Ark Server API (ASE) - Wiki
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AShooterWeapon Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterWeapon:
+ Collaboration diagram for AShooterWeapon:

Public Member Functions

float & EquipTimeField ()
 
long double & LastTimeInReloadingField ()
 
TEnumAsByte< enum EWeaponType::Type > & MyWeaponTypeField ()
 
UAnimMontage * OverrideProneInAnimField ()
 
UAnimMontage * NewOverrideProneOutAnimField ()
 
UAnimMontage * OverrideJumpAnimField ()
 
UAnimMontage * OverrideJumpAnimDualWieldingField ()
 
UAnimMontage * NewOverrideLandedAnimField ()
 
UAnimMontage * NewOverrideLandedAnimDualWieldingField ()
 
UAnimMontage * OverrideJumpAnim_RunningModeField ()
 
UAnimMontage * NewOverrideLandedAnim_RunningModeField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField ()
 
float & ItemDurabilityToConsumePerMeleeHitField ()
 
float & AmmoIconsCountField ()
 
float & TargetingTooltipCheckRangeField ()
 
float & TargetingForceTraceFloatingHUDRangeField ()
 
long double & LastTimePlayedSwitchAnimField ()
 
float & GlobalAttackAutoAimMultiplierField ()
 
float & AttackAutoAimSliderField ()
 
float & AttackAutoAimSliderMaxMultiplierField ()
 
float & AttackAutoAimSliderMinMultiplierField ()
 
long double & TimeStartedAutoAimField ()
 
FVectorAutoAimViewOffsetField ()
 
int & PrimaryClipIconOffsetField ()
 
int & SecondaryClipIconOffsetField ()
 
FVector2DTargetingInfoTooltipPaddingField ()
 
FVector2DTargetingInfoTooltipScaleField ()
 
bool & bOnlyPassiveDurabilityWhenAccessoryActiveField ()
 
bool & bDisableShooterOnElectricStormField ()
 
FNameOverrideAttachPointField ()
 
FVectorFPVRelativeLocationField ()
 
FRotatorFPVRelativeRotationField ()
 
FVectorFPVRelativeLocation_TargetingField ()
 
FRotatorFPVRelativeRotation_TargetingField ()
 
float & FPVEnterTargetingInterpSpeedField ()
 
float & FPVExitTargetingInterpSpeedField ()
 
float & EndDoMeleeSwingTimeField ()
 
FRotatorFPVLookAtMaximumOffsetField ()
 
FRotatorFPVLookAtSpeedBaseField ()
 
FRotatorFPVLookAtInterpSpeedField ()
 
FRotatorFPVLookAtMaximumOffset_TargetingField ()
 
FRotatorFPVLookAtSpeedBase_TargetingField ()
 
FRotatorFPVLookAtInterpSpeed_TargetingField ()
 
FVectorFPVImmobilizedLocationOffsetField ()
 
FRotatorFPVImmobilizedRotationOffsetField ()
 
float & FPVImmobilizedInterpSpeedField ()
 
bool & bUseBlueprintAnimNotificationsField ()
 
FTransformLastDiscreteMeleeSwingTransformField ()
 
TArray< FName > & MeleeSwingSocketsField ()
 
float & AllowMeleeTimeBeforeAnimationEndField ()
 
UPrimalItemAssociatedPrimalItemField ()
 
bool & bCanBeUsedAsEquipmentField ()
 
FItemNetInfoAssociatedItemNetInfoField ()
 
FWeaponDataWeaponConfigField ()
 
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField ()
 
long double & NextAllowedMeleeTimeField ()
 
TArray< FVector > & LastSocketPositionsField ()
 
TArray< AActor * > MeleeSwingHurtListField ()
 
long double & LastFPVRenderTimeField ()
 
FRotatorLastCameraRotationField ()
 
FRotatorFPVAdditionalLookRotOffsetField ()
 
FVectorFPVLastLocOffsetField ()
 
FVectorFPVLastVROffsetField ()
 
FVectorFPVRelativeLocationOffscreenOffsetField ()
 
FRotatorFPVLastRotOffsetField ()
 
APrimalCharacterMyPawnField ()
 
UAudioComponent * FireACField ()
 
FNameMuzzleAttachPointField ()
 
FNameMuzzleAttachPointSecondaryField ()
 
FNameFastAttackFXSocketField ()
 
FNameFastAttackLeftFXSocketField ()
 
FNameMeleeStunFXSocketField ()
 
USoundCue * FireSoundField ()
 
USoundCue * AltFireSoundField ()
 
USoundCue * FireFinishSoundField ()
 
USoundCue * OutOfAmmoSoundField ()
 
int & MeleeDamageAmountField ()
 
float & TheMeleeSwingRadiusField ()
 
float & MeleeDamageImpulseField ()
 
UAnimMontage * WeaponMesh3PReloadAnimField ()
 
USoundCue * EquipSoundField ()
 
USoundCue * UnequipSoundField ()
 
UAnimMontage * WeaponMesh3PFireAnimField ()
 
TSubclassOf< UWeaponAttackData > & WeaponAttackDataClassField ()
 
TSubclassOf< UWeaponAttackData > & AIWeaponAttackDataClassField ()
 
UWeaponAttackData * CurrentWeaponAttackDataField ()
 
UWeaponAttackData * CurrentShieldAttackDataField ()
 
TArray< TEnumAsByte< enum EWeaponAttackType::Type > > & WeaponAttackTypeOverrideField ()
 
TArray< int > & WeaponAttackIndexOverrideField ()
 
float & FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMinViewRotSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMaxViewRotSpeedField ()
 
float & FPVMoveOffscreenIdleRestoreIntervalField ()
 
float & FPVMoveOffscreenIdleInCombatRestoreIntervalField ()
 
float & FPVMoveOffscreenIdleRestoreSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMaxOffsetField ()
 
float & FPVMoveOffscreenWhenTurningInCombatMaxOffsetField ()
 
long double & FPVStoppedTurningTimeField ()
 
float & ItemDestructionUnequipWeaponDelayField ()
 
EWeaponState::TypeCurrentStateField ()
 
long double & LastFireTimeField ()
 
int & CurrentAmmoField ()
 
int & CurrentAmmoInClipField ()
 
bool & bReplicateCurrentAmmoInClipToNonOwnersField ()
 
bool & bUseBPAdjustAmmoPerShotField ()
 
FNameFPVAccessoryToggleComponentField ()
 
FNameTPVAccessoryToggleComponentField ()
 
float & TimeToAutoReloadField ()
 
USoundBase * ToggleAccessorySoundField ()
 
float & AutoAimRangeField ()
 
float & MaxAngleToActivateAutoAimField ()
 
float & LookForAutoAimTargetDurationField ()
 
float & DodgeAutoAimMinSpeedField ()
 
float & DodgeAutoAimMaxSpeedField ()
 
float & DodgeAutoAimDurationField ()
 
float & DodgeAutoAimMaxDistanceForSpeedAdjustementField ()
 
float & DodgeAutoAimMinDistanceForSpeedAdjustementField ()
 
float & DodgeAutoAimRangeField ()
 
float & TimeBeforeDodgingEndsToStartNextAttackField ()
 
float & TimeBeforeDodgingEndsToStoreNextAttackField ()
 
float & TimeBeforeAttackEndsToStoreDodgingField ()
 
AActorAutoAimTargetField ()
 
float & LockOnAimMinSpeedField ()
 
float & LockOnAimMaxSpeedField ()
 
float & LockOnAimMaxDistanceForSpeedAdjustementField ()
 
float & LockOnAimMinDistanceForSpeedAdjustementField ()
 
long double & LastTimeStartedLookingForAimTargetField ()
 
float & DodgeMeleeDamageMultiplierField ()
 
float & DodgeMeleeImpulseMultiplierField ()
 
long double & LastAttackTimeField ()
 
int & FiredLastNoAmmoShotField ()
 
long double & LastNotifyShotTimeField ()
 
TSubclassOf< UDamageType > & MeleeDamageTypeField ()
 
int & CurrentWeaponAttackIndexField ()
 
int & LastWeaponAttackIndexField ()
 
int & NextWeaponAttackIndexField ()
 
FVectorStoredDodgeDirectionField ()
 
FVectorVRTargetingModelOffsetField ()
 
FVectorVRTargetingAimOriginOffsetField ()
 
UMaterialInterface * ScopeOverlayMIField ()
 
UMaterialInterface * ScopeCrosshairMIField ()
 
float & ScopeCrosshairSizeField ()
 
FNameScopeCrosshairColorParameterField ()
 
float & MinItemDurabilityPercentageForShotField ()
 
float & OverrideTargetingFOVField ()
 
float & TargetingDelayTimeField ()
 
float & TargetingFOVInterpSpeedField ()
 
float & AimDriftYawAngleField ()
 
float & AimDriftPitchAngleField ()
 
float & AimDriftYawFrequencyField ()
 
float & AimDriftPitchFrequencyField ()
 
float & AttackSpeedMultiplierField ()
 
float & MeleeHitItemDestroyWeightMinField ()
 
float & MeleeHitItemDestroyWeightMaxField ()
 
float & GlobalFireCameraShakeScaleField ()
 
float & DurabilityCostToEquipField ()
 
float & PassiveDurabilityCostPerIntervalField ()
 
float & PassiveDurabilityCostIntervalField ()
 
float & GlobalFireCameraShakeScaleTargetingField ()
 
float & MeleeCameraShakeSpeedScaleField ()
 
float & ReloadCameraShakeSpeedScaleField ()
 
float & MeleeConsumesStaminaField ()
 
float & HypoThermiaInsulationField ()
 
float & HyperThermiaInsulationField ()
 
float & InsulationRangeField ()
 
long double & LastDurabilityConsumptionTimeField ()
 
bool & bLastMeleeHitField ()
 
bool & bLastMeleeHitStationaryField ()
 
bool & bClientAlreadyReloadedField ()
 
float & AutoReloadTimerField ()
 
bool & bConsumedDurabilityForThisMeleeHitField ()
 
USoundCue * TargetingSoundField ()
 
USoundCue * UntargetingSoundField ()
 
float & FPVMeleeTraceFXRangeField ()
 
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField ()
 
float & MeleeAttackHarvetUsableComponentsRadiusField ()
 
float & MeleeAttackUsableHarvestDamageMultiplierField ()
 
FieldArray< bool, 6 > bColorizeRegionsField ()
 
UAnimMontage * TPVForcePlayAnimField ()
 
bool & bPreventOpeningInventoryField ()
 
bool & bAllowUseOnSeatingStructureField ()
 
bool & bOnlyUseOnSeatingStructureField ()
 
bool & bBPDoClientCheckCanFireField ()
 
bool & bRestrictTPVCameraYawField ()
 
bool & bForceRestrictSeatedTPVCameraYawField ()
 
float & TPVCameraYawRangeField ()
 
bool & bFoceSimulatedTickField ()
 
bool & bWasLastFireFromGamePadField ()
 
bool & bDisableWeaponCrosshairField ()
 
UStaticMeshDyePreviewMeshOverrideSMField ()
 
bool & bBPOverrideAspectRatioField ()
 
bool & bForceAllowMountedWeaponryField ()
 
float & FireCameraShakeSpreadScaleExponentField ()
 
float & FireCameraShakeSpreadScaleExponentLessThanField ()
 
float & FireCameraShakeSpreadScaleMultiplierLessThanField ()
 
float & FireCameraShakeSpreadScaleMultiplierField ()
 
bool & bUseFireCameraShakeScaleField ()
 
bool & bForceTickWithNoControllerField ()
 
float & CurrentFiringSpreadField ()
 
TSubclassOf< APrimalBuff > & ScopedBuffField ()
 
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField ()
 
UAnimSequence * OverrideTPVShieldHeldAnimationField ()
 
UAnimSequence * OverrideTPVShieldAnimationField ()
 
bool & bAllowTargetingDuringMeleeSwingField ()
 
FVectorFPVMuzzleLocationOffsetField ()
 
FVectorTPVMuzzleLocationOffsetField ()
 
bool & bForceTPV_EquippedWhileRidingField ()
 
bool & bCutsEnemyGrapplingCableField ()
 
float & DraggingOffsetInterpField ()
 
bool & bForceTPVCameraOffsetField ()
 
TArray< FMeleeHitInfo > & CurrentMeleeHitsField ()
 
TArray< FMeleeHitInfo > & CharacterHitsFromClientField ()
 
float & timeToRecoverAfterHittingBlockField ()
 
float & timeToRecoverAfterReceivingBreakAttackField ()
 
float & StandardBlockingMaxAngleField ()
 
float & SideBlockingMaxAngleField ()
 
float & BaseShieldBreakingPowerField ()
 
float & DefaultStaggerTimeWhenBreakingShieldDefenseField ()
 
float & WeaponBlockingAttackPowerField ()
 
float & WeaponBlockingDefensePowerField ()
 
float & NPCBaseBlockDurationField ()
 
TArray< FDinoAttackInfo > & AIAttackInfosField ()
 
float & AIDestinationOffsetOverrideField ()
 
float & AIOrbitTargetRangeMinOverrideField ()
 
float & AIOrbitTargetSpreadOverrideField ()
 
float & AIReloadMinPlayrateField ()
 
float & AIReloadMaxPlayrateField ()
 
long double & LastMoveForwardInputTimeField ()
 
long double & LastMoveRightInputTimeField ()
 
long double & LastMoveForwardInputZeroTimeField ()
 
long double & LastMoveRightInputZeroTimeField ()
 
long double & DodgeStartTimeField ()
 
FVectorDodgeDirectionField ()
 
float & DodgeVelocityField ()
 
float & DoubleTapToDodgeTimeWindowField ()
 
float & DodgeDurationField ()
 
float & DodgeCooldownField ()
 
float & DodgeStaminaCostField ()
 
float & FastAttackWindowField ()
 
int & ControlLimitedBuffCounterField ()
 
TSubclassOf< APrimalBuff > & ControlLimitedBuffField ()
 
APrimalBuffMyControlLimitedBuffField ()
 
long double & MeleeStepImpulseStartTimeField ()
 
FVectorMeleeStepImpulseDirectionField ()
 
int & DebugMeleeHitsField ()
 
float & MeleeStepImpulseCollisionCheckDistanceField ()
 
FieldArray< float, 8 > DirectionalSpeedMultipliersField ()
 
float & NPCSpeedMultiplierField ()
 
float & WeaponRunSpeedModifierField ()
 
FVectorMeleeStepImpulseStartLocationField ()
 
float & BlockedAttackerRunSpeedModifierField ()
 
float & RecoilRunSpeedModifierField ()
 
float & BaseSpeedModifierField ()
 
float & TimeBeforeRecoilEndsToAllowNormalSpeedField ()
 
TArray< bool > & DirectionalDodgeAllowedField ()
 
float & BackStabDamageMultiplierField ()
 
int & successiveHitsCounterField ()
 
float & SuccessiveHitsDamageMultiplierField ()
 
FVectorRibbonTrailScaleField ()
 
long double & TimeForNextValidAttackField ()
 
float & MeleeHitSphereTraceRadiusMultiplierField ()
 
int & LastAttemptedMeleeAttackField ()
 
float & TimeSinceChargeRunningStartedField ()
 
float & AllowChargeRunInTimeField ()
 
long double & TimeRunningStartedField ()
 
float & ChargeRunningSpeedMinField ()
 
float & ChargeRunningSpeedMaxField ()
 
float & ChargeRunningAccelerationTimeField ()
 
float & ChargeRunningSpeedField ()
 
float & TimeToCancelChargeRunWithoutCancellingRunningField ()
 
float & ChargeRunningRotationSpeedModifierField ()
 
float & InputRotationLimitDeltaTimeMultiplierField ()
 
float & HitStaggerDurationField ()
 
TArray< FRecoveryRateOverride > & RecoveryRateValuesOverrideField ()
 
FVectorMesh1PSecondaryLocationOffsetField ()
 
float & InCombatFOVIncreaseField ()
 
float & NonStepImpulsingCameraShakeScaleField ()
 
long double & TimeForNextValidAttackLeftField ()
 
UPrimalItemAssociatedPrimalItemSecondaryField ()
 
FNameOverrideAttachPointSecondaryField ()
 
FItemNetInfoAssociatedItemNetInfoSecondaryField ()
 
int & CurrentAmmoSecondaryField ()
 
int & CurrentAmmoInClipSecondaryField ()
 
int & BurstAttackIndexField ()
 
long double & LastFireTimeSecondaryField ()
 
EWeaponState::TypeCurrentStateSecondaryField ()
 
float & TimeBeforeEquipEndsToAllowShootingField ()
 
long double & LastTimeSwitchedToNextLoadedWeaponField ()
 
long double & LastTimeStartedCustomFPVOffsetField ()
 
FVectorCurrentCustomFPVOffsetField ()
 
FVectorCustomFPVTargetOffsetField ()
 
float & CustomFPVOffsetInterpDurationField ()
 
float & CustomFPVOffsetInterpSpeedField ()
 
FVectorCanceledReloadFPVOffsetField ()
 
FStringTutorialHintStringField ()
 
float & SwitchToNextLoadedWeaponCooldownField ()
 
float & AIMinLevelProjectileAimErrorField ()
 
float & AIMaxLevelProjectileAimErrorField ()
 
float & NPCBasicAttackAOEDistanceMultiplierField ()
 
float & NPCNonAimingAttackAOEDistanceMultiplierField ()
 
float & NPCStepImpulseLeadingVelocityMultiplierField ()
 
float & NPCStepImpulseLeadingVelocityMaxExtraSpeedField ()
 
float & NPCWeaponAttackRangeMultiplierField ()
 
float & MeleeComboHarvestingDamageMultiplierField ()
 
float & MeleeComboHarvestingDamageMultiplierMaxField ()
 
float & MeleeComboHarvestingDamageMultiplierGainPerHitField ()
 
float & MeleeComboHarvestingDamageMultiplierTimeUntilResetField ()
 
APrimalCharacterFastAttackCounterTargetField ()
 
USoundCue * MeleeComboHarvestingDamageMultiplierSoundField ()
 
TArray< FWeaponAttack > & StoredExtraAttacksField ()
 
TArray< UAnimMontage * > AnimsOverrideFromField ()
 
TArray< UAnimMontage * > AnimOverrideToField ()
 
FNameLeftHandIkSkeletalMeshSocketNameField ()
 
FNameRightHandIkSkeletalMeshSocketNameField ()
 
TArray< TSubclassOf< UDamageType > > & WeaponDamageTypesWhichThisWeaponBlocksField ()
 
float & LockOnCheckRangeField ()
 
float & LockOnTraceRadiusField ()
 
float & LockOnSwitchSensitivityField ()
 
float & LockOnAttackAutoLockRangeField ()
 
UTexture2DLockOnIconField ()
 
float & FPVCameraMinPitchField ()
 
float & FPVCameraMaxPitchField ()
 
ECombatChangeReason::TypeCombatChangedForReasonField ()
 
BitFieldValue< bool, unsigned __int32 > bUseDinoRangeForTooltip ()
 
BitFieldValue< bool, unsigned __int32 > bIsPerformingAttack ()
 
BitFieldValue< bool, unsigned __int32 > bIsPerformingAttackSwing ()
 
BitFieldValue< bool, unsigned __int32 > bIsProcessingInput ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanStartAttack ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAutoAim ()
 
BitFieldValue< bool, unsigned __int32 > bIsAutoAimActive ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesAttackData ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesShieldAttackData ()
 
BitFieldValue< bool, unsigned __int32 > bAllowFastAttack ()
 
BitFieldValue< bool, unsigned __int32 > bAllowFastAttackForBothSides ()
 
BitFieldValue< bool, unsigned __int32 > bRotationInputDisablesAutoAim ()
 
BitFieldValue< bool, unsigned __int32 > bTimeForNextAttackIsAbsolute ()
 
BitFieldValue< bool, unsigned __int32 > bDodgeRequiresWalking ()
 
BitFieldValue< bool, unsigned __int32 > bUseInterpolatedLocation ()
 
BitFieldValue< bool, unsigned __int32 > bHasStartedChargeRunning ()
 
BitFieldValue< bool, unsigned __int32 > bAllowJumpWhileRunning ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetAimOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPModifyAimOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPendingSwitchPrimary ()
 
BitFieldValue< bool, unsigned __int32 > bPendingSwitchSecondary ()
 
BitFieldValue< bool, unsigned __int32 > bHideCrosshairWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bAllowShipSteering ()
 
BitFieldValue< bool, unsigned __int32 > bAllowEquippedOnSteeringWheel ()
 
BitFieldValue< bool, unsigned __int32 > bFPVUsingImmobilizedTransform ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyUseFirstMeleeAnimWithShield ()
 
BitFieldValue< bool, unsigned __int32 > bForceShowCrosshairWhileFiring ()
 
BitFieldValue< bool, unsigned __int32 > bIsFireActivelyHeld ()
 
BitFieldValue< bool, unsigned __int32 > bCheckCanTargetToStartTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSubmergedFiring ()
 
BitFieldValue< bool, unsigned __int32 > bIsInMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32 > bDoMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingCameraAnimFPV ()
 
BitFieldValue< bool, unsigned __int32 > bIsWeaponBreaking ()
 
BitFieldValue< bool, unsigned __int32 > bHideFPVMesh ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bCanAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bAltFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bAltFireDoesNotStopFire ()
 
BitFieldValue< bool, unsigned __int32 > bHideDamageSourceFromLogs ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingReloadAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUsePartialReloadAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseEquipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseUnequipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeleeNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bHideLeftArmFPV ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitUseMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bUsePostUpdateTickForFPVParticles ()
 
BitFieldValue< bool, unsigned __int32 > bFPVMoveOffscreenWhenTurning ()
 
BitFieldValue< bool, unsigned __int32 > bReloadAnimForceTickPoseOnServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedFireSound ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargetingWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitColorizesStructures ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bFPVWasTurning ()
 
BitFieldValue< bool, unsigned __int32 > bAutoRefire ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoOnUseAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bTargetUnTargetWithClick ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallyConsumeItemAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bBPUseWeaponCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bIsEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToFire ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bPendingReload ()
 
BitFieldValue< bool, unsigned __int32 > bPendingEquip ()
 
BitFieldValue< bool, unsigned __int32 > bPendingEquipSecondary ()
 
BitFieldValue< bool, unsigned __int32 > bUnequipping ()
 
BitFieldValue< bool, unsigned __int32 > bNotifiedOutOfAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bPlayedTargetingSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeleeRibbonTrailFX ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmmoOnFiring ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmmoServerOnly ()
 
BitFieldValue< bool, unsigned __int32 > bListenToAppliedForeces ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAimOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bHasToggleableAccessory ()
 
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltFireSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanToggleAccessory ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnScoped ()
 
BitFieldValue< bool, unsigned __int32 > bIsDefaultWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowUseWhenRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bPrimaryFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bIsAccessoryActive ()
 
BitFieldValue< bool, unsigned __int32 > bCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoItemOnReload ()
 
BitFieldValue< bool, unsigned __int32 > bUseAutoReload ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToAutoReload ()
 
BitFieldValue< bool, unsigned __int32 > bHasPlayedReload ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoopedSimulatingWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bClientLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bBPHandleMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPShouldDealDamage ()
 
BitFieldValue< bool, unsigned __int32 > bDoesntUsePrimalItem ()
 
BitFieldValue< bool, unsigned __int32 > bUseCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32 > bLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bFiredFirstBurstShot ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAutoAimOnDodgingTarget ()
 
BitFieldValue< bool, unsigned __int32 > bUnequipRestorePreviousWeaponItem ()
 
BitFieldValue< bool, unsigned __int32 > bClientTriggersHandleFiring ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseHarvesting ()
 
BitFieldValue< bool, unsigned __int32 > bPreventItemColors ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetSelectedMeleeAttackAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponDealDamage ()
 
BitFieldValue< bool, unsigned __int32 > bForceOverrideLandedAnimations ()
 
BitFieldValue< bool, unsigned __int32 > bIsUsingAltAttack ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnBreakingAttackConnects ()
 
BitFieldValue< bool, unsigned __int32 > bLastAttackWasAlt ()
 
BitFieldValue< bool, unsigned __int32 > bNextAttackIsAlt ()
 
BitFieldValue< bool, unsigned __int32 > bNextAttackIsShield ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToDodgeAfterAttack ()
 
BitFieldValue< bool, unsigned __int32 > bColorCrosshairBasedOnTarget ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDropAndPickup ()
 
BitFieldValue< bool, unsigned __int32 > bApplyAimDriftWhenTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseScopeOverlay ()
 
BitFieldValue< bool, unsigned __int32 > bHideFPVMeshWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadRightIsSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadLeftIsPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetingOnDino ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bPreventEquippingUnderwater ()
 
BitFieldValue< bool, unsigned __int32 > bUseTPVWeaponMeshMeleeSockets ()
 
BitFieldValue< bool, unsigned __int32 > bTargetingForceTraceFloatingHUD ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunning ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bSupportsOffhandShield ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSettingColorizeRegions ()
 
BitFieldValue< bool, unsigned __int32 > bAttemptToDyeWithMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyDamagePawns ()
 
BitFieldValue< bool, unsigned __int32 > bUseCharacterMeleeDamageModifier ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeZoomInOut ()
 
BitFieldValue< bool, unsigned __int32 > bClipScopeInY ()
 
BitFieldValue< bool, unsigned __int32 > bScopeFullscreen ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileFiring ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileMeleeAttacking ()
 
BitFieldValue< bool, unsigned __int32 > bColorizeMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bForceFirstPersonWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPStartEquippedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesCombatState ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyUseShieldInCombatState ()
 
BitFieldValue< bool, unsigned __int32 > bEquipRequiresConscious ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideStandingAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseCustomSeatedAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceTPVTargetingAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventSwitchingWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanEquip ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPRemainEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bIsInDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bForceReloadOnDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOV ()
 
BitFieldValue< bool, unsigned __int32 > bServerIgnoreCheckCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bPreventEquippingWhileSwimming ()
 
BitFieldValue< bool, unsigned __int32 > bEquippingRequiresWalking ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysPlayEquipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bLastMeleeAttacked ()
 
BitFieldValue< bool, unsigned __int32 > bPreventReloadingWhileEquipping ()
 
BitFieldValue< bool, unsigned __int32 > bIsWeaponBlockingActive ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsBlocking ()
 
BitFieldValue< bool, unsigned __int32 > bIsInRunningMode ()
 
BitFieldValue< bool, unsigned __int32 > bForceThirdPerson ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDodge ()
 
BitFieldValue< bool, unsigned __int32 > bHadMovingForwardInput ()
 
BitFieldValue< bool, unsigned __int32 > bHadMovingRightInput ()
 
BitFieldValue< bool, unsigned __int32 > bWasLastForwardInputPositive ()
 
BitFieldValue< bool, unsigned __int32 > bWasLastRightInputPositive ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPDodgeNotifies ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSwitchBlockingSide ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttackEarlyOuts ()
 
BitFieldValue< bool, unsigned __int32 > bProcessedBlock ()
 
BitFieldValue< bool, unsigned __int32 > bCancelReloadWhenSwimming ()
 
BitFieldValue< bool, unsigned __int32 > bDontUseAttackDataForAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bReloadKeyCancelsReloading ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesMeleeStepImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bIsMeleeStepImpulsing ()
 
BitFieldValue< bool, unsigned __int32 > bIsMeleeFeetPlanted ()
 
BitFieldValue< bool, unsigned __int32 > bUseSuccessiveHitsDamageMultiplier ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesChargeRunning ()
 
BitFieldValue< bool, unsigned __int32 > bIsChargeRunning ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDamageMomentum ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTargetPrimalCharacterMultiuseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bFoundConsciousCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bDebugDiscreteMeleeHits ()
 
BitFieldValue< bool, unsigned __int32 > bHasStartedDiscreteMeleeHitSweep ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeArraysInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesRunningMode ()
 
BitFieldValue< bool, unsigned __int32 > bForceFirstPerson ()
 
BitFieldValue< bool, unsigned __int32 > bCanDownBlock ()
 
BitFieldValue< bool, unsigned __int32 > bDodgeRequiresShift ()
 
BitFieldValue< bool, unsigned __int32 > bStepImpulsingRequiresTarget ()
 
BitFieldValue< bool, unsigned __int32 > bUseInCombatFOV ()
 
BitFieldValue< bool, unsigned __int32 > bAllowOnLadder ()
 
BitFieldValue< bool, unsigned __int32 > bRestrictFPVCameraPitch ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesMeleeComboHarvesting ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesDualWielding ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimaryWeaponEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bIsSecondaryWeaponEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPlayReloadAnimAndContinueReload ()
 
BitFieldValue< bool, unsigned __int32 > bUseAutoReloadOnEquip ()
 
BitFieldValue< bool, unsigned __int32 > bPendingReloadSecondary ()
 
BitFieldValue< bool, unsigned __int32 > bClientAlreadyReloadedSecondary ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnequipSecondary ()
 
BitFieldValue< bool, unsigned __int32 > bPendingSecondaryEquipCheckAfterMap ()
 
BitFieldValue< bool, unsigned __int32 > bPendingSecondaryEquipCheckAfterRiding ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowJump ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnMovementModeChangedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPHandleAttackType ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlayReloadFPV ()
 
BitFieldValue< bool, unsigned __int32 > bBurstUsesAltAttack ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanReload ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowProne ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponAllowCrouch ()
 
BitFieldValue< bool, unsigned __int32 > bUseChainedReload ()
 
BitFieldValue< bool, unsigned __int32 > bCurrentReloadIsChained ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponUsesSmartSwitching ()
 
BitFieldValue< bool, unsigned __int32 > bSmartSwitchingKeepsWieldingMode ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToFireSecondary ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCombatStateToggle ()
 
BitFieldValue< bool, unsigned __int32 > bCanDoNonImpulsingHarvestAttack ()
 
BitFieldValue< bool, unsigned __int32 > bDidLastAttackHarvest ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowStunningRibbonTrail ()
 
BitFieldValue< bool, unsigned __int32 > bFacingEnemyStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponPreventLockOn ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsLockOn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventLockingOn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPSetFPVRootLocAndRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseHandIk ()
 
BitFieldValue< bool, unsigned __int32 > bInversedIkCurve ()
 
BitFieldValue< bool, unsigned __int32 > bWeaponAllowsUsingRepairBoxResources ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanSetCombatState ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyStepImpulseBasicVsHuman ()
 
BitFieldValue< bool, unsigned __int32 > bNPCResponseShouldDodge ()
 
void ZoomIn ()
 
void ZoomOut ()
 
bool AddToMeleeSwingHurtList (AActor *AnActor)
 
void AllowFastAttackForTime (float time, bool bWasLeftAttack, bool bShouldAllowBothSides)
 
bool AllowFiring (bool bIsLeftFire)
 
void ApplyFPVCustomOffset (FVector TargetOffset, float Duration, float InterpSpeed)
 
void ApplyPrimalItemSettingsToWeapon (bool bShallowUpdate, bool bIsSecondaryItem, bool bAllowIDZero)
 
void AttachMeshToPawn ()
 
void AttachMeshToPawnSecondary ()
 
EWeaponState::Type BPGetCurrentState (bool bLeftWeaponState)
 
FWeaponAttackBPGetCurrentWeaponAttack (FWeaponAttack *result, bool *bFoundAttack)
 
FWeaponAttackBPGetWeaponAttack (FWeaponAttack *result, int AttackIndex, bool *bFoundAttack)
 
void BeginPlay ()
 
bool CanDodge ()
 
bool CanFire (bool bForceAllowSubmergedFiring, bool bIsLeftFire)
 
bool CanMeleeAttack ()
 
bool CanRegisterInputForNextAttack (int attackIndex, bool bIsLeftAttack)
 
bool CanReload ()
 
bool CanReload (bool bLeftReload)
 
bool CanRun ()
 
bool CanSetCombatState (bool bNewCombatState)
 
bool CanStartAttack (int attackIndex, bool bCanInterruptCurrentAttack, bool bIsLeftAttack, bool bSkipAttackDataChecks)
 
bool CanStartBlocking (int attackIndex)
 
bool CanStartChargeRunning ()
 
bool CanStartRunning ()
 
bool CanStartSideUnequip (bool bIsPrimaryWeapon)
 
bool CanStartWeaponSwitch (bool bIsPrimaryWeapon)
 
bool CanSwitchWeaponTo_Implementation (UPrimalItem *ForItem, APrimalCharacter *OwnerCharacter)
 
bool CanTarget ()
 
bool CanUseAttackData ()
 
bool CanUseItemForDualWielding (UPrimalItem *PrimalItem)
 
void CancelCurrentWeaponAttack (float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
 
void CancelCurrentWeaponAttack_FromClient (float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
 
void CancelReload ()
 
void CheckForEarlyAttack ()
 
void CheckForMeleeAttack ()
 
bool CheckForMeleeStepImpulseCollision (FVector *MyVec, bool isInitialTrace)
 
void CheckItemAssocation ()
 
void CheckItemAssociationSecondary ()
 
bool CheckShieldBlocking (APrimalCharacter *DamageCauser, APrimalCharacter *Defender, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
bool CheckWeaponBlocking (APrimalCharacter *DamageCauser, APrimalCharacter *Defender, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
void ClearClientReload ()
 
void ClearClientReloadSecondary ()
 
void ClearControlLimitedBuff ()
 
void ClearStoredDodge ()
 
void ClientBeginMeleeStepImpulsing_Implementation (FVector MyVec)
 
void ClientEndDodging_Implementation ()
 
void ClientPlayShieldHitAnim_Implementation ()
 
void ClientProcessHitResult (FHitResult *HitInfo, float AttackDamageAmount, float AttackDamageImpulse, TSubclassOf< UDamageType > AttackDamageType)
 
void ClientSetChargeRunning_Implementation (bool newChargeRunning)
 
void ClientSetClipAmmo_Implementation (int newClipAmmo, bool bOnlyUpdateItem, bool bIsLeftWeapon)
 
void ClientSimulateWeaponFire_Implementation (bool bSimulateOnLeftWeapon, int AttackIndex)
 
void ClientSpawnMeleeComboHarvestingHitEffects_Implementation (FVector ImpactLocation, FVector ImpactNormal)
 
void ClientStartChargeRunning (bool newChargeRunning)
 
void ClientStartMuzzleFX_Implementation (bool bLeftWeapon)
 
void ClientStartReload_Implementation (bool bReloadLeftWeapon)
 
void ClientStopSimulatingWeaponFire_Implementation ()
 
void ClientYarkTickMeleeSwing (float DeltaTime)
 
float CompareBlockingPower (AShooterWeapon *AttackerWeapon, int AttackerAttackIndex)
 
void ConsumeAmmoItem (int Quantity)
 
void CosumeMeleeHitDurability (float DurabilityConsumptionMultiplier)
 
void CreateControlLimitedBuff ()
 
void DealDamage (FHitResult *Impact, FVector *ShootDir, float DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse, bool bIsFromSecondaryWeapon)
 
void Destroyed ()
 
void DetachMeshFromPawn (bool bOnlyDetachSecondaryMesh, bool bOnlyDetachPrimaryMesh)
 
void DetermineWeaponState (int AttackIndex, bool bUseAltAnim)
 
void DetermineWeaponState ()
 
void DoHandleFiring ()
 
void DoMeleeAttack ()
 
void DoReregisterAllComponents ()
 
void DodgeAfterTimer ()
 
void Dodge_Implementation (FVector *MoveDir)
 
void DrawDebugLineClient_Implementation (FVector StartLine, FVector EndLine, FColor lineColor)
 
void DrawDebugSphereClient_Implementation (FVector StartLine, FVector EndLine, FColor lineColor, float radius)
 
void DrawHUD (AShooterHUD *HUD)
 
void EndDoMeleeSwing ()
 
void EndDodging_Implementation ()
 
void EndMeleeFeetPlanted ()
 
void EndMeleeStepImpulse_Implementation ()
 
void EndMeleeSwing ()
 
AActorFindAutoAimTarget (FVector CurrentViewLocation, float MaxDistance, float MaxAngle)
 
USceneComponentFindComponentByName (FName ComponentName)
 
bool FindHarvestableOrEnemy ()
 
AActorFindLockOnTarget (bool bFindNewTarget, FRotator rotationDirection, float TraceDistanceOverride, float TraceSphereRadiusOverride, bool bUseActorDistanceSort, bool bConsiderNeutralTargets, bool bConsiderOnlyHumanCharacters)
 
void FinishSideUnequipSecondary ()
 
void FinishSideWeaponSwitch (bool bIsPrimaryWeapon)
 
void FinishWeaponSwitchPrimary ()
 
void FinishWeaponSwitchSecondary ()
 
void FireWeapon ()
 
bool ForceFirstPerson_Implementation ()
 
void ForceStopReloadAnimation ()
 
bool ForceTPVTargetingAnimation ()
 
bool ForcesTPVCameraOffset_Implementation ()
 
FVectorGetAdjustedAim (FVector *result)
 
bool GetAimOffsets (float DeltaTime, FRotator *RootRotOffset, float *RootYawSpeed, float MaxYawAimClamp, FVector *RootLocOffset, FRotator *CurrentAimRot, FVector *CurrentRootLoc, FVector *TargetRootLoc, FRotator *TargetAimRot)
 
TSubclassOf< UDamageType > * GetAttackDamageType (TSubclassOf< UDamageType > *result, int AttackIndex)
 
int GetAttackIndex (EWeaponAttackType::Type AttackType)
 
EWeaponAttackType::Type GetAttackTypeForIndex (int AttackIndex)
 
EWeaponAttackType::Type GetAttackTypeFromInput (EWeaponAttackInput::Type AttackInput)
 
float GetAutoAimMultiplier (int AttackIndex)
 
FVectorGetCameraDamageStartLocation (FVector *result, FVector *AimDir)
 
float GetChargeRunningSpeedProgress ()
 
float GetConsumeDurabilityPerShot ()
 
FColorGetCrosshairColor_Implementation (FColor *result)
 
int GetCurrentAmmoInClip (bool bLeftWeaponAmmo)
 
TSubclassOf< UDamageType > * GetCurrentAttackDamageType (TSubclassOf< UDamageType > *result, bool bCanUseLastAttack)
 
int GetCurrentWeaponAttackIndex (bool bGetLastIfNotCurrent)
 
float GetFireCameraShakeScale ()
 
void GetHandsSocketsTransforms (FTransform *Left, FTransform *Right)
 
FRotatorGetInputRotationLimits_Implementation (FRotator *result)
 
int GetLastSocketPositionsNum ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
FVectorGetMuzzleDirection (FVector *result, bool bFromSecondaryWeapon)
 
FVectorGetMuzzleLocation (FVector *result, bool bFromSecondaryWeapon)
 
long double GetNextValidAttackTime (bool bGetTimeForLeftAttack)
 
USceneComponentGetParticleBaseComponent ()
 
APrimalCharacterGetPawnOwner ()
 
FVectorGetProperLocation (FVector *result, AActor *CharacterActor)
 
int GetShieldAttackIndex (EWeaponAttackType::Type AttackType)
 
FVectorGetShootingCameraLocation (FVector *result)
 
float GetSuccessiveHitsDamageMultiplier ()
 
FStringGetTutorialHintString_Implementation (FString *result)
 
FWeaponAttackGetWeaponAttack (int attackIndex)
 
float GetWeaponDamageMultiplier (bool bIsFromSecondaryWeapon)
 
float GetYarkMeleeSwingRadius ()
 
void GiveSidePrimalItemWeapon (UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon, bool bIsSwitch)
 
void HandleFiring (bool bSentFromClient, bool bIsLeftFiring, int AttackIndex)
 
bool HasInfiniteAmmo ()
 
bool HasRightMovementModeForAttack (int AttackIndex)
 
void IncreaseReloadSpeed (float PlayRateMultiplier)
 
void InitializeLastSocketPositionsArray ()
 
void InitializeMeleeArrays ()
 
bool IsActivelyBlocking ()
 
bool IsAttackImplemented (EWeaponAttackType::Type AttackType)
 
bool IsAutoAimActive ()
 
bool IsBlockingAttack (int attackIndex)
 
bool IsDodgeDirectionAllowed (int DodgeDirection)
 
bool IsDodgingNotImpulsing ()
 
bool IsDualWielding ()
 
bool IsFiring (bool bLeftWeapon)
 
bool IsFirstPersonMeshVisible ()
 
bool IsLocallyOwned ()
 
bool IsLockedOn (bool bTestForValidTarget)
 
bool IsPerformingAttack ()
 
bool IsPrimalDodging ()
 
bool IsRecoveringAfterBlocking ()
 
bool IsRecoveringAfterGettingBlocked ()
 
bool IsReloading (bool bOnlyCheckLeftSide, bool bOnlyCheckRightSide)
 
bool IsShieldAttack (int attackIndex)
 
bool IsSimulated ()
 
bool IsUsingBlockingAttack ()
 
bool IsUsingDownBlockingAttack ()
 
bool IsValidAttackIndex (int AttackIndex)
 
bool IsValidAutoAimTarget (AActor *PotentialTarget)
 
bool IsValidExtraAttack (int attackIndex, bool bTestIndexOnly)
 
bool IsValidShieldAttackIndex (int AttackIndex)
 
bool IsWithinView (float Angle, AActor *OtherActor, FVector CurrentViewPoint)
 
bool LocalAimUseLocalSpace (FVector *AimOrigin, FVector *AimDir)
 
bool LocalCheckShieldBlocking (APrimalCharacter *DamageCauser, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
bool LocalCheckWeaponBlocking (APrimalCharacter *DamageCauser, FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
void LocalOnAttackBlockedByShield (AShooterWeapon *CauserWeapon, int AttackIndex)
 
void LocalOnAttackBlockedByWeapon (AShooterWeapon *CauserWeapon, int AttackIndex)
 
void LocalOnHit ()
 
void LocalOnHitReceived (AShooterWeapon *CauserWeapon, bool bWasDodging)
 
void LocalPossessed ()
 
void LocalPossessedSecondary ()
 
void MeleeHitAttemptToColorizeStructure (APrimalStructure *aStructure)
 
void MulticastAssociatedItemNetInfo_Implementation (FItemNetInfo AssociatedNetInfo, bool bIsPrimaryItem)
 
void ServerCancelCurrentWeaponAttack_Implementation (float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
 
void NetSetAimMagnetism_Implementation (float NewMagnetism)
 
void NetSetDebugMelee_Implementation (bool Discrete, int DebugMelee)
 
void NetSetStepImpulsing_Implementation (bool NewImpulsing)
 
void NetSetUseInterpolatedLocation_Implementation (bool NewValue)
 
void NetWeaponStartAttack_Implementation (int weaponAttackIndex, bool bUseAltAnim)
 
void Net_CancelReload_Implementation ()
 
void OnAttackBlockedByShield (AShooterWeapon *CauserWeapon, int AttackIndex)
 
void Net_OnEquipSecondaryWeapon_Implementation (bool bWeaponHasAmmo, bool bSkipAnimation)
 
void Net_OnSwitchSideWeapon_Implementation (bool bIsPrimaryWeapon)
 
void Net_PlayEquipAnimAndFinishSwitch_Implementation (bool bIsPrimary, bool bHasNoAmmo)
 
void Net_SetCombatState_Implementation (bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
 
void Net_SetExtraWeaponAttack_Implementation (TArray< FWeaponAttack > *newStoredAttacks)
 
void Net_SetLockOnState_Implementation (bool bNewState)
 
void Net_SetLockOnTarget_Implementation (AActor *newLockOnTarget)
 
void Net_StartSideUnequip_Implementation (bool bIsPrimaryWeapon, bool bSkipAnimation, bool bIsSwitch)
 
void Net_SwitchSideWeapon_Implementation (UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
 
void Net_UpdateWeaponAttackIndex_Implementation (int WeaponAttackIndex)
 
void OnAttackAnimationPlayed (int AttackIndex, float attackDurationVal, float attackMinDurationVal, bool bOverrideNextAttackTime, bool bIsLeftAttack)
 
void OnAttackBlocked (AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield)
 
void OnAttackBlockedByWeapon (AShooterWeapon *CauserWeapon, int AttackIndex)
 
void OnBurstFinished ()
 
void OnBurstStarted (int AttackIndex, bool bIsLeftFiring)
 
void OnBurstStarted ()
 
void OnCameraUpdate (FVector *CameraLocation, FRotator *CameraRotation, FVector *WeaponBob)
 
void OnDeserializedByGame (EOnDesrializationType::Type DeserializationType)
 
void OnEndActivelyBlocking ()
 
void OnEndAttack ()
 
void OnEndAttackSwing ()
 
void OnEndBlockingAttack (int attackIndex, bool bFromGamepad, bool bUseAltAnim)
 
void OnEndProcessingInput ()
 
void OnEquip ()
 
void OnEquipFinished ()
 
void OnEquipFinishedPrimary ()
 
void OnEquipFinishedSecondary ()
 
void OnEquipSecondaryWeapon (bool bWeaponHasAmmo, bool bSkipAnimation)
 
void OnMovementModeChanged ()
 
void OnPawnSetRunning (bool NewRunValue, bool bSkipAnim)
 
void OnRep_AccessoryToggle ()
 
void OnRep_AssociatedItemNetInfo ()
 
void OnRep_AssociatedItemNetInfoSecondary ()
 
void OnRep_CurrentAmmoInClip ()
 
void OnRep_CurrentAmmoInClipSecondary ()
 
void OnRep_MyPawn ()
 
void OnRep_NetLoopedWeaponFire ()
 
void OnStartActivelyBlocking ()
 
void OnStartAttack ()
 
void OnStartAttackSwing ()
 
void OnSwitchSideWeapon (bool bIsPrimaryWeapon)
 
bool OnWeaponItemUsed (UPrimalItem *anItem)
 
void OwnerDied ()
 
float PlayEquipAnimation (bool bIsLeftWeapon, bool bHasNoAmmo, bool bPlayBothFirstAndThirdPerson, bool bReplicate, bool bReplicateToInstigator, bool bStopOnFinish)
 
void PlayFireAnimation ()
 
void PlayReloadAnimAndContinueReload ()
 
float PlayReloadAnimation ()
 
void PlayTargetingAnimation ()
 
float PlayUnequipAnimation (bool bIsLeftWeapon, bool bStopOnFinish, bool bPlayBothFirstAndThirdPerson)
 
void PlayUseHarvestAnimation_Implementation ()
 
void PlayWeaponBreakAnimation_Implementation ()
 
UAudioComponent * PlayWeaponSound (USoundCue *Sound)
 
void PostInitializeComponents ()
 
bool PreventSwitchingWeapon (TSubclassOf< AShooterWeapon > WeaponClass)
 
void ProcessActorAsYarkHit (AActor *InActor)
 
void ProcessIndexAndStartFire (int weaponAttackIndex, bool bFromGamepad, bool useAltAnim, bool bOverrideCurrentAttack)
 
FRotatorProcessRotationInputDuringAttack (FRotator *result, FRotator rotInput)
 
