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UPrimalInventoryComponent Member List

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

__declspec(dllexport) UProperty *FindProperty(FName name)UObject
AbsoluteMaxInventoryItemsField()UPrimalInventoryComponentinline
AbsoluteMaxInventoryItemsField()UPrimalInventoryComponentinline
ActionWheelAccessInventoryPriorityField()UPrimalInventoryComponentinline
Activate(bool bReset)UActorComponentinline
Activate(bool bReset)UActorComponentinline
ActiveInventoryRefreshIntervalField()UPrimalInventoryComponentinline
ActiveInventoryRefreshIntervalField()UPrimalInventoryComponentinline
ActivePlayerInventoryTick(float DeltaTime)UPrimalInventoryComponentinline
ActivePlayerInventoryTick(float DeltaTime)UPrimalInventoryComponentinline
AddAfterRemovingFromArkTributeInventory(UPrimalItem *Item, FItemNetInfo *MyItem, bool bAllowForcedItemDownload)UPrimalInventoryComponentinline
AddArkTributeItem(FItemNetInfo *theItemInfo, bool bFromLoad)UPrimalInventoryComponentinline
AddAssetUserData(UAssetUserData *InUserData)UActorComponentinline
AddCustomFolder(FString CFolder, int InventoryCompType)UPrimalInventoryComponentinline
AddCustomFolder(FString CFolder, int InventoryCompType)UPrimalInventoryComponentinline
AddedAsPrimalItemAttachment()UActorComponentinline
AddItem(FItemNetInfo *theItemInfo, bool bEquipItem, bool AddToSlot, bool bDontStack, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bIgnoreAbsoluteMaxInventory)UPrimalInventoryComponentinline
AddItem(FItemNetInfo *theItemInfo, bool bEquipItem, bool AddToSlot, bool bDontStack, FItemNetID *InventoryInsertAfterItemID, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bIgnoreAbsoluteMaxInventory)UPrimalInventoryComponentinline
AddItemCrafting(UPrimalItem *craftingItem)UPrimalInventoryComponentinline
AddItemCrafting(UPrimalItem *craftingItem)UPrimalInventoryComponentinline
AddItemObject(UPrimalItem *anItem)UPrimalInventoryComponentinline
AddItemObject(UPrimalItem *anItem)UPrimalInventoryComponentinline
AddItemObjectEx(UPrimalItem *anItem, bool bEquipItem, bool AddToSlot, bool bDontStack, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer)UPrimalInventoryComponentinline
AddItemObjectEx(UPrimalItem *anItem, bool bEquipItem, bool AddToSlot, bool bDontStack, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bForceIncompleteStacking, AShooterCharacter *OwnerPlayer, bool bClampStats, UPrimalItem *InsertAfterItem, bool bInsertAtItemInstead)UPrimalInventoryComponentinline
AdditionalItemSetsField()UPrimalInventoryComponentinline
AdditionalItemSetsField()UPrimalInventoryComponentinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)UActorComponentinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)UActorComponentinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)UActorComponentinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)UActorComponentinline
AddToCraftQueue(UPrimalItem *anItem, AShooterPlayerController *ByPC, bool bIsRepair, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)UPrimalInventoryComponentinline
AddToCraftQueue(UPrimalItem *anItem, AShooterPlayerController *ByPC, bool bIsRepair, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)UPrimalInventoryComponentinline
AddToFolders(TArray< FString > *FoldersFound, UPrimalItem *anItem)UPrimalInventoryComponentinline
AddToFolders(TArray< FString > *FoldersFound, UPrimalItem *anItem)UPrimalInventoryComponentinline
AllDyeColorItemsField()UPrimalInventoryComponentinline
AllDyeColorItemsField()UPrimalInventoryComponentinline
AllowAddingToArkTribute()UPrimalInventoryComponentinline
AllowAddInventoryItem(UPrimalItem *anItem, int *requestedQuantity, bool OnlyAddAll)UPrimalInventoryComponentinline
AllowAddInventoryItem(UPrimalItem *anItem, int *requestedQuantity, bool OnlyAddAll)UPrimalInventoryComponentinline
AllowAddInventoryItem_AnyQuantity(UPrimalItem *anItem)UPrimalInventoryComponentinline
AllowAddInventoryItem_AnyQuantity(UPrimalItem *anItem)UPrimalInventoryComponentinline
AllowAddInventoryItem_MaxQuantity(UPrimalItem *anItem, const int *requestedQuantityIn, int *requestedQuantityOut)UPrimalInventoryComponentinline
AllowAddInventoryItem_MaxQuantity(UPrimalItem *anItem, const int *requestedQuantityIn, int *requestedQuantityOut)UPrimalInventoryComponentinline
AllowAddInventoryItem_OnlyAddAll(UPrimalItem *anItem)UPrimalInventoryComponentinline
AllowAddInventoryItem_OnlyAddAll(UPrimalItem *anItem)UPrimalInventoryComponentinline
AllowBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)UPrimalInventoryComponentinline
AllowBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)UPrimalInventoryComponentinline
AllowCraftingResourceConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)UPrimalInventoryComponentinline
AllowCraftingResourceConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)UPrimalInventoryComponentinline
AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
AllowEquippingItemType(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
AllowOwnerStasis()UPrimalInventoryComponentinline
AllowOwnerStasis()UPrimalInventoryComponentinline
AllowRegisterWithWorld(UWorld *InWorld)UActorComponentinline
AlwaysReplicatePropertyConditional(UProperty *forProperty)UActorComponentinline
AlwaysReplicatePropertyConditional(UProperty *forProperty)UActorComponentinline
AreAllOuterObjectsValid()UObjectinline
ArkTributeItemsField()UPrimalInventoryComponentinline
ArkTributeItemsField()UPrimalInventoryComponentinline
AssetUserDataField()UActorComponentinline
bAddMaxInventoryItemsToDefaultItems()UPrimalInventoryComponentinline
bAddMaxInventoryItemsToDefaultItems()UPrimalInventoryComponentinline
bAllDefaultInventoryIsEngrams()UPrimalInventoryComponentinline
bAllDefaultInventoryIsEngrams()UPrimalInventoryComponentinline
bAllowAddColorsOnClientField()UPrimalInventoryComponentinline
bAllowAddingToArkTribute()UPrimalInventoryComponentinline
bAllowConcurrentTick()UActorComponentinline
bAllowConcurrentTick()UActorComponentinline
bAllowDeactivatedCrafting()UPrimalInventoryComponentinline
bAllowDeactivatedCrafting()UPrimalInventoryComponentinline
bAllowItemStacking()UPrimalInventoryComponentinline
bAllowItemStacking()UPrimalInventoryComponentinline
bAllowRemoteCrafting()UPrimalInventoryComponentinline
bAllowRemoteCrafting()UPrimalInventoryComponentinline
bAllowRemoteInventory()UPrimalInventoryComponentinline
bAllowRemoteInventory()UPrimalInventoryComponentinline
bAllowRemoteRepairing()UPrimalInventoryComponentinline
bAllowRemoteRepairing()UPrimalInventoryComponentinline
bAllowWorldSettingsInventoryComponentAppends()UPrimalInventoryComponentinline
bAllowWorldSettingsInventoryComponentAppends()UPrimalInventoryComponentinline
bAlwaysReplicatePropertyConditional()UActorComponentinline
bAlwaysReplicatePropertyConditional()UActorComponentinline
bAutoActivate()UActorComponentinline
bAutoActivate()UActorComponentinline
bAutoRegister()UActorComponentinline
bAutoRegister()UActorComponentinline
bBPAllowUseInInventory()UPrimalInventoryComponentinline
bBPAllowUseInInventory()UPrimalInventoryComponentinline
bBPForceCustomRemoteInventoryAllowAddItems()UPrimalInventoryComponentinline
bBPForceCustomRemoteInventoryAllowAddItems()UPrimalInventoryComponentinline
bBPForceCustomRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bBPForceCustomRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bBPHandleAccessInventory()UPrimalInventoryComponentinline
bBPHandleAccessInventory()UPrimalInventoryComponentinline
bBPNotifyItemAdded()UPrimalInventoryComponentinline
bBPNotifyItemAdded()UPrimalInventoryComponentinline
bBPNotifyItemQuantityUpdated()UPrimalInventoryComponentinline
bBPNotifyItemQuantityUpdated()UPrimalInventoryComponentinline
bBPNotifyItemRemoved()UPrimalInventoryComponentinline
bBPNotifyItemRemoved()UPrimalInventoryComponentinline
bBPOverrideItemMinimumUseInterval()UPrimalInventoryComponentinline
bBPOverrideItemMinimumUseInterval()UPrimalInventoryComponentinline
bBPRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bBPRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bCanEquipItems()UPrimalInventoryComponentinline
bCanEquipItems()UPrimalInventoryComponentinline
bCanInventoryItems()UPrimalInventoryComponentinline
bCanInventoryItems()UPrimalInventoryComponentinline
bCanUseWeaponAsEquipment()UPrimalInventoryComponentinline
bCanUseWeaponAsEquipment()UPrimalInventoryComponentinline
bCheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
bCheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
bConfigOverriden()UPrimalInventoryComponentinline
bConfigOverriden()UPrimalInventoryComponentinline
bConsumeCraftingRepairingRequirementsOnStart()UPrimalInventoryComponentinline
bConsumeCraftingRepairingRequirementsOnStart()UPrimalInventoryComponentinline
bCraftingEnabled()UPrimalInventoryComponentinline
bCraftingEnabled()UPrimalInventoryComponentinline
bCreatedByConstructionScript()UActorComponentinline
bCreatedByConstructionScript()UActorComponentinline
bDataListPadMaxInventoryItems()UPrimalInventoryComponentinline
bDataListPadMaxInventoryItems()UPrimalInventoryComponentinline
bDeferCheckForAutoCraftBlueprintsOnInventoryChange()UPrimalInventoryComponentinline
bDirtiedInventoryWeightField()UPrimalInventoryComponentinline
bDisableDropAllItems()UPrimalInventoryComponentinline
bDisableDropAllItems()UPrimalInventoryComponentinline
bDisableDropItems()UPrimalInventoryComponentinline
bDropPhysicalInventoryDeposit()UPrimalInventoryComponentinline
bDropPhysicalInventoryDeposit()UPrimalInventoryComponentinline
BeginDestroy()UActorComponentinline
BeginDestroy()UActorComponentinline
bEquipmentForceIgnoreExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentForceIgnoreExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentMustRequireExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentMustRequireExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentPlayerForceRequireExplicitOwnerClass()UPrimalInventoryComponentinline
bEquipmentPlayerForceRequireExplicitOwnerClass()UPrimalInventoryComponentinline
bForceAllowAllUseInInventory()UPrimalInventoryComponentinline
bForceAllowAllUseInInventory()UPrimalInventoryComponentinline
bForceGenerateItemSets()UPrimalInventoryComponentinline
bForceGenerateItemSets()UPrimalInventoryComponentinline
bForceIgnoreCraftingRequiresInventoryComponent()UPrimalInventoryComponentinline
bForceIgnoreItemBlueprintCraftingRequiresEngram()UPrimalInventoryComponentinline
bForceInventoryBlueprints()UPrimalInventoryComponentinline
bForceInventoryBlueprints()UPrimalInventoryComponentinline
bForceInventoryNonRemovable()UPrimalInventoryComponentinline
bForceInventoryNonRemovable()UPrimalInventoryComponentinline
bForceInventoryNotifyCraftingFinished()UPrimalInventoryComponentinline
bForceInventoryNotifyCraftingFinished()UPrimalInventoryComponentinline
bForceRemoteInvOpenAlphabeticalDsc()UPrimalInventoryComponentinline
bForceShowAllEngrams()UPrimalInventoryComponentinline
bFreeCraftingMode()UPrimalInventoryComponentinline
bFreeCraftingMode()UPrimalInventoryComponentinline
bGenerateItemsForceZeroQuality()UPrimalInventoryComponentinline
bGetDataListEntriesOnlyRootItems()UPrimalInventoryComponentinline
bGetDataListEntriesOnlyRootItems()UPrimalInventoryComponentinline
bGivesAchievementItems()UPrimalInventoryComponentinline
bGivesAchievementItems()UPrimalInventoryComponentinline
bGrinderCanGrindAll()UPrimalInventoryComponentinline
bHasBeenCreated()UActorComponentinline
bHasBeenCreated()UActorComponentinline
bHasBeenInitialized()UActorComponentinline
bHasBeenInitialized()UActorComponentinline
bHasBeenRegisteredField()UPrimalInventoryComponentinline
bHasBeenRegisteredField()UPrimalInventoryComponentinline
bHasCachedOwner()UActorComponentinline
bHasCachedOwner()UActorComponentinline
bHideDefaultInventoryItemsFromDisplay()UPrimalInventoryComponentinline
bHideDefaultInventoryItemsFromDisplay()UPrimalInventoryComponentinline
bHideRemoteInventoryPanel()UPrimalInventoryComponentinline
bHideSaddleFromInventoryDisplay()UPrimalInventoryComponentinline
bIgnoreMaxInventoryItems()UPrimalInventoryComponentinline
bIgnoreMaxInventoryItems()UPrimalInventoryComponentinline
bInitializedDefaultInventory()UPrimalInventoryComponentinline
bInitializedDefaultInventory()UPrimalInventoryComponentinline
bInitializedMe()UPrimalInventoryComponentinline
bInitializedMe()UPrimalInventoryComponentinline
bInitializeInventoryToClients()UPrimalInventoryComponentinline
bIsActive()UActorComponentinline
bIsActive()UActorComponentinline
bIsCookingInventory()UPrimalInventoryComponentinline
bIsInInventoryRefresh()UPrimalInventoryComponentinline
bIsSecondaryInventory()UPrimalInventoryComponentinline
bIsTaxidermyBase()UPrimalInventoryComponentinline
bIsTributeInventory()UPrimalInventoryComponentinline
bIsTributeInventory()UPrimalInventoryComponentinline
bItemSetsRandomizeColors()UPrimalInventoryComponentinline
bLastPreventUseItemSpoilingTimeMultipliersField()UPrimalInventoryComponentinline
bLastPreventUseItemSpoilingTimeMultipliersField()UPrimalInventoryComponentinline
bMaxInventoryWeightUseCharacterStatus()UPrimalInventoryComponentinline
bMaxInventoryWeightUseCharacterStatus()UPrimalInventoryComponentinline
bNetAddressable()UActorComponentinline
bNetAddressable()UActorComponentinline
bNeverNeedsRenderUpdate()UActorComponentinline
bNeverNeedsRenderUpdate()UActorComponentinline
bNotifyAddedOnClientReceive()UPrimalInventoryComponentinline
bOnlyInitialReplication()UActorComponentinline
bOnlyOneCraftQueueItem()UPrimalInventoryComponentinline
bOnlyOneCraftQueueItem()UPrimalInventoryComponentinline
bOverrideCraftingMinDurabilityRequirement()UPrimalInventoryComponentinline
bOverrideCraftingMinDurabilityRequirement()UPrimalInventoryComponentinline
bOverrideCraftingResourceRequirements()UPrimalInventoryComponentinline
bOverrideInventoryDepositClassDontForceDrop()UPrimalInventoryComponentinline
bOverrideInventoryDepositClassDontForceDrop()UPrimalInventoryComponentinline
BPAccessedInventory(AShooterPlayerController *ForPC)UPrimalInventoryComponentinline
BPAccessedInventory(AShooterPlayerController *ForPC)UPrimalInventoryComponentinline
BPAddCustomFolder(FString CFolder, int InventoryCompType)UPrimalInventoryComponentinline
BPAllowAddInventoryItem(UPrimalItem *Item, int RequestedQuantity, bool bOnlyAddAll)UPrimalInventoryComponentinline
BPAllowUseInInventory(UPrimalItem *theItem, bool bIsRemoteInventory, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
BPAllowUseInInventory(UPrimalItem *theItem, bool bIsRemoteInventory, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
BPCraftingFinishedNotification(UPrimalItem *itemToBeCrafted)UPrimalInventoryComponentinline
BPCraftingFinishedNotification(UPrimalItem *itemToBeCrafted)UPrimalInventoryComponentinline
BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int anItemQuantityOverride, bool bRequestedByPlayer)UPrimalInventoryComponentinline
BPCustomRemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int anItemQuantityOverride, bool bRequestedByPlayer)UPrimalInventoryComponentinline
BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int requestedQuantity, bool bRequestedByPlayer)UPrimalInventoryComponentinline
BPCustomRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int requestedQuantity, bool bRequestedByPlayer)UPrimalInventoryComponentinline
BPDropForceLocationInventoryDeposit(long double DestroyAtTime, int OverrideMaxItemsDropped, FVector CacheLocationOverride, int DeadPlayerID)UPrimalInventoryComponentinline
BPDropInventoryDeposit(long double DestroyAtTime, bool bPreventSendingData)UPrimalInventoryComponentinline
BPDropInventoryDeposit(long double DestroyAtTime, int OverrideMaxItemsDropped, bool bOverrideCacheLocation, FVector CacheLocationOverride)UPrimalInventoryComponentinline
BPDropInventoryDepositEx(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, float DropInventoryOnGroundTraceDistance, bool bForceDrop)UPrimalInventoryComponentinline
BPFindItemWithID(int ItemID1, int ItemID2)UPrimalInventoryComponentinline
BPFindItemWithID(int ItemID1, int ItemID2)UPrimalInventoryComponentinline
BPFirstInit()UPrimalInventoryComponentinline
BPGetExtraItemDisplay(bool *bShowExtraItem, FString *Description, FString *CustomString, UTexture2D **EntryIcon, UMaterialInterface **EntryMaterial)UPrimalInventoryComponentinline
BPGetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, bool bRequiresExactClassMatch, bool bIgnoreSlotItems, bool bOnlyArkItems, bool bPreferEngram, bool bIsForCraftingConsumption, bool bIgnoreBrokenItems)UPrimalInventoryComponentinline
BPGetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, bool bRequiresExactClassMatch, bool bIgnoreSlotItems, bool bOnlyArkItems, bool bPreferEngram, bool bIsForCraftingConsumption)UPrimalInventoryComponentinline
bPhysicsStateCreated()UActorComponentinline
bPhysicsStateCreated()UActorComponentinline
BPIncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, UPrimalItem *UseSpecificItem, bool bDontExceedMaxItems)UPrimalInventoryComponentinline
BPIncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, UPrimalItem *UseSpecificItem, bool bDontExceedMaxItems)UPrimalInventoryComponentinline
BPInitializedInventory()UPrimalInventoryComponentinline
BPInitializeInventory()UPrimalInventoryComponentinline
BPInitializeInventory()UPrimalInventoryComponentinline
BPInventoryRefresh()UPrimalInventoryComponentinline
BPInventoryRefresh()UPrimalInventoryComponentinline
BPIsCraftingAllowed(UPrimalItem *anItem)UPrimalInventoryComponentinline
BPIsCraftingAllowed(UPrimalItem *anItem)UPrimalInventoryComponentinline
BPIsValidCraftingResource(UPrimalItem *theItem)UPrimalInventoryComponentinline
BPIsValidCraftingResource(UPrimalItem *theItem)UPrimalInventoryComponentinline
BPNotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)UPrimalInventoryComponentinline
BPNotifyItemAdded(UPrimalItem *anItem, bool bEquipItem)UPrimalInventoryComponentinline
BPNotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)UPrimalInventoryComponentinline
BPNotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)UPrimalInventoryComponentinline
BPNotifyItemRemoved(UPrimalItem *anItem)UPrimalInventoryComponentinline
BPNotifyItemRemoved(UPrimalItem *anItem)UPrimalInventoryComponentinline
BPOverrideItemMinimumUseInterval(UPrimalItem *theItem)UPrimalInventoryComponentinline
BPOverrideItemMinimumUseInterval(UPrimalItem *theItem)UPrimalInventoryComponentinline
BPPostInitDefaultInventory()UPrimalInventoryComponentinline
BPPostInitDefaultInventory()UPrimalInventoryComponentinline
BPPreInitDefaultInventory()UPrimalInventoryComponentinline
BPPreInitDefaultInventory()UPrimalInventoryComponentinline
BPPreventEquipItem(UPrimalItem *theItem)UPrimalInventoryComponentinline
BPPreventEquipItem(UPrimalItem *theItem)UPrimalInventoryComponentinline
BPPreventEquipItemType(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
BPPreventWeaponEquip(UPrimalItem *anItem)UPrimalInventoryComponentinline
BPRemoteInventoryAllowAddItem(AShooterPlayerController *PC, UPrimalItem *anItem)UPrimalInventoryComponentinline
BPRemoteInventoryAllowAddItem(AShooterPlayerController *PC, UPrimalItem *anItem)UPrimalInventoryComponentinline
BPRemoteInventoryAllowAddItem_SpecificQuantity(AShooterPlayerController *PC, UPrimalItem *anItem, const int *SpecificQuantityIn, int *SpecificQuantityOut)UPrimalInventoryComponentinline
BPRemoteInventoryAllowAddItem_SpecificQuantity(AShooterPlayerController *PC, UPrimalItem *anItem, const int *SpecificQuantityIn, int *SpecificQuantityOut)UPrimalInventoryComponentinline
BPRemoteInventoryAllowAddItems(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRemoteInventoryAllowAddItems(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRemoteInventoryAllowCrafting(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRemoteInventoryAllowCrafting(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer)UPrimalInventoryComponentinline
BPRemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer)UPrimalInventoryComponentinline
BPRemoteInventoryAllowViewing(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRemoteInventoryAllowViewing(AShooterPlayerController *PC)UPrimalInventoryComponentinline
BPRemoteInventoryGetMaxVisibleSlots(int NumItems, AShooterPlayerController *PC, bool bIsLocal)UPrimalInventoryComponentinline
BPRequestedInventoryItems(AShooterPlayerController *forPC)UPrimalInventoryComponentinline
BPRequestedInventoryItems(AShooterPlayerController *forPC)UPrimalInventoryComponentinline
bPreventAutoDecreaseDurability()UPrimalInventoryComponentinline
bPreventAutoDecreaseDurability()UPrimalInventoryComponentinline
bPreventCraftingResourceConsumption()UPrimalInventoryComponentinline
bPreventCraftingResourceConsumption()UPrimalInventoryComponentinline
bPreventDropInventoryDeposit()UPrimalInventoryComponentinline
bPreventDropInventoryDeposit()UPrimalInventoryComponentinline
bPreventInventoryViewTrace()UPrimalInventoryComponentinline
bPreventInventoryViewTrace()UPrimalInventoryComponentinline
bPreventOnDedicatedServer()UActorComponentinline
bPreventSendingData()UPrimalInventoryComponentinline
bPreventSendingData()UPrimalInventoryComponentinline
BPTickComponent(float DeltaTime)UActorComponentinline
bReceivingArkInventoryItems()UPrimalInventoryComponentinline
bReceivingEquippedItems()UPrimalInventoryComponentinline
bReceivingEquippedItems()UPrimalInventoryComponentinline
bReceivingInventoryItems()UPrimalInventoryComponentinline
bReceivingInventoryItems()UPrimalInventoryComponentinline
bRegistered()UActorComponentinline
bRegistered()UActorComponentinline
bRemoteInventoryAllowAddCustomFolders()UPrimalInventoryComponentinline
bRemoteInventoryAllowAddItems()UPrimalInventoryComponentinline
bRemoteInventoryAllowAddItems()UPrimalInventoryComponentinline
bRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bRemoteInventoryAllowRemoveItems()UPrimalInventoryComponentinline
bRemoteInventoryOnlyAllowSelf()UPrimalInventoryComponentinline
bRemoteInventoryOnlyAllowSelf()UPrimalInventoryComponentinline
bRemoteInventoryOnlyAllowTribe()UPrimalInventoryComponentinline
bRemoteInventoryOnlyAllowTribe()UPrimalInventoryComponentinline
bRemoteOnlyAllowBlueprintsOrItemClasses()UPrimalInventoryComponentinline
bRemoteOnlyAllowBlueprintsOrItemClasses()UPrimalInventoryComponentinline
bRenderDynamicDataDirty()UActorComponentinline
bRenderDynamicDataDirty()UActorComponentinline
bRenderStateCreated()UActorComponentinline
bRenderStateCreated()UActorComponentinline
bRenderStateDirty()UActorComponentinline
bRenderStateDirty()UActorComponentinline
bRenderTransformDirty()UActorComponentinline
bRenderTransformDirty()UActorComponentinline
bRepairingEnabled()UPrimalInventoryComponentinline
bRepairingEnabled()UPrimalInventoryComponentinline
bReplicateComponent()UPrimalInventoryComponentinline
bReplicateComponent()UPrimalInventoryComponentinline
bReplicates()UActorComponentinline
bReplicates()UActorComponentinline
bSetCraftingEnabledCheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
bSetCraftingEnabledCheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
bSetsRandomWithoutReplacement()UPrimalInventoryComponentinline
bSetsRandomWithoutReplacement()UPrimalInventoryComponentinline
bShowHiddenRemoteInventoryItems()UPrimalInventoryComponentinline
bShowHiddenRemoteInventoryItems()UPrimalInventoryComponentinline
bShowItemDefaultFolders()UPrimalInventoryComponentinline
bShowItemDefaultFolders()UPrimalInventoryComponentinline
bSpawnActorOnTopOfStructure()UPrimalInventoryComponentinline
bSpawnActorOnTopOfStructure()UPrimalInventoryComponentinline
bStasisPreventUnregister()UActorComponentinline
bSupressInventoryItemNetworking()UPrimalInventoryComponentinline
bSupressInventoryItemNetworking()UPrimalInventoryComponentinline
bTickInEditor()UActorComponentinline
bTickInEditor()UActorComponentinline
bUseBPAllowAddInventoryItem()UPrimalInventoryComponentinline
bUseBPCanGrindItems()UPrimalInventoryComponentinline
bUseBPFirstInit()UPrimalInventoryComponentinline
bUseBPGetExtraItemDisplay()UPrimalInventoryComponentinline
bUseBPInitializeInventory()UPrimalInventoryComponentinline
bUseBPInitializeInventory()UPrimalInventoryComponentinline
bUseBPInventoryRefresh()UPrimalInventoryComponentinline
bUseBPInventoryRefresh()UPrimalInventoryComponentinline
bUseBPIsCraftingAllowed()UPrimalInventoryComponentinline
bUseBPIsCraftingAllowed()UPrimalInventoryComponentinline
bUseBPIsValidCraftingResource()UPrimalInventoryComponentinline
bUseBPIsValidCraftingResource()UPrimalInventoryComponentinline
bUseBPOnComponentDestroyed()UActorComponentinline
bUseBPOnComponentTick()UActorComponentinline
bUseBPRemoteInventoryAllowCrafting()UPrimalInventoryComponentinline
bUseBPRemoteInventoryAllowCrafting()UPrimalInventoryComponentinline
bUseBPRemoteInventoryAllowViewing()UPrimalInventoryComponentinline
bUseBPRemoteInventoryAllowViewing()UPrimalInventoryComponentinline
bUseBPRemoteInventoryGetMaxVisibleSlots()UPrimalInventoryComponentinline
bUseCheatInventory()UPrimalInventoryComponentinline
bUseCheatInventory()UPrimalInventoryComponentinline
bUseCraftQueue()UPrimalInventoryComponentinline
bUseCraftQueue()UPrimalInventoryComponentinline
bUseExtendedCharacterCraftingFunctionality()UPrimalInventoryComponentinline
bUseExtendedCharacterCraftingFunctionality()UPrimalInventoryComponentinline
bUseParentStructureIsValidCraftingResource()UPrimalInventoryComponentinline
bUseParentStructureIsValidCraftingResource()UPrimalInventoryComponentinline
bUseViewerInventoryForCraftedItem()UPrimalInventoryComponentinline
bUseViewerInventoryForCraftingResources()UPrimalInventoryComponentinline
bWantsInitializeComponent()UActorComponentinline
bWantsInitializeComponent()UActorComponentinline
CachedInventoryWeightField()UPrimalInventoryComponentinline
CachedOwnerField()UActorComponentinline
CachedOwnerField()UActorComponentinline
CanEquipItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CanEquipItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CanEquipItems()UPrimalInventoryComponentinline
CanEquipItems()UPrimalInventoryComponentinline
CanGrindItem(UPrimalItem *item)UPrimalInventoryComponentinline
CanGrindItems(AShooterPlayerController *PC)UPrimalInventoryComponentinline
CanInventoryItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CanInventoryItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
CanInventoryItems()UPrimalInventoryComponentinline
CheatInventoryItemsField()UPrimalInventoryComponentinline
CheatInventoryItemsField()UPrimalInventoryComponentinline
CheckDefaultSubobjectsInternal()UObjectinline
CheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
CheckForAutoCraftBlueprints()UPrimalInventoryComponentinline
CheckInventorySpoilings()UPrimalInventoryComponentinline
CheckRefreshDefaultInventoryItems()UPrimalInventoryComponentinline
CheckRefreshDefaultInventoryItems()UPrimalInventoryComponentinline
CheckReplenishSlotIndex(int slotIndex, TSubclassOf< UPrimalItem > ClassCheckOverride)UPrimalInventoryComponentinline
CheckReplenishSlotIndex(int slotIndex, TSubclassOf< UPrimalItem > ClassCheckOverride)UPrimalInventoryComponentinline
ClassField()UObjectBaseinline
ClearCraftQueue(bool bForceClearActiveCraftRepair)UPrimalInventoryComponentinline
ClearCraftQueue(bool bForceClearActiveCraftRepair)UPrimalInventoryComponentinline
ClientFinishReceivingItems(bool bEquippedItems)UPrimalInventoryComponentinline
ClientFinishReceivingItems(bool bEquippedItems)UPrimalInventoryComponentinline
ClientItemMessageNotification(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)UPrimalInventoryComponentinline
ClientItemMessageNotification(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)UPrimalInventoryComponentinline
ClientItemMessageNotification_Implementation(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)UPrimalInventoryComponentinline
ClientItemMessageNotification_Implementation(FItemNetID ItemID, EPrimalItemMessage::Type ItemMessageType)UPrimalInventoryComponentinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)UPrimalInventoryComponentinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)UPrimalInventoryComponentinline
ClientOnArkTributeItemsAdded()UPrimalInventoryComponentinline
ClientOnArkTributeItemsAdded_Implementation()UPrimalInventoryComponentinline
ClientStartReceivingItems(bool bEquippedItems)UPrimalInventoryComponentinline
ClientStartReceivingItems(bool bEquippedItems)UPrimalInventoryComponentinline
ClientUpdateFreeCraftingMode(bool bNewFreeCraftingModeValue)UPrimalInventoryComponentinline
ClientUpdateFreeCraftingMode(bool bNewFreeCraftingModeValue)UPrimalInventoryComponentinline
ClientUpdateFreeCraftingMode_Implementation(bool bNewFreeCraftingModeValue)UPrimalInventoryComponentinline
ClientUpdateFreeCraftingMode_Implementation(bool bNewFreeCraftingModeValue)UPrimalInventoryComponentinline
CloseInventorySoundField()UPrimalInventoryComponentinline
CloseInventorySoundField()UPrimalInventoryComponentinline
CollectDefaultSubobjects(TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ComponentHasTag(FName Tag)UActorComponentinline
ComponentHasTag(FName Tag)UActorComponentinline
ComponentTagsField()UActorComponentinline
ComponentTagsField()UActorComponentinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalShutdownAfterError()UObjectinline
ConsumeArmorDurability(float ConsumptionAmount, bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType)UPrimalInventoryComponentinline
ConsumeArmorDurability(float ConsumptionAmount, bool bAllArmorTypes, EPrimalEquipmentType::Type SpecificArmorType)UPrimalInventoryComponentinline
ConsumeMultipleUniqueItemTemplateQuantities(TSubclassOf< UPrimalItem > ParentClass, int QuantityCount, int UniqueItemsNeeded)UPrimalInventoryComponentinline
CraftedBlueprintSpawnActor(TSubclassOf< UPrimalItem > ForItemClass, TSubclassOf< AActor > ActorClassToSpawn)UPrimalInventoryComponentinline
CraftedBlueprintSpawnActor(TSubclassOf< UPrimalItem > ForItemClass, TSubclassOf< AActor > ActorClassToSpawn)UPrimalInventoryComponentinline
CraftingItemsField()UPrimalInventoryComponentinline
CraftingItemsField()UPrimalInventoryComponentinline
CraftingItemSpeedField()UPrimalInventoryComponentinline
CraftingItemSpeedField()UPrimalInventoryComponentinline
CreatePhysicsState()UActorComponentinline
CreatePhysicsState()UActorComponentinline
CreateRenderState_Concurrent()UActorComponentinline
CreateRenderState_Concurrent()UActorComponentinline
CustomDataField()UActorComponentinline
CustomDataField()UActorComponentinline
CustomFolderItemsField()UPrimalInventoryComponentinline
CustomTagField()UActorComponentinline
CustomTagField()UActorComponentinline
Deactivate()UActorComponentinline
Deactivate()UActorComponentinline
DefaultCraftingQuantityMultiplierField()UPrimalInventoryComponentinline
DefaultCraftingQuantityMultiplierField()UPrimalInventoryComponentinline
DefaultCraftingRequirementsMultiplierField()UPrimalInventoryComponentinline
DefaultCraftingRequirementsMultiplierField()UPrimalInventoryComponentinline
DefaultEngrams2Field()UPrimalInventoryComponentinline
DefaultEngrams2Field()UPrimalInventoryComponentinline
DefaultEngrams3Field()UPrimalInventoryComponentinline
DefaultEngrams3Field()UPrimalInventoryComponentinline
DefaultEngrams4Field()UPrimalInventoryComponentinline
DefaultEngrams4Field()UPrimalInventoryComponentinline
DefaultEngramsField()UPrimalInventoryComponentinline
DefaultEngramsField()UPrimalInventoryComponentinline
DefaultEquippedItemsField()UPrimalInventoryComponentinline
DefaultEquippedItemsField()UPrimalInventoryComponentinline
DefaultEquippedItemSkinsField()UPrimalInventoryComponentinline
DefaultEquippedItemSkinsField()UPrimalInventoryComponentinline
DefaultInventoryItems2Field()UPrimalInventoryComponentinline
DefaultInventoryItems2Field()UPrimalInventoryComponentinline
DefaultInventoryItems3Field()UPrimalInventoryComponentinline
DefaultInventoryItems3Field()UPrimalInventoryComponentinline
DefaultInventoryItems4Field()UPrimalInventoryComponentinline
DefaultInventoryItems4Field()UPrimalInventoryComponentinline
DefaultInventoryItemsField()UPrimalInventoryComponentinline
DefaultInventoryItemsField()UPrimalInventoryComponentinline
DefaultInventoryItemsRandomCustomStringsField()UPrimalInventoryComponentinline
DefaultInventoryItemsRandomCustomStringsField()UPrimalInventoryComponentinline
DefaultInventoryItemsRandomCustomStringsWeightsField()UPrimalInventoryComponentinline
DefaultInventoryItemsRandomCustomStringsWeightsField()UPrimalInventoryComponentinline
DefaultInventoryQualitiesField()UPrimalInventoryComponentinline
DefaultInventoryQualitiesField()UPrimalInventoryComponentinline
DefaultSlotItemsField()UPrimalInventoryComponentinline
DefaultSlotItemsField()UPrimalInventoryComponentinline
DeferredDeprecationCheck()UPrimalInventoryComponentinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DeleteItemFromCustomFolder(AShooterPlayerController *PC, FString CFolder, FItemNetID ItemId, int InventoryCompType)UPrimalInventoryComponentinline
DeleteItemFromCustomFolder(AShooterPlayerController *PC, FString CFolder, FItemNetID ItemId, int InventoryCompType)UPrimalInventoryComponentinline
DestroyComponent()UActorComponentinline
DestroyComponent()UActorComponentinline
DestroyPhysicsState()UActorComponentinline
DestroyPhysicsState()UActorComponentinline
DestroyRenderState_Concurrent()UActorComponentinline
DestroyRenderState_Concurrent()UActorComponentinline
DinoAutoHealingItemsField()UPrimalInventoryComponentinline
DinoAutoHealingItemsField()UPrimalInventoryComponentinline
DisplayDefaultItemInventoryCountField()UPrimalInventoryComponentinline
DisplayDefaultItemInventoryCountField()UPrimalInventoryComponentinline
DoDeferredRenderUpdates_Concurrent()UActorComponentinline
DoDeferredRenderUpdates_Concurrent()UActorComponentinline
DropInventoryDeposit(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, APrimalStructureItemContainer **DepositStructureResult, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, unsigned __int64 DeathCacheCharacterID, float DropInventoryOnGroundTraceDistance, bool bForceDrop)UPrimalInventoryComponentinline
DropInventoryDeposit(long double DestroyAtTime, bool bDoPreventSendingData, bool bIgnorEquippedItems, TSubclassOf< APrimalStructureItemContainer > OverrideInventoryDepositClass, APrimalStructureItemContainer *CopyStructureValues, APrimalStructureItemContainer **DepositStructureResult, AActor *GroundIgnoreActor, FString CurrentCustomFolderFilter, FString CurrentNameFilter, unsigned __int64 DeathCacheCharacterID, float DropInventoryOnGroundTraceDistance, bool bForceDrop, int OverrideMaxItemsDropped, bool bOverrideDepositLocation, FVector *DepositLocationOverride, bool bForceLocation)UPrimalInventoryComponentinline
DropItem(FItemNetInfo *theInfo, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation)UPrimalInventoryComponentinline
DropItem(FItemNetInfo *theInfo, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation)UPrimalInventoryComponentinline
DropItemRotationOffsetField()UPrimalInventoryComponentinline
DropItemRotationOffsetField()UPrimalInventoryComponentinline
DropNotReadyInventoryDeposit(long double DestroyAtTime)UPrimalInventoryComponentinline
DroppedItemTemplateOverrideField()UPrimalInventoryComponentinline
DroppedItemTemplateOverrideField()UPrimalInventoryComponentinline
EjectItem(FItemNetID *itemID, bool bPreventImpule, bool bForceEject, bool bSetItemLocation, FVector *LocationOverride, bool showHUDMessage, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, bool bAssignToTribeForPickup, int AssignedTribeID)UPrimalInventoryComponentinline
EmitBaseReferences(UClass *RootClass)UObjectBaseinlinestatic
EngramRequirementClassOverrideField()UPrimalInventoryComponentinline
EngramRequirementClassOverrideField()UPrimalInventoryComponentinline
EquippableItemTypesField()UPrimalInventoryComponentinline
EquippableItemTypesField()UPrimalInventoryComponentinline
EquippedItemsField()UPrimalInventoryComponentinline
EquippedItemsField()UPrimalInventoryComponentinline
EquippedItemsMapField()UPrimalInventoryComponentinline
EventItemsField()UPrimalInventoryComponentinline
ExecuteRegisterEvents()UActorComponentinline
ExecuteRegisterEvents()UActorComponentinline
ExecuteUbergraph(int EntryPoint)UObjectinline
ExecuteUnregisterEvents()UActorComponentinline
ExecuteUnregisterEvents()UActorComponentinline
ExtraItemDisplayField()UPrimalInventoryComponentinline
FailedToRegisterWithWorld(UObject *Object)UActorComponentinline
FindAllItemsOfType(TArray< UPrimalItem * > *result, TSubclassOf< UPrimalItem > ItemTemplate, bool bRequiresExactClassMatch, bool bIncludeInventoryItems, bool bIncludeEquippedItems, bool bIncludeArkTributeItems, bool bIncludeSlotItems, bool bIncludeBlueprints, bool bIncludeEngrams)UPrimalInventoryComponentinline
FindArkTributeItem(FItemNetID *ItemID)UPrimalInventoryComponentinline
FindBrushColorItem(TArray< UPrimalItem * > *result, __int16 ArchIndex)UPrimalInventoryComponentinline
FindBrushColorItem(TArray< UPrimalItem * > *result, __int16 ArchIndex)UPrimalInventoryComponentinline
FindColorItem(TArray< UPrimalItem * > *result, FColor theColor, bool bEquippedItems)UPrimalInventoryComponentinline
FindColorItem(TArray< UPrimalItem * > *result, FColor theColor, bool bEquippedItems)UPrimalInventoryComponentinline
FindFunctionChecked(FName InName)UObjectinline
FindInventoryStackableItemCompareQuantity(TSubclassOf< UPrimalItem > ItemClass, bool bFindLeastQuantity, UPrimalItem *StacksWithAndIgnoreItem)UPrimalInventoryComponentinline
FindInventoryStackableItemCompareQuantity(TSubclassOf< UPrimalItem > ItemClass, bool bFindLeastQuantity, UPrimalItem *StacksWithAndIgnoreItem)UPrimalInventoryComponentinline
FindItem(FItemNetID *ItemID, bool bEquippedItems, bool bAllItems, int *itemIdx)UPrimalInventoryComponentinline
FindItem(FItemNetID *ItemID, bool bEquippedItems, bool bAllItems, int *itemIdx)UPrimalInventoryComponentinline
FinishDestroy()UObjectinline
FinishedLoadingArkItems()UPrimalInventoryComponentinline
ForceAddToFolderField()UPrimalInventoryComponentinline
ForceAddToFolderField()UPrimalInventoryComponentinline
ForceAllowCraftingForInventoryComponentsField()UPrimalInventoryComponentinline
ForceAllowCraftingForInventoryComponentsField()UPrimalInventoryComponentinline
ForceAllowItemStackingsField()UPrimalInventoryComponentinline
ForceAllowItemStackingsField()UPrimalInventoryComponentinline
ForceDefaultInventoryRefreshVersionField()UPrimalInventoryComponentinline
ForceDefaultInventoryRefreshVersionField()UPrimalInventoryComponentinline
ForcedInventoryViewersField()UPrimalInventoryComponentinline
ForceRefreshInventoryWeight()UPrimalInventoryComponentinline
ForceRemoveMaxQuantityField()UPrimalInventoryComponentinline
GenerateCrateItems(float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp)UPrimalInventoryComponentinline
GenerateCrateItems(float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp)UPrimalInventoryComponentinline
GenerateCustomCrateItems(TSubclassOf< UObject > SourceClass, TArray< FSupplyCrateItemSet > CustomItemSets, float CustomMinItemSets, float CustomMaxItemSets, float CustomNumItemSetsPower, bool bCustomSetsRandomWithoutReplacement, TArray< UPrimalItem * > *GeneratedItems, float MinQualityMultiplier, float MaxQualityMultiplier, int NumPasses, float QuantityMultiplier, float SetPowerWeight, float MaxItemDifficultyClamp, bool bIsMissionReward)UPrimalInventoryComponentinline
GenerateItemSetsQualityMultiplierMaxField()UPrimalInventoryComponentinline
GenerateItemSetsQualityMultiplierMaxField()UPrimalInventoryComponentinline
GenerateItemSetsQualityMultiplierMinField()UPrimalInventoryComponentinline
GenerateItemSetsQualityMultiplierMinField()UPrimalInventoryComponentinline
GetArchetype()UObjectinline
GetArchetypeFromRequiredInfo(UClass *Class, UObject *Outer, FName Name, bool bIsCDO)UObjectinlinestatic
GetAssetUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)UActorComponentinline
GetCharacterStatusComponent()UPrimalInventoryComponentinline
GetCharacterStatusComponent()UPrimalInventoryComponentinline
GetComponentLevel()UActorComponentinline
GetCraftingSpeed()UPrimalInventoryComponentinline
GetCraftingSpeed()UPrimalInventoryComponentinline
GetCraftQueueResourceCost(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreFirstItem)UPrimalInventoryComponentinline
GetCraftQueueResourceCost(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreFirstItem)UPrimalInventoryComponentinline
GetCurrentNumInventoryItems()UPrimalInventoryComponentinline
GetCurrentNumInventoryItems()UPrimalInventoryComponentinline
GetCustomFolders(TArray< FString > *result, int InventoryCompType)UPrimalInventoryComponentinline
GetCustomFolders(TArray< FString > *result, int InventoryCompType)UPrimalInventoryComponentinline
GetDamageTorpidityIncreaseMultiplierScale()UPrimalInventoryComponentinline
GetDamageTorpidityIncreaseMultiplierScale()UPrimalInventoryComponentinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
GetEquippedArmorRating(EPrimalEquipmentType::Type equipmentType)UPrimalInventoryComponentinline
GetEquippedItemOfClass(TSubclassOf< UPrimalItem > ItemClass, bool bAllowInactiveEquipment)UPrimalInventoryComponentinline
GetEquippedItemOfClass(TSubclassOf< UPrimalItem > ItemClass)UPrimalInventoryComponentinline
GetEquippedItemOfType(EPrimalEquipmentType::Type aType, bool bAllowInactiveEquipment)UPrimalInventoryComponentinline
GetEquippedItemOfType(EPrimalEquipmentType::Type aType)UPrimalInventoryComponentinline
GetExporterName(FName *result)UObjectinline
GetFirstUnoccupiedSlot(AShooterPlayerState *forPlayerState, UPrimalItem *forItem)UPrimalInventoryComponentinline
GetFirstUnoccupiedSlot(AShooterPlayerState *forPlayerState, UPrimalItem *forItem)UPrimalInventoryComponentinline
GetFullName(FString *result, UObject *StopOuter)UObjectBaseUtilityinline
GetGrinderSettings(int *MaxQuantityToGrind, float *GrindGiveItemsPercent, int *MaxItemsToGivePerGrind)UPrimalInventoryComponentinline
GetGrinderSettings_Implementation(int *MaxQuantityToGrind, float *GrindGiveItemsPercent, int *MaxItemsToGivePerGrind)UPrimalInventoryComponentinline
GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, APrimalStructure **LandedOnStructure, AActor *IgnoreActor, bool bCheckAnyStationary, UPrimitiveComponent **LandedOnComponent)UPrimalInventoryComponentinline
GetGroundLocation(FVector *theGroundLoc, FVector *OffsetUp, FVector *OffsetDown, APrimalStructure **LandedOnStructure, AActor *IgnoreActor, bool bCheckAnyStationary, UPrimitiveComponent **LandedOnComponent, bool bUseInputGroundLocAsBase)UPrimalInventoryComponentinline
GetIndirectTorpidityIncreaseMultiplierScale()UPrimalInventoryComponentinline
GetIndirectTorpidityIncreaseMultiplierScale()UPrimalInventoryComponentinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetInventoryName(FString *result, bool bIsEquipped)UPrimalInventoryComponentinline
GetInventoryName(FString *result, bool bIsEquipped)UPrimalInventoryComponentinline
GetInventoryUpdatedFrame()UPrimalInventoryComponentinline
GetInventoryWeight()UPrimalInventoryComponentinline
GetInventoryWeight()UPrimalInventoryComponentinline
GetIsReplicated()UActorComponentinline
GetIsReplicated()UActorComponentinline
GetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, UPrimalItem *CheckCanStackWithItem, bool bRequiresExactClassMatch, int *CheckCanStackWithItemQuantityOverride, bool bIgnoreSlotItems, bool bOnlyArkTributeItems, bool bPreferEngram, bool bIsForCraftingConsumption, bool bIgnoreBrokenItems)UPrimalInventoryComponentinline
GetItemOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate, bool bOnlyInventoryItems, bool bOnlyEquippedItems, bool IgnoreItemsWithFullQuantity, bool bFavorSlotItems, bool bIsBlueprint, UPrimalItem *CheckCanStackWithItem, bool bRequiresExactClassMatch, int *CheckCanStackWithItemQuantityOverride, bool bIgnoreSlotItems, bool bOnlyArkTributeItems, bool bPreferEngram, bool bIsForCraftingConsumption)UPrimalInventoryComponentinline
GetItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreItem, bool bIgnoreBlueprints, bool bCheckValidForCrafting, bool bRequireExactClassMatch)UPrimalInventoryComponentinline
GetItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, UPrimalItem *IgnoreItem, bool bIgnoreBlueprints, bool bCheckValidForCrafting, bool bRequireExactClassMatch, bool bForceCheckForDupes)UPrimalInventoryComponentinline
GetItemWeightMultiplier(UPrimalItem *anItem)UPrimalInventoryComponentinline
GetItemWeightMultiplier(UPrimalItem *anItem)UPrimalInventoryComponentinline
GetLatestItemClassUseTime(TSubclassOf< UPrimalItem > ItemClass)UPrimalInventoryComponentinline
GetLatestItemClassUseTime(TSubclassOf< UPrimalItem > ItemClass)UPrimalInventoryComponentinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)UPrimalInventoryComponentinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty > *OutLifetimeProps)UPrimalInventoryComponentinline
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerLicenseeUE4Version()UObjectBaseUtilityinline
GetLinkerUE4Version()UObjectBaseUtilityinline
GetLocalOwnerHUD()UPrimalInventoryComponentinline
GetLocalOwnerHUD()UPrimalInventoryComponentinline
GetMaxInventoryItems(bool bIgnoreHiddenDefaultInventory)UPrimalInventoryComponentinline
GetMaxInventoryItems(bool bIgnoreHiddenDefaultInventory)UPrimalInventoryComponentinline
GetObjectW()UPrimalInventoryComponentinline
GetOverrideItemCraftingTime(UPrimalItem *TheItem)UPrimalInventoryComponentinline
GetOverrideItemCraftingTime_Implementation(UPrimalItem *TheItem)UPrimalInventoryComponentinline
GetOwner()UActorComponentinline
GetOwner()UActorComponentinline
GetOwnerController()UPrimalInventoryComponentinline
GetOwnerController()UPrimalInventoryComponentinline
GetPathName(FString *result, UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPrivateStaticClass(const wchar_t *Package)UPrimalInventoryComponentinlinestatic
GetPrivateStaticClass(const wchar_t *Package)UPrimalInventoryComponentinlinestatic
UObject::GetPrivateStaticClass()UObjectinlinestatic
GetReadableName(FString *result)UActorComponentinline
GetReadableName(FString *result)UActorComponentinline
GetSpoilingTimeMultiplier(UPrimalItem *anItem)UPrimalInventoryComponentinline
GetSpoilingTimeMultiplier(UPrimalItem *anItem)UPrimalInventoryComponentinline
GetTotalDurabilityOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate)UPrimalInventoryComponentinline
GetTotalDurabilityOfTemplate(TSubclassOf< UPrimalItem > ItemTemplate)UPrimalInventoryComponentinline
GetTotalEquippedItemStat(EPrimalItemStat::Type statType)UPrimalInventoryComponentinline
GetTotalEquippedItemStat(EPrimalItemStat::Type statType)UPrimalInventoryComponentinline
GetWorld()UActorComponentinline
GetWorld()UActorComponentinline
GiveInitialItems(bool SkipEngrams)UPrimalInventoryComponentinline
GiveInitialItems(bool SkipEngrams)UPrimalInventoryComponentinline
GiveLootItemsToInventory(UPrimalInventoryComponent *Inventory, FSupplyCrateValuesOverride *LootCrateValues, bool bReturnLootInventory)UPrimalInventoryComponentinlinestatic
GrindItem(FItemNetID ItemID, const bool grindStack, AShooterPlayerController *PC)UPrimalInventoryComponentinline
GroundDropTraceLocationOffsetField()UPrimalInventoryComponentinline
GroundDropTraceLocationOffsetField()UPrimalInventoryComponentinline
HasItemOfSameType(UClass *ItemClass)UPrimalInventoryComponentinline
HasItemsEquipped(TArray< TSubclassOf< UPrimalItem > > *ItemTemplates, bool bRequiresExactClassMatch, bool bOnlyArkItems, bool bEnsureAllItems)UPrimalInventoryComponentinline
HasItemsEquipped(TArray< TSubclassOf< UPrimalItem > > *ItemTemplates, bool bRequiresExactClassMatch, bool bOnlyArkItems, bool bEnsureAllItems)UPrimalInventoryComponentinline
HasMultipleUniqueItemTemplateQuantities(TSubclassOf< UPrimalItem > ParentClass, int QuantityCount, int UniqueItemsNeeded, TArray< TSubclassOf< UPrimalItem > > *ItemsFound, TArray< int > *QuantitiesFound)UPrimalInventoryComponentinline
IncrementArkTributeItemQuantity(UPrimalItem *NewItem, UPrimalItem **IncrementedItem)UPrimalInventoryComponentinline
IncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, UPrimalItem **UseSpecificItem, UPrimalItem **IncrementedItem, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bDontExceedMaxItems)UPrimalInventoryComponentinline
IncrementItemTemplateQuantity(TSubclassOf< UPrimalItem > ItemTemplate, int amount, bool bReplicateToClient, bool bIsBlueprint, UPrimalItem **UseSpecificItem, UPrimalItem **IncrementedItem, bool bRequireExactClassMatch, bool bIsCraftingResourceConsumption, bool bIsFromUseConsumption, bool bIsArkTributeItem, bool ShowHUDNotification, bool bDontRecalcSpoilingTime, bool bDontExceedMaxItems)UPrimalInventoryComponentinline
InitDefaultInventory()UPrimalInventoryComponentinline
InitDefaultInventory()UPrimalInventoryComponentinline
InitializeComponent()UActorComponentinline
InitializeComponent()UActorComponentinline
InitializeInventory()UPrimalInventoryComponentinline
InitializeInventory()UPrimalInventoryComponentinline
InternalIndexField()UObjectBaseinline
InvalidateLightingCache()UActorComponentinline
InventoryAccessStringOverrideField()UPrimalInventoryComponentinline
InventoryItemsField()UPrimalInventoryComponentinline
InventoryItemsField()UPrimalInventoryComponentinline
InventoryNameOverrideField()UPrimalInventoryComponentinline
InventoryNameOverrideField()UPrimalInventoryComponentinline
InventoryOwnerTagsField()UPrimalInventoryComponentinline
InventoryRefresh()UPrimalInventoryComponentinline
InventoryRefresh()UPrimalInventoryComponentinline
InventoryViewersPlayLocalSound(USoundBase *aSound, bool bAttach)UPrimalInventoryComponentinline
InventoryViewersPlayLocalSound(USoundBase *aSound, bool bAttach)UPrimalInventoryComponentinline
InventoryViewersStopLocalSound(USoundBase *aSound)UPrimalInventoryComponentinline
InventoryViewersStopLocalSound(USoundBase *aSound)UPrimalInventoryComponentinline
InventoryWheelCategoryNumField()UPrimalInventoryComponentinline
InvUpdatedFrameField()UPrimalInventoryComponentinline
InvUpdatedFrameField()UPrimalInventoryComponentinline
IsA(UClass *SomeBase)UObjectBaseUtilityinline
IsActive()UActorComponentinline
IsActive()UActorComponentinline
IsAllowedInventoryAccess(APlayerController *ForPC)UPrimalInventoryComponentinline
IsAsset()UObjectinline
IsAtMaxInventoryItems()UPrimalInventoryComponentinline
IsAtMaxInventoryItems()UPrimalInventoryComponentinline
IsBasedOnArchetype(UObject *const SomeObject)UObjectinline
IsComponentTickEnabled()UActorComponentinline
IsCraftingAllowed(UPrimalItem *anItem)UPrimalInventoryComponentinline
IsCraftingAllowed(UPrimalItem *anItem)UPrimalInventoryComponentinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsFullNameStableForNetworking()UObjectinline
IsIn(UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsLocal()UPrimalInventoryComponentinline
IsLocal()UPrimalInventoryComponentinline
IsLocalInventoryViewer()UPrimalInventoryComponentinline
IsLocalInventoryViewer()UPrimalInventoryComponentinline
IsLocalToPlayer(AShooterPlayerController *ForPC)UPrimalInventoryComponentinline
IsLocalToPlayer(AShooterPlayerController *ForPC)UPrimalInventoryComponentinline
IsNameStableForNetworking()UActorComponentinline
IsNameStableForNetworking()UActorComponentinline
IsNetSimulating()UActorComponentinline
IsOwnedByPlayer()UPrimalInventoryComponentinline
IsOwnedByPlayer()UPrimalInventoryComponentinline
IsOwnerMarkedForSeamlessTravel()UPrimalInventoryComponentinline
IsOwnerSelected()UActorComponentinline
IsPhysicsStateCreated()UActorComponentinline
IsRepairingAllowed()UPrimalInventoryComponentinline
IsRepairingAllowed()UPrimalInventoryComponentinline
IsSafeForRootSet()UObjectinline
IsSelected()UObjectinline
IsServerCustomFolder(int InventoryCompType)UPrimalInventoryComponentinline
IsServerCustomFolder(int InventoryCompType)UPrimalInventoryComponentinline
IsSupportedForNetworking()UActorComponentinline
IsSupportedForNetworking()UActorComponentinline
IsValidCraftingResource(UPrimalItem *theItem)UPrimalInventoryComponentinline
IsValidCraftingResource(UPrimalItem *theItem)UPrimalInventoryComponentinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
ItemClassWeightMultipliersField()UPrimalInventoryComponentinline
ItemClassWeightMultipliersField()UPrimalInventoryComponentinline
ItemCraftingConsumptionReplenishmentsField()UPrimalInventoryComponentinline
ItemCraftingConsumptionReplenishmentsField()UPrimalInventoryComponentinline
ItemCraftingSoundOverrideField()UPrimalInventoryComponentinline
ItemCraftingSoundOverrideField()UPrimalInventoryComponentinline
ItemCraftQueueEntriesField()UPrimalInventoryComponentinline
ItemCraftQueueEntriesField()UPrimalInventoryComponentinline
ItemRemovedBySoundField()UPrimalInventoryComponentinline
ItemRemovedBySoundField()UPrimalInventoryComponentinline
ItemSetExtraItemClassField()UPrimalInventoryComponentinline
ItemSetExtraItemQuantityByQualityMultiplierField()UPrimalInventoryComponentinline
ItemSetExtraItemQuantityByQualityPowerField()UPrimalInventoryComponentinline
ItemSetsField()UPrimalInventoryComponentinline
ItemSetsField()UPrimalInventoryComponentinline
ItemSetsOverrideField()UPrimalInventoryComponentinline
ItemSetsOverrideField()UPrimalInventoryComponentinline
ItemSlotsField()UPrimalInventoryComponentinline
ItemSlotsField()UPrimalInventoryComponentinline
ItemSpawnActorClassOverridesField()UPrimalInventoryComponentinline
ItemSpawnActorClassOverridesField()UPrimalInventoryComponentinline
ItemSpoilingTimeMultipliersField()UPrimalInventoryComponentinline
ItemSpoilingTimeMultipliersField()UPrimalInventoryComponentinline
LastAddToCraftQueueSoundTimeField()UPrimalInventoryComponentinline
LastAddToCraftQueueSoundTimeField()UPrimalInventoryComponentinline
LastInventoryRefreshTimeField()UPrimalInventoryComponentinline
LastInventoryRefreshTimeField()UPrimalInventoryComponentinline
LastRefreshCheckItemTimeField()UPrimalInventoryComponentinline
LastRefreshCheckItemTimeField()UPrimalInventoryComponentinline
LastUsedItemClassesField()UPrimalInventoryComponentinline
LastUsedItemClassesField()UPrimalInventoryComponentinline
LastUsedItemTimesField()UPrimalInventoryComponentinline
LastUsedItemTimesField()UPrimalInventoryComponentinline
LoadAdditionalStructureEngrams()UPrimalInventoryComponentinline
LoadAdditionalStructureEngrams()UPrimalInventoryComponentinline
LoadArkTriuteItems(TArray< FItemNetInfo > *ItemInfos, bool bClear, bool bFinalBatch)UPrimalInventoryComponentinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)UObjectinline
LoadedFromSaveGame()UPrimalInventoryComponentinline
LoadLocalized(UObject *LocBase, bool bLoadHierachecally)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)UObjectinline
LocalUseItemSlot(int slotIndex, bool bForceCraft)UPrimalInventoryComponentinline
LocalUseItemSlot(int slotIndex, bool bForceCraft)UPrimalInventoryComponentinline
MarkForNeededEndOfFrameRecreate()UActorComponentinline
MarkForNeededEndOfFrameRecreate()UActorComponentinline
MarkForNeededEndOfFrameUpdate()UActorComponentinline
MarkForNeededEndOfFrameUpdate()UActorComponentinline
MarkPackageDirty()UObjectBaseUtilityinline
MarkRenderDynamicDataDirty()UActorComponentinline
MarkRenderDynamicDataDirty()UActorComponentinline
MarkRenderStateDirty()UActorComponentinline
MarkRenderTransformDirty()UActorComponentinline
MaxInventoryAccessDistanceField()UPrimalInventoryComponentinline
MaxInventoryAccessDistanceField()UPrimalInventoryComponentinline
MaxInventoryItemsField()UPrimalInventoryComponentinline
MaxInventoryItemsField()UPrimalInventoryComponentinline
MaxInventoryWeightField()UPrimalInventoryComponentinline
MaxInventoryWeightField()UPrimalInventoryComponentinline
MaxItemCooldownTimeClearField()UPrimalInventoryComponentinline
MaxItemCooldownTimeClearField()UPrimalInventoryComponentinline
MaxItemCraftQueueEntriesField()UPrimalInventoryComponentinline
MaxItemCraftQueueEntriesField()UPrimalInventoryComponentinline
MaxItemSetsField()UPrimalInventoryComponentinline
MaxItemSetsField()UPrimalInventoryComponentinline
MaxItemTemplateQuantitiesField()UPrimalInventoryComponentinline
MaxItemTemplateQuantitiesField()UPrimalInventoryComponentinline
MaxRemoteInventoryViewingDistanceField()UPrimalInventoryComponentinline
MaxRemoteInventoryViewingDistanceField()UPrimalInventoryComponentinline
MinItemSetsField()UPrimalInventoryComponentinline
MinItemSetsField()UPrimalInventoryComponentinline
Modify(bool bAlwaysMarkDirty)UObjectinline
NameField()UObjectBaseinline
NeedsLoadForClient()UActorComponentinline
NeedsLoadForClient()UActorComponentinline
NeedsLoadForServer()UActorComponentinline
NeedsLoadForServer()UActorComponentinline
NextItemConsumptionIDField()UPrimalInventoryComponentinline
NextItemConsumptionIDField()UPrimalInventoryComponentinline
NextItemSpoilingIDField()UPrimalInventoryComponentinline
NextItemSpoilingIDField()UPrimalInventoryComponentinline
NotifyArkItemAdded()UPrimalInventoryComponentinline
NotifyClientItemArkTributeStatusChanged(UPrimalItem *anItem, bool bRemoved, bool bFromLoad)UPrimalInventoryComponentinline
NotifyClientsDurabilityChange(UPrimalItem *anItem)UPrimalInventoryComponentinline
NotifyClientsDurabilityChange(UPrimalItem *anItem)UPrimalInventoryComponentinline
NotifyClientsItemStatus(UPrimalItem *anItem, bool bEquippedItem, bool bRemovedItem, bool bOnlyUpdateQuantity, bool bOnlyUpdateDurability, bool bOnlyNotifyItemSwap, UPrimalItem *anItem2, FItemNetID *InventoryInsertAfterItemID, bool bUsedItem, bool bNotifyCraftQueue, bool ShowHUDNotification, bool bOnlyUpdateSpoilingTimes, bool bOnlyRemovedFromSlot, bool bOnlyFinishedUseSlotTimeRemaining)UPrimalInventoryComponentinline
NotifyClientsItemStatus(UPrimalItem *anItem, bool bEquippedItem, bool bRemovedItem, bool bOnlyUpdateQuantity, bool bOnlyUpdateDurability, bool bOnlyNotifyItemSwap, UPrimalItem *anItem2, FItemNetID *InventoryInsertAfterItemID, bool bUsedItem, bool bNotifyCraftQueue, bool ShowHUDNotification)UPrimalInventoryComponentinline
NotifyCraftedItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
NotifyCraftedItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
NotifyCraftingItemConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int amount)UPrimalInventoryComponentinline
NotifyCraftingItemConsumption(TSubclassOf< UPrimalItem > ItemTemplate, int amount)UPrimalInventoryComponentinline
NotifyItemAdded(UPrimalItem *theItem, bool bEquippedItem)UPrimalInventoryComponentinline
NotifyItemAdded(UPrimalItem *theItem, bool bEquippedItem)UPrimalInventoryComponentinline
NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)UPrimalInventoryComponentinline
NotifyItemQuantityUpdated(UPrimalItem *anItem, int amount)UPrimalInventoryComponentinline
NotifyItemRemoved(UPrimalItem *theItem)UPrimalInventoryComponentinline
NotifyItemRemoved(UPrimalItem *theItem)UPrimalInventoryComponentinline
NumItemSetsPowerField()UPrimalInventoryComponentinline
NumItemSetsPowerField()UPrimalInventoryComponentinline
NumSlotsField()UPrimalInventoryComponentinline
NumSlotsField()UPrimalInventoryComponentinline
ObjectFlagsField()UObjectBaseinline
OnArkTributeItemsAdded(bool Success, TArray< FItemNetInfo > *AddedItems)UPrimalInventoryComponentinline
OnArkTributeItemsRemoved(bool Success, TArray< FItemNetInfo > *RemovedItems, TArray< FItemNetInfo > *NotFoundItems, int FailureResponseCode, FString *FailureResponseMessage, bool bAllowForcedItemDownload)UPrimalInventoryComponentinline
OnComponentCreated()UPrimalInventoryComponentinline
OnComponentCreated()UPrimalInventoryComponentinline
OnComponentDestroyed()UPrimalInventoryComponentinline
OnComponentDestroyed()UPrimalInventoryComponentinline
OnDeserializedByGame(EOnDesrializationType::Type DeserializationType)UPrimalInventoryComponentinline
OnGrindItem()UPrimalInventoryComponentinline
OnlyAllowCraftingItemClassesField()UPrimalInventoryComponentinline
OnlyAllowCraftingItemClassesField()UPrimalInventoryComponentinline
OnRegister()UPrimalInventoryComponentinline
OnRegister()UPrimalInventoryComponentinline
OnRep_IsActive()UActorComponentinline
OpenInventorySoundField()UPrimalInventoryComponentinline
OpenInventorySoundField()UPrimalInventoryComponentinline
OuterField()UObjectBaseinline
OverrideBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)UPrimalInventoryComponentinline
OverrideBlueprintCraftingRequirement(TSubclassOf< UPrimalItem > ItemTemplate, int ItemQuantity)UPrimalInventoryComponentinline
OverrideCraftingFinishedSoundField()UPrimalInventoryComponentinline
OverrideCraftingFinishedSoundField()UPrimalInventoryComponentinline
OverrideCraftingResourceRequirements(UPrimalItem *TheItem)UPrimalInventoryComponentinline
OverrideInventoryDefaultTabField()UPrimalInventoryComponentinline
OverrideInventoryDefaultTabField()UPrimalInventoryComponentinline
OverrideInventoryItemsMaxItemQuantityField()UPrimalInventoryComponentinline
OverrideItemCraftingDescription(FString *result, UPrimalItem *TheItem, FString *CraftingDesc)UPrimalInventoryComponentinline
OverrideItemCraftingDescription_Implementation(FString *result, UPrimalItem *TheItem, FString *CraftingDesc)UPrimalInventoryComponentinline
OverrideItemMinimumUseInterval(UPrimalItem *theItem)UPrimalInventoryComponentinline
OverrideItemMinimumUseInterval(UPrimalItem *theItem)UPrimalInventoryComponentinline
OverrideItemsCraftingTimeField()UPrimalInventoryComponentinline
OverrideItemUseString(FString *result, UPrimalItem *TheItem, FString *UseString)UPrimalInventoryComponentinline
OverrideNewCraftingGivemItemCount(UPrimalItem *TheItem)UPrimalInventoryComponentinline
OverrideNewCraftingGivemItemCount_Implementation(UPrimalItem *TheItem)UPrimalInventoryComponentinline
OverrideNewCraftingGivemItemQuantity(UPrimalItem *TheItem)UPrimalInventoryComponentinline
OverrideUseItem(UPrimalItem *theItem)UPrimalInventoryComponentinline
OverrideUseItem(UPrimalItem *theItem)UPrimalInventoryComponentinline
OwnerDied()UPrimalInventoryComponentinline
OwnerDied()UPrimalInventoryComponentinline
PostInitProperties()UActorComponentinline
PostInitProperties()UActorComponentinline
PostRename(UObject *OldOuter, FName OldName)UActorComponentinline
PostRename(UObject *OldOuter, FName OldName)UActorComponentinline
ProcessEvent(UFunction *Function, void *Parms)UObjectinline
RecreatePhysicsState(bool bRestoreBoneTransforms)UActorComponentinline
RecreatePhysicsState(bool bRestoreBoneTransforms)UActorComponentinline
RecreateRenderState_Concurrent()UActorComponentinline
RecreateRenderState_Concurrent()UActorComponentinline
RefreshItemSpoilingTimes(bool bSendToClients)UPrimalInventoryComponentinline
RefreshItemSpoilingTimes()UPrimalInventoryComponentinline
Register(const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
RegisterComponent()UActorComponentinline
RegisterComponent()UActorComponentinline
RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)UPrimalInventoryComponentinline
RegisterComponentTickFunctions(bool bRegister, bool bSaveAndRestoreComponentTickState)UPrimalInventoryComponentinline
RegisterComponentWithWorld(UWorld *InWorld)UActorComponentinline
RegisterComponentWithWorld(UWorld *InWorld)UActorComponentinline
RemoteAddItemOnlyAllowItemClassesField()UPrimalInventoryComponentinline
RemoteAddItemOnlyAllowItemClassesField()UPrimalInventoryComponentinline
RemoteAddItemPreventItemClassesField()UPrimalInventoryComponentinline
RemoteAddItemPreventItemClassesField()UPrimalInventoryComponentinline
RemoteAddItemToCustomFolder(FString *CFolderName, int InventoryCompType, FItemNetID ItemId)UPrimalInventoryComponentinline
RemoteAddItemToCustomFolder(FString *CFolderName, int InventoryCompType, FItemNetID ItemId)UPrimalInventoryComponentinline
RemoteDeleteCustomFolder(FString *CFolderName, int InventoryCompType)UPrimalInventoryComponentinline
RemoteDeleteCustomFolder(FString *CFolderName, int InventoryCompType)UPrimalInventoryComponentinline
RemoteDeleteItemFromCustomFolder(AShooterPlayerController *PC, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)UPrimalInventoryComponentinline
RemoteDeleteItemFromCustomFolder(AShooterPlayerController *PC, FString *CFolderName, int InventoryCompType, FItemNetID ItemId)UPrimalInventoryComponentinline
RemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int *anItemQuantityOverride, bool bRequestedByPlayer)UPrimalInventoryComponentinline
RemoteInventoryAllowAddItems(AShooterPlayerController *PC, UPrimalItem *anItem, int *anItemQuantityOverride, bool bRequestedByPlayer)UPrimalInventoryComponentinline
RemoteInventoryAllowCraftingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)UPrimalInventoryComponentinline
RemoteInventoryAllowCraftingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)UPrimalInventoryComponentinline
RemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int *requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)UPrimalInventoryComponentinline
RemoteInventoryAllowRemoveItems(AShooterPlayerController *PC, UPrimalItem *anItemToTransfer, int *requestedQuantity, bool bRequestedByPlayer, bool bRequestDropping)UPrimalInventoryComponentinline
RemoteInventoryAllowRepairingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)UPrimalInventoryComponentinline
RemoteInventoryAllowRepairingItems(AShooterPlayerController *PC, bool bIgnoreEnabled)UPrimalInventoryComponentinline
RemoteInventoryAllowViewing(AShooterPlayerController *PC)UPrimalInventoryComponentinline
RemoteInventoryAllowViewing(AShooterPlayerController *PC, float MaxAllowedDistanceOffset)UPrimalInventoryComponentinline
RemoteInventoryDescriptionStringField()UPrimalInventoryComponentinline
RemoteInventoryDescriptionStringNewField()UPrimalInventoryComponentinline
RemoteViewingInventoryPlayerControllersField()UPrimalInventoryComponentinline
RemoteViewingInventoryPlayerControllersField()UPrimalInventoryComponentinline
RemoveArkTributeItem(FItemNetID *itemID, unsigned int Quantity)UPrimalInventoryComponentinline
RemoveCustomFolder(AShooterPlayerController *PC, FString FolderName, int InventoryCompType)UPrimalInventoryComponentinline
RemoveCustomFolder(AShooterPlayerController *PC, FString FolderName, int InventoryCompType)UPrimalInventoryComponentinline
RemoveItem(FItemNetID *itemID, bool bDoDrop, bool bSecondryAction, bool bForceRemoval, bool showHUDMessage)UPrimalInventoryComponentinline
RemoveItem(FItemNetID *itemID, bool bDoDrop, bool bSecondryAction, bool bForceRemoval, bool showHUDMessage)UPrimalInventoryComponentinline
RemoveItemCrafting(UPrimalItem *craftingItem)UPrimalInventoryComponentinline
RemoveItemCrafting(UPrimalItem *craftingItem)UPrimalInventoryComponentinline
RemoveItemSpoilingTimer(UPrimalItem *theItem)UPrimalInventoryComponentinline
RemoveItemSpoilingTimer(UPrimalItem *theItem)UPrimalInventoryComponentinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)UActorComponentinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)UActorComponentinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)UActorComponentinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)UActorComponentinline
RemoveUserDataOfClass(TSubclassOf< UAssetUserData > InUserDataClass)UActorComponentinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)UObjectinline
RequestAddArkTributeItem(FItemNetInfo *theItemInfo, bool bFromLoad)UPrimalInventoryComponentinline
ReregisterComponent()UActorComponentinline
ReregisterComponent()UActorComponentinline
SavedForceDefaultInventoryRefreshVersionField()UPrimalInventoryComponentinline
SavedForceDefaultInventoryRefreshVersionField()UPrimalInventoryComponentinline
SendRenderDynamicData_Concurrent()UActorComponentinline
SendRenderDynamicData_Concurrent()UActorComponentinline
SendRenderTransform_Concurrent()UActorComponentinline
SendRenderTransform_Concurrent()UActorComponentinline
Serialize(FArchive *Ar)UPrimalInventoryComponentinline
ServerAddFromArkTributeInventory(FItemNetID *itemID, int Quantity)UPrimalInventoryComponentinline
ServerAddItemToSlot(FItemNetID ItemID, int SlotIndex)UPrimalInventoryComponentinline
ServerAddItemToSlot(FItemNetID ItemID, int SlotIndex)UPrimalInventoryComponentinline
ServerAddItemToSlot_Implementation(FItemNetID ItemID, int SlotIndex)UPrimalInventoryComponentinline
ServerAddItemToSlot_Implementation(FItemNetID ItemID, int SlotIndex)UPrimalInventoryComponentinline
ServerAddToArkTributeInventory(FItemNetID *itemID, TArray< unsigned __int64 > SteamItemUserIds, FItemNetInfo *AlternateItemInfo)UPrimalInventoryComponentinline
ServerCloseRemoteInventory(AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerCloseRemoteInventory(AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerCraftItem(FItemNetID *itemID, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerCraftItem(FItemNetID *itemID, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerCustomFolderField()UPrimalInventoryComponentinline
ServerCustomFolderField()UPrimalInventoryComponentinline
ServerEquipItem(FItemNetID *itemID)UPrimalInventoryComponentinline
ServerEquipItem(FItemNetID *itemID)UPrimalInventoryComponentinline
ServerForceMergeItemStack(FItemNetID Item1ID, FItemNetID Item2ID)UPrimalInventoryComponentinline
ServerForceMergeItemStack(FItemNetID Item1ID, FItemNetID Item2ID)UPrimalInventoryComponentinline
ServerForceMergeItemStack_Implementation(FItemNetID Item1ID, FItemNetID Item2ID)UPrimalInventoryComponentinline
ServerForceMergeItemStack_Implementation(FItemNetID Item1ID, FItemNetID Item2ID)UPrimalInventoryComponentinline
ServerMakeRecipeItem(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)UPrimalInventoryComponentinline
ServerMakeRecipeItem(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)UPrimalInventoryComponentinline
ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)UPrimalInventoryComponentinline
ServerMakeRecipeItem_Implementation(APrimalStructureItemContainer *Container, FItemNetID NoteToConsume, TSubclassOf< UPrimalItem > RecipeItemTemplate, FString *CustomName, FString *CustomDescription, TArray< FColor > *CustomColors, TArray< FCraftingResourceRequirement > *CustomRequirements)UPrimalInventoryComponentinline
ServerMergeItemStack_Implementation(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerMergeItemStack_Implementation(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRemoveItemFromSlot(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRemoveItemFromSlot(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRemoveItemFromSlot_Implementation(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRemoveItemFromSlot_Implementation(FItemNetID ItemID)UPrimalInventoryComponentinline
ServerRepairItem(FItemNetID *itemID, AShooterPlayerController *ByPC, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)UPrimalInventoryComponentinline
ServerRepairItem(FItemNetID *itemID, AShooterPlayerController *ByPC, bool bRepairIgnoreInventoryRequirement, float RepairPercentage, float RepairSpeedMultiplier)UPrimalInventoryComponentinline
ServerRequestItems(AShooterPlayerController *forPC, bool bEquippedItems, bool bIsFirstSpawn, bool allowLocalController)UPrimalInventoryComponentinline
ServerRequestItems(AShooterPlayerController *forPC, bool bEquippedItems, bool bIsFirstSpawn)UPrimalInventoryComponentinline
ServerSplitItemStack(FItemNetID ItemID, int AmountToSplit)UPrimalInventoryComponentinline
ServerSplitItemStack(FItemNetID ItemID, int AmountToSplit)UPrimalInventoryComponentinline
ServerSplitItemStack_Implementation(FItemNetID ItemID, int AmountToSplit)UPrimalInventoryComponentinline
ServerSplitItemStack_Implementation(FItemNetID ItemID, int AmountToSplit)UPrimalInventoryComponentinline
ServerUpgradeItem(FItemNetID *itemID, AShooterPlayerController *ByPC, int ItemStatModifierIndexToUpgrade, int ItemStatGroupIndexToUpgrade)UPrimalInventoryComponentinline
ServerUseInventoryItem(FItemNetID *itemID, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerUseInventoryItem(FItemNetID *itemID, AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerUseItemWithItem(FItemNetID *itemID1, FItemNetID *itemID2, int AdditionalData)UPrimalInventoryComponentinline
ServerUseItemWithItem(FItemNetID *itemID1, FItemNetID *itemID2, int AdditionalData)UPrimalInventoryComponentinline
ServerViewRemoteInventory(AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
ServerViewRemoteInventory(AShooterPlayerController *ByPC)UPrimalInventoryComponentinline
SetActive(bool bNewActive, bool bReset)UActorComponentinline
SetActive(bool bNewActive, bool bReset)UActorComponentinline
SetComponentTickEnabled(bool bEnabled)UActorComponentinline
SetComponentTickEnabled(bool bEnabled)UActorComponentinline
SetComponentTickEnabledAsync(bool bEnabled)UActorComponentinline
SetComponentTickEnabledAsync(bool bEnabled)UActorComponentinline
SetCraftingEnabled(bool bEnable)UPrimalInventoryComponentinline
SetCraftingEnabled(bool bEnable)UPrimalInventoryComponentinline
SetEquippedItemsOwnerNoSee(bool bNewOwnerNoSee, bool bForceHideFirstPerson)UPrimalInventoryComponentinline
SetEquippedItemsOwnerNoSee(bool bNewOwnerNoSee, bool bForceHideFirstPerson)UPrimalInventoryComponentinline
SetIsReplicated(bool ShouldReplicate)UActorComponentinline
SetIsReplicated(bool ShouldReplicate)UActorComponentinline
SetNetAddressable()UActorComponentinline
SetNetAddressable()UActorComponentinline
SetNextItemConsumptionID(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemConsumptionID(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemConsumptionID_Implementation(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemConsumptionID_Implementation(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemSpoilingID(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemSpoilingID(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemSpoilingID_Implementation(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetNextItemSpoilingID_Implementation(FItemNetID NextItemID)UPrimalInventoryComponentinline
SetQuantityValuesField()UPrimalInventoryComponentinline
SetQuantityValuesField()UPrimalInventoryComponentinline
SetQuantityWeightsField()UPrimalInventoryComponentinline
SetQuantityWeightsField()UPrimalInventoryComponentinline
ShouldActivate()UActorComponentinline
ShouldActivate()UActorComponentinline
ShowBeforeUsingConfirmationDialog(UPrimalItem *Item)UPrimalInventoryComponentinline
StaticClass()UPrimalInventoryComponentinlinestatic
StaticClass()UPrimalInventoryComponentinlinestatic
StaticDropItem(AActor *forActor, FItemNetInfo *theInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector *DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticDropItem(AActor *forActor, FItemNetInfo *theInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector *DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticDropNewItem(AActor *forActor, TSubclassOf< UPrimalItem > AnItemClass, float ItemQuality, bool bForceNoBlueprint, int QuantityOverride, bool bForceBlueprint, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticDropNewItem(AActor *forActor, TSubclassOf< UPrimalItem > AnItemClass, float ItemQuality, bool bForceNoBlueprint, int QuantityOverride, bool bForceBlueprint, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticDropNewItemWithInfo(AActor *forActor, FItemNetInfo *ItemInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticDropNewItemWithInfo(AActor *forActor, FItemNetInfo *ItemInfo, TSubclassOf< ADroppedItem > TheDroppedTemplateOverride, FRotator *DroppedRotationOffset, bool bOverrideSpawnTransform, FVector *LocationOverride, FRotator *RotationOverride, bool bPreventDropImpulse, bool bThrow, bool bSecondaryAction, bool bSetItemDropLocation, UStaticMesh *DroppedMeshOverride, FVector DroppedScaleOverride, UMaterialInterface *DroppedMaterialOverride, float DroppedLifeSpanOverride)UPrimalInventoryComponentinlinestatic
StaticRegisterNativesUActorComponent()UActorComponentinlinestatic
StaticRegisterNativesUPrimalInventoryComponent()UPrimalInventoryComponentinlinestatic
StaticRegisterNativesUPrimalInventoryComponent()UPrimalInventoryComponentinlinestatic
StopAllCraftingRepairing()UPrimalInventoryComponentinline
StopAllCraftingRepairing()UPrimalInventoryComponentinline
SwapCustomFolder(FString CFolder1, FString CFolder2, int DataListType)UPrimalInventoryComponentinline
SwapCustomFolder(FString CFolder1, FString CFolder2, int DataListType)UPrimalInventoryComponentinline
SwapInventoryItems(FItemNetID *itemID1, FItemNetID *itemID2)UPrimalInventoryComponentinline
SwapInventoryItems(FItemNetID *itemID1, FItemNetID *itemID2)UPrimalInventoryComponentinline
TamedDinoForceConsiderFoodTypesField()UPrimalInventoryComponentinline
TamedDinoForceConsiderFoodTypesField()UPrimalInventoryComponentinline
TickCraftQueue(float DeltaTime, AShooterGameState *theGameState)UPrimalInventoryComponentinline
TickCraftQueue(float DeltaTime, AShooterGameState *theGameState)UPrimalInventoryComponentinline
ToggleActive()UActorComponentinline
ToggleActive()UActorComponentinline
TransferAllItemsToInventory(UPrimalInventoryComponent *ToInventory)UPrimalInventoryComponentinline
TribeGroupInventoryRankField()UPrimalInventoryComponentinline
TribeGroupInventoryRankField()UPrimalInventoryComponentinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)UPrimalInventoryComponentinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)UPrimalInventoryComponentinline
UnequipAllItems()UPrimalInventoryComponentinline
UninitializeComponent()UActorComponentinline
UninitializeComponent()UActorComponentinline
UnregisterComponent()UActorComponentinline
UnregisterComponent()UActorComponentinline
Unstasised()UPrimalInventoryComponentinline
Unstasised()UPrimalInventoryComponentinline
UpdatedCraftQueue()UPrimalInventoryComponentinline
UpdatedCraftQueue()UPrimalInventoryComponentinline
UpdateNetWeaponClipAmmo(UPrimalItem *anItem, int ammo)UPrimalInventoryComponentinline
UpdateNetWeaponClipAmmo(UPrimalItem *anItem, int ammo)UPrimalInventoryComponentinline
UpdateTribeGroupInventoryRank(char NewRank)UPrimalInventoryComponentinline
UpdateTribeGroupInventoryRank(char NewRank)UPrimalInventoryComponentinline
UpdateTribeGroupInventoryRank_Implementation(char NewRank)UPrimalInventoryComponentinline
UpdateTribeGroupInventoryRank_Implementation(char NewRank)UPrimalInventoryComponentinline
UsedItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
UsedItem(UPrimalItem *anItem)UPrimalInventoryComponentinline
WeaponAsEquipmentAttachmentInfosField()UPrimalInventoryComponentinline
WeaponAsEquipmentAttachmentInfosField()UPrimalInventoryComponentinline
WorldField()UActorComponentinline
WorldField()UActorComponentinline