Ark Server API (ASE) - Wiki
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This is the complete list of members for UVictoryCore, including all inherited members.
AddToActorList(UWorld *ForWorld, int ActorListNum, AActor *ActorRef) | UVictoryCore | inlinestatic |
AddToActorList(UWorld *ForWorld, int ActorListNum, AActor *ActorRef) | UVictoryCore | inlinestatic |
AreRotatorsNearlyEqual(FRotator *RotatorA, FRotator *RotatorB, float WithinError) | UVictoryCore | inlinestatic |
AreRotatorsNearlyEqual(FRotator *RotatorA, FRotator *RotatorB, float WithinError) | UVictoryCore | inlinestatic |
BPFastTrace(UWorld *theWorld, FVector TraceEnd, FVector TraceStart, AActor *ActorToIgnore) | UVictoryCore | inlinestatic |
BPFastTrace(UWorld *theWorld, FVector TraceEnd, FVector TraceStart, AActor *ActorToIgnore, float DebugDrawDuration) | UVictoryCore | inlinestatic |
BPFormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds) | UVictoryCore | inlinestatic |
BPFormatAsTimeLong(FString *result, int InTime) | UVictoryCore | inlinestatic |
BPGetPrimaryMapName(FString *result, UWorld *WorldContext) | UVictoryCore | inlinestatic |
BPGetWeightedRandomIndex(TArray< float > *pArray, float ForceRand) | UVictoryCore | inlinestatic |
BPGetWeightedRandomIndex(TArray< float > *pArray, float ForceRand) | UVictoryCore | inlinestatic |
BPLoadClass(FString *PathName) | UVictoryCore | inlinestatic |
BPLoadClass(FString *PathName) | UVictoryCore | inlinestatic |
BPLoadClass(const FString &PathName) | UVictoryCore | inlinestatic |
BPLoadObject(FString *PathName) | UVictoryCore | inlinestatic |
BPProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC) | UVictoryCore | inlinestatic |
BPProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC) | UVictoryCore | inlinestatic |
BPRotatorLerp(FRotator *result, FRotator *A, FRotator *B, const float *Alpha) | UVictoryCore | inlinestatic |
BPRotatorLerp(FRotator *result, FRotator *A, FRotator *B, const float *Alpha) | UVictoryCore | inlinestatic |
BPRTransform(FRotator *result, FRotator *R, FRotator *RBasis) | UVictoryCore | inlinestatic |
BPRTransform(FRotator *result, FRotator *R, FRotator *RBasis) | UVictoryCore | inlinestatic |
BPRTransformInverse(FRotator *result, FRotator *R, FRotator *RBasis) | UVictoryCore | inlinestatic |
BPRTransformInverse(FRotator *result, FRotator *R, FRotator *RBasis) | UVictoryCore | inlinestatic |
CalculateInterceptPosition(FVector *StartPosition, FVector *StartVelocity, float ProjectileVelocity, FVector *TargetPosition, FVector *TargetVelocity, FVector *InterceptPosition) | UVictoryCore | inlinestatic |
CalculateInterceptPosition(FVector *StartPosition, FVector *StartVelocity, float ProjectileVelocity, FVector *TargetPosition, FVector *TargetVelocity, FVector *InterceptPosition) | UVictoryCore | inlinestatic |
CallGlobalLevelEvent(UWorld *forWorld, FName EventName) | UVictoryCore | inlinestatic |
CallGlobalLevelEvent(UWorld *forWorld, FName EventName) | UVictoryCore | inlinestatic |
CapsuleOverlapFast(UObject *WorldContextObject, AActor **OutFirstOverlappedActor, FVector *Origin, FRotator *CapsuleRotation, float Radius, float HalfHeight, TEnumAsByte< enum ECollisionChannel > CollisionChannel, bool bTraceComplex, bool bIgnoreSelf, AActor *IgnoreActor, bool bDebugDraw, float DebugDrawDuration, bool bBlockingOnly) | UVictoryCore | inlinestatic |
CapsuleSweepFast(UObject *WorldContextObject, FHitResult *OutHit, FVector *Start, FVector *End, FRotator *CapsuleRot, float Radius, float HalfHeight, TEnumAsByte< enum ECollisionChannel > CollisionChannel, bool bTraceComplex, bool bIgnoreSelf, TArray< AActor * > *IgnoreActors, bool bDebugDraw, float DebugDrawDuration) | UVictoryCore | inlinestatic |
CapsuleSweepFast(UObject *WorldContextObject, FHitResult *OutHit, FVector *Start, FVector *End, FRotator *CapsuleRot, float Radius, float HalfHeight, TEnumAsByte< enum ECollisionChannel > CollisionChannel, bool bTraceComplex, bool bIgnoreSelf, AActor *IgnoreActor, bool bDebugDraw, float DebugDrawDuration) | UVictoryCore | inlinestatic |
CapsuleSweepMulti(UObject *WorldContextObject, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, FRotator *CapsuleRot, float Radius, float HalfHeight, TArray< AActor * > *IgnoreActors, bool bIgnoreSelf, TEnumAsByte< enum ECollisionChannel > CollisionChannel, bool bTraceComplex, bool bDebugDraw, float DebugDrawDuration, bool bFindInitialOverlaps) | UVictoryCore | inlinestatic |
ChangeSaturation(FLinearColor *result, FLinearColor *InColor, float NewSaturation) | UVictoryCore | inlinestatic |
ClampLocation(FVector *result, FVector BaseLocation, FVector DesiredLocation, float MaxDiff, bool bTraceClampLocation, UWorld *TraceWorld, FVector *TraceFromLocation) | UVictoryCore | inlinestatic |
ClampLocation(FVector *result, FVector BaseLocation, FVector DesiredLocation, float MaxDiff, bool bTraceClampLocation, UWorld *TraceWorld, FVector *TraceFromLocation) | UVictoryCore | inlinestatic |
ClampRotAxis(float BaseAxis, float DesiredAxis, float MaxDiff) | UVictoryCore | inlinestatic |
ClampRotAxis(float BaseAxis, float DesiredAxis, float MaxDiff) | UVictoryCore | inlinestatic |
ClassToStringReference(FString *result, TSubclassOf< UObject > obj) | UVictoryCore | inlinestatic |
ComponentBoundsEncompassesPoint(UPrimitiveComponent *Comp, FVector *Point, float BoundsMultiplier) | UVictoryCore | inlinestatic |
ConsumeBonusItemCode(FString *result) | UVictoryCore | inlinestatic |
CooldownTimeRemaining(UObject *WorldContextObject, long double CooldownClock, float CooldownDuration) | UVictoryCore | inlinestatic |
FindValidLocationNextToTarget(UObject *WorldContextObject, FVector *OutLocation, APrimalCharacter *SourceCharacter, APrimalCharacter *TargetCharacter, float DistanceMargin, int MaxTraceCount, AActor *ActorToIgnore, bool bTraceComplex, bool bDrawDebug, float DebugDrawDuration) | UVictoryCore | inlinestatic |
FindWorldActors(UWorld *fWorld, TArray< AActor * > *fContainer, TSubclassOf< AActor > fType, FName fTag) | UVictoryCore | inlinestatic |
FindWorldActors(UWorld *fWorld, TArray< AActor * > *fContainer, TSubclassOf< AActor > fType, FName fTag) | UVictoryCore | inlinestatic |
FinishSpawning(AActor *Actor) | UVictoryCore | inlinestatic |
FinishSpawning(AActor *Actor) | UVictoryCore | inlinestatic |
FlattenDirectionVector(FVector *result, FVector Direction) | UVictoryCore | inlinestatic |
FlattenDirectionVectorInLocalSpace(FVector *result, FVector Direction, FRotator Rotation) | UVictoryCore | inlinestatic |
FormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds) | UVictoryCore | inlinestatic |
FormatAsTime(FString *result, int InTime, bool UseLeadingZero, bool bForceLeadingZeroHour, bool bShowSeconds) | UVictoryCore | inlinestatic |
FormatAsTimeLong(FString *result, int InTime) | UVictoryCore | inlinestatic |
FormatSecondsAsHoursMinutesSeconds(FString *result, unsigned int Seconds) | UVictoryCore | inlinestatic |
GetAllClassesOfType(TArray< TSubclassOf< UObject > > *Subclasses, TSubclassOf< UObject > ParentClass, bool bAllowAbstract, FString Path) | UVictoryCore | inlinestatic |
GetAllLocalPlayerCharacters(TArray< AShooterCharacter * > *result, UObject *WorldContextObject) | UVictoryCore | inlinestatic |
GetAllLocalPlayerControllers(TArray< AShooterPlayerController * > *result, UObject *WorldContextObject) | UVictoryCore | inlinestatic |
GetAngleBetweenVectors(FVector *VectorA, FVector *VectorB, FVector *AroundAxis) | UVictoryCore | inlinestatic |
GetAngleBetweenVectors(FVector *VectorA, FVector *VectorB, FVector *AroundAxis) | UVictoryCore | inlinestatic |
GetAngleBetweenVectorsPure(FVector VectorA, FVector VectorB, FVector AroundAxis) | UVictoryCore | inlinestatic |
GetArrayIndicesSorted_Double(TArray< int > *result, TArray< double > *Array, bool bSortLowToHigh) | UVictoryCore | inlinestatic |
GetArrayIndicesSorted_Float(TArray< int > *result, TArray< float > *Array, bool bSortLowToHigh) | UVictoryCore | inlinestatic |
GetArrayIndicesSorted_Int(TArray< int > *result, TArray< int > *Array, bool bSortLowToHigh) | UVictoryCore | inlinestatic |
GetCharacterCapsuleSize(TSubclassOf< APrimalCharacter > CharClass, float *OutCapsuleRadius, float *OutCapsuleHalfHeight) | UVictoryCore | inlinestatic |
GetClassPathName(FString *result, UObject *ForObject) | UVictoryCore | inlinestatic |
GetClassPathName(FString *result, UObject *ForObject) | UVictoryCore | inlinestatic |
GetClassString(FString *result, UClass *Class) | UVictoryCore | inlinestatic |
GetClassString(FString *result, UObject *ForObject) | UVictoryCore | inlinestatic |
GetClosestActorArray(FVector ToPoint, TArray< AActor * > *ActorArray) | UVictoryCore | inlinestatic |
GetClosestActorArray(FVector ToPoint, TArray< AActor * > *ActorArray) | UVictoryCore | inlinestatic |
GetCustomActorList(UWorld *ForWorld, FName SearchCustomTag) | UVictoryCore | inlinestatic |
GetDinoCharacterByID(UObject *WorldContextObject, const int DinoID1, const int DinoID2, const bool bSearchTamedOnly) | UVictoryCore | inlinestatic |
GetGroundLocation(UWorld *forWorld, FVector *theGroundLoc, FVector *StartLoc, FVector *OffsetUp, FVector *OffsetDown) | UVictoryCore | inlinestatic |
GetGroundLocation(UWorld *forWorld, FVector *theGroundLoc, FVector *StartLoc, FVector *OffsetUp, FVector *OffsetDown) | UVictoryCore | inlinestatic |
GetHitBoneNameFromDamageEvent(FName *result, APrimalCharacter *Character, AController *HitInstigator, FDamageEvent *DamageEvent, bool bIsPointDamage, FHitResult *PointHitResult, FName MatchCollisionPresetName) | UVictoryCore | inlinestatic |
GetHitBoneNameFromDamageEvent(FName *result, APrimalCharacter *Character, AController *HitInstigator, FDamageEvent *DamageEvent, bool bIsPointDamage, FHitResult *PointHitResult, FName MatchCollisionPresetName) | UVictoryCore | inlinestatic |
GetIslandCustomDatas(AActor *SomeIslandActor, int *IslandID, TArray< FString > *IslandCustomDatas1, TArray< FString > *IslandCustomDatas2) | UVictoryCore | inlinestatic |
GetKeyName(FString *result, FKey key) | UVictoryCore | inlinestatic |
GetKeyNameFromActionName(FString *result, FName ActionName) | UVictoryCore | inlinestatic |
GetLastHostedMapPlayed(FString *result) | UVictoryCore | inlinestatic |
GetLastMapPlayed(FString *result) | UVictoryCore | inlinestatic |
GetLastMapPlayed(FString *result) | UVictoryCore | inlinestatic |
GetNetworkTimeInSeconds(UObject *WorldContextObject) | UVictoryCore | inlinestatic |
GetNewlineCharacter(FString *result) | UVictoryCore | inlinestatic |
GetObjectPath(FName *result, UObject *Obj) | UVictoryCore | inlinestatic |
GetObjectsReferencedBy(UObject *ForObject, TArray< UObject * > *OutReferencedObjects, bool bIgnoreTransient) | UVictoryCore | inlinestatic |
GetOverlappedHarvestActors(UWorld *ForWorld, FVector *AtLoc, float AtRadius, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< FVector > *OutHarvestLocations, TArray< int > *OutHitBodyIndices) | UVictoryCore | inlinestatic |
GetOverlappedHarvestActors(UWorld *ForWorld, FVector *AtLoc, float AtRadius, TArray< AActor * > *OutHarvestActors, TArray< UActorComponent * > *OutHarvestComponents, TArray< FVector > *OutHarvestLocations, TArray< int > *OutHitBodyIndices) | UVictoryCore | inlinestatic |
GetPlayerCharacterByController(APlayerController *PC) | UVictoryCore | inlinestatic |
GetRealWorldUtcTimeInSeconds() | UVictoryCore | inlinestatic |
GetScreenPercentage() | UVictoryCore | inlinestatic |
GetSecondsIntoDay() | UVictoryCore | inlinestatic |
GetSecondsIntoDay() | UVictoryCore | inlinestatic |
GetShooterCharacterFromPawn(APawn *Pawn) | UVictoryCore | inlinestatic |
GetTeamColor(FColor *result, const int TargetingTeam) | UVictoryCore | inlinestatic |
GetTeamColor(FColor *result, const int TargetingTeam) | UVictoryCore | inlinestatic |
GetTotalCoversionIdAsString(FString *result) | UVictoryCore | inlinestatic |
GetTotalCoversionIdAsString(FString *result) | UVictoryCore | inlinestatic |
GetTwoLetterISOLanguageName(FString *result) | UVictoryCore | inlinestatic |
GetWeightedRandomIndex(TArray< float > *pArray, float ForceRand) | UVictoryCore | inlinestatic |
GetWeightedRandomIndex(TArray< float > *pArray, float ForceRand) | UVictoryCore | inlinestatic |
GetWeightedRandomIndexFromArray(TArray< float > pArray, float ForceRand) | UVictoryCore | inlinestatic |
GetWeightedRandomIndexFromArray(TArray< float > pArray, float ForceRand) | UVictoryCore | inlinestatic |
IntToStringAscii(FString *result, int CharValue) | UVictoryCore | inlinestatic |
InverseTransform(FTransform *result, FTransform *TransformIn) | UVictoryCore | inlinestatic |
InverseTransform(FTransform *result, FTransform *TransformIn) | UVictoryCore | inlinestatic |
InverseTransformVectorByScreenProjectionGlobalTransform(FVector2D *result, FVector2D vec) | UVictoryCore | inlinestatic |
IsChildOfClasses(TSubclassOf< UObject > childClass, TArray< TSubclassOf< UObject > > *ParentClassesArray) | UVictoryCore | inlinestatic |
IsChildOfClasses(TSubclassOf< UObject > childClass, TArray< TSubclassOf< UObject > > *ParentClassesArray) | UVictoryCore | inlinestatic |
IsCooldownComplete(UObject *WorldContextObject, long double CooldownClock, float NumSeconds) | UVictoryCore | inlinestatic |
IsDinoDuped(UWorld *WorldContext, const unsigned int id1, const unsigned int id2) | UVictoryCore | inlinestatic |
IsGamePadConnected() | UVictoryCore | inlinestatic |
IsGamePadConnected() | UVictoryCore | inlinestatic |
IsPointStuckWithinMesh(UWorld *theWorld, FVector TestPoint, int hemisphereSubdivisions, float rayDistance, float percentageConsideredStuck, AActor *ActorToIgnore) | UVictoryCore | inlinestatic |
IsPVEServer(UObject *WorldContextObject) | UVictoryCore | inlinestatic |
IsTimerActive(UObject *Object, FString FunctionName) | UVictoryCore | inlinestatic |
IsTimerPaused(UObject *Object, FString FunctionName) | UVictoryCore | inlinestatic |
IsUnderMesh(APrimalCharacter *Character, FVector *CheckSevenHitLocation, bool *bOverlapping, UActorComponent **CheckSevenResult, bool DebugDraw, float DebugDrawSeconds) | UVictoryCore | inlinestatic |
IsWorkshopIDSubscribed(FString *WorkshopID) | UVictoryCore | inlinestatic |
IsWorkshopIDSubscribed(FString *WorkshopID) | UVictoryCore | inlinestatic |
JoinStringArrayWithNewlines(FString *result, TArray< FString > *SourceArray) | UVictoryCore | inlinestatic |
KillTargetCharacterOrStructure(AActor *ActorToKill, bool bTryDestroyActor) | UVictoryCore | inlinestatic |
LeadTargetPosition(FVector *result, FVector *ProjLocation, float ProjSpeed, FVector *TargetLocation, FVector *TargetVelocity) | UVictoryCore | inlinestatic |
LeadTargetPosition(FVector *result, FVector *ProjLocation, float ProjSpeed, FVector *TargetLocation, FVector *TargetVelocity) | UVictoryCore | inlinestatic |
MakeHitResult(FHitResult *result, FVector *Location, FVector *Normal, UPhysicalMaterial *PhysMat, AActor *HitActor, UPrimitiveComponent *HitComponent, FName HitBoneName, int HitItem, bool bBlockingHit) | UVictoryCore | inlinestatic |
MulticastDrawDebugLine(AActor *ReplicatedActor, FVector LineStart, FVector LineEnd, FLinearColor LineColor, float Duration, float Thickness) | UVictoryCore | inlinestatic |
MulticastDrawDebugSphere(AActor *ReplicatedActor, FVector Center, float Radius, int Segments, FLinearColor LineColor, float Duration) | UVictoryCore | inlinestatic |
MultiLinePenetrationTraceByChannel(UObject *WorldContextObject, TArray< FPenetrationTraceHit > *OutResults, FVector *Start, FVector *End, ECollisionChannel TraceChannel, TArray< AActor * > *ActorsToIgnore, bool bTraceComplex, bool bIgnoreSelf, bool bDrawDebugLines, float DebugDrawDuration) | UVictoryCore | inlinestatic |
MultiTraceProjectSphere(UObject *WorldContextObject, TArray< FHitResult > *OutResults, FVector *Origin, ECollisionChannel TraceChannel, int HorizResolution, int VertResolution, float StartDistance, float EndDistance, float NorthConeSubtractAngle, float SouthConeSubtractAngle, int PctChanceToTrace, int MaxTraceCount, bool bDrawDebugLines, float DebugDrawDuration) | UVictoryCore | inlinestatic |
MultiTraceProjectSphere(UObject *WorldContextObject, TArray< FHitResult > *OutResults, FVector *Origin, ECollisionChannel TraceChannel, int HorizResolution, int VertResolution, float StartDistance, float EndDistance, float NorthConeSubtractAngle, float SouthConeSubtractAngle, int PctChanceToTrace, int MaxTraceCount, bool bDrawDebugLines, float DebugDrawDuration) | UVictoryCore | inlinestatic |
OpenStorePageForDLC(FString DLCName) | UVictoryCore | inlinestatic |
OpenStorePageForDLC(FString DLCName) | UVictoryCore | inlinestatic |
OverlappingActors(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, int CollisionGroups, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest) | UVictoryCore | inlinestatic |
OverlappingActors(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, int CollisionGroups, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest) | UVictoryCore | inlinestatic |
OverlappingActorsTrace(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest) | UVictoryCore | inlinestatic |
OverlappingActorsTrace(UWorld *theWorld, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest) | UVictoryCore | inlinestatic |
OverlappingStationaryObjectsTrace(UWorld *theWorld, APrimalCharacter *SourceCharacter, TArray< FOverlapResult > *Overlaps, FVector Origin, float Radius, ECollisionChannel TraceChannel, AActor *InIgnoreActor, FName TraceName, bool bComplexOverlapTest) | UVictoryCore | inlinestatic |
OwnsAberration() | UVictoryCore | inlinestatic |
OwnsDLC(FString DLCName) | UVictoryCore | inlinestatic |
OwnsDLC(FString DLCName) | UVictoryCore | inlinestatic |
OwnsExtinction() | UVictoryCore | inlinestatic |
OwnsGenesisSeasonPass() | UVictoryCore | inlinestatic |
OwnsScorchedEarth() | UVictoryCore | inlinestatic |
OwnsScorchedEarth() | UVictoryCore | inlinestatic |
OwnsSteamAppID(int AppID) | UVictoryCore | inlinestatic |
OwnsSteamAppID(int AppID) | UVictoryCore | inlinestatic |
PauseTimer(UObject *Object, FString FunctionName) | UVictoryCore | inlinestatic |
ProjectWorldLocationToScreenOrScreenEdgePosition(APlayerController *playerController, FVector WorldLocation, FVector2D *ScreenPosition, const float screenMarginPercent, bool widgetSpace, bool *OnScreen) | UVictoryCore | inlinestatic |
ProjectWorldToScreenPosition(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC) | UVictoryCore | inlinestatic |
ProjectWorldToScreenPositionRaw(FVector2D *result, FVector *WorldLocation, APlayerController *ThePC) | UVictoryCore | inlinestatic |
RemoveInvalidObjectsInContainer(TArray< TWeakObjectPtr< APrimalDinoCharacter > > *result, TArray< TWeakObjectPtr< APrimalDinoCharacter > > fContainer) | UVictoryCore | inlinestatic |
RemoveInvalidObjectsInContainer(TArray< TWeakObjectPtr< APrimalDinoCharacter > > *result, TArray< TWeakObjectPtr< APrimalDinoCharacter > > fContainer) | UVictoryCore | inlinestatic |
RLerp(FRotator *result, FRotator A, FRotator B, float Alpha, bool bShortestPath) | UVictoryCore | inlinestatic |
RLerp(FRotator *result, FRotator A, FRotator B, float Alpha, bool bShortestPath) | UVictoryCore | inlinestatic |
ServerCheckMeshingOnActor(AActor *OnActor, bool bForceUseActorCenterBounds) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActors(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActors(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActorsBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActorsBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActorsClass(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActorsClass(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActorsClassBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerOctreeOverlapActorsClassBitMask(TArray< AActor * > *result, UWorld *theWorld, FVector AtLoc, float Radius, int OctreeTypeBitMask, TSubclassOf< AActor > ActorClass, bool bForceActorLocationDistanceCheck) | UVictoryCore | inlinestatic |
ServerSearchFoliage(UObject *WorldContextObject, FVector *Origin, float Radius, TArray< FOverlappedFoliageElement > *OutFoliage, bool bVisibleAndActiveOnly, bool bIncludeUsableFoliage, bool bIncludeMeshFoliage, bool bSortByDistance, bool bReverseSort) | UVictoryCore | inlinestatic |
SetBoolArrayElemFalse(TArray< bool > *TheArray, int TheIndex) | UVictoryCore | inlinestatic |
SetBoolArrayElemFalse(TArray< bool > *TheArray, int TheIndex) | UVictoryCore | inlinestatic |
SetBoolArrayElemTrue(TArray< bool > *TheArray, int TheIndex) | UVictoryCore | inlinestatic |
SetBoolArrayElemTrue(TArray< bool > *TheArray, int TheIndex) | UVictoryCore | inlinestatic |
SetLastHostedMapPlayed(FString *NewLastHostedMapPlayed) | UVictoryCore | inlinestatic |
SetLastHostedMapPlayed(FString *NewLastHostedMapPlayed) | UVictoryCore | inlinestatic |
SetLastMapPlayed(FString *NewLastMapPlayed) | UVictoryCore | inlinestatic |
SetSessionPrefix(FString *InPrefix) | UVictoryCore | inlinestatic |
SetSessionPrefix(FString *InPrefix) | UVictoryCore | inlinestatic |
SimpleFloatString(FString *result, float inputVal) | UVictoryCore | inlinestatic |
SortActorsByDistance(TArray< AActor * > *result, FVector *fromLoc, TArray< AActor * > *actors) | UVictoryCore | inlinestatic |
SortActorsByTag(TArray< AActor * > *result, int tagIndex, TArray< AActor * > *actors) | UVictoryCore | inlinestatic |
SpawnActorInWorld(UWorld *ForWorld, TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, AActor *OwnerActor, APawn *InstigatorPawn) | UVictoryCore | inlinestatic |
SpawnActorInWorld(UWorld *ForWorld, TSubclassOf< AActor > AnActorClass, FVector AtLocation, FRotator AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName, AActor *OwnerActor, APawn *InstigatorPawn) | UVictoryCore | inlinestatic |
SphereOverlapFast(UObject *WorldContextObject, FVector *Loc, const float Radius) | UVictoryCore | inlinestatic |
StaticCheckForCommand(FString CommandName) | UVictoryCore | inlinestatic |
StaticCheckForCommand(FString CommandName) | UVictoryCore | inlinestatic |
StaticRegisterNativesUVictoryCore() | UVictoryCore | inlinestatic |
SteamOverlayOpenURL(FString *ToURL) | UVictoryCore | inlinestatic |
StringReferenceToClass(TSubclassOf< UObject > *result, FString *StringReference) | UVictoryCore | inlinestatic |
StringToIntAscii(FString SourceString, int Index) | UVictoryCore | inlinestatic |
TracePhysMaterial(UWorld *theWorld, FVector StartPos, FVector EndPos, AActor *IgnoreActor) | UVictoryCore | inlinestatic |
TracePhysMaterial(UWorld *theWorld, FVector StartPos, FVector EndPos, AActor *IgnoreActor) | UVictoryCore | inlinestatic |
UnPauseTimer(UObject *Object, FString FunctionName) | UVictoryCore | inlinestatic |
ViewDirectionAngleOffset(FVector *result, FVector ViewDirection, FVector RightVector, float AngleOffsetDegrees, float MaxAngleDegreesBeforeInterpToUp) | UVictoryCore | inlinestatic |
VTraceAgainstActorExpensive(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToTraceAgainst, ECollisionChannel Channel, int CollisionGroups, float SphereRadius, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, bool bSort) | UVictoryCore | inlinestatic |
VTraceAgainstActorExpensive(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToTraceAgainst, ECollisionChannel Channel, int CollisionGroups, float SphereRadius, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, bool bSort) | UVictoryCore | inlinestatic |
VTraceIgnoreFoliage(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, AActor *OtherActorToIgnore, TArray< AActor * > *OtherActorsToIgnore, FQuat *Rot, AActor *AnotherActorToIgnore, bool bIgnoreFoliage) | UVictoryCore | inlinestatic |
VTraceIgnoreFoliage(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FVector *BoxExtent, FName TraceTag, AActor *OtherActorToIgnore, TArray< AActor * > *OtherActorsToIgnore, FQuat *Rot, AActor *AnotherActorToIgnore, bool bIgnoreFoliage) | UVictoryCore | inlinestatic |
VTraceMulti(UWorld *theWorld, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, AActor *InIgnoreActor, int CollisionGroups, float SphereRadius, FVector *BoxExtent, bool bReturnPhysMaterial, ECollisionChannel TraceChannel, bool bTraceComplex, FName TraceTag, bool bTraceChannelForceOverlap, bool bDoSort, AActor *AdditionalIgnoreActor, AActor *AnotherIgnoreActor, bool bJustDoSphereOverlapAtStartLoc, TArray< AActor * > *ExtraIgnoreActors) | UVictoryCore | inlinestatic |
VTraceMulti(UWorld *theWorld, TArray< FHitResult > *OutHits, FVector *Start, FVector *End, AActor *InIgnoreActor, int CollisionGroups, float SphereRadius, FVector *BoxExtent, bool bReturnPhysMaterial, ECollisionChannel TraceChannel, bool bTraceComplex, FName TraceTag, bool bTraceChannelForceOverlap, bool bDoSort, AActor *AdditionalIgnoreActor, AActor *AnotherIgnoreActor, bool bJustDoSphereOverlapAtStartLoc, TArray< AActor * > *ExtraIgnoreActors) | UVictoryCore | inlinestatic |
VTraceSingleBP(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bTraceComplex, AActor *ActorToIgnore) | UVictoryCore | inlinestatic |
VTraceSingleBP(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bTraceComplex, AActor *ActorToIgnore) | UVictoryCore | inlinestatic |
VTraceSingleBP_IgnoreActorsArray(UWorld *theWorld, FHitResult *OutHit, FVector *Start, FVector *End, TArray< AActor *, FDefaultAllocator > *ExtraIgnoreActors, AActor *InIgnoreActor, ECollisionChannel TraceChannel, int CollisionGroups, FName TraceTag, bool bReturnPhysMaterial, bool bTraceComplex, float DebugDrawDuration) | UVictoryCore | inlinestatic |
VTraceSphereBP(UWorld *theWorld, FVector *Start, FVector *End, FHitResult *HitOut, float Radius, AActor *ActorToIgnore, ECollisionChannel Channel, int CollisionGroups, bool bReturnPhysMaterial, bool bTraceComplex, FName TraceTag, AActor *OtherActorToIgnore, AActor *AnotherActorToIgnore) | UVictoryCore | inlinestatic |