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