Ark Server API (ASE) - Wiki
Loading...
Searching...
No Matches
UVictoryCore Member List

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

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