * InviteeName )
inline

Definition at line 5080 of file Actor.h.

◆ ClientMultiUse() [1/2]

void AShooterCharacter::ClientMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 4879 of file Actor.h.

◆ ClientMultiUse() [2/2]

void AShooterCharacter::ClientMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 5081 of file Actor.h.

◆ ClientNetEndClimbingLadder() [1/2]

void AShooterCharacter::ClientNetEndClimbingLadder ( )
inline

Definition at line 5086 of file Actor.h.

◆ ClientNetEndClimbingLadder() [2/2]

void AShooterCharacter::ClientNetEndClimbingLadder ( )
inline

Definition at line 5376 of file Actor.h.

◆ ClientNetEndClimbingLadder_Implementation() [1/2]

void AShooterCharacter::ClientNetEndClimbingLadder_Implementation ( )
inline

Definition at line 4984 of file Actor.h.

◆ ClientNetEndClimbingLadder_Implementation() [2/2]

void AShooterCharacter::ClientNetEndClimbingLadder_Implementation ( )
inline

Definition at line 5082 of file Actor.h.

◆ ClientNotifyLevelUp_Implementation() [1/2]

void AShooterCharacter::ClientNotifyLevelUp_Implementation ( )
inline

Definition at line 4918 of file Actor.h.

◆ ClientNotifyLevelUp_Implementation() [2/2]

void AShooterCharacter::ClientNotifyLevelUp_Implementation ( )
inline

Definition at line 5083 of file Actor.h.

◆ ClientNotifyTribeRequest() [1/2]

void AShooterCharacter::ClientNotifyTribeRequest ( FString * RequestTribeName,
AShooterCharacter * PlayerCharacter )
inline

Definition at line 5087 of file Actor.h.

◆ ClientNotifyTribeRequest() [2/2]

void AShooterCharacter::ClientNotifyTribeRequest ( FString * RequestTribeName,
AShooterCharacter * PlayerCharacter )
inline

Definition at line 5377 of file Actor.h.

◆ ClientNotifyTribeRequest_Implementation() [1/2]

void AShooterCharacter::ClientNotifyTribeRequest_Implementation ( FString * RequestTribeName,
AShooterCharacter * PlayerCharacter )
inline

Definition at line 4884 of file Actor.h.

◆ ClientNotifyTribeRequest_Implementation() [2/2]

void AShooterCharacter::ClientNotifyTribeRequest_Implementation ( FString * RequestTribeName,
AShooterCharacter * PlayerCharacter )
inline

Definition at line 5084 of file Actor.h.

◆ ClientOnDiscoveredZone()

void AShooterCharacter::ClientOnDiscoveredZone ( int ZoneId,
int NewNumZonesDiscovered )
inline

Definition at line 5378 of file Actor.h.

◆ ClientOnDiscoveredZone_Implementation()

void AShooterCharacter::ClientOnDiscoveredZone_Implementation ( int ZoneId,
int NewNumZonesDiscovered )
inline

Definition at line 5085 of file Actor.h.

◆ ClientOrderedAttackTarget() [1/2]

void AShooterCharacter::ClientOrderedAttackTarget ( AActor * attackTarget)
inline

Definition at line 5088 of file Actor.h.

◆ ClientOrderedAttackTarget() [2/2]

void AShooterCharacter::ClientOrderedAttackTarget ( AActor * attackTarget)
inline

Definition at line 5379 of file Actor.h.

◆ ClientOrderedAttackTarget_Implementation() [1/2]

void AShooterCharacter::ClientOrderedAttackTarget_Implementation ( AActor * attackTarget)
inline

Definition at line 4937 of file Actor.h.

◆ ClientOrderedAttackTarget_Implementation() [2/2]

void AShooterCharacter::ClientOrderedAttackTarget_Implementation ( AActor * attackTarget)
inline

Definition at line 5086 of file Actor.h.

◆ ClientOrderedMoveTo() [1/2]

void AShooterCharacter::ClientOrderedMoveTo ( FVector MoveToLoc)
inline

Definition at line 5089 of file Actor.h.

◆ ClientOrderedMoveTo() [2/2]

void AShooterCharacter::ClientOrderedMoveTo ( FVector MoveToLoc,
AActor * MoveToActorRef )
inline

Definition at line 5380 of file Actor.h.

◆ ClientOrderedMoveTo_Implementation() [1/2]

void AShooterCharacter::ClientOrderedMoveTo_Implementation ( FVector MoveToLoc)
inline

Definition at line 4936 of file Actor.h.

◆ ClientOrderedMoveTo_Implementation() [2/2]

void AShooterCharacter::ClientOrderedMoveTo_Implementation ( FVector MoveToLoc,
AActor * MoveToActorRef )
inline

Definition at line 5088 of file Actor.h.

◆ ClientOrderedMoveToRaft()

void AShooterCharacter::ClientOrderedMoveToRaft ( FVector MoveToRelLoc,
APrimalRaft * MoveToRaftRef,
int ToDeckIndex )
inline

Definition at line 5381 of file Actor.h.

◆ ClientOrderedMoveToRaft_Implementation()

void AShooterCharacter::ClientOrderedMoveToRaft_Implementation ( FVector MoveToRelLoc,
APrimalRaft * MoveToRaftRef,
int ToDeckIndex )
inline

Definition at line 5087 of file Actor.h.

◆ ClientPlayHarvestAnim() [1/2]

void AShooterCharacter::ClientPlayHarvestAnim ( )
inline

Definition at line 5090 of file Actor.h.

◆ ClientPlayHarvestAnim() [2/2]

void AShooterCharacter::ClientPlayHarvestAnim ( )
inline

Definition at line 5382 of file Actor.h.

◆ ClientPlayHarvestAnim_Implementation() [1/2]

void AShooterCharacter::ClientPlayHarvestAnim_Implementation ( )
inline

Definition at line 4867 of file Actor.h.

◆ ClientPlayHarvestAnim_Implementation() [2/2]

void AShooterCharacter::ClientPlayHarvestAnim_Implementation ( )
inline

Definition at line 5089 of file Actor.h.

◆ ClientPrepareForSeamlessTravel_Implementation()

void AShooterCharacter::ClientPrepareForSeamlessTravel_Implementation ( )
inline

Definition at line 5090 of file Actor.h.

◆ ClientProcessLadderAttachment()

void AShooterCharacter::ClientProcessLadderAttachment ( )
inline

Definition at line 5091 of file Actor.h.

◆ ClientReceiveFeatCooldowns()

void AShooterCharacter::ClientReceiveFeatCooldowns ( TArray< FFeatCooldown > * theFeatCooldowns)
inline

Definition at line 5383 of file Actor.h.

◆ ClientReceiveFeatCooldowns_Implementation()

void AShooterCharacter::ClientReceiveFeatCooldowns_Implementation ( TArray< FFeatCooldown > * theFeatCooldowns)
inline

Definition at line 5092 of file Actor.h.

◆ ClientReceiveNextWeaponID() [1/2]

void AShooterCharacter::ClientReceiveNextWeaponID ( FItemNetID theItemID)
inline

Definition at line 5091 of file Actor.h.

◆ ClientReceiveNextWeaponID() [2/2]

void AShooterCharacter::ClientReceiveNextWeaponID ( FItemNetID theItemID)
inline

Definition at line 5384 of file Actor.h.

◆ ClientReceiveNextWeaponID_Implementation() [1/2]

void AShooterCharacter::ClientReceiveNextWeaponID_Implementation ( FItemNetID theItemID)
inline

Definition at line 5036 of file Actor.h.

◆ ClientReceiveNextWeaponID_Implementation() [2/2]

void AShooterCharacter::ClientReceiveNextWeaponID_Implementation ( FItemNetID theItemID)
inline

Definition at line 5093 of file Actor.h.

◆ ClientSeatedViewRotationPitchField() [1/2]

float & AShooterCharacter::ClientSeatedViewRotationPitchField ( )
inline

Definition at line 4639 of file Actor.h.

◆ ClientSeatedViewRotationPitchField() [2/2]

float & AShooterCharacter::ClientSeatedViewRotationPitchField ( )
inline

Definition at line 4882 of file Actor.h.

◆ ClientSeatedViewRotationYawField() [1/2]

float & AShooterCharacter::ClientSeatedViewRotationYawField ( )
inline

Definition at line 4640 of file Actor.h.

◆ ClientSeatedViewRotationYawField() [2/2]

float & AShooterCharacter::ClientSeatedViewRotationYawField ( )
inline

Definition at line 4883 of file Actor.h.

◆ ClientSetRotation()

void AShooterCharacter::ClientSetRotation ( FRotator NewRotation)
inline

Definition at line 5094 of file Actor.h.

◆ ClientsSpawnHexagonVFX()

void AShooterCharacter::ClientsSpawnHexagonVFX ( int NumHexagons,
float OverrideCollectSFXVolume,
FVector OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts )
inline

Definition at line 5092 of file Actor.h.

◆ ClientsSpawnHexagonVFX_Implementation()

void AShooterCharacter::ClientsSpawnHexagonVFX_Implementation ( int NumHexagons,
float OverrideCollectSFXVolume,
FVector OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts )
inline

Definition at line 5058 of file Actor.h.

◆ ClientTradeNotification()

void AShooterCharacter::ClientTradeNotification ( AShooterCharacter * OtherPlayer)
inline

Definition at line 5385 of file Actor.h.

◆ ClientTradeNotification_Implementation()

void AShooterCharacter::ClientTradeNotification_Implementation ( AShooterCharacter * OtherPlayer)
inline

Definition at line 5095 of file Actor.h.

◆ ClientTranspondersInfoField() [1/2]

TArray< FTransponderInfo > & AShooterCharacter::ClientTranspondersInfoField ( )
inline

Definition at line 4462 of file Actor.h.

◆ ClientTranspondersInfoField() [2/2]

TArray< FTransponderInfo > & AShooterCharacter::ClientTranspondersInfoField ( )
inline

Definition at line 4711 of file Actor.h.

◆ ClientUpdateReloadAll()

void AShooterCharacter::ClientUpdateReloadAll ( )
inline

Definition at line 5096 of file Actor.h.

◆ ClientUpdateTranspondersInfo() [1/2]

void AShooterCharacter::ClientUpdateTranspondersInfo ( TArray< FTransponderInfo > * TranspondersInfo,
bool bNewData )
inline

Definition at line 5093 of file Actor.h.

◆ ClientUpdateTranspondersInfo() [2/2]

void AShooterCharacter::ClientUpdateTranspondersInfo ( TArray< FTransponderInfo > * TranspondersInfo,
bool bNewData )
inline

Definition at line 5386 of file Actor.h.

◆ ClientUpdateTranspondersInfo_Implementation() [1/2]

void AShooterCharacter::ClientUpdateTranspondersInfo_Implementation ( TArray< FTransponderInfo > * TranspondersInfo,
bool bNewData )
inline

Definition at line 4795 of file Actor.h.

◆ ClientUpdateTranspondersInfo_Implementation() [2/2]

void AShooterCharacter::ClientUpdateTranspondersInfo_Implementation ( TArray< FTransponderInfo > * TranspondersInfo,
bool bNewData )
inline

Definition at line 5097 of file Actor.h.

◆ ClimbingLadderField()

TWeakObjectPtr< APrimalStructureLadder > & AShooterCharacter::ClimbingLadderField ( )
inline

Definition at line 4502 of file Actor.h.

◆ ClosedInventoryUI()

void AShooterCharacter::ClosedInventoryUI ( )
inline

Definition at line 4955 of file Actor.h.

◆ CompassWeaponField() [1/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::CompassWeaponField ( )
inline

Definition at line 4501 of file Actor.h.

◆ CompassWeaponField() [2/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::CompassWeaponField ( )
inline

Definition at line 4748 of file Actor.h.

◆ ComputeFacialHairMorphTargetValue()

static float AShooterCharacter::ComputeFacialHairMorphTargetValue ( bool bFemale,
char HairIndex,
float PercentOfGrowth )
inlinestatic

Definition at line 5020 of file Actor.h.

◆ ComputeHeadHairMorphTargetValue()

static float AShooterCharacter::ComputeHeadHairMorphTargetValue ( bool bFemale,
char HairIndex,
float PercentOfGrowth )
inlinestatic

Definition at line 5018 of file Actor.h.

◆ ControllerLeavingGame() [1/2]

void AShooterCharacter::ControllerLeavingGame ( AShooterPlayerController * theController)
inline

Definition at line 4760 of file Actor.h.

◆ ControllerLeavingGame() [2/2]

void AShooterCharacter::ControllerLeavingGame ( AShooterPlayerController * theController)
inline

Definition at line 5098 of file Actor.h.

◆ CraftingMovementSpeedModifierField() [1/2]

float & AShooterCharacter::CraftingMovementSpeedModifierField ( )
inline

Definition at line 4547 of file Actor.h.

◆ CraftingMovementSpeedModifierField() [2/2]

float & AShooterCharacter::CraftingMovementSpeedModifierField ( )
inline

Definition at line 4789 of file Actor.h.

◆ CuddleAnimationField() [1/2]

UAnimMontage * AShooterCharacter::CuddleAnimationField ( )
inline

Definition at line 4652 of file Actor.h.

◆ CuddleAnimationField() [2/2]

UAnimMontage * AShooterCharacter::CuddleAnimationField ( )
inline

Definition at line 4894 of file Actor.h.

◆ CurrentAimBlendingField() [1/2]

float & AShooterCharacter::CurrentAimBlendingField ( )
inline

Definition at line 4544 of file Actor.h.

◆ CurrentAimBlendingField() [2/2]

float & AShooterCharacter::CurrentAimBlendingField ( )
inline

Definition at line 4786 of file Actor.h.

◆ CurrentControlledBallistaYawField() [1/2]

float & AShooterCharacter::CurrentControlledBallistaYawField ( )
inline

Definition at line 4630 of file Actor.h.

◆ CurrentControlledBallistaYawField() [2/2]

float & AShooterCharacter::CurrentControlledBallistaYawField ( )
inline

Definition at line 4873 of file Actor.h.

◆ CurrentDiscoveryZoneIDField()

int & AShooterCharacter::CurrentDiscoveryZoneIDField ( )
inline

Definition at line 4960 of file Actor.h.

◆ CurrentForwardBindingAlphaField()

float & AShooterCharacter::CurrentForwardBindingAlphaField ( )
inline

Definition at line 4957 of file Actor.h.

◆ CurrentGrappledToCharacterField() [1/2]

TWeakObjectPtr< APrimalCharacter > & AShooterCharacter::CurrentGrappledToCharacterField ( )
inline

Definition at line 4645 of file Actor.h.

◆ CurrentGrappledToCharacterField() [2/2]

TWeakObjectPtr< APrimalCharacter > & AShooterCharacter::CurrentGrappledToCharacterField ( )
inline

Definition at line 4887 of file Actor.h.

◆ CurrentItemBalloonField()

TWeakObjectPtr< APrimalStructure > & AShooterCharacter::CurrentItemBalloonField ( )
inline

Definition at line 4684 of file Actor.h.

◆ CurrentPassengerSeatDefinitionField() [1/2]

FSaddlePassengerSeatDefinition & AShooterCharacter::CurrentPassengerSeatDefinitionField ( )
inline

Definition at line 4595 of file Actor.h.

◆ CurrentPassengerSeatDefinitionField() [2/2]

FSaddlePassengerSeatDefinition & AShooterCharacter::CurrentPassengerSeatDefinitionField ( )
inline

Definition at line 4834 of file Actor.h.

◆ CurrentVoiceModeAsUInt32Field() [1/2]

unsigned int & AShooterCharacter::CurrentVoiceModeAsUInt32Field ( )
inline

Definition at line 4477 of file Actor.h.

◆ CurrentVoiceModeAsUInt32Field() [2/2]

unsigned int & AShooterCharacter::CurrentVoiceModeAsUInt32Field ( )
inline

Definition at line 4729 of file Actor.h.

◆ CurrentWeaponBobSpeedField() [1/2]

float & AShooterCharacter::CurrentWeaponBobSpeedField ( )
inline

Definition at line 4527 of file Actor.h.

◆ CurrentWeaponBobSpeedField() [2/2]

float & AShooterCharacter::CurrentWeaponBobSpeedField ( )
inline

Definition at line 4768 of file Actor.h.

◆ CurrentWeaponField()

AShooterWeapon * AShooterCharacter::CurrentWeaponField ( )
inline

Definition at line 4567 of file Actor.h.

◆ DedicatedServerBoneFixup() [1/2]

void AShooterCharacter::DedicatedServerBoneFixup ( )
inline

Definition at line 4759 of file Actor.h.

◆ DedicatedServerBoneFixup() [2/2]

void AShooterCharacter::DedicatedServerBoneFixup ( )
inline

Definition at line 5099 of file Actor.h.

◆ DefaultAttachmentInfosField() [1/2]

TArray< FItemAttachmentInfo > & AShooterCharacter::DefaultAttachmentInfosField ( )
inline

Definition at line 4558 of file Actor.h.

◆ DefaultAttachmentInfosField() [2/2]

TArray< FItemAttachmentInfo > & AShooterCharacter::DefaultAttachmentInfosField ( )
inline

Definition at line 4800 of file Actor.h.

◆ DefaultDinoRidingAnimationField() [1/2]

UAnimSequence * AShooterCharacter::DefaultDinoRidingAnimationField ( )
inline

Definition at line 4586 of file Actor.h.

◆ DefaultDinoRidingAnimationField() [2/2]

UAnimSequence * AShooterCharacter::DefaultDinoRidingAnimationField ( )
inline

Definition at line 4827 of file Actor.h.

◆ DefaultDinoRidingMoveAnimationField() [1/2]

UAnimSequence * AShooterCharacter::DefaultDinoRidingMoveAnimationField ( )
inline

Definition at line 4587 of file Actor.h.

◆ DefaultDinoRidingMoveAnimationField() [2/2]

UAnimSequence * AShooterCharacter::DefaultDinoRidingMoveAnimationField ( )
inline

Definition at line 4828 of file Actor.h.

◆ DefaultHexagonAmountEarnedOnMissionCompletionField()

int & AShooterCharacter::DefaultHexagonAmountEarnedOnMissionCompletionField ( )
inline

Definition at line 4689 of file Actor.h.

◆ DefaultSeatingAnimationField()

UAnimSequence * AShooterCharacter::DefaultSeatingAnimationField ( )
inline

Definition at line 4588 of file Actor.h.

◆ DefaultShieldAnimationField()

UAnimSequence * AShooterCharacter::DefaultShieldAnimationField ( )
inline

Definition at line 4589 of file Actor.h.

◆ DefaultWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::DefaultWeaponField ( )
inline

Definition at line 4497 of file Actor.h.

◆ DelayedTransitionFixup()

void AShooterCharacter::DelayedTransitionFixup ( )
inline

Definition at line 5101 of file Actor.h.

◆ DelayGiveDefaultWeapon() [1/2]

void AShooterCharacter::DelayGiveDefaultWeapon ( float DelayTime)
inline

Definition at line 4778 of file Actor.h.

◆ DelayGiveDefaultWeapon() [2/2]

void AShooterCharacter::DelayGiveDefaultWeapon ( float DelayTime)
inline

Definition at line 5100 of file Actor.h.

◆ Destroyed() [1/2]

void AShooterCharacter::Destroyed ( )
inline

Definition at line 4749 of file Actor.h.

◆ Destroyed() [2/2]

void AShooterCharacter::Destroyed ( )
inline

Definition at line 5102 of file Actor.h.

◆ DestroyInventory()

void AShooterCharacter::DestroyInventory ( )
inline

Definition at line 4787 of file Actor.h.

◆ DetachFromHostCharacter()

void AShooterCharacter::DetachFromHostCharacter ( APrimalCharacter * HostCharacter)
inline

Definition at line 5103 of file Actor.h.

◆ DetachFromLadder() [1/2]

void AShooterCharacter::DetachFromLadder ( )
inline

Definition at line 5094 of file Actor.h.

◆ DetachFromLadder() [2/2]

void AShooterCharacter::DetachFromLadder ( bool bIgnoreOnAutonomousProxy)
inline

Definition at line 5387 of file Actor.h.

◆ DetachFromLadder_Implementation() [1/2]

void AShooterCharacter::DetachFromLadder_Implementation ( )
inline

Definition at line 4963 of file Actor.h.

◆ DetachFromLadder_Implementation() [2/2]

void AShooterCharacter::DetachFromLadder_Implementation ( bool bIgnoreOnAutonomousProxy)
inline

Definition at line 5104 of file Actor.h.

◆ DetachGrapHookCable() [1/2]

void AShooterCharacter::DetachGrapHookCable ( )
inline

Definition at line 5095 of file Actor.h.

◆ DetachGrapHookCable() [2/2]

void AShooterCharacter::DetachGrapHookCable ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5388 of file Actor.h.

◆ DetachGrapHookCable_Implementation() [1/2]

void AShooterCharacter::DetachGrapHookCable_Implementation ( )
inline

Definition at line 4766 of file Actor.h.

◆ DetachGrapHookCable_Implementation() [2/2]

void AShooterCharacter::DetachGrapHookCable_Implementation ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5105 of file Actor.h.

◆ Die() [1/2]

bool AShooterCharacter::Die ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 4870 of file Actor.h.

◆ Die() [2/2]

bool AShooterCharacter::Die ( float KillingDamage,
FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 5106 of file Actor.h.

◆ DirectionalSpeedMultipliersField()

FieldArray< float, 8 > AShooterCharacter::DirectionalSpeedMultipliersField ( )
inline

Definition at line 4954 of file Actor.h.

◆ DoCharacterDetachment() [1/2]

void AShooterCharacter::DoCharacterDetachment ( bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff * BuffToIgnore )
inline

Definition at line 5037 of file Actor.h.

◆ DoCharacterDetachment() [2/2]

void AShooterCharacter::DoCharacterDetachment ( bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff * BuffToIgnore )
inline

Definition at line 5107 of file Actor.h.

◆ DontTargetUntilTimeField() [1/2]

long double & AShooterCharacter::DontTargetUntilTimeField ( )
inline

Definition at line 4484 of file Actor.h.

◆ DontTargetUntilTimeField() [2/2]

long double & AShooterCharacter::DontTargetUntilTimeField ( )
inline

Definition at line 4737 of file Actor.h.

◆ DraggingCharacterAnimField() [1/2]

UAnimMontage * AShooterCharacter::DraggingCharacterAnimField ( )
inline

Definition at line 4475 of file Actor.h.

◆ DraggingCharacterAnimField() [2/2]

UAnimMontage * AShooterCharacter::DraggingCharacterAnimField ( )
inline

Definition at line 4727 of file Actor.h.

◆ DrawFloatingChatMessage()

void AShooterCharacter::DrawFloatingChatMessage ( AShooterHUD * HUD,
FString Message,
long double receivedChatTime )
inline

Definition at line 5108 of file Actor.h.

◆ DrawFloatingHUD() [1/2]

void AShooterCharacter::DrawFloatingHUD ( AShooterHUD * HUD)
inline

Definition at line 4786 of file Actor.h.

◆ DrawFloatingHUD() [2/2]

void AShooterCharacter::DrawFloatingHUD ( AShooterHUD * HUD)
inline

Definition at line 5109 of file Actor.h.

◆ DrawTranspondersInfo() [1/2]

void AShooterCharacter::DrawTranspondersInfo ( AShooterHUD * HUD)
inline

Definition at line 4754 of file Actor.h.

◆ DrawTranspondersInfo() [2/2]

void AShooterCharacter::DrawTranspondersInfo ( AShooterHUD * HUD)
inline

Definition at line 5110 of file Actor.h.

◆ DrinkingAnimationField() [1/2]

UAnimMontage * AShooterCharacter::DrinkingAnimationField ( )
inline

Definition at line 4574 of file Actor.h.

◆ DrinkingAnimationField() [2/2]

UAnimMontage * AShooterCharacter::DrinkingAnimationField ( )
inline

Definition at line 4813 of file Actor.h.

◆ DropItemAnimationField() [1/2]

UAnimMontage * AShooterCharacter::DropItemAnimationField ( )
inline

Definition at line 4506 of file Actor.h.

◆ DropItemAnimationField() [2/2]

UAnimMontage * AShooterCharacter::DropItemAnimationField ( )
inline

Definition at line 4751 of file Actor.h.

◆ EmoteAnimsField() [1/2]

TArray< UAnimMontage * > AShooterCharacter::EmoteAnimsField ( )
inline

Definition at line 4472 of file Actor.h.

◆ EmoteAnimsField() [2/2]

TArray< UAnimMontage * > AShooterCharacter::EmoteAnimsField ( )
inline

Definition at line 4725 of file Actor.h.

◆ EndCrouchSoundField() [1/2]

USoundCue * AShooterCharacter::EndCrouchSoundField ( )
inline

Definition at line 4560 of file Actor.h.

◆ EndCrouchSoundField() [2/2]

USoundCue * AShooterCharacter::EndCrouchSoundField ( )
inline

Definition at line 4802 of file Actor.h.

◆ EndProneSoundField() [1/2]

USoundCue * AShooterCharacter::EndProneSoundField ( )
inline

Definition at line 4562 of file Actor.h.

◆ EndProneSoundField() [2/2]

USoundCue * AShooterCharacter::EndProneSoundField ( )
inline

Definition at line 4804 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceCrouchedField() [1/2]

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceCrouchedField ( )
inline

Definition at line 4593 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceCrouchedField() [2/2]

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceCrouchedField ( )
inline

Definition at line 4832 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceProneField() [1/2]

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceProneField ( )
inline

Definition at line 4592 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceProneField() [2/2]

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceProneField ( )
inline

Definition at line 4831 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceStandingField() [1/2]

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceStandingField ( )
inline

Definition at line 4594 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceStandingField() [2/2]

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceStandingField ( )
inline

Definition at line 4833 of file Actor.h.

◆ ExtendedInfoTooltipCheckRangeField()

float & AShooterCharacter::ExtendedInfoTooltipCheckRangeField ( )
inline

Definition at line 4967 of file Actor.h.

◆ ExtendedInfoTooltipPaddingField()

FVector2D & AShooterCharacter::ExtendedInfoTooltipPaddingField ( )
inline

Definition at line 4965 of file Actor.h.

◆ ExtendedInfoTooltipScaleField()

FVector2D & AShooterCharacter::ExtendedInfoTooltipScaleField ( )
inline

Definition at line 4966 of file Actor.h.

◆ ExtraExtraVectorVarField() [1/2]

FVector & AShooterCharacter::ExtraExtraVectorVarField ( )
inline

Definition at line 4625 of file Actor.h.

◆ ExtraExtraVectorVarField() [2/2]

FVector & AShooterCharacter::ExtraExtraVectorVarField ( )
inline

Definition at line 4871 of file Actor.h.

◆ ExtraFloatVarField() [1/2]

float & AShooterCharacter::ExtraFloatVarField ( )
inline

Definition at line 4623 of file Actor.h.

◆ ExtraFloatVarField() [2/2]

float & AShooterCharacter::ExtraFloatVarField ( )
inline

Definition at line 4869 of file Actor.h.

◆ ExtraNameVarField() [1/2]

FName & AShooterCharacter::ExtraNameVarField ( )
inline

Definition at line 4626 of file Actor.h.

◆ ExtraNameVarField() [2/2]

FName & AShooterCharacter::ExtraNameVarField ( )
inline

Definition at line 4872 of file Actor.h.

◆ ExtraVectorVarField() [1/2]

FVector & AShooterCharacter::ExtraVectorVarField ( )
inline

Definition at line 4624 of file Actor.h.

◆ ExtraVectorVarField() [2/2]

FVector & AShooterCharacter::ExtraVectorVarField ( )
inline

Definition at line 4870 of file Actor.h.

◆ FaceRotation() [1/2]

void AShooterCharacter::FaceRotation ( FRotator NewControlRotation,
float DeltaTime,
bool bFromController )
inline

Definition at line 5032 of file Actor.h.

◆ FaceRotation() [2/2]

void AShooterCharacter::FaceRotation ( FRotator NewControlRotation,
float DeltaTime,
bool bFromController )
inline

Definition at line 5111 of file Actor.h.

◆ FacialHairGrowthParamQuantizationField()

float & AShooterCharacter::FacialHairGrowthParamQuantizationField ( )
inline

Definition at line 4909 of file Actor.h.

◆ FacialHairIndexField() [1/2]

char & AShooterCharacter::FacialHairIndexField ( )
inline

Definition at line 4602 of file Actor.h.

◆ FacialHairIndexField() [2/2]

char & AShooterCharacter::FacialHairIndexField ( )
inline

Definition at line 4841 of file Actor.h.

◆ FallAsleepAnimField()

UAnimMontage * AShooterCharacter::FallAsleepAnimField ( )
inline

Definition at line 4963 of file Actor.h.

◆ FastTravellingStartTimeField()

long double & AShooterCharacter::FastTravellingStartTimeField ( )
inline

Definition at line 4829 of file Actor.h.

◆ fAutoMoveField()

float & AShooterCharacter::fAutoMoveField ( )
inline

Definition at line 4691 of file Actor.h.

◆ fAutoStrafeField()

float & AShooterCharacter::fAutoStrafeField ( )
inline

Definition at line 4692 of file Actor.h.

◆ fAutoTurnField()

float & AShooterCharacter::fAutoTurnField ( )
inline

Definition at line 4693 of file Actor.h.

◆ FeatCooldownsField()

TArray< FFeatCooldown > & AShooterCharacter::FeatCooldownsField ( )
inline

Definition at line 4935 of file Actor.h.

◆ FinalLoadedFromSaveGame() [1/2]

void AShooterCharacter::FinalLoadedFromSaveGame ( )
inline

Definition at line 5030 of file Actor.h.

◆ FinalLoadedFromSaveGame() [2/2]

void AShooterCharacter::FinalLoadedFromSaveGame ( )
inline

Definition at line 5112 of file Actor.h.

◆ FindForPlayerController() [1/2]

static AShooterCharacter * AShooterCharacter::FindForPlayerController ( AShooterPlayerController * aPC)
inlinestatic

Definition at line 4843 of file Actor.h.

◆ FindForPlayerController() [2/2]

static AShooterCharacter * AShooterCharacter::FindForPlayerController ( AShooterPlayerController * aPC)
inlinestatic

Definition at line 5113 of file Actor.h.

◆ FinishSpawnIntro() [1/2]

void AShooterCharacter::FinishSpawnIntro ( )
inline

Definition at line 4841 of file Actor.h.

◆ FinishSpawnIntro() [2/2]

void AShooterCharacter::FinishSpawnIntro ( )
inline

Definition at line 5114 of file Actor.h.

◆ FinishWeaponSwitch() [1/2]

void AShooterCharacter::FinishWeaponSwitch ( )
inline

Definition at line 4784 of file Actor.h.

◆ FinishWeaponSwitch() [2/2]

void AShooterCharacter::FinishWeaponSwitch ( )
inline

Definition at line 5115 of file Actor.h.

◆ FireBallistaAnimationField()

UAnimMontage * AShooterCharacter::FireBallistaAnimationField ( )
inline

Definition at line 4473 of file Actor.h.

◆ FiredWeapon() [1/2]

void AShooterCharacter::FiredWeapon ( )
inline

Definition at line 4920 of file Actor.h.

◆ FiredWeapon() [2/2]

void AShooterCharacter::FiredWeapon ( )
inline

Definition at line 5116 of file Actor.h.

◆ FirstSpawnAnimField() [1/2]

UAnimMontage * AShooterCharacter::FirstSpawnAnimField ( )
inline

Definition at line 4614 of file Actor.h.

◆ FirstSpawnAnimField() [2/2]

UAnimMontage * AShooterCharacter::FirstSpawnAnimField ( )
inline

Definition at line 4862 of file Actor.h.

◆ ForceCrosshair()

bool AShooterCharacter::ForceCrosshair ( )
inline

Definition at line 5043 of file Actor.h.

◆ ForceGiveDefaultWeapon() [1/2]

void AShooterCharacter::ForceGiveDefaultWeapon ( )
inline

Definition at line 4995 of file Actor.h.

◆ ForceGiveDefaultWeapon() [2/2]

void AShooterCharacter::ForceGiveDefaultWeapon ( )
inline

Definition at line 5117 of file Actor.h.

◆ ForceGiveDiscoveryZone()

void AShooterCharacter::ForceGiveDiscoveryZone ( int ZoneId,
bool bDontNotifyClient )
inline

Definition at line 5118 of file Actor.h.

◆ ForceGiveDiscoveryZoneByName()

void AShooterCharacter::ForceGiveDiscoveryZoneByName ( FString ManualZoneName)
inline

Definition at line 5119 of file Actor.h.

◆ ForceGiveGlobalDiscoveryZoneByID()

void AShooterCharacter::ForceGiveGlobalDiscoveryZoneByID ( int ZoneId,
bool bDontNotifyClient )
inline

Definition at line 5120 of file Actor.h.

◆ ForceSleep() [1/2]

void AShooterCharacter::ForceSleep ( )
inline

Definition at line 4791 of file Actor.h.

◆ ForceSleep() [2/2]

void AShooterCharacter::ForceSleep ( )
inline

Definition at line 5121 of file Actor.h.

◆ ForwardBindingAlphaField()

float & AShooterCharacter::ForwardBindingAlphaField ( )
inline

Definition at line 4952 of file Actor.h.

◆ ForwardBindingInterpSpeedField()

float & AShooterCharacter::ForwardBindingInterpSpeedField ( )
inline

Definition at line 4953 of file Actor.h.

◆ FullAgeGameTimeIntervalField()

float & AShooterCharacter::FullAgeGameTimeIntervalField ( )
inline

Definition at line 4848 of file Actor.h.

◆ GameStateHandleEvent() [1/2]

void AShooterCharacter::GameStateHandleEvent ( FName NameParam,
FVector VecParam )
inline

Definition at line 5096 of file Actor.h.

◆ GameStateHandleEvent() [2/2]

void AShooterCharacter::GameStateHandleEvent ( FName NameParam,
FVector VecParam )
inline

Definition at line 5389 of file Actor.h.

◆ GameStateHandleEvent_Implementation() [1/2]

void AShooterCharacter::GameStateHandleEvent_Implementation ( FName NameParam,
FVector VecParam )
inline

Definition at line 4959 of file Actor.h.

◆ GameStateHandleEvent_Implementation() [2/2]

void AShooterCharacter::GameStateHandleEvent_Implementation ( FName NameParam,
FVector VecParam )
inline

Definition at line 5122 of file Actor.h.

◆ GetActiveMission()

AMissionType * AShooterCharacter::GetActiveMission ( )
inline

Definition at line 4968 of file Actor.h.

◆ GetActorSoundAttachmentComponentOverride() [1/2]

USceneComponent * AShooterCharacter::GetActorSoundAttachmentComponentOverride ( USceneComponent * ForComponent)
inline

Definition at line 5026 of file Actor.h.

◆ GetActorSoundAttachmentComponentOverride() [2/2]

USceneComponent * AShooterCharacter::GetActorSoundAttachmentComponentOverride ( USceneComponent * ForComponent)
inline

Definition at line 5123 of file Actor.h.

◆ GetActualTargetingFOV() [1/2]

float AShooterCharacter::GetActualTargetingFOV ( float DefaultTargetingFOV)
inline

Definition at line 4832 of file Actor.h.

◆ GetActualTargetingFOV() [2/2]

float AShooterCharacter::GetActualTargetingFOV ( float DefaultTargetingFOV)
inline

Definition at line 5124 of file Actor.h.

◆ GetAdditiveStandingAnim() [1/2]

UAnimSequence * AShooterCharacter::GetAdditiveStandingAnim ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 4954 of file Actor.h.

◆ GetAdditiveStandingAnim() [2/2]

UAnimSequence * AShooterCharacter::GetAdditiveStandingAnim ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 5125 of file Actor.h.

◆ GetAdditiveStandingAnimNonAdditive() [1/2]

bool AShooterCharacter::GetAdditiveStandingAnimNonAdditive ( )
inline

Definition at line 4953 of file Actor.h.

◆ GetAdditiveStandingAnimNonAdditive() [2/2]

bool AShooterCharacter::GetAdditiveStandingAnimNonAdditive ( )
inline

Definition at line 5126 of file Actor.h.

◆ GetAge()

float AShooterCharacter::GetAge ( )
inline

Definition at line 5127 of file Actor.h.

◆ GetAgeYears()

int AShooterCharacter::GetAgeYears ( )
inline

Definition at line 5128 of file Actor.h.

◆ GetAimOffsets() [1/2]

FRotator * AShooterCharacter::GetAimOffsets ( FRotator * result,
float DeltaTime,
FRotator * RootRotOffset,
float * RootYawSpeed,
float MaxYawAimClamp,
FVector * RootLocOffset )
inline

Definition at line 4770 of file Actor.h.

◆ GetAimOffsets() [2/2]

FRotator * AShooterCharacter::GetAimOffsets ( FRotator * result,
float DeltaTime,
FRotator * RootRotOffset,
float * RootYawSpeed,
float MaxYawAimClamp,
FVector * RootLocOffset )
inline

Definition at line 5129 of file Actor.h.

◆ GetAllAttachedCharsInternal()

bool AShooterCharacter::GetAllAttachedCharsInternal ( TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > * AttachedChars,
APrimalCharacter * OriginalChar,
const bool bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried )
inline

Definition at line 5054 of file Actor.h.

◆ GetAlternateStandingAnim() [1/2]

UAnimSequence * AShooterCharacter::GetAlternateStandingAnim ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 4951 of file Actor.h.

◆ GetAlternateStandingAnim() [2/2]

UAnimSequence * AShooterCharacter::GetAlternateStandingAnim ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 5130 of file Actor.h.

◆ GetAttachedExplosive() [1/2]

APrimalStructureExplosive * AShooterCharacter::GetAttachedExplosive ( )
inline

Definition at line 5022 of file Actor.h.

◆ GetAttachedExplosive() [2/2]

APrimalStructureExplosive * AShooterCharacter::GetAttachedExplosive ( )
inline

Definition at line 5131 of file Actor.h.

◆ GetBasedOnDino() [1/2]

APrimalDinoCharacter * AShooterCharacter::GetBasedOnDino ( )
inline

Definition at line 4996 of file Actor.h.

◆ GetBasedOnDino() [2/2]

APrimalDinoCharacter * AShooterCharacter::GetBasedOnDino ( )
inline

Definition at line 5133 of file Actor.h.

◆ GetBaseTargetingDesire() [1/2]

float AShooterCharacter::GetBaseTargetingDesire ( ITargetableInterface * Attacker)
inline

Definition at line 4905 of file Actor.h.

◆ GetBaseTargetingDesire() [2/2]

float AShooterCharacter::GetBaseTargetingDesire ( ITargetableInterface * Attacker)
inline

Definition at line 5132 of file Actor.h.

◆ GetBlockingShieldOffsets() [1/2]

bool AShooterCharacter::GetBlockingShieldOffsets ( FVector * OutBlockingShieldFPVTranslation,
FRotator * OutBlockingShieldFPVRotation )
inline

Definition at line 4853 of file Actor.h.

◆ GetBlockingShieldOffsets() [2/2]

bool AShooterCharacter::GetBlockingShieldOffsets ( FVector * OutBlockingShieldFPVTranslation,
FRotator * OutBlockingShieldFPVRotation )
inline

Definition at line 5134 of file Actor.h.

◆ GetCarryingSocketYaw() [1/2]

float AShooterCharacter::GetCarryingSocketYaw ( bool RefreshBones)
inline

Definition at line 4821 of file Actor.h.

◆ GetCarryingSocketYaw() [2/2]

float AShooterCharacter::GetCarryingSocketYaw ( bool RefreshBones)
inline

Definition at line 5135 of file Actor.h.

◆ GetCharacterAdditionalHyperthermiaInsulationValue() [1/2]

float AShooterCharacter::GetCharacterAdditionalHyperthermiaInsulationValue ( )
inline

Definition at line 4891 of file Actor.h.

◆ GetCharacterAdditionalHyperthermiaInsulationValue() [2/2]

float AShooterCharacter::GetCharacterAdditionalHyperthermiaInsulationValue ( )
inline

Definition at line 5136 of file Actor.h.

◆ GetCharacterAdditionalHypothermiaInsulationValue() [1/2]

float AShooterCharacter::GetCharacterAdditionalHypothermiaInsulationValue ( )
inline

Definition at line 4886 of file Actor.h.

◆ GetCharacterAdditionalHypothermiaInsulationValue() [2/2]

float AShooterCharacter::GetCharacterAdditionalHypothermiaInsulationValue ( )
inline

Definition at line 5137 of file Actor.h.

◆ GetCharacterAdditionalInsulationValueFromStructure() [1/2]

float AShooterCharacter::GetCharacterAdditionalInsulationValueFromStructure ( UWorld * theWorld,
FVector * actorLoc,
EPrimalItemStat::Type TypeInsulation )
inline

Definition at line 4890 of file Actor.h.

◆ GetCharacterAdditionalInsulationValueFromStructure() [2/2]

float AShooterCharacter::GetCharacterAdditionalInsulationValueFromStructure ( UWorld * theWorld,
FVector * actorLoc,
EPrimalItemStat::Type TypeInsulation )
inline

Definition at line 5138 of file Actor.h.

◆ GetControlledTurretBallista()

APrimalStructureTurretBallista * AShooterCharacter::GetControlledTurretBallista ( )
inline

Definition at line 4967 of file Actor.h.

◆ GetCurrentWeapon()

AShooterWeapon * AShooterCharacter::GetCurrentWeapon ( )
inline

Definition at line 4829 of file Actor.h.

◆ GetDebugInfoString()

FString * AShooterCharacter::GetDebugInfoString ( FString * result)
inline

Definition at line 5041 of file Actor.h.

◆ GetDefaultWeapon()

TSubclassOf< AShooterWeapon > * AShooterCharacter::GetDefaultWeapon ( TSubclassOf< AShooterWeapon > * result)
inline

Definition at line 4773 of file Actor.h.

◆ GetDescriptiveName() [1/2]

FString * AShooterCharacter::GetDescriptiveName ( FString * result)
inline

Definition at line 4845 of file Actor.h.

◆ GetDescriptiveName() [2/2]

FString * AShooterCharacter::GetDescriptiveName ( FString * result)
inline

Definition at line 5139 of file Actor.h.

◆ GetDinoRidingAnimation() [1/2]

UAnimSequence * AShooterCharacter::GetDinoRidingAnimation ( )
inline

Definition at line 4902 of file Actor.h.

◆ GetDinoRidingAnimation() [2/2]

UAnimSequence * AShooterCharacter::GetDinoRidingAnimation ( )
inline

Definition at line 5140 of file Actor.h.

◆ GetDinoRidingMoveAnimation() [1/2]

UAnimSequence * AShooterCharacter::GetDinoRidingMoveAnimation ( )
inline

Definition at line 4903 of file Actor.h.

◆ GetDinoRidingMoveAnimation() [2/2]

UAnimSequence * AShooterCharacter::GetDinoRidingMoveAnimation ( )
inline

Definition at line 5141 of file Actor.h.

◆ GetFacialHairColor() [1/2]

FLinearColor * AShooterCharacter::GetFacialHairColor ( FLinearColor * result)
inline

Definition at line 5011 of file Actor.h.

◆ GetFacialHairColor() [2/2]

FLinearColor * AShooterCharacter::GetFacialHairColor ( FLinearColor * result)
inline

Definition at line 5142 of file Actor.h.

◆ GetFacialHairIndex() [1/2]

int AShooterCharacter::GetFacialHairIndex ( )
inline

Definition at line 5008 of file Actor.h.

◆ GetFacialHairIndex() [2/2]

int AShooterCharacter::GetFacialHairIndex ( )
inline

Definition at line 5143 of file Actor.h.

◆ GetFacialHairMorphTargetValue() [1/2]

float AShooterCharacter::GetFacialHairMorphTargetValue ( )
inline

Definition at line 5019 of file Actor.h.

◆ GetFacialHairMorphTargetValue() [2/2]

float AShooterCharacter::GetFacialHairMorphTargetValue ( )
inline

Definition at line 5144 of file Actor.h.

◆ GetHeadHairColor() [1/2]

FLinearColor * AShooterCharacter::GetHeadHairColor ( FLinearColor * result)
inline

Definition at line 5010 of file Actor.h.

◆ GetHeadHairColor() [2/2]

FLinearColor * AShooterCharacter::GetHeadHairColor ( FLinearColor * result)
inline

Definition at line 5145 of file Actor.h.

◆ GetHeadHairIndex() [1/2]

int AShooterCharacter::GetHeadHairIndex ( )
inline

Definition at line 5009 of file Actor.h.

◆ GetHeadHairIndex() [2/2]

int AShooterCharacter::GetHeadHairIndex ( )
inline

Definition at line 5146 of file Actor.h.

◆ GetHeadHairMorphTargetValue() [1/2]

float AShooterCharacter::GetHeadHairMorphTargetValue ( )
inline

Definition at line 5017 of file Actor.h.

◆ GetHeadHairMorphTargetValue() [2/2]

float AShooterCharacter::GetHeadHairMorphTargetValue ( )
inline

Definition at line 5147 of file Actor.h.

◆ GetInsulationFromItem() [1/2]

float AShooterCharacter::GetInsulationFromItem ( FHitResult * HitOut,
EPrimalItemStat::Type TypeInsulation )
inline

Definition at line 4889 of file Actor.h.

◆ GetInsulationFromItem() [2/2]

float AShooterCharacter::GetInsulationFromItem ( FHitResult * HitOut,
EPrimalItemStat::Type TypeInsulation )
inline

Definition at line 5148 of file Actor.h.

◆ GetInventoryComponent()

UPrimalInventoryComponent * AShooterCharacter::GetInventoryComponent ( AActor * UseOtherActor)
inline

Definition at line 4877 of file Actor.h.

◆ GetLadderComponentToWorld()

FTransform * AShooterCharacter::GetLadderComponentToWorld ( FTransform * result)
inline

Definition at line 5149 of file Actor.h.

◆ GetLastAttackTime()

long double AShooterCharacter::GetLastAttackTime ( )
inline

Definition at line 4921 of file Actor.h.

◆ GetLastFeatUsedTime()

long double AShooterCharacter::GetLastFeatUsedTime ( TSubclassOf< APrimalBuff > FeatClass)
inline

Definition at line 5150 of file Actor.h.

◆ GetLastSweepLocation() [1/2]

FVector * AShooterCharacter::GetLastSweepLocation ( FVector * result)
inline

Definition at line 5002 of file Actor.h.

◆ GetLastSweepLocation() [2/2]

FVector * AShooterCharacter::GetLastSweepLocation ( FVector * result)
inline

Definition at line 5151 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

void AShooterCharacter::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 4823 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

void AShooterCharacter::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 5152 of file Actor.h.

◆ GetLinkedPlayerDataID()

unsigned __int64 AShooterCharacter::GetLinkedPlayerDataID ( )
inline

Definition at line 5069 of file Actor.h.

◆ GetLongDescriptiveName()

FString * AShooterCharacter::GetLongDescriptiveName ( FString * result)
inline

Definition at line 5153 of file Actor.h.

◆ GetMaxCursorHUDDistance() [1/2]

float AShooterCharacter::GetMaxCursorHUDDistance ( AShooterPlayerController * PC)
inline

Definition at line 4785 of file Actor.h.

◆ GetMaxCursorHUDDistance() [2/2]

float AShooterCharacter::GetMaxCursorHUDDistance ( AShooterPlayerController * PC)
inline

Definition at line 5154 of file Actor.h.

◆ GetMaxGrapplePullMass()

float AShooterCharacter::GetMaxGrapplePullMass ( )
inline

Definition at line 5155 of file Actor.h.

◆ GetMaxSpeedModifier() [1/2]

float AShooterCharacter::GetMaxSpeedModifier ( )
inline

Definition at line 4858 of file Actor.h.

◆ GetMaxSpeedModifier() [2/2]

float AShooterCharacter::GetMaxSpeedModifier ( )
inline

Definition at line 5156 of file Actor.h.

◆ GetMyPlayerData()

UPrimalPlayerData * AShooterCharacter::GetMyPlayerData ( )
inline

Definition at line 5157 of file Actor.h.

◆ GetNextWeaponItemID()

int AShooterCharacter::GetNextWeaponItemID ( bool bPrimary)
inline

Definition at line 5158 of file Actor.h.

◆ GetOverridenAnimSequence() [1/2]

UAnimSequence * AShooterCharacter::GetOverridenAnimSequence ( UAnimSequence * AnimSeq)
inline

Definition at line 4913 of file Actor.h.

◆ GetOverridenAnimSequence() [2/2]

UAnimSequence * AShooterCharacter::GetOverridenAnimSequence ( UAnimSequence * AnimSeq)
inline

Definition at line 5160 of file Actor.h.

◆ GetOverridenMontage() [1/2]

UAnimMontage * AShooterCharacter::GetOverridenMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 4912 of file Actor.h.

◆ GetOverridenMontage() [2/2]

UAnimMontage * AShooterCharacter::GetOverridenMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 5161 of file Actor.h.

◆ GetPassengerAttachedRotation() [1/2]

FRotator * AShooterCharacter::GetPassengerAttachedRotation ( FRotator * result)
inline

Definition at line 4989 of file Actor.h.

◆ GetPassengerAttachedRotation() [2/2]

FRotator * AShooterCharacter::GetPassengerAttachedRotation ( FRotator * result)
inline

Definition at line 5162 of file Actor.h.

◆ GetPawnViewLocation() [1/2]

FVector * AShooterCharacter::GetPawnViewLocation ( FVector * result,
bool bAllTransforms )
inline

Definition at line 4988 of file Actor.h.

◆ GetPawnViewLocation() [2/2]

FVector * AShooterCharacter::GetPawnViewLocation ( FVector * result,
bool bAllTransforms )
inline

Definition at line 5163 of file Actor.h.

◆ GetPercentageOfFacialHairGrowth() [1/2]

float AShooterCharacter::GetPercentageOfFacialHairGrowth ( )
inline

Definition at line 5004 of file Actor.h.

◆ GetPercentageOfFacialHairGrowth() [2/2]

float AShooterCharacter::GetPercentageOfFacialHairGrowth ( )
inline

Definition at line 5164 of file Actor.h.

◆ GetPercentageOfHeadHairGrowth() [1/2]

float AShooterCharacter::GetPercentageOfHeadHairGrowth ( )
inline

Definition at line 5003 of file Actor.h.

◆ GetPercentageOfHeadHairGrowth() [2/2]

float AShooterCharacter::GetPercentageOfHeadHairGrowth ( )
inline

Definition at line 5165 of file Actor.h.

◆ GetPlayerData() [1/2]

UPrimalPlayerData * AShooterCharacter::GetPlayerData ( )
inline

Definition at line 4847 of file Actor.h.

◆ GetPlayerData() [2/2]

UPrimalPlayerData * AShooterCharacter::GetPlayerData ( )
inline

Definition at line 5166 of file Actor.h.

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◆ GetPlayerHexagonCount()

int AShooterCharacter::GetPlayerHexagonCount ( )
inline

Definition at line 5060 of file Actor.h.

◆ GetPrivateStaticClass() [1/4]

static UClass * AShooterCharacter::GetPrivateStaticClass ( )
inlinestatic

Definition at line 4742 of file Actor.h.

◆ GetPrivateStaticClass() [2/4]

static UClass * AShooterCharacter::GetPrivateStaticClass ( )
inlinestatic

Definition at line 5030 of file Actor.h.

◆ GetPrivateStaticClass() [3/4]

static UClass * AShooterCharacter::GetPrivateStaticClass ( const wchar_t * Package)
inlinestatic

Definition at line 5080 of file Actor.h.

◆ GetPrivateStaticClass() [4/4]

static UClass * AShooterCharacter::GetPrivateStaticClass ( const wchar_t * Package)
inlinestatic

Definition at line 5390 of file Actor.h.

◆ GetRecoilMultiplier() [1/2]

float AShooterCharacter::GetRecoilMultiplier ( )
inline

Definition at line 4947 of file Actor.h.

◆ GetRecoilMultiplier() [2/2]

float AShooterCharacter::GetRecoilMultiplier ( )
inline

Definition at line 5167 of file Actor.h.

◆ GetRidingDino() [1/2]

APrimalDinoCharacter * AShooterCharacter::GetRidingDino ( )
inline

Definition at line 4961 of file Actor.h.

◆ GetRidingDino() [2/2]

APrimalDinoCharacter * AShooterCharacter::GetRidingDino ( )
inline

Definition at line 5159 of file Actor.h.

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◆ GetRidingDinoAnimSpeedRatio() [1/2]

float AShooterCharacter::GetRidingDinoAnimSpeedRatio ( )
inline

Definition at line 4901 of file Actor.h.

◆ GetRidingDinoAnimSpeedRatio() [2/2]

float AShooterCharacter::GetRidingDinoAnimSpeedRatio ( )
inline

Definition at line 5168 of file Actor.h.

◆ GetRunningSpeedModifier()

float AShooterCharacter::GetRunningSpeedModifier ( bool bIsForDefaultSpeed)
inline

Definition at line 5169 of file Actor.h.

◆ GetSeatingAnimation()

UAnimSequence * AShooterCharacter::GetSeatingAnimation ( )
inline

Definition at line 4904 of file Actor.h.

◆ GetSecondaryMountedActor() [1/2]

AActor * AShooterCharacter::GetSecondaryMountedActor ( )
inline

Definition at line 5031 of file Actor.h.

◆ GetSecondaryMountedActor() [2/2]

AActor * AShooterCharacter::GetSecondaryMountedActor ( )
inline

Definition at line 5170 of file Actor.h.

◆ GetShieldItem()

UPrimalItem * AShooterCharacter::GetShieldItem ( )
inline

Definition at line 5076 of file Actor.h.

◆ GetShooterPC()

AShooterPlayerController * AShooterCharacter::GetShooterPC ( )
inline

Definition at line 5426 of file Actor.h.

◆ GetShortName() [1/2]

FString * AShooterCharacter::GetShortName ( FString * result)
inline

Definition at line 4846 of file Actor.h.

◆ GetShortName() [2/2]

FString * AShooterCharacter::GetShortName ( FString * result)
inline

Definition at line 5171 of file Actor.h.

◆ GetSpawnedForController() [1/2]

AShooterPlayerController * AShooterCharacter::GetSpawnedForController ( )
inline

Definition at line 5023 of file Actor.h.

◆ GetSpawnedForController() [2/2]

AShooterPlayerController * AShooterCharacter::GetSpawnedForController ( )
inline

Definition at line 5172 of file Actor.h.

◆ GetTalkerCharacter()

ACharacter * AShooterCharacter::GetTalkerCharacter ( )
inline

Definition at line 4944 of file Actor.h.

◆ GetTalkerLocation()

FVector * AShooterCharacter::GetTalkerLocation ( FVector * result)
inline

Definition at line 4945 of file Actor.h.

◆ GetTargetingDesirability() [1/2]

float AShooterCharacter::GetTargetingDesirability ( ITargetableInterface * Attacker)
inline

Definition at line 4911 of file Actor.h.

◆ GetTargetingDesirability() [2/2]

float AShooterCharacter::GetTargetingDesirability ( ITargetableInterface * Attacker)
inline

Definition at line 5173 of file Actor.h.

◆ GetTargetingLocation()

FVector * AShooterCharacter::GetTargetingLocation ( FVector * result,
AActor * Attacker )
inline

Definition at line 5042 of file Actor.h.

◆ GetTargetingSpeedModifier() [1/2]

float AShooterCharacter::GetTargetingSpeedModifier ( )
inline

Definition at line 4831 of file Actor.h.

◆ GetTargetingSpeedModifier() [2/2]

float AShooterCharacter::GetTargetingSpeedModifier ( )
inline

Definition at line 5174 of file Actor.h.

◆ GetTPVCameraOffset()

FVector * AShooterCharacter::GetTPVCameraOffset ( FVector * result)
inline

Definition at line 4753 of file Actor.h.

◆ GetUniqueNetIdTypeHash() [1/2]

unsigned int AShooterCharacter::GetUniqueNetIdTypeHash ( )
inline

Definition at line 5072 of file Actor.h.

◆ GetUniqueNetIdTypeHash() [2/2]

unsigned int AShooterCharacter::GetUniqueNetIdTypeHash ( )
inline

Definition at line 5175 of file Actor.h.

◆ GetUnstasisViewerSiblingActor()

AActor * AShooterCharacter::GetUnstasisViewerSiblingActor ( )
inline

Definition at line 5047 of file Actor.h.

◆ GetWeapon()

AShooterWeapon * AShooterCharacter::GetWeapon ( )
inline

Definition at line 5176 of file Actor.h.

◆ GetWeaponAttachPoint()

FName * AShooterCharacter::GetWeaponAttachPoint ( FName * result)
inline

Definition at line 4830 of file Actor.h.

◆ GiveDefaultWeapon()

void AShooterCharacter::GiveDefaultWeapon ( bool bForceGiveDefaultWeapon)
inline

Definition at line 4775 of file Actor.h.

◆ GiveDefaultWeaponTimer()

void AShooterCharacter::GiveDefaultWeaponTimer ( )
inline

Definition at line 4993 of file Actor.h.

◆ GiveHexagons()

int AShooterCharacter::GiveHexagons ( int NumHexagons,
int TriggerIndex,
float OverrideHexGainFalloffRate,
int OverrideHexGainFalloffMin,
float OverrideCollectSFXVolume,
FVector OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts )
inline

Definition at line 5056 of file Actor.h.

◆ GiveHexagonsOnMissionReward()

int AShooterCharacter::GiveHexagonsOnMissionReward ( FName MissionTag,
int BonusEarnedHexagons,
int HexagonAmountOverride )
inline

Definition at line 5057 of file Actor.h.

◆ GiveMapWeapon() [1/2]

void AShooterCharacter::GiveMapWeapon ( )
inline

Definition at line 4776 of file Actor.h.

◆ GiveMapWeapon() [2/2]

void AShooterCharacter::GiveMapWeapon ( unsigned int typeIndex)
inline

Definition at line 5177 of file Actor.h.

◆ GivePrimalItemWeapon()

void AShooterCharacter::GivePrimalItemWeapon ( UPrimalItem * aPrimalItem)
inline

Definition at line 4781 of file Actor.h.

◆ GivePrimalItemWeaponForMission()

AShooterWeapon * AShooterCharacter::GivePrimalItemWeaponForMission ( UPrimalItem * aPrimalItem,
AMissionType * AssociatedMission )
inline

Definition at line 4782 of file Actor.h.

◆ GlobalDynamicsHairLerpField()

float & AShooterCharacter::GlobalDynamicsHairLerpField ( )
inline

Definition at line 4915 of file Actor.h.

◆ GlobalWindHairLerpField()

float & AShooterCharacter::GlobalWindHairLerpField ( )
inline

Definition at line 4913 of file Actor.h.

◆ GPSWeaponField() [1/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::GPSWeaponField ( )
inline

Definition at line 4500 of file Actor.h.

◆ GPSWeaponField() [2/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::GPSWeaponField ( )
inline

Definition at line 4747 of file Actor.h.

◆ GrapHookCableWidthField() [1/2]

float & AShooterCharacter::GrapHookCableWidthField ( )
inline

Definition at line 4516 of file Actor.h.

◆ GrapHookCableWidthField() [2/2]

float & AShooterCharacter::GrapHookCableWidthField ( )
inline

Definition at line 4760 of file Actor.h.

◆ GrapHookDefaultOffsetField() [1/2]

FVector & AShooterCharacter::GrapHookDefaultOffsetField ( )
inline

Definition at line 4515 of file Actor.h.

◆ GrapHookDefaultOffsetField() [2/2]

FVector & AShooterCharacter::GrapHookDefaultOffsetField ( )
inline

Definition at line 4759 of file Actor.h.

◆ GrapHookMaterialField() [1/2]

UMaterialInterface * AShooterCharacter::GrapHookMaterialField ( )
inline

Definition at line 4517 of file Actor.h.

◆ GrapHookMaterialField() [2/2]

UMaterialInterface * AShooterCharacter::GrapHookMaterialField ( )
inline

Definition at line 4761 of file Actor.h.

◆ GrapHookPulledRopeDistanceField()

float & AShooterCharacter::GrapHookPulledRopeDistanceField ( )
inline

Definition at line 4519 of file Actor.h.

◆ GrapHookSyncTimeField()

float & AShooterCharacter::GrapHookSyncTimeField ( )
inline

Definition at line 4520 of file Actor.h.

◆ HeadHairGrowthParamQuantizationField()

float & AShooterCharacter::HeadHairGrowthParamQuantizationField ( )
inline

Definition at line 4908 of file Actor.h.

◆ HeadHairIndexField() [1/2]

char & AShooterCharacter::HeadHairIndexField ( )
inline

Definition at line 4603 of file Actor.h.

◆ HeadHairIndexField() [2/2]

char & AShooterCharacter::HeadHairIndexField ( )
inline

Definition at line 4842 of file Actor.h.

◆ HideWeapon() [1/2]

void AShooterCharacter::HideWeapon ( )
inline

Definition at line 4998 of file Actor.h.

◆ HideWeapon() [2/2]

void AShooterCharacter::HideWeapon ( )
inline

Definition at line 5178 of file Actor.h.

◆ IgnoreCollisionSweepUntilFrameNumberField() [1/2]

int & AShooterCharacter::IgnoreCollisionSweepUntilFrameNumberField ( )
inline

Definition at line 4670 of file Actor.h.

◆ IgnoreCollisionSweepUntilFrameNumberField() [2/2]

int & AShooterCharacter::IgnoreCollisionSweepUntilFrameNumberField ( )
inline

Definition at line 4918 of file Actor.h.

◆ IndoorCheckIntervalField() [1/2]

float & AShooterCharacter::IndoorCheckIntervalField ( )
inline

Definition at line 4581 of file Actor.h.

◆ IndoorCheckIntervalField() [2/2]

float & AShooterCharacter::IndoorCheckIntervalField ( )
inline

Definition at line 4820 of file Actor.h.

◆ IndoorsHyperthermiaInsulationField() [1/2]

float & AShooterCharacter::IndoorsHyperthermiaInsulationField ( )
inline

Definition at line 4579 of file Actor.h.

◆ IndoorsHyperthermiaInsulationField() [2/2]

float & AShooterCharacter::IndoorsHyperthermiaInsulationField ( )
inline

Definition at line 4818 of file Actor.h.

◆ IndoorsHypothermiaInsulationField() [1/2]

float & AShooterCharacter::IndoorsHypothermiaInsulationField ( )
inline

Definition at line 4580 of file Actor.h.

◆ IndoorsHypothermiaInsulationField() [2/2]

float & AShooterCharacter::IndoorsHypothermiaInsulationField ( )
inline

Definition at line 4819 of file Actor.h.

◆ InitiateTrade()

void AShooterCharacter::InitiateTrade ( unsigned __int64 OtherPlayerID,
bool bAcceptingTrade )
inline

Definition at line 5391 of file Actor.h.

◆ InitiateTrade_Implementation()

void AShooterCharacter::InitiateTrade_Implementation ( unsigned __int64 OtherPlayerID,
bool bAcceptingTrade )
inline

Definition at line 5179 of file Actor.h.

◆ InterpLastCrouchProneStateChangeTimeField() [1/2]

long double & AShooterCharacter::InterpLastCrouchProneStateChangeTimeField ( )
inline

Definition at line 4545 of file Actor.h.

◆ InterpLastCrouchProneStateChangeTimeField() [2/2]

long double & AShooterCharacter::InterpLastCrouchProneStateChangeTimeField ( )
inline

Definition at line 4787 of file Actor.h.

◆ InterpolatedWetsField()

float & AShooterCharacter::InterpolatedWetsField ( )
inline

Definition at line 4853 of file Actor.h.

◆ IntervalForFullFacialHairGrowthField() [1/2]

float & AShooterCharacter::IntervalForFullFacialHairGrowthField ( )
inline

Definition at line 4665 of file Actor.h.

◆ IntervalForFullFacialHairGrowthField() [2/2]

float & AShooterCharacter::IntervalForFullFacialHairGrowthField ( )
inline

Definition at line 4907 of file Actor.h.

◆ IntervalForFullHeadHairGrowthField() [1/2]

float & AShooterCharacter::IntervalForFullHeadHairGrowthField ( )
inline

Definition at line 4664 of file Actor.h.

◆ IntervalForFullHeadHairGrowthField() [2/2]

float & AShooterCharacter::IntervalForFullHeadHairGrowthField ( )
inline

Definition at line 4906 of file Actor.h.

◆ InventoryDragWeightScaleField()

float & AShooterCharacter::InventoryDragWeightScaleField ( )
inline

Definition at line 4650 of file Actor.h.

◆ InviteToAlliance() [1/2]

void AShooterCharacter::InviteToAlliance ( int RequestingTeam,
unsigned int AllianceID,
FString AllianceName,
FString InviteeName )
inline

Definition at line 5180 of file Actor.h.

◆ InviteToAlliance() [2/2]

void AShooterCharacter::InviteToAlliance ( int RequestingTeam,
unsigned int AllianceID,
FString AllianceName,
FString InviterName )
inline

Definition at line 4991 of file Actor.h.

◆ IsAwaitingSeamlessTravelController()

bool AShooterCharacter::IsAwaitingSeamlessTravelController ( )
inline

Definition at line 5181 of file Actor.h.

◆ IsBlockedByShield()

bool AShooterCharacter::IsBlockedByShield ( FHitResult * HitInfo,
FVector * ShotDirection,
bool bBlockAllPointDamage )
inline

Definition at line 4917 of file Actor.h.

◆ IsBlockingWithShield()

bool AShooterCharacter::IsBlockingWithShield ( )
inline

Definition at line 4851 of file Actor.h.

◆ IsCarryingSomething()

bool AShooterCharacter::IsCarryingSomething ( bool bNotForRunning)
inline

Definition at line 4994 of file Actor.h.

◆ IsCharacterHardAttached() [1/2]

bool AShooterCharacter::IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 5038 of file Actor.h.

◆ IsCharacterHardAttached() [2/2]

bool AShooterCharacter::IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 5182 of file Actor.h.

◆ IsControllingBallistaTurret()

bool AShooterCharacter::IsControllingBallistaTurret ( )
inline

Definition at line 4966 of file Actor.h.

◆ IsCrafting() [1/2]

bool AShooterCharacter::IsCrafting ( )
inline

Definition at line 4874 of file Actor.h.

◆ IsCrafting() [2/2]

bool AShooterCharacter::IsCrafting ( )
inline

Definition at line 5183 of file Actor.h.

◆ IsCurrentPassengerLimitCameraYaw() [1/2]

bool AShooterCharacter::IsCurrentPassengerLimitCameraYaw ( )
inline

Definition at line 4835 of file Actor.h.

◆ IsCurrentPassengerLimitCameraYaw() [2/2]

bool AShooterCharacter::IsCurrentPassengerLimitCameraYaw ( )
inline

Definition at line 5184 of file Actor.h.

◆ IsFemale()

bool AShooterCharacter::IsFemale ( )
inline

Definition at line 5185 of file Actor.h.

◆ IsFiring()

bool AShooterCharacter::IsFiring ( )
inline

Definition at line 4849 of file Actor.h.

◆ IsFirstPerson() [1/2]

bool AShooterCharacter::IsFirstPerson ( )
inline

Definition at line 4834 of file Actor.h.

◆ IsFirstPerson() [2/2]

bool AShooterCharacter::IsFirstPerson ( )
inline

Definition at line 5186 of file Actor.h.

◆ IsGameInputAllowed() [1/2]

bool AShooterCharacter::IsGameInputAllowed ( )
inline

Definition at line 5033 of file Actor.h.

◆ IsGameInputAllowed() [2/2]

bool AShooterCharacter::IsGameInputAllowed ( )
inline

Definition at line 5187 of file Actor.h.

◆ IsGrapplingHardAttached() [1/2]

bool AShooterCharacter::IsGrapplingHardAttached ( )
inline

Definition at line 5039 of file Actor.h.

◆ IsGrapplingHardAttached() [2/2]

bool AShooterCharacter::IsGrapplingHardAttached ( bool bHardAttachedOnlyIfImpacted)
inline

Definition at line 5188 of file Actor.h.

◆ IsInCombat()

bool AShooterCharacter::IsInCombat ( )
inline

Definition at line 5189 of file Actor.h.

◆ IsIndoorsAtLoc() [1/2]

static bool AShooterCharacter::IsIndoorsAtLoc ( UWorld * theWorld,
FVector * actorLoc )
inlinestatic

Definition at line 4888 of file Actor.h.

◆ IsIndoorsAtLoc() [2/2]

static bool AShooterCharacter::IsIndoorsAtLoc ( UWorld * theWorld,
FVector * actorLoc )
inlinestatic

Definition at line 5190 of file Actor.h.

◆ IsNearTopOfLadder() [1/2]

bool AShooterCharacter::IsNearTopOfLadder ( )
inline

Definition at line 5027 of file Actor.h.

◆ IsNearTopOfLadder() [2/2]

bool AShooterCharacter::IsNearTopOfLadder ( )
inline

Definition at line 5191 of file Actor.h.

◆ IsOnSeatingStructure()

bool AShooterCharacter::IsOnSeatingStructure ( )
inline

Definition at line 4965 of file Actor.h.

◆ IsOutside() [1/2]

bool AShooterCharacter::IsOutside ( )
inline

Definition at line 4997 of file Actor.h.

◆ IsOutside() [2/2]

bool AShooterCharacter::IsOutside ( )
inline

Definition at line 5192 of file Actor.h.

◆ IsPlayingInitialSpawnAnim()

bool AShooterCharacter::IsPlayingInitialSpawnAnim ( )
inline

Definition at line 5062 of file Actor.h.

◆ IsPlayingRepawnAnim()

bool AShooterCharacter::IsPlayingRepawnAnim ( )
inline

Definition at line 5063 of file Actor.h.

◆ IsPlayingUpperBodyCallAnimation() [1/2]

bool AShooterCharacter::IsPlayingUpperBodyCallAnimation ( )
inline

Definition at line 5097 of file Actor.h.

◆ IsPlayingUpperBodyCallAnimation() [2/2]

bool AShooterCharacter::IsPlayingUpperBodyCallAnimation ( )
inline

Definition at line 5392 of file Actor.h.

◆ IsPlayingUpperBodyCallAnimation_Implementation() [1/2]

bool AShooterCharacter::IsPlayingUpperBodyCallAnimation_Implementation ( )
inline

Definition at line 4925 of file Actor.h.

◆ IsPlayingUpperBodyCallAnimation_Implementation() [2/2]

bool AShooterCharacter::IsPlayingUpperBodyCallAnimation_Implementation ( )
inline

Definition at line 5193 of file Actor.h.

◆ IsProneOrSitting() [1/2]

bool AShooterCharacter::IsProneOrSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 5074 of file Actor.h.

◆ IsProneOrSitting() [2/2]

bool AShooterCharacter::IsProneOrSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 5194 of file Actor.h.

◆ IsReadyToUpload()

bool AShooterCharacter::IsReadyToUpload ( UWorld * theWorld)
inline

Definition at line 5034 of file Actor.h.

◆ IsRider()

bool AShooterCharacter::IsRider ( )
inline

Definition at line 5068 of file Actor.h.

◆ IsRunning() [1/2]

bool AShooterCharacter::IsRunning ( )
inline

Definition at line 4815 of file Actor.h.

◆ IsRunning() [2/2]

bool AShooterCharacter::IsRunning ( bool bIncludeFalling,
bool bIncludeRunTurning )
inline

Definition at line 5195 of file Actor.h.

◆ IsSitting()

bool AShooterCharacter::IsSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 5073 of file Actor.h.

◆ IsSubmerged() [1/2]

bool AShooterCharacter::IsSubmerged ( bool bDontCheckSwimming,
bool bUseHalfThreshold,
bool bForceCheck,
bool bFromVolumeChange )
inline

Definition at line 4897 of file Actor.h.

◆ IsSubmerged() [2/2]

bool AShooterCharacter::IsSubmerged ( bool bDontCheckSwimming,
bool bUseHalfThreshold,
bool bForceCheck,
bool bFromVolumeChange )
inline

Definition at line 5196 of file Actor.h.

◆ IsTargeting()

bool AShooterCharacter::IsTargeting ( )
inline

Definition at line 4833 of file Actor.h.

◆ IsUsingClimbingPick() [1/2]

bool AShooterCharacter::IsUsingClimbingPick ( )
inline

Definition at line 4974 of file Actor.h.

◆ IsUsingClimbingPick() [2/2]

bool AShooterCharacter::IsUsingClimbingPick ( )
inline

Definition at line 5197 of file Actor.h.

◆ IsUsingShield()

bool AShooterCharacter::IsUsingShield ( )
inline

Definition at line 4850 of file Actor.h.

◆ IsValidForStatusRecovery() [1/2]

bool AShooterCharacter::IsValidForStatusRecovery ( )
inline

Definition at line 4964 of file Actor.h.

◆ IsValidForStatusRecovery() [2/2]

bool AShooterCharacter::IsValidForStatusRecovery ( )
inline

Definition at line 5198 of file Actor.h.

◆ IsValidUnStasisCaster() [1/2]

bool AShooterCharacter::IsValidUnStasisCaster ( )
inline

Definition at line 4817 of file Actor.h.

◆ IsValidUnStasisCaster() [2/2]

bool AShooterCharacter::IsValidUnStasisCaster ( )
inline

Definition at line 5199 of file Actor.h.

◆ IsVoiceSilent()

bool AShooterCharacter::IsVoiceSilent ( )
inline

Definition at line 5075 of file Actor.h.

◆ IsVoiceTalking()

bool AShooterCharacter::IsVoiceTalking ( )
inline

Definition at line 5071 of file Actor.h.

◆ IsVoiceWhispering()

bool AShooterCharacter::IsVoiceWhispering ( )
inline

Definition at line 5070 of file Actor.h.

◆ IsVoiceYelling()

bool AShooterCharacter::IsVoiceYelling ( )
inline

Definition at line 5077 of file Actor.h.

◆ IsWatchingExplorerNote()

bool AShooterCharacter::IsWatchingExplorerNote ( )
inline

Definition at line 5055 of file Actor.h.

◆ IsWatered() [1/2]

bool AShooterCharacter::IsWatered ( )
inline

Definition at line 4914 of file Actor.h.

◆ IsWatered() [2/2]

bool AShooterCharacter::IsWatered ( )
inline

Definition at line 5200 of file Actor.h.

◆ JumpSoundField()

USoundBase * AShooterCharacter::JumpSoundField ( )
inline

Definition at line 4971 of file Actor.h.

◆ LadderLateralJumpVelocityField() [1/2]

float & AShooterCharacter::LadderLateralJumpVelocityField ( )
inline

Definition at line 4518 of file Actor.h.

◆ LadderLateralJumpVelocityField() [2/2]

float & AShooterCharacter::LadderLateralJumpVelocityField ( )
inline

Definition at line 4762 of file Actor.h.

◆ LastAdditionalHyperThermalInsulationField() [1/2]

float & AShooterCharacter::LastAdditionalHyperThermalInsulationField ( )
inline

Definition at line 4659 of file Actor.h.

◆ LastAdditionalHyperThermalInsulationField() [2/2]

float & AShooterCharacter::LastAdditionalHyperThermalInsulationField ( )
inline

Definition at line 4901 of file Actor.h.

◆ LastAdditionalHypoThermalInsulationField() [1/2]

float & AShooterCharacter::LastAdditionalHypoThermalInsulationField ( )
inline

Definition at line 4658 of file Actor.h.

◆ LastAdditionalHypoThermalInsulationField() [2/2]

float & AShooterCharacter::LastAdditionalHypoThermalInsulationField ( )
inline

Definition at line 4900 of file Actor.h.

◆ LastAimRotOffsetField() [1/2]

FRotator & AShooterCharacter::LastAimRotOffsetField ( )
inline

Definition at line 4511 of file Actor.h.

◆ LastAimRotOffsetField() [2/2]

FRotator & AShooterCharacter::LastAimRotOffsetField ( )
inline

Definition at line 4756 of file Actor.h.

◆ LastAttackTimeField() [1/2]

long double & AShooterCharacter::LastAttackTimeField ( )
inline

Definition at line 4607 of file Actor.h.

◆ LastAttackTimeField() [2/2]

long double & AShooterCharacter::LastAttackTimeField ( )
inline

Definition at line 4857 of file Actor.h.

◆ LastCameraAttachmentChangedIncrementField() [1/2]

int & AShooterCharacter::LastCameraAttachmentChangedIncrementField ( )
inline

Definition at line 4681 of file Actor.h.

◆ LastCameraAttachmentChangedIncrementField() [2/2]

int & AShooterCharacter::LastCameraAttachmentChangedIncrementField ( )
inline

Definition at line 4929 of file Actor.h.

◆ LastCapsuleAttachmentChangedIncrementField() [1/2]

int & AShooterCharacter::LastCapsuleAttachmentChangedIncrementField ( )
inline

Definition at line 4679 of file Actor.h.

◆ LastCapsuleAttachmentChangedIncrementField() [2/2]

int & AShooterCharacter::LastCapsuleAttachmentChangedIncrementField ( )
inline

Definition at line 4927 of file Actor.h.

◆ LastCheckSevenField()

long double & AShooterCharacter::LastCheckSevenField ( )
inline

Definition at line 4491 of file Actor.h.

◆ LastCheckSevenHitField()

long double & AShooterCharacter::LastCheckSevenHitField ( )
inline

Definition at line 4492 of file Actor.h.

◆ LastCheckSevenLocationField()

FVector & AShooterCharacter::LastCheckSevenLocationField ( )
inline

Definition at line 4496 of file Actor.h.

◆ LastCheckSevenTeleportField()

long double & AShooterCharacter::LastCheckSevenTeleportField ( )
inline

Definition at line 4495 of file Actor.h.

◆ LastCheckSevenTransmissionField()

long double & AShooterCharacter::LastCheckSevenTransmissionField ( )
inline

Definition at line 4493 of file Actor.h.

◆ LastCollisionStuckTimeField() [1/2]

long double & AShooterCharacter::LastCollisionStuckTimeField ( )
inline

Definition at line 4676 of file Actor.h.

◆ LastCollisionStuckTimeField() [2/2]

long double & AShooterCharacter::LastCollisionStuckTimeField ( )
inline

Definition at line 4924 of file Actor.h.

◆ LastCombatActionTimeField()

long double & AShooterCharacter::LastCombatActionTimeField ( )
inline

Definition at line 4939 of file Actor.h.

◆ LastControllerField() [1/2]

TWeakObjectPtr< AController > & AShooterCharacter::LastControllerField ( )
inline

Definition at line 4572 of file Actor.h.

◆ LastControllerField() [2/2]

TWeakObjectPtr< AController > & AShooterCharacter::LastControllerField ( )
inline

Definition at line 4812 of file Actor.h.

◆ LastDinoAimRotationOffsetField() [1/2]

FRotator & AShooterCharacter::LastDinoAimRotationOffsetField ( )
inline

Definition at line 4510 of file Actor.h.

◆ LastDinoAimRotationOffsetField() [2/2]

FRotator & AShooterCharacter::LastDinoAimRotationOffsetField ( )
inline

Definition at line 4755 of file Actor.h.

◆ LastEmotePlayTimeField() [1/2]

long double & AShooterCharacter::LastEmotePlayTimeField ( )
inline

Definition at line 4663 of file Actor.h.

◆ LastEmotePlayTimeField() [2/2]

long double & AShooterCharacter::LastEmotePlayTimeField ( )
inline

Definition at line 4905 of file Actor.h.

◆ LastEmoteTryPlayTimeField() [1/2]

long double & AShooterCharacter::LastEmoteTryPlayTimeField ( )
inline

Definition at line 4669 of file Actor.h.

◆ LastEmoteTryPlayTimeField() [2/2]

long double & AShooterCharacter::LastEmoteTryPlayTimeField ( )
inline

Definition at line 4917 of file Actor.h.

◆ LastFiredBoomerangField()

APrimalProjectileBoomerang * AShooterCharacter::LastFiredBoomerangField ( )
inline

Definition at line 4512 of file Actor.h.

◆ LastGlobalDynamicsHairLerpField()

float & AShooterCharacter::LastGlobalDynamicsHairLerpField ( )
inline

Definition at line 4916 of file Actor.h.

◆ LastGlobalWindHairLerpField()

float & AShooterCharacter::LastGlobalWindHairLerpField ( )
inline

Definition at line 4914 of file Actor.h.

◆ LastGrapHookACField() [1/2]

UAudioComponent * AShooterCharacter::LastGrapHookACField ( )
inline

Definition at line 4513 of file Actor.h.

◆ LastGrapHookACField() [2/2]

UAudioComponent * AShooterCharacter::LastGrapHookACField ( )
inline

Definition at line 4757 of file Actor.h.

◆ LastGrapHookDetachTimeField()

long double & AShooterCharacter::LastGrapHookDetachTimeField ( )
inline

Definition at line 4937 of file Actor.h.

◆ LastGrappledToCharacterField() [1/2]

TWeakObjectPtr< APrimalCharacter > & AShooterCharacter::LastGrappledToCharacterField ( )
inline

Definition at line 4644 of file Actor.h.

◆ LastGrappledToCharacterField() [2/2]

TWeakObjectPtr< APrimalCharacter > & AShooterCharacter::LastGrappledToCharacterField ( )
inline

Definition at line 4886 of file Actor.h.

◆ LastIndoorCheckTimeField() [1/2]

long double & AShooterCharacter::LastIndoorCheckTimeField ( )
inline

Definition at line 4582 of file Actor.h.

◆ LastIndoorCheckTimeField() [2/2]

long double & AShooterCharacter::LastIndoorCheckTimeField ( )
inline

Definition at line 4821 of file Actor.h.

◆ LastInvitedToAllianceTimeField()

long double & AShooterCharacter::LastInvitedToAllianceTimeField ( )
inline

Definition at line 4970 of file Actor.h.

◆ LastMaterialAppliedWetnessAmountField()

float & AShooterCharacter::LastMaterialAppliedWetnessAmountField ( )
inline

Definition at line 4968 of file Actor.h.

◆ LastMeshAttachmentChangedIncrementField() [1/2]

int & AShooterCharacter::LastMeshAttachmentChangedIncrementField ( )
inline

Definition at line 4680 of file Actor.h.

◆ LastMeshAttachmentChangedIncrementField() [2/2]

int & AShooterCharacter::LastMeshAttachmentChangedIncrementField ( )
inline

Definition at line 4928 of file Actor.h.

◆ LastNotStuckTimeField() [1/2]

long double & AShooterCharacter::LastNotStuckTimeField ( )
inline

Definition at line 4673 of file Actor.h.

◆ LastNotStuckTimeField() [2/2]

long double & AShooterCharacter::LastNotStuckTimeField ( )
inline

Definition at line 4921 of file Actor.h.

◆ LastPressReloadTimeField() [1/2]

long double & AShooterCharacter::LastPressReloadTimeField ( )
inline

Definition at line 4531 of file Actor.h.

◆ LastPressReloadTimeField() [2/2]

long double & AShooterCharacter::LastPressReloadTimeField ( )
inline

Definition at line 4772 of file Actor.h.

◆ LastReleaseSeatingStructureTimeField()

long double & AShooterCharacter::LastReleaseSeatingStructureTimeField ( )
inline

Definition at line 4641 of file Actor.h.

◆ LastReloadAllItemIDField()

FItemNetID & AShooterCharacter::LastReloadAllItemIDField ( )
inline

Definition at line 4830 of file Actor.h.

◆ LastRequestedTribeIDField() [1/2]

unsigned __int64 & AShooterCharacter::LastRequestedTribeIDField ( )
inline

Definition at line 4576 of file Actor.h.

◆ LastRequestedTribeIDField() [2/2]

unsigned __int64 & AShooterCharacter::LastRequestedTribeIDField ( )
inline

Definition at line 4815 of file Actor.h.

◆ LastRequestedTribeNameField() [1/2]

FString & AShooterCharacter::LastRequestedTribeNameField ( )
inline

Definition at line 4577 of file Actor.h.

◆ LastRequestedTribeNameField() [2/2]

FString & AShooterCharacter::LastRequestedTribeNameField ( )
inline

Definition at line 4816 of file Actor.h.

◆ LastRequestedTribePlayerCharacterField() [1/2]

TWeakObjectPtr< AShooterCharacter > & AShooterCharacter::LastRequestedTribePlayerCharacterField ( )
inline

Definition at line 4578 of file Actor.h.

◆ LastRequestedTribePlayerCharacterField() [2/2]

TWeakObjectPtr< AShooterCharacter > & AShooterCharacter::LastRequestedTribePlayerCharacterField ( )
inline

Definition at line 4817 of file Actor.h.

◆ LastRequestedTribeTimeField() [1/2]

long double & AShooterCharacter::LastRequestedTribeTimeField ( )
inline

Definition at line 4575 of file Actor.h.

◆ LastRequestedTribeTimeField() [2/2]

long double & AShooterCharacter::LastRequestedTribeTimeField ( )
inline

Definition at line 4814 of file Actor.h.

◆ LastStartedTalkingTimeField()

long double & AShooterCharacter::LastStartedTalkingTimeField ( )
inline

Definition at line 4736 of file Actor.h.

◆ LastStasisCastPositionField() [1/2]

FVector & AShooterCharacter::LastStasisCastPositionField ( )
inline

Definition at line 4616 of file Actor.h.

◆ LastStasisCastPositionField() [2/2]

FVector & AShooterCharacter::LastStasisCastPositionField ( )
inline

Definition at line 4863 of file Actor.h.

◆ LastSweepCapsuleHeightField() [1/2]

float & AShooterCharacter::LastSweepCapsuleHeightField ( )
inline

Definition at line 4636 of file Actor.h.

◆ LastSweepCapsuleHeightField() [2/2]

float & AShooterCharacter::LastSweepCapsuleHeightField ( )
inline

Definition at line 4879 of file Actor.h.

◆ LastSweepCapsuleRadiusField() [1/2]

float & AShooterCharacter::LastSweepCapsuleRadiusField ( )
inline

Definition at line 4637 of file Actor.h.

◆ LastSweepCapsuleRadiusField() [2/2]

float & AShooterCharacter::LastSweepCapsuleRadiusField ( )
inline

Definition at line 4880 of file Actor.h.

◆ LastTaggedTimeExtraField() [1/2]

long double & AShooterCharacter::LastTaggedTimeExtraField ( )
inline

Definition at line 4621 of file Actor.h.

◆ LastTaggedTimeExtraField() [2/2]

long double & AShooterCharacter::LastTaggedTimeExtraField ( )
inline

Definition at line 4867 of file Actor.h.

◆ LastTaggedTimeField() [1/2]

long double & AShooterCharacter::LastTaggedTimeField ( )
inline

Definition at line 4620 of file Actor.h.

◆ LastTaggedTimeField() [2/2]

long double & AShooterCharacter::LastTaggedTimeField ( )
inline

Definition at line 4866 of file Actor.h.

◆ LastTaggedTimeThirdField() [1/2]

long double & AShooterCharacter::LastTaggedTimeThirdField ( )
inline

Definition at line 4622 of file Actor.h.

◆ LastTaggedTimeThirdField() [2/2]

long double & AShooterCharacter::LastTaggedTimeThirdField ( )
inline

Definition at line 4868 of file Actor.h.

◆ LastTimeHadControllerField() [1/2]

long double & AShooterCharacter::LastTimeHadControllerField ( )
inline

Definition at line 4619 of file Actor.h.

◆ LastTimeHadControllerField() [2/2]

long double & AShooterCharacter::LastTimeHadControllerField ( )
inline

Definition at line 4865 of file Actor.h.

◆ LastTimeInFallingField() [1/2]

long double & AShooterCharacter::LastTimeInFallingField ( )
inline

Definition at line 4569 of file Actor.h.

◆ LastTimeInFallingField() [2/2]

long double & AShooterCharacter::LastTimeInFallingField ( )
inline

Definition at line 4810 of file Actor.h.

◆ LastTimeReleasedAllowFPVStructureField()

long double & AShooterCharacter::LastTimeReleasedAllowFPVStructureField ( )
inline

Definition at line 4936 of file Actor.h.

◆ LastTimeSoundPlayedField()

float & AShooterCharacter::LastTimeSoundPlayedField ( )
inline

Definition at line 4973 of file Actor.h.

◆ LastTryAccessInventoryFailTimeField() [1/2]

long double & AShooterCharacter::LastTryAccessInventoryFailTimeField ( )
inline

Definition at line 4662 of file Actor.h.

◆ LastTryAccessInventoryFailTimeField() [2/2]

long double & AShooterCharacter::LastTryAccessInventoryFailTimeField ( )
inline

Definition at line 4904 of file Actor.h.

◆ LastUncrouchTimeField() [1/2]

long double & AShooterCharacter::LastUncrouchTimeField ( )
inline

Definition at line 4525 of file Actor.h.

◆ LastUncrouchTimeField() [2/2]

long double & AShooterCharacter::LastUncrouchTimeField ( )
inline

Definition at line 4766 of file Actor.h.

◆ LastUnproneTimeField() [1/2]

long double & AShooterCharacter::LastUnproneTimeField ( )
inline

Definition at line 4526 of file Actor.h.

◆ LastUnproneTimeField() [2/2]

long double & AShooterCharacter::LastUnproneTimeField ( )
inline

Definition at line 4767 of file Actor.h.

◆ LastUpdatedAimActorsTimeField() [1/2]

long double & AShooterCharacter::LastUpdatedAimActorsTimeField ( )
inline

Definition at line 4653 of file Actor.h.

◆ LastUpdatedAimActorsTimeField() [2/2]

long double & AShooterCharacter::LastUpdatedAimActorsTimeField ( )
inline

Definition at line 4895 of file Actor.h.

◆ LastUseHarvestTimeField() [1/2]

long double & AShooterCharacter::LastUseHarvestTimeField ( )
inline

Definition at line 4611 of file Actor.h.

◆ LastUseHarvestTimeField() [2/2]

long double & AShooterCharacter::LastUseHarvestTimeField ( )
inline

Definition at line 4860 of file Actor.h.

◆ LastValidCheckSevenField()

long double & AShooterCharacter::LastValidCheckSevenField ( )
inline

Definition at line 4494 of file Actor.h.

◆ LastValidPlayerControllerField()

TWeakObjectPtr< AShooterPlayerController > & AShooterCharacter::LastValidPlayerControllerField ( )
inline

Definition at line 4573 of file Actor.h.

◆ LaunchMountedDino() [1/2]

void AShooterCharacter::LaunchMountedDino ( )
inline

Definition at line 4868 of file Actor.h.

◆ LaunchMountedDino() [2/2]

void AShooterCharacter::LaunchMountedDino ( )
inline

Definition at line 5201 of file Actor.h.

◆ LeftHandIkTargetField()

FHandIkTarget & AShooterCharacter::LeftHandIkTargetField ( )
inline

Definition at line 4945 of file Actor.h.

◆ LeftShoulderBoneNameField()

FName & AShooterCharacter::LeftShoulderBoneNameField ( )
inline

Definition at line 4949 of file Actor.h.

◆ LeftTipBoneNameField()

FName & AShooterCharacter::LeftTipBoneNameField ( )
inline

Definition at line 4950 of file Actor.h.

◆ LinkedPlayerDataIDField() [1/2]

unsigned __int64 & AShooterCharacter::LinkedPlayerDataIDField ( )
inline

Definition at line 4568 of file Actor.h.

◆ LinkedPlayerDataIDField() [2/2]

unsigned __int64 & AShooterCharacter::LinkedPlayerDataIDField ( )
inline

Definition at line 4809 of file Actor.h.

◆ LinkedPlayerIDString() [1/2]

FString * AShooterCharacter::LinkedPlayerIDString ( FString * result)
inline

Definition at line 4844 of file Actor.h.

◆ LinkedPlayerIDString() [2/2]

FString * AShooterCharacter::LinkedPlayerIDString ( FString * result)
inline

Definition at line 5202 of file Actor.h.

◆ LocalDiedAtTimeField() [1/2]

long double & AShooterCharacter::LocalDiedAtTimeField ( )
inline

Definition at line 4672 of file Actor.h.

◆ LocalDiedAtTimeField() [2/2]

long double & AShooterCharacter::LocalDiedAtTimeField ( )
inline

Definition at line 4920 of file Actor.h.

◆ LocalLastViewingInventoryTimeField()

long double & AShooterCharacter::LocalLastViewingInventoryTimeField ( )
inline

Definition at line 4615 of file Actor.h.

◆ LocalPossessedBy() [1/2]

void AShooterCharacter::LocalPossessedBy ( APlayerController * ByController)
inline

Definition at line 4763 of file Actor.h.

◆ LocalPossessedBy() [2/2]

void AShooterCharacter::LocalPossessedBy ( APlayerController * ByController)
inline

Definition at line 5203 of file Actor.h.

◆ LocalStartCaptainOrder()

void AShooterCharacter::LocalStartCaptainOrder ( int OrderIndex)
inline

Definition at line 5204 of file Actor.h.

◆ LocalStopCaptainOrder()

void AShooterCharacter::LocalStopCaptainOrder ( int OrderIndex)
inline

Definition at line 5205 of file Actor.h.

◆ LockOnTargetField()

AActor * AShooterCharacter::LockOnTargetField ( )
inline

Definition at line 4941 of file Actor.h.

◆ LoggedOutTargetingDesirabilityField() [1/2]

float & AShooterCharacter::LoggedOutTargetingDesirabilityField ( )
inline

Definition at line 4605 of file Actor.h.

◆ LoggedOutTargetingDesirabilityField() [2/2]

float & AShooterCharacter::LoggedOutTargetingDesirabilityField ( )
inline

Definition at line 4855 of file Actor.h.

◆ LowerBodyPartRootBonesField() [1/2]

TArray< FName > & AShooterCharacter::LowerBodyPartRootBonesField ( )
inline

Definition at line 4505 of file Actor.h.

◆ LowerBodyPartRootBonesField() [2/2]

TArray< FName > & AShooterCharacter::LowerBodyPartRootBonesField ( )
inline

Definition at line 4750 of file Actor.h.

◆ LowHealthSoundField() [1/2]

USoundCue * AShooterCharacter::LowHealthSoundField ( )
inline

Definition at line 4534 of file Actor.h.

◆ LowHealthSoundField() [2/2]

USoundCue * AShooterCharacter::LowHealthSoundField ( )
inline

Definition at line 4775 of file Actor.h.

◆ LowHealthSoundPercentageField()

float & AShooterCharacter::LowHealthSoundPercentageField ( )
inline

Definition at line 4774 of file Actor.h.

◆ LowHealthWarningPlayerField() [1/2]

UAudioComponent * AShooterCharacter::LowHealthWarningPlayerField ( )
inline

Definition at line 4541 of file Actor.h.

◆ LowHealthWarningPlayerField() [2/2]

UAudioComponent * AShooterCharacter::LowHealthWarningPlayerField ( )
inline

Definition at line 4782 of file Actor.h.

◆ MapWeaponField() [1/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::MapWeaponField ( )
inline

Definition at line 4499 of file Actor.h.

◆ MapWeaponField() [2/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::MapWeaponField ( )
inline

Definition at line 4746 of file Actor.h.

◆ MeshHeightAdjustmentField()

float & AShooterCharacter::MeshHeightAdjustmentField ( )
inline

Definition at line 4698 of file Actor.h.

◆ MinRunningSpeedModifierField()

float & AShooterCharacter::MinRunningSpeedModifierField ( )
inline

Definition at line 4944 of file Actor.h.

◆ ModifyAirControl() [1/2]

float AShooterCharacter::ModifyAirControl ( float AirControlIn)
inline

Definition at line 5001 of file Actor.h.

◆ ModifyAirControl() [2/2]

float AShooterCharacter::ModifyAirControl ( float AirControlIn)
inline

Definition at line 5206 of file Actor.h.

◆ ModifyFirstPersonCameraLocation() [1/2]

void AShooterCharacter::ModifyFirstPersonCameraLocation ( FVector * Loc,
float DeltaTime )
inline

Definition at line 4761 of file Actor.h.

◆ ModifyFirstPersonCameraLocation() [2/2]

void AShooterCharacter::ModifyFirstPersonCameraLocation ( FVector * Loc,
float DeltaTime )
inline

Definition at line 5207 of file Actor.h.

◆ MountedCarryingDinoAnimationField() [1/2]

UAnimMontage * AShooterCharacter::MountedCarryingDinoAnimationField ( )
inline

Definition at line 4651 of file Actor.h.

◆ MountedCarryingDinoAnimationField() [2/2]

UAnimMontage * AShooterCharacter::MountedCarryingDinoAnimationField ( )
inline

Definition at line 4893 of file Actor.h.

◆ MoveToInnerLoop()

bool AShooterCharacter::MoveToInnerLoop ( AActor * TargetToMove,
FVector MoveToLoc,
AActor * TargetActor )
inline

Definition at line 5208 of file Actor.h.

◆ MultiClearTradeID()

void AShooterCharacter::MultiClearTradeID ( )
inline

Definition at line 5393 of file Actor.h.

◆ MultiClearTradeID_Implementation()

void AShooterCharacter::MultiClearTradeID_Implementation ( )
inline

Definition at line 5209 of file Actor.h.

◆ MuscleToneField()

float & AShooterCharacter::MuscleToneField ( )
inline

Definition at line 4843 of file Actor.h.

◆ NetSetBodyFatPercent()

void AShooterCharacter::NetSetBodyFatPercent ( float thePercent)
inline

Definition at line 5394 of file Actor.h.

◆ NetSetBodyFatPercent_Implementation()

void AShooterCharacter::NetSetBodyFatPercent_Implementation ( float thePercent)
inline

Definition at line 5210 of file Actor.h.

◆ NetSetFacialHairPercent() [1/2]

void AShooterCharacter::NetSetFacialHairPercent ( float thePercent,
int newFacialHairIndex )
inline

Definition at line 5098 of file Actor.h.

◆ NetSetFacialHairPercent() [2/2]

void AShooterCharacter::NetSetFacialHairPercent ( float thePercent,
int newFacialHairIndex )
inline

Definition at line 5395 of file Actor.h.

◆ NetSetFacialHairPercent_Implementation() [1/2]

void AShooterCharacter::NetSetFacialHairPercent_Implementation ( float thePercent,
int newFacialHairIndex )
inline

Definition at line 5006 of file Actor.h.

◆ NetSetFacialHairPercent_Implementation() [2/2]

void AShooterCharacter::NetSetFacialHairPercent_Implementation ( float thePercent,
int newFacialHairIndex )
inline

Definition at line 5211 of file Actor.h.

◆ NetSetHeadHairPercent() [1/2]

void AShooterCharacter::NetSetHeadHairPercent ( float thePercent,
int newHeadHairIndex )
inline

Definition at line 5099 of file Actor.h.

◆ NetSetHeadHairPercent() [2/2]

void AShooterCharacter::NetSetHeadHairPercent ( float thePercent,
int newHeadHairIndex )
inline

Definition at line 5396 of file Actor.h.

◆ NetSetHeadHairPercent_Implementation() [1/2]

void AShooterCharacter::NetSetHeadHairPercent_Implementation ( float thePercent,
int newHeadHairIndex )
inline

Definition at line 5005 of file Actor.h.

◆ NetSetHeadHairPercent_Implementation() [2/2]

void AShooterCharacter::NetSetHeadHairPercent_Implementation ( float thePercent,
int newHeadHairIndex )
inline

Definition at line 5212 of file Actor.h.

◆ NetSetMaxWetness()

void AShooterCharacter::NetSetMaxWetness ( )
inline

Definition at line 5397 of file Actor.h.

◆ NetSetMaxWetness_Implementation()

void AShooterCharacter::NetSetMaxWetness_Implementation ( )
inline

Definition at line 5213 of file Actor.h.

◆ NetSetOverrideFacialHairColor_Implementation() [1/2]

void AShooterCharacter::NetSetOverrideFacialHairColor_Implementation ( FLinearColor HairColor)
inline

Definition at line 5013 of file Actor.h.

◆ NetSetOverrideFacialHairColor_Implementation() [2/2]

void AShooterCharacter::NetSetOverrideFacialHairColor_Implementation ( FLinearColor HairColor)
inline

Definition at line 5214 of file Actor.h.

◆ NetSetOverrideHeadHairColor_Implementation() [1/2]

void AShooterCharacter::NetSetOverrideHeadHairColor_Implementation ( FLinearColor HairColor)
inline

Definition at line 5012 of file Actor.h.

◆ NetSetOverrideHeadHairColor_Implementation() [2/2]

void AShooterCharacter::NetSetOverrideHeadHairColor_Implementation ( FLinearColor HairColor)
inline

Definition at line 5215 of file Actor.h.

◆ NetSimulatedForceUpdateAimedActors() [1/2]

void AShooterCharacter::NetSimulatedForceUpdateAimedActors ( float OverrideMaxDistance)
inline

Definition at line 5100 of file Actor.h.

◆ NetSimulatedForceUpdateAimedActors() [2/2]

void AShooterCharacter::NetSimulatedForceUpdateAimedActors ( float OverrideMaxDistance)
inline

Definition at line 5398 of file Actor.h.

◆ NetSimulatedForceUpdateAimedActors_Implementation() [1/2]

void AShooterCharacter::NetSimulatedForceUpdateAimedActors_Implementation ( float OverrideMaxDistance)
inline

Definition at line 4854 of file Actor.h.

◆ NetSimulatedForceUpdateAimedActors_Implementation() [2/2]

void AShooterCharacter::NetSimulatedForceUpdateAimedActors_Implementation ( float OverrideMaxDistance)
inline

Definition at line 5216 of file Actor.h.

◆ NextInventoryWeaponField() [1/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::NextInventoryWeaponField ( )
inline

Definition at line 4563 of file Actor.h.

◆ NextInventoryWeaponField() [2/2]

TSubclassOf< AShooterWeapon > & AShooterCharacter::NextInventoryWeaponField ( )
inline

Definition at line 4805 of file Actor.h.

◆ NextPlayerUndergroundCheckField() [1/2]

long double & AShooterCharacter::NextPlayerUndergroundCheckField ( )
inline

Definition at line 4634 of file Actor.h.

◆ NextPlayerUndergroundCheckField() [2/2]

long double & AShooterCharacter::NextPlayerUndergroundCheckField ( )
inline

Definition at line 4877 of file Actor.h.

◆ NextUpdateHyperThermalInsulationTimeField() [1/2]

long double & AShooterCharacter::NextUpdateHyperThermalInsulationTimeField ( )
inline

Definition at line 4656 of file Actor.h.

◆ NextUpdateHyperThermalInsulationTimeField() [2/2]

long double & AShooterCharacter::NextUpdateHyperThermalInsulationTimeField ( )
inline

Definition at line 4898 of file Actor.h.

◆ NextUpdateHypoThermalInsulationTimeField() [1/2]

long double & AShooterCharacter::NextUpdateHypoThermalInsulationTimeField ( )
inline

Definition at line 4657 of file Actor.h.

◆ NextUpdateHypoThermalInsulationTimeField() [2/2]

long double & AShooterCharacter::NextUpdateHypoThermalInsulationTimeField ( )
inline

Definition at line 4899 of file Actor.h.

◆ NextWeaponItemIDField() [1/2]

FItemNetID & AShooterCharacter::NextWeaponItemIDField ( )
inline

Definition at line 4542 of file Actor.h.

◆ NextWeaponItemIDField() [2/2]

FItemNetID & AShooterCharacter::NextWeaponItemIDField ( )
inline

Definition at line 4784 of file Actor.h.

◆ NotifyBumpedPawn() [1/2]

void AShooterCharacter::NotifyBumpedPawn ( APawn * BumpedPawn)
inline

Definition at line 4983 of file Actor.h.

◆ NotifyBumpedPawn() [2/2]

void AShooterCharacter::NotifyBumpedPawn ( APawn * BumpedPawn)
inline

Definition at line 5217 of file Actor.h.

◆ NotifyEquippedItems() [1/2]

void AShooterCharacter::NotifyEquippedItems ( )
inline

Definition at line 4876 of file Actor.h.

◆ NotifyEquippedItems() [2/2]

void AShooterCharacter::NotifyEquippedItems ( )
inline

Definition at line 5218 of file Actor.h.

◆ NotifySwitchedCameraPerspective()

void AShooterCharacter::NotifySwitchedCameraPerspective ( bool bToFirstPerson)
inline

Definition at line 5219 of file Actor.h.

◆ NotifyWeaponEquippedField()

FWeaponEvent & AShooterCharacter::NotifyWeaponEquippedField ( )
inline

Definition at line 4686 of file Actor.h.

◆ NotifyWeaponFiredField()

FWeaponEvent & AShooterCharacter::NotifyWeaponFiredField ( )
inline

Definition at line 4687 of file Actor.h.

◆ NotifyWeaponUnequippedField()

FWeaponEvent & AShooterCharacter::NotifyWeaponUnequippedField ( )
inline

Definition at line 4685 of file Actor.h.

◆ OnAttachedToSeatingStructure()

void AShooterCharacter::OnAttachedToSeatingStructure ( )
inline

Definition at line 4969 of file Actor.h.

◆ OnBeginDrag_Implementation() [1/2]

void AShooterCharacter::OnBeginDrag_Implementation ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 4895 of file Actor.h.

◆ OnBeginDrag_Implementation() [2/2]

void AShooterCharacter::OnBeginDrag_Implementation ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 5220 of file Actor.h.

◆ OnCameraUpdate() [1/2]

void AShooterCharacter::OnCameraUpdate ( FVector * CameraLocation,
FRotator * CameraRotation )
inline

Definition at line 4772 of file Actor.h.

◆ OnCameraUpdate() [2/2]

void AShooterCharacter::OnCameraUpdate ( FVector * CameraLocation,
FRotator * CameraRotation )
inline

Definition at line 5221 of file Actor.h.

◆ OnDetachedFromSeatingStructure()

void AShooterCharacter::OnDetachedFromSeatingStructure ( APrimalStructureSeating * InSeatingStructure)
inline

Definition at line 4970 of file Actor.h.

◆ OnEndCrouch() [1/2]

void AShooterCharacter::OnEndCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 4804 of file Actor.h.

◆ OnEndCrouch() [2/2]

void AShooterCharacter::OnEndCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 5222 of file Actor.h.

◆ OnEndDrag_Implementation() [1/2]

void AShooterCharacter::OnEndDrag_Implementation ( )
inline

Definition at line 4896 of file Actor.h.

◆ OnEndDrag_Implementation() [2/2]

void AShooterCharacter::OnEndDrag_Implementation ( )
inline

Definition at line 5223 of file Actor.h.

◆ OnEnteredDiscoveryZone()

void AShooterCharacter::OnEnteredDiscoveryZone ( int ZoneId)
inline

Definition at line 5224 of file Actor.h.

◆ OnExitedDiscoveryZone()

void AShooterCharacter::OnExitedDiscoveryZone ( int ZoneId)
inline

Definition at line 5225 of file Actor.h.

◆ OnFailedJumped() [1/2]

void AShooterCharacter::OnFailedJumped ( )
inline

Definition at line 4946 of file Actor.h.

◆ OnFailedJumped() [2/2]

void AShooterCharacter::OnFailedJumped ( )
inline

Definition at line 5226 of file Actor.h.

◆ OnMovementModeChanged() [1/2]

void AShooterCharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
char PreviousCustomMode )
inline

Definition at line 4893 of file Actor.h.

◆ OnMovementModeChanged() [2/2]

void AShooterCharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
char PreviousCustomMode )
inline

Definition at line 5227 of file Actor.h.

◆ OnPressCrouch() [1/2]

void AShooterCharacter::OnPressCrouch ( )
inline

Definition at line 4800 of file Actor.h.

◆ OnPressCrouch() [2/2]

void AShooterCharacter::OnPressCrouch ( )
inline

Definition at line 5228 of file Actor.h.

◆ OnPressCrouchProneToggle() [1/2]

void AShooterCharacter::OnPressCrouchProneToggle ( )
inline

Definition at line 4802 of file Actor.h.

◆ OnPressCrouchProneToggle() [2/2]

void AShooterCharacter::OnPressCrouchProneToggle ( )
inline

Definition at line 5229 of file Actor.h.

◆ OnPressProne() [1/2]

void AShooterCharacter::OnPressProne ( )
inline

Definition at line 4801 of file Actor.h.

◆ OnPressProne() [2/2]

void AShooterCharacter::OnPressProne ( )
inline

Definition at line 5230 of file Actor.h.

◆ OnPressReload() [1/2]

void AShooterCharacter::OnPressReload ( )
inline

Definition at line 4812 of file Actor.h.

◆ OnPressReload() [2/2]

void AShooterCharacter::OnPressReload ( )
inline

Definition at line 5231 of file Actor.h.

◆ OnPressReloadAll()

void AShooterCharacter::OnPressReloadAll ( )
inline

Definition at line 5232 of file Actor.h.

◆ OnPrimalCharacterSleeped() [1/2]

void AShooterCharacter::OnPrimalCharacterSleeped ( )
inline

Definition at line 4869 of file Actor.h.

◆ OnPrimalCharacterSleeped() [2/2]

void AShooterCharacter::OnPrimalCharacterSleeped ( )
inline

Definition at line 5233 of file Actor.h.

◆ OnReleaseCrouchProneToggle() [1/2]

void AShooterCharacter::OnReleaseCrouchProneToggle ( )
inline

Definition at line 4803 of file Actor.h.

◆ OnReleaseCrouchProneToggle() [2/2]

void AShooterCharacter::OnReleaseCrouchProneToggle ( )
inline

Definition at line 5234 of file Actor.h.

◆ OnReload() [1/2]

void AShooterCharacter::OnReload ( )
inline

Definition at line 4813 of file Actor.h.

◆ OnReload() [2/2]

void AShooterCharacter::OnReload ( )
inline

Definition at line 5235 of file Actor.h.

◆ OnRep_BonePresets()

void AShooterCharacter::OnRep_BonePresets ( )
inline

Definition at line 5236 of file Actor.h.

◆ OnRep_CurrentVoiceModeAsUInt32() [1/2]

void AShooterCharacter::OnRep_CurrentVoiceModeAsUInt32 ( )
inline

Definition at line 4825 of file Actor.h.

◆ OnRep_CurrentVoiceModeAsUInt32() [2/2]

void AShooterCharacter::OnRep_CurrentVoiceModeAsUInt32 ( )
inline

Definition at line 5237 of file Actor.h.

◆ OnRep_CurrentWeapon() [1/2]

void AShooterCharacter::OnRep_CurrentWeapon ( AShooterWeapon * LastWeapon)
inline

Definition at line 4788 of file Actor.h.

◆ OnRep_CurrentWeapon() [2/2]

void AShooterCharacter::OnRep_CurrentWeapon ( AShooterWeapon * LastWeapon)
inline

Definition at line 5238 of file Actor.h.

◆ OnRep_HatHidden() [1/2]

void AShooterCharacter::OnRep_HatHidden ( )
inline

Definition at line 5016 of file Actor.h.

◆ OnRep_HatHidden() [2/2]

void AShooterCharacter::OnRep_HatHidden ( )
inline

Definition at line 5239 of file Actor.h.

◆ OnRep_LadderAttachment()

void AShooterCharacter::OnRep_LadderAttachment ( )
inline

Definition at line 5240 of file Actor.h.

◆ OnRep_PlayerBadgeGroup()

void AShooterCharacter::OnRep_PlayerBadgeGroup ( )
inline

Definition at line 5241 of file Actor.h.

◆ OnRep_RawBoneModifiers()

void AShooterCharacter::OnRep_RawBoneModifiers ( )
inline

Definition at line 4750 of file Actor.h.

◆ OnRep_TattooPaintingComponent()

void AShooterCharacter::OnRep_TattooPaintingComponent ( )
inline

Definition at line 5242 of file Actor.h.

◆ OnRep_VivoxUsername() [1/2]

void AShooterCharacter::OnRep_VivoxUsername ( )
inline

Definition at line 4824 of file Actor.h.

◆ OnRep_VivoxUsername() [2/2]

void AShooterCharacter::OnRep_VivoxUsername ( )
inline

Definition at line 5243 of file Actor.h.

◆ OnSpawnPointsRecieved()

void AShooterCharacter::OnSpawnPointsRecieved ( )
inline

Definition at line 5244 of file Actor.h.

◆ OnStartAltFire() [1/2]

void AShooterCharacter::OnStartAltFire ( )
inline

Definition at line 5245 of file Actor.h.

◆ OnStartAltFire() [2/2]

void AShooterCharacter::OnStartAltFire ( bool bFromGamepad)
inline

Definition at line 4808 of file Actor.h.

◆ OnStartCrouch() [1/2]

void AShooterCharacter::OnStartCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 4805 of file Actor.h.

◆ OnStartCrouch() [2/2]

void AShooterCharacter::OnStartCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 5246 of file Actor.h.

◆ OnStartFire() [1/2]

void AShooterCharacter::OnStartFire ( bool bFromGamepadRight)
inline

Definition at line 4806 of file Actor.h.

◆ OnStartFire() [2/2]

void AShooterCharacter::OnStartFire ( bool bFromGamepadRight,
int weaponAttackIndex,
bool bDoLeftSide,
bool bOverrideCurrentAttack )
inline

Definition at line 5247 of file Actor.h.

◆ OnStartRunning() [1/2]

void AShooterCharacter::OnStartRunning ( )
inline

Definition at line 4814 of file Actor.h.

◆ OnStartRunning() [2/2]

void AShooterCharacter::OnStartRunning ( )
inline

Definition at line 5248 of file Actor.h.

◆ OnStartTargeting() [1/2]

void AShooterCharacter::OnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 4810 of file Actor.h.

◆ OnStartTargeting() [2/2]

void AShooterCharacter::OnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 5249 of file Actor.h.

◆ OnStopAltFire() [1/2]

void AShooterCharacter::OnStopAltFire ( )
inline

Definition at line 5250 of file Actor.h.

◆ OnStopAltFire() [2/2]

void AShooterCharacter::OnStopAltFire ( bool bFromGamepad)
inline

Definition at line 4809 of file Actor.h.

◆ OnStopFire() [1/2]

void AShooterCharacter::OnStopFire ( bool bFromGamepadRight)
inline

Definition at line 4807 of file Actor.h.

◆ OnStopFire() [2/2]

void AShooterCharacter::OnStopFire ( bool bFromGamepadRight,
int weaponAttackIndex )
inline

Definition at line 5251 of file Actor.h.

◆ OnStopTargeting() [1/2]

void AShooterCharacter::OnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 4811 of file Actor.h.

◆ OnStopTargeting() [2/2]

void AShooterCharacter::OnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 5252 of file Actor.h.

◆ OnVoiceTalkingStateChanged() [1/2]

void AShooterCharacter::OnVoiceTalkingStateChanged ( bool talking,
bool IsUsingSuperRange )
inline

Definition at line 4943 of file Actor.h.

◆ OnVoiceTalkingStateChanged() [2/2]

void AShooterCharacter::OnVoiceTalkingStateChanged ( bool talking,
bool IsUsingSuperRange )
inline

Definition at line 5253 of file Actor.h.

◆ OnWeaponEquipped()

void AShooterCharacter::OnWeaponEquipped ( AShooterWeapon * NewWeapon)
inline

Definition at line 5101 of file Actor.h.

◆ OnWeaponUnequipped()

void AShooterCharacter::OnWeaponUnequipped ( AShooterWeapon * OldWeapon)
inline

Definition at line 5102 of file Actor.h.

◆ OrbitCamOn() [1/2]

void AShooterCharacter::OrbitCamOn ( )
inline

Definition at line 4922 of file Actor.h.

◆ OrbitCamOn() [2/2]

void AShooterCharacter::OrbitCamOn ( )
inline

Definition at line 5254 of file Actor.h.

◆ OrbitCamToggle() [1/2]

void AShooterCharacter::OrbitCamToggle ( )
inline

Definition at line 4923 of file Actor.h.

◆ OrbitCamToggle() [2/2]

void AShooterCharacter::OrbitCamToggle ( )
inline

Definition at line 5255 of file Actor.h.

◆ OriginalCollisionHeightField() [1/2]

float & AShooterCharacter::OriginalCollisionHeightField ( )
inline

Definition at line 4485 of file Actor.h.

◆ OriginalCollisionHeightField() [2/2]

float & AShooterCharacter::OriginalCollisionHeightField ( )
inline

Definition at line 4738 of file Actor.h.

◆ OriginalHairColorField() [1/2]

FLinearColor & AShooterCharacter::OriginalHairColorField ( )
inline

Definition at line 4668 of file Actor.h.

◆ OriginalHairColorField() [2/2]

FLinearColor & AShooterCharacter::OriginalHairColorField ( )
inline

Definition at line 4912 of file Actor.h.

◆ OriginalLastHitWallSweepCheckLocationField() [1/2]

FVector & AShooterCharacter::OriginalLastHitWallSweepCheckLocationField ( )
inline

Definition at line 4678 of file Actor.h.

◆ OriginalLastHitWallSweepCheckLocationField() [2/2]

FVector & AShooterCharacter::OriginalLastHitWallSweepCheckLocationField ( )
inline

Definition at line 4926 of file Actor.h.

◆ OverrideDefaultWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::OverrideDefaultWeaponField ( )
inline

Definition at line 4498 of file Actor.h.

◆ OverrideNewFallVelocity()

FVector * AShooterCharacter::OverrideNewFallVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
float DeltaTime )
inline

Definition at line 5256 of file Actor.h.

◆ OverrideSwimmingVelocity()

FVector * AShooterCharacter::OverrideSwimmingVelocity ( FVector * result,
FVector * InitialVelocity,
FVector * Gravity,
const float * FluidFriction,
const float * NetBuoyancy,
float DeltaTime )
inline

Definition at line 5257 of file Actor.h.

◆ OverrideWalkingVelocity()

FVector * AShooterCharacter::OverrideWalkingVelocity ( FVector * result,
FVector * InitialVelocity,
const float * Friction,
float DeltaTime )
inline

Definition at line 5258 of file Actor.h.

◆ PercentOfFullFacialHairGrowthField() [1/2]

float & AShooterCharacter::PercentOfFullFacialHairGrowthField ( )
inline

Definition at line 4666 of file Actor.h.

◆ PercentOfFullFacialHairGrowthField() [2/2]

float & AShooterCharacter::PercentOfFullFacialHairGrowthField ( )
inline

Definition at line 4910 of file Actor.h.

◆ PercentOfFullHeadHairGrowthField() [1/2]

float & AShooterCharacter::PercentOfFullHeadHairGrowthField ( )
inline

Definition at line 4667 of file Actor.h.

◆ PercentOfFullHeadHairGrowthField() [2/2]

float & AShooterCharacter::PercentOfFullHeadHairGrowthField ( )
inline

Definition at line 4911 of file Actor.h.

◆ PickupItemAnimationField() [1/2]

UAnimMontage * AShooterCharacter::PickupItemAnimationField ( )
inline

Definition at line 4508 of file Actor.h.

◆ PickupItemAnimationField() [2/2]

UAnimMontage * AShooterCharacter::PickupItemAnimationField ( )
inline

Definition at line 4753 of file Actor.h.

◆ PlatformProfileIDField() [1/2]

FUniqueNetIdRepl & AShooterCharacter::PlatformProfileIDField ( )
inline

Definition at line 4523 of file Actor.h.

◆ PlatformProfileIDField() [2/2]

FUniqueNetIdRepl & AShooterCharacter::PlatformProfileIDField ( )
inline

Definition at line 4764 of file Actor.h.

◆ PlatformProfileNameField() [1/2]

FString & AShooterCharacter::PlatformProfileNameField ( )
inline

Definition at line 4522 of file Actor.h.

◆ PlatformProfileNameField() [2/2]

FString & AShooterCharacter::PlatformProfileNameField ( )
inline

Definition at line 4763 of file Actor.h.

◆ PlayAnimMontage()

float AShooterCharacter::PlayAnimMontage ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 5053 of file Actor.h.

◆ PlayDrinkingAnimation() [1/2]

void AShooterCharacter::PlayDrinkingAnimation ( )
inline

Definition at line 4885 of file Actor.h.

◆ PlayDrinkingAnimation() [2/2]

void AShooterCharacter::PlayDrinkingAnimation ( )
inline

Definition at line 5259 of file Actor.h.

◆ PlayDying() [1/2]

void AShooterCharacter::PlayDying ( float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 4848 of file Actor.h.

◆ PlayDying() [2/2]

void AShooterCharacter::PlayDying ( float KillingDamage,
FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 5260 of file Actor.h.

◆ PlayEmoteAnimation() [1/2]

void AShooterCharacter::PlayEmoteAnimation ( char EmoteIndex)
inline

Definition at line 5103 of file Actor.h.

◆ PlayEmoteAnimation() [2/2]

void AShooterCharacter::PlayEmoteAnimation ( char EmoteIndex)
inline

Definition at line 5399 of file Actor.h.

◆ PlayEmoteAnimation_Implementation() [1/2]

void AShooterCharacter::PlayEmoteAnimation_Implementation ( char EmoteIndex)
inline

Definition at line 4941 of file Actor.h.

◆ PlayEmoteAnimation_Implementation() [2/2]

void AShooterCharacter::PlayEmoteAnimation_Implementation ( char EmoteIndex)
inline

Definition at line 5261 of file Actor.h.

◆ PlayerBadgeGroupField() [1/2]

char & AShooterCharacter::PlayerBadgeGroupField ( )
inline

Definition at line 4642 of file Actor.h.

◆ PlayerBadgeGroupField() [2/2]

char & AShooterCharacter::PlayerBadgeGroupField ( )
inline

Definition at line 4884 of file Actor.h.

◆ PlayerDiedAtNetworkTimeField()

long double & AShooterCharacter::PlayerDiedAtNetworkTimeField ( )
inline

Definition at line 4846 of file Actor.h.

◆ PlayeReloadBallistaAnimation()

void AShooterCharacter::PlayeReloadBallistaAnimation ( )
inline

Definition at line 4979 of file Actor.h.

◆ PlayerHexagonCountField()

int & AShooterCharacter::PlayerHexagonCountField ( )
inline

Definition at line 4688 of file Actor.h.

◆ PlayerMeshNoEquipmentShrinkageMasksField()

FieldArray< UTexture2D *[5], 25 > AShooterCharacter::PlayerMeshNoEquipmentShrinkageMasksField ( )
inline

Definition at line 4962 of file Actor.h.

◆ PlayerNameField() [1/2]

FString & AShooterCharacter::PlayerNameField ( )
inline

Definition at line 4503 of file Actor.h.

◆ PlayerNameField() [2/2]

FString & AShooterCharacter::PlayerNameField ( )
inline

Definition at line 4749 of file Actor.h.

◆ PlayerNumUnderGroundFailField() [1/2]

int & AShooterCharacter::PlayerNumUnderGroundFailField ( )
inline

Definition at line 4635 of file Actor.h.

◆ PlayerNumUnderGroundFailField() [2/2]

int & AShooterCharacter::PlayerNumUnderGroundFailField ( )
inline

Definition at line 4878 of file Actor.h.

◆ PlayJumpAnim() [1/2]

void AShooterCharacter::PlayJumpAnim ( )
inline

Definition at line 4757 of file Actor.h.

◆ PlayJumpAnim() [2/2]

void AShooterCharacter::PlayJumpAnim ( )
inline

Definition at line 5262 of file Actor.h.

◆ PlayLandedAnim() [1/2]

void AShooterCharacter::PlayLandedAnim ( )
inline

Definition at line 4758 of file Actor.h.

◆ PlayLandedAnim() [2/2]

void AShooterCharacter::PlayLandedAnim ( )
inline

Definition at line 5263 of file Actor.h.

◆ PlaySpawnAnim()

void AShooterCharacter::PlaySpawnAnim ( )
inline

Definition at line 4755 of file Actor.h.

◆ PlaySpawnIntro() [1/2]

void AShooterCharacter::PlaySpawnIntro ( )
inline

Definition at line 4840 of file Actor.h.

◆ PlaySpawnIntro() [2/2]

void AShooterCharacter::PlaySpawnIntro ( )
inline

Definition at line 5264 of file Actor.h.

◆ PlayTalkingAnimation() [1/2]

void AShooterCharacter::PlayTalkingAnimation ( )
inline

Definition at line 4942 of file Actor.h.

◆ PlayTalkingAnimation() [2/2]

void AShooterCharacter::PlayTalkingAnimation ( )
inline

Definition at line 5265 of file Actor.h.

◆ Poop() [1/2]

bool AShooterCharacter::Poop ( bool bForcePoop)
inline

Definition at line 5024 of file Actor.h.

◆ Poop() [2/2]

void AShooterCharacter::Poop ( bool bForcePoop)
inline

Definition at line 5266 of file Actor.h.

◆ PossessedAtTimeField()

long double & AShooterCharacter::PossessedAtTimeField ( )
inline

Definition at line 4976 of file Actor.h.

◆ PossessedBy() [1/2]

void AShooterCharacter::PossessedBy ( AController * InController)
inline

Definition at line 4762 of file Actor.h.

◆ PossessedBy() [2/2]

void AShooterCharacter::PossessedBy ( AController * InController)
inline

Definition at line 5267 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void AShooterCharacter::PostInitializeComponents ( )
inline

Definition at line 4746 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void AShooterCharacter::PostInitializeComponents ( )
inline

Definition at line 5268 of file Actor.h.

◆ PreApplyAccumulatedForces() [1/2]

void AShooterCharacter::PreApplyAccumulatedForces ( float DeltaSeconds,
FVector * PendingImpulseToApply,
FVector * PendingForceToApply )
inline

Definition at line 4894 of file Actor.h.

◆ PreApplyAccumulatedForces() [2/2]

void AShooterCharacter::PreApplyAccumulatedForces ( float DeltaSeconds,
FVector * PendingImpulseToApply,
FVector * PendingForceToApply )
inline

Definition at line 5269 of file Actor.h.

◆ PreInitializeComponents() [1/2]

void AShooterCharacter::PreInitializeComponents ( )
inline

Definition at line 4892 of file Actor.h.

◆ PreInitializeComponents() [2/2]

void AShooterCharacter::PreInitializeComponents ( )
inline

Definition at line 5270 of file Actor.h.

◆ PreInventoryWeaponItemNetIDField() [1/2]

FItemNetID & AShooterCharacter::PreInventoryWeaponItemNetIDField ( )
inline

Definition at line 4584 of file Actor.h.

◆ PreInventoryWeaponItemNetIDField() [2/2]

FItemNetID & AShooterCharacter::PreInventoryWeaponItemNetIDField ( )
inline

Definition at line 4824 of file Actor.h.

◆ PreInventoryWeaponItemNetIDSecondaryField()

FItemNetID & AShooterCharacter::PreInventoryWeaponItemNetIDSecondaryField ( )
inline

Definition at line 4825 of file Actor.h.

◆ PreMapWeaponItemNetIDField() [1/2]

FItemNetID & AShooterCharacter::PreMapWeaponItemNetIDField ( )
inline

Definition at line 4564 of file Actor.h.

◆ PreMapWeaponItemNetIDField() [2/2]

FItemNetID & AShooterCharacter::PreMapWeaponItemNetIDField ( )
inline

Definition at line 4806 of file Actor.h.

◆ PreMapWeaponItemNetIDSecondaryField()

FItemNetID & AShooterCharacter::PreMapWeaponItemNetIDSecondaryField ( )
inline

Definition at line 4807 of file Actor.h.

◆ PreRidingWeaponItemNetIDField() [1/2]

FItemNetID & AShooterCharacter::PreRidingWeaponItemNetIDField ( )
inline

Definition at line 4583 of file Actor.h.

◆ PreRidingWeaponItemNetIDField() [2/2]

FItemNetID & AShooterCharacter::PreRidingWeaponItemNetIDField ( )
inline

Definition at line 4822 of file Actor.h.

◆ PreRidingWeaponItemNetIDSecondaryField()

FItemNetID & AShooterCharacter::PreRidingWeaponItemNetIDSecondaryField ( )
inline

Definition at line 4823 of file Actor.h.

◆ PressCrouchProneToggleTimeField() [1/2]

long double & AShooterCharacter::PressCrouchProneToggleTimeField ( )
inline

Definition at line 4546 of file Actor.h.

◆ PressCrouchProneToggleTimeField() [2/2]

long double & AShooterCharacter::PressCrouchProneToggleTimeField ( )
inline

Definition at line 4788 of file Actor.h.

◆ PreventMovementMode()

bool AShooterCharacter::PreventMovementMode ( EMovementMode NewMovementMode,
char NewCustomMode )
inline

Definition at line 5271 of file Actor.h.

◆ PreviousAgeField()

float & AShooterCharacter::PreviousAgeField ( )
inline

Definition at line 4808 of file Actor.h.

◆ PreviousCharacterStatusStateSoundField()

USoundCue * AShooterCharacter::PreviousCharacterStatusStateSoundField ( )
inline

Definition at line 4972 of file Actor.h.

◆ PreviousRootYawSpeedField() [1/2]

float & AShooterCharacter::PreviousRootYawSpeedField ( )
inline

Definition at line 4600 of file Actor.h.

◆ PreviousRootYawSpeedField() [2/2]

float & AShooterCharacter::PreviousRootYawSpeedField ( )
inline

Definition at line 4839 of file Actor.h.

◆ PreviousWeaponItemIDField()

FItemNetID & AShooterCharacter::PreviousWeaponItemIDField ( )
inline

Definition at line 4958 of file Actor.h.

◆ PreviousWeaponToReloadAllField()

FItemNetID & AShooterCharacter::PreviousWeaponToReloadAllField ( )
inline

Definition at line 4712 of file Actor.h.

◆ ProneInAnimField() [1/2]

UAnimMontage * AShooterCharacter::ProneInAnimField ( )
inline

Definition at line 4465 of file Actor.h.

◆ ProneInAnimField() [2/2]

UAnimMontage * AShooterCharacter::ProneInAnimField ( )
inline

Definition at line 4718 of file Actor.h.

◆ ProneMoveSoundField() [1/2]

USoundBase * AShooterCharacter::ProneMoveSoundField ( )
inline

Definition at line 4674 of file Actor.h.

◆ ProneMoveSoundField() [2/2]

USoundBase * AShooterCharacter::ProneMoveSoundField ( )
inline

Definition at line 4922 of file Actor.h.

◆ ProneOutAnimField() [1/2]

UAnimMontage * AShooterCharacter::ProneOutAnimField ( )
inline

Definition at line 4466 of file Actor.h.

◆ ProneOutAnimField() [2/2]

UAnimMontage * AShooterCharacter::ProneOutAnimField ( )
inline

Definition at line 4719 of file Actor.h.

◆ RawBoneModifiersField()

FieldArray< float, 22 > AShooterCharacter::RawBoneModifiersField ( )
inline

Definition at line 4604 of file Actor.h.

◆ RecalculateBaseEyeHeight()

void AShooterCharacter::RecalculateBaseEyeHeight ( )
inline

Definition at line 5272 of file Actor.h.

◆ RefreshDefaultAttachments() [1/2]

void AShooterCharacter::RefreshDefaultAttachments ( AActor * UseOtherActor)
inline

Definition at line 5273 of file Actor.h.

◆ RefreshDefaultAttachments() [2/2]

void AShooterCharacter::RefreshDefaultAttachments ( AActor * UseOtherActor,
bool bIsSnapshot )
inline

Definition at line 4878 of file Actor.h.

◆ RefreshRiderSocket()

void AShooterCharacter::RefreshRiderSocket ( )
inline

Definition at line 4900 of file Actor.h.

◆ RefreshTribeName() [1/2]

void AShooterCharacter::RefreshTribeName ( )
inline

Definition at line 4881 of file Actor.h.

◆ RefreshTribeName() [2/2]

void AShooterCharacter::RefreshTribeName ( )
inline

Definition at line 5274 of file Actor.h.

◆ RegisterActorTickFunctions() [1/2]

void AShooterCharacter::RegisterActorTickFunctions ( bool bRegister,
bool bSaveAndRestoreTickState )
inline

Definition at line 5015 of file Actor.h.

◆ RegisterActorTickFunctions() [2/2]

void AShooterCharacter::RegisterActorTickFunctions ( bool bRegister,
bool bSaveAndRestoreTickState )
inline

Definition at line 5275 of file Actor.h.

◆ ReleaseSeatingStructure()

void AShooterCharacter::ReleaseSeatingStructure ( APrimalStructureSeating * InSeatingStructure)
inline

Definition at line 4972 of file Actor.h.

◆ ReleaseSeatingStructureHandIK()

void AShooterCharacter::ReleaseSeatingStructureHandIK ( )
inline

Definition at line 5276 of file Actor.h.

◆ ReloadBallistaAnimationField() [1/2]

UAnimMontage * AShooterCharacter::ReloadBallistaAnimationField ( )
inline

Definition at line 4474 of file Actor.h.

◆ ReloadBallistaAnimationField() [2/2]

UAnimMontage * AShooterCharacter::ReloadBallistaAnimationField ( )
inline

Definition at line 4726 of file Actor.h.

◆ ReloadLastAttemptedWeaponReloadTimeField()

long double & AShooterCharacter::ReloadLastAttemptedWeaponReloadTimeField ( )
inline

Definition at line 4715 of file Actor.h.

◆ ReloadLastAttemptedWeaponSwitchTimeField()

long double & AShooterCharacter::ReloadLastAttemptedWeaponSwitchTimeField ( )
inline

Definition at line 4714 of file Actor.h.

◆ ReloadMiniGameSuccessCounterField()

int & AShooterCharacter::ReloadMiniGameSuccessCounterField ( )
inline

Definition at line 4942 of file Actor.h.

◆ RemoveAttachments() [1/2]

void AShooterCharacter::RemoveAttachments ( )
inline

Definition at line 5277 of file Actor.h.

◆ RemoveAttachments() [2/2]

void AShooterCharacter::RemoveAttachments ( AActor * From,
bool bIsSnapshot )
inline

Definition at line 4875 of file Actor.h.

◆ RemoveCharacterSnapshot()

void AShooterCharacter::RemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inline

Definition at line 4910 of file Actor.h.

◆ RenamePlayer() [1/2]

void AShooterCharacter::RenamePlayer ( FString * NewName)
inline

Definition at line 5104 of file Actor.h.

◆ RenamePlayer() [2/2]

void AShooterCharacter::RenamePlayer ( FString * NewName)
inline

Definition at line 5400 of file Actor.h.

◆ RenamePlayer_Implementation() [1/2]

void AShooterCharacter::RenamePlayer_Implementation ( FString * NewName)
inline

Definition at line 4986 of file Actor.h.

◆ RenamePlayer_Implementation() [2/2]

void AShooterCharacter::RenamePlayer_Implementation ( FString * NewName)
inline

Definition at line 5278 of file Actor.h.

◆ ReplicatedWeightField() [1/2]

float & AShooterCharacter::ReplicatedWeightField ( )
inline

Definition at line 4671 of file Actor.h.

◆ ReplicatedWeightField() [2/2]

float & AShooterCharacter::ReplicatedWeightField ( )
inline

Definition at line 4919 of file Actor.h.

◆ ReplicateVoiceModeToClients()

void AShooterCharacter::ReplicateVoiceModeToClients ( )
inline

Definition at line 4828 of file Actor.h.

◆ ResetBase()

void AShooterCharacter::ResetBase ( )
inline

Definition at line 5279 of file Actor.h.

◆ RespawnIntroAnim1PField() [1/2]

UAnimMontage * AShooterCharacter::RespawnIntroAnim1PField ( )
inline

Definition at line 4464 of file Actor.h.

◆ RespawnIntroAnim1PField() [2/2]

UAnimMontage * AShooterCharacter::RespawnIntroAnim1PField ( )
inline

Definition at line 4717 of file Actor.h.

◆ RidingDinoField()

TWeakObjectPtr< APrimalDinoCharacter > & AShooterCharacter::RidingDinoField ( )
inline

Definition at line 4504 of file Actor.h.

◆ RightHandIkTargetField()

FHandIkTarget & AShooterCharacter::RightHandIkTargetField ( )
inline

Definition at line 4946 of file Actor.h.

◆ RightShoulderBoneNameField()

FName & AShooterCharacter::RightShoulderBoneNameField ( )
inline

Definition at line 4947 of file Actor.h.

◆ RightTipBoneNameField()

FName & AShooterCharacter::RightTipBoneNameField ( )
inline

Definition at line 4948 of file Actor.h.

◆ SavedLastTimeHadControllerField()

long double & AShooterCharacter::SavedLastTimeHadControllerField ( )
inline

Definition at line 4618 of file Actor.h.

◆ SeatingStructureField()

TWeakObjectPtr< APrimalStructureSeating > & AShooterCharacter::SeatingStructureField ( )
inline

Definition at line 4632 of file Actor.h.

◆ SeatingStructureSeatNumberField()

int & AShooterCharacter::SeatingStructureSeatNumberField ( )
inline

Definition at line 4633 of file Actor.h.

◆ SeenTutorialBitFlagsField()

__int64 & AShooterCharacter::SeenTutorialBitFlagsField ( )
inline

Definition at line 4978 of file Actor.h.

◆ Serialize()

void AShooterCharacter::Serialize ( FArchive * Ar)
inline

Definition at line 4790 of file Actor.h.

◆ ServerCallAggressive_Implementation() [1/2]

void AShooterCharacter::ServerCallAggressive_Implementation ( )
inline

Definition at line 4931 of file Actor.h.

◆ ServerCallAggressive_Implementation() [2/2]

void AShooterCharacter::ServerCallAggressive_Implementation ( )
inline

Definition at line 5280 of file Actor.h.

◆ ServerCallAttackTarget_Implementation() [1/2]

void AShooterCharacter::ServerCallAttackTarget_Implementation ( AActor * TheTarget)
inline

Definition at line 4935 of file Actor.h.

◆ ServerCallAttackTarget_Implementation() [2/2]

void AShooterCharacter::ServerCallAttackTarget_Implementation ( AActor * TheTarget)
inline

Definition at line 5281 of file Actor.h.

◆ ServerCallFollow_Implementation() [1/2]

void AShooterCharacter::ServerCallFollow_Implementation ( )
inline

Definition at line 4926 of file Actor.h.

◆ ServerCallFollow_Implementation() [2/2]

void AShooterCharacter::ServerCallFollow_Implementation ( )
inline

Definition at line 5284 of file Actor.h.

◆ ServerCallFollowDistanceCycleOne_Implementation() [1/2]

void AShooterCharacter::ServerCallFollowDistanceCycleOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4930 of file Actor.h.

◆ ServerCallFollowDistanceCycleOne_Implementation() [2/2]

void AShooterCharacter::ServerCallFollowDistanceCycleOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 5282 of file Actor.h.

◆ ServerCallFollowOne_Implementation() [1/2]

void AShooterCharacter::ServerCallFollowOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4927 of file Actor.h.

◆ ServerCallFollowOne_Implementation() [2/2]

void AShooterCharacter::ServerCallFollowOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 5283 of file Actor.h.

◆ ServerCallLandFlyerOne_Implementation()

void AShooterCharacter::ServerCallLandFlyerOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4939 of file Actor.h.

◆ ServerCallMoveTo_Implementation() [1/2]

void AShooterCharacter::ServerCallMoveTo_Implementation ( FVector MoveToLoc)
inline

Definition at line 4938 of file Actor.h.

◆ ServerCallMoveTo_Implementation() [2/2]

void AShooterCharacter::ServerCallMoveTo_Implementation ( FVector MoveToLoc,
AActor * TargetActor )
inline

Definition at line 5286 of file Actor.h.

◆ ServerCallMoveToRaft_Implementation()

void AShooterCharacter::ServerCallMoveToRaft_Implementation ( FVector MoveToRelLoc,
APrimalRaft * TargetRaft,
int ToDeckIndex )
inline

Definition at line 5285 of file Actor.h.

◆ ServerCallNeutral_Implementation() [1/2]

void AShooterCharacter::ServerCallNeutral_Implementation ( )
inline

Definition at line 4932 of file Actor.h.

◆ ServerCallNeutral_Implementation() [2/2]

void AShooterCharacter::ServerCallNeutral_Implementation ( )
inline

Definition at line 5287 of file Actor.h.

◆ ServerCallPassive_Implementation() [1/2]

void AShooterCharacter::ServerCallPassive_Implementation ( )
inline

Definition at line 4933 of file Actor.h.

◆ ServerCallPassive_Implementation() [2/2]

void AShooterCharacter::ServerCallPassive_Implementation ( )
inline

Definition at line 5288 of file Actor.h.

◆ ServerCallSetAggressive_Implementation() [1/2]

void AShooterCharacter::ServerCallSetAggressive_Implementation ( )
inline

Definition at line 4934 of file Actor.h.

◆ ServerCallSetAggressive_Implementation() [2/2]

void AShooterCharacter::ServerCallSetAggressive_Implementation ( )
inline

Definition at line 5289 of file Actor.h.

◆ ServerCallStay_Implementation() [1/2]

void AShooterCharacter::ServerCallStay_Implementation ( )
inline

Definition at line 4928 of file Actor.h.

◆ ServerCallStay_Implementation() [2/2]

void AShooterCharacter::ServerCallStay_Implementation ( )
inline

Definition at line 5291 of file Actor.h.

◆ ServerCallStayOne_Implementation() [1/2]

void AShooterCharacter::ServerCallStayOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 4929 of file Actor.h.

◆ ServerCallStayOne_Implementation() [2/2]

void AShooterCharacter::ServerCallStayOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 5290 of file Actor.h.

◆ ServerCheckDrinkingWater() [1/2]

void AShooterCharacter::ServerCheckDrinkingWater ( )
inline

Definition at line 5105 of file Actor.h.

◆ ServerCheckDrinkingWater() [2/2]

void AShooterCharacter::ServerCheckDrinkingWater ( )
inline

Definition at line 5401 of file Actor.h.

◆ ServerCheckDrinkingWater_Implementation() [1/2]

void AShooterCharacter::ServerCheckDrinkingWater_Implementation ( )
inline

Definition at line 4958 of file Actor.h.

◆ ServerCheckDrinkingWater_Implementation() [2/2]

void AShooterCharacter::ServerCheckDrinkingWater_Implementation ( )
inline

Definition at line 5292 of file Actor.h.

◆ ServerClearSwitchingWeapon_Implementation() [1/2]

void AShooterCharacter::ServerClearSwitchingWeapon_Implementation ( bool bOnlyIfDefaultWeapon,
bool bClientRequestNextWeaponID )
inline

Definition at line 5035 of file Actor.h.

◆ ServerClearSwitchingWeapon_Implementation() [2/2]

void AShooterCharacter::ServerClearSwitchingWeapon_Implementation ( bool bOnlyIfDefaultWeapon,
bool bClientRequestNextWeaponID )
inline

Definition at line 5293 of file Actor.h.

◆ ServerDetachGrapHookCable() [1/2]

void AShooterCharacter::ServerDetachGrapHookCable ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5106 of file Actor.h.

◆ ServerDetachGrapHookCable() [2/2]

void AShooterCharacter::ServerDetachGrapHookCable ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5402 of file Actor.h.

◆ ServerDetachGrapHookCable_Implementation() [1/2]

void AShooterCharacter::ServerDetachGrapHookCable_Implementation ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 4764 of file Actor.h.

◆ ServerDetachGrapHookCable_Implementation() [2/2]

void AShooterCharacter::ServerDetachGrapHookCable_Implementation ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5294 of file Actor.h.

◆ ServerFireBallistaProjectile() [1/2]

void AShooterCharacter::ServerFireBallistaProjectile ( FVector Origin,
FVector_NetQuantizeNormal ShootDir )
inline

Definition at line 5107 of file Actor.h.

◆ ServerFireBallistaProjectile() [2/2]

void AShooterCharacter::ServerFireBallistaProjectile ( FVector Origin,
FVector_NetQuantizeNormal ShootDir )
inline

Definition at line 5403 of file Actor.h.

◆ ServerFireBallistaProjectile_Implementation() [1/2]

void AShooterCharacter::ServerFireBallistaProjectile_Implementation ( FVector Origin,
FVector_NetQuantizeNormal ShootDir )
inline

Definition at line 4980 of file Actor.h.

◆ ServerFireBallistaProjectile_Implementation() [2/2]

void AShooterCharacter::ServerFireBallistaProjectile_Implementation ( FVector Origin,
FVector_NetQuantizeNormal ShootDir )
inline

Definition at line 5295 of file Actor.h.

◆ ServerForceUpdatedAimedActors() [1/2]

void AShooterCharacter::ServerForceUpdatedAimedActors ( float OverrideMaxDistance,
bool bReplicateToSimulatedClients )
inline

Definition at line 4855 of file Actor.h.

◆ ServerForceUpdatedAimedActors() [2/2]

void AShooterCharacter::ServerForceUpdatedAimedActors ( float OverrideMaxDistance,
bool bReplicateToSimulatedClients )
inline

Definition at line 5296 of file Actor.h.

◆ ServerGiveDefaultWeapon_Implementation() [1/2]

void AShooterCharacter::ServerGiveDefaultWeapon_Implementation ( )
inline

Definition at line 4780 of file Actor.h.

◆ ServerGiveDefaultWeapon_Implementation() [2/2]

void AShooterCharacter::ServerGiveDefaultWeapon_Implementation ( bool bOnlyGiveDefaultWeapon)
inline

Definition at line 5297 of file Actor.h.

◆ ServerLaunchMountedDino() [1/2]

void AShooterCharacter::ServerLaunchMountedDino ( )
inline

Definition at line 5108 of file Actor.h.

◆ ServerLaunchMountedDino() [2/2]

void AShooterCharacter::ServerLaunchMountedDino ( )
inline

Definition at line 5404 of file Actor.h.

◆ ServerLaunchMountedDino_Implementation() [1/2]

void AShooterCharacter::ServerLaunchMountedDino_Implementation ( )
inline

Definition at line 4866 of file Actor.h.

◆ ServerLaunchMountedDino_Implementation() [2/2]

void AShooterCharacter::ServerLaunchMountedDino_Implementation ( )
inline

Definition at line 5298 of file Actor.h.

◆ ServerNetEndClimbingLadder() [1/2]

void AShooterCharacter::ServerNetEndClimbingLadder ( bool bIsClimbOver,
FVector ClimbOverLoc,
float RightDir )
inline

Definition at line 5109 of file Actor.h.

◆ ServerNetEndClimbingLadder() [2/2]

void AShooterCharacter::ServerNetEndClimbingLadder ( bool bIsClimbOver,
FVector ClimbOverLoc,
float RightDir )
inline

Definition at line 5405 of file Actor.h.

◆ ServerNetEndClimbingLadder_Implementation() [1/2]

void AShooterCharacter::ServerNetEndClimbingLadder_Implementation ( bool bIsClimbOver,
FVector ClimbOverLoc,
float RightDir )
inline

Definition at line 4985 of file Actor.h.

◆ ServerNetEndClimbingLadder_Implementation() [2/2]

void AShooterCharacter::ServerNetEndClimbingLadder_Implementation ( bool bIsClimbOver,
FVector ClimbOverLoc,
float RightDir )
inline

Definition at line 5299 of file Actor.h.

◆ ServerNotifyBallistaShot()

void AShooterCharacter::ServerNotifyBallistaShot ( FHitResult Impact,
FVector_NetQuantizeNormal ShootDir )
inline

Definition at line 5110 of file Actor.h.

◆ ServerNotifyBallistaShot_Implementation()

void AShooterCharacter::ServerNotifyBallistaShot_Implementation ( FHitResult Impact,
FVector_NetQuantizeNormal ShootDir )
inline

Definition at line 4857 of file Actor.h.

◆ ServerPlayFireBallistaAnimation()

void AShooterCharacter::ServerPlayFireBallistaAnimation ( )
inline

Definition at line 5111 of file Actor.h.

◆ ServerPlayFireBallistaAnimation_Implementation()

void AShooterCharacter::ServerPlayFireBallistaAnimation_Implementation ( )
inline

Definition at line 4976 of file Actor.h.

◆ ServerPrepareForSeamlessTravel_Implementation()

void AShooterCharacter::ServerPrepareForSeamlessTravel_Implementation ( )
inline

Definition at line 5300 of file Actor.h.

◆ ServerReleaseGrapHookCable()

void AShooterCharacter::ServerReleaseGrapHookCable ( bool bReleasing)
inline

Definition at line 5112 of file Actor.h.

◆ ServerReleaseGrapHookCable_Implementation()

void AShooterCharacter::ServerReleaseGrapHookCable_Implementation ( bool bReleasing)
inline

Definition at line 4765 of file Actor.h.

◆ ServerRequestCaptainOrder()

void AShooterCharacter::ServerRequestCaptainOrder ( int OrderIndex,
TArray< int > * GroupsIndex )
inline

Definition at line 5406 of file Actor.h.

◆ ServerRequestCaptainOrder_Implementation()

void AShooterCharacter::ServerRequestCaptainOrder_Implementation ( int OrderIndex,
TArray< int > * GroupsIndex )
inline

Definition at line 5301 of file Actor.h.

