Ark Server API (ASE) - Wiki
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AShooterPlayerController Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterPlayerController:
+ Collaboration diagram for AShooterPlayerController:

Public Types

enum  CharacterTransferState { CTS_None = 0x0 , CTS_Transferring = 0x1 , CTS_Downloading = 0x2 , CTS_Done = 0x3 }
 

Public Member Functions

FieldArray< char, 10 > HeldFeatKeyField ()
 
FieldArray< long double, 10 > HeldFeatKeyTimeField ()
 
FieldArray< char, 10 > HeldItemSlotField ()
 
FieldArray< char, 10 > UsedItemSlotField ()
 
FieldArray< long double, 10 > LastRepeatUseConsumableTimeField ()
 
FieldArray< long double, 10 > HeldItemSlotTimeField ()
 
FieldArray< long double, 10 > LastUsedItemSlotTimesField ()
 
int & MaxMapMarkersField ()
 
bool & bChangeingServerCoordsField ()
 
FStringChangeingServerCoordsMessageField ()
 
TArray< TSubclassOf< UPrimalEngramEntry > > & UnlockedSkillsField ()
 
FPrimalPlayerDataStructMyPlayerDataStructField ()
 
bool & bGPSZoomOutField ()
 
bool & bGPSZoomInField ()
 
FVectorCurrentPlayerCharacterLocationField ()
 
int & ModifedButtonCountField ()
 
APrimalStructurePlacer * StructurePlacerField ()
 
FVectorLastDeathLocationField ()
 
long double & LastDeathTimeField ()
 
TWeakObjectPtr< APrimalCharacter > & LastDeathPrimalCharacterField ()
 
bool & bWasDeadField ()
 
long double & LastDeadCharacterDestructionTimeField ()
 
bool & bShowGameModeHUDField ()
 
FVector2DCurrentRadialDirection1Field ()
 
FVector2DCurrentRadialDirection2Field ()
 
USoundCue * SelectSlotSoundField ()
 
UPrimalLocalProfile * PrimalLocalProfileField ()
 
int & CurrentGameModeMaxNumOfRespawnsField ()
 
FVectorLastRawInputDirField ()
 
FStringVivoxUsernameField ()
 
unsigned __int64 & TargetOrbitedPlayerIdField ()
 
char & TargetOrbitedTrialCountField ()
 
TWeakObjectPtr< AShooterCharacter > & LastControlledPlayerCharacterField ()
 
TSubclassOf< APrimalStructurePlacer > & StructurePlacerClassField ()
 
float & MaxUseDistanceField ()
 
float & MaxUseCheckRadiusField ()
 
TArray< bool > & SavedSurvivorProfileSettingsField ()
 
bool & bCachedOnlyShowOnlineTribeMembersField ()
 
TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & RemoteViewingInventoriesField ()
 
TWeakObjectPtr< AActor > & LastHeldUseActorField ()
 
TWeakObjectPtr< UActorComponent > & LastHeldUseHitComponentField ()
 
int & LastHeldUseHitBodyIndexField ()
 
bool & bUsePressedFromGamepadField ()
 
TWeakObjectPtr< APrimalStructureBed > & SpawnAtBedField ()
 
APawnTempLastLostPawnField ()
 
bool & bLockedInputDontRecenterMouseField ()
 
long double & LastRespawnTimeField ()
 
bool & bIsFirstSpawnField ()
 
bool & bIsRespawningField ()
 
bool & bIsVRPlayerField ()
 
TSubclassOf< AHUD > & AwaitingHUDClassField ()
 
FItemNetIDLastEquipedItemNetIDField ()
 
FItemNetIDLastUnequippedItemNetIDField ()
 
__int64 & LinkedPlayerIDField ()
 
bool & bDrawLocationField ()
 
int & PlayerControllerNumField ()
 
FVectorLastTurnSpeedField ()
 
long double & LastMultiUseInteractionTimeField ()
 
float & LastTimeSentCarriedRotationField ()
 
long double & LastTimePlayerRotationInputField ()
 
FItemNetIDLastSteamItemIDToRemoveField ()
 
FItemNetIDLastSteamItemIDToAddField ()
 
bool & bConsumeItemSucceededField ()
 
bool & bRefreshedInvetoryForRemoveField ()
 
bool & bServerRefreshStatusField ()
 
long double & LastRequesteDinoAncestorsTimeField ()
 
long double & LastDiedMessageTimeField ()
 
long double & LastNotifiedTorpidityIncreaseTimeField ()
 
long double & LastInvDropRequestTimeField ()
 
long double & LastHadPawnTimeField ()
 
long double & LastChatMessageTimeField ()
 
bool & bServerIsPaintingField ()
 
bool & bServerPaintingSuccessField ()
 
float & TotalTimeOnLandField ()
 
long double & LastTimePlayedSetSailMusicField ()
 
long double & LastPlayedSetSailStingerTimeField ()
 
float & LandIntervalForSetSailStingerField ()
 
float & MinimumIntervalBetweenSetSailStingersField ()
 
long double & LastListenServerNotifyOutOfRangeTimeField ()
 
int & SpectatorCycleIndexField ()
 
TEnumAsByte< enum EFastTravelType > & CurrentFastTravelTypeField ()
 
bool & bSuppressAdminIconField ()
 
long double & WaitingForSpawnUITimeField ()
 
float & ChatSpamWeightField ()
 
bool & bChatSpammedField ()
 
long double & EnteredSpectatingStateTimeField ()
 
bool & bCommunicationPrivilegeFetchedField ()
 
bool & bPreventPaintingStreamingField ()
 
long double & LastUsePressTimeField ()
 
TArray< int > & PlayerAppIDsField ()
 
TArray< int > & NotifiedTribeWarIDsField ()
 
TArray< FString > & NotifiedTribeWarNamesField ()
 
int & ServerTribeLogLastLogIndexField ()
 
int & ServerTribeLogLastTribeIDField ()
 
bool & bFullyAuthenticatedField ()
 
bool & bNotificationSettingsReceivedField ()
 
FVectorLastViewLocationField ()
 
bool & bHasGottenInitialSpawnLocationField ()
 
bool & bClientReceivedTribeLogField ()
 
TArray< FTribeLogEntry > & CurrentTribeLogField ()
 
long double & LastTribeLogRequestTimeField ()
 
bool & bHasSurvivedOneDayField ()
 
bool & bHasReachedHighestPeakField ()
 
bool & bHasReachedLowestDepthField ()
 
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & ServerCachedAchievementIDsField ()
 
bool & bZoomingOutField ()
 
bool & bZoomingInField ()
 
long double & LastRPCStayAliveTimeField ()
 
int & PlayerBadgeGroupField ()
 
long double & LastMultiUseTraceTimeField ()
 
bool & bTraveledSeamlesslyField ()
 
float & LastSeamlessTravelTimeField ()
 
FVectorLastLargeMoveLocationField ()
 
long double & LastLargeMoveTimeField ()
 
long double & LastNotOnUnriddenDinoTimeField ()
 
long double & LastHitMarkerCharacterTimeField ()
 
bool & bLastHitMarkerCharacterAllyField ()
 
long double & LastHitMarkerStructureTimeField ()
 
bool & bLastHitMarkerStructureAllyField ()
 
float & HitMarkerScaleMultiplierField ()
 
bool & bHitMarkerWasMeleeHitField ()
 
float & DoFSettingCurrentTimerField ()
 
float & DoFSettingTargetTimerField ()
 
int & LastSpawnPointIDField ()
 
int & LastSpawnRegionIndexField ()
 
bool & bReceivedSubscribedAppsField ()
 
long double & PossessedFirstPawnTimeField ()
 
long double & LastPinRequestTimeField ()
 
int & SnapPointCycleField ()
 
FVectorLastSnapPointCyclePositionField ()
 
int & ViewingWheelCategoryField ()
 
long double & ForceDrawCurrentGroupsUntilTimeField ()
 
long double & LastRequestedPlaceStructureTimeField ()
 
bool & bNextShowCharacterCreationUIDownloadField ()
 
bool & bForceHideGameplayUIField ()
 
long double & LastGamepadOpenRemoteInventoryTimeField ()
 
bool & bIsGamepadActiveField ()
 
bool & bClientIsDPCField ()
 
long double & LastClientRequestTribeOnlineListTimeField ()
 
long double & LastClientModifiedARKInventoryTimeField ()
 
TArray< unsigned __int64 > & ClientCachedTribeOnlineListField ()
 
bool & bPreventDefaultCharacterItemsField ()
 
float & SFXVolumeMultiplierField ()
 
long double & LastTeleportedTimeField ()
 
unsigned __int64 & LastConvertedPlayerIDField ()
 
FStringLastConvertedPlayerIDStringField ()
 
long double & LastShowExtendedInfoTimeField ()
 
bool & bHasDisplayedSplitScreenMessageField ()
 
UPrimalItemLastTransferredToRemoteInventoryItemField ()
 
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingResponseEquippedItemsQueueField ()
 
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingRequestEquippedItemsQueueField ()
 
bool & bIsViewingTributeInventoryField ()
 
bool & bDrawBlackBackgroundField ()
 
TSubclassOf< APrimalBuff > & CreativeModeBuffField ()
 
float & PrimalStatsCacheFlushIntervalField ()
 
bool & bIsPrimalStatsTimerActiveField ()
 
FPrimalStatsPrimalStatsCacheField ()
 
bool & bLocalCameraInVacuumSealedContainerOrRaftField ()
 
FAttachmentPoint & LastCycledSnapPointField ()
 
TArray< FAttachmentPoint > & LastCycledSnapPointsField ()
 
bool & bResetSnapPointField ()
 
bool & bNetIsCurrentlyFirstPersonField ()
 
bool & bLastSentNetIsCurrentlyFirstPersonField ()
 
TArray< FName > & AllowedBindingsInTransitionField ()
 
bool & bRequestingFirstHomeServerField ()
 
FStringLastPlayerFirstHomeServerIdStrField ()
 
bool & bIsQueryingCurrentServerIdField ()
 
float & DistanceToDisplayTreasureField ()
 
float & DistanceToCollectTreasureField ()
 
bool & bIsAltHeldField ()
 
bool & bIsRightShoulderHeldField ()
 
TArray< FShownTreasureData > & ShownTreasuresField ()
 
long double & JoinedAtField ()
 
long double & OverSubscriptionHandingAtField ()
 
long double & TimeOfLastMapPressField ()
 
int & LastTutorialHintTextFrameField ()
 
FStringLastTutorialHintTextField ()
 
long double & ClientLastStartedFastTravelTimeField ()
 
unsigned int & HomeServerIdField ()
 
UStaticMeshLightingCheckerMeshField ()
 
UMaterial * LightingCheckerMaterialField ()
 
FVectorLightingCheckerScaleField ()
 
bool & bAdminPreventFastClaimingField ()
 
bool & bIsOnlyViewingRemoteInventoryField ()
 
bool & bHasViewOnlyInventoryOpenField ()
 
bool & bRemovePlayerDataOnSeamlessTravelField ()
 
int & ClientLastRequestFullMapEntitiesChangeIDField ()
 
int & ClientLastRequestFullMapEntitiesCountField ()
 
int & PreviousTribeEntitiesRequestedTargetingTeamField ()
 
long double & ClientLastRefreshNeedingMapEntitiesTimeField ()
 
long double & LastTimeTribeEntitiesRequestedField ()
 
bool & bClientIsReceivingMapEntitiesField ()
 
TArray< FTribeEntity > & LocalCachedMapEntitiesField ()
 
float & ClientLastRequestedTribeDataTimeField ()
 
bool & bClientTribeDataDirtyField ()
 
int & LastTribeDataChangeCountField ()
 
int & LastTribeMemberDataChangeCountField ()
 
int & LastTribeRankGroupRequestChangeCountField ()
 
int & ClientCurrentTribeGroupRankIndexField ()
 
int & TribeDataChangeCountField ()
 
int & LastTribeMembersLastOnlineChangeCountField ()
 
long double & LastTribeMembersPresenceRequestTimeField ()
 
int & LastIslandInfoVersionField ()
 
bool & bForceTeleportClientToHostField ()
 
TArray< FChatMessage * > MessageQueueField ()
 
bool & bPendingServerCheckField ()
 
bool & bServerAllowCommunicationField ()
 
TMap< enum AtlasVoiceChannelType, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum AtlasVoiceChannelType, FString, 0 > > & ConnectedVoiceChannelsField ()
 
long double & LastVivoxPositionalUpdateField ()
 
BitFieldValue< bool, unsigned __int32 > bInfiniteAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bGodMode ()
 
BitFieldValue< bool, unsigned __int32 > bIsHoldingAltInput ()
 
BitFieldValue< bool, unsigned __int32 > bHideGun ()
 
BitFieldValue< bool, unsigned __int32 > bEnemyInvisible ()
 
BitFieldValue< bool, unsigned __int32 > bIsAdminPauseUIEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bUsePressed ()
 
BitFieldValue< bool, unsigned __int32 > bForceCraftButtonHeld ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadHotbarModifierPressed ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadSpecialAttackHeld ()
 
BitFieldValue< bool, unsigned __int32 > bWasTurnAtRateCalled ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapPressed ()
 
BitFieldValue< bool, unsigned __int32 > bCheckForMapSecondPress ()
 
BitFieldValue< bool, unsigned __int32 > bForceSingleWieldHeld ()
 
BitFieldValue< bool, unsigned __int32 > bHoldingSkipTutorialButton ()
 
BitFieldValue< bool, unsigned __int32 > bBattlEyePlayerHasGottenInGameFully ()
 
BitFieldValue< bool, unsigned __int32 > bAdminShowAllPlayers ()
 
void AcknowledgePossession (APawn *P)
 
void ActivateMultiUseSelection (bool bIsFromUseRelease)
 
void AddExperience (float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
 
void AdminCheat (FString *Msg)
 
void AllowPlayerToJoinNoCheck (FString *PlayerId)
 
bool AllowTribeGroupPermission (ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)
 
void ApplyDepthOfFieldSetting (int Index, float CurrentTimer)
 
void AsyncQueryAndProcessCurrentServerIdSpawning ()
 
void AutoCycle (float Duration)
 
void BPClientNotifyEditText (TSubclassOf< UObject > ForObjectClass, int ExtraID1, int ExtraID2, UObject *ForObject)
 
void BPGetAimedUseActor (AActor **AimedUseActor, UActorComponent **AimedUseComponent, int *HitBoxIndex)
 
void BPGetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void BanPlayer (FString PlayerSteamName)
 
AActorBaseGetPlayerCharacter ()
 
void BeginInactiveState ()
 
void BeginPlay ()
 
void BeginSpectatingState ()
 
void CCC ()
 
bool CanCommunicateVoiceWithRadio (AShooterPlayerController *otherPC)
 
bool CanDispatchInputDelegate (FName BindingName, TEnumAsByte< enum EInputEvent > KeyEvent)
 
bool CanDoPlayerCharacterInput (bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
 
bool CanRespec ()
 
void CancelMultiUseSelection ()
 
void ChangeState (FName NewState)
 
void Cheat (FString *Msg)
 
void CheckCheatsPassword_Implementation (FString *Pass)
 
void CheckForPlayerInventory ()
 
void CheckRequestSpectator_Implementation (FString *InSpectatorPass)
 
void CheckToOpenMapAllTimer ()
 
void CheckToOpenMapOnlyTimer ()
 
void CheckforOrbiting ()
 
bool CheckforOrbitingInstantaneously ()
 
void ClearTutorials ()
 
void ClientAbortTravel_Implementation (unsigned int ServerID, unsigned __int64 ServerSteamId)
 
void ClientAddActorItemToFolder_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
 
void ClientAddActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
 
void ClientAddFloatingDamageText_Implementation (FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
 
void ClientAddFloatingText_Implementation (FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, bool bForce)
 
void ClientAddFolderToInventoryComponent_Implementation (UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
 
void ClientAfterServerChange_Implementation ()
 
void ClientBeforeServerChange_Implementation (FString *Message)
 
void ClientChatMessage_Implementation (FChatMessage Chat)
 
void ClientCollectedAchievementItem_Implementation (TSubclassOf< UPrimalItem > ItemClass)
 
void ClientDoMultiUse_Implementation (UObject *ForObject, int useIndex)
 
void ClientDrawDebugSphere_Implementation (TArray< FVector > *Locs, float Radius, int Segments, FColor DrawColor)
 
void ClientEndReceivingTribeLog_Implementation ()
 
void ClientFailedRemoveSaddle_Implementation ()
 
void ClientFailedToAddItemFromArkInventory_Implementation ()
 
void ClientFeatActivationResult_Implementation (TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
 
void ClientFinishedReceivingActorItems_Implementation (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientFinishedUseSlotTimeRemaining_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void ClientForceCacheTattooPainting_Implementation ()
 
void ClientGetMessageOfTheDay_Implementation (FString *Message)
 
void ClientGiveFOW_Implementation ()
 
void ClientGotoMainMenuListSessions_Implementation ()
 
void ClientHUDNotificationTypeParams_Implementation (int MessageType, int MessageParam1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
 
void ClientInformHomeServerFull_Implementation ()
 
void ClientInformNeedsNewHomeServer_Implementation ()
 
void ClientInitHUDScenes_Implementation ()
 
void ClientInsertActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
 
void ClientJoinVivoxChannel_Implementation (FString *JoinChannelVAT, FString *ChannelName, int AtlasVoiceChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
 
void ClientLoginToVivox_Implementation (FString *LoginVAT, FString *VivoxUsername)
 
void ClientMarkSeamlessActors_Implementation (TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
 
void ClientNetReceiveMapEntities_Implementation (TArray< FTribeEntity > *TribeEntities)
 
void ClientNetReceiveTribeMembersFinished_Implementation ()
 
void ClientNetReceiveTribeMembersLastOnlineAt_Implementation (TArray< unsigned int > *MembersLastOnlineAt)
 
void ClientNetReceiveTribeMembersPlayerDataID_Implementation (TArray< unsigned int > *MembersPlayerDataID)
 
void ClientNetReceiveTribeMembersPlayerName_Implementation (TArray< FString > *MembersPlayerName)
 
void ClientNetReceiveTribeMembersRankGroupId_Implementation (TArray< int > *MembersRankGroupId)
 
void ClientNetReceiveTribeTribeAdmins_Implementation (TArray< unsigned int > *TribeAdmins)
 
void ClientNetStartReceivingMapEntities_Implementation ()
 
void ClientNetStopReceivingMapEntities_Implementation (int ServerMapEntitiesChangeID)
 
void ClientNotifyAdmin_Implementation ()
 
void ClientNotifyCantHarvest_Implementation ()
 
void ClientNotifyCantHitHarvest_Implementation ()
 
void ClientNotifyDefeatedDino_Implementation (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyDinoDeath_Implementation (FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyDinoKill_Implementation (APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
 
void ClientNotifyEditText_Implementation (TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ClientNotifyHitHarvest_Implementation ()
 
void ClientNotifyLevelUp_Implementation (APrimalCharacter *ForChar, int NewLevel)
 
void ClientNotifyListenServerOutOfRange_Implementation ()
 
void ClientNotifyMessageOfTheDay_Implementation (FString *Message, float TimeToDisplay)
 
void ClientNotifyPaintFinished_Implementation (bool bSuccess)
 
void ClientNotifyPlayerDeathReason_Implementation (FString *ReasonString)
 
void ClientNotifyPlayerDeath_Implementation (APawn *InstigatingPawn, AActor *DamageCauser)
 
void ClientNotifyPlayerKill_Implementation (AActor *PlayerPawn, APawn *VictimPawn)
 
void ClientNotifyReconnected_Implementation (APawn *NewPawn)
 
void ClientNotifyRemotePlayerDeath_Implementation (FString *PlayerName, FString *AttackerName)
 
void ClientNotifyRespawned_Implementation (APawn *NewPawn, bool IsFirstSpawn)
 
void ClientNotifySummonedDino_Implementation (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyTamedDino_Implementation (TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
 
void ClientNotifyTorpidityIncrease_Implementation ()
 
void ClientNotifyTribeDataUpdated_Implementation ()
 
void ClientNotifyTribeXP_Implementation (float HowMuch)
 
void ClientNotifyUnlockHairStyleOrEmote_Implementation (FName HairstyleOrEmoteName)
 
void ClientNotifyUnlockedEngram_Implementation (TSubclassOf< UPrimalEngramEntry > ItemClass)
 
void ClientNotifyUpgradedItem_Implementation (UPrimalItem *UpgradedItem)
 
void ClientOnFastTravelFailed_Implementation ()
 
void ClientOnReceivedCaptainOrder_Implementation (ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bIsFromCaptain)
 
void ClientPlayLocalSound_Implementation (USoundBase *aSound, bool bAttach)
 
void ClientReceiveDinoAncestors_Implementation (APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
 
void ClientReceiveMyTribeOnlineList_Implementation (TArray< unsigned int > *OnlinePlayerIDs)
 
void ClientReceiveOriginalHairColor_Implementation (FLinearColor HairColor)
 
void ClientReceiveStructureCraftingStatItem_Implementation (APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
 
void ClientReceiveTribeRankGroup_Implementation (int GroupRankIndex)
 
void ClientRemoveActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
 
void ClientRemovedItemFromSlot_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void ClientReplicateTravelledObjects_Implementation (TArray< UObject * > *Objects)
 
void ClientResetRespawningFlag_Implementation ()
 
void ClientReset_Implementation ()
 
void ClientSendArkDataPayloadBegin_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ClientSendArkDataPayloadEnd_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
 
void ClientSendArkDataPayload_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ClientServerChatDirectMessage_Implementation (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerChatMessage_Implementation (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerNotificationSingle_Implementation (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
 
void ClientServerNotification_Implementation (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientServerSOTFNotificationCustom_Implementation (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientSetCheatStatus_Implementation (bool bEnable)
 
void ClientSetControlRotation_Implementation (FRotator NewRotation)
 
void ClientSetHUDAndInitUIScenes_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void ClientSetSpectatorLocation_Implementation (FVector NewLocation)
 
void ClientShowCharacterCreationUI_Implementation (bool bShowDownloadCharacter)
 
void ClientShowPaintingUI_Implementation (UObject *ObjectToPaint)
 
void ClientShowSpawnUI_Implementation (float Delay)
 
void ClientStartReceivingActorItems_Implementation (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientStartReceivingTribeLog_Implementation ()
 
void ClientStartSurfaceCameraForPassenger_Implementation (float yaw, float pitch, float roll, bool bInvertTurnInput)
 
void ClientStartTravelling_Implementation (unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
 
void ClientStartingFastTravel_Implementation ()
 
void ClientStopLocalSound_Implementation (USoundBase *aSound)
 
void ClientSwapActorItems_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
 
void ClientSyncCurrentSublevels_Finish_Implementation ()
 
void ClientSyncCurrentSublevels_RecieveData_Implementation (TArray< FTransformedSubLevel > *CurrentData)
 
void ClientSyncCurrentSublevels_Start_Implementation ()
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientTeleportSpectator_Implementation (FVector Location, unsigned __int64 PlayerID)
 
void ClientTeleportSucceeded_Implementation (FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
 
void ClientUnlockAchievement_Implementation (FString *AchievementID)
 
void ClientUnlockExplorerNote_Implementation (int ExplorerNoteIndex)
 
void ClientUnmarkSeamlessActors_Implementation ()
 
void ClientUpdateGroupInfo_Implementation (TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
 
void ClientUpdateInventoryCraftQueue_Implementation (UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
 
void ClientUpdateItemDurability_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
 
void ClientUpdateItemQuantity_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
 
void ClientUpdateItemSpoilingTimes_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
 
void ClientUpdateItemWeaponClipAmmo_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
 
void ClientUpdateUnlockedSkills_Implementation (TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
 
void ClientUsedActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void Client_CaptainExtraActions_Implementation (ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
 
void CloseFeatsSelection ()
 
void CollectNearbyTreasures ()
 
FStringConsoleCommand (FString *result, FString *Command, bool bWriteToLog)
 
void CopyCoordsToClipboard ()
 
void CreateSpawnUITattooComponent ()
 
void DebugStructures ()
 
void DelayedTeamSpectatorSetup ()
 
void Destroyed ()
 
void DisableLightingChecker ()
 
void DisableSpectator ()
 
void DisableSurfaceCameraInterpolation ()
 
void DisableTimeSlicedPhysX ()
 
void DisableViewOnly ()
 
void DisallowPlayerToJoinNoCheck (FString *PlayerId)
 
void DoClientInformPickNewHomeServer ()
 
void DoCrash ()
 
void DoFastTravel (EFastTravelType FastTravelType, unsigned int ToServerID, FVector GridTravelToPos, unsigned int ToBedID, FVector2D FromRelativeLocInServer)
 
void DoFastTravelToShipBed (unsigned int FromBedID, unsigned int ToBedID, bool ToBedIDIsServerID, bool bHomeServerRespawn, bool bValidFromBed, FVector2D FromBedLocation)
 
void DoFlushLevelStreaming ()
 
bool DoMapInput (int Index)
 
void DoOnCaptainOrderPressed (int OrderIndex)
 
void DoOnCaptainOrderReleased (int OrderIndex)
 
void DoOnReleaseItemSlot (int Index)
 
void DoOnReleaseUseFeat (int Index)
 
void DoOnUseFeat (int Index)
 
void DoOnUseItemSlot (int Index)
 
void DoServerCheckUnfreeze_Implementation ()
 
void DoTransferToRemoteInventory (UPrimalInventoryComponent *inventoryComp, UPrimalItem *anItem, bool bAlsoTryToEqup, int requestedQuantity)
 
void DrawHUD (AShooterHUD *HUD)
 
void EnableCheats (FString Pass)
 
void EnableLightingChecker ()
 
void EnableSpectator ()
 
void EnableViewOnly ()
 
void EndAArkGamepadDpadUp ()
 
void EndArkGamepadBackButton ()
 
void EndArkGamepadDpadDown ()
 
void EndArkGamepadDpadLeft ()
 
void EndArkGamepadDpadRight ()
 
void EndArkGamepadFaceButtonBottom ()
 
void EndArkGamepadFaceButtonLeft ()
 
void EndArkGamepadFaceButtonRight ()
 
void EndArkGamepadFaceButtonTop ()
 
void EndArkGamepadLeftShoulder ()
 
void EndArkGamepadRightShoulder ()
 
void EndEmoteSelection ()
 
void EndFeatsSelection ()
 
void EndInventoryRadialSelector ()
 
void EndPlayerActionRadialSelector ()
 
void EndSurfaceCamera ()
 
void EndWhistleSelection ()
 
void EnemyInVisible (bool Invisible)
 
void FadeOutLoadingMusic ()
 
void FailedToSpawnPawn ()
 
void FinalFlushLevelStreaming ()
 
void FinalStructurePlacement (TSubclassOf< APrimalStructure > theStructureClass, FVector TestBuildLocation, FRotator TestBuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID FinalPlacementItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, bool bIgnoreClassOverride)
 
void FlushLevelStreaming ()
 
void FlushPressedKeys ()
 
void FlushPrimalStats ()
 
void ForceAddDinoExperience (float Amount)
 
void ForceCraftPressed ()
 
void ForceCraftReleased ()
 
void ForceFlushPressedKeys ()
 
void ForceTame (bool bCheatTame)
 
void ForceTribes (FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
 
void ForceUnstasisAtLocation (FVector AtLocation)
 
void ForceUpdateCaptures ()
 
FStringFormatTextWithKeyBindings (FString *result, FString InText, bool bIgnoreMarkup)
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
 
bool GetAllAimedHarvestActors (float MaxDistance, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< int > *OutHitBodyIndices)
 
void GetAudioListenerPosition (FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
 
TArray< FString > * GetCheatsCommands (TArray< FString > *result)
 
int GetCurrentMultiUseWheelCategory ()
 
UPrimalItemGetInventoryUISelectedItemLocal ()
 
UPrimalItemGetInventoryUISelectedItemRemote ()
 
AActorGetLastControlledPlayerChar ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
unsigned __int64 GetLinkedPlayerID64 ()
 
int GetLinkedPlayerID ()
 
void GetNearbyTreasures (float DesiredDistance, TArray< UPrimalItem * > *OutMapItems)
 
UPrimalInventoryComponentGetPawnInventoryComponent ()
 
FStringGetPersonalTameLimitString (FString *result)
 
AShooterCharacterGetPlayerCharacter ()
 
FStringGetPlayerCharacterName (FString *result)
 
AActorGetPlayerControllerViewerOverride ()
 
UPrimalInventoryComponentGetPlayerInventory ()
 
UPrimalInventoryComponentGetPlayerInventoryComponent ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation, bool ForAiming)
 
void GetPlayerViewPointNoModifiers (FVector *out_Location, FRotator *out_Rotation, bool ForAiming, bool bNoTPVAim)
 
TArray< unsigned int > * GetRadioFrequencies (TArray< unsigned int > *result)
 
APawnGetResponsibleDamager (AActor *DamageCauser)
 
int GetSubscribedAppIds ()
 
FStringGetUniqueNetIdAsString (FString *result)
 
FVectorGetViewLocation (FVector *result)
 
void GiveActorToMe (AActor *anAct, bool bNotifyNetwork)
 
void GiveColors (int quantity)
 
void GiveEngrams (bool ForceAllEngrams)
 
bool GiveFast (FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
 
bool GiveItem (FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint)
 
bool GiveItemNum (int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
 
void GiveResources ()
 
bool GiveSlotItem (FString *blueprintPath, int slotNum, int quantityOverride)
 
bool GiveSlotItemNum (int masterIndexNum, int slotNum, int quantityOverride)
 
void GiveToMe ()
 
void GlobalCommand (FString *Msg)
 
void GridTravelToGlobalPos (FVector *ToGlobalPos)
 
void GridTravelToLocalPos (unsigned __int16 GridX, unsigned __int16 GridY, FVector *ToLocalPos)
 
bool HasEngram (TSubclassOf< UPrimalItem > TheItemClass)
 
bool HasGodMode ()
 
bool HasRadio (bool allowVoice)
 
bool HasSameRadioFrequency (AShooterPlayerController *OtherPC, unsigned int *SharedFrequency)
 
bool HasSkill (TSubclassOf< UPrimalEngramEntry > SkillClass)
 
void HiWarp (FString *ClassName, int Index)
 
void HibernationReport (FString *ClassName)
 
void HideRiders (bool bDoHide)
 
void HideTutorial (int TutorialIndex)
 
void IncrementPrimalStats (EPrimalStatsValueTypes::Type statsValueType)
 
void InfiniteStats ()
 
void InitCharacterPainting_Implementation (APrimalCharacter *Char, bool bForTattoo)
 
void InitHUD (bool bForceReinitUI)
 
void InitInputSystem ()
 
bool IsAlliedWithTeam (int OtherTargetingTeam, bool bIgnoreSameTeam)
 
bool IsAtPersonalTameLimit (bool bIsForStructure)
 
bool IsEmoteUnlocked (FName EmoteName)
 
bool IsFirstLocalPlayer ()
 
bool IsFirstLocalPlayerOrLivingLocalPlayer ()
 
bool IsGameInputAllowed ()
 
bool IsHeldDownIndexOverriddenFromCaptainsOrders (int index)
 
bool IsHudVisible ()
 
bool IsInTribe ()
 
bool IsOnSeatingStructure ()
 
bool IsOnlyViewingInventory ()
 
bool IsRidingDino ()
 
bool IsSavingData ()
 
bool IsSpectator ()
 
bool IsTribeAdmin ()
 
bool IsValidUnStasisCaster ()
 
bool IsViewingInventoryUI ()
 
void KickPlayer (FString PlayerSteamName)
 
void LeaveMeAlone ()
 
void LevelView ()
 
FStringLinkedPlayerIDString (FString *result)
 
void LoadLocalPlayerArkData ()
 
void LoadSpectatorPos (int Index)
 
void LockEmote (FName EmoteName)
 
void LookInput (float Val)
 
void LookUpAtRate (float Val)
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void MulticastCharacterVivoxUsername ()
 
void NotifyTribeWarStatus_Implementation (FString *EnemyTribeString, int StatusType)
 
void OnAddSteering (float Val)
 
void OnAddThrottle (float Val)
 
void OnAltAttackPressed ()
 
void OnAltAttackReleased ()
 
void OnDisableSpectator_Implementation ()
 
void OnEmoteKey1Press ()
 
void OnEmoteKey1Release ()
 
void OnEmoteKey2Press ()
 
void OnEmoteKey2Release ()
 
void OnExtendedInfoPress ()
 
void OnExtendedInfoRelease ()
 
void OnFastTravelFailed ()
 
void OnFastTravelFailed_DisableMessage ()
 
void OnGamepadUsePress ()
 
void OnGamepadUseRelease ()
 
void OnGetHomeServer (bool bSuccess, FString UserId, unsigned int CurrentSeverId)
 
void OnHideMapTextPressed ()
 
void OnKeyboardUsePress ()
 
void OnKeyboardUseRelease ()
 
void OnLevelView ()
 
void OnPressForceSingleWield ()
 
void OnPressGroupAddOrRemoveTame ()
 
void OnPressSkipTutorialButton ()
 
void OnReleaseForceSingleWield ()
 
void OnReleaseSkipTutorialButton ()
 
void OnRep_HomeServerId ()
 
void OnRep_Pawn ()
 
void OnRepeatUseHeldTimer ()
 
void OnShowAllGroupIcons (char IconsToActivate)
 
void OnStartFire ()
 
void OnStartFireQuaternary ()
 
void OnStartFireSecondary ()
 
void OnStartFireTertiary ()
 
void OnStartGamepadLeftFire ()
 
void OnStartGamepadRightFire ()
 
void OnStartTargeting ()
 
void OnStopFire ()
 
void OnStopFireQuaternary ()
 
void OnStopFireSecondary ()
 
void OnStopFireTertiary ()
 
void OnStopGamepadLeftFire ()
 
void OnStopGamepadRightFire ()
 
void OnStopShowAllGroupIcons ()
 
void OnStopTargeting ()
 
void OnToggleDoFMenu ()
 
void OnToggleInGameMenu ()
 
void OnUseHeldTimer ()
 
void OnUseItemSlotForStructure (int ItemSlotNumber)
 
void OnUsePress (bool bFromGamepad)
 
void OnUseRelease (bool bFromGamepad)
 
void OnWhistlePress ()
 
void OnYarkStartGamepadRightFire (APrimalCharacter *PlayerCharacter)
 
void PawnLeavingGame ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void PlaceStructure (int Index)
 
void PlayHitMarkerCharacterAlly_Implementation (float InHitMarkerScale, bool InWasMeleeHit)
 
void PlayHitMarkerCharacter_Implementation (float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
 
void PlayHitMarkerStructureAlly_Implementation (float InHitMarkerScale, bool InWasMeleeHit)
 
void PlayHitMarkerStructure_Implementation (float InHitMarkerScale, bool InWasMeleeHit)
 
FStringPlayerCommand_Implementation (FString *result, FString *TheCommand)
 
void Possess (APawn *inPawn)
 
void PostInitializeComponents ()
 
void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
void PrintColors ()
 
void ProcessServerMessages ()
 
void QueueRequestEquippedItems (UPrimalInventoryComponent *invComp)
 
void QuitToMainMenu ()
 
void RPCStayAlive_Implementation ()
 
void ReceivedPlayerState ()
 
void RefreshMapMarkers ()
 
void RefreshNeedingMapEntities ()
 
void ReportLeastSpawnManagers ()
 
void ReportSpawnManagers ()
 
void RequestCreateNewPlayerWithArkData (TArray< unsigned char > PlayerArkDataBytes)
 
void RequestFastTravelToPoint (unsigned int fromSpawnPointID, unsigned int spawnPointID, FVector2D FromBedLocation, bool bFromBedValid)
 
void RequestSpectator (FString InSpectatorPass)
 
void Reset ()
 
void ResetSpawnTime ()
 
void SCP ()
 
void SPI (float X, float Y, float Z, float Yaw, float Pitch)
 
bool SameLinkedId (__int64 value)
 
void SaveCharacter ()
 
void SaveProfile ()
 
void SaveSpectatorPos (int Index)
 
void ScrollChatDown ()
 
void ScrollChatUp ()
 
void SendAlarmNotification (FString SteamID, FString Title, FString Message)
 
bool SendUseItemSlotToStructure ()
 
void ServerActorCloseRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ServerActorViewRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ServerAddAchievementID_Implementation (FString *AchievementID, bool bIsOnSpawn)
 
void ServerAddItemToCustomFolder_Implementation (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerAddTribeMarker_Implementation (FString *Name, float Coord1, float Coord2, FColor TextColor)
 
void ServerAllowPlayerToJoinNoCheck_Implementation (FString *PlayerId)
 
void ServerBanPlayer_Implementation (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerChangeHomeServer_Implementation (unsigned int NewHomeServerId)
 
void ServerCheckUnfreeze_Implementation ()
 
void ServerCraftItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerCycleSpectator_Implementation (bool bNext)
 
void ServerDPC_Implementation ()
 
void ServerDeleteCustomFolder_Implementation (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
 
void ServerDeleteItemFromCustomFolder_Implementation (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerDisallowPlayerToJoinNoCheck_Implementation (FString *PlayerId)
 
void ServerDropFromRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
 
void ServerEquipPawnItem_Implementation (FItemNetID itemID)
 
void ServerEquipToRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerGetHomeServerId ()
 
void ServerGetMessageOfTheDay_Implementation ()
 
void ServerGetNotificationSettings_Implementation ()
 
void ServerGetOriginalHairColor_Implementation ()
 
void ServerGlobalCommand_Implementation (FString *Msg)
 
void ServerInventoryClearCraftQueue_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ServerKickPlayer_Implementation (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerListPlayers_Implementation ()
 
void ServerLoginToVivox_Implementation ()
 
void ServerMultiUse_Implementation (UObject *ForObject, int useIndex)
 
void ServerNotifyEditText_Implementation (FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ServerReadMessageOFTheDay_Implementation ()
 
void ServerReleaseSeatingStructure_Implementation ()
 
void ServerRemovePassenger_Implementation ()
 
void ServerRemovePawnItem_Implementation (FItemNetID itemID, bool bSecondryAction, bool bOnlyIfEquipped)
 
void ServerRemoveTribeMarker_Implementation (unsigned int MarkerID)
 
void ServerRepairItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRepeatMultiUse_Implementation (UObject *ForObject, int useIndex)
 
void ServerRequestActivateFeat_Implementation (TSubclassOf< APrimalBuff > FeatClass)
 
void ServerRequestActivateStationGroup_Implementation (APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
 
void ServerRequestActorItems_Implementation (UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
 
void ServerRequestCreateNewPlayerWithArkData (TArray< unsigned char > *DataBytes, unsigned __int64 TribeID)
 
void ServerRequestDinoAncestors_Implementation (APrimalDinoCharacter *ForDino)
 
void ServerRequestDropAllItems_Implementation (FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestFastTravelToPoint_Implementation (unsigned int fromSpawnPointID, unsigned int spawnPointID)
 
void ServerRequestFastTravelToShipBed_Implementation (unsigned int FromBedID, unsigned int ToBedID)
 
void ServerRequestFullMapEntities_Implementation (int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
 
void ServerRequestInitiateSettlementWar_Implementation (int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
 
void ServerRequestInventorySwapItems_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
 
void ServerRequestInventoryUseItemWithActor_Implementation (AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
 
void ServerRequestInventoryUseItemWithItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
 
void ServerRequestInventoryUseItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestLevelUp_Implementation (UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
 
void ServerRequestMyClientTribeData_Implementation (unsigned int TribeMarkerVersion)
 
void ServerRequestMyClientTribeMemberData_Implementation ()
 
void ServerRequestMyClientTribeMembersLastOnlineAt_Implementation ()
 
void ServerRequestMyClientTribeRankGroup_Implementation ()
 
void ServerRequestMyTribeOnlineList_Implementation ()
 
void ServerRequestPlaceStructure_Implementation (int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, TSubclassOf< APrimalStructure > DirectStructurePlacementClass)
 
void ServerRequestRemoteDropAllItems_Implementation (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestRemoveItemSkinOnly_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveItemSkin_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponAccessoryOnly_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponClipAmmo_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRespawnAtPoint_Implementation (unsigned int spawnPointID, int spawnRegionIndex)
 
void ServerRequestSetPin_Implementation (UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
 
void ServerRequestStructureCraftingStatItem_Implementation (APrimalStructure *ForStructure)
 
void ServerRequestTribeLog_Implementation ()
 
void ServerRequestUpdateGroupInfo_Implementation (APrimalRaft *forRaft)
 
void ServerSendArkDataPayloadBegin_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ServerSendArkDataPayloadEnd_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
 
void ServerSendArkDataPayload_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ServerSendChatMessage_Implementation (FString *ChatMessage, EChatSendMode::Type SendMode)
 
void ServerSendDirectMessage_Implementation (FString *PlayerSteamID, FString *MessageText)
 
void ServerSetAltHeld_Implementation (bool bNewAltHeld)
 
void ServerSetForceSingleWield_Implementation (bool doSet)
 
void ServerSetMessageOfTheDay_Implementation (FString *Message)
 
void ServerSetNetIsCurrentlyFirstPerson_Implementation (bool bIsCurrentlyFirstPerson)
 
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce_Implementation ()
 
void ServerSetSpectatorLocation_Implementation (FVector NewLoc)
 
void ServerSetSubscribedApp_Implementation (int AppID, bool bPreventDefaultItems)
 
void ServerSetSupressAdminIcon_Implementation (bool bSuppress)
 
void ServerSetThrottleAndControlRotation_Implementation (float Throttle, float Pitch, float Yaw, FVector AimLocation)
 
void ServerSetVRPlayer_Implementation (bool bSetVRPlayer)
 
void ServerShowMessageOfTheDay_Implementation ()
 
void ServerSpectateToPlayerByID_Implementation (unsigned __int64 PlayerID)
 
void ServerStartWeaponAltFire_Implementation (AShooterWeapon *weapon)
 
void ServerStartWeaponFire_Implementation (AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
 
void ServerStopSpectating_Implementation ()
 
void ServerStopWeaponAltFire_Implementation (AShooterWeapon *weapon)
 
void ServerStopWeaponFire_Implementation (AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
 
void ServerSuccessfullyLoggedIntoVivox_Implementation (FString *LoginSessionUserUri)
 
void ServerSuicide_Implementation ()
 
void ServerToggleAllShipLadders_Implementation ()
 
void ServerToggleOpenAllActiveGunports_Implementation ()
 
void ServerTransferAllFromRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferAllToRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferFromRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
 
void ServerTransferToRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
 
void ServerTryRespec_Implementation ()
 
void ServerTrySettingViewOnlyInventoryStatus_Implementation ()
 
void ServerUnbanPlayer_Implementation (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerUnlockPerMapExplorerNote_Implementation (int ExplorerNoteIndex)
 
void ServerUpdateManualFireLocation_Implementation (FVector TargetLocation)
 
void ServerUpgradeItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
 
void ServerUploadCharacterDataToArk_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void Server_CaptainExtraActions_Implementation (ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
 
void Server_SetShipSailRotation_Implementation (float InSailRotation)
 
void Server_SetShipSteeringInput_Implementation (float InSteering)
 
void Server_SetShipThrottleTarget_Implementation (float InThrottle)
 
void Server_SetWantsForcedMovement_Implementation (int Direction)
 
void Server_UpdateRowing_Implementation (float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
 
void SetAdminIcon (bool bAdminIcon)
 
void ApplyAutoAimSlider (float NewValue)
 
void SetCheatPlayer (bool bEnable)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void SetControlRotation (FRotator *NewRotation)
 
void SetControllerGamepadActive (bool bIsActive)
 
void SetDir (float windDir)
 
void SetDoFInterpTime (float InterpTime)
 
void SetEquipMap (unsigned int typeIndex)
 
void SetGamma1 ()
 
void SetGamma2 ()
 
void SetGodMode (bool bEnable)
 
void SetGraphicsQuality (int val)
 
void SetImprintQuality (float ImprintingQuality)
 
void SetKickedNotification (FString KickReason)
 
void SetMultiUseWheelCategory (int Category)
 
void SetPawn (APawn *InPawn)
 
void SetPlayer (UPlayer *InPlayer)
 
void SetPlayerPos (float X, float Y, float Z)
 
void SetSextantMapZoomLevel (float Zoom)
 
void SetTutorialHintText (FString *HintText)
 
void SetWind (float wind)
 
void SetupInputComponent ()
 
bool ShouldHideGameplayUI ()
 
bool ShouldReplicateVoicePacketFrom (FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
 
void ShowAllPlayersListToFollow ()
 
void ShowAllianceChat ()
 
void ShowBattleGameModeHUD ()
 
void ShowGlobalChat ()
 
void ShowInGameMenu ()
 
void ShowLocalChat ()
 
void ShowMyAdminManager ()
 
void ShowMyCraftables ()
 
void ShowMyInventory ()
 
void ShowSextantMap (bool bShow)
 
void ShowTribeChat ()
 
void ShowTribeManager ()
 
void ShowTutorial (int TutorialIndex, bool bForceDisplay)
 
AActorSpawnActor (FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, bool bDoDeferBeginPlay)
 
void SpawnActorSpread (FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
 
void SpawnActorSpreadTamed (FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
 
void SpawnHUD (TSubclassOf< AHUD > NewHUDClass)
 
void SpawnPlayerCameraManager ()
 
void SpectatorDetachOrbitCamera ()
 
void SpectatorNextPlayer ()
 
void SpectatorPreviousPlayer ()
 
void SpectatorTurn (float Val)
 
void SpectatorUseItem (int Index)
 
void StartArkGamepadBackButton ()
 
void StartArkGamepadDpadDown ()
 
void StartArkGamepadDpadLeft ()
 
void StartArkGamepadDpadRight ()
 
void StartArkGamepadDpadUp ()
 
void StartArkGamepadFaceButtonBottom ()
 
void StartArkGamepadFaceButtonLeft ()
 
void StartArkGamepadFaceButtonRight ()
 
void StartArkGamepadFaceButtonTop ()
 
void StartArkGamepadLeftShoulder ()
 
void StartArkGamepadRightShoulder ()
 
void StartEmoteSelection ()
 
void StartFeatsSelection ()
 
void StartInventoryRadialSelector ()
 
void StartPlayerActionRadialSelector ()
 
void StartSurfaceCamera (float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll, float OnSurfaceCameraInterpolationSpeed, bool UseSurfaceCameraInterpolation, FVector *CameraOffset)
 
void StartSurfaceCameraForPassenger (float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll)
 
void StartTalkingWrapper ()
 
void StartWhispering ()
 
void StartWhistleSelection ()
 
void StartYelling ()
 
void StopLoadingMusic ()
 
void StopSpectating ()
 
void StopTalkingWrapper ()
 
void SwitchToNextLoadedWeapon ()
 
void TestAlarmNotification (FString Title, FString Message)
 
void TestNotification ()
 
void ToggleAutoChat ()
 
void ToggleDinoNameTags ()
 
void ToggleGun ()
 
void ToggleHUDHidden ()
 
void ToggleHud ()
 
void ToggleMap ()
 
void ToggleMapReleased ()
 
void ToggleShowAllPlayersWhenSpectating ()
 
void ToggleShowAllPlayersWhenSpectatingLocal ()
 
void ToggleSpeaking (bool bSpeaking, bool UseSuperRange)
 
void ToggleWeaponAccessory ()
 
void TriggerPlayerAction (int ActionIndex)
 
void TryRespec ()
 
void TurnAtRate (float Val)
 
void TurnInput (float Val)
 
void UnFreeze ()
 
void UnPossess ()
 
void UnbanPlayer (FString PlayerSteamName)
 
void UnlockEmote (FName EmoteName)
 
void UnlockExplorerNote (int ExplorerNoteIndex)
 
void UnlockFeat (FName FeatName)
 
void UpdateNearbyTreasures (float DeltaTime)
 
void UpdatePostProcessVolumes ()
 
void UpdateRequestEquippedItemsQueue ()
 
void UpdateRotation (float DeltaTime)
 
void UploadCharacterPlayerDataToArk (TArray< unsigned char > *PlayerDataBytes, FString PlayerName, TArray< FString > PlayerStats, unsigned __int64 PlayerDataId, bool WithItems, unsigned int ItemCount)
 
bool UseTribeGroupRanks ()
 
FStringWritePNTScreenshot (FString *result)
 
void ZoomInGPS ()
 
void ZoomInGPSStop ()
 
void ZoomOutGPS ()
 
void ZoomOutGPSStop ()
 
void CheckCheatsPassword (FString *pass)
 
void CheckRequestSpectator (FString *InSpectatorPass)
 
void ClientAbortTravel (unsigned int ServerID, unsigned __int64 ServerSteamId)
 
void ClientAddActorItem (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
 
void ClientAddActorItemToFolder (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
 
void ClientAddFloatingDamageText (FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID, bool bForceText)
 
void ClientAddFloatingText (FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime, bool bForce)
 
void ClientAddFolderToInventoryComponent (UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
 
void ClientAfterServerChange ()
 
void ClientBeforeServerChange (FString *Message)
 
void ClientChatMessage (FChatMessage Chat)
 
void ClientCollectedAchievementItem (TSubclassOf< UPrimalItem > ItemClass)
 
void ClientDoMultiUse (UObject *ForObject, int useIndex)
 
void ClientDrawDebugSphere (TArray< FVector > *Loc, float Radius, int Segments, FColor DrawColor)
 
void ClientEndReceivingTribeLog ()
 
void ClientFailedRemoveSaddle ()
 
void ClientFeatActivationResult (TSubclassOf< APrimalBuff > FeatClass, int ActivationResult)
 
void ClientFinishedReceivingActorItems (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientFinishedUseSlotTimeRemaining (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void ClientForceCacheTattooPainting ()
 
void ClientGetMessageOfTheDay (FString *Message)
 
void ClientGiveFOW ()
 
void ClientGotoMainMenuListSessions ()
 
void ClientHUDNotificationTypeParams (int MessageType, int MessageType1, int MessageParam2, UObject *ObjectParam1, FString *StringParam1, float floatParam1)
 
void ClientInformHomeServerFull ()
 
void ClientInformNeedsNewHomeServer ()
 
void ClientInitHUDScenes ()
 
void ClientInsertActorItem (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
 
void ClientJoinVivoxChannel (FString *JoinChannelVAT, FString *ChannelName, int AtlasChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
 
void ClientLoginToVivox (FString *LoginVAT, FString *VivoxUsername)
 
void ClientMarkSeamlessActors (TArray< AActor * > *ActorsWhichWillTravelSeamlessly, unsigned int DestServerId, EFastTravelType FastTravelType, float GridTravelToPosX, float GridTravelToPosY, float GridTravelToPosZ)
 
void ClientNetReceiveMapEntities (TArray< FTribeEntity > *TribeEntities)
 
void ClientNetReceiveTribeMembersFinished ()
 
void ClientNetReceiveTribeMembersLastOnlineAt (TArray< unsigned int > *MembersLastOnlineAt)
 
void ClientNetReceiveTribeMembersPlayerDataID (TArray< unsigned int > *MembersPlayerDataID)
 
void ClientNetReceiveTribeMembersPlayerName (TArray< FString > *MembersPlayerName)
 
void ClientNetReceiveTribeMembersRankGroupId (TArray< int > *MembersRankGroupId)
 
void ClientNetReceiveTribeTribeAdmins (TArray< unsigned int > *TribeAdmins)
 
void ClientNetStartReceivingMapEntities ()
 
void ClientNetStopReceivingMapEntities (int ServerMapEntitiesChangeID)
 
void ClientNotifyAdmin ()
 
void ClientNotifyCantHarvest ()
 
void ClientNotifyCantHitHarvest ()
 
void ClientNotifyDefeatedDino (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyDinoDeath (FString *DinoName, FString *AttackerName, TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyDinoKill (APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
 
void ClientNotifyEditText (TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ClientNotifyHitHarvest ()
 
void ClientNotifyLevelUp (APrimalCharacter *ForChar, int NewLevel)
 
void ClientNotifyListenServerOutOfRange ()
 
void ClientNotifyMessageOfTheDay (FString *Message, float timeToDisplay)
 
void ClientNotifyPaintFinished (bool bSuccess)
 
void ClientNotifyPlayerDeath (APawn *InstigatingPawn, AActor *DamageCauser)
 
void ClientNotifyPlayerDeathReason (FString *ReasonString)
 
void ClientNotifyPlayerKill (AActor *PlayerPawn, APawn *VictimPawn)
 
void ClientNotifyRemotePlayerDeath (FString *PlayerName, FString *AttackerName)
 
void ClientNotifySummonedDino (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyTamedDino (TSubclassOf< APrimalDinoCharacter > DinoClass, FString *NameOveride, int Level)
 
void ClientNotifyTorpidityIncrease ()
 
void ClientNotifyTribeDataUpdated ()
 
void ClientNotifyTribeXP (float HowMuch)
 
void ClientNotifyUnlockHairStyleOrEmote (FName HairstyleOrEmoteName)
 
void ClientNotifyUnlockedEngram (TSubclassOf< UPrimalEngramEntry > ItemClass)
 
void ClientNotifyUpgradedItem (UPrimalItem *UpgradedItem)
 
void ClientOnFastTravelFailed ()
 
void ClientOnReceivedCaptainOrder (ECaptainOrder::Type ReceivedOrder, FVector TargetLocation, bool bFromCaptain)
 
void ClientOnTreasureCollected (FVector TreasureLocation)
 
void ClientPlayLocalSound (USoundBase *aSound, bool bAttach)
 
void ClientReceiveDinoAncestors (APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
 
void ClientReceiveMyTribeOnlineList (TArray< unsigned int > *OnlinePlayerIDs)
 
void ClientReceiveOriginalHairColor (FLinearColor HairColor)
 
void ClientReceiveStructureCraftingStatItem (APrimalStructure *ForStructure, FItemNetInfo ItemInfo)
 
void ClientReceiveTribeRankGroup (int GroupRankIndex)
 
void ClientRemoveActorItem (UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
 
void ClientRemovedItemFromSlot (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void ClientReplicateTravelledObjects (TArray< UObject * > *Objects)
 
void ClientSendArkDataPayload (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ClientSendArkDataPayloadBegin (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ClientSendArkDataPayloadEnd (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
 
void ClientServerChatDirectMessage (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerChatMessage (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerNotification (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientServerNotificationSingle (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
 
void ClientServerSOTFNotificationCustom (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientSetCheatStatus (bool bEnable)
 
void ClientSetControlRotation (FRotator NewRotation)
 
void ClientSetSpectatorLocation (FVector NewLocation)
 
void ClientShowCharacterCreationUI (bool bShowDownloadCharacter)
 
void ClientShowPaintingUI (UObject *ObjectToPaint)
 
void ClientShowSpawnUI (float Delay)
 
void ClientStartReceivingActorItems (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientStartReceivingTribeLog ()
 
void ClientStartSurfaceCameraForPassenger (float yaw, float pitch, float roll, bool bInvertTurnInput)
 
void ClientStartTravelling (unsigned int ServerID, unsigned __int64 ServerSteamId, unsigned __int64 TravelLog, bool UsingBattlEye)
 
void ClientStartingFastTravel ()
 
void ClientStopLocalSound (USoundBase *aSound)
 
void ClientSwapActorItems (UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
 
void ClientSyncCurrentSublevels_Finish ()
 
void ClientSyncCurrentSublevels_RecieveData (TArray< FTransformedSubLevel > *CurrentData)
 
void ClientSyncCurrentSublevels_Start ()
 
void ClientTeleportSpectator (FVector Location, unsigned __int64 PlayerID)
 
void ClientUnlockAchievement (FString *AchievementID)
 
void ClientUnlockExplorerNote (int ExplorerNoteIndex)
 
void ClientUpdateGroupInfo (TArray< FOrderingGroupInfo > *GroupInfos, APrimalRaft *forRaft)
 
void ClientUpdateInventoryCraftQueue (UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
 
void ClientUpdateItemDurability (UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
 
void ClientUpdateItemQuantity (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
 
void ClientUpdateItemSpoilingTimes (UPrimalInventoryComponent *forInventory, FItemNetID itemID, long double NextSpoilingTime, long double LastSpoilingTime)
 
void ClientUpdateItemWeaponClipAmmo (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
 
void ClientUpdateUnlockedSkills (TArray< TSubclassOf< UPrimalEngramEntry > > *NetUnlockedSkills)
 
void ClientUsedActorItem (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void Client_CaptainExtraActions (ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue, TSubclassOf< UPrimalItem > SelectedAmmoType)
 
void ClosingViewOnlyInventory ()
 
void DoServerCheckUnfreeze ()
 
void InitCharacterPainting (APrimalCharacter *Char, bool bForTattoo)
 
void NotifyTribeWarStatus (FString *EnemyTribeString, int StatusType)
 
void OnDisableSpectator ()
 
void PlayHitMarkerCharacter (float InHitMarkerScale, bool InWasMeleeHit, APrimalCharacter *VictimCharacter)
 
void PlayHitMarkerCharacterAlly (float InHitMarkerScale, bool InWasMeleeHit)
 
void PlayHitMarkerStructure (float InHitMarkerScale, bool InWasMeleeHit)
 
void PlayHitMarkerStructureAlly (float InHitMarkerScale, bool InWasMeleeHit)
 
FStringPlayerCommand (FString *result, FString *TheCommand)
 
void RPCStayAlive ()
 
void ServerActorCloseRemoteInventory (UPrimalInventoryComponent *inventoryComp)
 
void ServerActorViewRemoteInventory (UPrimalInventoryComponent *inventoryComp)
 
void ServerAddAchievementID (FString *AchievementID, bool bIsOnSpawn)
 
void ServerAddItemToCustomFolder (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerAddTribeMarker (FString *Name, float Coord1, float Coord2, FColor TextColor)
 
void ServerAllowPlayerToJoinNoCheck (FString *PlayerId)
 
void ServerBanPlayer (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerChangeHomeServer (unsigned int NewHomeServerId)
 
void ServerCheckUnfreeze ()
 
void ServerCraftItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerCycleSpectator (bool bNext)
 
void ServerDeleteCustomFolder (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
 
void ServerDeleteItemFromCustomFolder (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerDisallowPlayerToJoinNoCheck (FString *PlayerId)
 
void ServerDropFromRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bOnlyIfEquipped)
 
void ServerEquipPawnItem (FItemNetID itemID)
 
void ServerEquipToRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerGetMessageOfTheDay ()
 
void ServerGetNotificationSettings ()
 
void ServerGetOriginalHairColor ()
 
void ServerGlobalCommand (FString *Msg)
 
void ServerInventoryClearCraftQueue (UPrimalInventoryComponent *inventoryComp)
 
void ServerKickPlayer (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerLoginToVivox ()
 
void ServerMultiUse (UObject *ForObject, int useIndex)
 
void ServerNotifyEditText (FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ServerReadMessageOFTheDay ()
 
void ServerReleaseSeatingStructure ()
 
void ServerRemovePassenger ()
 
void ServerRemovePawnItem (FItemNetID itemID, bool bSecondryAction, bool bOnlyIfEquipped)
 
void ServerRemoveTribeMarker (unsigned int MarkerID)
 
void ServerRepairItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRepeatMultiUse (UObject *ForObject, int useIndex)
 
void ServerRequestActivateFeat (TSubclassOf< APrimalBuff > FeatClass)
 
void ServerRequestActivateStationGroup (APrimalRaft *forRaft, int GroupIndex, bool bActivateForCaptain, bool bNewValue)
 
void ServerRequestActorItems (UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn, bool allowLocalController)
 
void ServerRequestDinoAncestors (APrimalDinoCharacter *ForDino)
 
void ServerRequestDropAllItems (FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestFastTravelToShipBed (unsigned int FromBedID, unsigned int ToBedID)
 
void ServerRequestFullMapEntities (int ClientFullMapEntitiesChangeID, int ClientFullMapEntitiesCount)
 
void ServerRequestInitiateSettlementWar (int requestIslandId, int requestStartTime, FItemNetID RequestUseItem)
 
void ServerRequestInventorySwapItems (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
 
void ServerRequestInventoryUseItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestInventoryUseItemWithActor (AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
 
void ServerRequestInventoryUseItemWithItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
 
void ServerRequestLevelUp (UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
 
void ServerRequestMyClientTribeData (unsigned int MyTribeMarkerVersion)
 
void ServerRequestMyClientTribeMemberData ()
 
void ServerRequestMyClientTribeMembersLastOnlineAt ()
 
void ServerRequestMyClientTribeRankGroup ()
 
void ServerRequestMyTribeOnlineList ()
 
void ServerRequestPlaceStructure (int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle, TSubclassOf< APrimalStructure > DirectStructurePlacementClass)
 
void ServerRequestRemoteDropAllItems (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestRemoveItemSkin (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveItemSkinOnly (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponAccessoryOnly (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponClipAmmo (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRespawnAtPoint (unsigned int spawnPointID, int spawnRegionIndex)
 
void ServerRequestSetPin (UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
 
void ServerRequestStructureCraftingStatItem (APrimalStructure *ForStructure)
 
void ServerRequestTribeLog ()
 
void ServerRequestUpdateGroupInfo (APrimalRaft *forRaft)
 
void ServerSendArkDataPayload (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ServerSendArkDataPayloadBegin (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ServerSendArkDataPayloadEnd (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
 
void ServerSendChatMessage (FString *ChatMessage, EChatSendMode::Type SendMode)
 
void ServerSendDirectMessage (FString *PlayerSteamID, FString *Message)
 
void ServerSetAltHeld (bool bNewAltHeld)
 
void ServerSetForceSingleWield (bool doSet)
 
void ServerSetNetIsCurrentlyFirstPerson (bool bIsCurrentlyFirstPerson)
 
void ServerSetPlayerForceSwitchAsPrimaryWeaponOnce ()
 
void ServerSetSubscribedApp (int AppID, bool bPreventDefaultItems)
 
void ServerSetSupressAdminIcon (bool bSuppress)
 
void ServerSetVRPlayer (bool bSetVRPlayer)
 
void ServerSpectateToPlayerByID (unsigned __int64 PlayerID)
 
void ServerStartWeaponAltFire (AShooterWeapon *weapon)
 
void ServerStartWeaponFire (AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
 
void ServerStayAlive ()
 
void ServerStopSpectating ()
 
void ServerStopWeaponAltFire (AShooterWeapon *weapon)
 
void ServerStopWeaponFire (AShooterWeapon *weapon, int attackIndex, bool bIsUsingAltAnim)
 
void ServerSuccessfullyLoggedIntoVivox (FString *LoginSessionUserUri)
 
void ServerToggleAllShipLadders ()
 
void ServerToggleOpenAllActiveGunports ()
 
void ServerTransferAllFromRemoteInventory (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferAllToRemoteInventory (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferFromRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
 
void ServerTransferToRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
 
void ServerTryRespec ()
 
void ServerTrySettingViewOnlyInventoryStatus ()
 
void ServerUnbanPlayer (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerUnlockPerMapExplorerNote (int ExplorerNoteIndex)
 
void ServerUpdateManualFireLocation (FVector TargetLocation)
 
void ServerUpgradeItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)
 
void ServerUploadCharacterDataToArk (UPrimalInventoryComponent *inventoryComp)
 
void Server_CaptainExtraActions (ECaptainOtherActions::Type RequestedAction, APrimalStructureSeating_DriverSeat *RequestedFromSeat, int CurrentValue)
 
void Server_SetShipSailRotation (float InSailRotation)
 
void Server_SetShipSteeringInput (float InSteering)
 
void Server_SetShipThrottleTarget (float InThrottle)
 
void Server_SetWantsForcedMovement (int Direction)
 
void Server_UpdateRowing (float InRowingThrottle, float InRowingSteering, int FromSeatNumber)
 
AShooterPlayerStateGetShooterPlayerState ()
 
AShooterHUD * GetShooterHUD ()
 
FieldArray< char, 10 > HeldItemSlotField ()
 
FieldArray< char, 10 > UsedItemSlotField ()
 
FieldArray< long double, 10 > LastRepeatUseConsumableTimeField ()
 
FieldArray< long double, 10 > HeldItemSlotTimeField ()
 
FieldArray< long double, 10 > LastUsedItemSlotTimesField ()
 
FVectorCurrentPlayerCharacterLocationField ()
 
int & ModifedButtonCountField ()
 
int & nArkTributeLoadIndexField ()
 
APrimalStructurePlacer * StructurePlacerField ()
 
FVectorLastDeathLocationField ()
 
long double & LastDeathTimeField ()
 
TWeakObjectPtr< APrimalCharacter > & LastDeathPrimalCharacterField ()
 
bool & bWasDeadField ()
 
long double & LastDeadCharacterDestructionTimeField ()
 
long double & LastLargeQuantityTranserAllTimeField ()
 
bool & bShowGameModeHUDField ()
 
FVector2DCurrentRadialDirection1Field ()
 
FVector2DCurrentRadialDirection2Field ()
 
USoundCue * SelectSlotSoundField ()
 
UPrimalLocalProfile * PrimalLocalProfileField ()
 
int & CurrentGameModeMaxNumOfRespawnsField ()
 
FVectorLastRawInputDirField ()
 
FStringVivoxUsernameField ()
 
int & VivoxLoginAttemptsField ()
 
int & VivoxJoinChannelAttemptsField ()
 
TMap< enum AtlasVoiceChannelType, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum AtlasVoiceChannelType, FString, 0 > > & ConnectedVoiceChannelsField ()
 
bool & bConnectedToPositionalChannelField ()
 
long double & LastVivoxPositionalUpdateField ()
 
unsigned __int64 & TargetOrbitedPlayerIdField ()
 
char & TargetOrbitedTrialCountField ()
 
TWeakObjectPtr< AShooterCharacter > & LastControlledPlayerCharacterField ()
 
TSubclassOf< APrimalStructurePlacer > & StructurePlacerClassField ()
 
float & MaxUseDistanceField ()
 
float & MaxUseCheckRadiusField ()
 
TArray< bool > & SavedSurvivorProfileSettingsField ()
 
bool & bCachedOnlyShowOnlineTribeMembersField ()
 
int & SavedMissionBiomeFilterMaskField ()
 
bool & bInitializedMissionUIField ()
 
bool & bMissionSortByDistanceField ()
 
TArray< FDinoMapMarkerInfo > & MapDinosField ()
 
TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & RemoteViewingInventoriesField ()
 
TWeakObjectPtr< AActor > & LastHeldUseActorField ()
 
TWeakObjectPtr< UActorComponent > & LastHeldUseHitComponentField ()
 
int & LastHeldUseHitBodyIndexField ()
 
bool & bUsePressedFromGamepadField ()
 
TWeakObjectPtr< APrimalStructure > & SpawnAtBedField ()
 
APawnTempLastLostPawnField ()
 
bool & bHasLoadedProfileField ()
 
bool & bLockedInputDontRecenterMouseField ()
 
long double & LastRespawnTimeField ()
 
TSubclassOf< AHUD > & AwaitingHUDClassField ()
 
FItemNetIDLastEquipedItemNetIDField ()
 
FItemNetIDLastUnequippedItemNetIDField ()
 
__int64 & LinkedPlayerIDField ()
 
bool & bDrawLocationField ()
 
int & PlayerControllerNumField ()
 
FVectorLastTurnSpeedField ()
 
long double & LastMultiUseInteractionTimeField ()
 
float & LastTimeSentCarriedRotationField ()
 
TMap< FGuid, FARKTributeData, FDefaultSetAllocator, TDefaultMapKeyFuncs< FGuid, FARKTributeData, 0 > > & LastArkTributeDataField ()
 
FItemNetIDLastSteamItemIDToRemoveField ()
 
FItemNetIDLastSteamItemIDToAddField ()
 
bool & bConsumeItemSucceededField ()
 
bool & bRefreshedInvetoryForRemoveField ()
 
bool & bServerRefreshedSteamInventoryField ()
 
bool & bServerRefreshStatusField ()
 
bool & bCloseSteamStatusSceneField ()
 
IOnlineSubsystemOnlineSubField ()
 
long double & LastSteamInventoryRefreshTimeField ()
 
long double & LastRequesteDinoAncestorsTimeField ()
 
long double & LastDiedMessageTimeField ()
 
long double & LastNotifiedTorpidityIncreaseTimeField ()
 
long double & LastInvDropRequestTimeField ()
 
long double & LastHadPawnTimeField ()
 
long double & LastChatMessageTimeField ()
 
FItemNetInfoARKTributeItemNetInfoField ()
 
bool & bServerIsPaintingField ()
 
bool & bServerPaintingSuccessField ()
 
long double & LastListenServerNotifyOutOfRangeTimeField ()
 
int & SpectatorCycleIndexField ()
 
bool & bPossessedAnyPawnField ()
 
bool & bIsFastTravellingField ()
 
bool & bLastSpawnWasFastTravelField ()
 
bool & bSuppressAdminIconField ()
 
long double & WaitingForSpawnUITimeField ()
 
float & ChatSpamWeightField ()
 
bool & bChatSpammedField ()
 
long double & EnteredSpectatingStateTimeField ()
 
bool & bPreventPaintingStreamingField ()
 
long double & LastUsePressTimeField ()
 
TArray< int > & PlayerAppIDsField ()
 
TArray< int > & NotifiedTribeWarIDsField ()
 
TArray< FString > & NotifiedTribeWarNamesField ()
 
int & ServerTribeLogLastLogIndexField ()
 
int & ServerTribeLogLastTribeIDField ()
 
FVectorLastViewLocationField ()
 
bool & bHasGottenInitialSpawnLocationField ()
 
bool & bClientReceivedTribeLogField ()
 
TArray< FString > & CurrentTribeLogField ()
 
long double & LastTribeLogRequestTimeField ()
 
bool & bHasSurvivedOneDayField ()
 
bool & bHasReachedHighestPeakField ()
 
bool & bHasReachedLowestDepthField ()
 
TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & ServerCachedAchievementIDsField ()
 
bool & bZoomingOutField ()
 
bool & bZoomingInField ()
 
long double & LastRPCStayAliveTimeField ()
 
int & PlayerBadgeGroupField ()
 
long double & LastMultiUseTraceTimeField ()
 
FVectorLastLargeMoveLocationField ()
 
long double & LastLargeMoveTimeField ()
 
long double & LastNotOnUnriddenDinoTimeField ()
 
long double & LastHitMarkerCharacterTimeField ()
 
bool & bLastHitMarkerCharacterAllyField ()
 
long double & LastHitMarkerStructureTimeField ()
 
bool & bLastHitMarkerStructureAllyField ()
 
float & DoFSettingCurrentTimerField ()
 
float & DoFSettingTargetTimerField ()
 
TArray< FSteamInventoryItemInfo > & PlayerInventoryItemsField ()
 
int & LastSpawnPointIDField ()
 
int & LastSpawnRegionIndexField ()
 
unsigned __int64 & LastTransferredPlayerIDField ()
 
bool & bReceivedSubscribedAppsField ()
 
bool & bIsTransferringCharacterField ()
 
long double & PossessedFirstPawnTimeField ()
 
int & SnapPointCycleField ()
 
FVectorLastSnapPointCyclePositionField ()
 
int & ViewingWheelCategoryField ()
 
long double & ForceDrawCurrentGroupsUntilTimeField ()
 
long double & LastRequestedPlaceStructureTimeField ()
 
int & PersonalDinoTameCountField ()
 
bool & bNextShowCharacterCreationUIDownloadField ()
 
bool & bForceHideGameplayUIField ()
 
long double & LastGamepadOpenRemoteInventoryTimeField ()
 
bool & bIsGamepadActiveField ()
 
bool & bClientIsDPCField ()
 
long double & LastClientRequestTribeOnlineListTimeField ()
 
long double & LastClientModifiedARKInventoryTimeField ()
 
TArray< unsigned __int64 > & ClientCachedTribeOnlineListField ()
 
bool & bPreventDefaultCharacterItemsField ()
 
float & SFXVolumeMultiplierField ()
 
long double & LastTeleportedTimeField ()
 
unsigned __int64 & LastConvertedPlayerIDField ()
 
FStringLastConvertedPlayerIDStringField ()
 
long double & LastShowExtendedInfoTimeField ()
 
bool & bHasDisplayedSplitScreenMessageField ()
 
UPrimalItemLastTransferredToRemoteInventoryItemField ()
 
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingResponseEquippedItemsQueueField ()
 
TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & PendingRequestEquippedItemsQueueField ()
 
bool & bIsViewingTributeInventoryField ()
 
bool & bDrawBlackBackgroundField ()
 
bool & bFailedToDownloadedTransferredCharacterField ()
 
TSubclassOf< APrimalBuff > & CreativeModeBuffField ()
 
float & PrimalStatsCacheFlushIntervalField ()
 
bool & bIsPrimalStatsTimerActiveField ()
 
bool & bAutoPlayerField ()
 
float & PingTraceDistanceField ()
 
float & PingNotifyRadiusField ()
 
float & PingLifetimeField ()
 
float & PingLifetime_DyingField ()
 
float & PingCoolDownTimeField ()
 
UTexture2DPingIcon_DefaultField ()
 
UTexture2DPingIcon_PlayersField ()
 
UTexture2DPingIcon_DinosField ()
 
UTexture2DPingIcon_StructuresField ()
 
long double & LastPingTimeField ()
 
TArray< FPingData > & CurrentPingsField ()
 
bool & bDebugPOIsField ()
 
float & POI_SearchTickInterval_CurrentField ()
 
FVector2DPOI_SearchTickInterval_RandRangesField ()
 
float & POI_SearchRadiusField ()
 
long double & POI_LastSearchTickTimeField ()
 
TArray< UUserWidget * > SpawnedPointWidgetsField ()
 
TArray< APointOfInterestCosmeticActor * > SpawnedPointCosmeticActorsField ()
 
TArray< FPointOfInterestData_ForCompanion > & NearbyPointsOfInterestField ()
 
FMissionWaypointInfoMissionWaypointField ()
 
BitFieldValue< bool, unsigned __int32 > bDidAutoRunCheats ()
 
BitFieldValue< bool, unsigned __int32 > bInfiniteAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bGodMode ()
 
BitFieldValue< bool, unsigned __int32 > bHideGun ()
 
BitFieldValue< bool, unsigned __int32 > bEnemyInvisible ()
 
BitFieldValue< bool, unsigned __int32 > bIsAdminPauseUIEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bUsePressed ()
 
BitFieldValue< bool, unsigned __int32 > bForceCraftButtonHeld ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadHotbarModifierPressed ()
 
BitFieldValue< bool, unsigned __int32 > bIsFirstSpawn ()
 
BitFieldValue< bool, unsigned __int32 > bIsRespawning ()
 
BitFieldValue< bool, unsigned __int32 > bIsVRPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bBattlEyePlayerHasGottenInGameFully ()
 
BitFieldValue< bool, unsigned __int32 > bAdminShowAllPlayers ()
 
BitFieldValue< bool, unsigned __int32 > bNotifyPawnBuffsOfDamageEvents ()
 
BitFieldValue< bool, unsigned __int32 > bInstantHarvest ()
 
BitFieldValue< bool, unsigned __int32 > bForceAdminMeshChecking ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToPing ()
 
BitFieldValue< bool, unsigned __int32 > bEnablePingSystem ()
 
BitFieldValue< bool, unsigned __int32 > bWasGamepadHotbarModifierPressed_RightShoulder ()
 
bool IsGameMenuVisible ()
 
void EnableCheats (FString Pass)
 
void CheckCheatsPassword_Implementation (FString *Pass)
 
void AutoCycle (float Duration)
 
void RequestSpectator (FString InSpectatorPass)
 
void CheckRequestSpectator_Implementation (FString *InSpectatorPass)
 
void StopSpectating ()
 
void ServerStopSpectating_Implementation ()
 
TArray< FString > * GetCheatsCommands (TArray< FString > *result)
 
void SetupInputComponent ()
 
void OnLevelView ()
 
void LevelView ()
 
void SpectatorDetachOrbitCamera ()
 
void SpectatorPreviousPlayer ()
 
void SpectatorNextPlayer ()
 
void DelayedTeamSpectatorSetup ()
 
void ServerCycleSpectator_Implementation (bool bNext)
 
void ServerSpectateToPlayerByID_Implementation (unsigned __int64 PlayerID)
 
void ClientTeleportSpectator_Implementation (FVector Location, unsigned __int64 PlayerID)
 
void ForceCraftPressed ()
 
void ForceCraftReleased ()
 
void StartWhispering ()
 
void StartYelling ()
 
void StartTalkingWrapper ()
 
void StopTalkingWrapper ()
 
void ToggleHUDHidden ()
 
void OnUseItemSlotForStructure (int ItemSlotNumber)
 
void OnUsePress (bool bFromGamepad)
 
bool GetAllAimedHarvestActors (float MaxDistance, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< int > *OutHitBodyIndices)
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
 
void OnUseRelease (bool bFromGamepad)
 
void ActivateMultiUseSelection (bool bIsFromUseRelease)
 
void CancelMultiUseSelection ()
 
void OnKeyboardUsePress ()
 
void OnKeyboardUseRelease ()
 
void OnGamepadUsePress ()
 
void OnGamepadUseRelease ()
 
void OnRepeatUseHeldTimer ()
 
void OnUseHeldTimer ()
 
void SetMultiUseWheelCategory (int Category)
 
void StartInventoryRadialSelector ()
 
void EndInventoryRadialSelector ()
 
void StartPlayerActionRadialSelector ()
 
void EndPlayerActionRadialSelector ()
 
void OnEmoteKey2Press ()
 
void OnEmoteKey1Release ()
 
void SaveSpectatorPos (int Index)
 
void LoadSpectatorPos (int Index)
 
void OnEmoteKey2Release ()
 
void StartEmoteSelection ()
 
void OnWhistlePress ()
 
void StartWhistleSelection ()
 
void EndWhistleSelection ()
 
void EndEmoteSelection ()
 
void TriggerPlayerAction (int ActionIndex)
 
void ShowMyInventory ()
 
void ShowMyAdminManager ()
 
void ShowMyCraftables ()
 
void ShowTribeManager ()
 
void ShowGlobalChat ()
 
void ShowTribeChat ()
 
void ShowAllianceChat ()
 
void ShowLocalChat ()
 
void ShowTutorial (int TutorialIndex, bool bForceDisplay)
 
void HideTutorial (int TutorialIndex)
 
void ClearTutorials ()
 
void ToggleAutoChat ()
 
void ScrollChatDown ()
 
void ScrollChatUp ()
 
void ToggleMap ()
 
void OpenMapMarkers ()
 
void ShowAllPlayersListToFollow ()
 
void ToggleShowAllPlayersWhenSpectatingLocal ()
 
void ToggleDinoNameTags ()
 
void ToggleShowAllPlayersWhenSpectating ()
 
void ToggleWeaponAccessory ()
 
void BeginPlay ()
 
void SaveProfile ()
 
void LoadProfile (bool ForceReload)
 
void ClientNotifyPaintFinished_Implementation (bool bSuccess)
 
bool IsValidUnStasisCaster ()
 
bool SameLinkedId (__int64 value)
 
void ServerSetSpectatorLocation_Implementation (FVector NewLoc)
 
void SetPlayer (UPlayer *InPlayer)
 
void UnFreeze ()
 
void ServerCheckUnfreeze_Implementation ()
 
void DoServerCheckUnfreeze_Implementation ()
 
void FailedToSpawnPawn ()
 
void EnableSpectator ()
 
void DisableSpectator ()
 
void OnDisableSpectator_Implementation ()
 
void CheckforOrbiting ()
 
bool CheckforOrbitingInstantaneously ()
 
void OnToggleInGameMenu ()
 
void OnToggleDoFMenu ()
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void TurnAtRate (float Val)
 
void LookUpAtRate (float Val)
 
void SpectatorTurn (float Val)
 
void TurnInput (float Val)
 
void LookInput (float Val)
 
void BPClientUnlockExplorerNote (int ExplorerNoteIndex)
 
void OnStartFire ()
 
void OnStopFire ()
 
void OnStartGamepadRightFire ()
 
void OnStopGamepadRightFire ()
 
void ShowBattleGameModeHUD ()
 
void OnStartTargeting ()
 
void OnStopTargeting ()
 
void OnStartGamepadLeftFire ()
 
void OnStopGamepadLeftFire ()
 
void ServerRequestPlaceStructure_Implementation (int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle)
 
void DebugStructures ()
 
void SetGodMode (bool bEnable)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void PawnLeavingGame ()
 
void InitInputSystem ()
 
void FlushPressedKeys ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void EnemyInVisible (bool Invisible)
 
bool HasGodMode ()
 
void ServerRemovePassenger_Implementation ()
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
AShooterHUD * GetShooterHUD ()
 
void DrawHUD (AShooterHUD *HUD)
 
UShooterPersistentUserGetPersistentUser ()
 
void ShowInGameMenu ()
 
void SetControlRotation (FRotator *NewRotation)
 
void AcknowledgePossession (APawn *P)
 
void LeaveMeAlone ()
 
void InfiniteStats ()
 
void SetInfiniteStats (const bool bInfinite)
 
void Destroyed ()
 
void PostInitializeComponents ()
 
void ServerGetMessageOfTheDay_Implementation ()
 
void ClientGetMessageOfTheDay_Implementation (FString *Message)
 
void ServerReadMessageOFTheDay_Implementation ()
 
void ClientStartReceivingActorItems_Implementation (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientFinishedReceivingActorItems_Implementation (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientAddActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
 
void ClientAddActorItemToFolder_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
 
void ClientAddItemToArk_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bFromLoad)
 
void ClientAddFolderToInventoryComponent_Implementation (UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
 
void ClientLoadArkItems_Implementation (UPrimalInventoryComponent *forInventory, TArray< FItemNetInfo > *itemInfos, bool bClear, bool bFinalBatch)
 
void ClientFinishedLoadArkItems_Implementation (UPrimalInventoryComponent *forInventory)
 
void ClientInsertActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
 
void ClientRemoveActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
 
void ClientSwapActorItems_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
 
void ClientUpdateInventoryCraftQueue_Implementation (UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
 
void ServerRequestActorItems_Implementation (UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn)
 
UPrimalInventoryComponentGetPlayerInventory ()
 
void ServerRemovePawnItem_Implementation (FItemNetID itemID, bool bSecondryAction)
 
void ServerEquipPawnItem_Implementation (FItemNetID itemID)
 
void ServerDeleteCustomFolder_Implementation (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
 
void ServerAddItemToCustomFolder_Implementation (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerDeleteItemFromCustomFolder_Implementation (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerCraftItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRepairItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestInventorySwapItems_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
 
void ServerRequestInventoryUseItemWithItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
 
void ServerRequestInventoryUseItemWithActor_Implementation (AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
 
void ServerRequestInventoryUseItem_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerActorViewRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ServerActorCloseRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ServerDropFromRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerInventoryClearCraftQueue_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ServerRequestRemoveItemSkin_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveItemSkinOnly_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponAccessoryOnly_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponClipAmmo_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerEquipToRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerTransferFromRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
 
void ServerTransferAllFromRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
bool CheckIsOnTransferAllCooldown (UPrimalInventoryComponent *inventoryComp)
 
void ServerTransferAllToRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferToRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
 
void ServerGrindItemInRemoteInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool grindStack)
 
void ClientFailedToAddItemFromArkInventory_Implementation ()
 
void ServerAddItemFromArkInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity)
 
void OnRefreshSteamInventoryFinished (bool bSuccess, unsigned __int64 SteamID)
 
void ServerTakeItemFromArkInventoryAfterRefresh ()
 
void ClientRemoveItemFromArk_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID RemovedItemID)
 
void UploadCharaterDataToArk (UPrimalInventoryComponent *InvComp)
 
void ServerRequestCreateNewPlayerWithArkData (TArray< unsigned char > *PlayerArkDataBytes, unsigned __int64 TribeID)
 
void ServerSetItemBalloonLocation_Implementation (APrimalStructureMovingContainer *ItemBalloon, FPrimalMapMarkerEntryData MapMarker)
 
void AddDinoToMap (APrimalDinoCharacter *Dino)
 
void RemoveDinoFromMap (APrimalDinoCharacter *Dino)
 
void ServerUploadCurrentCharacterAndItems_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void ClientOnCurrentCharacterAndItemsUploaded_Implementation (unsigned __int64 TransferringPlayerDataId)
 
void OnCurrentCharacterAndItemsUploaded (bool Success)
 
void ServerUploadCharaterDataToArk_Implementation (UPrimalInventoryComponent *inventoryComp)
 
void UploadCharacterPlayerDataToArk (TArray< unsigned char > *PlayerDataBytes, FString PlayerName, TArray< FString > PlayerStats, unsigned __int64 PlayerDataId, bool WithItems, unsigned int ItemCount)
 
void RemoveInvetoryItem (unsigned int ItemID)
 
FVectorGetViewLocation (FVector *result)
 
void ToggleHud ()
 
bool IsHudVisible ()
 
void ToggleGun ()
 
AShooterCharacterGetPlayerCharacter ()
 
void SetPawn (APawn *InPawn)
 
void SetCharacterVivoxUsername (FString *InVivoxUsername)
 
void MulticastCharacterVivoxUsername ()
 
void ServerRepeatMultiUse_Implementation (UObject *ForObject, int useIndex)
 
void ServerMultiUse_Implementation (UObject *ForObject, int useIndex)
 
void ClientDoMultiUse_Implementation (UObject *ForObject, int useIndex)
 
void ClientUpdateItemQuantity_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
 
void ClientUpdateItemDurability_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
 
void ClientUpdateItemWeaponClipAmmo_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
 
void ClientUsedActorItem_Implementation (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void UnPossess ()
 
void Possess (APawn *inPawn)
 
void ScheduleTryLoadProfile ()
 
void TryLoadProfile ()
 
void UpdateRotation (float DeltaTime)
 
bool IsInputPressed (FName InputName, FName GamepadInputName)
 
bool IsJumpInputPressed ()
 
bool IsAltFireInputPressed ()
 
bool CanDoPlayerCharacterInput (bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)
 
AActorGetPlayerControllerViewerOverride ()
 
void ForceTame (bool bCheatTame, APrimalDinoCharacter *Dino)
 
void SetImprintQuality (float ImprintingQuality)
 
APrimalDinoCharacterSetTamingEffectivenessModifier (float TamingEffectiveness)
 
void GiveToMe ()
 
void GiveActorToMe (AActor *anAct, bool bNotifyNetwork)
 
void ServerRequestLevelUp_Implementation (UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
 
void AddExperience (float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)
 
void ServerRequestSetPin_Implementation (UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
 
void ClientNotifyTribeXP_Implementation (float HowMuch)
 
void ClientHUDNotificationTypeParams_Implementation (int MessageType, int MessageParam1, int MessageParam2, UObject *ObjectParam1)
 
AShooterPlayerStateGetShooterPlayerState ()
 
void ServerRequestRespawnAtPoint_Implementation (int spawnPointID, int spawnRegionIndex)
 
void ServerRequestFastTravelToPoint_Implementation (int fromSpawnPointID, int spawnPointID)
 
bool ServerDownloadDino (FARKTributeDino DownloadedDino)
 
void SendDinoToServer (FARKTributeDino DownloadedDino)
 
void ServerUploadDino_Implementation (APrimalDinoCharacter *DownloadedDino)
 
void ServerRequestRemoteDropAllItems_Implementation (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestDropAllItems_Implementation (FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ClientShowSpawnUI_Implementation (float Delay)
 
void ClientShowCharacterCreationUI_Implementation (bool bShowDownloadCharacter)
 
AActorSpawnActor (FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, bool bDoDeferBeginPlay)
 
bool GiveItem (TArray< UPrimalItem * > *outItems, FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint, bool bAutoEquip, float MinRandomQuality)
 
bool GiveFast (FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint, float MinRandomQuality)
 
bool GiveSlotItem (FString *blueprintPath, int slotNum, int quantityOverride)
 
bool GiveSlotItemNum (int masterIndexNum, int slotNum, int quantityOverride)
 
bool GiveItemNum (int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)
 
FStringGetUniqueNetIdAsString (FString *result)
 
unsigned __int64 GetUniqueNetIdAsUINT64 ()
 
void ClientOnAddedItemsToAllClustersInventory_Implementation (bool Success, FString *UserId, TArray< int > *MasterIndexNum)
 
void OnAddedItemsToAllClustersInventory (bool Success, FString *UserId, TArray< int > *MasterIndexNum)
 
bool AddItemToAllClustersInventory (FString UserId, int MasterIndexNum)
 
UPrimalInventoryComponentGetPawnInventoryComponent ()
 
UPrimalInventoryComponentGetPlayerInventoryComponent ()
 
void BeginInactiveState ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void BeginSpectatingState ()
 
void SetGraphicsQuality (int val)
 
UShooterGameUserSettings * GetUserSettings ()
 
void ResetSpawnTime ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation, bool ForAiming)
 
void GetPlayerViewPointNoModifiers (FVector *out_Location, FRotator *out_Rotation, bool ForAiming, bool bNoTPVAim)
 
void ClientNotifyEditText_Implementation (TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ServerNotifyEditText_Implementation (FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ServerSendChatMessage_Implementation (FString *ChatMessage, EChatSendMode::Type SendMode)
 
void LogChatMessage (FChatMessage *Msg)
 
void ClientChatMessage_Implementation (FChatMessage Chat)
 
void ClientServerChatMessage_Implementation (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerChatDirectMessage_Implementation (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerNotification_Implementation (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientServerNotificationSingle_Implementation (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
 
void ClientServerSOTFNotification_Implementation (ESTOFNotificationType::Type NotificationType, FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, bool bLastPlayer, FString *TribeName, TArray< FString > *PlayerNames, FString *DeathReason, TArray< FPrimalPlayerCharacterConfigStructReplicated > *DeadPlayersData)
 
void ClientServerSOTFNotificationCustom_Implementation (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ServerGetOriginalHairColor_Implementation ()
 
void ClientReceiveOriginalHairColor_Implementation (FLinearColor HairColor)
 
void OrganizeSOTFQueue (TEnumAsByte< enum ESTOFNotificationType::Type > NotificationType, TArray< FString > PlayerNames, FString DeathReason, FString TribeName, TArray< FPrimalPlayerCharacterConfigStructReplicated > DeadPlayersData, bool bLastPlayer, bool bForcePlay, float DisplayInterval, FString CustomString)
 
FStringWritePNTScreenshot (FString *result)
 
void TestNotification ()
 
void TestPhysxPerf (int RayCount, float DistanceOfRays)
 
void SetDoFInterpTime (float InterpTime)
 
void ClientReset_Implementation ()
 
void Reset ()
 
void SetCheatPlayer (bool bEnable)
 
void DebugCheckSeven (bool bEnable)
 
void SetAutoPlayer (bool bEnable)
 
void CopyCoordsToClipboard ()
 
void CCC ()
 
void ServerGlobalCommand_Implementation (FString *Msg)
 
void GlobalCommand (FString *Msg)
 
void GetAllMatinees ()
 
void TestAlarmNotification (FString Title, FString Message)
 
void SendAlarmNotification (FString SteamID, FString Title, FString Message)
 
bool IsRidingDino ()
 
bool IsOnSeatingStructure ()
 
bool SendUseItemSlotToStructure ()
 
void SpectatorUseItem (int Index)
 
void ExportDinoData (APrimalDinoCharacter *DinoToExport)
 
void ApplyDepthOfFieldSetting (int Index, float CurrentTimer)
 
void ServerReleaseSeatingStructure_Implementation ()
 
void AdminCheat (FString *Msg)
 
void DoCrash ()
 
void OnExtendedInfoPress ()
 
void OnExtendedInfoRelease ()
 
void ClientNotifyPlayerDeath_Implementation (APawn *InstigatingPawn)
 
void ClientNotifyPlayerDeathReason_Implementation (FString *ReasonString)
 
void ServerShowMessageOfTheDay_Implementation ()
 
void ServerSetMessageOfTheDay_Implementation (FString *Message)
 
void ClientNotifyMessageOfTheDay_Implementation (FString *Message, float TimeToDisplay)
 
void ClientNotifyRemotePlayerDeath_Implementation (FString *PlayerName, FString *AttackerName)
 
void ClientNotifyPlayerKill_Implementation (AActor *PlayerPawn, APawn *VictimPawn)
 
void ClientNotifyDinoKill_Implementation (APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
 
void ClientNotifyDinoDeath_Implementation (FString *DinoName, FString *AttackerName, bool bIsVehicle)
 
void ServerRequestDinoCharStats_Implementation (APrimalDinoCharacter *theDinoChar)
 
void ClientReceiveDinoCharStats_Implementation (APrimalDinoCharacter *theDinoChar, TArray< float > *CurValues, TArray< float > *MaxValues)
 
void HandleRespawned_Implementation (APawn *NewPawn, bool IsFirstSpawn)
 
void DisableEnemyInvisible ()
 
void ClientNotifyRespawned_Implementation (APawn *NewPawn, bool IsFirstSpawn)
 
void ClientNotifyReconnected_Implementation (APawn *NewPawn)
 
void ClientResetRespawningFlag_Implementation ()
 
void CheckForPlayerInventory ()
 
void ReportSpawnManagers ()
 
void HibernationReport (FString *ClassName)
 
void HiWarp (FString *ClassName, int Index)
 
void ReportLeastSpawnManagers ()
 
void FlushLevelStreaming ()
 
void DoFlushLevelStreaming ()
 
void FinalFlushLevelStreaming ()
 
void InitHUD (bool bForceReinitUI)
 
void ClientNotifyCantHarvest_Implementation ()
 
void ClientNotifyHitHarvest_Implementation ()
 
void ClientNotifyCantHitHarvest_Implementation ()
 
void ServerSetVRPlayer_Implementation (bool bSetVRPlayer)
 
void ClientNotifyTamedDino_Implementation (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifySummonedDino_Implementation (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyDefeatedDino_Implementation (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void SetPlayerPos (float X, float Y, float Z)
 
void SPI (float X, float Y, float Z, float Yaw, float Pitch)
 
void ClientSetSpectatorLocation_Implementation (FVector NewLocation)
 
void ClientSetControlRotation_Implementation (FRotator NewRotation)
 
bool ShouldReplicateVoicePacketFrom (FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
 
bool HasRadio ()
 
TArray< unsigned int > * GetRadioFrequencies (TArray< unsigned int > *result)
 
bool HasSameRadioFrequency (AShooterPlayerController *OtherPC, unsigned int *SharedFrequency)
 
float GetChatProximityRadius ()
 
void ToggleSpeaking (bool bSpeaking, bool UseSuperRange)
 
void ForceUnstasisAtLocation (FVector AtLocation)
 
void SpawnActorSpread (FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
 
void SpawnActorSpreadTamed (FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)
 
void GiveResources ()
 
void GiveEngrams (bool bForceAllEngrams, bool bTekEngramsOnly)
 
void ForceTribes (FString *PlayerName1, FString *PlayerName2, FString *NewTribeName)
 
void ClientPlayLocalSound_Implementation (USoundBase *aSound, bool bAttach)
 
void ClientStopLocalSound_Implementation (USoundBase *aSound)
 
void ServerAddItemToArkInventory_Implementation (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity)
 
void OnArkTributeAllClustersInventoryItemsLoaded (TArray< FItemNetInfo > *Items, bool bAllowForcedItemDownload)
 
void OnArkTributeSaved (bool Success)
 
void ClientSetArkTributeLimits_Implementation (bool LimitItems, bool LimitDinos, bool LimitCharacters, int MaxItems, int MaxDinos, int MaxCharacters)
 
void ServerLoadArkInventoryItems_Implementation (TArray< FItemNetInfo > *ArkInventoryItemsInfo, bool bFinalBatch)
 
void ServerAsyncLoadArkInventoryItems_Implementation (TArray< FItemNetInfo > *ArkInventoryItemsInfo, bool bFinalBatch)
 
void GetTamedDinosNearBy (TArray< TWeakObjectPtr< APrimalDinoCharacter > > *Dinos)
 
void GetTamedDinosNearBy (TArray< TWeakObjectPtr< APrimalDinoCharacter > > *Dinos, float RangeRadius)
 
bool IsTamedDinoNearBy (APrimalDinoCharacter *Dino, float RangeRadius)
 
void TestSteamRefreshItems ()
 
void ServerSendArkDataPayloadBegin_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ServerSendArkDataPayload_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ServerSendArkDataPayloadEnd_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
 
void ClientSendArkDataPayloadBegin_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ClientSendArkDataPayloadEnd_Implementation (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
 
void RequestCreateNewPlayerWithArkDataPossibleItems (FArkTributePlayerData *PlayerData, unsigned __int64 TribeID)
 
void ServerCharacterUploadWithItems_Start_Implementation (unsigned __int64 PlayerDataId, FArkTributePlayerData PlayerData)
 
void ServerCharacterUploadWithItems_CharaterPayload_Implementation (unsigned __int64 PlayerDataId, TArray< unsigned char > *PlayerDataChunk)
 
void ServerCharacterUploadWithItems_UploadItem_Implementation (unsigned __int64 PlayerDataId, FItemNetInfo InvItem)
 
void ServerCharacterUploadWithItems_FinishAndCreateCharacter_Implementation (unsigned __int64 PlayerDataId)
 
void ServerRequestCreateMissionDataBuff_Implementation ()
 
AMissionTypeGetActiveMission ()
 
TKeyValuePair< bool, FLeaderboardRow > * GetLatestScoreForMission (TKeyValuePair< bool, FLeaderboardRow > *result, FName MissionTag)
 
bool HasBestScoreForMission (FName MissionTag)
 
FLeaderboardRowGetBestScoreForMission (FLeaderboardRow *result, FName MissionTag)
 
void ServerRequestShowLeaderboards_Implementation (TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag)
 
void ClientShowLeaderboard_Implementation (TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag, TArray< FLeaderboardRow > *LeaderboardRows, bool bPlayerHasValidLatestScore, FLeaderboardRow LatestPlayerScore)
 
void RequestCreateNewPlayerWithArkData (TArray< unsigned char > PlayerArkDataBytes, unsigned __int64 TribeID)
 
void SendArKPayload (bool bClient, FARKTributeData ArKDataPayload)
 
void LoadLocalPlayerArkData ()
 
void AsyncLoadInventory ()
 
int GetSubscribedAppIds ()
 
void ServerLoadUploadedDinos_Implementation ()
 
void ClientUploadedDinosLoaded_Implementation (TArray< FARKTributeDinoListing > *UploadedDinosListings)
 
void ServerRequestDownloadDino_Implementation (FARKTributeDino DownloadedDino)
 
void ClientDownloadDinoRequestFinished_Implementation (bool Success)
 
void OnLoadArkTributePlayersDataFinished (bool Success, TArray< FArkTributePlayerData > *ArkUploadedCharsData, int FailureResponseCode)
 
void AttemptTransferRedownload ()
 
void ServerLoadUploadedCharacters_Implementation ()
 
void ClientOnStartDownloadTransferredPlayerCharacter_Implementation ()
 
void ClientOnEndDownloadTransferredPlayerCharacter_Implementation (bool Success, int FailureResponseCode, FString *FailureResponseMessage)
 
void DownloadTransferredPlayerCharacter ()
 
void ClientUploadedCharactersLoaded_Implementation (bool Success, TArray< FArkTributePlayerDataListing > *UploadedDinosListings)
 
void ServerCheckIsValidPlayerToDownload_Implementation (FArkTributePlayerData PlayerData)
 
void ClientPlayerIsValidToDownload_Implementation (bool bIsValid, FArkTributePlayerData PlayerData)
 
bool IsValidArkTributePlayerDownloadForThisServer (FArkTributePlayerData *PlayerData)
 
void ServerRequestDownloadPlayerCharacter_Implementation (FArkTributePlayerData DownloadedCharacter, int spawnPointID, int spawnRegionIndex)
 
void ClientDownloadPlayerCharacterRequestFinished_Implementation (bool Success)
 
FStringLinkedPlayerIDString (FString *result)
 
FString LinkedPlayerIDString ()
 
void ServerSetSubscribedApp_Implementation (int AppID, bool bPreventDefaultItems)
 
void ServerAddItemToSteamInventory (int ItemSteamDefID, int Quantity)
 
void ClientRemoveItemFromSteamInventory_Implementation (TArray< unsigned __int64 > *ItemSteamUserID, int Quantity)
 
void ServerRemoveSteamItemSucceeded_Implementation ()
 
void OnConsumeItemFinished (bool bSuccess, unsigned __int64 SteamID)
 
void RemoveItemSucceeded ()
 
void OnAddItemFinished (bool bSuccess, TArray< unsigned __int64 > SteamItemUserIds, unsigned __int64 SteamID)
 
void ServerRefreshSteamInventoryForRemove ()
 
void ServerRefreshSteamInventoryToCheckConsume ()
 
void ServerRefreshSteamInventory_Implementation ()
 
void OnServerRefreshSteamInventoryFinished (bool bSuccess, unsigned __int64 SteamID)
 
void OnRefreshSteamInventoryToCheckConsumeFinished (bool bSuccess, unsigned __int64 SteamID)
 
void ClientRefreshSteamInventoryFinished_Implementation (bool bSuccess)
 
void RefreshSteamInventory ()
 
void ServerRemoveSteamItem_Implementation (unsigned int ItemdDefId)
 
void ReceivedPlayerState ()
 
void CloseSteamStatusScene ()
 
void AllowPlayerToJoinNoCheck (FString *PlayerId)
 
void ServerAllowPlayerToJoinNoCheck_Implementation (FString *PlayerId)
 
void DisallowPlayerToJoinNoCheck (FString *PlayerId)
 
void ServerDisallowPlayerToJoinNoCheck_Implementation (FString *PlayerId)
 
void ServerSendDirectMessage_Implementation (FString *PlayerSteamID, FString *MessageText)
 
void ServerListPlayers_Implementation ()
 
void KickPlayer (FString PlayerSteamName)
 
void ServerKickPlayer_Implementation (FString *PlayerSteamName, FString *PlayerSteamID)
 
void BanPlayer (FString PlayerSteamName)
 
void ServerBanPlayer_Implementation (FString *PlayerSteamName, FString *PlayerSteamID)
 
void UnbanPlayer (FString PlayerSteamName)
 
void ServerUnbanPlayer_Implementation (FString *PlayerSteamName, FString *PlayerSteamID)
 
void SetKickedNotification (FString KickReason)
 
void ClientUnlockAchievement_Implementation (FString *AchievementID)
 
void ClientNotifyLevelUp_Implementation (APrimalCharacter *ForChar, int NewLevel)
 
void ClientNotifyAdmin_Implementation ()
 
void ClientNotifyTorpidityIncrease_Implementation ()
 
void ServerPaint_Implementation (UStructurePaintingComponent *Structure, TArray< FPaintItem > *Paints, bool bLastBatch, bool bFromLoadFile)
 
void InitCharacterPainting_Implementation (APrimalCharacter *Char)
 
void ClientNotifyListenServerOutOfRange_Implementation ()
 
void StopLoadingMusic ()
 
void FadeOutLoadingMusic ()
 
ASpectatorPawn * SpawnSpectatorPawn ()
 
void ChangeState (FName NewState)
 
bool IsSpectator ()
 
void ClientFailedRemoveSaddle_Implementation ()
 
void PrintColors ()
 
FStringConsoleCommand (FString *result, FString *Command, bool bWriteToLog)
 
void ClientRunLocalConsoleCommand_Implementation (FString *Command, bool bWriteToLog)
 
void EnvQA ()
 
void TurnOnGmBuffAndTekArmorAndStatFpsAndAlsoStatUnitBecauseThisIsEasierToTypeOnXbox ()
 
void GiveColors (int quantity)
 
void ClientShowPaintingUI_Implementation (UObject *ObjectToPaint)
 
void HideRiders (bool bDoHide)
 
void SetAdminIcon (bool bAdminIcon)
 
void SpawnPlayerCameraManager ()
 
void ServerSetSupressAdminIcon_Implementation (bool bSuppress)
 
void NotifyTribeWarStatus_Implementation (FString *EnemyTribeString, int StatusType)
 
void StartArkGamepadLeftShoulder ()
 
void StartArkGamepadRightShoulder ()
 
void EndArkGamepadRightShoulder ()
 
void ServerRequestTribeLog_Implementation ()
 
void ClientStartReceivingTribeLog_Implementation ()
 
void ClientReceiveTribeLog_Implementation (FString *LogString)
 
void ClientEndReceivingTribeLog_Implementation ()
 
void EndArkGamepadLeftShoulder ()
 
void RPCStayAlive_Implementation ()
 
void ConditonalEndGamepadModiferState ()
 
void StartArkGamepadBackButton ()
 
void EndArkGamepadBackButton ()
 
void StartArkGamepadFaceButtonLeft ()
 
void EndArkGamepadFaceButtonLeft ()
 
void StartArkGamepadFaceButtonRight ()
 
void EndArkGamepadFaceButtonRight ()
 
void StartArkGamepadFaceButtonTop ()
 
void EndArkGamepadFaceButtonTop ()
 
void StartArkGamepadFaceButtonBottom ()
 
void EndArkGamepadFaceButtonBottom ()
 
void StartArkGamepadDpadLeft ()
 
void EndArkGamepadDpadLeft ()
 
void StartArkGamepadDpadUp ()
 
void EndAArkGamepadDpadUp ()
 
void StartArkGamepadDpadRight ()
 
void EndArkGamepadDpadRight ()
 
void StartArkGamepadDpadDown ()
 
void EndArkGamepadDpadDown ()
 
bool IsGameInputAllowed ()
 
void ServerAddAchievementID_Implementation (FString *AchievementID, bool bIsOnSpawn)
 
int GetLinkedPlayerID ()
 
unsigned __int64 GetLinkedPlayerID64 ()
 
FStringGetPlayerCharacterName (FString *result)
 
void ClientCollectedAchievementItem_Implementation (TSubclassOf< UPrimalItem > ItemClass)
 
bool AllowTribeGroupPermission (ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)
 
bool UseTribeGroupRanks ()
 
bool IsTribeAdmin ()
 
bool IsInTribe ()
 
void ClientAddFloatingDamageText_Implementation (FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID)
 
void ClientAddFloatingText_Implementation (FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime)
 
UPrimalItemGetInventoryUISelectedItemLocal ()
 
UPrimalItemGetInventoryUISelectedItemRemote ()
 
void NotifyDealDamageSuccess (APrimalCharacter *HitCharacter, bool bHitFriendlyTarget, float PreDamageHealth, float DamageAmount, FDamageEvent *DamageEvent)
 
void PlayHitMarkerStructure_Implementation ()
 
void PlayHitMarkerStructureAlly_Implementation ()
 
void ClientShowTransferredPlayerConfirmationDialog_Implementation ()
 
void ShowTransferCharacterConfirmationDialog ()
 
void OnTransferCharacterConfirmationDialogClosed (bool bAccept)
 
void ServerTransferredPlayerConfirmationResult_Implementation (bool bAccpet)
 
void ClientSetHUDAndInitUIScenes_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void ClientShowSpawnUIForTransferringPlayer_Implementation (TSubclassOf< AHUD > NewHUDClass, unsigned __int64 TransferingPlayerID, bool bUseTimer)
 
void ServerDownloadTransferredPlayer_Implementation (int spawnPointID, int spawnPointRegionIndex)
 
void GetAudioListenerPosition (FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
 
void ServerStartWeaponFire_Implementation (AShooterWeapon *weapon)
 
void ServerStopWeaponFire_Implementation (AShooterWeapon *weapon)
 
void ServerStartWeaponAltFire_Implementation (AShooterWeapon *weapon)
 
void ServerStopWeaponAltFire_Implementation (AShooterWeapon *weapon)
 
void StartSurfaceCamera (float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll, float OnSurfaceCameraInterpolationSpeed, bool UseSurfaceCameraInterpolation, FVector *CameraOffset)
 
void StartSurfaceCameraForPassenger (float OnSurfaceTargetYaw, float OnSurfaceTargetPitch, float OnSurfaceTargetRoll)
 
void EndSurfaceCamera ()
 
void DisableSurfaceCameraInterpolation ()
 
void ClientStartSurfaceCameraForPassenger_Implementation (float yaw, float pitch, float roll, bool bInvertTurnInput)
 
void ServerUnlockPerMapExplorerNote_Implementation (int ExplorerNoteIndex)
 
void UnlockExplorerNote (int ExplorerNoteIndex, const bool forceShowExplorerNoteUI)
 
FExplorerNoteEntry * GetExplorerNoteEntry (FExplorerNoteEntry *result, int ExplorerNoteIndex)
 
void ClientUnlockExplorerNote_Implementation (int ExplorerNoteIndex)
 
APawnGetResponsibleDamager (AActor *DamageCauser)
 
void UnlockEmote (FName EmoteName)
 
void LockEmote (FName EmoteName)
 
bool IsEmoteUnlocked (FName EmoteName)
 
int GetCurrentMultiUseWheelCategory ()
 
void ClientReceiveDinoAncestors_Implementation (APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
 
void ServerRequestDinoAncestors_Implementation (APrimalDinoCharacter *ForDino)
 
void OnPressGroupAddOrRemoveTame ()
 
AActorBaseGetPlayerCharacter ()
 
void ClientNotifyUnlockedEngram_Implementation (TSubclassOf< UPrimalItem > ItemClass, bool bTekGram)
 
void ClientTeleportSucceeded_Implementation (FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
 
bool IsAtPersonalTameLimit (bool bIsForStructure)
 
FStringGetPersonalTameLimitString (FString *result)
 
void ClientSetPersonalDinoTameCount_Implementation (int NewPersonalDinoTameCount)
 
void UpdatePostProcessVolumes ()
 
bool IsSavingData ()
 
FStringPlayerCommand_Implementation (FString *result, FString *TheCommand)
 
void DoPlayerCommand (FString TheCommand)
 
void SetControllerGamepadActive (bool bIsActive)
 
void TryToForceUploadCharacter_Implementation ()
 
void ServerDPC_Implementation ()
 
bool ShouldHideGameplayUI ()
 
void QuitToMainMenu ()
 
bool IsViewingInventoryUI ()
 
bool ViewingAnUploadTerminal ()
 
bool IsFirstLocalPlayer ()
 
bool IsFirstLocalPlayerOrLivingLocalPlayer ()
 
void ServerRequestMyTribeOnlineList_Implementation ()
 
void ClientReceiveMyTribeOnlineList_Implementation (TArray< unsigned int > *OnlinePlayerIDs)
 
void ClientNotifyUnlockHairStyleOrEmote_Implementation (FName HairstyleOrEmoteName)
 
void UpdateRequestEquippedItemsQueue ()
 
void SetGamma1 ()
 
void SetGamma2 ()
 
void ClientRequestSpectatorLocationAndRotation_Implementation ()
 
void ServerRecieveSpectatorLocationAndRotation_Implementation (FVector spectatorLocation, FRotator spectatorRotation)
 
void ServerDropAllNotReadyForUploadItems_Implementation ()
 
void ClientOnDropAllNotReadyForUploadItemsFinished_Implementation ()
 
void QueueRequestEquippedItems (UPrimalInventoryComponent *invComp)
 
void IncrementPrimalStats (EPrimalStatsValueTypes::Type statsValueType)
 
void FlushPrimalStats ()
 
TArray< AActor * > * GetAlwaysReleventNetworkActors ()
 
void SetInstantHarvest (bool bEnable)
 
bool HasInstantHarvest ()
 
AShooterCharacterGetControllerPlayer ()
 
void Client_ReceiveBuffFromDayCycle_Implementation (TSubclassOf< APrimalBuff > GiveBuffClass, ADayCycleManager *FromDayCycle)
 
void Tick_UpdatePings (const float DeltaTime)
 
void OnPingDown ()
 
void OnPingUp ()
 
bool DoPingTrace (FReplicatePingData *NewPing, bool *bIsResponding)
 
bool CanPingPlayer (AShooterCharacter *ForPlayer)
 
void Server_Ping_Implementation (FReplicatePingData WithPingData)
 
void PingNearbyPlayers (FReplicatePingData *WithPingData)
 
void Client_ReceivePing_Implementation (FReplicatePingData ReceivedPingData)
 
void Server_RespondToPing_Implementation (FReplicatePingData RespondToPingData)
 
void RespondToPing (FReplicatePingData *RespondToPingData)
 
void Client_ReceivePingResponse_Implementation (FReplicatePingData ResponseData, AShooterCharacter *RespondingPlayer)
 
bool InitPing (FPingData *ForPingData, FReplicatePingData *InitFromData)
 
UTexture2DGetPingIconForComponent (UPrimitiveComponent *ForComponent)
 
TArray< FPointOfInterestData_ForCompanion > * GetNearbyPOIs (TArray< FPointOfInterestData_ForCompanion > *result)
 
void Tick_SearchForPOIs (float DeltaTime)
 
void SetMissionWaypointInfo (FString InWaypointTitle, FVector InWaypointDestination, FName InWaypointID)
 
void SetMissionWaypointVisible (bool bInIsVisible)
 
bool GetIsMissionWaypointActive ()
 
FNameGetMissionWaypointID (FName *result)
 
void NotifyPawnBuffsOfDamageEvent (AActor *DamagedActor, float DamageAmount, FDamageEvent *DamageEvent)
 
void RetryLoginToVivox ()
 
void RetryJoinVivoxChannel ()
 
void ClearVivoxRetryTimers ()
 
void ClearVivoxRetryCounters ()
 
void ServerLoginToVivox_Implementation ()
 
void ClientLoginToVivox_Implementation (FString *VivoxUsername)
 
void ServerSuccessfullyLoggedIntoVivox_Implementation (FString *LoginSessionUserUri)
 
void ClientJoinVivoxChannel_Implementation (FString *LoginSessionUserUri, FString *ChannelName, int AtlasVoiceChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
 
void Update3DPosition (bool ForceUpdate)
 
bool Get3DValuesAreDirty ()
 
void Clear3DValuesAreDirty ()
 
FVectorBPCheckCanDinoSpawnFromLocation (FVector *result, TSubclassOf< APrimalDinoCharacter > DinoClass, FVector *CheckLocation)
 
void CheckCheatsPassword (FString *pass)
 
void CheckRequestSpectator (FString *InSpectatorPass)
 
void Client_ReceiveBuffFromDayCycle (TSubclassOf< APrimalBuff > GiveBuffClass, ADayCycleManager *FromDayCycle)
 
void Client_ReceivePing (FReplicatePingData ReceivedPingData)
 
void Client_ReceivePingResponse (FReplicatePingData ResponseData, AShooterCharacter *RespondingPlayer)
 
void ClientAddActorItem (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification)
 
void ClientAddActorItemToFolder (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bEquipItem, bool ShowHUDNotification, FString *ToFolder)
 
void ClientAddFloatingDamageText (FVector_NetQuantize AtLocation, int DamageAmount, int FromTeamID)
 
void ClientAddFloatingText (FVector_NetQuantize AtLocation, FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, FVector TextVelocity, float MinScale, float FadeInTime, float FadeOutTime)
 
void ClientAddFolderToInventoryComponent (UPrimalInventoryComponent *forInventory, FString *NewCustomFolderName, int InventoryCompType)
 
void ClientAddItemToArk (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, bool bFromLoad)
 
void ClientChatMessage (FChatMessage Chat)
 
void ClientCollectedAchievementItem (TSubclassOf< UPrimalItem > ItemClass)
 
void ClientDoMultiUse (UObject *ForObject, int useIndex)
 
void ClientDownloadDinoRequestFinished (bool Success)
 
void ClientDownloadPlayerCharacterRequestFinished (bool Success)
 
void ClientEndReceivingTribeLog ()
 
void ClientFailedRemoveSaddle ()
 
void ClientFailedToAddItemFromArkInventory ()
 
void ClientFinishedLoadArkItems (UPrimalInventoryComponent *forInventory)
 
void ClientFinishedReceivingActorItems (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientGetMessageOfTheDay (FString *Message)
 
void ClientHUDNotificationTypeParams (int MessageType, int MessageType1, int MessageParam2, UObject *ObjectParam1)
 
void ClientInsertActorItem (UPrimalInventoryComponent *forInventory, FItemNetInfo itemInfo, FItemNetID InsertAfterItemID)
 
void ClientJoinVivoxChannel (FString *LoginSessionUserUri, FString *ChannelName, int AtlasChannelTypeAsInt, int AttenuationModelAsInt32, float MaxDistance, float MinDistance, float Rolloff)
 
void ClientLoadArkItems (UPrimalInventoryComponent *forInventory, TArray< FItemNetInfo > *itemInfos, bool bClear, bool bFinalBatch)
 
void ClientLoginToVivox (FString *VivoxUsername)
 
void ClientNotifyAdmin ()
 
void ClientNotifyCantHarvest ()
 
void ClientNotifyCantHitHarvest ()
 
void ClientNotifyDefeatedDino (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyDinoDeath (FString *DinoName, FString *AttackerName, bool bIsVehicle)
 
void ClientNotifyDinoKill (APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)
 
void ClientNotifyEditText (TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ClientNotifyHitHarvest ()
 
void ClientNotifyLevelUp (APrimalCharacter *ForChar, int NewLevel)
 
void ClientNotifyListenServerOutOfRange ()
 
void ClientNotifyMessageOfTheDay (FString *Message, float timeToDisplay)
 
void ClientNotifyPaintFinished (bool bSuccess)
 
void ClientNotifyPlayerDeath (APawn *InstigatingPawn)
 
void ClientNotifyPlayerDeathReason (FString *ReasonString)
 
void ClientNotifyPlayerKill (AActor *PlayerPawn, APawn *VictimPawn)
 
void ClientNotifyRemotePlayerDeath (FString *PlayerName, FString *AttackerName)
 
void ClientNotifySummonedDino (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyTamedDino (TSubclassOf< APrimalDinoCharacter > DinoClass)
 
void ClientNotifyTorpidityIncrease ()
 
void ClientNotifyTribeXP (float HowMuch)
 
void ClientNotifyUnlockedEngram (TSubclassOf< UPrimalItem > ItemClass, bool bTekGram)
 
void ClientNotifyUnlockHairStyleOrEmote (FName HairstyleOrEmoteName)
 
void ClientOnAddedItemsToAllClustersInventory (bool Success, FString *UserId, TArray< int > *MasterIndexNum)
 
void ClientOnCurrentCharacterAndItemsUploaded (unsigned __int64 TransferringPlayerDataId)
 
void ClientOnDropAllNotReadyForUploadItemsFinished ()
 
void ClientOnEndDownloadTransferredPlayerCharacter (bool Success, int FailureResponseCode, FString *FailureResponseMessage)
 
void ClientOnStartDownloadTransferredPlayerCharacter ()
 
void ClientPlayerIsValidToDownload (bool bIsValid, FArkTributePlayerData PlayerData)
 
void ClientPlayLocalSound (USoundBase *aSound, bool bAttach)
 
void ClientReceiveDinoAncestors (APrimalDinoCharacter *ForDino, TArray< FDinoAncestorsEntry > *DinoAncestors, TArray< FDinoAncestorsEntry > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)
 
void ClientReceiveDinoCharStats (APrimalDinoCharacter *theDinoChar, TArray< float > *CurValues, TArray< float > *MaxValues)
 
void ClientReceiveMyTribeOnlineList (TArray< unsigned int > *OnlinePlayerIDs)
 
void ClientReceiveOriginalHairColor (FLinearColor HairColor)
 
void ClientReceiveTribeLog (FString *LogString)
 
void ClientRefreshSteamInventoryFinished (bool bSuccess)
 
void ClientRemoveActorItem (UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)
 
void ClientRemoveItemFromArk (UPrimalInventoryComponent *forInventory, FItemNetID RemovedItemID)
 
void ClientRemoveItemFromSteamInventory (TArray< unsigned __int64 > *ItemSteamUserID, int Quantity)
 
void ClientRequestSpectatorLocationAndRotation ()
 
void ClientResetRespawningFlag ()
 
void ClientRunLocalConsoleCommand (FString *Command, bool bWriteToLog)
 
void ClientSendArkDataPayload (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ClientSendArkDataPayloadBegin (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ClientSendArkDataPayloadEnd (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)
 
void ClientServerChatDirectMessage (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerChatMessage (FString *MessageText, FLinearColor MessageColor, bool bIsBold)
 
void ClientServerNotification (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientServerNotificationSingle (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)
 
void ClientServerSOTFNotificationCustom (FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)
 
void ClientSetArkTributeLimits (bool LimitItems, bool LimitDinos, bool LimitCharacters, int MaxItems, int MaxDinos, int MaxCharacters)
 
void ClientSetControlRotation (FRotator NewRotation)
 
void ClientSetHUDAndInitUIScenes (TSubclassOf< AHUD > NewHUDClass)
 
void ClientSetPersonalDinoTameCount (int NewPersonalDinoTameCount)
 
void ClientSetSpectatorLocation (FVector NewLocation)
 
void ClientShowCharacterCreationUI (bool bShowDownloadCharacter)
 
void ClientShowLeaderboard (TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag, TArray< FLeaderboardRow > *LeaderboardRows, bool bPlayerHasValidLatestScore, FLeaderboardRow LatestPlayerScore)
 
void ClientShowPaintingUI (UObject *ObjectToPaint)
 
void ClientShowSpawnUI (float Delay)
 
void ClientShowSpawnUIForTransferringPlayer (TSubclassOf< AHUD > NewHUDClass, unsigned __int64 TransferingPlayerID, bool bUseTimer)
 
void ClientShowTransferredPlayerConfirmationDialog ()
 
void ClientStartReceivingActorItems (UPrimalInventoryComponent *forInventory, bool bEquippedItems)
 
void ClientStartReceivingTribeLog ()
 
void ClientStartSurfaceCameraForPassenger (float yaw, float pitch, float roll, bool bInvertTurnInput)
 
void ClientStopLocalSound (USoundBase *aSound)
 
void ClientSwapActorItems (UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)
 
void ClientTeleportSpectator (FVector Location, unsigned __int64 PlayerID)
 
void ClientUnlockAchievement (FString *AchievementID)
 
void ClientUnlockExplorerNote (int ExplorerNoteIndex)
 
void ClientUpdateInventoryCraftQueue (UPrimalInventoryComponent *forInventory, TArray< FItemCraftQueueEntry > *CraftQueueEntries)
 
void ClientUpdateItemDurability (UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)
 
void ClientUpdateItemQuantity (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)
 
void ClientUpdateItemWeaponClipAmmo (UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)
 
void ClientUploadedCharactersLoaded (bool Success, TArray< FArkTributePlayerDataListing > *UploadedCharactersDataListings)
 
void ClientUploadedDinosLoaded (TArray< FARKTributeDinoListing > *UploadedDinosDataListings)
 
void ClientUsedActorItem (UPrimalInventoryComponent *forInventory, FItemNetID itemID)
 
void DoServerCheckUnfreeze ()
 
void InitCharacterPainting (APrimalCharacter *Char)
 
void NotifyTribeWarStatus (FString *EnemyTribeString, int StatusType)
 
void OnDisableSpectator ()
 
FStringPlayerCommand (FString *result, FString *TheCommand)
 
void PlayHitMarkerStructure ()
 
void PlayHitMarkerStructureAlly ()
 
void RPCStayAlive ()
 
void Server_Ping (FReplicatePingData WithPingData)
 
void Server_RespondToPing (FReplicatePingData RespondToPingData)
 
void ServerActorCloseRemoteInventory (UPrimalInventoryComponent *inventoryComp)
 
void ServerActorViewRemoteInventory (UPrimalInventoryComponent *inventoryComp)
 
void ServerAddAchievementID (FString *AchievementID, bool bIsOnSpawn)
 
void ServerAddItemFromArkInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity)
 
void ServerAddItemToArkInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity)
 
void ServerAddItemToCustomFolder (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerAllowPlayerToJoinNoCheck (FString *PlayerId)
 
void ServerAsyncLoadArkInventoryItems (TArray< FItemNetInfo > *ArkInventoryItems, bool bFinalBatch)
 
void ServerBanPlayer (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerCharacterUploadWithItems_CharaterPayload (unsigned __int64 PlayerDataId, TArray< unsigned char > *PlayerDataChunk)
 
void ServerCharacterUploadWithItems_FinishAndCreateCharacter (unsigned __int64 PlayerDataId)
 
void ServerCharacterUploadWithItems_Start (unsigned __int64 PlayerDataId, FArkTributePlayerData PlayerData)
 
void ServerCharacterUploadWithItems_UploadItem (unsigned __int64 PlayerDataId, FItemNetInfo InvItem)
 
void ServerCheckUnfreeze ()
 
void ServerCraftItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerCycleSpectator (bool bNext)
 
void ServerDeleteCustomFolder (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType)
 
void ServerDeleteItemFromCustomFolder (UPrimalInventoryComponent *forInventory, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)
 
void ServerDisallowPlayerToJoinNoCheck (FString *PlayerId)
 
void ServerDownloadTransferredPlayer (int spawnPointID, int spawnPointRegionIndex)
 
void ServerDPC ()
 
void ServerDropAllNotReadyForUploadItems ()
 
void ServerDropFromRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerEquipPawnItem (FItemNetID itemID)
 
void ServerEquipToRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerGetMessageOfTheDay ()
 
void ServerGetOriginalHairColor ()
 
void ServerGlobalCommand (FString *Msg)
 
void ServerGrindItemInRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool grindStack)
 
void ServerInventoryClearCraftQueue (UPrimalInventoryComponent *inventoryComp)
 
void ServerKickPlayer (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerLoadArkInventoryItems (TArray< FItemNetInfo > *ArkInventoryItems, bool bFinalBatch)
 
void ServerLoadUploadedCharacters ()
 
void ServerLoadUploadedDinos ()
 
void ServerLoginToVivox ()
 
void ServerMultiUse (UObject *ForObject, int useIndex)
 
void ServerNotifyEditText (FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)
 
void ServerPaint (UStructurePaintingComponent *Structure, TArray< FPaintItem > *Paints, bool bLastBatch, bool bFromLoadFile)
 
void ServerReadMessageOFTheDay ()
 
void ServerRecieveSpectatorLocationAndRotation (FVector spectatorLocation, FRotator spectatorRotation)
 
void ServerRefreshSteamInventory ()
 
void ServerReleaseSeatingStructure ()
 
void ServerRemovePassenger ()
 
void ServerRemovePawnItem (FItemNetID itemID, bool bSecondryAction)
 
void ServerRemoveSteamItemSucceeded ()
 
void ServerRepairItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRepeatMultiUse (UObject *ForObject, int useIndex)
 
void ServerRequestActorItems (UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bIsFirstSpawn)
 
void ServerRequestCreateMissionDataBuff ()
 
void ServerRequestDinoAncestors (APrimalDinoCharacter *ForDino)
 
void ServerRequestDownloadDino (FARKTributeDino DownloadedDino)
 
void ServerRequestDownloadPlayerCharacter (FArkTributePlayerData DownloadedCharacter, int spawnPointID, int spawnRegionIndex)
 
void ServerRequestDropAllItems (FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestFastTravelToPoint (int fromSpawnPointID, int spawnPointID)
 
void ServerRequestInventorySwapItems (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)
 
void ServerRequestInventoryUseItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestInventoryUseItemWithActor (AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)
 
void ServerRequestInventoryUseItemWithItem (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)
 
void ServerRequestLevelUp (UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)
 
void ServerRequestMyTribeOnlineList ()
 
void ServerRequestPlaceStructure (int StructureIndex, FVector BuildLocation, FRotator BuildRotation, FRotator PlayerViewRotation, APawn *AttachToPawn, APrimalDinoCharacter *DinoCharacter, FName BoneName, FItemNetID PlaceUsingItemID, bool bSnapped, bool bIsCheat, bool bIsFlipped, int SnapPointCycle)
 
void ServerRequestRemoteDropAllItems (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter)
 
void ServerRequestRemoveItemSkin (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveItemSkinOnly (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponAccessoryOnly (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRemoveWeaponClipAmmo (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)
 
void ServerRequestRespawnAtPoint (int spawnPointID, int spawnRegionIndex)
 
void ServerRequestSetPin (UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)
 
void ServerRequestShowLeaderboards (TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag)
 
void ServerRequestTribeLog ()
 
void ServerSendArkDataPayload (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, TArray< unsigned char > *DataBytes)
 
void ServerSendArkDataPayloadBegin (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType, FString *DataClass, FString *TagName, FString *Name, TArray< FString > *DataStats, unsigned int ID1, unsigned int ID2)
 
void ServerSendArkDataPayloadEnd (FGuid ID, EPrimalARKTributeDataType::Type ArkDataType)
 
void ServerSendChatMessage (FString *ChatMessage, EChatSendMode::Type SendMode)
 
void ServerSendDirectMessage (FString *PlayerSteamID, FString *Message)
 
void ServerSetSubscribedApp (int AppID, bool bPreventDefaultItems)
 
void ServerSetSupressAdminIcon (bool bSuppress)
 
void ServerSetVRPlayer (bool bSetVRPlayer)
 
void ServerSpectateToPlayerByID (unsigned __int64 PlayerID)
 
void ServerStartWeaponAltFire (AShooterWeapon *weapon)
 
void ServerStartWeaponFire (AShooterWeapon *weapon)
 
void ServerStayAlive ()
 
void ServerStopSpectating ()
 
void ServerStopWeaponAltFire (AShooterWeapon *weapon)
 
void ServerStopWeaponFire (AShooterWeapon *weapon)
 
void ServerSuccessfullyLoggedIntoVivox (FString *LoginSessionUserUri)
 
void ServerTransferAllFromRemoteInventory (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferAllToRemoteInventory (UPrimalInventoryComponent *inventoryComp, FString *CurrentCustomFolderFilter, FString *CurrentNameFilter, FString *CurrentDestinationFolder, bool bNoFolderView)
 
void ServerTransferFromRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)
 
void ServerTransferredPlayerConfirmationResult (bool bAccept)
 
void ServerTransferToRemoteInventory (UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)
 
void ServerUnbanPlayer (FString *PlayerSteamName, FString *PlayerSteamID)
 
void ServerUnlockPerMapExplorerNote (int ExplorerNoteIndex)
 
void ServerUploadCharaterDataToArk (UPrimalInventoryComponent *inventoryComp)
 
void ServerUploadCurrentCharacterAndItems (UPrimalInventoryComponent *inventoryComp)
 
void ServerUploadDino (APrimalDinoCharacter *DownloadedDino)
 
- Public Member Functions inherited from APlayerController
UPlayerPlayerField ()
 
APawnAcknowledgedPawnField ()
 
float & LocalPlayerCachedLODDistanceFactorField ()
 
AHUD * MyHUDField ()
 
APlayerCameraManager * PlayerCameraManagerField ()
 
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField ()
 
bool & bAutoManageActiveCameraTargetField ()
 
FRotatorTargetViewRotationField ()
 
FRotatorBlendedTargetViewRotationField ()
 
TArray< AActor * > HiddenActorsField ()
 
float & LastSpectatorStateSynchTimeField ()
 
int & ClientCapField ()
 
long double & ServerLastReceivedSpectatorLocTimeField ()
 
UCheatManagerCheatManagerField ()
 
TSubclassOf< UCheatManager > & CheatClassField ()
 
TArray< FName > & PendingMapChangeLevelNamesField ()
 
char & NetPlayerIndexField ()
 
UNetConnectionPendingSwapConnectionField ()
 
UNetConnectionNetConnectionField ()
 
FRotatorRotationInputField ()
 
float & InputYawScaleField ()
 
float & InputPitchScaleField ()
 
float & InputRollScaleField ()
 
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField ()
 
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField ()
 
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField ()
 
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField ()
 
bool & bLockedInputUIField ()
 
TSubobjectPtr< USceneComponent > & TransformComponentField ()
 
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField ()
 
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField ()
 
char & IgnoreMoveInputField ()
 
char & IgnoreLookInputField ()
 
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField ()
 
FVectorAudioListenerLocationOverrideField ()
 
FRotatorAudioListenerRotationOverrideField ()
 
FVectorSpawnLocationField ()
 
float & LastRetryPlayerTimeField ()
 
unsigned __int16 & SeamlessTravelCountField ()
 
unsigned __int16 & LastCompletedSeamlessTravelCountField ()
 
bool & bPossessedAnyPawnField ()
 
int & LastValidUnstasisCasterFrameField ()
 
FVectorLastCharacterMovementTeleportUnstasisLocationField ()
 
FVectorLastReplicatedFocalLocField ()
 
bool & bIsDelayedNetCleanupField ()
 
float & LastTeleportDistanceField ()
 
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut ()
 
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey ()
 
BitFieldValue< bool, unsigned __int32 > bIsAnselActive ()
 
BitFieldValue< bool, unsigned __int32 > bCinematicMode ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting ()
 
BitFieldValue< bool, unsigned __int32 > bCheatPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bIsAdmin ()
 
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor ()
 
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook ()
 
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener ()
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
 
void AcknowledgePossession (APawn *P)
 
void AddCheats (bool bForce)
 
void AddPitchInput (float Val)
 
void AddRollInput (float Val)
 
void AddYawInput (float Val)
 
void AutoManageActiveCameraTarget (AActor *SuggestedTarget)
 
void BeginInactiveState ()
 
void BeginSpectatingState ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void Camera (FName NewMode)
 
bool CanRestartPlayer ()
 
void ChangeState (FName NewState)
 
void CleanUpAudioComponents ()
 
void CleanupGameViewport ()
 
void CleanupPlayerState ()
 
void ClearAudioListenerOverride ()
 
void ClientAddTextureStreamingLoc_Implementation (FVector InLoc, float Duration, bool bOverrideLocation)
 
void ClientCancelPendingMapChange_Implementation ()
 
void ClientCapBandwidth_Implementation (int Cap)
 
void ClientClearCameraLensEffects_Implementation ()
 
void ClientCommitMapChange_Implementation ()
 
void ClientEnableNetworkVoice_Implementation (bool bEnable)
 
void ClientFlushLevelStreaming_Implementation ()
 
void ClientForceGarbageCollection_Implementation ()
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
void ClientGotoState_Implementation (FName NewState)
 
void ClientIgnoreLookInput_Implementation (bool bIgnore)
 
void ClientIgnoreMoveInput_Implementation (bool bIgnore)
 
void ClientMessage_Implementation (FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientNetGUIDActorDeletion_Implementation (FNetworkGUID TheNetGUID)
 
void ClientPlaySoundAtLocation_Implementation (USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
 
void ClientPlaySound_Implementation (USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
 
void ClientPrepareMapChange_Implementation (FName LevelName, bool bFirst, bool bLast)
 
void ClientPrestreamTextures_Implementation (AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
 
void ClientProcessNetExecCommandUnreliable_Implementation (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
void ClientProcessSimpleNetExecCommandBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientReset_Implementation ()
 
void ClientRestart_Implementation (APawn *NewPawn)
 
void ClientRetryClientRestart_Implementation (APawn *NewPawn)
 
void ClientReturnToMainMenu_Implementation (FString *ReturnReason)
 
void ClientSetBlockOnAsyncLoading_Implementation ()
 
void ClientSetCameraFade_Implementation (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
 
void SetCameraMode (FName NewCamMode)
 
void ClientSetCinematicMode_Implementation (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientSetForceMipLevelsToBeResident_Implementation (UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
 
void ClientSetHUD_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientVoiceHandshakeComplete_Implementation ()
 
void ClientWasKicked_Implementation (FText *KickReason)
 
FStringConsoleCommand (FString *result, FString *Cmd, bool bWriteToLog)
 
void CreateTouchInterface ()
 
bool DefaultCanUnpause ()
 
void DelayedNetCleanup ()
 
void DelayedPrepareMapChange ()
 
bool DeprojectMousePositionToWorld (FVector *WorldLocation, FVector *WorldDirection)
 
bool DeprojectScreenPositionToWorld (float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
 
void DestroySpectatorPawn ()
 
void Destroyed ()
 
void DisableInput (APlayerController *PlayerController)
 
void EnableCheats (FString pass)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndPlayingState ()
 
void EndSpectatingState ()
 
void FOV (float F)
 
void FailedToSpawnPawn ()
 
void FlushPressedKeys ()
 
void ForceSingleNetUpdateFor (AActor *Target)
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void GetAudioListenerPosition (FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
 
FVectorGetFocalLocation (FVector *result)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursor (ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorByChannel (ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorForObjects (TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFinger (ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerByChannel (ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerForObjects (ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
float GetInputAnalogKeyState (FKey Key)
 
float GetInputKeyTimeDown (FKey Key)
 
void GetInputMotionState (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
void GetInputMouseDelta (float *DeltaX, float *DeltaY)
 
void GetInputTouchState (ETouchIndex::Type FingerIndex, float *LocationX, float *LocationY, bool *bIsCurrentlyPressed)
 
FVectorGetInputVectorKeyState (FVector *result, FKey Key)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
EMouseCursor::Type GetMouseCursor ()
 
bool GetMousePosition (float *LocationX, float *LocationY)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
APlayerStateGetNextViewablePlayer (int dir)
 
APawnGetPawnOrSpectator ()
 
FStringGetPlayerNetworkAddress (FString *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor * > *ActorList)
 
int GetSplitscreenPlayerCount ()
 
AActorGetViewTarget ()
 
void GetViewportSize (int *SizeX, int *SizeY)
 
bool HasClientLoadedCurrentWorld ()
 
void InitInputSystem ()
 
bool InputAxis (FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
 
bool InputKey (FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
 
bool InputMotion (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
bool InputTouch (unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
 
bool IsFrozen ()
 
bool IsInputKeyDown (FKey Key)
 
bool ServerPause_Validate ()
 
bool IsLookInputIgnored ()
 
bool IsMoveInputIgnored ()
 
bool IsPaused ()
 
bool IsPlayerMuted (FString *VivoxUsername)
 
bool IsPlayerMuted (FUniqueNetId *PlayerId)
 
bool IsPrimaryPlayer ()
 
bool IsSplitscreenPlayer (int *OutSplitscreenPlayerIndex)
 
void LocalTravel (FString *FURL)
 
bool NetConnectionHasActiveActor (AActor *AnActor)
 
void NetSpawnActorAtLocation_Implementation (TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
 
void NotifyDirectorControl (bool bNowControlling, AMatineeActor *CurrentMatinee)
 
void NotifyLoadedWorld (FName WorldPackageName, bool bFinalDest)
 
bool NotifyServerReceivedClientData (APawn *InPawn, float TimeStamp)
 
void OnNetCleanup (UNetConnection *Connection)
 
void Pause ()
 
void PawnLeavingGame ()
 
void PlayerTick (float DeltaTime)
 
void Possess (APawn *PawnToPossess)
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
void ProcessForceFeedback (const float DeltaTime, const bool bGamePaused)
 
void ProcessPlayerInput (const float DeltaTime, const bool bGamePaused)
 
bool ProjectWorldLocationToScreen (FVector WorldLocation, FVector2D *ScreenLocation)
 
void ReceivedPlayer ()
 
void ReceivedSpectatorClass (TSubclassOf< AGameMode > SpectatorClass)
 
void Reset ()
 
void ResetCameraMode ()
 
void ResetIgnoreInputFlags ()
 
void RestartLevel ()
 
void SafeRetryClientRestart ()
 
void SafeServerCheckClientPossession ()
 
void SafeServerUpdateSpectatorState ()
 
void SeamlessTravelFrom (APlayerController *OldPC)
 
void SendClientAdjustment ()
 
void ServerAcknowledgePossession_Implementation (APawn *P)
 
bool ServerAcknowledgePossession_Validate (APawn *P)
 
void ServerCamera_Implementation (FName NewMode)
 
void ServerChangeName_Implementation (FString *S)
 
bool ServerChangeName_Validate (FString *S)
 
void ServerCheckClientPossession_Implementation ()
 
void ServerMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool ServerMutePlayer_Validate (FUniqueNetIdRepl PlayerId)
 
void ServerNotifyLoadedWorld_Implementation (FName WorldPackageName)
 
bool ServerNotifyLoadedWorld_Validate (FName WorldPackageName)
 
void ServerPause_Implementation ()
 
void ServerReceivedPlayerControllerAck_Implementation ()
 
void ServerRestartPlayer_Implementation ()
 
void ServerSetSpectatorLocation_Implementation (FVector NewLoc)
 
void ServerToggleAILogging_Implementation ()
 
void ServerUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool ServerUnmutePlayer_Validate (FUniqueNetIdRepl PlayerId)
 
void ServerUpdateCamera_Implementation (FVector_NetQuantize CamLoc, int CamPitchAndYaw)
 
void ServerUpdateLevelVisibility_Implementation (FName PackageName, bool bIsVisible)
 
bool ServerUpdateLevelVisibility_Validate (FName PackageName, bool bIsVisible)
 
void ServerVerifyViewTarget_Implementation ()
 
void ServerViewNextPlayer_Implementation ()
 
void ServerViewPrevPlayer_Implementation ()
 
void SetAudioListenerOverride (USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void SetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
 
void SetIgnoreLookInput (bool bNewLookInput)
 
void SetIgnoreMoveInput (bool bNewMoveInput)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void SetName (FString *S)
 
void SetNetSpeed (int NewSpeed)
 
void SetPawn (APawn *InPawn)
 
void SetPlayer (UPlayer *InPlayer)
 
void SetSpawnLocation (FVector *NewLocation)
 
void SetVirtualJoystickVisibility (bool bVisible)
 
void SetupInputComponent ()
 
bool ShouldReplicateVoicePacketFrom (FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
 
bool ShouldShowMouseCursor ()
 
void SmoothTargetViewRotation (APawn *TargetPawn, float DeltaSeconds)
 
void SpawnDefaultHUD ()
 
void SpawnHUD (TSubclassOf< AHUD > NewHUDClass)
 
void SpawnPlayerCameraManager ()
 
void StartFire (char FireModeNum)
 
void StartSpectatingOnly ()
 
void StartTalking ()
 
void StopTalking ()
 
void SwitchLevel (FString *FURL)
 
void TickPlayerInput (const float DeltaSeconds, const bool bGamePaused)
 
void ToggleSpeaking (bool bSpeaking, bool bUseSuperRange)
 
void UnPossess ()
 
void UpdateCameraManager (float DeltaSeconds)
 
void UpdatePing (float InPing)
 
void UpdateRotation (float DeltaTime)
 
void UpdateStateInputComponents ()
 
void ViewAPlayer (int dir)
 
bool WasInputKeyJustPressed (FKey Key)
 
bool WasInputKeyJustReleased (FKey Key)
 
void ClientCapBandwidth (int Cap)
 
void ClientClearCameraLensEffects ()
 
void ClientCommitMapChange ()
 
void ClientEnableNetworkVoice (bool bEnable)
 
void ClientGameEnded (AActor *EndGameFocus, bool bIsWinner)
 
void ClientGotoState (FName NewState)
 
void ClientMessage (FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientNetGUIDActorDeletion (FNetworkGUID TheNetGUID)
 
void ClientNotifyReconnected (APawn *NewPawn)
 
void ClientNotifyRespawned (APawn *NewPawn, bool IsFirstSpawn)
 
void ClientProcessNetExecCommand (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
void ClientProcessNetExecCommandUnreliable (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
void ClientProcessSimpleNetExecCommandBP (AActor *ForActor, FName CommandName)
 
void ClientProcessSimpleNetExecCommandUnreliableBP (AActor *ForActor, FName CommandName)
 
void ClientRepObjRef (UObject *Object)
 
void ClientReset ()
 
void ClientRestart (APawn *NewPawn)
 
void ClientRetryClientRestart (APawn *NewPawn)
 
void ClientReturnToMainMenu (FString *ReturnReason)
 
void ClientSetBlockOnAsyncLoading ()
 
void ClientSetCameraFade (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
 
void ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientSetHUD (TSubclassOf< AHUD > NewHUDClass)
 
void ClientTeamMessage (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientTeleportSucceeded (FVector TeleportLoc, FRotator TeleportRot, bool bSimpleTeleport)
 
void ClientUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientUpdateLevelStreamingStatus (FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex)
 
void ClientVoiceHandshakeComplete ()
 
void ClientWasKicked (FText *KickReason)
 
void NetSpawnActorAtLocation (TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
 
void ServerAcknowledgePossession (APawn *P)
 
void ServerCamera (FName NewMode)
 
void ServerChangeName (FString *S)
 
void ServerCheckClientPossession ()
 
void ServerMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerNotifyLoadedWorld (FName WorldPackageName)
 
void ServerPause ()
 
void ServerReceivedPlayerControllerAck ()
 
void ServerRestartPlayer ()
 
void ServerSetSpectatorLocation (FVector NewLoc)
 
void ServerShortTimeout ()
 
void ServerUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerUpdateLevelVisibility (FName PackageName, bool bIsVisible)
 
void ServerVerifyViewTarget ()
 
void ServerViewNextPlayer ()
 
UPlayerPlayerField ()
 
APawnAcknowledgedPawnField ()
 
float & LocalPlayerCachedLODDistanceFactorField ()
 
AHUD * MyHUDField ()
 
APlayerCameraManager * PlayerCameraManagerField ()
 
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField ()
 
bool & bAutoManageActiveCameraTargetField ()
 
FRotatorTargetViewRotationField ()
 
FRotatorBlendedTargetViewRotationField ()
 
TArray< AActor * > HiddenActorsField ()
 
float & LastSpectatorStateSynchTimeField ()
 
int & ClientCapField ()
 
long double & ServerLastReceivedSpectatorLocTimeField ()
 
UCheatManagerCheatManagerField ()
 
TSubclassOf< UCheatManager > & CheatClassField ()
 
UPlayerInputPlayerInputField ()
 
TArray< FName > & PendingMapChangeLevelNamesField ()
 
char & NetPlayerIndexField ()
 
FPlayerMuteListMuteListField ()
 
UNetConnectionPendingSwapConnectionField ()
 
UNetConnectionNetConnectionField ()
 
FRotatorRotationInputField ()
 
FRotatorPreviousRotationInputField ()
 
float & InputYawScaleField ()
 
float & InputPitchScaleField ()
 
float & InputRollScaleField ()
 
TEnumAsByte< enum EMouseCursor::Type > & DefaultMouseCursorField ()
 
TEnumAsByte< enum EMouseCursor::Type > & CurrentMouseCursorField ()
 
TEnumAsByte< enum ECollisionChannel > & DefaultClickTraceChannelField ()
 
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField ()
 
bool & bLockedInputUIField ()
 
TSubobjectPtr< USceneComponent > & TransformComponentField ()
 
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField ()
 
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField ()
 
char & IgnoreMoveInputField ()
 
char & IgnoreLookInputField ()
 
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField ()
 
FVectorAudioListenerLocationOverrideField ()
 
FRotatorAudioListenerRotationOverrideField ()
 
ASpectatorPawn * SpectatorPawnField ()
 
FVectorSpawnLocationField ()
 
float & LastRetryPlayerTimeField ()
 
unsigned __int16 & SeamlessTravelCountField ()
 
unsigned __int16 & LastCompletedSeamlessTravelCountField ()
 
TArray< AActor * > AlwaysReleventNetworkActorsField ()
 
FVectorLastReplicatedFocalLocField ()
 
bool & bIsDelayedNetCleanupField ()
 
float & LastTeleportDistanceField ()
 
BitFieldValue< bool, unsigned __int32 > bShortConnectTimeOut ()
 
BitFieldValue< bool, unsigned __int32 > bShowExtendedInfoKey ()
 
BitFieldValue< bool, unsigned __int32 > bIsAnselActive ()
 
BitFieldValue< bool, unsigned __int32 > bForceSpawnedNotification ()
 
BitFieldValue< bool, unsigned __int32 > bCinematicMode ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingStreamingVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bPlayerIsWaiting ()
 
BitFieldValue< bool, unsigned __int32 > bCheatPlayer ()
 
BitFieldValue< bool, unsigned __int32 > bIsAdmin ()
 
BitFieldValue< bool, unsigned __int32 > bShowMouseCursor ()
 
BitFieldValue< bool, unsigned __int32 > bEnableClickEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMouseOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bEnableTouchOverEvents ()
 
BitFieldValue< bool, unsigned __int32 > bForceFeedbackEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputMove ()
 
BitFieldValue< bool, unsigned __int32 > bCinemaDisableInputLook ()
 
BitFieldValue< bool, unsigned __int32 > bAcknowledgedClientReceivedActor ()
 
BitFieldValue< bool, unsigned __int32 > bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bShouldPerformFullTickWhenPaused ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAudioListener ()
 
TArray< AActor * > * GetAlwaysReleventNetworkActors ()
 
void SetKickedNotification (FString APIKey)
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation)
 
AActorBaseGetPlayerCharacter ()
 
AHUD * GetHUD ()
 
FVectorGetSpawnLocation (FVector *result)
 
void ClientPlaySoundAtLocation_Implementation (USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier)
 
UPlayerGetNetOwningPlayer ()
 
UNetConnectionGetNetConnection ()
 
bool IsLocalController ()
 
bool ServerPause_Validate ()
 
void FailedToSpawnPawn ()
 
void ClientFlushLevelStreaming_Implementation ()
 
void ServerUpdateLevelVisibility_Implementation (FName PackageName, bool bIsVisible)
 
bool ServerUpdateLevelVisibility_Validate (FName PackageName, bool bIsVisible)
 
FStringConsoleCommand (FString *result, FString *Cmd, bool bWriteToLog)
 
void CleanUpAudioComponents ()
 
AActorGetViewTarget ()
 
void AutoManageActiveCameraTarget (AActor *SuggestedTarget)
 
bool ServerNotifyLoadedWorld_Validate (FName WorldPackageName)
 
void ServerNotifyLoadedWorld_Implementation (FName WorldPackageName)
 
bool HasClientLoadedCurrentWorld ()
 
void ForceSingleNetUpdateFor (AActor *Target)
 
void SmoothTargetViewRotation (APawn *TargetPawn, float DeltaSeconds)
 
void InitInputSystem ()
 
void SafeRetryClientRestart ()
 
void ClientRetryClientRestart_Implementation (APawn *NewPawn)
 
void ClientRestart_Implementation (APawn *NewPawn)
 
void Possess (APawn *PawnToPossess)
 
void AcknowledgePossession (APawn *P)
 
void ReceivedPlayer ()
 
FVectorGetFocalLocation (FVector *result)
 
void PostLoad ()
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
void UpdateRotation (float DeltaTime)
 
void PostInitializeComponents ()
 
void AddCheats (bool bForce)
 
void EnableCheats (FString pass)
 
void SpawnDefaultHUD ()
 
void CreateTouchInterface ()
 
void CleanupGameViewport ()
 
void GetViewportSize (int *SizeX, int *SizeY)
 
void Reset ()
 
void ClientReset_Implementation ()
 
void ClientGotoState_Implementation (FName NewState)
 
bool IsFrozen ()
 
void ServerAcknowledgePossession_Implementation (APawn *P)
 
bool ServerAcknowledgePossession_Validate (APawn *P)
 
void UnPossess ()
 
void ClientSetHUD_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void CleanupPlayerState ()
 
void OnNetCleanup (UNetConnection *Connection)
 
void DelayedNetCleanup ()
 
void ClientPlaySound_Implementation (USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ServerToggleAILogging_Implementation ()
 
void PawnLeavingGame ()
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void Destroyed ()
 
void FOV (float F)
 
void Camera (FName NewMode)
 
void ServerCamera_Implementation (FName NewMode)
 
void SetCameraMode (FName NewCamMode)
 
void ResetCameraMode ()
 
void ClientSetCameraFade_Implementation (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio)
 
void SendClientAdjustment ()
 
void ClientCapBandwidth_Implementation (int Cap)
 
void SetSpawnLocation (FVector *NewLocation)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void ServerUpdateCamera_Implementation (FVector_NetQuantize CamLoc, int CamPitchAndYaw)
 
void ClientReturnToMainMenu_Implementation (FString *ReturnReason)
 
bool IsPaused ()
 
void Pause ()
 
void ServerPause_Implementation ()
 
void SetName (FString *S)
 
void ServerChangeName_Implementation (FString *S)
 
bool ServerChangeName_Validate (FString *S)
 
void NotifyLoadedWorld (FName WorldPackageName, bool bFinalDest)
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
bool GetHitResultUnderCursor (ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorByChannel (ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderCursorForObjects (TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFinger (ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerByChannel (ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultUnderFingerForObjects (ETouchIndex::Type FingerIndex, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
bool DeprojectMousePositionToWorld (FVector *WorldLocation, FVector *WorldDirection)
 
bool DeprojectScreenPositionToWorld (float ScreenX, float ScreenY, FVector *WorldLocation, FVector *WorldDirection)
 
bool ProjectWorldLocationToScreen (FVector WorldLocation, FVector2D *ScreenLocation, FVector *Out_ViewLocation, FBox2D *Out_ViewRect, bool *Out_bIsScreenLocationInsideViewRect)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (FVector2D ScreenPosition, TArray< TEnumAsByte< enum EObjectTypeQuery > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
void PlayerTick (float DeltaTime)
 
void FlushPressedKeys ()
 
bool InputKey (FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
 
bool InputAxis (FKey Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
 
bool InputTouch (unsigned int Handle, ETouchType::Type Type, FVector2D *TouchLocation, FDateTime DeviceTimestamp, unsigned int TouchpadIndex)
 
bool InputMotion (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
bool ShouldShowMouseCursor ()
 
EMouseCursor::Type GetMouseCursor ()
 
void SetupInputComponent ()
 
void ProcessPlayerInput (const float DeltaTime, const bool bGamePaused)
 
void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
void ResetIgnoreInputFlags ()
 
void SetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
 
void SetIgnoreMoveInput (bool bNewMoveInput)
 
bool IsMoveInputIgnored ()
 
void SetIgnoreLookInput (bool bNewLookInput)
 
bool IsLookInputIgnored ()
 
void ServerVerifyViewTarget_Implementation ()
 
void SpawnPlayerCameraManager ()
 
void GetAudioListenerPosition (FVector *OutLocation, FVector *OutFrontDir, FVector *OutRightDir)
 
void SetAudioListenerOverride (USceneComponent *AttachedComponent, FVector Location, FRotator Rotation)
 
void ClearAudioListenerOverride ()
 
void ServerCheckClientPossession_Implementation ()
 
void SafeServerCheckClientPossession ()
 
void SafeServerUpdateSpectatorState ()
 
void ServerSetSpectatorLocation_Implementation (FVector NewLoc)
 
void ServerViewNextPlayer_Implementation ()
 
void ServerViewPrevPlayer_Implementation ()
 
APlayerStateGetNextViewablePlayer (int dir)
 
void ViewAPlayer (int dir)
 
void StartFire (char FireModeNum)
 
bool NotifyServerReceivedClientData (APawn *InPawn, float TimeStamp)
 
void ServerRestartPlayer_Implementation ()
 
bool CanRestartPlayer ()
 
void ClientIgnoreMoveInput_Implementation (bool bIgnore)
 
void ClientIgnoreLookInput_Implementation (bool bIgnore)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void ClientSetCinematicMode_Implementation (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientForceGarbageCollection_Implementation ()
 
void ClientPrepareMapChange_Implementation (FName LevelName, bool bFirst, bool bLast)
 
void DelayedPrepareMapChange ()
 
void ClientCommitMapChange_Implementation ()
 
void ClientCancelPendingMapChange_Implementation ()
 
void ClientSetBlockOnAsyncLoading_Implementation ()
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor * > *ActorList)
 
void SeamlessTravelFrom (APlayerController *OldPC)
 
void ClientEnableNetworkVoice_Implementation (bool bEnable)
 
void StartTalking ()
 
void StopTalking ()
 
void ToggleSpeaking (bool bSpeaking, bool bUseSuperRange)
 
void ClientVoiceHandshakeComplete_Implementation ()
 
void ServerMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool ServerUnmutePlayer_Validate (FUniqueNetIdRepl PlayerId)
 
void ServerUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientMutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
void ClientUnmutePlayer_Implementation (FUniqueNetIdRepl PlayerId)
 
bool IsPlayerMuted (FUniqueNetId *PlayerId)
 
bool IsPlayerMuted (FString *VivoxUsername)
 
bool ShouldReplicateVoicePacketFrom (FUniqueNetId *Sender, char ShouldUseSuperRange, char *PlaybackFlags)
 
void ClientWasKicked_Implementation (FText *KickReason)
 
bool IsPrimaryPlayer ()
 
bool IsSplitscreenPlayer (int *OutSplitscreenPlayerIndex)
 
int GetSplitscreenPlayerCount ()
 
void ClientSetForceMipLevelsToBeResident_Implementation (UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
 
void ClientPrestreamTextures_Implementation (AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
 
void ProcessForceFeedback (const float DeltaTime, const bool bGamePaused)
 
void ClientClearCameraLensEffects_Implementation ()
 
void ReceivedSpectatorClass (TSubclassOf< AGameMode > SpectatorClass)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void SetPawn (APawn *InPawn)
 
void ClientNetGUIDActorDeletion_Implementation (FNetworkGUID TheNetGUID)
 
void SetPlayer (UPlayer *InPlayer)
 
void TickPlayerInput (const float DeltaSeconds, const bool bGamePaused)
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
FStringGetPlayerNetworkAddress (FString *result)
 
bool DefaultCanUnpause ()
 
void StartSpectatingOnly ()
 
void EndPlayingState ()
 
void BeginSpectatingState ()
 
void SetSpectatorPawn (ASpectatorPawn *NewSpectatorPawn)
 
ASpectatorPawn * SpawnSpectatorPawn ()
 
void DestroySpectatorPawn ()
 
APawnGetPawnOrSpectator ()
 
void UpdateStateInputComponents ()
 
void ChangeState (FName NewState)
 
void EndSpectatingState ()
 
void BeginInactiveState ()
 
void AddPitchInput (float Val)
 
void AddYawInput (float Val)
 
void AddRollInput (float Val)
 
bool IsInputKeyDown (FKey Key)
 
bool WasInputKeyJustPressed (FKey Key)
 
bool WasInputKeyJustReleased (FKey Key)
 
float GetInputAnalogKeyState (FKey Key)
 
FVectorGetInputVectorKeyState (FVector *result, FKey Key)
 
void GetInputMotionState (FVector *Tilt, FVector *RotationRate, FVector *Gravity, FVector *Acceleration)
 
float GetInputKeyTimeDown (FKey Key)
 
bool GetMousePosition (float *LocationX, float *LocationY)
 
void GetInputMouseDelta (float *DeltaX, float *DeltaY)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
void SetVirtualJoystickVisibility (bool bVisible)
 
void UpdateCameraManager (float DeltaSeconds)
 
void ClientRepObjRef_Implementation (UObject *Object)
 
void NetSpawnActorAtLocation_Implementation (TSubclassOf< AActor > AnActorClass, FVector_NetQuantize AtLocation, FRotator_NetQuantize AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)
 
void ServerReceivedPlayerControllerAck_Implementation ()
 
void ClientProcessNetExecCommandUnreliable_Implementation (AActor *ForActor, FName CommandName, FNetExecParams ExecParams)
 
bool NetConnectionHasActiveActor (AActor *AnActor)
 
void ClientProcessSimpleNetExecCommandBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientProcessSimpleNetExecCommandUnreliableBP_Implementation (AActor *ForActor, FName CommandName)
 
void ClientClearCameraLensEffects ()
 
void ClientCommitMapChange ()
 
void ClientEnableNetworkVoice (bool bEnable)
 
void ClientGotoState (FName NewState)
 
void ClientMessage (FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientRepObjRef (UObject *Object)
 
void ClientRetryClientRestart (APawn *NewPawn)
 
void ClientReturnToMainMenu (FString *ReturnReason)
 
void ClientSetHUD (TSubclassOf< AHUD > NewHUDClass)
 
void ClientTeamMessage (APlayerState *SenderPlayerState, FString *S, FName Type, float MsgLifeTime)
 
void ClientUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ClientVoiceHandshakeComplete ()
 
void ClientWasKicked (FText *KickReason)
 
void ServerChangeName (FString *S)
 
void ServerMutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerRestartPlayer ()
 
void ServerUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
void ServerVerifyViewTarget ()
 
- Public Member Functions inherited from AController
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
APawnK2_GetPawn (AActor *DamageCauser)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void AttachToPawn (APawn *InPawn)
 
void ChangeState (FName NewState)
 
void CleanupPlayerState ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void Destroyed ()
 
void DetachFromPawn ()
 
void FailedToSpawnPawn ()
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FRotatorGetControlRotation (FRotator *result)
 
FRotatorGetDesiredRotation (FRotator *result)
 
FStringGetHumanReadableName (FString *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FNameGetStateName (FName *result)
 
AActorGetViewTarget ()
 
void InitPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
bool IsInState (FName InStateName)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void Possess (APawn *InPawn)
 
void PostInitializeComponents ()
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void Reset ()
 
void SetControlRotation (FRotator *NewRotation)
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
void SetPawn (APawn *InPawn)
 
void SetPawnFromRep (APawn *InPawn)
 
bool ShouldPostponePathUpdates ()
 
void UnPossess ()
 
void UpdateNavigationComponents ()
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera, bool bAfterSeamlessTravel)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
TWeakObjectPtr< APawn > & OldPawnField ()
 
ACharacterCharacterField ()
 
APlayerStatePlayerStateField ()
 
APawnPawnField ()
 
FRotatorControlRotationField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FNameStateNameField ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToPawn ()
 
bool IsLocalController ()
 
void FailedToSpawnPawn ()
 
void SetInitialLocationAndRotation (FVector *NewLocation, FRotator *NewRotation)
 
FRotatorGetControlRotation (FRotator *result)
 
void SetControlRotation (FRotator *NewRotation)
 
void AttachToPawn (APawn *InPawn)
 
void DetachFromPawn ()
 
AActorGetViewTarget ()
 
void GetPlayerViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
bool LineOfSightTo (AActor *Other, FVector ViewPoint, bool bAlternateChecks)
 
void PostInitializeComponents ()
 
void Possess (APawn *InPawn)
 
void PawnPendingDestroy (APawn *inPawn)
 
void Reset ()
 
void ClientSetLocation_Implementation (FVector NewLocation, FRotator NewRotation)
 
void ClientSetRotation_Implementation (FRotator NewRotation, bool bResetCamera)
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void SetPawn (APawn *InPawn)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void Destroyed ()
 
void CleanupPlayerState ()
 
void InstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
void InitPlayerState ()
 
FRotatorGetDesiredRotation (FRotator *result)
 
void GetActorEyesViewPoint (FVector *out_Location, FRotator *out_Rotation)
 
FStringGetHumanReadableName (FString *result)
 
void ChangeState (FName NewState)
 
bool IsInState (FName InStateName)
 
FVectorGetNavAgentLocation (FVector *result)
 
void GetMoveGoalReachTest (AActor *MovingActor, FVector *MoveOffset, FVector *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
void UpdateNavigationComponents ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void ClientSetRotation (FRotator NewRotation, bool bResetCamera)
 
void ReceiveInstigatedAnyDamage (float Damage, UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
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)
 
- Public Member Functions inherited from ABasePlayerController
FNameServerSayStringField ()
 
bool & bHasSentStartEventsField ()
 
BitFieldValue< bool, unsigned __int32 > bCheatEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bGameEndedFrame ()
 
BitFieldValue< bool, unsigned __int32 > bAllowGameActions ()
 
void OnQueryAchievementsComplete (FUniqueNetId *PlayerId, const bool bWasSuccessful)
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
void SimulateInputKey (FKey Key, bool bPressed)
 
void QueryAchievements ()
 
void ClientGameStarted_Implementation ()
 
void ClientStartOnlineGame_Implementation ()
 
void ClientEndOnlineGame_Implementation ()
 
void HandleReturnToMainMenu ()
 
void ClientReturnToMainMenu_Implementation (FString *ReturnReason)
 
void CleanupSessionOnReturnToMenu ()
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
void ClientSendRoundEndEvent_Implementation (bool bIsWinner, int ExpendedTimeInSeconds)
 
void ClientSetSpectatorCamera_Implementation (FVector CameraLocation, FRotator CameraRotation)
 
void ServerCheat_Implementation (FString *Msg)
 
bool IsMoveInputIgnored ()
 
bool IsLookInputIgnored ()
 
bool IsGameInputAllowed ()
 
void ClientEndOnlineGame ()
 
void ClientGameStarted ()
 
void ClientSendRoundEndEvent (bool bIsWinner, int ExpendedTimeInSeconds)
 
void ClientSetSpectatorCamera (FVector CameraLocation, FRotator CameraRotation)
 
void ClientStartOnlineGame ()
 
void ServerCheat (FString *Msg)
 

Static Public Member Functions

static UClassGetPrivateStaticClass ()
 
static FStringGetSavedPlayerCharactersPath (FString *result)
 
static void TickStasisForCharacter (UWorld *theWorld, AShooterCharacter *Character, FVector ActorLocation)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAShooterPlayerController ()
 
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static void TickStasisForCharacter (UWorld *theWorld, APrimalCharacter *Character, FVector ActorLocation)
 
static FStringGetPingTitleForActor (FString *result, AActor *ForActor)
 
static bool IsPlayerViewingPing (AShooterPlayerController *ForPC, FPingData *CheckPingData)
 
static bool DoesPlayerOwnPing (AShooterPlayerController *PlayerPC, const unsigned int PingOwnerID)
 
static bool IsPingedItem (UPrimitiveComponent *PingComponent)
 
static void StaticRegisterNativesAShooterPlayerController ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
- Static Public Member Functions inherited from APlayerController
static bool IsNetRelevantFor (FTimespan A, FTimespan B)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAPlayerController ()
 
static UClassStaticClass ()
 
static void StaticRegisterNativesAPlayerController ()
 
- Static Public Member Functions inherited from AController
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAController ()
 
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAController ()
 
- 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)
 
- Static Public Member Functions inherited from ABasePlayerController
static void StaticRegisterNativesABasePlayerController ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static UClassStaticClass ()
 

Detailed Description

Definition at line 2449 of file Actor.h.

Member Enumeration Documentation

◆ CharacterTransferState

Enumerator
CTS_None 
CTS_Transferring 
CTS_Downloading 
CTS_Done 

Definition at line 3339 of file Actor.h.

Member Function Documentation

◆ AcknowledgePossession() [1/2]

void AShooterPlayerController::AcknowledgePossession ( APawn * P)
inline

Definition at line 2651 of file Actor.h.

◆ AcknowledgePossession() [2/2]

void AShooterPlayerController::AcknowledgePossession ( APawn * P)
inline

Definition at line 2684 of file Actor.h.

◆ ActivateMultiUseSelection() [1/2]

void AShooterPlayerController::ActivateMultiUseSelection ( bool bIsFromUseRelease)
inline

Definition at line 2552 of file Actor.h.

◆ ActivateMultiUseSelection() [2/2]

void AShooterPlayerController::ActivateMultiUseSelection ( bool bIsFromUseRelease)
inline

Definition at line 2685 of file Actor.h.

◆ AddDinoToMap()

void AShooterPlayerController::AddDinoToMap ( APrimalDinoCharacter * Dino)
inline

Definition at line 2708 of file Actor.h.

◆ AddExperience() [1/2]

void AShooterPlayerController::AddExperience ( float HowMuch,
bool fromTribeShare,
bool bPreventSharingWithTribe )
inline

Definition at line 2747 of file Actor.h.

◆ AddExperience() [2/2]

void AShooterPlayerController::AddExperience ( float HowMuch,
bool fromTribeShare,
bool bPreventSharingWithTribe )
inline

Definition at line 2686 of file Actor.h.

◆ AddItemToAllClustersInventory()

bool AShooterPlayerController::AddItemToAllClustersInventory ( FString UserId,
int MasterIndexNum )
inline

Definition at line 2771 of file Actor.h.

◆ AdminCheat() [1/2]

void AShooterPlayerController::AdminCheat ( FString * Msg)
inline

Definition at line 2820 of file Actor.h.

◆ AdminCheat() [2/2]

void AShooterPlayerController::AdminCheat ( FString * Msg)
inline

Definition at line 2687 of file Actor.h.

◆ AllowedBindingsInTransitionField()

TArray< FName > & AShooterPlayerController::AllowedBindingsInTransitionField ( )
inline

Definition at line 2614 of file Actor.h.

◆ AllowPlayerToJoinNoCheck() [1/2]

void AShooterPlayerController::AllowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 2941 of file Actor.h.

◆ AllowPlayerToJoinNoCheck() [2/2]

void AShooterPlayerController::AllowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 2688 of file Actor.h.

◆ AllowTribeGroupPermission() [1/2]

bool AShooterPlayerController::AllowTribeGroupPermission ( ETribeGroupPermission::Type TribeGroupPermission,
UObject * OnObject )
inline

Definition at line 3013 of file Actor.h.

◆ AllowTribeGroupPermission() [2/2]

bool AShooterPlayerController::AllowTribeGroupPermission ( ETribeGroupPermission::Type TribeGroupPermission,
UObject * OnObject )
inline

Definition at line 2689 of file Actor.h.

◆ ApplyAutoAimSlider()

void AShooterPlayerController::ApplyAutoAimSlider ( float NewValue)
inline

Definition at line 3185 of file Actor.h.

◆ ApplyDepthOfFieldSetting() [1/2]

void AShooterPlayerController::ApplyDepthOfFieldSetting ( int Index,
float CurrentTimer )
inline

Definition at line 2818 of file Actor.h.

◆ ApplyDepthOfFieldSetting() [2/2]

void AShooterPlayerController::ApplyDepthOfFieldSetting ( int Index,
float CurrentTimer )
inline

Definition at line 2690 of file Actor.h.

◆ ARKTributeItemNetInfoField()

FItemNetInfo & AShooterPlayerController::ARKTributeItemNetInfoField ( )
inline

Definition at line 2392 of file Actor.h.

◆ AsyncLoadInventory()

void AShooterPlayerController::AsyncLoadInventory ( )
inline

Definition at line 2904 of file Actor.h.

◆ AsyncQueryAndProcessCurrentServerIdSpawning()

void AShooterPlayerController::AsyncQueryAndProcessCurrentServerIdSpawning ( )
inline

Definition at line 2691 of file Actor.h.

◆ AttemptTransferRedownload()

void AShooterPlayerController::AttemptTransferRedownload ( )
inline

Definition at line 2911 of file Actor.h.

◆ AutoCycle() [1/2]

void AShooterPlayerController::AutoCycle ( float Duration)
inline

Definition at line 2524 of file Actor.h.

◆ AutoCycle() [2/2]

void AShooterPlayerController::AutoCycle ( float Duration)
inline

Definition at line 2692 of file Actor.h.

◆ AwaitingHUDClassField() [1/2]

TSubclassOf< AHUD > & AShooterPlayerController::AwaitingHUDClassField ( )
inline

Definition at line 2367 of file Actor.h.

◆ AwaitingHUDClassField() [2/2]

TSubclassOf< AHUD > & AShooterPlayerController::AwaitingHUDClassField ( )
inline

Definition at line 2501 of file Actor.h.

◆ bAdminPreventFastClaimingField()

bool & AShooterPlayerController::bAdminPreventFastClaimingField ( )
inline

Definition at line 2633 of file Actor.h.

◆ bAdminShowAllPlayers() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bAdminShowAllPlayers ( )
inline

Definition at line 2509 of file Actor.h.

◆ bAdminShowAllPlayers() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bAdminShowAllPlayers ( )
inline

Definition at line 2679 of file Actor.h.

◆ BanPlayer() [1/2]

void AShooterPlayerController::BanPlayer ( FString PlayerSteamName)
inline

Definition at line 2949 of file Actor.h.

◆ BanPlayer() [2/2]

void AShooterPlayerController::BanPlayer ( FString PlayerSteamName)
inline

Definition at line 2696 of file Actor.h.

◆ BaseGetPlayerCharacter() [1/2]

AActor * AShooterPlayerController::BaseGetPlayerCharacter ( )
inline

Definition at line 3053 of file Actor.h.

◆ BaseGetPlayerCharacter() [2/2]

AActor * AShooterPlayerController::BaseGetPlayerCharacter ( )
inline

Definition at line 2697 of file Actor.h.

◆ bAutoPlayerField()

bool & AShooterPlayerController::bAutoPlayerField ( )
inline

Definition at line 2472 of file Actor.h.

◆ bBattlEyePlayerHasGottenInGameFully() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bBattlEyePlayerHasGottenInGameFully ( )
inline

Definition at line 2508 of file Actor.h.

◆ bBattlEyePlayerHasGottenInGameFully() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bBattlEyePlayerHasGottenInGameFully ( )
inline

Definition at line 2678 of file Actor.h.

◆ bCachedOnlyShowOnlineTribeMembersField() [1/2]

bool & AShooterPlayerController::bCachedOnlyShowOnlineTribeMembersField ( )
inline

Definition at line 2352 of file Actor.h.

◆ bCachedOnlyShowOnlineTribeMembersField() [2/2]

bool & AShooterPlayerController::bCachedOnlyShowOnlineTribeMembersField ( )
inline

Definition at line 2488 of file Actor.h.

◆ bChangeingServerCoordsField()

bool & AShooterPlayerController::bChangeingServerCoordsField ( )
inline

Definition at line 2459 of file Actor.h.

◆ bChatSpammedField() [1/2]

bool & AShooterPlayerController::bChatSpammedField ( )
inline

Definition at line 2403 of file Actor.h.

◆ bChatSpammedField() [2/2]

bool & AShooterPlayerController::bChatSpammedField ( )
inline

Definition at line 2535 of file Actor.h.

◆ bCheckForMapSecondPress()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bCheckForMapSecondPress ( )
inline

Definition at line 2675 of file Actor.h.

◆ bClientIsDPCField() [1/2]

bool & AShooterPlayerController::bClientIsDPCField ( )
inline

Definition at line 2452 of file Actor.h.

◆ bClientIsDPCField() [2/2]

bool & AShooterPlayerController::bClientIsDPCField ( )
inline

Definition at line 2588 of file Actor.h.

◆ bClientIsReceivingMapEntitiesField()

bool & AShooterPlayerController::bClientIsReceivingMapEntitiesField ( )
inline

Definition at line 2642 of file Actor.h.

◆ bClientReceivedTribeLogField() [1/2]

bool & AShooterPlayerController::bClientReceivedTribeLogField ( )
inline

Definition at line 2414 of file Actor.h.

◆ bClientReceivedTribeLogField() [2/2]

bool & AShooterPlayerController::bClientReceivedTribeLogField ( )
inline

Definition at line 2549 of file Actor.h.

◆ bClientTribeDataDirtyField()

bool & AShooterPlayerController::bClientTribeDataDirtyField ( )
inline

Definition at line 2645 of file Actor.h.

◆ bCloseSteamStatusSceneField()

bool & AShooterPlayerController::bCloseSteamStatusSceneField ( )
inline

Definition at line 2383 of file Actor.h.

◆ bCommunicationPrivilegeFetchedField()

bool & AShooterPlayerController::bCommunicationPrivilegeFetchedField ( )
inline

Definition at line 2537 of file Actor.h.

◆ bConnectedToPositionalChannelField()

bool & AShooterPlayerController::bConnectedToPositionalChannelField ( )
inline

Definition at line 2343 of file Actor.h.

◆ bConsumeItemSucceededField() [1/2]

bool & AShooterPlayerController::bConsumeItemSucceededField ( )
inline

Definition at line 2379 of file Actor.h.

◆ bConsumeItemSucceededField() [2/2]

bool & AShooterPlayerController::bConsumeItemSucceededField ( )
inline

Definition at line 2513 of file Actor.h.

◆ bDebugPOIsField()

bool & AShooterPlayerController::bDebugPOIsField ( )
inline

Definition at line 2484 of file Actor.h.

◆ bDidAutoRunCheats()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bDidAutoRunCheats ( )
inline

Definition at line 2496 of file Actor.h.

◆ bDrawBlackBackgroundField() [1/2]

bool & AShooterPlayerController::bDrawBlackBackgroundField ( )
inline

Definition at line 2467 of file Actor.h.

◆ bDrawBlackBackgroundField() [2/2]

bool & AShooterPlayerController::bDrawBlackBackgroundField ( )
inline

Definition at line 2603 of file Actor.h.

◆ bDrawLocationField() [1/2]

bool & AShooterPlayerController::bDrawLocationField ( )
inline

Definition at line 2371 of file Actor.h.

◆ bDrawLocationField() [2/2]

bool & AShooterPlayerController::bDrawLocationField ( )
inline

Definition at line 2505 of file Actor.h.

◆ BeginInactiveState() [1/2]

void AShooterPlayerController::BeginInactiveState ( )
inline

Definition at line 2774 of file Actor.h.

◆ BeginInactiveState() [2/2]

void AShooterPlayerController::BeginInactiveState ( )
inline

Definition at line 2698 of file Actor.h.

◆ BeginPlay() [1/2]

void AShooterPlayerController::BeginPlay ( )
inline

Definition at line 2597 of file Actor.h.

◆ BeginPlay() [2/2]

void AShooterPlayerController::BeginPlay ( )
inline

Definition at line 2699 of file Actor.h.

◆ BeginSpectatingState() [1/2]

void AShooterPlayerController::BeginSpectatingState ( )
inline

Definition at line 2776 of file Actor.h.

◆ BeginSpectatingState() [2/2]

void AShooterPlayerController::BeginSpectatingState ( )
inline

Definition at line 2700 of file Actor.h.

◆ bEnablePingSystem()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bEnablePingSystem ( )
inline

Definition at line 2514 of file Actor.h.

◆ bEnemyInvisible() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bEnemyInvisible ( )
inline

Definition at line 2500 of file Actor.h.

◆ bEnemyInvisible() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bEnemyInvisible ( )
inline

Definition at line 2667 of file Actor.h.

◆ bFailedToDownloadedTransferredCharacterField()

bool & AShooterPlayerController::bFailedToDownloadedTransferredCharacterField ( )
inline

Definition at line 2468 of file Actor.h.

◆ bForceAdminMeshChecking()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bForceAdminMeshChecking ( )
inline

Definition at line 2512 of file Actor.h.

◆ bForceCraftButtonHeld() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bForceCraftButtonHeld ( )
inline

Definition at line 2503 of file Actor.h.

◆ bForceCraftButtonHeld() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bForceCraftButtonHeld ( )
inline

Definition at line 2670 of file Actor.h.

◆ bForceHideGameplayUIField() [1/2]

bool & AShooterPlayerController::bForceHideGameplayUIField ( )
inline

Definition at line 2449 of file Actor.h.

◆ bForceHideGameplayUIField() [2/2]

bool & AShooterPlayerController::bForceHideGameplayUIField ( )
inline

Definition at line 2585 of file Actor.h.

◆ bForceSingleWieldHeld()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bForceSingleWieldHeld ( )
inline

Definition at line 2676 of file Actor.h.

◆ bForceTeleportClientToHostField()

bool & AShooterPlayerController::bForceTeleportClientToHostField ( )
inline

Definition at line 2654 of file Actor.h.

◆ bFullyAuthenticatedField()

bool & AShooterPlayerController::bFullyAuthenticatedField ( )
inline

Definition at line 2545 of file Actor.h.

◆ bGamepadHotbarModifierPressed() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bGamepadHotbarModifierPressed ( )
inline

Definition at line 2504 of file Actor.h.

◆ bGamepadHotbarModifierPressed() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bGamepadHotbarModifierPressed ( )
inline

Definition at line 2671 of file Actor.h.

◆ bGamepadSpecialAttackHeld()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bGamepadSpecialAttackHeld ( )
inline

Definition at line 2672 of file Actor.h.

◆ bGodMode() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bGodMode ( )
inline

Definition at line 2498 of file Actor.h.

◆ bGodMode() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bGodMode ( )
inline

Definition at line 2664 of file Actor.h.

◆ bGPSZoomInField()

bool & AShooterPlayerController::bGPSZoomInField ( )
inline

Definition at line 2464 of file Actor.h.

◆ bGPSZoomOutField()

bool & AShooterPlayerController::bGPSZoomOutField ( )
inline

Definition at line 2463 of file Actor.h.

◆ bHasDisplayedSplitScreenMessageField() [1/2]

bool & AShooterPlayerController::bHasDisplayedSplitScreenMessageField ( )
inline

Definition at line 2462 of file Actor.h.

◆ bHasDisplayedSplitScreenMessageField() [2/2]

bool & AShooterPlayerController::bHasDisplayedSplitScreenMessageField ( )
inline

Definition at line 2598 of file Actor.h.

◆ bHasGottenInitialSpawnLocationField() [1/2]

bool & AShooterPlayerController::bHasGottenInitialSpawnLocationField ( )
inline

Definition at line 2413 of file Actor.h.

◆ bHasGottenInitialSpawnLocationField() [2/2]

bool & AShooterPlayerController::bHasGottenInitialSpawnLocationField ( )
inline

Definition at line 2548 of file Actor.h.

◆ bHasLoadedProfileField()

bool & AShooterPlayerController::bHasLoadedProfileField ( )
inline

Definition at line 2364 of file Actor.h.

◆ bHasReachedHighestPeakField() [1/2]

bool & AShooterPlayerController::bHasReachedHighestPeakField ( )
inline

Definition at line 2418 of file Actor.h.

◆ bHasReachedHighestPeakField() [2/2]

bool & AShooterPlayerController::bHasReachedHighestPeakField ( )
inline

Definition at line 2553 of file Actor.h.

◆ bHasReachedLowestDepthField() [1/2]

bool & AShooterPlayerController::bHasReachedLowestDepthField ( )
inline

Definition at line 2419 of file Actor.h.

◆ bHasReachedLowestDepthField() [2/2]

bool & AShooterPlayerController::bHasReachedLowestDepthField ( )
inline

Definition at line 2554 of file Actor.h.

◆ bHasSurvivedOneDayField() [1/2]

bool & AShooterPlayerController::bHasSurvivedOneDayField ( )
inline

Definition at line 2417 of file Actor.h.

◆ bHasSurvivedOneDayField() [2/2]

bool & AShooterPlayerController::bHasSurvivedOneDayField ( )
inline

Definition at line 2552 of file Actor.h.

◆ bHasViewOnlyInventoryOpenField()

bool & AShooterPlayerController::bHasViewOnlyInventoryOpenField ( )
inline

Definition at line 2635 of file Actor.h.

◆ bHideGun() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bHideGun ( )
inline

Definition at line 2499 of file Actor.h.

◆ bHideGun() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bHideGun ( )
inline

Definition at line 2666 of file Actor.h.

◆ bHitMarkerWasMeleeHitField()

bool & AShooterPlayerController::bHitMarkerWasMeleeHitField ( )
inline

Definition at line 2571 of file Actor.h.

◆ bHoldingSkipTutorialButton()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bHoldingSkipTutorialButton ( )
inline

Definition at line 2677 of file Actor.h.

◆ bInfiniteAmmo() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bInfiniteAmmo ( )
inline

Definition at line 2497 of file Actor.h.

◆ bInfiniteAmmo() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bInfiniteAmmo ( )
inline

Definition at line 2663 of file Actor.h.

◆ bInitializedMissionUIField()

bool & AShooterPlayerController::bInitializedMissionUIField ( )
inline

Definition at line 2354 of file Actor.h.

◆ bInstantHarvest()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bInstantHarvest ( )
inline

Definition at line 2511 of file Actor.h.

◆ bIsAdminPauseUIEnabled() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsAdminPauseUIEnabled ( )
inline

Definition at line 2501 of file Actor.h.

◆ bIsAdminPauseUIEnabled() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsAdminPauseUIEnabled ( )
inline

Definition at line 2668 of file Actor.h.

◆ bIsAltHeldField()

bool & AShooterPlayerController::bIsAltHeldField ( )
inline

Definition at line 2620 of file Actor.h.

◆ bIsFastTravellingField()

bool & AShooterPlayerController::bIsFastTravellingField ( )
inline

Definition at line 2398 of file Actor.h.

◆ bIsFirstSpawn()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsFirstSpawn ( )
inline

Definition at line 2505 of file Actor.h.

◆ bIsFirstSpawnField()

bool & AShooterPlayerController::bIsFirstSpawnField ( )
inline

Definition at line 2498 of file Actor.h.

◆ bIsGamepadActiveField() [1/2]

bool & AShooterPlayerController::bIsGamepadActiveField ( )
inline

Definition at line 2451 of file Actor.h.

◆ bIsGamepadActiveField() [2/2]

bool & AShooterPlayerController::bIsGamepadActiveField ( )
inline

Definition at line 2587 of file Actor.h.

◆ bIsHoldingAltInput()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsHoldingAltInput ( )
inline

Definition at line 2665 of file Actor.h.

◆ bIsMapPressed()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsMapPressed ( )
inline

Definition at line 2674 of file Actor.h.

◆ bIsOnlyViewingRemoteInventoryField()

bool & AShooterPlayerController::bIsOnlyViewingRemoteInventoryField ( )
inline

Definition at line 2634 of file Actor.h.

◆ bIsPrimalStatsTimerActiveField() [1/2]

bool & AShooterPlayerController::bIsPrimalStatsTimerActiveField ( )
inline

Definition at line 2471 of file Actor.h.

◆ bIsPrimalStatsTimerActiveField() [2/2]

bool & AShooterPlayerController::bIsPrimalStatsTimerActiveField ( )
inline

Definition at line 2606 of file Actor.h.

◆ bIsQueryingCurrentServerIdField()

bool & AShooterPlayerController::bIsQueryingCurrentServerIdField ( )
inline

Definition at line 2617 of file Actor.h.

◆ bIsRespawning()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsRespawning ( )
inline

Definition at line 2506 of file Actor.h.

◆ bIsRespawningField()

bool & AShooterPlayerController::bIsRespawningField ( )
inline

Definition at line 2499 of file Actor.h.

◆ bIsRightShoulderHeldField()

bool & AShooterPlayerController::bIsRightShoulderHeldField ( )
inline

Definition at line 2621 of file Actor.h.

◆ bIsTransferringCharacterField()

bool & AShooterPlayerController::bIsTransferringCharacterField ( )
inline

Definition at line 2440 of file Actor.h.

◆ bIsViewingTributeInventoryField() [1/2]

bool & AShooterPlayerController::bIsViewingTributeInventoryField ( )
inline

Definition at line 2466 of file Actor.h.

◆ bIsViewingTributeInventoryField() [2/2]

bool & AShooterPlayerController::bIsViewingTributeInventoryField ( )
inline

Definition at line 2602 of file Actor.h.

◆ bIsVRPlayer()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bIsVRPlayer ( )
inline

Definition at line 2507 of file Actor.h.

◆ bIsVRPlayerField()

bool & AShooterPlayerController::bIsVRPlayerField ( )
inline

Definition at line 2500 of file Actor.h.

◆ bLastHitMarkerCharacterAllyField() [1/2]

bool & AShooterPlayerController::bLastHitMarkerCharacterAllyField ( )
inline

Definition at line 2430 of file Actor.h.

◆ bLastHitMarkerCharacterAllyField() [2/2]

bool & AShooterPlayerController::bLastHitMarkerCharacterAllyField ( )
inline

Definition at line 2567 of file Actor.h.

◆ bLastHitMarkerStructureAllyField() [1/2]

bool & AShooterPlayerController::bLastHitMarkerStructureAllyField ( )
inline

Definition at line 2432 of file Actor.h.

◆ bLastHitMarkerStructureAllyField() [2/2]

bool & AShooterPlayerController::bLastHitMarkerStructureAllyField ( )
inline

Definition at line 2569 of file Actor.h.

◆ bLastSentNetIsCurrentlyFirstPersonField()

bool & AShooterPlayerController::bLastSentNetIsCurrentlyFirstPersonField ( )
inline

Definition at line 2613 of file Actor.h.

◆ bLastSpawnWasFastTravelField()

bool & AShooterPlayerController::bLastSpawnWasFastTravelField ( )
inline

Definition at line 2399 of file Actor.h.

◆ bLocalCameraInVacuumSealedContainerOrRaftField()

bool & AShooterPlayerController::bLocalCameraInVacuumSealedContainerOrRaftField ( )
inline

Definition at line 2608 of file Actor.h.

◆ bLockedInputDontRecenterMouseField() [1/2]

bool & AShooterPlayerController::bLockedInputDontRecenterMouseField ( )
inline

Definition at line 2365 of file Actor.h.

◆ bLockedInputDontRecenterMouseField() [2/2]

bool & AShooterPlayerController::bLockedInputDontRecenterMouseField ( )
inline

Definition at line 2496 of file Actor.h.

◆ bMissionSortByDistanceField()

bool & AShooterPlayerController::bMissionSortByDistanceField ( )
inline

Definition at line 2355 of file Actor.h.

◆ bNetIsCurrentlyFirstPersonField()

bool & AShooterPlayerController::bNetIsCurrentlyFirstPersonField ( )
inline

Definition at line 2612 of file Actor.h.

◆ bNextShowCharacterCreationUIDownloadField() [1/2]

bool & AShooterPlayerController::bNextShowCharacterCreationUIDownloadField ( )
inline

Definition at line 2448 of file Actor.h.

◆ bNextShowCharacterCreationUIDownloadField() [2/2]

bool & AShooterPlayerController::bNextShowCharacterCreationUIDownloadField ( )
inline

Definition at line 2584 of file Actor.h.

◆ bNotificationSettingsReceivedField()

bool & AShooterPlayerController::bNotificationSettingsReceivedField ( )
inline

Definition at line 2546 of file Actor.h.

◆ bNotifyPawnBuffsOfDamageEvents()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bNotifyPawnBuffsOfDamageEvents ( )
inline

Definition at line 2510 of file Actor.h.

◆ BPCheckCanDinoSpawnFromLocation()

FVector * AShooterPlayerController::BPCheckCanDinoSpawnFromLocation ( FVector * result,
TSubclassOf< APrimalDinoCharacter > DinoClass,
FVector * CheckLocation )
inline

Definition at line 3127 of file Actor.h.

◆ BPClientNotifyEditText()

void AShooterPlayerController::BPClientNotifyEditText ( TSubclassOf< UObject > ForObjectClass,
int ExtraID1,
int ExtraID2,
UObject * ForObject )
inline

Definition at line 2693 of file Actor.h.

◆ BPClientUnlockExplorerNote()

void AShooterPlayerController::BPClientUnlockExplorerNote ( int ExplorerNoteIndex)
inline

Definition at line 2624 of file Actor.h.

◆ bPendingServerCheckField()

bool & AShooterPlayerController::bPendingServerCheckField ( )
inline

Definition at line 2656 of file Actor.h.

◆ BPGetAimedUseActor()

void AShooterPlayerController::BPGetAimedUseActor ( AActor ** AimedUseActor,
UActorComponent ** AimedUseComponent,
int * HitBoxIndex )
inline

Definition at line 2694 of file Actor.h.

◆ BPGetPlayerViewPoint()

void AShooterPlayerController::BPGetPlayerViewPoint ( FVector * out_Location,
FRotator * out_Rotation )
inline

Definition at line 2695 of file Actor.h.

◆ bPossessedAnyPawnField()

bool & AShooterPlayerController::bPossessedAnyPawnField ( )
inline

Definition at line 2397 of file Actor.h.

◆ bPreventDefaultCharacterItemsField() [1/2]

bool & AShooterPlayerController::bPreventDefaultCharacterItemsField ( )
inline

Definition at line 2456 of file Actor.h.

◆ bPreventDefaultCharacterItemsField() [2/2]

bool & AShooterPlayerController::bPreventDefaultCharacterItemsField ( )
inline

Definition at line 2592 of file Actor.h.

◆ bPreventPaintingStreamingField() [1/2]

bool & AShooterPlayerController::bPreventPaintingStreamingField ( )
inline

Definition at line 2405 of file Actor.h.

◆ bPreventPaintingStreamingField() [2/2]

bool & AShooterPlayerController::bPreventPaintingStreamingField ( )
inline

Definition at line 2538 of file Actor.h.

◆ bReceivedSubscribedAppsField() [1/2]

bool & AShooterPlayerController::bReceivedSubscribedAppsField ( )
inline

Definition at line 2439 of file Actor.h.

◆ bReceivedSubscribedAppsField() [2/2]

bool & AShooterPlayerController::bReceivedSubscribedAppsField ( )
inline

Definition at line 2576 of file Actor.h.

◆ bRefreshedInvetoryForRemoveField() [1/2]

bool & AShooterPlayerController::bRefreshedInvetoryForRemoveField ( )
inline

Definition at line 2380 of file Actor.h.

◆ bRefreshedInvetoryForRemoveField() [2/2]

bool & AShooterPlayerController::bRefreshedInvetoryForRemoveField ( )
inline

Definition at line 2514 of file Actor.h.

◆ bRemovePlayerDataOnSeamlessTravelField()

bool & AShooterPlayerController::bRemovePlayerDataOnSeamlessTravelField ( )
inline

Definition at line 2636 of file Actor.h.

◆ bRequestingFirstHomeServerField()

bool & AShooterPlayerController::bRequestingFirstHomeServerField ( )
inline

Definition at line 2615 of file Actor.h.

◆ bResetSnapPointField()

bool & AShooterPlayerController::bResetSnapPointField ( )
inline

Definition at line 2611 of file Actor.h.

◆ bServerAllowCommunicationField()

bool & AShooterPlayerController::bServerAllowCommunicationField ( )
inline

Definition at line 2657 of file Actor.h.

◆ bServerIsPaintingField() [1/2]

bool & AShooterPlayerController::bServerIsPaintingField ( )
inline

Definition at line 2393 of file Actor.h.

◆ bServerIsPaintingField() [2/2]

bool & AShooterPlayerController::bServerIsPaintingField ( )
inline

Definition at line 2522 of file Actor.h.

◆ bServerPaintingSuccessField() [1/2]

bool & AShooterPlayerController::bServerPaintingSuccessField ( )
inline

Definition at line 2394 of file Actor.h.

◆ bServerPaintingSuccessField() [2/2]

bool & AShooterPlayerController::bServerPaintingSuccessField ( )
inline

Definition at line 2523 of file Actor.h.

◆ bServerRefreshedSteamInventoryField()

bool & AShooterPlayerController::bServerRefreshedSteamInventoryField ( )
inline

Definition at line 2381 of file Actor.h.

◆ bServerRefreshStatusField() [1/2]

bool & AShooterPlayerController::bServerRefreshStatusField ( )
inline

Definition at line 2382 of file Actor.h.

◆ bServerRefreshStatusField() [2/2]

bool & AShooterPlayerController::bServerRefreshStatusField ( )
inline

Definition at line 2515 of file Actor.h.

◆ bShowGameModeHUDField() [1/2]

bool & AShooterPlayerController::bShowGameModeHUDField ( )
inline

Definition at line 2332 of file Actor.h.

◆ bShowGameModeHUDField() [2/2]

bool & AShooterPlayerController::bShowGameModeHUDField ( )
inline

Definition at line 2473 of file Actor.h.

◆ bSuppressAdminIconField() [1/2]

bool & AShooterPlayerController::bSuppressAdminIconField ( )
inline

Definition at line 2400 of file Actor.h.

◆ bSuppressAdminIconField() [2/2]

bool & AShooterPlayerController::bSuppressAdminIconField ( )
inline

Definition at line 2532 of file Actor.h.

◆ bTraveledSeamlesslyField()

bool & AShooterPlayerController::bTraveledSeamlesslyField ( )
inline

Definition at line 2561 of file Actor.h.

◆ bUsePressed() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bUsePressed ( )
inline

Definition at line 2502 of file Actor.h.

◆ bUsePressed() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bUsePressed ( )
inline

Definition at line 2669 of file Actor.h.

◆ bUsePressedFromGamepadField() [1/2]

bool & AShooterPlayerController::bUsePressedFromGamepadField ( )
inline

Definition at line 2361 of file Actor.h.

◆ bUsePressedFromGamepadField() [2/2]

bool & AShooterPlayerController::bUsePressedFromGamepadField ( )
inline

Definition at line 2493 of file Actor.h.

◆ bWantsToPing()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bWantsToPing ( )
inline

Definition at line 2513 of file Actor.h.

◆ bWasDeadField() [1/2]

bool & AShooterPlayerController::bWasDeadField ( )
inline

Definition at line 2329 of file Actor.h.

◆ bWasDeadField() [2/2]

bool & AShooterPlayerController::bWasDeadField ( )
inline

Definition at line 2471 of file Actor.h.

◆ bWasGamepadHotbarModifierPressed_RightShoulder()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bWasGamepadHotbarModifierPressed_RightShoulder ( )
inline

Definition at line 2515 of file Actor.h.

◆ bWasTurnAtRateCalled()

BitFieldValue< bool, unsigned __int32 > AShooterPlayerController::bWasTurnAtRateCalled ( )
inline

Definition at line 2673 of file Actor.h.

◆ bZoomingInField() [1/2]

bool & AShooterPlayerController::bZoomingInField ( )
inline

Definition at line 2422 of file Actor.h.

◆ bZoomingInField() [2/2]

bool & AShooterPlayerController::bZoomingInField ( )
inline

Definition at line 2557 of file Actor.h.

◆ bZoomingOutField() [1/2]

bool & AShooterPlayerController::bZoomingOutField ( )
inline

Definition at line 2421 of file Actor.h.

◆ bZoomingOutField() [2/2]

bool & AShooterPlayerController::bZoomingOutField ( )
inline

Definition at line 2556 of file Actor.h.

◆ CancelMultiUseSelection() [1/2]

void AShooterPlayerController::CancelMultiUseSelection ( )
inline

Definition at line 2553 of file Actor.h.

◆ CancelMultiUseSelection() [2/2]

void AShooterPlayerController::CancelMultiUseSelection ( )
inline

Definition at line 2706 of file Actor.h.

◆ CanCommunicateVoiceWithRadio()

bool AShooterPlayerController::CanCommunicateVoiceWithRadio ( AShooterPlayerController * otherPC)
inline

Definition at line 2702 of file Actor.h.

◆ CanDispatchInputDelegate()

bool AShooterPlayerController::CanDispatchInputDelegate ( FName BindingName,
TEnumAsByte< enum EInputEvent > KeyEvent )
inline

Definition at line 2703 of file Actor.h.

◆ CanDoPlayerCharacterInput() [1/2]

bool AShooterPlayerController::CanDoPlayerCharacterInput ( bool bIgnoreCurrentWeapon,
bool bWeaponForcesMountedWeaponry )
inline

Definition at line 2739 of file Actor.h.

◆ CanDoPlayerCharacterInput() [2/2]

bool AShooterPlayerController::CanDoPlayerCharacterInput ( bool bIgnoreCurrentWeapon,
bool bWeaponForcesMountedWeaponry )
inline

Definition at line 2704 of file Actor.h.

◆ CanPingPlayer()

bool AShooterPlayerController::CanPingPlayer ( AShooterCharacter * ForPlayer)
inline

Definition at line 3094 of file Actor.h.

◆ CanRespec()

bool AShooterPlayerController::CanRespec ( )
inline

Definition at line 2705 of file Actor.h.

◆ CCC() [1/2]

void AShooterPlayerController::CCC ( )
inline

Definition at line 2807 of file Actor.h.

◆ CCC() [2/2]

void AShooterPlayerController::CCC ( )
inline

Definition at line 2701 of file Actor.h.

◆ ChangeingServerCoordsMessageField()

FString & AShooterPlayerController::ChangeingServerCoordsMessageField ( )
inline

Definition at line 2460 of file Actor.h.

◆ ChangeState() [1/2]

void AShooterPlayerController::ChangeState ( FName NewState)
inline

Definition at line 2964 of file Actor.h.

◆ ChangeState() [2/2]

void AShooterPlayerController::ChangeState ( FName NewState)
inline

Definition at line 2707 of file Actor.h.

◆ ChatSpamWeightField() [1/2]

float & AShooterPlayerController::ChatSpamWeightField ( )
inline

Definition at line 2402 of file Actor.h.

◆ ChatSpamWeightField() [2/2]

float & AShooterPlayerController::ChatSpamWeightField ( )
inline

Definition at line 2534 of file Actor.h.

◆ Cheat()

void AShooterPlayerController::Cheat ( FString * Msg)
inline

Definition at line 2708 of file Actor.h.

◆ CheckCheatsPassword() [1/2]

void AShooterPlayerController::CheckCheatsPassword ( FString * pass)
inline

Definition at line 3128 of file Actor.h.

◆ CheckCheatsPassword() [2/2]

void AShooterPlayerController::CheckCheatsPassword ( FString * pass)
inline

Definition at line 3292 of file Actor.h.

◆ CheckCheatsPassword_Implementation() [1/2]

void AShooterPlayerController::CheckCheatsPassword_Implementation ( FString * Pass)
inline

Definition at line 2523 of file Actor.h.

◆ CheckCheatsPassword_Implementation() [2/2]

void AShooterPlayerController::CheckCheatsPassword_Implementation ( FString * Pass)
inline

Definition at line 2709 of file Actor.h.

◆ CheckforOrbiting() [1/2]

void AShooterPlayerController::CheckforOrbiting ( )
inline

Definition at line 2613 of file Actor.h.

◆ CheckforOrbiting() [2/2]

void AShooterPlayerController::CheckforOrbiting ( )
inline

Definition at line 2714 of file Actor.h.

◆ CheckforOrbitingInstantaneously() [1/2]

bool AShooterPlayerController::CheckforOrbitingInstantaneously ( )
inline

Definition at line 2614 of file Actor.h.

◆ CheckforOrbitingInstantaneously() [2/2]

bool AShooterPlayerController::CheckforOrbitingInstantaneously ( )
inline

Definition at line 2715 of file Actor.h.

◆ CheckForPlayerInventory() [1/2]

void AShooterPlayerController::CheckForPlayerInventory ( )
inline

Definition at line 2840 of file Actor.h.

◆ CheckForPlayerInventory() [2/2]

void AShooterPlayerController::CheckForPlayerInventory ( )
inline

Definition at line 2710 of file Actor.h.

◆ CheckIsOnTransferAllCooldown()

bool AShooterPlayerController::CheckIsOnTransferAllCooldown ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 2696 of file Actor.h.

◆ CheckRequestSpectator() [1/2]

void AShooterPlayerController::CheckRequestSpectator ( FString * InSpectatorPass)
inline

Definition at line 3129 of file Actor.h.

◆ CheckRequestSpectator() [2/2]

void AShooterPlayerController::CheckRequestSpectator ( FString * InSpectatorPass)
inline

Definition at line 3293 of file Actor.h.

◆ CheckRequestSpectator_Implementation() [1/2]

void AShooterPlayerController::CheckRequestSpectator_Implementation ( FString * InSpectatorPass)
inline

Definition at line 2526 of file Actor.h.

◆ CheckRequestSpectator_Implementation() [2/2]

void AShooterPlayerController::CheckRequestSpectator_Implementation ( FString * InSpectatorPass)
inline

Definition at line 2711 of file Actor.h.

◆ CheckToOpenMapAllTimer()

void AShooterPlayerController::CheckToOpenMapAllTimer ( )
inline

Definition at line 2712 of file Actor.h.

◆ CheckToOpenMapOnlyTimer()

void AShooterPlayerController::CheckToOpenMapOnlyTimer ( )
inline

Definition at line 2713 of file Actor.h.

◆ Clear3DValuesAreDirty()

void AShooterPlayerController::Clear3DValuesAreDirty ( )
inline

Definition at line 3124 of file Actor.h.

◆ ClearTutorials() [1/2]

void AShooterPlayerController::ClearTutorials ( )
inline

Definition at line 2586 of file Actor.h.

◆ ClearTutorials() [2/2]

void AShooterPlayerController::ClearTutorials ( )
inline

Definition at line 2716 of file Actor.h.

◆ ClearVivoxRetryCounters()

void AShooterPlayerController::ClearVivoxRetryCounters ( )
inline

Definition at line 3117 of file Actor.h.

◆ ClearVivoxRetryTimers()

void AShooterPlayerController::ClearVivoxRetryTimers ( )
inline

Definition at line 3116 of file Actor.h.

◆ Client_CaptainExtraActions()

void AShooterPlayerController::Client_CaptainExtraActions ( ECaptainOtherActions::Type RequestedAction,
APrimalStructureSeating_DriverSeat * RequestedFromSeat,
int CurrentValue,
TSubclassOf< UPrimalItem > SelectedAmmoType )
inline

Definition at line 3403 of file Actor.h.

◆ Client_CaptainExtraActions_Implementation()

void AShooterPlayerController::Client_CaptainExtraActions_Implementation ( ECaptainOtherActions::Type RequestedAction,
APrimalStructureSeating_DriverSeat * RequestedFromSeat,
int CurrentValue,
TSubclassOf< UPrimalItem > SelectedAmmoType )
inline

Definition at line 2834 of file Actor.h.

◆ Client_ReceiveBuffFromDayCycle()

void AShooterPlayerController::Client_ReceiveBuffFromDayCycle ( TSubclassOf< APrimalBuff > GiveBuffClass,
ADayCycleManager * FromDayCycle )
inline

Definition at line 3130 of file Actor.h.

◆ Client_ReceiveBuffFromDayCycle_Implementation()

void AShooterPlayerController::Client_ReceiveBuffFromDayCycle_Implementation ( TSubclassOf< APrimalBuff > GiveBuffClass,
ADayCycleManager * FromDayCycle )
inline

Definition at line 3089 of file Actor.h.

◆ Client_ReceivePing()

void AShooterPlayerController::Client_ReceivePing ( FReplicatePingData ReceivedPingData)
inline

Definition at line 3131 of file Actor.h.

◆ Client_ReceivePing_Implementation()

void AShooterPlayerController::Client_ReceivePing_Implementation ( FReplicatePingData ReceivedPingData)
inline

Definition at line 3097 of file Actor.h.

◆ Client_ReceivePingResponse()

void AShooterPlayerController::Client_ReceivePingResponse ( FReplicatePingData ResponseData,
AShooterCharacter * RespondingPlayer )
inline

Definition at line 3132 of file Actor.h.

◆ Client_ReceivePingResponse_Implementation()

void AShooterPlayerController::Client_ReceivePingResponse_Implementation ( FReplicatePingData ResponseData,
AShooterCharacter * RespondingPlayer )
inline

Definition at line 3100 of file Actor.h.

◆ ClientAbortTravel()

void AShooterPlayerController::ClientAbortTravel ( unsigned int ServerID,
unsigned __int64 ServerSteamId )
inline

Definition at line 3294 of file Actor.h.

◆ ClientAbortTravel_Implementation()

void AShooterPlayerController::ClientAbortTravel_Implementation ( unsigned int ServerID,
unsigned __int64 ServerSteamId )
inline

Definition at line 2717 of file Actor.h.

◆ ClientAddActorItem() [1/2]

void AShooterPlayerController::ClientAddActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification )
inline

Definition at line 3133 of file Actor.h.

◆ ClientAddActorItem() [2/2]

void AShooterPlayerController::ClientAddActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification )
inline

Definition at line 3295 of file Actor.h.

◆ ClientAddActorItem_Implementation() [1/2]

void AShooterPlayerController::ClientAddActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification )
inline

Definition at line 2662 of file Actor.h.

◆ ClientAddActorItem_Implementation() [2/2]

void AShooterPlayerController::ClientAddActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification )
inline

Definition at line 2719 of file Actor.h.

◆ ClientAddActorItemToFolder() [1/2]

void AShooterPlayerController::ClientAddActorItemToFolder ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification,
FString * ToFolder )
inline

Definition at line 3134 of file Actor.h.

◆ ClientAddActorItemToFolder() [2/2]

void AShooterPlayerController::ClientAddActorItemToFolder ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification,
FString * ToFolder )
inline

Definition at line 3296 of file Actor.h.

◆ ClientAddActorItemToFolder_Implementation() [1/2]

void AShooterPlayerController::ClientAddActorItemToFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification,
FString * ToFolder )
inline

Definition at line 2663 of file Actor.h.

◆ ClientAddActorItemToFolder_Implementation() [2/2]

void AShooterPlayerController::ClientAddActorItemToFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bEquipItem,
bool ShowHUDNotification,
FString * ToFolder )
inline

Definition at line 2718 of file Actor.h.

◆ ClientAddFloatingDamageText() [1/2]

void AShooterPlayerController::ClientAddFloatingDamageText ( FVector_NetQuantize AtLocation,
int DamageAmount,
int FromTeamID )
inline

Definition at line 3135 of file Actor.h.

◆ ClientAddFloatingDamageText() [2/2]

void AShooterPlayerController::ClientAddFloatingDamageText ( FVector_NetQuantize AtLocation,
int DamageAmount,
int FromTeamID,
bool bForceText )
inline

Definition at line 3297 of file Actor.h.

◆ ClientAddFloatingDamageText_Implementation() [1/2]

void AShooterPlayerController::ClientAddFloatingDamageText_Implementation ( FVector_NetQuantize AtLocation,
int DamageAmount,
int FromTeamID )
inline

Definition at line 3017 of file Actor.h.

◆ ClientAddFloatingDamageText_Implementation() [2/2]

void AShooterPlayerController::ClientAddFloatingDamageText_Implementation ( FVector_NetQuantize AtLocation,
int DamageAmount,
int FromTeamID,
bool bForceText )
inline

Definition at line 2720 of file Actor.h.

◆ ClientAddFloatingText() [1/2]

void AShooterPlayerController::ClientAddFloatingText ( FVector_NetQuantize AtLocation,
FString * FloatingTextString,
FColor FloatingTextColor,
float ScaleX,
float ScaleY,
float TextLifeSpan,
FVector TextVelocity,
float MinScale,
float FadeInTime,
float FadeOutTime )
inline

Definition at line 3136 of file Actor.h.

◆ ClientAddFloatingText() [2/2]

void AShooterPlayerController::ClientAddFloatingText ( FVector_NetQuantize AtLocation,
FString * FloatingTextString,
FColor FloatingTextColor,
float ScaleX,
float ScaleY,
float TextLifeSpan,
FVector TextVelocity,
float MinScale,
float FadeInTime,
float FadeOutTime,
bool bForce )
inline

Definition at line 3298 of file Actor.h.

◆ ClientAddFloatingText_Implementation() [1/2]

void AShooterPlayerController::ClientAddFloatingText_Implementation ( FVector_NetQuantize AtLocation,
FString * FloatingTextString,
FColor FloatingTextColor,
float ScaleX,
float ScaleY,
float TextLifeSpan,
FVector TextVelocity,
float MinScale,
float FadeInTime,
float FadeOutTime )
inline

Definition at line 3018 of file Actor.h.

◆ ClientAddFloatingText_Implementation() [2/2]

void AShooterPlayerController::ClientAddFloatingText_Implementation ( FVector_NetQuantize AtLocation,
FString * FloatingTextString,
FColor FloatingTextColor,
float ScaleX,
float ScaleY,
float TextLifeSpan,
FVector TextVelocity,
float MinScale,
float FadeInTime,
float FadeOutTime,
bool bForce )
inline

Definition at line 2721 of file Actor.h.

◆ ClientAddFolderToInventoryComponent() [1/2]

void AShooterPlayerController::ClientAddFolderToInventoryComponent ( UPrimalInventoryComponent * forInventory,
FString * NewCustomFolderName,
int InventoryCompType )
inline

Definition at line 3137 of file Actor.h.

◆ ClientAddFolderToInventoryComponent() [2/2]

void AShooterPlayerController::ClientAddFolderToInventoryComponent ( UPrimalInventoryComponent * forInventory,
FString * NewCustomFolderName,
int InventoryCompType )
inline

Definition at line 3299 of file Actor.h.

◆ ClientAddFolderToInventoryComponent_Implementation() [1/2]

void AShooterPlayerController::ClientAddFolderToInventoryComponent_Implementation ( UPrimalInventoryComponent * forInventory,
FString * NewCustomFolderName,
int InventoryCompType )
inline

Definition at line 2665 of file Actor.h.

◆ ClientAddFolderToInventoryComponent_Implementation() [2/2]

void AShooterPlayerController::ClientAddFolderToInventoryComponent_Implementation ( UPrimalInventoryComponent * forInventory,
FString * NewCustomFolderName,
int InventoryCompType )
inline

Definition at line 2722 of file Actor.h.

◆ ClientAddItemToArk()

void AShooterPlayerController::ClientAddItemToArk ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bFromLoad )
inline

Definition at line 3138 of file Actor.h.

◆ ClientAddItemToArk_Implementation()

void AShooterPlayerController::ClientAddItemToArk_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
bool bFromLoad )
inline

Definition at line 2664 of file Actor.h.

◆ ClientAfterServerChange()

void AShooterPlayerController::ClientAfterServerChange ( )
inline

Definition at line 3300 of file Actor.h.

◆ ClientAfterServerChange_Implementation()

void AShooterPlayerController::ClientAfterServerChange_Implementation ( )
inline

Definition at line 2723 of file Actor.h.

◆ ClientBeforeServerChange()

void AShooterPlayerController::ClientBeforeServerChange ( FString * Message)
inline

Definition at line 3301 of file Actor.h.

◆ ClientBeforeServerChange_Implementation()

void AShooterPlayerController::ClientBeforeServerChange_Implementation ( FString * Message)
inline

Definition at line 2724 of file Actor.h.

◆ ClientCachedTribeOnlineListField() [1/2]

TArray< unsigned __int64 > & AShooterPlayerController::ClientCachedTribeOnlineListField ( )
inline

Definition at line 2455 of file Actor.h.

◆ ClientCachedTribeOnlineListField() [2/2]

TArray< unsigned __int64 > & AShooterPlayerController::ClientCachedTribeOnlineListField ( )
inline

Definition at line 2591 of file Actor.h.

◆ ClientChatMessage() [1/2]

void AShooterPlayerController::ClientChatMessage ( FChatMessage Chat)
inline

Definition at line 3139 of file Actor.h.

◆ ClientChatMessage() [2/2]

void AShooterPlayerController::ClientChatMessage ( FChatMessage Chat)
inline

Definition at line 3302 of file Actor.h.

◆ ClientChatMessage_Implementation() [1/2]

void AShooterPlayerController::ClientChatMessage_Implementation ( FChatMessage Chat)
inline

Definition at line 2787 of file Actor.h.

◆ ClientChatMessage_Implementation() [2/2]

void AShooterPlayerController::ClientChatMessage_Implementation ( FChatMessage Chat)
inline

Definition at line 2725 of file Actor.h.

◆ ClientCollectedAchievementItem() [1/2]

void AShooterPlayerController::ClientCollectedAchievementItem ( TSubclassOf< UPrimalItem > ItemClass)
inline

Definition at line 3140 of file Actor.h.

◆ ClientCollectedAchievementItem() [2/2]

void AShooterPlayerController::ClientCollectedAchievementItem ( TSubclassOf< UPrimalItem > ItemClass)
inline

Definition at line 3303 of file Actor.h.

◆ ClientCollectedAchievementItem_Implementation() [1/2]

void AShooterPlayerController::ClientCollectedAchievementItem_Implementation ( TSubclassOf< UPrimalItem > ItemClass)
inline

Definition at line 3012 of file Actor.h.

◆ ClientCollectedAchievementItem_Implementation() [2/2]

void AShooterPlayerController::ClientCollectedAchievementItem_Implementation ( TSubclassOf< UPrimalItem > ItemClass)
inline

Definition at line 2726 of file Actor.h.

◆ ClientCurrentTribeGroupRankIndexField()

int & AShooterPlayerController::ClientCurrentTribeGroupRankIndexField ( )
inline

Definition at line 2649 of file Actor.h.

◆ ClientDoMultiUse() [1/2]

void AShooterPlayerController::ClientDoMultiUse ( UObject * ForObject,
int useIndex )
inline

Definition at line 3141 of file Actor.h.

◆ ClientDoMultiUse() [2/2]

void AShooterPlayerController::ClientDoMultiUse ( UObject * ForObject,
int useIndex )
inline

Definition at line 3304 of file Actor.h.

◆ ClientDoMultiUse_Implementation() [1/2]

void AShooterPlayerController::ClientDoMultiUse_Implementation ( UObject * ForObject,
int useIndex )
inline

Definition at line 2726 of file Actor.h.

◆ ClientDoMultiUse_Implementation() [2/2]

void AShooterPlayerController::ClientDoMultiUse_Implementation ( UObject * ForObject,
int useIndex )
inline

Definition at line 2727 of file Actor.h.

◆ ClientDownloadDinoRequestFinished()

void AShooterPlayerController::ClientDownloadDinoRequestFinished ( bool Success)
inline

Definition at line 3142 of file Actor.h.

◆ ClientDownloadDinoRequestFinished_Implementation()

void AShooterPlayerController::ClientDownloadDinoRequestFinished_Implementation ( bool Success)
inline

Definition at line 2909 of file Actor.h.

◆ ClientDownloadPlayerCharacterRequestFinished()

void AShooterPlayerController::ClientDownloadPlayerCharacterRequestFinished ( bool Success)
inline

Definition at line 3143 of file Actor.h.

◆ ClientDownloadPlayerCharacterRequestFinished_Implementation()

void AShooterPlayerController::ClientDownloadPlayerCharacterRequestFinished_Implementation ( bool Success)
inline

Definition at line 2921 of file Actor.h.

◆ ClientDrawDebugSphere()

void AShooterPlayerController::ClientDrawDebugSphere ( TArray< FVector > * Loc,
float Radius,
int Segments,
FColor DrawColor )
inline

Definition at line 3305 of file Actor.h.

◆ ClientDrawDebugSphere_Implementation()

void AShooterPlayerController::ClientDrawDebugSphere_Implementation ( TArray< FVector > * Locs,
float Radius,
int Segments,
FColor DrawColor )
inline

Definition at line 2728 of file Actor.h.

◆ ClientEndReceivingTribeLog() [1/2]

void AShooterPlayerController::ClientEndReceivingTribeLog ( )
inline

Definition at line 3144 of file Actor.h.

◆ ClientEndReceivingTribeLog() [2/2]

void AShooterPlayerController::ClientEndReceivingTribeLog ( )
inline

Definition at line 3306 of file Actor.h.

◆ ClientEndReceivingTribeLog_Implementation() [1/2]

void AShooterPlayerController::ClientEndReceivingTribeLog_Implementation ( )
inline

Definition at line 2985 of file Actor.h.

◆ ClientEndReceivingTribeLog_Implementation() [2/2]

void AShooterPlayerController::ClientEndReceivingTribeLog_Implementation ( )
inline

Definition at line 2729 of file Actor.h.

◆ ClientFailedRemoveSaddle() [1/2]

void AShooterPlayerController::ClientFailedRemoveSaddle ( )
inline

Definition at line 3145 of file Actor.h.

◆ ClientFailedRemoveSaddle() [2/2]

void AShooterPlayerController::ClientFailedRemoveSaddle ( )
inline

Definition at line 3307 of file Actor.h.

◆ ClientFailedRemoveSaddle_Implementation() [1/2]

void AShooterPlayerController::ClientFailedRemoveSaddle_Implementation ( )
inline

Definition at line 2966 of file Actor.h.

◆ ClientFailedRemoveSaddle_Implementation() [2/2]

void AShooterPlayerController::ClientFailedRemoveSaddle_Implementation ( )
inline

Definition at line 2730 of file Actor.h.

◆ ClientFailedToAddItemFromArkInventory()

void AShooterPlayerController::ClientFailedToAddItemFromArkInventory ( )
inline

Definition at line 3146 of file Actor.h.

◆ ClientFailedToAddItemFromArkInventory_Implementation() [1/2]

void AShooterPlayerController::ClientFailedToAddItemFromArkInventory_Implementation ( )
inline

Definition at line 2700 of file Actor.h.

◆ ClientFailedToAddItemFromArkInventory_Implementation() [2/2]

void AShooterPlayerController::ClientFailedToAddItemFromArkInventory_Implementation ( )
inline

Definition at line 2731 of file Actor.h.

◆ ClientFeatActivationResult()

void AShooterPlayerController::ClientFeatActivationResult ( TSubclassOf< APrimalBuff > FeatClass,
int ActivationResult )
inline

Definition at line 3308 of file Actor.h.

◆ ClientFeatActivationResult_Implementation()

void AShooterPlayerController::ClientFeatActivationResult_Implementation ( TSubclassOf< APrimalBuff > FeatClass,
int ActivationResult )
inline

Definition at line 2732 of file Actor.h.

◆ ClientFinishedLoadArkItems()

void AShooterPlayerController::ClientFinishedLoadArkItems ( UPrimalInventoryComponent * forInventory)
inline

Definition at line 3147 of file Actor.h.

◆ ClientFinishedLoadArkItems_Implementation()

void AShooterPlayerController::ClientFinishedLoadArkItems_Implementation ( UPrimalInventoryComponent * forInventory)
inline

Definition at line 2667 of file Actor.h.

◆ ClientFinishedReceivingActorItems() [1/2]

void AShooterPlayerController::ClientFinishedReceivingActorItems ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 3148 of file Actor.h.

◆ ClientFinishedReceivingActorItems() [2/2]

void AShooterPlayerController::ClientFinishedReceivingActorItems ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 3309 of file Actor.h.

◆ ClientFinishedReceivingActorItems_Implementation() [1/2]

void AShooterPlayerController::ClientFinishedReceivingActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 2661 of file Actor.h.

◆ ClientFinishedReceivingActorItems_Implementation() [2/2]

void AShooterPlayerController::ClientFinishedReceivingActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 2733 of file Actor.h.

◆ ClientFinishedUseSlotTimeRemaining()

void AShooterPlayerController::ClientFinishedUseSlotTimeRemaining ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 3310 of file Actor.h.

◆ ClientFinishedUseSlotTimeRemaining_Implementation()

void AShooterPlayerController::ClientFinishedUseSlotTimeRemaining_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 2734 of file Actor.h.

◆ ClientForceCacheTattooPainting()

void AShooterPlayerController::ClientForceCacheTattooPainting ( )
inline

Definition at line 3311 of file Actor.h.

◆ ClientForceCacheTattooPainting_Implementation()

void AShooterPlayerController::ClientForceCacheTattooPainting_Implementation ( )
inline

Definition at line 2735 of file Actor.h.

◆ ClientGetMessageOfTheDay() [1/2]

void AShooterPlayerController::ClientGetMessageOfTheDay ( FString * Message)
inline

Definition at line 3149 of file Actor.h.

◆ ClientGetMessageOfTheDay() [2/2]

void AShooterPlayerController::ClientGetMessageOfTheDay ( FString * Message)
inline

Definition at line 3312 of file Actor.h.

◆ ClientGetMessageOfTheDay_Implementation() [1/2]

void AShooterPlayerController::ClientGetMessageOfTheDay_Implementation ( FString * Message)
inline

Definition at line 2658 of file Actor.h.

◆ ClientGetMessageOfTheDay_Implementation() [2/2]

void AShooterPlayerController::ClientGetMessageOfTheDay_Implementation ( FString * Message)
inline

Definition at line 2736 of file Actor.h.

◆ ClientGiveFOW()

void AShooterPlayerController::ClientGiveFOW ( )
inline

Definition at line 3313 of file Actor.h.

◆ ClientGiveFOW_Implementation()

void AShooterPlayerController::ClientGiveFOW_Implementation ( )
inline

Definition at line 2737 of file Actor.h.

◆ ClientGotoMainMenuListSessions()

void AShooterPlayerController::ClientGotoMainMenuListSessions ( )
inline

Definition at line 3314 of file Actor.h.

◆ ClientGotoMainMenuListSessions_Implementation()

void AShooterPlayerController::ClientGotoMainMenuListSessions_Implementation ( )
inline

Definition at line 2738 of file Actor.h.

◆ ClientHUDNotificationTypeParams() [1/2]

void AShooterPlayerController::ClientHUDNotificationTypeParams ( int MessageType,
int MessageType1,
int MessageParam2,
UObject * ObjectParam1 )
inline

Definition at line 3150 of file Actor.h.

◆ ClientHUDNotificationTypeParams() [2/2]

void AShooterPlayerController::ClientHUDNotificationTypeParams ( int MessageType,
int MessageType1,
int MessageParam2,
UObject * ObjectParam1,
FString * StringParam1,
float floatParam1 )
inline

Definition at line 3315 of file Actor.h.

◆ ClientHUDNotificationTypeParams_Implementation() [1/2]

void AShooterPlayerController::ClientHUDNotificationTypeParams_Implementation ( int MessageType,
int MessageParam1,
int MessageParam2,
UObject * ObjectParam1 )
inline

Definition at line 2750 of file Actor.h.

◆ ClientHUDNotificationTypeParams_Implementation() [2/2]

void AShooterPlayerController::ClientHUDNotificationTypeParams_Implementation ( int MessageType,
int MessageParam1,
int MessageParam2,
UObject * ObjectParam1,
FString * StringParam1,
float floatParam1 )
inline

Definition at line 2739 of file Actor.h.

◆ ClientInformHomeServerFull()

void AShooterPlayerController::ClientInformHomeServerFull ( )
inline

Definition at line 3316 of file Actor.h.

◆ ClientInformHomeServerFull_Implementation()

void AShooterPlayerController::ClientInformHomeServerFull_Implementation ( )
inline

Definition at line 2740 of file Actor.h.

◆ ClientInformNeedsNewHomeServer()

void AShooterPlayerController::ClientInformNeedsNewHomeServer ( )
inline

Definition at line 3317 of file Actor.h.

◆ ClientInformNeedsNewHomeServer_Implementation()

void AShooterPlayerController::ClientInformNeedsNewHomeServer_Implementation ( )
inline

Definition at line 2741 of file Actor.h.

◆ ClientInitHUDScenes()

void AShooterPlayerController::ClientInitHUDScenes ( )
inline

Definition at line 3318 of file Actor.h.

◆ ClientInitHUDScenes_Implementation()

void AShooterPlayerController::ClientInitHUDScenes_Implementation ( )
inline

Definition at line 2742 of file Actor.h.

◆ ClientInsertActorItem() [1/2]

void AShooterPlayerController::ClientInsertActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
FItemNetID InsertAfterItemID )
inline

Definition at line 3151 of file Actor.h.

◆ ClientInsertActorItem() [2/2]

void AShooterPlayerController::ClientInsertActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
FItemNetID InsertAfterItemID )
inline

Definition at line 3319 of file Actor.h.

◆ ClientInsertActorItem_Implementation() [1/2]

void AShooterPlayerController::ClientInsertActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
FItemNetID InsertAfterItemID )
inline

Definition at line 2668 of file Actor.h.

◆ ClientInsertActorItem_Implementation() [2/2]

void AShooterPlayerController::ClientInsertActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetInfo itemInfo,
FItemNetID InsertAfterItemID )
inline

Definition at line 2743 of file Actor.h.

◆ ClientJoinVivoxChannel() [1/2]

void AShooterPlayerController::ClientJoinVivoxChannel ( FString * JoinChannelVAT,
FString * ChannelName,
int AtlasChannelTypeAsInt,
int AttenuationModelAsInt32,
float MaxDistance,
float MinDistance,
float Rolloff )
inline

Definition at line 3320 of file Actor.h.

◆ ClientJoinVivoxChannel() [2/2]

void AShooterPlayerController::ClientJoinVivoxChannel ( FString * LoginSessionUserUri,
FString * ChannelName,
int AtlasChannelTypeAsInt,
int AttenuationModelAsInt32,
float MaxDistance,
float MinDistance,
float Rolloff )
inline

Definition at line 3152 of file Actor.h.

◆ ClientJoinVivoxChannel_Implementation() [1/2]

void AShooterPlayerController::ClientJoinVivoxChannel_Implementation ( FString * JoinChannelVAT,
FString * ChannelName,
int AtlasVoiceChannelTypeAsInt,
int AttenuationModelAsInt32,
float MaxDistance,
float MinDistance,
float Rolloff )
inline

Definition at line 2744 of file Actor.h.

◆ ClientJoinVivoxChannel_Implementation() [2/2]

void AShooterPlayerController::ClientJoinVivoxChannel_Implementation ( FString * LoginSessionUserUri,
FString * ChannelName,
int AtlasVoiceChannelTypeAsInt,
int AttenuationModelAsInt32,
float MaxDistance,
float MinDistance,
float Rolloff )
inline

Definition at line 3121 of file Actor.h.

◆ ClientLastRefreshNeedingMapEntitiesTimeField()

long double & AShooterPlayerController::ClientLastRefreshNeedingMapEntitiesTimeField ( )
inline

Definition at line 2640 of file Actor.h.

◆ ClientLastRequestedTribeDataTimeField()

float & AShooterPlayerController::ClientLastRequestedTribeDataTimeField ( )
inline

Definition at line 2644 of file Actor.h.

◆ ClientLastRequestFullMapEntitiesChangeIDField()

int & AShooterPlayerController::ClientLastRequestFullMapEntitiesChangeIDField ( )
inline

Definition at line 2637 of file Actor.h.

◆ ClientLastRequestFullMapEntitiesCountField()

int & AShooterPlayerController::ClientLastRequestFullMapEntitiesCountField ( )
inline

Definition at line 2638 of file Actor.h.

◆ ClientLastStartedFastTravelTimeField()

long double & AShooterPlayerController::ClientLastStartedFastTravelTimeField ( )
inline

Definition at line 2628 of file Actor.h.

◆ ClientLoadArkItems()

void AShooterPlayerController::ClientLoadArkItems ( UPrimalInventoryComponent * forInventory,
TArray< FItemNetInfo > * itemInfos,
bool bClear,
bool bFinalBatch )
inline

Definition at line 3153 of file Actor.h.

◆ ClientLoadArkItems_Implementation()

void AShooterPlayerController::ClientLoadArkItems_Implementation ( UPrimalInventoryComponent * forInventory,
TArray< FItemNetInfo > * itemInfos,
bool bClear,
bool bFinalBatch )
inline

Definition at line 2666 of file Actor.h.

◆ ClientLoginToVivox() [1/2]

void AShooterPlayerController::ClientLoginToVivox ( FString * LoginVAT,
FString * VivoxUsername )
inline

Definition at line 3321 of file Actor.h.

◆ ClientLoginToVivox() [2/2]

void AShooterPlayerController::ClientLoginToVivox ( FString * VivoxUsername)
inline

Definition at line 3154 of file Actor.h.

◆ ClientLoginToVivox_Implementation() [1/2]

void AShooterPlayerController::ClientLoginToVivox_Implementation ( FString * LoginVAT,
FString * VivoxUsername )
inline

Definition at line 2745 of file Actor.h.

◆ ClientLoginToVivox_Implementation() [2/2]

void AShooterPlayerController::ClientLoginToVivox_Implementation ( FString * VivoxUsername)
inline

Definition at line 3119 of file Actor.h.

◆ ClientMarkSeamlessActors()

void AShooterPlayerController::ClientMarkSeamlessActors ( TArray< AActor * > * ActorsWhichWillTravelSeamlessly,
unsigned int DestServerId,
EFastTravelType FastTravelType,
float GridTravelToPosX,
float GridTravelToPosY,
float GridTravelToPosZ )
inline

Definition at line 3322 of file Actor.h.

◆ ClientMarkSeamlessActors_Implementation()

void AShooterPlayerController::ClientMarkSeamlessActors_Implementation ( TArray< AActor * > * ActorsWhichWillTravelSeamlessly,
unsigned int DestServerId,
EFastTravelType FastTravelType,
float GridTravelToPosX,
float GridTravelToPosY,
float GridTravelToPosZ )
inline

Definition at line 2746 of file Actor.h.

◆ ClientNetReceiveMapEntities()

void AShooterPlayerController::ClientNetReceiveMapEntities ( TArray< FTribeEntity > * TribeEntities)
inline

Definition at line 3323 of file Actor.h.

◆ ClientNetReceiveMapEntities_Implementation()

void AShooterPlayerController::ClientNetReceiveMapEntities_Implementation ( TArray< FTribeEntity > * TribeEntities)
inline

Definition at line 2747 of file Actor.h.

◆ ClientNetReceiveTribeMembersFinished()

void AShooterPlayerController::ClientNetReceiveTribeMembersFinished ( )
inline

Definition at line 3324 of file Actor.h.

◆ ClientNetReceiveTribeMembersFinished_Implementation()

void AShooterPlayerController::ClientNetReceiveTribeMembersFinished_Implementation ( )
inline

Definition at line 2748 of file Actor.h.

◆ ClientNetReceiveTribeMembersLastOnlineAt()

void AShooterPlayerController::ClientNetReceiveTribeMembersLastOnlineAt ( TArray< unsigned int > * MembersLastOnlineAt)
inline

Definition at line 3325 of file Actor.h.

◆ ClientNetReceiveTribeMembersLastOnlineAt_Implementation()

void AShooterPlayerController::ClientNetReceiveTribeMembersLastOnlineAt_Implementation ( TArray< unsigned int > * MembersLastOnlineAt)
inline

Definition at line 2749 of file Actor.h.

◆ ClientNetReceiveTribeMembersPlayerDataID()

void AShooterPlayerController::ClientNetReceiveTribeMembersPlayerDataID ( TArray< unsigned int > * MembersPlayerDataID)
inline

Definition at line 3326 of file Actor.h.

◆ ClientNetReceiveTribeMembersPlayerDataID_Implementation()

void AShooterPlayerController::ClientNetReceiveTribeMembersPlayerDataID_Implementation ( TArray< unsigned int > * MembersPlayerDataID)
inline

Definition at line 2750 of file Actor.h.

◆ ClientNetReceiveTribeMembersPlayerName()

void AShooterPlayerController::ClientNetReceiveTribeMembersPlayerName ( TArray< FString > * MembersPlayerName)
inline

Definition at line 3327 of file Actor.h.

◆ ClientNetReceiveTribeMembersPlayerName_Implementation()

void AShooterPlayerController::ClientNetReceiveTribeMembersPlayerName_Implementation ( TArray< FString > * MembersPlayerName)
inline

Definition at line 2751 of file Actor.h.

◆ ClientNetReceiveTribeMembersRankGroupId()

void AShooterPlayerController::ClientNetReceiveTribeMembersRankGroupId ( TArray< int > * MembersRankGroupId)
inline

Definition at line 3328 of file Actor.h.

◆ ClientNetReceiveTribeMembersRankGroupId_Implementation()

void AShooterPlayerController::ClientNetReceiveTribeMembersRankGroupId_Implementation ( TArray< int > * MembersRankGroupId)
inline

Definition at line 2752 of file Actor.h.

◆ ClientNetReceiveTribeTribeAdmins()

void AShooterPlayerController::ClientNetReceiveTribeTribeAdmins ( TArray< unsigned int > * TribeAdmins)
inline

Definition at line 3329 of file Actor.h.

◆ ClientNetReceiveTribeTribeAdmins_Implementation()

void AShooterPlayerController::ClientNetReceiveTribeTribeAdmins_Implementation ( TArray< unsigned int > * TribeAdmins)
inline

Definition at line 2753 of file Actor.h.

◆ ClientNetStartReceivingMapEntities()

void AShooterPlayerController::ClientNetStartReceivingMapEntities ( )
inline

Definition at line 3330 of file Actor.h.

◆ ClientNetStartReceivingMapEntities_Implementation()

void AShooterPlayerController::ClientNetStartReceivingMapEntities_Implementation ( )
inline

Definition at line 2754 of file Actor.h.

◆ ClientNetStopReceivingMapEntities()

void AShooterPlayerController::ClientNetStopReceivingMapEntities ( int ServerMapEntitiesChangeID)
inline

Definition at line 3331 of file Actor.h.

◆ ClientNetStopReceivingMapEntities_Implementation()

void AShooterPlayerController::ClientNetStopReceivingMapEntities_Implementation ( int ServerMapEntitiesChangeID)
inline

Definition at line 2755 of file Actor.h.

◆ ClientNotifyAdmin() [1/2]

void AShooterPlayerController::ClientNotifyAdmin ( )
inline

Definition at line 3155 of file Actor.h.

◆ ClientNotifyAdmin() [2/2]

void AShooterPlayerController::ClientNotifyAdmin ( )
inline

Definition at line 3332 of file Actor.h.

◆ ClientNotifyAdmin_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyAdmin_Implementation ( )
inline

Definition at line 2956 of file Actor.h.

◆ ClientNotifyAdmin_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyAdmin_Implementation ( )
inline

Definition at line 2756 of file Actor.h.

◆ ClientNotifyCantHarvest() [1/2]

void AShooterPlayerController::ClientNotifyCantHarvest ( )
inline

Definition at line 3156 of file Actor.h.

◆ ClientNotifyCantHarvest() [2/2]

void AShooterPlayerController::ClientNotifyCantHarvest ( )
inline

Definition at line 3333 of file Actor.h.

◆ ClientNotifyCantHarvest_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyCantHarvest_Implementation ( )
inline

Definition at line 2849 of file Actor.h.

◆ ClientNotifyCantHarvest_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyCantHarvest_Implementation ( )
inline

Definition at line 2757 of file Actor.h.

◆ ClientNotifyCantHitHarvest() [1/2]

void AShooterPlayerController::ClientNotifyCantHitHarvest ( )
inline

Definition at line 3157 of file Actor.h.

◆ ClientNotifyCantHitHarvest() [2/2]

void AShooterPlayerController::ClientNotifyCantHitHarvest ( )
inline

Definition at line 3334 of file Actor.h.

◆ ClientNotifyCantHitHarvest_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyCantHitHarvest_Implementation ( )
inline

Definition at line 2851 of file Actor.h.

◆ ClientNotifyCantHitHarvest_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyCantHitHarvest_Implementation ( )
inline

Definition at line 2758 of file Actor.h.

◆ ClientNotifyDefeatedDino() [1/2]

void AShooterPlayerController::ClientNotifyDefeatedDino ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 3158 of file Actor.h.

◆ ClientNotifyDefeatedDino() [2/2]

void AShooterPlayerController::ClientNotifyDefeatedDino ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 3335 of file Actor.h.

◆ ClientNotifyDefeatedDino_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyDefeatedDino_Implementation ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 2855 of file Actor.h.

◆ ClientNotifyDefeatedDino_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyDefeatedDino_Implementation ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 2759 of file Actor.h.

◆ ClientNotifyDinoDeath() [1/2]

void AShooterPlayerController::ClientNotifyDinoDeath ( FString * DinoName,
FString * AttackerName,
bool bIsVehicle )
inline

Definition at line 3159 of file Actor.h.

◆ ClientNotifyDinoDeath() [2/2]

void AShooterPlayerController::ClientNotifyDinoDeath ( FString * DinoName,
FString * AttackerName,
TSubclassOf< APrimalDinoCharacter > DinoClass )
inline

Definition at line 3336 of file Actor.h.

◆ ClientNotifyDinoDeath_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyDinoDeath_Implementation ( FString * DinoName,
FString * AttackerName,
bool bIsVehicle )
inline

Definition at line 2832 of file Actor.h.

◆ ClientNotifyDinoDeath_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyDinoDeath_Implementation ( FString * DinoName,
FString * AttackerName,
TSubclassOf< APrimalDinoCharacter > DinoClass )
inline

Definition at line 2760 of file Actor.h.

◆ ClientNotifyDinoKill() [1/2]

void AShooterPlayerController::ClientNotifyDinoKill ( APrimalDinoCharacter * InstigatingPawn,
APawn * VictimPawn )
inline

Definition at line 3160 of file Actor.h.

◆ ClientNotifyDinoKill() [2/2]

void AShooterPlayerController::ClientNotifyDinoKill ( APrimalDinoCharacter * InstigatingPawn,
APawn * VictimPawn )
inline

Definition at line 3337 of file Actor.h.

◆ ClientNotifyDinoKill_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyDinoKill_Implementation ( APrimalDinoCharacter * InstigatingPawn,
APawn * VictimPawn )
inline

Definition at line 2831 of file Actor.h.

◆ ClientNotifyDinoKill_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyDinoKill_Implementation ( APrimalDinoCharacter * InstigatingPawn,
APawn * VictimPawn )
inline

Definition at line 2761 of file Actor.h.

◆ ClientNotifyEditText() [1/2]

void AShooterPlayerController::ClientNotifyEditText ( TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 3161 of file Actor.h.

◆ ClientNotifyEditText() [2/2]

void AShooterPlayerController::ClientNotifyEditText ( TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 3338 of file Actor.h.

◆ ClientNotifyEditText_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyEditText_Implementation ( TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 2783 of file Actor.h.

◆ ClientNotifyEditText_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyEditText_Implementation ( TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 2762 of file Actor.h.

◆ ClientNotifyHitHarvest() [1/2]

void AShooterPlayerController::ClientNotifyHitHarvest ( )
inline

Definition at line 3162 of file Actor.h.

◆ ClientNotifyHitHarvest() [2/2]

void AShooterPlayerController::ClientNotifyHitHarvest ( )
inline

Definition at line 3339 of file Actor.h.

◆ ClientNotifyHitHarvest_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyHitHarvest_Implementation ( )
inline

Definition at line 2850 of file Actor.h.

◆ ClientNotifyHitHarvest_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyHitHarvest_Implementation ( )
inline

Definition at line 2763 of file Actor.h.

◆ ClientNotifyLevelUp() [1/2]

void AShooterPlayerController::ClientNotifyLevelUp ( APrimalCharacter * ForChar,
int NewLevel )
inline

Definition at line 3163 of file Actor.h.

◆ ClientNotifyLevelUp() [2/2]

void AShooterPlayerController::ClientNotifyLevelUp ( APrimalCharacter * ForChar,
int NewLevel )
inline

Definition at line 3340 of file Actor.h.

◆ ClientNotifyLevelUp_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyLevelUp_Implementation ( APrimalCharacter * ForChar,
int NewLevel )
inline

Definition at line 2955 of file Actor.h.

◆ ClientNotifyLevelUp_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyLevelUp_Implementation ( APrimalCharacter * ForChar,
int NewLevel )
inline

Definition at line 2764 of file Actor.h.

◆ ClientNotifyListenServerOutOfRange() [1/2]

void AShooterPlayerController::ClientNotifyListenServerOutOfRange ( )
inline

Definition at line 3164 of file Actor.h.

◆ ClientNotifyListenServerOutOfRange() [2/2]

void AShooterPlayerController::ClientNotifyListenServerOutOfRange ( )
inline

Definition at line 3341 of file Actor.h.

◆ ClientNotifyListenServerOutOfRange_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyListenServerOutOfRange_Implementation ( )
inline

Definition at line 2960 of file Actor.h.

◆ ClientNotifyListenServerOutOfRange_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyListenServerOutOfRange_Implementation ( )
inline

Definition at line 2765 of file Actor.h.

◆ ClientNotifyMessageOfTheDay() [1/2]

void AShooterPlayerController::ClientNotifyMessageOfTheDay ( FString * Message,
float timeToDisplay )
inline

Definition at line 3165 of file Actor.h.

◆ ClientNotifyMessageOfTheDay() [2/2]

void AShooterPlayerController::ClientNotifyMessageOfTheDay ( FString * Message,
float timeToDisplay )
inline

Definition at line 3342 of file Actor.h.

◆ ClientNotifyMessageOfTheDay_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyMessageOfTheDay_Implementation ( FString * Message,
float TimeToDisplay )
inline

Definition at line 2828 of file Actor.h.

◆ ClientNotifyMessageOfTheDay_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyMessageOfTheDay_Implementation ( FString * Message,
float TimeToDisplay )
inline

Definition at line 2766 of file Actor.h.

◆ ClientNotifyPaintFinished() [1/2]

void AShooterPlayerController::ClientNotifyPaintFinished ( bool bSuccess)
inline

Definition at line 3166 of file Actor.h.

◆ ClientNotifyPaintFinished() [2/2]

void AShooterPlayerController::ClientNotifyPaintFinished ( bool bSuccess)
inline

Definition at line 3343 of file Actor.h.

◆ ClientNotifyPaintFinished_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyPaintFinished_Implementation ( bool bSuccess)
inline

Definition at line 2600 of file Actor.h.

◆ ClientNotifyPaintFinished_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyPaintFinished_Implementation ( bool bSuccess)
inline

Definition at line 2767 of file Actor.h.

◆ ClientNotifyPlayerDeath() [1/2]

void AShooterPlayerController::ClientNotifyPlayerDeath ( APawn * InstigatingPawn)
inline

Definition at line 3167 of file Actor.h.

◆ ClientNotifyPlayerDeath() [2/2]

void AShooterPlayerController::ClientNotifyPlayerDeath ( APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 3344 of file Actor.h.

◆ ClientNotifyPlayerDeath_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyPlayerDeath_Implementation ( APawn * InstigatingPawn)
inline

Definition at line 2824 of file Actor.h.

◆ ClientNotifyPlayerDeath_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyPlayerDeath_Implementation ( APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 2769 of file Actor.h.

◆ ClientNotifyPlayerDeathReason() [1/2]

void AShooterPlayerController::ClientNotifyPlayerDeathReason ( FString * ReasonString)
inline

Definition at line 3168 of file Actor.h.

◆ ClientNotifyPlayerDeathReason() [2/2]

void AShooterPlayerController::ClientNotifyPlayerDeathReason ( FString * ReasonString)
inline

Definition at line 3345 of file Actor.h.

◆ ClientNotifyPlayerDeathReason_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyPlayerDeathReason_Implementation ( FString * ReasonString)
inline

Definition at line 2825 of file Actor.h.

◆ ClientNotifyPlayerDeathReason_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyPlayerDeathReason_Implementation ( FString * ReasonString)
inline

Definition at line 2768 of file Actor.h.

◆ ClientNotifyPlayerKill() [1/2]

void AShooterPlayerController::ClientNotifyPlayerKill ( AActor * PlayerPawn,
APawn * VictimPawn )
inline

Definition at line 3169 of file Actor.h.

◆ ClientNotifyPlayerKill() [2/2]

void AShooterPlayerController::ClientNotifyPlayerKill ( AActor * PlayerPawn,
APawn * VictimPawn )
inline

Definition at line 3346 of file Actor.h.

◆ ClientNotifyPlayerKill_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyPlayerKill_Implementation ( AActor * PlayerPawn,
APawn * VictimPawn )
inline

Definition at line 2830 of file Actor.h.

◆ ClientNotifyPlayerKill_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyPlayerKill_Implementation ( AActor * PlayerPawn,
APawn * VictimPawn )
inline

Definition at line 2770 of file Actor.h.

◆ ClientNotifyReconnected_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyReconnected_Implementation ( APawn * NewPawn)
inline

Definition at line 2838 of file Actor.h.

◆ ClientNotifyReconnected_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyReconnected_Implementation ( APawn * NewPawn)
inline

Definition at line 2771 of file Actor.h.

◆ ClientNotifyRemotePlayerDeath() [1/2]

void AShooterPlayerController::ClientNotifyRemotePlayerDeath ( FString * PlayerName,
FString * AttackerName )
inline

Definition at line 3170 of file Actor.h.

◆ ClientNotifyRemotePlayerDeath() [2/2]

void AShooterPlayerController::ClientNotifyRemotePlayerDeath ( FString * PlayerName,
FString * AttackerName )
inline

Definition at line 3347 of file Actor.h.

◆ ClientNotifyRemotePlayerDeath_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyRemotePlayerDeath_Implementation ( FString * PlayerName,
FString * AttackerName )
inline

Definition at line 2829 of file Actor.h.

◆ ClientNotifyRemotePlayerDeath_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyRemotePlayerDeath_Implementation ( FString * PlayerName,
FString * AttackerName )
inline

Definition at line 2772 of file Actor.h.

◆ ClientNotifyRespawned_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyRespawned_Implementation ( APawn * NewPawn,
bool IsFirstSpawn )
inline

Definition at line 2837 of file Actor.h.

◆ ClientNotifyRespawned_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyRespawned_Implementation ( APawn * NewPawn,
bool IsFirstSpawn )
inline

Definition at line 2773 of file Actor.h.

◆ ClientNotifySummonedDino() [1/2]

void AShooterPlayerController::ClientNotifySummonedDino ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 3171 of file Actor.h.

◆ ClientNotifySummonedDino() [2/2]

void AShooterPlayerController::ClientNotifySummonedDino ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 3348 of file Actor.h.

◆ ClientNotifySummonedDino_Implementation() [1/2]

void AShooterPlayerController::ClientNotifySummonedDino_Implementation ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 2854 of file Actor.h.

◆ ClientNotifySummonedDino_Implementation() [2/2]

void AShooterPlayerController::ClientNotifySummonedDino_Implementation ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 2774 of file Actor.h.

◆ ClientNotifyTamedDino() [1/2]

void AShooterPlayerController::ClientNotifyTamedDino ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 3172 of file Actor.h.

◆ ClientNotifyTamedDino() [2/2]

void AShooterPlayerController::ClientNotifyTamedDino ( TSubclassOf< APrimalDinoCharacter > DinoClass,
FString * NameOveride,
int Level )
inline

Definition at line 3349 of file Actor.h.

◆ ClientNotifyTamedDino_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyTamedDino_Implementation ( TSubclassOf< APrimalDinoCharacter > DinoClass)
inline

Definition at line 2853 of file Actor.h.

◆ ClientNotifyTamedDino_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyTamedDino_Implementation ( TSubclassOf< APrimalDinoCharacter > DinoClass,
FString * NameOveride,
int Level )
inline

Definition at line 2775 of file Actor.h.

◆ ClientNotifyTorpidityIncrease() [1/2]

void AShooterPlayerController::ClientNotifyTorpidityIncrease ( )
inline

Definition at line 3173 of file Actor.h.

◆ ClientNotifyTorpidityIncrease() [2/2]

void AShooterPlayerController::ClientNotifyTorpidityIncrease ( )
inline

Definition at line 3350 of file Actor.h.

◆ ClientNotifyTorpidityIncrease_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyTorpidityIncrease_Implementation ( )
inline

Definition at line 2957 of file Actor.h.

◆ ClientNotifyTorpidityIncrease_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyTorpidityIncrease_Implementation ( )
inline

Definition at line 2776 of file Actor.h.

◆ ClientNotifyTribeDataUpdated()

void AShooterPlayerController::ClientNotifyTribeDataUpdated ( )
inline

Definition at line 3351 of file Actor.h.

◆ ClientNotifyTribeDataUpdated_Implementation()

void AShooterPlayerController::ClientNotifyTribeDataUpdated_Implementation ( )
inline

Definition at line 2777 of file Actor.h.

◆ ClientNotifyTribeXP() [1/2]

void AShooterPlayerController::ClientNotifyTribeXP ( float HowMuch)
inline

Definition at line 3174 of file Actor.h.

◆ ClientNotifyTribeXP() [2/2]

void AShooterPlayerController::ClientNotifyTribeXP ( float HowMuch)
inline

Definition at line 3352 of file Actor.h.

◆ ClientNotifyTribeXP_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyTribeXP_Implementation ( float HowMuch)
inline

Definition at line 2749 of file Actor.h.

◆ ClientNotifyTribeXP_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyTribeXP_Implementation ( float HowMuch)
inline

Definition at line 2778 of file Actor.h.

◆ ClientNotifyUnlockedEngram() [1/2]

void AShooterPlayerController::ClientNotifyUnlockedEngram ( TSubclassOf< UPrimalEngramEntry > ItemClass)
inline

Definition at line 3354 of file Actor.h.

◆ ClientNotifyUnlockedEngram() [2/2]

void AShooterPlayerController::ClientNotifyUnlockedEngram ( TSubclassOf< UPrimalItem > ItemClass,
bool bTekGram )
inline

Definition at line 3175 of file Actor.h.

◆ ClientNotifyUnlockedEngram_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyUnlockedEngram_Implementation ( TSubclassOf< UPrimalEngramEntry > ItemClass)
inline

Definition at line 2780 of file Actor.h.

◆ ClientNotifyUnlockedEngram_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyUnlockedEngram_Implementation ( TSubclassOf< UPrimalItem > ItemClass,
bool bTekGram )
inline

Definition at line 3054 of file Actor.h.

◆ ClientNotifyUnlockHairStyleOrEmote() [1/2]

void AShooterPlayerController::ClientNotifyUnlockHairStyleOrEmote ( FName HairstyleOrEmoteName)
inline

Definition at line 3176 of file Actor.h.

◆ ClientNotifyUnlockHairStyleOrEmote() [2/2]

void AShooterPlayerController::ClientNotifyUnlockHairStyleOrEmote ( FName HairstyleOrEmoteName)
inline

Definition at line 3353 of file Actor.h.

◆ ClientNotifyUnlockHairStyleOrEmote_Implementation() [1/2]

void AShooterPlayerController::ClientNotifyUnlockHairStyleOrEmote_Implementation ( FName HairstyleOrEmoteName)
inline

Definition at line 3074 of file Actor.h.

◆ ClientNotifyUnlockHairStyleOrEmote_Implementation() [2/2]

void AShooterPlayerController::ClientNotifyUnlockHairStyleOrEmote_Implementation ( FName HairstyleOrEmoteName)
inline

Definition at line 2779 of file Actor.h.

◆ ClientNotifyUpgradedItem()

void AShooterPlayerController::ClientNotifyUpgradedItem ( UPrimalItem * UpgradedItem)
inline

Definition at line 3355 of file Actor.h.

◆ ClientNotifyUpgradedItem_Implementation()

void AShooterPlayerController::ClientNotifyUpgradedItem_Implementation ( UPrimalItem * UpgradedItem)
inline

Definition at line 2781 of file Actor.h.

◆ ClientOnAddedItemsToAllClustersInventory()

void AShooterPlayerController::ClientOnAddedItemsToAllClustersInventory ( bool Success,
FString * UserId,
TArray< int > * MasterIndexNum )
inline

Definition at line 3177 of file Actor.h.

◆ ClientOnAddedItemsToAllClustersInventory_Implementation()

void AShooterPlayerController::ClientOnAddedItemsToAllClustersInventory_Implementation ( bool Success,
FString * UserId,
TArray< int > * MasterIndexNum )
inline

Definition at line 2769 of file Actor.h.

◆ ClientOnCurrentCharacterAndItemsUploaded()

void AShooterPlayerController::ClientOnCurrentCharacterAndItemsUploaded ( unsigned __int64 TransferringPlayerDataId)
inline

Definition at line 3178 of file Actor.h.

◆ ClientOnCurrentCharacterAndItemsUploaded_Implementation()

void AShooterPlayerController::ClientOnCurrentCharacterAndItemsUploaded_Implementation ( unsigned __int64 TransferringPlayerDataId)
inline

Definition at line 2711 of file Actor.h.

◆ ClientOnDropAllNotReadyForUploadItemsFinished()

void AShooterPlayerController::ClientOnDropAllNotReadyForUploadItemsFinished ( )
inline

Definition at line 3179 of file Actor.h.

◆ ClientOnDropAllNotReadyForUploadItemsFinished_Implementation()

void AShooterPlayerController::ClientOnDropAllNotReadyForUploadItemsFinished_Implementation ( )
inline

Definition at line 3081 of file Actor.h.

◆ ClientOnEndDownloadTransferredPlayerCharacter()

void AShooterPlayerController::ClientOnEndDownloadTransferredPlayerCharacter ( bool Success,
int FailureResponseCode,
FString * FailureResponseMessage )
inline

Definition at line 3180 of file Actor.h.

◆ ClientOnEndDownloadTransferredPlayerCharacter_Implementation()

void AShooterPlayerController::ClientOnEndDownloadTransferredPlayerCharacter_Implementation ( bool Success,
int FailureResponseCode,
FString * FailureResponseMessage )
inline

Definition at line 2914 of file Actor.h.

◆ ClientOnFastTravelFailed()

void AShooterPlayerController::ClientOnFastTravelFailed ( )
inline

Definition at line 3356 of file Actor.h.

◆ ClientOnFastTravelFailed_Implementation()

void AShooterPlayerController::ClientOnFastTravelFailed_Implementation ( )
inline

Definition at line 2782 of file Actor.h.

◆ ClientOnReceivedCaptainOrder()

void AShooterPlayerController::ClientOnReceivedCaptainOrder ( ECaptainOrder::Type ReceivedOrder,
FVector TargetLocation,
bool bFromCaptain )
inline

Definition at line 3357 of file Actor.h.

◆ ClientOnReceivedCaptainOrder_Implementation()

void AShooterPlayerController::ClientOnReceivedCaptainOrder_Implementation ( ECaptainOrder::Type ReceivedOrder,
FVector TargetLocation,
bool bIsFromCaptain )
inline

Definition at line 2783 of file Actor.h.

◆ ClientOnStartDownloadTransferredPlayerCharacter()

void AShooterPlayerController::ClientOnStartDownloadTransferredPlayerCharacter ( )
inline

Definition at line 3181 of file Actor.h.

◆ ClientOnStartDownloadTransferredPlayerCharacter_Implementation()

void AShooterPlayerController::ClientOnStartDownloadTransferredPlayerCharacter_Implementation ( )
inline

Definition at line 2913 of file Actor.h.

◆ ClientOnTreasureCollected()

void AShooterPlayerController::ClientOnTreasureCollected ( FVector TreasureLocation)
inline

Definition at line 3358 of file Actor.h.

◆ ClientPlayerIsValidToDownload()

void AShooterPlayerController::ClientPlayerIsValidToDownload ( bool bIsValid,
FArkTributePlayerData PlayerData )
inline

Definition at line 3182 of file Actor.h.

◆ ClientPlayerIsValidToDownload_Implementation()

void AShooterPlayerController::ClientPlayerIsValidToDownload_Implementation ( bool bIsValid,
FArkTributePlayerData PlayerData )
inline

Definition at line 2918 of file Actor.h.

◆ ClientPlayLocalSound() [1/2]

void AShooterPlayerController::ClientPlayLocalSound ( USoundBase * aSound,
bool bAttach )
inline

Definition at line 3183 of file Actor.h.

◆ ClientPlayLocalSound() [2/2]

void AShooterPlayerController::ClientPlayLocalSound ( USoundBase * aSound,
bool bAttach )
inline

Definition at line 3359 of file Actor.h.

◆ ClientPlayLocalSound_Implementation() [1/2]

void AShooterPlayerController::ClientPlayLocalSound_Implementation ( USoundBase * aSound,
bool bAttach )
inline

Definition at line 2872 of file Actor.h.

◆ ClientPlayLocalSound_Implementation() [2/2]

void AShooterPlayerController::ClientPlayLocalSound_Implementation ( USoundBase * aSound,
bool bAttach )
inline

Definition at line 2784 of file Actor.h.

◆ ClientReceiveDinoAncestors() [1/2]

void AShooterPlayerController::ClientReceiveDinoAncestors ( APrimalDinoCharacter * ForDino,
TArray< FDinoAncestorsEntry > * DinoAncestors,
TArray< FDinoAncestorsEntry > * DinoAncestorsMale,
int RandomMutationsFemale,
int RandomMutationsMale )
inline

Definition at line 3184 of file Actor.h.

◆ ClientReceiveDinoAncestors() [2/2]

void AShooterPlayerController::ClientReceiveDinoAncestors ( APrimalDinoCharacter * ForDino,
TArray< FDinoAncestorsEntry > * DinoAncestors,
TArray< FDinoAncestorsEntry > * DinoAncestorsMale,
int RandomMutationsFemale,
int RandomMutationsMale )
inline

Definition at line 3360 of file Actor.h.

◆ ClientReceiveDinoAncestors_Implementation() [1/2]

void AShooterPlayerController::ClientReceiveDinoAncestors_Implementation ( APrimalDinoCharacter * ForDino,
TArray< FDinoAncestorsEntry > * DinoAncestors,
TArray< FDinoAncestorsEntry > * DinoAncestorsMale,
int RandomMutationsFemale,
int RandomMutationsMale )
inline

Definition at line 3050 of file Actor.h.

◆ ClientReceiveDinoAncestors_Implementation() [2/2]

void AShooterPlayerController::ClientReceiveDinoAncestors_Implementation ( APrimalDinoCharacter * ForDino,
TArray< FDinoAncestorsEntry > * DinoAncestors,
TArray< FDinoAncestorsEntry > * DinoAncestorsMale,
int RandomMutationsFemale,
int RandomMutationsMale )
inline

Definition at line 2785 of file Actor.h.

◆ ClientReceiveDinoCharStats()

void AShooterPlayerController::ClientReceiveDinoCharStats ( APrimalDinoCharacter * theDinoChar,
TArray< float > * CurValues,
TArray< float > * MaxValues )
inline

Definition at line 3185 of file Actor.h.

◆ ClientReceiveDinoCharStats_Implementation()

void AShooterPlayerController::ClientReceiveDinoCharStats_Implementation ( APrimalDinoCharacter * theDinoChar,
TArray< float > * CurValues,
TArray< float > * MaxValues )
inline

Definition at line 2834 of file Actor.h.

◆ ClientReceiveMyTribeOnlineList() [1/2]

void AShooterPlayerController::ClientReceiveMyTribeOnlineList ( TArray< unsigned int > * OnlinePlayerIDs)
inline

Definition at line 3186 of file Actor.h.

◆ ClientReceiveMyTribeOnlineList() [2/2]

void AShooterPlayerController::ClientReceiveMyTribeOnlineList ( TArray< unsigned int > * OnlinePlayerIDs)
inline

Definition at line 3361 of file Actor.h.

◆ ClientReceiveMyTribeOnlineList_Implementation() [1/2]

void AShooterPlayerController::ClientReceiveMyTribeOnlineList_Implementation ( TArray< unsigned int > * OnlinePlayerIDs)
inline

Definition at line 3073 of file Actor.h.

◆ ClientReceiveMyTribeOnlineList_Implementation() [2/2]

void AShooterPlayerController::ClientReceiveMyTribeOnlineList_Implementation ( TArray< unsigned int > * OnlinePlayerIDs)
inline

Definition at line 2786 of file Actor.h.

◆ ClientReceiveOriginalHairColor() [1/2]

void AShooterPlayerController::ClientReceiveOriginalHairColor ( FLinearColor HairColor)
inline

Definition at line 3187 of file Actor.h.

◆ ClientReceiveOriginalHairColor() [2/2]

void AShooterPlayerController::ClientReceiveOriginalHairColor ( FLinearColor HairColor)
inline

Definition at line 3362 of file Actor.h.

◆ ClientReceiveOriginalHairColor_Implementation() [1/2]

void AShooterPlayerController::ClientReceiveOriginalHairColor_Implementation ( FLinearColor HairColor)
inline

Definition at line 2795 of file Actor.h.

◆ ClientReceiveOriginalHairColor_Implementation() [2/2]

void AShooterPlayerController::ClientReceiveOriginalHairColor_Implementation ( FLinearColor HairColor)
inline

Definition at line 2787 of file Actor.h.

◆ ClientReceiveStructureCraftingStatItem()

void AShooterPlayerController::ClientReceiveStructureCraftingStatItem ( APrimalStructure * ForStructure,
FItemNetInfo ItemInfo )
inline

Definition at line 3363 of file Actor.h.

◆ ClientReceiveStructureCraftingStatItem_Implementation()

void AShooterPlayerController::ClientReceiveStructureCraftingStatItem_Implementation ( APrimalStructure * ForStructure,
FItemNetInfo ItemInfo )
inline

Definition at line 2788 of file Actor.h.

◆ ClientReceiveTribeLog()

void AShooterPlayerController::ClientReceiveTribeLog ( FString * LogString)
inline

Definition at line 3188 of file Actor.h.

◆ ClientReceiveTribeLog_Implementation()

void AShooterPlayerController::ClientReceiveTribeLog_Implementation ( FString * LogString)
inline

Definition at line 2984 of file Actor.h.

◆ ClientReceiveTribeRankGroup()

void AShooterPlayerController::ClientReceiveTribeRankGroup ( int GroupRankIndex)
inline

Definition at line 3364 of file Actor.h.

◆ ClientReceiveTribeRankGroup_Implementation()

void AShooterPlayerController::ClientReceiveTribeRankGroup_Implementation ( int GroupRankIndex)
inline

Definition at line 2789 of file Actor.h.

◆ ClientRefreshSteamInventoryFinished()

void AShooterPlayerController::ClientRefreshSteamInventoryFinished ( bool bSuccess)
inline

Definition at line 3189 of file Actor.h.

◆ ClientRefreshSteamInventoryFinished_Implementation()

void AShooterPlayerController::ClientRefreshSteamInventoryFinished_Implementation ( bool bSuccess)
inline

Definition at line 2936 of file Actor.h.

◆ ClientRemoveActorItem() [1/2]

void AShooterPlayerController::ClientRemoveActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
bool showHUDMessage )
inline

Definition at line 3190 of file Actor.h.

◆ ClientRemoveActorItem() [2/2]

void AShooterPlayerController::ClientRemoveActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
bool showHUDMessage )
inline

Definition at line 3365 of file Actor.h.

◆ ClientRemoveActorItem_Implementation() [1/2]

void AShooterPlayerController::ClientRemoveActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
bool showHUDMessage )
inline

Definition at line 2669 of file Actor.h.

◆ ClientRemoveActorItem_Implementation() [2/2]

void AShooterPlayerController::ClientRemoveActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
bool showHUDMessage )
inline

Definition at line 2790 of file Actor.h.

◆ ClientRemovedItemFromSlot()

void AShooterPlayerController::ClientRemovedItemFromSlot ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 3366 of file Actor.h.

◆ ClientRemovedItemFromSlot_Implementation()

void AShooterPlayerController::ClientRemovedItemFromSlot_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 2791 of file Actor.h.

◆ ClientRemoveItemFromArk()

void AShooterPlayerController::ClientRemoveItemFromArk ( UPrimalInventoryComponent * forInventory,
FItemNetID RemovedItemID )
inline

Definition at line 3191 of file Actor.h.

◆ ClientRemoveItemFromArk_Implementation()

void AShooterPlayerController::ClientRemoveItemFromArk_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID RemovedItemID )
inline

Definition at line 2704 of file Actor.h.

◆ ClientRemoveItemFromSteamInventory()

void AShooterPlayerController::ClientRemoveItemFromSteamInventory ( TArray< unsigned __int64 > * ItemSteamUserID,
int Quantity )
inline

Definition at line 3192 of file Actor.h.

◆ ClientRemoveItemFromSteamInventory_Implementation()

void AShooterPlayerController::ClientRemoveItemFromSteamInventory_Implementation ( TArray< unsigned __int64 > * ItemSteamUserID,
int Quantity )
inline

Definition at line 2926 of file Actor.h.

◆ ClientReplicateTravelledObjects()

void AShooterPlayerController::ClientReplicateTravelledObjects ( TArray< UObject * > * Objects)
inline

Definition at line 3367 of file Actor.h.

◆ ClientReplicateTravelledObjects_Implementation()

void AShooterPlayerController::ClientReplicateTravelledObjects_Implementation ( TArray< UObject * > * Objects)
inline

Definition at line 2792 of file Actor.h.

◆ ClientRequestSpectatorLocationAndRotation()

void AShooterPlayerController::ClientRequestSpectatorLocationAndRotation ( )
inline

Definition at line 3193 of file Actor.h.

◆ ClientRequestSpectatorLocationAndRotation_Implementation()

void AShooterPlayerController::ClientRequestSpectatorLocationAndRotation_Implementation ( )
inline

Definition at line 3078 of file Actor.h.

◆ ClientReset_Implementation() [1/2]

void AShooterPlayerController::ClientReset_Implementation ( )
inline

Definition at line 2801 of file Actor.h.

◆ ClientReset_Implementation() [2/2]

void AShooterPlayerController::ClientReset_Implementation ( )
inline

Definition at line 2794 of file Actor.h.

◆ ClientResetRespawningFlag()

void AShooterPlayerController::ClientResetRespawningFlag ( )
inline

Definition at line 3194 of file Actor.h.

◆ ClientResetRespawningFlag_Implementation() [1/2]

void AShooterPlayerController::ClientResetRespawningFlag_Implementation ( )
inline

Definition at line 2839 of file Actor.h.

◆ ClientResetRespawningFlag_Implementation() [2/2]

void AShooterPlayerController::ClientResetRespawningFlag_Implementation ( )
inline

Definition at line 2793 of file Actor.h.

◆ ClientRunLocalConsoleCommand()

void AShooterPlayerController::ClientRunLocalConsoleCommand ( FString * Command,
bool bWriteToLog )
inline

Definition at line 3195 of file Actor.h.

◆ ClientRunLocalConsoleCommand_Implementation()

void AShooterPlayerController::ClientRunLocalConsoleCommand_Implementation ( FString * Command,
bool bWriteToLog )
inline

Definition at line 2969 of file Actor.h.

◆ ClientSendArkDataPayload() [1/2]

void AShooterPlayerController::ClientSendArkDataPayload ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 3196 of file Actor.h.

◆ ClientSendArkDataPayload() [2/2]

void AShooterPlayerController::ClientSendArkDataPayload ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 3368 of file Actor.h.

◆ ClientSendArkDataPayload_Implementation()

void AShooterPlayerController::ClientSendArkDataPayload_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 2797 of file Actor.h.

◆ ClientSendArkDataPayloadBegin() [1/2]

void AShooterPlayerController::ClientSendArkDataPayloadBegin ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 3197 of file Actor.h.

◆ ClientSendArkDataPayloadBegin() [2/2]

void AShooterPlayerController::ClientSendArkDataPayloadBegin ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 3369 of file Actor.h.

◆ ClientSendArkDataPayloadBegin_Implementation() [1/2]

void AShooterPlayerController::ClientSendArkDataPayloadBegin_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 2887 of file Actor.h.

◆ ClientSendArkDataPayloadBegin_Implementation() [2/2]

void AShooterPlayerController::ClientSendArkDataPayloadBegin_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 2795 of file Actor.h.

◆ ClientSendArkDataPayloadEnd() [1/2]

void AShooterPlayerController::ClientSendArkDataPayloadEnd ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
unsigned __int64 PlayerDataID )
inline

Definition at line 3198 of file Actor.h.

◆ ClientSendArkDataPayloadEnd() [2/2]

void AShooterPlayerController::ClientSendArkDataPayloadEnd ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
unsigned __int64 PlayerDataID )
inline

Definition at line 3370 of file Actor.h.

◆ ClientSendArkDataPayloadEnd_Implementation() [1/2]

void AShooterPlayerController::ClientSendArkDataPayloadEnd_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
unsigned __int64 PlayerDataID )
inline

Definition at line 2888 of file Actor.h.

◆ ClientSendArkDataPayloadEnd_Implementation() [2/2]

void AShooterPlayerController::ClientSendArkDataPayloadEnd_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
unsigned __int64 PlayerDataID )
inline

Definition at line 2796 of file Actor.h.

◆ ClientServerChatDirectMessage() [1/2]

void AShooterPlayerController::ClientServerChatDirectMessage ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 3199 of file Actor.h.

◆ ClientServerChatDirectMessage() [2/2]

void AShooterPlayerController::ClientServerChatDirectMessage ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 3371 of file Actor.h.

◆ ClientServerChatDirectMessage_Implementation() [1/2]

void AShooterPlayerController::ClientServerChatDirectMessage_Implementation ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 2789 of file Actor.h.

◆ ClientServerChatDirectMessage_Implementation() [2/2]

void AShooterPlayerController::ClientServerChatDirectMessage_Implementation ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 2798 of file Actor.h.

◆ ClientServerChatMessage() [1/2]

void AShooterPlayerController::ClientServerChatMessage ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 3200 of file Actor.h.

◆ ClientServerChatMessage() [2/2]

void AShooterPlayerController::ClientServerChatMessage ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 3372 of file Actor.h.

◆ ClientServerChatMessage_Implementation() [1/2]

void AShooterPlayerController::ClientServerChatMessage_Implementation ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 2788 of file Actor.h.

◆ ClientServerChatMessage_Implementation() [2/2]

void AShooterPlayerController::ClientServerChatMessage_Implementation ( FString * MessageText,
FLinearColor MessageColor,
bool bIsBold )
inline

Definition at line 2799 of file Actor.h.

◆ ClientServerNotification() [1/2]

void AShooterPlayerController::ClientServerNotification ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 3201 of file Actor.h.

◆ ClientServerNotification() [2/2]

void AShooterPlayerController::ClientServerNotification ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 3373 of file Actor.h.

◆ ClientServerNotification_Implementation() [1/2]

void AShooterPlayerController::ClientServerNotification_Implementation ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 2790 of file Actor.h.

◆ ClientServerNotification_Implementation() [2/2]

void AShooterPlayerController::ClientServerNotification_Implementation ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 2801 of file Actor.h.

◆ ClientServerNotificationSingle() [1/2]

void AShooterPlayerController::ClientServerNotificationSingle ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay,
int MessageTypeID )
inline

Definition at line 3202 of file Actor.h.

◆ ClientServerNotificationSingle() [2/2]

void AShooterPlayerController::ClientServerNotificationSingle ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay,
int MessageTypeID )
inline

Definition at line 3374 of file Actor.h.

◆ ClientServerNotificationSingle_Implementation() [1/2]

void AShooterPlayerController::ClientServerNotificationSingle_Implementation ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay,
int MessageTypeID )
inline

Definition at line 2791 of file Actor.h.

◆ ClientServerNotificationSingle_Implementation() [2/2]

void AShooterPlayerController::ClientServerNotificationSingle_Implementation ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay,
int MessageTypeID )
inline

Definition at line 2800 of file Actor.h.

◆ ClientServerSOTFNotification_Implementation()

void AShooterPlayerController::ClientServerSOTFNotification_Implementation ( ESTOFNotificationType::Type NotificationType,
FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay,
bool bLastPlayer,
FString * TribeName,
TArray< FString > * PlayerNames,
FString * DeathReason,
TArray< FPrimalPlayerCharacterConfigStructReplicated > * DeadPlayersData )
inline

Definition at line 2792 of file Actor.h.

◆ ClientServerSOTFNotificationCustom() [1/2]

void AShooterPlayerController::ClientServerSOTFNotificationCustom ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 3203 of file Actor.h.

◆ ClientServerSOTFNotificationCustom() [2/2]

void AShooterPlayerController::ClientServerSOTFNotificationCustom ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 3375 of file Actor.h.

◆ ClientServerSOTFNotificationCustom_Implementation() [1/2]

void AShooterPlayerController::ClientServerSOTFNotificationCustom_Implementation ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 2793 of file Actor.h.

◆ ClientServerSOTFNotificationCustom_Implementation() [2/2]

void AShooterPlayerController::ClientServerSOTFNotificationCustom_Implementation ( FString * MessageText,
FLinearColor MessageColor,
float DisplayScale,
float DisplayTime,
UTexture2D * MessageIcon,
USoundBase * SoundToPlay )
inline

Definition at line 2802 of file Actor.h.

◆ ClientSetArkTributeLimits()

void AShooterPlayerController::ClientSetArkTributeLimits ( bool LimitItems,
bool LimitDinos,
bool LimitCharacters,
int MaxItems,
int MaxDinos,
int MaxCharacters )
inline

Definition at line 3204 of file Actor.h.

◆ ClientSetArkTributeLimits_Implementation()

void AShooterPlayerController::ClientSetArkTributeLimits_Implementation ( bool LimitItems,
bool LimitDinos,
bool LimitCharacters,
int MaxItems,
int MaxDinos,
int MaxCharacters )
inline

Definition at line 2877 of file Actor.h.

◆ ClientSetCheatStatus()

void AShooterPlayerController::ClientSetCheatStatus ( bool bEnable)
inline

Definition at line 3376 of file Actor.h.

◆ ClientSetCheatStatus_Implementation()

void AShooterPlayerController::ClientSetCheatStatus_Implementation ( bool bEnable)
inline

Definition at line 2803 of file Actor.h.

◆ ClientSetControlRotation() [1/2]

void AShooterPlayerController::ClientSetControlRotation ( FRotator NewRotation)
inline

Definition at line 3205 of file Actor.h.

◆ ClientSetControlRotation() [2/2]

void AShooterPlayerController::ClientSetControlRotation ( FRotator NewRotation)
inline

Definition at line 3377 of file Actor.h.

◆ ClientSetControlRotation_Implementation() [1/2]

void AShooterPlayerController::ClientSetControlRotation_Implementation ( FRotator NewRotation)
inline

Definition at line 2859 of file Actor.h.

◆ ClientSetControlRotation_Implementation() [2/2]

void AShooterPlayerController::ClientSetControlRotation_Implementation ( FRotator NewRotation)
inline

Definition at line 2804 of file Actor.h.

◆ ClientSetHUDAndInitUIScenes()

void AShooterPlayerController::ClientSetHUDAndInitUIScenes ( TSubclassOf< AHUD > NewHUDClass)
inline

Definition at line 3206 of file Actor.h.

◆ ClientSetHUDAndInitUIScenes_Implementation() [1/2]

void AShooterPlayerController::ClientSetHUDAndInitUIScenes_Implementation ( TSubclassOf< AHUD > NewHUDClass)
inline

Definition at line 3028 of file Actor.h.

◆ ClientSetHUDAndInitUIScenes_Implementation() [2/2]

void AShooterPlayerController::ClientSetHUDAndInitUIScenes_Implementation ( TSubclassOf< AHUD > NewHUDClass)
inline

Definition at line 2805 of file Actor.h.

◆ ClientSetPersonalDinoTameCount()

void AShooterPlayerController::ClientSetPersonalDinoTameCount ( int NewPersonalDinoTameCount)
inline

Definition at line 3207 of file Actor.h.

◆ ClientSetPersonalDinoTameCount_Implementation()

void AShooterPlayerController::ClientSetPersonalDinoTameCount_Implementation ( int NewPersonalDinoTameCount)
inline

Definition at line 3058 of file Actor.h.

◆ ClientSetSpectatorLocation() [1/2]

void AShooterPlayerController::ClientSetSpectatorLocation ( FVector NewLocation)
inline

Definition at line 3208 of file Actor.h.

◆ ClientSetSpectatorLocation() [2/2]

void AShooterPlayerController::ClientSetSpectatorLocation ( FVector NewLocation)
inline

Definition at line 3378 of file Actor.h.

◆ ClientSetSpectatorLocation_Implementation() [1/2]

void AShooterPlayerController::ClientSetSpectatorLocation_Implementation ( FVector NewLocation)
inline

Definition at line 2858 of file Actor.h.

◆ ClientSetSpectatorLocation_Implementation() [2/2]

void AShooterPlayerController::ClientSetSpectatorLocation_Implementation ( FVector NewLocation)
inline

Definition at line 2806 of file Actor.h.

◆ ClientShowCharacterCreationUI() [1/2]

void AShooterPlayerController::ClientShowCharacterCreationUI ( bool bShowDownloadCharacter)
inline

Definition at line 3209 of file Actor.h.

◆ ClientShowCharacterCreationUI() [2/2]

void AShooterPlayerController::ClientShowCharacterCreationUI ( bool bShowDownloadCharacter)
inline

Definition at line 3379 of file Actor.h.

◆ ClientShowCharacterCreationUI_Implementation() [1/2]

void AShooterPlayerController::ClientShowCharacterCreationUI_Implementation ( bool bShowDownloadCharacter)
inline

Definition at line 2760 of file Actor.h.

◆ ClientShowCharacterCreationUI_Implementation() [2/2]

void AShooterPlayerController::ClientShowCharacterCreationUI_Implementation ( bool bShowDownloadCharacter)
inline

Definition at line 2807 of file Actor.h.

◆ ClientShowLeaderboard()

void AShooterPlayerController::ClientShowLeaderboard ( TSubclassOf< ULeaderboard > LeaderboardType,
FName MissionTag,
TArray< FLeaderboardRow > * LeaderboardRows,
bool bPlayerHasValidLatestScore,
FLeaderboardRow LatestPlayerScore )
inline

Definition at line 3210 of file Actor.h.

◆ ClientShowLeaderboard_Implementation()

void AShooterPlayerController::ClientShowLeaderboard_Implementation ( TSubclassOf< ULeaderboard > LeaderboardType,
FName MissionTag,
TArray< FLeaderboardRow > * LeaderboardRows,
bool bPlayerHasValidLatestScore,
FLeaderboardRow LatestPlayerScore )
inline

Definition at line 2900 of file Actor.h.

◆ ClientShowPaintingUI() [1/2]

void AShooterPlayerController::ClientShowPaintingUI ( UObject * ObjectToPaint)
inline

Definition at line 3211 of file Actor.h.

◆ ClientShowPaintingUI() [2/2]

void AShooterPlayerController::ClientShowPaintingUI ( UObject * ObjectToPaint)
inline

Definition at line 3380 of file Actor.h.

◆ ClientShowPaintingUI_Implementation() [1/2]

void AShooterPlayerController::ClientShowPaintingUI_Implementation ( UObject * ObjectToPaint)
inline

Definition at line 2973 of file Actor.h.

◆ ClientShowPaintingUI_Implementation() [2/2]

void AShooterPlayerController::ClientShowPaintingUI_Implementation ( UObject * ObjectToPaint)
inline

Definition at line 2808 of file Actor.h.

◆ ClientShowSpawnUI() [1/2]

void AShooterPlayerController::ClientShowSpawnUI ( float Delay)
inline

Definition at line 3212 of file Actor.h.

◆ ClientShowSpawnUI() [2/2]

void AShooterPlayerController::ClientShowSpawnUI ( float Delay)
inline

Definition at line 3381 of file Actor.h.

◆ ClientShowSpawnUI_Implementation() [1/2]

void AShooterPlayerController::ClientShowSpawnUI_Implementation ( float Delay)
inline

Definition at line 2759 of file Actor.h.

◆ ClientShowSpawnUI_Implementation() [2/2]

void AShooterPlayerController::ClientShowSpawnUI_Implementation ( float Delay)
inline

Definition at line 2809 of file Actor.h.

◆ ClientShowSpawnUIForTransferringPlayer()

void AShooterPlayerController::ClientShowSpawnUIForTransferringPlayer ( TSubclassOf< AHUD > NewHUDClass,
unsigned __int64 TransferingPlayerID,
bool bUseTimer )
inline

Definition at line 3213 of file Actor.h.

◆ ClientShowSpawnUIForTransferringPlayer_Implementation()

void AShooterPlayerController::ClientShowSpawnUIForTransferringPlayer_Implementation ( TSubclassOf< AHUD > NewHUDClass,
unsigned __int64 TransferingPlayerID,
bool bUseTimer )
inline

Definition at line 3029 of file Actor.h.

◆ ClientShowTransferredPlayerConfirmationDialog()

void AShooterPlayerController::ClientShowTransferredPlayerConfirmationDialog ( )
inline

Definition at line 3214 of file Actor.h.

◆ ClientShowTransferredPlayerConfirmationDialog_Implementation()

void AShooterPlayerController::ClientShowTransferredPlayerConfirmationDialog_Implementation ( )
inline

Definition at line 3024 of file Actor.h.

◆ ClientStartingFastTravel()

void AShooterPlayerController::ClientStartingFastTravel ( )
inline

Definition at line 3386 of file Actor.h.

◆ ClientStartingFastTravel_Implementation()

void AShooterPlayerController::ClientStartingFastTravel_Implementation ( )
inline

Definition at line 2814 of file Actor.h.

◆ ClientStartReceivingActorItems() [1/2]

void AShooterPlayerController::ClientStartReceivingActorItems ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 3215 of file Actor.h.

◆ ClientStartReceivingActorItems() [2/2]

void AShooterPlayerController::ClientStartReceivingActorItems ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 3382 of file Actor.h.

◆ ClientStartReceivingActorItems_Implementation() [1/2]

void AShooterPlayerController::ClientStartReceivingActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 2660 of file Actor.h.

◆ ClientStartReceivingActorItems_Implementation() [2/2]

void AShooterPlayerController::ClientStartReceivingActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
bool bEquippedItems )
inline

Definition at line 2810 of file Actor.h.

◆ ClientStartReceivingTribeLog() [1/2]

void AShooterPlayerController::ClientStartReceivingTribeLog ( )
inline

Definition at line 3216 of file Actor.h.

◆ ClientStartReceivingTribeLog() [2/2]

void AShooterPlayerController::ClientStartReceivingTribeLog ( )
inline

Definition at line 3383 of file Actor.h.

◆ ClientStartReceivingTribeLog_Implementation() [1/2]

void AShooterPlayerController::ClientStartReceivingTribeLog_Implementation ( )
inline

Definition at line 2983 of file Actor.h.

◆ ClientStartReceivingTribeLog_Implementation() [2/2]

void AShooterPlayerController::ClientStartReceivingTribeLog_Implementation ( )
inline

Definition at line 2811 of file Actor.h.

◆ ClientStartSurfaceCameraForPassenger() [1/2]

void AShooterPlayerController::ClientStartSurfaceCameraForPassenger ( float yaw,
float pitch,
float roll,
bool bInvertTurnInput )
inline

Definition at line 3217 of file Actor.h.

◆ ClientStartSurfaceCameraForPassenger() [2/2]

void AShooterPlayerController::ClientStartSurfaceCameraForPassenger ( float yaw,
float pitch,
float roll,
bool bInvertTurnInput )
inline

Definition at line 3384 of file Actor.h.

◆ ClientStartSurfaceCameraForPassenger_Implementation() [1/2]

void AShooterPlayerController::ClientStartSurfaceCameraForPassenger_Implementation ( float yaw,
float pitch,
float roll,
bool bInvertTurnInput )
inline

Definition at line 3040 of file Actor.h.

◆ ClientStartSurfaceCameraForPassenger_Implementation() [2/2]

void AShooterPlayerController::ClientStartSurfaceCameraForPassenger_Implementation ( float yaw,
float pitch,
float roll,
bool bInvertTurnInput )
inline

Definition at line 2812 of file Actor.h.

◆ ClientStartTravelling()

void AShooterPlayerController::ClientStartTravelling ( unsigned int ServerID,
unsigned __int64 ServerSteamId,
unsigned __int64 TravelLog,
bool UsingBattlEye )
inline

Definition at line 3385 of file Actor.h.

◆ ClientStartTravelling_Implementation()

void AShooterPlayerController::ClientStartTravelling_Implementation ( unsigned int ServerID,
unsigned __int64 ServerSteamId,
unsigned __int64 TravelLog,
bool UsingBattlEye )
inline

Definition at line 2813 of file Actor.h.

◆ ClientStopLocalSound() [1/2]

void AShooterPlayerController::ClientStopLocalSound ( USoundBase * aSound)
inline

Definition at line 3218 of file Actor.h.

◆ ClientStopLocalSound() [2/2]

void AShooterPlayerController::ClientStopLocalSound ( USoundBase * aSound)
inline

Definition at line 3387 of file Actor.h.

◆ ClientStopLocalSound_Implementation() [1/2]

void AShooterPlayerController::ClientStopLocalSound_Implementation ( USoundBase * aSound)
inline

Definition at line 2873 of file Actor.h.

◆ ClientStopLocalSound_Implementation() [2/2]

void AShooterPlayerController::ClientStopLocalSound_Implementation ( USoundBase * aSound)
inline

Definition at line 2815 of file Actor.h.

◆ ClientSwapActorItems() [1/2]

void AShooterPlayerController::ClientSwapActorItems ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 3219 of file Actor.h.

◆ ClientSwapActorItems() [2/2]

void AShooterPlayerController::ClientSwapActorItems ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 3388 of file Actor.h.

◆ ClientSwapActorItems_Implementation() [1/2]

void AShooterPlayerController::ClientSwapActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 2670 of file Actor.h.

◆ ClientSwapActorItems_Implementation() [2/2]

void AShooterPlayerController::ClientSwapActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 2816 of file Actor.h.

◆ ClientSyncCurrentSublevels_Finish()

void AShooterPlayerController::ClientSyncCurrentSublevels_Finish ( )
inline

Definition at line 3389 of file Actor.h.

◆ ClientSyncCurrentSublevels_Finish_Implementation()

void AShooterPlayerController::ClientSyncCurrentSublevels_Finish_Implementation ( )
inline

Definition at line 2817 of file Actor.h.

◆ ClientSyncCurrentSublevels_RecieveData()

void AShooterPlayerController::ClientSyncCurrentSublevels_RecieveData ( TArray< FTransformedSubLevel > * CurrentData)
inline

Definition at line 3390 of file Actor.h.

◆ ClientSyncCurrentSublevels_RecieveData_Implementation()

void AShooterPlayerController::ClientSyncCurrentSublevels_RecieveData_Implementation ( TArray< FTransformedSubLevel > * CurrentData)
inline

Definition at line 2818 of file Actor.h.

◆ ClientSyncCurrentSublevels_Start()

void AShooterPlayerController::ClientSyncCurrentSublevels_Start ( )
inline

Definition at line 3391 of file Actor.h.

◆ ClientSyncCurrentSublevels_Start_Implementation()

void AShooterPlayerController::ClientSyncCurrentSublevels_Start_Implementation ( )
inline

Definition at line 2819 of file Actor.h.

◆ ClientTeamMessage_Implementation() [1/2]

void AShooterPlayerController::ClientTeamMessage_Implementation ( APlayerState * SenderPlayerState,
FString * S,
FName Type,
float MsgLifeTime )
inline

Definition at line 2645 of file Actor.h.

◆ ClientTeamMessage_Implementation() [2/2]

void AShooterPlayerController::ClientTeamMessage_Implementation ( APlayerState * SenderPlayerState,
FString * S,
FName Type,
float MsgLifeTime )
inline

Definition at line 2820 of file Actor.h.

◆ ClientTeleportSpectator() [1/2]

void AShooterPlayerController::ClientTeleportSpectator ( FVector Location,
unsigned __int64 PlayerID )
inline

Definition at line 3220 of file Actor.h.

◆ ClientTeleportSpectator() [2/2]

void AShooterPlayerController::ClientTeleportSpectator ( FVector Location,
unsigned __int64 PlayerID )
inline

Definition at line 3392 of file Actor.h.

◆ ClientTeleportSpectator_Implementation() [1/2]

void AShooterPlayerController::ClientTeleportSpectator_Implementation ( FVector Location,
unsigned __int64 PlayerID )
inline

Definition at line 2539 of file Actor.h.

◆ ClientTeleportSpectator_Implementation() [2/2]

void AShooterPlayerController::ClientTeleportSpectator_Implementation ( FVector Location,
unsigned __int64 PlayerID )
inline

Definition at line 2821 of file Actor.h.

◆ ClientTeleportSucceeded_Implementation() [1/2]

void AShooterPlayerController::ClientTeleportSucceeded_Implementation ( FVector TeleportLoc,
FRotator TeleportRot,
bool bSimpleTeleport )
inline

Definition at line 3055 of file Actor.h.

◆ ClientTeleportSucceeded_Implementation() [2/2]

void AShooterPlayerController::ClientTeleportSucceeded_Implementation ( FVector TeleportLoc,
FRotator TeleportRot,
bool bSimpleTeleport )
inline

Definition at line 2822 of file Actor.h.

◆ ClientUnlockAchievement() [1/2]

void AShooterPlayerController::ClientUnlockAchievement ( FString * AchievementID)
inline

Definition at line 3221 of file Actor.h.

◆ ClientUnlockAchievement() [2/2]

void AShooterPlayerController::ClientUnlockAchievement ( FString * AchievementID)
inline

Definition at line 3393 of file Actor.h.

◆ ClientUnlockAchievement_Implementation() [1/2]

void AShooterPlayerController::ClientUnlockAchievement_Implementation ( FString * AchievementID)
inline

Definition at line 2954 of file Actor.h.

◆ ClientUnlockAchievement_Implementation() [2/2]

void AShooterPlayerController::ClientUnlockAchievement_Implementation ( FString * AchievementID)
inline

Definition at line 2823 of file Actor.h.

◆ ClientUnlockExplorerNote() [1/2]

void AShooterPlayerController::ClientUnlockExplorerNote ( int ExplorerNoteIndex)
inline

Definition at line 3222 of file Actor.h.

◆ ClientUnlockExplorerNote() [2/2]

void AShooterPlayerController::ClientUnlockExplorerNote ( int ExplorerNoteIndex)
inline

Definition at line 3394 of file Actor.h.

◆ ClientUnlockExplorerNote_Implementation() [1/2]

void AShooterPlayerController::ClientUnlockExplorerNote_Implementation ( int ExplorerNoteIndex)
inline

Definition at line 3044 of file Actor.h.

◆ ClientUnlockExplorerNote_Implementation() [2/2]

void AShooterPlayerController::ClientUnlockExplorerNote_Implementation ( int ExplorerNoteIndex)
inline

Definition at line 2824 of file Actor.h.

◆ ClientUnmarkSeamlessActors_Implementation()

void AShooterPlayerController::ClientUnmarkSeamlessActors_Implementation ( )
inline

Definition at line 2825 of file Actor.h.

◆ ClientUpdateGroupInfo()

void AShooterPlayerController::ClientUpdateGroupInfo ( TArray< FOrderingGroupInfo > * GroupInfos,
APrimalRaft * forRaft )
inline

Definition at line 3395 of file Actor.h.

◆ ClientUpdateGroupInfo_Implementation()

void AShooterPlayerController::ClientUpdateGroupInfo_Implementation ( TArray< FOrderingGroupInfo > * GroupInfos,
APrimalRaft * forRaft )
inline

Definition at line 2826 of file Actor.h.

◆ ClientUpdateInventoryCraftQueue() [1/2]

void AShooterPlayerController::ClientUpdateInventoryCraftQueue ( UPrimalInventoryComponent * forInventory,
TArray< FItemCraftQueueEntry > * CraftQueueEntries )
inline

Definition at line 3223 of file Actor.h.

◆ ClientUpdateInventoryCraftQueue() [2/2]

void AShooterPlayerController::ClientUpdateInventoryCraftQueue ( UPrimalInventoryComponent * forInventory,
TArray< FItemCraftQueueEntry > * CraftQueueEntries )
inline

Definition at line 3396 of file Actor.h.

◆ ClientUpdateInventoryCraftQueue_Implementation() [1/2]

void AShooterPlayerController::ClientUpdateInventoryCraftQueue_Implementation ( UPrimalInventoryComponent * forInventory,
TArray< FItemCraftQueueEntry > * CraftQueueEntries )
inline

Definition at line 2671 of file Actor.h.

◆ ClientUpdateInventoryCraftQueue_Implementation() [2/2]

void AShooterPlayerController::ClientUpdateInventoryCraftQueue_Implementation ( UPrimalInventoryComponent * forInventory,
TArray< FItemCraftQueueEntry > * CraftQueueEntries )
inline

Definition at line 2827 of file Actor.h.

◆ ClientUpdateItemDurability() [1/2]

void AShooterPlayerController::ClientUpdateItemDurability ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
float ItemDurability )
inline

Definition at line 3224 of file Actor.h.

◆ ClientUpdateItemDurability() [2/2]

void AShooterPlayerController::ClientUpdateItemDurability ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
float ItemDurability )
inline

Definition at line 3397 of file Actor.h.

◆ ClientUpdateItemDurability_Implementation() [1/2]

void AShooterPlayerController::ClientUpdateItemDurability_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
float ItemDurability )
inline

Definition at line 2728 of file Actor.h.

◆ ClientUpdateItemDurability_Implementation() [2/2]

void AShooterPlayerController::ClientUpdateItemDurability_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
float ItemDurability )
inline

Definition at line 2828 of file Actor.h.

◆ ClientUpdateItemQuantity() [1/2]

void AShooterPlayerController::ClientUpdateItemQuantity ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int ItemQuantity )
inline

Definition at line 3225 of file Actor.h.

◆ ClientUpdateItemQuantity() [2/2]

void AShooterPlayerController::ClientUpdateItemQuantity ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int ItemQuantity )
inline

Definition at line 3398 of file Actor.h.

◆ ClientUpdateItemQuantity_Implementation() [1/2]

void AShooterPlayerController::ClientUpdateItemQuantity_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int ItemQuantity )
inline

Definition at line 2727 of file Actor.h.

◆ ClientUpdateItemQuantity_Implementation() [2/2]

void AShooterPlayerController::ClientUpdateItemQuantity_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int ItemQuantity )
inline

Definition at line 2829 of file Actor.h.

◆ ClientUpdateItemSpoilingTimes()

void AShooterPlayerController::ClientUpdateItemSpoilingTimes ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
long double NextSpoilingTime,
long double LastSpoilingTime )
inline

Definition at line 3399 of file Actor.h.

◆ ClientUpdateItemSpoilingTimes_Implementation()

void AShooterPlayerController::ClientUpdateItemSpoilingTimes_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
long double NextSpoilingTime,
long double LastSpoilingTime )
inline

Definition at line 2830 of file Actor.h.

◆ ClientUpdateItemWeaponClipAmmo() [1/2]

void AShooterPlayerController::ClientUpdateItemWeaponClipAmmo ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int Ammo )
inline

Definition at line 3226 of file Actor.h.

◆ ClientUpdateItemWeaponClipAmmo() [2/2]

void AShooterPlayerController::ClientUpdateItemWeaponClipAmmo ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int Ammo )
inline

Definition at line 3400 of file Actor.h.

◆ ClientUpdateItemWeaponClipAmmo_Implementation() [1/2]

void AShooterPlayerController::ClientUpdateItemWeaponClipAmmo_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int Ammo )
inline

Definition at line 2729 of file Actor.h.

◆ ClientUpdateItemWeaponClipAmmo_Implementation() [2/2]

void AShooterPlayerController::ClientUpdateItemWeaponClipAmmo_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID,
int Ammo )
inline

Definition at line 2831 of file Actor.h.

◆ ClientUpdateUnlockedSkills()

void AShooterPlayerController::ClientUpdateUnlockedSkills ( TArray< TSubclassOf< UPrimalEngramEntry > > * NetUnlockedSkills)
inline

Definition at line 3401 of file Actor.h.

◆ ClientUpdateUnlockedSkills_Implementation()

void AShooterPlayerController::ClientUpdateUnlockedSkills_Implementation ( TArray< TSubclassOf< UPrimalEngramEntry > > * NetUnlockedSkills)
inline

Definition at line 2832 of file Actor.h.

◆ ClientUploadedCharactersLoaded()

void AShooterPlayerController::ClientUploadedCharactersLoaded ( bool Success,
TArray< FArkTributePlayerDataListing > * UploadedCharactersDataListings )
inline

Definition at line 3227 of file Actor.h.

◆ ClientUploadedCharactersLoaded_Implementation()

void AShooterPlayerController::ClientUploadedCharactersLoaded_Implementation ( bool Success,
TArray< FArkTributePlayerDataListing > * UploadedDinosListings )
inline

Definition at line 2916 of file Actor.h.

◆ ClientUploadedDinosLoaded()

void AShooterPlayerController::ClientUploadedDinosLoaded ( TArray< FARKTributeDinoListing > * UploadedDinosDataListings)
inline

Definition at line 3228 of file Actor.h.

◆ ClientUploadedDinosLoaded_Implementation()

void AShooterPlayerController::ClientUploadedDinosLoaded_Implementation ( TArray< FARKTributeDinoListing > * UploadedDinosListings)
inline

Definition at line 2907 of file Actor.h.

◆ ClientUsedActorItem() [1/2]

void AShooterPlayerController::ClientUsedActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 3229 of file Actor.h.

◆ ClientUsedActorItem() [2/2]

void AShooterPlayerController::ClientUsedActorItem ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 3402 of file Actor.h.

◆ ClientUsedActorItem_Implementation() [1/2]

void AShooterPlayerController::ClientUsedActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 2730 of file Actor.h.

◆ ClientUsedActorItem_Implementation() [2/2]

void AShooterPlayerController::ClientUsedActorItem_Implementation ( UPrimalInventoryComponent * forInventory,
FItemNetID itemID )
inline

Definition at line 2833 of file Actor.h.

◆ CloseFeatsSelection()

void AShooterPlayerController::CloseFeatsSelection ( )
inline

Definition at line 2835 of file Actor.h.

◆ CloseSteamStatusScene()

void AShooterPlayerController::CloseSteamStatusScene ( )
inline

Definition at line 2940 of file Actor.h.

◆ ClosingViewOnlyInventory()

void AShooterPlayerController::ClosingViewOnlyInventory ( )
inline

Definition at line 3404 of file Actor.h.

◆ CollectNearbyTreasures()

void AShooterPlayerController::CollectNearbyTreasures ( )
inline

Definition at line 2836 of file Actor.h.

◆ ConditonalEndGamepadModiferState()

void AShooterPlayerController::ConditonalEndGamepadModiferState ( )
inline

Definition at line 2988 of file Actor.h.

◆ ConnectedVoiceChannelsField() [1/2]

TMap< enum AtlasVoiceChannelType, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum AtlasVoiceChannelType, FString, 0 > > & AShooterPlayerController::ConnectedVoiceChannelsField ( )
inline

Definition at line 2342 of file Actor.h.

◆ ConnectedVoiceChannelsField() [2/2]

TMap< enum AtlasVoiceChannelType, FString, FDefaultSetAllocator, TDefaultMapKeyFuncs< enum AtlasVoiceChannelType, FString, 0 > > & AShooterPlayerController::ConnectedVoiceChannelsField ( )
inline

Definition at line 2658 of file Actor.h.

◆ ConsoleCommand() [1/2]

FString * AShooterPlayerController::ConsoleCommand ( FString * result,
FString * Command,
bool bWriteToLog )
inline

Definition at line 2968 of file Actor.h.

◆ ConsoleCommand() [2/2]

FString * AShooterPlayerController::ConsoleCommand ( FString * result,
FString * Command,
bool bWriteToLog )
inline

Definition at line 2837 of file Actor.h.

◆ CopyCoordsToClipboard() [1/2]

void AShooterPlayerController::CopyCoordsToClipboard ( )
inline

Definition at line 2806 of file Actor.h.

◆ CopyCoordsToClipboard() [2/2]

void AShooterPlayerController::CopyCoordsToClipboard ( )
inline

Definition at line 2838 of file Actor.h.

◆ CreateSpawnUITattooComponent()

void AShooterPlayerController::CreateSpawnUITattooComponent ( )
inline

Definition at line 2839 of file Actor.h.

◆ CreativeModeBuffField() [1/2]

TSubclassOf< APrimalBuff > & AShooterPlayerController::CreativeModeBuffField ( )
inline

Definition at line 2469 of file Actor.h.

◆ CreativeModeBuffField() [2/2]

TSubclassOf< APrimalBuff > & AShooterPlayerController::CreativeModeBuffField ( )
inline

Definition at line 2604 of file Actor.h.

◆ CurrentFastTravelTypeField()

TEnumAsByte< enum EFastTravelType > & AShooterPlayerController::CurrentFastTravelTypeField ( )
inline

Definition at line 2531 of file Actor.h.

◆ CurrentGameModeMaxNumOfRespawnsField() [1/2]

int & AShooterPlayerController::CurrentGameModeMaxNumOfRespawnsField ( )
inline

Definition at line 2337 of file Actor.h.

◆ CurrentGameModeMaxNumOfRespawnsField() [2/2]

int & AShooterPlayerController::CurrentGameModeMaxNumOfRespawnsField ( )
inline

Definition at line 2478 of file Actor.h.

◆ CurrentPingsField()

TArray< FPingData > & AShooterPlayerController::CurrentPingsField ( )
inline

Definition at line 2483 of file Actor.h.

◆ CurrentPlayerCharacterLocationField() [1/2]

FVector & AShooterPlayerController::CurrentPlayerCharacterLocationField ( )
inline

Definition at line 2322 of file Actor.h.

◆ CurrentPlayerCharacterLocationField() [2/2]

FVector & AShooterPlayerController::CurrentPlayerCharacterLocationField ( )
inline

Definition at line 2465 of file Actor.h.

◆ CurrentRadialDirection1Field() [1/2]

FVector2D & AShooterPlayerController::CurrentRadialDirection1Field ( )
inline

Definition at line 2333 of file Actor.h.

◆ CurrentRadialDirection1Field() [2/2]

FVector2D & AShooterPlayerController::CurrentRadialDirection1Field ( )
inline

Definition at line 2474 of file Actor.h.

◆ CurrentRadialDirection2Field() [1/2]

FVector2D & AShooterPlayerController::CurrentRadialDirection2Field ( )
inline

Definition at line 2334 of file Actor.h.

◆ CurrentRadialDirection2Field() [2/2]

FVector2D & AShooterPlayerController::CurrentRadialDirection2Field ( )
inline

Definition at line 2475 of file Actor.h.

◆ CurrentTribeLogField() [1/2]

TArray< FString > & AShooterPlayerController::CurrentTribeLogField ( )
inline

Definition at line 2415 of file Actor.h.

◆ CurrentTribeLogField() [2/2]

TArray< FTribeLogEntry > & AShooterPlayerController::CurrentTribeLogField ( )
inline

Definition at line 2550 of file Actor.h.

◆ DebugCheckSeven()

void AShooterPlayerController::DebugCheckSeven ( bool bEnable)
inline

Definition at line 2804 of file Actor.h.

◆ DebugStructures() [1/2]

void AShooterPlayerController::DebugStructures ( )
inline

Definition at line 2635 of file Actor.h.

◆ DebugStructures() [2/2]

void AShooterPlayerController::DebugStructures ( )
inline

Definition at line 2840 of file Actor.h.

◆ DelayedTeamSpectatorSetup() [1/2]

void AShooterPlayerController::DelayedTeamSpectatorSetup ( )
inline

Definition at line 2536 of file Actor.h.

◆ DelayedTeamSpectatorSetup() [2/2]

void AShooterPlayerController::DelayedTeamSpectatorSetup ( )
inline

Definition at line 2841 of file Actor.h.

◆ Destroyed() [1/2]

void AShooterPlayerController::Destroyed ( )
inline

Definition at line 2655 of file Actor.h.

◆ Destroyed() [2/2]

void AShooterPlayerController::Destroyed ( )
inline

Definition at line 2842 of file Actor.h.

◆ DisableEnemyInvisible()

void AShooterPlayerController::DisableEnemyInvisible ( )
inline

Definition at line 2836 of file Actor.h.

◆ DisableLightingChecker()

void AShooterPlayerController::DisableLightingChecker ( )
inline

Definition at line 2843 of file Actor.h.

◆ DisableSpectator() [1/2]

void AShooterPlayerController::DisableSpectator ( )
inline

Definition at line 2611 of file Actor.h.

◆ DisableSpectator() [2/2]

void AShooterPlayerController::DisableSpectator ( )
inline

Definition at line 2844 of file Actor.h.

◆ DisableSurfaceCameraInterpolation() [1/2]

void AShooterPlayerController::DisableSurfaceCameraInterpolation ( )
inline

Definition at line 3039 of file Actor.h.

◆ DisableSurfaceCameraInterpolation() [2/2]

void AShooterPlayerController::DisableSurfaceCameraInterpolation ( )
inline

Definition at line 2845 of file Actor.h.

◆ DisableTimeSlicedPhysX()

void AShooterPlayerController::DisableTimeSlicedPhysX ( )
inline

Definition at line 2846 of file Actor.h.

◆ DisableViewOnly()

void AShooterPlayerController::DisableViewOnly ( )
inline

Definition at line 2847 of file Actor.h.

◆ DisallowPlayerToJoinNoCheck() [1/2]

void AShooterPlayerController::DisallowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 2943 of file Actor.h.

◆ DisallowPlayerToJoinNoCheck() [2/2]

void AShooterPlayerController::DisallowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 2848 of file Actor.h.

◆ DistanceToCollectTreasureField()

float & AShooterPlayerController::DistanceToCollectTreasureField ( )
inline

Definition at line 2619 of file Actor.h.

◆ DistanceToDisplayTreasureField()

float & AShooterPlayerController::DistanceToDisplayTreasureField ( )
inline

Definition at line 2618 of file Actor.h.

◆ DoClientInformPickNewHomeServer()

void AShooterPlayerController::DoClientInformPickNewHomeServer ( )
inline

Definition at line 2849 of file Actor.h.

◆ DoCrash() [1/2]

void AShooterPlayerController::DoCrash ( )
inline

Definition at line 2821 of file Actor.h.

◆ DoCrash() [2/2]

void AShooterPlayerController::DoCrash ( )
inline

Definition at line 2850 of file Actor.h.

◆ DoesPlayerOwnPing()

static bool AShooterPlayerController::DoesPlayerOwnPing ( AShooterPlayerController * PlayerPC,
const unsigned int PingOwnerID )
inlinestatic

Definition at line 3105 of file Actor.h.

◆ DoFastTravel()

void AShooterPlayerController::DoFastTravel ( EFastTravelType FastTravelType,
unsigned int ToServerID,
FVector GridTravelToPos,
unsigned int ToBedID,
FVector2D FromRelativeLocInServer )
inline

Definition at line 2851 of file Actor.h.

◆ DoFastTravelToShipBed()

void AShooterPlayerController::DoFastTravelToShipBed ( unsigned int FromBedID,
unsigned int ToBedID,
bool ToBedIDIsServerID,
bool bHomeServerRespawn,
bool bValidFromBed,
FVector2D FromBedLocation )
inline

Definition at line 2852 of file Actor.h.

◆ DoFlushLevelStreaming() [1/2]

void AShooterPlayerController::DoFlushLevelStreaming ( )
inline

Definition at line 2846 of file Actor.h.

◆ DoFlushLevelStreaming() [2/2]

void AShooterPlayerController::DoFlushLevelStreaming ( )
inline

Definition at line 2853 of file Actor.h.

◆ DoFSettingCurrentTimerField() [1/2]

float & AShooterPlayerController::DoFSettingCurrentTimerField ( )
inline

Definition at line 2433 of file Actor.h.

◆ DoFSettingCurrentTimerField() [2/2]

float & AShooterPlayerController::DoFSettingCurrentTimerField ( )
inline

Definition at line 2572 of file Actor.h.

◆ DoFSettingTargetTimerField() [1/2]

float & AShooterPlayerController::DoFSettingTargetTimerField ( )
inline

Definition at line 2434 of file Actor.h.

◆ DoFSettingTargetTimerField() [2/2]

float & AShooterPlayerController::DoFSettingTargetTimerField ( )
inline

Definition at line 2573 of file Actor.h.

◆ DoMapInput()

bool AShooterPlayerController::DoMapInput ( int Index)
inline

Definition at line 2854 of file Actor.h.

◆ DoOnCaptainOrderPressed()

void AShooterPlayerController::DoOnCaptainOrderPressed ( int OrderIndex)
inline

Definition at line 2855 of file Actor.h.

◆ DoOnCaptainOrderReleased()

void AShooterPlayerController::DoOnCaptainOrderReleased ( int OrderIndex)
inline

Definition at line 2856 of file Actor.h.

◆ DoOnReleaseItemSlot()

void AShooterPlayerController::DoOnReleaseItemSlot ( int Index)
inline

Definition at line 2857 of file Actor.h.

◆ DoOnReleaseUseFeat()

void AShooterPlayerController::DoOnReleaseUseFeat ( int Index)
inline

Definition at line 2858 of file Actor.h.

◆ DoOnUseFeat()

void AShooterPlayerController::DoOnUseFeat ( int Index)
inline

Definition at line 2859 of file Actor.h.

◆ DoOnUseItemSlot()

void AShooterPlayerController::DoOnUseItemSlot ( int Index)
inline

Definition at line 2860 of file Actor.h.

◆ DoPingTrace()

bool AShooterPlayerController::DoPingTrace ( FReplicatePingData * NewPing,
bool * bIsResponding )
inline

Definition at line 3093 of file Actor.h.

◆ DoPlayerCommand()

void AShooterPlayerController::DoPlayerCommand ( FString TheCommand)
inline

Definition at line 3062 of file Actor.h.

◆ DoServerCheckUnfreeze() [1/2]

void AShooterPlayerController::DoServerCheckUnfreeze ( )
inline

Definition at line 3230 of file Actor.h.

◆ DoServerCheckUnfreeze() [2/2]

void AShooterPlayerController::DoServerCheckUnfreeze ( )
inline

Definition at line 3405 of file Actor.h.

◆ DoServerCheckUnfreeze_Implementation() [1/2]

void AShooterPlayerController::DoServerCheckUnfreeze_Implementation ( )
inline

Definition at line 2608 of file Actor.h.

◆ DoServerCheckUnfreeze_Implementation() [2/2]

void AShooterPlayerController::DoServerCheckUnfreeze_Implementation ( )
inline

Definition at line 2861 of file Actor.h.

◆ DoTransferToRemoteInventory()

void AShooterPlayerController::DoTransferToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
UPrimalItem * anItem,
bool bAlsoTryToEqup,
int requestedQuantity )
inline

Definition at line 2862 of file Actor.h.

◆ DownloadTransferredPlayerCharacter()

void AShooterPlayerController::DownloadTransferredPlayerCharacter ( )
inline

Definition at line 2915 of file Actor.h.

◆ DrawHUD() [1/2]

void AShooterPlayerController::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 2647 of file Actor.h.

◆ DrawHUD() [2/2]

void AShooterPlayerController::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 2863 of file Actor.h.

◆ EnableCheats() [1/2]

void AShooterPlayerController::EnableCheats ( FString Pass)
inline

Definition at line 2522 of file Actor.h.

◆ EnableCheats() [2/2]

void AShooterPlayerController::EnableCheats ( FString Pass)
inline

Definition at line 2864 of file Actor.h.

◆ EnableLightingChecker()

void AShooterPlayerController::EnableLightingChecker ( )
inline

Definition at line 2865 of file Actor.h.

◆ EnableSpectator() [1/2]

void AShooterPlayerController::EnableSpectator ( )
inline

Definition at line 2610 of file Actor.h.

◆ EnableSpectator() [2/2]

void AShooterPlayerController::EnableSpectator ( )
inline

Definition at line 2866 of file Actor.h.

◆ EnableViewOnly()

void AShooterPlayerController::EnableViewOnly ( )
inline

Definition at line 2867 of file Actor.h.

◆ EndAArkGamepadDpadUp() [1/2]

void AShooterPlayerController::EndAArkGamepadDpadUp ( )
inline

Definition at line 3002 of file Actor.h.

◆ EndAArkGamepadDpadUp() [2/2]

void AShooterPlayerController::EndAArkGamepadDpadUp ( )
inline

Definition at line 2868 of file Actor.h.

◆ EndArkGamepadBackButton() [1/2]

void AShooterPlayerController::EndArkGamepadBackButton ( )
inline

Definition at line 2990 of file Actor.h.

◆ EndArkGamepadBackButton() [2/2]

void AShooterPlayerController::EndArkGamepadBackButton ( )
inline

Definition at line 2869 of file Actor.h.

◆ EndArkGamepadDpadDown() [1/2]

void AShooterPlayerController::EndArkGamepadDpadDown ( )
inline

Definition at line 3006 of file Actor.h.

◆ EndArkGamepadDpadDown() [2/2]

void AShooterPlayerController::EndArkGamepadDpadDown ( )
inline

Definition at line 2870 of file Actor.h.

◆ EndArkGamepadDpadLeft() [1/2]

void AShooterPlayerController::EndArkGamepadDpadLeft ( )
inline

Definition at line 3000 of file Actor.h.

◆ EndArkGamepadDpadLeft() [2/2]

void AShooterPlayerController::EndArkGamepadDpadLeft ( )
inline

Definition at line 2871 of file Actor.h.

◆ EndArkGamepadDpadRight() [1/2]

void AShooterPlayerController::EndArkGamepadDpadRight ( )
inline

Definition at line 3004 of file Actor.h.

◆ EndArkGamepadDpadRight() [2/2]

void AShooterPlayerController::EndArkGamepadDpadRight ( )
inline

Definition at line 2872 of file Actor.h.

◆ EndArkGamepadFaceButtonBottom() [1/2]

void AShooterPlayerController::EndArkGamepadFaceButtonBottom ( )
inline

Definition at line 2998 of file Actor.h.

◆ EndArkGamepadFaceButtonBottom() [2/2]

void AShooterPlayerController::EndArkGamepadFaceButtonBottom ( )
inline

Definition at line 2873 of file Actor.h.

◆ EndArkGamepadFaceButtonLeft() [1/2]

void AShooterPlayerController::EndArkGamepadFaceButtonLeft ( )
inline

Definition at line 2992 of file Actor.h.

◆ EndArkGamepadFaceButtonLeft() [2/2]

void AShooterPlayerController::EndArkGamepadFaceButtonLeft ( )
inline

Definition at line 2874 of file Actor.h.

◆ EndArkGamepadFaceButtonRight() [1/2]

void AShooterPlayerController::EndArkGamepadFaceButtonRight ( )
inline

Definition at line 2994 of file Actor.h.

◆ EndArkGamepadFaceButtonRight() [2/2]

void AShooterPlayerController::EndArkGamepadFaceButtonRight ( )
inline

Definition at line 2875 of file Actor.h.

◆ EndArkGamepadFaceButtonTop() [1/2]

void AShooterPlayerController::EndArkGamepadFaceButtonTop ( )
inline

Definition at line 2996 of file Actor.h.

◆ EndArkGamepadFaceButtonTop() [2/2]

void AShooterPlayerController::EndArkGamepadFaceButtonTop ( )
inline

Definition at line 2876 of file Actor.h.

◆ EndArkGamepadLeftShoulder() [1/2]

void AShooterPlayerController::EndArkGamepadLeftShoulder ( )
inline

Definition at line 2986 of file Actor.h.

◆ EndArkGamepadLeftShoulder() [2/2]

void AShooterPlayerController::EndArkGamepadLeftShoulder ( )
inline

Definition at line 2877 of file Actor.h.

◆ EndArkGamepadRightShoulder() [1/2]

void AShooterPlayerController::EndArkGamepadRightShoulder ( )
inline

Definition at line 2981 of file Actor.h.

◆ EndArkGamepadRightShoulder() [2/2]

void AShooterPlayerController::EndArkGamepadRightShoulder ( )
inline

Definition at line 2878 of file Actor.h.

◆ EndEmoteSelection() [1/2]

void AShooterPlayerController::EndEmoteSelection ( )
inline

Definition at line 2574 of file Actor.h.

◆ EndEmoteSelection() [2/2]

void AShooterPlayerController::EndEmoteSelection ( )
inline

Definition at line 2879 of file Actor.h.

◆ EndFeatsSelection()

void AShooterPlayerController::EndFeatsSelection ( )
inline

Definition at line 2880 of file Actor.h.

◆ EndInventoryRadialSelector() [1/2]

void AShooterPlayerController::EndInventoryRadialSelector ( )
inline

Definition at line 2562 of file Actor.h.

◆ EndInventoryRadialSelector() [2/2]

void AShooterPlayerController::EndInventoryRadialSelector ( )
inline

Definition at line 2881 of file Actor.h.

◆ EndPlayerActionRadialSelector() [1/2]

void AShooterPlayerController::EndPlayerActionRadialSelector ( )
inline

Definition at line 2564 of file Actor.h.

◆ EndPlayerActionRadialSelector() [2/2]

void AShooterPlayerController::EndPlayerActionRadialSelector ( )
inline

Definition at line 2882 of file Actor.h.

◆ EndSurfaceCamera() [1/2]

void AShooterPlayerController::EndSurfaceCamera ( )
inline

Definition at line 3038 of file Actor.h.

◆ EndSurfaceCamera() [2/2]

void AShooterPlayerController::EndSurfaceCamera ( )
inline

Definition at line 2883 of file Actor.h.

◆ EndWhistleSelection() [1/2]

void AShooterPlayerController::EndWhistleSelection ( )
inline

Definition at line 2573 of file Actor.h.

◆ EndWhistleSelection() [2/2]

void AShooterPlayerController::EndWhistleSelection ( )
inline

Definition at line 2884 of file Actor.h.

◆ EnemyInVisible() [1/2]

void AShooterPlayerController::EnemyInVisible ( bool Invisible)
inline

Definition at line 2642 of file Actor.h.

◆ EnemyInVisible() [2/2]

void AShooterPlayerController::EnemyInVisible ( bool Invisible)
inline

Definition at line 2885 of file Actor.h.

◆ EnteredSpectatingStateTimeField() [1/2]

long double & AShooterPlayerController::EnteredSpectatingStateTimeField ( )
inline

Definition at line 2404 of file Actor.h.

◆ EnteredSpectatingStateTimeField() [2/2]

long double & AShooterPlayerController::EnteredSpectatingStateTimeField ( )
inline

Definition at line 2536 of file Actor.h.

◆ EnvQA()

void AShooterPlayerController::EnvQA ( )
inline

Definition at line 2970 of file Actor.h.

◆ ExportDinoData()

void AShooterPlayerController::ExportDinoData ( APrimalDinoCharacter * DinoToExport)
inline

Definition at line 2817 of file Actor.h.

◆ FadeOutLoadingMusic() [1/2]

void AShooterPlayerController::FadeOutLoadingMusic ( )
inline

Definition at line 2962 of file Actor.h.

◆ FadeOutLoadingMusic() [2/2]

void AShooterPlayerController::FadeOutLoadingMusic ( )
inline

Definition at line 2886 of file Actor.h.

◆ FailedToSpawnPawn() [1/2]

void AShooterPlayerController::FailedToSpawnPawn ( )
inline

Definition at line 2609 of file Actor.h.

◆ FailedToSpawnPawn() [2/2]

void AShooterPlayerController::FailedToSpawnPawn ( )
inline

Definition at line 2887 of file Actor.h.

◆ FinalFlushLevelStreaming() [1/2]

void AShooterPlayerController::FinalFlushLevelStreaming ( )
inline

Definition at line 2847 of file Actor.h.

◆ FinalFlushLevelStreaming() [2/2]

void AShooterPlayerController::FinalFlushLevelStreaming ( )
inline

Definition at line 2888 of file Actor.h.

◆ FinalStructurePlacement()

void AShooterPlayerController::FinalStructurePlacement ( TSubclassOf< APrimalStructure > theStructureClass,
FVector TestBuildLocation,
FRotator TestBuildRotation,
FRotator PlayerViewRotation,
APawn * AttachToPawn,
APrimalDinoCharacter * DinoCharacter,
FName BoneName,
FItemNetID FinalPlacementItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle,
bool bIgnoreClassOverride )
inline

Definition at line 2889 of file Actor.h.

◆ FlushLevelStreaming() [1/2]

void AShooterPlayerController::FlushLevelStreaming ( )
inline

Definition at line 2845 of file Actor.h.

◆ FlushLevelStreaming() [2/2]

void AShooterPlayerController::FlushLevelStreaming ( )
inline

Definition at line 2890 of file Actor.h.

◆ FlushPressedKeys() [1/2]

void AShooterPlayerController::FlushPressedKeys ( )
inline

Definition at line 2640 of file Actor.h.

◆ FlushPressedKeys() [2/2]

void AShooterPlayerController::FlushPressedKeys ( )
inline

Definition at line 2891 of file Actor.h.

◆ FlushPrimalStats() [1/2]

void AShooterPlayerController::FlushPrimalStats ( )
inline

Definition at line 3084 of file Actor.h.

◆ FlushPrimalStats() [2/2]

void AShooterPlayerController::FlushPrimalStats ( )
inline

Definition at line 2892 of file Actor.h.

◆ ForceAddDinoExperience()

void AShooterPlayerController::ForceAddDinoExperience ( float Amount)
inline

Definition at line 2893 of file Actor.h.

◆ ForceCraftPressed() [1/2]

void AShooterPlayerController::ForceCraftPressed ( )
inline

Definition at line 2540 of file Actor.h.

◆ ForceCraftPressed() [2/2]

void AShooterPlayerController::ForceCraftPressed ( )
inline

Definition at line 2894 of file Actor.h.

◆ ForceCraftReleased() [1/2]

void AShooterPlayerController::ForceCraftReleased ( )
inline

Definition at line 2541 of file Actor.h.

◆ ForceCraftReleased() [2/2]

void AShooterPlayerController::ForceCraftReleased ( )
inline

Definition at line 2895 of file Actor.h.

◆ ForceDrawCurrentGroupsUntilTimeField() [1/2]

long double & AShooterPlayerController::ForceDrawCurrentGroupsUntilTimeField ( )
inline

Definition at line 2445 of file Actor.h.

◆ ForceDrawCurrentGroupsUntilTimeField() [2/2]

long double & AShooterPlayerController::ForceDrawCurrentGroupsUntilTimeField ( )
inline

Definition at line 2582 of file Actor.h.

◆ ForceFlushPressedKeys()

void AShooterPlayerController::ForceFlushPressedKeys ( )
inline

Definition at line 2896 of file Actor.h.

◆ ForceTame() [1/2]

void AShooterPlayerController::ForceTame ( bool bCheatTame)
inline

Definition at line 2897 of file Actor.h.

◆ ForceTame() [2/2]

void AShooterPlayerController::ForceTame ( bool bCheatTame,
APrimalDinoCharacter * Dino )
inline

Definition at line 2741 of file Actor.h.

◆ ForceTribes() [1/2]

void AShooterPlayerController::ForceTribes ( FString * PlayerName1,
FString * PlayerName2,
FString * NewTribeName )
inline

Definition at line 2871 of file Actor.h.

◆ ForceTribes() [2/2]

void AShooterPlayerController::ForceTribes ( FString * PlayerName1,
FString * PlayerName2,
FString * NewTribeName )
inline

Definition at line 2898 of file Actor.h.

◆ ForceUnstasisAtLocation() [1/2]

void AShooterPlayerController::ForceUnstasisAtLocation ( FVector AtLocation)
inline

Definition at line 2866 of file Actor.h.

◆ ForceUnstasisAtLocation() [2/2]

void AShooterPlayerController::ForceUnstasisAtLocation ( FVector AtLocation)
inline

Definition at line 2899 of file Actor.h.

◆ ForceUpdateCaptures()

void AShooterPlayerController::ForceUpdateCaptures ( )
inline

Definition at line 2900 of file Actor.h.

◆ FormatTextWithKeyBindings()

FString * AShooterPlayerController::FormatTextWithKeyBindings ( FString * result,
FString InText,
bool bIgnoreMarkup )
inline

Definition at line 2901 of file Actor.h.

◆ Get3DValuesAreDirty()

bool AShooterPlayerController::Get3DValuesAreDirty ( )
inline

Definition at line 3123 of file Actor.h.

◆ GetActiveMission()

AMissionType * AShooterPlayerController::GetActiveMission ( )
inline

Definition at line 2895 of file Actor.h.

◆ GetAimedUseActor() [1/2]

AActor * AShooterPlayerController::GetAimedUseActor ( UActorComponent ** UseComponent,
int * hitBodyIndex,
bool bForceUseActorLocation )
inline

Definition at line 2550 of file Actor.h.

◆ GetAimedUseActor() [2/2]

AActor * AShooterPlayerController::GetAimedUseActor ( UActorComponent ** UseComponent,
int * hitBodyIndex,
bool bForceUseActorLocation )
inline

Definition at line 2902 of file Actor.h.

◆ GetAllAimedHarvestActors() [1/2]

bool AShooterPlayerController::GetAllAimedHarvestActors ( float MaxDistance,
TArray< AActor * > * OutHarvestActors,
TArray< UActorComponent * > * OutHarvestComponents,
TArray< int > * OutHitBodyIndices )
inline

Definition at line 2549 of file Actor.h.

◆ GetAllAimedHarvestActors() [2/2]

bool AShooterPlayerController::GetAllAimedHarvestActors ( float MaxDistance,
TArray< AActor * > * OutHarvestActors,
TArray< UActorComponent * > * OutHarvestComponents,
TArray< int > * OutHitBodyIndices )
inline

Definition at line 2903 of file Actor.h.

◆ GetAllMatinees()

void AShooterPlayerController::GetAllMatinees ( )
inline

Definition at line 2810 of file Actor.h.

◆ GetAlwaysReleventNetworkActors()

TArray< AActor * > * AShooterPlayerController::GetAlwaysReleventNetworkActors ( )
inline

Definition at line 3085 of file Actor.h.

◆ GetAudioListenerPosition() [1/2]

void AShooterPlayerController::GetAudioListenerPosition ( FVector * OutLocation,
FVector * OutFrontDir,
FVector * OutRightDir )
inline

Definition at line 3031 of file Actor.h.

◆ GetAudioListenerPosition() [2/2]

void AShooterPlayerController::GetAudioListenerPosition ( FVector * OutLocation,
FVector * OutFrontDir,
FVector * OutRightDir )
inline

Definition at line 2904 of file Actor.h.

◆ GetBestScoreForMission()

FLeaderboardRow * AShooterPlayerController::GetBestScoreForMission ( FLeaderboardRow * result,
FName MissionTag )
inline

Definition at line 2898 of file Actor.h.

◆ GetChatProximityRadius()

float AShooterPlayerController::GetChatProximityRadius ( )
inline

Definition at line 2864 of file Actor.h.

◆ GetCheatsCommands() [1/2]

TArray< FString > * AShooterPlayerController::GetCheatsCommands ( TArray< FString > * result)
inline

Definition at line 2529 of file Actor.h.

◆ GetCheatsCommands() [2/2]

TArray< FString > * AShooterPlayerController::GetCheatsCommands ( TArray< FString > * result)
inline

Definition at line 2905 of file Actor.h.

◆ GetControllerPlayer()

AShooterCharacter * AShooterPlayerController::GetControllerPlayer ( )
inline

Definition at line 3088 of file Actor.h.

◆ GetCurrentMultiUseWheelCategory() [1/2]

int AShooterPlayerController::GetCurrentMultiUseWheelCategory ( )
inline

Definition at line 3049 of file Actor.h.

◆ GetCurrentMultiUseWheelCategory() [2/2]

int AShooterPlayerController::GetCurrentMultiUseWheelCategory ( )
inline

Definition at line 2906 of file Actor.h.

◆ GetExplorerNoteEntry()

FExplorerNoteEntry * AShooterPlayerController::GetExplorerNoteEntry ( FExplorerNoteEntry * result,
int ExplorerNoteIndex )
inline

Definition at line 3043 of file Actor.h.

◆ GetInventoryUISelectedItemLocal() [1/2]

UPrimalItem * AShooterPlayerController::GetInventoryUISelectedItemLocal ( )
inline

Definition at line 3019 of file Actor.h.

◆ GetInventoryUISelectedItemLocal() [2/2]

UPrimalItem * AShooterPlayerController::GetInventoryUISelectedItemLocal ( )
inline

Definition at line 2907 of file Actor.h.

◆ GetInventoryUISelectedItemRemote() [1/2]

UPrimalItem * AShooterPlayerController::GetInventoryUISelectedItemRemote ( )
inline

Definition at line 3020 of file Actor.h.

◆ GetInventoryUISelectedItemRemote() [2/2]

UPrimalItem * AShooterPlayerController::GetInventoryUISelectedItemRemote ( )
inline

Definition at line 2908 of file Actor.h.

◆ GetIsMissionWaypointActive()

bool AShooterPlayerController::GetIsMissionWaypointActive ( )
inline

Definition at line 3111 of file Actor.h.

◆ GetLastControlledPlayerChar()

AActor * AShooterPlayerController::GetLastControlledPlayerChar ( )
inline

Definition at line 2909 of file Actor.h.

◆ GetLatestScoreForMission()

TKeyValuePair< bool, FLeaderboardRow > * AShooterPlayerController::GetLatestScoreForMission ( TKeyValuePair< bool, FLeaderboardRow > * result,
FName MissionTag )
inline

Definition at line 2896 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

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

Definition at line 2641 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

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

Definition at line 2910 of file Actor.h.

◆ GetLinkedPlayerID() [1/2]

int AShooterPlayerController::GetLinkedPlayerID ( )
inline

Definition at line 3009 of file Actor.h.

◆ GetLinkedPlayerID() [2/2]

int AShooterPlayerController::GetLinkedPlayerID ( )
inline

Definition at line 2912 of file Actor.h.

◆ GetLinkedPlayerID64() [1/2]

unsigned __int64 AShooterPlayerController::GetLinkedPlayerID64 ( )
inline

Definition at line 3010 of file Actor.h.

◆ GetLinkedPlayerID64() [2/2]

unsigned __int64 AShooterPlayerController::GetLinkedPlayerID64 ( )
inline

Definition at line 2911 of file Actor.h.

◆ GetMissionWaypointID()

FName * AShooterPlayerController::GetMissionWaypointID ( FName * result)
inline

Definition at line 3112 of file Actor.h.

◆ GetNearbyPOIs()

TArray< FPointOfInterestData_ForCompanion > * AShooterPlayerController::GetNearbyPOIs ( TArray< FPointOfInterestData_ForCompanion > * result)
inline

Definition at line 3107 of file Actor.h.

◆ GetNearbyTreasures()

void AShooterPlayerController::GetNearbyTreasures ( float DesiredDistance,
TArray< UPrimalItem * > * OutMapItems )
inline

Definition at line 2913 of file Actor.h.

◆ GetPawnInventoryComponent() [1/2]

UPrimalInventoryComponent * AShooterPlayerController::GetPawnInventoryComponent ( )
inline

Definition at line 2772 of file Actor.h.

◆ GetPawnInventoryComponent() [2/2]

UPrimalInventoryComponent * AShooterPlayerController::GetPawnInventoryComponent ( )
inline

Definition at line 2914 of file Actor.h.

◆ GetPersistentUser()

UShooterPersistentUser * AShooterPlayerController::GetPersistentUser ( )
inline

Definition at line 2648 of file Actor.h.

◆ GetPersonalTameLimitString() [1/2]

FString * AShooterPlayerController::GetPersonalTameLimitString ( FString * result)
inline

Definition at line 3057 of file Actor.h.

◆ GetPersonalTameLimitString() [2/2]

FString * AShooterPlayerController::GetPersonalTameLimitString ( FString * result)
inline

Definition at line 2915 of file Actor.h.

◆ GetPingIconForComponent()

UTexture2D * AShooterPlayerController::GetPingIconForComponent ( UPrimitiveComponent * ForComponent)
inline

Definition at line 3102 of file Actor.h.

◆ GetPingTitleForActor()

static FString * AShooterPlayerController::GetPingTitleForActor ( FString * result,
AActor * ForActor )
inlinestatic

Definition at line 3103 of file Actor.h.

◆ GetPlayerCharacter() [1/2]

AShooterCharacter * AShooterPlayerController::GetPlayerCharacter ( )
inline

Definition at line 2720 of file Actor.h.

◆ GetPlayerCharacter() [2/2]

AShooterCharacter * AShooterPlayerController::GetPlayerCharacter ( )
inline

Definition at line 2916 of file Actor.h.

+ Here is the caller graph for this function:

◆ GetPlayerCharacterName() [1/2]

FString * AShooterPlayerController::GetPlayerCharacterName ( FString * result)
inline

Definition at line 3011 of file Actor.h.

◆ GetPlayerCharacterName() [2/2]

FString * AShooterPlayerController::GetPlayerCharacterName ( FString * result)
inline

Definition at line 2917 of file Actor.h.

◆ GetPlayerControllerViewerOverride() [1/2]

AActor * AShooterPlayerController::GetPlayerControllerViewerOverride ( )
inline

Definition at line 2740 of file Actor.h.

◆ GetPlayerControllerViewerOverride() [2/2]

AActor * AShooterPlayerController::GetPlayerControllerViewerOverride ( )
inline

Definition at line 2918 of file Actor.h.

◆ GetPlayerInventory() [1/2]

UPrimalInventoryComponent * AShooterPlayerController::GetPlayerInventory ( )
inline

Definition at line 2673 of file Actor.h.

◆ GetPlayerInventory() [2/2]

UPrimalInventoryComponent * AShooterPlayerController::GetPlayerInventory ( )
inline

Definition at line 2919 of file Actor.h.

◆ GetPlayerInventoryComponent() [1/2]

UPrimalInventoryComponent * AShooterPlayerController::GetPlayerInventoryComponent ( )
inline

Definition at line 2773 of file Actor.h.

◆ GetPlayerInventoryComponent() [2/2]

UPrimalInventoryComponent * AShooterPlayerController::GetPlayerInventoryComponent ( )
inline

Definition at line 2920 of file Actor.h.

◆ GetPlayerViewPoint() [1/3]

void AShooterPlayerController::GetPlayerViewPoint ( FVector * out_Location,
FRotator * out_Rotation )
inline

Definition at line 2780 of file Actor.h.

◆ GetPlayerViewPoint() [2/3]

void AShooterPlayerController::GetPlayerViewPoint ( FVector * out_Location,
FRotator * out_Rotation,
bool ForAiming )
inline

Definition at line 2781 of file Actor.h.

◆ GetPlayerViewPoint() [3/3]

void AShooterPlayerController::GetPlayerViewPoint ( FVector * out_Location,
FRotator * out_Rotation,
bool ForAiming )
inline

Definition at line 2921 of file Actor.h.

◆ GetPlayerViewPointNoModifiers() [1/2]

void AShooterPlayerController::GetPlayerViewPointNoModifiers ( FVector * out_Location,
FRotator * out_Rotation,
bool ForAiming,
bool bNoTPVAim )
inline

Definition at line 2782 of file Actor.h.

◆ GetPlayerViewPointNoModifiers() [2/2]

void AShooterPlayerController::GetPlayerViewPointNoModifiers ( FVector * out_Location,
FRotator * out_Rotation,
bool ForAiming,
bool bNoTPVAim )
inline

Definition at line 2922 of file Actor.h.

◆ GetPrivateStaticClass() [1/4]

static UClass * AShooterPlayerController::GetPrivateStaticClass ( )
inlinestatic

Definition at line 2519 of file Actor.h.

◆ GetPrivateStaticClass() [2/4]

static UClass * AShooterPlayerController::GetPrivateStaticClass ( )
inlinestatic

Definition at line 2683 of file Actor.h.

◆ GetPrivateStaticClass() [3/4]

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

Definition at line 3126 of file Actor.h.

◆ GetPrivateStaticClass() [4/4]

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

Definition at line 3406 of file Actor.h.

◆ GetRadioFrequencies() [1/2]

TArray< unsigned int > * AShooterPlayerController::GetRadioFrequencies ( TArray< unsigned int > * result)
inline

Definition at line 2862 of file Actor.h.

◆ GetRadioFrequencies() [2/2]

TArray< unsigned int > * AShooterPlayerController::GetRadioFrequencies ( TArray< unsigned int > * result)
inline

Definition at line 2923 of file Actor.h.

◆ GetResponsibleDamager() [1/2]

APawn * AShooterPlayerController::GetResponsibleDamager ( AActor * DamageCauser)
inline

Definition at line 3045 of file Actor.h.

◆ GetResponsibleDamager() [2/2]

APawn * AShooterPlayerController::GetResponsibleDamager ( AActor * DamageCauser)
inline

Definition at line 2924 of file Actor.h.

◆ GetSavedPlayerCharactersPath()

static FString * AShooterPlayerController::GetSavedPlayerCharactersPath ( FString * result)
inlinestatic

Definition at line 2925 of file Actor.h.

◆ GetShooterHUD() [1/2]

AShooterHUD * AShooterPlayerController::GetShooterHUD ( )
inline

Definition at line 2646 of file Actor.h.

◆ GetShooterHUD() [2/2]

AShooterHUD * AShooterPlayerController::GetShooterHUD ( )
inline

Definition at line 3519 of file Actor.h.

◆ GetShooterPlayerState() [1/2]

AShooterPlayerState * AShooterPlayerController::GetShooterPlayerState ( )
inline

Definition at line 2751 of file Actor.h.

◆ GetShooterPlayerState() [2/2]

AShooterPlayerState * AShooterPlayerController::GetShooterPlayerState ( )
inline

Definition at line 3518 of file Actor.h.

◆ GetSubscribedAppIds() [1/2]

int AShooterPlayerController::GetSubscribedAppIds ( )
inline

Definition at line 2905 of file Actor.h.

◆ GetSubscribedAppIds() [2/2]

int AShooterPlayerController::GetSubscribedAppIds ( )
inline

Definition at line 2926 of file Actor.h.

◆ GetTamedDinosNearBy() [1/2]

void AShooterPlayerController::GetTamedDinosNearBy ( TArray< TWeakObjectPtr< APrimalDinoCharacter > > * Dinos)
inline

Definition at line 2880 of file Actor.h.

◆ GetTamedDinosNearBy() [2/2]

void AShooterPlayerController::GetTamedDinosNearBy ( TArray< TWeakObjectPtr< APrimalDinoCharacter > > * Dinos,
float RangeRadius )
inline

Definition at line 2881 of file Actor.h.

◆ GetUniqueNetIdAsString() [1/2]

FString * AShooterPlayerController::GetUniqueNetIdAsString ( FString * result)
inline

Definition at line 2767 of file Actor.h.

◆ GetUniqueNetIdAsString() [2/2]

FString * AShooterPlayerController::GetUniqueNetIdAsString ( FString * result)
inline

Definition at line 2927 of file Actor.h.

◆ GetUniqueNetIdAsUINT64()

unsigned __int64 AShooterPlayerController::GetUniqueNetIdAsUINT64 ( )
inline

Definition at line 2768 of file Actor.h.

◆ GetUserSettings()

UShooterGameUserSettings * AShooterPlayerController::GetUserSettings ( )
inline

Definition at line 2778 of file Actor.h.

◆ GetViewLocation() [1/2]

FVector * AShooterPlayerController::GetViewLocation ( FVector * result)
inline

Definition at line 2716 of file Actor.h.

◆ GetViewLocation() [2/2]

FVector * AShooterPlayerController::GetViewLocation ( FVector * result)
inline

Definition at line 2928 of file Actor.h.

◆ GiveActorToMe() [1/2]

void AShooterPlayerController::GiveActorToMe ( AActor * anAct,
bool bNotifyNetwork )
inline

Definition at line 2745 of file Actor.h.

◆ GiveActorToMe() [2/2]

void AShooterPlayerController::GiveActorToMe ( AActor * anAct,
bool bNotifyNetwork )
inline

Definition at line 2929 of file Actor.h.

◆ GiveColors() [1/2]

void AShooterPlayerController::GiveColors ( int quantity)
inline

Definition at line 2972 of file Actor.h.

◆ GiveColors() [2/2]

void AShooterPlayerController::GiveColors ( int quantity)
inline

Definition at line 2930 of file Actor.h.

◆ GiveEngrams() [1/2]

void AShooterPlayerController::GiveEngrams ( bool bForceAllEngrams,
bool bTekEngramsOnly )
inline

Definition at line 2870 of file Actor.h.

◆ GiveEngrams() [2/2]

void AShooterPlayerController::GiveEngrams ( bool ForceAllEngrams)
inline

Definition at line 2931 of file Actor.h.

◆ GiveFast() [1/2]

bool AShooterPlayerController::GiveFast ( FName * blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint )
inline

Definition at line 2932 of file Actor.h.

◆ GiveFast() [2/2]

bool AShooterPlayerController::GiveFast ( FName * blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint,
float MinRandomQuality )
inline

Definition at line 2763 of file Actor.h.

◆ GiveItem() [1/2]

bool AShooterPlayerController::GiveItem ( FString * blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint )
inline

Definition at line 2933 of file Actor.h.

◆ GiveItem() [2/2]

bool AShooterPlayerController::GiveItem ( TArray< UPrimalItem * > * outItems,
FString * blueprintPath,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint,
bool bAutoEquip,
float MinRandomQuality )
inline

Definition at line 2762 of file Actor.h.

◆ GiveItemNum() [1/2]

bool AShooterPlayerController::GiveItemNum ( int masterIndexNum,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint )
inline

Definition at line 2766 of file Actor.h.

◆ GiveItemNum() [2/2]

bool AShooterPlayerController::GiveItemNum ( int masterIndexNum,
int quantityOverride,
float qualityOverride,
bool bForceBlueprint )
inline

Definition at line 2934 of file Actor.h.

◆ GiveResources() [1/2]

void AShooterPlayerController::GiveResources ( )
inline

Definition at line 2869 of file Actor.h.

◆ GiveResources() [2/2]

void AShooterPlayerController::GiveResources ( )
inline

Definition at line 2935 of file Actor.h.

◆ GiveSlotItem() [1/2]

bool AShooterPlayerController::GiveSlotItem ( FString * blueprintPath,
int slotNum,
int quantityOverride )
inline

Definition at line 2764 of file Actor.h.

◆ GiveSlotItem() [2/2]

bool AShooterPlayerController::GiveSlotItem ( FString * blueprintPath,
int slotNum,
int quantityOverride )
inline

Definition at line 2936 of file Actor.h.

◆ GiveSlotItemNum() [1/2]

bool AShooterPlayerController::GiveSlotItemNum ( int masterIndexNum,
int slotNum,
int quantityOverride )
inline

Definition at line 2765 of file Actor.h.

◆ GiveSlotItemNum() [2/2]

bool AShooterPlayerController::GiveSlotItemNum ( int masterIndexNum,
int slotNum,
int quantityOverride )
inline

Definition at line 2937 of file Actor.h.

◆ GiveToMe() [1/2]

void AShooterPlayerController::GiveToMe ( )
inline

Definition at line 2744 of file Actor.h.

◆ GiveToMe() [2/2]

void AShooterPlayerController::GiveToMe ( )
inline

Definition at line 2938 of file Actor.h.

◆ GlobalCommand() [1/2]

void AShooterPlayerController::GlobalCommand ( FString * Msg)
inline

Definition at line 2809 of file Actor.h.

◆ GlobalCommand() [2/2]

void AShooterPlayerController::GlobalCommand ( FString * Msg)
inline

Definition at line 2939 of file Actor.h.

◆ GridTravelToGlobalPos()

void AShooterPlayerController::GridTravelToGlobalPos ( FVector * ToGlobalPos)
inline

Definition at line 2940 of file Actor.h.

◆ GridTravelToLocalPos()

void AShooterPlayerController::GridTravelToLocalPos ( unsigned __int16 GridX,
unsigned __int16 GridY,
FVector * ToLocalPos )
inline

Definition at line 2941 of file Actor.h.

◆ HandleRespawned_Implementation()

void AShooterPlayerController::HandleRespawned_Implementation ( APawn * NewPawn,
bool IsFirstSpawn )
inline

Definition at line 2835 of file Actor.h.

◆ HasBestScoreForMission()

bool AShooterPlayerController::HasBestScoreForMission ( FName MissionTag)
inline

Definition at line 2897 of file Actor.h.

◆ HasEngram()

bool AShooterPlayerController::HasEngram ( TSubclassOf< UPrimalItem > TheItemClass)
inline

Definition at line 2942 of file Actor.h.

◆ HasGodMode() [1/2]

bool AShooterPlayerController::HasGodMode ( )
inline

Definition at line 2643 of file Actor.h.

◆ HasGodMode() [2/2]

bool AShooterPlayerController::HasGodMode ( )
inline

Definition at line 2943 of file Actor.h.

◆ HasInstantHarvest()

bool AShooterPlayerController::HasInstantHarvest ( )
inline

Definition at line 3087 of file Actor.h.

◆ HasRadio() [1/2]

bool AShooterPlayerController::HasRadio ( )
inline

Definition at line 2861 of file Actor.h.

◆ HasRadio() [2/2]

bool AShooterPlayerController::HasRadio ( bool allowVoice)
inline

Definition at line 2944 of file Actor.h.

◆ HasSameRadioFrequency() [1/2]

bool AShooterPlayerController::HasSameRadioFrequency ( AShooterPlayerController * OtherPC,
unsigned int * SharedFrequency )
inline

Definition at line 2863 of file Actor.h.

◆ HasSameRadioFrequency() [2/2]

bool AShooterPlayerController::HasSameRadioFrequency ( AShooterPlayerController * OtherPC,
unsigned int * SharedFrequency )
inline

Definition at line 2945 of file Actor.h.

◆ HasSkill()

bool AShooterPlayerController::HasSkill ( TSubclassOf< UPrimalEngramEntry > SkillClass)
inline

Definition at line 2946 of file Actor.h.

◆ HeldFeatKeyField()

FieldArray< char, 10 > AShooterPlayerController::HeldFeatKeyField ( )
inline

Definition at line 2451 of file Actor.h.

◆ HeldFeatKeyTimeField()

FieldArray< long double, 10 > AShooterPlayerController::HeldFeatKeyTimeField ( )
inline

Definition at line 2452 of file Actor.h.

◆ HeldItemSlotField() [1/2]

FieldArray< char, 10 > AShooterPlayerController::HeldItemSlotField ( )
inline

Definition at line 2317 of file Actor.h.

◆ HeldItemSlotField() [2/2]

FieldArray< char, 10 > AShooterPlayerController::HeldItemSlotField ( )
inline

Definition at line 2453 of file Actor.h.

◆ HeldItemSlotTimeField() [1/2]

FieldArray< long double, 10 > AShooterPlayerController::HeldItemSlotTimeField ( )
inline

Definition at line 2320 of file Actor.h.

◆ HeldItemSlotTimeField() [2/2]

FieldArray< long double, 10 > AShooterPlayerController::HeldItemSlotTimeField ( )
inline

Definition at line 2456 of file Actor.h.

◆ HibernationReport() [1/2]

void AShooterPlayerController::HibernationReport ( FString * ClassName)
inline

Definition at line 2842 of file Actor.h.

◆ HibernationReport() [2/2]

void AShooterPlayerController::HibernationReport ( FString * ClassName)
inline

Definition at line 2948 of file Actor.h.

◆ HideRiders() [1/2]

void AShooterPlayerController::HideRiders ( bool bDoHide)
inline

Definition at line 2974 of file Actor.h.

◆ HideRiders() [2/2]

void AShooterPlayerController::HideRiders ( bool bDoHide)
inline

Definition at line 2949 of file Actor.h.

◆ HideTutorial() [1/2]

void AShooterPlayerController::HideTutorial ( int TutorialIndex)
inline

Definition at line 2585 of file Actor.h.

◆ HideTutorial() [2/2]

void AShooterPlayerController::HideTutorial ( int TutorialIndex)
inline

Definition at line 2950 of file Actor.h.

◆ HitMarkerScaleMultiplierField()

float & AShooterPlayerController::HitMarkerScaleMultiplierField ( )
inline

Definition at line 2570 of file Actor.h.

◆ HiWarp() [1/2]

void AShooterPlayerController::HiWarp ( FString * ClassName,
int Index )
inline

Definition at line 2843 of file Actor.h.

◆ HiWarp() [2/2]

void AShooterPlayerController::HiWarp ( FString * ClassName,
int Index )
inline

Definition at line 2947 of file Actor.h.

◆ HomeServerIdField()

unsigned int & AShooterPlayerController::HomeServerIdField ( )
inline

Definition at line 2629 of file Actor.h.

◆ IncrementPrimalStats() [1/2]

void AShooterPlayerController::IncrementPrimalStats ( EPrimalStatsValueTypes::Type statsValueType)
inline

Definition at line 3083 of file Actor.h.

◆ IncrementPrimalStats() [2/2]

void AShooterPlayerController::IncrementPrimalStats ( EPrimalStatsValueTypes::Type statsValueType)
inline

Definition at line 2951 of file Actor.h.

◆ InfiniteStats() [1/2]

void AShooterPlayerController::InfiniteStats ( )
inline

Definition at line 2653 of file Actor.h.

◆ InfiniteStats() [2/2]

void AShooterPlayerController::InfiniteStats ( )
inline

Definition at line 2952 of file Actor.h.

◆ InitCharacterPainting() [1/2]

void AShooterPlayerController::InitCharacterPainting ( APrimalCharacter * Char)
inline

Definition at line 3231 of file Actor.h.

◆ InitCharacterPainting() [2/2]

void AShooterPlayerController::InitCharacterPainting ( APrimalCharacter * Char,
bool bForTattoo )
inline

Definition at line 3407 of file Actor.h.

◆ InitCharacterPainting_Implementation() [1/2]

void AShooterPlayerController::InitCharacterPainting_Implementation ( APrimalCharacter * Char)
inline

Definition at line 2959 of file Actor.h.

◆ InitCharacterPainting_Implementation() [2/2]

void AShooterPlayerController::InitCharacterPainting_Implementation ( APrimalCharacter * Char,
bool bForTattoo )
inline

Definition at line 2953 of file Actor.h.

◆ InitHUD() [1/2]

void AShooterPlayerController::InitHUD ( bool bForceReinitUI)
inline

Definition at line 2848 of file Actor.h.

◆ InitHUD() [2/2]

void AShooterPlayerController::InitHUD ( bool bForceReinitUI)
inline

Definition at line 2954 of file Actor.h.

◆ InitInputSystem() [1/2]

void AShooterPlayerController::InitInputSystem ( )
inline

Definition at line 2639 of file Actor.h.

◆ InitInputSystem() [2/2]

void AShooterPlayerController::InitInputSystem ( )
inline

Definition at line 2955 of file Actor.h.

◆ InitPing()

bool AShooterPlayerController::InitPing ( FPingData * ForPingData,
FReplicatePingData * InitFromData )
inline

Definition at line 3101 of file Actor.h.

◆ IsAlliedWithTeam()

bool AShooterPlayerController::IsAlliedWithTeam ( int OtherTargetingTeam,
bool bIgnoreSameTeam )
inline

Definition at line 2956 of file Actor.h.

◆ IsAltFireInputPressed()

bool AShooterPlayerController::IsAltFireInputPressed ( )
inline

Definition at line 2738 of file Actor.h.

◆ IsAtPersonalTameLimit() [1/2]

bool AShooterPlayerController::IsAtPersonalTameLimit ( bool bIsForStructure)
inline

Definition at line 3056 of file Actor.h.

◆ IsAtPersonalTameLimit() [2/2]

bool AShooterPlayerController::IsAtPersonalTameLimit ( bool bIsForStructure)
inline

Definition at line 2957 of file Actor.h.

◆ IsEmoteUnlocked() [1/2]

bool AShooterPlayerController::IsEmoteUnlocked ( FName EmoteName)
inline

Definition at line 3048 of file Actor.h.

◆ IsEmoteUnlocked() [2/2]

bool AShooterPlayerController::IsEmoteUnlocked ( FName EmoteName)
inline

Definition at line 2958 of file Actor.h.

◆ IsFirstLocalPlayer() [1/2]

bool AShooterPlayerController::IsFirstLocalPlayer ( )
inline

Definition at line 3070 of file Actor.h.

◆ IsFirstLocalPlayer() [2/2]

bool AShooterPlayerController::IsFirstLocalPlayer ( )
inline

Definition at line 2959 of file Actor.h.

◆ IsFirstLocalPlayerOrLivingLocalPlayer() [1/2]

bool AShooterPlayerController::IsFirstLocalPlayerOrLivingLocalPlayer ( )
inline

Definition at line 3071 of file Actor.h.

◆ IsFirstLocalPlayerOrLivingLocalPlayer() [2/2]

bool AShooterPlayerController::IsFirstLocalPlayerOrLivingLocalPlayer ( )
inline

Definition at line 2960 of file Actor.h.

◆ IsGameInputAllowed() [1/2]

bool AShooterPlayerController::IsGameInputAllowed ( )
inline

Definition at line 3007 of file Actor.h.

◆ IsGameInputAllowed() [2/2]

bool AShooterPlayerController::IsGameInputAllowed ( )
inline

Definition at line 2961 of file Actor.h.

◆ IsGameMenuVisible()

bool AShooterPlayerController::IsGameMenuVisible ( )
inline

Definition at line 2521 of file Actor.h.

◆ IsHeldDownIndexOverriddenFromCaptainsOrders()

bool AShooterPlayerController::IsHeldDownIndexOverriddenFromCaptainsOrders ( int index)
inline

Definition at line 2962 of file Actor.h.

◆ IsHudVisible() [1/2]

bool AShooterPlayerController::IsHudVisible ( )
inline

Definition at line 2718 of file Actor.h.

◆ IsHudVisible() [2/2]

bool AShooterPlayerController::IsHudVisible ( )
inline

Definition at line 2963 of file Actor.h.

◆ IsInputPressed()

bool AShooterPlayerController::IsInputPressed ( FName InputName,
FName GamepadInputName )
inline

Definition at line 2736 of file Actor.h.

◆ IsInTribe() [1/2]

bool AShooterPlayerController::IsInTribe ( )
inline

Definition at line 3016 of file Actor.h.

◆ IsInTribe() [2/2]

bool AShooterPlayerController::IsInTribe ( )
inline

Definition at line 2964 of file Actor.h.

◆ IsJumpInputPressed()

bool AShooterPlayerController::IsJumpInputPressed ( )
inline

Definition at line 2737 of file Actor.h.

◆ IsOnlyViewingInventory()

bool AShooterPlayerController::IsOnlyViewingInventory ( )
inline

Definition at line 2966 of file Actor.h.

◆ IsOnSeatingStructure() [1/2]

bool AShooterPlayerController::IsOnSeatingStructure ( )
inline

Definition at line 2814 of file Actor.h.

◆ IsOnSeatingStructure() [2/2]

bool AShooterPlayerController::IsOnSeatingStructure ( )
inline

Definition at line 2965 of file Actor.h.

◆ IsPingedItem()

static bool AShooterPlayerController::IsPingedItem ( UPrimitiveComponent * PingComponent)
inlinestatic

Definition at line 3106 of file Actor.h.

◆ IsPlayerViewingPing()

static bool AShooterPlayerController::IsPlayerViewingPing ( AShooterPlayerController * ForPC,
FPingData * CheckPingData )
inlinestatic

Definition at line 3104 of file Actor.h.

◆ IsRidingDino() [1/2]

bool AShooterPlayerController::IsRidingDino ( )
inline

Definition at line 2813 of file Actor.h.

◆ IsRidingDino() [2/2]

bool AShooterPlayerController::IsRidingDino ( )
inline

Definition at line 2967 of file Actor.h.

◆ IsSavingData() [1/2]

bool AShooterPlayerController::IsSavingData ( )
inline

Definition at line 3060 of file Actor.h.

◆ IsSavingData() [2/2]

bool AShooterPlayerController::IsSavingData ( )
inline

Definition at line 2968 of file Actor.h.

◆ IsSpectator() [1/2]

bool AShooterPlayerController::IsSpectator ( )
inline

Definition at line 2965 of file Actor.h.

◆ IsSpectator() [2/2]

bool AShooterPlayerController::IsSpectator ( )
inline

Definition at line 2969 of file Actor.h.

◆ IsTamedDinoNearBy()

bool AShooterPlayerController::IsTamedDinoNearBy ( APrimalDinoCharacter * Dino,
float RangeRadius )
inline

Definition at line 2882 of file Actor.h.

◆ IsTribeAdmin() [1/2]

bool AShooterPlayerController::IsTribeAdmin ( )
inline

Definition at line 3015 of file Actor.h.

◆ IsTribeAdmin() [2/2]

bool AShooterPlayerController::IsTribeAdmin ( )
inline

Definition at line 2970 of file Actor.h.

◆ IsValidArkTributePlayerDownloadForThisServer()

bool AShooterPlayerController::IsValidArkTributePlayerDownloadForThisServer ( FArkTributePlayerData * PlayerData)
inline

Definition at line 2919 of file Actor.h.

◆ IsValidUnStasisCaster() [1/2]

bool AShooterPlayerController::IsValidUnStasisCaster ( )
inline

Definition at line 2601 of file Actor.h.

◆ IsValidUnStasisCaster() [2/2]

bool AShooterPlayerController::IsValidUnStasisCaster ( )
inline

Definition at line 2971 of file Actor.h.

◆ IsViewingInventoryUI() [1/2]

bool AShooterPlayerController::IsViewingInventoryUI ( )
inline

Definition at line 3068 of file Actor.h.

◆ IsViewingInventoryUI() [2/2]

bool AShooterPlayerController::IsViewingInventoryUI ( )
inline

Definition at line 2972 of file Actor.h.

◆ JoinedAtField()

long double & AShooterPlayerController::JoinedAtField ( )
inline

Definition at line 2623 of file Actor.h.

◆ KickPlayer() [1/2]

void AShooterPlayerController::KickPlayer ( FString PlayerSteamName)
inline

Definition at line 2947 of file Actor.h.

◆ KickPlayer() [2/2]

void AShooterPlayerController::KickPlayer ( FString PlayerSteamName)
inline

Definition at line 2973 of file Actor.h.

◆ LandIntervalForSetSailStingerField()

float & AShooterPlayerController::LandIntervalForSetSailStingerField ( )
inline

Definition at line 2527 of file Actor.h.

◆ LastArkTributeDataField()

TMap< FGuid, FARKTributeData, FDefaultSetAllocator, TDefaultMapKeyFuncs< FGuid, FARKTributeData, 0 > > & AShooterPlayerController::LastArkTributeDataField ( )
inline

Definition at line 2376 of file Actor.h.

◆ LastChatMessageTimeField() [1/2]

long double & AShooterPlayerController::LastChatMessageTimeField ( )
inline

Definition at line 2391 of file Actor.h.

◆ LastChatMessageTimeField() [2/2]

long double & AShooterPlayerController::LastChatMessageTimeField ( )
inline

Definition at line 2521 of file Actor.h.

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◆ LastClientModifiedARKInventoryTimeField() [1/2]

long double & AShooterPlayerController::LastClientModifiedARKInventoryTimeField ( )
inline

Definition at line 2454 of file Actor.h.

◆ LastClientModifiedARKInventoryTimeField() [2/2]

long double & AShooterPlayerController::LastClientModifiedARKInventoryTimeField ( )
inline

Definition at line 2590 of file Actor.h.

◆ LastClientRequestTribeOnlineListTimeField() [1/2]

long double & AShooterPlayerController::LastClientRequestTribeOnlineListTimeField ( )
inline

Definition at line 2453 of file Actor.h.

◆ LastClientRequestTribeOnlineListTimeField() [2/2]

long double & AShooterPlayerController::LastClientRequestTribeOnlineListTimeField ( )
inline

Definition at line 2589 of file Actor.h.

◆ LastControlledPlayerCharacterField() [1/2]

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

Definition at line 2347 of file Actor.h.

◆ LastControlledPlayerCharacterField() [2/2]

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

Definition at line 2483 of file Actor.h.

◆ LastConvertedPlayerIDField() [1/2]

unsigned __int64 & AShooterPlayerController::LastConvertedPlayerIDField ( )
inline

Definition at line 2459 of file Actor.h.

◆ LastConvertedPlayerIDField() [2/2]

unsigned __int64 & AShooterPlayerController::LastConvertedPlayerIDField ( )
inline

Definition at line 2595 of file Actor.h.

◆ LastConvertedPlayerIDStringField() [1/2]

FString & AShooterPlayerController::LastConvertedPlayerIDStringField ( )
inline

Definition at line 2460 of file Actor.h.

◆ LastConvertedPlayerIDStringField() [2/2]

FString & AShooterPlayerController::LastConvertedPlayerIDStringField ( )
inline

Definition at line 2596 of file Actor.h.

◆ LastCycledSnapPointField()

FAttachmentPoint & AShooterPlayerController::LastCycledSnapPointField ( )
inline

Definition at line 2609 of file Actor.h.

◆ LastCycledSnapPointsField()

TArray< FAttachmentPoint > & AShooterPlayerController::LastCycledSnapPointsField ( )
inline

Definition at line 2610 of file Actor.h.

◆ LastDeadCharacterDestructionTimeField() [1/2]

long double & AShooterPlayerController::LastDeadCharacterDestructionTimeField ( )
inline

Definition at line 2330 of file Actor.h.

◆ LastDeadCharacterDestructionTimeField() [2/2]

long double & AShooterPlayerController::LastDeadCharacterDestructionTimeField ( )
inline

Definition at line 2472 of file Actor.h.

◆ LastDeathLocationField() [1/2]

FVector & AShooterPlayerController::LastDeathLocationField ( )
inline

Definition at line 2326 of file Actor.h.

◆ LastDeathLocationField() [2/2]

FVector & AShooterPlayerController::LastDeathLocationField ( )
inline

Definition at line 2468 of file Actor.h.

◆ LastDeathPrimalCharacterField() [1/2]

TWeakObjectPtr< APrimalCharacter > & AShooterPlayerController::LastDeathPrimalCharacterField ( )
inline

Definition at line 2328 of file Actor.h.

◆ LastDeathPrimalCharacterField() [2/2]

TWeakObjectPtr< APrimalCharacter > & AShooterPlayerController::LastDeathPrimalCharacterField ( )
inline

Definition at line 2470 of file Actor.h.

◆ LastDeathTimeField() [1/2]

long double & AShooterPlayerController::LastDeathTimeField ( )
inline

Definition at line 2327 of file Actor.h.

◆ LastDeathTimeField() [2/2]

long double & AShooterPlayerController::LastDeathTimeField ( )
inline

Definition at line 2469 of file Actor.h.

◆ LastDiedMessageTimeField() [1/2]

long double & AShooterPlayerController::LastDiedMessageTimeField ( )
inline

Definition at line 2387 of file Actor.h.

◆ LastDiedMessageTimeField() [2/2]

long double & AShooterPlayerController::LastDiedMessageTimeField ( )
inline

Definition at line 2517 of file Actor.h.

◆ LastEquipedItemNetIDField() [1/2]

FItemNetID & AShooterPlayerController::LastEquipedItemNetIDField ( )
inline

Definition at line 2368 of file Actor.h.

◆ LastEquipedItemNetIDField() [2/2]

FItemNetID & AShooterPlayerController::LastEquipedItemNetIDField ( )
inline

Definition at line 2502 of file Actor.h.

◆ LastGamepadOpenRemoteInventoryTimeField() [1/2]

long double & AShooterPlayerController::LastGamepadOpenRemoteInventoryTimeField ( )
inline

Definition at line 2450 of file Actor.h.

◆ LastGamepadOpenRemoteInventoryTimeField() [2/2]

long double & AShooterPlayerController::LastGamepadOpenRemoteInventoryTimeField ( )
inline

Definition at line 2586 of file Actor.h.

◆ LastHadPawnTimeField() [1/2]

long double & AShooterPlayerController::LastHadPawnTimeField ( )
inline

Definition at line 2390 of file Actor.h.

◆ LastHadPawnTimeField() [2/2]

long double & AShooterPlayerController::LastHadPawnTimeField ( )
inline

Definition at line 2520 of file Actor.h.

◆ LastHeldUseActorField() [1/2]

TWeakObjectPtr< AActor > & AShooterPlayerController::LastHeldUseActorField ( )
inline

Definition at line 2358 of file Actor.h.

◆ LastHeldUseActorField() [2/2]

TWeakObjectPtr< AActor > & AShooterPlayerController::LastHeldUseActorField ( )
inline

Definition at line 2490 of file Actor.h.

◆ LastHeldUseHitBodyIndexField() [1/2]

int & AShooterPlayerController::LastHeldUseHitBodyIndexField ( )
inline

Definition at line 2360 of file Actor.h.

◆ LastHeldUseHitBodyIndexField() [2/2]

int & AShooterPlayerController::LastHeldUseHitBodyIndexField ( )
inline

Definition at line 2492 of file Actor.h.

◆ LastHeldUseHitComponentField() [1/2]

TWeakObjectPtr< UActorComponent > & AShooterPlayerController::LastHeldUseHitComponentField ( )
inline

Definition at line 2359 of file Actor.h.

◆ LastHeldUseHitComponentField() [2/2]

TWeakObjectPtr< UActorComponent > & AShooterPlayerController::LastHeldUseHitComponentField ( )
inline

Definition at line 2491 of file Actor.h.

◆ LastHitMarkerCharacterTimeField() [1/2]

long double & AShooterPlayerController::LastHitMarkerCharacterTimeField ( )
inline

Definition at line 2429 of file Actor.h.

◆ LastHitMarkerCharacterTimeField() [2/2]

long double & AShooterPlayerController::LastHitMarkerCharacterTimeField ( )
inline

Definition at line 2566 of file Actor.h.

◆ LastHitMarkerStructureTimeField() [1/2]

long double & AShooterPlayerController::LastHitMarkerStructureTimeField ( )
inline

Definition at line 2431 of file Actor.h.

◆ LastHitMarkerStructureTimeField() [2/2]

long double & AShooterPlayerController::LastHitMarkerStructureTimeField ( )
inline

Definition at line 2568 of file Actor.h.

◆ LastInvDropRequestTimeField() [1/2]

long double & AShooterPlayerController::LastInvDropRequestTimeField ( )
inline

Definition at line 2389 of file Actor.h.

◆ LastInvDropRequestTimeField() [2/2]

long double & AShooterPlayerController::LastInvDropRequestTimeField ( )
inline

Definition at line 2519 of file Actor.h.

◆ LastIslandInfoVersionField()

int & AShooterPlayerController::LastIslandInfoVersionField ( )
inline

Definition at line 2653 of file Actor.h.

◆ LastLargeMoveLocationField() [1/2]

FVector & AShooterPlayerController::LastLargeMoveLocationField ( )
inline

Definition at line 2426 of file Actor.h.

◆ LastLargeMoveLocationField() [2/2]

FVector & AShooterPlayerController::LastLargeMoveLocationField ( )
inline

Definition at line 2563 of file Actor.h.

◆ LastLargeMoveTimeField() [1/2]

long double & AShooterPlayerController::LastLargeMoveTimeField ( )
inline

Definition at line 2427 of file Actor.h.

◆ LastLargeMoveTimeField() [2/2]

long double & AShooterPlayerController::LastLargeMoveTimeField ( )
inline

Definition at line 2564 of file Actor.h.

◆ LastLargeQuantityTranserAllTimeField()

long double & AShooterPlayerController::LastLargeQuantityTranserAllTimeField ( )
inline

Definition at line 2331 of file Actor.h.

◆ LastListenServerNotifyOutOfRangeTimeField() [1/2]

long double & AShooterPlayerController::LastListenServerNotifyOutOfRangeTimeField ( )
inline

Definition at line 2395 of file Actor.h.

◆ LastListenServerNotifyOutOfRangeTimeField() [2/2]

long double & AShooterPlayerController::LastListenServerNotifyOutOfRangeTimeField ( )
inline

Definition at line 2529 of file Actor.h.

◆ LastMultiUseInteractionTimeField() [1/2]

long double & AShooterPlayerController::LastMultiUseInteractionTimeField ( )
inline

Definition at line 2374 of file Actor.h.

◆ LastMultiUseInteractionTimeField() [2/2]

long double & AShooterPlayerController::LastMultiUseInteractionTimeField ( )
inline

Definition at line 2508 of file Actor.h.

◆ LastMultiUseTraceTimeField() [1/2]

long double & AShooterPlayerController::LastMultiUseTraceTimeField ( )
inline

Definition at line 2425 of file Actor.h.

◆ LastMultiUseTraceTimeField() [2/2]

long double & AShooterPlayerController::LastMultiUseTraceTimeField ( )
inline

Definition at line 2560 of file Actor.h.

◆ LastNotifiedTorpidityIncreaseTimeField() [1/2]

long double & AShooterPlayerController::LastNotifiedTorpidityIncreaseTimeField ( )
inline

Definition at line 2388 of file Actor.h.

◆ LastNotifiedTorpidityIncreaseTimeField() [2/2]

long double & AShooterPlayerController::LastNotifiedTorpidityIncreaseTimeField ( )
inline

Definition at line 2518 of file Actor.h.

◆ LastNotOnUnriddenDinoTimeField() [1/2]

long double & AShooterPlayerController::LastNotOnUnriddenDinoTimeField ( )
inline

Definition at line 2428 of file Actor.h.

◆ LastNotOnUnriddenDinoTimeField() [2/2]

long double & AShooterPlayerController::LastNotOnUnriddenDinoTimeField ( )
inline

Definition at line 2565 of file Actor.h.

◆ LastPingTimeField()

long double & AShooterPlayerController::LastPingTimeField ( )
inline

Definition at line 2482 of file Actor.h.

◆ LastPinRequestTimeField()

long double & AShooterPlayerController::LastPinRequestTimeField ( )
inline

Definition at line 2578 of file Actor.h.

◆ LastPlayedSetSailStingerTimeField()

long double & AShooterPlayerController::LastPlayedSetSailStingerTimeField ( )
inline

Definition at line 2526 of file Actor.h.

◆ LastPlayerFirstHomeServerIdStrField()

FString & AShooterPlayerController::LastPlayerFirstHomeServerIdStrField ( )
inline

Definition at line 2616 of file Actor.h.

◆ LastRawInputDirField() [1/2]

FVector & AShooterPlayerController::LastRawInputDirField ( )
inline

Definition at line 2338 of file Actor.h.

◆ LastRawInputDirField() [2/2]

FVector & AShooterPlayerController::LastRawInputDirField ( )
inline

Definition at line 2479 of file Actor.h.

◆ LastRepeatUseConsumableTimeField() [1/2]

FieldArray< long double, 10 > AShooterPlayerController::LastRepeatUseConsumableTimeField ( )
inline

Definition at line 2319 of file Actor.h.

◆ LastRepeatUseConsumableTimeField() [2/2]

FieldArray< long double, 10 > AShooterPlayerController::LastRepeatUseConsumableTimeField ( )
inline

Definition at line 2455 of file Actor.h.

◆ LastRequesteDinoAncestorsTimeField() [1/2]

long double & AShooterPlayerController::LastRequesteDinoAncestorsTimeField ( )
inline

Definition at line 2386 of file Actor.h.

◆ LastRequesteDinoAncestorsTimeField() [2/2]

long double & AShooterPlayerController::LastRequesteDinoAncestorsTimeField ( )
inline

Definition at line 2516 of file Actor.h.

◆ LastRequestedPlaceStructureTimeField() [1/2]

long double & AShooterPlayerController::LastRequestedPlaceStructureTimeField ( )
inline

Definition at line 2446 of file Actor.h.

◆ LastRequestedPlaceStructureTimeField() [2/2]

long double & AShooterPlayerController::LastRequestedPlaceStructureTimeField ( )
inline

Definition at line 2583 of file Actor.h.

◆ LastRespawnTimeField() [1/2]

long double & AShooterPlayerController::LastRespawnTimeField ( )
inline

Definition at line 2366 of file Actor.h.

◆ LastRespawnTimeField() [2/2]

long double & AShooterPlayerController::LastRespawnTimeField ( )
inline

Definition at line 2497 of file Actor.h.

◆ LastRPCStayAliveTimeField() [1/2]

long double & AShooterPlayerController::LastRPCStayAliveTimeField ( )
inline

Definition at line 2423 of file Actor.h.

◆ LastRPCStayAliveTimeField() [2/2]

long double & AShooterPlayerController::LastRPCStayAliveTimeField ( )
inline

Definition at line 2558 of file Actor.h.

◆ LastSeamlessTravelTimeField()

float & AShooterPlayerController::LastSeamlessTravelTimeField ( )
inline

Definition at line 2562 of file Actor.h.

◆ LastShowExtendedInfoTimeField() [1/2]

long double & AShooterPlayerController::LastShowExtendedInfoTimeField ( )
inline

Definition at line 2461 of file Actor.h.

◆ LastShowExtendedInfoTimeField() [2/2]

long double & AShooterPlayerController::LastShowExtendedInfoTimeField ( )
inline

Definition at line 2597 of file Actor.h.

◆ LastSnapPointCyclePositionField() [1/2]

FVector & AShooterPlayerController::LastSnapPointCyclePositionField ( )
inline

Definition at line 2443 of file Actor.h.

◆ LastSnapPointCyclePositionField() [2/2]

FVector & AShooterPlayerController::LastSnapPointCyclePositionField ( )
inline

Definition at line 2580 of file Actor.h.

◆ LastSpawnPointIDField() [1/2]

int & AShooterPlayerController::LastSpawnPointIDField ( )
inline

Definition at line 2436 of file Actor.h.

◆ LastSpawnPointIDField() [2/2]

int & AShooterPlayerController::LastSpawnPointIDField ( )
inline

Definition at line 2574 of file Actor.h.

◆ LastSpawnRegionIndexField() [1/2]

int & AShooterPlayerController::LastSpawnRegionIndexField ( )
inline

Definition at line 2437 of file Actor.h.

◆ LastSpawnRegionIndexField() [2/2]

int & AShooterPlayerController::LastSpawnRegionIndexField ( )
inline

Definition at line 2575 of file Actor.h.

◆ LastSteamInventoryRefreshTimeField()

long double & AShooterPlayerController::LastSteamInventoryRefreshTimeField ( )
inline

Definition at line 2385 of file Actor.h.

◆ LastSteamItemIDToAddField() [1/2]

FItemNetID & AShooterPlayerController::LastSteamItemIDToAddField ( )
inline

Definition at line 2378 of file Actor.h.

◆ LastSteamItemIDToAddField() [2/2]

FItemNetID & AShooterPlayerController::LastSteamItemIDToAddField ( )
inline

Definition at line 2512 of file Actor.h.

◆ LastSteamItemIDToRemoveField() [1/2]

FItemNetID & AShooterPlayerController::LastSteamItemIDToRemoveField ( )
inline

Definition at line 2377 of file Actor.h.

◆ LastSteamItemIDToRemoveField() [2/2]

FItemNetID & AShooterPlayerController::LastSteamItemIDToRemoveField ( )
inline

Definition at line 2511 of file Actor.h.

◆ LastTeleportedTimeField() [1/2]

long double & AShooterPlayerController::LastTeleportedTimeField ( )
inline

Definition at line 2458 of file Actor.h.

◆ LastTeleportedTimeField() [2/2]

long double & AShooterPlayerController::LastTeleportedTimeField ( )
inline

Definition at line 2594 of file Actor.h.

◆ LastTimePlayedSetSailMusicField()

long double & AShooterPlayerController::LastTimePlayedSetSailMusicField ( )
inline

Definition at line 2525 of file Actor.h.

◆ LastTimePlayerRotationInputField()

long double & AShooterPlayerController::LastTimePlayerRotationInputField ( )
inline

Definition at line 2510 of file Actor.h.

◆ LastTimeSentCarriedRotationField() [1/2]

float & AShooterPlayerController::LastTimeSentCarriedRotationField ( )
inline

Definition at line 2375 of file Actor.h.

◆ LastTimeSentCarriedRotationField() [2/2]

float & AShooterPlayerController::LastTimeSentCarriedRotationField ( )
inline

Definition at line 2509 of file Actor.h.

◆ LastTimeTribeEntitiesRequestedField()

long double & AShooterPlayerController::LastTimeTribeEntitiesRequestedField ( )
inline

Definition at line 2641 of file Actor.h.

◆ LastTransferredPlayerIDField()

unsigned __int64 & AShooterPlayerController::LastTransferredPlayerIDField ( )
inline

Definition at line 2438 of file Actor.h.

◆ LastTransferredToRemoteInventoryItemField() [1/2]

UPrimalItem * AShooterPlayerController::LastTransferredToRemoteInventoryItemField ( )
inline

Definition at line 2463 of file Actor.h.

◆ LastTransferredToRemoteInventoryItemField() [2/2]

UPrimalItem * AShooterPlayerController::LastTransferredToRemoteInventoryItemField ( )
inline

Definition at line 2599 of file Actor.h.

◆ LastTribeDataChangeCountField()

int & AShooterPlayerController::LastTribeDataChangeCountField ( )
inline

Definition at line 2646 of file Actor.h.

◆ LastTribeLogRequestTimeField() [1/2]

long double & AShooterPlayerController::LastTribeLogRequestTimeField ( )
inline

Definition at line 2416 of file Actor.h.

◆ LastTribeLogRequestTimeField() [2/2]

long double & AShooterPlayerController::LastTribeLogRequestTimeField ( )
inline

Definition at line 2551 of file Actor.h.

◆ LastTribeMemberDataChangeCountField()

int & AShooterPlayerController::LastTribeMemberDataChangeCountField ( )
inline

Definition at line 2647 of file Actor.h.

◆ LastTribeMembersLastOnlineChangeCountField()

int & AShooterPlayerController::LastTribeMembersLastOnlineChangeCountField ( )
inline

Definition at line 2651 of file Actor.h.

◆ LastTribeMembersPresenceRequestTimeField()

long double & AShooterPlayerController::LastTribeMembersPresenceRequestTimeField ( )
inline

Definition at line 2652 of file Actor.h.

◆ LastTribeRankGroupRequestChangeCountField()

int & AShooterPlayerController::LastTribeRankGroupRequestChangeCountField ( )
inline

Definition at line 2648 of file Actor.h.

◆ LastTurnSpeedField() [1/2]

FVector & AShooterPlayerController::LastTurnSpeedField ( )
inline

Definition at line 2373 of file Actor.h.

◆ LastTurnSpeedField() [2/2]

FVector & AShooterPlayerController::LastTurnSpeedField ( )
inline

Definition at line 2507 of file Actor.h.

◆ LastTutorialHintTextField()

FString & AShooterPlayerController::LastTutorialHintTextField ( )
inline

Definition at line 2627 of file Actor.h.

◆ LastTutorialHintTextFrameField()

int & AShooterPlayerController::LastTutorialHintTextFrameField ( )
inline

Definition at line 2626 of file Actor.h.

◆ LastUnequippedItemNetIDField() [1/2]

FItemNetID & AShooterPlayerController::LastUnequippedItemNetIDField ( )
inline

Definition at line 2369 of file Actor.h.

◆ LastUnequippedItemNetIDField() [2/2]

FItemNetID & AShooterPlayerController::LastUnequippedItemNetIDField ( )
inline

Definition at line 2503 of file Actor.h.

◆ LastUsedItemSlotTimesField() [1/2]

FieldArray< long double, 10 > AShooterPlayerController::LastUsedItemSlotTimesField ( )
inline

Definition at line 2321 of file Actor.h.

◆ LastUsedItemSlotTimesField() [2/2]

FieldArray< long double, 10 > AShooterPlayerController::LastUsedItemSlotTimesField ( )
inline

Definition at line 2457 of file Actor.h.

◆ LastUsePressTimeField() [1/2]

long double & AShooterPlayerController::LastUsePressTimeField ( )
inline

Definition at line 2406 of file Actor.h.

◆ LastUsePressTimeField() [2/2]

long double & AShooterPlayerController::LastUsePressTimeField ( )
inline

Definition at line 2539 of file Actor.h.

◆ LastViewLocationField() [1/2]

FVector & AShooterPlayerController::LastViewLocationField ( )
inline

Definition at line 2412 of file Actor.h.

◆ LastViewLocationField() [2/2]

FVector & AShooterPlayerController::LastViewLocationField ( )
inline

Definition at line 2547 of file Actor.h.

◆ LastVivoxPositionalUpdateField() [1/2]

long double & AShooterPlayerController::LastVivoxPositionalUpdateField ( )
inline

Definition at line 2344 of file Actor.h.

◆ LastVivoxPositionalUpdateField() [2/2]

long double & AShooterPlayerController::LastVivoxPositionalUpdateField ( )
inline

Definition at line 2659 of file Actor.h.

◆ LeaveMeAlone() [1/2]

void AShooterPlayerController::LeaveMeAlone ( )
inline

Definition at line 2652 of file Actor.h.

◆ LeaveMeAlone() [2/2]

void AShooterPlayerController::LeaveMeAlone ( )
inline

Definition at line 2974 of file Actor.h.

◆ LevelView() [1/2]

void AShooterPlayerController::LevelView ( )
inline

Definition at line 2532 of file Actor.h.

◆ LevelView() [2/2]

void AShooterPlayerController::LevelView ( )
inline

Definition at line 2975 of file Actor.h.

◆ LightingCheckerMaterialField()

UMaterial * AShooterPlayerController::LightingCheckerMaterialField ( )
inline

Definition at line 2631 of file Actor.h.

◆ LightingCheckerMeshField()

UStaticMesh * AShooterPlayerController::LightingCheckerMeshField ( )
inline

Definition at line 2630 of file Actor.h.

◆ LightingCheckerScaleField()

FVector & AShooterPlayerController::LightingCheckerScaleField ( )
inline

Definition at line 2632 of file Actor.h.

◆ LinkedPlayerIDField() [1/2]

__int64 & AShooterPlayerController::LinkedPlayerIDField ( )
inline

Definition at line 2370 of file Actor.h.

◆ LinkedPlayerIDField() [2/2]

__int64 & AShooterPlayerController::LinkedPlayerIDField ( )
inline

Definition at line 2504 of file Actor.h.

+ Here is the caller graph for this function:

◆ LinkedPlayerIDString() [1/3]

FString AShooterPlayerController::LinkedPlayerIDString ( )
inline

Definition at line 2923 of file Actor.h.

◆ LinkedPlayerIDString() [2/3]

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

Definition at line 2922 of file Actor.h.

◆ LinkedPlayerIDString() [3/3]

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

Definition at line 2976 of file Actor.h.

◆ LoadLocalPlayerArkData() [1/2]

void AShooterPlayerController::LoadLocalPlayerArkData ( )
inline

Definition at line 2903 of file Actor.h.

◆ LoadLocalPlayerArkData() [2/2]

void AShooterPlayerController::LoadLocalPlayerArkData ( )
inline

Definition at line 2977 of file Actor.h.

◆ LoadProfile()

void AShooterPlayerController::LoadProfile ( bool ForceReload)
inline

Definition at line 2599 of file Actor.h.

◆ LoadSpectatorPos() [1/2]

void AShooterPlayerController::LoadSpectatorPos ( int Index)
inline

Definition at line 2568 of file Actor.h.

◆ LoadSpectatorPos() [2/2]

void AShooterPlayerController::LoadSpectatorPos ( int Index)
inline

Definition at line 2978 of file Actor.h.

◆ LocalCachedMapEntitiesField()

TArray< FTribeEntity > & AShooterPlayerController::LocalCachedMapEntitiesField ( )
inline

Definition at line 2643 of file Actor.h.

◆ LockEmote() [1/2]

void AShooterPlayerController::LockEmote ( FName EmoteName)
inline

Definition at line 3047 of file Actor.h.

◆ LockEmote() [2/2]

void AShooterPlayerController::LockEmote ( FName EmoteName)
inline

Definition at line 2979 of file Actor.h.

◆ LogChatMessage()

void AShooterPlayerController::LogChatMessage ( FChatMessage * Msg)
inline

Definition at line 2786 of file Actor.h.

◆ LookInput() [1/2]

void AShooterPlayerController::LookInput ( float Val)
inline

Definition at line 2623 of file Actor.h.

◆ LookInput() [2/2]

void AShooterPlayerController::LookInput ( float Val)
inline

Definition at line 2980 of file Actor.h.

◆ LookUpAtRate() [1/2]

void AShooterPlayerController::LookUpAtRate ( float Val)
inline

Definition at line 2620 of file Actor.h.

◆ LookUpAtRate() [2/2]

void AShooterPlayerController::LookUpAtRate ( float Val)
inline

Definition at line 2981 of file Actor.h.

◆ MapDinosField()

TArray< FDinoMapMarkerInfo > & AShooterPlayerController::MapDinosField ( )
inline

Definition at line 2356 of file Actor.h.

◆ MaxMapMarkersField()

int & AShooterPlayerController::MaxMapMarkersField ( )
inline

Definition at line 2458 of file Actor.h.

◆ MaxUseCheckRadiusField() [1/2]

float & AShooterPlayerController::MaxUseCheckRadiusField ( )
inline

Definition at line 2350 of file Actor.h.

◆ MaxUseCheckRadiusField() [2/2]

float & AShooterPlayerController::MaxUseCheckRadiusField ( )
inline

Definition at line 2486 of file Actor.h.

◆ MaxUseDistanceField() [1/2]

float & AShooterPlayerController::MaxUseDistanceField ( )
inline

Definition at line 2349 of file Actor.h.

◆ MaxUseDistanceField() [2/2]

float & AShooterPlayerController::MaxUseDistanceField ( )
inline

Definition at line 2485 of file Actor.h.

◆ MessageQueueField()

TArray< FChatMessage * > AShooterPlayerController::MessageQueueField ( )
inline

Definition at line 2655 of file Actor.h.

◆ MinimumIntervalBetweenSetSailStingersField()

float & AShooterPlayerController::MinimumIntervalBetweenSetSailStingersField ( )
inline

Definition at line 2528 of file Actor.h.

◆ MissionWaypointField()

FMissionWaypointInfo & AShooterPlayerController::MissionWaypointField ( )
inline

Definition at line 2492 of file Actor.h.

◆ ModifedButtonCountField() [1/2]

int & AShooterPlayerController::ModifedButtonCountField ( )
inline

Definition at line 2323 of file Actor.h.

◆ ModifedButtonCountField() [2/2]

int & AShooterPlayerController::ModifedButtonCountField ( )
inline

Definition at line 2466 of file Actor.h.

◆ MoveForward() [1/2]

void AShooterPlayerController::MoveForward ( float Val)
inline

Definition at line 2617 of file Actor.h.

◆ MoveForward() [2/2]

void AShooterPlayerController::MoveForward ( float Val)
inline

Definition at line 2982 of file Actor.h.

◆ MoveRight() [1/2]

void AShooterPlayerController::MoveRight ( float Val)
inline

Definition at line 2618 of file Actor.h.

◆ MoveRight() [2/2]

void AShooterPlayerController::MoveRight ( float Val)
inline

Definition at line 2983 of file Actor.h.

◆ MulticastCharacterVivoxUsername() [1/2]

void AShooterPlayerController::MulticastCharacterVivoxUsername ( )
inline

Definition at line 2723 of file Actor.h.

◆ MulticastCharacterVivoxUsername() [2/2]

void AShooterPlayerController::MulticastCharacterVivoxUsername ( )
inline

Definition at line 2984 of file Actor.h.

◆ MyPlayerDataStructField()

FPrimalPlayerDataStruct * AShooterPlayerController::MyPlayerDataStructField ( )
inline

Definition at line 2462 of file Actor.h.

◆ nArkTributeLoadIndexField()

int & AShooterPlayerController::nArkTributeLoadIndexField ( )
inline

Definition at line 2324 of file Actor.h.

◆ NearbyPointsOfInterestField()

TArray< FPointOfInterestData_ForCompanion > & AShooterPlayerController::NearbyPointsOfInterestField ( )
inline

Definition at line 2491 of file Actor.h.

◆ NotifiedTribeWarIDsField() [1/2]

TArray< int > & AShooterPlayerController::NotifiedTribeWarIDsField ( )
inline

Definition at line 2408 of file Actor.h.

◆ NotifiedTribeWarIDsField() [2/2]

TArray< int > & AShooterPlayerController::NotifiedTribeWarIDsField ( )
inline

Definition at line 2541 of file Actor.h.

◆ NotifiedTribeWarNamesField() [1/2]

TArray< FString > & AShooterPlayerController::NotifiedTribeWarNamesField ( )
inline

Definition at line 2409 of file Actor.h.

◆ NotifiedTribeWarNamesField() [2/2]

TArray< FString > & AShooterPlayerController::NotifiedTribeWarNamesField ( )
inline

Definition at line 2542 of file Actor.h.

◆ NotifyDealDamageSuccess()

void AShooterPlayerController::NotifyDealDamageSuccess ( APrimalCharacter * HitCharacter,
bool bHitFriendlyTarget,
float PreDamageHealth,
float DamageAmount,
FDamageEvent * DamageEvent )
inline

Definition at line 3021 of file Actor.h.

◆ NotifyPawnBuffsOfDamageEvent()

void AShooterPlayerController::NotifyPawnBuffsOfDamageEvent ( AActor * DamagedActor,
float DamageAmount,
FDamageEvent * DamageEvent )
inline

Definition at line 3113 of file Actor.h.

◆ NotifyTribeWarStatus() [1/2]

void AShooterPlayerController::NotifyTribeWarStatus ( FString * EnemyTribeString,
int StatusType )
inline

Definition at line 3232 of file Actor.h.

◆ NotifyTribeWarStatus() [2/2]

void AShooterPlayerController::NotifyTribeWarStatus ( FString * EnemyTribeString,
int StatusType )
inline

Definition at line 3408 of file Actor.h.

◆ NotifyTribeWarStatus_Implementation() [1/2]

void AShooterPlayerController::NotifyTribeWarStatus_Implementation ( FString * EnemyTribeString,
int StatusType )
inline

Definition at line 2978 of file Actor.h.

◆ NotifyTribeWarStatus_Implementation() [2/2]

void AShooterPlayerController::NotifyTribeWarStatus_Implementation ( FString * EnemyTribeString,
int StatusType )
inline

Definition at line 2985 of file Actor.h.

◆ OnAddedItemsToAllClustersInventory()

void AShooterPlayerController::OnAddedItemsToAllClustersInventory ( bool Success,
FString * UserId,
TArray< int > * MasterIndexNum )
inline

Definition at line 2770 of file Actor.h.

◆ OnAddItemFinished()

void AShooterPlayerController::OnAddItemFinished ( bool bSuccess,
TArray< unsigned __int64 > SteamItemUserIds,
unsigned __int64 SteamID )
inline

Definition at line 2930 of file Actor.h.

◆ OnAddSteering()

void AShooterPlayerController::OnAddSteering ( float Val)
inline

Definition at line 2986 of file Actor.h.

◆ OnAddThrottle()

void AShooterPlayerController::OnAddThrottle ( float Val)
inline

Definition at line 2987 of file Actor.h.

◆ OnAltAttackPressed()

void AShooterPlayerController::OnAltAttackPressed ( )
inline

Definition at line 2988 of file Actor.h.

◆ OnAltAttackReleased()

void AShooterPlayerController::OnAltAttackReleased ( )
inline

Definition at line 2989 of file Actor.h.

◆ OnArkTributeAllClustersInventoryItemsLoaded()

void AShooterPlayerController::OnArkTributeAllClustersInventoryItemsLoaded ( TArray< FItemNetInfo > * Items,
bool bAllowForcedItemDownload )
inline

Definition at line 2875 of file Actor.h.

◆ OnArkTributeSaved()

void AShooterPlayerController::OnArkTributeSaved ( bool Success)
inline

Definition at line 2876 of file Actor.h.

◆ OnConsumeItemFinished()

void AShooterPlayerController::OnConsumeItemFinished ( bool bSuccess,
unsigned __int64 SteamID )
inline

Definition at line 2928 of file Actor.h.

◆ OnCurrentCharacterAndItemsUploaded()

void AShooterPlayerController::OnCurrentCharacterAndItemsUploaded ( bool Success)
inline

Definition at line 2712 of file Actor.h.

◆ OnDisableSpectator() [1/2]

void AShooterPlayerController::OnDisableSpectator ( )
inline

Definition at line 3233 of file Actor.h.

◆ OnDisableSpectator() [2/2]

void AShooterPlayerController::OnDisableSpectator ( )
inline

Definition at line 3409 of file Actor.h.

◆ OnDisableSpectator_Implementation() [1/2]

void AShooterPlayerController::OnDisableSpectator_Implementation ( )
inline

Definition at line 2612 of file Actor.h.

◆ OnDisableSpectator_Implementation() [2/2]

void AShooterPlayerController::OnDisableSpectator_Implementation ( )
inline

Definition at line 2990 of file Actor.h.

◆ OnEmoteKey1Press()

void AShooterPlayerController::OnEmoteKey1Press ( )
inline

Definition at line 2991 of file Actor.h.

◆ OnEmoteKey1Release() [1/2]

void AShooterPlayerController::OnEmoteKey1Release ( )
inline

Definition at line 2566 of file Actor.h.

◆ OnEmoteKey1Release() [2/2]

void AShooterPlayerController::OnEmoteKey1Release ( )
inline

Definition at line 2992 of file Actor.h.

◆ OnEmoteKey2Press() [1/2]

void AShooterPlayerController::OnEmoteKey2Press ( )
inline

Definition at line 2565 of file Actor.h.

◆ OnEmoteKey2Press() [2/2]

void AShooterPlayerController::OnEmoteKey2Press ( )
inline

Definition at line 2993 of file Actor.h.

◆ OnEmoteKey2Release() [1/2]

void AShooterPlayerController::OnEmoteKey2Release ( )
inline

Definition at line 2569 of file Actor.h.

◆ OnEmoteKey2Release() [2/2]

void AShooterPlayerController::OnEmoteKey2Release ( )
inline

Definition at line 2994 of file Actor.h.

◆ OnExtendedInfoPress() [1/2]

void AShooterPlayerController::OnExtendedInfoPress ( )
inline

Definition at line 2822 of file Actor.h.

◆ OnExtendedInfoPress() [2/2]

void AShooterPlayerController::OnExtendedInfoPress ( )
inline

Definition at line 2995 of file Actor.h.

◆ OnExtendedInfoRelease() [1/2]

void AShooterPlayerController::OnExtendedInfoRelease ( )
inline

Definition at line 2823 of file Actor.h.

◆ OnExtendedInfoRelease() [2/2]

void AShooterPlayerController::OnExtendedInfoRelease ( )
inline

Definition at line 2996 of file Actor.h.

◆ OnFastTravelFailed()

void AShooterPlayerController::OnFastTravelFailed ( )
inline

Definition at line 2997 of file Actor.h.

◆ OnFastTravelFailed_DisableMessage()

void AShooterPlayerController::OnFastTravelFailed_DisableMessage ( )
inline

Definition at line 2998 of file Actor.h.

◆ OnGamepadUsePress() [1/2]

void AShooterPlayerController::OnGamepadUsePress ( )
inline

Definition at line 2556 of file Actor.h.

◆ OnGamepadUsePress() [2/2]

void AShooterPlayerController::OnGamepadUsePress ( )
inline

Definition at line 2999 of file Actor.h.

◆ OnGamepadUseRelease() [1/2]

void AShooterPlayerController::OnGamepadUseRelease ( )
inline

Definition at line 2557 of file Actor.h.

◆ OnGamepadUseRelease() [2/2]

void AShooterPlayerController::OnGamepadUseRelease ( )
inline

Definition at line 3000 of file Actor.h.

◆ OnGetHomeServer()

void AShooterPlayerController::OnGetHomeServer ( bool bSuccess,
FString UserId,
unsigned int CurrentSeverId )
inline

Definition at line 3001 of file Actor.h.

◆ OnHideMapTextPressed()

void AShooterPlayerController::OnHideMapTextPressed ( )
inline

Definition at line 3002 of file Actor.h.

◆ OnKeyboardUsePress() [1/2]

void AShooterPlayerController::OnKeyboardUsePress ( )
inline

Definition at line 2554 of file Actor.h.

◆ OnKeyboardUsePress() [2/2]

void AShooterPlayerController::OnKeyboardUsePress ( )
inline

Definition at line 3003 of file Actor.h.

◆ OnKeyboardUseRelease() [1/2]

void AShooterPlayerController::OnKeyboardUseRelease ( )
inline

Definition at line 2555 of file Actor.h.

◆ OnKeyboardUseRelease() [2/2]

void AShooterPlayerController::OnKeyboardUseRelease ( )
inline

Definition at line 3004 of file Actor.h.

◆ OnLevelView() [1/2]

void AShooterPlayerController::OnLevelView ( )
inline

Definition at line 2531 of file Actor.h.

◆ OnLevelView() [2/2]

void AShooterPlayerController::OnLevelView ( )
inline

Definition at line 3005 of file Actor.h.

◆ OnlineSubField()

IOnlineSubsystem * AShooterPlayerController::OnlineSubField ( )
inline

Definition at line 2384 of file Actor.h.

◆ OnLoadArkTributePlayersDataFinished()

void AShooterPlayerController::OnLoadArkTributePlayersDataFinished ( bool Success,
TArray< FArkTributePlayerData > * ArkUploadedCharsData,
int FailureResponseCode )
inline

Definition at line 2910 of file Actor.h.

◆ OnPingDown()

void AShooterPlayerController::OnPingDown ( )
inline

Definition at line 3091 of file Actor.h.

◆ OnPingUp()

void AShooterPlayerController::OnPingUp ( )
inline

Definition at line 3092 of file Actor.h.

◆ OnPressForceSingleWield()

void AShooterPlayerController::OnPressForceSingleWield ( )
inline

Definition at line 3006 of file Actor.h.

◆ OnPressGroupAddOrRemoveTame() [1/2]

void AShooterPlayerController::OnPressGroupAddOrRemoveTame ( )
inline

Definition at line 3052 of file Actor.h.

◆ OnPressGroupAddOrRemoveTame() [2/2]

void AShooterPlayerController::OnPressGroupAddOrRemoveTame ( )
inline

Definition at line 3007 of file Actor.h.

◆ OnPressSkipTutorialButton()

void AShooterPlayerController::OnPressSkipTutorialButton ( )
inline

Definition at line 3008 of file Actor.h.

◆ OnRefreshSteamInventoryFinished()

void AShooterPlayerController::OnRefreshSteamInventoryFinished ( bool bSuccess,
unsigned __int64 SteamID )
inline

Definition at line 2702 of file Actor.h.

◆ OnRefreshSteamInventoryToCheckConsumeFinished()

void AShooterPlayerController::OnRefreshSteamInventoryToCheckConsumeFinished ( bool bSuccess,
unsigned __int64 SteamID )
inline

Definition at line 2935 of file Actor.h.

◆ OnReleaseForceSingleWield()

void AShooterPlayerController::OnReleaseForceSingleWield ( )
inline

Definition at line 3009 of file Actor.h.

◆ OnReleaseSkipTutorialButton()

void AShooterPlayerController::OnReleaseSkipTutorialButton ( )
inline

Definition at line 3010 of file Actor.h.

◆ OnRep_HomeServerId()

void AShooterPlayerController::OnRep_HomeServerId ( )
inline

Definition at line 3011 of file Actor.h.

◆ OnRep_Pawn()

void AShooterPlayerController::OnRep_Pawn ( )
inline

Definition at line 3012 of file Actor.h.

◆ OnRepeatUseHeldTimer() [1/2]

void AShooterPlayerController::OnRepeatUseHeldTimer ( )
inline

Definition at line 2558 of file Actor.h.

◆ OnRepeatUseHeldTimer() [2/2]

void AShooterPlayerController::OnRepeatUseHeldTimer ( )
inline

Definition at line 3013 of file Actor.h.

◆ OnServerRefreshSteamInventoryFinished()

void AShooterPlayerController::OnServerRefreshSteamInventoryFinished ( bool bSuccess,
unsigned __int64 SteamID )
inline

Definition at line 2934 of file Actor.h.

◆ OnShowAllGroupIcons()

void AShooterPlayerController::OnShowAllGroupIcons ( char IconsToActivate)
inline

Definition at line 3014 of file Actor.h.

◆ OnStartFire() [1/2]

void AShooterPlayerController::OnStartFire ( )
inline

Definition at line 2625 of file Actor.h.

◆ OnStartFire() [2/2]

void AShooterPlayerController::OnStartFire ( )
inline

Definition at line 3015 of file Actor.h.

◆ OnStartFireQuaternary()

void AShooterPlayerController::OnStartFireQuaternary ( )
inline

Definition at line 3016 of file Actor.h.

◆ OnStartFireSecondary()

void AShooterPlayerController::OnStartFireSecondary ( )
inline

Definition at line 3017 of file Actor.h.

◆ OnStartFireTertiary()

void AShooterPlayerController::OnStartFireTertiary ( )
inline

Definition at line 3018 of file Actor.h.

◆ OnStartGamepadLeftFire() [1/2]

void AShooterPlayerController::OnStartGamepadLeftFire ( )
inline

Definition at line 2632 of file Actor.h.

◆ OnStartGamepadLeftFire() [2/2]

void AShooterPlayerController::OnStartGamepadLeftFire ( )
inline

Definition at line 3019 of file Actor.h.

◆ OnStartGamepadRightFire() [1/2]

void AShooterPlayerController::OnStartGamepadRightFire ( )
inline

Definition at line 2627 of file Actor.h.

◆ OnStartGamepadRightFire() [2/2]

void AShooterPlayerController::OnStartGamepadRightFire ( )
inline

Definition at line 3020 of file Actor.h.

◆ OnStartTargeting() [1/2]

void AShooterPlayerController::OnStartTargeting ( )
inline

Definition at line 2630 of file Actor.h.

◆ OnStartTargeting() [2/2]

void AShooterPlayerController::OnStartTargeting ( )
inline

Definition at line 3021 of file Actor.h.

◆ OnStopFire() [1/2]

void AShooterPlayerController::OnStopFire ( )
inline

Definition at line 2626 of file Actor.h.

◆ OnStopFire() [2/2]

void AShooterPlayerController::OnStopFire ( )
inline

Definition at line 3022 of file Actor.h.

◆ OnStopFireQuaternary()

void AShooterPlayerController::OnStopFireQuaternary ( )
inline

Definition at line 3023 of file Actor.h.

◆ OnStopFireSecondary()

void AShooterPlayerController::OnStopFireSecondary ( )
inline

Definition at line 3024 of file Actor.h.

◆ OnStopFireTertiary()

void AShooterPlayerController::OnStopFireTertiary ( )
inline

Definition at line 3025 of file Actor.h.

◆ OnStopGamepadLeftFire() [1/2]

void AShooterPlayerController::OnStopGamepadLeftFire ( )
inline

Definition at line 2633 of file Actor.h.

◆ OnStopGamepadLeftFire() [2/2]

void AShooterPlayerController::OnStopGamepadLeftFire ( )
inline

Definition at line 3026 of file Actor.h.

◆ OnStopGamepadRightFire() [1/2]

void AShooterPlayerController::OnStopGamepadRightFire ( )
inline

Definition at line 2628 of file Actor.h.

◆ OnStopGamepadRightFire() [2/2]

void AShooterPlayerController::OnStopGamepadRightFire ( )
inline

Definition at line 3027 of file Actor.h.

◆ OnStopShowAllGroupIcons()

void AShooterPlayerController::OnStopShowAllGroupIcons ( )
inline

Definition at line 3028 of file Actor.h.

◆ OnStopTargeting() [1/2]

void AShooterPlayerController::OnStopTargeting ( )
inline

Definition at line 2631 of file Actor.h.

◆ OnStopTargeting() [2/2]

void AShooterPlayerController::OnStopTargeting ( )
inline

Definition at line 3029 of file Actor.h.

◆ OnToggleDoFMenu() [1/2]

void AShooterPlayerController::OnToggleDoFMenu ( )
inline

Definition at line 2616 of file Actor.h.

◆ OnToggleDoFMenu() [2/2]

void AShooterPlayerController::OnToggleDoFMenu ( )
inline

Definition at line 3030 of file Actor.h.

◆ OnToggleInGameMenu() [1/2]

void AShooterPlayerController::OnToggleInGameMenu ( )
inline

Definition at line 2615 of file Actor.h.

◆ OnToggleInGameMenu() [2/2]

void AShooterPlayerController::OnToggleInGameMenu ( )
inline

Definition at line 3031 of file Actor.h.

◆ OnTransferCharacterConfirmationDialogClosed()

void AShooterPlayerController::OnTransferCharacterConfirmationDialogClosed ( bool bAccept)
inline

Definition at line 3026 of file Actor.h.

◆ OnUseHeldTimer() [1/2]

void AShooterPlayerController::OnUseHeldTimer ( )
inline

Definition at line 2559 of file Actor.h.

◆ OnUseHeldTimer() [2/2]

void AShooterPlayerController::OnUseHeldTimer ( )
inline

Definition at line 3032 of file Actor.h.

◆ OnUseItemSlotForStructure() [1/2]

void AShooterPlayerController::OnUseItemSlotForStructure ( int ItemSlotNumber)
inline

Definition at line 2547 of file Actor.h.

◆ OnUseItemSlotForStructure() [2/2]

void AShooterPlayerController::OnUseItemSlotForStructure ( int ItemSlotNumber)
inline

Definition at line 3033 of file Actor.h.

◆ OnUsePress() [1/2]

void AShooterPlayerController::OnUsePress ( bool bFromGamepad)
inline

Definition at line 2548 of file Actor.h.

◆ OnUsePress() [2/2]

void AShooterPlayerController::OnUsePress ( bool bFromGamepad)
inline

Definition at line 3034 of file Actor.h.

◆ OnUseRelease() [1/2]

void AShooterPlayerController::OnUseRelease ( bool bFromGamepad)
inline

Definition at line 2551 of file Actor.h.

◆ OnUseRelease() [2/2]

void AShooterPlayerController::OnUseRelease ( bool bFromGamepad)
inline

Definition at line 3035 of file Actor.h.

◆ OnWhistlePress() [1/2]

void AShooterPlayerController::OnWhistlePress ( )
inline

Definition at line 2571 of file Actor.h.

◆ OnWhistlePress() [2/2]

void AShooterPlayerController::OnWhistlePress ( )
inline

Definition at line 3036 of file Actor.h.

◆ OnYarkStartGamepadRightFire()

void AShooterPlayerController::OnYarkStartGamepadRightFire ( APrimalCharacter * PlayerCharacter)
inline

Definition at line 3037 of file Actor.h.

◆ OpenMapMarkers()

void AShooterPlayerController::OpenMapMarkers ( )
inline

Definition at line 2591 of file Actor.h.

◆ OrganizeSOTFQueue()

void AShooterPlayerController::OrganizeSOTFQueue ( TEnumAsByte< enum ESTOFNotificationType::Type > NotificationType,
TArray< FString > PlayerNames,
FString DeathReason,
FString TribeName,
TArray< FPrimalPlayerCharacterConfigStructReplicated > DeadPlayersData,
bool bLastPlayer,
bool bForcePlay,
float DisplayInterval,
FString CustomString )
inline

Definition at line 2796 of file Actor.h.

◆ OverSubscriptionHandingAtField()

long double & AShooterPlayerController::OverSubscriptionHandingAtField ( )
inline

Definition at line 2624 of file Actor.h.

◆ PawnLeavingGame() [1/2]

void AShooterPlayerController::PawnLeavingGame ( )
inline

Definition at line 2638 of file Actor.h.

◆ PawnLeavingGame() [2/2]

void AShooterPlayerController::PawnLeavingGame ( )
inline

Definition at line 3038 of file Actor.h.

◆ PawnPendingDestroy() [1/2]

void AShooterPlayerController::PawnPendingDestroy ( APawn * inPawn)
inline

Definition at line 2775 of file Actor.h.

◆ PawnPendingDestroy() [2/2]

void AShooterPlayerController::PawnPendingDestroy ( APawn * inPawn)
inline

Definition at line 3039 of file Actor.h.

◆ PendingRequestEquippedItemsQueueField() [1/2]

TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & AShooterPlayerController::PendingRequestEquippedItemsQueueField ( )
inline

Definition at line 2465 of file Actor.h.

◆ PendingRequestEquippedItemsQueueField() [2/2]

TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & AShooterPlayerController::PendingRequestEquippedItemsQueueField ( )
inline

Definition at line 2601 of file Actor.h.

◆ PendingResponseEquippedItemsQueueField() [1/2]

TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & AShooterPlayerController::PendingResponseEquippedItemsQueueField ( )
inline

Definition at line 2464 of file Actor.h.

◆ PendingResponseEquippedItemsQueueField() [2/2]

TSet< TWeakObjectPtr< UPrimalInventoryComponent >, DefaultKeyFuncs< TWeakObjectPtr< UPrimalInventoryComponent >, 0 >, FDefaultSetAllocator > & AShooterPlayerController::PendingResponseEquippedItemsQueueField ( )
inline

Definition at line 2600 of file Actor.h.

◆ PersonalDinoTameCountField()

int & AShooterPlayerController::PersonalDinoTameCountField ( )
inline

Definition at line 2447 of file Actor.h.

◆ PingCoolDownTimeField()

float & AShooterPlayerController::PingCoolDownTimeField ( )
inline

Definition at line 2477 of file Actor.h.

◆ PingIcon_DefaultField()

UTexture2D * AShooterPlayerController::PingIcon_DefaultField ( )
inline

Definition at line 2478 of file Actor.h.

◆ PingIcon_DinosField()

UTexture2D * AShooterPlayerController::PingIcon_DinosField ( )
inline

Definition at line 2480 of file Actor.h.

◆ PingIcon_PlayersField()

UTexture2D * AShooterPlayerController::PingIcon_PlayersField ( )
inline

Definition at line 2479 of file Actor.h.

◆ PingIcon_StructuresField()

UTexture2D * AShooterPlayerController::PingIcon_StructuresField ( )
inline

Definition at line 2481 of file Actor.h.

◆ PingLifetime_DyingField()

float & AShooterPlayerController::PingLifetime_DyingField ( )
inline

Definition at line 2476 of file Actor.h.

◆ PingLifetimeField()

float & AShooterPlayerController::PingLifetimeField ( )
inline

Definition at line 2475 of file Actor.h.

◆ PingNearbyPlayers()

void AShooterPlayerController::PingNearbyPlayers ( FReplicatePingData * WithPingData)
inline

Definition at line 3096 of file Actor.h.

◆ PingNotifyRadiusField()

float & AShooterPlayerController::PingNotifyRadiusField ( )
inline

Definition at line 2474 of file Actor.h.

◆ PingTraceDistanceField()

float & AShooterPlayerController::PingTraceDistanceField ( )
inline

Definition at line 2473 of file Actor.h.

◆ PlaceStructure()

void AShooterPlayerController::PlaceStructure ( int Index)
inline

Definition at line 3040 of file Actor.h.

◆ PlayerAppIDsField() [1/2]

TArray< int > & AShooterPlayerController::PlayerAppIDsField ( )
inline

Definition at line 2407 of file Actor.h.

◆ PlayerAppIDsField() [2/2]

TArray< int > & AShooterPlayerController::PlayerAppIDsField ( )
inline

Definition at line 2540 of file Actor.h.

◆ PlayerBadgeGroupField() [1/2]

int & AShooterPlayerController::PlayerBadgeGroupField ( )
inline

Definition at line 2424 of file Actor.h.

◆ PlayerBadgeGroupField() [2/2]

int & AShooterPlayerController::PlayerBadgeGroupField ( )
inline

Definition at line 2559 of file Actor.h.

◆ PlayerCommand() [1/2]

FString * AShooterPlayerController::PlayerCommand ( FString * result,
FString * TheCommand )
inline

Definition at line 3234 of file Actor.h.

◆ PlayerCommand() [2/2]

FString * AShooterPlayerController::PlayerCommand ( FString * result,
FString * TheCommand )
inline

Definition at line 3414 of file Actor.h.

◆ PlayerCommand_Implementation() [1/2]

FString * AShooterPlayerController::PlayerCommand_Implementation ( FString * result,
FString * TheCommand )
inline

Definition at line 3061 of file Actor.h.

◆ PlayerCommand_Implementation() [2/2]

FString * AShooterPlayerController::PlayerCommand_Implementation ( FString * result,
FString * TheCommand )
inline

Definition at line 3045 of file Actor.h.

◆ PlayerControllerNumField() [1/2]

int & AShooterPlayerController::PlayerControllerNumField ( )
inline

Definition at line 2372 of file Actor.h.

◆ PlayerControllerNumField() [2/2]

int & AShooterPlayerController::PlayerControllerNumField ( )
inline

Definition at line 2506 of file Actor.h.

◆ PlayerInventoryItemsField()

TArray< FSteamInventoryItemInfo > & AShooterPlayerController::PlayerInventoryItemsField ( )
inline

Definition at line 2435 of file Actor.h.

◆ PlayHitMarkerCharacter()

void AShooterPlayerController::PlayHitMarkerCharacter ( float InHitMarkerScale,
bool InWasMeleeHit,
APrimalCharacter * VictimCharacter )
inline

Definition at line 3410 of file Actor.h.

◆ PlayHitMarkerCharacter_Implementation()

void AShooterPlayerController::PlayHitMarkerCharacter_Implementation ( float InHitMarkerScale,
bool InWasMeleeHit,
APrimalCharacter * VictimCharacter )
inline

Definition at line 3042 of file Actor.h.

◆ PlayHitMarkerCharacterAlly()

void AShooterPlayerController::PlayHitMarkerCharacterAlly ( float InHitMarkerScale,
bool InWasMeleeHit )
inline

Definition at line 3411 of file Actor.h.

◆ PlayHitMarkerCharacterAlly_Implementation()

void AShooterPlayerController::PlayHitMarkerCharacterAlly_Implementation ( float InHitMarkerScale,
bool InWasMeleeHit )
inline

Definition at line 3041 of file Actor.h.

◆ PlayHitMarkerStructure() [1/2]

void AShooterPlayerController::PlayHitMarkerStructure ( )
inline

Definition at line 3235 of file Actor.h.

◆ PlayHitMarkerStructure() [2/2]

void AShooterPlayerController::PlayHitMarkerStructure ( float InHitMarkerScale,
bool InWasMeleeHit )
inline

Definition at line 3412 of file Actor.h.

◆ PlayHitMarkerStructure_Implementation() [1/2]

void AShooterPlayerController::PlayHitMarkerStructure_Implementation ( )
inline

Definition at line 3022 of file Actor.h.

◆ PlayHitMarkerStructure_Implementation() [2/2]

void AShooterPlayerController::PlayHitMarkerStructure_Implementation ( float InHitMarkerScale,
bool InWasMeleeHit )
inline

Definition at line 3044 of file Actor.h.

◆ PlayHitMarkerStructureAlly() [1/2]

void AShooterPlayerController::PlayHitMarkerStructureAlly ( )
inline

Definition at line 3236 of file Actor.h.

◆ PlayHitMarkerStructureAlly() [2/2]

void AShooterPlayerController::PlayHitMarkerStructureAlly ( float InHitMarkerScale,
bool InWasMeleeHit )
inline

Definition at line 3413 of file Actor.h.

◆ PlayHitMarkerStructureAlly_Implementation() [1/2]

void AShooterPlayerController::PlayHitMarkerStructureAlly_Implementation ( )
inline

Definition at line 3023 of file Actor.h.

◆ PlayHitMarkerStructureAlly_Implementation() [2/2]

void AShooterPlayerController::PlayHitMarkerStructureAlly_Implementation ( float InHitMarkerScale,
bool InWasMeleeHit )
inline

Definition at line 3043 of file Actor.h.

◆ POI_LastSearchTickTimeField()

long double & AShooterPlayerController::POI_LastSearchTickTimeField ( )
inline

Definition at line 2488 of file Actor.h.

◆ POI_SearchRadiusField()

float & AShooterPlayerController::POI_SearchRadiusField ( )
inline

Definition at line 2487 of file Actor.h.

◆ POI_SearchTickInterval_CurrentField()

float & AShooterPlayerController::POI_SearchTickInterval_CurrentField ( )
inline

Definition at line 2485 of file Actor.h.

◆ POI_SearchTickInterval_RandRangesField()

FVector2D & AShooterPlayerController::POI_SearchTickInterval_RandRangesField ( )
inline

Definition at line 2486 of file Actor.h.

◆ Possess() [1/2]

void AShooterPlayerController::Possess ( APawn * inPawn)
inline

Definition at line 2732 of file Actor.h.

◆ Possess() [2/2]

void AShooterPlayerController::Possess ( APawn * inPawn)
inline

Definition at line 3046 of file Actor.h.

◆ PossessedFirstPawnTimeField() [1/2]

long double & AShooterPlayerController::PossessedFirstPawnTimeField ( )
inline

Definition at line 2441 of file Actor.h.

◆ PossessedFirstPawnTimeField() [2/2]

long double & AShooterPlayerController::PossessedFirstPawnTimeField ( )
inline

Definition at line 2577 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void AShooterPlayerController::PostInitializeComponents ( )
inline

Definition at line 2656 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void AShooterPlayerController::PostInitializeComponents ( )
inline

Definition at line 3047 of file Actor.h.

◆ PostProcessInput()

void AShooterPlayerController::PostProcessInput ( const float DeltaTime,
const bool bGamePaused )
inline

Definition at line 3048 of file Actor.h.

◆ PreviousTribeEntitiesRequestedTargetingTeamField()

int & AShooterPlayerController::PreviousTribeEntitiesRequestedTargetingTeamField ( )
inline

Definition at line 2639 of file Actor.h.

◆ PrimalLocalProfileField() [1/2]

UPrimalLocalProfile * AShooterPlayerController::PrimalLocalProfileField ( )
inline

Definition at line 2336 of file Actor.h.

◆ PrimalLocalProfileField() [2/2]

UPrimalLocalProfile * AShooterPlayerController::PrimalLocalProfileField ( )
inline

Definition at line 2477 of file Actor.h.

◆ PrimalStatsCacheField()

FPrimalStats & AShooterPlayerController::PrimalStatsCacheField ( )
inline

Definition at line 2607 of file Actor.h.

◆ PrimalStatsCacheFlushIntervalField() [1/2]

float & AShooterPlayerController::PrimalStatsCacheFlushIntervalField ( )
inline

Definition at line 2470 of file Actor.h.

◆ PrimalStatsCacheFlushIntervalField() [2/2]

float & AShooterPlayerController::PrimalStatsCacheFlushIntervalField ( )
inline

Definition at line 2605 of file Actor.h.

◆ PrintColors() [1/2]

void AShooterPlayerController::PrintColors ( )
inline

Definition at line 2967 of file Actor.h.

◆ PrintColors() [2/2]

void AShooterPlayerController::PrintColors ( )
inline

Definition at line 3049 of file Actor.h.

◆ ProcessServerMessages()

void AShooterPlayerController::ProcessServerMessages ( )
inline

Definition at line 3050 of file Actor.h.

◆ QueueRequestEquippedItems() [1/2]

void AShooterPlayerController::QueueRequestEquippedItems ( UPrimalInventoryComponent * invComp)
inline

Definition at line 3082 of file Actor.h.

◆ QueueRequestEquippedItems() [2/2]

void AShooterPlayerController::QueueRequestEquippedItems ( UPrimalInventoryComponent * invComp)
inline

Definition at line 3051 of file Actor.h.

◆ QuitToMainMenu() [1/2]

void AShooterPlayerController::QuitToMainMenu ( )
inline

Definition at line 3067 of file Actor.h.

◆ QuitToMainMenu() [2/2]

void AShooterPlayerController::QuitToMainMenu ( )
inline

Definition at line 3052 of file Actor.h.

◆ ReceivedPlayerState() [1/2]

void AShooterPlayerController::ReceivedPlayerState ( )
inline

Definition at line 2939 of file Actor.h.

◆ ReceivedPlayerState() [2/2]

void AShooterPlayerController::ReceivedPlayerState ( )
inline

Definition at line 3054 of file Actor.h.

◆ RefreshMapMarkers()

void AShooterPlayerController::RefreshMapMarkers ( )
inline

Definition at line 3055 of file Actor.h.

◆ RefreshNeedingMapEntities()

void AShooterPlayerController::RefreshNeedingMapEntities ( )
inline

Definition at line 3056 of file Actor.h.

◆ RefreshSteamInventory()

void AShooterPlayerController::RefreshSteamInventory ( )
inline

Definition at line 2937 of file Actor.h.

◆ RemoteViewingInventoriesField() [1/2]

TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & AShooterPlayerController::RemoteViewingInventoriesField ( )
inline

Definition at line 2357 of file Actor.h.

◆ RemoteViewingInventoriesField() [2/2]

TArray< TWeakObjectPtr< UPrimalInventoryComponent > > & AShooterPlayerController::RemoteViewingInventoriesField ( )
inline

Definition at line 2489 of file Actor.h.

◆ RemoveDinoFromMap()

void AShooterPlayerController::RemoveDinoFromMap ( APrimalDinoCharacter * Dino)
inline

Definition at line 2709 of file Actor.h.

◆ RemoveInvetoryItem()

void AShooterPlayerController::RemoveInvetoryItem ( unsigned int ItemID)
inline

Definition at line 2715 of file Actor.h.

◆ RemoveItemSucceeded()

void AShooterPlayerController::RemoveItemSucceeded ( )
inline

Definition at line 2929 of file Actor.h.

◆ ReportLeastSpawnManagers() [1/2]

void AShooterPlayerController::ReportLeastSpawnManagers ( )
inline

Definition at line 2844 of file Actor.h.

◆ ReportLeastSpawnManagers() [2/2]

void AShooterPlayerController::ReportLeastSpawnManagers ( )
inline

Definition at line 3057 of file Actor.h.

◆ ReportSpawnManagers() [1/2]

void AShooterPlayerController::ReportSpawnManagers ( )
inline

Definition at line 2841 of file Actor.h.

◆ ReportSpawnManagers() [2/2]

void AShooterPlayerController::ReportSpawnManagers ( )
inline

Definition at line 3058 of file Actor.h.

◆ RequestCreateNewPlayerWithArkData() [1/2]

void AShooterPlayerController::RequestCreateNewPlayerWithArkData ( TArray< unsigned char > PlayerArkDataBytes)
inline

Definition at line 3059 of file Actor.h.

◆ RequestCreateNewPlayerWithArkData() [2/2]

void AShooterPlayerController::RequestCreateNewPlayerWithArkData ( TArray< unsigned char > PlayerArkDataBytes,
unsigned __int64 TribeID )
inline

Definition at line 2901 of file Actor.h.

◆ RequestCreateNewPlayerWithArkDataPossibleItems()

void AShooterPlayerController::RequestCreateNewPlayerWithArkDataPossibleItems ( FArkTributePlayerData * PlayerData,
unsigned __int64 TribeID )
inline

Definition at line 2889 of file Actor.h.

◆ RequestFastTravelToPoint()

void AShooterPlayerController::RequestFastTravelToPoint ( unsigned int fromSpawnPointID,
unsigned int spawnPointID,
FVector2D FromBedLocation,
bool bFromBedValid )
inline

Definition at line 3060 of file Actor.h.

◆ RequestSpectator() [1/2]

void AShooterPlayerController::RequestSpectator ( FString InSpectatorPass)
inline

Definition at line 2525 of file Actor.h.

◆ RequestSpectator() [2/2]

void AShooterPlayerController::RequestSpectator ( FString InSpectatorPass)
inline

Definition at line 3061 of file Actor.h.

◆ Reset() [1/2]

void AShooterPlayerController::Reset ( )
inline

Definition at line 2802 of file Actor.h.

◆ Reset() [2/2]

void AShooterPlayerController::Reset ( )
inline

Definition at line 3062 of file Actor.h.

◆ ResetSpawnTime() [1/2]

void AShooterPlayerController::ResetSpawnTime ( )
inline

Definition at line 2779 of file Actor.h.

◆ ResetSpawnTime() [2/2]

void AShooterPlayerController::ResetSpawnTime ( )
inline

Definition at line 3063 of file Actor.h.

◆ RespondToPing()

void AShooterPlayerController::RespondToPing ( FReplicatePingData * RespondToPingData)
inline

Definition at line 3099 of file Actor.h.

◆ RetryJoinVivoxChannel()

void AShooterPlayerController::RetryJoinVivoxChannel ( )
inline

Definition at line 3115 of file Actor.h.

◆ RetryLoginToVivox()

void AShooterPlayerController::RetryLoginToVivox ( )
inline

Definition at line 3114 of file Actor.h.

◆ RPCStayAlive() [1/2]

void AShooterPlayerController::RPCStayAlive ( )
inline

Definition at line 3237 of file Actor.h.

◆ RPCStayAlive() [2/2]

void AShooterPlayerController::RPCStayAlive ( )
inline

Definition at line 3415 of file Actor.h.

◆ RPCStayAlive_Implementation() [1/2]

void AShooterPlayerController::RPCStayAlive_Implementation ( )
inline

Definition at line 2987 of file Actor.h.

◆ RPCStayAlive_Implementation() [2/2]

void AShooterPlayerController::RPCStayAlive_Implementation ( )
inline

Definition at line 3053 of file Actor.h.

◆ SameLinkedId() [1/2]

bool AShooterPlayerController::SameLinkedId ( __int64 value)
inline

Definition at line 2602 of file Actor.h.

◆ SameLinkedId() [2/2]

bool AShooterPlayerController::SameLinkedId ( __int64 value)
inline

Definition at line 3066 of file Actor.h.

◆ SaveCharacter()

void AShooterPlayerController::SaveCharacter ( )
inline

Definition at line 3067 of file Actor.h.

◆ SavedMissionBiomeFilterMaskField()

int & AShooterPlayerController::SavedMissionBiomeFilterMaskField ( )
inline

Definition at line 2353 of file Actor.h.

◆ SavedSurvivorProfileSettingsField() [1/2]

TArray< bool > & AShooterPlayerController::SavedSurvivorProfileSettingsField ( )
inline

Definition at line 2351 of file Actor.h.

◆ SavedSurvivorProfileSettingsField() [2/2]

TArray< bool > & AShooterPlayerController::SavedSurvivorProfileSettingsField ( )
inline

Definition at line 2487 of file Actor.h.

◆ SaveProfile() [1/2]

void AShooterPlayerController::SaveProfile ( )
inline

Definition at line 2598 of file Actor.h.

◆ SaveProfile() [2/2]

void AShooterPlayerController::SaveProfile ( )
inline

Definition at line 3068 of file Actor.h.

◆ SaveSpectatorPos() [1/2]

void AShooterPlayerController::SaveSpectatorPos ( int Index)
inline

Definition at line 2567 of file Actor.h.

◆ SaveSpectatorPos() [2/2]

void AShooterPlayerController::SaveSpectatorPos ( int Index)
inline

Definition at line 3069 of file Actor.h.

◆ ScheduleTryLoadProfile()

void AShooterPlayerController::ScheduleTryLoadProfile ( )
inline

Definition at line 2733 of file Actor.h.

◆ SCP()

void AShooterPlayerController::SCP ( )
inline

Definition at line 3064 of file Actor.h.

◆ ScrollChatDown() [1/2]

void AShooterPlayerController::ScrollChatDown ( )
inline

Definition at line 2588 of file Actor.h.

◆ ScrollChatDown() [2/2]

void AShooterPlayerController::ScrollChatDown ( )
inline

Definition at line 3070 of file Actor.h.

◆ ScrollChatUp() [1/2]

void AShooterPlayerController::ScrollChatUp ( )
inline

Definition at line 2589 of file Actor.h.

◆ ScrollChatUp() [2/2]

void AShooterPlayerController::ScrollChatUp ( )
inline

Definition at line 3071 of file Actor.h.

◆ SelectSlotSoundField() [1/2]

USoundCue * AShooterPlayerController::SelectSlotSoundField ( )
inline

Definition at line 2335 of file Actor.h.

◆ SelectSlotSoundField() [2/2]

USoundCue * AShooterPlayerController::SelectSlotSoundField ( )
inline

Definition at line 2476 of file Actor.h.

◆ SendAlarmNotification() [1/2]

void AShooterPlayerController::SendAlarmNotification ( FString SteamID,
FString Title,
FString Message )
inline

Definition at line 2812 of file Actor.h.

◆ SendAlarmNotification() [2/2]

void AShooterPlayerController::SendAlarmNotification ( FString SteamID,
FString Title,
FString Message )
inline

Definition at line 3072 of file Actor.h.

◆ SendArKPayload()

void AShooterPlayerController::SendArKPayload ( bool bClient,
FARKTributeData ArKDataPayload )
inline

Definition at line 2902 of file Actor.h.

◆ SendDinoToServer()

void AShooterPlayerController::SendDinoToServer ( FARKTributeDino DownloadedDino)
inline

Definition at line 2755 of file Actor.h.

◆ SendUseItemSlotToStructure() [1/2]

bool AShooterPlayerController::SendUseItemSlotToStructure ( )
inline

Definition at line 2815 of file Actor.h.

◆ SendUseItemSlotToStructure() [2/2]

bool AShooterPlayerController::SendUseItemSlotToStructure ( )
inline

Definition at line 3073 of file Actor.h.

◆ Server_CaptainExtraActions()

void AShooterPlayerController::Server_CaptainExtraActions ( ECaptainOtherActions::Type RequestedAction,
APrimalStructureSeating_DriverSeat * RequestedFromSeat,
int CurrentValue )
inline

Definition at line 3511 of file Actor.h.

◆ Server_CaptainExtraActions_Implementation()

void AShooterPlayerController::Server_CaptainExtraActions_Implementation ( ECaptainOtherActions::Type RequestedAction,
APrimalStructureSeating_DriverSeat * RequestedFromSeat,
int CurrentValue )
inline

Definition at line 3178 of file Actor.h.

◆ Server_Ping()

void AShooterPlayerController::Server_Ping ( FReplicatePingData WithPingData)
inline

Definition at line 3238 of file Actor.h.

◆ Server_Ping_Implementation()

void AShooterPlayerController::Server_Ping_Implementation ( FReplicatePingData WithPingData)
inline

Definition at line 3095 of file Actor.h.

◆ Server_RespondToPing()

void AShooterPlayerController::Server_RespondToPing ( FReplicatePingData RespondToPingData)
inline

Definition at line 3239 of file Actor.h.

◆ Server_RespondToPing_Implementation()

void AShooterPlayerController::Server_RespondToPing_Implementation ( FReplicatePingData RespondToPingData)
inline

Definition at line 3098 of file Actor.h.

◆ Server_SetShipSailRotation()

void AShooterPlayerController::Server_SetShipSailRotation ( float InSailRotation)
inline

Definition at line 3512 of file Actor.h.

◆ Server_SetShipSailRotation_Implementation()

void AShooterPlayerController::Server_SetShipSailRotation_Implementation ( float InSailRotation)
inline

Definition at line 3179 of file Actor.h.

◆ Server_SetShipSteeringInput()

void AShooterPlayerController::Server_SetShipSteeringInput ( float InSteering)
inline

Definition at line 3513 of file Actor.h.

◆ Server_SetShipSteeringInput_Implementation()

void AShooterPlayerController::Server_SetShipSteeringInput_Implementation ( float InSteering)
inline

Definition at line 3180 of file Actor.h.

◆ Server_SetShipThrottleTarget()

void AShooterPlayerController::Server_SetShipThrottleTarget ( float InThrottle)
inline

Definition at line 3514 of file Actor.h.

◆ Server_SetShipThrottleTarget_Implementation()

void AShooterPlayerController::Server_SetShipThrottleTarget_Implementation ( float InThrottle)
inline

Definition at line 3181 of file Actor.h.

◆ Server_SetWantsForcedMovement()

void AShooterPlayerController::Server_SetWantsForcedMovement ( int Direction)
inline

Definition at line 3515 of file Actor.h.

◆ Server_SetWantsForcedMovement_Implementation()

void AShooterPlayerController::Server_SetWantsForcedMovement_Implementation ( int Direction)
inline

Definition at line 3182 of file Actor.h.

◆ Server_UpdateRowing()

void AShooterPlayerController::Server_UpdateRowing ( float InRowingThrottle,
float InRowingSteering,
int FromSeatNumber )
inline

Definition at line 3516 of file Actor.h.

◆ Server_UpdateRowing_Implementation()

void AShooterPlayerController::Server_UpdateRowing_Implementation ( float InRowingThrottle,
float InRowingSteering,
int FromSeatNumber )
inline

Definition at line 3183 of file Actor.h.

◆ ServerActorCloseRemoteInventory() [1/2]

void AShooterPlayerController::ServerActorCloseRemoteInventory ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3240 of file Actor.h.

◆ ServerActorCloseRemoteInventory() [2/2]

void AShooterPlayerController::ServerActorCloseRemoteInventory ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3416 of file Actor.h.

◆ ServerActorCloseRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerActorCloseRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 2686 of file Actor.h.

◆ ServerActorCloseRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerActorCloseRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3074 of file Actor.h.

◆ ServerActorViewRemoteInventory() [1/2]

void AShooterPlayerController::ServerActorViewRemoteInventory ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3241 of file Actor.h.

◆ ServerActorViewRemoteInventory() [2/2]

void AShooterPlayerController::ServerActorViewRemoteInventory ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3417 of file Actor.h.

◆ ServerActorViewRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerActorViewRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 2685 of file Actor.h.

◆ ServerActorViewRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerActorViewRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3075 of file Actor.h.

◆ ServerAddAchievementID() [1/2]

void AShooterPlayerController::ServerAddAchievementID ( FString * AchievementID,
bool bIsOnSpawn )
inline

Definition at line 3242 of file Actor.h.

◆ ServerAddAchievementID() [2/2]

void AShooterPlayerController::ServerAddAchievementID ( FString * AchievementID,
bool bIsOnSpawn )
inline

Definition at line 3418 of file Actor.h.

◆ ServerAddAchievementID_Implementation() [1/2]

void AShooterPlayerController::ServerAddAchievementID_Implementation ( FString * AchievementID,
bool bIsOnSpawn )
inline

Definition at line 3008 of file Actor.h.

◆ ServerAddAchievementID_Implementation() [2/2]

void AShooterPlayerController::ServerAddAchievementID_Implementation ( FString * AchievementID,
bool bIsOnSpawn )
inline

Definition at line 3076 of file Actor.h.

◆ ServerAddItemFromArkInventory()

void AShooterPlayerController::ServerAddItemFromArkInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity )
inline

Definition at line 3243 of file Actor.h.

◆ ServerAddItemFromArkInventory_Implementation()

void AShooterPlayerController::ServerAddItemFromArkInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity )
inline

Definition at line 2701 of file Actor.h.

◆ ServerAddItemToArkInventory()

void AShooterPlayerController::ServerAddItemToArkInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity )
inline

Definition at line 3244 of file Actor.h.

◆ ServerAddItemToArkInventory_Implementation()

void AShooterPlayerController::ServerAddItemToArkInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity )
inline

Definition at line 2874 of file Actor.h.

◆ ServerAddItemToCustomFolder() [1/2]

void AShooterPlayerController::ServerAddItemToCustomFolder ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 3245 of file Actor.h.

◆ ServerAddItemToCustomFolder() [2/2]

void AShooterPlayerController::ServerAddItemToCustomFolder ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 3419 of file Actor.h.

◆ ServerAddItemToCustomFolder_Implementation() [1/2]

void AShooterPlayerController::ServerAddItemToCustomFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 2677 of file Actor.h.

◆ ServerAddItemToCustomFolder_Implementation() [2/2]

void AShooterPlayerController::ServerAddItemToCustomFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 3077 of file Actor.h.

◆ ServerAddItemToSteamInventory()

void AShooterPlayerController::ServerAddItemToSteamInventory ( int ItemSteamDefID,
int Quantity )
inline

Definition at line 2925 of file Actor.h.

◆ ServerAddTribeMarker()

void AShooterPlayerController::ServerAddTribeMarker ( FString * Name,
float Coord1,
float Coord2,
FColor TextColor )
inline

Definition at line 3420 of file Actor.h.

◆ ServerAddTribeMarker_Implementation()

void AShooterPlayerController::ServerAddTribeMarker_Implementation ( FString * Name,
float Coord1,
float Coord2,
FColor TextColor )
inline

Definition at line 3078 of file Actor.h.

◆ ServerAllowPlayerToJoinNoCheck() [1/2]

void AShooterPlayerController::ServerAllowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 3246 of file Actor.h.

◆ ServerAllowPlayerToJoinNoCheck() [2/2]

void AShooterPlayerController::ServerAllowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 3421 of file Actor.h.

◆ ServerAllowPlayerToJoinNoCheck_Implementation() [1/2]

void AShooterPlayerController::ServerAllowPlayerToJoinNoCheck_Implementation ( FString * PlayerId)
inline

Definition at line 2942 of file Actor.h.

◆ ServerAllowPlayerToJoinNoCheck_Implementation() [2/2]

void AShooterPlayerController::ServerAllowPlayerToJoinNoCheck_Implementation ( FString * PlayerId)
inline

Definition at line 3079 of file Actor.h.

◆ ServerAsyncLoadArkInventoryItems()

void AShooterPlayerController::ServerAsyncLoadArkInventoryItems ( TArray< FItemNetInfo > * ArkInventoryItems,
bool bFinalBatch )
inline

Definition at line 3247 of file Actor.h.

◆ ServerAsyncLoadArkInventoryItems_Implementation()

void AShooterPlayerController::ServerAsyncLoadArkInventoryItems_Implementation ( TArray< FItemNetInfo > * ArkInventoryItemsInfo,
bool bFinalBatch )
inline

Definition at line 2879 of file Actor.h.

◆ ServerBanPlayer() [1/2]

void AShooterPlayerController::ServerBanPlayer ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3248 of file Actor.h.

◆ ServerBanPlayer() [2/2]

void AShooterPlayerController::ServerBanPlayer ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3422 of file Actor.h.

◆ ServerBanPlayer_Implementation() [1/2]

void AShooterPlayerController::ServerBanPlayer_Implementation ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 2950 of file Actor.h.

◆ ServerBanPlayer_Implementation() [2/2]

void AShooterPlayerController::ServerBanPlayer_Implementation ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3080 of file Actor.h.

◆ ServerCachedAchievementIDsField() [1/2]

TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & AShooterPlayerController::ServerCachedAchievementIDsField ( )
inline

Definition at line 2420 of file Actor.h.

◆ ServerCachedAchievementIDsField() [2/2]

TSet< FString, DefaultKeyFuncs< FString, 0 >, FDefaultSetAllocator > & AShooterPlayerController::ServerCachedAchievementIDsField ( )
inline

Definition at line 2555 of file Actor.h.

◆ ServerChangeHomeServer()

void AShooterPlayerController::ServerChangeHomeServer ( unsigned int NewHomeServerId)
inline

Definition at line 3423 of file Actor.h.

◆ ServerChangeHomeServer_Implementation()

void AShooterPlayerController::ServerChangeHomeServer_Implementation ( unsigned int NewHomeServerId)
inline

Definition at line 3081 of file Actor.h.

◆ ServerCharacterUploadWithItems_CharaterPayload()

void AShooterPlayerController::ServerCharacterUploadWithItems_CharaterPayload ( unsigned __int64 PlayerDataId,
TArray< unsigned char > * PlayerDataChunk )
inline

Definition at line 3249 of file Actor.h.

◆ ServerCharacterUploadWithItems_CharaterPayload_Implementation()

void AShooterPlayerController::ServerCharacterUploadWithItems_CharaterPayload_Implementation ( unsigned __int64 PlayerDataId,
TArray< unsigned char > * PlayerDataChunk )
inline

Definition at line 2891 of file Actor.h.

◆ ServerCharacterUploadWithItems_FinishAndCreateCharacter()

void AShooterPlayerController::ServerCharacterUploadWithItems_FinishAndCreateCharacter ( unsigned __int64 PlayerDataId)
inline

Definition at line 3250 of file Actor.h.

◆ ServerCharacterUploadWithItems_FinishAndCreateCharacter_Implementation()

void AShooterPlayerController::ServerCharacterUploadWithItems_FinishAndCreateCharacter_Implementation ( unsigned __int64 PlayerDataId)
inline

Definition at line 2893 of file Actor.h.

◆ ServerCharacterUploadWithItems_Start()

void AShooterPlayerController::ServerCharacterUploadWithItems_Start ( unsigned __int64 PlayerDataId,
FArkTributePlayerData PlayerData )
inline

Definition at line 3251 of file Actor.h.

◆ ServerCharacterUploadWithItems_Start_Implementation()

void AShooterPlayerController::ServerCharacterUploadWithItems_Start_Implementation ( unsigned __int64 PlayerDataId,
FArkTributePlayerData PlayerData )
inline

Definition at line 2890 of file Actor.h.

◆ ServerCharacterUploadWithItems_UploadItem()

void AShooterPlayerController::ServerCharacterUploadWithItems_UploadItem ( unsigned __int64 PlayerDataId,
FItemNetInfo InvItem )
inline

Definition at line 3252 of file Actor.h.

◆ ServerCharacterUploadWithItems_UploadItem_Implementation()

void AShooterPlayerController::ServerCharacterUploadWithItems_UploadItem_Implementation ( unsigned __int64 PlayerDataId,
FItemNetInfo InvItem )
inline

Definition at line 2892 of file Actor.h.

◆ ServerCheckIsValidPlayerToDownload_Implementation()

void AShooterPlayerController::ServerCheckIsValidPlayerToDownload_Implementation ( FArkTributePlayerData PlayerData)
inline

Definition at line 2917 of file Actor.h.

◆ ServerCheckUnfreeze() [1/2]

void AShooterPlayerController::ServerCheckUnfreeze ( )
inline

Definition at line 3253 of file Actor.h.

◆ ServerCheckUnfreeze() [2/2]

void AShooterPlayerController::ServerCheckUnfreeze ( )
inline

Definition at line 3424 of file Actor.h.

◆ ServerCheckUnfreeze_Implementation() [1/2]

void AShooterPlayerController::ServerCheckUnfreeze_Implementation ( )
inline

Definition at line 2607 of file Actor.h.

◆ ServerCheckUnfreeze_Implementation() [2/2]

void AShooterPlayerController::ServerCheckUnfreeze_Implementation ( )
inline

Definition at line 3082 of file Actor.h.

◆ ServerCraftItem() [1/2]

void AShooterPlayerController::ServerCraftItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3254 of file Actor.h.

◆ ServerCraftItem() [2/2]

void AShooterPlayerController::ServerCraftItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3425 of file Actor.h.

◆ ServerCraftItem_Implementation() [1/2]

void AShooterPlayerController::ServerCraftItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2679 of file Actor.h.

◆ ServerCraftItem_Implementation() [2/2]

void AShooterPlayerController::ServerCraftItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3083 of file Actor.h.

◆ ServerCycleSpectator() [1/2]

void AShooterPlayerController::ServerCycleSpectator ( bool bNext)
inline

Definition at line 3255 of file Actor.h.

◆ ServerCycleSpectator() [2/2]

void AShooterPlayerController::ServerCycleSpectator ( bool bNext)
inline

Definition at line 3426 of file Actor.h.

◆ ServerCycleSpectator_Implementation() [1/2]

void AShooterPlayerController::ServerCycleSpectator_Implementation ( bool bNext)
inline

Definition at line 2537 of file Actor.h.

◆ ServerCycleSpectator_Implementation() [2/2]

void AShooterPlayerController::ServerCycleSpectator_Implementation ( bool bNext)
inline

Definition at line 3084 of file Actor.h.

◆ ServerDeleteCustomFolder() [1/2]

void AShooterPlayerController::ServerDeleteCustomFolder ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType )
inline

Definition at line 3256 of file Actor.h.

◆ ServerDeleteCustomFolder() [2/2]

void AShooterPlayerController::ServerDeleteCustomFolder ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType )
inline

Definition at line 3427 of file Actor.h.

◆ ServerDeleteCustomFolder_Implementation() [1/2]

void AShooterPlayerController::ServerDeleteCustomFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType )
inline

Definition at line 2676 of file Actor.h.

◆ ServerDeleteCustomFolder_Implementation() [2/2]

void AShooterPlayerController::ServerDeleteCustomFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType )
inline

Definition at line 3086 of file Actor.h.

◆ ServerDeleteItemFromCustomFolder() [1/2]

void AShooterPlayerController::ServerDeleteItemFromCustomFolder ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 3257 of file Actor.h.

◆ ServerDeleteItemFromCustomFolder() [2/2]

void AShooterPlayerController::ServerDeleteItemFromCustomFolder ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 3428 of file Actor.h.

◆ ServerDeleteItemFromCustomFolder_Implementation() [1/2]

void AShooterPlayerController::ServerDeleteItemFromCustomFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 2678 of file Actor.h.

◆ ServerDeleteItemFromCustomFolder_Implementation() [2/2]

void AShooterPlayerController::ServerDeleteItemFromCustomFolder_Implementation ( UPrimalInventoryComponent * forInventory,
FString * CFolderName,
int InventoryCompType,
FItemNetID ItemId )
inline

Definition at line 3087 of file Actor.h.

◆ ServerDisallowPlayerToJoinNoCheck() [1/2]

void AShooterPlayerController::ServerDisallowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 3258 of file Actor.h.

◆ ServerDisallowPlayerToJoinNoCheck() [2/2]

void AShooterPlayerController::ServerDisallowPlayerToJoinNoCheck ( FString * PlayerId)
inline

Definition at line 3429 of file Actor.h.

◆ ServerDisallowPlayerToJoinNoCheck_Implementation() [1/2]

void AShooterPlayerController::ServerDisallowPlayerToJoinNoCheck_Implementation ( FString * PlayerId)
inline

Definition at line 2944 of file Actor.h.

◆ ServerDisallowPlayerToJoinNoCheck_Implementation() [2/2]

void AShooterPlayerController::ServerDisallowPlayerToJoinNoCheck_Implementation ( FString * PlayerId)
inline

Definition at line 3088 of file Actor.h.

◆ ServerDownloadDino()

bool AShooterPlayerController::ServerDownloadDino ( FARKTributeDino DownloadedDino)
inline

Definition at line 2754 of file Actor.h.

◆ ServerDownloadTransferredPlayer()

void AShooterPlayerController::ServerDownloadTransferredPlayer ( int spawnPointID,
int spawnPointRegionIndex )
inline

Definition at line 3259 of file Actor.h.

◆ ServerDownloadTransferredPlayer_Implementation()

void AShooterPlayerController::ServerDownloadTransferredPlayer_Implementation ( int spawnPointID,
int spawnPointRegionIndex )
inline

Definition at line 3030 of file Actor.h.

◆ ServerDPC()

void AShooterPlayerController::ServerDPC ( )
inline

Definition at line 3260 of file Actor.h.

◆ ServerDPC_Implementation() [1/2]

void AShooterPlayerController::ServerDPC_Implementation ( )
inline

Definition at line 3065 of file Actor.h.

◆ ServerDPC_Implementation() [2/2]

void AShooterPlayerController::ServerDPC_Implementation ( )
inline

Definition at line 3085 of file Actor.h.

◆ ServerDropAllNotReadyForUploadItems()

void AShooterPlayerController::ServerDropAllNotReadyForUploadItems ( )
inline

Definition at line 3261 of file Actor.h.

◆ ServerDropAllNotReadyForUploadItems_Implementation()

void AShooterPlayerController::ServerDropAllNotReadyForUploadItems_Implementation ( )
inline

Definition at line 3080 of file Actor.h.

◆ ServerDropFromRemoteInventory() [1/2]

void AShooterPlayerController::ServerDropFromRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3262 of file Actor.h.

◆ ServerDropFromRemoteInventory() [2/2]

void AShooterPlayerController::ServerDropFromRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool bOnlyIfEquipped )
inline

Definition at line 3430 of file Actor.h.

◆ ServerDropFromRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerDropFromRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2687 of file Actor.h.

◆ ServerDropFromRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerDropFromRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool bOnlyIfEquipped )
inline

Definition at line 3089 of file Actor.h.

◆ ServerEquipPawnItem() [1/2]

void AShooterPlayerController::ServerEquipPawnItem ( FItemNetID itemID)
inline

Definition at line 3263 of file Actor.h.

◆ ServerEquipPawnItem() [2/2]

void AShooterPlayerController::ServerEquipPawnItem ( FItemNetID itemID)
inline

Definition at line 3431 of file Actor.h.

◆ ServerEquipPawnItem_Implementation() [1/2]

void AShooterPlayerController::ServerEquipPawnItem_Implementation ( FItemNetID itemID)
inline

Definition at line 2675 of file Actor.h.

◆ ServerEquipPawnItem_Implementation() [2/2]

void AShooterPlayerController::ServerEquipPawnItem_Implementation ( FItemNetID itemID)
inline

Definition at line 3090 of file Actor.h.

◆ ServerEquipToRemoteInventory() [1/2]

void AShooterPlayerController::ServerEquipToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3264 of file Actor.h.

◆ ServerEquipToRemoteInventory() [2/2]

void AShooterPlayerController::ServerEquipToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3432 of file Actor.h.

◆ ServerEquipToRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerEquipToRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2693 of file Actor.h.

◆ ServerEquipToRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerEquipToRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3091 of file Actor.h.

◆ ServerGetHomeServerId()

void AShooterPlayerController::ServerGetHomeServerId ( )
inline

Definition at line 3092 of file Actor.h.

◆ ServerGetMessageOfTheDay() [1/2]

void AShooterPlayerController::ServerGetMessageOfTheDay ( )
inline

Definition at line 3265 of file Actor.h.

◆ ServerGetMessageOfTheDay() [2/2]

void AShooterPlayerController::ServerGetMessageOfTheDay ( )
inline

Definition at line 3433 of file Actor.h.

◆ ServerGetMessageOfTheDay_Implementation() [1/2]

void AShooterPlayerController::ServerGetMessageOfTheDay_Implementation ( )
inline

Definition at line 2657 of file Actor.h.

◆ ServerGetMessageOfTheDay_Implementation() [2/2]

void AShooterPlayerController::ServerGetMessageOfTheDay_Implementation ( )
inline

Definition at line 3093 of file Actor.h.

◆ ServerGetNotificationSettings()

void AShooterPlayerController::ServerGetNotificationSettings ( )
inline

Definition at line 3434 of file Actor.h.

◆ ServerGetNotificationSettings_Implementation()

void AShooterPlayerController::ServerGetNotificationSettings_Implementation ( )
inline

Definition at line 3094 of file Actor.h.

◆ ServerGetOriginalHairColor() [1/2]

void AShooterPlayerController::ServerGetOriginalHairColor ( )
inline

Definition at line 3266 of file Actor.h.

◆ ServerGetOriginalHairColor() [2/2]

void AShooterPlayerController::ServerGetOriginalHairColor ( )
inline

Definition at line 3435 of file Actor.h.

◆ ServerGetOriginalHairColor_Implementation() [1/2]

void AShooterPlayerController::ServerGetOriginalHairColor_Implementation ( )
inline

Definition at line 2794 of file Actor.h.

◆ ServerGetOriginalHairColor_Implementation() [2/2]

void AShooterPlayerController::ServerGetOriginalHairColor_Implementation ( )
inline

Definition at line 3095 of file Actor.h.

◆ ServerGlobalCommand() [1/2]

void AShooterPlayerController::ServerGlobalCommand ( FString * Msg)
inline

Definition at line 3267 of file Actor.h.

◆ ServerGlobalCommand() [2/2]

void AShooterPlayerController::ServerGlobalCommand ( FString * Msg)
inline

Definition at line 3436 of file Actor.h.

◆ ServerGlobalCommand_Implementation() [1/2]

void AShooterPlayerController::ServerGlobalCommand_Implementation ( FString * Msg)
inline

Definition at line 2808 of file Actor.h.

◆ ServerGlobalCommand_Implementation() [2/2]

void AShooterPlayerController::ServerGlobalCommand_Implementation ( FString * Msg)
inline

Definition at line 3096 of file Actor.h.

◆ ServerGrindItemInRemoteInventory()

void AShooterPlayerController::ServerGrindItemInRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool grindStack )
inline

Definition at line 3268 of file Actor.h.

◆ ServerGrindItemInRemoteInventory_Implementation()

void AShooterPlayerController::ServerGrindItemInRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool grindStack )
inline

Definition at line 2699 of file Actor.h.

◆ ServerInventoryClearCraftQueue() [1/2]

void AShooterPlayerController::ServerInventoryClearCraftQueue ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3269 of file Actor.h.

◆ ServerInventoryClearCraftQueue() [2/2]

void AShooterPlayerController::ServerInventoryClearCraftQueue ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3437 of file Actor.h.

◆ ServerInventoryClearCraftQueue_Implementation() [1/2]

void AShooterPlayerController::ServerInventoryClearCraftQueue_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 2688 of file Actor.h.

◆ ServerInventoryClearCraftQueue_Implementation() [2/2]

void AShooterPlayerController::ServerInventoryClearCraftQueue_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3097 of file Actor.h.

◆ ServerKickPlayer() [1/2]

void AShooterPlayerController::ServerKickPlayer ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3270 of file Actor.h.

◆ ServerKickPlayer() [2/2]

void AShooterPlayerController::ServerKickPlayer ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3438 of file Actor.h.

◆ ServerKickPlayer_Implementation() [1/2]

void AShooterPlayerController::ServerKickPlayer_Implementation ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 2948 of file Actor.h.

◆ ServerKickPlayer_Implementation() [2/2]

void AShooterPlayerController::ServerKickPlayer_Implementation ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3098 of file Actor.h.

◆ ServerListPlayers_Implementation() [1/2]

void AShooterPlayerController::ServerListPlayers_Implementation ( )
inline

Definition at line 2946 of file Actor.h.

◆ ServerListPlayers_Implementation() [2/2]

void AShooterPlayerController::ServerListPlayers_Implementation ( )
inline

Definition at line 3099 of file Actor.h.

◆ ServerLoadArkInventoryItems()

void AShooterPlayerController::ServerLoadArkInventoryItems ( TArray< FItemNetInfo > * ArkInventoryItems,
bool bFinalBatch )
inline

Definition at line 3271 of file Actor.h.

◆ ServerLoadArkInventoryItems_Implementation()

void AShooterPlayerController::ServerLoadArkInventoryItems_Implementation ( TArray< FItemNetInfo > * ArkInventoryItemsInfo,
bool bFinalBatch )
inline

Definition at line 2878 of file Actor.h.

◆ ServerLoadUploadedCharacters()

void AShooterPlayerController::ServerLoadUploadedCharacters ( )
inline

Definition at line 3272 of file Actor.h.

◆ ServerLoadUploadedCharacters_Implementation()

void AShooterPlayerController::ServerLoadUploadedCharacters_Implementation ( )
inline

Definition at line 2912 of file Actor.h.

◆ ServerLoadUploadedDinos()

void AShooterPlayerController::ServerLoadUploadedDinos ( )
inline

Definition at line 3273 of file Actor.h.

◆ ServerLoadUploadedDinos_Implementation()

void AShooterPlayerController::ServerLoadUploadedDinos_Implementation ( )
inline

Definition at line 2906 of file Actor.h.

◆ ServerLoginToVivox() [1/2]

void AShooterPlayerController::ServerLoginToVivox ( )
inline

Definition at line 3274 of file Actor.h.

◆ ServerLoginToVivox() [2/2]

void AShooterPlayerController::ServerLoginToVivox ( )
inline

Definition at line 3439 of file Actor.h.

◆ ServerLoginToVivox_Implementation() [1/2]

void AShooterPlayerController::ServerLoginToVivox_Implementation ( )
inline

Definition at line 3118 of file Actor.h.

◆ ServerLoginToVivox_Implementation() [2/2]

void AShooterPlayerController::ServerLoginToVivox_Implementation ( )
inline

Definition at line 3100 of file Actor.h.

◆ ServerMultiUse() [1/2]

void AShooterPlayerController::ServerMultiUse ( UObject * ForObject,
int useIndex )
inline

Definition at line 3275 of file Actor.h.

◆ ServerMultiUse() [2/2]

void AShooterPlayerController::ServerMultiUse ( UObject * ForObject,
int useIndex )
inline

Definition at line 3440 of file Actor.h.

◆ ServerMultiUse_Implementation() [1/2]

void AShooterPlayerController::ServerMultiUse_Implementation ( UObject * ForObject,
int useIndex )
inline

Definition at line 2725 of file Actor.h.

◆ ServerMultiUse_Implementation() [2/2]

void AShooterPlayerController::ServerMultiUse_Implementation ( UObject * ForObject,
int useIndex )
inline

Definition at line 3101 of file Actor.h.

◆ ServerNotifyEditText() [1/2]

void AShooterPlayerController::ServerNotifyEditText ( FString * TextToUse,
bool checkedBox,
TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 3276 of file Actor.h.

◆ ServerNotifyEditText() [2/2]

void AShooterPlayerController::ServerNotifyEditText ( FString * TextToUse,
bool checkedBox,
TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 3441 of file Actor.h.

◆ ServerNotifyEditText_Implementation() [1/2]

void AShooterPlayerController::ServerNotifyEditText_Implementation ( FString * TextToUse,
bool checkedBox,
TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 2784 of file Actor.h.

◆ ServerNotifyEditText_Implementation() [2/2]

void AShooterPlayerController::ServerNotifyEditText_Implementation ( FString * TextToUse,
bool checkedBox,
TSubclassOf< UObject > ForObjectClass,
unsigned int ExtraID1,
unsigned int ExtraID2,
UObject * ForObject )
inline

Definition at line 3102 of file Actor.h.

◆ ServerPaint()

void AShooterPlayerController::ServerPaint ( UStructurePaintingComponent * Structure,
TArray< FPaintItem > * Paints,
bool bLastBatch,
bool bFromLoadFile )
inline

Definition at line 3277 of file Actor.h.

◆ ServerPaint_Implementation()

void AShooterPlayerController::ServerPaint_Implementation ( UStructurePaintingComponent * Structure,
TArray< FPaintItem > * Paints,
bool bLastBatch,
bool bFromLoadFile )
inline

Definition at line 2958 of file Actor.h.

◆ ServerReadMessageOFTheDay() [1/2]

void AShooterPlayerController::ServerReadMessageOFTheDay ( )
inline

Definition at line 3278 of file Actor.h.

◆ ServerReadMessageOFTheDay() [2/2]

void AShooterPlayerController::ServerReadMessageOFTheDay ( )
inline

Definition at line 3442 of file Actor.h.

◆ ServerReadMessageOFTheDay_Implementation() [1/2]

void AShooterPlayerController::ServerReadMessageOFTheDay_Implementation ( )
inline

Definition at line 2659 of file Actor.h.

◆ ServerReadMessageOFTheDay_Implementation() [2/2]

void AShooterPlayerController::ServerReadMessageOFTheDay_Implementation ( )
inline

Definition at line 3103 of file Actor.h.

◆ ServerRecieveSpectatorLocationAndRotation()

void AShooterPlayerController::ServerRecieveSpectatorLocationAndRotation ( FVector spectatorLocation,
FRotator spectatorRotation )
inline

Definition at line 3279 of file Actor.h.

◆ ServerRecieveSpectatorLocationAndRotation_Implementation()

void AShooterPlayerController::ServerRecieveSpectatorLocationAndRotation_Implementation ( FVector spectatorLocation,
FRotator spectatorRotation )
inline

Definition at line 3079 of file Actor.h.

◆ ServerRefreshSteamInventory()

void AShooterPlayerController::ServerRefreshSteamInventory ( )
inline

Definition at line 3280 of file Actor.h.

◆ ServerRefreshSteamInventory_Implementation()

void AShooterPlayerController::ServerRefreshSteamInventory_Implementation ( )
inline

Definition at line 2933 of file Actor.h.

◆ ServerRefreshSteamInventoryForRemove()

void AShooterPlayerController::ServerRefreshSteamInventoryForRemove ( )
inline

Definition at line 2931 of file Actor.h.

◆ ServerRefreshSteamInventoryToCheckConsume()

void AShooterPlayerController::ServerRefreshSteamInventoryToCheckConsume ( )
inline

Definition at line 2932 of file Actor.h.

◆ ServerReleaseSeatingStructure() [1/2]

void AShooterPlayerController::ServerReleaseSeatingStructure ( )
inline

Definition at line 3281 of file Actor.h.

◆ ServerReleaseSeatingStructure() [2/2]

void AShooterPlayerController::ServerReleaseSeatingStructure ( )
inline

Definition at line 3443 of file Actor.h.

◆ ServerReleaseSeatingStructure_Implementation() [1/2]

void AShooterPlayerController::ServerReleaseSeatingStructure_Implementation ( )
inline

Definition at line 2819 of file Actor.h.

◆ ServerReleaseSeatingStructure_Implementation() [2/2]

void AShooterPlayerController::ServerReleaseSeatingStructure_Implementation ( )
inline

Definition at line 3104 of file Actor.h.

◆ ServerRemovePassenger() [1/2]

void AShooterPlayerController::ServerRemovePassenger ( )
inline

Definition at line 3282 of file Actor.h.

◆ ServerRemovePassenger() [2/2]

void AShooterPlayerController::ServerRemovePassenger ( )
inline

Definition at line 3444 of file Actor.h.

◆ ServerRemovePassenger_Implementation() [1/2]

void AShooterPlayerController::ServerRemovePassenger_Implementation ( )
inline

Definition at line 2644 of file Actor.h.

◆ ServerRemovePassenger_Implementation() [2/2]

void AShooterPlayerController::ServerRemovePassenger_Implementation ( )
inline

Definition at line 3105 of file Actor.h.

◆ ServerRemovePawnItem() [1/2]

void AShooterPlayerController::ServerRemovePawnItem ( FItemNetID itemID,
bool bSecondryAction )
inline

Definition at line 3283 of file Actor.h.

◆ ServerRemovePawnItem() [2/2]

void AShooterPlayerController::ServerRemovePawnItem ( FItemNetID itemID,
bool bSecondryAction,
bool bOnlyIfEquipped )
inline

Definition at line 3445 of file Actor.h.

◆ ServerRemovePawnItem_Implementation() [1/2]

void AShooterPlayerController::ServerRemovePawnItem_Implementation ( FItemNetID itemID,
bool bSecondryAction )
inline

Definition at line 2674 of file Actor.h.

◆ ServerRemovePawnItem_Implementation() [2/2]

void AShooterPlayerController::ServerRemovePawnItem_Implementation ( FItemNetID itemID,
bool bSecondryAction,
bool bOnlyIfEquipped )
inline

Definition at line 3106 of file Actor.h.

◆ ServerRemoveSteamItem_Implementation()

void AShooterPlayerController::ServerRemoveSteamItem_Implementation ( unsigned int ItemdDefId)
inline

Definition at line 2938 of file Actor.h.

◆ ServerRemoveSteamItemSucceeded()

void AShooterPlayerController::ServerRemoveSteamItemSucceeded ( )
inline

Definition at line 3284 of file Actor.h.

◆ ServerRemoveSteamItemSucceeded_Implementation()

void AShooterPlayerController::ServerRemoveSteamItemSucceeded_Implementation ( )
inline

Definition at line 2927 of file Actor.h.

◆ ServerRemoveTribeMarker()

void AShooterPlayerController::ServerRemoveTribeMarker ( unsigned int MarkerID)
inline

Definition at line 3446 of file Actor.h.

◆ ServerRemoveTribeMarker_Implementation()

void AShooterPlayerController::ServerRemoveTribeMarker_Implementation ( unsigned int MarkerID)
inline

Definition at line 3107 of file Actor.h.

◆ ServerRepairItem() [1/2]

void AShooterPlayerController::ServerRepairItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3285 of file Actor.h.

◆ ServerRepairItem() [2/2]

void AShooterPlayerController::ServerRepairItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3447 of file Actor.h.

◆ ServerRepairItem_Implementation() [1/2]

void AShooterPlayerController::ServerRepairItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2680 of file Actor.h.

◆ ServerRepairItem_Implementation() [2/2]

void AShooterPlayerController::ServerRepairItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3108 of file Actor.h.

◆ ServerRepeatMultiUse() [1/2]

void AShooterPlayerController::ServerRepeatMultiUse ( UObject * ForObject,
int useIndex )
inline

Definition at line 3286 of file Actor.h.

◆ ServerRepeatMultiUse() [2/2]

void AShooterPlayerController::ServerRepeatMultiUse ( UObject * ForObject,
int useIndex )
inline

Definition at line 3448 of file Actor.h.

◆ ServerRepeatMultiUse_Implementation() [1/2]

void AShooterPlayerController::ServerRepeatMultiUse_Implementation ( UObject * ForObject,
int useIndex )
inline

Definition at line 2724 of file Actor.h.

◆ ServerRepeatMultiUse_Implementation() [2/2]

void AShooterPlayerController::ServerRepeatMultiUse_Implementation ( UObject * ForObject,
int useIndex )
inline

Definition at line 3109 of file Actor.h.

◆ ServerRequestActivateFeat()

void AShooterPlayerController::ServerRequestActivateFeat ( TSubclassOf< APrimalBuff > FeatClass)
inline

Definition at line 3449 of file Actor.h.

◆ ServerRequestActivateFeat_Implementation()

void AShooterPlayerController::ServerRequestActivateFeat_Implementation ( TSubclassOf< APrimalBuff > FeatClass)
inline

Definition at line 3110 of file Actor.h.

◆ ServerRequestActivateStationGroup()

void AShooterPlayerController::ServerRequestActivateStationGroup ( APrimalRaft * forRaft,
int GroupIndex,
bool bActivateForCaptain,
bool bNewValue )
inline

Definition at line 3450 of file Actor.h.

◆ ServerRequestActivateStationGroup_Implementation()

void AShooterPlayerController::ServerRequestActivateStationGroup_Implementation ( APrimalRaft * forRaft,
int GroupIndex,
bool bActivateForCaptain,
bool bNewValue )
inline

Definition at line 3111 of file Actor.h.

◆ ServerRequestActorItems() [1/2]

void AShooterPlayerController::ServerRequestActorItems ( UPrimalInventoryComponent * forInventory,
bool bInventoryItems,
bool bIsFirstSpawn )
inline

Definition at line 3287 of file Actor.h.

◆ ServerRequestActorItems() [2/2]

void AShooterPlayerController::ServerRequestActorItems ( UPrimalInventoryComponent * forInventory,
bool bInventoryItems,
bool bIsFirstSpawn,
bool allowLocalController )
inline

Definition at line 3451 of file Actor.h.

◆ ServerRequestActorItems_Implementation() [1/2]

void AShooterPlayerController::ServerRequestActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
bool bInventoryItems,
bool bIsFirstSpawn )
inline

Definition at line 2672 of file Actor.h.

◆ ServerRequestActorItems_Implementation() [2/2]

void AShooterPlayerController::ServerRequestActorItems_Implementation ( UPrimalInventoryComponent * forInventory,
bool bInventoryItems,
bool bIsFirstSpawn,
bool allowLocalController )
inline

Definition at line 3112 of file Actor.h.

◆ ServerRequestCreateMissionDataBuff()

void AShooterPlayerController::ServerRequestCreateMissionDataBuff ( )
inline

Definition at line 3288 of file Actor.h.

◆ ServerRequestCreateMissionDataBuff_Implementation()

void AShooterPlayerController::ServerRequestCreateMissionDataBuff_Implementation ( )
inline

Definition at line 2894 of file Actor.h.

◆ ServerRequestCreateNewPlayerWithArkData() [1/2]

void AShooterPlayerController::ServerRequestCreateNewPlayerWithArkData ( TArray< unsigned char > * DataBytes,
unsigned __int64 TribeID )
inline

Definition at line 3113 of file Actor.h.

◆ ServerRequestCreateNewPlayerWithArkData() [2/2]

void AShooterPlayerController::ServerRequestCreateNewPlayerWithArkData ( TArray< unsigned char > * PlayerArkDataBytes,
unsigned __int64 TribeID )
inline

Definition at line 2706 of file Actor.h.

◆ ServerRequestDinoAncestors() [1/2]

void AShooterPlayerController::ServerRequestDinoAncestors ( APrimalDinoCharacter * ForDino)
inline

Definition at line 3289 of file Actor.h.

◆ ServerRequestDinoAncestors() [2/2]

void AShooterPlayerController::ServerRequestDinoAncestors ( APrimalDinoCharacter * ForDino)
inline

Definition at line 3452 of file Actor.h.

◆ ServerRequestDinoAncestors_Implementation() [1/2]

void AShooterPlayerController::ServerRequestDinoAncestors_Implementation ( APrimalDinoCharacter * ForDino)
inline

Definition at line 3051 of file Actor.h.

◆ ServerRequestDinoAncestors_Implementation() [2/2]

void AShooterPlayerController::ServerRequestDinoAncestors_Implementation ( APrimalDinoCharacter * ForDino)
inline

Definition at line 3114 of file Actor.h.

◆ ServerRequestDinoCharStats_Implementation()

void AShooterPlayerController::ServerRequestDinoCharStats_Implementation ( APrimalDinoCharacter * theDinoChar)
inline

Definition at line 2833 of file Actor.h.

◆ ServerRequestDownloadDino()

void AShooterPlayerController::ServerRequestDownloadDino ( FARKTributeDino DownloadedDino)
inline

Definition at line 3290 of file Actor.h.

◆ ServerRequestDownloadDino_Implementation()

void AShooterPlayerController::ServerRequestDownloadDino_Implementation ( FARKTributeDino DownloadedDino)
inline

Definition at line 2908 of file Actor.h.

◆ ServerRequestDownloadPlayerCharacter()

void AShooterPlayerController::ServerRequestDownloadPlayerCharacter ( FArkTributePlayerData DownloadedCharacter,
int spawnPointID,
int spawnRegionIndex )
inline

Definition at line 3291 of file Actor.h.

◆ ServerRequestDownloadPlayerCharacter_Implementation()

void AShooterPlayerController::ServerRequestDownloadPlayerCharacter_Implementation ( FArkTributePlayerData DownloadedCharacter,
int spawnPointID,
int spawnRegionIndex )
inline

Definition at line 2920 of file Actor.h.

◆ ServerRequestDropAllItems() [1/2]

void AShooterPlayerController::ServerRequestDropAllItems ( FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 3292 of file Actor.h.

◆ ServerRequestDropAllItems() [2/2]

void AShooterPlayerController::ServerRequestDropAllItems ( FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 3453 of file Actor.h.

◆ ServerRequestDropAllItems_Implementation() [1/2]

void AShooterPlayerController::ServerRequestDropAllItems_Implementation ( FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 2758 of file Actor.h.

◆ ServerRequestDropAllItems_Implementation() [2/2]

void AShooterPlayerController::ServerRequestDropAllItems_Implementation ( FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 3115 of file Actor.h.

◆ ServerRequestFastTravelToPoint()

void AShooterPlayerController::ServerRequestFastTravelToPoint ( int fromSpawnPointID,
int spawnPointID )
inline

Definition at line 3293 of file Actor.h.

◆ ServerRequestFastTravelToPoint_Implementation() [1/2]

void AShooterPlayerController::ServerRequestFastTravelToPoint_Implementation ( int fromSpawnPointID,
int spawnPointID )
inline

Definition at line 2753 of file Actor.h.

◆ ServerRequestFastTravelToPoint_Implementation() [2/2]

void AShooterPlayerController::ServerRequestFastTravelToPoint_Implementation ( unsigned int fromSpawnPointID,
unsigned int spawnPointID )
inline

Definition at line 3116 of file Actor.h.

◆ ServerRequestFastTravelToShipBed()

void AShooterPlayerController::ServerRequestFastTravelToShipBed ( unsigned int FromBedID,
unsigned int ToBedID )
inline

Definition at line 3454 of file Actor.h.

◆ ServerRequestFastTravelToShipBed_Implementation()

void AShooterPlayerController::ServerRequestFastTravelToShipBed_Implementation ( unsigned int FromBedID,
unsigned int ToBedID )
inline

Definition at line 3117 of file Actor.h.

◆ ServerRequestFullMapEntities()

void AShooterPlayerController::ServerRequestFullMapEntities ( int ClientFullMapEntitiesChangeID,
int ClientFullMapEntitiesCount )
inline

Definition at line 3455 of file Actor.h.

◆ ServerRequestFullMapEntities_Implementation()

void AShooterPlayerController::ServerRequestFullMapEntities_Implementation ( int ClientFullMapEntitiesChangeID,
int ClientFullMapEntitiesCount )
inline

Definition at line 3118 of file Actor.h.

◆ ServerRequestInitiateSettlementWar()

void AShooterPlayerController::ServerRequestInitiateSettlementWar ( int requestIslandId,
int requestStartTime,
FItemNetID RequestUseItem )
inline

Definition at line 3456 of file Actor.h.

◆ ServerRequestInitiateSettlementWar_Implementation()

void AShooterPlayerController::ServerRequestInitiateSettlementWar_Implementation ( int requestIslandId,
int requestStartTime,
FItemNetID RequestUseItem )
inline

Definition at line 3119 of file Actor.h.

◆ ServerRequestInventorySwapItems() [1/2]

void AShooterPlayerController::ServerRequestInventorySwapItems ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 3294 of file Actor.h.

◆ ServerRequestInventorySwapItems() [2/2]

void AShooterPlayerController::ServerRequestInventorySwapItems ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 3457 of file Actor.h.

◆ ServerRequestInventorySwapItems_Implementation() [1/2]

void AShooterPlayerController::ServerRequestInventorySwapItems_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 2681 of file Actor.h.

◆ ServerRequestInventorySwapItems_Implementation() [2/2]

void AShooterPlayerController::ServerRequestInventorySwapItems_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2 )
inline

Definition at line 3120 of file Actor.h.

◆ ServerRequestInventoryUseItem() [1/2]

void AShooterPlayerController::ServerRequestInventoryUseItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3295 of file Actor.h.

◆ ServerRequestInventoryUseItem() [2/2]

void AShooterPlayerController::ServerRequestInventoryUseItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3458 of file Actor.h.

◆ ServerRequestInventoryUseItem_Implementation() [1/2]

void AShooterPlayerController::ServerRequestInventoryUseItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2684 of file Actor.h.

◆ ServerRequestInventoryUseItem_Implementation() [2/2]

void AShooterPlayerController::ServerRequestInventoryUseItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3123 of file Actor.h.

◆ ServerRequestInventoryUseItemWithActor() [1/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithActor ( AActor * anActor,
UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
int AdditionalData )
inline

Definition at line 3296 of file Actor.h.

◆ ServerRequestInventoryUseItemWithActor() [2/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithActor ( AActor * anActor,
UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
int AdditionalData )
inline

Definition at line 3459 of file Actor.h.

◆ ServerRequestInventoryUseItemWithActor_Implementation() [1/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithActor_Implementation ( AActor * anActor,
UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
int AdditionalData )
inline

Definition at line 2683 of file Actor.h.

◆ ServerRequestInventoryUseItemWithActor_Implementation() [2/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithActor_Implementation ( AActor * anActor,
UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
int AdditionalData )
inline

Definition at line 3121 of file Actor.h.

◆ ServerRequestInventoryUseItemWithItem() [1/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2,
int AdditionalData )
inline

Definition at line 3297 of file Actor.h.

◆ ServerRequestInventoryUseItemWithItem() [2/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2,
int AdditionalData )
inline

Definition at line 3460 of file Actor.h.

◆ ServerRequestInventoryUseItemWithItem_Implementation() [1/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2,
int AdditionalData )
inline

Definition at line 2682 of file Actor.h.

◆ ServerRequestInventoryUseItemWithItem_Implementation() [2/2]

void AShooterPlayerController::ServerRequestInventoryUseItemWithItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID1,
FItemNetID itemID2,
int AdditionalData )
inline

Definition at line 3122 of file Actor.h.

◆ ServerRequestLevelUp() [1/2]

void AShooterPlayerController::ServerRequestLevelUp ( UPrimalCharacterStatusComponent * forStatusComp,
EPrimalCharacterStatusValue::Type ValueType )
inline

Definition at line 3298 of file Actor.h.

◆ ServerRequestLevelUp() [2/2]

void AShooterPlayerController::ServerRequestLevelUp ( UPrimalCharacterStatusComponent * forStatusComp,
EPrimalCharacterStatusValue::Type ValueType )
inline

Definition at line 3461 of file Actor.h.

◆ ServerRequestLevelUp_Implementation() [1/2]

void AShooterPlayerController::ServerRequestLevelUp_Implementation ( UPrimalCharacterStatusComponent * forStatusComp,
EPrimalCharacterStatusValue::Type ValueType )
inline

Definition at line 2746 of file Actor.h.

◆ ServerRequestLevelUp_Implementation() [2/2]

void AShooterPlayerController::ServerRequestLevelUp_Implementation ( UPrimalCharacterStatusComponent * forStatusComp,
EPrimalCharacterStatusValue::Type ValueType )
inline

Definition at line 3124 of file Actor.h.

◆ ServerRequestMyClientTribeData()

void AShooterPlayerController::ServerRequestMyClientTribeData ( unsigned int MyTribeMarkerVersion)
inline

Definition at line 3462 of file Actor.h.

◆ ServerRequestMyClientTribeData_Implementation()

void AShooterPlayerController::ServerRequestMyClientTribeData_Implementation ( unsigned int TribeMarkerVersion)
inline

Definition at line 3125 of file Actor.h.

◆ ServerRequestMyClientTribeMemberData()

void AShooterPlayerController::ServerRequestMyClientTribeMemberData ( )
inline

Definition at line 3463 of file Actor.h.

◆ ServerRequestMyClientTribeMemberData_Implementation()

void AShooterPlayerController::ServerRequestMyClientTribeMemberData_Implementation ( )
inline

Definition at line 3126 of file Actor.h.

◆ ServerRequestMyClientTribeMembersLastOnlineAt()

void AShooterPlayerController::ServerRequestMyClientTribeMembersLastOnlineAt ( )
inline

Definition at line 3464 of file Actor.h.

◆ ServerRequestMyClientTribeMembersLastOnlineAt_Implementation()

void AShooterPlayerController::ServerRequestMyClientTribeMembersLastOnlineAt_Implementation ( )
inline

Definition at line 3127 of file Actor.h.

◆ ServerRequestMyClientTribeRankGroup()

void AShooterPlayerController::ServerRequestMyClientTribeRankGroup ( )
inline

Definition at line 3465 of file Actor.h.

◆ ServerRequestMyClientTribeRankGroup_Implementation()

void AShooterPlayerController::ServerRequestMyClientTribeRankGroup_Implementation ( )
inline

Definition at line 3128 of file Actor.h.

◆ ServerRequestMyTribeOnlineList() [1/2]

void AShooterPlayerController::ServerRequestMyTribeOnlineList ( )
inline

Definition at line 3299 of file Actor.h.

◆ ServerRequestMyTribeOnlineList() [2/2]

void AShooterPlayerController::ServerRequestMyTribeOnlineList ( )
inline

Definition at line 3466 of file Actor.h.

◆ ServerRequestMyTribeOnlineList_Implementation() [1/2]

void AShooterPlayerController::ServerRequestMyTribeOnlineList_Implementation ( )
inline

Definition at line 3072 of file Actor.h.

◆ ServerRequestMyTribeOnlineList_Implementation() [2/2]

void AShooterPlayerController::ServerRequestMyTribeOnlineList_Implementation ( )
inline

Definition at line 3129 of file Actor.h.

◆ ServerRequestPlaceStructure() [1/2]

void AShooterPlayerController::ServerRequestPlaceStructure ( int StructureIndex,
FVector BuildLocation,
FRotator BuildRotation,
FRotator PlayerViewRotation,
APawn * AttachToPawn,
APrimalDinoCharacter * DinoCharacter,
FName BoneName,
FItemNetID PlaceUsingItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle )
inline

Definition at line 3300 of file Actor.h.

◆ ServerRequestPlaceStructure() [2/2]

void AShooterPlayerController::ServerRequestPlaceStructure ( int StructureIndex,
FVector BuildLocation,
FRotator BuildRotation,
FRotator PlayerViewRotation,
APawn * AttachToPawn,
APrimalDinoCharacter * DinoCharacter,
FName BoneName,
FItemNetID PlaceUsingItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle,
TSubclassOf< APrimalStructure > DirectStructurePlacementClass )
inline

Definition at line 3467 of file Actor.h.

◆ ServerRequestPlaceStructure_Implementation() [1/2]

void AShooterPlayerController::ServerRequestPlaceStructure_Implementation ( int StructureIndex,
FVector BuildLocation,
FRotator BuildRotation,
FRotator PlayerViewRotation,
APawn * AttachToPawn,
APrimalDinoCharacter * DinoCharacter,
FName BoneName,
FItemNetID PlaceUsingItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle )
inline

Definition at line 2634 of file Actor.h.

◆ ServerRequestPlaceStructure_Implementation() [2/2]

void AShooterPlayerController::ServerRequestPlaceStructure_Implementation ( int StructureIndex,
FVector BuildLocation,
FRotator BuildRotation,
FRotator PlayerViewRotation,
APawn * AttachToPawn,
APrimalDinoCharacter * DinoCharacter,
FName BoneName,
FItemNetID PlaceUsingItemID,
bool bSnapped,
bool bIsCheat,
bool bIsFlipped,
int SnapPointCycle,
TSubclassOf< APrimalStructure > DirectStructurePlacementClass )
inline

Definition at line 3130 of file Actor.h.

◆ ServerRequestRemoteDropAllItems() [1/2]

void AShooterPlayerController::ServerRequestRemoteDropAllItems ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 3301 of file Actor.h.

◆ ServerRequestRemoteDropAllItems() [2/2]

void AShooterPlayerController::ServerRequestRemoteDropAllItems ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 3468 of file Actor.h.

◆ ServerRequestRemoteDropAllItems_Implementation() [1/2]

void AShooterPlayerController::ServerRequestRemoteDropAllItems_Implementation ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 2757 of file Actor.h.

◆ ServerRequestRemoteDropAllItems_Implementation() [2/2]

void AShooterPlayerController::ServerRequestRemoteDropAllItems_Implementation ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter )
inline

Definition at line 3131 of file Actor.h.

◆ ServerRequestRemoveItemSkin() [1/2]

void AShooterPlayerController::ServerRequestRemoveItemSkin ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3302 of file Actor.h.

◆ ServerRequestRemoveItemSkin() [2/2]

void AShooterPlayerController::ServerRequestRemoveItemSkin ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3469 of file Actor.h.

◆ ServerRequestRemoveItemSkin_Implementation() [1/2]

void AShooterPlayerController::ServerRequestRemoveItemSkin_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2689 of file Actor.h.

◆ ServerRequestRemoveItemSkin_Implementation() [2/2]

void AShooterPlayerController::ServerRequestRemoveItemSkin_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3133 of file Actor.h.

◆ ServerRequestRemoveItemSkinOnly() [1/2]

void AShooterPlayerController::ServerRequestRemoveItemSkinOnly ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3303 of file Actor.h.

◆ ServerRequestRemoveItemSkinOnly() [2/2]

void AShooterPlayerController::ServerRequestRemoveItemSkinOnly ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3470 of file Actor.h.

◆ ServerRequestRemoveItemSkinOnly_Implementation() [1/2]

void AShooterPlayerController::ServerRequestRemoveItemSkinOnly_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2690 of file Actor.h.

◆ ServerRequestRemoveItemSkinOnly_Implementation() [2/2]

void AShooterPlayerController::ServerRequestRemoveItemSkinOnly_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3132 of file Actor.h.

◆ ServerRequestRemoveWeaponAccessoryOnly() [1/2]

void AShooterPlayerController::ServerRequestRemoveWeaponAccessoryOnly ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3304 of file Actor.h.

◆ ServerRequestRemoveWeaponAccessoryOnly() [2/2]

void AShooterPlayerController::ServerRequestRemoveWeaponAccessoryOnly ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3471 of file Actor.h.

◆ ServerRequestRemoveWeaponAccessoryOnly_Implementation() [1/2]

void AShooterPlayerController::ServerRequestRemoveWeaponAccessoryOnly_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2691 of file Actor.h.

◆ ServerRequestRemoveWeaponAccessoryOnly_Implementation() [2/2]

void AShooterPlayerController::ServerRequestRemoveWeaponAccessoryOnly_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3134 of file Actor.h.

◆ ServerRequestRemoveWeaponClipAmmo() [1/2]

void AShooterPlayerController::ServerRequestRemoveWeaponClipAmmo ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3305 of file Actor.h.

◆ ServerRequestRemoveWeaponClipAmmo() [2/2]

void AShooterPlayerController::ServerRequestRemoveWeaponClipAmmo ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3472 of file Actor.h.

◆ ServerRequestRemoveWeaponClipAmmo_Implementation() [1/2]

void AShooterPlayerController::ServerRequestRemoveWeaponClipAmmo_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 2692 of file Actor.h.

◆ ServerRequestRemoveWeaponClipAmmo_Implementation() [2/2]

void AShooterPlayerController::ServerRequestRemoveWeaponClipAmmo_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID )
inline

Definition at line 3135 of file Actor.h.

◆ ServerRequestRespawnAtPoint() [1/2]

void AShooterPlayerController::ServerRequestRespawnAtPoint ( int spawnPointID,
int spawnRegionIndex )
inline

Definition at line 3306 of file Actor.h.

◆ ServerRequestRespawnAtPoint() [2/2]

void AShooterPlayerController::ServerRequestRespawnAtPoint ( unsigned int spawnPointID,
int spawnRegionIndex )
inline

Definition at line 3473 of file Actor.h.

◆ ServerRequestRespawnAtPoint_Implementation() [1/2]

void AShooterPlayerController::ServerRequestRespawnAtPoint_Implementation ( int spawnPointID,
int spawnRegionIndex )
inline

Definition at line 2752 of file Actor.h.

◆ ServerRequestRespawnAtPoint_Implementation() [2/2]

void AShooterPlayerController::ServerRequestRespawnAtPoint_Implementation ( unsigned int spawnPointID,
int spawnRegionIndex )
inline

Definition at line 3136 of file Actor.h.

◆ ServerRequestSetPin() [1/2]

void AShooterPlayerController::ServerRequestSetPin ( UObject * forTarget,
int PinValue,
bool bIsSetting,
int TheCustomIndex )
inline

Definition at line 3307 of file Actor.h.

◆ ServerRequestSetPin() [2/2]

void AShooterPlayerController::ServerRequestSetPin ( UObject * forTarget,
int PinValue,
bool bIsSetting,
int TheCustomIndex )
inline

Definition at line 3474 of file Actor.h.

◆ ServerRequestSetPin_Implementation() [1/2]

void AShooterPlayerController::ServerRequestSetPin_Implementation ( UObject * forTarget,
int PinValue,
bool bIsSetting,
int TheCustomIndex )
inline

Definition at line 2748 of file Actor.h.

◆ ServerRequestSetPin_Implementation() [2/2]

void AShooterPlayerController::ServerRequestSetPin_Implementation ( UObject * forTarget,
int PinValue,
bool bIsSetting,
int TheCustomIndex )
inline

Definition at line 3137 of file Actor.h.

◆ ServerRequestShowLeaderboards()

void AShooterPlayerController::ServerRequestShowLeaderboards ( TSubclassOf< ULeaderboard > LeaderboardType,
FName MissionTag )
inline

Definition at line 3308 of file Actor.h.

◆ ServerRequestShowLeaderboards_Implementation()

void AShooterPlayerController::ServerRequestShowLeaderboards_Implementation ( TSubclassOf< ULeaderboard > LeaderboardType,
FName MissionTag )
inline

Definition at line 2899 of file Actor.h.

◆ ServerRequestStructureCraftingStatItem()

void AShooterPlayerController::ServerRequestStructureCraftingStatItem ( APrimalStructure * ForStructure)
inline

Definition at line 3475 of file Actor.h.

◆ ServerRequestStructureCraftingStatItem_Implementation()

void AShooterPlayerController::ServerRequestStructureCraftingStatItem_Implementation ( APrimalStructure * ForStructure)
inline

Definition at line 3138 of file Actor.h.

◆ ServerRequestTribeLog() [1/2]

void AShooterPlayerController::ServerRequestTribeLog ( )
inline

Definition at line 3309 of file Actor.h.

◆ ServerRequestTribeLog() [2/2]

void AShooterPlayerController::ServerRequestTribeLog ( )
inline

Definition at line 3476 of file Actor.h.

◆ ServerRequestTribeLog_Implementation() [1/2]

void AShooterPlayerController::ServerRequestTribeLog_Implementation ( )
inline

Definition at line 2982 of file Actor.h.

◆ ServerRequestTribeLog_Implementation() [2/2]

void AShooterPlayerController::ServerRequestTribeLog_Implementation ( )
inline

Definition at line 3139 of file Actor.h.

◆ ServerRequestUpdateGroupInfo()

void AShooterPlayerController::ServerRequestUpdateGroupInfo ( APrimalRaft * forRaft)
inline

Definition at line 3477 of file Actor.h.

◆ ServerRequestUpdateGroupInfo_Implementation()

void AShooterPlayerController::ServerRequestUpdateGroupInfo_Implementation ( APrimalRaft * forRaft)
inline

Definition at line 3140 of file Actor.h.

◆ ServerSendArkDataPayload() [1/2]

void AShooterPlayerController::ServerSendArkDataPayload ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 3310 of file Actor.h.

◆ ServerSendArkDataPayload() [2/2]

void AShooterPlayerController::ServerSendArkDataPayload ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 3478 of file Actor.h.

◆ ServerSendArkDataPayload_Implementation() [1/2]

void AShooterPlayerController::ServerSendArkDataPayload_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 2885 of file Actor.h.

◆ ServerSendArkDataPayload_Implementation() [2/2]

void AShooterPlayerController::ServerSendArkDataPayload_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
TArray< unsigned char > * DataBytes )
inline

Definition at line 3143 of file Actor.h.

◆ ServerSendArkDataPayloadBegin() [1/2]

void AShooterPlayerController::ServerSendArkDataPayloadBegin ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 3311 of file Actor.h.

◆ ServerSendArkDataPayloadBegin() [2/2]

void AShooterPlayerController::ServerSendArkDataPayloadBegin ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 3479 of file Actor.h.

◆ ServerSendArkDataPayloadBegin_Implementation() [1/2]

void AShooterPlayerController::ServerSendArkDataPayloadBegin_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 2884 of file Actor.h.

◆ ServerSendArkDataPayloadBegin_Implementation() [2/2]

void AShooterPlayerController::ServerSendArkDataPayloadBegin_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType,
FString * DataClass,
FString * TagName,
FString * Name,
TArray< FString > * DataStats,
unsigned int ID1,
unsigned int ID2 )
inline

Definition at line 3141 of file Actor.h.

◆ ServerSendArkDataPayloadEnd() [1/2]

void AShooterPlayerController::ServerSendArkDataPayloadEnd ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType )
inline

Definition at line 3312 of file Actor.h.

◆ ServerSendArkDataPayloadEnd() [2/2]

void AShooterPlayerController::ServerSendArkDataPayloadEnd ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType )
inline

Definition at line 3480 of file Actor.h.

◆ ServerSendArkDataPayloadEnd_Implementation() [1/2]

void AShooterPlayerController::ServerSendArkDataPayloadEnd_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType )
inline

Definition at line 2886 of file Actor.h.

◆ ServerSendArkDataPayloadEnd_Implementation() [2/2]

void AShooterPlayerController::ServerSendArkDataPayloadEnd_Implementation ( FGuid ID,
EPrimalARKTributeDataType::Type ArkDataType )
inline

Definition at line 3142 of file Actor.h.

◆ ServerSendChatMessage() [1/2]

void AShooterPlayerController::ServerSendChatMessage ( FString * ChatMessage,
EChatSendMode::Type SendMode )
inline

Definition at line 3313 of file Actor.h.

◆ ServerSendChatMessage() [2/2]

void AShooterPlayerController::ServerSendChatMessage ( FString * ChatMessage,
EChatSendMode::Type SendMode )
inline

Definition at line 3481 of file Actor.h.

◆ ServerSendChatMessage_Implementation() [1/2]

void AShooterPlayerController::ServerSendChatMessage_Implementation ( FString * ChatMessage,
EChatSendMode::Type SendMode )
inline

Definition at line 2785 of file Actor.h.

◆ ServerSendChatMessage_Implementation() [2/2]

void AShooterPlayerController::ServerSendChatMessage_Implementation ( FString * ChatMessage,
EChatSendMode::Type SendMode )
inline

Definition at line 3144 of file Actor.h.

◆ ServerSendDirectMessage() [1/2]

void AShooterPlayerController::ServerSendDirectMessage ( FString * PlayerSteamID,
FString * Message )
inline

Definition at line 3314 of file Actor.h.

◆ ServerSendDirectMessage() [2/2]

void AShooterPlayerController::ServerSendDirectMessage ( FString * PlayerSteamID,
FString * Message )
inline

Definition at line 3482 of file Actor.h.

◆ ServerSendDirectMessage_Implementation() [1/2]

void AShooterPlayerController::ServerSendDirectMessage_Implementation ( FString * PlayerSteamID,
FString * MessageText )
inline

Definition at line 2945 of file Actor.h.

◆ ServerSendDirectMessage_Implementation() [2/2]

void AShooterPlayerController::ServerSendDirectMessage_Implementation ( FString * PlayerSteamID,
FString * MessageText )
inline

Definition at line 3145 of file Actor.h.

◆ ServerSetAltHeld()

void AShooterPlayerController::ServerSetAltHeld ( bool bNewAltHeld)
inline

Definition at line 3483 of file Actor.h.

◆ ServerSetAltHeld_Implementation()

void AShooterPlayerController::ServerSetAltHeld_Implementation ( bool bNewAltHeld)
inline

Definition at line 3146 of file Actor.h.

◆ ServerSetForceSingleWield()

void AShooterPlayerController::ServerSetForceSingleWield ( bool doSet)
inline

Definition at line 3484 of file Actor.h.

◆ ServerSetForceSingleWield_Implementation()

void AShooterPlayerController::ServerSetForceSingleWield_Implementation ( bool doSet)
inline

Definition at line 3147 of file Actor.h.

◆ ServerSetItemBalloonLocation_Implementation()

void AShooterPlayerController::ServerSetItemBalloonLocation_Implementation ( APrimalStructureMovingContainer * ItemBalloon,
FPrimalMapMarkerEntryData MapMarker )
inline

Definition at line 2707 of file Actor.h.

◆ ServerSetMessageOfTheDay_Implementation() [1/2]

void AShooterPlayerController::ServerSetMessageOfTheDay_Implementation ( FString * Message)
inline

Definition at line 2827 of file Actor.h.

◆ ServerSetMessageOfTheDay_Implementation() [2/2]

void AShooterPlayerController::ServerSetMessageOfTheDay_Implementation ( FString * Message)
inline

Definition at line 3148 of file Actor.h.

◆ ServerSetNetIsCurrentlyFirstPerson()

void AShooterPlayerController::ServerSetNetIsCurrentlyFirstPerson ( bool bIsCurrentlyFirstPerson)
inline

Definition at line 3485 of file Actor.h.

◆ ServerSetNetIsCurrentlyFirstPerson_Implementation()

void AShooterPlayerController::ServerSetNetIsCurrentlyFirstPerson_Implementation ( bool bIsCurrentlyFirstPerson)
inline

Definition at line 3149 of file Actor.h.

◆ ServerSetPlayerForceSwitchAsPrimaryWeaponOnce()

void AShooterPlayerController::ServerSetPlayerForceSwitchAsPrimaryWeaponOnce ( )
inline

Definition at line 3486 of file Actor.h.

◆ ServerSetPlayerForceSwitchAsPrimaryWeaponOnce_Implementation()

void AShooterPlayerController::ServerSetPlayerForceSwitchAsPrimaryWeaponOnce_Implementation ( )
inline

Definition at line 3150 of file Actor.h.

◆ ServerSetSpectatorLocation_Implementation() [1/2]

void AShooterPlayerController::ServerSetSpectatorLocation_Implementation ( FVector NewLoc)
inline

Definition at line 2603 of file Actor.h.

◆ ServerSetSpectatorLocation_Implementation() [2/2]

void AShooterPlayerController::ServerSetSpectatorLocation_Implementation ( FVector NewLoc)
inline

Definition at line 3151 of file Actor.h.

◆ ServerSetSubscribedApp() [1/2]

void AShooterPlayerController::ServerSetSubscribedApp ( int AppID,
bool bPreventDefaultItems )
inline

Definition at line 3315 of file Actor.h.

◆ ServerSetSubscribedApp() [2/2]

void AShooterPlayerController::ServerSetSubscribedApp ( int AppID,
bool bPreventDefaultItems )
inline

Definition at line 3487 of file Actor.h.

◆ ServerSetSubscribedApp_Implementation() [1/2]

void AShooterPlayerController::ServerSetSubscribedApp_Implementation ( int AppID,
bool bPreventDefaultItems )
inline

Definition at line 2924 of file Actor.h.

◆ ServerSetSubscribedApp_Implementation() [2/2]

void AShooterPlayerController::ServerSetSubscribedApp_Implementation ( int AppID,
bool bPreventDefaultItems )
inline

Definition at line 3152 of file Actor.h.

◆ ServerSetSupressAdminIcon() [1/2]

void AShooterPlayerController::ServerSetSupressAdminIcon ( bool bSuppress)
inline

Definition at line 3316 of file Actor.h.

◆ ServerSetSupressAdminIcon() [2/2]

void AShooterPlayerController::ServerSetSupressAdminIcon ( bool bSuppress)
inline

Definition at line 3488 of file Actor.h.

◆ ServerSetSupressAdminIcon_Implementation() [1/2]

void AShooterPlayerController::ServerSetSupressAdminIcon_Implementation ( bool bSuppress)
inline

Definition at line 2977 of file Actor.h.

◆ ServerSetSupressAdminIcon_Implementation() [2/2]

void AShooterPlayerController::ServerSetSupressAdminIcon_Implementation ( bool bSuppress)
inline

Definition at line 3153 of file Actor.h.

◆ ServerSetThrottleAndControlRotation_Implementation()

void AShooterPlayerController::ServerSetThrottleAndControlRotation_Implementation ( float Throttle,
float Pitch,
float Yaw,
FVector AimLocation )
inline

Definition at line 3154 of file Actor.h.

◆ ServerSetVRPlayer() [1/2]

void AShooterPlayerController::ServerSetVRPlayer ( bool bSetVRPlayer)
inline

Definition at line 3317 of file Actor.h.

◆ ServerSetVRPlayer() [2/2]

void AShooterPlayerController::ServerSetVRPlayer ( bool bSetVRPlayer)
inline

Definition at line 3489 of file Actor.h.

◆ ServerSetVRPlayer_Implementation() [1/2]

void AShooterPlayerController::ServerSetVRPlayer_Implementation ( bool bSetVRPlayer)
inline

Definition at line 2852 of file Actor.h.

◆ ServerSetVRPlayer_Implementation() [2/2]

void AShooterPlayerController::ServerSetVRPlayer_Implementation ( bool bSetVRPlayer)
inline

Definition at line 3155 of file Actor.h.

◆ ServerShowMessageOfTheDay_Implementation() [1/2]

void AShooterPlayerController::ServerShowMessageOfTheDay_Implementation ( )
inline

Definition at line 2826 of file Actor.h.

◆ ServerShowMessageOfTheDay_Implementation() [2/2]

void AShooterPlayerController::ServerShowMessageOfTheDay_Implementation ( )
inline

Definition at line 3156 of file Actor.h.

◆ ServerSpectateToPlayerByID() [1/2]

void AShooterPlayerController::ServerSpectateToPlayerByID ( unsigned __int64 PlayerID)
inline

Definition at line 3318 of file Actor.h.

◆ ServerSpectateToPlayerByID() [2/2]

void AShooterPlayerController::ServerSpectateToPlayerByID ( unsigned __int64 PlayerID)
inline

Definition at line 3490 of file Actor.h.

◆ ServerSpectateToPlayerByID_Implementation() [1/2]

void AShooterPlayerController::ServerSpectateToPlayerByID_Implementation ( unsigned __int64 PlayerID)
inline

Definition at line 2538 of file Actor.h.

◆ ServerSpectateToPlayerByID_Implementation() [2/2]

void AShooterPlayerController::ServerSpectateToPlayerByID_Implementation ( unsigned __int64 PlayerID)
inline

Definition at line 3157 of file Actor.h.

◆ ServerStartWeaponAltFire() [1/2]

void AShooterPlayerController::ServerStartWeaponAltFire ( AShooterWeapon * weapon)
inline

Definition at line 3319 of file Actor.h.

◆ ServerStartWeaponAltFire() [2/2]

void AShooterPlayerController::ServerStartWeaponAltFire ( AShooterWeapon * weapon)
inline

Definition at line 3491 of file Actor.h.

◆ ServerStartWeaponAltFire_Implementation() [1/2]

void AShooterPlayerController::ServerStartWeaponAltFire_Implementation ( AShooterWeapon * weapon)
inline

Definition at line 3034 of file Actor.h.

◆ ServerStartWeaponAltFire_Implementation() [2/2]

void AShooterPlayerController::ServerStartWeaponAltFire_Implementation ( AShooterWeapon * weapon)
inline

Definition at line 3158 of file Actor.h.

◆ ServerStartWeaponFire() [1/2]

void AShooterPlayerController::ServerStartWeaponFire ( AShooterWeapon * weapon)
inline

Definition at line 3320 of file Actor.h.

◆ ServerStartWeaponFire() [2/2]

void AShooterPlayerController::ServerStartWeaponFire ( AShooterWeapon * weapon,
int attackIndex,
bool bIsUsingAltAnim )
inline

Definition at line 3492 of file Actor.h.

◆ ServerStartWeaponFire_Implementation() [1/2]

void AShooterPlayerController::ServerStartWeaponFire_Implementation ( AShooterWeapon * weapon)
inline

Definition at line 3032 of file Actor.h.

◆ ServerStartWeaponFire_Implementation() [2/2]

void AShooterPlayerController::ServerStartWeaponFire_Implementation ( AShooterWeapon * weapon,
int attackIndex,
bool bIsUsingAltAnim )
inline

Definition at line 3159 of file Actor.h.

◆ ServerStayAlive() [1/2]

void AShooterPlayerController::ServerStayAlive ( )
inline

Definition at line 3321 of file Actor.h.

◆ ServerStayAlive() [2/2]

void AShooterPlayerController::ServerStayAlive ( )
inline

Definition at line 3493 of file Actor.h.

◆ ServerStopSpectating() [1/2]

void AShooterPlayerController::ServerStopSpectating ( )
inline

Definition at line 3322 of file Actor.h.

◆ ServerStopSpectating() [2/2]

void AShooterPlayerController::ServerStopSpectating ( )
inline

Definition at line 3494 of file Actor.h.

◆ ServerStopSpectating_Implementation() [1/2]

void AShooterPlayerController::ServerStopSpectating_Implementation ( )
inline

Definition at line 2528 of file Actor.h.

◆ ServerStopSpectating_Implementation() [2/2]

void AShooterPlayerController::ServerStopSpectating_Implementation ( )
inline

Definition at line 3160 of file Actor.h.

◆ ServerStopWeaponAltFire() [1/2]

void AShooterPlayerController::ServerStopWeaponAltFire ( AShooterWeapon * weapon)
inline

Definition at line 3323 of file Actor.h.

◆ ServerStopWeaponAltFire() [2/2]

void AShooterPlayerController::ServerStopWeaponAltFire ( AShooterWeapon * weapon)
inline

Definition at line 3495 of file Actor.h.

◆ ServerStopWeaponAltFire_Implementation() [1/2]

void AShooterPlayerController::ServerStopWeaponAltFire_Implementation ( AShooterWeapon * weapon)
inline

Definition at line 3035 of file Actor.h.

◆ ServerStopWeaponAltFire_Implementation() [2/2]

void AShooterPlayerController::ServerStopWeaponAltFire_Implementation ( AShooterWeapon * weapon)
inline

Definition at line 3161 of file Actor.h.

◆ ServerStopWeaponFire() [1/2]

void AShooterPlayerController::ServerStopWeaponFire ( AShooterWeapon * weapon)
inline

Definition at line 3324 of file Actor.h.

◆ ServerStopWeaponFire() [2/2]

void AShooterPlayerController::ServerStopWeaponFire ( AShooterWeapon * weapon,
int attackIndex,
bool bIsUsingAltAnim )
inline

Definition at line 3496 of file Actor.h.

◆ ServerStopWeaponFire_Implementation() [1/2]

void AShooterPlayerController::ServerStopWeaponFire_Implementation ( AShooterWeapon * weapon)
inline

Definition at line 3033 of file Actor.h.

◆ ServerStopWeaponFire_Implementation() [2/2]

void AShooterPlayerController::ServerStopWeaponFire_Implementation ( AShooterWeapon * weapon,
int attackIndex,
bool bIsUsingAltAnim )
inline

Definition at line 3162 of file Actor.h.

◆ ServerSuccessfullyLoggedIntoVivox() [1/2]

void AShooterPlayerController::ServerSuccessfullyLoggedIntoVivox ( FString * LoginSessionUserUri)
inline

Definition at line 3325 of file Actor.h.

◆ ServerSuccessfullyLoggedIntoVivox() [2/2]

void AShooterPlayerController::ServerSuccessfullyLoggedIntoVivox ( FString * LoginSessionUserUri)
inline

Definition at line 3497 of file Actor.h.

◆ ServerSuccessfullyLoggedIntoVivox_Implementation() [1/2]

void AShooterPlayerController::ServerSuccessfullyLoggedIntoVivox_Implementation ( FString * LoginSessionUserUri)
inline

Definition at line 3120 of file Actor.h.

◆ ServerSuccessfullyLoggedIntoVivox_Implementation() [2/2]

void AShooterPlayerController::ServerSuccessfullyLoggedIntoVivox_Implementation ( FString * LoginSessionUserUri)
inline

Definition at line 3163 of file Actor.h.

◆ ServerSuicide_Implementation()

void AShooterPlayerController::ServerSuicide_Implementation ( )
inline

Definition at line 3164 of file Actor.h.

◆ ServerTakeItemFromArkInventoryAfterRefresh()

void AShooterPlayerController::ServerTakeItemFromArkInventoryAfterRefresh ( )
inline

Definition at line 2703 of file Actor.h.

◆ ServerToggleAllShipLadders()

void AShooterPlayerController::ServerToggleAllShipLadders ( )
inline

Definition at line 3498 of file Actor.h.

◆ ServerToggleAllShipLadders_Implementation()

void AShooterPlayerController::ServerToggleAllShipLadders_Implementation ( )
inline

Definition at line 3165 of file Actor.h.

◆ ServerToggleOpenAllActiveGunports()

void AShooterPlayerController::ServerToggleOpenAllActiveGunports ( )
inline

Definition at line 3499 of file Actor.h.

◆ ServerToggleOpenAllActiveGunports_Implementation()

void AShooterPlayerController::ServerToggleOpenAllActiveGunports_Implementation ( )
inline

Definition at line 3166 of file Actor.h.

◆ ServerTransferAllFromRemoteInventory() [1/2]

void AShooterPlayerController::ServerTransferAllFromRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 3326 of file Actor.h.

◆ ServerTransferAllFromRemoteInventory() [2/2]

void AShooterPlayerController::ServerTransferAllFromRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 3500 of file Actor.h.

◆ ServerTransferAllFromRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerTransferAllFromRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 2695 of file Actor.h.

◆ ServerTransferAllFromRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerTransferAllFromRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 3167 of file Actor.h.

◆ ServerTransferAllToRemoteInventory() [1/2]

void AShooterPlayerController::ServerTransferAllToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 3327 of file Actor.h.

◆ ServerTransferAllToRemoteInventory() [2/2]

void AShooterPlayerController::ServerTransferAllToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 3501 of file Actor.h.

◆ ServerTransferAllToRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerTransferAllToRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 2697 of file Actor.h.

◆ ServerTransferAllToRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerTransferAllToRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FString * CurrentCustomFolderFilter,
FString * CurrentNameFilter,
FString * CurrentDestinationFolder,
bool bNoFolderView )
inline

Definition at line 3168 of file Actor.h.

◆ ServerTransferFromRemoteInventory() [1/2]

void AShooterPlayerController::ServerTransferFromRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity,
int ToSlotIndex,
bool bEquipItem )
inline

Definition at line 3328 of file Actor.h.

◆ ServerTransferFromRemoteInventory() [2/2]

void AShooterPlayerController::ServerTransferFromRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity,
int ToSlotIndex,
bool bEquipItem )
inline

Definition at line 3502 of file Actor.h.

◆ ServerTransferFromRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerTransferFromRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity,
int ToSlotIndex,
bool bEquipItem )
inline

Definition at line 2694 of file Actor.h.

◆ ServerTransferFromRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerTransferFromRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int requestedQuantity,
int ToSlotIndex,
bool bEquipItem )
inline

Definition at line 3169 of file Actor.h.

◆ ServerTransferredPlayerConfirmationResult()

void AShooterPlayerController::ServerTransferredPlayerConfirmationResult ( bool bAccept)
inline

Definition at line 3329 of file Actor.h.

◆ ServerTransferredPlayerConfirmationResult_Implementation()

void AShooterPlayerController::ServerTransferredPlayerConfirmationResult_Implementation ( bool bAccpet)
inline

Definition at line 3027 of file Actor.h.

◆ ServerTransferToRemoteInventory() [1/2]

void AShooterPlayerController::ServerTransferToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool bAlsoTryToEqup,
int requestedQuantity )
inline

Definition at line 3330 of file Actor.h.

◆ ServerTransferToRemoteInventory() [2/2]

void AShooterPlayerController::ServerTransferToRemoteInventory ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool bAlsoTryToEqup,
int requestedQuantity )
inline

Definition at line 3503 of file Actor.h.

◆ ServerTransferToRemoteInventory_Implementation() [1/2]

void AShooterPlayerController::ServerTransferToRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool bAlsoTryToEqup,
int requestedQuantity )
inline

Definition at line 2698 of file Actor.h.

◆ ServerTransferToRemoteInventory_Implementation() [2/2]

void AShooterPlayerController::ServerTransferToRemoteInventory_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
bool bAlsoTryToEqup,
int requestedQuantity )
inline

Definition at line 3170 of file Actor.h.

◆ ServerTribeLogLastLogIndexField() [1/2]

int & AShooterPlayerController::ServerTribeLogLastLogIndexField ( )
inline

Definition at line 2410 of file Actor.h.

◆ ServerTribeLogLastLogIndexField() [2/2]

int & AShooterPlayerController::ServerTribeLogLastLogIndexField ( )
inline

Definition at line 2543 of file Actor.h.

◆ ServerTribeLogLastTribeIDField() [1/2]

int & AShooterPlayerController::ServerTribeLogLastTribeIDField ( )
inline

Definition at line 2411 of file Actor.h.

◆ ServerTribeLogLastTribeIDField() [2/2]

int & AShooterPlayerController::ServerTribeLogLastTribeIDField ( )
inline

Definition at line 2544 of file Actor.h.

◆ ServerTryRespec()

void AShooterPlayerController::ServerTryRespec ( )
inline

Definition at line 3504 of file Actor.h.

◆ ServerTryRespec_Implementation()

void AShooterPlayerController::ServerTryRespec_Implementation ( )
inline

Definition at line 3171 of file Actor.h.

◆ ServerTrySettingViewOnlyInventoryStatus()

void AShooterPlayerController::ServerTrySettingViewOnlyInventoryStatus ( )
inline

Definition at line 3505 of file Actor.h.

◆ ServerTrySettingViewOnlyInventoryStatus_Implementation()

void AShooterPlayerController::ServerTrySettingViewOnlyInventoryStatus_Implementation ( )
inline

Definition at line 3172 of file Actor.h.

◆ ServerUnbanPlayer() [1/2]

void AShooterPlayerController::ServerUnbanPlayer ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3331 of file Actor.h.

◆ ServerUnbanPlayer() [2/2]

void AShooterPlayerController::ServerUnbanPlayer ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3506 of file Actor.h.

◆ ServerUnbanPlayer_Implementation() [1/2]

void AShooterPlayerController::ServerUnbanPlayer_Implementation ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 2952 of file Actor.h.

◆ ServerUnbanPlayer_Implementation() [2/2]

void AShooterPlayerController::ServerUnbanPlayer_Implementation ( FString * PlayerSteamName,
FString * PlayerSteamID )
inline

Definition at line 3173 of file Actor.h.

◆ ServerUnlockPerMapExplorerNote() [1/2]

void AShooterPlayerController::ServerUnlockPerMapExplorerNote ( int ExplorerNoteIndex)
inline

Definition at line 3332 of file Actor.h.

◆ ServerUnlockPerMapExplorerNote() [2/2]

void AShooterPlayerController::ServerUnlockPerMapExplorerNote ( int ExplorerNoteIndex)
inline

Definition at line 3507 of file Actor.h.

◆ ServerUnlockPerMapExplorerNote_Implementation() [1/2]

void AShooterPlayerController::ServerUnlockPerMapExplorerNote_Implementation ( int ExplorerNoteIndex)
inline

Definition at line 3041 of file Actor.h.

◆ ServerUnlockPerMapExplorerNote_Implementation() [2/2]

void AShooterPlayerController::ServerUnlockPerMapExplorerNote_Implementation ( int ExplorerNoteIndex)
inline

Definition at line 3174 of file Actor.h.

◆ ServerUpdateManualFireLocation()

void AShooterPlayerController::ServerUpdateManualFireLocation ( FVector TargetLocation)
inline

Definition at line 3508 of file Actor.h.

◆ ServerUpdateManualFireLocation_Implementation()

void AShooterPlayerController::ServerUpdateManualFireLocation_Implementation ( FVector TargetLocation)
inline

Definition at line 3175 of file Actor.h.

◆ ServerUpgradeItem()

void AShooterPlayerController::ServerUpgradeItem ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int ItemStatModifierIndexToUpgrade,
int ItemStatGroupIndexToUpgrade )
inline

Definition at line 3509 of file Actor.h.

◆ ServerUpgradeItem_Implementation()

void AShooterPlayerController::ServerUpgradeItem_Implementation ( UPrimalInventoryComponent * inventoryComp,
FItemNetID itemID,
int ItemStatModifierIndexToUpgrade,
int ItemStatGroupIndexToUpgrade )
inline

Definition at line 3176 of file Actor.h.

◆ ServerUploadCharacterDataToArk()

void AShooterPlayerController::ServerUploadCharacterDataToArk ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3510 of file Actor.h.

◆ ServerUploadCharacterDataToArk_Implementation()

void AShooterPlayerController::ServerUploadCharacterDataToArk_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3177 of file Actor.h.

◆ ServerUploadCharaterDataToArk()

void AShooterPlayerController::ServerUploadCharaterDataToArk ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3333 of file Actor.h.

◆ ServerUploadCharaterDataToArk_Implementation()

void AShooterPlayerController::ServerUploadCharaterDataToArk_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 2713 of file Actor.h.

◆ ServerUploadCurrentCharacterAndItems()

void AShooterPlayerController::ServerUploadCurrentCharacterAndItems ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 3334 of file Actor.h.

◆ ServerUploadCurrentCharacterAndItems_Implementation()

void AShooterPlayerController::ServerUploadCurrentCharacterAndItems_Implementation ( UPrimalInventoryComponent * inventoryComp)
inline

Definition at line 2710 of file Actor.h.

◆ ServerUploadDino()

void AShooterPlayerController::ServerUploadDino ( APrimalDinoCharacter * DownloadedDino)
inline

Definition at line 3335 of file Actor.h.

◆ ServerUploadDino_Implementation()

void AShooterPlayerController::ServerUploadDino_Implementation ( APrimalDinoCharacter * DownloadedDino)
inline

Definition at line 2756 of file Actor.h.

◆ SetAdminIcon() [1/2]

void AShooterPlayerController::SetAdminIcon ( bool bAdminIcon)
inline

Definition at line 2975 of file Actor.h.

◆ SetAdminIcon() [2/2]

void AShooterPlayerController::SetAdminIcon ( bool bAdminIcon)
inline

Definition at line 3184 of file Actor.h.

◆ SetAutoPlayer()

void AShooterPlayerController::SetAutoPlayer ( bool bEnable)
inline

Definition at line 2805 of file Actor.h.

◆ SetCharacterVivoxUsername()

void AShooterPlayerController::SetCharacterVivoxUsername ( FString * InVivoxUsername)
inline

Definition at line 2722 of file Actor.h.

◆ SetCheatPlayer() [1/2]

void AShooterPlayerController::SetCheatPlayer ( bool bEnable)
inline

Definition at line 2803 of file Actor.h.

◆ SetCheatPlayer() [2/2]

void AShooterPlayerController::SetCheatPlayer ( bool bEnable)
inline

Definition at line 3186 of file Actor.h.

◆ SetCinematicMode() [1/2]

void AShooterPlayerController::SetCinematicMode ( bool bInCinematicMode,
bool bHidePlayer,
bool bAffectsHUD,
bool bAffectsMovement,
bool bAffectsTurning )
inline

Definition at line 2637 of file Actor.h.

◆ SetCinematicMode() [2/2]

void AShooterPlayerController::SetCinematicMode ( bool bInCinematicMode,
bool bHidePlayer,
bool bAffectsHUD,
bool bAffectsMovement,
bool bAffectsTurning )
inline

Definition at line 3187 of file Actor.h.

◆ SetControllerGamepadActive() [1/2]

void AShooterPlayerController::SetControllerGamepadActive ( bool bIsActive)
inline

Definition at line 3063 of file Actor.h.

◆ SetControllerGamepadActive() [2/2]

void AShooterPlayerController::SetControllerGamepadActive ( bool bIsActive)
inline

Definition at line 3189 of file Actor.h.

◆ SetControlRotation() [1/2]

void AShooterPlayerController::SetControlRotation ( FRotator * NewRotation)
inline

Definition at line 2650 of file Actor.h.

◆ SetControlRotation() [2/2]

void AShooterPlayerController::SetControlRotation ( FRotator * NewRotation)
inline

Definition at line 3188 of file Actor.h.

◆ SetDir()

void AShooterPlayerController::SetDir ( float windDir)
inline

Definition at line 3190 of file Actor.h.

◆ SetDoFInterpTime() [1/2]

void AShooterPlayerController::SetDoFInterpTime ( float InterpTime)
inline

Definition at line 2800 of file Actor.h.

◆ SetDoFInterpTime() [2/2]

void AShooterPlayerController::SetDoFInterpTime ( float InterpTime)
inline

Definition at line 3191 of file Actor.h.

◆ SetEquipMap()

void AShooterPlayerController::SetEquipMap ( unsigned int typeIndex)
inline

Definition at line 3192 of file Actor.h.

◆ SetGamma1() [1/2]

void AShooterPlayerController::SetGamma1 ( )
inline

Definition at line 3076 of file Actor.h.

◆ SetGamma1() [2/2]

void AShooterPlayerController::SetGamma1 ( )
inline

Definition at line 3193 of file Actor.h.

◆ SetGamma2() [1/2]

void AShooterPlayerController::SetGamma2 ( )
inline

Definition at line 3077 of file Actor.h.

◆ SetGamma2() [2/2]

void AShooterPlayerController::SetGamma2 ( )
inline

Definition at line 3194 of file Actor.h.

◆ SetGodMode() [1/2]

void AShooterPlayerController::SetGodMode ( bool bEnable)
inline

Definition at line 2636 of file Actor.h.

◆ SetGodMode() [2/2]

void AShooterPlayerController::SetGodMode ( bool bEnable)
inline

Definition at line 3195 of file Actor.h.

◆ SetGraphicsQuality() [1/2]

void AShooterPlayerController::SetGraphicsQuality ( int val)
inline

Definition at line 2777 of file Actor.h.

◆ SetGraphicsQuality() [2/2]

void AShooterPlayerController::SetGraphicsQuality ( int val)
inline

Definition at line 3196 of file Actor.h.

◆ SetImprintQuality() [1/2]

void AShooterPlayerController::SetImprintQuality ( float ImprintingQuality)
inline

Definition at line 2742 of file Actor.h.

◆ SetImprintQuality() [2/2]

void AShooterPlayerController::SetImprintQuality ( float ImprintingQuality)
inline

Definition at line 3197 of file Actor.h.

◆ SetInfiniteStats()

void AShooterPlayerController::SetInfiniteStats ( const bool bInfinite)
inline

Definition at line 2654 of file Actor.h.

◆ SetInstantHarvest()

void AShooterPlayerController::SetInstantHarvest ( bool bEnable)
inline

Definition at line 3086 of file Actor.h.

◆ SetKickedNotification() [1/2]

void AShooterPlayerController::SetKickedNotification ( FString KickReason)
inline

Definition at line 2953 of file Actor.h.

◆ SetKickedNotification() [2/2]

void AShooterPlayerController::SetKickedNotification ( FString KickReason)
inline

Definition at line 3198 of file Actor.h.

◆ SetMissionWaypointInfo()

void AShooterPlayerController::SetMissionWaypointInfo ( FString InWaypointTitle,
FVector InWaypointDestination,
FName InWaypointID )
inline

Definition at line 3109 of file Actor.h.

◆ SetMissionWaypointVisible()

void AShooterPlayerController::SetMissionWaypointVisible ( bool bInIsVisible)
inline

Definition at line 3110 of file Actor.h.

◆ SetMultiUseWheelCategory() [1/2]

void AShooterPlayerController::SetMultiUseWheelCategory ( int Category)
inline

Definition at line 2560 of file Actor.h.

◆ SetMultiUseWheelCategory() [2/2]

void AShooterPlayerController::SetMultiUseWheelCategory ( int Category)
inline

Definition at line 3199 of file Actor.h.

◆ SetPawn() [1/2]

void AShooterPlayerController::SetPawn ( APawn * InPawn)
inline

Definition at line 2721 of file Actor.h.

◆ SetPawn() [2/2]

void AShooterPlayerController::SetPawn ( APawn * InPawn)
inline

Definition at line 3200 of file Actor.h.

◆ SetPlayer() [1/2]

void AShooterPlayerController::SetPlayer ( UPlayer * InPlayer)
inline

Definition at line 2605 of file Actor.h.

◆ SetPlayer() [2/2]

void AShooterPlayerController::SetPlayer ( UPlayer * InPlayer)
inline

Definition at line 3201 of file Actor.h.

◆ SetPlayerPos() [1/2]

void AShooterPlayerController::SetPlayerPos ( float X,
float Y,
float Z )
inline

Definition at line 2856 of file Actor.h.

◆ SetPlayerPos() [2/2]

void AShooterPlayerController::SetPlayerPos ( float X,
float Y,
float Z )
inline

Definition at line 3202 of file Actor.h.

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◆ SetSextantMapZoomLevel()

void AShooterPlayerController::SetSextantMapZoomLevel ( float Zoom)
inline

Definition at line 3203 of file Actor.h.

◆ SetTamingEffectivenessModifier()

APrimalDinoCharacter * AShooterPlayerController::SetTamingEffectivenessModifier ( float TamingEffectiveness)
inline

Definition at line 2743 of file Actor.h.

◆ SetTutorialHintText()

void AShooterPlayerController::SetTutorialHintText ( FString * HintText)
inline

Definition at line 3204 of file Actor.h.

◆ SetupInputComponent() [1/2]

void AShooterPlayerController::SetupInputComponent ( )
inline

Definition at line 2530 of file Actor.h.

◆ SetupInputComponent() [2/2]

void AShooterPlayerController::SetupInputComponent ( )
inline

Definition at line 3206 of file Actor.h.

◆ SetWind()

void AShooterPlayerController::SetWind ( float wind)
inline

Definition at line 3205 of file Actor.h.

◆ SFXVolumeMultiplierField() [1/2]

float & AShooterPlayerController::SFXVolumeMultiplierField ( )
inline

Definition at line 2457 of file Actor.h.

◆ SFXVolumeMultiplierField() [2/2]

float & AShooterPlayerController::SFXVolumeMultiplierField ( )
inline

Definition at line 2593 of file Actor.h.

◆ ShouldHideGameplayUI() [1/2]

bool AShooterPlayerController::ShouldHideGameplayUI ( )
inline

Definition at line 3066 of file Actor.h.

◆ ShouldHideGameplayUI() [2/2]

bool AShooterPlayerController::ShouldHideGameplayUI ( )
inline

Definition at line 3207 of file Actor.h.

◆ ShouldReplicateVoicePacketFrom() [1/2]

bool AShooterPlayerController::ShouldReplicateVoicePacketFrom ( FUniqueNetId * Sender,
char ShouldUseSuperRange,
char * PlaybackFlags )
inline

Definition at line 2860 of file Actor.h.

◆ ShouldReplicateVoicePacketFrom() [2/2]

bool AShooterPlayerController::ShouldReplicateVoicePacketFrom ( FUniqueNetId * Sender,
char ShouldUseSuperRange,
char * PlaybackFlags )
inline

Definition at line 3208 of file Actor.h.

◆ ShowAllianceChat() [1/2]

void AShooterPlayerController::ShowAllianceChat ( )
inline

Definition at line 2582 of file Actor.h.

◆ ShowAllianceChat() [2/2]

void AShooterPlayerController::ShowAllianceChat ( )
inline

Definition at line 3210 of file Actor.h.

◆ ShowAllPlayersListToFollow() [1/2]

void AShooterPlayerController::ShowAllPlayersListToFollow ( )
inline

Definition at line 2592 of file Actor.h.

◆ ShowAllPlayersListToFollow() [2/2]

void AShooterPlayerController::ShowAllPlayersListToFollow ( )
inline

Definition at line 3209 of file Actor.h.

◆ ShowBattleGameModeHUD() [1/2]

void AShooterPlayerController::ShowBattleGameModeHUD ( )
inline

Definition at line 2629 of file Actor.h.

◆ ShowBattleGameModeHUD() [2/2]

void AShooterPlayerController::ShowBattleGameModeHUD ( )
inline

Definition at line 3211 of file Actor.h.

◆ ShowGlobalChat() [1/2]

void AShooterPlayerController::ShowGlobalChat ( )
inline

Definition at line 2580 of file Actor.h.

◆ ShowGlobalChat() [2/2]

void AShooterPlayerController::ShowGlobalChat ( )
inline

Definition at line 3212 of file Actor.h.

◆ ShowInGameMenu() [1/2]

void AShooterPlayerController::ShowInGameMenu ( )
inline

Definition at line 2649 of file Actor.h.

◆ ShowInGameMenu() [2/2]

void AShooterPlayerController::ShowInGameMenu ( )
inline

Definition at line 3213 of file Actor.h.

◆ ShowLocalChat() [1/2]

void AShooterPlayerController::ShowLocalChat ( )
inline

Definition at line 2583 of file Actor.h.

◆ ShowLocalChat() [2/2]

void AShooterPlayerController::ShowLocalChat ( )
inline

Definition at line 3214 of file Actor.h.

◆ ShowMyAdminManager() [1/2]

void AShooterPlayerController::ShowMyAdminManager ( )
inline

Definition at line 2577 of file Actor.h.

◆ ShowMyAdminManager() [2/2]

void AShooterPlayerController::ShowMyAdminManager ( )
inline

Definition at line 3215 of file Actor.h.

◆ ShowMyCraftables() [1/2]

void AShooterPlayerController::ShowMyCraftables ( )
inline

Definition at line 2578 of file Actor.h.

◆ ShowMyCraftables() [2/2]

void AShooterPlayerController::ShowMyCraftables ( )
inline

Definition at line 3216 of file Actor.h.

◆ ShowMyInventory() [1/2]

void AShooterPlayerController::ShowMyInventory ( )
inline

Definition at line 2576 of file Actor.h.

◆ ShowMyInventory() [2/2]

void AShooterPlayerController::ShowMyInventory ( )
inline

Definition at line 3217 of file Actor.h.

◆ ShownTreasuresField()

TArray< FShownTreasureData > & AShooterPlayerController::ShownTreasuresField ( )
inline

Definition at line 2622 of file Actor.h.

◆ ShowSextantMap()

void AShooterPlayerController::ShowSextantMap ( bool bShow)
inline

Definition at line 3218 of file Actor.h.

◆ ShowTransferCharacterConfirmationDialog()

void AShooterPlayerController::ShowTransferCharacterConfirmationDialog ( )
inline

Definition at line 3025 of file Actor.h.

◆ ShowTribeChat() [1/2]

void AShooterPlayerController::ShowTribeChat ( )
inline

Definition at line 2581 of file Actor.h.

◆ ShowTribeChat() [2/2]

void AShooterPlayerController::ShowTribeChat ( )
inline

Definition at line 3219 of file Actor.h.

◆ ShowTribeManager() [1/2]

void AShooterPlayerController::ShowTribeManager ( )
inline

Definition at line 2579 of file Actor.h.

◆ ShowTribeManager() [2/2]

void AShooterPlayerController::ShowTribeManager ( )
inline

Definition at line 3220 of file Actor.h.

◆ ShowTutorial() [1/2]

void AShooterPlayerController::ShowTutorial ( int TutorialIndex,
bool bForceDisplay )
inline

Definition at line 2584 of file Actor.h.

◆ ShowTutorial() [2/2]

void AShooterPlayerController::ShowTutorial ( int TutorialIndex,
bool bForceDisplay )
inline

Definition at line 3221 of file Actor.h.

◆ SnapPointCycleField() [1/2]

int & AShooterPlayerController::SnapPointCycleField ( )
inline

Definition at line 2442 of file Actor.h.

◆ SnapPointCycleField() [2/2]

int & AShooterPlayerController::SnapPointCycleField ( )
inline

Definition at line 2579 of file Actor.h.

◆ SpawnActor() [1/2]

AActor * AShooterPlayerController::SpawnActor ( FString * blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
bool bDoDeferBeginPlay )
inline

Definition at line 2761 of file Actor.h.

◆ SpawnActor() [2/2]

AActor * AShooterPlayerController::SpawnActor ( FString * blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
bool bDoDeferBeginPlay )
inline

Definition at line 3222 of file Actor.h.

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◆ SpawnActorSpread() [1/2]

void AShooterPlayerController::SpawnActorSpread ( FString * blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount )
inline

Definition at line 2867 of file Actor.h.

◆ SpawnActorSpread() [2/2]

void AShooterPlayerController::SpawnActorSpread ( FString * blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount )
inline

Definition at line 3223 of file Actor.h.

◆ SpawnActorSpreadTamed() [1/2]

void AShooterPlayerController::SpawnActorSpreadTamed ( FString * blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount )
inline

Definition at line 2868 of file Actor.h.

◆ SpawnActorSpreadTamed() [2/2]

void AShooterPlayerController::SpawnActorSpreadTamed ( FString * blueprintPath,
float spawnDistance,
float spawnYOffset,
float ZOffset,
int NumberActors,
float SpreadAmount )
inline

Definition at line 3224 of file Actor.h.

◆ SpawnAtBedField() [1/2]

TWeakObjectPtr< APrimalStructure > & AShooterPlayerController::SpawnAtBedField ( )
inline

Definition at line 2362 of file Actor.h.

◆ SpawnAtBedField() [2/2]

TWeakObjectPtr< APrimalStructureBed > & AShooterPlayerController::SpawnAtBedField ( )
inline

Definition at line 2494 of file Actor.h.

◆ SpawnedPointCosmeticActorsField()

TArray< APointOfInterestCosmeticActor * > AShooterPlayerController::SpawnedPointCosmeticActorsField ( )
inline

Definition at line 2490 of file Actor.h.

◆ SpawnedPointWidgetsField()

TArray< UUserWidget * > AShooterPlayerController::SpawnedPointWidgetsField ( )
inline

Definition at line 2489 of file Actor.h.

◆ SpawnHUD()

void AShooterPlayerController::SpawnHUD ( TSubclassOf< AHUD > NewHUDClass)
inline

Definition at line 3225 of file Actor.h.

◆ SpawnPlayerCameraManager() [1/2]

void AShooterPlayerController::SpawnPlayerCameraManager ( )
inline

Definition at line 2976 of file Actor.h.

◆ SpawnPlayerCameraManager() [2/2]

void AShooterPlayerController::SpawnPlayerCameraManager ( )
inline

Definition at line 3226 of file Actor.h.

◆ SpawnSpectatorPawn()

ASpectatorPawn * AShooterPlayerController::SpawnSpectatorPawn ( )
inline

Definition at line 2963 of file Actor.h.

◆ SpectatorCycleIndexField() [1/2]

int & AShooterPlayerController::SpectatorCycleIndexField ( )
inline

Definition at line 2396 of file Actor.h.

◆ SpectatorCycleIndexField() [2/2]

int & AShooterPlayerController::SpectatorCycleIndexField ( )
inline

Definition at line 2530 of file Actor.h.

◆ SpectatorDetachOrbitCamera() [1/2]

void AShooterPlayerController::SpectatorDetachOrbitCamera ( )
inline

Definition at line 2533 of file Actor.h.

◆ SpectatorDetachOrbitCamera() [2/2]

void AShooterPlayerController::SpectatorDetachOrbitCamera ( )
inline

Definition at line 3227 of file Actor.h.

◆ SpectatorNextPlayer() [1/2]

void AShooterPlayerController::SpectatorNextPlayer ( )
inline

Definition at line 2535 of file Actor.h.

◆ SpectatorNextPlayer() [2/2]

void AShooterPlayerController::SpectatorNextPlayer ( )
inline

Definition at line 3228 of file Actor.h.

◆ SpectatorPreviousPlayer() [1/2]

void AShooterPlayerController::SpectatorPreviousPlayer ( )
inline

Definition at line 2534 of file Actor.h.

◆ SpectatorPreviousPlayer() [2/2]

void AShooterPlayerController::SpectatorPreviousPlayer ( )
inline

Definition at line 3229 of file Actor.h.

◆ SpectatorTurn() [1/2]

void AShooterPlayerController::SpectatorTurn ( float Val)
inline

Definition at line 2621 of file Actor.h.

◆ SpectatorTurn() [2/2]

void AShooterPlayerController::SpectatorTurn ( float Val)
inline

Definition at line 3230 of file Actor.h.

◆ SpectatorUseItem() [1/2]

void AShooterPlayerController::SpectatorUseItem ( int Index)
inline

Definition at line 2816 of file Actor.h.

◆ SpectatorUseItem() [2/2]

void AShooterPlayerController::SpectatorUseItem ( int Index)
inline

Definition at line 3231 of file Actor.h.

◆ SPI() [1/2]

void AShooterPlayerController::SPI ( float X,
float Y,
float Z,
float Yaw,
float Pitch )
inline

Definition at line 2857 of file Actor.h.

◆ SPI() [2/2]

void AShooterPlayerController::SPI ( float X,
float Y,
float Z,
float Yaw,
float Pitch )
inline

Definition at line 3065 of file Actor.h.

◆ StartArkGamepadBackButton() [1/2]

void AShooterPlayerController::StartArkGamepadBackButton ( )
inline

Definition at line 2989 of file Actor.h.

◆ StartArkGamepadBackButton() [2/2]

void AShooterPlayerController::StartArkGamepadBackButton ( )
inline

Definition at line 3232 of file Actor.h.

◆ StartArkGamepadDpadDown() [1/2]

void AShooterPlayerController::StartArkGamepadDpadDown ( )
inline

Definition at line 3005 of file Actor.h.

◆ StartArkGamepadDpadDown() [2/2]

void AShooterPlayerController::StartArkGamepadDpadDown ( )
inline

Definition at line 3233 of file Actor.h.

◆ StartArkGamepadDpadLeft() [1/2]

void AShooterPlayerController::StartArkGamepadDpadLeft ( )
inline

Definition at line 2999 of file Actor.h.

◆ StartArkGamepadDpadLeft() [2/2]

void AShooterPlayerController::StartArkGamepadDpadLeft ( )
inline

Definition at line 3234 of file Actor.h.

◆ StartArkGamepadDpadRight() [1/2]

void AShooterPlayerController::StartArkGamepadDpadRight ( )
inline

Definition at line 3003 of file Actor.h.

◆ StartArkGamepadDpadRight() [2/2]

void AShooterPlayerController::StartArkGamepadDpadRight ( )
inline

Definition at line 3235 of file Actor.h.

◆ StartArkGamepadDpadUp() [1/2]

void AShooterPlayerController::StartArkGamepadDpadUp ( )
inline

Definition at line 3001 of file Actor.h.

◆ StartArkGamepadDpadUp() [2/2]

void AShooterPlayerController::StartArkGamepadDpadUp ( )
inline

Definition at line 3236 of file Actor.h.

◆ StartArkGamepadFaceButtonBottom() [1/2]

void AShooterPlayerController::StartArkGamepadFaceButtonBottom ( )
inline

Definition at line 2997 of file Actor.h.

◆ StartArkGamepadFaceButtonBottom() [2/2]

void AShooterPlayerController::StartArkGamepadFaceButtonBottom ( )
inline

Definition at line 3237 of file Actor.h.

◆ StartArkGamepadFaceButtonLeft() [1/2]

void AShooterPlayerController::StartArkGamepadFaceButtonLeft ( )
inline

Definition at line 2991 of file Actor.h.

◆ StartArkGamepadFaceButtonLeft() [2/2]

void AShooterPlayerController::StartArkGamepadFaceButtonLeft ( )
inline

Definition at line 3238 of file Actor.h.

◆ StartArkGamepadFaceButtonRight() [1/2]

void AShooterPlayerController::StartArkGamepadFaceButtonRight ( )
inline

Definition at line 2993 of file Actor.h.

◆ StartArkGamepadFaceButtonRight() [2/2]

void AShooterPlayerController::StartArkGamepadFaceButtonRight ( )
inline

Definition at line 3239 of file Actor.h.

◆ StartArkGamepadFaceButtonTop() [1/2]

void AShooterPlayerController::StartArkGamepadFaceButtonTop ( )
inline

Definition at line 2995 of file Actor.h.

◆ StartArkGamepadFaceButtonTop() [2/2]

void AShooterPlayerController::StartArkGamepadFaceButtonTop ( )
inline

Definition at line 3240 of file Actor.h.

◆ StartArkGamepadLeftShoulder() [1/2]

void AShooterPlayerController::StartArkGamepadLeftShoulder ( )
inline

Definition at line 2979 of file Actor.h.

◆ StartArkGamepadLeftShoulder() [2/2]

void AShooterPlayerController::StartArkGamepadLeftShoulder ( )
inline

Definition at line 3241 of file Actor.h.

◆ StartArkGamepadRightShoulder() [1/2]

void AShooterPlayerController::StartArkGamepadRightShoulder ( )
inline

Definition at line 2980 of file Actor.h.

◆ StartArkGamepadRightShoulder() [2/2]

void AShooterPlayerController::StartArkGamepadRightShoulder ( )
inline

Definition at line 3242 of file Actor.h.

◆ StartEmoteSelection() [1/2]

void AShooterPlayerController::StartEmoteSelection ( )
inline

Definition at line 2570 of file Actor.h.

◆ StartEmoteSelection() [2/2]

void AShooterPlayerController::StartEmoteSelection ( )
inline

Definition at line 3243 of file Actor.h.

◆ StartFeatsSelection()

void AShooterPlayerController::StartFeatsSelection ( )
inline

Definition at line 3244 of file Actor.h.

◆ StartInventoryRadialSelector() [1/2]

void AShooterPlayerController::StartInventoryRadialSelector ( )
inline

Definition at line 2561 of file Actor.h.

◆ StartInventoryRadialSelector() [2/2]

void AShooterPlayerController::StartInventoryRadialSelector ( )
inline

Definition at line 3245 of file Actor.h.

◆ StartPlayerActionRadialSelector() [1/2]

void AShooterPlayerController::StartPlayerActionRadialSelector ( )
inline

Definition at line 2563 of file Actor.h.

◆ StartPlayerActionRadialSelector() [2/2]

void AShooterPlayerController::StartPlayerActionRadialSelector ( )
inline

Definition at line 3246 of file Actor.h.

◆ StartSurfaceCamera() [1/2]

void AShooterPlayerController::StartSurfaceCamera ( float OnSurfaceTargetYaw,
float OnSurfaceTargetPitch,
float OnSurfaceTargetRoll,
float OnSurfaceCameraInterpolationSpeed,
bool UseSurfaceCameraInterpolation,
FVector * CameraOffset )
inline

Definition at line 3036 of file Actor.h.

◆ StartSurfaceCamera() [2/2]

void AShooterPlayerController::StartSurfaceCamera ( float OnSurfaceTargetYaw,
float OnSurfaceTargetPitch,
float OnSurfaceTargetRoll,
float OnSurfaceCameraInterpolationSpeed,
bool UseSurfaceCameraInterpolation,
FVector * CameraOffset )
inline

Definition at line 3247 of file Actor.h.

◆ StartSurfaceCameraForPassenger() [1/2]

void AShooterPlayerController::StartSurfaceCameraForPassenger ( float OnSurfaceTargetYaw,
float OnSurfaceTargetPitch,
float OnSurfaceTargetRoll )
inline

Definition at line 3037 of file Actor.h.

◆ StartSurfaceCameraForPassenger() [2/2]

void AShooterPlayerController::StartSurfaceCameraForPassenger ( float OnSurfaceTargetYaw,
float OnSurfaceTargetPitch,
float OnSurfaceTargetRoll )
inline

Definition at line 3248 of file Actor.h.

◆ StartTalkingWrapper() [1/2]

void AShooterPlayerController::StartTalkingWrapper ( )
inline

Definition at line 2544 of file Actor.h.

◆ StartTalkingWrapper() [2/2]

void AShooterPlayerController::StartTalkingWrapper ( )
inline

Definition at line 3249 of file Actor.h.

◆ StartWhispering() [1/2]

void AShooterPlayerController::StartWhispering ( )
inline

Definition at line 2542 of file Actor.h.

◆ StartWhispering() [2/2]

void AShooterPlayerController::StartWhispering ( )
inline

Definition at line 3250 of file Actor.h.

◆ StartWhistleSelection() [1/2]

void AShooterPlayerController::StartWhistleSelection ( )
inline

Definition at line 2572 of file Actor.h.

◆ StartWhistleSelection() [2/2]

void AShooterPlayerController::StartWhistleSelection ( )
inline

Definition at line 3251 of file Actor.h.

◆ StartYelling() [1/2]

void AShooterPlayerController::StartYelling ( )
inline

Definition at line 2543 of file Actor.h.

◆ StartYelling() [2/2]

void AShooterPlayerController::StartYelling ( )
inline

Definition at line 3252 of file Actor.h.

◆ StaticClass()

static UClass * AShooterPlayerController::StaticClass ( )
inlinestatic

Definition at line 2520 of file Actor.h.

◆ StaticRegisterNativesAShooterPlayerController() [1/2]

static void AShooterPlayerController::StaticRegisterNativesAShooterPlayerController ( )
inlinestatic

Definition at line 3125 of file Actor.h.

◆ StaticRegisterNativesAShooterPlayerController() [2/2]

static void AShooterPlayerController::StaticRegisterNativesAShooterPlayerController ( )
inlinestatic

Definition at line 3517 of file Actor.h.

◆ StopLoadingMusic() [1/2]

void AShooterPlayerController::StopLoadingMusic ( )
inline

Definition at line 2961 of file Actor.h.

◆ StopLoadingMusic() [2/2]

void AShooterPlayerController::StopLoadingMusic ( )
inline

Definition at line 3253 of file Actor.h.

◆ StopSpectating() [1/2]

void AShooterPlayerController::StopSpectating ( )
inline

Definition at line 2527 of file Actor.h.

◆ StopSpectating() [2/2]

void AShooterPlayerController::StopSpectating ( )
inline

Definition at line 3254 of file Actor.h.

◆ StopTalkingWrapper() [1/2]

void AShooterPlayerController::StopTalkingWrapper ( )
inline

Definition at line 2545 of file Actor.h.

◆ StopTalkingWrapper() [2/2]

void AShooterPlayerController::StopTalkingWrapper ( )
inline

Definition at line 3255 of file Actor.h.

◆ StructurePlacerClassField() [1/2]

TSubclassOf< APrimalStructurePlacer > & AShooterPlayerController::StructurePlacerClassField ( )
inline

Definition at line 2348 of file Actor.h.

◆ StructurePlacerClassField() [2/2]

TSubclassOf< APrimalStructurePlacer > & AShooterPlayerController::StructurePlacerClassField ( )
inline

Definition at line 2484 of file Actor.h.

◆ StructurePlacerField() [1/2]

APrimalStructurePlacer * AShooterPlayerController::StructurePlacerField ( )
inline

Definition at line 2325 of file Actor.h.

◆ StructurePlacerField() [2/2]

APrimalStructurePlacer * AShooterPlayerController::StructurePlacerField ( )
inline

Definition at line 2467 of file Actor.h.

◆ SwitchToNextLoadedWeapon()

void AShooterPlayerController::SwitchToNextLoadedWeapon ( )
inline

Definition at line 3256 of file Actor.h.

◆ TargetOrbitedPlayerIdField() [1/2]

unsigned __int64 & AShooterPlayerController::TargetOrbitedPlayerIdField ( )
inline

Definition at line 2345 of file Actor.h.

◆ TargetOrbitedPlayerIdField() [2/2]

unsigned __int64 & AShooterPlayerController::TargetOrbitedPlayerIdField ( )
inline

Definition at line 2481 of file Actor.h.

◆ TargetOrbitedTrialCountField() [1/2]

char & AShooterPlayerController::TargetOrbitedTrialCountField ( )
inline

Definition at line 2346 of file Actor.h.

◆ TargetOrbitedTrialCountField() [2/2]

char & AShooterPlayerController::TargetOrbitedTrialCountField ( )
inline

Definition at line 2482 of file Actor.h.

◆ TempLastLostPawnField() [1/2]

APawn * AShooterPlayerController::TempLastLostPawnField ( )
inline

Definition at line 2363 of file Actor.h.

◆ TempLastLostPawnField() [2/2]

APawn * AShooterPlayerController::TempLastLostPawnField ( )
inline

Definition at line 2495 of file Actor.h.

◆ TestAlarmNotification() [1/2]

void AShooterPlayerController::TestAlarmNotification ( FString Title,
FString Message )
inline

Definition at line 2811 of file Actor.h.

◆ TestAlarmNotification() [2/2]

void AShooterPlayerController::TestAlarmNotification ( FString Title,
FString Message )
inline

Definition at line 3257 of file Actor.h.

◆ TestNotification() [1/2]

void AShooterPlayerController::TestNotification ( )
inline

Definition at line 2798 of file Actor.h.

◆ TestNotification() [2/2]

void AShooterPlayerController::TestNotification ( )
inline

Definition at line 3258 of file Actor.h.

◆ TestPhysxPerf()

void AShooterPlayerController::TestPhysxPerf ( int RayCount,
float DistanceOfRays )
inline

Definition at line 2799 of file Actor.h.

◆ TestSteamRefreshItems()

void AShooterPlayerController::TestSteamRefreshItems ( )
inline

Definition at line 2883 of file Actor.h.

◆ Tick_SearchForPOIs()

void AShooterPlayerController::Tick_SearchForPOIs ( float DeltaTime)
inline

Definition at line 3108 of file Actor.h.

◆ Tick_UpdatePings()

void AShooterPlayerController::Tick_UpdatePings ( const float DeltaTime)
inline

Definition at line 3090 of file Actor.h.

◆ TickStasisForCharacter() [1/2]

static void AShooterPlayerController::TickStasisForCharacter ( UWorld * theWorld,
APrimalCharacter * Character,
FVector ActorLocation )
inlinestatic

Definition at line 2604 of file Actor.h.

◆ TickStasisForCharacter() [2/2]

static void AShooterPlayerController::TickStasisForCharacter ( UWorld * theWorld,
AShooterCharacter * Character,
FVector ActorLocation )
inlinestatic

Definition at line 3259 of file Actor.h.

◆ TimeOfLastMapPressField()

long double & AShooterPlayerController::TimeOfLastMapPressField ( )
inline

Definition at line 2625 of file Actor.h.

◆ ToggleAutoChat() [1/2]

void AShooterPlayerController::ToggleAutoChat ( )
inline

Definition at line 2587 of file Actor.h.

◆ ToggleAutoChat() [2/2]

void AShooterPlayerController::ToggleAutoChat ( )
inline

Definition at line 3260 of file Actor.h.

◆ ToggleDinoNameTags() [1/2]

void AShooterPlayerController::ToggleDinoNameTags ( )
inline

Definition at line 2594 of file Actor.h.

◆ ToggleDinoNameTags() [2/2]

void AShooterPlayerController::ToggleDinoNameTags ( )
inline

Definition at line 3261 of file Actor.h.

◆ ToggleGun() [1/2]

void AShooterPlayerController::ToggleGun ( )
inline

Definition at line 2719 of file Actor.h.

◆ ToggleGun() [2/2]

void AShooterPlayerController::ToggleGun ( )
inline

Definition at line 3262 of file Actor.h.

◆ ToggleHud() [1/2]

void AShooterPlayerController::ToggleHud ( )
inline

Definition at line 2717 of file Actor.h.

◆ ToggleHud() [2/2]

void AShooterPlayerController::ToggleHud ( )
inline

Definition at line 3264 of file Actor.h.

◆ ToggleHUDHidden() [1/2]

void AShooterPlayerController::ToggleHUDHidden ( )
inline

Definition at line 2546 of file Actor.h.

◆ ToggleHUDHidden() [2/2]

void AShooterPlayerController::ToggleHUDHidden ( )
inline

Definition at line 3263 of file Actor.h.

◆ ToggleMap() [1/2]

void AShooterPlayerController::ToggleMap ( )
inline

Definition at line 2590 of file Actor.h.

◆ ToggleMap() [2/2]

void AShooterPlayerController::ToggleMap ( )
inline

Definition at line 3265 of file Actor.h.

◆ ToggleMapReleased()

void AShooterPlayerController::ToggleMapReleased ( )
inline

Definition at line 3266 of file Actor.h.

◆ ToggleShowAllPlayersWhenSpectating() [1/2]

void AShooterPlayerController::ToggleShowAllPlayersWhenSpectating ( )
inline

Definition at line 2595 of file Actor.h.

◆ ToggleShowAllPlayersWhenSpectating() [2/2]

void AShooterPlayerController::ToggleShowAllPlayersWhenSpectating ( )
inline

Definition at line 3267 of file Actor.h.

◆ ToggleShowAllPlayersWhenSpectatingLocal() [1/2]

void AShooterPlayerController::ToggleShowAllPlayersWhenSpectatingLocal ( )
inline

Definition at line 2593 of file Actor.h.

◆ ToggleShowAllPlayersWhenSpectatingLocal() [2/2]

void AShooterPlayerController::ToggleShowAllPlayersWhenSpectatingLocal ( )
inline

Definition at line 3268 of file Actor.h.

◆ ToggleSpeaking() [1/2]

void AShooterPlayerController::ToggleSpeaking ( bool bSpeaking,
bool UseSuperRange )
inline

Definition at line 2865 of file Actor.h.

◆ ToggleSpeaking() [2/2]

void AShooterPlayerController::ToggleSpeaking ( bool bSpeaking,
bool UseSuperRange )
inline

Definition at line 3269 of file Actor.h.

◆ ToggleWeaponAccessory() [1/2]

void AShooterPlayerController::ToggleWeaponAccessory ( )
inline

Definition at line 2596 of file Actor.h.

◆ ToggleWeaponAccessory() [2/2]

void AShooterPlayerController::ToggleWeaponAccessory ( )
inline

Definition at line 3270 of file Actor.h.

◆ TotalTimeOnLandField()

float & AShooterPlayerController::TotalTimeOnLandField ( )
inline

Definition at line 2524 of file Actor.h.

◆ TribeDataChangeCountField()

int & AShooterPlayerController::TribeDataChangeCountField ( )
inline

Definition at line 2650 of file Actor.h.

◆ TriggerPlayerAction() [1/2]

void AShooterPlayerController::TriggerPlayerAction ( int ActionIndex)
inline

Definition at line 2575 of file Actor.h.

◆ TriggerPlayerAction() [2/2]

void AShooterPlayerController::TriggerPlayerAction ( int ActionIndex)
inline

Definition at line 3271 of file Actor.h.

◆ TryLoadProfile()

void AShooterPlayerController::TryLoadProfile ( )
inline

Definition at line 2734 of file Actor.h.

◆ TryRespec()

void AShooterPlayerController::TryRespec ( )
inline

Definition at line 3272 of file Actor.h.

◆ TryToForceUploadCharacter_Implementation()

void AShooterPlayerController::TryToForceUploadCharacter_Implementation ( )
inline

Definition at line 3064 of file Actor.h.

◆ TurnAtRate() [1/2]

void AShooterPlayerController::TurnAtRate ( float Val)
inline

Definition at line 2619 of file Actor.h.

◆ TurnAtRate() [2/2]

void AShooterPlayerController::TurnAtRate ( float Val)
inline

Definition at line 3273 of file Actor.h.

◆ TurnInput() [1/2]

void AShooterPlayerController::TurnInput ( float Val)
inline

Definition at line 2622 of file Actor.h.

◆ TurnInput() [2/2]

void AShooterPlayerController::TurnInput ( float Val)
inline

Definition at line 3274 of file Actor.h.

◆ TurnOnGmBuffAndTekArmorAndStatFpsAndAlsoStatUnitBecauseThisIsEasierToTypeOnXbox()

void AShooterPlayerController::TurnOnGmBuffAndTekArmorAndStatFpsAndAlsoStatUnitBecauseThisIsEasierToTypeOnXbox ( )
inline

Definition at line 2971 of file Actor.h.

◆ UnbanPlayer() [1/2]

void AShooterPlayerController::UnbanPlayer ( FString PlayerSteamName)
inline

Definition at line 2951 of file Actor.h.

◆ UnbanPlayer() [2/2]

void AShooterPlayerController::UnbanPlayer ( FString PlayerSteamName)
inline

Definition at line 3277 of file Actor.h.

◆ UnFreeze() [1/2]

void AShooterPlayerController::UnFreeze ( )
inline

Definition at line 2606 of file Actor.h.

◆ UnFreeze() [2/2]

void AShooterPlayerController::UnFreeze ( )
inline

Definition at line 3275 of file Actor.h.

◆ UnlockedSkillsField()

TArray< TSubclassOf< UPrimalEngramEntry > > & AShooterPlayerController::UnlockedSkillsField ( )
inline

Definition at line 2461 of file Actor.h.

◆ UnlockEmote() [1/2]

void AShooterPlayerController::UnlockEmote ( FName EmoteName)
inline

Definition at line 3046 of file Actor.h.

◆ UnlockEmote() [2/2]

void AShooterPlayerController::UnlockEmote ( FName EmoteName)
inline

Definition at line 3278 of file Actor.h.

◆ UnlockExplorerNote() [1/2]

void AShooterPlayerController::UnlockExplorerNote ( int ExplorerNoteIndex)
inline

Definition at line 3279 of file Actor.h.

◆ UnlockExplorerNote() [2/2]

void AShooterPlayerController::UnlockExplorerNote ( int ExplorerNoteIndex,
const bool forceShowExplorerNoteUI )
inline

Definition at line 3042 of file Actor.h.

◆ UnlockFeat()

void AShooterPlayerController::UnlockFeat ( FName FeatName)
inline

Definition at line 3280 of file Actor.h.

◆ UnPossess() [1/2]

void AShooterPlayerController::UnPossess ( )
inline

Definition at line 2731 of file Actor.h.

◆ UnPossess() [2/2]

void AShooterPlayerController::UnPossess ( )
inline

Definition at line 3276 of file Actor.h.

◆ Update3DPosition()

void AShooterPlayerController::Update3DPosition ( bool ForceUpdate)
inline

Definition at line 3122 of file Actor.h.

◆ UpdateNearbyTreasures()

void AShooterPlayerController::UpdateNearbyTreasures ( float DeltaTime)
inline

Definition at line 3281 of file Actor.h.

◆ UpdatePostProcessVolumes() [1/2]

void AShooterPlayerController::UpdatePostProcessVolumes ( )
inline

Definition at line 3059 of file Actor.h.

◆ UpdatePostProcessVolumes() [2/2]

void AShooterPlayerController::UpdatePostProcessVolumes ( )
inline

Definition at line 3282 of file Actor.h.

◆ UpdateRequestEquippedItemsQueue() [1/2]

void AShooterPlayerController::UpdateRequestEquippedItemsQueue ( )
inline

Definition at line 3075 of file Actor.h.

◆ UpdateRequestEquippedItemsQueue() [2/2]

void AShooterPlayerController::UpdateRequestEquippedItemsQueue ( )
inline

Definition at line 3283 of file Actor.h.

◆ UpdateRotation() [1/2]

void AShooterPlayerController::UpdateRotation ( float DeltaTime)
inline

Definition at line 2735 of file Actor.h.

◆ UpdateRotation() [2/2]

void AShooterPlayerController::UpdateRotation ( float DeltaTime)
inline

Definition at line 3284 of file Actor.h.

◆ UploadCharacterPlayerDataToArk() [1/2]

void AShooterPlayerController::UploadCharacterPlayerDataToArk ( TArray< unsigned char > * PlayerDataBytes,
FString PlayerName,
TArray< FString > PlayerStats,
unsigned __int64 PlayerDataId,
bool WithItems,
unsigned int ItemCount )
inline

Definition at line 2714 of file Actor.h.

◆ UploadCharacterPlayerDataToArk() [2/2]

void AShooterPlayerController::UploadCharacterPlayerDataToArk ( TArray< unsigned char > * PlayerDataBytes,
FString PlayerName,
TArray< FString > PlayerStats,
unsigned __int64 PlayerDataId,
bool WithItems,
unsigned int ItemCount )
inline

Definition at line 3285 of file Actor.h.

◆ UploadCharaterDataToArk()

void AShooterPlayerController::UploadCharaterDataToArk ( UPrimalInventoryComponent * InvComp)
inline

Definition at line 2705 of file Actor.h.

◆ UsedItemSlotField() [1/2]

FieldArray< char, 10 > AShooterPlayerController::UsedItemSlotField ( )
inline

Definition at line 2318 of file Actor.h.

◆ UsedItemSlotField() [2/2]

FieldArray< char, 10 > AShooterPlayerController::UsedItemSlotField ( )
inline

Definition at line 2454 of file Actor.h.

◆ UseTribeGroupRanks() [1/2]

bool AShooterPlayerController::UseTribeGroupRanks ( )
inline

Definition at line 3014 of file Actor.h.

◆ UseTribeGroupRanks() [2/2]

bool AShooterPlayerController::UseTribeGroupRanks ( )
inline

Definition at line 3286 of file Actor.h.

◆ ViewingAnUploadTerminal()

bool AShooterPlayerController::ViewingAnUploadTerminal ( )
inline

Definition at line 3069 of file Actor.h.

◆ ViewingWheelCategoryField() [1/2]

int & AShooterPlayerController::ViewingWheelCategoryField ( )
inline

Definition at line 2444 of file Actor.h.

◆ ViewingWheelCategoryField() [2/2]

int & AShooterPlayerController::ViewingWheelCategoryField ( )
inline

Definition at line 2581 of file Actor.h.

◆ VivoxJoinChannelAttemptsField()

int & AShooterPlayerController::VivoxJoinChannelAttemptsField ( )
inline

Definition at line 2341 of file Actor.h.

◆ VivoxLoginAttemptsField()

int & AShooterPlayerController::VivoxLoginAttemptsField ( )
inline

Definition at line 2340 of file Actor.h.

◆ VivoxUsernameField() [1/2]

FString & AShooterPlayerController::VivoxUsernameField ( )
inline

Definition at line 2339 of file Actor.h.

◆ VivoxUsernameField() [2/2]

FString & AShooterPlayerController::VivoxUsernameField ( )
inline

Definition at line 2480 of file Actor.h.

◆ WaitingForSpawnUITimeField() [1/2]

long double & AShooterPlayerController::WaitingForSpawnUITimeField ( )
inline

Definition at line 2401 of file Actor.h.

◆ WaitingForSpawnUITimeField() [2/2]

long double & AShooterPlayerController::WaitingForSpawnUITimeField ( )
inline

Definition at line 2533 of file Actor.h.

◆ WritePNTScreenshot() [1/2]

FString * AShooterPlayerController::WritePNTScreenshot ( FString * result)
inline

Definition at line 2797 of file Actor.h.

◆ WritePNTScreenshot() [2/2]

FString * AShooterPlayerController::WritePNTScreenshot ( FString * result)
inline

Definition at line 3287 of file Actor.h.

◆ ZoomInGPS()

void AShooterPlayerController::ZoomInGPS ( )
inline

Definition at line 3288 of file Actor.h.

◆ ZoomInGPSStop()

void AShooterPlayerController::ZoomInGPSStop ( )
inline

Definition at line 3289 of file Actor.h.

◆ ZoomOutGPS()

void AShooterPlayerController::ZoomOutGPS ( )
inline

Definition at line 3290 of file Actor.h.

◆ ZoomOutGPSStop()

void AShooterPlayerController::ZoomOutGPSStop ( )
inline

Definition at line 3291 of file Actor.h.


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