Lost Ark SDK  1.148.153.0
SDK::APawn Class Reference

#include <LA_Engine_classes.hpp>

Inheritance diagram for SDK::APawn:
Collaboration diagram for SDK::APawn:

Public Member Functions

void OnSetVelocity (class USeqAct_SetVelocity *Action)
 
void Speak (class USoundCue *Cue)
 
void SetScalarParameterInterp (struct FScalarParameterInterpStruct *ScalarParameterInterp)
 
void SetRootMotionInterpCurrentTime (float inTime, float DeltaTime, bool bUpdateSkelPose)
 
void SetCinematicMode (bool bInCinematicMode)
 
void ZeroMovementVariables ()
 
void ClearPathStep ()
 
void DrawPathStep (class UCanvas *C)
 
void IncrementPathChild (int Cnt, class UCanvas *C)
 
void IncrementPathStep (int Cnt, class UCanvas *C)
 
class UPathGoalEvaluatorCreatePathGoalEvaluator (class UClass *GoalEvalClass)
 
class UPathConstraintCreatePathConstraint (class UClass *ConstraintClass)
 
void AddGoalEvaluator (class UPathGoalEvaluator *Evaluator)
 
void AddPathConstraint (class UPathConstraint *Constraint)
 
void ClearConstraints ()
 
void SoakPause ()
 
void BecomeViewTarget (class APlayerController *PC)
 
void MessagePlayer (const struct FString &msg)
 
bool HandleTeleport (TArray< class UObject * > DestList, bool bUpdateRotation, bool bCheckOverlap, float TeleportDistance, TArray< class AVolume * > TeleportVolumes, int PreferredDestIndex)
 
void OnTeleport (class USeqAct_Teleport *Action)
 
void OnSetMaterial (class USeqAct_SetMaterial *Action)
 
float GetDamageScaling ()
 
void DoKismetAttachment (class AActor *Attachment, class USeqAct_AttachToActor *Action)
 
void SpawnedByKismet ()
 
bool IsStationary ()
 
struct FVector GetCollisionExtent ()
 
float GetCollisionHeight ()
 
float GetCollisionRadius ()
 
bool CheatFly ()
 
bool CheatGhost ()
 
bool CheatWalk ()
 
void PlayWeaponSwitch (class AWeapon *OldWeapon, class AWeapon *NewWeapon)
 
void SetActiveWeapon (class AWeapon *NewWeapon)
 
void TossInventory (class AInventory *Inv, const struct FVector &ForceVelocity)
 
void ThrowActiveWeapon (bool bDestroyWeap)
 
void DrawHUD (class AHUD *H)
 
class AInventoryFindInventoryType (class UClass *DesiredClass, bool bAllowSubclass)
 
class AInventoryCreateInventory (class UClass *NewInvClass, bool bDoNotActivate)
 
void AddDefaultInventory ()
 
void StopDriving (class AVehicle *V)
 
void StartDriving (class AVehicle *V)
 
bool CanThrowWeapon ()
 
void Suicide ()
 
class AVehicleGetVehicleBase ()
 
void PlayLanded (float ImpactVel)
 
bool CannotJumpNow ()
 
void PlayFootStepSound (int FootDown)
 
void TornOff ()
 
void PlayDying (class UClass *DamageType, const struct FVector &HitLoc)
 
void SetDyingPhysics ()
 
void TurnOff ()
 
void PlayHit (float Damage, class AController *InstigatedBy, const struct FVector &HitLocation, class UClass *DamageType, const struct FVector &Momentum, const struct FTraceHitInfo &HitInfo)
 
void PlayDyingSound ()
 
bool DoJump (bool bUpdating)
 
bool CheckWaterJump (struct FVector *WallNormal)
 
void TakeDrowningDamage ()
 
void BreathTimer ()
 
bool TouchingWaterVolume ()
 
void HeadVolumeChange (class APhysicsVolume *newHeadVolume)
 
void TickSpecial (float DeltaTime)
 
void Landed (const struct FVector &HitNormal, class AActor *FloorActor)
 
void Falling ()
 
void DelayTriggerDeath ()
 
bool Died (class AController *Killer, class UClass *DamageType, const struct FVector &HitLocation)
 
void ThrowWeaponOnDeath ()
 
bool IsSameTeam (class APawn *Other)
 
class ATeamInfoGetTeam ()
 
unsigned char GetTeamNum ()
 
void TakeDamage (int Damage, class AController *InstigatedBy, const struct FVector &HitLocation, const struct FVector &Momentum, class UClass *DamageType, const struct FTraceHitInfo &HitInfo, class AActor *DamageCauser)
 
class AControllerSetKillInstigator (class AController *InstigatedBy, class UClass *DamageType)
 
void NotifyTakeHit (class AController *InstigatedBy, const struct FVector &HitLocation, int Damage, class UClass *DamageType, const struct FVector &Momentum, class AActor *DamageCauser)
 
bool TakeRadiusDamageOnBones (class AController *InstigatedBy, float BaseDamage, float DamageRadius, class UClass *DamageType, float Momentum, const struct FVector &HurtOrigin, bool bFullDamage, class AActor *DamageCauser, TArray< struct FName > Bones)
 
void PruneDamagedBoneList (TArray< struct FName > *Bones)
 
bool HealDamage (int Amount, class AController *Healer, class UClass *DamageType)
 
void AdjustDamage (class AController *InstigatedBy, const struct FVector &HitLocation, class UClass *DamageType, const struct FTraceHitInfo &HitInfo, class AActor *DamageCauser, int *InDamage, struct FVector *Momentum)
 
void SetMovementPhysics ()
 
void Gasp ()
 
void OnGiveInventory (class USeqAct_GiveInventory *inAction)
 
void OnAssignController (class USeqAct_AssignController *inAction)
 
void ReceivedNewEvent (class USequenceEvent *Evt)
 
void SpawnDefaultController ()
 
void PostBeginPlay ()
 
void PreBeginPlay ()
 
void Destroyed ()
 
void DetachFromController (bool bDestroyController)
 
void CrushedBy (class APawn *OtherPawn)
 
bool CanBeBaseForPawn (class APawn *aPawn)
 
void BaseChange ()
 
void StuckOnPawn (class APawn *OtherPawn)
 
void JumpOffPawn ()
 
void gibbedBy (class AActor *Other)
 
void EncroachedBy (class AActor *Other)
 
bool EncroachingOn (class AActor *Other)
 
void FaceRotation (const struct FRotator &NewRotation, float DeltaTime)
 
void UpdatePawnRotation (const struct FRotator &NewRotation)
 
void ClientSetRotation (const struct FRotator &NewRotation)
 
void ClientRestart ()
 
void Restart ()
 
void TakeFallingDamage ()
 
void KilledBy (class APawn *EventInstigator)
 
void AddVelocity (const struct FVector &NewVelocity, const struct FVector &HitLocation, class UClass *DamageType, const struct FTraceHitInfo &HitInfo)
 
void HandleMomentum (const struct FVector &Momentum, const struct FVector &HitLocation, class UClass *DamageType, const struct FTraceHitInfo &HitInfo)
 
void StartCrouch (float HeightAdjust)
 
void EndCrouch (float HeightAdjust)
 
void ShouldCrouch (bool bCrouch)
 
void UnCrouch ()
 
void OutsideWorldBounds ()
 
void FellOutOfWorld (class UClass *dmgType)
 
void ClientMessage (const struct FString &S, const struct FName &Type)
 
void HandlePickup (class AInventory *Inv)
 
bool LineOfSightTo (class AActor *Other)
 
void SetMoveTarget (class AActor *NewTarget)
 
bool InGodMode ()
 
void SetViewRotation (const struct FRotator &NewRotation)
 
struct FRotator GetAdjustedAimFor (class AWeapon *W, const struct FVector &StartFireLoc)
 
bool InFreeCam ()
 
struct FRotator GetBaseAimRotation ()
 
struct FVector GetWeaponStartTraceLocation (class AWeapon *CurrentWeapon)
 
struct FVector GetPawnViewLocation ()
 
struct FRotator GetViewRotation ()
 
void GetActorEyesViewPoint (struct FVector *out_Location, struct FRotator *out_Rotation)
 
void ProcessViewRotation (float DeltaTime, struct FRotator *out_ViewRotation, struct FRotator *out_DeltaRot)
 
bool IsFirstPerson ()
 
bool IsPlayerPawn ()
 
bool IsLocallyControlled ()
 
bool IsHumanControlled (class AController *PawnController)
 
void DisplayDebug (class AHUD *HUD, float *out_YL, float *out_YPos)
 
void ClimbLadder (class ALadderVolume *L)
 
void EndClimbLadder (class ALadderVolume *OldLadder)
 
bool CanSplash ()
 
void SetWalking (bool bNewIsWalking)
 
float RangedAttackTime ()
 
bool RecommendLongRangedAttack ()
 
bool CanGrabLadder ()
 
void DropToGround ()
 
struct FName GetDefaultCameraMode (class APlayerController *RequestedBy)
 
void UnPossessed ()
 
void UpdateControllerOnPossess (bool bVehicleTransition)
 
void PossessedBy (class AController *C, bool bVehicleTransition)
 
void NotifyTeamChanged ()
 
void PlayTeleportEffect (bool bOut, bool bSound)
 
struct FString GetHumanReadableName ()
 
bool NeedToTurn (const struct FVector &targ)
 
bool IsFiring ()
 
bool HasRangedAttack ()
 
bool FireOnRelease ()
 
bool TooCloseToAttack (class AActor *Other)
 
bool CanAttack (class AActor *Other)
 
bool BotFire (bool bFinished)
 
void WeaponStoppedFiring (class AWeapon *InWeapon, bool bViaReplication)
 
void WeaponFired (class AWeapon *InWeapon, bool bViaReplication, const struct FVector &HitLocation)
 
void FlashLocationUpdated (class AWeapon *InWeapon, const struct FVector &InFlashLocation, bool bViaReplication)
 
void ClearFlashLocation (class AWeapon *InWeapon)
 
void SetFlashLocation (class AWeapon *InWeapon, unsigned char InFiringMode, const struct FVector &NewLoc)
 
void ClearFlashCount (class AWeapon *InWeapon)
 
void FlashCountUpdated (class AWeapon *InWeapon, unsigned char InFlashCount, bool bViaReplication)
 
void IncrementFlashCount (class AWeapon *InWeapon, unsigned char InFiringMode)
 
void FiringModeUpdated (class AWeapon *InWeapon, unsigned char InFiringMode, bool bViaReplication)
 
void SetFiringMode (class AWeapon *InWeapon, unsigned char InFiringMode)
 
unsigned char GetWeaponFiringMode (class AWeapon *InWeapon)
 
void StopFire (unsigned char FireModeNum)
 
void StartFire (unsigned char FireModeNum)
 
bool StopFiring ()
 
void Reset ()
 
void PlayerChangedTeam ()
 
void SetBaseEyeheight ()
 
bool SpecialMoveThruEdge (TEnumAsByte< ENavMeshEdgeType > EdgeType, int Dir, const struct FVector &MoveStart, const struct FVector &MoveDest, class AActor *RelActor, int RelItem, class UNavigationHandle *NavHandle)
 
bool SpecialMoveTo (class ANavigationPoint *Start, class ANavigationPoint *End, class AActor *Next)
 
bool TermRagdoll ()
 
bool InitRagdoll ()
 
void GetBoundingCylinder (float *CollisionRadius, float *CollisionHeight)
 
bool ReachedDesiredRotation ()
 
void SetPushesRigidBodies (bool NewPush)
 
void ForceCrouch ()
 
bool ReachedPoint (const struct FVector &Point, class AActor *NewAnchor)
 
bool ReachedDestination (class AActor *Goal)
 
class ANavigationPointGetBestAnchor (class AActor *TestActor, const struct FVector &TestLocation, bool bStartPoint, bool bOnlyCheckVisible, float *out_Dist)
 
void SetAnchor (class ANavigationPoint *NewAnchor)
 
void SetRemoteViewPitch (int NewRemoteViewPitch)
 
bool IsInvisible ()
 
bool IsValidEnemyTargetFor (class APlayerReplicationInfo *PRI, bool bNoPRIisEnemy)
 
float GetFallDuration ()
 
bool SuggestJumpVelocity (const struct FVector &Destination, const struct FVector &Start, bool bRequireFallLanding, struct FVector *JumpVelocity)
 
bool ValidAnchor ()
 
struct FVector AdjustDestination (class AActor *GoalActor, const struct FVector &Dest)
 
bool IsAliveAndWell ()
 
void ReplicatedEvent (const struct FName &VarName)
 
void SetSkelControlScale (const struct FName &SkelControlName, float Scale)
 
void SetMorphWeight (const struct FName &MorphNodeName, float MorphWeight)
 
class UFaceFXAssetGetActorFaceFXAsset ()
 
void FaceFXAudioFinished (class UAudioComponent *AC)
 
void OnPlayFaceFXAnim (class USeqAct_PlayFaceFXAnim *inAction)
 
bool CanActorPlayFaceFXAnim ()
 
bool IsActorPlayingFaceFXAnim ()
 
class UAudioComponentGetFaceFXAudioComponent ()
 
void StopActorFaceFXAnim ()
 
bool PlayActorFaceFXAnim (class UFaceFXAnimSet *AnimSet, const struct FString &GroupName, const struct FString &SeqName, class USoundCue *SoundCueToPlay, class UAkEvent *AkEventToPlay)
 
void MAT_FinishAIGroup ()
 
void MAT_BeginAIGroup (const struct FVector &StartLoc, const struct FRotator &StartRot)
 
void FinishAIGroup ()
 
void BeginAIGroup ()
 
void InterpolationFinished (class USeqAct_Interp *InterpAction)
 
void InterpolationStarted (class USeqAct_Interp *InterpAction, class UInterpGroupInst *GroupInst)
 
void MAT_SetAnimNodeBlendWeight (const struct FName &AnimNodeBlendName, float Weight)
 
void MAT_SetSkelControlStrength (const struct FName &SkelControlName, float ControlStrength)
 
void MAT_SetSkelControlScale (const struct FName &SkelControlName, float Scale)
 
void MAT_SetMorphWeight (const struct FName &MorphNodeName, float MorphWeight)
 
void MAT_SetAnimWeights (TArray< struct FAnimSlotInfo > SlotInfos)
 
void MAT_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 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 MAT_FinishAnimControl (class UInterpGroup *InInterpGroup)
 
void FinishAnimControl (class UInterpGroup *InInterpGroup)
 
void MAT_BeginAnimControl (class UInterpGroup *InInterpGroup)
 
void BeginAnimControl (class UInterpGroup *InInterpGroup)
 
bool RestoreAnimSetsToDefault ()
 
void AnimSetListUpdated ()
 
void AddAnimSets (TArray< class UAnimSet * > *CustomAnimSets)
 
void BuildScriptAnimSetList ()
 
void UpdateAnimSetList ()
 
void ClearAnimNodes ()
 
void CacheAnimNodes ()
 
void PostInitAnimTree (class USkeletalMeshComponent *SkelComp)
 
bool IsDesiredRotationLocked ()
 
bool IsDesiredRotationInUse ()
 
void CheckDesiredRotation ()
 
void ResetDesiredRotation ()
 
void LockDesiredRotation (bool Lock, bool InUnlockWhenReached)
 
bool SetDesiredRotation (const struct FRotator &TargetDesiredRotation, bool InLockDesiredRotation, bool InUnlockWhenReached, float InterpolationTime, bool bResetRotationRate)
 
bool PickWallAdjust (const struct FVector &WallHitNormal, class AActor *HitActor)
 
- Public Member Functions inherited from SDK::AActor
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::AActor
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

struct FPointer VfTable_IInterface_Speaker
 
float MaxStepHeight
 
float MaxJumpHeight
 
float WalkableFloorZ
 
float LedgeCheckThreshold
 
struct FVector PartialLedgeMoveDir
 
class AControllerController
 
class APawnNextPawn
 
float NetRelevancyTime
 
class APlayerControllerLastRealViewer
 
class AActorLastViewer
 
unsigned long bScriptTickSpecial: 1
 
unsigned long bUpAndOut: 1
 
unsigned long bIsWalking: 1
 
unsigned long bWantsToCrouch: 1
 
unsigned long bIsCrouched: 1
 
unsigned long bTryToUncrouch: 1
 
unsigned long bCanCrouch: 1
 
unsigned long bCrawler: 1
 
unsigned long bReducedSpeed: 1
 
unsigned long bJumpCapable: 1
 
unsigned long bCanJump: 1
 
unsigned long bCanWalk: 1
 
unsigned long bCanSwim: 1
 
unsigned long bCanFly: 1
 
unsigned long bCanClimbLadders: 1
 
unsigned long bCanStrafe: 1
 
unsigned long bAvoidLedges: 1
 
unsigned long bStopAtLedges: 1
 
unsigned long bAllowLedgeOverhang: 1
 
unsigned long bPartiallyOverLedge: 1
 
unsigned long bSimulateGravity: 1
 
unsigned long bIgnoreForces: 1
 
unsigned long bCanWalkOffLedges: 1
 
unsigned long bCanBeBaseForPawns: 1
 
unsigned long bSimGravityDisabled: 1
 
unsigned long bDirectHitWall: 1
 
unsigned long bPushesRigidBodies: 1
 
unsigned long bForceFloorCheck: 1
 
unsigned long bForceKeepAnchor: 1
 
unsigned long bCanMantle: 1
 
unsigned long bCanClimbUp: 1
 
unsigned long bCanClimbCeilings: 1
 
unsigned long bCanSwatTurn: 1
 
unsigned long bCanLeap: 1
 
unsigned long bCanCoverSlip: 1
 
unsigned long bDisplayPathErrors: 1
 
unsigned long bCanPickupInventory: 1
 
unsigned long bAmbientCreature: 1
 
unsigned long bLOSHearing: 1
 
unsigned long bMuffledHearing: 1
 
unsigned long bDontPossess: 1
 
unsigned long bRollToDesired: 1
 
unsigned long bStationary: 1
 
unsigned long bCachedRelevant: 1
 
unsigned long bNoWeaponFiring: 1
 
unsigned long bModifyReachSpecCost: 1
 
unsigned long bModifyNavPointDest: 1
 
unsigned long bPathfindsAsVehicle: 1
 
unsigned long bPrevBypassSimulatedClientPhysics: 1
 
unsigned long bRunPhysicsWithNoController: 1
 
unsigned long bForceMaxAccel: 1
 
unsigned long bLimitFallAccel: 1
 
unsigned long bReplicateHealthToAll: 1
 
unsigned long bForceRMVelocity: 1
 
unsigned long bForceRegularVelocity: 1
 
unsigned long bPlayedDeath: 1
 
unsigned long bDesiredRotationSet: 1
 
unsigned long bLockDesiredRotation: 1
 
unsigned long bUnlockWhenReached: 1
 
unsigned long bNeedsBaseTickedFirst: 1
 
unsigned long bUsedByMatinee: 1
 
unsigned long bRootMotionFromInterpCurve: 1
 
unsigned long bDebugShowCameraLocation: 1
 
unsigned long bFastAttachedMove: 1
 
unsigned long bEFIgnoreMoveCollision: 1
 
TEnumAsByte< EPhysicsWalkingPhysics
 
TEnumAsByte< EPathSearchTypePathSearchType
 
unsigned char RemoteViewPitch
 
unsigned char FlashCount
 
unsigned char FiringMode
 
unsigned char UnknownData00 [0x3]
 
float UncrouchTime
 
float CrouchHeight
 
float CrouchRadius
 
int FullHeight
 
float NonPreferredVehiclePathMultiplier
 
class UPathConstraintPathConstraintList
 
class UPathGoalEvaluatorPathGoalList
 
float DesiredSpeed
 
float MaxDesiredSpeed
 
float HearingThreshold
 
float Alertness
 
float SightRadius
 
float PeripheralVision
 
float AvgPhysicsTime
 
float Mass
 
float Buoyancy
 
float MeleeRange
 
class ANavigationPointAnchor
 
int AnchorItem
 
class ANavigationPointLastAnchor
 
float FindAnchorFailedTime
 
float LastValidAnchorTime
 
float DestinationOffset
 
float NextPathRadius
 
struct FVector SerpentineDir
 
float SerpentineDist
 
float SerpentineTime
 
float SpawnTime
 
int MaxPitchLimit
 
float GroundSpeed
 
float WaterSpeed
 
float AirSpeed
 
float LadderSpeed
 
float AccelRate
 
float JumpZ
 
float OutofWaterZ
 
float MaxOutOfWaterStepHeight
 
float AirControl
 
float WalkingPct
 
float MovementSpeedModifier
 
float CrouchedPct
 
float MaxFallSpeed
 
float AIMaxFallSpeedFactor
 
float BaseEyeHeight
 
float EyeHeight
 
struct FVector Floor
 
float SplashTime
 
class APhysicsVolumeHeadVolume
 
int Health
 
int HealthMax
 
float BreathTime
 
float UnderWaterTime
 
float LastPainTime
 
float KismetDeathDelayTime
 
struct FVector RMVelocity
 
struct FVector noise1spot
 
float noise1time
 
class APawnnoise1other
 
float noise1loudness
 
struct FVector noise2spot
 
float noise2time
 
class APawnnoise2other
 
float noise2loudness
 
float SoundDampening
 
float DamageScaling
 
struct FString MenuName
 
class UClassControllerClass
 
class APlayerReplicationInfoPlayerReplicationInfo
 
class ALadderVolumeOnLadder
 
struct FName LandMovementState
 
struct FName WaterMovementState
 
class APlayerStartLastStartSpot
 
float LastStartTime
 
struct FVector TakeHitLocation
 
class UClassHitDamageType
 
struct FVector TearOffMomentum
 
class USkeletalMeshComponentMesh
 
class UCylinderComponentCylinderComponent
 
float RBPushRadius
 
float RBPushStrength
 
class AVehicleDrivenVehicle
 
float AlwaysRelevantDistanceSquared
 
float VehicleCheckRadius
 
class AControllerLastHitBy
 
float ViewPitchMin
 
float ViewPitchMax
 
int AllowedYawError
 
struct FRotator DesiredRotation
 
class UClassInventoryManagerClass
 
class AInventoryManagerInvManager
 
class AWeaponWeapon
 
struct FVector FlashLocation
 
struct FVector LastFiringFlashLocation
 
int ShotCount
 
class UPrimitiveComponentPreRagdollCollisionComponent
 
class URB_BodyInstancePhysicsPushBody
 
int FailedLandingCount
 
TArray< class UAnimNodeSlot * > SlotNodes
 
TArray< class UInterpGroup * > InterpGroupList
 
class UAudioComponentFacialAudioComp
 
class UMaterialInstanceConstantMIC_PawnMat
 
class UMaterialInstanceConstantMIC_PawnHair
 
TArray< struct FScalarParameterInterpStructScalarParameterInterpArray
 
struct FRootMotionCurve RootMotionInterpCurve
 
float RootMotionInterpRate
 
float RootMotionInterpCurrentTime
 
struct FVector RootMotionInterpCurveLastValue
 
- Public Attributes inherited from SDK::AActor
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

◆ AddAnimSets()

void SDK::APawn::AddAnimSets ( TArray< class UAnimSet * > *  CustomAnimSets)

◆ AddDefaultInventory()

void SDK::APawn::AddDefaultInventory ( )

◆ AddGoalEvaluator()

void SDK::APawn::AddGoalEvaluator ( class UPathGoalEvaluator Evaluator)

◆ AddPathConstraint()

void SDK::APawn::AddPathConstraint ( class UPathConstraint Constraint)

◆ AddVelocity()

void SDK::APawn::AddVelocity ( const struct FVector NewVelocity,
const struct FVector HitLocation,
class UClass DamageType,
const struct FTraceHitInfo HitInfo 
)

◆ AdjustDamage()

void SDK::APawn::AdjustDamage ( class AController InstigatedBy,
const struct FVector HitLocation,
class UClass DamageType,
const struct FTraceHitInfo HitInfo,
class AActor DamageCauser,
int *  InDamage,
struct FVector Momentum 
)

◆ AdjustDestination()

struct FVector SDK::APawn::AdjustDestination ( class AActor GoalActor,
const struct FVector Dest 
)

◆ AnimSetListUpdated()

void SDK::APawn::AnimSetListUpdated ( )

◆ BaseChange()

void SDK::APawn::BaseChange ( )

◆ BecomeViewTarget()

void SDK::APawn::BecomeViewTarget ( class APlayerController PC)

◆ BeginAIGroup()

void SDK::APawn::BeginAIGroup ( )

◆ BeginAnimControl()

void SDK::APawn::BeginAnimControl ( class UInterpGroup InInterpGroup)

◆ BotFire()

bool SDK::APawn::BotFire ( bool  bFinished)

◆ BreathTimer()

void SDK::APawn::BreathTimer ( )

◆ BuildScriptAnimSetList()

void SDK::APawn::BuildScriptAnimSetList ( )

◆ CacheAnimNodes()

void SDK::APawn::CacheAnimNodes ( )

◆ CanActorPlayFaceFXAnim()

bool SDK::APawn::CanActorPlayFaceFXAnim ( )

◆ CanAttack()

bool SDK::APawn::CanAttack ( class AActor Other)

◆ CanBeBaseForPawn()

bool SDK::APawn::CanBeBaseForPawn ( class APawn aPawn)

◆ CanGrabLadder()

bool SDK::APawn::CanGrabLadder ( )

◆ CannotJumpNow()

bool SDK::APawn::CannotJumpNow ( )

◆ CanSplash()

bool SDK::APawn::CanSplash ( )

◆ CanThrowWeapon()

bool SDK::APawn::CanThrowWeapon ( )

◆ CheatFly()

bool SDK::APawn::CheatFly ( )

◆ CheatGhost()

bool SDK::APawn::CheatGhost ( )

◆ CheatWalk()

bool SDK::APawn::CheatWalk ( )

◆ CheckDesiredRotation()

void SDK::APawn::CheckDesiredRotation ( )

◆ CheckWaterJump()

bool SDK::APawn::CheckWaterJump ( struct FVector WallNormal)

◆ ClearAnimNodes()

void SDK::APawn::ClearAnimNodes ( )

◆ ClearConstraints()

void SDK::APawn::ClearConstraints ( )

◆ ClearFlashCount()

void SDK::APawn::ClearFlashCount ( class AWeapon InWeapon)

◆ ClearFlashLocation()

void SDK::APawn::ClearFlashLocation ( class AWeapon InWeapon)

◆ ClearPathStep()

void SDK::APawn::ClearPathStep ( )

◆ ClientMessage()

void SDK::APawn::ClientMessage ( const struct FString S,
const struct FName Type 
)

◆ ClientRestart()

void SDK::APawn::ClientRestart ( )

◆ ClientSetRotation()

void SDK::APawn::ClientSetRotation ( const struct FRotator NewRotation)

◆ ClimbLadder()

void SDK::APawn::ClimbLadder ( class ALadderVolume L)

◆ CreateInventory()

class AInventory* SDK::APawn::CreateInventory ( class UClass NewInvClass,
bool  bDoNotActivate 
)

◆ CreatePathConstraint()

class UPathConstraint* SDK::APawn::CreatePathConstraint ( class UClass ConstraintClass)

◆ CreatePathGoalEvaluator()

class UPathGoalEvaluator* SDK::APawn::CreatePathGoalEvaluator ( class UClass GoalEvalClass)

◆ CrushedBy()

void SDK::APawn::CrushedBy ( class APawn OtherPawn)

◆ DelayTriggerDeath()

void SDK::APawn::DelayTriggerDeath ( )

◆ Destroyed()

void SDK::APawn::Destroyed ( )

◆ DetachFromController()

void SDK::APawn::DetachFromController ( bool  bDestroyController)

◆ Died()

bool SDK::APawn::Died ( class AController Killer,
class UClass DamageType,
const struct FVector HitLocation 
)

◆ DisplayDebug()

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

◆ DoJump()

bool SDK::APawn::DoJump ( bool  bUpdating)

◆ DoKismetAttachment()

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

◆ DrawHUD()

void SDK::APawn::DrawHUD ( class AHUD H)

◆ DrawPathStep()

void SDK::APawn::DrawPathStep ( class UCanvas C)

◆ DropToGround()

void SDK::APawn::DropToGround ( )

◆ EncroachedBy()

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

◆ EncroachingOn()

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

◆ EndClimbLadder()

void SDK::APawn::EndClimbLadder ( class ALadderVolume OldLadder)

◆ EndCrouch()

void SDK::APawn::EndCrouch ( float  HeightAdjust)

◆ FaceFXAudioFinished()

void SDK::APawn::FaceFXAudioFinished ( class UAudioComponent AC)

◆ FaceRotation()

void SDK::APawn::FaceRotation ( const struct FRotator NewRotation,
float  DeltaTime 
)

◆ Falling()

void SDK::APawn::Falling ( )

◆ FellOutOfWorld()

void SDK::APawn::FellOutOfWorld ( class UClass dmgType)

◆ FindInventoryType()

class AInventory* SDK::APawn::FindInventoryType ( class UClass DesiredClass,
bool  bAllowSubclass 
)

◆ FinishAIGroup()

void SDK::APawn::FinishAIGroup ( )

◆ FinishAnimControl()

void SDK::APawn::FinishAnimControl ( class UInterpGroup InInterpGroup)

◆ FireOnRelease()

bool SDK::APawn::FireOnRelease ( )

◆ FiringModeUpdated()

void SDK::APawn::FiringModeUpdated ( class AWeapon InWeapon,
unsigned char  InFiringMode,
bool  bViaReplication 
)

◆ FlashCountUpdated()

void SDK::APawn::FlashCountUpdated ( class AWeapon InWeapon,
unsigned char  InFlashCount,
bool  bViaReplication 
)

◆ FlashLocationUpdated()

void SDK::APawn::FlashLocationUpdated ( class AWeapon InWeapon,
const struct FVector InFlashLocation,
bool  bViaReplication 
)

◆ ForceCrouch()

void SDK::APawn::ForceCrouch ( )

◆ Gasp()

void SDK::APawn::Gasp ( )

◆ GetActorEyesViewPoint()

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

◆ GetActorFaceFXAsset()

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

◆ GetAdjustedAimFor()

struct FRotator SDK::APawn::GetAdjustedAimFor ( class AWeapon W,
const struct FVector StartFireLoc 
)

◆ GetBaseAimRotation()

struct FRotator SDK::APawn::GetBaseAimRotation ( )

◆ GetBestAnchor()

class ANavigationPoint* SDK::APawn::GetBestAnchor ( class AActor TestActor,
const struct FVector TestLocation,
bool  bStartPoint,
bool  bOnlyCheckVisible,
float *  out_Dist 
)

◆ GetBoundingCylinder()

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

◆ GetCollisionExtent()

struct FVector SDK::APawn::GetCollisionExtent ( )

◆ GetCollisionHeight()

float SDK::APawn::GetCollisionHeight ( )

◆ GetCollisionRadius()

float SDK::APawn::GetCollisionRadius ( )

◆ GetDamageScaling()

float SDK::APawn::GetDamageScaling ( )

◆ GetDefaultCameraMode()

struct FName SDK::APawn::GetDefaultCameraMode ( class APlayerController RequestedBy)

◆ GetFaceFXAudioComponent()

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

◆ GetFallDuration()

float SDK::APawn::GetFallDuration ( )

◆ GetHumanReadableName()

struct FString SDK::APawn::GetHumanReadableName ( )

◆ GetPawnViewLocation()

struct FVector SDK::APawn::GetPawnViewLocation ( )

◆ GetTeam()

class ATeamInfo* SDK::APawn::GetTeam ( )

◆ GetTeamNum()

unsigned char SDK::APawn::GetTeamNum ( )

◆ GetVehicleBase()

class AVehicle* SDK::APawn::GetVehicleBase ( )

◆ GetViewRotation()

struct FRotator SDK::APawn::GetViewRotation ( )

◆ GetWeaponFiringMode()

unsigned char SDK::APawn::GetWeaponFiringMode ( class AWeapon InWeapon)

◆ GetWeaponStartTraceLocation()

struct FVector SDK::APawn::GetWeaponStartTraceLocation ( class AWeapon CurrentWeapon)

◆ gibbedBy()

void SDK::APawn::gibbedBy ( class AActor Other)

◆ HandleMomentum()

void SDK::APawn::HandleMomentum ( const struct FVector Momentum,
const struct FVector HitLocation,
class UClass DamageType,
const struct FTraceHitInfo HitInfo 
)

◆ HandlePickup()

void SDK::APawn::HandlePickup ( class AInventory Inv)

◆ HandleTeleport()

bool SDK::APawn::HandleTeleport ( TArray< class UObject * >  DestList,
bool  bUpdateRotation,
bool  bCheckOverlap,
float  TeleportDistance,
TArray< class AVolume * >  TeleportVolumes,
int  PreferredDestIndex 
)

◆ HasRangedAttack()

bool SDK::APawn::HasRangedAttack ( )

◆ HeadVolumeChange()

void SDK::APawn::HeadVolumeChange ( class APhysicsVolume newHeadVolume)

◆ HealDamage()

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

◆ IncrementFlashCount()

void SDK::APawn::IncrementFlashCount ( class AWeapon InWeapon,
unsigned char  InFiringMode 
)

◆ IncrementPathChild()

void SDK::APawn::IncrementPathChild ( int  Cnt,
class UCanvas C 
)

◆ IncrementPathStep()

void SDK::APawn::IncrementPathStep ( int  Cnt,
class UCanvas C 
)

◆ InFreeCam()

bool SDK::APawn::InFreeCam ( )

◆ InGodMode()

bool SDK::APawn::InGodMode ( )

◆ InitRagdoll()

bool SDK::APawn::InitRagdoll ( )

◆ InterpolationFinished()

void SDK::APawn::InterpolationFinished ( class USeqAct_Interp InterpAction)

◆ InterpolationStarted()

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

◆ IsActorPlayingFaceFXAnim()

bool SDK::APawn::IsActorPlayingFaceFXAnim ( )

◆ IsAliveAndWell()

bool SDK::APawn::IsAliveAndWell ( )

◆ IsDesiredRotationInUse()

bool SDK::APawn::IsDesiredRotationInUse ( )

◆ IsDesiredRotationLocked()

bool SDK::APawn::IsDesiredRotationLocked ( )

◆ IsFiring()

bool SDK::APawn::IsFiring ( )

◆ IsFirstPerson()

bool SDK::APawn::IsFirstPerson ( )

◆ IsHumanControlled()

bool SDK::APawn::IsHumanControlled ( class AController PawnController)

◆ IsInvisible()

bool SDK::APawn::IsInvisible ( )

◆ IsLocallyControlled()

bool SDK::APawn::IsLocallyControlled ( )

◆ IsPlayerPawn()

bool SDK::APawn::IsPlayerPawn ( )

◆ IsSameTeam()

bool SDK::APawn::IsSameTeam ( class APawn Other)

◆ IsStationary()

bool SDK::APawn::IsStationary ( )

◆ IsValidEnemyTargetFor()

bool SDK::APawn::IsValidEnemyTargetFor ( class APlayerReplicationInfo PRI,
bool  bNoPRIisEnemy 
)

◆ JumpOffPawn()

void SDK::APawn::JumpOffPawn ( )

◆ KilledBy()

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

◆ Landed()

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

◆ LineOfSightTo()

bool SDK::APawn::LineOfSightTo ( class AActor Other)

◆ LockDesiredRotation()

void SDK::APawn::LockDesiredRotation ( bool  Lock,
bool  InUnlockWhenReached 
)

◆ MAT_BeginAIGroup()

void SDK::APawn::MAT_BeginAIGroup ( const struct FVector StartLoc,
const struct FRotator StartRot 
)

◆ MAT_BeginAnimControl()

void SDK::APawn::MAT_BeginAnimControl ( class UInterpGroup InInterpGroup)

◆ MAT_FinishAIGroup()

void SDK::APawn::MAT_FinishAIGroup ( )

◆ MAT_FinishAnimControl()

void SDK::APawn::MAT_FinishAnimControl ( class UInterpGroup InInterpGroup)

◆ MAT_SetAnimNodeBlendWeight()

void SDK::APawn::MAT_SetAnimNodeBlendWeight ( const struct FName AnimNodeBlendName,
float  Weight 
)

◆ MAT_SetAnimPosition()

void SDK::APawn::MAT_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 
)

◆ MAT_SetAnimWeights()

void SDK::APawn::MAT_SetAnimWeights ( TArray< struct FAnimSlotInfo SlotInfos)

◆ MAT_SetMorphWeight()

void SDK::APawn::MAT_SetMorphWeight ( const struct FName MorphNodeName,
float  MorphWeight 
)

◆ MAT_SetSkelControlScale()

void SDK::APawn::MAT_SetSkelControlScale ( const struct FName SkelControlName,
float  Scale 
)

◆ MAT_SetSkelControlStrength()

void SDK::APawn::MAT_SetSkelControlStrength ( const struct FName SkelControlName,
float  ControlStrength 
)

◆ MessagePlayer()

void SDK::APawn::MessagePlayer ( const struct FString msg)

◆ NeedToTurn()

bool SDK::APawn::NeedToTurn ( const struct FVector targ)

◆ NotifyTakeHit()

void SDK::APawn::NotifyTakeHit ( class AController InstigatedBy,
const struct FVector HitLocation,
int  Damage,
class UClass DamageType,
const struct FVector Momentum,
class AActor DamageCauser 
)

◆ NotifyTeamChanged()

void SDK::APawn::NotifyTeamChanged ( )

◆ OnAssignController()

void SDK::APawn::OnAssignController ( class USeqAct_AssignController inAction)

◆ OnGiveInventory()

void SDK::APawn::OnGiveInventory ( class USeqAct_GiveInventory inAction)

◆ OnPlayFaceFXAnim()

void SDK::APawn::OnPlayFaceFXAnim ( class USeqAct_PlayFaceFXAnim inAction)

◆ OnSetMaterial()

void SDK::APawn::OnSetMaterial ( class USeqAct_SetMaterial Action)

◆ OnSetVelocity()

void SDK::APawn::OnSetVelocity ( class USeqAct_SetVelocity Action)

◆ OnTeleport()

void SDK::APawn::OnTeleport ( class USeqAct_Teleport Action)

◆ OutsideWorldBounds()

void SDK::APawn::OutsideWorldBounds ( )

◆ PickWallAdjust()

bool SDK::APawn::PickWallAdjust ( const struct FVector WallHitNormal,
class AActor HitActor 
)

◆ PlayActorFaceFXAnim()

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

◆ PlayDying()

void SDK::APawn::PlayDying ( class UClass DamageType,
const struct FVector HitLoc 
)

◆ PlayDyingSound()

void SDK::APawn::PlayDyingSound ( )

◆ PlayerChangedTeam()

void SDK::APawn::PlayerChangedTeam ( )

◆ PlayFootStepSound()

void SDK::APawn::PlayFootStepSound ( int  FootDown)

◆ PlayHit()

void SDK::APawn::PlayHit ( float  Damage,
class AController InstigatedBy,
const struct FVector HitLocation,
class UClass DamageType,
const struct FVector Momentum,
const struct FTraceHitInfo HitInfo 
)

◆ PlayLanded()

void SDK::APawn::PlayLanded ( float  ImpactVel)

◆ PlayTeleportEffect()

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

◆ PlayWeaponSwitch()

void SDK::APawn::PlayWeaponSwitch ( class AWeapon OldWeapon,
class AWeapon NewWeapon 
)

◆ PossessedBy()

void SDK::APawn::PossessedBy ( class AController C,
bool  bVehicleTransition 
)

◆ PostBeginPlay()

void SDK::APawn::PostBeginPlay ( )

◆ PostInitAnimTree()

void SDK::APawn::PostInitAnimTree ( class USkeletalMeshComponent SkelComp)

◆ PreBeginPlay()

void SDK::APawn::PreBeginPlay ( )

◆ ProcessViewRotation()

void SDK::APawn::ProcessViewRotation ( float  DeltaTime,
struct FRotator out_ViewRotation,
struct FRotator out_DeltaRot 
)

◆ PruneDamagedBoneList()

void SDK::APawn::PruneDamagedBoneList ( TArray< struct FName > *  Bones)

◆ RangedAttackTime()

float SDK::APawn::RangedAttackTime ( )

◆ ReachedDesiredRotation()

bool SDK::APawn::ReachedDesiredRotation ( )

◆ ReachedDestination()

bool SDK::APawn::ReachedDestination ( class AActor Goal)

◆ ReachedPoint()

bool SDK::APawn::ReachedPoint ( const struct FVector Point,
class AActor NewAnchor 
)

◆ ReceivedNewEvent()

void SDK::APawn::ReceivedNewEvent ( class USequenceEvent Evt)

◆ RecommendLongRangedAttack()

bool SDK::APawn::RecommendLongRangedAttack ( )

◆ ReplicatedEvent()

void SDK::APawn::ReplicatedEvent ( const struct FName VarName)

◆ Reset()

void SDK::APawn::Reset ( )

◆ ResetDesiredRotation()

void SDK::APawn::ResetDesiredRotation ( )

◆ Restart()

void SDK::APawn::Restart ( )

◆ RestoreAnimSetsToDefault()

bool SDK::APawn::RestoreAnimSetsToDefault ( )

◆ SetActiveWeapon()

void SDK::APawn::SetActiveWeapon ( class AWeapon NewWeapon)

◆ SetAnchor()

void SDK::APawn::SetAnchor ( class ANavigationPoint NewAnchor)

◆ SetAnimPosition()

void SDK::APawn::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 
)

◆ SetBaseEyeheight()

void SDK::APawn::SetBaseEyeheight ( )

◆ SetCinematicMode()

void SDK::APawn::SetCinematicMode ( bool  bInCinematicMode)

◆ SetDesiredRotation()

bool SDK::APawn::SetDesiredRotation ( const struct FRotator TargetDesiredRotation,
bool  InLockDesiredRotation,
bool  InUnlockWhenReached,
float  InterpolationTime,
bool  bResetRotationRate 
)

◆ SetDyingPhysics()

void SDK::APawn::SetDyingPhysics ( )

◆ SetFiringMode()

void SDK::APawn::SetFiringMode ( class AWeapon InWeapon,
unsigned char  InFiringMode 
)

◆ SetFlashLocation()

void SDK::APawn::SetFlashLocation ( class AWeapon InWeapon,
unsigned char  InFiringMode,
const struct FVector NewLoc 
)

◆ SetKillInstigator()

class AController* SDK::APawn::SetKillInstigator ( class AController InstigatedBy,
class UClass DamageType 
)

◆ SetMorphWeight()

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

◆ SetMovementPhysics()

void SDK::APawn::SetMovementPhysics ( )

◆ SetMoveTarget()

void SDK::APawn::SetMoveTarget ( class AActor NewTarget)

◆ SetPushesRigidBodies()

void SDK::APawn::SetPushesRigidBodies ( bool  NewPush)

◆ SetRemoteViewPitch()

void SDK::APawn::SetRemoteViewPitch ( int  NewRemoteViewPitch)

◆ SetRootMotionInterpCurrentTime()

void SDK::APawn::SetRootMotionInterpCurrentTime ( float  inTime,
float  DeltaTime,
bool  bUpdateSkelPose 
)

◆ SetScalarParameterInterp()

void SDK::APawn::SetScalarParameterInterp ( struct FScalarParameterInterpStruct ScalarParameterInterp)

◆ SetSkelControlScale()

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

◆ SetViewRotation()

void SDK::APawn::SetViewRotation ( const struct FRotator NewRotation)

◆ SetWalking()

void SDK::APawn::SetWalking ( bool  bNewIsWalking)

◆ ShouldCrouch()

void SDK::APawn::ShouldCrouch ( bool  bCrouch)

◆ SoakPause()

void SDK::APawn::SoakPause ( )

◆ SpawnDefaultController()

void SDK::APawn::SpawnDefaultController ( )

◆ SpawnedByKismet()

void SDK::APawn::SpawnedByKismet ( )

◆ Speak()

void SDK::APawn::Speak ( class USoundCue Cue)

◆ SpecialMoveThruEdge()

bool SDK::APawn::SpecialMoveThruEdge ( TEnumAsByte< ENavMeshEdgeType EdgeType,
int  Dir,
const struct FVector MoveStart,
const struct FVector MoveDest,
class AActor RelActor,
int  RelItem,
class UNavigationHandle NavHandle 
)

◆ SpecialMoveTo()

bool SDK::APawn::SpecialMoveTo ( class ANavigationPoint Start,
class ANavigationPoint End,
class AActor Next 
)

◆ StartCrouch()

void SDK::APawn::StartCrouch ( float  HeightAdjust)

◆ StartDriving()

void SDK::APawn::StartDriving ( class AVehicle V)

◆ StartFire()

void SDK::APawn::StartFire ( unsigned char  FireModeNum)

◆ StaticClass()

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

◆ StopActorFaceFXAnim()

void SDK::APawn::StopActorFaceFXAnim ( )

◆ StopDriving()

void SDK::APawn::StopDriving ( class AVehicle V)

◆ StopFire()

void SDK::APawn::StopFire ( unsigned char  FireModeNum)

◆ StopFiring()

bool SDK::APawn::StopFiring ( )

◆ StuckOnPawn()

void SDK::APawn::StuckOnPawn ( class APawn OtherPawn)

◆ SuggestJumpVelocity()

bool SDK::APawn::SuggestJumpVelocity ( const struct FVector Destination,
const struct FVector Start,
bool  bRequireFallLanding,
struct FVector JumpVelocity 
)

◆ Suicide()

void SDK::APawn::Suicide ( )

◆ TakeDamage()

void SDK::APawn::TakeDamage ( int  Damage,
class AController InstigatedBy,
const struct FVector HitLocation,
const struct FVector Momentum,
class UClass DamageType,
const struct FTraceHitInfo HitInfo,
class AActor DamageCauser 
)

◆ TakeDrowningDamage()

void SDK::APawn::TakeDrowningDamage ( )

◆ TakeFallingDamage()

void SDK::APawn::TakeFallingDamage ( )

◆ TakeRadiusDamageOnBones()

bool SDK::APawn::TakeRadiusDamageOnBones ( class AController InstigatedBy,
float  BaseDamage,
float  DamageRadius,
class UClass DamageType,
float  Momentum,
const struct FVector HurtOrigin,
bool  bFullDamage,
class AActor DamageCauser,
TArray< struct FName Bones 
)

◆ TermRagdoll()

bool SDK::APawn::TermRagdoll ( )

◆ ThrowActiveWeapon()

void SDK::APawn::ThrowActiveWeapon ( bool  bDestroyWeap)

◆ ThrowWeaponOnDeath()

void SDK::APawn::ThrowWeaponOnDeath ( )

◆ TickSpecial()

void SDK::APawn::TickSpecial ( float  DeltaTime)

◆ TooCloseToAttack()

bool SDK::APawn::TooCloseToAttack ( class AActor Other)

◆ TornOff()

void SDK::APawn::TornOff ( )

◆ TossInventory()

void SDK::APawn::TossInventory ( class AInventory Inv,
const struct FVector ForceVelocity 
)

◆ TouchingWaterVolume()

bool SDK::APawn::TouchingWaterVolume ( )

◆ TurnOff()

void SDK::APawn::TurnOff ( )

◆ UnCrouch()

void SDK::APawn::UnCrouch ( )

◆ UnPossessed()

void SDK::APawn::UnPossessed ( )

◆ UpdateAnimSetList()

void SDK::APawn::UpdateAnimSetList ( )

◆ UpdateControllerOnPossess()

void SDK::APawn::UpdateControllerOnPossess ( bool  bVehicleTransition)

◆ UpdatePawnRotation()

void SDK::APawn::UpdatePawnRotation ( const struct FRotator NewRotation)

◆ ValidAnchor()

bool SDK::APawn::ValidAnchor ( )

◆ WeaponFired()

void SDK::APawn::WeaponFired ( class AWeapon InWeapon,
bool  bViaReplication,
const struct FVector HitLocation 
)

◆ WeaponStoppedFiring()

void SDK::APawn::WeaponStoppedFiring ( class AWeapon InWeapon,
bool  bViaReplication 
)

◆ ZeroMovementVariables()

void SDK::APawn::ZeroMovementVariables ( )

Member Data Documentation

◆ AccelRate

float SDK::APawn::AccelRate

◆ AIMaxFallSpeedFactor

float SDK::APawn::AIMaxFallSpeedFactor

◆ AirControl

float SDK::APawn::AirControl

◆ AirSpeed

float SDK::APawn::AirSpeed

◆ Alertness

float SDK::APawn::Alertness

◆ AllowedYawError

int SDK::APawn::AllowedYawError

◆ AlwaysRelevantDistanceSquared

float SDK::APawn::AlwaysRelevantDistanceSquared

◆ Anchor

class ANavigationPoint* SDK::APawn::Anchor

◆ AnchorItem

int SDK::APawn::AnchorItem

◆ AvgPhysicsTime

float SDK::APawn::AvgPhysicsTime

◆ bAllowLedgeOverhang

unsigned long SDK::APawn::bAllowLedgeOverhang

◆ bAmbientCreature

unsigned long SDK::APawn::bAmbientCreature

◆ BaseEyeHeight

float SDK::APawn::BaseEyeHeight

◆ bAvoidLedges

unsigned long SDK::APawn::bAvoidLedges

◆ bCachedRelevant

unsigned long SDK::APawn::bCachedRelevant

◆ bCanBeBaseForPawns

unsigned long SDK::APawn::bCanBeBaseForPawns

◆ bCanClimbCeilings

unsigned long SDK::APawn::bCanClimbCeilings

◆ bCanClimbLadders

unsigned long SDK::APawn::bCanClimbLadders

◆ bCanClimbUp

unsigned long SDK::APawn::bCanClimbUp

◆ bCanCoverSlip

unsigned long SDK::APawn::bCanCoverSlip

◆ bCanCrouch

unsigned long SDK::APawn::bCanCrouch

◆ bCanFly

unsigned long SDK::APawn::bCanFly

◆ bCanJump

unsigned long SDK::APawn::bCanJump

◆ bCanLeap

unsigned long SDK::APawn::bCanLeap

◆ bCanMantle

unsigned long SDK::APawn::bCanMantle

◆ bCanPickupInventory

unsigned long SDK::APawn::bCanPickupInventory

◆ bCanStrafe

unsigned long SDK::APawn::bCanStrafe

◆ bCanSwatTurn

unsigned long SDK::APawn::bCanSwatTurn

◆ bCanSwim

unsigned long SDK::APawn::bCanSwim

◆ bCanWalk

unsigned long SDK::APawn::bCanWalk

◆ bCanWalkOffLedges

unsigned long SDK::APawn::bCanWalkOffLedges

◆ bCrawler

unsigned long SDK::APawn::bCrawler

◆ bDebugShowCameraLocation

unsigned long SDK::APawn::bDebugShowCameraLocation

◆ bDesiredRotationSet

unsigned long SDK::APawn::bDesiredRotationSet

◆ bDirectHitWall

unsigned long SDK::APawn::bDirectHitWall

◆ bDisplayPathErrors

unsigned long SDK::APawn::bDisplayPathErrors

◆ bDontPossess

unsigned long SDK::APawn::bDontPossess

◆ bEFIgnoreMoveCollision

unsigned long SDK::APawn::bEFIgnoreMoveCollision

◆ bFastAttachedMove

unsigned long SDK::APawn::bFastAttachedMove

◆ bForceFloorCheck

unsigned long SDK::APawn::bForceFloorCheck

◆ bForceKeepAnchor

unsigned long SDK::APawn::bForceKeepAnchor

◆ bForceMaxAccel

unsigned long SDK::APawn::bForceMaxAccel

◆ bForceRegularVelocity

unsigned long SDK::APawn::bForceRegularVelocity

◆ bForceRMVelocity

unsigned long SDK::APawn::bForceRMVelocity

◆ bIgnoreForces

unsigned long SDK::APawn::bIgnoreForces

◆ bIsCrouched

unsigned long SDK::APawn::bIsCrouched

◆ bIsWalking

unsigned long SDK::APawn::bIsWalking

◆ bJumpCapable

unsigned long SDK::APawn::bJumpCapable

◆ bLimitFallAccel

unsigned long SDK::APawn::bLimitFallAccel

◆ bLockDesiredRotation

unsigned long SDK::APawn::bLockDesiredRotation

◆ bLOSHearing

unsigned long SDK::APawn::bLOSHearing

◆ bModifyNavPointDest

unsigned long SDK::APawn::bModifyNavPointDest

◆ bModifyReachSpecCost

unsigned long SDK::APawn::bModifyReachSpecCost

◆ bMuffledHearing

unsigned long SDK::APawn::bMuffledHearing

◆ bNeedsBaseTickedFirst

unsigned long SDK::APawn::bNeedsBaseTickedFirst

◆ bNoWeaponFiring

unsigned long SDK::APawn::bNoWeaponFiring

◆ bPartiallyOverLedge

unsigned long SDK::APawn::bPartiallyOverLedge

◆ bPathfindsAsVehicle

unsigned long SDK::APawn::bPathfindsAsVehicle

◆ bPlayedDeath

unsigned long SDK::APawn::bPlayedDeath

◆ bPrevBypassSimulatedClientPhysics

unsigned long SDK::APawn::bPrevBypassSimulatedClientPhysics

◆ bPushesRigidBodies

unsigned long SDK::APawn::bPushesRigidBodies

◆ BreathTime

float SDK::APawn::BreathTime

◆ bReducedSpeed

unsigned long SDK::APawn::bReducedSpeed

◆ bReplicateHealthToAll

unsigned long SDK::APawn::bReplicateHealthToAll

◆ bRollToDesired

unsigned long SDK::APawn::bRollToDesired

◆ bRootMotionFromInterpCurve

unsigned long SDK::APawn::bRootMotionFromInterpCurve

◆ bRunPhysicsWithNoController

unsigned long SDK::APawn::bRunPhysicsWithNoController

◆ bScriptTickSpecial

unsigned long SDK::APawn::bScriptTickSpecial

◆ bSimGravityDisabled

unsigned long SDK::APawn::bSimGravityDisabled

◆ bSimulateGravity

unsigned long SDK::APawn::bSimulateGravity

◆ bStationary

unsigned long SDK::APawn::bStationary

◆ bStopAtLedges

unsigned long SDK::APawn::bStopAtLedges

◆ bTryToUncrouch

unsigned long SDK::APawn::bTryToUncrouch

◆ bUnlockWhenReached

unsigned long SDK::APawn::bUnlockWhenReached

◆ Buoyancy

float SDK::APawn::Buoyancy

◆ bUpAndOut

unsigned long SDK::APawn::bUpAndOut

◆ bUsedByMatinee

unsigned long SDK::APawn::bUsedByMatinee

◆ bWantsToCrouch

unsigned long SDK::APawn::bWantsToCrouch

◆ Controller

class AController* SDK::APawn::Controller

◆ ControllerClass

class UClass* SDK::APawn::ControllerClass

◆ CrouchedPct

float SDK::APawn::CrouchedPct

◆ CrouchHeight

float SDK::APawn::CrouchHeight

◆ CrouchRadius

float SDK::APawn::CrouchRadius

◆ CylinderComponent

class UCylinderComponent* SDK::APawn::CylinderComponent

◆ DamageScaling

float SDK::APawn::DamageScaling

◆ DesiredRotation

struct FRotator SDK::APawn::DesiredRotation

◆ DesiredSpeed

float SDK::APawn::DesiredSpeed

◆ DestinationOffset

float SDK::APawn::DestinationOffset

◆ DrivenVehicle

class AVehicle* SDK::APawn::DrivenVehicle

◆ EyeHeight

float SDK::APawn::EyeHeight

◆ FacialAudioComp

class UAudioComponent* SDK::APawn::FacialAudioComp

◆ FailedLandingCount

int SDK::APawn::FailedLandingCount

◆ FindAnchorFailedTime

float SDK::APawn::FindAnchorFailedTime

◆ FiringMode

unsigned char SDK::APawn::FiringMode

◆ FlashCount

unsigned char SDK::APawn::FlashCount

◆ FlashLocation

struct FVector SDK::APawn::FlashLocation

◆ Floor

struct FVector SDK::APawn::Floor

◆ FullHeight

int SDK::APawn::FullHeight

◆ GroundSpeed

float SDK::APawn::GroundSpeed

◆ HeadVolume

class APhysicsVolume* SDK::APawn::HeadVolume

◆ Health

int SDK::APawn::Health

◆ HealthMax

int SDK::APawn::HealthMax

◆ HearingThreshold

float SDK::APawn::HearingThreshold

◆ HitDamageType

class UClass* SDK::APawn::HitDamageType

◆ InterpGroupList

TArray<class UInterpGroup*> SDK::APawn::InterpGroupList

◆ InventoryManagerClass

class UClass* SDK::APawn::InventoryManagerClass

◆ InvManager

class AInventoryManager* SDK::APawn::InvManager

◆ JumpZ

float SDK::APawn::JumpZ

◆ KismetDeathDelayTime

float SDK::APawn::KismetDeathDelayTime

◆ LadderSpeed

float SDK::APawn::LadderSpeed

◆ LandMovementState

struct FName SDK::APawn::LandMovementState

◆ LastAnchor

class ANavigationPoint* SDK::APawn::LastAnchor

◆ LastFiringFlashLocation

struct FVector SDK::APawn::LastFiringFlashLocation

◆ LastHitBy

class AController* SDK::APawn::LastHitBy

◆ LastPainTime

float SDK::APawn::LastPainTime

◆ LastRealViewer

class APlayerController* SDK::APawn::LastRealViewer

◆ LastStartSpot

class APlayerStart* SDK::APawn::LastStartSpot

◆ LastStartTime

float SDK::APawn::LastStartTime

◆ LastValidAnchorTime

float SDK::APawn::LastValidAnchorTime

◆ LastViewer

class AActor* SDK::APawn::LastViewer

◆ LedgeCheckThreshold

float SDK::APawn::LedgeCheckThreshold

◆ Mass

float SDK::APawn::Mass

◆ MaxDesiredSpeed

float SDK::APawn::MaxDesiredSpeed

◆ MaxFallSpeed

float SDK::APawn::MaxFallSpeed

◆ MaxJumpHeight

float SDK::APawn::MaxJumpHeight

◆ MaxOutOfWaterStepHeight

float SDK::APawn::MaxOutOfWaterStepHeight

◆ MaxPitchLimit

int SDK::APawn::MaxPitchLimit

◆ MaxStepHeight

float SDK::APawn::MaxStepHeight

◆ MeleeRange

float SDK::APawn::MeleeRange

◆ MenuName

struct FString SDK::APawn::MenuName

◆ Mesh

class USkeletalMeshComponent* SDK::APawn::Mesh

◆ MIC_PawnHair

class UMaterialInstanceConstant* SDK::APawn::MIC_PawnHair

◆ MIC_PawnMat

class UMaterialInstanceConstant* SDK::APawn::MIC_PawnMat

◆ MovementSpeedModifier

float SDK::APawn::MovementSpeedModifier

◆ NetRelevancyTime

float SDK::APawn::NetRelevancyTime

◆ NextPathRadius

float SDK::APawn::NextPathRadius

◆ NextPawn

class APawn* SDK::APawn::NextPawn

◆ noise1loudness

float SDK::APawn::noise1loudness

◆ noise1other

class APawn* SDK::APawn::noise1other

◆ noise1spot

struct FVector SDK::APawn::noise1spot

◆ noise1time

float SDK::APawn::noise1time

◆ noise2loudness

float SDK::APawn::noise2loudness

◆ noise2other

class APawn* SDK::APawn::noise2other

◆ noise2spot

struct FVector SDK::APawn::noise2spot

◆ noise2time

float SDK::APawn::noise2time

◆ NonPreferredVehiclePathMultiplier

float SDK::APawn::NonPreferredVehiclePathMultiplier

◆ OnLadder

class ALadderVolume* SDK::APawn::OnLadder

◆ OutofWaterZ

float SDK::APawn::OutofWaterZ

◆ PartialLedgeMoveDir

struct FVector SDK::APawn::PartialLedgeMoveDir

◆ PathConstraintList

class UPathConstraint* SDK::APawn::PathConstraintList

◆ PathGoalList

class UPathGoalEvaluator* SDK::APawn::PathGoalList

◆ PathSearchType

TEnumAsByte<EPathSearchType> SDK::APawn::PathSearchType

◆ PeripheralVision

float SDK::APawn::PeripheralVision

◆ PhysicsPushBody

class URB_BodyInstance* SDK::APawn::PhysicsPushBody

◆ PlayerReplicationInfo

class APlayerReplicationInfo* SDK::APawn::PlayerReplicationInfo

◆ PreRagdollCollisionComponent

class UPrimitiveComponent* SDK::APawn::PreRagdollCollisionComponent

◆ RBPushRadius

float SDK::APawn::RBPushRadius

◆ RBPushStrength

float SDK::APawn::RBPushStrength

◆ RemoteViewPitch

unsigned char SDK::APawn::RemoteViewPitch

◆ RMVelocity

struct FVector SDK::APawn::RMVelocity

◆ RootMotionInterpCurrentTime

float SDK::APawn::RootMotionInterpCurrentTime

◆ RootMotionInterpCurve

struct FRootMotionCurve SDK::APawn::RootMotionInterpCurve

◆ RootMotionInterpCurveLastValue

struct FVector SDK::APawn::RootMotionInterpCurveLastValue

◆ RootMotionInterpRate

float SDK::APawn::RootMotionInterpRate

◆ ScalarParameterInterpArray

TArray<struct FScalarParameterInterpStruct> SDK::APawn::ScalarParameterInterpArray

◆ SerpentineDir

struct FVector SDK::APawn::SerpentineDir

◆ SerpentineDist

float SDK::APawn::SerpentineDist

◆ SerpentineTime

float SDK::APawn::SerpentineTime

◆ ShotCount

int SDK::APawn::ShotCount

◆ SightRadius

float SDK::APawn::SightRadius

◆ SlotNodes

TArray<class UAnimNodeSlot*> SDK::APawn::SlotNodes

◆ SoundDampening

float SDK::APawn::SoundDampening

◆ SpawnTime

float SDK::APawn::SpawnTime

◆ SplashTime

float SDK::APawn::SplashTime

◆ TakeHitLocation

struct FVector SDK::APawn::TakeHitLocation

◆ TearOffMomentum

struct FVector SDK::APawn::TearOffMomentum

◆ UncrouchTime

float SDK::APawn::UncrouchTime

◆ UnderWaterTime

float SDK::APawn::UnderWaterTime

◆ UnknownData00

unsigned char SDK::APawn::UnknownData00[0x3]

◆ VehicleCheckRadius

float SDK::APawn::VehicleCheckRadius

◆ VfTable_IInterface_Speaker

struct FPointer SDK::APawn::VfTable_IInterface_Speaker

◆ ViewPitchMax

float SDK::APawn::ViewPitchMax

◆ ViewPitchMin

float SDK::APawn::ViewPitchMin

◆ WalkableFloorZ

float SDK::APawn::WalkableFloorZ

◆ WalkingPct

float SDK::APawn::WalkingPct

◆ WalkingPhysics

TEnumAsByte<EPhysics> SDK::APawn::WalkingPhysics

◆ WaterMovementState

struct FName SDK::APawn::WaterMovementState

◆ WaterSpeed

float SDK::APawn::WaterSpeed

◆ Weapon

class AWeapon* SDK::APawn::Weapon

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