FRotatorProcessRotationInputMultipliers_Implementation (FRotator *result, FRotator rotInput)
 
void ProcessServerHit (FHitResult *HitInfo)
 
void RefreshAmmoItemQuantity ()
 
void RefreshToggleAccessory ()
 
void ReloadWeapon ()
 
void ReloadWeaponSecondary ()
 
void ResetMeleeComboHarvestingDamage ()
 
bool RespondToMoveInput_Implementation (FVector *MoveDir)
 
bool RespondToMoveStop_Implementation (bool bIsForwardMovement)
 
void ServerCancelReload_Implementation ()
 
void ServerCheckNextSecondaryWeapon_Implementation ()
 
void ServerEndMeleeStepImpulse_Implementation ()
 
void ServerOnAttackBlocked_Implementation (AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield, bool bCharacterWasDodging)
 
void ServerOnHitReceived_Implementation (AShooterWeapon *CauserWeapon, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
 
void ServerOnPawnSetRunning_Implementation (bool NewRunValue, bool bSkipAnim)
 
void ServerProcessAllMeleeHits ()
 
void ServerProcessMeleeHit (FHitResult *HitInfo, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
 
void ServerSetChargeRunning_Implementation (bool newChargeRunning)
 
void ServerSetColorizeRegion_Implementation (int theRegion, bool bValToUse)
 
void ServerStartAltFire_Implementation ()
 
void ServerStartChargeRunning_Implementation (bool newChargeRunning)
 
void ServerStartDodge_Implementation (int dodgeDirIndex)
 
void ServerStartFire_Implementation (int attackIndex, bool bUseAltAnim, bool bOverrideCurrentAttack)
 
void ServerStartMeleeStepImpulse_Implementation (FVector MyVec)
 
void ServerStartReload_Implementation (bool bReloadLeftWeapon, bool bIsChainedReload)
 
void ServerStartSecondaryAction_Implementation ()
 
void ServerStopAltFire_Implementation ()
 
void ServerStopFire_Implementation (int attackIndex, bool bUseAltAnim)
 
void ServerStopSecondaryAction_Implementation ()
 
void ServerSwitchToNextLoadedWeapon_Implementation ()
 
void ServerToggleAccessory_Implementation ()
 
void Server_SetCombatState_Implementation (bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd, ECombatChangeReason::Type Reason)
 
void Server_SetExtraWeaponAttack_Implementation (APrimalBuff *WeaponAttackBuff, int BuffAttackIndex)
 
void Server_SetLockOnState_Implementation (bool bNewState)
 
void Server_SetLockOnTarget_Implementation (AActor *newLockOnTarget)
 
void SetAccessoryEnabled (bool bEnabled)
 
void SetAmmoInClip (int newAmmo, bool bSecondaryWeapon)
 
void SetAutoAim (bool bEnable)
 
void SetAutoAimSlider (float NewValue)
 
void SetAutoReload ()
 
void SetCombatState (bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
 
void SetLockOnTarget (AActor *newLockOnTarget)
 
void SetOwningPawn (APrimalCharacter *theCharacter)
 
void SetTimeForNextAttack (float TimeAmount, bool OverrideCurrentTime, bool bIsAbsoluteTime, bool bIsLeftAttack, bool bSetTimeForBothSides)
 
void SetWeaponState (EWeaponState::Type NewState)
 
void SetWeaponState (EWeaponState::Type NewState, int AttackIndex, bool bUseAltAnim)
 
bool ShouldActivateAutoAim ()
 
bool ShouldBlockAttack_Implementation (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, AActor *DamageCauser, bool bOnlyCheckDirection)
 
bool ShouldCancelAutoAimOnTarget (AActor *CurrentAutoAimTarget)
 
bool ShouldDealDamage (AActor *TestActor)
 
bool ShouldProcessRotationInputMultipliers ()
 
bool ShouldSwitchPrimaryWeapon ()
 
bool ShouldUseStepImpulsing ()
 
void SimulateWeaponFire ()
 
void SimulateWeaponFire (bool bSimulateOnLeftWeapon, int AttackIndex)
 
TArray< AActor * > * SortActorsByDistanceFromScreenCenter (TArray< AActor * > *result, TArray< AActor * > *actors)
 
void StaggerCharacter (APrimalCharacter *Character, float StaggerTime, int FromAttackIndex)
 
void StartAltFire ()
 
void StartChargeRunning ()
 
void StartExtraWeaponAttack (UObject *attackInstigator, APrimalBuff *WeaponAttackBuff, int BuffAttackIndex, bool useAltAnim, bool bOverrideCurrentAttack)
 
void StartFire (int weaponAttackIndex, bool bFromGamepad, bool useAltAnim, bool bOverrideCurrentAttack)
 
void StartFire (bool bFromGamepad)
 
void StartMeleeFeetPlanted ()
 
void StartMeleeStepImpulse_Implementation (FVector *MoveDir)
 
void StartMeleeSwing ()
 
void StartMuzzleFX (bool bLeftWeapon)
 
void StartNextAttack ()
 
void StartReload (bool bFromReplication, bool bReloadLeftWeapon, bool bIsChainedReload)
 
void StartReloadAfterTimer ()
 
void StartReloadAfterTimerSecondary ()
 
void StartRibbonTrailFX ()
 
void StartSecondaryAction ()
 
void StartSideUnequip (bool bIsPrimaryWeapon, bool bSkipAnimation, bool bIsSwitch)
 
void StartUnequip_Implementation ()
 
void StopAllowFastAttack ()
 
void StopAltFire ()
 
void StopCameraAnimationFPV ()
 
void StopCheckForMeleeAttack ()
 
void StopFire (int weaponAttackIndex)
 
void StopFire ()
 
void StopMuzzleFX ()
 
void StopReloadAnimation ()
 
void StopReloadAnimation (bool bForceStopFPVAnim)
 
void StopRibbonTrailFX ()
 
void StopSimulatingWeaponFire ()
 
bool SupportsOffhandShield ()
 
void SwitchSideWeapon (UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
 
void SwitchToNextLoadedWeapon ()
 
void Tick (float DeltaSeconds)
 
void TickAutoAim ()
 
void TickLockOnAim ()
 
void TickMeleeStepImpulse_Implementation ()
 
void TickMeleeSwing (float DeltaTime)
 
void ToggleAccessory ()
 
void TryApplyPrimalItemSettingsToPrimaryWeapon ()
 
void TryApplyPrimalItemSettingsToSecondaryWeapon ()
 
void TryApplyPrimalItemSettingsToWeapon (bool bIsPrimaryWeapon)
 
AActorTryFindAutoAimTarget (bool bNoTimeLimit, float MaxDistance, float MaxAngle)
 
bool TryFireWeapon ()
 
void UpdateChargeRunning_Implementation (float DeltaSeconds)
 
void UpdateFirstPersonMeshes (bool bIsFirstPerson)
 
void UpdateLastCombatActionTime (float AddititionalTimeOffset)
 
int UpdateToNextExtraAttack ()
 
void UseAmmo (int UseAmmoAmountOverride, bool bUseAmmoFromLeftWeapon)
 
void WeaponAdjustDamage (float *Damage, FDamageEvent *DamageEvent, AController *EventInstigator, APrimalCharacter *Defender)
 
bool WeaponAllowCrouch ()
 
bool WeaponAllowJump ()
 
bool WeaponAllowProne ()
 
bool WeaponHasBeenBlockedResponse (int WeaponAttackIndex)
 
void WeaponHasBlockedAttackResponse (AShooterWeapon *CauserWeapon, int AttackIndex, bool bShouldAllowFastAttack)
 
void WeaponStartAttack (int weaponAttackIndex, bool bUseAltAnim)
 
FHitResultWeaponTrace (FHitResult *result, FVector *StartTrace, FVector *EndTrace)
 
void WeaponTraceHits (TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
 
void YarkDiscreteMeleeSwingSweep_Implementation (float DeltaTime, int StartPoint, int EndPoint)
 
void YarkEndMeleeSwing (bool bProcessMeleeHits)
 
void YarkTickMeleeSwing (float DeltaTime)
 
bool AllowTargeting ()
 
bool AllowUnequip ()
 
void AttachedToPawn ()
 
int BPAdjustAmmoPerShot ()
 
bool BPAllowNativeFireWeapon ()
 
void BPAppliedPrimalItemToWeapon ()
 
bool BPCanEquip (APrimalCharacter *ByCharacter)
 
bool BPCanReload (bool bLeftReload)
 
bool BPCanSetCombatState (bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
 
bool BPCanStartAttack (int attackIndex, bool bCanInterruptCurrentAttack, bool bIsLeftAttack)
 
bool BPCanToggleAccessory ()
 
bool BPConstrainAspectRatio (float *OutAspectRatio)
 
void BPDrawDebugSphereClient (FVector StartLine, FVector EndLine, FColor lineColor, float radius)
 
void BPDrawHud (AShooterHUD *HUD)
 
void BPFireWeapon ()
 
void BPFiredWeapon ()
 
bool BPForceTPVTargetingAnimation ()
 
bool BPGetAimOffsets (float DeltaTime, float MaxYawAimClamp, FRotator *RootRotOffsetIn, const float *RootYawSpeedIn, FVector *RootLocOffsetIn, FRotator *CurrentAimRotIn, FVector *CurrentRootLocIn, FVector *TargetRootLocIn, FRotator *TargetAimRotIn, FRotator *RootRotOffset, float *RootYawSpeed, FVector *RootLocOffset, FRotator *CurrentAimRot, FVector *CurrentRootLoc, FVector *TargetRootLoc, FRotator *TargetAimRot)
 
UAnimSequence * BPGetSeatingAnimation ()
 
void BPGlobalFireWeapon ()
 
bool BPHandleAttackType (EWeaponAttackInput::Type AttackInput, EWeaponAttackType::Type AttackType, bool bIsAltAttack)
 
void BPHandleMeleeAttack ()
 
void BPLostController ()
 
void BPMeleeTickDebug ()
 
void BPModifyAimOffset (float DeltaTime, FRotator *AimOffsetIn, FRotator *AimOffsetOut)
 
float BPModifyFOV (float inFOV)
 
bool BPNPCShouldUseAltAttack (int weaponAttackIndex)
 
void BPOnAttackBlocked (AShooterWeapon *AttackingWeapon)
 
void BPOnClientEndDodgeNotify ()
 
void BPOnClientStartDodgeNotify ()
 
void BPOnEndAttack ()
 
void BPOnFinishedReload (bool bWasPrimaryReload, bool bReloadWasSuccessful)
 
void BPOnScoped ()
 
void BPOnServerEndDodgeNotify ()
 
void BPOnStaggered (float ForTime)
 
bool BPOnWeaponItemUsedDuringReload (UPrimalItem *anItem)
 
void BPOnWeaponStartedAttack ()
 
float BPPlayReloadAnimAndContinueReload (bool bIsLeftReload)
 
bool BPPreventLockingOn ()
 
bool BPRemainEquipped ()
 
void BPSetFPVRootLocAndRotation (FRotator FPVRotation_In, FVector RootLoc_In, FRotator *FPVRotation_Out, FVector *RootLoc_Out)
 
bool BPShouldDealDamage (AActor *TestActor)
 
bool BPShouldSkipAttackInput (EWeaponAttackInput::Type AttackInput, bool bIsStopFire)
 
bool BPSkipAttackPreventedInput (EWeaponAttackInput::Type AttackInput)
 
bool BPSkipSetCombatStateOnInput (EWeaponAttackInput::Type inputType)
 
void BPStaggerCharacter (APrimalCharacter *ToCharacter, float StaggerTime, int FromAttackIndex)
 
void BPStartEquippedNotify ()
 
void BPStopFireWeapon ()
 
void BPStopMeleeAttack ()
 
void BPToggleAccessory ()
 
void BPToggleAccessoryFailed ()
 
bool BPTryFireWeapon ()
 
bool BPWeaponAllowCrouch ()
 
bool BPWeaponAllowJump ()
 
bool BPWeaponAllowProne ()
 
bool BPWeaponCanFire ()
 
int BPWeaponDealDamage (FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
void BPWeaponZoom (bool bZoomingIn)
 
void BP_OnReloadNotify ()
 
bool BlueprintStartFireOverride (int weaponAttackIndex, bool useAltAnim, bool bOverrideCurrentAttack)
 
bool CanSwitchWeaponTo (UPrimalItem *ForItem, APrimalCharacter *OwnerCharacter)
 
void ClientEndDodging ()
 
void ClientPlayShieldHitAnim ()
 
void ClientSetChargeRunning (bool newChargeRunning)
 
void ClientSetClipAmmo (int newClipAmmo, bool bOnlyUpdateItem, bool bIsLeftWeapon)
 
void ClientSimulateWeaponFire (bool bSimulateOnLeftWeapon, int AttackIndex)
 
void ClientSpawnMeleeComboHarvestingHitEffects (FVector ImpactLocation, FVector ImpactNormal)
 
void ClientStartMuzzleFX (bool bLeftWeapon)
 
void ClientStartReload (bool bReloadLeftWeapon)
 
void ClientStopSimulatingWeaponFire ()
 
void Dodge (FVector *DodgeDir)
 
void DrawDebugLineClient (FVector StartLine, FVector EndLine, FColor lineColor)
 
void DrawDebugSphereClient (FVector StartLine, FVector EndLine, FColor lineColor, float radius)
 
void EndDodging ()
 
void EndMeleeStepImpulse ()
 
bool ForcesTPVCameraOffset ()
 
FColorGetCrosshairColor (FColor *result)
 
FRotatorGetInputRotationLimits (FRotator *result)
 
UAnimSequence * GetStandingAnimation (float *OutBlendInTime, float *OutBlendOutTime)
 
FStringGetTutorialHintString (FString *result)
 
void MulticastAssociatedItemNetInfo (FItemNetInfo AssociatedNetInfo, bool bIsPrimaryItem)
 
void NetCancelCurrentWeaponAttack (float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
 
void NetSetAimMagnetism (float NewMagnetism)
 
void NetSetDebugMelee (bool Discrete, int DebugMelee)
 
void NetSetStepImpulsing (bool NewImpulsing)
 
void NetSetUseInterpolatedLocation (bool NewValue)
 
void NetWeaponStartAttack (int weaponAttackIndex, bool bUseAltAnim)
 
void Net_CancelReload ()
 
void Net_OnAttackBlockedByShield (AShooterWeapon *CauserWeapon, int AttackIndex)
 
void Net_OnAttackBlockedByWeapon (AShooterWeapon *CauserWeapon, int AttackIndex)
 
void Net_OnEquipSecondaryWeapon (bool bWeaponHasAmmo, bool bSkipAnimation)
 
void Net_OnSwitchSideWeapon (bool bIsPrimaryWeapon)
 
void Net_PlayEquipAnimAndFinishSwitch (bool bIsPrimary, bool bHasNoAmmo)
 
void Net_SetCombatState (bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd)
 
void Net_SetExtraWeaponAttack (TArray< FWeaponAttack > *newStoredAttacks)
 
void Net_SetLockOnState (bool bNewState)
 
void Net_SetLockOnTarget (AActor *newLockOnTarget)
 
void Net_StartSideUnequip (bool bIsPrimaryUnequip, bool bSkipAnimation, bool bIsSwitch)
 
void Net_SwitchSideWeapon (UPrimalItem *aPrimalItem, bool bIsPrimaryWeapon)
 
void Net_UpdateWeaponAttackIndex (int WeaponAttackIndex)
 
void OnInstigatorPlayDyingEvent ()
 
void PlayUseHarvestAnimation ()
 
void PlayWeaponBreakAnimation ()
 
FRotatorProcessRotationInputMultipliers (FRotator *result, FRotator rotInput)
 
bool RespondToMoveInput (FVector *MoveDir)
 
bool RespondToMoveStop (bool bIsForwardMovement)
 
void ServerCancelCurrentWeaponAttack (float NextAttackTime, bool bOverrideCurrentTime, bool bIsAbsoluteTime)
 
void ServerCancelReload ()
 
void ServerCheckNextSecondaryWeapon ()
 
void ServerEndMeleeStepImpulse ()
 
void ServerOnAttackBlocked (AShooterWeapon *CauserWeapon, int AttackIndex, bool bBlockedByShield, bool bCharacterWasDodging)
 
void ServerOnHitReceived (AShooterWeapon *CauserWeapon, bool bWasDodging, float ShieldDefenseBrokenPowerDifference)
 
void ServerOnPawnSetRunning (bool NewRunValue, bool bSkipAnim)
 
void ServerSetChargeRunning (bool newChargeRunning)
 
void ServerSetColorizeRegion (int theRegion, bool bValToUse)
 
void ServerStartAltFire ()
 
void ServerStartChargeRunning (bool newChargeRunning)
 
void ServerStartDodge (int dodgeDirIndex)
 
void ServerStartFire (int attackIndex, bool bUseAltAnim, bool bOverrideCurrentAttack)
 
void ServerStartMeleeStepImpulse (FVector MyVec)
 
void ServerStartReload (bool bReloadLeftWeapon, bool bIsChainedReload)
 
void ServerStartSecondaryAction ()
 
void ServerStopAltFire ()
 
void ServerStopFire (int attackIndex, bool bUseAltAnim)
 
void ServerSwitchToNextLoadedWeapon ()
 
void ServerToggleAccessory ()
 
void Server_SetCombatState (bool bNewCombatState, bool bUseAnimation, float overrideTimeUntilEnd, ECombatChangeReason::Type Reason)
 
void Server_SetExtraWeaponAttack (APrimalBuff *WeaponAttackBuff, int BuffAttackIndex)
 
void Server_SetLockOnTarget (AActor *newLockOnTarget)
 
bool ShouldBlockAttack (FHitResult *HitInfo, FVector *ShotDirection, bool bBlockAllPointDamage, AActor *DamageCauser, bool bOnlyCheckDirection)
 
void StartMeleeStepImpulse (FVector *DodgeDir)
 
void StartSecondaryActionEvent ()
 
void StartUnequip ()
 
void StartUnequipEvent ()
 
void TickMeleeStepImpulse ()
 
void UpdateChargeRunning (float DeltaSeconds)
 
void YarkDiscreteMeleeSwingSweep (float DeltaTime, int StartPoint, int EndPoint)
 
float & EquipTimeField ()
 
UAnimMontage * OverrideProneInAnimField ()
 
UAnimMontage * OverrideProneOutAnimField ()
 
UAnimMontage * OverrideJumpAnimField ()
 
UAnimMontage * OverrideLandedAnimField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField ()
 
float & ItemDurabilityToConsumePerMeleeHitField ()
 
float & AmmoIconsCountField ()
 
float & TargetingTooltipCheckRangeField ()
 
int & PrimaryClipIconOffsetField ()
 
int & SecondaryClipIconOffsetField ()
 
FVector2DTargetingInfoTooltipPaddingField ()
 
FVector2DTargetingInfoTooltipScaleField ()
 
bool & bOnlyPassiveDurabilityWhenAccessoryActiveField ()
 
bool & bDisableShooterOnElectricStormField ()
 
FNameOverrideAttachPointField ()
 
FVectorFPVRelativeLocationField ()
 
FRotatorFPVRelativeRotationField ()
 
FVectorFPVRelativeLocation_TargetingField ()
 
FRotatorFPVRelativeRotation_TargetingField ()
 
float & FPVEnterTargetingInterpSpeedField ()
 
float & FPVExitTargetingInterpSpeedField ()
 
float & EndDoMeleeSwingTimeField ()
 
FRotatorFPVLookAtMaximumOffsetField ()
 
FRotatorFPVLookAtSpeedBaseField ()
 
FRotatorFPVLookAtInterpSpeedField ()
 
FRotatorFPVLookAtMaximumOffset_TargetingField ()
 
FRotatorFPVLookAtSpeedBase_TargetingField ()
 
FRotatorFPVLookAtInterpSpeed_TargetingField ()
 
FVectorFPVImmobilizedLocationOffsetField ()
 
FRotatorFPVImmobilizedRotationOffsetField ()
 
float & FPVImmobilizedInterpSpeedField ()
 
bool & bUseBlueprintAnimNotificationsField ()
 
TArray< FName > & MeleeSwingSocketsField ()
 
float & AllowMeleeTimeBeforeAnimationEndField ()
 
UPrimalItemAssociatedPrimalItemField ()
 
AMissionTypeAssociatedMissionField ()
 
bool & bCanBeUsedAsEquipmentField ()
 
FItemNetInfoAssociatedItemNetInfoField ()
 
FWeaponDataWeaponConfigField ()
 
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField ()
 
long double & NextAllowedMeleeTimeField ()
 
TArray< FVector > & LastSocketPositionsField ()
 
TArray< AActor * > MeleeSwingHurtListField ()
 
long double & LastFPVRenderTimeField ()
 
FRotatorLastCameraRotationField ()
 
FRotatorFPVAdditionalLookRotOffsetField ()
 
FVectorFPVLastLocOffsetField ()
 
FVectorFPVLastVROffsetField ()
 
FVectorFPVRelativeLocationOffscreenOffsetField ()
 
FRotatorFPVLastRotOffsetField ()
 
AShooterCharacterMyPawnField ()
 
UAudioComponent * FireACField ()
 
FNameMuzzleAttachPointField ()
 
USoundCue * FireSoundField ()
 
USoundCue * AltFireSoundField ()
 
USoundCue * FireFinishSoundField ()
 
USoundCue * OutOfAmmoSoundField ()
 
int & MeleeDamageAmountField ()
 
float & TheMeleeSwingRadiusField ()
 
float & MeleeDamageImpulseField ()
 
UAnimMontage * WeaponMesh3PReloadAnimField ()
 
USoundCue * EquipSoundField ()
 
UAnimMontage * WeaponMesh3PFireAnimField ()
 
float & FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMinViewRotSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMaxViewRotSpeedField ()
 
float & FPVMoveOffscreenIdleRestoreIntervalField ()
 
float & FPVMoveOffscreenIdleRestoreSpeedField ()
 
float & FPVMoveOffscreenWhenTurningMaxOffsetField ()
 
long double & FPVStoppedTurningTimeField ()
 
float & ItemDestructionUnequipWeaponDelayField ()
 
float & WeaponUnequipDelayField ()
 
EWeaponState::TypeCurrentStateField ()
 
long double & LastFireTimeField ()
 
int & CurrentAmmoField ()
 
int & CurrentAmmoInClipField ()
 
bool & bReplicateCurrentAmmoInClipToNonOwnersField ()
 
bool & bUseBPAdjustAmmoPerShotField ()
 
FNameFPVAccessoryToggleComponentField ()
 
FNameTPVAccessoryToggleComponentField ()
 
float & TimeToAutoReloadField ()
 
USoundBase * ToggleAccessorySoundField ()
 
int & FiredLastNoAmmoShotField ()
 
long double & LastNotifyShotTimeField ()
 
TSubclassOf< UDamageType > & MeleeDamageTypeField ()
 
FVectorVRTargetingModelOffsetField ()
 
FVectorVRTargetingAimOriginOffsetField ()
 
UMaterialInterface * ScopeOverlayMIField ()
 
UMaterialInterface * ScopeCrosshairMIField ()
 
float & ScopeCrosshairSizeField ()
 
FNameScopeCrosshairColorParameterField ()
 
float & MinItemDurabilityPercentageForShotField ()
 
float & OverrideTargetingFOVField ()
 
float & TargetingDelayTimeField ()
 
float & TargetingFOVInterpSpeedField ()
 
float & AimDriftYawAngleField ()
 
float & AimDriftPitchAngleField ()
 
float & AimDriftYawFrequencyField ()
 
float & AimDriftPitchFrequencyField ()
 
UAnimMontage * AlternateInventoryEquipAnimField ()
 
float & MeleeHitRandomChanceToDestroyItemField ()
 
float & GlobalFireCameraShakeScaleField ()
 
float & DurabilityCostToEquipField ()
 
float & PassiveDurabilityCostPerIntervalField ()
 
float & PassiveDurabilityCostIntervalField ()
 
float & GlobalFireCameraShakeScaleTargetingField ()
 
float & MeleeCameraShakeSpeedScaleField ()
 
float & ReloadCameraShakeSpeedScaleField ()
 
float & MeleeConsumesStaminaField ()
 
float & HypoThermiaInsulationField ()
 
float & HyperThermiaInsulationField ()
 
float & InsulationRangeField ()
 
long double & LastDurabilityConsumptionTimeField ()
 
bool & bLastMeleeHitField ()
 
bool & bLastMeleeHitStationaryField ()
 
bool & bClientAlreadyReloadedField ()
 
float & AutoReloadTimerField ()
 
bool & bConsumedDurabilityForThisMeleeHitField ()
 
USoundCue * TargetingSoundField ()
 
USoundCue * UntargetingSoundField ()
 
float & FPVMeleeTraceFXRangeField ()
 
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField ()
 
float & MeleeAttackHarvetUsableComponentsRadiusField ()
 
float & MeleeAttackUsableHarvestDamageMultiplierField ()
 
FieldArray< bool, 6 > bColorizeRegionsField ()
 
UAnimMontage * TPVForcePlayAnimField ()
 
bool & bPreventOpeningInventoryField ()
 
bool & bAllowUseOnSeatingStructureField ()
 
bool & bOnlyUseOnSeatingStructureField ()
 
bool & bBPDoClientCheckCanFireField ()
 
bool & bRestrictTPVCameraYawField ()
 
float & TPVCameraYawRangeField ()
 
bool & bFoceSimulatedTickField ()
 
bool & bWasLastFireFromGamePadField ()
 
bool & bDisableWeaponCrosshairField ()
 
UStaticMeshDyePreviewMeshOverrideSMField ()
 
bool & bBPOverrideAspectRatioField ()
 
bool & bBPOverrideFPVMasterPoseComponentField ()
 
bool & bForceAllowMountedWeaponryField ()
 
float & FireCameraShakeSpreadScaleExponentField ()
 
float & FireCameraShakeSpreadScaleExponentLessThanField ()
 
float & FireCameraShakeSpreadScaleMultiplierLessThanField ()
 
float & FireCameraShakeSpreadScaleMultiplierField ()
 
bool & bUseFireCameraShakeScaleField ()
 
bool & bForceTickWithNoControllerField ()
 
FInstantWeaponDataInstantConfigField ()
 
float & CurrentFiringSpreadField ()
 
TSubclassOf< APrimalBuff > & ScopedBuffField ()
 
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField ()
 
UAnimSequence * OverrideTPVShieldAnimationField ()
 
bool & bAllowTargetingDuringMeleeSwingField ()
 
FVectorFPVMuzzleLocationOffsetField ()
 
FVectorTPVMuzzleLocationOffsetField ()
 
bool & bForceTPV_EquippedWhileRidingField ()
 
bool & bCutsEnemyGrapplingCableField ()
 
FVectorFPVInventoryReequipOffsetField ()
 
long double & LocalInventoryViewingSkippedEquipAnimTimeField ()
 
float & DraggingOffsetInterpField ()
 
bool & bForceTPVCameraOffsetField ()
 
bool & bUseBPSpawnMeleeEffectsField ()
 
BitFieldValue< bool, unsigned __int32 > bUseDinoRangeForTooltip ()
 
BitFieldValue< bool, unsigned __int32 > bFPVUsingImmobilizedTransform ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyUseFirstMeleeAnimWithShield ()
 
BitFieldValue< bool, unsigned __int32 > bForceShowCrosshairWhileFiring ()
 
BitFieldValue< bool, unsigned __int32 > bIsFireActivelyHeld ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSubmergedFiring ()
 
BitFieldValue< bool, unsigned __int32 > bIsInMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32 > bDoMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingCameraAnimFPV ()
 
BitFieldValue< bool, unsigned __int32 > bIsWeaponBreaking ()
 
BitFieldValue< bool, unsigned __int32 > bHideFPVMesh ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bCanAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bAltFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bAltFireDoesNotStopFire ()
 
BitFieldValue< bool, unsigned __int32 > bHideDamageSourceFromLogs ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseTargetingReloadAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUsePartialReloadAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseEquipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseUnequipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeleeNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bHideLeftArmFPV ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitUseMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bUsePostUpdateTickForFPVParticles ()
 
BitFieldValue< bool, unsigned __int32 > bFPVMoveOffscreenWhenTurning ()
 
BitFieldValue< bool, unsigned __int32 > bReloadAnimForceTickPoseOnServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedFireSound ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargetingWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitColorizesStructures ()
 
BitFieldValue< bool, unsigned __int32 > bLoopedFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bPlayingFireAnim ()
 
BitFieldValue< bool, unsigned __int32 > bFPVWasTurning ()
 
BitFieldValue< bool, unsigned __int32 > bAutoRefire ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoOnUseAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bTargetUnTargetWithClick ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallyConsumeItemAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bBPUseWeaponCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bBPUseTargetingEvents ()
 
BitFieldValue< bool, unsigned __int32 > bIsEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToFire ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bPendingReload ()
 
BitFieldValue< bool, unsigned __int32 > bPendingEquip ()
 
BitFieldValue< bool, unsigned __int32 > bUnequipping ()
 
BitFieldValue< bool, unsigned __int32 > bNotifiedOutOfAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bPlayedTargetingSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmmoOnFiring ()
 
BitFieldValue< bool, unsigned __int32 > bUseAmmoServerOnly ()
 
BitFieldValue< bool, unsigned __int32 > bListenToAppliedForeces ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideAimOffsets ()
 
BitFieldValue< bool, unsigned __int32 > bHasToggleableAccessory ()
 
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bToggleAccessoryUseAltFireSound ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanToggleAccessory ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnScoped ()
 
BitFieldValue< bool, unsigned __int32 > bIsDefaultWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bForceKeepEquippedWhileInInventory ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowUseWhenRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bPrimaryFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeHitCaptureDermis ()
 
BitFieldValue< bool, unsigned __int32 > bIsAccessoryActive ()
 
BitFieldValue< bool, unsigned __int32 > bCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeAmmoItemOnReload ()
 
BitFieldValue< bool, unsigned __int32 > bUseAutoReload ()
 
BitFieldValue< bool, unsigned __int32 > bWantsToAutoReload ()
 
BitFieldValue< bool, unsigned __int32 > bHasPlayedReload ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoopedSimulatingWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bClientLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bBPHandleMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPShouldDealDamage ()
 
BitFieldValue< bool, unsigned __int32 > bDoesntUsePrimalItem ()
 
BitFieldValue< bool, unsigned __int32 > bUseCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetActorForTargetingTooltip ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideAimDirection ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIsValidUnstasisActor ()
 
BitFieldValue< bool, unsigned __int32 > bLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32 > bFiredFirstBurstShot ()
 
BitFieldValue< bool, unsigned __int32 > bClientTriggersHandleFiring ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseHarvesting ()
 
BitFieldValue< bool, unsigned __int32 > bPreventItemColors ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetSelectedMeleeAttackAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPWeaponDealDamage ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnWeaponAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bColorCrosshairBasedOnTarget ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDropAndPickup ()
 
BitFieldValue< bool, unsigned __int32 > bApplyAimDriftWhenTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseScopeOverlay ()
 
BitFieldValue< bool, unsigned __int32 > bHideFPVMeshWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadRightIsSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bGamepadLeftIsPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bForceTargetingOnDino ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToAltFire ()
 
BitFieldValue< bool, unsigned __int32 > bDirectTargetingToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bPreventEquippingUnderwater ()
 
BitFieldValue< bool, unsigned __int32 > bUseTPVWeaponMeshMeleeSockets ()
 
BitFieldValue< bool, unsigned __int32 > bTargetingForceTraceFloatingHUD ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunning ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bSupportsOffhandShield ()
 
BitFieldValue< bool, unsigned __int32 > bMeleeAttackHarvetUsableComponents ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSettingColorizeRegions ()
 
BitFieldValue< bool, unsigned __int32 > bAttemptToDyeWithMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyDamagePawns ()
 
BitFieldValue< bool, unsigned __int32 > bUseCharacterMeleeDamageModifier ()
 
BitFieldValue< bool, unsigned __int32 > bConsumeZoomInOut ()
 
BitFieldValue< bool, unsigned __int32 > bClipScopeInY ()
 
BitFieldValue< bool, unsigned __int32 > bScopeFullscreen ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileFiring ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileReloading ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRunningWhileMeleeAttacking ()
 
BitFieldValue< bool, unsigned __int32 > bColorizeMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32 > bForceFirstPersonWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPStartEquippedNotify ()
 
BitFieldValue< bool, unsigned __int32 > bDirectPrimaryFireToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32 > bUseAlternateAimOffset ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideStandingAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseCustomSeatedAnim ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceTPVTargetingAnimation ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventSwitchingWeapon ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCanEquip ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPRemainEquipped ()
 
BitFieldValue< bool, unsigned __int32 > bIsInDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bForceReloadOnDestruction ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPModifyFOV ()
 
BitFieldValue< bool, unsigned __int32 > bServerIgnoreCheckCanFire ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetTPVCameraOffset ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideRootRotationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bSpawnedByMission ()
 
BitFieldValue< bool, unsigned __int32 > bForceAlwaysPlayEquipAnim ()
 
BitFieldValue< bool, unsigned __int32 > bLastMeleeAttacked ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreReloadState ()
 
bool IsPlayingCameraAnimFPV ()
 
USceneComponentFindComponentByName (FName ComponentName)
 
void ZoomOut ()
 
void ZoomIn ()
 
bool UseAlternateAimOffsetAnim ()
 
void PostInitializeComponents ()
 
void DrawHUD (AShooterHUD *HUD)
 
void UpdateFirstPersonMeshes (bool bIsFirstPerson)
 
void Destroyed ()
 
bool IsValidUnStasisCaster ()
 
void OnEquip ()
 
void OnEquipFinished ()
 
void StartUnequip_Implementation ()
 
void PlayUnequipAnimation ()
 
void AttachMeshToPawn ()
 
void ApplyPrimalItemSettingsToWeapon (bool bShallowUpdate)
 
void DetachMeshFromPawn ()
 
void ApplyCharacterSnapshot (UPrimalItem *SnapshotItem, AActor *To)
 
bool AllowedToFire (bool bForceAllowSubmergedFiring)
 
void StartFire (bool bFromGamepad)
 
void StopFire ()
 
void StartAltFire ()
 
void StartSecondaryAction ()
 
void StopSecondaryAction ()
 
void OnStartTargeting (bool bFromGamepadLeft)
 
void OnStopTargeting (bool bFromGamepadLeft)
 
bool CanToggleAccessory ()
 
void SetAccessoryEnabled (bool bEnabled)
 
void ToggleAccessory ()
 
void RefreshToggleAccessory ()
 
bool CanMeleeAttack ()
 
void DoMeleeAttack ()
 
void StopAltFire ()
 
void CheckForMeleeAttack ()
 
void StopCheckForMeleeAttack ()
 
bool CanRun ()
 
void StartReload (bool bFromReplication)
 
void ClearClientReload ()
 
float PlayReloadAnimation ()
 
void StopReloadAnimation ()
 
void ServerStartFire_Implementation ()
 
void ServerStopFire_Implementation ()
 
void ServerStartAltFire_Implementation ()
 
void ServerStopAltFire_Implementation ()
 
void ServerStartSecondaryAction_Implementation ()
 
void ServerStopSecondaryAction_Implementation ()
 
void ServerToggleAccessory_Implementation ()
 
void ServerStartReload_Implementation ()
 
void ClientStartReload_Implementation ()
 
bool CanFire (bool bForceAllowSubmergedFiring)
 
bool AllowFiring ()
 
bool CanReload ()
 
void UseAmmo (int UseAmmoAmountOverride)
 
float GetFireCameraShakeScale ()
 
void HandleFiring (bool bSentFromClient)
 
bool CanTarget ()
 
float GetConsumeDurabilityPerShot ()
 
void ReloadWeapon ()
 
void RefreshAmmoItemQuantity ()
 
void ConsumeAmmoItem (int Quantity)
 
void SetWeaponState (EWeaponState::Type NewState)
 
void DetermineWeaponState ()
 
void SetAutoReload ()
 
void OnBurstStarted ()
 
void OnBurstFinished ()
 
bool IsSimulated ()
 
void ClientStopSimulatingWeaponFire_Implementation ()
 
void ClientSimulateWeaponFire_Implementation ()
 
UAudioComponent * PlayWeaponSound (USoundCue *Sound)
 
float PlayCameraAnimationFPV (UAnimMontage *Animation1P)
 
void StopCameraAnimationFPV ()
 
void ClientPlayShieldHitAnim_Implementation ()
 
FVectorGetAdjustedAim (FVector *result)
 
FVectorGetCameraDamageStartLocation (FVector *result, FVector *AimDir)
 
FVectorGetShootingCameraLocation (FVector *result)
 
FVectorGetMuzzleLocation (FVector *result)
 
FVectorGetMuzzleDirection (FVector *result)
 
FHitResultWeaponTrace (FHitResult *result, FVector *StartTrace, FVector *EndTrace)
 
void WeaponTraceHits (TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
 
void SetOwningPawn (AShooterCharacter *NewOwner)
 
void OnCameraUpdate (FVector *CameraLocation, FRotator *CameraRotation, FVector *WeaponBob)
 
void OnRep_MyPawn ()
 
void OnRep_AccessoryToggle ()
 
void SimulateWeaponFire ()
 
void StartMuzzleFX ()
 
void StopMuzzleFX ()
 
void PlayFireAnimation ()
 
void StopSimulatingWeaponFire ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
AShooterCharacterGetPawnOwner ()
 
EWeaponState::Type GetCurrentState ()
 
int GetCurrentAmmo ()
 
int GetCurrentAmmoInClip ()
 
bool UsesAmmo ()
 
bool HasInfiniteAmmo ()
 
void StartMeleeSwing ()
 
void EndMeleeSwing ()
 
void EndDoMeleeSwing ()
 
bool AddToMeleeSwingHurtList (AActor *AnActor)
 
bool ShouldDealDamage (AActor *TestActor)
 
void DealDamage (FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
float GetWeaponDamageMultiplier ()
 
void TickMeleeSwing (float DeltaTime)
 
void ClientStartMuzzleFX_Implementation ()
 
void CosumeMeleeHitDurability (float DurabilityConsumptionMultiplier)
 
void PlayWeaponBreakAnimation_Implementation ()
 
void Tick (float DeltaSeconds)
 
bool IsFiring ()
 
void BeginPlay ()
 
void LocalPossessed ()
 
bool IsLocallyOwned ()
 
void CheckItemAssocation ()
 
bool IsOwningClient ()
 
void OnRep_CurrentAmmoInClip ()
 
void LoadedFromSaveGame ()
 
void PlayUseHarvestAnimation_Implementation ()
 
void OwnerDied ()
 
void OnRep_NetLoopedWeaponFire ()
 
void ClientSetClipAmmo_Implementation (int newClipAmmo, bool bOnlyUpdateItem)
 
void DoHandleFiring ()
 
bool IsFirstPersonMeshVisible ()
 
void ServerSetColorizeRegion_Implementation (int theRegion, bool bValToUse)
 
void DoReregisterAllComponents ()
 
bool ForceTPVTargetingAnimation ()
 
void FireWeapon ()
 
bool PreventSwitchingWeapon ()
 
bool ForceFirstPerson ()
 
bool TryFireWeapon ()
 
bool ForcesTPVCameraOffset_Implementation ()
 
void SetAmmoInClip (int newAmmo)
 
FStringGetDebugInfoString (FString *result)
 
bool IsInMeleeAttack ()
 
void ClientSpawnMeleeEffects_Implementation (FVector Impact, FVector ShootDir)
 
FStringBPGetDebugInfoString (FString *result)
 
float BPModifyFOV (float inFOV)
 
bool AllowTargeting ()
 
bool AllowUnequip ()
 
void BP_OnReloadNotify ()
 
int BPAdjustAmmoPerShot ()
 
bool BPAllowNativeFireWeapon ()
 
void BPAppliedPrimalItemToWeapon ()
 
bool BPCanEquip (AShooterCharacter *ByCharacter)
 
bool BPCanToggleAccessory ()
 
bool BPConstrainAspectRatio (float *OutAspectRatio)
 
void BPDrawHud (AShooterHUD *HUD)
 
void BPFiredWeapon ()
 
void BPFireWeapon ()
 
bool BPForceTPVTargetingAnimation ()
 
AActorBPGetActorForTargetingTooltip ()
 
UAnimSequence * BPGetSeatingAnimation ()
 
FTextBPGetTargetingTooltipInfoLabel (FText *result)
 
FVectorBPGetTPVCameraOffset (FVector *result)
 
void BPGlobalFireWeapon ()
 
void BPHandleMeleeAttack ()
 
void BPLostController ()
 
void BPMeleeAttackStarted ()
 
void BPOnScoped ()
 
void BPOnStartTargeting (bool bFromGamepadLeft)
 
void BPOnStopTargeting (bool bFromGamepadLeft)
 
FVectorBPOverrideAimDirection (FVector *result, FVector *DesiredAimDirection)
 
FRotatorBPOverrideRootRotationOffset (FRotator *result, FRotator InRootRotation)
 
bool BPPreventSwitchingWeapon ()
 
bool BPRemainEquipped ()
 
bool BPShouldDealDamage (AActor *TestActor)
 
void BPSpawnMeleeEffects (FVector Impact, FVector ShootDir)
 
void BPStartEquippedNotify ()
 
void BPStopMeleeAttack ()
 
void BPToggleAccessory ()
 
void BPToggleAccessoryFailed ()
 
bool BPTryFireWeapon ()
 
bool BPWeaponCanFire ()
 
int BPWeaponDealDamage (FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
void BPWeaponZoom (bool bZoomingIn)
 
void ClientPlayShieldHitAnim ()
 
void ClientSetClipAmmo (int newClipAmmo, bool bOnlyUpdateItem)
 
void ClientSimulateWeaponFire ()
 
void ClientSpawnMeleeEffects (FVector Impact, FVector ShootDir)
 
void ClientStartMuzzleFX ()
 
void ClientStartReload ()
 
void ClientStopSimulatingWeaponFire ()
 
bool ForcesTPVCameraOffset ()
 
UAnimSequence * GetStandingAnimation (float *OutBlendInTime, float *OutBlendOutTime)
 
void OnInstigatorPlayDyingEvent ()
 
void PlayUseHarvestAnimation ()
 
void PlayWeaponBreakAnimation ()
 
void ServerSetColorizeRegion (int theRegion, bool bValToUse)
 
void ServerStartAltFire ()
 
void ServerStartFire ()
 
void ServerStartReload ()
 
void ServerStartSecondaryAction ()
 
void ServerStopAltFire ()
 
void ServerStopFire ()
 
void ServerToggleAccessory ()
 
void StartSecondaryActionEvent ()
 
void StartUnequip ()
 
void StartUnequipEvent ()
 
void StopSecondaryActionEvent ()
 
- Public Member Functions inherited from AActor
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
TArray< AActor * > NetworkSpatializationChildrenDormantField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
unsigned int & UniqueActorIdField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
int & CustomActorFlagsField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FVectorDefaultActorLocationField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
bool & bShouldSendPartialBunchesOverThresholdAsReliableField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventShovel ()
 
BitFieldValue< bool, unsigned __int32 > bCollisionImpactPreventShipDamage ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLayerGroupedVisibility ()
 
BitFieldValue< bool, unsigned __int32 > bSkeletalComponentsForceParallelAnims ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPClientIsAboutToSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseInitializedSeamlessGridInfo ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUniqueActorId ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bWantsBeginPlayAfterSingleplayerGridTravel ()
 
bool AllowSeamlessTravel ()
 
FStringGetDescriptiveName (FString *result)
 
FVectorGetTargetingLocation (FVector *result)
 
bool IsMarkedForSeamlessTravel ()
 
void UnmarkAbortedForSeamlessTravel ()
 
bool IsLevelBoundsRelevant ()
 
bool HasAuthority ()
 
bool IsPendingKillPending ()
 
void MarkForSeamlessTravel (unsigned int DestinationServerId, ESeamlessVolumeSide::Side DestinationServerVolumeSide)
 
bool ActorHasTag (FName Tag)
 
void AddActorLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorLocalTransform (FTransform *NewTransform, bool bSweep)
 
void AddActorWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddActorWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void AddOwnedComponent (UActorComponent *Component)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AllowSaving ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
bool BPIsMarkedForSeamlessTravel ()
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void BecomeViewTarget (APlayerController *PC)
 
void BeginDestroy ()
 
void BeginPlay ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ChangeActorTeam (int NewTeam)
 
bool CheckActorComponents ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckStillInWorld ()
 
void ClearCrossLevelReferences ()
 
void ClearNetworkSpatializationParent ()
 
void ClientIsAboutToSeamlessTravel ()
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void CreateChildActors ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void DestroyChildActors ()
 
void DestroyConstructedComponents ()
 
void DestroyInput (APlayerController *PlayerController)
 
void DestroyMeNextFrame ()
 
void Destroyed ()
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
void DisableComponentsSimulatePhysics ()
 
void DisableInput (APlayerController *PlayerController)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void EnableInput (APlayerController *PlayerController)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
void EndViewTarget (APlayerController *PC)
 
void ExchangeNetRoles (bool bRemoteOwned)
 
void FellOutOfWorld (UDamageType *dmgType)
 
void FinalSeamlessTravelled ()
 
void FinishAndRegisterComponent (UActorComponent *Component)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void FlushNetDormancy ()
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void ForceNetRelevant ()
 
void ForceReplicateNowWithChannel ()
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
bool GetActorEnableCollision ()
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorRelativeScale3D (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
FVectorGetActorScale3D (FVector *result)
 
float GetActorTimeDilation ()
 
FVectorGetActorUpVector (FVector *result)
 
FStringGetAimedTutorialHintString_Implementation (FString *result)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
float GetDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
FStringGetEditTextString_Implementation (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FStringGetHumanReadableName (FString *result)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
float GetInputAxisValue (FName InputAxisName)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
APawnGetInstigator ()
 
AControllerGetInstigatorController ()
 
FVectorGetTargetPathfindingLocation (FVector *result)
 
FVectorGetInterpolatedVelocity (FVector *result)
 
bool GetIsMapActor ()
 
long double GetLastRenderTime (bool ignoreShadow)
 
float GetLifeSpan ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
float GetNetPriority (FVector *ViewPos, FVector *ViewDir, APlayerController *Viewer, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
APlayerControllerGetOwnerController ()
 
ENetRole GetRemoteRole ()
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
FTransformGetTransform (FTransform *result)
 
FVectorGetVelocity (FVector *result, bool bIsForRagdoll)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UWorldGetWorld ()
 
AWorldSettingsGetWorldSettings ()
 
bool HasNetOwner ()
 
void InitializeComponents ()
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool IsInGameplayWorld ()
 
bool IsInOrOwnedBy (UObject *SomeOuter)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
bool IsMatineeControlled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
bool IsNetStartupActor ()
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool IsReadyForFinishDestroy ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsRootComponentMovable ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
void K2_AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void K2_DestroyComponent (UActorComponent *Component)
 
FRotatorK2_GetActorRotation (FRotator *result)
 
USceneComponentK2_GetRootComponent ()
 
UWorldK2_GetWorld ()
 
bool K2_SetActorLocation (FVector NewLocation, bool bSweep)
 
bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation, bool bSimpleTeleport)
 
void OutsideWorldBounds ()
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
void MarkComponentsAsPendingKill ()
 
void MarkComponentsRenderStateDirty ()
 
void MatineeUpdated ()
 
bool Modify (bool bAlwaysMarkDirty)
 
void Multi_DrawDebugCoordinateSystem_Implementation (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow_Implementation (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine_Implementation (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere_Implementation (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC, bool bUnreliable)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
void Net_DrawDebugBox (FVector *Center, FVector *BoxExtent, FQuat *Rotation, FColor *BoxColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCapsule (FVector *Center, float HalfHeight, float Radius, FQuat *Rotation, FColor *CapsuleColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugCoordinateSystem (FVector *AxisLoc, FRotator *AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugDirectionalArrow (FVector *LineStart, FVector *LineEnd, float ArrowSize, FColor *ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Net_DrawDebugLine (FVector *LineStart, FVector *LineEnd, FColor *LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Net_DrawDebugSphere (FVector *Center, float Radius, int Segments, FColor *SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void OnRep_AttachmentReplication ()
 
void OnRep_ReplicatedMovement ()
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PostActorConstruction ()
 
void PostInitProperties ()
 
void PostInitializeComponents ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void PostNetInit ()
 
void PostNetReceive ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void PreInitializeComponents ()
 
void PreNetReceive ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void PropertyServerToClientsUnreliable_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void REP_ActivateManualDirtyForPlayer (FName *PropertyName, APlayerController *PC)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void RegisterAllComponents ()
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void ReregisterAllComponents ()
 
void RerunConstructionScripts ()
 
void ResetOwnedComponents ()
 
void ResetPropertiesForConstruction ()
 
void ResetSpatialComponent ()
 
void RouteEndPlay (EEndPlayReason::Type EndPlayReason)
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void SetActorEnableCollision (bool bNewActorEnableCollision, bool bCheckRecreatePhysicsState)
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorRelativeTransform (FTransform *NewRelativeTransform, bool bSweep)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorRotation (FRotator NewRotation)
 
void SetActorScale3D (FVector *NewScale3D)
 
void SetActorTickEnabled (bool bEnabled)
 
bool SetActorTransform (FTransform *NewTransform, bool bSweep)
 
void SetAutonomousProxy (bool bInAutonomousProxy)
 
void SetLifeSpan (float InLifespan)
 
void SetNetUpdateTime (long double NewUpdateTime)
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void SetOwner (AActor *NewOwner)
 
void SetReplicates (bool bInReplicates)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void SetTickFunctionEnabled (bool bEnableTick)
 
void SetTickableWhenPaused (bool bTickableWhenPaused)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void SnapRootComponentTo (AActor *InParentActor, FName InSocketName)
 
void Stasis ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
void Tick (float DeltaSeconds)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void Unstasis ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GatherCurrentMovement ()
 
AActorGetOwner ()
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
void BPClientDoMultiUse (APlayerController *ForPC, int ClientUseIndex)
 
void BPClientIsAboutToSeamlessTravel ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FStringBPOverrideMultiUseCenterText (FString *result, APlayerController *ForPC)
 
float BPOverrideServerMultiUseAcceptRange ()
 
void BPPostInitializeComponents ()
 
void BPPostLoadedFromSeamlessTravel ()
 
void BPPreInitializeComponents ()
 
bool BPTryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientPrepareForSeamlessTravel ()
 
void ClientSeamlessTravelled ()
 
void DrawActorFloatingHUD (AHUD *ForHUD)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
FStringGetAimedTutorialHintString (FString *result)
 
FStringGetEditTextString (FString *result, APlayerController *ForPC, UObject *AssociatedObject1, int ExtraID1, int ExtraID2)
 
void InitializedSeamlessGridInfo ()
 
bool IsValidLockOnTarget (APawn *AttackerPawn)
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void Multi_DrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugDirectionalArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FColor ArrowColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void Multi_DrawDebugLine (FVector LineStart, FVector LineEnd, FColor LineColor, bool bPersistentLines, float LifeTime, char DepthPriority, float Thickness)
 
void Multi_DrawDebugSphere (FVector Center, float Radius, int Segments, FColor SphereColor, bool bPersistentLines, float LifeTime, char DepthPriority)
 
void NetActorSpawnActor (TSubclassOf< AActor > ActorClass, FVector AtLoc, FRotator AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetSpawnedActor (AActor *SpawnedActor)
 
float OffsetHUDFromBottomScreenY (AHUD *ForHUD)
 
float OffsetHUDFromCenterScreenY (AHUD *ForHUD)
 
void PrepareClientMapActorForSeamlessTravel ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void PropertyServerToClientsUnreliable (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ServerPrepareForSeamlessTravel ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
float & CustomTimeDilationField ()
 
float & ClientReplicationSendNowThresholdField ()
 
bool & bForceAllowNetMulticastField ()
 
TEnumAsByte< enum ENetRole > & RemoteRoleField ()
 
AActorOwnerField ()
 
long double & LastReplicatedMovementField ()
 
int & LastFrameForceNetUpdateField ()
 
TEnumAsByte< enum ENetRole > & RoleField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & ReplicatedComponentsField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
UPrimitiveComponentStasisCheckComponentField ()
 
TArray< AActor * > NetworkSpatializationChildrenField ()
 
AActorNetworkSpatializationParentField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
float & ReplicationIntervalMultiplierField ()
 
int & ForceImmediateReplicationFrameField ()
 
char & StasisSetIndexField ()
 
char & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent > > & StasisUnRegisteredComponentsField ()
 
float & NetCullDistanceSquaredField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetTagField ()
 
long double & NetUpdateTimeField ()
 
float & NetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastNetUpdateTimeField ()
 
FNameNetDriverNameField ()
 
int & TargetingTeamField ()
 
float & OverrideStasisComponentRadiusField ()
 
APawnInstigatorField ()
 
long double & CreationTimeField ()
 
long double & OriginalCreationTimeField ()
 
TArray< AActor * > ChildrenField ()
 
unsigned int & AnimUpdateRateShiftTagField ()
 
unsigned int & AnimUpdateRateFrameCountField ()
 
USceneComponentRootComponentField ()
 
TArray< AMatineeActor * > ControllingMatineeActorsField ()
 
float & InitialLifeSpanField ()
 
TArray< FName > & LayersField ()
 
TWeakObjectPtr< AActor > & ParentComponentActorField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TArray< FName > & TagsField ()
 
unsigned __int64 & HiddenEditorViewsField ()
 
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
FVectorDefaultActorLocationField ()
 
FGuidUniqueGuidIdField ()
 
float & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
TArray< UActorComponent * > OwnedComponentsField ()
 
TArray< UActorComponent * > SerializedComponentsField ()
 
int & LastFrameCalculcatedNetworkRangeMultiplierField ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bHasExecutedActorConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bEverSetTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceBasedActorsOutOfFastTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateInstigator ()
 
BitFieldValue< bool, unsigned __int32 > bSuppressDestroyedEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bPendingNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bDoNotCook ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bHasReplicatedProperties ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bPendingKillPending ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bNetConnectionDidInitialSort ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bDoOverrideHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideHiddenShadowValue ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateRotationHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateVelocityHighQuality ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
FVectorGetTargetPathfindingLocation (FVector *result, AActor *RequestedBy)
 
bool IsLevelBoundsRelevant ()
 
bool IsPendingKillPending ()
 
bool IsOwnedBy (AActor *TestOwner)
 
void SetRemoteRoleForBackwardsCompat (ENetRole InRemoteRole)
 
FStringGetHumanReadableName (FString *result)
 
UGameInstanceGetOwner ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
UWorldGetWorld ()
 
bool IsInGameplayWorld ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (FVector *DestLocation, FRotator *DestRotation, bool bIsATest, bool bNoCheck)
 
bool SimpleTeleportTo (FVector *DestLocation, FRotator *DestRotation)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
bool IsReadyForFinishDestroy ()
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
void SetActorTickEnabled (bool bEnabled)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void Tick (float DeltaSeconds)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetApproachRadius ()
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (AActor *Other)
 
bool IsBasedOnActor (AActor *Other)
 
bool Modify (bool bAlwaysMarkDirty)
 
FBoxGetComponentsBoundingBox (FBox *result, bool bNonColliding)
 
FBoxGetComponentsBoundingBoxForLevelBounds (FBox *result)
 
bool CheckStillInWorld ()
 
void UpdateOverlaps (bool bDoNotifies)
 
void GetOverlappingActors (TArray< AActor * > *OverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
long double GetLastRenderTime (bool ignoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasNetOwner ()
 
void AttachRootComponentTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void OnRep_AttachmentReplication ()
 
void AttachRootComponentToActor (AActor *InParentActor, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
void DetachSceneComponentsFromParent (USceneComponent *InParentComponent, bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
FNameGetAttachParentSocketName (FName *result)
 
void GetAttachedActors (TArray< AActor * > *OutActors)
 
bool ActorHasTag (FName Tag)
 
bool IsMatineeControlled ()
 
bool IsRootComponentStatic ()
 
bool IsRootComponentStationary ()
 
bool IsRootComponentMovable ()
 
bool IsRelevancyOwnerFor (AActor *ReplicatedActor, AActor *ActorOwner, AActor *ConnectionActor)
 
void FlushNetDormancy ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void EndPlay (EEndPlayReason::Type EndPlayReason)
 
FTransformActorToWorld (FTransform *result)
 
FTransformGetTransform (FTransform *result)
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void Destroyed ()
 
void FellOutOfWorld (UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, FVector NoiseLocation)
 
float TakeDamage (float DamageAmount, FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult *Hit)
 
void OutsideWorldBounds ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
AControllerGetInstigatorController ()
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void ForceNetRelevant ()
 
void GetActorEyesViewPoint (FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetActorViewDirection (FVector *result)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (UObject *InventoryItemObject)
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
FVectorGetTargetingLocation (FVector *result, AActor *Attacker)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
TArray< UActorComponent * > * GetComponentsByClass (TArray< UActorComponent * > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent * > * GetComponentsByCustomTag (TArray< UActorComponent * > *result, FName TheTag)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (FVector *SpawnLocation, FRotator *SpawnRotation, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay)
 
void FinishSpawning (FTransform *Transform, bool bIsDefaultTransform)
 
void DoExecuteActorConstruction (FTransform *Transform, bool bIsDefaultTransform)
 
void PreSave ()
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void CopyRemoteRoleFrom (AActor *CopyFromActor)
 
void PostNetInit ()
 
void BeginPlay ()
 
void MatineeUpdated ()
 
void ForceReplicateNowWithChannel ()
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (FName InputAxisName)
 
float GetInputAxisKeyValue (FKey InputAxisKey)
 
FVectorGetInputVectorAxisValue (FVector *result, FKey InputAxisKey)
 
bool SetActorLocation (FVector *NewLocation, bool bSweep)
 
bool SetActorRotation (FRotator NewRotation)
 
bool SetActorRotation (FQuat *NewRotation)
 
bool SetActorLocationAndRotation (FVector *NewLocation, FRotator NewRotation, bool bSweep)
 
void SetActorScale3D (FVector *NewScale3D)
 
FVectorGetActorScale3D (FVector *result)
 
void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep)
 
void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep)
 
void SetActorRelativeScale3D (FVector NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool HasAuthority ()
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
FVectorGetActorForwardVector (FVector *result)
 
FVectorGetActorUpVector (FVector *result)
 
FVectorGetActorRightVector (FVector *result)
 
void GetActorBounds (bool bOnlyCollidingComponents, FVector *Origin, FVector *BoxExtent)
 
AWorldSettingsGetWorldSettings ()
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void PlaySoundAtLocation (USoundCue *InSoundCue, FVector SoundLocation, float VolumeMultiplier, float PitchMultiplier)
 
void UnregisterAllComponents (bool bDetachFromOtherParent)
 
void RegisterAllComponents ()
 
void MarkComponentsAsPendingKill ()
 
void ReregisterAllComponents ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (EEndPlayReason::Type EndPlayReason)
 
void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
bool ActorLineTraceSingle (FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PostInitializeComponents ()
 
void Stasis ()
 
void Unstasis ()
 
void PreInitializeComponents ()
 
UWorldK2_GetWorld ()
 
float GetDistanceTo (AActor *OtherActor)
 
float GetHorizontalDistanceTo (AActor *OtherActor)
 
float GetVerticalDistanceTo (AActor *OtherActor)
 
float GetDotProductTo (AActor *OtherActor)
 
float GetHorizontalDotProductTo (AActor *OtherActor)
 
FTransformGetInterpolatedTransform (FTransform *result)
 
APlayerControllerGetOwnerController ()
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
bool AllowSaving ()
 
void ChangeActorTeam (int NewTeam)
 
void TargetingTeamChanged ()
 
void ForceDestroy ()
 
bool GetIsMapActor ()
 
void SendExecCommand (FName CommandName, FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
bool IsPrimalCharacterOrStructure ()
 
void SetTickFunctionEnabled (bool bEnableTick)
 
bool IsOwnedOrControlledBy (AActor *TestOwner)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
bool BPIsA (TSubclassOf< AActor > anActorClass)
 
void MulticastProperty (FName PropertyName)
 
void MulticastPropertyToPlayer (FName PropertyName, APlayerController *PC)
 
void PropertyServerToClients_Implementation (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
float GetNetStasisAndRangeMultiplier ()
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
void GetAllSceneComponents (TArray< USceneComponent * > *OutComponents)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void NetDetachRootComponentFromAny_Implementation ()
 
FVectorGetHUDWorldDrawLocation (FVector *result, FName *HUDTag)
 
void ResetPropertiesForConstruction ()
 
void DestroyConstructedComponents ()
 
void RerunConstructionScripts ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, FString *InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, FTransform *RelativeTransform, UObject *ComponentTemplateContext)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
bool IsNetRelevantFor (APlayerController *RealViewer, AActor *Viewer, FVector *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *NewSubobject)
 
bool IsNameStableForNetworking ()
 
void GetComponents (TArray< UActorComponent * > *OutComponents)
 
void GatherCurrentMovement ()
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void ActorPlaySound (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
void ActorPlaySoundUnreliable (USoundBase *SoundAsset, bool bAttach, FName BoneName, FVector LocOffset)
 
bool AllowGrappling ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
FVectorBP_GetHUDWorldDrawLocation (FVector *result, FName HUDTag)
 
FVectorBP_OverrideTargetingLocation (FVector *result, AActor *Attacker)
 
void BPAttachedRootComponent ()
 
void BPChangedActorTeam ()
 
bool BPConsumeSetPinCode (APlayerController *ForPC, int appledPinCode, bool bIsSetting, int TheCustomIndex)
 
bool BPConsumeUsePinCode (AActor *FromKeypadActor, APlayerController *ForPC, int appledPinCode, bool bIsActivating)
 
bool BPForceAllowsInventoryUse (UObject *InventoryItemObject)
 
int BPGetExtraSpecialBlueprintInt ()
 
bool BPGetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
void BPInventoryItemDropped (UObject *InventoryItemObject)
 
void BPInventoryItemUsed (UObject *InventoryItemObject)
 
FVectorBPOverrideUILocation (FVector *result, APlayerController *ForPC)
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
void K2_OnBecomeViewTarget (APlayerController *PC)
 
void K2_OnEndViewTarget (APlayerController *PC)
 
void ModifyHudMultiUseLoc (FVector2D *theVec, APlayerController *PC, int index)
 
void MulticastDrawDebugArrow (FVector LineStart, FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugBox (FVector Center, FVector Extent, FLinearColor LineColor, FRotator Rotation, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsule (FVector Center, float HalfHeight, float Radius, FRotator Rotation, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugCapsuleWithExtents (FVector Top, FVector Bottom, float Radius, FLinearColor LineColor, float Duration, bool bPersistent)
 
void MulticastDrawDebugCoordinateSystem (FVector AxisLoc, FRotator AxisRot, float Scale, float Duration, float Thickness)
 
void MulticastDrawDebugCylinder (FVector Start, FVector End, float Radius, int Segments, FLinearColor LineColor, float Duration)
 
void MulticastDrawDebugLine (FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (FVector Position, float Size, FLinearColor PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugString (FVector TextLocation, FString *Text, AActor *TestBaseActor, FLinearColor TextColor, float Duration, bool enableInShipping)
 
void NetAttachRootComponentTo (USceneComponent *InParent, FName InSocketName, FVector RelativeLocation, FRotator RelativeRotation)
 
void OnInventoryItemGrind ()
 
void PerformanceThrottledTick ()
 
void PropertyServerToClients (AActor *ActorToRep, FName PropertyName, TArray< unsigned char > *ReplicationData)
 
void ReceiveActorBeginCursorOver ()
 
void ReceiveActorBeginOverlap (AActor *OtherActor)
 
void ReceiveActorEndCursorOver ()
 
void ReceiveActorEndOverlap (AActor *OtherActor)
 
void ReceiveActorOnClicked ()
 
void ReceiveActorOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchEnter (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnInputTouchLeave (ETouchIndex::Type FingerIndex)
 
void ReceiveActorOnReleased ()
 
void ReceiveAnyDamage (float Damage, UDamageType *DamageType, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveBeginPlay ()
 
void ReceiveDestroyed ()
 
void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult *Hit)
 
void ReceiveInput (FString *InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded)
 
void ReceivePointDamage (float Damage, UDamageType *DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveRadialDamage (float DamageReceived, UDamageType *DamageType, FVector Origin, FHitResult *HitInfo, AController *InstigatedBy, AActor *DamageCauser)
 
void ReceiveTick (float DeltaSeconds)
 
void RecieveMatineeUpdated ()
 
void ThrottledTick ()
 
void UserConstructionScript ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static void GetActorOffsetFromScreenCenter (AActor *ActorTarget, AShooterPlayerController *MyPC, FVector2D *OffsetFromCenter, FVector2D *ScreenCenter)
 
static void GetAttackDirectionToBreakBlock (AShooterWeapon *DefenderWeapon, AShooterWeapon *DamageCauserWeapon, FVector *ShotDirection, int damageCauserAttackIndex, bool *RegularDirection, bool *AltDirection)
 
static bool GetBestBlockingDirection (AShooterWeapon *DefenderWeapon, AShooterWeapon *DamageCauserWeapon, FVector *ShotDirection, int defenderAttackIndex, bool *RegularDirection, bool *AltDirection, bool *RequiresDownBlock)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAShooterWeapon ()
 
static UClassStaticClass ()
 
static ABrushGetStandingAnimation_Implementation (TSubclassOf< ABrush > BrushType, FTransform *BrushTransform, FVector BoxExtent)
 
static void StaticRegisterNativesAShooterWeapon ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesAActor ()
 
static UClassGetPrivateStaticClass ()
 
static const wchar_t * StaticConfigName ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, FVector *NoiseLocation)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UObject
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static UObjectGetArchetypeFromRequiredInfo (UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
 
- Static Public Member Functions inherited from UObjectBase
static void EmitBaseReferences (UClass *RootClass)
 

Detailed Description

Definition at line 7492 of file Actor.h.

Member Function Documentation

◆ AddToMeleeSwingHurtList() [1/2]

bool AShooterWeapon::AddToMeleeSwingHurtList ( AActor * AnActor)
inline

Definition at line 7508 of file Actor.h.

◆ AddToMeleeSwingHurtList() [2/2]

bool AShooterWeapon::AddToMeleeSwingHurtList ( AActor * AnActor)
inline

Definition at line 8070 of file Actor.h.

◆ AIAttackInfosField()

TArray< FDinoAttackInfo > & AShooterWeapon::AIAttackInfosField ( )
inline

Definition at line 7717 of file Actor.h.

◆ AIDestinationOffsetOverrideField()

float & AShooterWeapon::AIDestinationOffsetOverrideField ( )
inline

Definition at line 7718 of file Actor.h.

◆ AIMaxLevelProjectileAimErrorField()

float & AShooterWeapon::AIMaxLevelProjectileAimErrorField ( )
inline

Definition at line 7793 of file Actor.h.

◆ AimDriftPitchAngleField() [1/2]

float & AShooterWeapon::AimDriftPitchAngleField ( )
inline

Definition at line 7200 of file Actor.h.

◆ AimDriftPitchAngleField() [2/2]

float & AShooterWeapon::AimDriftPitchAngleField ( )
inline

Definition at line 7644 of file Actor.h.

◆ AimDriftPitchFrequencyField() [1/2]

float & AShooterWeapon::AimDriftPitchFrequencyField ( )
inline

Definition at line 7202 of file Actor.h.

◆ AimDriftPitchFrequencyField() [2/2]

float & AShooterWeapon::AimDriftPitchFrequencyField ( )
inline

Definition at line 7646 of file Actor.h.

◆ AimDriftYawAngleField() [1/2]

float & AShooterWeapon::AimDriftYawAngleField ( )
inline

Definition at line 7199 of file Actor.h.

◆ AimDriftYawAngleField() [2/2]

float & AShooterWeapon::AimDriftYawAngleField ( )
inline

Definition at line 7643 of file Actor.h.

◆ AimDriftYawFrequencyField() [1/2]

float & AShooterWeapon::AimDriftYawFrequencyField ( )
inline

Definition at line 7201 of file Actor.h.

◆ AimDriftYawFrequencyField() [2/2]

float & AShooterWeapon::AimDriftYawFrequencyField ( )
inline

Definition at line 7645 of file Actor.h.

◆ AIMinLevelProjectileAimErrorField()

float & AShooterWeapon::AIMinLevelProjectileAimErrorField ( )
inline

Definition at line 7792 of file Actor.h.

◆ AIOrbitTargetRangeMinOverrideField()

float & AShooterWeapon::AIOrbitTargetRangeMinOverrideField ( )
inline

Definition at line 7719 of file Actor.h.

◆ AIOrbitTargetSpreadOverrideField()

float & AShooterWeapon::AIOrbitTargetSpreadOverrideField ( )
inline

Definition at line 7720 of file Actor.h.

◆ AIReloadMaxPlayrateField()

float & AShooterWeapon::AIReloadMaxPlayrateField ( )
inline

Definition at line 7722 of file Actor.h.

◆ AIReloadMinPlayrateField()

float & AShooterWeapon::AIReloadMinPlayrateField ( )
inline

Definition at line 7721 of file Actor.h.

◆ AIWeaponAttackDataClassField()

TSubclassOf< UWeaponAttackData > & AShooterWeapon::AIWeaponAttackDataClassField ( )
inline

Definition at line 7579 of file Actor.h.

◆ AllowChargeRunInTimeField()

float & AShooterWeapon::AllowChargeRunInTimeField ( )
inline

Definition at line 7759 of file Actor.h.

◆ AllowedToFire()

bool AShooterWeapon::AllowedToFire ( bool bForceAllowSubmergedFiring)
inline

Definition at line 7428 of file Actor.h.

◆ AllowFastAttackForTime()

void AShooterWeapon::AllowFastAttackForTime ( float time,
bool bWasLeftAttack,
bool bShouldAllowBothSides )
inline

Definition at line 8071 of file Actor.h.

◆ AllowFiring() [1/2]

bool AShooterWeapon::AllowFiring ( )
inline

Definition at line 7460 of file Actor.h.

◆ AllowFiring() [2/2]

bool AShooterWeapon::AllowFiring ( bool bIsLeftFire)
inline

Definition at line 8072 of file Actor.h.

◆ AllowMeleeTimeBeforeAnimationEndField() [1/2]

float & AShooterWeapon::AllowMeleeTimeBeforeAnimationEndField ( )
inline

Definition at line 7136 of file Actor.h.

◆ AllowMeleeTimeBeforeAnimationEndField() [2/2]

float & AShooterWeapon::AllowMeleeTimeBeforeAnimationEndField ( )
inline

Definition at line 7544 of file Actor.h.

◆ AllowTargeting() [1/2]

bool AShooterWeapon::AllowTargeting ( )
inline

Definition at line 7547 of file Actor.h.

◆ AllowTargeting() [2/2]

bool AShooterWeapon::AllowTargeting ( )
inline

Definition at line 8420 of file Actor.h.

◆ AllowUnequip() [1/2]

bool AShooterWeapon::AllowUnequip ( )
inline

Definition at line 7548 of file Actor.h.

◆ AllowUnequip() [2/2]

bool AShooterWeapon::AllowUnequip ( )
inline

Definition at line 8421 of file Actor.h.

◆ AlternateInventoryEquipAnimField()

UAnimMontage * AShooterWeapon::AlternateInventoryEquipAnimField ( )
inline

Definition at line 7203 of file Actor.h.

◆ AltFireSoundField() [1/2]

USoundCue * AShooterWeapon::AltFireSoundField ( )
inline

Definition at line 7157 of file Actor.h.

◆ AltFireSoundField() [2/2]

USoundCue * AShooterWeapon::AltFireSoundField ( )
inline

Definition at line 7568 of file Actor.h.

◆ AmmoIconsCountField() [1/2]

float & AShooterWeapon::AmmoIconsCountField ( )
inline

Definition at line 7109 of file Actor.h.

◆ AmmoIconsCountField() [2/2]

float & AShooterWeapon::AmmoIconsCountField ( )
inline

Definition at line 7508 of file Actor.h.

◆ AnimOverrideToField()

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

Definition at line 7807 of file Actor.h.

◆ AnimsOverrideFromField()

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

Definition at line 7806 of file Actor.h.

◆ ApplyCharacterSnapshot()

void AShooterWeapon::ApplyCharacterSnapshot ( UPrimalItem * SnapshotItem,
AActor * To )
inline

Definition at line 7427 of file Actor.h.

◆ ApplyFPVCustomOffset()

void AShooterWeapon::ApplyFPVCustomOffset ( FVector TargetOffset,
float Duration,
float InterpSpeed )
inline

Definition at line 8073 of file Actor.h.

◆ ApplyPrimalItemSettingsToWeapon() [1/2]

void AShooterWeapon::ApplyPrimalItemSettingsToWeapon ( bool bShallowUpdate)
inline

Definition at line 7425 of file Actor.h.

◆ ApplyPrimalItemSettingsToWeapon() [2/2]

void AShooterWeapon::ApplyPrimalItemSettingsToWeapon ( bool bShallowUpdate,
bool bIsSecondaryItem,
bool bAllowIDZero )
inline

Definition at line 8074 of file Actor.h.

◆ AssociatedItemNetInfoField() [1/2]

FItemNetInfo & AShooterWeapon::AssociatedItemNetInfoField ( )
inline

Definition at line 7140 of file Actor.h.

◆ AssociatedItemNetInfoField() [2/2]

FItemNetInfo & AShooterWeapon::AssociatedItemNetInfoField ( )
inline

Definition at line 7547 of file Actor.h.

◆ AssociatedItemNetInfoSecondaryField()

FItemNetInfo & AShooterWeapon::AssociatedItemNetInfoSecondaryField ( )
inline

Definition at line 7776 of file Actor.h.

◆ AssociatedMissionField()

AMissionType * AShooterWeapon::AssociatedMissionField ( )
inline

Definition at line 7138 of file Actor.h.

◆ AssociatedPrimalItemField() [1/2]

UPrimalItem * AShooterWeapon::AssociatedPrimalItemField ( )
inline

Definition at line 7137 of file Actor.h.

◆ AssociatedPrimalItemField() [2/2]

UPrimalItem * AShooterWeapon::AssociatedPrimalItemField ( )
inline

Definition at line 7545 of file Actor.h.

◆ AssociatedPrimalItemSecondaryField()

UPrimalItem * AShooterWeapon::AssociatedPrimalItemSecondaryField ( )
inline

Definition at line 7774 of file Actor.h.

◆ AttachedToPawn()

void AShooterWeapon::AttachedToPawn ( )
inline

Definition at line 8422 of file Actor.h.

◆ AttachMeshToPawn() [1/2]

void AShooterWeapon::AttachMeshToPawn ( )
inline

Definition at line 7424 of file Actor.h.

◆ AttachMeshToPawn() [2/2]

void AShooterWeapon::AttachMeshToPawn ( )
inline

Definition at line 8075 of file Actor.h.

◆ AttachMeshToPawnSecondary()

void AShooterWeapon::AttachMeshToPawnSecondary ( )
inline

Definition at line 8076 of file Actor.h.

◆ AttackAutoAimSliderField()

float & AShooterWeapon::AttackAutoAimSliderField ( )
inline

Definition at line 7513 of file Actor.h.

◆ AttackAutoAimSliderMaxMultiplierField()

float & AShooterWeapon::AttackAutoAimSliderMaxMultiplierField ( )
inline

Definition at line 7514 of file Actor.h.

◆ AttackAutoAimSliderMinMultiplierField()

float & AShooterWeapon::AttackAutoAimSliderMinMultiplierField ( )
inline

Definition at line 7515 of file Actor.h.

◆ AttackSpeedMultiplierField()

float & AShooterWeapon::AttackSpeedMultiplierField ( )
inline

Definition at line 7647 of file Actor.h.

◆ AutoAimRangeField()

float & AShooterWeapon::AutoAimRangeField ( )
inline

Definition at line 7605 of file Actor.h.

◆ AutoAimTargetField()

AActor * AShooterWeapon::AutoAimTargetField ( )
inline

Definition at line 7617 of file Actor.h.

◆ AutoAimViewOffsetField()

FVector & AShooterWeapon::AutoAimViewOffsetField ( )
inline

Definition at line 7517 of file Actor.h.

◆ AutoReloadTimerField() [1/2]

float & AShooterWeapon::AutoReloadTimerField ( )
inline

Definition at line 7220 of file Actor.h.

◆ AutoReloadTimerField() [2/2]

float & AShooterWeapon::AutoReloadTimerField ( )
inline

Definition at line 7665 of file Actor.h.

◆ BackStabDamageMultiplierField()

float & AShooterWeapon::BackStabDamageMultiplierField ( )
inline

Definition at line 7751 of file Actor.h.

◆ bAllowAttackEarlyOuts()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowAttackEarlyOuts ( )
inline

Definition at line 8001 of file Actor.h.

◆ bAllowAutoAim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowAutoAim ( )
inline

Definition at line 7827 of file Actor.h.

◆ bAllowAutoAimOnDodgingTarget()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowAutoAimOnDodgingTarget ( )
inline

Definition at line 7921 of file Actor.h.

◆ bAllowCombatStateToggle()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowCombatStateToggle ( )
inline

Definition at line 8050 of file Actor.h.

◆ bAllowDropAndPickup() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowDropAndPickup ( )
inline

Definition at line 7354 of file Actor.h.

◆ bAllowDropAndPickup() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowDropAndPickup ( )
inline

Definition at line 7938 of file Actor.h.

◆ bAllowEquippedOnSteeringWheel()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowEquippedOnSteeringWheel ( )
inline

Definition at line 7845 of file Actor.h.

◆ bAllowFastAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowFastAttack ( )
inline

Definition at line 7831 of file Actor.h.

◆ bAllowFastAttackForBothSides()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowFastAttackForBothSides ( )
inline

Definition at line 7832 of file Actor.h.

◆ bAllowJumpWhileRunning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowJumpWhileRunning ( )
inline

Definition at line 7838 of file Actor.h.

◆ bAllowOnLadder()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowOnLadder ( )
inline

Definition at line 8024 of file Actor.h.

◆ bAllowRunning() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunning ( )
inline

Definition at line 7369 of file Actor.h.

◆ bAllowRunning() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunning ( )
inline

Definition at line 7953 of file Actor.h.

◆ bAllowRunningWhileFiring() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileFiring ( )
inline

Definition at line 7380 of file Actor.h.

◆ bAllowRunningWhileFiring() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileFiring ( )
inline

Definition at line 7964 of file Actor.h.

◆ bAllowRunningWhileMeleeAttacking() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileMeleeAttacking ( )
inline

Definition at line 7382 of file Actor.h.

◆ bAllowRunningWhileMeleeAttacking() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileMeleeAttacking ( )
inline

Definition at line 7966 of file Actor.h.

◆ bAllowRunningWhileReloading() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileReloading ( )
inline

Definition at line 7381 of file Actor.h.

◆ bAllowRunningWhileReloading() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileReloading ( )
inline

Definition at line 7965 of file Actor.h.

◆ bAllowSettingColorizeRegions() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSettingColorizeRegions ( )
inline

Definition at line 7373 of file Actor.h.

◆ bAllowSettingColorizeRegions() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSettingColorizeRegions ( )
inline

Definition at line 7957 of file Actor.h.

◆ bAllowShipSteering()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowShipSteering ( )
inline

Definition at line 7844 of file Actor.h.

◆ bAllowSubmergedFiring() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSubmergedFiring ( )
inline

Definition at line 7272 of file Actor.h.

◆ bAllowSubmergedFiring() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSubmergedFiring ( )
inline

Definition at line 7851 of file Actor.h.

◆ bAllowSwitchBlockingSide()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSwitchBlockingSide ( )
inline

Definition at line 8000 of file Actor.h.

◆ bAllowTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowTargeting ( )
inline

Definition at line 7353 of file Actor.h.

◆ bAllowTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowTargeting ( )
inline

Definition at line 7937 of file Actor.h.

◆ bAllowTargetingDuringMeleeSwingField() [1/2]

bool & AShooterWeapon::bAllowTargetingDuringMeleeSwingField ( )
inline

Definition at line 7254 of file Actor.h.

◆ bAllowTargetingDuringMeleeSwingField() [2/2]

bool & AShooterWeapon::bAllowTargetingDuringMeleeSwingField ( )
inline

Definition at line 7699 of file Actor.h.

◆ bAllowTargetingWhileReloading() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowTargetingWhileReloading ( )
inline

Definition at line 7296 of file Actor.h.

◆ bAllowTargetingWhileReloading() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowTargetingWhileReloading ( )
inline

Definition at line 7875 of file Actor.h.

◆ bAllowUseHarvesting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowUseHarvesting ( )
inline

Definition at line 7347 of file Actor.h.

◆ bAllowUseHarvesting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowUseHarvesting ( )
inline

Definition at line 7924 of file Actor.h.

◆ bAllowUseOnSeatingStructureField() [1/2]

bool & AShooterWeapon::bAllowUseOnSeatingStructureField ( )
inline

Definition at line 7231 of file Actor.h.

◆ bAllowUseOnSeatingStructureField() [2/2]

bool & AShooterWeapon::bAllowUseOnSeatingStructureField ( )
inline

Definition at line 7676 of file Actor.h.

◆ bAllowUseWhileRidingDino() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowUseWhileRidingDino ( )
inline

Definition at line 7370 of file Actor.h.

◆ bAllowUseWhileRidingDino() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowUseWhileRidingDino ( )
inline

Definition at line 7954 of file Actor.h.

◆ bAltFireDoesMeleeAttack() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAltFireDoesMeleeAttack ( )
inline

Definition at line 7280 of file Actor.h.

◆ bAltFireDoesMeleeAttack() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAltFireDoesMeleeAttack ( )
inline

Definition at line 7859 of file Actor.h.

◆ bAltFireDoesNotStopFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAltFireDoesNotStopFire ( )
inline

Definition at line 7281 of file Actor.h.

◆ bAltFireDoesNotStopFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAltFireDoesNotStopFire ( )
inline

Definition at line 7860 of file Actor.h.

◆ bApplyAimDriftWhenTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bApplyAimDriftWhenTargeting ( )
inline

Definition at line 7355 of file Actor.h.

◆ bApplyAimDriftWhenTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bApplyAimDriftWhenTargeting ( )
inline

Definition at line 7939 of file Actor.h.

◆ BaseShieldBreakingPowerField()

float & AShooterWeapon::BaseShieldBreakingPowerField ( )
inline

Definition at line 7712 of file Actor.h.

◆ BaseSpeedModifierField()

float & AShooterWeapon::BaseSpeedModifierField ( )
inline

Definition at line 7748 of file Actor.h.

◆ bAttemptToDyeWithMeleeAttack() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAttemptToDyeWithMeleeAttack ( )
inline

Definition at line 7374 of file Actor.h.

◆ bAttemptToDyeWithMeleeAttack() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAttemptToDyeWithMeleeAttack ( )
inline

Definition at line 7958 of file Actor.h.

◆ bAutoRefire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAutoRefire ( )
inline

Definition at line 7301 of file Actor.h.

◆ bAutoRefire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAutoRefire ( )
inline

Definition at line 7880 of file Actor.h.

◆ bBPDoClientCheckCanFireField() [1/2]

bool & AShooterWeapon::bBPDoClientCheckCanFireField ( )
inline

Definition at line 7233 of file Actor.h.

◆ bBPDoClientCheckCanFireField() [2/2]

bool & AShooterWeapon::bBPDoClientCheckCanFireField ( )
inline

Definition at line 7678 of file Actor.h.

◆ bBPHandleMeleeAttack() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPHandleMeleeAttack ( )
inline

Definition at line 7337 of file Actor.h.

◆ bBPHandleMeleeAttack() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPHandleMeleeAttack ( )
inline

Definition at line 7915 of file Actor.h.

◆ bBPOverrideAspectRatioField() [1/2]

bool & AShooterWeapon::bBPOverrideAspectRatioField ( )
inline

Definition at line 7240 of file Actor.h.

◆ bBPOverrideAspectRatioField() [2/2]

bool & AShooterWeapon::bBPOverrideAspectRatioField ( )
inline

Definition at line 7686 of file Actor.h.

◆ bBPOverrideFPVMasterPoseComponentField()

bool & AShooterWeapon::bBPOverrideFPVMasterPoseComponentField ( )
inline

Definition at line 7241 of file Actor.h.

◆ bBPUseTargetingEvents()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPUseTargetingEvents ( )
inline

Definition at line 7306 of file Actor.h.

◆ bBPUseWeaponCanFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPUseWeaponCanFire ( )
inline

Definition at line 7305 of file Actor.h.

◆ bBPUseWeaponCanFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPUseWeaponCanFire ( )
inline

Definition at line 7884 of file Actor.h.

◆ bBurstUsesAltAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBurstUsesAltAttack ( )
inline

Definition at line 8041 of file Actor.h.

◆ bCanAccessoryBeSetOn() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanAccessoryBeSetOn ( )
inline

Definition at line 7330 of file Actor.h.

◆ bCanAccessoryBeSetOn() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanAccessoryBeSetOn ( )
inline

Definition at line 7908 of file Actor.h.

◆ bCanAltFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanAltFire ( )
inline

Definition at line 7279 of file Actor.h.

◆ bCanAltFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanAltFire ( )
inline

Definition at line 7858 of file Actor.h.

◆ bCanBeUsedAsEquipmentField() [1/2]

bool & AShooterWeapon::bCanBeUsedAsEquipmentField ( )
inline

Definition at line 7139 of file Actor.h.

◆ bCanBeUsedAsEquipmentField() [2/2]

bool & AShooterWeapon::bCanBeUsedAsEquipmentField ( )
inline

Definition at line 7546 of file Actor.h.

◆ bCancelReloadWhenSwimming()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCancelReloadWhenSwimming ( )
inline

Definition at line 8003 of file Actor.h.

◆ bCanDoNonImpulsingHarvestAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanDoNonImpulsingHarvestAttack ( )
inline

Definition at line 8051 of file Actor.h.

◆ bCanDownBlock()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanDownBlock ( )
inline

Definition at line 8020 of file Actor.h.

◆ bCanFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanFire ( )
inline

Definition at line 7361 of file Actor.h.

◆ bCanFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanFire ( )
inline

Definition at line 7945 of file Actor.h.

◆ bCheckCanTargetToStartTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCheckCanTargetToStartTargeting ( )
inline

Definition at line 7850 of file Actor.h.

◆ bClientAlreadyReloadedField() [1/2]

bool & AShooterWeapon::bClientAlreadyReloadedField ( )
inline

Definition at line 7219 of file Actor.h.

◆ bClientAlreadyReloadedField() [2/2]

bool & AShooterWeapon::bClientAlreadyReloadedField ( )
inline

Definition at line 7664 of file Actor.h.

◆ bClientAlreadyReloadedSecondary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientAlreadyReloadedSecondary ( )
inline

Definition at line 8033 of file Actor.h.

◆ bClientLoopingSimulateWeaponFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientLoopingSimulateWeaponFire ( )
inline

Definition at line 7336 of file Actor.h.

◆ bClientLoopingSimulateWeaponFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientLoopingSimulateWeaponFire ( )
inline

Definition at line 7914 of file Actor.h.

◆ bClientTriggersHandleFiring() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientTriggersHandleFiring ( )
inline

Definition at line 7346 of file Actor.h.

◆ bClientTriggersHandleFiring() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientTriggersHandleFiring ( )
inline

Definition at line 7923 of file Actor.h.

◆ bClipScopeInY() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClipScopeInY ( )
inline

Definition at line 7378 of file Actor.h.

◆ bClipScopeInY() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClipScopeInY ( )
inline

Definition at line 7962 of file Actor.h.

◆ bColorCrosshairBasedOnTarget() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bColorCrosshairBasedOnTarget ( )
inline

Definition at line 7352 of file Actor.h.

◆ bColorCrosshairBasedOnTarget() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bColorCrosshairBasedOnTarget ( )
inline

Definition at line 7936 of file Actor.h.

◆ bColorizeMuzzleFX() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bColorizeMuzzleFX ( )
inline

Definition at line 7383 of file Actor.h.

◆ bColorizeMuzzleFX() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bColorizeMuzzleFX ( )
inline

Definition at line 7967 of file Actor.h.

◆ bColorizeRegionsField() [1/2]

FieldArray< bool, 6 > AShooterWeapon::bColorizeRegionsField ( )
inline

Definition at line 7228 of file Actor.h.

◆ bColorizeRegionsField() [2/2]

FieldArray< bool, 6 > AShooterWeapon::bColorizeRegionsField ( )
inline

Definition at line 7673 of file Actor.h.

◆ bConsumeAmmoItemOnReload() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeAmmoItemOnReload ( )
inline

Definition at line 7331 of file Actor.h.

◆ bConsumeAmmoItemOnReload() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeAmmoItemOnReload ( )
inline

Definition at line 7909 of file Actor.h.

◆ bConsumeAmmoOnUseAmmo() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeAmmoOnUseAmmo ( )
inline

Definition at line 7302 of file Actor.h.

◆ bConsumeAmmoOnUseAmmo() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeAmmoOnUseAmmo ( )
inline

Definition at line 7881 of file Actor.h.

◆ bConsumedDurabilityForThisMeleeHitField() [1/2]

bool & AShooterWeapon::bConsumedDurabilityForThisMeleeHitField ( )
inline

Definition at line 7221 of file Actor.h.

◆ bConsumedDurabilityForThisMeleeHitField() [2/2]

bool & AShooterWeapon::bConsumedDurabilityForThisMeleeHitField ( )
inline

Definition at line 7666 of file Actor.h.

◆ bConsumeZoomInOut() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeZoomInOut ( )
inline

Definition at line 7377 of file Actor.h.

◆ bConsumeZoomInOut() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeZoomInOut ( )
inline

Definition at line 7961 of file Actor.h.

◆ bCurrentReloadIsChained()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCurrentReloadIsChained ( )
inline

Definition at line 8046 of file Actor.h.

◆ bCutsEnemyGrapplingCableField() [1/2]

bool & AShooterWeapon::bCutsEnemyGrapplingCableField ( )
inline

Definition at line 7258 of file Actor.h.

◆ bCutsEnemyGrapplingCableField() [2/2]

bool & AShooterWeapon::bCutsEnemyGrapplingCableField ( )
inline

Definition at line 7703 of file Actor.h.

◆ bDebugDiscreteMeleeHits()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDebugDiscreteMeleeHits ( )
inline

Definition at line 8015 of file Actor.h.

◆ bDidLastAttackHarvest()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDidLastAttackHarvest ( )
inline

Definition at line 8052 of file Actor.h.

◆ bDirectPrimaryFireToAltFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectPrimaryFireToAltFire ( )
inline

Definition at line 7360 of file Actor.h.

◆ bDirectPrimaryFireToAltFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectPrimaryFireToAltFire ( )
inline

Definition at line 7944 of file Actor.h.

◆ bDirectPrimaryFireToSecondaryAction() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectPrimaryFireToSecondaryAction ( )
inline

Definition at line 7386 of file Actor.h.

◆ bDirectPrimaryFireToSecondaryAction() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectPrimaryFireToSecondaryAction ( )
inline

Definition at line 7970 of file Actor.h.

◆ bDirectTargetingToAltFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToAltFire ( )
inline

Definition at line 7364 of file Actor.h.

◆ bDirectTargetingToAltFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToAltFire ( )
inline

Definition at line 7948 of file Actor.h.

◆ bDirectTargetingToPrimaryFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToPrimaryFire ( )
inline

Definition at line 7363 of file Actor.h.

◆ bDirectTargetingToPrimaryFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToPrimaryFire ( )
inline

Definition at line 7947 of file Actor.h.

◆ bDirectTargetingToSecondaryAction() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToSecondaryAction ( )
inline

Definition at line 7365 of file Actor.h.

◆ bDirectTargetingToSecondaryAction() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToSecondaryAction ( )
inline

Definition at line 7949 of file Actor.h.

◆ bDisableShooterOnElectricStormField() [1/2]

bool & AShooterWeapon::bDisableShooterOnElectricStormField ( )
inline

Definition at line 7116 of file Actor.h.

◆ bDisableShooterOnElectricStormField() [2/2]

bool & AShooterWeapon::bDisableShooterOnElectricStormField ( )
inline

Definition at line 7523 of file Actor.h.

◆ bDisableWeaponCrosshairField() [1/2]

bool & AShooterWeapon::bDisableWeaponCrosshairField ( )
inline

Definition at line 7238 of file Actor.h.

◆ bDisableWeaponCrosshairField() [2/2]

bool & AShooterWeapon::bDisableWeaponCrosshairField ( )
inline

Definition at line 7684 of file Actor.h.

◆ bDodgeRequiresShift()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDodgeRequiresShift ( )
inline

Definition at line 8021 of file Actor.h.

◆ bDodgeRequiresWalking()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDodgeRequiresWalking ( )
inline

Definition at line 7835 of file Actor.h.

◆ bDoesntUsePrimalItem() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDoesntUsePrimalItem ( )
inline

Definition at line 7339 of file Actor.h.

◆ bDoesntUsePrimalItem() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDoesntUsePrimalItem ( )
inline

Definition at line 7917 of file Actor.h.

◆ bDoMeleeSwing() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDoMeleeSwing ( )
inline

Definition at line 7274 of file Actor.h.

◆ bDoMeleeSwing() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDoMeleeSwing ( )
inline

Definition at line 7853 of file Actor.h.

◆ bDontActuallyConsumeItemAmmo() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDontActuallyConsumeItemAmmo ( )
inline

Definition at line 7304 of file Actor.h.

◆ bDontActuallyConsumeItemAmmo() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDontActuallyConsumeItemAmmo ( )
inline

Definition at line 7883 of file Actor.h.

◆ bDontUseAttackDataForAltFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDontUseAttackDataForAltFire ( )
inline

Definition at line 8004 of file Actor.h.

◆ BeginPlay() [1/2]

void AShooterWeapon::BeginPlay ( )
inline

Definition at line 7518 of file Actor.h.

◆ BeginPlay() [2/2]

void AShooterWeapon::BeginPlay ( )
inline

Definition at line 8080 of file Actor.h.

◆ bEquippingRequiresWalking()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bEquippingRequiresWalking ( )
inline

Definition at line 7986 of file Actor.h.

◆ bEquipRequiresConscious()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bEquipRequiresConscious ( )
inline

Definition at line 7973 of file Actor.h.

◆ bFacingEnemyStructure()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFacingEnemyStructure ( )
inline

Definition at line 8054 of file Actor.h.

◆ bFiredFirstBurstShot() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFiredFirstBurstShot ( )
inline

Definition at line 7345 of file Actor.h.

◆ bFiredFirstBurstShot() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFiredFirstBurstShot ( )
inline

Definition at line 7920 of file Actor.h.

◆ bFoceSimulatedTickField() [1/2]

bool & AShooterWeapon::bFoceSimulatedTickField ( )
inline

Definition at line 7236 of file Actor.h.

◆ bFoceSimulatedTickField() [2/2]

bool & AShooterWeapon::bFoceSimulatedTickField ( )
inline

Definition at line 7682 of file Actor.h.

◆ bForceAllowMountedWeaponryField() [1/2]

bool & AShooterWeapon::bForceAllowMountedWeaponryField ( )
inline

Definition at line 7242 of file Actor.h.

◆ bForceAllowMountedWeaponryField() [2/2]

bool & AShooterWeapon::bForceAllowMountedWeaponryField ( )
inline

Definition at line 7687 of file Actor.h.

◆ bForceAlwaysPlayEquipAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceAlwaysPlayEquipAnim ( )
inline

Definition at line 7402 of file Actor.h.

◆ bForceAlwaysPlayEquipAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceAlwaysPlayEquipAnim ( )
inline

Definition at line 7987 of file Actor.h.

◆ bForceFirstPerson()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceFirstPerson ( )
inline

Definition at line 8019 of file Actor.h.

◆ bForceFirstPersonWhileTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceFirstPersonWhileTargeting ( )
inline

Definition at line 7384 of file Actor.h.

◆ bForceFirstPersonWhileTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceFirstPersonWhileTargeting ( )
inline

Definition at line 7968 of file Actor.h.

◆ bForceKeepEquippedWhileInInventory()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceKeepEquippedWhileInInventory ( )
inline

Definition at line 7325 of file Actor.h.

◆ bForceOverrideLandedAnimations()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceOverrideLandedAnimations ( )
inline

Definition at line 7928 of file Actor.h.

◆ bForcePlayReloadFPV()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForcePlayReloadFPV ( )
inline

Definition at line 8040 of file Actor.h.

◆ bForcePreventUseWhileRidingDino() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForcePreventUseWhileRidingDino ( )
inline

Definition at line 7391 of file Actor.h.

◆ bForcePreventUseWhileRidingDino() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForcePreventUseWhileRidingDino ( )
inline

Definition at line 7977 of file Actor.h.

◆ bForceReloadOnDestruction() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceReloadOnDestruction ( )
inline

Definition at line 7396 of file Actor.h.

◆ bForceReloadOnDestruction() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceReloadOnDestruction ( )
inline

Definition at line 7982 of file Actor.h.

◆ bForceRestrictSeatedTPVCameraYawField()

bool & AShooterWeapon::bForceRestrictSeatedTPVCameraYawField ( )
inline

Definition at line 7680 of file Actor.h.

◆ bForceShowCrosshairWhileFiring() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceShowCrosshairWhileFiring ( )
inline

Definition at line 7270 of file Actor.h.

◆ bForceShowCrosshairWhileFiring() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceShowCrosshairWhileFiring ( )
inline

Definition at line 7848 of file Actor.h.

◆ bForceTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceTargeting ( )
inline

Definition at line 7278 of file Actor.h.

◆ bForceTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceTargeting ( )
inline

Definition at line 7857 of file Actor.h.

◆ bForceTargetingOnDino() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceTargetingOnDino ( )
inline

Definition at line 7362 of file Actor.h.

◆ bForceTargetingOnDino() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceTargetingOnDino ( )
inline

Definition at line 7946 of file Actor.h.

◆ bForceThirdPerson()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceThirdPerson ( )
inline

Definition at line 7993 of file Actor.h.

◆ bForceTickWithNoControllerField() [1/2]

bool & AShooterWeapon::bForceTickWithNoControllerField ( )
inline

Definition at line 7248 of file Actor.h.

◆ bForceTickWithNoControllerField() [2/2]

bool & AShooterWeapon::bForceTickWithNoControllerField ( )
inline

Definition at line 7693 of file Actor.h.

◆ bForceTPV_EquippedWhileRidingField() [1/2]

bool & AShooterWeapon::bForceTPV_EquippedWhileRidingField ( )
inline

Definition at line 7257 of file Actor.h.

◆ bForceTPV_EquippedWhileRidingField() [2/2]

bool & AShooterWeapon::bForceTPV_EquippedWhileRidingField ( )
inline

Definition at line 7702 of file Actor.h.

◆ bForceTPVCameraOffsetField() [1/2]

bool & AShooterWeapon::bForceTPVCameraOffsetField ( )
inline

Definition at line 7262 of file Actor.h.

◆ bForceTPVCameraOffsetField() [2/2]

bool & AShooterWeapon::bForceTPVCameraOffsetField ( )
inline

Definition at line 7705 of file Actor.h.

◆ bFoundConsciousCharacter()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFoundConsciousCharacter ( )
inline

Definition at line 8014 of file Actor.h.

◆ bFPVMoveOffscreenWhenTurning() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVMoveOffscreenWhenTurning ( )
inline

Definition at line 7293 of file Actor.h.

◆ bFPVMoveOffscreenWhenTurning() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVMoveOffscreenWhenTurning ( )
inline

Definition at line 7872 of file Actor.h.

◆ bFPVUsingImmobilizedTransform() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVUsingImmobilizedTransform ( )
inline

Definition at line 7268 of file Actor.h.

◆ bFPVUsingImmobilizedTransform() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVUsingImmobilizedTransform ( )
inline

Definition at line 7846 of file Actor.h.

◆ bFPVWasTurning() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVWasTurning ( )
inline

Definition at line 7300 of file Actor.h.

◆ bFPVWasTurning() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVWasTurning ( )
inline

Definition at line 7879 of file Actor.h.

◆ bGamepadLeftIsPrimaryFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bGamepadLeftIsPrimaryFire ( )
inline

Definition at line 7359 of file Actor.h.

◆ bGamepadLeftIsPrimaryFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bGamepadLeftIsPrimaryFire ( )
inline

Definition at line 7943 of file Actor.h.

◆ bGamepadRightIsSecondaryAction() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bGamepadRightIsSecondaryAction ( )
inline

Definition at line 7358 of file Actor.h.

◆ bGamepadRightIsSecondaryAction() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bGamepadRightIsSecondaryAction ( )
inline

Definition at line 7942 of file Actor.h.

◆ bHadMovingForwardInput()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHadMovingForwardInput ( )
inline

Definition at line 7995 of file Actor.h.

◆ bHadMovingRightInput()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHadMovingRightInput ( )
inline

Definition at line 7996 of file Actor.h.

◆ bHasPlayedReload() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasPlayedReload ( )
inline

Definition at line 7334 of file Actor.h.

◆ bHasPlayedReload() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasPlayedReload ( )
inline

Definition at line 7912 of file Actor.h.

◆ bHasStartedChargeRunning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasStartedChargeRunning ( )
inline

Definition at line 7837 of file Actor.h.

◆ bHasStartedDiscreteMeleeHitSweep()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasStartedDiscreteMeleeHitSweep ( )
inline

Definition at line 8016 of file Actor.h.

◆ bHasToggleableAccessory() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasToggleableAccessory ( )
inline

Definition at line 7319 of file Actor.h.

◆ bHasToggleableAccessory() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasToggleableAccessory ( )
inline

Definition at line 7899 of file Actor.h.

◆ bHideCrosshairWhileReloading()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideCrosshairWhileReloading ( )
inline

Definition at line 7843 of file Actor.h.

◆ bHideDamageSourceFromLogs() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideDamageSourceFromLogs ( )
inline

Definition at line 7282 of file Actor.h.

◆ bHideDamageSourceFromLogs() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideDamageSourceFromLogs ( )
inline

Definition at line 7861 of file Actor.h.

◆ bHideFPVMesh() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideFPVMesh ( )
inline

Definition at line 7277 of file Actor.h.

◆ bHideFPVMesh() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideFPVMesh ( )
inline

Definition at line 7856 of file Actor.h.

◆ bHideFPVMeshWhileTargeting() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideFPVMeshWhileTargeting ( )
inline

Definition at line 7357 of file Actor.h.

◆ bHideFPVMeshWhileTargeting() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideFPVMeshWhileTargeting ( )
inline

Definition at line 7941 of file Actor.h.

◆ bHideLeftArmFPV() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideLeftArmFPV ( )
inline

Definition at line 7289 of file Actor.h.

◆ bHideLeftArmFPV() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideLeftArmFPV ( )
inline

Definition at line 7868 of file Actor.h.

◆ bIgnoreReloadState()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIgnoreReloadState ( )
inline

Definition at line 7404 of file Actor.h.

◆ bInversedIkCurve()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bInversedIkCurve ( )
inline

Definition at line 8060 of file Actor.h.

◆ bIsAccessoryActive() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsAccessoryActive ( )
inline

Definition at line 7329 of file Actor.h.

◆ bIsAccessoryActive() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsAccessoryActive ( )
inline

Definition at line 7907 of file Actor.h.

◆ bIsAutoAimActive()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsAutoAimActive ( )
inline

Definition at line 7828 of file Actor.h.

◆ bIsChargeRunning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsChargeRunning ( )
inline

Definition at line 8011 of file Actor.h.

◆ bIsDefaultWeapon() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsDefaultWeapon ( )
inline

Definition at line 7324 of file Actor.h.

◆ bIsDefaultWeapon() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsDefaultWeapon ( )
inline

Definition at line 7904 of file Actor.h.

◆ bIsEquipped() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsEquipped ( )
inline

Definition at line 7307 of file Actor.h.

◆ bIsEquipped() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsEquipped ( )
inline

Definition at line 7885 of file Actor.h.

◆ bIsFireActivelyHeld() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsFireActivelyHeld ( )
inline

Definition at line 7271 of file Actor.h.

◆ bIsFireActivelyHeld() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsFireActivelyHeld ( )
inline

Definition at line 7849 of file Actor.h.

◆ bIsInDestruction() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInDestruction ( )
inline

Definition at line 7395 of file Actor.h.

◆ bIsInDestruction() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInDestruction ( )
inline

Definition at line 7981 of file Actor.h.

◆ bIsInMeleeSwing() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInMeleeSwing ( )
inline

Definition at line 7273 of file Actor.h.

◆ bIsInMeleeSwing() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInMeleeSwing ( )
inline

Definition at line 7852 of file Actor.h.

◆ bIsInRunningMode()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInRunningMode ( )
inline

Definition at line 7992 of file Actor.h.

◆ bIsMeleeFeetPlanted()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsMeleeFeetPlanted ( )
inline

Definition at line 8008 of file Actor.h.

◆ bIsMeleeStepImpulsing()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsMeleeStepImpulsing ( )
inline

Definition at line 8007 of file Actor.h.

◆ bIsPerformingAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsPerformingAttack ( )
inline

Definition at line 7823 of file Actor.h.

◆ bIsPerformingAttackSwing()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsPerformingAttackSwing ( )
inline

Definition at line 7824 of file Actor.h.

◆ bIsPrimaryWeaponEquipped()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsPrimaryWeaponEquipped ( )
inline

Definition at line 8028 of file Actor.h.

◆ bIsProcessingInput()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsProcessingInput ( )
inline

Definition at line 7825 of file Actor.h.

◆ bIsSecondaryWeaponEquipped()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsSecondaryWeaponEquipped ( )
inline

Definition at line 8029 of file Actor.h.

◆ bIsUsingAltAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsUsingAltAttack ( )
inline

Definition at line 7929 of file Actor.h.

◆ bIsWeaponBlockingActive()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsWeaponBlockingActive ( )
inline

Definition at line 7990 of file Actor.h.

◆ bIsWeaponBreaking() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsWeaponBreaking ( )
inline

Definition at line 7276 of file Actor.h.

◆ bIsWeaponBreaking() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsWeaponBreaking ( )
inline

Definition at line 7855 of file Actor.h.

◆ bLastAttackWasAlt()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLastAttackWasAlt ( )
inline

Definition at line 7932 of file Actor.h.

◆ bLastMeleeAttacked() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLastMeleeAttacked ( )
inline

Definition at line 7403 of file Actor.h.

◆ bLastMeleeAttacked() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLastMeleeAttacked ( )
inline

Definition at line 7988 of file Actor.h.

◆ bLastMeleeHitField() [1/2]

bool & AShooterWeapon::bLastMeleeHitField ( )
inline

Definition at line 7217 of file Actor.h.

◆ bLastMeleeHitField() [2/2]

bool & AShooterWeapon::bLastMeleeHitField ( )
inline

Definition at line 7662 of file Actor.h.

◆ bLastMeleeHitStationaryField() [1/2]

bool & AShooterWeapon::bLastMeleeHitStationaryField ( )
inline

Definition at line 7218 of file Actor.h.

◆ bLastMeleeHitStationaryField() [2/2]

bool & AShooterWeapon::bLastMeleeHitStationaryField ( )
inline

Definition at line 7663 of file Actor.h.

◆ bListenToAppliedForeces() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bListenToAppliedForeces ( )
inline

Definition at line 7317 of file Actor.h.

◆ bListenToAppliedForeces() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bListenToAppliedForeces ( )
inline

Definition at line 7897 of file Actor.h.

◆ BlockedAttackerRunSpeedModifierField()

float & AShooterWeapon::BlockedAttackerRunSpeedModifierField ( )
inline

Definition at line 7746 of file Actor.h.

◆ bLoopedFireAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedFireAnim ( )
inline

Definition at line 7298 of file Actor.h.

◆ bLoopedFireAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedFireAnim ( )
inline

Definition at line 7877 of file Actor.h.

◆ bLoopedFireSound() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedFireSound ( )
inline

Definition at line 7295 of file Actor.h.

◆ bLoopedFireSound() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedFireSound ( )
inline

Definition at line 7874 of file Actor.h.

◆ bLoopedMuzzleFX() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedMuzzleFX ( )
inline

Definition at line 7290 of file Actor.h.

◆ bLoopedMuzzleFX() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedMuzzleFX ( )
inline

Definition at line 7869 of file Actor.h.

◆ bLoopingSimulateWeaponFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopingSimulateWeaponFire ( )
inline

Definition at line 7344 of file Actor.h.

◆ bLoopingSimulateWeaponFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopingSimulateWeaponFire ( )
inline

Definition at line 7919 of file Actor.h.

◆ BlueprintStartFireOverride()

bool AShooterWeapon::BlueprintStartFireOverride ( int weaponAttackIndex,
bool useAltAnim,
bool bOverrideCurrentAttack )
inline

Definition at line 8479 of file Actor.h.

◆ bMeleeArraysInitialized()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeArraysInitialized ( )
inline

Definition at line 8017 of file Actor.h.

◆ bMeleeAttackHarvetUsableComponents() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeAttackHarvetUsableComponents ( )
inline

Definition at line 7372 of file Actor.h.

◆ bMeleeAttackHarvetUsableComponents() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeAttackHarvetUsableComponents ( )
inline

Definition at line 7956 of file Actor.h.

◆ bMeleeHitCaptureDermis()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitCaptureDermis ( )
inline

Definition at line 7328 of file Actor.h.

◆ bMeleeHitColorizesStructures() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitColorizesStructures ( )
inline

Definition at line 7297 of file Actor.h.

◆ bMeleeHitColorizesStructures() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitColorizesStructures ( )
inline

Definition at line 7876 of file Actor.h.

◆ bMeleeHitUseMuzzleFX() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitUseMuzzleFX ( )
inline

Definition at line 7291 of file Actor.h.

◆ bMeleeHitUseMuzzleFX() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitUseMuzzleFX ( )
inline

Definition at line 7870 of file Actor.h.

◆ bNetLoopedSimulatingWeaponFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNetLoopedSimulatingWeaponFire ( )
inline

Definition at line 7335 of file Actor.h.

◆ bNetLoopedSimulatingWeaponFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNetLoopedSimulatingWeaponFire ( )
inline

Definition at line 7913 of file Actor.h.

◆ bNextAttackIsAlt()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNextAttackIsAlt ( )
inline

Definition at line 7933 of file Actor.h.

◆ bNextAttackIsShield()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNextAttackIsShield ( )
inline

Definition at line 7934 of file Actor.h.

◆ bNotifiedOutOfAmmo() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNotifiedOutOfAmmo ( )
inline

Definition at line 7313 of file Actor.h.

◆ bNotifiedOutOfAmmo() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNotifiedOutOfAmmo ( )
inline

Definition at line 7892 of file Actor.h.

◆ bNPCResponseShouldDodge()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNPCResponseShouldDodge ( )
inline

Definition at line 8064 of file Actor.h.

◆ bOnlyAllowStunningRibbonTrail()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyAllowStunningRibbonTrail ( )
inline

Definition at line 8053 of file Actor.h.

◆ bOnlyAllowUseWhenRidingDino() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyAllowUseWhenRidingDino ( )
inline

Definition at line 7326 of file Actor.h.

◆ bOnlyAllowUseWhenRidingDino() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyAllowUseWhenRidingDino ( )
inline

Definition at line 7905 of file Actor.h.

◆ bOnlyDamagePawns() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyDamagePawns ( )
inline

Definition at line 7375 of file Actor.h.

◆ bOnlyDamagePawns() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyDamagePawns ( )
inline

Definition at line 7959 of file Actor.h.

◆ bOnlyPassiveDurabilityWhenAccessoryActiveField() [1/2]

bool & AShooterWeapon::bOnlyPassiveDurabilityWhenAccessoryActiveField ( )
inline

Definition at line 7115 of file Actor.h.

◆ bOnlyPassiveDurabilityWhenAccessoryActiveField() [2/2]

bool & AShooterWeapon::bOnlyPassiveDurabilityWhenAccessoryActiveField ( )
inline

Definition at line 7522 of file Actor.h.

◆ bOnlyStepImpulseBasicVsHuman()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyStepImpulseBasicVsHuman ( )
inline

Definition at line 8063 of file Actor.h.

◆ bOnlyUseFirstMeleeAnimWithShield() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyUseFirstMeleeAnimWithShield ( )
inline

Definition at line 7269 of file Actor.h.

◆ bOnlyUseFirstMeleeAnimWithShield() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyUseFirstMeleeAnimWithShield ( )
inline

Definition at line 7847 of file Actor.h.

◆ bOnlyUseOnSeatingStructureField() [1/2]

bool & AShooterWeapon::bOnlyUseOnSeatingStructureField ( )
inline

Definition at line 7232 of file Actor.h.

◆ bOnlyUseOnSeatingStructureField() [2/2]

bool & AShooterWeapon::bOnlyUseOnSeatingStructureField ( )
inline

Definition at line 7677 of file Actor.h.

◆ bOnlyUseShieldInCombatState()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyUseShieldInCombatState ( )
inline

Definition at line 7972 of file Actor.h.

◆ bOverrideAimOffsets() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOverrideAimOffsets ( )
inline

Definition at line 7318 of file Actor.h.

◆ bOverrideAimOffsets() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOverrideAimOffsets ( )
inline

Definition at line 7898 of file Actor.h.

◆ bOverrideStandingAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOverrideStandingAnim ( )
inline

Definition at line 7388 of file Actor.h.

◆ bOverrideStandingAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOverrideStandingAnim ( )
inline

Definition at line 7974 of file Actor.h.

◆ BP_OnReloadNotify() [1/2]

void AShooterWeapon::BP_OnReloadNotify ( )
inline

Definition at line 7549 of file Actor.h.

◆ BP_OnReloadNotify() [2/2]

void AShooterWeapon::BP_OnReloadNotify ( )
inline

Definition at line 8478 of file Actor.h.

◆ BPAdjustAmmoPerShot() [1/2]

int AShooterWeapon::BPAdjustAmmoPerShot ( )
inline

Definition at line 7550 of file Actor.h.

◆ BPAdjustAmmoPerShot() [2/2]

int AShooterWeapon::BPAdjustAmmoPerShot ( )
inline

Definition at line 8423 of file Actor.h.

◆ BPAllowNativeFireWeapon() [1/2]

bool AShooterWeapon::BPAllowNativeFireWeapon ( )
inline

Definition at line 7551 of file Actor.h.

◆ BPAllowNativeFireWeapon() [2/2]

bool AShooterWeapon::BPAllowNativeFireWeapon ( )
inline

Definition at line 8424 of file Actor.h.

◆ BPAppliedPrimalItemToWeapon() [1/2]

void AShooterWeapon::BPAppliedPrimalItemToWeapon ( )
inline

Definition at line 7552 of file Actor.h.

◆ BPAppliedPrimalItemToWeapon() [2/2]

void AShooterWeapon::BPAppliedPrimalItemToWeapon ( )
inline

Definition at line 8425 of file Actor.h.

◆ BPCanEquip() [1/2]

bool AShooterWeapon::BPCanEquip ( APrimalCharacter * ByCharacter)
inline

Definition at line 8426 of file Actor.h.

◆ BPCanEquip() [2/2]

bool AShooterWeapon::BPCanEquip ( AShooterCharacter * ByCharacter)
inline

Definition at line 7553 of file Actor.h.

◆ BPCanReload()

bool AShooterWeapon::BPCanReload ( bool bLeftReload)
inline

Definition at line 8427 of file Actor.h.

◆ BPCanSetCombatState()

bool AShooterWeapon::BPCanSetCombatState ( bool bNewCombatState,
bool bUseAnimation,
float overrideTimeUntilEnd )
inline

Definition at line 8428 of file Actor.h.

◆ BPCanStartAttack()

bool AShooterWeapon::BPCanStartAttack ( int attackIndex,
bool bCanInterruptCurrentAttack,
bool bIsLeftAttack )
inline

Definition at line 8429 of file Actor.h.

◆ BPCanToggleAccessory() [1/2]

bool AShooterWeapon::BPCanToggleAccessory ( )
inline

Definition at line 7554 of file Actor.h.

◆ BPCanToggleAccessory() [2/2]

bool AShooterWeapon::BPCanToggleAccessory ( )
inline

Definition at line 8430 of file Actor.h.

◆ BPConstrainAspectRatio() [1/2]

bool AShooterWeapon::BPConstrainAspectRatio ( float * OutAspectRatio)
inline

Definition at line 7555 of file Actor.h.

◆ BPConstrainAspectRatio() [2/2]

bool AShooterWeapon::BPConstrainAspectRatio ( float * OutAspectRatio)
inline

Definition at line 8431 of file Actor.h.

◆ BPDrawDebugSphereClient()

void AShooterWeapon::BPDrawDebugSphereClient ( FVector StartLine,
FVector EndLine,
FColor lineColor,
float radius )
inline

Definition at line 8432 of file Actor.h.

◆ BPDrawHud() [1/2]

void AShooterWeapon::BPDrawHud ( AShooterHUD * HUD)
inline

Definition at line 7556 of file Actor.h.

◆ BPDrawHud() [2/2]

void AShooterWeapon::BPDrawHud ( AShooterHUD * HUD)
inline

Definition at line 8433 of file Actor.h.

◆ bPendingEquip() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingEquip ( )
inline

Definition at line 7311 of file Actor.h.

◆ bPendingEquip() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingEquip ( )
inline

Definition at line 7889 of file Actor.h.

◆ bPendingEquipSecondary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingEquipSecondary ( )
inline

Definition at line 7890 of file Actor.h.

◆ bPendingReload() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingReload ( )
inline

Definition at line 7310 of file Actor.h.

◆ bPendingReload() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingReload ( )
inline

Definition at line 7888 of file Actor.h.

◆ bPendingReloadSecondary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingReloadSecondary ( )
inline

Definition at line 8032 of file Actor.h.

◆ bPendingSecondaryEquipCheckAfterMap()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingSecondaryEquipCheckAfterMap ( )
inline

Definition at line 8035 of file Actor.h.

◆ bPendingSecondaryEquipCheckAfterRiding()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingSecondaryEquipCheckAfterRiding ( )
inline

Definition at line 8036 of file Actor.h.

◆ bPendingSwitchPrimary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingSwitchPrimary ( )
inline

Definition at line 7841 of file Actor.h.

◆ bPendingSwitchSecondary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingSwitchSecondary ( )
inline

Definition at line 7842 of file Actor.h.

◆ bPendingUnequipSecondary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingUnequipSecondary ( )
inline

Definition at line 8034 of file Actor.h.

◆ BPFiredWeapon() [1/2]

void AShooterWeapon::BPFiredWeapon ( )
inline

Definition at line 7557 of file Actor.h.

◆ BPFiredWeapon() [2/2]

void AShooterWeapon::BPFiredWeapon ( )
inline

Definition at line 8435 of file Actor.h.

◆ BPFireWeapon() [1/2]

void AShooterWeapon::BPFireWeapon ( )
inline

Definition at line 7558 of file Actor.h.

◆ BPFireWeapon() [2/2]

void AShooterWeapon::BPFireWeapon ( )
inline

Definition at line 8434 of file Actor.h.

◆ BPForceTPVTargetingAnimation() [1/2]

bool AShooterWeapon::BPForceTPVTargetingAnimation ( )
inline

Definition at line 7559 of file Actor.h.

◆ BPForceTPVTargetingAnimation() [2/2]

bool AShooterWeapon::BPForceTPVTargetingAnimation ( )
inline

Definition at line 8436 of file Actor.h.

◆ BPGetActorForTargetingTooltip()

AActor * AShooterWeapon::BPGetActorForTargetingTooltip ( )
inline

Definition at line 7560 of file Actor.h.

◆ BPGetAimOffsets()

bool AShooterWeapon::BPGetAimOffsets ( float DeltaTime,
float MaxYawAimClamp,
FRotator * RootRotOffsetIn,
const float * RootYawSpeedIn,
FVector * RootLocOffsetIn,
FRotator * CurrentAimRotIn,
FVector * CurrentRootLocIn,
FVector * TargetRootLocIn,
FRotator * TargetAimRotIn,
FRotator * RootRotOffset,
float * RootYawSpeed,
FVector * RootLocOffset,
FRotator * CurrentAimRot,
FVector * CurrentRootLoc,
FVector * TargetRootLoc,
FRotator * TargetAimRot )
inline

Definition at line 8437 of file Actor.h.

◆ BPGetCurrentState()

EWeaponState::Type AShooterWeapon::BPGetCurrentState ( bool bLeftWeaponState)
inline

Definition at line 8077 of file Actor.h.

◆ BPGetCurrentWeaponAttack()

FWeaponAttack * AShooterWeapon::BPGetCurrentWeaponAttack ( FWeaponAttack * result,
bool * bFoundAttack )
inline

Definition at line 8078 of file Actor.h.

◆ BPGetDebugInfoString()

FString * AShooterWeapon::BPGetDebugInfoString ( FString * result)
inline

Definition at line 7543 of file Actor.h.

◆ BPGetSeatingAnimation() [1/2]

UAnimSequence * AShooterWeapon::BPGetSeatingAnimation ( )
inline

Definition at line 7561 of file Actor.h.

◆ BPGetSeatingAnimation() [2/2]

UAnimSequence * AShooterWeapon::BPGetSeatingAnimation ( )
inline

Definition at line 8438 of file Actor.h.

◆ BPGetTargetingTooltipInfoLabel()

FText * AShooterWeapon::BPGetTargetingTooltipInfoLabel ( FText * result)
inline

Definition at line 7562 of file Actor.h.

◆ BPGetTPVCameraOffset()

FVector * AShooterWeapon::BPGetTPVCameraOffset ( FVector * result)
inline

Definition at line 7563 of file Actor.h.

◆ BPGetWeaponAttack()

FWeaponAttack * AShooterWeapon::BPGetWeaponAttack ( FWeaponAttack * result,
int AttackIndex,
bool * bFoundAttack )
inline

Definition at line 8079 of file Actor.h.

◆ BPGlobalFireWeapon() [1/2]

void AShooterWeapon::BPGlobalFireWeapon ( )
inline

Definition at line 7564 of file Actor.h.

◆ BPGlobalFireWeapon() [2/2]

void AShooterWeapon::BPGlobalFireWeapon ( )
inline

Definition at line 8439 of file Actor.h.

◆ BPHandleAttackType()

bool AShooterWeapon::BPHandleAttackType ( EWeaponAttackInput::Type AttackInput,
EWeaponAttackType::Type AttackType,
bool bIsAltAttack )
inline

Definition at line 8440 of file Actor.h.

◆ BPHandleMeleeAttack() [1/2]

void AShooterWeapon::BPHandleMeleeAttack ( )
inline

Definition at line 7565 of file Actor.h.

◆ BPHandleMeleeAttack() [2/2]

void AShooterWeapon::BPHandleMeleeAttack ( )
inline

Definition at line 8441 of file Actor.h.

◆ bPlayedTargetingSound() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayedTargetingSound ( )
inline

Definition at line 7314 of file Actor.h.

◆ bPlayedTargetingSound() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayedTargetingSound ( )
inline

Definition at line 7893 of file Actor.h.

◆ bPlayingCameraAnimFPV() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayingCameraAnimFPV ( )
inline

Definition at line 7275 of file Actor.h.

◆ bPlayingCameraAnimFPV() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayingCameraAnimFPV ( )
inline

Definition at line 7854 of file Actor.h.

◆ bPlayingFireAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayingFireAnim ( )
inline

Definition at line 7299 of file Actor.h.

◆ bPlayingFireAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayingFireAnim ( )
inline

Definition at line 7878 of file Actor.h.

◆ BPLostController() [1/2]

void AShooterWeapon::BPLostController ( )
inline

Definition at line 7566 of file Actor.h.

◆ BPLostController() [2/2]

void AShooterWeapon::BPLostController ( )
inline

Definition at line 8442 of file Actor.h.

◆ BPMeleeAttackStarted()

void AShooterWeapon::BPMeleeAttackStarted ( )
inline

Definition at line 7567 of file Actor.h.

◆ BPMeleeTickDebug()

void AShooterWeapon::BPMeleeTickDebug ( )
inline

Definition at line 8443 of file Actor.h.

◆ BPModifyAimOffset()

void AShooterWeapon::BPModifyAimOffset ( float DeltaTime,
FRotator * AimOffsetIn,
FRotator * AimOffsetOut )
inline

Definition at line 8444 of file Actor.h.

◆ BPModifyFOV() [1/2]

float AShooterWeapon::BPModifyFOV ( float inFOV)
inline

Definition at line 7544 of file Actor.h.

◆ BPModifyFOV() [2/2]

float AShooterWeapon::BPModifyFOV ( float inFOV)
inline

Definition at line 8445 of file Actor.h.

◆ BPNPCShouldUseAltAttack()

bool AShooterWeapon::BPNPCShouldUseAltAttack ( int weaponAttackIndex)
inline

Definition at line 8446 of file Actor.h.

◆ BPOnAttackBlocked()

void AShooterWeapon::BPOnAttackBlocked ( AShooterWeapon * AttackingWeapon)
inline

Definition at line 8447 of file Actor.h.

◆ BPOnClientEndDodgeNotify()

void AShooterWeapon::BPOnClientEndDodgeNotify ( )
inline

Definition at line 8448 of file Actor.h.

◆ BPOnClientStartDodgeNotify()

void AShooterWeapon::BPOnClientStartDodgeNotify ( )
inline

Definition at line 8449 of file Actor.h.

◆ BPOnEndAttack()

void AShooterWeapon::BPOnEndAttack ( )
inline

Definition at line 8450 of file Actor.h.

◆ BPOnFinishedReload()

void AShooterWeapon::BPOnFinishedReload ( bool bWasPrimaryReload,
bool bReloadWasSuccessful )
inline

Definition at line 8451 of file Actor.h.

◆ BPOnScoped() [1/2]

void AShooterWeapon::BPOnScoped ( )
inline

Definition at line 7568 of file Actor.h.

◆ BPOnScoped() [2/2]

void AShooterWeapon::BPOnScoped ( )
inline

Definition at line 8452 of file Actor.h.

◆ BPOnServerEndDodgeNotify()

void AShooterWeapon::BPOnServerEndDodgeNotify ( )
inline

Definition at line 8453 of file Actor.h.

◆ BPOnStaggered()

void AShooterWeapon::BPOnStaggered ( float ForTime)
inline

Definition at line 8454 of file Actor.h.

◆ BPOnStartTargeting()

void AShooterWeapon::BPOnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 7569 of file Actor.h.

◆ BPOnStopTargeting()

void AShooterWeapon::BPOnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 7570 of file Actor.h.

◆ BPOnWeaponItemUsedDuringReload()

bool AShooterWeapon::BPOnWeaponItemUsedDuringReload ( UPrimalItem * anItem)
inline

Definition at line 8455 of file Actor.h.

◆ BPOnWeaponStartedAttack()

void AShooterWeapon::BPOnWeaponStartedAttack ( )
inline

Definition at line 8456 of file Actor.h.

◆ BPOverrideAimDirection()

FVector * AShooterWeapon::BPOverrideAimDirection ( FVector * result,
FVector * DesiredAimDirection )
inline

Definition at line 7571 of file Actor.h.

◆ BPOverrideRootRotationOffset()

FRotator * AShooterWeapon::BPOverrideRootRotationOffset ( FRotator * result,
FRotator InRootRotation )
inline

Definition at line 7572 of file Actor.h.

◆ BPPlayReloadAnimAndContinueReload()

float AShooterWeapon::BPPlayReloadAnimAndContinueReload ( bool bIsLeftReload)
inline

Definition at line 8457 of file Actor.h.

◆ BPPreventLockingOn()

bool AShooterWeapon::BPPreventLockingOn ( )
inline

Definition at line 8458 of file Actor.h.

◆ BPPreventSwitchingWeapon()

bool AShooterWeapon::BPPreventSwitchingWeapon ( )
inline

Definition at line 7573 of file Actor.h.

◆ BPRemainEquipped() [1/2]

bool AShooterWeapon::BPRemainEquipped ( )
inline

Definition at line 7574 of file Actor.h.

◆ BPRemainEquipped() [2/2]

bool AShooterWeapon::BPRemainEquipped ( )
inline

Definition at line 8459 of file Actor.h.

◆ bPreventEquippingUnderwater() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventEquippingUnderwater ( )
inline

Definition at line 7366 of file Actor.h.

◆ bPreventEquippingUnderwater() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventEquippingUnderwater ( )
inline

Definition at line 7950 of file Actor.h.

◆ bPreventEquippingWhileSwimming()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventEquippingWhileSwimming ( )
inline

Definition at line 7985 of file Actor.h.

◆ bPreventItemColors() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventItemColors ( )
inline

Definition at line 7348 of file Actor.h.

◆ bPreventItemColors() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventItemColors ( )
inline

Definition at line 7925 of file Actor.h.

◆ bPreventOpeningInventoryField() [1/2]

bool & AShooterWeapon::bPreventOpeningInventoryField ( )
inline

Definition at line 7230 of file Actor.h.

◆ bPreventOpeningInventoryField() [2/2]

bool & AShooterWeapon::bPreventOpeningInventoryField ( )
inline

Definition at line 7675 of file Actor.h.

◆ bPreventReloadingWhileEquipping()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventReloadingWhileEquipping ( )
inline

Definition at line 7989 of file Actor.h.

◆ bPreventTargetPrimalCharacterMultiuseEntries()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventTargetPrimalCharacterMultiuseEntries ( )
inline

Definition at line 8013 of file Actor.h.

◆ bPrimaryFireDoesMeleeAttack() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPrimaryFireDoesMeleeAttack ( )
inline

Definition at line 7327 of file Actor.h.

◆ bPrimaryFireDoesMeleeAttack() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPrimaryFireDoesMeleeAttack ( )
inline

Definition at line 7906 of file Actor.h.

◆ bProcessedBlock()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bProcessedBlock ( )
inline

Definition at line 8002 of file Actor.h.

◆ BPSetFPVRootLocAndRotation()

void AShooterWeapon::BPSetFPVRootLocAndRotation ( FRotator FPVRotation_In,
FVector RootLoc_In,
FRotator * FPVRotation_Out,
FVector * RootLoc_Out )
inline

Definition at line 8460 of file Actor.h.

◆ BPShouldDealDamage() [1/2]

bool AShooterWeapon::BPShouldDealDamage ( AActor * TestActor)
inline

Definition at line 7575 of file Actor.h.

◆ BPShouldDealDamage() [2/2]

bool AShooterWeapon::BPShouldDealDamage ( AActor * TestActor)
inline

Definition at line 8461 of file Actor.h.

◆ BPShouldSkipAttackInput()

bool AShooterWeapon::BPShouldSkipAttackInput ( EWeaponAttackInput::Type AttackInput,
bool bIsStopFire )
inline

Definition at line 8462 of file Actor.h.

◆ BPSkipAttackPreventedInput()

bool AShooterWeapon::BPSkipAttackPreventedInput ( EWeaponAttackInput::Type AttackInput)
inline

Definition at line 8463 of file Actor.h.

◆ BPSkipSetCombatStateOnInput()

bool AShooterWeapon::BPSkipSetCombatStateOnInput ( EWeaponAttackInput::Type inputType)
inline

Definition at line 8464 of file Actor.h.

◆ BPSpawnMeleeEffects()

void AShooterWeapon::BPSpawnMeleeEffects ( FVector Impact,
FVector ShootDir )
inline

Definition at line 7576 of file Actor.h.

◆ BPStaggerCharacter()

void AShooterWeapon::BPStaggerCharacter ( APrimalCharacter * ToCharacter,
float StaggerTime,
int FromAttackIndex )
inline

Definition at line 8465 of file Actor.h.

◆ BPStartEquippedNotify() [1/2]

void AShooterWeapon::BPStartEquippedNotify ( )
inline

Definition at line 7577 of file Actor.h.

◆ BPStartEquippedNotify() [2/2]

void AShooterWeapon::BPStartEquippedNotify ( )
inline

Definition at line 8466 of file Actor.h.

◆ BPStopFireWeapon()

void AShooterWeapon::BPStopFireWeapon ( )
inline

Definition at line 8467 of file Actor.h.

◆ BPStopMeleeAttack() [1/2]

void AShooterWeapon::BPStopMeleeAttack ( )
inline

Definition at line 7578 of file Actor.h.

◆ BPStopMeleeAttack() [2/2]

void AShooterWeapon::BPStopMeleeAttack ( )
inline

Definition at line 8468 of file Actor.h.

◆ BPToggleAccessory() [1/2]

void AShooterWeapon::BPToggleAccessory ( )
inline

Definition at line 7579 of file Actor.h.

◆ BPToggleAccessory() [2/2]

void AShooterWeapon::BPToggleAccessory ( )
inline

Definition at line 8469 of file Actor.h.

◆ BPToggleAccessoryFailed() [1/2]

void AShooterWeapon::BPToggleAccessoryFailed ( )
inline

Definition at line 7580 of file Actor.h.

◆ BPToggleAccessoryFailed() [2/2]

void AShooterWeapon::BPToggleAccessoryFailed ( )
inline

Definition at line 8470 of file Actor.h.

◆ BPTryFireWeapon() [1/2]

bool AShooterWeapon::BPTryFireWeapon ( )
inline

Definition at line 7581 of file Actor.h.

◆ BPTryFireWeapon() [2/2]

bool AShooterWeapon::BPTryFireWeapon ( )
inline

Definition at line 8471 of file Actor.h.

◆ BPWeaponAllowCrouch()

bool AShooterWeapon::BPWeaponAllowCrouch ( )
inline

Definition at line 8472 of file Actor.h.

◆ BPWeaponAllowJump()

bool AShooterWeapon::BPWeaponAllowJump ( )
inline

Definition at line 8473 of file Actor.h.

◆ BPWeaponAllowProne()

bool AShooterWeapon::BPWeaponAllowProne ( )
inline

Definition at line 8474 of file Actor.h.

◆ BPWeaponCanFire() [1/2]

bool AShooterWeapon::BPWeaponCanFire ( )
inline

Definition at line 7582 of file Actor.h.

◆ BPWeaponCanFire() [2/2]

bool AShooterWeapon::BPWeaponCanFire ( )
inline

Definition at line 8475 of file Actor.h.

◆ BPWeaponDealDamage() [1/2]

int AShooterWeapon::BPWeaponDealDamage ( FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 7583 of file Actor.h.

◆ BPWeaponDealDamage() [2/2]

int AShooterWeapon::BPWeaponDealDamage ( FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8476 of file Actor.h.

◆ BPWeaponZoom() [1/2]

void AShooterWeapon::BPWeaponZoom ( bool bZoomingIn)
inline

Definition at line 7584 of file Actor.h.

◆ BPWeaponZoom() [2/2]

void AShooterWeapon::BPWeaponZoom ( bool bZoomingIn)
inline

Definition at line 8477 of file Actor.h.

◆ bReloadAnimForceTickPoseOnServer() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bReloadAnimForceTickPoseOnServer ( )
inline

Definition at line 7294 of file Actor.h.

◆ bReloadAnimForceTickPoseOnServer() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bReloadAnimForceTickPoseOnServer ( )
inline

Definition at line 7873 of file Actor.h.

◆ bReloadKeyCancelsReloading()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bReloadKeyCancelsReloading ( )
inline

Definition at line 8005 of file Actor.h.

◆ bReplicateCurrentAmmoInClipToNonOwnersField() [1/2]

bool & AShooterWeapon::bReplicateCurrentAmmoInClipToNonOwnersField ( )
inline

Definition at line 7180 of file Actor.h.

◆ bReplicateCurrentAmmoInClipToNonOwnersField() [2/2]

bool & AShooterWeapon::bReplicateCurrentAmmoInClipToNonOwnersField ( )
inline

Definition at line 7599 of file Actor.h.

◆ bRestrictFPVCameraPitch()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bRestrictFPVCameraPitch ( )
inline

Definition at line 8025 of file Actor.h.

◆ bRestrictTPVCameraYawField() [1/2]

bool & AShooterWeapon::bRestrictTPVCameraYawField ( )
inline

Definition at line 7234 of file Actor.h.

◆ bRestrictTPVCameraYawField() [2/2]

bool & AShooterWeapon::bRestrictTPVCameraYawField ( )
inline

Definition at line 7679 of file Actor.h.

◆ bRotationInputDisablesAutoAim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bRotationInputDisablesAutoAim ( )
inline

Definition at line 7833 of file Actor.h.

◆ bScopeFullscreen() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bScopeFullscreen ( )
inline

Definition at line 7379 of file Actor.h.

◆ bScopeFullscreen() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bScopeFullscreen ( )
inline

Definition at line 7963 of file Actor.h.

◆ bServerIgnoreCheckCanFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bServerIgnoreCheckCanFire ( )
inline

Definition at line 7398 of file Actor.h.

◆ bServerIgnoreCheckCanFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bServerIgnoreCheckCanFire ( )
inline

Definition at line 7984 of file Actor.h.

◆ bSmartSwitchingKeepsWieldingMode()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bSmartSwitchingKeepsWieldingMode ( )
inline

Definition at line 8048 of file Actor.h.

◆ bSpawnedByMission()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bSpawnedByMission ( )
inline

Definition at line 7401 of file Actor.h.

◆ bStepImpulsingRequiresTarget()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bStepImpulsingRequiresTarget ( )
inline

Definition at line 8022 of file Actor.h.

◆ bSupportsOffhandShield() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bSupportsOffhandShield ( )
inline

Definition at line 7371 of file Actor.h.

◆ bSupportsOffhandShield() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bSupportsOffhandShield ( )
inline

Definition at line 7955 of file Actor.h.

◆ bTargetingForceTraceFloatingHUD() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTargetingForceTraceFloatingHUD ( )
inline

Definition at line 7368 of file Actor.h.

◆ bTargetingForceTraceFloatingHUD() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTargetingForceTraceFloatingHUD ( )
inline

Definition at line 7952 of file Actor.h.

◆ bTargetUnTargetWithClick() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTargetUnTargetWithClick ( )
inline

Definition at line 7303 of file Actor.h.

◆ bTargetUnTargetWithClick() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTargetUnTargetWithClick ( )
inline

Definition at line 7882 of file Actor.h.

◆ bTimeForNextAttackIsAbsolute()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTimeForNextAttackIsAbsolute ( )
inline

Definition at line 7834 of file Actor.h.

◆ bToggleAccessoryUseAltFireSound() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bToggleAccessoryUseAltFireSound ( )
inline

Definition at line 7321 of file Actor.h.

◆ bToggleAccessoryUseAltFireSound() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bToggleAccessoryUseAltFireSound ( )
inline

Definition at line 7901 of file Actor.h.

◆ bToggleAccessoryUseAltMuzzleFX() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bToggleAccessoryUseAltMuzzleFX ( )
inline

Definition at line 7320 of file Actor.h.

◆ bToggleAccessoryUseAltMuzzleFX() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bToggleAccessoryUseAltMuzzleFX ( )
inline

Definition at line 7900 of file Actor.h.

◆ bUnequipping() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUnequipping ( )
inline

Definition at line 7312 of file Actor.h.

◆ bUnequipping() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUnequipping ( )
inline

Definition at line 7891 of file Actor.h.

◆ bUnequipRestorePreviousWeaponItem()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUnequipRestorePreviousWeaponItem ( )
inline

Definition at line 7922 of file Actor.h.

◆ BurstAttackIndexField()

int & AShooterWeapon::BurstAttackIndexField ( )
inline

Definition at line 7779 of file Actor.h.

◆ bUseAlternateAimOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAlternateAimOffset ( )
inline

Definition at line 7387 of file Actor.h.

◆ bUseAmmoOnFiring() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAmmoOnFiring ( )
inline

Definition at line 7315 of file Actor.h.

◆ bUseAmmoOnFiring() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAmmoOnFiring ( )
inline

Definition at line 7895 of file Actor.h.

◆ bUseAmmoServerOnly() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAmmoServerOnly ( )
inline

Definition at line 7316 of file Actor.h.

◆ bUseAmmoServerOnly() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAmmoServerOnly ( )
inline

Definition at line 7896 of file Actor.h.

◆ bUseAutoReload() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAutoReload ( )
inline

Definition at line 7332 of file Actor.h.

◆ bUseAutoReload() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAutoReload ( )
inline

Definition at line 7910 of file Actor.h.

◆ bUseAutoReloadOnEquip()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAutoReloadOnEquip ( )
inline

Definition at line 8031 of file Actor.h.

◆ bUseBlueprintAnimNotificationsField() [1/2]

bool & AShooterWeapon::bUseBlueprintAnimNotificationsField ( )
inline

Definition at line 7134 of file Actor.h.

◆ bUseBlueprintAnimNotificationsField() [2/2]

bool & AShooterWeapon::bUseBlueprintAnimNotificationsField ( )
inline

Definition at line 7541 of file Actor.h.

◆ bUseBPAdjustAmmoPerShotField() [1/2]

bool & AShooterWeapon::bUseBPAdjustAmmoPerShotField ( )
inline

Definition at line 7181 of file Actor.h.

◆ bUseBPAdjustAmmoPerShotField() [2/2]

bool & AShooterWeapon::bUseBPAdjustAmmoPerShotField ( )
inline

Definition at line 7600 of file Actor.h.

◆ bUseBPCanEquip() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanEquip ( )
inline

Definition at line 7393 of file Actor.h.

◆ bUseBPCanEquip() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanEquip ( )
inline

Definition at line 7979 of file Actor.h.

◆ bUseBPCanReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanReload ( )
inline

Definition at line 8042 of file Actor.h.

◆ bUseBPCanSetCombatState()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanSetCombatState ( )
inline

Definition at line 8062 of file Actor.h.

◆ bUseBPCanStartAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanStartAttack ( )
inline

Definition at line 7826 of file Actor.h.

◆ bUseBPCanToggleAccessory() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanToggleAccessory ( )
inline

Definition at line 7322 of file Actor.h.

◆ bUseBPCanToggleAccessory() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanToggleAccessory ( )
inline

Definition at line 7902 of file Actor.h.

◆ bUseBPDodgeNotifies()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPDodgeNotifies ( )
inline

Definition at line 7999 of file Actor.h.

◆ bUseBPForceTPVTargetingAnimation() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPForceTPVTargetingAnimation ( )
inline

Definition at line 7390 of file Actor.h.

◆ bUseBPForceTPVTargetingAnimation() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPForceTPVTargetingAnimation ( )
inline

Definition at line 7976 of file Actor.h.

◆ bUseBPGetActorForTargetingTooltip()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetActorForTargetingTooltip ( )
inline

Definition at line 7341 of file Actor.h.

◆ bUseBPGetAimOffsets()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetAimOffsets ( )
inline

Definition at line 7839 of file Actor.h.

◆ bUseBPGetSelectedMeleeAttackAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetSelectedMeleeAttackAnim ( )
inline

Definition at line 7349 of file Actor.h.

◆ bUseBPGetSelectedMeleeAttackAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetSelectedMeleeAttackAnim ( )
inline

Definition at line 7926 of file Actor.h.

◆ bUseBPGetTPVCameraOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetTPVCameraOffset ( )
inline

Definition at line 7399 of file Actor.h.

◆ bUseBPHandleAttackType()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPHandleAttackType ( )
inline

Definition at line 8039 of file Actor.h.

◆ bUseBPIsValidUnstasisActor()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPIsValidUnstasisActor ( )
inline

Definition at line 7343 of file Actor.h.

◆ bUseBPModifyAimOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPModifyAimOffset ( )
inline

Definition at line 7840 of file Actor.h.

◆ bUseBPModifyFOV() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPModifyFOV ( )
inline

Definition at line 7397 of file Actor.h.

◆ bUseBPModifyFOV() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPModifyFOV ( )
inline

Definition at line 7983 of file Actor.h.

◆ bUseBPOnBreakingAttackConnects()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnBreakingAttackConnects ( )
inline

Definition at line 7931 of file Actor.h.

◆ bUseBPOnMovementModeChangedNotify()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnMovementModeChangedNotify ( )
inline

Definition at line 8038 of file Actor.h.

◆ bUseBPOnScoped() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnScoped ( )
inline

Definition at line 7323 of file Actor.h.

◆ bUseBPOnScoped() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnScoped ( )
inline

Definition at line 7903 of file Actor.h.

◆ bUseBPOnWeaponAnimPlayedNotify() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnWeaponAnimPlayedNotify ( )
inline

Definition at line 7351 of file Actor.h.

◆ bUseBPOnWeaponAnimPlayedNotify() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnWeaponAnimPlayedNotify ( )
inline

Definition at line 7930 of file Actor.h.

◆ bUseBPOverrideAimDirection()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOverrideAimDirection ( )
inline

Definition at line 7342 of file Actor.h.

◆ bUseBPOverrideRootRotationOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOverrideRootRotationOffset ( )
inline

Definition at line 7400 of file Actor.h.

◆ bUseBPPlayReloadAnimAndContinueReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPPlayReloadAnimAndContinueReload ( )
inline

Definition at line 8030 of file Actor.h.

◆ bUseBPPreventLockingOn()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPPreventLockingOn ( )
inline

Definition at line 8057 of file Actor.h.

◆ bUseBPPreventSwitchingWeapon() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPPreventSwitchingWeapon ( )
inline

Definition at line 7392 of file Actor.h.

◆ bUseBPPreventSwitchingWeapon() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPPreventSwitchingWeapon ( )
inline

Definition at line 7978 of file Actor.h.

◆ bUseBPRemainEquipped() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPRemainEquipped ( )
inline

Definition at line 7394 of file Actor.h.

◆ bUseBPRemainEquipped() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPRemainEquipped ( )
inline

Definition at line 7980 of file Actor.h.

◆ bUseBPSetFPVRootLocAndRotation()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPSetFPVRootLocAndRotation ( )
inline

Definition at line 8058 of file Actor.h.

◆ bUseBPShouldDealDamage() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPShouldDealDamage ( )
inline

Definition at line 7338 of file Actor.h.

◆ bUseBPShouldDealDamage() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPShouldDealDamage ( )
inline

Definition at line 7916 of file Actor.h.

◆ bUseBPSpawnMeleeEffectsField()

bool & AShooterWeapon::bUseBPSpawnMeleeEffectsField ( )
inline

Definition at line 7263 of file Actor.h.

◆ bUseBPStartEquippedNotify() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPStartEquippedNotify ( )
inline

Definition at line 7385 of file Actor.h.

◆ bUseBPStartEquippedNotify() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPStartEquippedNotify ( )
inline

Definition at line 7969 of file Actor.h.

◆ bUseBPWeaponAllowCrouch()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPWeaponAllowCrouch ( )
inline

Definition at line 8044 of file Actor.h.

◆ bUseBPWeaponAllowJump()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPWeaponAllowJump ( )
inline

Definition at line 8037 of file Actor.h.

◆ bUseBPWeaponAllowProne()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPWeaponAllowProne ( )
inline

Definition at line 8043 of file Actor.h.

◆ bUseBPWeaponDealDamage() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPWeaponDealDamage ( )
inline

Definition at line 7350 of file Actor.h.

◆ bUseBPWeaponDealDamage() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPWeaponDealDamage ( )
inline

Definition at line 7927 of file Actor.h.

◆ bUseCanAccessoryBeSetOn() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCanAccessoryBeSetOn ( )
inline

Definition at line 7340 of file Actor.h.

◆ bUseCanAccessoryBeSetOn() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCanAccessoryBeSetOn ( )
inline

Definition at line 7918 of file Actor.h.

◆ bUseChainedReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseChainedReload ( )
inline

Definition at line 8045 of file Actor.h.

◆ bUseCharacterMeleeDamageModifier() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCharacterMeleeDamageModifier ( )
inline

Definition at line 7376 of file Actor.h.

◆ bUseCharacterMeleeDamageModifier() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCharacterMeleeDamageModifier ( )
inline

Definition at line 7960 of file Actor.h.

◆ bUseCustomSeatedAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCustomSeatedAnim ( )
inline

Definition at line 7389 of file Actor.h.

◆ bUseCustomSeatedAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCustomSeatedAnim ( )
inline

Definition at line 7975 of file Actor.h.

◆ bUseDinoRangeForTooltip() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseDinoRangeForTooltip ( )
inline

Definition at line 7267 of file Actor.h.

◆ bUseDinoRangeForTooltip() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseDinoRangeForTooltip ( )
inline

Definition at line 7822 of file Actor.h.

◆ bUseEquipNoAmmoClipAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseEquipNoAmmoClipAnim ( )
inline

Definition at line 7286 of file Actor.h.

◆ bUseEquipNoAmmoClipAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseEquipNoAmmoClipAnim ( )
inline

Definition at line 7865 of file Actor.h.

◆ bUseFireCameraShakeScaleField() [1/2]

bool & AShooterWeapon::bUseFireCameraShakeScaleField ( )
inline

Definition at line 7247 of file Actor.h.

◆ bUseFireCameraShakeScaleField() [2/2]

bool & AShooterWeapon::bUseFireCameraShakeScaleField ( )
inline

Definition at line 7692 of file Actor.h.

◆ bUseHandIk()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseHandIk ( )
inline

Definition at line 8059 of file Actor.h.

◆ bUseInCombatFOV()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseInCombatFOV ( )
inline

Definition at line 8023 of file Actor.h.

◆ bUseInterpolatedLocation()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseInterpolatedLocation ( )
inline

Definition at line 7836 of file Actor.h.

◆ bUseMeleeNoAmmoClipAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseMeleeNoAmmoClipAnim ( )
inline

Definition at line 7288 of file Actor.h.

◆ bUseMeleeNoAmmoClipAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseMeleeNoAmmoClipAnim ( )
inline

Definition at line 7867 of file Actor.h.

◆ bUseMeleeRibbonTrailFX()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseMeleeRibbonTrailFX ( )
inline

Definition at line 7894 of file Actor.h.

◆ bUsePartialReloadAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUsePartialReloadAnim ( )
inline

Definition at line 7285 of file Actor.h.

◆ bUsePartialReloadAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUsePartialReloadAnim ( )
inline

Definition at line 7864 of file Actor.h.

◆ bUsePostUpdateTickForFPVParticles() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUsePostUpdateTickForFPVParticles ( )
inline

Definition at line 7292 of file Actor.h.

◆ bUsePostUpdateTickForFPVParticles() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUsePostUpdateTickForFPVParticles ( )
inline

Definition at line 7871 of file Actor.h.

◆ bUseScopeOverlay() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseScopeOverlay ( )
inline

Definition at line 7356 of file Actor.h.

◆ bUseScopeOverlay() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseScopeOverlay ( )
inline

Definition at line 7940 of file Actor.h.

◆ bUseSuccessiveHitsDamageMultiplier()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseSuccessiveHitsDamageMultiplier ( )
inline

Definition at line 8009 of file Actor.h.

◆ bUseTargetingFireAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTargetingFireAnim ( )
inline

Definition at line 7283 of file Actor.h.

◆ bUseTargetingFireAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTargetingFireAnim ( )
inline

Definition at line 7862 of file Actor.h.

◆ bUseTargetingReloadAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTargetingReloadAnim ( )
inline

Definition at line 7284 of file Actor.h.

◆ bUseTargetingReloadAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTargetingReloadAnim ( )
inline

Definition at line 7863 of file Actor.h.

◆ bUseTPVWeaponMeshMeleeSockets() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTPVWeaponMeshMeleeSockets ( )
inline

Definition at line 7367 of file Actor.h.

◆ bUseTPVWeaponMeshMeleeSockets() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTPVWeaponMeshMeleeSockets ( )
inline

Definition at line 7951 of file Actor.h.

◆ bUseUnequipNoAmmoClipAnim() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseUnequipNoAmmoClipAnim ( )
inline

Definition at line 7287 of file Actor.h.

◆ bUseUnequipNoAmmoClipAnim() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseUnequipNoAmmoClipAnim ( )
inline

Definition at line 7866 of file Actor.h.

◆ bWantsToAltFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToAltFire ( )
inline

Definition at line 7309 of file Actor.h.

◆ bWantsToAltFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToAltFire ( )
inline

Definition at line 7887 of file Actor.h.

◆ bWantsToAutoReload() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToAutoReload ( )
inline

Definition at line 7333 of file Actor.h.

◆ bWantsToAutoReload() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToAutoReload ( )
inline

Definition at line 7911 of file Actor.h.

◆ bWantsToDodgeAfterAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToDodgeAfterAttack ( )
inline

Definition at line 7935 of file Actor.h.

◆ bWantsToFire() [1/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToFire ( )
inline

Definition at line 7308 of file Actor.h.

◆ bWantsToFire() [2/2]

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToFire ( )
inline

Definition at line 7886 of file Actor.h.

◆ bWantsToFireSecondary()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToFireSecondary ( )
inline

Definition at line 8049 of file Actor.h.

◆ bWasLastFireFromGamePadField() [1/2]

bool & AShooterWeapon::bWasLastFireFromGamePadField ( )
inline

Definition at line 7237 of file Actor.h.

◆ bWasLastFireFromGamePadField() [2/2]

bool & AShooterWeapon::bWasLastFireFromGamePadField ( )
inline

Definition at line 7683 of file Actor.h.

◆ bWasLastForwardInputPositive()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWasLastForwardInputPositive ( )
inline

Definition at line 7997 of file Actor.h.

◆ bWasLastRightInputPositive()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWasLastRightInputPositive ( )
inline

Definition at line 7998 of file Actor.h.

◆ bWeaponAllowsBlocking()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponAllowsBlocking ( )
inline

Definition at line 7991 of file Actor.h.

◆ bWeaponAllowsLockOn()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponAllowsLockOn ( )
inline

Definition at line 8056 of file Actor.h.

◆ bWeaponAllowsUsingRepairBoxResources()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponAllowsUsingRepairBoxResources ( )
inline

Definition at line 8061 of file Actor.h.

◆ bWeaponPreventLockOn()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponPreventLockOn ( )
inline

Definition at line 8055 of file Actor.h.

◆ bWeaponUsesAttackData()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesAttackData ( )
inline

Definition at line 7829 of file Actor.h.

◆ bWeaponUsesChargeRunning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesChargeRunning ( )
inline

Definition at line 8010 of file Actor.h.

◆ bWeaponUsesCombatState()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesCombatState ( )
inline

Definition at line 7971 of file Actor.h.

◆ bWeaponUsesDamageMomentum()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesDamageMomentum ( )
inline

Definition at line 8012 of file Actor.h.

◆ bWeaponUsesDodge()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesDodge ( )
inline

Definition at line 7994 of file Actor.h.

◆ bWeaponUsesDualWielding()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesDualWielding ( )
inline

Definition at line 8027 of file Actor.h.

◆ bWeaponUsesMeleeComboHarvesting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesMeleeComboHarvesting ( )
inline

Definition at line 8026 of file Actor.h.

◆ bWeaponUsesMeleeStepImpulse()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesMeleeStepImpulse ( )
inline

Definition at line 8006 of file Actor.h.

◆ bWeaponUsesRunningMode()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesRunningMode ( )
inline

Definition at line 8018 of file Actor.h.

◆ bWeaponUsesShieldAttackData()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesShieldAttackData ( )
inline

Definition at line 7830 of file Actor.h.

◆ bWeaponUsesSmartSwitching()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWeaponUsesSmartSwitching ( )
inline

Definition at line 8047 of file Actor.h.

◆ CancelCurrentWeaponAttack()

void AShooterWeapon::CancelCurrentWeaponAttack ( float NextAttackTime,
bool bOverrideCurrentTime,
bool bIsAbsoluteTime )
inline

Definition at line 8099 of file Actor.h.

◆ CancelCurrentWeaponAttack_FromClient()

void AShooterWeapon::CancelCurrentWeaponAttack_FromClient ( float NextAttackTime,
bool bOverrideCurrentTime,
bool bIsAbsoluteTime )
inline

Definition at line 8100 of file Actor.h.

◆ CanceledReloadFPVOffsetField()

FVector & AShooterWeapon::CanceledReloadFPVOffsetField ( )
inline

Definition at line 7789 of file Actor.h.

◆ CancelReload()

void AShooterWeapon::CancelReload ( )
inline

Definition at line 8101 of file Actor.h.

◆ CanDodge()

bool AShooterWeapon::CanDodge ( )
inline

Definition at line 8081 of file Actor.h.

◆ CanFire() [1/2]

bool AShooterWeapon::CanFire ( bool bForceAllowSubmergedFiring)
inline

Definition at line 7459 of file Actor.h.

◆ CanFire() [2/2]

bool AShooterWeapon::CanFire ( bool bForceAllowSubmergedFiring,
bool bIsLeftFire )
inline

Definition at line 8082 of file Actor.h.

◆ CanMeleeAttack() [1/2]

bool AShooterWeapon::CanMeleeAttack ( )
inline

Definition at line 7440 of file Actor.h.

◆ CanMeleeAttack() [2/2]

bool AShooterWeapon::CanMeleeAttack ( )
inline

Definition at line 8083 of file Actor.h.

◆ CanRegisterInputForNextAttack()

bool AShooterWeapon::CanRegisterInputForNextAttack ( int attackIndex,
bool bIsLeftAttack )
inline

Definition at line 8084 of file Actor.h.

◆ CanReload() [1/3]

bool AShooterWeapon::CanReload ( )
inline

Definition at line 7461 of file Actor.h.

◆ CanReload() [2/3]

bool AShooterWeapon::CanReload ( )
inline

Definition at line 8085 of file Actor.h.

◆ CanReload() [3/3]

bool AShooterWeapon::CanReload ( bool bLeftReload)
inline

Definition at line 8086 of file Actor.h.

◆ CanRun() [1/2]

bool AShooterWeapon::CanRun ( )
inline

Definition at line 7445 of file Actor.h.

◆ CanRun() [2/2]

bool AShooterWeapon::CanRun ( )
inline

Definition at line 8087 of file Actor.h.

◆ CanSetCombatState()

bool AShooterWeapon::CanSetCombatState ( bool bNewCombatState)
inline

Definition at line 8088 of file Actor.h.

◆ CanStartAttack()

bool AShooterWeapon::CanStartAttack ( int attackIndex,
bool bCanInterruptCurrentAttack,
bool bIsLeftAttack,
bool bSkipAttackDataChecks )
inline

Definition at line 8089 of file Actor.h.

◆ CanStartBlocking()

bool AShooterWeapon::CanStartBlocking ( int attackIndex)
inline

Definition at line 8090 of file Actor.h.

◆ CanStartChargeRunning()

bool AShooterWeapon::CanStartChargeRunning ( )
inline

Definition at line 8091 of file Actor.h.

◆ CanStartRunning()

bool AShooterWeapon::CanStartRunning ( )
inline

Definition at line 8092 of file Actor.h.

◆ CanStartSideUnequip()

bool AShooterWeapon::CanStartSideUnequip ( bool bIsPrimaryWeapon)
inline

Definition at line 8093 of file Actor.h.

◆ CanStartWeaponSwitch()

bool AShooterWeapon::CanStartWeaponSwitch ( bool bIsPrimaryWeapon)
inline

Definition at line 8094 of file Actor.h.

◆ CanSwitchWeaponTo()

bool AShooterWeapon::CanSwitchWeaponTo ( UPrimalItem * ForItem,
APrimalCharacter * OwnerCharacter )
inline

Definition at line 8480 of file Actor.h.

◆ CanSwitchWeaponTo_Implementation()

bool AShooterWeapon::CanSwitchWeaponTo_Implementation ( UPrimalItem * ForItem,
APrimalCharacter * OwnerCharacter )
inline

Definition at line 8095 of file Actor.h.

◆ CanTarget() [1/2]

bool AShooterWeapon::CanTarget ( )
inline

Definition at line 7465 of file Actor.h.

◆ CanTarget() [2/2]

bool AShooterWeapon::CanTarget ( )
inline

Definition at line 8096 of file Actor.h.

◆ CanToggleAccessory()

bool AShooterWeapon::CanToggleAccessory ( )
inline

Definition at line 7436 of file Actor.h.

◆ CanUseAttackData()

bool AShooterWeapon::CanUseAttackData ( )
inline

Definition at line 8097 of file Actor.h.

◆ CanUseItemForDualWielding()

bool AShooterWeapon::CanUseItemForDualWielding ( UPrimalItem * PrimalItem)
inline

Definition at line 8098 of file Actor.h.

◆ CharacterHitsFromClientField()

TArray< FMeleeHitInfo > & AShooterWeapon::CharacterHitsFromClientField ( )
inline

Definition at line 7707 of file Actor.h.

◆ ChargeRunningAccelerationTimeField()

float & AShooterWeapon::ChargeRunningAccelerationTimeField ( )
inline

Definition at line 7763 of file Actor.h.

◆ ChargeRunningRotationSpeedModifierField()

float & AShooterWeapon::ChargeRunningRotationSpeedModifierField ( )
inline

Definition at line 7766 of file Actor.h.

◆ ChargeRunningSpeedField()

float & AShooterWeapon::ChargeRunningSpeedField ( )
inline

Definition at line 7764 of file Actor.h.

◆ ChargeRunningSpeedMaxField()

float & AShooterWeapon::ChargeRunningSpeedMaxField ( )
inline

Definition at line 7762 of file Actor.h.

◆ ChargeRunningSpeedMinField()

float & AShooterWeapon::ChargeRunningSpeedMinField ( )
inline

Definition at line 7761 of file Actor.h.

◆ CheckForEarlyAttack()

void AShooterWeapon::CheckForEarlyAttack ( )
inline

Definition at line 8102 of file Actor.h.

◆ CheckForMeleeAttack() [1/2]

void AShooterWeapon::CheckForMeleeAttack ( )
inline

Definition at line 7443 of file Actor.h.

◆ CheckForMeleeAttack() [2/2]

void AShooterWeapon::CheckForMeleeAttack ( )
inline

Definition at line 8103 of file Actor.h.

◆ CheckForMeleeStepImpulseCollision()

bool AShooterWeapon::CheckForMeleeStepImpulseCollision ( FVector * MyVec,
bool isInitialTrace )
inline

Definition at line 8104 of file Actor.h.

◆ CheckItemAssocation() [1/2]

void AShooterWeapon::CheckItemAssocation ( )
inline

Definition at line 7521 of file Actor.h.

◆ CheckItemAssocation() [2/2]

void AShooterWeapon::CheckItemAssocation ( )
inline

Definition at line 8105 of file Actor.h.

◆ CheckItemAssociationSecondary()

void AShooterWeapon::CheckItemAssociationSecondary ( )
inline

Definition at line 8106 of file Actor.h.

◆ CheckShieldBlocking()

bool AShooterWeapon::CheckShieldBlocking ( APrimalCharacter * DamageCauser,
APrimalCharacter * Defender,
FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8107 of file Actor.h.

◆ CheckWeaponBlocking()

bool AShooterWeapon::CheckWeaponBlocking ( APrimalCharacter * DamageCauser,
APrimalCharacter * Defender,
FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8108 of file Actor.h.

◆ ClearClientReload() [1/2]

void AShooterWeapon::ClearClientReload ( )
inline

Definition at line 7447 of file Actor.h.

◆ ClearClientReload() [2/2]

void AShooterWeapon::ClearClientReload ( )
inline

Definition at line 8109 of file Actor.h.

◆ ClearClientReloadSecondary()

void AShooterWeapon::ClearClientReloadSecondary ( )
inline

Definition at line 8110 of file Actor.h.

◆ ClearControlLimitedBuff()

void AShooterWeapon::ClearControlLimitedBuff ( )
inline

Definition at line 8111 of file Actor.h.

◆ ClearStoredDodge()

void AShooterWeapon::ClearStoredDodge ( )
inline

Definition at line 8112 of file Actor.h.

◆ ClientBeginMeleeStepImpulsing_Implementation()

void AShooterWeapon::ClientBeginMeleeStepImpulsing_Implementation ( FVector MyVec)
inline

Definition at line 8113 of file Actor.h.

◆ ClientEndDodging()

void AShooterWeapon::ClientEndDodging ( )
inline

Definition at line 8481 of file Actor.h.

◆ ClientEndDodging_Implementation()

void AShooterWeapon::ClientEndDodging_Implementation ( )
inline

Definition at line 8114 of file Actor.h.

◆ ClientPlayShieldHitAnim() [1/2]

void AShooterWeapon::ClientPlayShieldHitAnim ( )
inline

Definition at line 7585 of file Actor.h.

◆ ClientPlayShieldHitAnim() [2/2]

void AShooterWeapon::ClientPlayShieldHitAnim ( )
inline

Definition at line 8482 of file Actor.h.

◆ ClientPlayShieldHitAnim_Implementation() [1/2]

void AShooterWeapon::ClientPlayShieldHitAnim_Implementation ( )
inline

Definition at line 7481 of file Actor.h.

◆ ClientPlayShieldHitAnim_Implementation() [2/2]

void AShooterWeapon::ClientPlayShieldHitAnim_Implementation ( )
inline

Definition at line 8115 of file Actor.h.

◆ ClientProcessHitResult()

void AShooterWeapon::ClientProcessHitResult ( FHitResult * HitInfo,
float AttackDamageAmount,
float AttackDamageImpulse,
TSubclassOf< UDamageType > AttackDamageType )
inline

Definition at line 8116 of file Actor.h.

◆ ClientSetChargeRunning()

void AShooterWeapon::ClientSetChargeRunning ( bool newChargeRunning)
inline

Definition at line 8483 of file Actor.h.

◆ ClientSetChargeRunning_Implementation()

void AShooterWeapon::ClientSetChargeRunning_Implementation ( bool newChargeRunning)
inline

Definition at line 8117 of file Actor.h.

◆ ClientSetClipAmmo() [1/2]

void AShooterWeapon::ClientSetClipAmmo ( int newClipAmmo,
bool bOnlyUpdateItem )
inline

Definition at line 7586 of file Actor.h.

◆ ClientSetClipAmmo() [2/2]

void AShooterWeapon::ClientSetClipAmmo ( int newClipAmmo,
bool bOnlyUpdateItem,
bool bIsLeftWeapon )
inline

Definition at line 8484 of file Actor.h.

◆ ClientSetClipAmmo_Implementation() [1/2]

void AShooterWeapon::ClientSetClipAmmo_Implementation ( int newClipAmmo,
bool bOnlyUpdateItem )
inline

Definition at line 7528 of file Actor.h.

◆ ClientSetClipAmmo_Implementation() [2/2]

void AShooterWeapon::ClientSetClipAmmo_Implementation ( int newClipAmmo,
bool bOnlyUpdateItem,
bool bIsLeftWeapon )
inline

Definition at line 8118 of file Actor.h.

◆ ClientSimulateWeaponFire() [1/2]

void AShooterWeapon::ClientSimulateWeaponFire ( )
inline

Definition at line 7587 of file Actor.h.

◆ ClientSimulateWeaponFire() [2/2]

void AShooterWeapon::ClientSimulateWeaponFire ( bool bSimulateOnLeftWeapon,
int AttackIndex )
inline

Definition at line 8485 of file Actor.h.

◆ ClientSimulateWeaponFire_Implementation() [1/2]

void AShooterWeapon::ClientSimulateWeaponFire_Implementation ( )
inline

Definition at line 7477 of file Actor.h.

◆ ClientSimulateWeaponFire_Implementation() [2/2]

void AShooterWeapon::ClientSimulateWeaponFire_Implementation ( bool bSimulateOnLeftWeapon,
int AttackIndex )
inline

Definition at line 8119 of file Actor.h.

◆ ClientSpawnMeleeComboHarvestingHitEffects()

void AShooterWeapon::ClientSpawnMeleeComboHarvestingHitEffects ( FVector ImpactLocation,
FVector ImpactNormal )
inline

Definition at line 8486 of file Actor.h.

◆ ClientSpawnMeleeComboHarvestingHitEffects_Implementation()

void AShooterWeapon::ClientSpawnMeleeComboHarvestingHitEffects_Implementation ( FVector ImpactLocation,
FVector ImpactNormal )
inline

Definition at line 8120 of file Actor.h.

◆ ClientSpawnMeleeEffects()

void AShooterWeapon::ClientSpawnMeleeEffects ( FVector Impact,
FVector ShootDir )
inline

Definition at line 7588 of file Actor.h.

◆ ClientSpawnMeleeEffects_Implementation()

void AShooterWeapon::ClientSpawnMeleeEffects_Implementation ( FVector Impact,
FVector ShootDir )
inline

Definition at line 7542 of file Actor.h.

◆ ClientStartChargeRunning()

void AShooterWeapon::ClientStartChargeRunning ( bool newChargeRunning)
inline

Definition at line 8121 of file Actor.h.

◆ ClientStartMuzzleFX() [1/2]

void AShooterWeapon::ClientStartMuzzleFX ( )
inline

Definition at line 7589 of file Actor.h.

◆ ClientStartMuzzleFX() [2/2]

void AShooterWeapon::ClientStartMuzzleFX ( bool bLeftWeapon)
inline

Definition at line 8487 of file Actor.h.

◆ ClientStartMuzzleFX_Implementation() [1/2]

void AShooterWeapon::ClientStartMuzzleFX_Implementation ( )
inline

Definition at line 7513 of file Actor.h.

◆ ClientStartMuzzleFX_Implementation() [2/2]

void AShooterWeapon::ClientStartMuzzleFX_Implementation ( bool bLeftWeapon)
inline

Definition at line 8122 of file Actor.h.

◆ ClientStartReload() [1/2]

void AShooterWeapon::ClientStartReload ( )
inline

Definition at line 7590 of file Actor.h.

◆ ClientStartReload() [2/2]

void AShooterWeapon::ClientStartReload ( bool bReloadLeftWeapon)
inline

Definition at line 8488 of file Actor.h.

◆ ClientStartReload_Implementation() [1/2]

void AShooterWeapon::ClientStartReload_Implementation ( )
inline

Definition at line 7458 of file Actor.h.

◆ ClientStartReload_Implementation() [2/2]

void AShooterWeapon::ClientStartReload_Implementation ( bool bReloadLeftWeapon)
inline

Definition at line 8123 of file Actor.h.

◆ ClientStopSimulatingWeaponFire() [1/2]

void AShooterWeapon::ClientStopSimulatingWeaponFire ( )
inline

Definition at line 7591 of file Actor.h.

◆ ClientStopSimulatingWeaponFire() [2/2]

void AShooterWeapon::ClientStopSimulatingWeaponFire ( )
inline

Definition at line 8489 of file Actor.h.

◆ ClientStopSimulatingWeaponFire_Implementation() [1/2]

void AShooterWeapon::ClientStopSimulatingWeaponFire_Implementation ( )
inline

Definition at line 7476 of file Actor.h.

◆ ClientStopSimulatingWeaponFire_Implementation() [2/2]

void AShooterWeapon::ClientStopSimulatingWeaponFire_Implementation ( )
inline

Definition at line 8124 of file Actor.h.

◆ ClientYarkTickMeleeSwing()

void AShooterWeapon::ClientYarkTickMeleeSwing ( float DeltaTime)
inline

Definition at line 8125 of file Actor.h.

◆ CombatChangedForReasonField()

ECombatChangeReason::Type & AShooterWeapon::CombatChangedForReasonField ( )
inline

Definition at line 7818 of file Actor.h.

◆ CompareBlockingPower()

float AShooterWeapon::CompareBlockingPower ( AShooterWeapon * AttackerWeapon,
int AttackerAttackIndex )
inline

Definition at line 8126 of file Actor.h.

◆ ConsumeAmmoItem() [1/2]

void AShooterWeapon::ConsumeAmmoItem ( int Quantity)
inline

Definition at line 7469 of file Actor.h.

◆ ConsumeAmmoItem() [2/2]

void AShooterWeapon::ConsumeAmmoItem ( int Quantity)
inline

Definition at line 8127 of file Actor.h.

◆ ControlLimitedBuffCounterField()

int & AShooterWeapon::ControlLimitedBuffCounterField ( )
inline

Definition at line 7735 of file Actor.h.

◆ ControlLimitedBuffField()

TSubclassOf< APrimalBuff > & AShooterWeapon::ControlLimitedBuffField ( )
inline

Definition at line 7736 of file Actor.h.

◆ CosumeMeleeHitDurability() [1/2]

void AShooterWeapon::CosumeMeleeHitDurability ( float DurabilityConsumptionMultiplier)
inline

Definition at line 7514 of file Actor.h.

◆ CosumeMeleeHitDurability() [2/2]

void AShooterWeapon::CosumeMeleeHitDurability ( float DurabilityConsumptionMultiplier)
inline

Definition at line 8128 of file Actor.h.

◆ CreateControlLimitedBuff()

void AShooterWeapon::CreateControlLimitedBuff ( )
inline

Definition at line 8129 of file Actor.h.

◆ CurrentAmmoField() [1/2]

int & AShooterWeapon::CurrentAmmoField ( )
inline

Definition at line 7178 of file Actor.h.

◆ CurrentAmmoField() [2/2]

int & AShooterWeapon::CurrentAmmoField ( )
inline

Definition at line 7597 of file Actor.h.

◆ CurrentAmmoInClipField() [1/2]

int & AShooterWeapon::CurrentAmmoInClipField ( )
inline

Definition at line 7179 of file Actor.h.

◆ CurrentAmmoInClipField() [2/2]

int & AShooterWeapon::CurrentAmmoInClipField ( )
inline

Definition at line 7598 of file Actor.h.

◆ CurrentAmmoInClipSecondaryField()

int & AShooterWeapon::CurrentAmmoInClipSecondaryField ( )
inline

Definition at line 7778 of file Actor.h.

◆ CurrentAmmoSecondaryField()

int & AShooterWeapon::CurrentAmmoSecondaryField ( )
inline

Definition at line 7777 of file Actor.h.

◆ CurrentCustomFPVOffsetField()

FVector & AShooterWeapon::CurrentCustomFPVOffsetField ( )
inline

Definition at line 7785 of file Actor.h.

◆ CurrentFiringSpreadField() [1/2]

float & AShooterWeapon::CurrentFiringSpreadField ( )
inline

Definition at line 7250 of file Actor.h.

◆ CurrentFiringSpreadField() [2/2]

float & AShooterWeapon::CurrentFiringSpreadField ( )
inline

Definition at line 7694 of file Actor.h.

◆ CurrentMeleeHitsField()

TArray< FMeleeHitInfo > & AShooterWeapon::CurrentMeleeHitsField ( )
inline

Definition at line 7706 of file Actor.h.

◆ CurrentShieldAttackDataField()

UWeaponAttackData * AShooterWeapon::CurrentShieldAttackDataField ( )
inline

Definition at line 7581 of file Actor.h.

◆ CurrentStateField() [1/2]

EWeaponState::Type & AShooterWeapon::CurrentStateField ( )
inline

Definition at line 7176 of file Actor.h.

◆ CurrentStateField() [2/2]

EWeaponState::Type & AShooterWeapon::CurrentStateField ( )
inline

Definition at line 7595 of file Actor.h.

◆ CurrentStateSecondaryField()

EWeaponState::Type & AShooterWeapon::CurrentStateSecondaryField ( )
inline

Definition at line 7781 of file Actor.h.

◆ CurrentWeaponAttackDataField()

UWeaponAttackData * AShooterWeapon::CurrentWeaponAttackDataField ( )
inline

Definition at line 7580 of file Actor.h.

◆ CurrentWeaponAttackIndexField()

int & AShooterWeapon::CurrentWeaponAttackIndexField ( )
inline

Definition at line 7629 of file Actor.h.

◆ CustomFPVOffsetInterpDurationField()

float & AShooterWeapon::CustomFPVOffsetInterpDurationField ( )
inline

Definition at line 7787 of file Actor.h.

◆ CustomFPVOffsetInterpSpeedField()

float & AShooterWeapon::CustomFPVOffsetInterpSpeedField ( )
inline

Definition at line 7788 of file Actor.h.

◆ CustomFPVTargetOffsetField()

FVector & AShooterWeapon::CustomFPVTargetOffsetField ( )
inline

Definition at line 7786 of file Actor.h.

◆ DealDamage() [1/2]

void AShooterWeapon::DealDamage ( FHitResult * Impact,
FVector * ShootDir,
float DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse,
bool bIsFromSecondaryWeapon )
inline

Definition at line 8130 of file Actor.h.

◆ DealDamage() [2/2]

void AShooterWeapon::DealDamage ( FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 7510 of file Actor.h.

◆ DebugMeleeHitsField()

int & AShooterWeapon::DebugMeleeHitsField ( )
inline

Definition at line 7740 of file Actor.h.

◆ DefaultStaggerTimeWhenBreakingShieldDefenseField()

float & AShooterWeapon::DefaultStaggerTimeWhenBreakingShieldDefenseField ( )
inline

Definition at line 7713 of file Actor.h.

◆ Destroyed() [1/2]

void AShooterWeapon::Destroyed ( )
inline

Definition at line 7418 of file Actor.h.

◆ Destroyed() [2/2]

void AShooterWeapon::Destroyed ( )
inline

Definition at line 8131 of file Actor.h.

◆ DetachMeshFromPawn() [1/2]

void AShooterWeapon::DetachMeshFromPawn ( )
inline

Definition at line 7426 of file Actor.h.

◆ DetachMeshFromPawn() [2/2]

void AShooterWeapon::DetachMeshFromPawn ( bool bOnlyDetachSecondaryMesh,
bool bOnlyDetachPrimaryMesh )
inline

Definition at line 8132 of file Actor.h.

◆ DetermineWeaponState() [1/3]

void AShooterWeapon::DetermineWeaponState ( )
inline

Definition at line 7471 of file Actor.h.

◆ DetermineWeaponState() [2/3]

void AShooterWeapon::DetermineWeaponState ( )
inline

Definition at line 8134 of file Actor.h.

◆ DetermineWeaponState() [3/3]

void AShooterWeapon::DetermineWeaponState ( int AttackIndex,
bool bUseAltAnim )
inline

Definition at line 8133 of file Actor.h.

◆ DirectionalDodgeAllowedField()

TArray< bool > & AShooterWeapon::DirectionalDodgeAllowedField ( )
inline

Definition at line 7750 of file Actor.h.

◆ DirectionalSpeedMultipliersField()

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

Definition at line 7742 of file Actor.h.

◆ Dodge()

void AShooterWeapon::Dodge ( FVector * DodgeDir)
inline

Definition at line 8490 of file Actor.h.

◆ Dodge_Implementation()

void AShooterWeapon::Dodge_Implementation ( FVector * MoveDir)
inline

Definition at line 8139 of file Actor.h.

◆ DodgeAfterTimer()

void AShooterWeapon::DodgeAfterTimer ( )
inline

Definition at line 8138 of file Actor.h.

◆ DodgeAutoAimDurationField()

float & AShooterWeapon::DodgeAutoAimDurationField ( )
inline

Definition at line 7610 of file Actor.h.

◆ DodgeAutoAimMaxDistanceForSpeedAdjustementField()

float & AShooterWeapon::DodgeAutoAimMaxDistanceForSpeedAdjustementField ( )
inline

Definition at line 7611 of file Actor.h.

◆ DodgeAutoAimMaxSpeedField()

float & AShooterWeapon::DodgeAutoAimMaxSpeedField ( )
inline

Definition at line 7609 of file Actor.h.

◆ DodgeAutoAimMinDistanceForSpeedAdjustementField()

float & AShooterWeapon::DodgeAutoAimMinDistanceForSpeedAdjustementField ( )
inline

Definition at line 7612 of file Actor.h.

◆ DodgeAutoAimMinSpeedField()

float & AShooterWeapon::DodgeAutoAimMinSpeedField ( )
inline

Definition at line 7608 of file Actor.h.

◆ DodgeAutoAimRangeField()

float & AShooterWeapon::DodgeAutoAimRangeField ( )
inline

Definition at line 7613 of file Actor.h.

◆ DodgeCooldownField()

float & AShooterWeapon::DodgeCooldownField ( )
inline

Definition at line 7732 of file Actor.h.

◆ DodgeDirectionField()

FVector & AShooterWeapon::DodgeDirectionField ( )
inline

Definition at line 7728 of file Actor.h.

◆ DodgeDurationField()

float & AShooterWeapon::DodgeDurationField ( )
inline

Definition at line 7731 of file Actor.h.

◆ DodgeMeleeDamageMultiplierField()

float & AShooterWeapon::DodgeMeleeDamageMultiplierField ( )
inline

Definition at line 7623 of file Actor.h.

◆ DodgeMeleeImpulseMultiplierField()

float & AShooterWeapon::DodgeMeleeImpulseMultiplierField ( )
inline

Definition at line 7624 of file Actor.h.

◆ DodgeStaminaCostField()

float & AShooterWeapon::DodgeStaminaCostField ( )
inline

Definition at line 7733 of file Actor.h.

◆ DodgeStartTimeField()

long double & AShooterWeapon::DodgeStartTimeField ( )
inline

Definition at line 7727 of file Actor.h.

◆ DodgeVelocityField()

float & AShooterWeapon::DodgeVelocityField ( )
inline

Definition at line 7729 of file Actor.h.

◆ DoHandleFiring() [1/2]

void AShooterWeapon::DoHandleFiring ( )
inline

Definition at line 7529 of file Actor.h.

◆ DoHandleFiring() [2/2]

void AShooterWeapon::DoHandleFiring ( )
inline

Definition at line 8135 of file Actor.h.

◆ DoMeleeAttack() [1/2]

void AShooterWeapon::DoMeleeAttack ( )
inline

Definition at line 7441 of file Actor.h.

◆ DoMeleeAttack() [2/2]

void AShooterWeapon::DoMeleeAttack ( )
inline

Definition at line 8136 of file Actor.h.

◆ DoReregisterAllComponents() [1/2]

void AShooterWeapon::DoReregisterAllComponents ( )
inline

Definition at line 7532 of file Actor.h.

◆ DoReregisterAllComponents() [2/2]

void AShooterWeapon::DoReregisterAllComponents ( )
inline

Definition at line 8137 of file Actor.h.

◆ DoubleTapToDodgeTimeWindowField()

float & AShooterWeapon::DoubleTapToDodgeTimeWindowField ( )
inline

Definition at line 7730 of file Actor.h.

◆ DraggingOffsetInterpField() [1/2]

float & AShooterWeapon::DraggingOffsetInterpField ( )
inline

Definition at line 7261 of file Actor.h.

◆ DraggingOffsetInterpField() [2/2]

float & AShooterWeapon::DraggingOffsetInterpField ( )
inline

Definition at line 7704 of file Actor.h.

◆ DrawDebugLineClient()

void AShooterWeapon::DrawDebugLineClient ( FVector StartLine,
FVector EndLine,
FColor lineColor )
inline

Definition at line 8491 of file Actor.h.

◆ DrawDebugLineClient_Implementation()

void AShooterWeapon::DrawDebugLineClient_Implementation ( FVector StartLine,
FVector EndLine,
FColor lineColor )
inline

Definition at line 8140 of file Actor.h.

◆ DrawDebugSphereClient()

void AShooterWeapon::DrawDebugSphereClient ( FVector StartLine,
FVector EndLine,
FColor lineColor,
float radius )
inline

Definition at line 8492 of file Actor.h.

◆ DrawDebugSphereClient_Implementation()

void AShooterWeapon::DrawDebugSphereClient_Implementation ( FVector StartLine,
FVector EndLine,
FColor lineColor,
float radius )
inline

Definition at line 8141 of file Actor.h.

◆ DrawHUD() [1/2]

void AShooterWeapon::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 7416 of file Actor.h.

◆ DrawHUD() [2/2]

void AShooterWeapon::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 8142 of file Actor.h.

◆ DurabilityCostToEquipField() [1/2]

float & AShooterWeapon::DurabilityCostToEquipField ( )
inline

Definition at line 7206 of file Actor.h.

◆ DurabilityCostToEquipField() [2/2]

float & AShooterWeapon::DurabilityCostToEquipField ( )
inline

Definition at line 7651 of file Actor.h.

◆ DyePreviewMeshOverrideSMField() [1/2]

UStaticMesh * AShooterWeapon::DyePreviewMeshOverrideSMField ( )
inline

Definition at line 7239 of file Actor.h.

◆ DyePreviewMeshOverrideSMField() [2/2]

UStaticMesh * AShooterWeapon::DyePreviewMeshOverrideSMField ( )
inline

Definition at line 7685 of file Actor.h.

◆ EndDodging()

void AShooterWeapon::EndDodging ( )
inline

Definition at line 8493 of file Actor.h.

◆ EndDodging_Implementation()

void AShooterWeapon::EndDodging_Implementation ( )
inline

Definition at line 8144 of file Actor.h.

◆ EndDoMeleeSwing() [1/2]

void AShooterWeapon::EndDoMeleeSwing ( )
inline

Definition at line 7507 of file Actor.h.

◆ EndDoMeleeSwing() [2/2]

void AShooterWeapon::EndDoMeleeSwing ( )
inline

Definition at line 8143 of file Actor.h.

◆ EndDoMeleeSwingTimeField() [1/2]

float & AShooterWeapon::EndDoMeleeSwingTimeField ( )
inline

Definition at line 7124 of file Actor.h.

◆ EndDoMeleeSwingTimeField() [2/2]

float & AShooterWeapon::EndDoMeleeSwingTimeField ( )
inline

Definition at line 7531 of file Actor.h.

◆ EndMeleeFeetPlanted()

void AShooterWeapon::EndMeleeFeetPlanted ( )
inline

Definition at line 8145 of file Actor.h.

◆ EndMeleeStepImpulse()

void AShooterWeapon::EndMeleeStepImpulse ( )
inline

Definition at line 8494 of file Actor.h.

◆ EndMeleeStepImpulse_Implementation()

void AShooterWeapon::EndMeleeStepImpulse_Implementation ( )
inline

Definition at line 8146 of file Actor.h.

◆ EndMeleeSwing() [1/2]

void AShooterWeapon::EndMeleeSwing ( )
inline

Definition at line 7506 of file Actor.h.

◆ EndMeleeSwing() [2/2]

void AShooterWeapon::EndMeleeSwing ( )
inline

Definition at line 8147 of file Actor.h.

◆ EquipSoundField() [1/2]

USoundCue * AShooterWeapon::EquipSoundField ( )
inline

Definition at line 7164 of file Actor.h.

◆ EquipSoundField() [2/2]

USoundCue * AShooterWeapon::EquipSoundField ( )
inline

Definition at line 7575 of file Actor.h.

◆ EquipTimeField() [1/2]

float & AShooterWeapon::EquipTimeField ( )
inline

Definition at line 7101 of file Actor.h.

◆ EquipTimeField() [2/2]

float & AShooterWeapon::EquipTimeField ( )
inline

Definition at line 7494 of file Actor.h.

◆ FastAttackCounterTargetField()

APrimalCharacter * AShooterWeapon::FastAttackCounterTargetField ( )
inline

Definition at line 7803 of file Actor.h.

◆ FastAttackFXSocketField()

FName & AShooterWeapon::FastAttackFXSocketField ( )
inline

Definition at line 7564 of file Actor.h.

◆ FastAttackLeftFXSocketField()

FName & AShooterWeapon::FastAttackLeftFXSocketField ( )
inline

Definition at line 7565 of file Actor.h.

◆ FastAttackWindowField()

float & AShooterWeapon::FastAttackWindowField ( )
inline

Definition at line 7734 of file Actor.h.

◆ FindAutoAimTarget()

AActor * AShooterWeapon::FindAutoAimTarget ( FVector CurrentViewLocation,
float MaxDistance,
float MaxAngle )
inline

Definition at line 8148 of file Actor.h.

◆ FindComponentByName() [1/2]

USceneComponent * AShooterWeapon::FindComponentByName ( FName ComponentName)
inline

Definition at line 7411 of file Actor.h.

◆ FindComponentByName() [2/2]

USceneComponent * AShooterWeapon::FindComponentByName ( FName ComponentName)
inline

Definition at line 8149 of file Actor.h.

◆ FindHarvestableOrEnemy()

bool AShooterWeapon::FindHarvestableOrEnemy ( )
inline

Definition at line 8150 of file Actor.h.

◆ FindLockOnTarget()

AActor * AShooterWeapon::FindLockOnTarget ( bool bFindNewTarget,
FRotator rotationDirection,
float TraceDistanceOverride,
float TraceSphereRadiusOverride,
bool bUseActorDistanceSort,
bool bConsiderNeutralTargets,
bool bConsiderOnlyHumanCharacters )
inline

Definition at line 8151 of file Actor.h.

◆ FinishSideUnequipSecondary()

void AShooterWeapon::FinishSideUnequipSecondary ( )
inline

Definition at line 8152 of file Actor.h.

◆ FinishSideWeaponSwitch()

void AShooterWeapon::FinishSideWeaponSwitch ( bool bIsPrimaryWeapon)
inline

Definition at line 8153 of file Actor.h.

◆ FinishWeaponSwitchPrimary()

void AShooterWeapon::FinishWeaponSwitchPrimary ( )
inline

Definition at line 8154 of file Actor.h.

◆ FinishWeaponSwitchSecondary()

void AShooterWeapon::FinishWeaponSwitchSecondary ( )
inline

Definition at line 8155 of file Actor.h.

◆ FireACField() [1/2]

UAudioComponent * AShooterWeapon::FireACField ( )
inline

Definition at line 7154 of file Actor.h.

◆ FireACField() [2/2]

UAudioComponent * AShooterWeapon::FireACField ( )
inline

Definition at line 7561 of file Actor.h.

◆ FireCameraShakeSpreadScaleExponentField() [1/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleExponentField ( )
inline

Definition at line 7243 of file Actor.h.

◆ FireCameraShakeSpreadScaleExponentField() [2/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleExponentField ( )
inline

Definition at line 7688 of file Actor.h.

◆ FireCameraShakeSpreadScaleExponentLessThanField() [1/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleExponentLessThanField ( )
inline

Definition at line 7244 of file Actor.h.

◆ FireCameraShakeSpreadScaleExponentLessThanField() [2/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleExponentLessThanField ( )
inline

Definition at line 7689 of file Actor.h.

◆ FireCameraShakeSpreadScaleMultiplierField() [1/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleMultiplierField ( )
inline

Definition at line 7246 of file Actor.h.

◆ FireCameraShakeSpreadScaleMultiplierField() [2/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleMultiplierField ( )
inline

Definition at line 7691 of file Actor.h.

◆ FireCameraShakeSpreadScaleMultiplierLessThanField() [1/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleMultiplierLessThanField ( )
inline

Definition at line 7245 of file Actor.h.

◆ FireCameraShakeSpreadScaleMultiplierLessThanField() [2/2]

float & AShooterWeapon::FireCameraShakeSpreadScaleMultiplierLessThanField ( )
inline

Definition at line 7690 of file Actor.h.

◆ FiredLastNoAmmoShotField() [1/2]

int & AShooterWeapon::FiredLastNoAmmoShotField ( )
inline

Definition at line 7186 of file Actor.h.

◆ FiredLastNoAmmoShotField() [2/2]

int & AShooterWeapon::FiredLastNoAmmoShotField ( )
inline

Definition at line 7626 of file Actor.h.

◆ FireFinishSoundField() [1/2]

USoundCue * AShooterWeapon::FireFinishSoundField ( )
inline

Definition at line 7158 of file Actor.h.

◆ FireFinishSoundField() [2/2]

USoundCue * AShooterWeapon::FireFinishSoundField ( )
inline

Definition at line 7569 of file Actor.h.

◆ FireSoundField() [1/2]

USoundCue * AShooterWeapon::FireSoundField ( )
inline

Definition at line 7156 of file Actor.h.

◆ FireSoundField() [2/2]

USoundCue * AShooterWeapon::FireSoundField ( )
inline

Definition at line 7567 of file Actor.h.

◆ FireWeapon() [1/2]

void AShooterWeapon::FireWeapon ( )
inline

Definition at line 7534 of file Actor.h.

◆ FireWeapon() [2/2]

void AShooterWeapon::FireWeapon ( )
inline

Definition at line 8156 of file Actor.h.

◆ ForceFirstPerson()

bool AShooterWeapon::ForceFirstPerson ( )
inline

Definition at line 7536 of file Actor.h.

◆ ForceFirstPerson_Implementation()

bool AShooterWeapon::ForceFirstPerson_Implementation ( )
inline

Definition at line 8157 of file Actor.h.

◆ ForceStopReloadAnimation()

void AShooterWeapon::ForceStopReloadAnimation ( )
inline

Definition at line 8158 of file Actor.h.

◆ ForcesTPVCameraOffset() [1/2]

bool AShooterWeapon::ForcesTPVCameraOffset ( )
inline

Definition at line 7592 of file Actor.h.

◆ ForcesTPVCameraOffset() [2/2]

bool AShooterWeapon::ForcesTPVCameraOffset ( )
inline

Definition at line 8495 of file Actor.h.

◆ ForcesTPVCameraOffset_Implementation() [1/2]

bool AShooterWeapon::ForcesTPVCameraOffset_Implementation ( )
inline

Definition at line 7538 of file Actor.h.

◆ ForcesTPVCameraOffset_Implementation() [2/2]

bool AShooterWeapon::ForcesTPVCameraOffset_Implementation ( )
inline

Definition at line 8160 of file Actor.h.

◆ ForceTPVTargetingAnimation() [1/2]

bool AShooterWeapon::ForceTPVTargetingAnimation ( )
inline

Definition at line 7533 of file Actor.h.

◆ ForceTPVTargetingAnimation() [2/2]

bool AShooterWeapon::ForceTPVTargetingAnimation ( )
inline

Definition at line 8159 of file Actor.h.

◆ FPVAccessoryToggleComponentField() [1/2]

FName & AShooterWeapon::FPVAccessoryToggleComponentField ( )
inline

Definition at line 7182 of file Actor.h.

◆ FPVAccessoryToggleComponentField() [2/2]

FName & AShooterWeapon::FPVAccessoryToggleComponentField ( )
inline

Definition at line 7601 of file Actor.h.

◆ FPVAdditionalLookRotOffsetField() [1/2]

FRotator & AShooterWeapon::FPVAdditionalLookRotOffsetField ( )
inline

Definition at line 7148 of file Actor.h.

◆ FPVAdditionalLookRotOffsetField() [2/2]

FRotator & AShooterWeapon::FPVAdditionalLookRotOffsetField ( )
inline

Definition at line 7555 of file Actor.h.

◆ FPVCameraMaxPitchField()

float & AShooterWeapon::FPVCameraMaxPitchField ( )
inline

Definition at line 7817 of file Actor.h.

◆ FPVCameraMinPitchField()

float & AShooterWeapon::FPVCameraMinPitchField ( )
inline

Definition at line 7816 of file Actor.h.

◆ FPVEnterTargetingInterpSpeedField() [1/2]

float & AShooterWeapon::FPVEnterTargetingInterpSpeedField ( )
inline

Definition at line 7122 of file Actor.h.

◆ FPVEnterTargetingInterpSpeedField() [2/2]

float & AShooterWeapon::FPVEnterTargetingInterpSpeedField ( )
inline

Definition at line 7529 of file Actor.h.

◆ FPVExitTargetingInterpSpeedField() [1/2]

float & AShooterWeapon::FPVExitTargetingInterpSpeedField ( )
inline

Definition at line 7123 of file Actor.h.

◆ FPVExitTargetingInterpSpeedField() [2/2]

float & AShooterWeapon::FPVExitTargetingInterpSpeedField ( )
inline

Definition at line 7530 of file Actor.h.

◆ FPVImmobilizedInterpSpeedField() [1/2]

float & AShooterWeapon::FPVImmobilizedInterpSpeedField ( )
inline

Definition at line 7133 of file Actor.h.

◆ FPVImmobilizedInterpSpeedField() [2/2]

float & AShooterWeapon::FPVImmobilizedInterpSpeedField ( )
inline

Definition at line 7540 of file Actor.h.

◆ FPVImmobilizedLocationOffsetField() [1/2]

FVector & AShooterWeapon::FPVImmobilizedLocationOffsetField ( )
inline

Definition at line 7131 of file Actor.h.

◆ FPVImmobilizedLocationOffsetField() [2/2]

FVector & AShooterWeapon::FPVImmobilizedLocationOffsetField ( )
inline

Definition at line 7538 of file Actor.h.

◆ FPVImmobilizedRotationOffsetField() [1/2]

FRotator & AShooterWeapon::FPVImmobilizedRotationOffsetField ( )
inline

Definition at line 7132 of file Actor.h.

◆ FPVImmobilizedRotationOffsetField() [2/2]

FRotator & AShooterWeapon::FPVImmobilizedRotationOffsetField ( )
inline

Definition at line 7539 of file Actor.h.

◆ FPVInventoryReequipOffsetField()

FVector & AShooterWeapon::FPVInventoryReequipOffsetField ( )
inline

Definition at line 7259 of file Actor.h.

◆ FPVLastLocOffsetField() [1/2]

FVector & AShooterWeapon::FPVLastLocOffsetField ( )
inline

Definition at line 7149 of file Actor.h.

◆ FPVLastLocOffsetField() [2/2]

FVector & AShooterWeapon::FPVLastLocOffsetField ( )
inline

Definition at line 7556 of file Actor.h.

◆ FPVLastRotOffsetField() [1/2]

FRotator & AShooterWeapon::FPVLastRotOffsetField ( )
inline

Definition at line 7152 of file Actor.h.

◆ FPVLastRotOffsetField() [2/2]

FRotator & AShooterWeapon::FPVLastRotOffsetField ( )
inline

Definition at line 7559 of file Actor.h.

◆ FPVLastVROffsetField() [1/2]

FVector & AShooterWeapon::FPVLastVROffsetField ( )
inline

Definition at line 7150 of file Actor.h.

◆ FPVLastVROffsetField() [2/2]

FVector & AShooterWeapon::FPVLastVROffsetField ( )
inline

Definition at line 7557 of file Actor.h.

◆ FPVLookAtInterpSpeed_TargetingField() [1/2]

FRotator & AShooterWeapon::FPVLookAtInterpSpeed_TargetingField ( )
inline

Definition at line 7130 of file Actor.h.

◆ FPVLookAtInterpSpeed_TargetingField() [2/2]

FRotator & AShooterWeapon::FPVLookAtInterpSpeed_TargetingField ( )
inline

Definition at line 7537 of file Actor.h.

◆ FPVLookAtInterpSpeedField() [1/2]

FRotator & AShooterWeapon::FPVLookAtInterpSpeedField ( )
inline

Definition at line 7127 of file Actor.h.

◆ FPVLookAtInterpSpeedField() [2/2]

FRotator & AShooterWeapon::FPVLookAtInterpSpeedField ( )
inline

Definition at line 7534 of file Actor.h.

◆ FPVLookAtMaximumOffset_TargetingField() [1/2]

FRotator & AShooterWeapon::FPVLookAtMaximumOffset_TargetingField ( )
inline

Definition at line 7128 of file Actor.h.

◆ FPVLookAtMaximumOffset_TargetingField() [2/2]

FRotator & AShooterWeapon::FPVLookAtMaximumOffset_TargetingField ( )
inline

Definition at line 7535 of file Actor.h.

◆ FPVLookAtMaximumOffsetField() [1/2]

FRotator & AShooterWeapon::FPVLookAtMaximumOffsetField ( )
inline

Definition at line 7125 of file Actor.h.

◆ FPVLookAtMaximumOffsetField() [2/2]

FRotator & AShooterWeapon::FPVLookAtMaximumOffsetField ( )
inline

Definition at line 7532 of file Actor.h.

◆ FPVLookAtSpeedBase_TargetingField() [1/2]

FRotator & AShooterWeapon::FPVLookAtSpeedBase_TargetingField ( )
inline

Definition at line 7129 of file Actor.h.

◆ FPVLookAtSpeedBase_TargetingField() [2/2]

FRotator & AShooterWeapon::FPVLookAtSpeedBase_TargetingField ( )
inline

Definition at line 7536 of file Actor.h.

◆ FPVLookAtSpeedBaseField() [1/2]

FRotator & AShooterWeapon::FPVLookAtSpeedBaseField ( )
inline

Definition at line 7126 of file Actor.h.

◆ FPVLookAtSpeedBaseField() [2/2]

FRotator & AShooterWeapon::FPVLookAtSpeedBaseField ( )
inline

Definition at line 7533 of file Actor.h.

◆ FPVMeleeTraceFXRangeField() [1/2]

float & AShooterWeapon::FPVMeleeTraceFXRangeField ( )
inline

Definition at line 7224 of file Actor.h.

◆ FPVMeleeTraceFXRangeField() [2/2]

float & AShooterWeapon::FPVMeleeTraceFXRangeField ( )
inline

Definition at line 7669 of file Actor.h.

◆ FPVMoveOffscreenIdleInCombatRestoreIntervalField()

float & AShooterWeapon::FPVMoveOffscreenIdleInCombatRestoreIntervalField ( )
inline

Definition at line 7589 of file Actor.h.

◆ FPVMoveOffscreenIdleRestoreIntervalField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenIdleRestoreIntervalField ( )
inline

Definition at line 7170 of file Actor.h.

◆ FPVMoveOffscreenIdleRestoreIntervalField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenIdleRestoreIntervalField ( )
inline

Definition at line 7588 of file Actor.h.

◆ FPVMoveOffscreenIdleRestoreSpeedField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenIdleRestoreSpeedField ( )
inline

Definition at line 7171 of file Actor.h.

◆ FPVMoveOffscreenIdleRestoreSpeedField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenIdleRestoreSpeedField ( )
inline

Definition at line 7590 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningInCombatMaxOffsetField()

float & AShooterWeapon::FPVMoveOffscreenWhenTurningInCombatMaxOffsetField ( )
inline

Definition at line 7592 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ( )
inline

Definition at line 7166 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ( )
inline

Definition at line 7584 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxOffsetField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxOffsetField ( )
inline

Definition at line 7172 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxOffsetField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxOffsetField ( )
inline

Definition at line 7591 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxViewRotSpeedField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxViewRotSpeedField ( )
inline

Definition at line 7169 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxViewRotSpeedField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxViewRotSpeedField ( )
inline

Definition at line 7587 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ( )
inline

Definition at line 7167 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ( )
inline

Definition at line 7585 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMinViewRotSpeedField() [1/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMinViewRotSpeedField ( )
inline

Definition at line 7168 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMinViewRotSpeedField() [2/2]

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMinViewRotSpeedField ( )
inline

Definition at line 7586 of file Actor.h.

◆ FPVMuzzleLocationOffsetField() [1/2]

FVector & AShooterWeapon::FPVMuzzleLocationOffsetField ( )
inline

Definition at line 7255 of file Actor.h.

◆ FPVMuzzleLocationOffsetField() [2/2]

FVector & AShooterWeapon::FPVMuzzleLocationOffsetField ( )
inline

Definition at line 7700 of file Actor.h.

◆ FPVRelativeLocation_TargetingField() [1/2]

FVector & AShooterWeapon::FPVRelativeLocation_TargetingField ( )
inline

Definition at line 7120 of file Actor.h.

◆ FPVRelativeLocation_TargetingField() [2/2]

FVector & AShooterWeapon::FPVRelativeLocation_TargetingField ( )
inline

Definition at line 7527 of file Actor.h.

◆ FPVRelativeLocationField() [1/2]

FVector & AShooterWeapon::FPVRelativeLocationField ( )
inline

Definition at line 7118 of file Actor.h.

◆ FPVRelativeLocationField() [2/2]

FVector & AShooterWeapon::FPVRelativeLocationField ( )
inline

Definition at line 7525 of file Actor.h.

◆ FPVRelativeLocationOffscreenOffsetField() [1/2]

FVector & AShooterWeapon::FPVRelativeLocationOffscreenOffsetField ( )
inline

Definition at line 7151 of file Actor.h.

◆ FPVRelativeLocationOffscreenOffsetField() [2/2]

FVector & AShooterWeapon::FPVRelativeLocationOffscreenOffsetField ( )
inline

Definition at line 7558 of file Actor.h.

◆ FPVRelativeRotation_TargetingField() [1/2]

FRotator & AShooterWeapon::FPVRelativeRotation_TargetingField ( )
inline

Definition at line 7121 of file Actor.h.

◆ FPVRelativeRotation_TargetingField() [2/2]

FRotator & AShooterWeapon::FPVRelativeRotation_TargetingField ( )
inline

Definition at line 7528 of file Actor.h.

◆ FPVRelativeRotationField() [1/2]

FRotator & AShooterWeapon::FPVRelativeRotationField ( )
inline

Definition at line 7119 of file Actor.h.

◆ FPVRelativeRotationField() [2/2]

FRotator & AShooterWeapon::FPVRelativeRotationField ( )
inline

Definition at line 7526 of file Actor.h.

◆ FPVStoppedTurningTimeField() [1/2]

long double & AShooterWeapon::FPVStoppedTurningTimeField ( )
inline

Definition at line 7173 of file Actor.h.

◆ FPVStoppedTurningTimeField() [2/2]

long double & AShooterWeapon::FPVStoppedTurningTimeField ( )
inline

Definition at line 7593 of file Actor.h.

◆ GetActorOffsetFromScreenCenter()

static void AShooterWeapon::GetActorOffsetFromScreenCenter ( AActor * ActorTarget,
AShooterPlayerController * MyPC,
FVector2D * OffsetFromCenter,
FVector2D * ScreenCenter )
inlinestatic

Definition at line 8161 of file Actor.h.

◆ GetAdjustedAim() [1/2]

FVector * AShooterWeapon::GetAdjustedAim ( FVector * result)
inline

Definition at line 7482 of file Actor.h.

◆ GetAdjustedAim() [2/2]

FVector * AShooterWeapon::GetAdjustedAim ( FVector * result)
inline

Definition at line 8162 of file Actor.h.

◆ GetAimOffsets()

bool AShooterWeapon::GetAimOffsets ( float DeltaTime,
FRotator * RootRotOffset,
float * RootYawSpeed,
float MaxYawAimClamp,
FVector * RootLocOffset,
FRotator * CurrentAimRot,
FVector * CurrentRootLoc,
FVector * TargetRootLoc,
FRotator * TargetAimRot )
inline

Definition at line 8163 of file Actor.h.

◆ GetAttackDamageType()

TSubclassOf< UDamageType > * AShooterWeapon::GetAttackDamageType ( TSubclassOf< UDamageType > * result,
int AttackIndex )
inline

Definition at line 8164 of file Actor.h.

◆ GetAttackDirectionToBreakBlock()

static void AShooterWeapon::GetAttackDirectionToBreakBlock ( AShooterWeapon * DefenderWeapon,
AShooterWeapon * DamageCauserWeapon,
FVector * ShotDirection,
int damageCauserAttackIndex,
bool * RegularDirection,
bool * AltDirection )
inlinestatic

Definition at line 8165 of file Actor.h.

◆ GetAttackIndex()

int AShooterWeapon::GetAttackIndex ( EWeaponAttackType::Type AttackType)
inline

Definition at line 8166 of file Actor.h.

◆ GetAttackTypeForIndex()

EWeaponAttackType::Type AShooterWeapon::GetAttackTypeForIndex ( int AttackIndex)
inline

Definition at line 8167 of file Actor.h.

◆ GetAttackTypeFromInput()

EWeaponAttackType::Type AShooterWeapon::GetAttackTypeFromInput ( EWeaponAttackInput::Type AttackInput)
inline

Definition at line 8168 of file Actor.h.

◆ GetAutoAimMultiplier()

float AShooterWeapon::GetAutoAimMultiplier ( int AttackIndex)
inline

Definition at line 8169 of file Actor.h.

◆ GetBestBlockingDirection()

static bool AShooterWeapon::GetBestBlockingDirection ( AShooterWeapon * DefenderWeapon,
AShooterWeapon * DamageCauserWeapon,
FVector * ShotDirection,
int defenderAttackIndex,
bool * RegularDirection,
bool * AltDirection,
bool * RequiresDownBlock )
inlinestatic

Definition at line 8170 of file Actor.h.

◆ GetCameraDamageStartLocation() [1/2]

FVector * AShooterWeapon::GetCameraDamageStartLocation ( FVector * result,
FVector * AimDir )
inline

Definition at line 7483 of file Actor.h.

◆ GetCameraDamageStartLocation() [2/2]

FVector * AShooterWeapon::GetCameraDamageStartLocation ( FVector * result,
FVector * AimDir )
inline

Definition at line 8171 of file Actor.h.

◆ GetChargeRunningSpeedProgress()

float AShooterWeapon::GetChargeRunningSpeedProgress ( )
inline

Definition at line 8172 of file Actor.h.

◆ GetConsumeDurabilityPerShot() [1/2]

float AShooterWeapon::GetConsumeDurabilityPerShot ( )
inline

Definition at line 7466 of file Actor.h.

◆ GetConsumeDurabilityPerShot() [2/2]

float AShooterWeapon::GetConsumeDurabilityPerShot ( )
inline

Definition at line 8173 of file Actor.h.

◆ GetCrosshairColor()

FColor * AShooterWeapon::GetCrosshairColor ( FColor * result)
inline

Definition at line 8496 of file Actor.h.

◆ GetCrosshairColor_Implementation()

FColor * AShooterWeapon::GetCrosshairColor_Implementation ( FColor * result)
inline

Definition at line 8174 of file Actor.h.

◆ GetCurrentAmmo()

int AShooterWeapon::GetCurrentAmmo ( )
inline

Definition at line 7501 of file Actor.h.

◆ GetCurrentAmmoInClip() [1/2]

int AShooterWeapon::GetCurrentAmmoInClip ( )
inline

Definition at line 7502 of file Actor.h.

◆ GetCurrentAmmoInClip() [2/2]

int AShooterWeapon::GetCurrentAmmoInClip ( bool bLeftWeaponAmmo)
inline

Definition at line 8175 of file Actor.h.

◆ GetCurrentAttackDamageType()

TSubclassOf< UDamageType > * AShooterWeapon::GetCurrentAttackDamageType ( TSubclassOf< UDamageType > * result,
bool bCanUseLastAttack )
inline

Definition at line 8176 of file Actor.h.

◆ GetCurrentState()

EWeaponState::Type AShooterWeapon::GetCurrentState ( )
inline

Definition at line 7500 of file Actor.h.

◆ GetCurrentWeaponAttackIndex()

int AShooterWeapon::GetCurrentWeaponAttackIndex ( bool bGetLastIfNotCurrent)
inline

Definition at line 8177 of file Actor.h.

◆ GetDebugInfoString()

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

Definition at line 7540 of file Actor.h.

◆ GetFireCameraShakeScale() [1/2]

float AShooterWeapon::GetFireCameraShakeScale ( )
inline

Definition at line 7463 of file Actor.h.

◆ GetFireCameraShakeScale() [2/2]

float AShooterWeapon::GetFireCameraShakeScale ( )
inline

Definition at line 8178 of file Actor.h.

◆ GetHandsSocketsTransforms()

void AShooterWeapon::GetHandsSocketsTransforms ( FTransform * Left,
FTransform * Right )
inline

Definition at line 8179 of file Actor.h.

◆ GetInputRotationLimits()

FRotator * AShooterWeapon::GetInputRotationLimits ( FRotator * result)
inline

Definition at line 8497 of file Actor.h.

◆ GetInputRotationLimits_Implementation()

FRotator * AShooterWeapon::GetInputRotationLimits_Implementation ( FRotator * result)
inline

Definition at line 8180 of file Actor.h.

◆ GetLastSocketPositionsNum()

int AShooterWeapon::GetLastSocketPositionsNum ( )
inline

Definition at line 8181 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

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

Definition at line 7498 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

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

Definition at line 8182 of file Actor.h.

◆ GetMuzzleDirection() [1/2]

FVector * AShooterWeapon::GetMuzzleDirection ( FVector * result)
inline

Definition at line 7486 of file Actor.h.

◆ GetMuzzleDirection() [2/2]

FVector * AShooterWeapon::GetMuzzleDirection ( FVector * result,
bool bFromSecondaryWeapon )
inline

Definition at line 8183 of file Actor.h.

◆ GetMuzzleLocation() [1/2]

FVector * AShooterWeapon::GetMuzzleLocation ( FVector * result)
inline

Definition at line 7485 of file Actor.h.

◆ GetMuzzleLocation() [2/2]

FVector * AShooterWeapon::GetMuzzleLocation ( FVector * result,
bool bFromSecondaryWeapon )
inline

Definition at line 8184 of file Actor.h.

◆ GetNextValidAttackTime()

long double AShooterWeapon::GetNextValidAttackTime ( bool bGetTimeForLeftAttack)
inline

Definition at line 8185 of file Actor.h.

◆ GetParticleBaseComponent()

USceneComponent * AShooterWeapon::GetParticleBaseComponent ( )
inline

Definition at line 8186 of file Actor.h.

◆ GetPawnOwner() [1/2]

AShooterCharacter * AShooterWeapon::GetPawnOwner ( )
inline

Definition at line 7499 of file Actor.h.

◆ GetPawnOwner() [2/2]

APrimalCharacter * AShooterWeapon::GetPawnOwner ( )
inline

Definition at line 8187 of file Actor.h.

◆ GetPrivateStaticClass() [1/2]

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

Definition at line 7546 of file Actor.h.

◆ GetPrivateStaticClass() [2/2]

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

Definition at line 8498 of file Actor.h.

◆ GetProperLocation()

FVector * AShooterWeapon::GetProperLocation ( FVector * result,
AActor * CharacterActor )
inline

Definition at line 8188 of file Actor.h.

◆ GetShieldAttackIndex()

int AShooterWeapon::GetShieldAttackIndex ( EWeaponAttackType::Type AttackType)
inline

Definition at line 8189 of file Actor.h.

◆ GetShootingCameraLocation() [1/2]

FVector * AShooterWeapon::GetShootingCameraLocation ( FVector * result)
inline

Definition at line 7484 of file Actor.h.

◆ GetShootingCameraLocation() [2/2]

FVector * AShooterWeapon::GetShootingCameraLocation ( FVector * result)
inline

Definition at line 8190 of file Actor.h.

◆ GetStandingAnimation() [1/2]

UAnimSequence * AShooterWeapon::GetStandingAnimation ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 7593 of file Actor.h.

◆ GetStandingAnimation() [2/2]

UAnimSequence * AShooterWeapon::GetStandingAnimation ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 8499 of file Actor.h.

◆ GetStandingAnimation_Implementation()

static ABrush * AShooterWeapon::GetStandingAnimation_Implementation ( TSubclassOf< ABrush > BrushType,
FTransform * BrushTransform,
FVector BoxExtent )
inlinestatic

Definition at line 7409 of file Actor.h.

◆ GetSuccessiveHitsDamageMultiplier()

float AShooterWeapon::GetSuccessiveHitsDamageMultiplier ( )
inline

Definition at line 8191 of file Actor.h.

◆ GetTutorialHintString()

FString * AShooterWeapon::GetTutorialHintString ( FString * result)
inline

Definition at line 8500 of file Actor.h.

◆ GetTutorialHintString_Implementation()

FString * AShooterWeapon::GetTutorialHintString_Implementation ( FString * result)
inline

Definition at line 8192 of file Actor.h.

◆ GetWeaponAttack()

FWeaponAttack * AShooterWeapon::GetWeaponAttack ( int attackIndex)
inline

Definition at line 8193 of file Actor.h.

◆ GetWeaponDamageMultiplier() [1/2]

float AShooterWeapon::GetWeaponDamageMultiplier ( )
inline

Definition at line 7511 of file Actor.h.

◆ GetWeaponDamageMultiplier() [2/2]

float AShooterWeapon::GetWeaponDamageMultiplier ( bool bIsFromSecondaryWeapon)
inline

Definition at line 8194 of file Actor.h.

◆ GetYarkMeleeSwingRadius()

float AShooterWeapon::GetYarkMeleeSwingRadius ( )
inline

Definition at line 8195 of file Actor.h.

◆ GiveSidePrimalItemWeapon()

void AShooterWeapon::GiveSidePrimalItemWeapon ( UPrimalItem * aPrimalItem,
bool bIsPrimaryWeapon,
bool bIsSwitch )
inline

Definition at line 8196 of file Actor.h.

◆ GlobalAttackAutoAimMultiplierField()

float & AShooterWeapon::GlobalAttackAutoAimMultiplierField ( )
inline

Definition at line 7512 of file Actor.h.

◆ GlobalFireCameraShakeScaleField() [1/2]

float & AShooterWeapon::GlobalFireCameraShakeScaleField ( )
inline

Definition at line 7205 of file Actor.h.

◆ GlobalFireCameraShakeScaleField() [2/2]

float & AShooterWeapon::GlobalFireCameraShakeScaleField ( )
inline

Definition at line 7650 of file Actor.h.

◆ GlobalFireCameraShakeScaleTargetingField() [1/2]

float & AShooterWeapon::GlobalFireCameraShakeScaleTargetingField ( )
inline

Definition at line 7209 of file Actor.h.

◆ GlobalFireCameraShakeScaleTargetingField() [2/2]

float & AShooterWeapon::GlobalFireCameraShakeScaleTargetingField ( )
inline

Definition at line 7654 of file Actor.h.

◆ HandleFiring() [1/2]

void AShooterWeapon::HandleFiring ( bool bSentFromClient)
inline

Definition at line 7464 of file Actor.h.

◆ HandleFiring() [2/2]

void AShooterWeapon::HandleFiring ( bool bSentFromClient,
bool bIsLeftFiring,
int AttackIndex )
inline

Definition at line 8197 of file Actor.h.

◆ HasInfiniteAmmo() [1/2]

bool AShooterWeapon::HasInfiniteAmmo ( )
inline

Definition at line 7504 of file Actor.h.

◆ HasInfiniteAmmo() [2/2]

bool AShooterWeapon::HasInfiniteAmmo ( )
inline

Definition at line 8198 of file Actor.h.

◆ HasRightMovementModeForAttack()

bool AShooterWeapon::HasRightMovementModeForAttack ( int AttackIndex)
inline

Definition at line 8199 of file Actor.h.

◆ HitStaggerDurationField()

float & AShooterWeapon::HitStaggerDurationField ( )
inline

Definition at line 7768 of file Actor.h.

◆ HyperThermiaInsulationField() [1/2]

float & AShooterWeapon::HyperThermiaInsulationField ( )
inline

Definition at line 7214 of file Actor.h.

◆ HyperThermiaInsulationField() [2/2]

float & AShooterWeapon::HyperThermiaInsulationField ( )
inline

Definition at line 7659 of file Actor.h.

◆ HypoThermiaInsulationField() [1/2]

float & AShooterWeapon::HypoThermiaInsulationField ( )
inline

Definition at line 7213 of file Actor.h.

◆ HypoThermiaInsulationField() [2/2]

float & AShooterWeapon::HypoThermiaInsulationField ( )
inline

Definition at line 7658 of file Actor.h.

◆ InCombatFOVIncreaseField()

float & AShooterWeapon::InCombatFOVIncreaseField ( )
inline

Definition at line 7771 of file Actor.h.

◆ IncreaseReloadSpeed()

void AShooterWeapon::IncreaseReloadSpeed ( float PlayRateMultiplier)
inline

Definition at line 8200 of file Actor.h.

◆ InitializeLastSocketPositionsArray()

void AShooterWeapon::InitializeLastSocketPositionsArray ( )
inline

Definition at line 8201 of file Actor.h.

◆ InitializeMeleeArrays()

void AShooterWeapon::InitializeMeleeArrays ( )
inline

Definition at line 8202 of file Actor.h.

◆ InputRotationLimitDeltaTimeMultiplierField()

float & AShooterWeapon::InputRotationLimitDeltaTimeMultiplierField ( )
inline

Definition at line 7767 of file Actor.h.

◆ InstantConfigField()

FInstantWeaponData & AShooterWeapon::InstantConfigField ( )
inline

Definition at line 7249 of file Actor.h.

◆ InsulationRangeField() [1/2]

float & AShooterWeapon::InsulationRangeField ( )
inline

Definition at line 7215 of file Actor.h.

◆ InsulationRangeField() [2/2]

float & AShooterWeapon::InsulationRangeField ( )
inline

Definition at line 7660 of file Actor.h.

◆ IsActivelyBlocking()

bool AShooterWeapon::IsActivelyBlocking ( )
inline

Definition at line 8203 of file Actor.h.

◆ IsAttackImplemented()

bool AShooterWeapon::IsAttackImplemented ( EWeaponAttackType::Type AttackType)
inline

Definition at line 8204 of file Actor.h.

◆ IsAutoAimActive()

bool AShooterWeapon::IsAutoAimActive ( )
inline

Definition at line 8205 of file Actor.h.

◆ IsBlockingAttack()

bool AShooterWeapon::IsBlockingAttack ( int attackIndex)
inline

Definition at line 8206 of file Actor.h.

◆ IsDodgeDirectionAllowed()

bool AShooterWeapon::IsDodgeDirectionAllowed ( int DodgeDirection)
inline

Definition at line 8207 of file Actor.h.

◆ IsDodgingNotImpulsing()

bool AShooterWeapon::IsDodgingNotImpulsing ( )
inline

Definition at line 8208 of file Actor.h.

◆ IsDualWielding()

bool AShooterWeapon::IsDualWielding ( )
inline

Definition at line 8209 of file Actor.h.

◆ IsFiring() [1/2]

bool AShooterWeapon::IsFiring ( )
inline

Definition at line 7517 of file Actor.h.

◆ IsFiring() [2/2]

bool AShooterWeapon::IsFiring ( bool bLeftWeapon)
inline

Definition at line 8210 of file Actor.h.

◆ IsFirstPersonMeshVisible() [1/2]

bool AShooterWeapon::IsFirstPersonMeshVisible ( )
inline

Definition at line 7530 of file Actor.h.

◆ IsFirstPersonMeshVisible() [2/2]

bool AShooterWeapon::IsFirstPersonMeshVisible ( )
inline

Definition at line 8211 of file Actor.h.

◆ IsInMeleeAttack()

bool AShooterWeapon::IsInMeleeAttack ( )
inline

Definition at line 7541 of file Actor.h.

◆ IsLocallyOwned() [1/2]

bool AShooterWeapon::IsLocallyOwned ( )
inline

Definition at line 7520 of file Actor.h.

◆ IsLocallyOwned() [2/2]

bool AShooterWeapon::IsLocallyOwned ( )
inline

Definition at line 8212 of file Actor.h.

◆ IsLockedOn()

bool AShooterWeapon::IsLockedOn ( bool bTestForValidTarget)
inline

Definition at line 8213 of file Actor.h.

◆ IsOwningClient()

bool AShooterWeapon::IsOwningClient ( )
inline

Definition at line 7522 of file Actor.h.

◆ IsPerformingAttack()

bool AShooterWeapon::IsPerformingAttack ( )
inline

Definition at line 8214 of file Actor.h.

◆ IsPlayingCameraAnimFPV()

bool AShooterWeapon::IsPlayingCameraAnimFPV ( )
inline

Definition at line 7410 of file Actor.h.

◆ IsPrimalDodging()

bool AShooterWeapon::IsPrimalDodging ( )
inline

Definition at line 8215 of file Actor.h.

◆ IsRecoveringAfterBlocking()

bool AShooterWeapon::IsRecoveringAfterBlocking ( )
inline

Definition at line 8216 of file Actor.h.

◆ IsRecoveringAfterGettingBlocked()

bool AShooterWeapon::IsRecoveringAfterGettingBlocked ( )
inline

Definition at line 8217 of file Actor.h.

◆ IsReloading()

bool AShooterWeapon::IsReloading ( bool bOnlyCheckLeftSide,
bool bOnlyCheckRightSide )
inline

Definition at line 8218 of file Actor.h.

◆ IsShieldAttack()

bool AShooterWeapon::IsShieldAttack ( int attackIndex)
inline

Definition at line 8219 of file Actor.h.

◆ IsSimulated() [1/2]

bool AShooterWeapon::IsSimulated ( )
inline

Definition at line 7475 of file Actor.h.

◆ IsSimulated() [2/2]

bool AShooterWeapon::IsSimulated ( )
inline

Definition at line 8220 of file Actor.h.

◆ IsUsingBlockingAttack()

bool AShooterWeapon::IsUsingBlockingAttack ( )
inline

Definition at line 8221 of file Actor.h.

◆ IsUsingDownBlockingAttack()

bool AShooterWeapon::IsUsingDownBlockingAttack ( )
inline

Definition at line 8222 of file Actor.h.

◆ IsValidAttackIndex()

bool AShooterWeapon::IsValidAttackIndex ( int AttackIndex)
inline

Definition at line 8223 of file Actor.h.

◆ IsValidAutoAimTarget()

bool AShooterWeapon::IsValidAutoAimTarget ( AActor * PotentialTarget)
inline

Definition at line 8224 of file Actor.h.

◆ IsValidExtraAttack()

bool AShooterWeapon::IsValidExtraAttack ( int attackIndex,
bool bTestIndexOnly )
inline

Definition at line 8225 of file Actor.h.

◆ IsValidShieldAttackIndex()

bool AShooterWeapon::IsValidShieldAttackIndex ( int AttackIndex)
inline

Definition at line 8226 of file Actor.h.

◆ IsValidUnStasisCaster()

bool AShooterWeapon::IsValidUnStasisCaster ( )
inline

Definition at line 7419 of file Actor.h.

◆ IsWithinView()

bool AShooterWeapon::IsWithinView ( float Angle,
AActor * OtherActor,
FVector CurrentViewPoint )
inline

Definition at line 8227 of file Actor.h.

◆ ItemDestructionUnequipWeaponDelayField() [1/2]

float & AShooterWeapon::ItemDestructionUnequipWeaponDelayField ( )
inline

Definition at line 7174 of file Actor.h.

◆ ItemDestructionUnequipWeaponDelayField() [2/2]

float & AShooterWeapon::ItemDestructionUnequipWeaponDelayField ( )
inline

Definition at line 7594 of file Actor.h.

◆ ItemDurabilityToConsumePerMeleeHitField() [1/2]

float & AShooterWeapon::ItemDurabilityToConsumePerMeleeHitField ( )
inline

Definition at line 7108 of file Actor.h.

◆ ItemDurabilityToConsumePerMeleeHitField() [2/2]

float & AShooterWeapon::ItemDurabilityToConsumePerMeleeHitField ( )
inline

Definition at line 7507 of file Actor.h.

◆ LastAttackTimeField()

long double & AShooterWeapon::LastAttackTimeField ( )
inline

Definition at line 7625 of file Actor.h.

◆ LastAttemptedMeleeAttackField()

int & AShooterWeapon::LastAttemptedMeleeAttackField ( )
inline

Definition at line 7757 of file Actor.h.

◆ LastCameraRotationField() [1/2]

FRotator & AShooterWeapon::LastCameraRotationField ( )
inline

Definition at line 7147 of file Actor.h.

◆ LastCameraRotationField() [2/2]

FRotator & AShooterWeapon::LastCameraRotationField ( )
inline

Definition at line 7554 of file Actor.h.

◆ LastDiscreteMeleeSwingTransformField()

FTransform & AShooterWeapon::LastDiscreteMeleeSwingTransformField ( )
inline

Definition at line 7542 of file Actor.h.

◆ LastDurabilityConsumptionTimeField() [1/2]

long double & AShooterWeapon::LastDurabilityConsumptionTimeField ( )
inline

Definition at line 7216 of file Actor.h.

◆ LastDurabilityConsumptionTimeField() [2/2]

long double & AShooterWeapon::LastDurabilityConsumptionTimeField ( )
inline

Definition at line 7661 of file Actor.h.

◆ LastFireTimeField() [1/2]

long double & AShooterWeapon::LastFireTimeField ( )
inline

Definition at line 7177 of file Actor.h.

◆ LastFireTimeField() [2/2]

long double & AShooterWeapon::LastFireTimeField ( )
inline

Definition at line 7596 of file Actor.h.

◆ LastFireTimeSecondaryField()

long double & AShooterWeapon::LastFireTimeSecondaryField ( )
inline

Definition at line 7780 of file Actor.h.

◆ LastFPVRenderTimeField() [1/2]

long double & AShooterWeapon::LastFPVRenderTimeField ( )
inline

Definition at line 7146 of file Actor.h.

◆ LastFPVRenderTimeField() [2/2]

long double & AShooterWeapon::LastFPVRenderTimeField ( )
inline

Definition at line 7553 of file Actor.h.

◆ LastMoveForwardInputTimeField()

long double & AShooterWeapon::LastMoveForwardInputTimeField ( )
inline

Definition at line 7723 of file Actor.h.

◆ LastMoveForwardInputZeroTimeField()

long double & AShooterWeapon::LastMoveForwardInputZeroTimeField ( )
inline

Definition at line 7725 of file Actor.h.

◆ LastMoveRightInputTimeField()

long double & AShooterWeapon::LastMoveRightInputTimeField ( )
inline

Definition at line 7724 of file Actor.h.

◆ LastMoveRightInputZeroTimeField()

long double & AShooterWeapon::LastMoveRightInputZeroTimeField ( )
inline

Definition at line 7726 of file Actor.h.

◆ LastNotifyShotTimeField() [1/2]

long double & AShooterWeapon::LastNotifyShotTimeField ( )
inline

Definition at line 7187 of file Actor.h.

◆ LastNotifyShotTimeField() [2/2]

long double & AShooterWeapon::LastNotifyShotTimeField ( )
inline

Definition at line 7627 of file Actor.h.

◆ LastSocketPositionsField() [1/2]

TArray< FVector > & AShooterWeapon::LastSocketPositionsField ( )
inline

Definition at line 7144 of file Actor.h.

◆ LastSocketPositionsField() [2/2]

TArray< FVector > & AShooterWeapon::LastSocketPositionsField ( )
inline

Definition at line 7551 of file Actor.h.

◆ LastTimeInReloadingField()

long double & AShooterWeapon::LastTimeInReloadingField ( )
inline

Definition at line 7495 of file Actor.h.

◆ LastTimePlayedSwitchAnimField()

long double & AShooterWeapon::LastTimePlayedSwitchAnimField ( )
inline

Definition at line 7511 of file Actor.h.

◆ LastTimeStartedCustomFPVOffsetField()

long double & AShooterWeapon::LastTimeStartedCustomFPVOffsetField ( )
inline

Definition at line 7784 of file Actor.h.

◆ LastTimeStartedLookingForAimTargetField()

long double & AShooterWeapon::LastTimeStartedLookingForAimTargetField ( )
inline

Definition at line 7622 of file Actor.h.

◆ LastTimeSwitchedToNextLoadedWeaponField()

long double & AShooterWeapon::LastTimeSwitchedToNextLoadedWeaponField ( )
inline

Definition at line 7783 of file Actor.h.

◆ LastWeaponAttackIndexField()

int & AShooterWeapon::LastWeaponAttackIndexField ( )
inline

Definition at line 7630 of file Actor.h.

◆ LeftHandIkSkeletalMeshSocketNameField()

FName & AShooterWeapon::LeftHandIkSkeletalMeshSocketNameField ( )
inline

Definition at line 7808 of file Actor.h.

◆ LoadedFromSaveGame()

void AShooterWeapon::LoadedFromSaveGame ( )
inline

Definition at line 7524 of file Actor.h.

◆ LocalAimUseLocalSpace()

bool AShooterWeapon::LocalAimUseLocalSpace ( FVector * AimOrigin,
FVector * AimDir )
inline

Definition at line 8228 of file Actor.h.

◆ LocalCheckShieldBlocking()

bool AShooterWeapon::LocalCheckShieldBlocking ( APrimalCharacter * DamageCauser,
FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8229 of file Actor.h.

◆ LocalCheckWeaponBlocking()

bool AShooterWeapon::LocalCheckWeaponBlocking ( APrimalCharacter * DamageCauser,
FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8230 of file Actor.h.

◆ LocalInventoryViewingSkippedEquipAnimTimeField()

long double & AShooterWeapon::LocalInventoryViewingSkippedEquipAnimTimeField ( )
inline

Definition at line 7260 of file Actor.h.

◆ LocalOnAttackBlockedByShield()

void AShooterWeapon::LocalOnAttackBlockedByShield ( AShooterWeapon * CauserWeapon,
int AttackIndex )
inline

Definition at line 8231 of file Actor.h.

◆ LocalOnAttackBlockedByWeapon()

void AShooterWeapon::LocalOnAttackBlockedByWeapon ( AShooterWeapon * CauserWeapon,
int AttackIndex )
inline

Definition at line 8232 of file Actor.h.

◆ LocalOnHit()

void AShooterWeapon::LocalOnHit ( )
inline

Definition at line 8233 of file Actor.h.

◆ LocalOnHitReceived()

void AShooterWeapon::LocalOnHitReceived ( AShooterWeapon * CauserWeapon,
bool bWasDodging )
inline

Definition at line 8234 of file Actor.h.

◆ LocalPossessed() [1/2]

void AShooterWeapon::LocalPossessed ( )
inline

Definition at line 7519 of file Actor.h.

◆ LocalPossessed() [2/2]

void AShooterWeapon::LocalPossessed ( )
inline

Definition at line 8235 of file Actor.h.

◆ LocalPossessedSecondary()

void AShooterWeapon::LocalPossessedSecondary ( )
inline

Definition at line 8236 of file Actor.h.

◆ LockOnAimMaxDistanceForSpeedAdjustementField()

float & AShooterWeapon::LockOnAimMaxDistanceForSpeedAdjustementField ( )
inline

Definition at line 7620 of file Actor.h.

◆ LockOnAimMaxSpeedField()

float & AShooterWeapon::LockOnAimMaxSpeedField ( )
inline

Definition at line 7619 of file Actor.h.

◆ LockOnAimMinDistanceForSpeedAdjustementField()

float & AShooterWeapon::LockOnAimMinDistanceForSpeedAdjustementField ( )
inline

Definition at line 7621 of file Actor.h.

◆ LockOnAimMinSpeedField()

float & AShooterWeapon::LockOnAimMinSpeedField ( )
inline

Definition at line 7618 of file Actor.h.

◆ LockOnAttackAutoLockRangeField()

float & AShooterWeapon::LockOnAttackAutoLockRangeField ( )
inline

Definition at line 7814 of file Actor.h.

◆ LockOnCheckRangeField()

float & AShooterWeapon::LockOnCheckRangeField ( )
inline

Definition at line 7811 of file Actor.h.

◆ LockOnIconField()

UTexture2D * AShooterWeapon::LockOnIconField ( )
inline

Definition at line 7815 of file Actor.h.

◆ LockOnSwitchSensitivityField()

float & AShooterWeapon::LockOnSwitchSensitivityField ( )
inline

Definition at line 7813 of file Actor.h.

◆ LockOnTraceRadiusField()

float & AShooterWeapon::LockOnTraceRadiusField ( )
inline

Definition at line 7812 of file Actor.h.

◆ LookForAutoAimTargetDurationField()

float & AShooterWeapon::LookForAutoAimTargetDurationField ( )
inline

Definition at line 7607 of file Actor.h.

◆ MaxAngleToActivateAutoAimField()

float & AShooterWeapon::MaxAngleToActivateAutoAimField ( )
inline

Definition at line 7606 of file Actor.h.

◆ MeleeAttackHarvetUsableComponentsRadiusField() [1/2]

float & AShooterWeapon::MeleeAttackHarvetUsableComponentsRadiusField ( )
inline

Definition at line 7226 of file Actor.h.

◆ MeleeAttackHarvetUsableComponentsRadiusField() [2/2]

float & AShooterWeapon::MeleeAttackHarvetUsableComponentsRadiusField ( )
inline

Definition at line 7671 of file Actor.h.

◆ MeleeAttackUsableHarvestDamageMultiplierField() [1/2]

float & AShooterWeapon::MeleeAttackUsableHarvestDamageMultiplierField ( )
inline

Definition at line 7227 of file Actor.h.

◆ MeleeAttackUsableHarvestDamageMultiplierField() [2/2]

float & AShooterWeapon::MeleeAttackUsableHarvestDamageMultiplierField ( )
inline

Definition at line 7672 of file Actor.h.

◆ MeleeAttackUsableHarvestDamageTypeField() [1/2]

TSubclassOf< UShooterDamageType > & AShooterWeapon::MeleeAttackUsableHarvestDamageTypeField ( )
inline

Definition at line 7225 of file Actor.h.

◆ MeleeAttackUsableHarvestDamageTypeField() [2/2]

TSubclassOf< UShooterDamageType > & AShooterWeapon::MeleeAttackUsableHarvestDamageTypeField ( )
inline

Definition at line 7670 of file Actor.h.

◆ MeleeCameraShakeSpeedScaleField() [1/2]

float & AShooterWeapon::MeleeCameraShakeSpeedScaleField ( )
inline

Definition at line 7210 of file Actor.h.

◆ MeleeCameraShakeSpeedScaleField() [2/2]

float & AShooterWeapon::MeleeCameraShakeSpeedScaleField ( )
inline

Definition at line 7655 of file Actor.h.

◆ MeleeComboHarvestingDamageMultiplierField()

float & AShooterWeapon::MeleeComboHarvestingDamageMultiplierField ( )
inline

Definition at line 7799 of file Actor.h.

◆ MeleeComboHarvestingDamageMultiplierGainPerHitField()

float & AShooterWeapon::MeleeComboHarvestingDamageMultiplierGainPerHitField ( )
inline

Definition at line 7801 of file Actor.h.

◆ MeleeComboHarvestingDamageMultiplierMaxField()

float & AShooterWeapon::MeleeComboHarvestingDamageMultiplierMaxField ( )
inline

Definition at line 7800 of file Actor.h.

◆ MeleeComboHarvestingDamageMultiplierSoundField()

USoundCue * AShooterWeapon::MeleeComboHarvestingDamageMultiplierSoundField ( )
inline

Definition at line 7804 of file Actor.h.

◆ MeleeComboHarvestingDamageMultiplierTimeUntilResetField()

float & AShooterWeapon::MeleeComboHarvestingDamageMultiplierTimeUntilResetField ( )
inline

Definition at line 7802 of file Actor.h.

◆ MeleeConsumesStaminaField() [1/2]

float & AShooterWeapon::MeleeConsumesStaminaField ( )
inline

Definition at line 7212 of file Actor.h.

◆ MeleeConsumesStaminaField() [2/2]

float & AShooterWeapon::MeleeConsumesStaminaField ( )
inline

Definition at line 7657 of file Actor.h.

◆ MeleeDamageAmountField() [1/2]

int & AShooterWeapon::MeleeDamageAmountField ( )
inline

Definition at line 7160 of file Actor.h.

◆ MeleeDamageAmountField() [2/2]

int & AShooterWeapon::MeleeDamageAmountField ( )
inline

Definition at line 7571 of file Actor.h.

◆ MeleeDamageImpulseField() [1/2]

float & AShooterWeapon::MeleeDamageImpulseField ( )
inline

Definition at line 7162 of file Actor.h.

◆ MeleeDamageImpulseField() [2/2]

float & AShooterWeapon::MeleeDamageImpulseField ( )
inline

Definition at line 7573 of file Actor.h.

◆ MeleeDamageTypeField() [1/2]

TSubclassOf< UDamageType > & AShooterWeapon::MeleeDamageTypeField ( )
inline

Definition at line 7188 of file Actor.h.

◆ MeleeDamageTypeField() [2/2]

TSubclassOf< UDamageType > & AShooterWeapon::MeleeDamageTypeField ( )
inline

Definition at line 7628 of file Actor.h.

◆ MeleeHitAttemptToColorizeStructure()

void AShooterWeapon::MeleeHitAttemptToColorizeStructure ( APrimalStructure * aStructure)
inline

Definition at line 8237 of file Actor.h.

◆ MeleeHitItemDestroyWeightMaxField()

float & AShooterWeapon::MeleeHitItemDestroyWeightMaxField ( )
inline

Definition at line 7649 of file Actor.h.

◆ MeleeHitItemDestroyWeightMinField()

float & AShooterWeapon::MeleeHitItemDestroyWeightMinField ( )
inline

Definition at line 7648 of file Actor.h.

◆ MeleeHitRandomChanceToDestroyItemField()

float & AShooterWeapon::MeleeHitRandomChanceToDestroyItemField ( )
inline

Definition at line 7204 of file Actor.h.

◆ MeleeHitSphereTraceRadiusMultiplierField()

float & AShooterWeapon::MeleeHitSphereTraceRadiusMultiplierField ( )
inline

Definition at line 7756 of file Actor.h.

◆ MeleeStepImpulseCollisionCheckDistanceField()

float & AShooterWeapon::MeleeStepImpulseCollisionCheckDistanceField ( )
inline

Definition at line 7741 of file Actor.h.

◆ MeleeStepImpulseDirectionField()

FVector & AShooterWeapon::MeleeStepImpulseDirectionField ( )
inline

Definition at line 7739 of file Actor.h.

◆ MeleeStepImpulseStartLocationField()

FVector & AShooterWeapon::MeleeStepImpulseStartLocationField ( )
inline

Definition at line 7745 of file Actor.h.

◆ MeleeStepImpulseStartTimeField()

long double & AShooterWeapon::MeleeStepImpulseStartTimeField ( )
inline

Definition at line 7738 of file Actor.h.

◆ MeleeStunFXSocketField()

FName & AShooterWeapon::MeleeStunFXSocketField ( )
inline

Definition at line 7566 of file Actor.h.

◆ MeleeSwingHurtListField() [1/2]

TArray< AActor * > AShooterWeapon::MeleeSwingHurtListField ( )
inline

Definition at line 7145 of file Actor.h.

◆ MeleeSwingHurtListField() [2/2]

TArray< AActor * > AShooterWeapon::MeleeSwingHurtListField ( )
inline

Definition at line 7552 of file Actor.h.

◆ MeleeSwingSocketsField() [1/2]

TArray< FName > & AShooterWeapon::MeleeSwingSocketsField ( )
inline

Definition at line 7135 of file Actor.h.

◆ MeleeSwingSocketsField() [2/2]

TArray< FName > & AShooterWeapon::MeleeSwingSocketsField ( )
inline

Definition at line 7543 of file Actor.h.

◆ Mesh1PSecondaryLocationOffsetField()

FVector & AShooterWeapon::Mesh1PSecondaryLocationOffsetField ( )
inline

Definition at line 7770 of file Actor.h.

◆ MinItemDurabilityPercentageForShotField() [1/2]

float & AShooterWeapon::MinItemDurabilityPercentageForShotField ( )
inline

Definition at line 7195 of file Actor.h.

◆ MinItemDurabilityPercentageForShotField() [2/2]

float & AShooterWeapon::MinItemDurabilityPercentageForShotField ( )
inline

Definition at line 7639 of file Actor.h.

◆ MulticastAssociatedItemNetInfo()

void AShooterWeapon::MulticastAssociatedItemNetInfo ( FItemNetInfo AssociatedNetInfo,
bool bIsPrimaryItem )
inline

Definition at line 8501 of file Actor.h.

◆ MulticastAssociatedItemNetInfo_Implementation()

void AShooterWeapon::MulticastAssociatedItemNetInfo_Implementation ( FItemNetInfo AssociatedNetInfo,
bool bIsPrimaryItem )
inline

Definition at line 8238 of file Actor.h.

◆ MuzzleAttachPointField() [1/2]

FName & AShooterWeapon::MuzzleAttachPointField ( )
inline

Definition at line 7155 of file Actor.h.

◆ MuzzleAttachPointField() [2/2]

FName & AShooterWeapon::MuzzleAttachPointField ( )
inline

Definition at line 7562 of file Actor.h.

◆ MuzzleAttachPointSecondaryField()

FName & AShooterWeapon::MuzzleAttachPointSecondaryField ( )
inline

Definition at line 7563 of file Actor.h.

◆ MyControlLimitedBuffField()

APrimalBuff * AShooterWeapon::MyControlLimitedBuffField ( )
inline

Definition at line 7737 of file Actor.h.

◆ MyPawnField() [1/2]

AShooterCharacter * AShooterWeapon::MyPawnField ( )
inline

Definition at line 7153 of file Actor.h.

◆ MyPawnField() [2/2]

APrimalCharacter * AShooterWeapon::MyPawnField ( )
inline

Definition at line 7560 of file Actor.h.

◆ MyScopedBuffField() [1/2]

TWeakObjectPtr< APrimalBuff > & AShooterWeapon::MyScopedBuffField ( )
inline

Definition at line 7252 of file Actor.h.

◆ MyScopedBuffField() [2/2]

TWeakObjectPtr< APrimalBuff > & AShooterWeapon::MyScopedBuffField ( )
inline

Definition at line 7696 of file Actor.h.

◆ MyWeaponTypeField()

TEnumAsByte< enum EWeaponType::Type > & AShooterWeapon::MyWeaponTypeField ( )
inline

Definition at line 7496 of file Actor.h.

◆ Net_CancelReload()

void AShooterWeapon::Net_CancelReload ( )
inline

Definition at line 8508 of file Actor.h.

◆ Net_CancelReload_Implementation()

void AShooterWeapon::Net_CancelReload_Implementation ( )
inline

Definition at line 8245 of file Actor.h.

◆ Net_OnAttackBlockedByShield()

void AShooterWeapon::Net_OnAttackBlockedByShield ( AShooterWeapon * CauserWeapon,
int AttackIndex )
inline

Definition at line 8509 of file Actor.h.

◆ Net_OnAttackBlockedByWeapon()

void AShooterWeapon::Net_OnAttackBlockedByWeapon ( AShooterWeapon * CauserWeapon,
int AttackIndex )
inline

Definition at line 8510 of file Actor.h.

◆ Net_OnEquipSecondaryWeapon()

void AShooterWeapon::Net_OnEquipSecondaryWeapon ( bool bWeaponHasAmmo,
bool bSkipAnimation )
inline

Definition at line 8511 of file Actor.h.

◆ Net_OnEquipSecondaryWeapon_Implementation()

void AShooterWeapon::Net_OnEquipSecondaryWeapon_Implementation ( bool bWeaponHasAmmo,
bool bSkipAnimation )
inline

Definition at line 8247 of file Actor.h.

◆ Net_OnSwitchSideWeapon()

void AShooterWeapon::Net_OnSwitchSideWeapon ( bool bIsPrimaryWeapon)
inline

Definition at line 8512 of file Actor.h.

◆ Net_OnSwitchSideWeapon_Implementation()

void AShooterWeapon::Net_OnSwitchSideWeapon_Implementation ( bool bIsPrimaryWeapon)
inline

Definition at line 8248 of file Actor.h.

◆ Net_PlayEquipAnimAndFinishSwitch()

void AShooterWeapon::Net_PlayEquipAnimAndFinishSwitch ( bool bIsPrimary,
bool bHasNoAmmo )
inline

Definition at line 8513 of file Actor.h.

◆ Net_PlayEquipAnimAndFinishSwitch_Implementation()

void AShooterWeapon::Net_PlayEquipAnimAndFinishSwitch_Implementation ( bool bIsPrimary,
bool bHasNoAmmo )
inline

Definition at line 8249 of file Actor.h.

◆ Net_SetCombatState()

void AShooterWeapon::Net_SetCombatState ( bool bNewCombatState,
bool bUseAnimation,
float overrideTimeUntilEnd )
inline

Definition at line 8514 of file Actor.h.

◆ Net_SetCombatState_Implementation()

void AShooterWeapon::Net_SetCombatState_Implementation ( bool bNewCombatState,
bool bUseAnimation,
float overrideTimeUntilEnd )
inline

Definition at line 8250 of file Actor.h.

◆ Net_SetExtraWeaponAttack()

void AShooterWeapon::Net_SetExtraWeaponAttack ( TArray< FWeaponAttack > * newStoredAttacks)
inline

Definition at line 8515 of file Actor.h.

◆ Net_SetExtraWeaponAttack_Implementation()

void AShooterWeapon::Net_SetExtraWeaponAttack_Implementation ( TArray< FWeaponAttack > * newStoredAttacks)
inline

Definition at line 8251 of file Actor.h.

◆ Net_SetLockOnState()

void AShooterWeapon::Net_SetLockOnState ( bool bNewState)
inline

Definition at line 8516 of file Actor.h.

◆ Net_SetLockOnState_Implementation()

void AShooterWeapon::Net_SetLockOnState_Implementation ( bool bNewState)
inline

Definition at line 8252 of file Actor.h.

◆ Net_SetLockOnTarget()

void AShooterWeapon::Net_SetLockOnTarget ( AActor * newLockOnTarget)
inline

Definition at line 8517 of file Actor.h.

◆ Net_SetLockOnTarget_Implementation()

void AShooterWeapon::Net_SetLockOnTarget_Implementation ( AActor * newLockOnTarget)
inline

Definition at line 8253 of file Actor.h.

◆ Net_StartSideUnequip()

void AShooterWeapon::Net_StartSideUnequip ( bool bIsPrimaryUnequip,
bool bSkipAnimation,
bool bIsSwitch )
inline

Definition at line 8518 of file Actor.h.

◆ Net_StartSideUnequip_Implementation()

void AShooterWeapon::Net_StartSideUnequip_Implementation ( bool bIsPrimaryWeapon,
bool bSkipAnimation,
bool bIsSwitch )
inline

Definition at line 8254 of file Actor.h.

◆ Net_SwitchSideWeapon()

void AShooterWeapon::Net_SwitchSideWeapon ( UPrimalItem * aPrimalItem,
bool bIsPrimaryWeapon )
inline

Definition at line 8519 of file Actor.h.

◆ Net_SwitchSideWeapon_Implementation()

void AShooterWeapon::Net_SwitchSideWeapon_Implementation ( UPrimalItem * aPrimalItem,
bool bIsPrimaryWeapon )
inline

Definition at line 8255 of file Actor.h.

◆ Net_UpdateWeaponAttackIndex()

void AShooterWeapon::Net_UpdateWeaponAttackIndex ( int WeaponAttackIndex)
inline

Definition at line 8520 of file Actor.h.

◆ Net_UpdateWeaponAttackIndex_Implementation()

void AShooterWeapon::Net_UpdateWeaponAttackIndex_Implementation ( int WeaponAttackIndex)
inline

Definition at line 8256 of file Actor.h.

◆ NetCancelCurrentWeaponAttack()

void AShooterWeapon::NetCancelCurrentWeaponAttack ( float NextAttackTime,
bool bOverrideCurrentTime,
bool bIsAbsoluteTime )
inline

Definition at line 8502 of file Actor.h.

◆ NetSetAimMagnetism()

void AShooterWeapon::NetSetAimMagnetism ( float NewMagnetism)
inline

Definition at line 8503 of file Actor.h.

◆ NetSetAimMagnetism_Implementation()

void AShooterWeapon::NetSetAimMagnetism_Implementation ( float NewMagnetism)
inline

Definition at line 8240 of file Actor.h.

◆ NetSetDebugMelee()

void AShooterWeapon::NetSetDebugMelee ( bool Discrete,
int DebugMelee )
inline

Definition at line 8504 of file Actor.h.

◆ NetSetDebugMelee_Implementation()

void AShooterWeapon::NetSetDebugMelee_Implementation ( bool Discrete,
int DebugMelee )
inline

Definition at line 8241 of file Actor.h.

◆ NetSetStepImpulsing()

void AShooterWeapon::NetSetStepImpulsing ( bool NewImpulsing)
inline

Definition at line 8505 of file Actor.h.

◆ NetSetStepImpulsing_Implementation()

void AShooterWeapon::NetSetStepImpulsing_Implementation ( bool NewImpulsing)
inline

Definition at line 8242 of file Actor.h.

◆ NetSetUseInterpolatedLocation()

void AShooterWeapon::NetSetUseInterpolatedLocation ( bool NewValue)
inline

Definition at line 8506 of file Actor.h.

◆ NetSetUseInterpolatedLocation_Implementation()

void AShooterWeapon::NetSetUseInterpolatedLocation_Implementation ( bool NewValue)
inline

Definition at line 8243 of file Actor.h.

◆ NetWeaponStartAttack()

void AShooterWeapon::NetWeaponStartAttack ( int weaponAttackIndex,
bool bUseAltAnim )
inline

Definition at line 8507 of file Actor.h.

◆ NetWeaponStartAttack_Implementation()

void AShooterWeapon::NetWeaponStartAttack_Implementation ( int weaponAttackIndex,
bool bUseAltAnim )
inline

Definition at line 8244 of file Actor.h.

◆ NewOverrideLandedAnim_RunningModeField()

UAnimMontage * AShooterWeapon::NewOverrideLandedAnim_RunningModeField ( )
inline

Definition at line 7504 of file Actor.h.

◆ NewOverrideLandedAnimDualWieldingField()

UAnimMontage * AShooterWeapon::NewOverrideLandedAnimDualWieldingField ( )
inline

Definition at line 7502 of file Actor.h.

◆ NewOverrideLandedAnimField()

UAnimMontage * AShooterWeapon::NewOverrideLandedAnimField ( )
inline

Definition at line 7501 of file Actor.h.

◆ NewOverrideProneOutAnimField()

UAnimMontage * AShooterWeapon::NewOverrideProneOutAnimField ( )
inline

Definition at line 7498 of file Actor.h.

◆ NextAllowedMeleeTimeField() [1/2]

long double & AShooterWeapon::NextAllowedMeleeTimeField ( )
inline

Definition at line 7143 of file Actor.h.

◆ NextAllowedMeleeTimeField() [2/2]

long double & AShooterWeapon::NextAllowedMeleeTimeField ( )
inline

Definition at line 7550 of file Actor.h.

◆ NextWeaponAttackIndexField()

int & AShooterWeapon::NextWeaponAttackIndexField ( )
inline

Definition at line 7631 of file Actor.h.

◆ NonStepImpulsingCameraShakeScaleField()

float & AShooterWeapon::NonStepImpulsingCameraShakeScaleField ( )
inline

Definition at line 7772 of file Actor.h.

◆ NPCBaseBlockDurationField()

float & AShooterWeapon::NPCBaseBlockDurationField ( )
inline

Definition at line 7716 of file Actor.h.

◆ NPCBasicAttackAOEDistanceMultiplierField()

float & AShooterWeapon::NPCBasicAttackAOEDistanceMultiplierField ( )
inline

Definition at line 7794 of file Actor.h.

◆ NPCNonAimingAttackAOEDistanceMultiplierField()

float & AShooterWeapon::NPCNonAimingAttackAOEDistanceMultiplierField ( )
inline

Definition at line 7795 of file Actor.h.

◆ NPCSpeedMultiplierField()

float & AShooterWeapon::NPCSpeedMultiplierField ( )
inline

Definition at line 7743 of file Actor.h.

◆ NPCStepImpulseLeadingVelocityMaxExtraSpeedField()

float & AShooterWeapon::NPCStepImpulseLeadingVelocityMaxExtraSpeedField ( )
inline

Definition at line 7797 of file Actor.h.

◆ NPCStepImpulseLeadingVelocityMultiplierField()

float & AShooterWeapon::NPCStepImpulseLeadingVelocityMultiplierField ( )
inline

Definition at line 7796 of file Actor.h.

◆ NPCWeaponAttackRangeMultiplierField()

float & AShooterWeapon::NPCWeaponAttackRangeMultiplierField ( )
inline

Definition at line 7798 of file Actor.h.

◆ OnAttackAnimationPlayed()

void AShooterWeapon::OnAttackAnimationPlayed ( int AttackIndex,
float attackDurationVal,
float attackMinDurationVal,
bool bOverrideNextAttackTime,
bool bIsLeftAttack )
inline

Definition at line 8257 of file Actor.h.

◆ OnAttackBlocked()

void AShooterWeapon::OnAttackBlocked ( AShooterWeapon * CauserWeapon,
int AttackIndex,
bool bBlockedByShield )
inline

Definition at line 8258 of file Actor.h.

◆ OnAttackBlockedByShield()

void AShooterWeapon::OnAttackBlockedByShield ( AShooterWeapon * CauserWeapon,
int AttackIndex )
inline

Definition at line 8246 of file Actor.h.

◆ OnAttackBlockedByWeapon()

void AShooterWeapon::OnAttackBlockedByWeapon ( AShooterWeapon * CauserWeapon,
int AttackIndex )
inline

Definition at line 8259 of file Actor.h.

◆ OnBurstFinished() [1/2]

void AShooterWeapon::OnBurstFinished ( )
inline

Definition at line 7474 of file Actor.h.

◆ OnBurstFinished() [2/2]

void AShooterWeapon::OnBurstFinished ( )
inline

Definition at line 8260 of file Actor.h.

◆ OnBurstStarted() [1/3]

void AShooterWeapon::OnBurstStarted ( )
inline

Definition at line 7473 of file Actor.h.

◆ OnBurstStarted() [2/3]

void AShooterWeapon::OnBurstStarted ( )
inline

Definition at line 8262 of file Actor.h.

◆ OnBurstStarted() [3/3]

void AShooterWeapon::OnBurstStarted ( int AttackIndex,
bool bIsLeftFiring )
inline

Definition at line 8261 of file Actor.h.

◆ OnCameraUpdate() [1/2]

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

Definition at line 7490 of file Actor.h.

◆ OnCameraUpdate() [2/2]

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

Definition at line 8263 of file Actor.h.

◆ OnDeserializedByGame()

void AShooterWeapon::OnDeserializedByGame ( EOnDesrializationType::Type DeserializationType)
inline

Definition at line 8264 of file Actor.h.

◆ OnEndActivelyBlocking()

void AShooterWeapon::OnEndActivelyBlocking ( )
inline

Definition at line 8265 of file Actor.h.

◆ OnEndAttack()

void AShooterWeapon::OnEndAttack ( )
inline

Definition at line 8266 of file Actor.h.

◆ OnEndAttackSwing()

void AShooterWeapon::OnEndAttackSwing ( )
inline

Definition at line 8267 of file Actor.h.

◆ OnEndBlockingAttack()

void AShooterWeapon::OnEndBlockingAttack ( int attackIndex,
bool bFromGamepad,
bool bUseAltAnim )
inline

Definition at line 8268 of file Actor.h.

◆ OnEndProcessingInput()

void AShooterWeapon::OnEndProcessingInput ( )
inline

Definition at line 8269 of file Actor.h.

◆ OnEquip() [1/2]

void AShooterWeapon::OnEquip ( )
inline

Definition at line 7420 of file Actor.h.

◆ OnEquip() [2/2]

void AShooterWeapon::OnEquip ( )
inline

Definition at line 8270 of file Actor.h.

◆ OnEquipFinished() [1/2]

void AShooterWeapon::OnEquipFinished ( )
inline

Definition at line 7421 of file Actor.h.

◆ OnEquipFinished() [2/2]

void AShooterWeapon::OnEquipFinished ( )
inline

Definition at line 8271 of file Actor.h.

◆ OnEquipFinishedPrimary()

void AShooterWeapon::OnEquipFinishedPrimary ( )
inline

Definition at line 8272 of file Actor.h.

◆ OnEquipFinishedSecondary()

void AShooterWeapon::OnEquipFinishedSecondary ( )
inline

Definition at line 8273 of file Actor.h.

◆ OnEquipSecondaryWeapon()

void AShooterWeapon::OnEquipSecondaryWeapon ( bool bWeaponHasAmmo,
bool bSkipAnimation )
inline

Definition at line 8274 of file Actor.h.

◆ OnInstigatorPlayDyingEvent() [1/2]

void AShooterWeapon::OnInstigatorPlayDyingEvent ( )
inline

Definition at line 7594 of file Actor.h.

◆ OnInstigatorPlayDyingEvent() [2/2]

void AShooterWeapon::OnInstigatorPlayDyingEvent ( )
inline

Definition at line 8521 of file Actor.h.

◆ OnMovementModeChanged()

void AShooterWeapon::OnMovementModeChanged ( )
inline

Definition at line 8275 of file Actor.h.

◆ OnPawnSetRunning()

void AShooterWeapon::OnPawnSetRunning ( bool NewRunValue,
bool bSkipAnim )
inline

Definition at line 8276 of file Actor.h.

◆ OnRep_AccessoryToggle() [1/2]

void AShooterWeapon::OnRep_AccessoryToggle ( )
inline

Definition at line 7492 of file Actor.h.

◆ OnRep_AccessoryToggle() [2/2]

void AShooterWeapon::OnRep_AccessoryToggle ( )
inline

Definition at line 8277 of file Actor.h.

◆ OnRep_AssociatedItemNetInfo()

void AShooterWeapon::OnRep_AssociatedItemNetInfo ( )
inline

Definition at line 8278 of file Actor.h.

◆ OnRep_AssociatedItemNetInfoSecondary()

void AShooterWeapon::OnRep_AssociatedItemNetInfoSecondary ( )
inline

Definition at line 8279 of file Actor.h.

◆ OnRep_CurrentAmmoInClip() [1/2]

void AShooterWeapon::OnRep_CurrentAmmoInClip ( )
inline

Definition at line 7523 of file Actor.h.

◆ OnRep_CurrentAmmoInClip() [2/2]

void AShooterWeapon::OnRep_CurrentAmmoInClip ( )
inline

Definition at line 8280 of file Actor.h.

◆ OnRep_CurrentAmmoInClipSecondary()

void AShooterWeapon::OnRep_CurrentAmmoInClipSecondary ( )
inline

Definition at line 8281 of file Actor.h.

◆ OnRep_MyPawn() [1/2]

void AShooterWeapon::OnRep_MyPawn ( )
inline

Definition at line 7491 of file Actor.h.

◆ OnRep_MyPawn() [2/2]

void AShooterWeapon::OnRep_MyPawn ( )
inline

Definition at line 8282 of file Actor.h.

◆ OnRep_NetLoopedWeaponFire() [1/2]

void AShooterWeapon::OnRep_NetLoopedWeaponFire ( )
inline

Definition at line 7527 of file Actor.h.

◆ OnRep_NetLoopedWeaponFire() [2/2]

void AShooterWeapon::OnRep_NetLoopedWeaponFire ( )
inline

Definition at line 8283 of file Actor.h.

◆ OnStartActivelyBlocking()

void AShooterWeapon::OnStartActivelyBlocking ( )
inline

Definition at line 8284 of file Actor.h.

◆ OnStartAttack()

void AShooterWeapon::OnStartAttack ( )
inline

Definition at line 8285 of file Actor.h.

◆ OnStartAttackSwing()

void AShooterWeapon::OnStartAttackSwing ( )
inline

Definition at line 8286 of file Actor.h.

◆ OnStartTargeting()

void AShooterWeapon::OnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 7434 of file Actor.h.

◆ OnStopTargeting()

void AShooterWeapon::OnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 7435 of file Actor.h.

◆ OnSwitchSideWeapon()

void AShooterWeapon::OnSwitchSideWeapon ( bool bIsPrimaryWeapon)
inline

Definition at line 8287 of file Actor.h.

◆ OnWeaponItemUsed()

bool AShooterWeapon::OnWeaponItemUsed ( UPrimalItem * anItem)
inline

Definition at line 8288 of file Actor.h.

◆ OutOfAmmoSoundField() [1/2]

USoundCue * AShooterWeapon::OutOfAmmoSoundField ( )
inline

Definition at line 7159 of file Actor.h.

◆ OutOfAmmoSoundField() [2/2]

USoundCue * AShooterWeapon::OutOfAmmoSoundField ( )
inline

Definition at line 7570 of file Actor.h.

◆ OverrideAttachPointField() [1/2]

FName & AShooterWeapon::OverrideAttachPointField ( )
inline

Definition at line 7117 of file Actor.h.

◆ OverrideAttachPointField() [2/2]

FName & AShooterWeapon::OverrideAttachPointField ( )
inline

Definition at line 7524 of file Actor.h.

◆ OverrideAttachPointSecondaryField()

FName & AShooterWeapon::OverrideAttachPointSecondaryField ( )
inline

Definition at line 7775 of file Actor.h.

◆ OverrideJumpAnim_RunningModeField()

UAnimMontage * AShooterWeapon::OverrideJumpAnim_RunningModeField ( )
inline

Definition at line 7503 of file Actor.h.

◆ OverrideJumpAnimDualWieldingField()

UAnimMontage * AShooterWeapon::OverrideJumpAnimDualWieldingField ( )
inline

Definition at line 7500 of file Actor.h.

◆ OverrideJumpAnimField() [1/2]

UAnimMontage * AShooterWeapon::OverrideJumpAnimField ( )
inline

Definition at line 7104 of file Actor.h.

◆ OverrideJumpAnimField() [2/2]

UAnimMontage * AShooterWeapon::OverrideJumpAnimField ( )
inline

Definition at line 7499 of file Actor.h.

◆ OverrideLandedAnimField()

UAnimMontage * AShooterWeapon::OverrideLandedAnimField ( )
inline

Definition at line 7105 of file Actor.h.

◆ OverrideProneInAnimField() [1/2]

UAnimMontage * AShooterWeapon::OverrideProneInAnimField ( )
inline

Definition at line 7102 of file Actor.h.

◆ OverrideProneInAnimField() [2/2]

UAnimMontage * AShooterWeapon::OverrideProneInAnimField ( )
inline

Definition at line 7497 of file Actor.h.

◆ OverrideProneOutAnimField()

UAnimMontage * AShooterWeapon::OverrideProneOutAnimField ( )
inline

Definition at line 7103 of file Actor.h.

◆ OverrideRiderAnimSequenceFromField() [1/2]

TArray< UAnimSequence * > AShooterWeapon::OverrideRiderAnimSequenceFromField ( )
inline

Definition at line 7106 of file Actor.h.

◆ OverrideRiderAnimSequenceFromField() [2/2]

TArray< UAnimSequence * > AShooterWeapon::OverrideRiderAnimSequenceFromField ( )
inline

Definition at line 7505 of file Actor.h.

◆ OverrideRiderAnimSequenceToField() [1/2]

TArray< UAnimSequence * > AShooterWeapon::OverrideRiderAnimSequenceToField ( )
inline

Definition at line 7107 of file Actor.h.

◆ OverrideRiderAnimSequenceToField() [2/2]

TArray< UAnimSequence * > AShooterWeapon::OverrideRiderAnimSequenceToField ( )
inline

Definition at line 7506 of file Actor.h.

◆ OverrideTargetingFOVField() [1/2]

float & AShooterWeapon::OverrideTargetingFOVField ( )
inline

Definition at line 7196 of file Actor.h.

◆ OverrideTargetingFOVField() [2/2]

float & AShooterWeapon::OverrideTargetingFOVField ( )
inline

Definition at line 7640 of file Actor.h.

◆ OverrideTPVShieldAnimationField() [1/2]

UAnimSequence * AShooterWeapon::OverrideTPVShieldAnimationField ( )
inline

Definition at line 7253 of file Actor.h.

◆ OverrideTPVShieldAnimationField() [2/2]

UAnimSequence * AShooterWeapon::OverrideTPVShieldAnimationField ( )
inline

Definition at line 7698 of file Actor.h.

◆ OverrideTPVShieldHeldAnimationField()

UAnimSequence * AShooterWeapon::OverrideTPVShieldHeldAnimationField ( )
inline

Definition at line 7697 of file Actor.h.

◆ OwnerDied() [1/2]

void AShooterWeapon::OwnerDied ( )
inline

Definition at line 7526 of file Actor.h.

◆ OwnerDied() [2/2]

void AShooterWeapon::OwnerDied ( )
inline

Definition at line 8289 of file Actor.h.

◆ PassiveDurabilityCostIntervalField() [1/2]

float & AShooterWeapon::PassiveDurabilityCostIntervalField ( )
inline

Definition at line 7208 of file Actor.h.

◆ PassiveDurabilityCostIntervalField() [2/2]

float & AShooterWeapon::PassiveDurabilityCostIntervalField ( )
inline

Definition at line 7653 of file Actor.h.

◆ PassiveDurabilityCostPerIntervalField() [1/2]

float & AShooterWeapon::PassiveDurabilityCostPerIntervalField ( )
inline

Definition at line 7207 of file Actor.h.

◆ PassiveDurabilityCostPerIntervalField() [2/2]

float & AShooterWeapon::PassiveDurabilityCostPerIntervalField ( )
inline

Definition at line 7652 of file Actor.h.

◆ PlayCameraAnimationFPV()

float AShooterWeapon::PlayCameraAnimationFPV ( UAnimMontage * Animation1P)
inline

Definition at line 7479 of file Actor.h.

◆ PlayEquipAnimation()

float AShooterWeapon::PlayEquipAnimation ( bool bIsLeftWeapon,
bool bHasNoAmmo,
bool bPlayBothFirstAndThirdPerson,
bool bReplicate,
bool bReplicateToInstigator,
bool bStopOnFinish )
inline

Definition at line 8290 of file Actor.h.

◆ PlayFireAnimation() [1/2]

void AShooterWeapon::PlayFireAnimation ( )
inline

Definition at line 7496 of file Actor.h.

◆ PlayFireAnimation() [2/2]

void AShooterWeapon::PlayFireAnimation ( )
inline

Definition at line 8291 of file Actor.h.

◆ PlayReloadAnimAndContinueReload()

void AShooterWeapon::PlayReloadAnimAndContinueReload ( )
inline

Definition at line 8292 of file Actor.h.

◆ PlayReloadAnimation() [1/2]

float AShooterWeapon::PlayReloadAnimation ( )
inline

Definition at line 7448 of file Actor.h.

◆ PlayReloadAnimation() [2/2]

float AShooterWeapon::PlayReloadAnimation ( )
inline

Definition at line 8293 of file Actor.h.

◆ PlayTargetingAnimation()

void AShooterWeapon::PlayTargetingAnimation ( )
inline

Definition at line 8294 of file Actor.h.

◆ PlayUnequipAnimation() [1/2]

void AShooterWeapon::PlayUnequipAnimation ( )
inline

Definition at line 7423 of file Actor.h.

◆ PlayUnequipAnimation() [2/2]

float AShooterWeapon::PlayUnequipAnimation ( bool bIsLeftWeapon,
bool bStopOnFinish,
bool bPlayBothFirstAndThirdPerson )
inline

Definition at line 8295 of file Actor.h.

◆ PlayUseHarvestAnimation() [1/2]

void AShooterWeapon::PlayUseHarvestAnimation ( )
inline

Definition at line 7595 of file Actor.h.

◆ PlayUseHarvestAnimation() [2/2]

void AShooterWeapon::PlayUseHarvestAnimation ( )
inline

Definition at line 8522 of file Actor.h.

◆ PlayUseHarvestAnimation_Implementation() [1/2]

void AShooterWeapon::PlayUseHarvestAnimation_Implementation ( )
inline

Definition at line 7525 of file Actor.h.

◆ PlayUseHarvestAnimation_Implementation() [2/2]

void AShooterWeapon::PlayUseHarvestAnimation_Implementation ( )
inline

Definition at line 8296 of file Actor.h.

◆ PlayWeaponBreakAnimation() [1/2]

void AShooterWeapon::PlayWeaponBreakAnimation ( )
inline

Definition at line 7596 of file Actor.h.

◆ PlayWeaponBreakAnimation() [2/2]

void AShooterWeapon::PlayWeaponBreakAnimation ( )
inline

Definition at line 8523 of file Actor.h.

◆ PlayWeaponBreakAnimation_Implementation() [1/2]

void AShooterWeapon::PlayWeaponBreakAnimation_Implementation ( )
inline

Definition at line 7515 of file Actor.h.

◆ PlayWeaponBreakAnimation_Implementation() [2/2]

void AShooterWeapon::PlayWeaponBreakAnimation_Implementation ( )
inline

Definition at line 8297 of file Actor.h.

◆ PlayWeaponSound() [1/2]

UAudioComponent * AShooterWeapon::PlayWeaponSound ( USoundCue * Sound)
inline

Definition at line 7478 of file Actor.h.

◆ PlayWeaponSound() [2/2]

UAudioComponent * AShooterWeapon::PlayWeaponSound ( USoundCue * Sound)
inline

Definition at line 8298 of file Actor.h.

◆ PostInitializeComponents() [1/2]

void AShooterWeapon::PostInitializeComponents ( )
inline

Definition at line 7415 of file Actor.h.

◆ PostInitializeComponents() [2/2]

void AShooterWeapon::PostInitializeComponents ( )
inline

Definition at line 8299 of file Actor.h.

◆ PreventSwitchingWeapon() [1/2]

bool AShooterWeapon::PreventSwitchingWeapon ( )
inline

Definition at line 7535 of file Actor.h.

◆ PreventSwitchingWeapon() [2/2]

bool AShooterWeapon::PreventSwitchingWeapon ( TSubclassOf< AShooterWeapon > WeaponClass)
inline

Definition at line 8300 of file Actor.h.

◆ PrimaryClipIconOffsetField() [1/2]

int & AShooterWeapon::PrimaryClipIconOffsetField ( )
inline

Definition at line 7111 of file Actor.h.

◆ PrimaryClipIconOffsetField() [2/2]

int & AShooterWeapon::PrimaryClipIconOffsetField ( )
inline

Definition at line 7518 of file Actor.h.

◆ ProcessActorAsYarkHit()

void AShooterWeapon::ProcessActorAsYarkHit ( AActor * InActor)
inline

Definition at line 8301 of file Actor.h.

◆ ProcessIndexAndStartFire()

void AShooterWeapon::ProcessIndexAndStartFire ( int weaponAttackIndex,
bool bFromGamepad,
bool useAltAnim,
bool bOverrideCurrentAttack )
inline

Definition at line 8302 of file Actor.h.

◆ ProcessRotationInputDuringAttack()

FRotator * AShooterWeapon::ProcessRotationInputDuringAttack ( FRotator * result,
FRotator rotInput )
inline

Definition at line 8303 of file Actor.h.

◆ ProcessRotationInputMultipliers()

FRotator * AShooterWeapon::ProcessRotationInputMultipliers ( FRotator * result,
FRotator rotInput )
inline

Definition at line 8524 of file Actor.h.

◆ ProcessRotationInputMultipliers_Implementation()

FRotator * AShooterWeapon::ProcessRotationInputMultipliers_Implementation ( FRotator * result,
FRotator rotInput )
inline

Definition at line 8304 of file Actor.h.

◆ ProcessServerHit()

void AShooterWeapon::ProcessServerHit ( FHitResult * HitInfo)
inline

Definition at line 8305 of file Actor.h.

◆ RecoilRunSpeedModifierField()

float & AShooterWeapon::RecoilRunSpeedModifierField ( )
inline

Definition at line 7747 of file Actor.h.

◆ RecoveryRateValuesOverrideField()

TArray< FRecoveryRateOverride > & AShooterWeapon::RecoveryRateValuesOverrideField ( )
inline

Definition at line 7769 of file Actor.h.

◆ RefreshAmmoItemQuantity() [1/2]

void AShooterWeapon::RefreshAmmoItemQuantity ( )
inline

Definition at line 7468 of file Actor.h.

◆ RefreshAmmoItemQuantity() [2/2]

void AShooterWeapon::RefreshAmmoItemQuantity ( )
inline

Definition at line 8306 of file Actor.h.

◆ RefreshToggleAccessory() [1/2]

void AShooterWeapon::RefreshToggleAccessory ( )
inline

Definition at line 7439 of file Actor.h.

◆ RefreshToggleAccessory() [2/2]

void AShooterWeapon::RefreshToggleAccessory ( )
inline

Definition at line 8307 of file Actor.h.

◆ ReloadCameraShakeSpeedScaleField() [1/2]

float & AShooterWeapon::ReloadCameraShakeSpeedScaleField ( )
inline

Definition at line 7211 of file Actor.h.

◆ ReloadCameraShakeSpeedScaleField() [2/2]

float & AShooterWeapon::ReloadCameraShakeSpeedScaleField ( )
inline

Definition at line 7656 of file Actor.h.

◆ ReloadWeapon() [1/2]

void AShooterWeapon::ReloadWeapon ( )
inline

Definition at line 7467 of file Actor.h.

◆ ReloadWeapon() [2/2]

void AShooterWeapon::ReloadWeapon ( )
inline

Definition at line 8308 of file Actor.h.

◆ ReloadWeaponSecondary()

void AShooterWeapon::ReloadWeaponSecondary ( )
inline

Definition at line 8309 of file Actor.h.

◆ ResetMeleeComboHarvestingDamage()

void AShooterWeapon::ResetMeleeComboHarvestingDamage ( )
inline

Definition at line 8310 of file Actor.h.

◆ RespondToMoveInput()

bool AShooterWeapon::RespondToMoveInput ( FVector * MoveDir)
inline

Definition at line 8525 of file Actor.h.

◆ RespondToMoveInput_Implementation()

bool AShooterWeapon::RespondToMoveInput_Implementation ( FVector * MoveDir)
inline

Definition at line 8311 of file Actor.h.

◆ RespondToMoveStop()

bool AShooterWeapon::RespondToMoveStop ( bool bIsForwardMovement)
inline

Definition at line 8526 of file Actor.h.

◆ RespondToMoveStop_Implementation()

bool AShooterWeapon::RespondToMoveStop_Implementation ( bool bIsForwardMovement)
inline

Definition at line 8312 of file Actor.h.

◆ RibbonTrailScaleField()

FVector & AShooterWeapon::RibbonTrailScaleField ( )
inline

Definition at line 7754 of file Actor.h.

◆ RightHandIkSkeletalMeshSocketNameField()

FName & AShooterWeapon::RightHandIkSkeletalMeshSocketNameField ( )
inline

Definition at line 7809 of file Actor.h.

◆ ScopeCrosshairColorParameterField() [1/2]

FName & AShooterWeapon::ScopeCrosshairColorParameterField ( )
inline

Definition at line 7194 of file Actor.h.

◆ ScopeCrosshairColorParameterField() [2/2]

FName & AShooterWeapon::ScopeCrosshairColorParameterField ( )
inline

Definition at line 7638 of file Actor.h.

◆ ScopeCrosshairMIField() [1/2]

UMaterialInterface * AShooterWeapon::ScopeCrosshairMIField ( )
inline

Definition at line 7192 of file Actor.h.

◆ ScopeCrosshairMIField() [2/2]

UMaterialInterface * AShooterWeapon::ScopeCrosshairMIField ( )
inline

Definition at line 7636 of file Actor.h.

◆ ScopeCrosshairSizeField() [1/2]

float & AShooterWeapon::ScopeCrosshairSizeField ( )
inline

Definition at line 7193 of file Actor.h.

◆ ScopeCrosshairSizeField() [2/2]

float & AShooterWeapon::ScopeCrosshairSizeField ( )
inline

Definition at line 7637 of file Actor.h.

◆ ScopedBuffField() [1/2]

TSubclassOf< APrimalBuff > & AShooterWeapon::ScopedBuffField ( )
inline

Definition at line 7251 of file Actor.h.

◆ ScopedBuffField() [2/2]

TSubclassOf< APrimalBuff > & AShooterWeapon::ScopedBuffField ( )
inline

Definition at line 7695 of file Actor.h.

◆ ScopeOverlayMIField() [1/2]

UMaterialInterface * AShooterWeapon::ScopeOverlayMIField ( )
inline

Definition at line 7191 of file Actor.h.

◆ ScopeOverlayMIField() [2/2]

UMaterialInterface * AShooterWeapon::ScopeOverlayMIField ( )
inline

Definition at line 7635 of file Actor.h.

◆ SecondaryClipIconOffsetField() [1/2]

int & AShooterWeapon::SecondaryClipIconOffsetField ( )
inline

Definition at line 7112 of file Actor.h.

◆ SecondaryClipIconOffsetField() [2/2]

int & AShooterWeapon::SecondaryClipIconOffsetField ( )
inline

Definition at line 7519 of file Actor.h.

◆ Server_SetCombatState()

void AShooterWeapon::Server_SetCombatState ( bool bNewCombatState,
bool bUseAnimation,
float overrideTimeUntilEnd,
ECombatChangeReason::Type Reason )
inline

Definition at line 8547 of file Actor.h.

◆ Server_SetCombatState_Implementation()

void AShooterWeapon::Server_SetCombatState_Implementation ( bool bNewCombatState,
bool bUseAnimation,
float overrideTimeUntilEnd,
ECombatChangeReason::Type Reason )
inline

Definition at line 8335 of file Actor.h.

◆ Server_SetExtraWeaponAttack()

void AShooterWeapon::Server_SetExtraWeaponAttack ( APrimalBuff * WeaponAttackBuff,
int BuffAttackIndex )
inline

Definition at line 8548 of file Actor.h.

◆ Server_SetExtraWeaponAttack_Implementation()

void AShooterWeapon::Server_SetExtraWeaponAttack_Implementation ( APrimalBuff * WeaponAttackBuff,
int BuffAttackIndex )
inline

Definition at line 8336 of file Actor.h.

◆ Server_SetLockOnState_Implementation()

void AShooterWeapon::Server_SetLockOnState_Implementation ( bool bNewState)
inline

Definition at line 8337 of file Actor.h.

◆ Server_SetLockOnTarget()

void AShooterWeapon::Server_SetLockOnTarget ( AActor * newLockOnTarget)
inline

Definition at line 8549 of file Actor.h.

◆ Server_SetLockOnTarget_Implementation()

void AShooterWeapon::Server_SetLockOnTarget_Implementation ( AActor * newLockOnTarget)
inline

Definition at line 8338 of file Actor.h.

◆ ServerCancelCurrentWeaponAttack()

void AShooterWeapon::ServerCancelCurrentWeaponAttack ( float NextAttackTime,
bool bOverrideCurrentTime,
bool bIsAbsoluteTime )
inline

Definition at line 8527 of file Actor.h.

◆ ServerCancelCurrentWeaponAttack_Implementation()

void AShooterWeapon::ServerCancelCurrentWeaponAttack_Implementation ( float NextAttackTime,
bool bOverrideCurrentTime,
bool bIsAbsoluteTime )
inline

Definition at line 8239 of file Actor.h.

◆ ServerCancelReload()

void AShooterWeapon::ServerCancelReload ( )
inline

Definition at line 8528 of file Actor.h.

◆ ServerCancelReload_Implementation()

void AShooterWeapon::ServerCancelReload_Implementation ( )
inline

Definition at line 8313 of file Actor.h.

◆ ServerCheckNextSecondaryWeapon()

void AShooterWeapon::ServerCheckNextSecondaryWeapon ( )
inline

Definition at line 8529 of file Actor.h.

◆ ServerCheckNextSecondaryWeapon_Implementation()

void AShooterWeapon::ServerCheckNextSecondaryWeapon_Implementation ( )
inline

Definition at line 8314 of file Actor.h.

◆ ServerEndMeleeStepImpulse()

void AShooterWeapon::ServerEndMeleeStepImpulse ( )
inline

Definition at line 8530 of file Actor.h.

◆ ServerEndMeleeStepImpulse_Implementation()

void AShooterWeapon::ServerEndMeleeStepImpulse_Implementation ( )
inline

Definition at line 8315 of file Actor.h.

◆ ServerOnAttackBlocked()

void AShooterWeapon::ServerOnAttackBlocked ( AShooterWeapon * CauserWeapon,
int AttackIndex,
bool bBlockedByShield,
bool bCharacterWasDodging )
inline

Definition at line 8531 of file Actor.h.

◆ ServerOnAttackBlocked_Implementation()

void AShooterWeapon::ServerOnAttackBlocked_Implementation ( AShooterWeapon * CauserWeapon,
int AttackIndex,
bool bBlockedByShield,
bool bCharacterWasDodging )
inline

Definition at line 8316 of file Actor.h.

◆ ServerOnHitReceived()

void AShooterWeapon::ServerOnHitReceived ( AShooterWeapon * CauserWeapon,
bool bWasDodging,
float ShieldDefenseBrokenPowerDifference )
inline

Definition at line 8532 of file Actor.h.

◆ ServerOnHitReceived_Implementation()

void AShooterWeapon::ServerOnHitReceived_Implementation ( AShooterWeapon * CauserWeapon,
bool bWasDodging,
float ShieldDefenseBrokenPowerDifference )
inline

Definition at line 8317 of file Actor.h.

◆ ServerOnPawnSetRunning()

void AShooterWeapon::ServerOnPawnSetRunning ( bool NewRunValue,
bool bSkipAnim )
inline

Definition at line 8533 of file Actor.h.

◆ ServerOnPawnSetRunning_Implementation()

void AShooterWeapon::ServerOnPawnSetRunning_Implementation ( bool NewRunValue,
bool bSkipAnim )
inline

Definition at line 8318 of file Actor.h.

◆ ServerProcessAllMeleeHits()

void AShooterWeapon::ServerProcessAllMeleeHits ( )
inline

Definition at line 8319 of file Actor.h.

◆ ServerProcessMeleeHit()

void AShooterWeapon::ServerProcessMeleeHit ( FHitResult * HitInfo,
bool bWasDodging,
float ShieldDefenseBrokenPowerDifference )
inline

Definition at line 8320 of file Actor.h.

◆ ServerSetChargeRunning()

void AShooterWeapon::ServerSetChargeRunning ( bool newChargeRunning)
inline

Definition at line 8534 of file Actor.h.

◆ ServerSetChargeRunning_Implementation()

void AShooterWeapon::ServerSetChargeRunning_Implementation ( bool newChargeRunning)
inline

Definition at line 8321 of file Actor.h.

◆ ServerSetColorizeRegion() [1/2]

void AShooterWeapon::ServerSetColorizeRegion ( int theRegion,
bool bValToUse )
inline

Definition at line 7597 of file Actor.h.

◆ ServerSetColorizeRegion() [2/2]

void AShooterWeapon::ServerSetColorizeRegion ( int theRegion,
bool bValToUse )
inline

Definition at line 8535 of file Actor.h.

◆ ServerSetColorizeRegion_Implementation() [1/2]

void AShooterWeapon::ServerSetColorizeRegion_Implementation ( int theRegion,
bool bValToUse )
inline

Definition at line 7531 of file Actor.h.

◆ ServerSetColorizeRegion_Implementation() [2/2]

void AShooterWeapon::ServerSetColorizeRegion_Implementation ( int theRegion,
bool bValToUse )
inline

Definition at line 8322 of file Actor.h.

◆ ServerStartAltFire() [1/2]

void AShooterWeapon::ServerStartAltFire ( )
inline

Definition at line 7598 of file Actor.h.

◆ ServerStartAltFire() [2/2]

void AShooterWeapon::ServerStartAltFire ( )
inline

Definition at line 8536 of file Actor.h.

◆ ServerStartAltFire_Implementation() [1/2]

void AShooterWeapon::ServerStartAltFire_Implementation ( )
inline

Definition at line 7452 of file Actor.h.

◆ ServerStartAltFire_Implementation() [2/2]

void AShooterWeapon::ServerStartAltFire_Implementation ( )
inline

Definition at line 8323 of file Actor.h.

◆ ServerStartChargeRunning()

void AShooterWeapon::ServerStartChargeRunning ( bool newChargeRunning)
inline

Definition at line 8537 of file Actor.h.

◆ ServerStartChargeRunning_Implementation()

void AShooterWeapon::ServerStartChargeRunning_Implementation ( bool newChargeRunning)
inline

Definition at line 8324 of file Actor.h.

◆ ServerStartDodge()

void AShooterWeapon::ServerStartDodge ( int dodgeDirIndex)
inline

Definition at line 8538 of file Actor.h.

◆ ServerStartDodge_Implementation()

void AShooterWeapon::ServerStartDodge_Implementation ( int dodgeDirIndex)
inline

Definition at line 8325 of file Actor.h.

◆ ServerStartFire() [1/2]

void AShooterWeapon::ServerStartFire ( )
inline

Definition at line 7599 of file Actor.h.

◆ ServerStartFire() [2/2]

void AShooterWeapon::ServerStartFire ( int attackIndex,
bool bUseAltAnim,
bool bOverrideCurrentAttack )
inline

Definition at line 8539 of file Actor.h.

◆ ServerStartFire_Implementation() [1/2]

void AShooterWeapon::ServerStartFire_Implementation ( )
inline

Definition at line 7450 of file Actor.h.

◆ ServerStartFire_Implementation() [2/2]

void AShooterWeapon::ServerStartFire_Implementation ( int attackIndex,
bool bUseAltAnim,
bool bOverrideCurrentAttack )
inline

Definition at line 8326 of file Actor.h.

◆ ServerStartMeleeStepImpulse()

void AShooterWeapon::ServerStartMeleeStepImpulse ( FVector MyVec)
inline

Definition at line 8540 of file Actor.h.

◆ ServerStartMeleeStepImpulse_Implementation()

void AShooterWeapon::ServerStartMeleeStepImpulse_Implementation ( FVector MyVec)
inline

Definition at line 8327 of file Actor.h.

◆ ServerStartReload() [1/2]

void AShooterWeapon::ServerStartReload ( )
inline

Definition at line 7600 of file Actor.h.

◆ ServerStartReload() [2/2]

void AShooterWeapon::ServerStartReload ( bool bReloadLeftWeapon,
bool bIsChainedReload )
inline

Definition at line 8541 of file Actor.h.

◆ ServerStartReload_Implementation() [1/2]

void AShooterWeapon::ServerStartReload_Implementation ( )
inline

Definition at line 7457 of file Actor.h.

◆ ServerStartReload_Implementation() [2/2]

void AShooterWeapon::ServerStartReload_Implementation ( bool bReloadLeftWeapon,
bool bIsChainedReload )
inline

Definition at line 8328 of file Actor.h.

◆ ServerStartSecondaryAction() [1/2]

void AShooterWeapon::ServerStartSecondaryAction ( )
inline

Definition at line 7601 of file Actor.h.

◆ ServerStartSecondaryAction() [2/2]

void AShooterWeapon::ServerStartSecondaryAction ( )
inline

Definition at line 8542 of file Actor.h.

◆ ServerStartSecondaryAction_Implementation() [1/2]

void AShooterWeapon::ServerStartSecondaryAction_Implementation ( )
inline

Definition at line 7454 of file Actor.h.

◆ ServerStartSecondaryAction_Implementation() [2/2]

void AShooterWeapon::ServerStartSecondaryAction_Implementation ( )
inline

Definition at line 8329 of file Actor.h.

◆ ServerStopAltFire() [1/2]

void AShooterWeapon::ServerStopAltFire ( )
inline

Definition at line 7602 of file Actor.h.

◆ ServerStopAltFire() [2/2]

void AShooterWeapon::ServerStopAltFire ( )
inline

Definition at line 8543 of file Actor.h.

◆ ServerStopAltFire_Implementation() [1/2]

void AShooterWeapon::ServerStopAltFire_Implementation ( )
inline

Definition at line 7453 of file Actor.h.

◆ ServerStopAltFire_Implementation() [2/2]

void AShooterWeapon::ServerStopAltFire_Implementation ( )
inline

Definition at line 8330 of file Actor.h.

◆ ServerStopFire() [1/2]

void AShooterWeapon::ServerStopFire ( )
inline

Definition at line 7603 of file Actor.h.

◆ ServerStopFire() [2/2]

void AShooterWeapon::ServerStopFire ( int attackIndex,
bool bUseAltAnim )
inline

Definition at line 8544 of file Actor.h.

◆ ServerStopFire_Implementation() [1/2]

void AShooterWeapon::ServerStopFire_Implementation ( )
inline

Definition at line 7451 of file Actor.h.

◆ ServerStopFire_Implementation() [2/2]

void AShooterWeapon::ServerStopFire_Implementation ( int attackIndex,
bool bUseAltAnim )
inline

Definition at line 8331 of file Actor.h.

◆ ServerStopSecondaryAction_Implementation() [1/2]

void AShooterWeapon::ServerStopSecondaryAction_Implementation ( )
inline

Definition at line 7455 of file Actor.h.

◆ ServerStopSecondaryAction_Implementation() [2/2]

void AShooterWeapon::ServerStopSecondaryAction_Implementation ( )
inline

Definition at line 8332 of file Actor.h.

◆ ServerSwitchToNextLoadedWeapon()

void AShooterWeapon::ServerSwitchToNextLoadedWeapon ( )
inline

Definition at line 8545 of file Actor.h.

◆ ServerSwitchToNextLoadedWeapon_Implementation()

void AShooterWeapon::ServerSwitchToNextLoadedWeapon_Implementation ( )
inline

Definition at line 8333 of file Actor.h.

◆ ServerToggleAccessory() [1/2]

void AShooterWeapon::ServerToggleAccessory ( )
inline

Definition at line 7604 of file Actor.h.

◆ ServerToggleAccessory() [2/2]

void AShooterWeapon::ServerToggleAccessory ( )
inline

Definition at line 8546 of file Actor.h.

◆ ServerToggleAccessory_Implementation() [1/2]

void AShooterWeapon::ServerToggleAccessory_Implementation ( )
inline

Definition at line 7456 of file Actor.h.

◆ ServerToggleAccessory_Implementation() [2/2]

void AShooterWeapon::ServerToggleAccessory_Implementation ( )
inline

Definition at line 8334 of file Actor.h.

◆ SetAccessoryEnabled() [1/2]

void AShooterWeapon::SetAccessoryEnabled ( bool bEnabled)
inline

Definition at line 7437 of file Actor.h.

◆ SetAccessoryEnabled() [2/2]

void AShooterWeapon::SetAccessoryEnabled ( bool bEnabled)
inline

Definition at line 8339 of file Actor.h.

◆ SetAmmoInClip() [1/2]

void AShooterWeapon::SetAmmoInClip ( int newAmmo)
inline

Definition at line 7539 of file Actor.h.

◆ SetAmmoInClip() [2/2]

void AShooterWeapon::SetAmmoInClip ( int newAmmo,
bool bSecondaryWeapon )
inline

Definition at line 8340 of file Actor.h.

◆ SetAutoAim()

void AShooterWeapon::SetAutoAim ( bool bEnable)
inline

Definition at line 8341 of file Actor.h.

◆ SetAutoAimSlider()

void AShooterWeapon::SetAutoAimSlider ( float NewValue)
inline

Definition at line 8342 of file Actor.h.

◆ SetAutoReload() [1/2]

void AShooterWeapon::SetAutoReload ( )
inline

Definition at line 7472 of file Actor.h.

◆ SetAutoReload() [2/2]

void AShooterWeapon::SetAutoReload ( )
inline

Definition at line 8343 of file Actor.h.

◆ SetCombatState()

void AShooterWeapon::SetCombatState ( bool bNewCombatState,
bool bUseAnimation,
float overrideTimeUntilEnd )
inline

Definition at line 8344 of file Actor.h.

◆ SetLockOnTarget()

void AShooterWeapon::SetLockOnTarget ( AActor * newLockOnTarget)
inline

Definition at line 8345 of file Actor.h.

◆ SetOwningPawn() [1/2]

void AShooterWeapon::SetOwningPawn ( APrimalCharacter * theCharacter)
inline

Definition at line 8346 of file Actor.h.

◆ SetOwningPawn() [2/2]

void AShooterWeapon::SetOwningPawn ( AShooterCharacter * NewOwner)
inline

Definition at line 7489 of file Actor.h.

◆ SetTimeForNextAttack()

void AShooterWeapon::SetTimeForNextAttack ( float TimeAmount,
bool OverrideCurrentTime,
bool bIsAbsoluteTime,
bool bIsLeftAttack,
bool bSetTimeForBothSides )
inline

Definition at line 8347 of file Actor.h.

◆ SetWeaponState() [1/3]

void AShooterWeapon::SetWeaponState ( EWeaponState::Type NewState)
inline

Definition at line 7470 of file Actor.h.

◆ SetWeaponState() [2/3]

void AShooterWeapon::SetWeaponState ( EWeaponState::Type NewState)
inline

Definition at line 8348 of file Actor.h.

◆ SetWeaponState() [3/3]

void AShooterWeapon::SetWeaponState ( EWeaponState::Type NewState,
int AttackIndex,
bool bUseAltAnim )
inline

Definition at line 8349 of file Actor.h.

◆ ShouldActivateAutoAim()

bool AShooterWeapon::ShouldActivateAutoAim ( )
inline

Definition at line 8350 of file Actor.h.

◆ ShouldBlockAttack()

bool AShooterWeapon::ShouldBlockAttack ( FHitResult * HitInfo,
FVector * ShotDirection,
bool bBlockAllPointDamage,
AActor * DamageCauser,
bool bOnlyCheckDirection )
inline

Definition at line 8550 of file Actor.h.

◆ ShouldBlockAttack_Implementation()

bool AShooterWeapon::ShouldBlockAttack_Implementation ( FHitResult * HitInfo,
FVector * ShotDirection,
bool bBlockAllPointDamage,
AActor * DamageCauser,
bool bOnlyCheckDirection )
inline

Definition at line 8351 of file Actor.h.

◆ ShouldCancelAutoAimOnTarget()

bool AShooterWeapon::ShouldCancelAutoAimOnTarget ( AActor * CurrentAutoAimTarget)
inline

Definition at line 8352 of file Actor.h.

◆ ShouldDealDamage() [1/2]

bool AShooterWeapon::ShouldDealDamage ( AActor * TestActor)
inline

Definition at line 7509 of file Actor.h.

◆ ShouldDealDamage() [2/2]

bool AShooterWeapon::ShouldDealDamage ( AActor * TestActor)
inline

Definition at line 8353 of file Actor.h.

◆ ShouldProcessRotationInputMultipliers()

bool AShooterWeapon::ShouldProcessRotationInputMultipliers ( )
inline

Definition at line 8354 of file Actor.h.

◆ ShouldSwitchPrimaryWeapon()

bool AShooterWeapon::ShouldSwitchPrimaryWeapon ( )
inline

Definition at line 8355 of file Actor.h.

◆ ShouldUseStepImpulsing()

bool AShooterWeapon::ShouldUseStepImpulsing ( )
inline

Definition at line 8356 of file Actor.h.

◆ SideBlockingMaxAngleField()

float & AShooterWeapon::SideBlockingMaxAngleField ( )
inline

Definition at line 7711 of file Actor.h.

◆ SimulateWeaponFire() [1/3]

void AShooterWeapon::SimulateWeaponFire ( )
inline

Definition at line 7493 of file Actor.h.

◆ SimulateWeaponFire() [2/3]

void AShooterWeapon::SimulateWeaponFire ( )
inline

Definition at line 8357 of file Actor.h.

◆ SimulateWeaponFire() [3/3]

void AShooterWeapon::SimulateWeaponFire ( bool bSimulateOnLeftWeapon,
int AttackIndex )
inline

Definition at line 8358 of file Actor.h.

◆ SortActorsByDistanceFromScreenCenter()

TArray< AActor * > * AShooterWeapon::SortActorsByDistanceFromScreenCenter ( TArray< AActor * > * result,
TArray< AActor * > * actors )
inline

Definition at line 8359 of file Actor.h.

◆ StaggerCharacter()

void AShooterWeapon::StaggerCharacter ( APrimalCharacter * Character,
float StaggerTime,
int FromAttackIndex )
inline

Definition at line 8360 of file Actor.h.

◆ StandardBlockingMaxAngleField()

float & AShooterWeapon::StandardBlockingMaxAngleField ( )
inline

Definition at line 7710 of file Actor.h.

◆ StartAltFire() [1/2]

void AShooterWeapon::StartAltFire ( )
inline

Definition at line 7431 of file Actor.h.

◆ StartAltFire() [2/2]

void AShooterWeapon::StartAltFire ( )
inline

Definition at line 8361 of file Actor.h.

◆ StartChargeRunning()

void AShooterWeapon::StartChargeRunning ( )
inline

Definition at line 8362 of file Actor.h.

◆ StartExtraWeaponAttack()

void AShooterWeapon::StartExtraWeaponAttack ( UObject * attackInstigator,
APrimalBuff * WeaponAttackBuff,
int BuffAttackIndex,
bool useAltAnim,
bool bOverrideCurrentAttack )
inline

Definition at line 8363 of file Actor.h.

◆ StartFire() [1/3]

void AShooterWeapon::StartFire ( bool bFromGamepad)
inline

Definition at line 7429 of file Actor.h.

◆ StartFire() [2/3]

void AShooterWeapon::StartFire ( bool bFromGamepad)
inline

Definition at line 8365 of file Actor.h.

◆ StartFire() [3/3]

void AShooterWeapon::StartFire ( int weaponAttackIndex,
bool bFromGamepad,
bool useAltAnim,
bool bOverrideCurrentAttack )
inline

Definition at line 8364 of file Actor.h.

◆ StartMeleeFeetPlanted()

void AShooterWeapon::StartMeleeFeetPlanted ( )
inline

Definition at line 8366 of file Actor.h.

◆ StartMeleeStepImpulse()

void AShooterWeapon::StartMeleeStepImpulse ( FVector * DodgeDir)
inline

Definition at line 8551 of file Actor.h.

◆ StartMeleeStepImpulse_Implementation()

void AShooterWeapon::StartMeleeStepImpulse_Implementation ( FVector * MoveDir)
inline

Definition at line 8367 of file Actor.h.

◆ StartMeleeSwing() [1/2]

void AShooterWeapon::StartMeleeSwing ( )
inline

Definition at line 7505 of file Actor.h.

◆ StartMeleeSwing() [2/2]

void AShooterWeapon::StartMeleeSwing ( )
inline

Definition at line 8368 of file Actor.h.

◆ StartMuzzleFX() [1/2]

void AShooterWeapon::StartMuzzleFX ( )
inline

Definition at line 7494 of file Actor.h.

◆ StartMuzzleFX() [2/2]

void AShooterWeapon::StartMuzzleFX ( bool bLeftWeapon)
inline

Definition at line 8369 of file Actor.h.

◆ StartNextAttack()

void AShooterWeapon::StartNextAttack ( )
inline

Definition at line 8370 of file Actor.h.

◆ StartReload() [1/2]

void AShooterWeapon::StartReload ( bool bFromReplication)
inline

Definition at line 7446 of file Actor.h.

◆ StartReload() [2/2]

void AShooterWeapon::StartReload ( bool bFromReplication,
bool bReloadLeftWeapon,
bool bIsChainedReload )
inline

Definition at line 8371 of file Actor.h.

◆ StartReloadAfterTimer()

void AShooterWeapon::StartReloadAfterTimer ( )
inline

Definition at line 8372 of file Actor.h.

◆ StartReloadAfterTimerSecondary()

void AShooterWeapon::StartReloadAfterTimerSecondary ( )
inline

Definition at line 8373 of file Actor.h.

◆ StartRibbonTrailFX()

void AShooterWeapon::StartRibbonTrailFX ( )
inline

Definition at line 8374 of file Actor.h.

◆ StartSecondaryAction() [1/2]

void AShooterWeapon::StartSecondaryAction ( )
inline

Definition at line 7432 of file Actor.h.

◆ StartSecondaryAction() [2/2]

void AShooterWeapon::StartSecondaryAction ( )
inline

Definition at line 8375 of file Actor.h.

◆ StartSecondaryActionEvent() [1/2]

void AShooterWeapon::StartSecondaryActionEvent ( )
inline

Definition at line 7605 of file Actor.h.

◆ StartSecondaryActionEvent() [2/2]

void AShooterWeapon::StartSecondaryActionEvent ( )
inline

Definition at line 8552 of file Actor.h.

◆ StartSideUnequip()

void AShooterWeapon::StartSideUnequip ( bool bIsPrimaryWeapon,
bool bSkipAnimation,
bool bIsSwitch )
inline

Definition at line 8376 of file Actor.h.

◆ StartUnequip() [1/2]

void AShooterWeapon::StartUnequip ( )
inline

Definition at line 7606 of file Actor.h.

◆ StartUnequip() [2/2]

void AShooterWeapon::StartUnequip ( )
inline

Definition at line 8553 of file Actor.h.

◆ StartUnequip_Implementation() [1/2]

void AShooterWeapon::StartUnequip_Implementation ( )
inline

Definition at line 7422 of file Actor.h.

◆ StartUnequip_Implementation() [2/2]

void AShooterWeapon::StartUnequip_Implementation ( )
inline

Definition at line 8377 of file Actor.h.

◆ StartUnequipEvent() [1/2]

void AShooterWeapon::StartUnequipEvent ( )
inline

Definition at line 7607 of file Actor.h.

◆ StartUnequipEvent() [2/2]

void AShooterWeapon::StartUnequipEvent ( )
inline

Definition at line 8554 of file Actor.h.

◆ StaticClass()

static UClass * AShooterWeapon::StaticClass ( )
inlinestatic

Definition at line 7408 of file Actor.h.

◆ StaticRegisterNativesAShooterWeapon() [1/2]

static void AShooterWeapon::StaticRegisterNativesAShooterWeapon ( )
inlinestatic

Definition at line 7545 of file Actor.h.

◆ StaticRegisterNativesAShooterWeapon() [2/2]

static void AShooterWeapon::StaticRegisterNativesAShooterWeapon ( )
inlinestatic

Definition at line 8555 of file Actor.h.

◆ StopAllowFastAttack()

void AShooterWeapon::StopAllowFastAttack ( )
inline

Definition at line 8378 of file Actor.h.

◆ StopAltFire() [1/2]

void AShooterWeapon::StopAltFire ( )
inline

Definition at line 7442 of file Actor.h.

◆ StopAltFire() [2/2]

void AShooterWeapon::StopAltFire ( )
inline

Definition at line 8379 of file Actor.h.

◆ StopCameraAnimationFPV() [1/2]

void AShooterWeapon::StopCameraAnimationFPV ( )
inline

Definition at line 7480 of file Actor.h.

◆ StopCameraAnimationFPV() [2/2]

void AShooterWeapon::StopCameraAnimationFPV ( )
inline

Definition at line 8380 of file Actor.h.

◆ StopCheckForMeleeAttack() [1/2]

void AShooterWeapon::StopCheckForMeleeAttack ( )
inline

Definition at line 7444 of file Actor.h.

◆ StopCheckForMeleeAttack() [2/2]

void AShooterWeapon::StopCheckForMeleeAttack ( )
inline

Definition at line 8381 of file Actor.h.

◆ StopFire() [1/3]

void AShooterWeapon::StopFire ( )
inline

Definition at line 7430 of file Actor.h.

◆ StopFire() [2/3]

void AShooterWeapon::StopFire ( )
inline

Definition at line 8383 of file Actor.h.

◆ StopFire() [3/3]

void AShooterWeapon::StopFire ( int weaponAttackIndex)
inline

Definition at line 8382 of file Actor.h.

◆ StopMuzzleFX() [1/2]

void AShooterWeapon::StopMuzzleFX ( )
inline

Definition at line 7495 of file Actor.h.

◆ StopMuzzleFX() [2/2]

void AShooterWeapon::StopMuzzleFX ( )
inline

Definition at line 8384 of file Actor.h.

◆ StopReloadAnimation() [1/3]

void AShooterWeapon::StopReloadAnimation ( )
inline

Definition at line 7449 of file Actor.h.

◆ StopReloadAnimation() [2/3]

void AShooterWeapon::StopReloadAnimation ( )
inline

Definition at line 8385 of file Actor.h.

◆ StopReloadAnimation() [3/3]

void AShooterWeapon::StopReloadAnimation ( bool bForceStopFPVAnim)
inline

Definition at line 8386 of file Actor.h.

◆ StopRibbonTrailFX()

void AShooterWeapon::StopRibbonTrailFX ( )
inline

Definition at line 8387 of file Actor.h.

◆ StopSecondaryAction()

void AShooterWeapon::StopSecondaryAction ( )
inline

Definition at line 7433 of file Actor.h.

◆ StopSecondaryActionEvent()

void AShooterWeapon::StopSecondaryActionEvent ( )
inline

Definition at line 7608 of file Actor.h.

◆ StopSimulatingWeaponFire() [1/2]

void AShooterWeapon::StopSimulatingWeaponFire ( )
inline

Definition at line 7497 of file Actor.h.

◆ StopSimulatingWeaponFire() [2/2]

void AShooterWeapon::StopSimulatingWeaponFire ( )
inline

Definition at line 8388 of file Actor.h.

◆ StoredDodgeDirectionField()

FVector & AShooterWeapon::StoredDodgeDirectionField ( )
inline

Definition at line 7632 of file Actor.h.

◆ StoredExtraAttacksField()

TArray< FWeaponAttack > & AShooterWeapon::StoredExtraAttacksField ( )
inline

Definition at line 7805 of file Actor.h.

◆ successiveHitsCounterField()

int & AShooterWeapon::successiveHitsCounterField ( )
inline

Definition at line 7752 of file Actor.h.

◆ SuccessiveHitsDamageMultiplierField()

float & AShooterWeapon::SuccessiveHitsDamageMultiplierField ( )
inline

Definition at line 7753 of file Actor.h.

◆ SupportsOffhandShield()

bool AShooterWeapon::SupportsOffhandShield ( )
inline

Definition at line 8389 of file Actor.h.

◆ SwitchSideWeapon()

void AShooterWeapon::SwitchSideWeapon ( UPrimalItem * aPrimalItem,
bool bIsPrimaryWeapon )
inline

Definition at line 8390 of file Actor.h.

◆ SwitchToNextLoadedWeapon()

void AShooterWeapon::SwitchToNextLoadedWeapon ( )
inline

Definition at line 8391 of file Actor.h.

◆ SwitchToNextLoadedWeaponCooldownField()

float & AShooterWeapon::SwitchToNextLoadedWeaponCooldownField ( )
inline

Definition at line 7791 of file Actor.h.

◆ TargetingDelayTimeField() [1/2]

float & AShooterWeapon::TargetingDelayTimeField ( )
inline

Definition at line 7197 of file Actor.h.

◆ TargetingDelayTimeField() [2/2]

float & AShooterWeapon::TargetingDelayTimeField ( )
inline

Definition at line 7641 of file Actor.h.

◆ TargetingForceTraceFloatingHUDRangeField()

float & AShooterWeapon::TargetingForceTraceFloatingHUDRangeField ( )
inline

Definition at line 7510 of file Actor.h.

◆ TargetingFOVInterpSpeedField() [1/2]

float & AShooterWeapon::TargetingFOVInterpSpeedField ( )
inline

Definition at line 7198 of file Actor.h.

◆ TargetingFOVInterpSpeedField() [2/2]

float & AShooterWeapon::TargetingFOVInterpSpeedField ( )
inline

Definition at line 7642 of file Actor.h.

◆ TargetingInfoTooltipPaddingField() [1/2]

FVector2D & AShooterWeapon::TargetingInfoTooltipPaddingField ( )
inline

Definition at line 7113 of file Actor.h.

◆ TargetingInfoTooltipPaddingField() [2/2]

FVector2D & AShooterWeapon::TargetingInfoTooltipPaddingField ( )
inline

Definition at line 7520 of file Actor.h.

◆ TargetingInfoTooltipScaleField() [1/2]

FVector2D & AShooterWeapon::TargetingInfoTooltipScaleField ( )
inline

Definition at line 7114 of file Actor.h.

◆ TargetingInfoTooltipScaleField() [2/2]

FVector2D & AShooterWeapon::TargetingInfoTooltipScaleField ( )
inline

Definition at line 7521 of file Actor.h.

◆ TargetingSoundField() [1/2]

USoundCue * AShooterWeapon::TargetingSoundField ( )
inline

Definition at line 7222 of file Actor.h.

◆ TargetingSoundField() [2/2]

USoundCue * AShooterWeapon::TargetingSoundField ( )
inline

Definition at line 7667 of file Actor.h.

◆ TargetingTooltipCheckRangeField() [1/2]

float & AShooterWeapon::TargetingTooltipCheckRangeField ( )
inline

Definition at line 7110 of file Actor.h.

◆ TargetingTooltipCheckRangeField() [2/2]

float & AShooterWeapon::TargetingTooltipCheckRangeField ( )
inline

Definition at line 7509 of file Actor.h.

◆ TheMeleeSwingRadiusField() [1/2]

float & AShooterWeapon::TheMeleeSwingRadiusField ( )
inline

Definition at line 7161 of file Actor.h.

◆ TheMeleeSwingRadiusField() [2/2]

float & AShooterWeapon::TheMeleeSwingRadiusField ( )
inline

Definition at line 7572 of file Actor.h.

◆ Tick() [1/2]

void AShooterWeapon::Tick ( float DeltaSeconds)
inline

Definition at line 7516 of file Actor.h.

◆ Tick() [2/2]

void AShooterWeapon::Tick ( float DeltaSeconds)
inline

Definition at line 8392 of file Actor.h.

◆ TickAutoAim()

void AShooterWeapon::TickAutoAim ( )
inline

Definition at line 8393 of file Actor.h.

◆ TickLockOnAim()

void AShooterWeapon::TickLockOnAim ( )
inline

Definition at line 8394 of file Actor.h.

◆ TickMeleeStepImpulse()

void AShooterWeapon::TickMeleeStepImpulse ( )
inline

Definition at line 8556 of file Actor.h.

◆ TickMeleeStepImpulse_Implementation()

void AShooterWeapon::TickMeleeStepImpulse_Implementation ( )
inline

Definition at line 8395 of file Actor.h.

◆ TickMeleeSwing() [1/2]

void AShooterWeapon::TickMeleeSwing ( float DeltaTime)
inline

Definition at line 7512 of file Actor.h.

◆ TickMeleeSwing() [2/2]

void AShooterWeapon::TickMeleeSwing ( float DeltaTime)
inline

Definition at line 8396 of file Actor.h.

◆ TimeBeforeAttackEndsToStoreDodgingField()

float & AShooterWeapon::TimeBeforeAttackEndsToStoreDodgingField ( )
inline

Definition at line 7616 of file Actor.h.

◆ TimeBeforeDodgingEndsToStartNextAttackField()

float & AShooterWeapon::TimeBeforeDodgingEndsToStartNextAttackField ( )
inline

Definition at line 7614 of file Actor.h.

◆ TimeBeforeDodgingEndsToStoreNextAttackField()

float & AShooterWeapon::TimeBeforeDodgingEndsToStoreNextAttackField ( )
inline

Definition at line 7615 of file Actor.h.

◆ TimeBeforeEquipEndsToAllowShootingField()

float & AShooterWeapon::TimeBeforeEquipEndsToAllowShootingField ( )
inline

Definition at line 7782 of file Actor.h.

◆ TimeBeforeRecoilEndsToAllowNormalSpeedField()

float & AShooterWeapon::TimeBeforeRecoilEndsToAllowNormalSpeedField ( )
inline

Definition at line 7749 of file Actor.h.

◆ TimeForNextValidAttackField()

long double & AShooterWeapon::TimeForNextValidAttackField ( )
inline

Definition at line 7755 of file Actor.h.

◆ TimeForNextValidAttackLeftField()

long double & AShooterWeapon::TimeForNextValidAttackLeftField ( )
inline

Definition at line 7773 of file Actor.h.

◆ TimeRunningStartedField()

long double & AShooterWeapon::TimeRunningStartedField ( )
inline

Definition at line 7760 of file Actor.h.

◆ TimeSinceChargeRunningStartedField()

float & AShooterWeapon::TimeSinceChargeRunningStartedField ( )
inline

Definition at line 7758 of file Actor.h.

◆ TimeStartedAutoAimField()

long double & AShooterWeapon::TimeStartedAutoAimField ( )
inline

Definition at line 7516 of file Actor.h.

◆ TimeToAutoReloadField() [1/2]

float & AShooterWeapon::TimeToAutoReloadField ( )
inline

Definition at line 7184 of file Actor.h.

◆ TimeToAutoReloadField() [2/2]

float & AShooterWeapon::TimeToAutoReloadField ( )
inline

Definition at line 7603 of file Actor.h.

◆ TimeToCancelChargeRunWithoutCancellingRunningField()

float & AShooterWeapon::TimeToCancelChargeRunWithoutCancellingRunningField ( )
inline

Definition at line 7765 of file Actor.h.

◆ timeToRecoverAfterHittingBlockField()

float & AShooterWeapon::timeToRecoverAfterHittingBlockField ( )
inline

Definition at line 7708 of file Actor.h.

◆ timeToRecoverAfterReceivingBreakAttackField()

float & AShooterWeapon::timeToRecoverAfterReceivingBreakAttackField ( )
inline

Definition at line 7709 of file Actor.h.

◆ ToggleAccessory() [1/2]

void AShooterWeapon::ToggleAccessory ( )
inline

Definition at line 7438 of file Actor.h.

◆ ToggleAccessory() [2/2]

void AShooterWeapon::ToggleAccessory ( )
inline

Definition at line 8397 of file Actor.h.

◆ ToggleAccessorySoundField() [1/2]

USoundBase * AShooterWeapon::ToggleAccessorySoundField ( )
inline

Definition at line 7185 of file Actor.h.

◆ ToggleAccessorySoundField() [2/2]

USoundBase * AShooterWeapon::ToggleAccessorySoundField ( )
inline

Definition at line 7604 of file Actor.h.

◆ TPVAccessoryToggleComponentField() [1/2]

FName & AShooterWeapon::TPVAccessoryToggleComponentField ( )
inline

Definition at line 7183 of file Actor.h.

◆ TPVAccessoryToggleComponentField() [2/2]

FName & AShooterWeapon::TPVAccessoryToggleComponentField ( )
inline

Definition at line 7602 of file Actor.h.

◆ TPVCameraYawRangeField() [1/2]

float & AShooterWeapon::TPVCameraYawRangeField ( )
inline

Definition at line 7235 of file Actor.h.

◆ TPVCameraYawRangeField() [2/2]

float & AShooterWeapon::TPVCameraYawRangeField ( )
inline

Definition at line 7681 of file Actor.h.

◆ TPVForcePlayAnimField() [1/2]

UAnimMontage * AShooterWeapon::TPVForcePlayAnimField ( )
inline

Definition at line 7229 of file Actor.h.

◆ TPVForcePlayAnimField() [2/2]

UAnimMontage * AShooterWeapon::TPVForcePlayAnimField ( )
inline

Definition at line 7674 of file Actor.h.

◆ TPVMuzzleLocationOffsetField() [1/2]

FVector & AShooterWeapon::TPVMuzzleLocationOffsetField ( )
inline

Definition at line 7256 of file Actor.h.

◆ TPVMuzzleLocationOffsetField() [2/2]

FVector & AShooterWeapon::TPVMuzzleLocationOffsetField ( )
inline

Definition at line 7701 of file Actor.h.

◆ TryApplyPrimalItemSettingsToPrimaryWeapon()

void AShooterWeapon::TryApplyPrimalItemSettingsToPrimaryWeapon ( )
inline

Definition at line 8398 of file Actor.h.

◆ TryApplyPrimalItemSettingsToSecondaryWeapon()

void AShooterWeapon::TryApplyPrimalItemSettingsToSecondaryWeapon ( )
inline

Definition at line 8399 of file Actor.h.

◆ TryApplyPrimalItemSettingsToWeapon()

void AShooterWeapon::TryApplyPrimalItemSettingsToWeapon ( bool bIsPrimaryWeapon)
inline

Definition at line 8400 of file Actor.h.

◆ TryFindAutoAimTarget()

AActor * AShooterWeapon::TryFindAutoAimTarget ( bool bNoTimeLimit,
float MaxDistance,
float MaxAngle )
inline

Definition at line 8401 of file Actor.h.

◆ TryFireWeapon() [1/2]

bool AShooterWeapon::TryFireWeapon ( )
inline

Definition at line 7537 of file Actor.h.

◆ TryFireWeapon() [2/2]

bool AShooterWeapon::TryFireWeapon ( )
inline

Definition at line 8402 of file Actor.h.

◆ TutorialHintStringField()

FString & AShooterWeapon::TutorialHintStringField ( )
inline

Definition at line 7790 of file Actor.h.

◆ UnequipSoundField()

USoundCue * AShooterWeapon::UnequipSoundField ( )
inline

Definition at line 7576 of file Actor.h.

◆ UntargetingSoundField() [1/2]

USoundCue * AShooterWeapon::UntargetingSoundField ( )
inline

Definition at line 7223 of file Actor.h.

◆ UntargetingSoundField() [2/2]

USoundCue * AShooterWeapon::UntargetingSoundField ( )
inline

Definition at line 7668 of file Actor.h.

◆ UpdateChargeRunning()

void AShooterWeapon::UpdateChargeRunning ( float DeltaSeconds)
inline

Definition at line 8557 of file Actor.h.

◆ UpdateChargeRunning_Implementation()

void AShooterWeapon::UpdateChargeRunning_Implementation ( float DeltaSeconds)
inline

Definition at line 8403 of file Actor.h.

◆ UpdateFirstPersonMeshes() [1/2]

void AShooterWeapon::UpdateFirstPersonMeshes ( bool bIsFirstPerson)
inline

Definition at line 7417 of file Actor.h.

◆ UpdateFirstPersonMeshes() [2/2]

void AShooterWeapon::UpdateFirstPersonMeshes ( bool bIsFirstPerson)
inline

Definition at line 8404 of file Actor.h.

◆ UpdateLastCombatActionTime()

void AShooterWeapon::UpdateLastCombatActionTime ( float AddititionalTimeOffset)
inline

Definition at line 8405 of file Actor.h.

◆ UpdateToNextExtraAttack()

int AShooterWeapon::UpdateToNextExtraAttack ( )
inline

Definition at line 8406 of file Actor.h.

◆ UseAlternateAimOffsetAnim()

bool AShooterWeapon::UseAlternateAimOffsetAnim ( )
inline

Definition at line 7414 of file Actor.h.

◆ UseAmmo() [1/2]

void AShooterWeapon::UseAmmo ( int UseAmmoAmountOverride)
inline

Definition at line 7462 of file Actor.h.

◆ UseAmmo() [2/2]

void AShooterWeapon::UseAmmo ( int UseAmmoAmountOverride,
bool bUseAmmoFromLeftWeapon )
inline

Definition at line 8407 of file Actor.h.

◆ UsesAmmo()

bool AShooterWeapon::UsesAmmo ( )
inline

Definition at line 7503 of file Actor.h.

◆ VRTargetingAimOriginOffsetField() [1/2]

FVector & AShooterWeapon::VRTargetingAimOriginOffsetField ( )
inline

Definition at line 7190 of file Actor.h.

◆ VRTargetingAimOriginOffsetField() [2/2]

FVector & AShooterWeapon::VRTargetingAimOriginOffsetField ( )
inline

Definition at line 7634 of file Actor.h.

◆ VRTargetingModelOffsetField() [1/2]

FVector & AShooterWeapon::VRTargetingModelOffsetField ( )
inline

Definition at line 7189 of file Actor.h.

◆ VRTargetingModelOffsetField() [2/2]

FVector & AShooterWeapon::VRTargetingModelOffsetField ( )
inline

Definition at line 7633 of file Actor.h.

◆ WeaponAdjustDamage()

void AShooterWeapon::WeaponAdjustDamage ( float * Damage,
FDamageEvent * DamageEvent,
AController * EventInstigator,
APrimalCharacter * Defender )
inline

Definition at line 8408 of file Actor.h.

◆ WeaponAllowCrouch()

bool AShooterWeapon::WeaponAllowCrouch ( )
inline

Definition at line 8409 of file Actor.h.

◆ WeaponAllowJump()

bool AShooterWeapon::WeaponAllowJump ( )
inline

Definition at line 8410 of file Actor.h.

◆ WeaponAllowProne()

bool AShooterWeapon::WeaponAllowProne ( )
inline

Definition at line 8411 of file Actor.h.

◆ WeaponAmmoItemTemplateField() [1/2]

TSubclassOf< UPrimalItem > & AShooterWeapon::WeaponAmmoItemTemplateField ( )
inline

Definition at line 7142 of file Actor.h.

◆ WeaponAmmoItemTemplateField() [2/2]

TSubclassOf< UPrimalItem > & AShooterWeapon::WeaponAmmoItemTemplateField ( )
inline

Definition at line 7549 of file Actor.h.

◆ WeaponAttackDataClassField()

TSubclassOf< UWeaponAttackData > & AShooterWeapon::WeaponAttackDataClassField ( )
inline

Definition at line 7578 of file Actor.h.

◆ WeaponAttackIndexOverrideField()

TArray< int > & AShooterWeapon::WeaponAttackIndexOverrideField ( )
inline

Definition at line 7583 of file Actor.h.

◆ WeaponAttackTypeOverrideField()

TArray< TEnumAsByte< enum EWeaponAttackType::Type > > & AShooterWeapon::WeaponAttackTypeOverrideField ( )
inline

Definition at line 7582 of file Actor.h.

◆ WeaponBlockingAttackPowerField()

float & AShooterWeapon::WeaponBlockingAttackPowerField ( )
inline

Definition at line 7714 of file Actor.h.

◆ WeaponBlockingDefensePowerField()

float & AShooterWeapon::WeaponBlockingDefensePowerField ( )
inline

Definition at line 7715 of file Actor.h.

◆ WeaponConfigField() [1/2]

FWeaponData & AShooterWeapon::WeaponConfigField ( )
inline

Definition at line 7141 of file Actor.h.

◆ WeaponConfigField() [2/2]

FWeaponData & AShooterWeapon::WeaponConfigField ( )
inline

Definition at line 7548 of file Actor.h.

◆ WeaponDamageTypesWhichThisWeaponBlocksField()

TArray< TSubclassOf< UDamageType > > & AShooterWeapon::WeaponDamageTypesWhichThisWeaponBlocksField ( )
inline

Definition at line 7810 of file Actor.h.

◆ WeaponHasBeenBlockedResponse()

bool AShooterWeapon::WeaponHasBeenBlockedResponse ( int WeaponAttackIndex)
inline

Definition at line 8412 of file Actor.h.

◆ WeaponHasBlockedAttackResponse()

void AShooterWeapon::WeaponHasBlockedAttackResponse ( AShooterWeapon * CauserWeapon,
int AttackIndex,
bool bShouldAllowFastAttack )
inline

Definition at line 8413 of file Actor.h.

◆ WeaponMesh3PFireAnimField() [1/2]

UAnimMontage * AShooterWeapon::WeaponMesh3PFireAnimField ( )
inline

Definition at line 7165 of file Actor.h.

◆ WeaponMesh3PFireAnimField() [2/2]

UAnimMontage * AShooterWeapon::WeaponMesh3PFireAnimField ( )
inline

Definition at line 7577 of file Actor.h.

◆ WeaponMesh3PReloadAnimField() [1/2]

UAnimMontage * AShooterWeapon::WeaponMesh3PReloadAnimField ( )
inline

Definition at line 7163 of file Actor.h.

◆ WeaponMesh3PReloadAnimField() [2/2]

UAnimMontage * AShooterWeapon::WeaponMesh3PReloadAnimField ( )
inline

Definition at line 7574 of file Actor.h.

◆ WeaponRunSpeedModifierField()

float & AShooterWeapon::WeaponRunSpeedModifierField ( )
inline

Definition at line 7744 of file Actor.h.

◆ WeaponStartAttack()

void AShooterWeapon::WeaponStartAttack ( int weaponAttackIndex,
bool bUseAltAnim )
inline

Definition at line 8414 of file Actor.h.

◆ WeaponTrace() [1/2]

FHitResult * AShooterWeapon::WeaponTrace ( FHitResult * result,
FVector * StartTrace,
FVector * EndTrace )
inline

Definition at line 7487 of file Actor.h.

◆ WeaponTrace() [2/2]

FHitResult * AShooterWeapon::WeaponTrace ( FHitResult * result,
FVector * StartTrace,
FVector * EndTrace )
inline

Definition at line 8415 of file Actor.h.

◆ WeaponTraceHits() [1/2]

void AShooterWeapon::WeaponTraceHits ( TArray< FHitResult > * HitResults,
FVector * StartTrace,
FVector * EndTrace )
inline

Definition at line 7488 of file Actor.h.

◆ WeaponTraceHits() [2/2]

void AShooterWeapon::WeaponTraceHits ( TArray< FHitResult > * HitResults,
FVector * StartTrace,
FVector * EndTrace )
inline

Definition at line 8416 of file Actor.h.

◆ WeaponUnequipDelayField()

float & AShooterWeapon::WeaponUnequipDelayField ( )
inline

Definition at line 7175 of file Actor.h.

◆ YarkDiscreteMeleeSwingSweep()

void AShooterWeapon::YarkDiscreteMeleeSwingSweep ( float DeltaTime,
int StartPoint,
int EndPoint )
inline

Definition at line 8558 of file Actor.h.

◆ YarkDiscreteMeleeSwingSweep_Implementation()

void AShooterWeapon::YarkDiscreteMeleeSwingSweep_Implementation ( float DeltaTime,
int StartPoint,
int EndPoint )
inline

Definition at line 8417 of file Actor.h.

◆ YarkEndMeleeSwing()

void AShooterWeapon::YarkEndMeleeSwing ( bool bProcessMeleeHits)
inline

Definition at line 8418 of file Actor.h.

◆ YarkTickMeleeSwing()

void AShooterWeapon::YarkTickMeleeSwing ( float DeltaTime)
inline

Definition at line 8419 of file Actor.h.

◆ ZoomIn() [1/2]

void AShooterWeapon::ZoomIn ( )
inline

Definition at line 7413 of file Actor.h.

◆ ZoomIn() [2/2]

void AShooterWeapon::ZoomIn ( )
inline

Definition at line 8068 of file Actor.h.

◆ ZoomOut() [1/2]

void AShooterWeapon::ZoomOut ( )
inline

Definition at line 7412 of file Actor.h.

◆ ZoomOut() [2/2]

void AShooterWeapon::ZoomOut ( )
inline

Definition at line 8069 of file Actor.h.


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