◆ ServerRequestFeatCooldowns()

void AShooterCharacter::ServerRequestFeatCooldowns ( )
inline

Definition at line 5407 of file Actor.h.

◆ ServerRequestFeatCooldowns_Implementation()

void AShooterCharacter::ServerRequestFeatCooldowns_Implementation ( )
inline

Definition at line 5302 of file Actor.h.

◆ ServerRequestHexagonTrade()

void AShooterCharacter::ServerRequestHexagonTrade ( int RequestedTradableItemIndex,
int Quantity )
inline

Definition at line 5113 of file Actor.h.

◆ ServerRequestHexagonTrade_Implementation()

void AShooterCharacter::ServerRequestHexagonTrade_Implementation ( int RequestedTradableItemIndex,
int Quantity )
inline

Definition at line 5061 of file Actor.h.

◆ ServerRequestStopCaptainOrder()

void AShooterCharacter::ServerRequestStopCaptainOrder ( int OrderIndex,
TArray< int > * GroupsIndex,
TArray< int > * StationsToFire,
AActor * OrderTarget )
inline

Definition at line 5408 of file Actor.h.

◆ ServerRequestStopCaptainOrder_Implementation()

void AShooterCharacter::ServerRequestStopCaptainOrder_Implementation ( int OrderIndex,
TArray< int > * GroupsIndex,
TArray< int > * StationsToFire,
AActor * OrderTarget )
inline

Definition at line 5303 of file Actor.h.

◆ ServerResyncNameToClients()

void AShooterCharacter::ServerResyncNameToClients ( )
inline

Definition at line 5304 of file Actor.h.

◆ ServerSailRiderSetRotationInput()

void AShooterCharacter::ServerSailRiderSetRotationInput ( float Val)
inline

Definition at line 5409 of file Actor.h.

◆ ServerSailRiderSetRotationInput_Implementation()

void AShooterCharacter::ServerSailRiderSetRotationInput_Implementation ( float Val)
inline

Definition at line 5305 of file Actor.h.

◆ ServerSailRiderSetThrottleInput()

void AShooterCharacter::ServerSailRiderSetThrottleInput ( float Val)
inline

Definition at line 5410 of file Actor.h.

◆ ServerSailRiderSetThrottleInput_Implementation()

void AShooterCharacter::ServerSailRiderSetThrottleInput_Implementation ( float Val)
inline

Definition at line 5306 of file Actor.h.

◆ ServerSailRiderSetThrottleValue()

void AShooterCharacter::ServerSailRiderSetThrottleValue ( float Val)
inline

Definition at line 5411 of file Actor.h.

◆ ServerSailRiderSetThrottleValue_Implementation()

void AShooterCharacter::ServerSailRiderSetThrottleValue_Implementation ( float Val)
inline

Definition at line 5307 of file Actor.h.

◆ ServerSeatedViewRotationPitchField()

float & AShooterCharacter::ServerSeatedViewRotationPitchField ( )
inline

Definition at line 4566 of file Actor.h.

◆ ServerSeatedViewRotationYawField()

float & AShooterCharacter::ServerSeatedViewRotationYawField ( )
inline

Definition at line 4565 of file Actor.h.

◆ ServerSeatingStructureAction()

void AShooterCharacter::ServerSeatingStructureAction ( char ActionNumber)
inline

Definition at line 5114 of file Actor.h.

◆ ServerSeatingStructureAction_Implementation()

void AShooterCharacter::ServerSeatingStructureAction_Implementation ( char ActionNumber)
inline

Definition at line 4981 of file Actor.h.

◆ ServerSetBallistaNewRotation() [1/2]

void AShooterCharacter::ServerSetBallistaNewRotation ( float Pitch,
float Yaw )
inline

Definition at line 5115 of file Actor.h.

◆ ServerSetBallistaNewRotation() [2/2]

void AShooterCharacter::ServerSetBallistaNewRotation ( float Pitch,
float Yaw )
inline

Definition at line 5412 of file Actor.h.

◆ ServerSetBallistaNewRotation_Implementation() [1/2]

void AShooterCharacter::ServerSetBallistaNewRotation_Implementation ( float Pitch,
float Yaw )
inline

Definition at line 4856 of file Actor.h.

◆ ServerSetBallistaNewRotation_Implementation() [2/2]

void AShooterCharacter::ServerSetBallistaNewRotation_Implementation ( float Pitch,
float Yaw )
inline

Definition at line 5308 of file Actor.h.

◆ ServerSetCaptainsOrderToLastPassive()

void AShooterCharacter::ServerSetCaptainsOrderToLastPassive ( ECaptainOrder::Type OrderIndexToCancelFrom,
TArray< int > * GroupsIndex )
inline

Definition at line 5413 of file Actor.h.

◆ ServerSetCaptainsOrderToLastPassive_Implementation()

void AShooterCharacter::ServerSetCaptainsOrderToLastPassive_Implementation ( ECaptainOrder::Type OrderIndexToCancelFrom,
TArray< int > * GroupsIndex )
inline

Definition at line 5309 of file Actor.h.

◆ ServerSetIsVoiceActive()

void AShooterCharacter::ServerSetIsVoiceActive ( bool IsActive)
inline

Definition at line 5116 of file Actor.h.

◆ ServerSetIsVoiceActive_Implementation() [1/2]

void AShooterCharacter::ServerSetIsVoiceActive_Implementation ( bool IsActive)
inline

Definition at line 4827 of file Actor.h.

◆ ServerSetIsVoiceActive_Implementation() [2/2]

void AShooterCharacter::ServerSetIsVoiceActive_Implementation ( bool IsActive)
inline

Definition at line 5310 of file Actor.h.

◆ ServerSetTargeting()

void AShooterCharacter::ServerSetTargeting ( bool bNewTargeting)
inline

Definition at line 5117 of file Actor.h.

◆ ServerSetTargeting_Implementation()

void AShooterCharacter::ServerSetTargeting_Implementation ( bool bNewTargeting)
inline

Definition at line 4794 of file Actor.h.

◆ ServerSetViewingInventory() [1/2]

void AShooterCharacter::ServerSetViewingInventory ( bool bIsViewing)
inline

Definition at line 5118 of file Actor.h.

◆ ServerSetViewingInventory() [2/2]

void AShooterCharacter::ServerSetViewingInventory ( bool bIsViewing)
inline

Definition at line 5414 of file Actor.h.

◆ ServerSetViewingInventory_Implementation() [1/2]

void AShooterCharacter::ServerSetViewingInventory_Implementation ( bool bIsViewing)
inline

Definition at line 4956 of file Actor.h.

◆ ServerSetViewingInventory_Implementation() [2/2]

void AShooterCharacter::ServerSetViewingInventory_Implementation ( bool bIsViewing)
inline

Definition at line 5311 of file Actor.h.

◆ ServerStartSurfaceCameraForPassenger() [1/2]

void AShooterCharacter::ServerStartSurfaceCameraForPassenger ( float yaw,
float pitch,
float roll,
bool bShouldInvertInput )
inline

Definition at line 5119 of file Actor.h.

◆ ServerStartSurfaceCameraForPassenger() [2/2]

void AShooterCharacter::ServerStartSurfaceCameraForPassenger ( float yaw,
float pitch,
float roll,
bool bShouldInvertInput )
inline

Definition at line 5415 of file Actor.h.

◆ ServerStartSurfaceCameraForPassenger_Implementation() [1/2]

void AShooterCharacter::ServerStartSurfaceCameraForPassenger_Implementation ( float yaw,
float roll,
float pitch,
bool bShouldInvertInput )
inline

Definition at line 5000 of file Actor.h.

◆ ServerStartSurfaceCameraForPassenger_Implementation() [2/2]

void AShooterCharacter::ServerStartSurfaceCameraForPassenger_Implementation ( float yaw,
float roll,
float pitch,
bool bShouldInvertInput )
inline

Definition at line 5312 of file Actor.h.

◆ ServerStopFireBallista() [1/2]

void AShooterCharacter::ServerStopFireBallista ( )
inline

Definition at line 5120 of file Actor.h.

◆ ServerStopFireBallista() [2/2]

void AShooterCharacter::ServerStopFireBallista ( )
inline

Definition at line 5416 of file Actor.h.

◆ ServerStopFireBallista_Implementation() [1/2]

void AShooterCharacter::ServerStopFireBallista_Implementation ( )
inline

Definition at line 4977 of file Actor.h.

◆ ServerStopFireBallista_Implementation() [2/2]

void AShooterCharacter::ServerStopFireBallista_Implementation ( )
inline

Definition at line 5313 of file Actor.h.

◆ ServerSwitchMap() [1/2]

void AShooterCharacter::ServerSwitchMap ( )
inline

Definition at line 5121 of file Actor.h.

◆ ServerSwitchMap() [2/2]

void AShooterCharacter::ServerSwitchMap ( unsigned int typeIndex)
inline

Definition at line 5417 of file Actor.h.

◆ ServerSwitchMap_Implementation() [1/2]

void AShooterCharacter::ServerSwitchMap_Implementation ( )
inline

Definition at line 4779 of file Actor.h.

◆ ServerSwitchMap_Implementation() [2/2]

void AShooterCharacter::ServerSwitchMap_Implementation ( unsigned int typeIndex)
inline

Definition at line 5314 of file Actor.h.

◆ ServerTellNPCCaptainSailFacingDirection()

void AShooterCharacter::ServerTellNPCCaptainSailFacingDirection ( float YawDir)
inline

Definition at line 5418 of file Actor.h.

◆ ServerTellNPCCaptainSailFacingDirection_Implementation()

void AShooterCharacter::ServerTellNPCCaptainSailFacingDirection_Implementation ( float YawDir)
inline

Definition at line 5315 of file Actor.h.

◆ ServerToClientsPlayFireBallistaAnimation()

void AShooterCharacter::ServerToClientsPlayFireBallistaAnimation ( )
inline

Definition at line 5122 of file Actor.h.

◆ ServerToClientsPlayFireBallistaAnimation_Implementation()

void AShooterCharacter::ServerToClientsPlayFireBallistaAnimation_Implementation ( )
inline

Definition at line 4978 of file Actor.h.

◆ ServerTryToCycleBallistaAmmoType()

void AShooterCharacter::ServerTryToCycleBallistaAmmoType ( )
inline

Definition at line 5419 of file Actor.h.

◆ ServerTryToCycleBallistaAmmoType_Implementation()

void AShooterCharacter::ServerTryToCycleBallistaAmmoType_Implementation ( )
inline

Definition at line 5316 of file Actor.h.

◆ ServerTryToReloadBallista()

void AShooterCharacter::ServerTryToReloadBallista ( )
inline

Definition at line 5420 of file Actor.h.

◆ ServerTryToReloadBallista_Implementation()

void AShooterCharacter::ServerTryToReloadBallista_Implementation ( )
inline

Definition at line 5317 of file Actor.h.

◆ ServerUpdateCurrentVoiceModeAsUInt32() [1/2]

void AShooterCharacter::ServerUpdateCurrentVoiceModeAsUInt32 ( unsigned int NewValue)
inline

Definition at line 5123 of file Actor.h.

◆ ServerUpdateCurrentVoiceModeAsUInt32() [2/2]

void AShooterCharacter::ServerUpdateCurrentVoiceModeAsUInt32 ( unsigned int NewValue)
inline

Definition at line 5421 of file Actor.h.

◆ ServerUpdateCurrentVoiceModeAsUInt32_Implementation() [1/2]

void AShooterCharacter::ServerUpdateCurrentVoiceModeAsUInt32_Implementation ( unsigned int NewValue)
inline

Definition at line 4826 of file Actor.h.

◆ ServerUpdateCurrentVoiceModeAsUInt32_Implementation() [2/2]

void AShooterCharacter::ServerUpdateCurrentVoiceModeAsUInt32_Implementation ( unsigned int NewValue)
inline

Definition at line 5318 of file Actor.h.

◆ ServerWhistleCloseSails()

void AShooterCharacter::ServerWhistleCloseSails ( )
inline

Definition at line 5422 of file Actor.h.

◆ ServerWhistleCloseSails_Implementation()

void AShooterCharacter::ServerWhistleCloseSails_Implementation ( )
inline

Definition at line 5319 of file Actor.h.

◆ ServerWhistleOpenSails()

void AShooterCharacter::ServerWhistleOpenSails ( )
inline

Definition at line 5423 of file Actor.h.

◆ ServerWhistleOpenSails_Implementation()

void AShooterCharacter::ServerWhistleOpenSails_Implementation ( )
inline

Definition at line 5320 of file Actor.h.

◆ SetActorHiddenInGame() [1/2]

void AShooterCharacter::SetActorHiddenInGame ( bool bNewHidden)
inline

Definition at line 4836 of file Actor.h.

◆ SetActorHiddenInGame() [2/2]

void AShooterCharacter::SetActorHiddenInGame ( bool bNewHidden)
inline

Definition at line 5321 of file Actor.h.

◆ SetAutoPlayer()

void AShooterCharacter::SetAutoPlayer ( bool bEnable)
inline

Definition at line 5046 of file Actor.h.

◆ SetCameraMode() [1/2]

void AShooterCharacter::SetCameraMode ( bool bFirstperson,
bool bIgnoreSettingFirstPersonRiding )
inline

Definition at line 4838 of file Actor.h.

◆ SetCameraMode() [2/2]

void AShooterCharacter::SetCameraMode ( bool bFirstperson,
bool bIgnoreSettingFirstPersonRiding )
inline

Definition at line 5322 of file Actor.h.

◆ SetCarriedPitchYaw() [1/2]

void AShooterCharacter::SetCarriedPitchYaw ( float NewCarriedPitch,
float NewCarriedYaw )
inline

Definition at line 5124 of file Actor.h.

◆ SetCarriedPitchYaw() [2/2]

void AShooterCharacter::SetCarriedPitchYaw ( float NewCarriedPitch,
float NewCarriedYaw )
inline

Definition at line 5424 of file Actor.h.

◆ SetCarriedPitchYaw_Implementation() [1/2]

void AShooterCharacter::SetCarriedPitchYaw_Implementation ( float NewCarriedPitch,
float NewCarriedYaw )
inline

Definition at line 4769 of file Actor.h.

◆ SetCarriedPitchYaw_Implementation() [2/2]

void AShooterCharacter::SetCarriedPitchYaw_Implementation ( float NewCarriedPitch,
float NewCarriedYaw )
inline

Definition at line 5323 of file Actor.h.

◆ SetCarryingDino() [1/2]

void AShooterCharacter::SetCarryingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 4862 of file Actor.h.

◆ SetCarryingDino() [2/2]

void AShooterCharacter::SetCarryingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 5324 of file Actor.h.

◆ SetCharacterMeshesMaterialScalarParamValue() [1/2]

void AShooterCharacter::SetCharacterMeshesMaterialScalarParamValue ( FName ParamName,
float Value )
inline

Definition at line 4899 of file Actor.h.

◆ SetCharacterMeshesMaterialScalarParamValue() [2/2]

void AShooterCharacter::SetCharacterMeshesMaterialScalarParamValue ( FName ParamName,
float Value )
inline

Definition at line 5325 of file Actor.h.

◆ SetCurrentWeapon() [1/2]

void AShooterCharacter::SetCurrentWeapon ( AShooterWeapon * NewWeapon,
AShooterWeapon * LastWeapon )
inline

Definition at line 4789 of file Actor.h.

◆ SetCurrentWeapon() [2/2]

void AShooterCharacter::SetCurrentWeapon ( AShooterWeapon * NewWeapon,
AShooterWeapon * LastWeapon )
inline

Definition at line 5326 of file Actor.h.

◆ SetEnableHandIK()

void AShooterCharacter::SetEnableHandIK ( bool bLeft,
bool bRight,
bool bBindForwad )
inline

Definition at line 5327 of file Actor.h.

◆ SetMiniGameReloadCounter()

void AShooterCharacter::SetMiniGameReloadCounter ( int NewValue)
inline

Definition at line 5328 of file Actor.h.

◆ SetPlayerHexagonCount()

bool AShooterCharacter::SetPlayerHexagonCount ( int NewHexagonCount)
inline

Definition at line 5059 of file Actor.h.

◆ SetPreventEquipAllWeapons()

void AShooterCharacter::SetPreventEquipAllWeapons ( const bool bPrevent)
inline

Definition at line 5067 of file Actor.h.

◆ SetRagdollPhysics()

void AShooterCharacter::SetRagdollPhysics ( bool bUseRagdollLocationOffset,
bool bForceRecreateBones,
bool bForLoading )
inline

Definition at line 4924 of file Actor.h.

◆ SetRidingDino() [1/2]

void AShooterCharacter::SetRidingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 4859 of file Actor.h.

◆ SetRidingDino() [2/2]

void AShooterCharacter::SetRidingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 5329 of file Actor.h.

◆ SetRidingDinoAsPassenger() [1/2]

void AShooterCharacter::SetRidingDinoAsPassenger ( APrimalDinoCharacter * aDino,
FSaddlePassengerSeatDefinition * SeatDefinition )
inline

Definition at line 4864 of file Actor.h.

◆ SetRidingDinoAsPassenger() [2/2]

void AShooterCharacter::SetRidingDinoAsPassenger ( APrimalDinoCharacter * aDino,
FSaddlePassengerSeatDefinition * SeatDefinition )
inline

Definition at line 5330 of file Actor.h.

◆ SetSleeping() [1/2]

void AShooterCharacter::SetSleeping ( bool bSleeping,
bool bUseRagdollLocationOffset )
inline

Definition at line 4816 of file Actor.h.

◆ SetSleeping() [2/2]

void AShooterCharacter::SetSleeping ( bool bSleeping,
bool bUseRagdollLocationOffset )
inline

Definition at line 5331 of file Actor.h.

◆ SetTargeting()

void AShooterCharacter::SetTargeting ( bool bNewTargeting)
inline

Definition at line 4793 of file Actor.h.

◆ SetVivoxUsername()

void AShooterCharacter::SetVivoxUsername ( FString * Value)
inline

Definition at line 5078 of file Actor.h.

◆ ShieldCoverAnimationField()

UAnimMontage * AShooterCharacter::ShieldCoverAnimationField ( )
inline

Definition at line 4590 of file Actor.h.

◆ ShieldCoverAnimationForCrouchField()

UAnimMontage * AShooterCharacter::ShieldCoverAnimationForCrouchField ( )
inline

Definition at line 4591 of file Actor.h.

◆ ShipsRelativePositionMapField()

TMap< APrimalRaft *, FRelativePositionEntry, FDefaultSetAllocator, TDefaultMapKeyFuncs< APrimalRaft *, FRelativePositionEntry, 0 > > AShooterCharacter::ShipsRelativePositionMapField ( )
inline

Definition at line 4938 of file Actor.h.

◆ ShouldIKBeForceDisabled()

bool AShooterCharacter::ShouldIKBeForceDisabled ( )
inline

Definition at line 5332 of file Actor.h.

◆ ShouldOverrideNewFallVelocity()

bool AShooterCharacter::ShouldOverrideNewFallVelocity ( )
inline

Definition at line 5333 of file Actor.h.

◆ ShouldOverrideSwimmingVelocity()

bool AShooterCharacter::ShouldOverrideSwimmingVelocity ( )
inline

Definition at line 5334 of file Actor.h.

◆ ShouldOverrideWalkingVelocity()

bool AShooterCharacter::ShouldOverrideWalkingVelocity ( )
inline

Definition at line 5335 of file Actor.h.

◆ ShouldReplicateRotPitch() [1/2]

bool AShooterCharacter::ShouldReplicateRotPitch ( )
inline

Definition at line 4973 of file Actor.h.

◆ ShouldReplicateRotPitch() [2/2]

bool AShooterCharacter::ShouldReplicateRotPitch ( )
inline

Definition at line 5336 of file Actor.h.

◆ ShouldStoreSecondaryItemID()

bool AShooterCharacter::ShouldStoreSecondaryItemID ( UPrimalItem * SecondaryItem)
inline

Definition at line 5337 of file Actor.h.

◆ ShouldTempDisableMultiFabrik()

bool AShooterCharacter::ShouldTempDisableMultiFabrik ( )
inline

Definition at line 5338 of file Actor.h.

◆ ShowDiscoveryExplorerNoteOnDelay()

void AShooterCharacter::ShowDiscoveryExplorerNoteOnDelay ( int ExplorerNoteIndex)
inline

Definition at line 5339 of file Actor.h.

◆ ShowWeapon() [1/2]

void AShooterCharacter::ShowWeapon ( )
inline

Definition at line 4999 of file Actor.h.

◆ ShowWeapon() [2/2]

void AShooterCharacter::ShowWeapon ( )
inline

Definition at line 5340 of file Actor.h.

◆ SimulatedLastFrameProcessedForceUpdateAimedActorsField() [1/2]

int & AShooterCharacter::SimulatedLastFrameProcessedForceUpdateAimedActorsField ( )
inline

Definition at line 4677 of file Actor.h.

◆ SimulatedLastFrameProcessedForceUpdateAimedActorsField() [2/2]

int & AShooterCharacter::SimulatedLastFrameProcessedForceUpdateAimedActorsField ( )
inline

Definition at line 4925 of file Actor.h.

◆ SpawnAnimField() [1/2]

UAnimMontage * AShooterCharacter::SpawnAnimField ( )
inline

Definition at line 4613 of file Actor.h.

◆ SpawnAnimField() [2/2]

UAnimMontage * AShooterCharacter::SpawnAnimField ( )
inline

Definition at line 4861 of file Actor.h.

◆ spawnedTradeStructField()

APrimalStructureItemContainer * AShooterCharacter::spawnedTradeStructField ( )
inline

Definition at line 4969 of file Actor.h.

◆ SpawnIntroAnim1PField() [1/2]

UAnimMontage * AShooterCharacter::SpawnIntroAnim1PField ( )
inline

Definition at line 4463 of file Actor.h.

◆ SpawnIntroAnim1PField() [2/2]

UAnimMontage * AShooterCharacter::SpawnIntroAnim1PField ( )
inline

Definition at line 4716 of file Actor.h.

◆ StartCameraTransition() [1/2]

void AShooterCharacter::StartCameraTransition ( float Duration)
inline

Definition at line 4839 of file Actor.h.

◆ StartCameraTransition() [2/2]

void AShooterCharacter::StartCameraTransition ( float Duration)
inline

Definition at line 5341 of file Actor.h.

◆ StartCrouchSoundField() [1/2]

USoundCue * AShooterCharacter::StartCrouchSoundField ( )
inline

Definition at line 4559 of file Actor.h.

◆ StartCrouchSoundField() [2/2]

USoundCue * AShooterCharacter::StartCrouchSoundField ( )
inline

Definition at line 4801 of file Actor.h.

◆ StartedFiringWeapon()

void AShooterCharacter::StartedFiringWeapon ( bool bPrimaryFire)
inline

Definition at line 4919 of file Actor.h.

◆ StartedRidingTimeField()

long double & AShooterCharacter::StartedRidingTimeField ( )
inline

Definition at line 4570 of file Actor.h.

◆ StartProneSoundField() [1/2]

USoundCue * AShooterCharacter::StartProneSoundField ( )
inline

Definition at line 4561 of file Actor.h.

◆ StartProneSoundField() [2/2]

USoundCue * AShooterCharacter::StartProneSoundField ( )
inline

Definition at line 4803 of file Actor.h.

◆ StartRidingAnimField() [1/2]

UAnimMontage * AShooterCharacter::StartRidingAnimField ( )
inline

Definition at line 4467 of file Actor.h.

◆ StartRidingAnimField() [2/2]

UAnimMontage * AShooterCharacter::StartRidingAnimField ( )
inline

Definition at line 4720 of file Actor.h.

◆ StartWeaponSwitch() [1/2]

void AShooterCharacter::StartWeaponSwitch ( UPrimalItem * aPrimalItem,
bool bDontClearLastWeapon )
inline

Definition at line 4783 of file Actor.h.

◆ StartWeaponSwitch() [2/2]

void AShooterCharacter::StartWeaponSwitch ( UPrimalItem * aPrimalItem,
bool bDontClearLastWeapon )
inline

Definition at line 5342 of file Actor.h.

◆ StasisingCharacter() [1/2]

void AShooterCharacter::StasisingCharacter ( )
inline

Definition at line 4948 of file Actor.h.

◆ StasisingCharacter() [2/2]

void AShooterCharacter::StasisingCharacter ( )
inline

Definition at line 5343 of file Actor.h.

◆ StaticClass()

static UClass * AShooterCharacter::StaticClass ( )
inlinestatic

Definition at line 4743 of file Actor.h.

◆ StaticRegisterNativesAShooterCharacter() [1/2]

static void AShooterCharacter::StaticRegisterNativesAShooterCharacter ( )
inlinestatic

Definition at line 5079 of file Actor.h.

◆ StaticRegisterNativesAShooterCharacter() [2/2]

static void AShooterCharacter::StaticRegisterNativesAShooterCharacter ( )
inlinestatic

Definition at line 5425 of file Actor.h.

◆ StopRidingAnimField() [1/2]

UAnimMontage * AShooterCharacter::StopRidingAnimField ( )
inline

Definition at line 4468 of file Actor.h.

◆ StopRidingAnimField() [2/2]

UAnimMontage * AShooterCharacter::StopRidingAnimField ( )
inline

Definition at line 4721 of file Actor.h.

◆ StopRidingTimeField()

long double & AShooterCharacter::StopRidingTimeField ( )
inline

Definition at line 4612 of file Actor.h.

◆ StructurePlacementUseAlternateOriginActor() [1/2]

AActor * AShooterCharacter::StructurePlacementUseAlternateOriginActor ( )
inline

Definition at line 5025 of file Actor.h.

◆ StructurePlacementUseAlternateOriginActor() [2/2]

AActor * AShooterCharacter::StructurePlacementUseAlternateOriginActor ( )
inline

Definition at line 5344 of file Actor.h.

◆ SwitchMap() [1/2]

void AShooterCharacter::SwitchMap ( )
inline

Definition at line 4777 of file Actor.h.

◆ SwitchMap() [2/2]

void AShooterCharacter::SwitchMap ( unsigned int typeIndex)
inline

Definition at line 5345 of file Actor.h.

◆ SyncGrapHookDistance()

void AShooterCharacter::SyncGrapHookDistance ( float Distance)
inline

Definition at line 5125 of file Actor.h.

◆ SyncGrapHookDistance_Implementation()

void AShooterCharacter::SyncGrapHookDistance_Implementation ( float Distance)
inline

Definition at line 4767 of file Actor.h.

◆ TakeSeatingStructure()

void AShooterCharacter::TakeSeatingStructure ( APrimalStructureSeating * InSeatingStructure,
int SeatNumber,
bool bLockedToSeat )
inline

Definition at line 4971 of file Actor.h.

◆ TakeSeatingStructureHandIK()

void AShooterCharacter::TakeSeatingStructureHandIK ( )
inline

Definition at line 5346 of file Actor.h.

◆ TalkingAnimField() [1/2]

UAnimMontage * AShooterCharacter::TalkingAnimField ( )
inline

Definition at line 4469 of file Actor.h.

◆ TalkingAnimField() [2/2]

UAnimMontage * AShooterCharacter::TalkingAnimField ( )
inline

Definition at line 4722 of file Actor.h.

◆ TargetingSpeedModifierField() [1/2]

float & AShooterCharacter::TargetingSpeedModifierField ( )
inline

Definition at line 4533 of file Actor.h.

◆ TargetingSpeedModifierField() [2/2]

float & AShooterCharacter::TargetingSpeedModifierField ( )
inline

Definition at line 4773 of file Actor.h.

◆ TargetingTeamChanged()

void AShooterCharacter::TargetingTeamChanged ( )
inline

Definition at line 5347 of file Actor.h.

◆ TargetingTimeField()

float & AShooterCharacter::TargetingTimeField ( )
inline

Definition at line 4488 of file Actor.h.

◆ TeleportTo() [1/2]

bool AShooterCharacter::TeleportTo ( FVector * DestLocation,
FRotator * DestRotation,
bool bIsATest,
bool bNoCheck )
inline

Definition at line 5040 of file Actor.h.

◆ TeleportTo() [2/2]

bool AShooterCharacter::TeleportTo ( FVector * DestLocation,
FRotator * DestRotation,
bool bIsATest,
bool bNoCheck )
inline

Definition at line 5348 of file Actor.h.

◆ TempDampenInputAcceleration() [1/2]

void AShooterCharacter::TempDampenInputAcceleration ( )
inline

Definition at line 5021 of file Actor.h.

◆ TempDampenInputAcceleration() [2/2]

void AShooterCharacter::TempDampenInputAcceleration ( )
inline

Definition at line 5349 of file Actor.h.

◆ TemplateAllowActorSpawn()

bool AShooterCharacter::TemplateAllowActorSpawn ( UWorld * World,
FVector * AtLocation,
FRotator * AtRotation,
FActorSpawnParameters * SpawnParameters )
inline

Definition at line 4744 of file Actor.h.

◆ ThrowCharacterSoundField() [1/2]

USoundBase * AShooterCharacter::ThrowCharacterSoundField ( )
inline

Definition at line 4638 of file Actor.h.

◆ ThrowCharacterSoundField() [2/2]

USoundBase * AShooterCharacter::ThrowCharacterSoundField ( )
inline

Definition at line 4881 of file Actor.h.

◆ ThrowItemAnimationField() [1/2]

UAnimMontage * AShooterCharacter::ThrowItemAnimationField ( )
inline

Definition at line 4507 of file Actor.h.

◆ ThrowItemAnimationField() [2/2]

UAnimMontage * AShooterCharacter::ThrowItemAnimationField ( )
inline

Definition at line 4752 of file Actor.h.

◆ Tick() [1/2]

void AShooterCharacter::Tick ( float DeltaSeconds)
inline

Definition at line 4819 of file Actor.h.

◆ Tick() [2/2]

void AShooterCharacter::Tick ( float DeltaSeconds)
inline

Definition at line 5350 of file Actor.h.

◆ TickUpdateHandIK()

void AShooterCharacter::TickUpdateHandIK ( float DeltaSeconds)
inline

Definition at line 5351 of file Actor.h.

◆ TimeBetweenStatusStateSoundsField()

float & AShooterCharacter::TimeBetweenStatusStateSoundsField ( )
inline

Definition at line 4975 of file Actor.h.

◆ TimeInVitaEqField()

float & AShooterCharacter::TimeInVitaEqField ( )
inline

Definition at line 4955 of file Actor.h.

◆ TimeSinceLastControllerField() [1/2]

long double & AShooterCharacter::TimeSinceLastControllerField ( )
inline

Definition at line 4571 of file Actor.h.

◆ TimeSinceLastControllerField() [2/2]

long double & AShooterCharacter::TimeSinceLastControllerField ( )
inline

Definition at line 4811 of file Actor.h.

◆ TimeStartedLockOnField()

long double & AShooterCharacter::TimeStartedLockOnField ( )
inline

Definition at line 4940 of file Actor.h.

◆ TogglePerspective()

void AShooterCharacter::TogglePerspective ( )
inline

Definition at line 5352 of file Actor.h.

◆ ToggleWeapon()

void AShooterCharacter::ToggleWeapon ( )
inline

Definition at line 4774 of file Actor.h.

◆ TorsoBoneNameField()

FName & AShooterCharacter::TorsoBoneNameField ( )
inline

Definition at line 4951 of file Actor.h.

◆ TotalTimeForVitaEqField()

float & AShooterCharacter::TotalTimeForVitaEqField ( )
inline

Definition at line 4956 of file Actor.h.

◆ TradingInvitePlayerIDField()

unsigned __int64 & AShooterCharacter::TradingInvitePlayerIDField ( )
inline

Definition at line 4892 of file Actor.h.

◆ TransitionMountedDinoField()

APrimalDinoCharacter * AShooterCharacter::TransitionMountedDinoField ( )
inline

Definition at line 4959 of file Actor.h.

◆ TravellingPlayerDataField()

UPrimalPlayerData * AShooterCharacter::TravellingPlayerDataField ( )
inline

Definition at line 4964 of file Actor.h.

◆ TryAccessInventory() [1/2]

bool AShooterCharacter::TryAccessInventory ( )
inline

Definition at line 4940 of file Actor.h.

◆ TryAccessInventory() [2/2]

bool AShooterCharacter::TryAccessInventory ( )
inline

Definition at line 5353 of file Actor.h.

◆ TryCutEnemyGrapplingCable()

void AShooterCharacter::TryCutEnemyGrapplingCable ( )
inline

Definition at line 5029 of file Actor.h.

◆ TryGiveGenesisSeasonPassItems()

void AShooterCharacter::TryGiveGenesisSeasonPassItems ( int AppID)
inline

Definition at line 4860 of file Actor.h.

◆ TryMultiUse() [1/2]

bool AShooterCharacter::TryMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 4880 of file Actor.h.

◆ TryMultiUse() [2/2]

bool AShooterCharacter::TryMultiUse ( APlayerController * ForPC,
int UseIndex )
inline

Definition at line 5354 of file Actor.h.

◆ UniqueNetIdStrField()

FString & AShooterCharacter::UniqueNetIdStrField ( )
inline

Definition at line 4859 of file Actor.h.

◆ UniqueNetIdTypeHashField() [1/2]

unsigned int & AShooterCharacter::UniqueNetIdTypeHashField ( )
inline

Definition at line 4610 of file Actor.h.

◆ UniqueNetIdTypeHashField() [2/2]

unsigned int & AShooterCharacter::UniqueNetIdTypeHashField ( )
inline

Definition at line 4858 of file Actor.h.

◆ Unstasis() [1/2]

void AShooterCharacter::Unstasis ( )
inline

Definition at line 5014 of file Actor.h.

◆ Unstasis() [2/2]

void AShooterCharacter::Unstasis ( )
inline

Definition at line 5355 of file Actor.h.

◆ UpdateAutoFire()

void AShooterCharacter::UpdateAutoFire ( )
inline

Definition at line 5052 of file Actor.h.

◆ UpdateAutoJump()

void AShooterCharacter::UpdateAutoJump ( )
inline

Definition at line 5051 of file Actor.h.

◆ UpdateAutoMove()

void AShooterCharacter::UpdateAutoMove ( )
inline

Definition at line 5049 of file Actor.h.

◆ UpdateAutoPlayer()

void AShooterCharacter::UpdateAutoPlayer ( )
inline

Definition at line 5048 of file Actor.h.

◆ UpdateAutoTurn()

void AShooterCharacter::UpdateAutoTurn ( )
inline

Definition at line 5050 of file Actor.h.

◆ UpdateCarriedLocationAndRotation() [1/2]

void AShooterCharacter::UpdateCarriedLocationAndRotation ( float DeltaSeconds)
inline

Definition at line 4820 of file Actor.h.

◆ UpdateCarriedLocationAndRotation() [2/2]

void AShooterCharacter::UpdateCarriedLocationAndRotation ( float DeltaSeconds)
inline

Definition at line 5356 of file Actor.h.

◆ UpdateGrapHook() [1/2]

void AShooterCharacter::UpdateGrapHook ( float DeltaSeconds)
inline

Definition at line 4768 of file Actor.h.

◆ UpdateGrapHook() [2/2]

void AShooterCharacter::UpdateGrapHook ( float DeltaSeconds)
inline

Definition at line 5357 of file Actor.h.

◆ UpdateHair() [1/2]

void AShooterCharacter::UpdateHair ( )
inline

Definition at line 5007 of file Actor.h.

◆ UpdateHair() [2/2]

void AShooterCharacter::UpdateHair ( )
inline

Definition at line 5358 of file Actor.h.

◆ UpdateHyperThermalInsulationPositionField() [1/2]

FVector & AShooterCharacter::UpdateHyperThermalInsulationPositionField ( )
inline

Definition at line 4654 of file Actor.h.

◆ UpdateHyperThermalInsulationPositionField() [2/2]

FVector & AShooterCharacter::UpdateHyperThermalInsulationPositionField ( )
inline

Definition at line 4896 of file Actor.h.

◆ UpdateHypoThermalInsulationPositionField() [1/2]

FVector & AShooterCharacter::UpdateHypoThermalInsulationPositionField ( )
inline

Definition at line 4655 of file Actor.h.

◆ UpdateHypoThermalInsulationPositionField() [2/2]

FVector & AShooterCharacter::UpdateHypoThermalInsulationPositionField ( )
inline

Definition at line 4897 of file Actor.h.

◆ UpdatePawnMeshes() [1/2]

void AShooterCharacter::UpdatePawnMeshes ( bool bForceThirdPerson,
bool bForceFlush )
inline

Definition at line 4771 of file Actor.h.

◆ UpdatePawnMeshes() [2/2]

void AShooterCharacter::UpdatePawnMeshes ( bool bForceThirdPerson,
bool bForceFlush )
inline

Definition at line 5359 of file Actor.h.

◆ UpdateSeatingStructureHandIK()

void AShooterCharacter::UpdateSeatingStructureHandIK ( )
inline

Definition at line 5360 of file Actor.h.

◆ UpdateSwimmingState() [1/2]

void AShooterCharacter::UpdateSwimmingState ( )
inline

Definition at line 4898 of file Actor.h.

◆ UpdateSwimmingState() [2/2]

void AShooterCharacter::UpdateSwimmingState ( )
inline

Definition at line 5361 of file Actor.h.

◆ UpdateTopTribesGroup()

void AShooterCharacter::UpdateTopTribesGroup ( )
inline

Definition at line 5362 of file Actor.h.

◆ UpdateTransponders() [1/2]

void AShooterCharacter::UpdateTransponders ( )
inline

Definition at line 4751 of file Actor.h.

◆ UpdateTransponders() [2/2]

void AShooterCharacter::UpdateTransponders ( )
inline

Definition at line 5363 of file Actor.h.

◆ UpdateWeaponHandIK()

void AShooterCharacter::UpdateWeaponHandIK ( )
inline

Definition at line 5364 of file Actor.h.

◆ UploadEarliestValidTimeField() [1/2]

long double & AShooterCharacter::UploadEarliestValidTimeField ( )
inline

Definition at line 4675 of file Actor.h.

◆ UploadEarliestValidTimeField() [2/2]

long double & AShooterCharacter::UploadEarliestValidTimeField ( )
inline

Definition at line 4923 of file Actor.h.

◆ UseAdditiveStandingAnim() [1/2]

bool AShooterCharacter::UseAdditiveStandingAnim ( )
inline

Definition at line 4952 of file Actor.h.

◆ UseAdditiveStandingAnim() [2/2]

bool AShooterCharacter::UseAdditiveStandingAnim ( )
inline

Definition at line 5365 of file Actor.h.

◆ UseAltAimOffsetAnim() [1/2]

bool AShooterCharacter::UseAltAimOffsetAnim ( )
inline

Definition at line 4949 of file Actor.h.

◆ UseAltAimOffsetAnim() [2/2]

bool AShooterCharacter::UseAltAimOffsetAnim ( )
inline

Definition at line 5366 of file Actor.h.

◆ UseAlternateStandingAnim() [1/2]

bool AShooterCharacter::UseAlternateStandingAnim ( )
inline

Definition at line 4950 of file Actor.h.

◆ UseAlternateStandingAnim() [2/2]

bool AShooterCharacter::UseAlternateStandingAnim ( )
inline

Definition at line 5367 of file Actor.h.

◆ UseSwimmingTPVAimOffset()

bool AShooterCharacter::UseSwimmingTPVAimOffset ( )
inline

Definition at line 5368 of file Actor.h.

◆ ValidToRestoreForPC() [1/2]

bool AShooterCharacter::ValidToRestoreForPC ( AShooterPlayerController * aPC)
inline

Definition at line 4842 of file Actor.h.

◆ ValidToRestoreForPC() [2/2]

bool AShooterCharacter::ValidToRestoreForPC ( AShooterPlayerController * aPC)
inline

Definition at line 5369 of file Actor.h.

◆ ViewingInventoryAnimationField() [1/2]

UAnimSequence * AShooterCharacter::ViewingInventoryAnimationField ( )
inline

Definition at line 4585 of file Actor.h.

◆ ViewingInventoryAnimationField() [2/2]

UAnimSequence * AShooterCharacter::ViewingInventoryAnimationField ( )
inline

Definition at line 4826 of file Actor.h.

◆ VivoxUsernameField() [1/2]

FString & AShooterCharacter::VivoxUsernameField ( )
inline

Definition at line 4476 of file Actor.h.

◆ VivoxUsernameField() [2/2]

FString & AShooterCharacter::VivoxUsernameField ( )
inline

Definition at line 4728 of file Actor.h.

◆ VoiceModeForCullingTestsField() [1/2]

unsigned int & AShooterCharacter::VoiceModeForCullingTestsField ( )
inline

Definition at line 4478 of file Actor.h.

◆ VoiceModeForCullingTestsField() [2/2]

unsigned int & AShooterCharacter::VoiceModeForCullingTestsField ( )
inline

Definition at line 4730 of file Actor.h.

◆ VoiceTalkingAnimField() [1/2]

UAnimMontage * AShooterCharacter::VoiceTalkingAnimField ( )
inline

Definition at line 4470 of file Actor.h.

◆ VoiceTalkingAnimField() [2/2]

UAnimMontage * AShooterCharacter::VoiceTalkingAnimField ( )
inline

Definition at line 4723 of file Actor.h.

◆ VoiceYellingAnimField() [1/2]

UAnimMontage * AShooterCharacter::VoiceYellingAnimField ( )
inline

Definition at line 4471 of file Actor.h.

◆ VoiceYellingAnimField() [2/2]

UAnimMontage * AShooterCharacter::VoiceYellingAnimField ( )
inline

Definition at line 4724 of file Actor.h.

◆ WalkBobInterpSpeedField() [1/2]

float & AShooterCharacter::WalkBobInterpSpeedField ( )
inline

Definition at line 4487 of file Actor.h.

◆ WalkBobInterpSpeedField() [2/2]

float & AShooterCharacter::WalkBobInterpSpeedField ( )
inline

Definition at line 4740 of file Actor.h.

◆ WalkBobMagnitudeField() [1/2]

float & AShooterCharacter::WalkBobMagnitudeField ( )
inline

Definition at line 4486 of file Actor.h.

◆ WalkBobMagnitudeField() [2/2]

float & AShooterCharacter::WalkBobMagnitudeField ( )
inline

Definition at line 4739 of file Actor.h.

◆ WalkBobOldSpeedField() [1/2]

float & AShooterCharacter::WalkBobOldSpeedField ( )
inline

Definition at line 4528 of file Actor.h.

◆ WalkBobOldSpeedField() [2/2]

float & AShooterCharacter::WalkBobOldSpeedField ( )
inline

Definition at line 4769 of file Actor.h.

◆ WalkSpeedThresholdField()

float & AShooterCharacter::WalkSpeedThresholdField ( )
inline

Definition at line 4943 of file Actor.h.

◆ WasPushed() [1/2]

void AShooterCharacter::WasPushed ( ACharacter * ByOtherCharacter)
inline

Definition at line 4982 of file Actor.h.

◆ WasPushed() [2/2]

void AShooterCharacter::WasPushed ( ACharacter * ByOtherCharacter)
inline

Definition at line 5370 of file Actor.h.

◆ WaterLossRateMultiplierField() [1/2]

float & AShooterCharacter::WaterLossRateMultiplierField ( )
inline

Definition at line 4660 of file Actor.h.

◆ WaterLossRateMultiplierField() [2/2]

float & AShooterCharacter::WaterLossRateMultiplierField ( )
inline

Definition at line 4902 of file Actor.h.

◆ WeaponAttachPointField()

FName & AShooterCharacter::WeaponAttachPointField ( )
inline

Definition at line 4532 of file Actor.h.

◆ WeaponBobMagnitudes_TargetingField() [1/2]

FVector & AShooterCharacter::WeaponBobMagnitudes_TargetingField ( )
inline

Definition at line 4551 of file Actor.h.

◆ WeaponBobMagnitudes_TargetingField() [2/2]

FVector & AShooterCharacter::WeaponBobMagnitudes_TargetingField ( )
inline

Definition at line 4793 of file Actor.h.

◆ WeaponBobMagnitudesField() [1/2]

FVector & AShooterCharacter::WeaponBobMagnitudesField ( )
inline

Definition at line 4548 of file Actor.h.

◆ WeaponBobMagnitudesField() [2/2]

FVector & AShooterCharacter::WeaponBobMagnitudesField ( )
inline

Definition at line 4790 of file Actor.h.

◆ WeaponBobMaxMovementSpeedField() [1/2]

float & AShooterCharacter::WeaponBobMaxMovementSpeedField ( )
inline

Definition at line 4490 of file Actor.h.

◆ WeaponBobMaxMovementSpeedField() [2/2]

float & AShooterCharacter::WeaponBobMaxMovementSpeedField ( )
inline

Definition at line 4745 of file Actor.h.

◆ WeaponBobMinimumSpeedField() [1/2]

float & AShooterCharacter::WeaponBobMinimumSpeedField ( )
inline

Definition at line 4554 of file Actor.h.

◆ WeaponBobMinimumSpeedField() [2/2]

float & AShooterCharacter::WeaponBobMinimumSpeedField ( )
inline

Definition at line 4796 of file Actor.h.

◆ WeaponBobOffsets_TargetingField() [1/2]

FVector & AShooterCharacter::WeaponBobOffsets_TargetingField ( )
inline

Definition at line 4553 of file Actor.h.

◆ WeaponBobOffsets_TargetingField() [2/2]

FVector & AShooterCharacter::WeaponBobOffsets_TargetingField ( )
inline

Definition at line 4795 of file Actor.h.

◆ WeaponBobOffsetsField() [1/2]

FVector & AShooterCharacter::WeaponBobOffsetsField ( )
inline

Definition at line 4550 of file Actor.h.

◆ WeaponBobOffsetsField() [2/2]

FVector & AShooterCharacter::WeaponBobOffsetsField ( )
inline

Definition at line 4792 of file Actor.h.

◆ WeaponBobPeriods_TargetingField() [1/2]

FVector & AShooterCharacter::WeaponBobPeriods_TargetingField ( )
inline

Definition at line 4552 of file Actor.h.

◆ WeaponBobPeriods_TargetingField() [2/2]

FVector & AShooterCharacter::WeaponBobPeriods_TargetingField ( )
inline

Definition at line 4794 of file Actor.h.

◆ WeaponBobPeriodsField() [1/2]

FVector & AShooterCharacter::WeaponBobPeriodsField ( )
inline

Definition at line 4549 of file Actor.h.

◆ WeaponBobPeriodsField() [2/2]

FVector & AShooterCharacter::WeaponBobPeriodsField ( )
inline

Definition at line 4791 of file Actor.h.

◆ WeaponBobSpeedBaseFallingField() [1/2]

float & AShooterCharacter::WeaponBobSpeedBaseFallingField ( )
inline

Definition at line 4556 of file Actor.h.

◆ WeaponBobSpeedBaseFallingField() [2/2]

float & AShooterCharacter::WeaponBobSpeedBaseFallingField ( )
inline

Definition at line 4798 of file Actor.h.

◆ WeaponBobSpeedBaseField() [1/2]

float & AShooterCharacter::WeaponBobSpeedBaseField ( )
inline

Definition at line 4555 of file Actor.h.

◆ WeaponBobSpeedBaseField() [2/2]

float & AShooterCharacter::WeaponBobSpeedBaseField ( )
inline

Definition at line 4797 of file Actor.h.

◆ WeaponBobTargetingBlendField() [1/2]

float & AShooterCharacter::WeaponBobTargetingBlendField ( )
inline

Definition at line 4557 of file Actor.h.

◆ WeaponBobTargetingBlendField() [2/2]

float & AShooterCharacter::WeaponBobTargetingBlendField ( )
inline

Definition at line 4799 of file Actor.h.

◆ WeaponBobTimeField() [1/2]

float & AShooterCharacter::WeaponBobTimeField ( )
inline

Definition at line 4543 of file Actor.h.

◆ WeaponBobTimeField() [2/2]

float & AShooterCharacter::WeaponBobTimeField ( )
inline

Definition at line 4785 of file Actor.h.

◆ WeaponEquipped()

void AShooterCharacter::WeaponEquipped ( AShooterWeapon * NewWeapon)
inline

Definition at line 5045 of file Actor.h.

◆ WeaponsToReloadAllField()

TArray< FItemNetID > & AShooterCharacter::WeaponsToReloadAllField ( )
inline

Definition at line 4713 of file Actor.h.

◆ WeaponUnequipped()

void AShooterCharacter::WeaponUnequipped ( AShooterWeapon * OldWeapon)
inline

Definition at line 5044 of file Actor.h.

◆ WetMaximumTemperatureReductionField()

float & AShooterCharacter::WetMaximumTemperatureReductionField ( )
inline

Definition at line 4875 of file Actor.h.

◆ WetMinimumTemperatureReductionField()

float & AShooterCharacter::WetMinimumTemperatureReductionField ( )
inline

Definition at line 4876 of file Actor.h.

◆ WetnessDrySpeedField()

float & AShooterCharacter::WetnessDrySpeedField ( )
inline

Definition at line 4854 of file Actor.h.

◆ WetnessField()

float & AShooterCharacter::WetnessField ( )
inline

Definition at line 4852 of file Actor.h.

◆ ZoomIn() [1/2]

void AShooterCharacter::ZoomIn ( )
inline

Definition at line 4796 of file Actor.h.

◆ ZoomIn() [2/2]

void AShooterCharacter::ZoomIn ( )
inline

Definition at line 5371 of file Actor.h.

◆ ZoomOut() [1/2]

void AShooterCharacter::ZoomOut ( )
inline

Definition at line 4797 of file Actor.h.

◆ ZoomOut() [2/2]

void AShooterCharacter::ZoomOut ( )
inline

Definition at line 5372 of file Actor.h.


The documentation for this struct was generated from the following files: