Lost Ark SDK  1.148.153.0
SDK::AActor Class Reference

#include <LA_Engine_classes.hpp>

Inheritance diagram for SDK::AActor:
Collaboration diagram for SDK::AActor:

Public Member Functions

class USpriteComponent * GetActorSpriteComponent ()
 
int GetActorMetrics (TEnumAsByte< EActorMetricsType > MetricsType)
 
bool OnMobileTouch (class APlayerController *InPC, const struct FVector2D &TouchLocation)
 
bool IsMobileTouchEnabled ()
 
bool ShouldBeHiddenBySHOW_NavigationNodes ()
 
bool WillOverlap (const struct FVector &PosA, const struct FVector &VelA, const struct FVector &PosB, const struct FVector &VelB, float StepSize, float Radius, float *Time)
 
struct FVector GetAvoidanceVector (const struct FVector &GoalLocation, float CollisionRadius, float MaxSpeed, int NumSamples, float VelocityStepRate, float MaxTimeTilOverlap, TArray< class AActor * > *Obstacles)
 
void ReplicationEnded ()
 
void PostDemoRewind ()
 
void AnimTreeUpdated (class USkeletalMeshComponent *SkelMesh)
 
bool SupportsKismetModification (class USequenceOp *AskingOp, struct FString *Reason)
 
class UParticleSystem * GetAnimTrailParticleSystem (class UAnimNotify_Trails *AnimNotifyData)
 
void TrailsNotifyEnd (class UAnimNotify_Trails *AnimNotifyData)
 
void TrailsNotifyTick (class UAnimNotify_Trails *AnimNotifyData)
 
void TrailsNotify (class UAnimNotify_Trails *AnimNotifyData)
 
bool CreateForceField (class UAnimNotify_ForceField *AnimNotifyData)
 
bool PlayParticleEffect (class UAnimNotify_PlayParticleEffect *AnimNotifyData)
 
void GetAimAdhesionExtent (float *Width, float *Height, struct FVector *Center)
 
void GetAimFrictionExtent (float *Width, float *Height, struct FVector *Center)
 
bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent)
 
void OnRigidBodySpringOverextension (class URB_BodyInstance *BodyInstance)
 
struct FGuid STATIC_GetPackageGuid (const struct FName &PackageName)
 
void PostInitAnimTree (class USkeletalMeshComponent *SkelComp)
 
void RootMotionExtracted (class USkeletalMeshComponent *SkelComp, struct FBoneAtom *ExtractedRootMotionDelta)
 
void RootMotionProcessed (class USkeletalMeshComponent *SkelComp)
 
void RootMotionModeChanged (class USkeletalMeshComponent *SkelComp)
 
void PostRenderFor (class APlayerController *PC, class UCanvas *Canvas, const struct FVector &CameraPosition, const struct FVector &CameraDir)
 
void NativePostRenderFor (class APlayerController *PC, class UCanvas *Canvas, const struct FVector &CameraPosition, const struct FVector &CameraDir)
 
void SetHUDLocation (const struct FVector &NewHUDLocation)
 
void OnRanOver (class ASVehicle *Vehicle, class UPrimitiveComponent *RunOverComponent, int WheelIndex)
 
void RigidBodyCollision (class UPrimitiveComponent *HitComponent, class UPrimitiveComponent *OtherComponent, int ContactIndex, struct FCollisionImpactData *RigidCollisionData)
 
void InterpolationChanged (class USeqAct_Interp *InterpAction)
 
void InterpolationFinished (class USeqAct_Interp *InterpAction)
 
void InterpolationStarted (class USeqAct_Interp *InterpAction, class UInterpGroupInst *GroupInst)
 
void SpawnedByKismet ()
 
struct FVector GetTargetLocation (class AActor *RequestedBy, bool bRequestAlternateLoc)
 
void FindGoodEndView (class APlayerController *PC, struct FRotator *GoodRotation)
 
void NotifyLocalPlayerTeamReceived ()
 
unsigned char ScriptGetTeamNum ()
 
unsigned char GetTeamNum ()
 
void PawnBaseDied ()
 
bool IsPlayerOwned ()
 
void GetActorEyesViewPoint (struct FVector *out_Location, struct FRotator *out_Rotation)
 
bool IsStationary ()
 
class UFaceFXAsset * GetActorFaceFXAsset ()
 
bool CanActorPlayFaceFXAnim ()
 
bool IsActorPlayingFaceFXAnim ()
 
void TickSkelControl (float DeltaTime, class USkeletalMeshComponent *SkelComp, class USkelControlBase *SkelCtrl)
 
void SetSkelControlScale (const struct FName &SkelControlName, float Scale)
 
void SetMorphWeight (const struct FName &MorphNodeName, float MorphWeight)
 
void StopActorFaceFXAnim ()
 
bool PlayActorFaceFXAnim (class UFaceFXAnimSet *AnimSet, const struct FString &GroupName, const struct FString &SeqName, class USoundCue *SoundCueToPlay, class UAkEvent *AkEventToPlay)
 
void FinishAnimControl (class UInterpGroup *InInterpGroup)
 
void SetAnimPosition (const struct FName &SlotName, int ChannelIndex, const struct FName &InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion, const struct FPointer &pRootBoneOption, const struct FPointer &pRootBoneRotationOption)
 
void BeginAnimControl (class UInterpGroup *InInterpGroup)
 
void OnAnimPlay (class UAnimNodeSequence *SeqNode)
 
void OnAnimEnd (class UAnimNodeSequence *SeqNode, float PlayedTime, float ExcessTime)
 
void DoKismetAttachment (class AActor *Attachment, class USeqAct_AttachToActor *Action)
 
void OnAttachToActor (class USeqAct_AttachToActor *Action)
 
void OnToggleHidden (class USeqAct_ToggleHidden *Action)
 
void OnChangeCollision (class USeqAct_ChangeCollision *Action)
 
void OnSetPhysics (class USeqAct_SetPhysics *Action)
 
void OnSetBlockRigidBody (class USeqAct_SetBlockRigidBody *Action)
 
void OnSetVelocity (class USeqAct_SetVelocity *Action)
 
void OnTeleport (class USeqAct_Teleport *Action)
 
void OnModifyHealth (class USeqAct_ModifyHealth *Action)
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void ShutDown ()
 
void SetNetUpdateTime (float NewUpdateTime)
 
void ForceNetRelevant ()
 
void OnDestroy (class USeqAct_Destroy *Action)
 
void ClearLatentAction (class UClass *actionClass, bool bAborted, class USeqAct_Latent *exceptionAction)
 
bool FindEventsOfClass (class UClass *EventClass, bool bIncludeDisabled, TArray< class USequenceEvent * > *out_EventList)
 
bool ActivateEventClass (class UClass *InClass, class AActor *InInstigator, bool bTest, TArray< class USequenceEvent * > *EventList, TArray< int > *ActivateIndices, TArray< class USequenceEvent * > *ActivatedEvents)
 
bool TriggerGlobalEventClass (class UClass *InEventClass, class AActor *InInstigator, int ActivateIndex)
 
void ReceivedNewEvent (class USequenceEvent *Evt)
 
bool TriggerEventClass (class UClass *InEventClass, class AActor *InInstigator, int ActivateIndex, bool bTest, TArray< class USequenceEvent * > *ActivatedEvents)
 
void DebugMessagePlayer (const struct FString &msg)
 
bool ImpactEffectIsRelevant (class APawn *EffectInstigator, const struct FVector &SpawnLocation, bool bForceDedicated, float VisibleCullDistance, float HiddenCullDistance, bool bSkipLOSCheck)
 
bool ActorEffectIsRelevant (class APawn *EffectInstigator, bool bForceDedicated, float VisibleCullDistance, float HiddenCullDistance)
 
bool EffectIsRelevant (const struct FVector &SpawnLocation, bool bForceDedicated, float VisibleCullDistance, float HiddenCullDistance)
 
void ApplyFluidSurfaceContinuousForce (class AFluidSurfaceActor *Fluid)
 
void ApplyFluidSurfaceImpact (class AFluidSurfaceActor *Fluid, struct FVector *HitLocation)
 
bool CanSplash ()
 
void PlayTeleportEffect (bool bOut, bool bSound)
 
bool IsInPain ()
 
void Reset ()
 
class UAudioComponent * GetFaceFXAudioComponent ()
 
void ModifyHearSoundComponent (class UAudioComponent *AC)
 
struct FString GetPhysicsName ()
 
void DisplayDebug (class AHUD *HUD, float *out_YL, float *out_YPos)
 
struct FString GetDebugName ()
 
void MatchStarting ()
 
struct FString STATIC_GetLocalString (int Switch, class APlayerReplicationInfo *RelatedPRI_2, class APlayerReplicationInfo *RelatedPRI_3)
 
void STATIC_ReplaceText (const struct FString &Replace, const struct FString &With, struct FString *Text)
 
struct FString GetHumanReadableName ()
 
struct FString GetItemName (const struct FString &FullName)
 
bool CalcCamera (float fDeltaTime, struct FVector *out_CamLoc, struct FRotator *out_CamRot, float *out_FOV)
 
void EndViewTarget (class APlayerController *PC)
 
void BecomeViewTarget (class APlayerController *PC)
 
bool CheckForErrors ()
 
void DebugFreezeGame (class AActor *ActorToLookAt)
 
float GetGravityZ ()
 
void CheckHitInfo (class UPrimitiveComponent *FallBackComponent, const struct FVector &Dir, struct FTraceHitInfo *HitInfo, struct FVector *out_HitLocation)
 
void TakeRadiusDamage (class AController *InstigatedBy, float BaseDamage, float DamageRadius, class UClass *DamageType, float Momentum, const struct FVector &HurtOrigin, bool bFullDamage, class AActor *DamageCauser, float DamageFalloffExponent)
 
bool HealDamage (int Amount, class AController *Healer, class UClass *DamageType)
 
void TakeDamage (int DamageAmount, class AController *EventInstigator, const struct FVector &HitLocation, const struct FVector &Momentum, class UClass *DamageType, const struct FTraceHitInfo &HitInfo, class AActor *DamageCauser)
 
void KilledBy (class APawn *EventInstigator)
 
bool HurtRadius (float BaseDamage, float DamageRadius, class UClass *DamageType, float Momentum, const struct FVector &HurtOrigin, class AActor *IgnoredActor, class AController *InstigatedByController, bool bDoFullDamage)
 
bool StopsProjectile (class AProjectile *P)
 
void NotifySkelControlBeyondLimit (class USkelControlLookAt *LookAt)
 
void ConstraintBrokenNotify (class AActor *ConOwner, class URB_ConstraintSetup *ConSetup, class URB_ConstraintInstance *ConInstance)
 
void SetInitialState ()
 
void PostBeginPlay ()
 
void BroadcastLocalizedTeamMessage (int TeamIndex, class UClass *InMessageClass, int Switch, class APlayerReplicationInfo *RelatedPRI_2, class APlayerReplicationInfo *RelatedPRI_3, class UObject *OptionalObject)
 
void BroadcastLocalizedMessage (class UClass *InMessageClass, int Switch, class APlayerReplicationInfo *RelatedPRI_2, class APlayerReplicationInfo *RelatedPRI_3, class UObject *OptionalObject)
 
void PreBeginPlay ()
 
class APlayerController * GetALocalPlayerController ()
 
void LocalPlayerControllers (class UClass *BaseClass, class APlayerController **PC)
 
void AllOwnedComponents (class UClass *BaseClass, class UActorComponent **OutComponent)
 
void ComponentList (class UClass *BaseClass, class UActorComponent **out_Component)
 
void OverlappingActors (class UClass *BaseClass, float Radius, const struct FVector &Loc, bool bIgnoreHidden, class AActor **out_Actor)
 
void CollidingActors (class UClass *BaseClass, float Radius, const struct FVector &Loc, bool bUseOverlapCheck, class UClass *InterfaceClass, class AActor **Actor, struct FTraceHitInfo *HitInfo)
 
void VisibleCollidingActors (class UClass *BaseClass, float Radius, const struct FVector &Loc, bool bIgnoreHidden, const struct FVector &Extent, bool bTraceActors, class UClass *InterfaceClass, class AActor **Actor, struct FTraceHitInfo *HitInfo)
 
void VisibleActors (class UClass *BaseClass, float Radius, const struct FVector &Loc, class AActor **Actor)
 
void TraceActors (class UClass *BaseClass, const struct FVector &End, const struct FVector &Start, const struct FVector &Extent, int ExtraTraceFlags, class AActor **Actor, struct FVector *HitLoc, struct FVector *HitNorm, struct FTraceHitInfo *HitInfo)
 
void TouchingActors (class UClass *BaseClass, class AActor **Actor)
 
void BasedActors (class UClass *BaseClass, class AActor **Actor)
 
void ChildActors (class UClass *BaseClass, class AActor **Actor)
 
void DynamicActors (class UClass *BaseClass, class UClass *InterfaceClass, class AActor **Actor)
 
void AllActors (class UClass *BaseClass, class UClass *InterfaceClass, class AActor **Actor)
 
struct FString GetURLMap ()
 
void PostTeleport (class ATeleporter *OutTeleporter)
 
bool PreTeleport (class ATeleporter *InTeleporter)
 
struct FVector GetDestination (class AController *C)
 
bool CalculateMinSpeedTrajectory (const struct FVector &End, const struct FVector &Start, float MaxTossSpeed, float MinTossSpeed, const struct FVector &CollisionSize, float TerminalVelocity, float GravityZ, bool bOnlyTraceUp, struct FVector *out_Velocity)
 
bool SuggestTossVelocity (const struct FVector &Destination, const struct FVector &Start, float TossSpeed, float BaseTossZ, float DesiredZPct, const struct FVector &CollisionSize, float TerminalVelocity, float OverrideGravityZ, bool bOnlyTraceUp, struct FVector *TossVelocity)
 
bool PlayerCanSeeMe (bool bForceLOSCheck)
 
void MakeNoise (float Loudness, const struct FName &NoiseType)
 
void ActivateOcclusion (bool bInActivate)
 
void PostTrigger (const struct FName &InTrigger)
 
void SetSwitch (const struct FName &InSwitchGroup, const struct FName &InSwitch)
 
void SetState (const struct FName &InStateGroup, const struct FName &InState)
 
void SetRTPCValue (const struct FName &InRTPC, float targetvalue)
 
void PostAkEventOnBone (class UAkEvent *InAkEvent, const struct FName &BoneName)
 
void PostAkEvent (class UAkEvent *InAkEvent)
 
void PlaySoundBase (class UAkBaseSoundObject *InSoundCue, bool bNotReplicated, bool bNoRepToOwner, bool bStopWhenOwnerDestroyed, const struct FVector &SoundLocation, bool bNoRepToRelevant)
 
void PlayAkEvent (class UAkEvent *InSoundCue, bool bNotReplicated, bool bNoRepToOwner, bool bStopWhenOwnerDestroyed, const struct FVector &SoundLocation, bool bNoRepToRelevant)
 
void PlaySound (class USoundCue *InSoundCue, bool bNotReplicated, bool bNoRepToOwner, bool bStopWhenOwnerDestroyed, const struct FVector &SoundLocation, bool bNoRepToRelevant)
 
class UAudioComponent * CreateAudioComponent (class USoundCue *InSoundCue, bool bPlay, bool bStopWhenOwnerDestroyed, bool bUseLocation, const struct FVector &SourceLocation, bool bAttachToSelf)
 
void ResetTimerTimeDilation (const struct FName &TimerName, class UObject *inObj)
 
void ModifyTimerTimeDilation (const struct FName &TimerName, float InTimerTimeDilation, class UObject *inObj)
 
float GetRemainingTimeForTimer (const struct FName &TimerFuncName, class UObject *inObj)
 
float GetTimerRate (const struct FName &TimerFuncName, class UObject *inObj)
 
float GetTimerCount (const struct FName &inTimerFunc, class UObject *inObj)
 
bool IsTimerActive (const struct FName &inTimerFunc, class UObject *inObj)
 
void PauseTimer (bool bPause, const struct FName &inTimerFunc, class UObject *inObj)
 
void ClearAllTimers (class UObject *inObj)
 
void ClearTimer (const struct FName &inTimerFunc, class UObject *inObj)
 
void SetTimer (float InRate, bool inbLoop, const struct FName &inTimerFunc, class UObject *inObj)
 
void TornOff ()
 
bool Destroy ()
 
class AActor * Spawn (class UClass *SpawnClass, class AActor *SpawnOwner, const struct FName &SpawnTag, const struct FVector &SpawnLocation, const struct FRotator &SpawnRotation, class AActor *ActorTemplate, bool bNoCollisionFail)
 
bool IsBlockedBy (class AActor *Other)
 
void GetBoundingCylinder (float *CollisionRadius, float *CollisionHeight)
 
void GetComponentsBoundingBox (struct FBox *ActorBox)
 
bool IsOverlapping (class AActor *A)
 
bool ContainsPoint (const struct FVector &Spot)
 
bool FindSpot (const struct FVector &BoxExtent, struct FVector *SpotLocation)
 
bool TraceAllPhysicsAssetInteractions (class USkeletalMeshComponent *SkelMeshComp, const struct FVector &EndTrace, const struct FVector &StartTrace, const struct FVector &Extent, TArray< struct FImpactInfo > *out_Hits)
 
bool FastTrace (const struct FVector &TraceEnd, const struct FVector &TraceStart, const struct FVector &BoxExtent, bool bTraceBullet)
 
bool PointCheckComponent (class UPrimitiveComponent *InComponent, const struct FVector &PointLocation, const struct FVector &PointExtent)
 
bool TraceComponent (class UPrimitiveComponent *InComponent, const struct FVector &TraceEnd, const struct FVector &TraceStart, const struct FVector &Extent, bool bComplexCollision, struct FVector *HitLocation, struct FVector *HitNormal, struct FTraceHitInfo *HitInfo)
 
class AActor * Trace (const struct FVector &TraceEnd, const struct FVector &TraceStart, bool bTraceActors, const struct FVector &Extent, int ExtraTraceFlags, struct FVector *HitLocation, struct FVector *HitNormal, struct FTraceHitInfo *HitInfo)
 
void VolumeBasedDestroy (class APhysicsVolume *PV)
 
void OutsideWorldBounds ()
 
void FellOutOfWorld (class UClass *dmgType)
 
bool UsedBy (class APawn *User)
 
bool OverRotated (struct FRotator *out_Desired, struct FRotator *out_Actual)
 
bool ClampRotation (const struct FRotator &rBase, const struct FRotator &rUpperLimits, const struct FRotator &rLowerLimits, struct FRotator *out_Rot)
 
void OnSleepRBPhysics ()
 
void OnWakeRBPhysics ()
 
void RanInto (class AActor *Other)
 
void EncroachedBy (class AActor *Other)
 
bool EncroachingOn (class AActor *Other)
 
void CollisionChanged ()
 
class AActor * SpecialHandling (class APawn *Other)
 
void Detach (class AActor *Other)
 
void Attach (class AActor *Other)
 
void BaseChange ()
 
void Bump (class AActor *Other, class UPrimitiveComponent *OtherComp, const struct FVector &HitNormal)
 
void UnTouch (class AActor *Other)
 
void PostTouch (class AActor *Other)
 
void Touch (class AActor *Other, class UPrimitiveComponent *OtherComp, const struct FVector &HitLocation, const struct FVector &HitNormal)
 
void PhysicsVolumeChange (class APhysicsVolume *NewVolume)
 
void Landed (const struct FVector &HitNormal, class AActor *FloorActor)
 
void Falling ()
 
void HitWall (const struct FVector &HitNormal, class AActor *Wall, class UPrimitiveComponent *WallComp)
 
void Timer ()
 
void Tick (float DeltaTime)
 
void LostChild (class AActor *Other)
 
void GainedChild (class AActor *Other)
 
void Destroyed ()
 
void SetTickIsDisabled (bool bInDisabled)
 
void SetTickGroup (TEnumAsByte< ETickingGroup > NewTickGroup)
 
void ReattachComponent (class UActorComponent *ComponentToReattach)
 
void DetachComponent (class UActorComponent *ExComponent)
 
void AttachComponent (class UActorComponent *NewComponent)
 
void UnClock (float *Time)
 
void Clock (float *Time)
 
void SetPhysics (TEnumAsByte< EPhysics > newPhysics)
 
void SetOnlyOwnerSee (bool bNewOnlyOwnerSee)
 
void SetHidden (bool bNewHidden)
 
void ChartData (const struct FString &DataName, float DataValue)
 
void STATIC_FlushDebugStrings ()
 
void STATIC_DrawDebugFrustrum (unsigned char R, unsigned char G, unsigned char B, bool bPersistentLines, struct FMatrix *FrustumToWorld)
 
void STATIC_DrawDebugString (const struct FVector &TextLocation, const struct FString &Text, class AActor *TestBaseActor, const struct FColor &TextColor, float Duration)
 
void STATIC_DrawDebugCone (const struct FVector &Origin, const struct FVector &Direction, float Length, float AngleWidth, float AngleHeight, int NumSides, const struct FColor &DrawColor, bool bPersistentLines)
 
void STATIC_DrawDebugCylinder (const struct FVector &Start, const struct FVector &End, float Radius, int Segments, unsigned char R, unsigned char G, unsigned char B, bool bPersistentLines)
 
void STATIC_DrawDebugSphere (const struct FVector &Center, float Radius, int Segments, unsigned char R, unsigned char G, unsigned char B, bool bPersistentLines)
 
void STATIC_DrawDebugCoordinateSystem (const struct FVector &AxisLoc, const struct FRotator &AxisRot, float Scale, bool bPersistentLines)
 
void STATIC_DrawDebugStar (const struct FVector &Position, float Size, unsigned char R, unsigned char G, unsigned char B, bool bPersistentLines)
 
void STATIC_DrawDebugBox (const struct FVector &Center, const struct FVector &Extent, unsigned char R, unsigned char G, unsigned char B, bool bPersistentLines)
 
void STATIC_DrawDebugPoint (const struct FVector &Position, float Size, const struct FLinearColor &PointColor, bool bPersistentLines)
 
void STATIC_DrawDebugLine (const struct FVector &LineStart, const struct FVector &LineEnd, unsigned char R, unsigned char G, unsigned char B, bool bPersistentLines)
 
void STATIC_FlushPersistentDebugLines ()
 
struct FVector STATIC_GetBasedPosition (const struct FBasedPosition &BP)
 
void STATIC_SetBasedPosition (const struct FVector &pos, class AActor *ForcedBase, struct FBasedPosition *BP)
 
struct FVector STATIC_BP2Vect (const struct FBasedPosition &BP)
 
void STATIC_Vect2BP (const struct FVector &pos, class AActor *ForcedBase, struct FBasedPosition *BP)
 
void SetForcedInitialReplicatedProperty (class UProperty *PropToReplicate, bool bAdd)
 
void ReplicatedEvent (const struct FName &VarName)
 
struct FVector GetAggregateBaseVelocity (class AActor *TestBase)
 
bool IsOwnedBy (class AActor *TestActor)
 
class AActor * GetBaseMost ()
 
bool IsBasedOn (class AActor *TestActor)
 
void SearchForBaseBelow (float HeightBelow, class AActor **NewBase, struct FVector *HitNormal)
 
void FindBase ()
 
void SetOwner (class AActor *NewOwner)
 
void SetBase (class AActor *NewBase, const struct FVector &NewFloor, class USkeletalMeshComponent *SkelComp, const struct FName &AttachName)
 
float GetTerminalVelocity ()
 
void AutonomousPhysics (float DeltaSeconds)
 
bool MoveSmooth (const struct FVector &Delta)
 
int fixedTurn (int Current, int Desired, int DeltaRate)
 
void SetShadowParentOnAllAttachedComponents (class UPrimitiveComponent *MyPrimComp, class ULightEnvironmentComponent *MyLightEnv)
 
void SetHardAttach (bool bNewHardAttach)
 
bool SetRelativeLocation (const struct FVector &NewLocation)
 
bool SetRelativeRotation (const struct FRotator &NewRotation)
 
void SetZone (bool bForceRefresh)
 
TEnumAsByte< EMoveDir > MovingWhichWay (float *Amount)
 
bool SetRotation (const struct FRotator &NewRotation)
 
bool SetLocation (const struct FVector &NewLocation)
 
bool Move (const struct FVector &Delta)
 
void SetDrawScale3D (const struct FVector &NewScale3D)
 
void SetDrawScale (float NewScale)
 
void SetCollisionType (TEnumAsByte< ECollisionType > NewCollisionType)
 
void SetCollisionSize (float NewRadius, float NewHeight)
 
void SetCollision (bool bNewColActors, bool bNewBlockActors, bool bNewIgnoreEncroachers)
 
void FinishAnim (class UAnimNodeSequence *SeqNode, bool bFinishOnBlendOut)
 
void Sleep (float Seconds)
 
struct FString ConsoleCommand (const struct FString &Command, bool bWriteToLog)
 
void ForceUpdateComponents (bool bCollisionUpdate, bool bTransformOnly)
 
- Public Member Functions inherited from SDK::UObject
std::string UObject::GetName () const
 
std::string GetFullName () const
 
bool IsA (UClass *cmp) const
 
void ProcessEvent (class UFunction *function, void *parms)
 
void STATIC_ProfNodeEvent (const struct FString &EventName)
 
void STATIC_ProfNodeSetDepthThreshold (int Depth)
 
void STATIC_ProfNodeSetTimeThresholdSeconds (float Threshold)
 
void STATIC_ProfNodeStop (int AssumedTimerIndex)
 
int STATIC_ProfNodeStart (const struct FString &TimerName)
 
struct FString STATIC_GetStringFromGuid (struct FGuid *InGuid)
 
struct FGuid STATIC_GetGuidFromString (struct FString *InGuidString)
 
struct FGuid STATIC_CreateGuid ()
 
bool STATIC_IsGuidValid (struct FGuid *InGuid)
 
void STATIC_InvalidateGuid (struct FGuid *InGuid)
 
struct FString STATIC_GetLanguage ()
 
int GetRandomOptionSumFrequency (TArray< float > *FreqList)
 
int GetBuildChangelistNumber ()
 
int GetEngineVersion ()
 
void GetSystemTime (int *Year, int *Month, int *DayOfWeek, int *Day, int *Hour, int *Min, int *Sec, int *MSec)
 
struct FString TimeStamp ()
 
struct FVector TransformVectorByRotation (const struct FRotator &SourceRotation, const struct FVector &SourceVector, bool bInverse)
 
struct FName GetPackageName ()
 
bool IsPendingKill ()
 
float ByteToFloat (unsigned char inputByte, bool bSigned)
 
unsigned char FloatToByte (float inputFloat, bool bSigned)
 
float STATIC_UnwindHeading (float A)
 
float STATIC_FindDeltaAngle (float A1, float A2)
 
float STATIC_GetHeadingAngle (const struct FVector &Dir)
 
void STATIC_GetAngularDegreesFromRadians (struct FVector2D *OutFOV)
 
void STATIC_GetAngularFromDotDist (const struct FVector2D &DotDist, struct FVector2D *OutAngDist)
 
bool STATIC_GetAngularDistance (const struct FVector &Direction, const struct FVector &AxisX, const struct FVector &AxisY, const struct FVector &AxisZ, struct FVector2D *OutAngularDist)
 
bool STATIC_GetDotDistance (const struct FVector &Direction, const struct FVector &AxisX, const struct FVector &AxisY, const struct FVector &AxisZ, struct FVector2D *OutDotDist)
 
struct FVector STATIC_PointProjectToPlane (const struct FVector &Point, const struct FVector &A, const struct FVector &B, const struct FVector &C)
 
float PointDistToPlane (const struct FVector &Point, const struct FRotator &Orientation, const struct FVector &Origin, struct FVector *out_ClosestPoint)
 
float PointDistToSegment (const struct FVector &Point, const struct FVector &StartPoint, const struct FVector &EndPoint, struct FVector *OutClosestPoint)
 
float PointDistToLine (const struct FVector &Point, const struct FVector &Line, const struct FVector &Origin, struct FVector *OutClosestPoint)
 
bool STATIC_GetPerObjectConfigSections (class UClass *SearchClass, class UObject *ObjectOuter, int MaxResults, TArray< struct FString > *out_SectionNames)
 
void STATIC_ImportJSON (const struct FString &PropertyName, struct FString *JSON)
 
void STATIC_StaticSaveConfig ()
 
void SaveConfig ()
 
class UObject * STATIC_FindObject (const struct FString &ObjectName, class UClass *ObjectClass)
 
class UObject * STATIC_DynamicLoadObject (const struct FString &ObjectName, class UClass *ObjectClass, bool MayFail)
 
int STATIC_EnumFromString (class UObject *E, const struct FName &ValueName)
 
struct FName STATIC_GetEnum (class UObject *E, int I)
 
void Disable (const struct FName &ProbeFunc)
 
void Enable (const struct FName &ProbeFunc)
 
void ContinuedState ()
 
void PausedState ()
 
void PoppedState ()
 
void PushedState ()
 
void EndState (const struct FName &NextStateName)
 
void BeginState (const struct FName &PreviousStateName)
 
void DumpStateStack ()
 
void PopState (bool bPopAll)
 
void PushState (const struct FName &NewState, const struct FName &NewLabel)
 
struct FName GetStateName ()
 
bool IsChildState (const struct FName &TestState, const struct FName &TestParentState)
 
bool IsInState (const struct FName &TestState, bool bTestStateStack)
 
void GotoState (const struct FName &NewState, const struct FName &Label, bool bForceEvents, bool bKeepStack)
 
bool STATIC_IsUTracing ()
 
void STATIC_SetUTracing (bool bShouldUTrace)
 
struct FName STATIC_GetFuncName ()
 
void STATIC_DebugBreak (int UserFlags, TEnumAsByte< EDebugBreakType > DebuggerType)
 
struct FString STATIC_GetScriptTrace ()
 
void STATIC_ScriptTrace ()
 
struct FString STATIC_ParseLocalizedPropertyPath (const struct FString &PathName)
 
struct FString STATIC_Localize (const struct FString &SectionName, const struct FString &KeyName, const struct FString &PackageName)
 
void STATIC_WarnInternal (const struct FString &S)
 
void STATIC_LogInternal (const struct FString &S, const struct FName &Tag)
 
struct FLinearColor STATIC_Subtract_LinearColorLinearColor (const struct FLinearColor &A, const struct FLinearColor &B)
 
struct FLinearColor STATIC_Multiply_LinearColorFloat (const struct FLinearColor &LC, float Mult)
 
struct FLinearColor STATIC_ColorToLinearColor (const struct FColor &OldColor)
 
struct FLinearColor STATIC_MakeLinearColor (float R, float G, float B, float A)
 
struct FColor STATIC_LerpColor (const struct FColor &A, const struct FColor &B, float Alpha)
 
struct FColor STATIC_MakeColor (unsigned char R, unsigned char G, unsigned char B, unsigned char A)
 
struct FColor STATIC_Add_ColorColor (const struct FColor &A, const struct FColor &B)
 
struct FColor STATIC_Multiply_ColorFloat (const struct FColor &A, float B)
 
struct FColor STATIC_Multiply_FloatColor (float A, const struct FColor &B)
 
struct FColor STATIC_Subtract_ColorColor (const struct FColor &A, const struct FColor &B)
 
struct FVector2D STATIC_EvalInterpCurveVector2D (float InVal, struct FInterpCurveVector2D *Vector2DCurve)
 
struct FVector STATIC_EvalInterpCurveVector (float InVal, struct FInterpCurveVector *VectorCurve)
 
float STATIC_EvalInterpCurveFloat (float InVal, struct FInterpCurveFloat *FloatCurve)
 
struct FVector2D STATIC_vect2d (float InX, float InY)
 
float STATIC_GetMappedRangeValue (const struct FVector2D &InputRange, const struct FVector2D &OutputRange, float Value)
 
float STATIC_GetRangePctByValue (const struct FVector2D &Range, float Value)
 
float STATIC_GetRangeValueByPct (const struct FVector2D &Range, float Pct)
 
struct FVector2D STATIC_SubtractEqual_Vector2DVector2D (const struct FVector2D &B, struct FVector2D *A)
 
struct FVector2D STATIC_AddEqual_Vector2DVector2D (const struct FVector2D &B, struct FVector2D *A)
 
struct FVector2D STATIC_DivideEqual_Vector2DFloat (float B, struct FVector2D *A)
 
struct FVector2D STATIC_MultiplyEqual_Vector2DFloat (float B, struct FVector2D *A)
 
struct FVector2D STATIC_Divide_Vector2DFloat (const struct FVector2D &A, float B)
 
struct FVector2D STATIC_Multiply_Vector2DFloat (const struct FVector2D &A, float B)
 
struct FVector2D STATIC_Subtract_Vector2DVector2D (const struct FVector2D &A, const struct FVector2D &B)
 
struct FVector2D STATIC_Add_Vector2DVector2D (const struct FVector2D &A, const struct FVector2D &B)
 
struct FQuat STATIC_Subtract_QuatQuat (const struct FQuat &A, const struct FQuat &B)
 
struct FQuat STATIC_Add_QuatQuat (const struct FQuat &A, const struct FQuat &B)
 
struct FQuat STATIC_QuatSlerp (const struct FQuat &A, const struct FQuat &B, float Alpha, bool bShortestPath)
 
struct FRotator STATIC_QuatToRotator (const struct FQuat &A)
 
struct FQuat STATIC_QuatFromRotator (const struct FRotator &A)
 
struct FQuat STATIC_QuatFromAxisAndAngle (const struct FVector &Axis, float Angle)
 
struct FQuat STATIC_QuatFindBetween (const struct FVector &A, const struct FVector &B)
 
struct FVector STATIC_QuatRotateVector (const struct FQuat &A, const struct FVector &B)
 
struct FQuat STATIC_QuatInvert (const struct FQuat &A)
 
float STATIC_QuatDot (const struct FQuat &A, const struct FQuat &B)
 
struct FQuat STATIC_QuatProduct (const struct FQuat &A, const struct FQuat &B)
 
struct FVector STATIC_MatrixGetAxis (const struct FMatrix &TM, TEnumAsByte< EAxis > Axis)
 
struct FVector STATIC_MatrixGetOrigin (const struct FMatrix &TM)
 
struct FRotator STATIC_MatrixGetRotator (const struct FMatrix &TM)
 
struct FMatrix STATIC_MakeRotationMatrix (const struct FRotator &Rotation)
 
struct FMatrix STATIC_MakeRotationTranslationMatrix (const struct FVector &Translation, const struct FRotator &Rotation)
 
struct FVector STATIC_InverseTransformNormal (const struct FMatrix &TM, const struct FVector &A)
 
struct FVector STATIC_TransformNormal (const struct FMatrix &TM, const struct FVector &A)
 
struct FVector STATIC_InverseTransformVector (const struct FMatrix &TM, const struct FVector &A)
 
struct FVector STATIC_TransformVector (const struct FMatrix &TM, const struct FVector &A)
 
struct FMatrix STATIC_Multiply_MatrixMatrix (const struct FMatrix &A, const struct FMatrix &B)
 
bool STATIC_NotEqual_NameName (const struct FName &A, const struct FName &B)
 
bool STATIC_EqualEqual_NameName (const struct FName &A, const struct FName &B)
 
bool IsA (const struct FName &ClassName)
 
bool STATIC_ClassIsChildOf (class UClass *TestClass, class UClass *ParentClass)
 
bool STATIC_NotEqual_InterfaceInterface (const TScriptInterface< class UInterface > &A, const TScriptInterface< class UInterface > &B)
 
bool STATIC_EqualEqual_InterfaceInterface (const TScriptInterface< class UInterface > &A, const TScriptInterface< class UInterface > &B)
 
bool STATIC_NotEqual_ObjectObject (class UObject *A, class UObject *B)
 
bool STATIC_EqualEqual_ObjectObject (class UObject *A, class UObject *B)
 
struct FString STATIC_PathName (class UObject *CheckObject)
 
TArray< struct FString > STATIC_SplitString (const struct FString &Source, const struct FString &Delimiter, bool bCullEmpty)
 
void STATIC_ParseStringIntoArray (const struct FString &BaseString, const struct FString &delim, bool bCullEmpty, TArray< struct FString > *Pieces)
 
void STATIC_JoinArray (TArray< struct FString > StringArray, const struct FString &delim, bool bIgnoreBlanks, struct FString *out_Result)
 
struct FString STATIC_GetRightMost (const struct FString &Text)
 
struct FString STATIC_Split (const struct FString &Text, const struct FString &SplitStr, bool bOmitSplitStr)
 
struct FString STATIC_Repl (const struct FString &Src, const struct FString &Match, const struct FString &With, bool bCaseSensitive)
 
int STATIC_Asc (const struct FString &S)
 
struct FString STATIC_Chr (int I)
 
struct FString STATIC_Locs (const struct FString &S)
 
struct FString STATIC_Caps (const struct FString &S)
 
struct FString STATIC_Right (const struct FString &S, int I)
 
struct FString STATIC_Left (const struct FString &S, int I)
 
struct FString STATIC_Mid (const struct FString &S, int I, int J)
 
int STATIC_InStr (const struct FString &S, const struct FString &T, bool bSearchFromRight, bool bIgnoreCase, int StartPos)
 
int STATIC_Len (const struct FString &S)
 
struct FString STATIC_SubtractEqual_StrStr (const struct FString &B, struct FString *A)
 
struct FString STATIC_AtEqual_StrStr (const struct FString &B, struct FString *A)
 
struct FString STATIC_ConcatEqual_StrStr (const struct FString &B, struct FString *A)
 
bool STATIC_ComplementEqual_StrStr (const struct FString &A, const struct FString &B)
 
bool STATIC_NotEqual_StrStr (const struct FString &A, const struct FString &B)
 
bool STATIC_EqualEqual_StrStr (const struct FString &A, const struct FString &B)
 
bool STATIC_GreaterEqual_StrStr (const struct FString &A, const struct FString &B)
 
bool STATIC_LessEqual_StrStr (const struct FString &A, const struct FString &B)
 
bool STATIC_Greater_StrStr (const struct FString &A, const struct FString &B)
 
bool STATIC_Less_StrStr (const struct FString &A, const struct FString &B)
 
struct FString STATIC_At_StrStr (const struct FString &A, const struct FString &B)
 
struct FString STATIC_Concat_StrStr (const struct FString &A, const struct FString &B)
 
struct FRotator STATIC_MakeRotator (int Pitch, int Yaw, int Roll)
 
bool STATIC_SClampRotAxis (float DeltaTime, int ViewAxis, int MaxLimit, int MinLimit, float InterpolationSpeed, int *out_DeltaViewAxis)
 
int STATIC_ClampRotAxisFromRange (int Current, int Min, int Max)
 
int STATIC_ClampRotAxisFromBase (int Current, int Center, int MaxDelta)
 
void STATIC_ClampRotAxis (int ViewAxis, int MaxLimit, int MinLimit, int *out_DeltaViewAxis)
 
float STATIC_RSize (const struct FRotator &R)
 
float STATIC_RDiff (const struct FRotator &A, const struct FRotator &B)
 
int STATIC_NormalizeRotAxis (int Angle)
 
struct FRotator STATIC_RInterpTo (const struct FRotator &Current, const struct FRotator &Target, float DeltaTime, float InterpSpeed, bool bConstantInterpSpeed)
 
struct FRotator STATIC_RTransform (const struct FRotator &R, const struct FRotator &RBasis)
 
struct FRotator STATIC_RLerp (const struct FRotator &A, const struct FRotator &B, float Alpha, bool bShortestPath)
 
struct FRotator STATIC_Normalize (const struct FRotator &Rot)
 
struct FRotator STATIC_OrthoRotation (const struct FVector &X, const struct FVector &Y, const struct FVector &Z)
 
struct FRotator STATIC_RotRand (bool bRoll)
 
struct FVector STATIC_GetRotatorAxis (const struct FRotator &A, int Axis)
 
void STATIC_GetUnAxes (const struct FRotator &A, struct FVector *X, struct FVector *Y, struct FVector *Z)
 
void STATIC_GetAxes (const struct FRotator &A, struct FVector *X, struct FVector *Y, struct FVector *Z)
 
bool STATIC_ClockwiseFrom_IntInt (int A, int B)
 
struct FRotator STATIC_SubtractEqual_RotatorRotator (const struct FRotator &B, struct FRotator *A)
 
struct FRotator STATIC_AddEqual_RotatorRotator (const struct FRotator &B, struct FRotator *A)
 
struct FRotator STATIC_Subtract_RotatorRotator (const struct FRotator &A, const struct FRotator &B)
 
struct FRotator STATIC_Add_RotatorRotator (const struct FRotator &A, const struct FRotator &B)
 
struct FRotator STATIC_DivideEqual_RotatorFloat (float B, struct FRotator *A)
 
struct FRotator STATIC_MultiplyEqual_RotatorFloat (float B, struct FRotator *A)
 
struct FRotator STATIC_Divide_RotatorFloat (const struct FRotator &A, float B)
 
struct FRotator STATIC_Multiply_FloatRotator (float A, const struct FRotator &B)
 
struct FRotator STATIC_Multiply_RotatorFloat (const struct FRotator &A, float B)
 
bool STATIC_NotEqual_RotatorRotator (const struct FRotator &A, const struct FRotator &B)
 
bool STATIC_EqualEqual_RotatorRotator (const struct FRotator &A, const struct FRotator &B)
 
bool InCylinder (const struct FVector &Origin, const struct FRotator &Dir, float Width, const struct FVector &A, bool bIgnoreZ)
 
float STATIC_NoZDot (const struct FVector &A, const struct FVector &B)
 
struct FVector STATIC_ClampLength (const struct FVector &V, float MaxLength)
 
struct FVector STATIC_VInterpTo (const struct FVector &Current, const struct FVector &Target, float DeltaTime, float InterpSpeed)
 
bool STATIC_IsZero (const struct FVector &A)
 
struct FVector STATIC_ProjectOnTo (const struct FVector &X, const struct FVector &Y)
 
struct FVector STATIC_MirrorVectorByNormal (const struct FVector &InVect, const struct FVector &InNormal)
 
struct FVector STATIC_VRandCone2 (const struct FVector &Dir, float HorizontalConeHalfAngleRadians, float VerticalConeHalfAngleRadians)
 
struct FVector STATIC_VRandCone (const struct FVector &Dir, float ConeHalfAngleRadians)
 
struct FVector STATIC_VRand ()
 
struct FVector STATIC_VLerp (const struct FVector &A, const struct FVector &B, float Alpha)
 
struct FVector STATIC_Normal2D (const struct FVector &A)
 
struct FVector STATIC_Normal (const struct FVector &A)
 
float STATIC_VSizeSq2D (const struct FVector &A)
 
float STATIC_VSizeSq (const struct FVector &A)
 
float STATIC_VSize2D (const struct FVector &A)
 
float STATIC_VSize (const struct FVector &A)
 
struct FVector STATIC_SubtractEqual_VectorVector (const struct FVector &B, struct FVector *A)
 
struct FVector STATIC_AddEqual_VectorVector (const struct FVector &B, struct FVector *A)
 
struct FVector STATIC_DivideEqual_VectorFloat (float B, struct FVector *A)
 
struct FVector STATIC_MultiplyEqual_VectorVector (const struct FVector &B, struct FVector *A)
 
struct FVector STATIC_MultiplyEqual_VectorFloat (float B, struct FVector *A)
 
struct FVector STATIC_Cross_VectorVector (const struct FVector &A, const struct FVector &B)
 
float STATIC_Dot_VectorVector (const struct FVector &A, const struct FVector &B)
 
bool STATIC_NotEqual_VectorVector (const struct FVector &A, const struct FVector &B)
 
bool STATIC_EqualEqual_VectorVector (const struct FVector &A, const struct FVector &B)
 
struct FVector STATIC_GreaterGreater_VectorRotator (const struct FVector &A, const struct FRotator &B)
 
struct FVector STATIC_LessLess_VectorRotator (const struct FVector &A, const struct FRotator &B)
 
struct FVector STATIC_Subtract_VectorVector (const struct FVector &A, const struct FVector &B)
 
struct FVector STATIC_Add_VectorVector (const struct FVector &A, const struct FVector &B)
 
struct FVector STATIC_Divide_VectorFloat (const struct FVector &A, float B)
 
struct FVector STATIC_Multiply_VectorVector (const struct FVector &A, const struct FVector &B)
 
struct FVector STATIC_Multiply_FloatVector (float A, const struct FVector &B)
 
struct FVector STATIC_Multiply_VectorFloat (const struct FVector &A, float B)
 
struct FVector STATIC_Subtract_PreVector (const struct FVector &A)
 
float STATIC_FInterpConstantTo (float Current, float Target, float DeltaTime, float InterpSpeed)
 
float STATIC_FInterpTo (float Current, float Target, float DeltaTime, float InterpSpeed)
 
float STATIC_FPctByRange (float Value, float InMin, float InMax)
 
float STATIC_RandRange (float InMin, float InMax)
 
float STATIC_FInterpEaseInOut (float A, float B, float Alpha, float Exp)
 
float STATIC_FInterpEaseOut (float A, float B, float Alpha, float Exp)
 
float STATIC_FInterpEaseIn (float A, float B, float Alpha, float Exp)
 
float STATIC_FCubicInterp (float P0, float T0, float P1, float T1, float A)
 
int STATIC_FCeil (float A)
 
int STATIC_FFloor (float A)
 
int STATIC_Round (float A)
 
float STATIC_Lerp (float A, float B, float Alpha)
 
float STATIC_FClamp (float V, float A, float B)
 
float STATIC_FMax (float A, float B)
 
float STATIC_FMin (float A, float B)
 
float STATIC_FRand ()
 
float STATIC_Square (float A)
 
float STATIC_Sqrt (float A)
 
float STATIC_Loge (float A)
 
float STATIC_Exp (float A)
 
float STATIC_Atan2 (float A, float B)
 
float STATIC_Atan (float A)
 
float STATIC_Tan (float A)
 
float STATIC_Acos (float A)
 
float STATIC_Cos (float A)
 
float STATIC_Asin (float A)
 
float STATIC_Sin (float A)
 
float STATIC_Abs (float A)
 
float STATIC_SubtractEqual_FloatFloat (float B, float *A)
 
float STATIC_AddEqual_FloatFloat (float B, float *A)
 
float STATIC_DivideEqual_FloatFloat (float B, float *A)
 
float STATIC_MultiplyEqual_FloatFloat (float B, float *A)
 
bool STATIC_NotEqual_FloatFloat (float A, float B)
 
bool STATIC_ComplementEqual_FloatFloat (float A, float B)
 
bool STATIC_EqualEqual_FloatFloat (float A, float B)
 
bool STATIC_GreaterEqual_FloatFloat (float A, float B)
 
bool STATIC_LessEqual_FloatFloat (float A, float B)
 
bool STATIC_Greater_FloatFloat (float A, float B)
 
bool STATIC_Less_FloatFloat (float A, float B)
 
float STATIC_Subtract_FloatFloat (float A, float B)
 
float STATIC_Add_FloatFloat (float A, float B)
 
float STATIC_Percent_FloatFloat (float A, float B)
 
float STATIC_Divide_FloatFloat (float A, float B)
 
float STATIC_Multiply_FloatFloat (float A, float B)
 
float STATIC_MultiplyMultiply_FloatFloat (float Base, float Exp)
 
float STATIC_Subtract_PreFloat (float A)
 
struct FString STATIC_ToHex (int A)
 
int STATIC_Clamp (int V, int A, int B)
 
int STATIC_Max (int A, int B)
 
int STATIC_Min (int A, int B)
 
int STATIC_Rand (int Max)
 
int STATIC_SubtractSubtract_Int (int *A)
 
int STATIC_AddAdd_Int (int *A)
 
int STATIC_SubtractSubtract_PreInt (int *A)
 
int STATIC_AddAdd_PreInt (int *A)
 
int STATIC_SubtractEqual_IntInt (int B, int *A)
 
int STATIC_AddEqual_IntInt (int B, int *A)
 
int STATIC_DivideEqual_IntFloat (float B, int *A)
 
int STATIC_MultiplyEqual_IntFloat (float B, int *A)
 
int STATIC_Or_IntInt (int A, int B)
 
int STATIC_Xor_IntInt (int A, int B)
 
int STATIC_And_IntInt (int A, int B)
 
bool STATIC_NotEqual_IntInt (int A, int B)
 
bool STATIC_EqualEqual_IntInt (int A, int B)
 
bool STATIC_GreaterEqual_IntInt (int A, int B)
 
bool STATIC_LessEqual_IntInt (int A, int B)
 
bool STATIC_Greater_IntInt (int A, int B)
 
bool STATIC_Less_IntInt (int A, int B)
 
int STATIC_GreaterGreaterGreater_IntInt (int A, int B)
 
int STATIC_GreaterGreater_IntInt (int A, int B)
 
int STATIC_LessLess_IntInt (int A, int B)
 
int STATIC_Subtract_IntInt (int A, int B)
 
int STATIC_Add_IntInt (int A, int B)
 
int STATIC_Percent_IntInt (int A, int B)
 
int STATIC_Divide_IntInt (int A, int B)
 
int STATIC_Multiply_IntInt (int A, int B)
 
int STATIC_Subtract_PreInt (int A)
 
int STATIC_Complement_PreInt (int A)
 
unsigned char STATIC_SubtractSubtract_Byte (unsigned char *A)
 
unsigned char STATIC_AddAdd_Byte (unsigned char *A)
 
unsigned char STATIC_SubtractSubtract_PreByte (unsigned char *A)
 
unsigned char STATIC_AddAdd_PreByte (unsigned char *A)
 
unsigned char STATIC_SubtractEqual_ByteByte (unsigned char B, unsigned char *A)
 
unsigned char STATIC_AddEqual_ByteByte (unsigned char B, unsigned char *A)
 
unsigned char STATIC_DivideEqual_ByteByte (unsigned char B, unsigned char *A)
 
unsigned char STATIC_MultiplyEqual_ByteFloat (float B, unsigned char *A)
 
unsigned char STATIC_MultiplyEqual_ByteByte (unsigned char B, unsigned char *A)
 
bool STATIC_OrOr_BoolBool (bool A, bool B)
 
bool STATIC_XorXor_BoolBool (bool A, bool B)
 
bool STATIC_AndAnd_BoolBool (bool A, bool B)
 
bool STATIC_NotEqual_BoolBool (bool A, bool B)
 
bool STATIC_EqualEqual_BoolBool (bool A, bool B)
 
bool STATIC_Not_PreBool (bool A)
 

Static Public Member Functions

static UClass * StaticClass ()
 
- Static Public Member Functions inherited from SDK::UObject
static TArray< UObject * > & GetGlobalObjects ()
 
template<typename T >
static T * FindObject (const std::string &name)
 
static UClass * FindClass (const std::string &name)
 
template<typename T >
static T * GetObjectCasted (std::size_t index)
 
static UClass * StaticClass ()
 

Public Attributes

TEnumAsByte< ETerrainCollisionType > TerrainColType
 
TEnumAsByte< EPhysics > Physics
 
TEnumAsByte< ENetRole > RemoteRole
 
TEnumAsByte< ENetRole > Role
 
TEnumAsByte< ECollisionType > CollisionType
 
TEnumAsByte< ECollisionType > ReplicatedCollisionType
 
unsigned char SkipCollidePawns
 
TEnumAsByte< ETickingGroup > TickGroup
 
struct FEFColOption ColOption
 
TArray< class UActorComponent * > Components
 
TArray< class UActorComponent * > AllComponents
 
struct FVector Location
 
struct FRotator Rotation
 
float DrawScale
 
struct FVector DrawScale3D
 
struct FVector PrePivot
 
struct FColor EditorIconColor
 
struct FRenderCommandFence DetachFence
 
float CustomTimeDilation
 
class AActor * Owner
 
class AActor * Base
 
TArray< struct FTimerData > Timers
 
unsigned long bStatic: 1
 
unsigned long bHidden: 1
 
unsigned long bNoDelete: 1
 
unsigned long bDeleteMe: 1
 
unsigned long bTicked: 1
 
unsigned long bOnlyOwnerSee: 1
 
unsigned long bTickIsDisabled: 1
 
unsigned long bWorldGeometry: 1
 
unsigned long bIgnoreRigidBodyPawns: 1
 
unsigned long bOrientOnSlope: 1
 
unsigned long bIgnoreEncroachers: 1
 
unsigned long bPushedByEncroachers: 1
 
unsigned long bDestroyedByInterpActor: 1
 
unsigned long bRouteBeginPlayEvenIfStatic: 1
 
unsigned long bIsMoving: 1
 
unsigned long bAlwaysEncroachCheck: 1
 
unsigned long bHasAlternateTargetLocation: 1
 
unsigned long bCanStepUpOn: 1
 
unsigned long bNetTemporary: 1
 
unsigned long bOnlyRelevantToOwner: 1
 
unsigned long bNetDirty: 1
 
unsigned long bAlwaysRelevant: 1
 
unsigned long bReplicateInstigator: 1
 
unsigned long bReplicateMovement: 1
 
unsigned long bSkipActorPropertyReplication: 1
 
unsigned long bUpdateSimulatedPosition: 1
 
unsigned long bTearOff: 1
 
unsigned long bOnlyDirtyReplication: 1
 
unsigned long bAllowFluidSurfaceInteraction: 1
 
unsigned long bDemoRecording: 1
 
unsigned long bDemoOwner: 1
 
unsigned long bForceDemoRelevant: 1
 
unsigned long bNetInitialRotation: 1
 
unsigned long bReplicateRigidBodyLocation: 1
 
unsigned long bKillDuringLevelTransition: 1
 
unsigned long bExchangedRoles: 1
 
unsigned long bConsiderAllStaticMeshComponentsForStreaming: 1
 
unsigned long bDebug: 1
 
unsigned long bPostRenderIfNotVisible: 1
 
unsigned long bForceNetUpdate: 1
 
unsigned long bPendingNetUpdate: 1
 
unsigned long bHardAttach: 1
 
unsigned long bIgnoreBaseRotation: 1
 
unsigned long bShadowParented: 1
 
unsigned long bSkipAttachedMoves: 1
 
unsigned long bCanBeAdheredTo: 1
 
unsigned long bCanBeFrictionedTo: 1
 
unsigned long bHurtEntry: 1
 
unsigned long bGameRelevant: 1
 
unsigned long bMovable: 1
 
unsigned long bDestroyInPainVolume: 1
 
unsigned long bCanBeDamaged: 1
 
unsigned long bShouldBaseAtStartup: 1
 
unsigned long bPendingDelete: 1
 
unsigned long bCanTeleport: 1
 
unsigned long bAlwaysTick: 1
 
unsigned long bBlocksNavigation: 1
 
unsigned long BlockRigidBody: 1
 
unsigned long bCollideWhenPlacing: 1
 
unsigned long bCollideActors: 1
 
unsigned long bCollideWorld: 1
 
unsigned long bCollideComplex: 1
 
unsigned long bBlockActors: 1
 
unsigned long bProjTarget: 1
 
unsigned long bBlocksTeleport: 1
 
unsigned long bMoveIgnoresDestruction: 1
 
unsigned long bProjectileMoveSingleBlocking: 1
 
unsigned long bNoEncroachCheck: 1
 
unsigned long bCollideAsEncroacher: 1
 
unsigned long bPhysRigidBodyOutOfWorldCheck: 1
 
unsigned long bComponentOutsideWorld: 1
 
unsigned long bForceOctreeSNFilter: 1
 
unsigned long bForceOctreeMNFilter: 1
 
unsigned long bRigidBodyWasAwake: 1
 
unsigned long bCallRigidBodyWakeEvents: 1
 
unsigned long bBounce: 1
 
unsigned long bJustTeleported: 1
 
unsigned long bEnableMobileTouch: 1
 
unsigned long bNetInitial: 1
 
unsigned long bNetOwner: 1
 
unsigned long bHiddenEd: 1
 
unsigned long bEditable: 1
 
unsigned long bHiddenEdGroup: 1
 
unsigned long bHiddenEdLayer: 1
 
unsigned long bHiddenEdCustom: 1
 
unsigned long bHiddenEdTemporary: 1
 
unsigned long bHiddenEdLevel: 1
 
unsigned long bHiddenEdScene: 1
 
unsigned long bEdShouldSnap: 1
 
unsigned long bTempEditor: 1
 
unsigned long bPathColliding: 1
 
unsigned long bPathTemp: 1
 
unsigned long bScriptInitialized: 1
 
unsigned long bLockLocation: 1
 
unsigned long bForceAllowKismetModification: 1
 
unsigned long bSelectInGame: 1
 
unsigned long bOverrideGlobalMaxDrawDistance: 1
 
unsigned long bExceptUnTouchActivate_BySeqEventTouch: 1
 
unsigned long bIgnoreShowByToggleHidden: 1
 
unsigned long bDebugEffectIsRelevant: 1
 
int SkelMeshCompTickTag
 
int NetTag
 
float NetUpdateTime
 
float NetUpdateFrequency
 
float NetPriority
 
float LastNetUpdateTime
 
float TimeSinceLastTick
 
class APawn * Instigator
 
class AWorldInfo * WorldInfo
 
float LifeSpan
 
float CreationTime
 
float LastRenderTime
 
struct FName Tag
 
struct FName InitialState
 
struct FName Layer
 
struct FName Group
 
struct FQWord HiddenEditorViews
 
TArray< class AActor * > Touching
 
TArray< class AActor * > Children
 
float LatentFloat
 
class UAnimNodeSequence * LatentSeqNode
 
class APhysicsVolume * PhysicsVolume
 
struct FVector Velocity
 
struct FVector Acceleration
 
struct FVector AngularVelocity
 
class USkeletalMeshComponent * BaseSkelComponent
 
struct FName BaseBoneName
 
TArray< class AActor * > Attached
 
struct FVector RelativeLocation
 
struct FRotator RelativeRotation
 
class UPrimitiveComponent * CollisionComponent
 
int OverlapTag
 
struct FRotator RotationRate
 
class AActor * PendingTouch
 
TArray< class UActorComponent * > AllAkComponents
 
struct FQWord EFObjectUid
 
struct FQWord PrimitiveRenderMask
 
struct FVector InterpRMTranslation
 
struct FRotator InterpRMRotation
 
class UClass * MessageClass
 
TArray< class UClass * > SupportedEvents
 
TArray< class USequenceEvent * > GeneratedEvents
 
TArray< class USeqAct_Latent * > LatentActions
 
- Public Attributes inherited from SDK::UObject
struct FPointer VfTableObject
 
struct FQWord ObjectFlags
 
struct FPointer StateFrame
 
class UObject * Linker
 
struct FPointer LinkerIndex
 
int ObjectInternalInteger
 
int NetIndex
 
class UObject * Outer
 
struct FName Name
 
class UClass * Class
 
class UObject * ObjectArchetype
 

Additional Inherited Members

- Static Public Attributes inherited from SDK::UObject
static TArray< UObject * > * GObjects
 

Member Function Documentation

◆ ActivateEventClass()

bool SDK::AActor::ActivateEventClass ( class UClass *  InClass,
class AActor *  InInstigator,
bool  bTest,
TArray< class USequenceEvent * > *  EventList,
TArray< int > *  ActivateIndices,
TArray< class USequenceEvent * > *  ActivatedEvents 
)

◆ ActivateOcclusion()

void SDK::AActor::ActivateOcclusion ( bool  bInActivate)

◆ ActorEffectIsRelevant()

bool SDK::AActor::ActorEffectIsRelevant ( class APawn *  EffectInstigator,
bool  bForceDedicated,
float  VisibleCullDistance,
float  HiddenCullDistance 
)

◆ AllActors()

void SDK::AActor::AllActors ( class UClass *  BaseClass,
class UClass *  InterfaceClass,
class AActor **  Actor 
)

◆ AllOwnedComponents()

void SDK::AActor::AllOwnedComponents ( class UClass *  BaseClass,
class UActorComponent **  OutComponent 
)

◆ AnimTreeUpdated()

void SDK::AActor::AnimTreeUpdated ( class USkeletalMeshComponent *  SkelMesh)

◆ ApplyFluidSurfaceContinuousForce()

void SDK::AActor::ApplyFluidSurfaceContinuousForce ( class AFluidSurfaceActor *  Fluid)

◆ ApplyFluidSurfaceImpact()

void SDK::AActor::ApplyFluidSurfaceImpact ( class AFluidSurfaceActor *  Fluid,
struct FVector *  HitLocation 
)

◆ Attach()

void SDK::AActor::Attach ( class AActor *  Other)

◆ AttachComponent()

void SDK::AActor::AttachComponent ( class UActorComponent *  NewComponent)

◆ AutonomousPhysics()

void SDK::AActor::AutonomousPhysics ( float  DeltaSeconds)

◆ BaseChange()

void SDK::AActor::BaseChange ( )

◆ BasedActors()

void SDK::AActor::BasedActors ( class UClass *  BaseClass,
class AActor **  Actor 
)

◆ BecomeViewTarget()

void SDK::AActor::BecomeViewTarget ( class APlayerController *  PC)

◆ BeginAnimControl()

void SDK::AActor::BeginAnimControl ( class UInterpGroup *  InInterpGroup)

◆ BroadcastLocalizedMessage()

void SDK::AActor::BroadcastLocalizedMessage ( class UClass *  InMessageClass,
int  Switch,
class APlayerReplicationInfo *  RelatedPRI_2,
class APlayerReplicationInfo *  RelatedPRI_3,
class UObject *  OptionalObject 
)

◆ BroadcastLocalizedTeamMessage()

void SDK::AActor::BroadcastLocalizedTeamMessage ( int  TeamIndex,
class UClass *  InMessageClass,
int  Switch,
class APlayerReplicationInfo *  RelatedPRI_2,
class APlayerReplicationInfo *  RelatedPRI_3,
class UObject *  OptionalObject 
)

◆ Bump()

void SDK::AActor::Bump ( class AActor *  Other,
class UPrimitiveComponent *  OtherComp,
const struct FVector &  HitNormal 
)

◆ CalcCamera()

bool SDK::AActor::CalcCamera ( float  fDeltaTime,
struct FVector *  out_CamLoc,
struct FRotator *  out_CamRot,
float *  out_FOV 
)

◆ CalculateMinSpeedTrajectory()

bool SDK::AActor::CalculateMinSpeedTrajectory ( const struct FVector &  End,
const struct FVector &  Start,
float  MaxTossSpeed,
float  MinTossSpeed,
const struct FVector &  CollisionSize,
float  TerminalVelocity,
float  GravityZ,
bool  bOnlyTraceUp,
struct FVector *  out_Velocity 
)

◆ CanActorPlayFaceFXAnim()

bool SDK::AActor::CanActorPlayFaceFXAnim ( )

◆ CanSplash()

bool SDK::AActor::CanSplash ( )

◆ ChartData()

void SDK::AActor::ChartData ( const struct FString &  DataName,
float  DataValue 
)

◆ CheckForErrors()

bool SDK::AActor::CheckForErrors ( )

◆ CheckHitInfo()

void SDK::AActor::CheckHitInfo ( class UPrimitiveComponent *  FallBackComponent,
const struct FVector &  Dir,
struct FTraceHitInfo *  HitInfo,
struct FVector *  out_HitLocation 
)

◆ ChildActors()

void SDK::AActor::ChildActors ( class UClass *  BaseClass,
class AActor **  Actor 
)

◆ ClampRotation()

bool SDK::AActor::ClampRotation ( const struct FRotator &  rBase,
const struct FRotator &  rUpperLimits,
const struct FRotator &  rLowerLimits,
struct FRotator *  out_Rot 
)

◆ ClearAllTimers()

void SDK::AActor::ClearAllTimers ( class UObject *  inObj)

◆ ClearLatentAction()

void SDK::AActor::ClearLatentAction ( class UClass *  actionClass,
bool  bAborted,
class USeqAct_Latent *  exceptionAction 
)

◆ ClearTimer()

void SDK::AActor::ClearTimer ( const struct FName &  inTimerFunc,
class UObject *  inObj 
)

◆ Clock()

void SDK::AActor::Clock ( float *  Time)

◆ CollidingActors()

void SDK::AActor::CollidingActors ( class UClass *  BaseClass,
float  Radius,
const struct FVector &  Loc,
bool  bUseOverlapCheck,
class UClass *  InterfaceClass,
class AActor **  Actor,
struct FTraceHitInfo *  HitInfo 
)

◆ CollisionChanged()

void SDK::AActor::CollisionChanged ( )

◆ ComponentList()

void SDK::AActor::ComponentList ( class UClass *  BaseClass,
class UActorComponent **  out_Component 
)

◆ ConsoleCommand()

struct FString SDK::AActor::ConsoleCommand ( const struct FString &  Command,
bool  bWriteToLog 
)

◆ ConstraintBrokenNotify()

void SDK::AActor::ConstraintBrokenNotify ( class AActor *  ConOwner,
class URB_ConstraintSetup *  ConSetup,
class URB_ConstraintInstance *  ConInstance 
)

◆ ContainsPoint()

bool SDK::AActor::ContainsPoint ( const struct FVector &  Spot)

◆ CreateAudioComponent()

class UAudioComponent* SDK::AActor::CreateAudioComponent ( class USoundCue *  InSoundCue,
bool  bPlay,
bool  bStopWhenOwnerDestroyed,
bool  bUseLocation,
const struct FVector &  SourceLocation,
bool  bAttachToSelf 
)

◆ CreateForceField()

bool SDK::AActor::CreateForceField ( class UAnimNotify_ForceField *  AnimNotifyData)

◆ DebugFreezeGame()

void SDK::AActor::DebugFreezeGame ( class AActor *  ActorToLookAt)

◆ DebugMessagePlayer()

void SDK::AActor::DebugMessagePlayer ( const struct FString &  msg)

◆ Destroy()

bool SDK::AActor::Destroy ( )

◆ Destroyed()

void SDK::AActor::Destroyed ( )

◆ Detach()

void SDK::AActor::Detach ( class AActor *  Other)

◆ DetachComponent()

void SDK::AActor::DetachComponent ( class UActorComponent *  ExComponent)

◆ DisplayDebug()

void SDK::AActor::DisplayDebug ( class AHUD *  HUD,
float *  out_YL,
float *  out_YPos 
)

◆ DoKismetAttachment()

void SDK::AActor::DoKismetAttachment ( class AActor *  Attachment,
class USeqAct_AttachToActor *  Action 
)

◆ DynamicActors()

void SDK::AActor::DynamicActors ( class UClass *  BaseClass,
class UClass *  InterfaceClass,
class AActor **  Actor 
)

◆ EffectIsRelevant()

bool SDK::AActor::EffectIsRelevant ( const struct FVector &  SpawnLocation,
bool  bForceDedicated,
float  VisibleCullDistance,
float  HiddenCullDistance 
)

◆ EncroachedBy()

void SDK::AActor::EncroachedBy ( class AActor *  Other)

◆ EncroachingOn()

bool SDK::AActor::EncroachingOn ( class AActor *  Other)

◆ EndViewTarget()

void SDK::AActor::EndViewTarget ( class APlayerController *  PC)

◆ Falling()

void SDK::AActor::Falling ( )

◆ FastTrace()

bool SDK::AActor::FastTrace ( const struct FVector &  TraceEnd,
const struct FVector &  TraceStart,
const struct FVector &  BoxExtent,
bool  bTraceBullet 
)

◆ FellOutOfWorld()

void SDK::AActor::FellOutOfWorld ( class UClass *  dmgType)

◆ FindBase()

void SDK::AActor::FindBase ( )

◆ FindEventsOfClass()

bool SDK::AActor::FindEventsOfClass ( class UClass *  EventClass,
bool  bIncludeDisabled,
TArray< class USequenceEvent * > *  out_EventList 
)

◆ FindGoodEndView()

void SDK::AActor::FindGoodEndView ( class APlayerController *  PC,
struct FRotator *  GoodRotation 
)

◆ FindSpot()

bool SDK::AActor::FindSpot ( const struct FVector &  BoxExtent,
struct FVector *  SpotLocation 
)

◆ FinishAnim()

void SDK::AActor::FinishAnim ( class UAnimNodeSequence *  SeqNode,
bool  bFinishOnBlendOut 
)

◆ FinishAnimControl()

void SDK::AActor::FinishAnimControl ( class UInterpGroup *  InInterpGroup)

◆ fixedTurn()

int SDK::AActor::fixedTurn ( int  Current,
int  Desired,
int  DeltaRate 
)

◆ ForceNetRelevant()

void SDK::AActor::ForceNetRelevant ( )

◆ ForceUpdateComponents()

void SDK::AActor::ForceUpdateComponents ( bool  bCollisionUpdate,
bool  bTransformOnly 
)

◆ GainedChild()

void SDK::AActor::GainedChild ( class AActor *  Other)

◆ GetActorEyesViewPoint()

void SDK::AActor::GetActorEyesViewPoint ( struct FVector *  out_Location,
struct FRotator *  out_Rotation 
)

◆ GetActorFaceFXAsset()

class UFaceFXAsset* SDK::AActor::GetActorFaceFXAsset ( )

◆ GetActorMetrics()

int SDK::AActor::GetActorMetrics ( TEnumAsByte< EActorMetricsType >  MetricsType)

◆ GetActorSpriteComponent()

class USpriteComponent* SDK::AActor::GetActorSpriteComponent ( )

◆ GetAggregateBaseVelocity()

struct FVector SDK::AActor::GetAggregateBaseVelocity ( class AActor *  TestBase)

◆ GetAimAdhesionExtent()

void SDK::AActor::GetAimAdhesionExtent ( float *  Width,
float *  Height,
struct FVector *  Center 
)

◆ GetAimFrictionExtent()

void SDK::AActor::GetAimFrictionExtent ( float *  Width,
float *  Height,
struct FVector *  Center 
)

◆ GetALocalPlayerController()

class APlayerController* SDK::AActor::GetALocalPlayerController ( )

◆ GetAnimTrailParticleSystem()

class UParticleSystem* SDK::AActor::GetAnimTrailParticleSystem ( class UAnimNotify_Trails *  AnimNotifyData)

◆ GetAvoidanceVector()

struct FVector SDK::AActor::GetAvoidanceVector ( const struct FVector &  GoalLocation,
float  CollisionRadius,
float  MaxSpeed,
int  NumSamples,
float  VelocityStepRate,
float  MaxTimeTilOverlap,
TArray< class AActor * > *  Obstacles 
)

◆ GetBaseMost()

class AActor* SDK::AActor::GetBaseMost ( )

◆ GetBoundingCylinder()

void SDK::AActor::GetBoundingCylinder ( float *  CollisionRadius,
float *  CollisionHeight 
)

◆ GetComponentsBoundingBox()

void SDK::AActor::GetComponentsBoundingBox ( struct FBox *  ActorBox)

◆ GetDebugName()

struct FString SDK::AActor::GetDebugName ( )

◆ GetDestination()

struct FVector SDK::AActor::GetDestination ( class AController *  C)

◆ GetFaceFXAudioComponent()

class UAudioComponent* SDK::AActor::GetFaceFXAudioComponent ( )

◆ GetGravityZ()

float SDK::AActor::GetGravityZ ( )

◆ GetHumanReadableName()

struct FString SDK::AActor::GetHumanReadableName ( )

◆ GetItemName()

struct FString SDK::AActor::GetItemName ( const struct FString &  FullName)

◆ GetPhysicsName()

struct FString SDK::AActor::GetPhysicsName ( )

◆ GetRemainingTimeForTimer()

float SDK::AActor::GetRemainingTimeForTimer ( const struct FName &  TimerFuncName,
class UObject *  inObj 
)

◆ GetTargetLocation()

struct FVector SDK::AActor::GetTargetLocation ( class AActor *  RequestedBy,
bool  bRequestAlternateLoc 
)

◆ GetTeamNum()

unsigned char SDK::AActor::GetTeamNum ( )

◆ GetTerminalVelocity()

float SDK::AActor::GetTerminalVelocity ( )

◆ GetTimerCount()

float SDK::AActor::GetTimerCount ( const struct FName &  inTimerFunc,
class UObject *  inObj 
)

◆ GetTimerRate()

float SDK::AActor::GetTimerRate ( const struct FName &  TimerFuncName,
class UObject *  inObj 
)

◆ GetURLMap()

struct FString SDK::AActor::GetURLMap ( )

◆ HealDamage()

bool SDK::AActor::HealDamage ( int  Amount,
class AController *  Healer,
class UClass *  DamageType 
)

◆ HitWall()

void SDK::AActor::HitWall ( const struct FVector &  HitNormal,
class AActor *  Wall,
class UPrimitiveComponent *  WallComp 
)

◆ HurtRadius()

bool SDK::AActor::HurtRadius ( float  BaseDamage,
float  DamageRadius,
class UClass *  DamageType,
float  Momentum,
const struct FVector &  HurtOrigin,
class AActor *  IgnoredActor,
class AController *  InstigatedByController,
bool  bDoFullDamage 
)

◆ ImpactEffectIsRelevant()

bool SDK::AActor::ImpactEffectIsRelevant ( class APawn *  EffectInstigator,
const struct FVector &  SpawnLocation,
bool  bForceDedicated,
float  VisibleCullDistance,
float  HiddenCullDistance,
bool  bSkipLOSCheck 
)

◆ InterpolationChanged()

void SDK::AActor::InterpolationChanged ( class USeqAct_Interp *  InterpAction)

◆ InterpolationFinished()

void SDK::AActor::InterpolationFinished ( class USeqAct_Interp *  InterpAction)

◆ InterpolationStarted()

void SDK::AActor::InterpolationStarted ( class USeqAct_Interp *  InterpAction,
class UInterpGroupInst *  GroupInst 
)

◆ IsActorPlayingFaceFXAnim()

bool SDK::AActor::IsActorPlayingFaceFXAnim ( )

◆ IsBasedOn()

bool SDK::AActor::IsBasedOn ( class AActor *  TestActor)

◆ IsBlockedBy()

bool SDK::AActor::IsBlockedBy ( class AActor *  Other)

◆ IsInPain()

bool SDK::AActor::IsInPain ( )

◆ IsInPersistentLevel()

bool SDK::AActor::IsInPersistentLevel ( bool  bIncludeLevelStreamingPersistent)

◆ IsMobileTouchEnabled()

bool SDK::AActor::IsMobileTouchEnabled ( )

◆ IsOverlapping()

bool SDK::AActor::IsOverlapping ( class AActor *  A)

◆ IsOwnedBy()

bool SDK::AActor::IsOwnedBy ( class AActor *  TestActor)

◆ IsPlayerOwned()

bool SDK::AActor::IsPlayerOwned ( )

◆ IsStationary()

bool SDK::AActor::IsStationary ( )

◆ IsTimerActive()

bool SDK::AActor::IsTimerActive ( const struct FName &  inTimerFunc,
class UObject *  inObj 
)

◆ KilledBy()

void SDK::AActor::KilledBy ( class APawn *  EventInstigator)

◆ Landed()

void SDK::AActor::Landed ( const struct FVector &  HitNormal,
class AActor *  FloorActor 
)

◆ LocalPlayerControllers()

void SDK::AActor::LocalPlayerControllers ( class UClass *  BaseClass,
class APlayerController **  PC 
)

◆ LostChild()

void SDK::AActor::LostChild ( class AActor *  Other)

◆ MakeNoise()

void SDK::AActor::MakeNoise ( float  Loudness,
const struct FName &  NoiseType 
)

◆ MatchStarting()

void SDK::AActor::MatchStarting ( )

◆ ModifyHearSoundComponent()

void SDK::AActor::ModifyHearSoundComponent ( class UAudioComponent *  AC)

◆ ModifyTimerTimeDilation()

void SDK::AActor::ModifyTimerTimeDilation ( const struct FName &  TimerName,
float  InTimerTimeDilation,
class UObject *  inObj 
)

◆ Move()

bool SDK::AActor::Move ( const struct FVector &  Delta)

◆ MoveSmooth()

bool SDK::AActor::MoveSmooth ( const struct FVector &  Delta)

◆ MovingWhichWay()

TEnumAsByte<EMoveDir> SDK::AActor::MovingWhichWay ( float *  Amount)

◆ NativePostRenderFor()

void SDK::AActor::NativePostRenderFor ( class APlayerController *  PC,
class UCanvas *  Canvas,
const struct FVector &  CameraPosition,
const struct FVector &  CameraDir 
)

◆ NotifyLocalPlayerTeamReceived()

void SDK::AActor::NotifyLocalPlayerTeamReceived ( )

◆ NotifySkelControlBeyondLimit()

void SDK::AActor::NotifySkelControlBeyondLimit ( class USkelControlLookAt *  LookAt)

◆ OnAnimEnd()

void SDK::AActor::OnAnimEnd ( class UAnimNodeSequence *  SeqNode,
float  PlayedTime,
float  ExcessTime 
)

◆ OnAnimPlay()

void SDK::AActor::OnAnimPlay ( class UAnimNodeSequence *  SeqNode)

◆ OnAttachToActor()

void SDK::AActor::OnAttachToActor ( class USeqAct_AttachToActor *  Action)

◆ OnChangeCollision()

void SDK::AActor::OnChangeCollision ( class USeqAct_ChangeCollision *  Action)

◆ OnDestroy()

void SDK::AActor::OnDestroy ( class USeqAct_Destroy *  Action)

◆ OnMobileTouch()

bool SDK::AActor::OnMobileTouch ( class APlayerController *  InPC,
const struct FVector2D &  TouchLocation 
)

◆ OnModifyHealth()

void SDK::AActor::OnModifyHealth ( class USeqAct_ModifyHealth *  Action)

◆ OnRanOver()

void SDK::AActor::OnRanOver ( class ASVehicle *  Vehicle,
class UPrimitiveComponent *  RunOverComponent,
int  WheelIndex 
)

◆ OnRigidBodySpringOverextension()

void SDK::AActor::OnRigidBodySpringOverextension ( class URB_BodyInstance *  BodyInstance)

◆ OnSetBlockRigidBody()

void SDK::AActor::OnSetBlockRigidBody ( class USeqAct_SetBlockRigidBody *  Action)

◆ OnSetPhysics()

void SDK::AActor::OnSetPhysics ( class USeqAct_SetPhysics *  Action)

◆ OnSetVelocity()

void SDK::AActor::OnSetVelocity ( class USeqAct_SetVelocity *  Action)

◆ OnSleepRBPhysics()

void SDK::AActor::OnSleepRBPhysics ( )

◆ OnTeleport()

void SDK::AActor::OnTeleport ( class USeqAct_Teleport *  Action)

◆ OnToggleHidden()

void SDK::AActor::OnToggleHidden ( class USeqAct_ToggleHidden *  Action)

◆ OnWakeRBPhysics()

void SDK::AActor::OnWakeRBPhysics ( )

◆ OutsideWorldBounds()

void SDK::AActor::OutsideWorldBounds ( )

◆ OverlappingActors()

void SDK::AActor::OverlappingActors ( class UClass *  BaseClass,
float  Radius,
const struct FVector &  Loc,
bool  bIgnoreHidden,
class AActor **  out_Actor 
)

◆ OverRotated()

bool SDK::AActor::OverRotated ( struct FRotator *  out_Desired,
struct FRotator *  out_Actual 
)

◆ PauseTimer()

void SDK::AActor::PauseTimer ( bool  bPause,
const struct FName &  inTimerFunc,
class UObject *  inObj 
)

◆ PawnBaseDied()

void SDK::AActor::PawnBaseDied ( )

◆ PhysicsVolumeChange()

void SDK::AActor::PhysicsVolumeChange ( class APhysicsVolume *  NewVolume)

◆ PlayActorFaceFXAnim()

bool SDK::AActor::PlayActorFaceFXAnim ( class UFaceFXAnimSet *  AnimSet,
const struct FString &  GroupName,
const struct FString &  SeqName,
class USoundCue *  SoundCueToPlay,
class UAkEvent *  AkEventToPlay 
)

◆ PlayAkEvent()

void SDK::AActor::PlayAkEvent ( class UAkEvent *  InSoundCue,
bool  bNotReplicated,
bool  bNoRepToOwner,
bool  bStopWhenOwnerDestroyed,
const struct FVector &  SoundLocation,
bool  bNoRepToRelevant 
)

◆ PlayerCanSeeMe()

bool SDK::AActor::PlayerCanSeeMe ( bool  bForceLOSCheck)

◆ PlayParticleEffect()

bool SDK::AActor::PlayParticleEffect ( class UAnimNotify_PlayParticleEffect *  AnimNotifyData)

◆ PlaySound()

void SDK::AActor::PlaySound ( class USoundCue *  InSoundCue,
bool  bNotReplicated,
bool  bNoRepToOwner,
bool  bStopWhenOwnerDestroyed,
const struct FVector &  SoundLocation,
bool  bNoRepToRelevant 
)

◆ PlaySoundBase()

void SDK::AActor::PlaySoundBase ( class UAkBaseSoundObject *  InSoundCue,
bool  bNotReplicated,
bool  bNoRepToOwner,
bool  bStopWhenOwnerDestroyed,
const struct FVector &  SoundLocation,
bool  bNoRepToRelevant 
)

◆ PlayTeleportEffect()

void SDK::AActor::PlayTeleportEffect ( bool  bOut,
bool  bSound 
)

◆ PointCheckComponent()

bool SDK::AActor::PointCheckComponent ( class UPrimitiveComponent *  InComponent,
const struct FVector &  PointLocation,
const struct FVector &  PointExtent 
)

◆ PostAkEvent()

void SDK::AActor::PostAkEvent ( class UAkEvent *  InAkEvent)

◆ PostAkEventOnBone()

void SDK::AActor::PostAkEventOnBone ( class UAkEvent *  InAkEvent,
const struct FName &  BoneName 
)

◆ PostBeginPlay()

void SDK::AActor::PostBeginPlay ( )

◆ PostDemoRewind()

void SDK::AActor::PostDemoRewind ( )

◆ PostInitAnimTree()

void SDK::AActor::PostInitAnimTree ( class USkeletalMeshComponent *  SkelComp)

◆ PostRenderFor()

void SDK::AActor::PostRenderFor ( class APlayerController *  PC,
class UCanvas *  Canvas,
const struct FVector &  CameraPosition,
const struct FVector &  CameraDir 
)

◆ PostTeleport()

void SDK::AActor::PostTeleport ( class ATeleporter *  OutTeleporter)

◆ PostTouch()

void SDK::AActor::PostTouch ( class AActor *  Other)

◆ PostTrigger()

void SDK::AActor::PostTrigger ( const struct FName &  InTrigger)

◆ PreBeginPlay()

void SDK::AActor::PreBeginPlay ( )

◆ PrestreamTextures()

void SDK::AActor::PrestreamTextures ( float  Seconds,
bool  bEnableStreaming,
int  CinematicTextureGroups 
)

◆ PreTeleport()

bool SDK::AActor::PreTeleport ( class ATeleporter *  InTeleporter)

◆ RanInto()

void SDK::AActor::RanInto ( class AActor *  Other)

◆ ReattachComponent()

void SDK::AActor::ReattachComponent ( class UActorComponent *  ComponentToReattach)

◆ ReceivedNewEvent()

void SDK::AActor::ReceivedNewEvent ( class USequenceEvent *  Evt)

◆ ReplicatedEvent()

void SDK::AActor::ReplicatedEvent ( const struct FName &  VarName)

◆ ReplicationEnded()

void SDK::AActor::ReplicationEnded ( )

◆ Reset()

void SDK::AActor::Reset ( )

◆ ResetTimerTimeDilation()

void SDK::AActor::ResetTimerTimeDilation ( const struct FName &  TimerName,
class UObject *  inObj 
)

◆ RigidBodyCollision()

void SDK::AActor::RigidBodyCollision ( class UPrimitiveComponent *  HitComponent,
class UPrimitiveComponent *  OtherComponent,
int  ContactIndex,
struct FCollisionImpactData *  RigidCollisionData 
)

◆ RootMotionExtracted()

void SDK::AActor::RootMotionExtracted ( class USkeletalMeshComponent *  SkelComp,
struct FBoneAtom *  ExtractedRootMotionDelta 
)

◆ RootMotionModeChanged()

void SDK::AActor::RootMotionModeChanged ( class USkeletalMeshComponent *  SkelComp)

◆ RootMotionProcessed()

void SDK::AActor::RootMotionProcessed ( class USkeletalMeshComponent *  SkelComp)

◆ ScriptGetTeamNum()

unsigned char SDK::AActor::ScriptGetTeamNum ( )

◆ SearchForBaseBelow()

void SDK::AActor::SearchForBaseBelow ( float  HeightBelow,
class AActor **  NewBase,
struct FVector *  HitNormal 
)

◆ SetAnimPosition()

void SDK::AActor::SetAnimPosition ( const struct FName &  SlotName,
int  ChannelIndex,
const struct FName &  InAnimSeqName,
float  InPosition,
bool  bFireNotifies,
bool  bLooping,
bool  bEnableRootMotion,
const struct FPointer &  pRootBoneOption,
const struct FPointer &  pRootBoneRotationOption 
)

◆ SetBase()

void SDK::AActor::SetBase ( class AActor *  NewBase,
const struct FVector &  NewFloor,
class USkeletalMeshComponent *  SkelComp,
const struct FName &  AttachName 
)

◆ SetCollision()

void SDK::AActor::SetCollision ( bool  bNewColActors,
bool  bNewBlockActors,
bool  bNewIgnoreEncroachers 
)

◆ SetCollisionSize()

void SDK::AActor::SetCollisionSize ( float  NewRadius,
float  NewHeight 
)

◆ SetCollisionType()

void SDK::AActor::SetCollisionType ( TEnumAsByte< ECollisionType >  NewCollisionType)

◆ SetDrawScale()

void SDK::AActor::SetDrawScale ( float  NewScale)

◆ SetDrawScale3D()

void SDK::AActor::SetDrawScale3D ( const struct FVector &  NewScale3D)

◆ SetForcedInitialReplicatedProperty()

void SDK::AActor::SetForcedInitialReplicatedProperty ( class UProperty *  PropToReplicate,
bool  bAdd 
)

◆ SetHardAttach()

void SDK::AActor::SetHardAttach ( bool  bNewHardAttach)

◆ SetHidden()

void SDK::AActor::SetHidden ( bool  bNewHidden)

◆ SetHUDLocation()

void SDK::AActor::SetHUDLocation ( const struct FVector &  NewHUDLocation)

◆ SetInitialState()

void SDK::AActor::SetInitialState ( )

◆ SetLocation()

bool SDK::AActor::SetLocation ( const struct FVector &  NewLocation)

◆ SetMorphWeight()

void SDK::AActor::SetMorphWeight ( const struct FName &  MorphNodeName,
float  MorphWeight 
)

◆ SetNetUpdateTime()

void SDK::AActor::SetNetUpdateTime ( float  NewUpdateTime)

◆ SetOnlyOwnerSee()

void SDK::AActor::SetOnlyOwnerSee ( bool  bNewOnlyOwnerSee)

◆ SetOwner()

void SDK::AActor::SetOwner ( class AActor *  NewOwner)

◆ SetPhysics()

void SDK::AActor::SetPhysics ( TEnumAsByte< EPhysics >  newPhysics)

◆ SetRelativeLocation()

bool SDK::AActor::SetRelativeLocation ( const struct FVector &  NewLocation)

◆ SetRelativeRotation()

bool SDK::AActor::SetRelativeRotation ( const struct FRotator &  NewRotation)

◆ SetRotation()

bool SDK::AActor::SetRotation ( const struct FRotator &  NewRotation)

◆ SetRTPCValue()

void SDK::AActor::SetRTPCValue ( const struct FName &  InRTPC,
float  targetvalue 
)

◆ SetShadowParentOnAllAttachedComponents()

void SDK::AActor::SetShadowParentOnAllAttachedComponents ( class UPrimitiveComponent *  MyPrimComp,
class ULightEnvironmentComponent *  MyLightEnv 
)

◆ SetSkelControlScale()

void SDK::AActor::SetSkelControlScale ( const struct FName &  SkelControlName,
float  Scale 
)

◆ SetState()

void SDK::AActor::SetState ( const struct FName &  InStateGroup,
const struct FName &  InState 
)

◆ SetSwitch()

void SDK::AActor::SetSwitch ( const struct FName &  InSwitchGroup,
const struct FName &  InSwitch 
)

◆ SetTickGroup()

void SDK::AActor::SetTickGroup ( TEnumAsByte< ETickingGroup >  NewTickGroup)

◆ SetTickIsDisabled()

void SDK::AActor::SetTickIsDisabled ( bool  bInDisabled)

◆ SetTimer()

void SDK::AActor::SetTimer ( float  InRate,
bool  inbLoop,
const struct FName &  inTimerFunc,
class UObject *  inObj 
)

◆ SetZone()

void SDK::AActor::SetZone ( bool  bForceRefresh)

◆ ShouldBeHiddenBySHOW_NavigationNodes()

bool SDK::AActor::ShouldBeHiddenBySHOW_NavigationNodes ( )

◆ ShutDown()

void SDK::AActor::ShutDown ( )

◆ Sleep()

void SDK::AActor::Sleep ( float  Seconds)

◆ Spawn()

class AActor* SDK::AActor::Spawn ( class UClass *  SpawnClass,
class AActor *  SpawnOwner,
const struct FName &  SpawnTag,
const struct FVector &  SpawnLocation,
const struct FRotator &  SpawnRotation,
class AActor *  ActorTemplate,
bool  bNoCollisionFail 
)

◆ SpawnedByKismet()

void SDK::AActor::SpawnedByKismet ( )

◆ SpecialHandling()

class AActor* SDK::AActor::SpecialHandling ( class APawn *  Other)

◆ STATIC_BP2Vect()

struct FVector SDK::AActor::STATIC_BP2Vect ( const struct FBasedPosition &  BP)

◆ STATIC_DrawDebugBox()

void SDK::AActor::STATIC_DrawDebugBox ( const struct FVector &  Center,
const struct FVector &  Extent,
unsigned char  R,
unsigned char  G,
unsigned char  B,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugCone()

void SDK::AActor::STATIC_DrawDebugCone ( const struct FVector &  Origin,
const struct FVector &  Direction,
float  Length,
float  AngleWidth,
float  AngleHeight,
int  NumSides,
const struct FColor &  DrawColor,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugCoordinateSystem()

void SDK::AActor::STATIC_DrawDebugCoordinateSystem ( const struct FVector &  AxisLoc,
const struct FRotator &  AxisRot,
float  Scale,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugCylinder()

void SDK::AActor::STATIC_DrawDebugCylinder ( const struct FVector &  Start,
const struct FVector &  End,
float  Radius,
int  Segments,
unsigned char  R,
unsigned char  G,
unsigned char  B,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugFrustrum()

void SDK::AActor::STATIC_DrawDebugFrustrum ( unsigned char  R,
unsigned char  G,
unsigned char  B,
bool  bPersistentLines,
struct FMatrix *  FrustumToWorld 
)

◆ STATIC_DrawDebugLine()

void SDK::AActor::STATIC_DrawDebugLine ( const struct FVector &  LineStart,
const struct FVector &  LineEnd,
unsigned char  R,
unsigned char  G,
unsigned char  B,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugPoint()

void SDK::AActor::STATIC_DrawDebugPoint ( const struct FVector &  Position,
float  Size,
const struct FLinearColor &  PointColor,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugSphere()

void SDK::AActor::STATIC_DrawDebugSphere ( const struct FVector &  Center,
float  Radius,
int  Segments,
unsigned char  R,
unsigned char  G,
unsigned char  B,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugStar()

void SDK::AActor::STATIC_DrawDebugStar ( const struct FVector &  Position,
float  Size,
unsigned char  R,
unsigned char  G,
unsigned char  B,
bool  bPersistentLines 
)

◆ STATIC_DrawDebugString()

void SDK::AActor::STATIC_DrawDebugString ( const struct FVector &  TextLocation,
const struct FString &  Text,
class AActor *  TestBaseActor,
const struct FColor &  TextColor,
float  Duration 
)

◆ STATIC_FlushDebugStrings()

void SDK::AActor::STATIC_FlushDebugStrings ( )

◆ STATIC_FlushPersistentDebugLines()

void SDK::AActor::STATIC_FlushPersistentDebugLines ( )

◆ STATIC_GetBasedPosition()

struct FVector SDK::AActor::STATIC_GetBasedPosition ( const struct FBasedPosition &  BP)

◆ STATIC_GetLocalString()

struct FString SDK::AActor::STATIC_GetLocalString ( int  Switch,
class APlayerReplicationInfo *  RelatedPRI_2,
class APlayerReplicationInfo *  RelatedPRI_3 
)

◆ STATIC_GetPackageGuid()

struct FGuid SDK::AActor::STATIC_GetPackageGuid ( const struct FName &  PackageName)

◆ STATIC_ReplaceText()

void SDK::AActor::STATIC_ReplaceText ( const struct FString &  Replace,
const struct FString &  With,
struct FString *  Text 
)

◆ STATIC_SetBasedPosition()

void SDK::AActor::STATIC_SetBasedPosition ( const struct FVector &  pos,
class AActor *  ForcedBase,
struct FBasedPosition *  BP 
)

◆ STATIC_Vect2BP()

void SDK::AActor::STATIC_Vect2BP ( const struct FVector &  pos,
class AActor *  ForcedBase,
struct FBasedPosition *  BP 
)

◆ StaticClass()

static UClass* SDK::AActor::StaticClass ( )
inlinestatic
Here is the call graph for this function:

◆ StopActorFaceFXAnim()

void SDK::AActor::StopActorFaceFXAnim ( )

◆ StopsProjectile()

bool SDK::AActor::StopsProjectile ( class AProjectile *  P)

◆ SuggestTossVelocity()

bool SDK::AActor::SuggestTossVelocity ( const struct FVector &  Destination,
const struct FVector &  Start,
float  TossSpeed,
float  BaseTossZ,
float  DesiredZPct,
const struct FVector &  CollisionSize,
float  TerminalVelocity,
float  OverrideGravityZ,
bool  bOnlyTraceUp,
struct FVector *  TossVelocity 
)

◆ SupportsKismetModification()

bool SDK::AActor::SupportsKismetModification ( class USequenceOp *  AskingOp,
struct FString *  Reason 
)

◆ TakeDamage()

void SDK::AActor::TakeDamage ( int  DamageAmount,
class AController *  EventInstigator,
const struct FVector &  HitLocation,
const struct FVector &  Momentum,
class UClass *  DamageType,
const struct FTraceHitInfo &  HitInfo,
class AActor *  DamageCauser 
)

◆ TakeRadiusDamage()

void SDK::AActor::TakeRadiusDamage ( class AController *  InstigatedBy,
float  BaseDamage,
float  DamageRadius,
class UClass *  DamageType,
float  Momentum,
const struct FVector &  HurtOrigin,
bool  bFullDamage,
class AActor *  DamageCauser,
float  DamageFalloffExponent 
)

◆ Tick()

void SDK::AActor::Tick ( float  DeltaTime)

◆ TickSkelControl()

void SDK::AActor::TickSkelControl ( float  DeltaTime,
class USkeletalMeshComponent *  SkelComp,
class USkelControlBase *  SkelCtrl 
)

◆ Timer()

void SDK::AActor::Timer ( )

◆ TornOff()

void SDK::AActor::TornOff ( )

◆ Touch()

void SDK::AActor::Touch ( class AActor *  Other,
class UPrimitiveComponent *  OtherComp,
const struct FVector &  HitLocation,
const struct FVector &  HitNormal 
)

◆ TouchingActors()

void SDK::AActor::TouchingActors ( class UClass *  BaseClass,
class AActor **  Actor 
)

◆ Trace()

class AActor* SDK::AActor::Trace ( const struct FVector &  TraceEnd,
const struct FVector &  TraceStart,
bool  bTraceActors,
const struct FVector &  Extent,
int  ExtraTraceFlags,
struct FVector *  HitLocation,
struct FVector *  HitNormal,
struct FTraceHitInfo *  HitInfo 
)

◆ TraceActors()

void SDK::AActor::TraceActors ( class UClass *  BaseClass,
const struct FVector &  End,
const struct FVector &  Start,
const struct FVector &  Extent,
int  ExtraTraceFlags,
class AActor **  Actor,
struct FVector *  HitLoc,
struct FVector *  HitNorm,
struct FTraceHitInfo *  HitInfo 
)

◆ TraceAllPhysicsAssetInteractions()

bool SDK::AActor::TraceAllPhysicsAssetInteractions ( class USkeletalMeshComponent *  SkelMeshComp,
const struct FVector &  EndTrace,
const struct FVector &  StartTrace,
const struct FVector &  Extent,
TArray< struct FImpactInfo > *  out_Hits 
)

◆ TraceComponent()

bool SDK::AActor::TraceComponent ( class UPrimitiveComponent *  InComponent,
const struct FVector &  TraceEnd,
const struct FVector &  TraceStart,
const struct FVector &  Extent,
bool  bComplexCollision,
struct FVector *  HitLocation,
struct FVector *  HitNormal,
struct FTraceHitInfo *  HitInfo 
)

◆ TrailsNotify()

void SDK::AActor::TrailsNotify ( class UAnimNotify_Trails *  AnimNotifyData)

◆ TrailsNotifyEnd()

void SDK::AActor::TrailsNotifyEnd ( class UAnimNotify_Trails *  AnimNotifyData)

◆ TrailsNotifyTick()

void SDK::AActor::TrailsNotifyTick ( class UAnimNotify_Trails *  AnimNotifyData)

◆ TriggerEventClass()

bool SDK::AActor::TriggerEventClass ( class UClass *  InEventClass,
class AActor *  InInstigator,
int  ActivateIndex,
bool  bTest,
TArray< class USequenceEvent * > *  ActivatedEvents 
)

◆ TriggerGlobalEventClass()

bool SDK::AActor::TriggerGlobalEventClass ( class UClass *  InEventClass,
class AActor *  InInstigator,
int  ActivateIndex 
)

◆ UnClock()

void SDK::AActor::UnClock ( float *  Time)

◆ UnTouch()

void SDK::AActor::UnTouch ( class AActor *  Other)

◆ UsedBy()

bool SDK::AActor::UsedBy ( class APawn *  User)

◆ VisibleActors()

void SDK::AActor::VisibleActors ( class UClass *  BaseClass,
float  Radius,
const struct FVector &  Loc,
class AActor **  Actor 
)

◆ VisibleCollidingActors()

void SDK::AActor::VisibleCollidingActors ( class UClass *  BaseClass,
float  Radius,
const struct FVector &  Loc,
bool  bIgnoreHidden,
const struct FVector &  Extent,
bool  bTraceActors,
class UClass *  InterfaceClass,
class AActor **  Actor,
struct FTraceHitInfo *  HitInfo 
)

◆ VolumeBasedDestroy()

void SDK::AActor::VolumeBasedDestroy ( class APhysicsVolume *  PV)

◆ WillOverlap()

bool SDK::AActor::WillOverlap ( const struct FVector &  PosA,
const struct FVector &  VelA,
const struct FVector &  PosB,
const struct FVector &  VelB,
float  StepSize,
float  Radius,
float *  Time 
)

Member Data Documentation

◆ Acceleration

struct FVector SDK::AActor::Acceleration

◆ AllAkComponents

TArray<class UActorComponent*> SDK::AActor::AllAkComponents

◆ AllComponents

TArray<class UActorComponent*> SDK::AActor::AllComponents

◆ AngularVelocity

struct FVector SDK::AActor::AngularVelocity

◆ Attached

TArray<class AActor*> SDK::AActor::Attached

◆ bAllowFluidSurfaceInteraction

unsigned long SDK::AActor::bAllowFluidSurfaceInteraction

◆ bAlwaysEncroachCheck

unsigned long SDK::AActor::bAlwaysEncroachCheck

◆ bAlwaysRelevant

unsigned long SDK::AActor::bAlwaysRelevant

◆ bAlwaysTick

unsigned long SDK::AActor::bAlwaysTick

◆ Base

class AActor* SDK::AActor::Base

◆ BaseBoneName

struct FName SDK::AActor::BaseBoneName

◆ BaseSkelComponent

class USkeletalMeshComponent* SDK::AActor::BaseSkelComponent

◆ bBlockActors

unsigned long SDK::AActor::bBlockActors

◆ bBlocksNavigation

unsigned long SDK::AActor::bBlocksNavigation

◆ bBlocksTeleport

unsigned long SDK::AActor::bBlocksTeleport

◆ bBounce

unsigned long SDK::AActor::bBounce

◆ bCallRigidBodyWakeEvents

unsigned long SDK::AActor::bCallRigidBodyWakeEvents

◆ bCanBeAdheredTo

unsigned long SDK::AActor::bCanBeAdheredTo

◆ bCanBeDamaged

unsigned long SDK::AActor::bCanBeDamaged

◆ bCanBeFrictionedTo

unsigned long SDK::AActor::bCanBeFrictionedTo

◆ bCanStepUpOn

unsigned long SDK::AActor::bCanStepUpOn

◆ bCanTeleport

unsigned long SDK::AActor::bCanTeleport

◆ bCollideActors

unsigned long SDK::AActor::bCollideActors

◆ bCollideAsEncroacher

unsigned long SDK::AActor::bCollideAsEncroacher

◆ bCollideComplex

unsigned long SDK::AActor::bCollideComplex

◆ bCollideWhenPlacing

unsigned long SDK::AActor::bCollideWhenPlacing

◆ bCollideWorld

unsigned long SDK::AActor::bCollideWorld

◆ bComponentOutsideWorld

unsigned long SDK::AActor::bComponentOutsideWorld

◆ bConsiderAllStaticMeshComponentsForStreaming

unsigned long SDK::AActor::bConsiderAllStaticMeshComponentsForStreaming

◆ bDebug

unsigned long SDK::AActor::bDebug

◆ bDebugEffectIsRelevant

unsigned long SDK::AActor::bDebugEffectIsRelevant

◆ bDeleteMe

unsigned long SDK::AActor::bDeleteMe

◆ bDemoOwner

unsigned long SDK::AActor::bDemoOwner

◆ bDemoRecording

unsigned long SDK::AActor::bDemoRecording

◆ bDestroyedByInterpActor

unsigned long SDK::AActor::bDestroyedByInterpActor

◆ bDestroyInPainVolume

unsigned long SDK::AActor::bDestroyInPainVolume

◆ bEditable

unsigned long SDK::AActor::bEditable

◆ bEdShouldSnap

unsigned long SDK::AActor::bEdShouldSnap

◆ bEnableMobileTouch

unsigned long SDK::AActor::bEnableMobileTouch

◆ bExceptUnTouchActivate_BySeqEventTouch

unsigned long SDK::AActor::bExceptUnTouchActivate_BySeqEventTouch

◆ bExchangedRoles

unsigned long SDK::AActor::bExchangedRoles

◆ bForceAllowKismetModification

unsigned long SDK::AActor::bForceAllowKismetModification

◆ bForceDemoRelevant

unsigned long SDK::AActor::bForceDemoRelevant

◆ bForceNetUpdate

unsigned long SDK::AActor::bForceNetUpdate

◆ bForceOctreeMNFilter

unsigned long SDK::AActor::bForceOctreeMNFilter

◆ bForceOctreeSNFilter

unsigned long SDK::AActor::bForceOctreeSNFilter

◆ bGameRelevant

unsigned long SDK::AActor::bGameRelevant

◆ bHardAttach

unsigned long SDK::AActor::bHardAttach

◆ bHasAlternateTargetLocation

unsigned long SDK::AActor::bHasAlternateTargetLocation

◆ bHidden

unsigned long SDK::AActor::bHidden

◆ bHiddenEd

unsigned long SDK::AActor::bHiddenEd

◆ bHiddenEdCustom

unsigned long SDK::AActor::bHiddenEdCustom

◆ bHiddenEdGroup

unsigned long SDK::AActor::bHiddenEdGroup

◆ bHiddenEdLayer

unsigned long SDK::AActor::bHiddenEdLayer

◆ bHiddenEdLevel

unsigned long SDK::AActor::bHiddenEdLevel

◆ bHiddenEdScene

unsigned long SDK::AActor::bHiddenEdScene

◆ bHiddenEdTemporary

unsigned long SDK::AActor::bHiddenEdTemporary

◆ bHurtEntry

unsigned long SDK::AActor::bHurtEntry

◆ bIgnoreBaseRotation

unsigned long SDK::AActor::bIgnoreBaseRotation

◆ bIgnoreEncroachers

unsigned long SDK::AActor::bIgnoreEncroachers

◆ bIgnoreRigidBodyPawns

unsigned long SDK::AActor::bIgnoreRigidBodyPawns

◆ bIgnoreShowByToggleHidden

unsigned long SDK::AActor::bIgnoreShowByToggleHidden

◆ bIsMoving

unsigned long SDK::AActor::bIsMoving

◆ bJustTeleported

unsigned long SDK::AActor::bJustTeleported

◆ bKillDuringLevelTransition

unsigned long SDK::AActor::bKillDuringLevelTransition

◆ bLockLocation

unsigned long SDK::AActor::bLockLocation

◆ BlockRigidBody

unsigned long SDK::AActor::BlockRigidBody

◆ bMovable

unsigned long SDK::AActor::bMovable

◆ bMoveIgnoresDestruction

unsigned long SDK::AActor::bMoveIgnoresDestruction

◆ bNetDirty

unsigned long SDK::AActor::bNetDirty

◆ bNetInitial

unsigned long SDK::AActor::bNetInitial

◆ bNetInitialRotation

unsigned long SDK::AActor::bNetInitialRotation

◆ bNetOwner

unsigned long SDK::AActor::bNetOwner

◆ bNetTemporary

unsigned long SDK::AActor::bNetTemporary

◆ bNoDelete

unsigned long SDK::AActor::bNoDelete

◆ bNoEncroachCheck

unsigned long SDK::AActor::bNoEncroachCheck

◆ bOnlyDirtyReplication

unsigned long SDK::AActor::bOnlyDirtyReplication

◆ bOnlyOwnerSee

unsigned long SDK::AActor::bOnlyOwnerSee

◆ bOnlyRelevantToOwner

unsigned long SDK::AActor::bOnlyRelevantToOwner

◆ bOrientOnSlope

unsigned long SDK::AActor::bOrientOnSlope

◆ bOverrideGlobalMaxDrawDistance

unsigned long SDK::AActor::bOverrideGlobalMaxDrawDistance

◆ bPathColliding

unsigned long SDK::AActor::bPathColliding

◆ bPathTemp

unsigned long SDK::AActor::bPathTemp

◆ bPendingDelete

unsigned long SDK::AActor::bPendingDelete

◆ bPendingNetUpdate

unsigned long SDK::AActor::bPendingNetUpdate

◆ bPhysRigidBodyOutOfWorldCheck

unsigned long SDK::AActor::bPhysRigidBodyOutOfWorldCheck

◆ bPostRenderIfNotVisible

unsigned long SDK::AActor::bPostRenderIfNotVisible

◆ bProjectileMoveSingleBlocking

unsigned long SDK::AActor::bProjectileMoveSingleBlocking

◆ bProjTarget

unsigned long SDK::AActor::bProjTarget

◆ bPushedByEncroachers

unsigned long SDK::AActor::bPushedByEncroachers

◆ bReplicateInstigator

unsigned long SDK::AActor::bReplicateInstigator

◆ bReplicateMovement

unsigned long SDK::AActor::bReplicateMovement

◆ bReplicateRigidBodyLocation

unsigned long SDK::AActor::bReplicateRigidBodyLocation

◆ bRigidBodyWasAwake

unsigned long SDK::AActor::bRigidBodyWasAwake

◆ bRouteBeginPlayEvenIfStatic

unsigned long SDK::AActor::bRouteBeginPlayEvenIfStatic

◆ bScriptInitialized

unsigned long SDK::AActor::bScriptInitialized

◆ bSelectInGame

unsigned long SDK::AActor::bSelectInGame

◆ bShadowParented

unsigned long SDK::AActor::bShadowParented

◆ bShouldBaseAtStartup

unsigned long SDK::AActor::bShouldBaseAtStartup

◆ bSkipActorPropertyReplication

unsigned long SDK::AActor::bSkipActorPropertyReplication

◆ bSkipAttachedMoves

unsigned long SDK::AActor::bSkipAttachedMoves

◆ bStatic

unsigned long SDK::AActor::bStatic

◆ bTearOff

unsigned long SDK::AActor::bTearOff

◆ bTempEditor

unsigned long SDK::AActor::bTempEditor

◆ bTicked

unsigned long SDK::AActor::bTicked

◆ bTickIsDisabled

unsigned long SDK::AActor::bTickIsDisabled

◆ bUpdateSimulatedPosition

unsigned long SDK::AActor::bUpdateSimulatedPosition

◆ bWorldGeometry

unsigned long SDK::AActor::bWorldGeometry

◆ Children

TArray<class AActor*> SDK::AActor::Children

◆ CollisionComponent

class UPrimitiveComponent* SDK::AActor::CollisionComponent

◆ CollisionType

TEnumAsByte<ECollisionType> SDK::AActor::CollisionType

◆ ColOption

struct FEFColOption SDK::AActor::ColOption

◆ Components

TArray<class UActorComponent*> SDK::AActor::Components

◆ CreationTime

float SDK::AActor::CreationTime

◆ CustomTimeDilation

float SDK::AActor::CustomTimeDilation

◆ DetachFence

struct FRenderCommandFence SDK::AActor::DetachFence

◆ DrawScale

float SDK::AActor::DrawScale

◆ DrawScale3D

struct FVector SDK::AActor::DrawScale3D

◆ EditorIconColor

struct FColor SDK::AActor::EditorIconColor

◆ EFObjectUid

struct FQWord SDK::AActor::EFObjectUid

◆ GeneratedEvents

TArray<class USequenceEvent*> SDK::AActor::GeneratedEvents

◆ Group

struct FName SDK::AActor::Group

◆ HiddenEditorViews

struct FQWord SDK::AActor::HiddenEditorViews

◆ InitialState

struct FName SDK::AActor::InitialState

◆ Instigator

class APawn* SDK::AActor::Instigator

◆ InterpRMRotation

struct FRotator SDK::AActor::InterpRMRotation

◆ InterpRMTranslation

struct FVector SDK::AActor::InterpRMTranslation

◆ LastNetUpdateTime

float SDK::AActor::LastNetUpdateTime

◆ LastRenderTime

float SDK::AActor::LastRenderTime

◆ LatentActions

TArray<class USeqAct_Latent*> SDK::AActor::LatentActions

◆ LatentFloat

float SDK::AActor::LatentFloat

◆ LatentSeqNode

class UAnimNodeSequence* SDK::AActor::LatentSeqNode

◆ Layer

struct FName SDK::AActor::Layer

◆ LifeSpan

float SDK::AActor::LifeSpan

◆ Location

struct FVector SDK::AActor::Location

◆ MessageClass

class UClass* SDK::AActor::MessageClass

◆ NetPriority

float SDK::AActor::NetPriority

◆ NetTag

int SDK::AActor::NetTag

◆ NetUpdateFrequency

float SDK::AActor::NetUpdateFrequency

◆ NetUpdateTime

float SDK::AActor::NetUpdateTime

◆ OverlapTag

int SDK::AActor::OverlapTag

◆ Owner

class AActor* SDK::AActor::Owner

◆ PendingTouch

class AActor* SDK::AActor::PendingTouch

◆ Physics

TEnumAsByte<EPhysics> SDK::AActor::Physics

◆ PhysicsVolume

class APhysicsVolume* SDK::AActor::PhysicsVolume

◆ PrePivot

struct FVector SDK::AActor::PrePivot

◆ PrimitiveRenderMask

struct FQWord SDK::AActor::PrimitiveRenderMask

◆ RelativeLocation

struct FVector SDK::AActor::RelativeLocation

◆ RelativeRotation

struct FRotator SDK::AActor::RelativeRotation

◆ RemoteRole

TEnumAsByte<ENetRole> SDK::AActor::RemoteRole

◆ ReplicatedCollisionType

TEnumAsByte<ECollisionType> SDK::AActor::ReplicatedCollisionType

◆ Role

TEnumAsByte<ENetRole> SDK::AActor::Role

◆ Rotation

struct FRotator SDK::AActor::Rotation

◆ RotationRate

struct FRotator SDK::AActor::RotationRate

◆ SkelMeshCompTickTag

int SDK::AActor::SkelMeshCompTickTag

◆ SkipCollidePawns

unsigned char SDK::AActor::SkipCollidePawns

◆ SupportedEvents

TArray<class UClass*> SDK::AActor::SupportedEvents

◆ Tag

struct FName SDK::AActor::Tag

◆ TerrainColType

TEnumAsByte<ETerrainCollisionType> SDK::AActor::TerrainColType

◆ TickGroup

TEnumAsByte<ETickingGroup> SDK::AActor::TickGroup

◆ Timers

TArray<struct FTimerData> SDK::AActor::Timers

◆ TimeSinceLastTick

float SDK::AActor::TimeSinceLastTick

◆ Touching

TArray<class AActor*> SDK::AActor::Touching

◆ Velocity

struct FVector SDK::AActor::Velocity

◆ WorldInfo

class AWorldInfo* SDK::AActor::WorldInfo

The documentation for this class was generated from the following file: