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 USpriteComponentGetActorSpriteComponent ()
 
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 UParticleSystemGetAnimTrailParticleSystem (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 UFaceFXAssetGetActorFaceFXAsset ()
 
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 UAudioComponentGetFaceFXAudioComponent ()
 
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 APlayerControllerGetALocalPlayerController ()
 
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 UAudioComponentCreateAudioComponent (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 AActorSpawn (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 AActorTrace (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 AActorSpecialHandling (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 AActorGetBaseMost ()
 
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< EMoveDirMovingWhichWay (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 UObjectSTATIC_FindObject (const struct FString &ObjectName, class UClass *ObjectClass)
 
class UObjectSTATIC_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 FStringSTATIC_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 UClassStaticClass ()
 
- Static Public Member Functions inherited from SDK::UObject
static TArray< UObject * > & GetGlobalObjects ()
 
template<typename T >
static T * FindObject (const std::string &name)
 
static UClassFindClass (const std::string &name)
 
template<typename T >
static T * GetObjectCasted (std::size_t index)
 
static UClassStaticClass ()
 

Public Attributes

TEnumAsByte< ETerrainCollisionTypeTerrainColType
 
TEnumAsByte< EPhysicsPhysics
 
TEnumAsByte< ENetRoleRemoteRole
 
TEnumAsByte< ENetRoleRole
 
TEnumAsByte< ECollisionTypeCollisionType
 
TEnumAsByte< ECollisionTypeReplicatedCollisionType
 
unsigned char SkipCollidePawns
 
TEnumAsByte< ETickingGroupTickGroup
 
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 AActorOwner
 
class AActorBase
 
TArray< struct FTimerDataTimers
 
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 APawnInstigator
 
class AWorldInfoWorldInfo
 
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 UAnimNodeSequenceLatentSeqNode
 
class APhysicsVolumePhysicsVolume
 
struct FVector Velocity
 
struct FVector Acceleration
 
struct FVector AngularVelocity
 
class USkeletalMeshComponentBaseSkelComponent
 
struct FName BaseBoneName
 
TArray< class AActor * > Attached
 
struct FVector RelativeLocation
 
struct FRotator RelativeRotation
 
class UPrimitiveComponentCollisionComponent
 
int OverlapTag
 
struct FRotator RotationRate
 
class AActorPendingTouch
 
TArray< class UActorComponent * > AllAkComponents
 
struct FQWord EFObjectUid
 
struct FQWord PrimitiveRenderMask
 
struct FVector InterpRMTranslation
 
struct FRotator InterpRMRotation
 
class UClassMessageClass
 
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 UObjectLinker
 
struct FPointer LinkerIndex
 
int ObjectInternalInteger
 
int NetIndex
 
class UObjectOuter
 
struct FName Name
 
class UClassClass
 
class UObjectObjectArchetype
 

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: