Ark Server API (ASE) - Wiki
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UGameplayStatics Member List

This is the complete list of members for UGameplayStatics, including all inherited members.

ApplyDamage(AActor *DamagedActor, float BaseDamage, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse)UGameplayStaticsinlinestatic
ApplyDamage(AActor *DamagedActor, float BaseDamage, AController *EventInstigator, AActor *DamageCauser)UGameplayStaticsinlinestatic
ApplyPointDamage(AActor *DamagedActor, float BaseDamage, FVector *HitFromDirection, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse, bool bForceCollisionCheck, ECollisionChannel ForceCollisionCheckTraceChannel)UGameplayStaticsinlinestatic
ApplyPointDamage(AActor *DamagedActor, float BaseDamage, FVector *HitFromDirection, FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > DamageTypeClass, float Impulse, bool bForceCollisionCheck, ECollisionChannel ForceCollisionCheckTraceChannel)UGameplayStaticsinlinestatic
ApplyRadialDamage(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)UGameplayStaticsinlinestatic
ApplyRadialDamage(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)UGameplayStaticsinlinestatic
ApplyRadialDamageIgnoreDamageActors(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, TArray< AActor * > *IgnoreDamageActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)UGameplayStaticsinlinestatic
ApplyRadialDamageIgnoreDamageActors(UObject *WorldContextObject, float BaseDamage, FVector *Origin, float DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, TArray< AActor * > *IgnoreDamageActors, AActor *DamageCauser, AController *InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel, float Impulse)UGameplayStaticsinlinestatic
ApplyRadialDamageWithFalloff(UObject *WorldContextObject, float BaseDamage, float MinimumDamage, FVector *Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, float Impulse, TArray< AActor * > *IgnoreDamageActors, int NumAdditionalAttempts)UGameplayStaticsinlinestatic
ApplyRadialDamageWithFalloff(UObject *WorldContextObject, float BaseDamage, float MinimumDamage, FVector *Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor * > *IgnoreActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, float Impulse, TArray< AActor * > *IgnoreDamageActors, int NumAdditionalAttempts)UGameplayStaticsinlinestatic
AreAnyListenersWithinRange(FVector Location, float MaximumRange)UGameplayStaticsinlinestatic
AreAnyListenersWithinRange(FVector Location, float MaximumRange)UGameplayStaticsinlinestatic
BeginSpawningActorFromBlueprint(UObject *WorldContextObject, UBlueprint *Blueprint, FTransform *SpawnTransform, bool bNoCollisionFail)UGameplayStaticsinlinestatic
BeginSpawningActorFromBlueprint(UObject *WorldContextObject, UBlueprint *Blueprint, FTransform *SpawnTransform, bool bNoCollisionFail)UGameplayStaticsinlinestatic
BeginSpawningActorFromClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, FTransform *SpawnTransform, bool bNoCollisionFail)UGameplayStaticsinlinestatic
BeginSpawningActorFromClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, FTransform *SpawnTransform, bool bNoCollisionFail)UGameplayStaticsinlinestatic
BPPointPlaneDist(FVector *Point, FVector *PlaneBase, FVector *PlaneNormal)UGameplayStaticsinlinestatic
BPPointPlaneProject(FVector *result, FVector *Point, FVector *PlaneBase, FVector *PlaneNorm)UGameplayStaticsinlinestatic
BreakHitResult(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem, bool *BlockingHit)UGameplayStaticsinlinestatic
BreakHitResult(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem, bool *BlockingHit)UGameplayStaticsinlinestatic
BreakHitResult_OLD(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem)UGameplayStaticsinlinestatic
BreakHitResult_OLD(FHitResult *Hit, FVector *Location, FVector *Normal, FVector *ImpactPoint, FVector *ImpactNormal, UPhysicalMaterial **PhysMat, AActor **HitActor, UPrimitiveComponent **HitComponent, FName *HitBoneName, int *HitItem)UGameplayStaticsinlinestatic
CreatePlayer(UObject *WorldContextObject, int ControllerId, bool bSpawnPawn)UGameplayStaticsinlinestatic
CreatePlayer(UObject *WorldContextObject, int ControllerId, bool bSpawnPawn)UGameplayStaticsinlinestatic
DeactivateReverbEffect(FName TagName)UGameplayStaticsinlinestatic
DeleteGameInSlot(FString *SlotName, const int UserIndex)UGameplayStaticsinlinestatic
DoesSaveGameExist(FString *SlotName, const int UserIndex)UGameplayStaticsinlinestatic
EnableLiveStreaming(bool Enable)UGameplayStaticsinlinestatic
FinishSpawningActor(AActor *Actor, FTransform *SpawnTransform)UGameplayStaticsinlinestatic
FinishSpawningActor(AActor *Actor, FTransform *SpawnTransform)UGameplayStaticsinlinestatic
GetAccurateRealTime(UObject *WorldContextObject, int *Seconds, float *PartialSeconds)UGameplayStaticsinlinestatic
GetAccurateRealTime(UObject *WorldContextObject, int *Seconds, float *PartialSeconds)UGameplayStaticsinlinestatic
GetActorArrayAverageLocation(FVector *result, TArray< AActor * > *Actors)UGameplayStaticsinlinestatic
GetActorArrayAverageLocation(FVector *result, TArray< AActor * > *Actors)UGameplayStaticsinlinestatic
GetActorArrayBounds(TArray< AActor * > *Actors, bool bOnlyCollidingComponents, FVector *Center, FVector *BoxExtent)UGameplayStaticsinlinestatic
GetActorArrayBounds(TArray< AActor * > *Actors, bool bOnlyCollidingComponents, FVector *Center, FVector *BoxExtent)UGameplayStaticsinlinestatic
GetAllActorsOfClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, TArray< AActor * > *OutActors)UGameplayStaticsinlinestatic
GetAllActorsOfClass(UObject *WorldContextObject, TSubclassOf< AActor > ActorClass, TArray< AActor * > *OutActors)UGameplayStaticsinlinestatic
GetAllActorsWithInterface(UObject *WorldContextObject, TSubclassOf< UInterface > Interface, TArray< AActor * > *OutActors)UGameplayStaticsinlinestatic
GetAllActorsWithInterface(UObject *WorldContextObject, TSubclassOf< UInterface > Interface, TArray< AActor * > *OutActors)UGameplayStaticsinlinestatic
GetAudioTimeSeconds(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetGameInstance(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetGameMode(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetGameState(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetGlobalTimeDilation(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetObjectClass(UObject *Object)UGameplayStaticsinlinestatic
GetPlatformName(FString *result)UGameplayStaticsinlinestatic
GetPlatformName(FString *result)UGameplayStaticsinlinestatic
GetPlayerCameraManager(UObject *WorldContextObject, int PlayerIndex)UGameplayStaticsinlinestatic
GetPlayerCharacter(UObject *WorldContextObject, int PlayerIndex)UGameplayStaticsinlinestatic
GetPlayerController(UObject *WorldContextObject, int PlayerIndex)UGameplayStaticsinlinestatic
GetPlayerController(UObject *WorldContextObject, int PlayerIndex)UGameplayStaticsinlinestatic
GetPlayerPawn(UObject *WorldContextObject, int PlayerIndex)UGameplayStaticsinlinestatic
GetPrivateStaticClass(const wchar_t *Package)UGameplayStaticsinlinestatic
GetRealTimeSeconds(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetSurfaceType(FHitResult *Hit)UGameplayStaticsinlinestatic
GetSurfaceType(FHitResult *Hit)UGameplayStaticsinlinestatic
GetWorldDeltaSeconds(UObject *WorldContextObject)UGameplayStaticsinlinestatic
GetWorldOriginLocation(FIntVector *result, UObject *WorldContextObject)UGameplayStaticsinlinestatic
IsGamePaused(UObject *WorldContextObject)UGameplayStaticsinlinestatic
IsGameWorld(UObject *WorldContextObject)UGameplayStaticsinlinestatic
LoadStreamLevel(UObject *WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)UGameplayStaticsinlinestatic
LoadStreamLevel(UObject *WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)UGameplayStaticsinlinestatic
OpenLevel(UObject *WorldContextObject, FName LevelName, bool bAbsolute, FString Options)UGameplayStaticsinlinestatic
OpenLevel(UObject *WorldContextObject, FName LevelName, bool bAbsolute, FString Options)UGameplayStaticsinlinestatic
PlayDialogueAtLocation(UObject *WorldContextObject, UDialogueWave *Dialogue, FDialogueContext *Context, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)UGameplayStaticsinlinestatic
PlayDialogueAtLocation(UObject *WorldContextObject, UDialogueWave *Dialogue, FDialogueContext *Context, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)UGameplayStaticsinlinestatic
PlayDialogueAttached(UDialogueWave *Dialogue, FDialogueContext *Context, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)UGameplayStaticsinlinestatic
PlayDialogueAttached(UDialogueWave *Dialogue, FDialogueContext *Context, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings)UGameplayStaticsinlinestatic
PlaySound(UObject *WorldContextObject, USoundCue *InSoundCue, USceneComponent *AttachComponent, FName AttachName, bool bFollow, float VolumeMultiplier, float PitchMultiplier)UGameplayStaticsinlinestatic
PlaySound(UObject *WorldContextObject, USoundCue *InSoundCue, USceneComponent *AttachComponent, FName AttachName, bool bFollow, float VolumeMultiplier, float PitchMultiplier)UGameplayStaticsinlinestatic
PlaySoundAtLocation(UObject *WorldContextObject, USoundBase *Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings, bool bAlwaysPlay)UGameplayStaticsinlinestatic
PlaySoundAttached(USoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation *AttenuationSettings, bool bAlwaysPlay)UGameplayStaticsinlinestatic
PopSoundMixModifier(USoundMix *InSoundMixModifier)UGameplayStaticsinlinestatic
PushSoundMixModifier(USoundMix *InSoundMixModifier)UGameplayStaticsinlinestatic
SetBaseSoundMix(USoundMix *InSoundMix)UGameplayStaticsinlinestatic
SetGamePaused(UObject *WorldContextObject, bool bPaused)UGameplayStaticsinlinestatic
SetGamePaused(UObject *WorldContextObject, bool bPaused)UGameplayStaticsinlinestatic
SetGlobalTimeDilation(UObject *WorldContextObject, float TimeDilation)UGameplayStaticsinlinestatic
SetGlobalTimeDilation(UObject *WorldContextObject, float TimeDilation)UGameplayStaticsinlinestatic
SetWorldOriginLocation(UObject *WorldContextObject, FIntVector NewLocation)UGameplayStaticsinlinestatic
StaticRegisterNativesUGameplayStatics()UGameplayStaticsinlinestatic
StaticRegisterNativesUGameplayStatics()UGameplayStaticsinlinestatic
UnloadStreamLevel(UObject *WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo)UGameplayStaticsinlinestatic
UnloadStreamLevel(UObject *WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo)UGameplayStaticsinlinestatic