Lost Ark SDK  1.148.153.0
SDK::AController Class Reference

#include <LA_Engine_classes.hpp>

Inheritance diagram for SDK::AController:
Collaboration diagram for SDK::AController:

Public Member Functions

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

Static Public Member Functions

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

Public Attributes

struct FPointer VfTable_IInterface_NavigationHandle
 
class APawn * Pawn
 
class APlayerReplicationInfo * PlayerReplicationInfo
 
int PlayerNum
 
class AController * NextController
 
unsigned long bIsPlayer: 1
 
unsigned long bGodMode: 1
 
unsigned long bSoaking: 1
 
unsigned long bSlowerZAcquire: 1
 
unsigned long bNotifyPostLanded: 1
 
unsigned long bNotifyApex: 1
 
unsigned long bOverrideSearchStart: 1
 
unsigned long bAdvancedTactics: 1
 
unsigned long bCanDoSpecial: 1
 
unsigned long bAdjusting: 1
 
unsigned long bPreparingMove: 1
 
unsigned long bForceStrafe: 1
 
unsigned long bLOSflag: 1
 
unsigned long bSkipExtraLOSChecks: 1
 
unsigned long bNotifyFallingHitWall: 1
 
unsigned long bEarlyOutOfSighTestsForSameType: 1
 
unsigned long bPreciseDestination: 1
 
unsigned long bSeeFriendly: 1
 
unsigned long bUsingPathLanes: 1
 
unsigned char bFire
 
unsigned char bAltFire
 
unsigned char UnknownData00 [0x2]
 
float MinHitWall
 
class UClass * NavigationHandleClass
 
class UNavigationHandle * NavigationHandle
 
struct FVector OverrideSearchStart
 
float MoveTimer
 
class AActor * MoveTarget
 
struct FBasedPosition DestinationPosition
 
struct FBasedPosition FocalPosition
 
class AActor * Focus
 
class AActor * GoalList [0x4]
 
struct FBasedPosition AdjustPosition
 
class ANavigationPoint * StartSpot
 
TArray< class ANavigationPoint * > RouteCache
 
class UReachSpec * CurrentPath
 
class UReachSpec * NextRoutePath
 
struct FVector CurrentPathDir
 
class AActor * RouteGoal
 
float RouteDist
 
float LastRouteFind
 
class AInterpActor * PendingMover
 
class AActor * FailedMoveTarget
 
int MoveFailureCount
 
float GroundPitchTime
 
class APawn * ShotTarget
 
class AActor * LastFailedReach
 
float FailedReachTime
 
struct FVector FailedReachLocation
 
float SightCounter
 
float SightCounterInterval
 
float InUseNodeCostMultiplier
 
int HighJumpNodeCostModifier
 
float MaxMoveTowardPawnTargetTime
 
class APawn * Enemy
 
TArray< struct FVisiblePortalInfo > VisiblePortals
 
float LaneOffset
 
struct FRotator OldBasedRotation
 
struct FVector NavMeshPath_SearchExtent_Modifier
 
- Public Attributes inherited from SDK::AActor
TEnumAsByte< ETerrainCollisionType > TerrainColType
 
TEnumAsByte< EPhysics > Physics
 
TEnumAsByte< ENetRole > RemoteRole
 
TEnumAsByte< ENetRole > Role
 
TEnumAsByte< ECollisionType > CollisionType
 
TEnumAsByte< ECollisionType > ReplicatedCollisionType
 
unsigned char SkipCollidePawns
 
TEnumAsByte< ETickingGroup > TickGroup
 
struct FEFColOption ColOption
 
TArray< class UActorComponent * > Components
 
TArray< class UActorComponent * > AllComponents
 
struct FVector Location
 
struct FRotator Rotation
 
float DrawScale
 
struct FVector DrawScale3D
 
struct FVector PrePivot
 
struct FColor EditorIconColor
 
struct FRenderCommandFence DetachFence
 
float CustomTimeDilation
 
class AActor * Owner
 
class AActor * Base
 
TArray< struct FTimerData > Timers
 
unsigned long bStatic: 1
 
unsigned long bHidden: 1
 
unsigned long bNoDelete: 1
 
unsigned long bDeleteMe: 1
 
unsigned long bTicked: 1
 
unsigned long bOnlyOwnerSee: 1
 
unsigned long bTickIsDisabled: 1
 
unsigned long bWorldGeometry: 1
 
unsigned long bIgnoreRigidBodyPawns: 1
 
unsigned long bOrientOnSlope: 1
 
unsigned long bIgnoreEncroachers: 1
 
unsigned long bPushedByEncroachers: 1
 
unsigned long bDestroyedByInterpActor: 1
 
unsigned long bRouteBeginPlayEvenIfStatic: 1
 
unsigned long bIsMoving: 1
 
unsigned long bAlwaysEncroachCheck: 1
 
unsigned long bHasAlternateTargetLocation: 1
 
unsigned long bCanStepUpOn: 1
 
unsigned long bNetTemporary: 1
 
unsigned long bOnlyRelevantToOwner: 1
 
unsigned long bNetDirty: 1
 
unsigned long bAlwaysRelevant: 1
 
unsigned long bReplicateInstigator: 1
 
unsigned long bReplicateMovement: 1
 
unsigned long bSkipActorPropertyReplication: 1
 
unsigned long bUpdateSimulatedPosition: 1
 
unsigned long bTearOff: 1
 
unsigned long bOnlyDirtyReplication: 1
 
unsigned long bAllowFluidSurfaceInteraction: 1
 
unsigned long bDemoRecording: 1
 
unsigned long bDemoOwner: 1
 
unsigned long bForceDemoRelevant: 1
 
unsigned long bNetInitialRotation: 1
 
unsigned long bReplicateRigidBodyLocation: 1
 
unsigned long bKillDuringLevelTransition: 1
 
unsigned long bExchangedRoles: 1
 
unsigned long bConsiderAllStaticMeshComponentsForStreaming: 1
 
unsigned long bDebug: 1
 
unsigned long bPostRenderIfNotVisible: 1
 
unsigned long bForceNetUpdate: 1
 
unsigned long bPendingNetUpdate: 1
 
unsigned long bHardAttach: 1
 
unsigned long bIgnoreBaseRotation: 1
 
unsigned long bShadowParented: 1
 
unsigned long bSkipAttachedMoves: 1
 
unsigned long bCanBeAdheredTo: 1
 
unsigned long bCanBeFrictionedTo: 1
 
unsigned long bHurtEntry: 1
 
unsigned long bGameRelevant: 1
 
unsigned long bMovable: 1
 
unsigned long bDestroyInPainVolume: 1
 
unsigned long bCanBeDamaged: 1
 
unsigned long bShouldBaseAtStartup: 1
 
unsigned long bPendingDelete: 1
 
unsigned long bCanTeleport: 1
 
unsigned long bAlwaysTick: 1
 
unsigned long bBlocksNavigation: 1
 
unsigned long BlockRigidBody: 1
 
unsigned long bCollideWhenPlacing: 1
 
unsigned long bCollideActors: 1
 
unsigned long bCollideWorld: 1
 
unsigned long bCollideComplex: 1
 
unsigned long bBlockActors: 1
 
unsigned long bProjTarget: 1
 
unsigned long bBlocksTeleport: 1
 
unsigned long bMoveIgnoresDestruction: 1
 
unsigned long bProjectileMoveSingleBlocking: 1
 
unsigned long bNoEncroachCheck: 1
 
unsigned long bCollideAsEncroacher: 1
 
unsigned long bPhysRigidBodyOutOfWorldCheck: 1
 
unsigned long bComponentOutsideWorld: 1
 
unsigned long bForceOctreeSNFilter: 1
 
unsigned long bForceOctreeMNFilter: 1
 
unsigned long bRigidBodyWasAwake: 1
 
unsigned long bCallRigidBodyWakeEvents: 1
 
unsigned long bBounce: 1
 
unsigned long bJustTeleported: 1
 
unsigned long bEnableMobileTouch: 1
 
unsigned long bNetInitial: 1
 
unsigned long bNetOwner: 1
 
unsigned long bHiddenEd: 1
 
unsigned long bEditable: 1
 
unsigned long bHiddenEdGroup: 1
 
unsigned long bHiddenEdLayer: 1
 
unsigned long bHiddenEdCustom: 1
 
unsigned long bHiddenEdTemporary: 1
 
unsigned long bHiddenEdLevel: 1
 
unsigned long bHiddenEdScene: 1
 
unsigned long bEdShouldSnap: 1
 
unsigned long bTempEditor: 1
 
unsigned long bPathColliding: 1
 
unsigned long bPathTemp: 1
 
unsigned long bScriptInitialized: 1
 
unsigned long bLockLocation: 1
 
unsigned long bForceAllowKismetModification: 1
 
unsigned long bSelectInGame: 1
 
unsigned long bOverrideGlobalMaxDrawDistance: 1
 
unsigned long bExceptUnTouchActivate_BySeqEventTouch: 1
 
unsigned long bIgnoreShowByToggleHidden: 1
 
unsigned long bDebugEffectIsRelevant: 1
 
int SkelMeshCompTickTag
 
int NetTag
 
float NetUpdateTime
 
float NetUpdateFrequency
 
float NetPriority
 
float LastNetUpdateTime
 
float TimeSinceLastTick
 
class APawn * Instigator
 
class AWorldInfo * WorldInfo
 
float LifeSpan
 
float CreationTime
 
float LastRenderTime
 
struct FName Tag
 
struct FName InitialState
 
struct FName Layer
 
struct FName Group
 
struct FQWord HiddenEditorViews
 
TArray< class AActor * > Touching
 
TArray< class AActor * > Children
 
float LatentFloat
 
class UAnimNodeSequence * LatentSeqNode
 
class APhysicsVolume * PhysicsVolume
 
struct FVector Velocity
 
struct FVector Acceleration
 
struct FVector AngularVelocity
 
class USkeletalMeshComponent * BaseSkelComponent
 
struct FName BaseBoneName
 
TArray< class AActor * > Attached
 
struct FVector RelativeLocation
 
struct FRotator RelativeRotation
 
class UPrimitiveComponent * CollisionComponent
 
int OverlapTag
 
struct FRotator RotationRate
 
class AActor * PendingTouch
 
TArray< class UActorComponent * > AllAkComponents
 
struct FQWord EFObjectUid
 
struct FQWord PrimitiveRenderMask
 
struct FVector InterpRMTranslation
 
struct FRotator InterpRMRotation
 
class UClass * MessageClass
 
TArray< class UClass * > SupportedEvents
 
TArray< class USequenceEvent * > GeneratedEvents
 
TArray< class USeqAct_Latent * > LatentActions
 
- Public Attributes inherited from SDK::UObject
struct FPointer VfTableObject
 
struct FQWord ObjectFlags
 
struct FPointer StateFrame
 
class UObject * Linker
 
struct FPointer LinkerIndex
 
int ObjectInternalInteger
 
int NetIndex
 
class UObject * Outer
 
struct FName Name
 
class UClass * Class
 
class UObject * ObjectArchetype
 

Additional Inherited Members

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

Member Function Documentation

◆ ActorReachable()

bool SDK::AController::ActorReachable ( class AActor *  anActor)

◆ AllowDetourTo()

bool SDK::AController::AllowDetourTo ( class ANavigationPoint *  N)

◆ BeginAnimControl()

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

◆ BeyondFogDistance()

bool SDK::AController::BeyondFogDistance ( const struct FVector &  ViewPoint,
const struct FVector &  OtherPoint 
)

◆ CanSee()

bool SDK::AController::CanSee ( class APawn *  Other)

◆ CanSeeByPoints()

bool SDK::AController::CanSeeByPoints ( const struct FVector &  ViewLocation,
const struct FVector &  TestLocation,
const struct FRotator &  ViewRotation 
)

◆ CleanupPRI()

void SDK::AController::CleanupPRI ( )

◆ ClientSetLocation()

void SDK::AController::ClientSetLocation ( const struct FVector &  NewLocation,
const struct FRotator &  NewRotation 
)

◆ ClientSetRotation()

void SDK::AController::ClientSetRotation ( const struct FRotator &  NewRotation,
bool  bResetCamera 
)

◆ ClientSwitchToBestWeapon()

void SDK::AController::ClientSwitchToBestWeapon ( bool  bForceNewWeapon)

◆ CurrentLevelUnloaded()

void SDK::AController::CurrentLevelUnloaded ( )

◆ Destroyed()

void SDK::AController::Destroyed ( )

◆ DisplayDebug()

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

◆ EndClimbLadder()

void SDK::AController::EndClimbLadder ( )

◆ EnemyJustTeleported()

void SDK::AController::EnemyJustTeleported ( )

◆ EnemyNotVisible()

void SDK::AController::EnemyNotVisible ( )

◆ FindPathTo()

class AActor* SDK::AController::FindPathTo ( const struct FVector &  aPoint,
int  MaxPathLength,
bool  bReturnPartial 
)

◆ FindPathToIntercept()

class AActor* SDK::AController::FindPathToIntercept ( class APawn *  P,
class AActor *  InRouteGoal,
bool  bWeightDetours,
int  MaxPathLength,
bool  bReturnPartial 
)

◆ FindPathToward()

class AActor* SDK::AController::FindPathToward ( class AActor *  anActor,
bool  bWeightDetours,
int  MaxPathLength,
bool  bReturnPartial 
)

◆ FindPathTowardNearest()

class AActor* SDK::AController::FindPathTowardNearest ( class UClass *  GoalClass,
bool  bWeightDetours,
int  MaxPathLength,
bool  bReturnPartial 
)

◆ FindRandomDest()

class ANavigationPoint* SDK::AController::FindRandomDest ( )

◆ FinishAnimControl()

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

◆ FinishRotation()

void SDK::AController::FinishRotation ( )

◆ FireWeaponAt()

bool SDK::AController::FireWeaponAt ( class AActor *  inActor)

◆ GameHasEnded()

void SDK::AController::GameHasEnded ( class AActor *  EndGameFocus,
bool  bIsWinner 
)

◆ GamePlayEndedState()

bool SDK::AController::GamePlayEndedState ( )

◆ GeneratePathToActor()

bool SDK::AController::GeneratePathToActor ( class AActor *  Goal,
float  WithinDistance,
bool  bAllowPartialPath 
)

◆ GeneratePathToLocation()

bool SDK::AController::GeneratePathToLocation ( const struct FVector &  Goal,
float  WithinDistance,
bool  bAllowPartialPath 
)

◆ GetActorEyesViewPoint()

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

◆ GetAdjustedAimFor()

struct FRotator SDK::AController::GetAdjustedAimFor ( class AWeapon *  W,
const struct FVector &  StartFireLoc 
)

◆ GetAdjustLocation()

struct FVector SDK::AController::GetAdjustLocation ( )

◆ GetDestinationPosition()

struct FVector SDK::AController::GetDestinationPosition ( )

◆ GetFocalPoint()

struct FVector SDK::AController::GetFocalPoint ( )

◆ GetHumanReadableName()

struct FString SDK::AController::GetHumanReadableName ( )

◆ GetPlayerViewPoint()

void SDK::AController::GetPlayerViewPoint ( struct FVector *  out_Location,
struct FRotator *  out_Rotation 
)

◆ GetPlayerViewPointQuat()

void SDK::AController::GetPlayerViewPointQuat ( struct FVector *  out_Location,
struct FQuat *  out_Quaternion 
)

◆ GetTeamNum()

unsigned char SDK::AController::GetTeamNum ( )

◆ HandlePathObstruction()

bool SDK::AController::HandlePathObstruction ( class AActor *  BlockedBy)

◆ HandlePickup()

void SDK::AController::HandlePickup ( class AInventory *  Inv)

◆ HearNoise()

void SDK::AController::HearNoise ( float  Loudness,
class AActor *  NoiseMaker,
const struct FName &  NoiseType 
)

◆ InitNavigationHandle()

void SDK::AController::InitNavigationHandle ( )

◆ InitPlayerReplicationInfo()

void SDK::AController::InitPlayerReplicationInfo ( )

◆ InLatentExecution()

bool SDK::AController::InLatentExecution ( int  LatentActionNumber)

◆ InstantWarnTarget()

void SDK::AController::InstantWarnTarget ( class AActor *  InTarget,
class AWeapon *  FiredWeapon,
const struct FVector &  FireDir 
)

◆ InterpolationFinished()

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

◆ InterpolationStarted()

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

◆ IsAimingAt()

bool SDK::AController::IsAimingAt ( class AActor *  ATarget,
float  Epsilon 
)

◆ IsDead()

bool SDK::AController::IsDead ( )

◆ IsInCombat()

bool SDK::AController::IsInCombat ( bool  bForceCheck)

◆ IsLocalController()

bool SDK::AController::IsLocalController ( )

◆ IsLocalPlayerController()

bool SDK::AController::IsLocalPlayerController ( )

◆ IsSpectating()

bool SDK::AController::IsSpectating ( )

◆ LandingShake()

bool SDK::AController::LandingShake ( )

◆ LineOfSightTo()

bool SDK::AController::LineOfSightTo ( class AActor *  Other,
const struct FVector &  chkLocation,
bool  bTryAlternateTargetLoc 
)

◆ LongFall()

void SDK::AController::LongFall ( )

◆ MayFall()

void SDK::AController::MayFall ( bool  bFloor,
const struct FVector &  FloorNormal 
)

◆ MoverFinished()

bool SDK::AController::MoverFinished ( )

◆ MoveTo()

void SDK::AController::MoveTo ( const struct FVector &  NewDestination,
class AActor *  ViewFocus,
float  DestinationOffset,
bool  bShouldWalk 
)

◆ MoveToDirectNonPathPos()

void SDK::AController::MoveToDirectNonPathPos ( const struct FVector &  NewDestination,
class AActor *  ViewFocus,
float  DestinationOffset,
bool  bShouldWalk 
)

◆ MoveToward()

void SDK::AController::MoveToward ( class AActor *  NewTarget,
class AActor *  ViewFocus,
float  DestinationOffset,
bool  bUseStrafing,
bool  bShouldWalk 
)

◆ MoveUnreachable()

void SDK::AController::MoveUnreachable ( const struct FVector &  AttemptedDest,
class AActor *  AttemptedTarget 
)

◆ NotifyAddInventory()

void SDK::AController::NotifyAddInventory ( class AInventory *  NewItem)

◆ NotifyBump()

bool SDK::AController::NotifyBump ( class AActor *  Other,
const struct FVector &  HitNormal 
)

◆ NotifyChangedWeapon()

void SDK::AController::NotifyChangedWeapon ( class AWeapon *  PrevWeapon,
class AWeapon *  NewWeapon 
)

◆ NotifyCoverAdjusted()

void SDK::AController::NotifyCoverAdjusted ( )

◆ NotifyCoverClaimViolation()

bool SDK::AController::NotifyCoverClaimViolation ( class AController *  NewClaim,
class ACoverLink *  Link,
int  SlotIdx 
)

◆ NotifyCoverDisabled()

void SDK::AController::NotifyCoverDisabled ( class ACoverLink *  Link,
int  SlotIdx,
bool  bAdjacentIdx 
)

◆ NotifyFallingHitWall()

void SDK::AController::NotifyFallingHitWall ( const struct FVector &  HitNormal,
class AActor *  Wall 
)

◆ NotifyHeadVolumeChange()

bool SDK::AController::NotifyHeadVolumeChange ( class APhysicsVolume *  NewVolume)

◆ NotifyHitWall()

bool SDK::AController::NotifyHitWall ( const struct FVector &  HitNormal,
class AActor *  Wall 
)

◆ NotifyJumpApex()

void SDK::AController::NotifyJumpApex ( )

◆ NotifyKilled()

void SDK::AController::NotifyKilled ( class AController *  Killer,
class AController *  Killed,
class APawn *  KilledPawn,
class UClass *  damageTyp 
)

◆ NotifyLanded()

bool SDK::AController::NotifyLanded ( const struct FVector &  HitNormal,
class AActor *  FloorActor 
)

◆ NotifyMissedJump()

void SDK::AController::NotifyMissedJump ( )

◆ NotifyPathChanged()

void SDK::AController::NotifyPathChanged ( )

◆ NotifyPhysicsVolumeChange()

void SDK::AController::NotifyPhysicsVolumeChange ( class APhysicsVolume *  NewVolume)

◆ NotifyPostLanded()

void SDK::AController::NotifyPostLanded ( )

◆ NotifyProjLanded()

void SDK::AController::NotifyProjLanded ( class AProjectile *  Proj)

◆ NotifyTakeHit()

void SDK::AController::NotifyTakeHit ( class AController *  InstigatedBy,
const struct FVector &  HitLocation,
int  Damage,
class UClass *  DamageType,
const struct FVector &  Momentum 
)

◆ OnAttachToActor()

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

◆ OnModifyHealth()

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

◆ OnPossess()

void SDK::AController::OnPossess ( class USeqAct_Possess *  inAction)

◆ OnSetPhysics()

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

◆ OnSetVelocity()

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

◆ OnTeleport()

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

◆ OnToggleGodMode()

void SDK::AController::OnToggleGodMode ( class USeqAct_ToggleGodMode *  inAction)

◆ OnToggleHidden()

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

◆ PawnDied()

void SDK::AController::PawnDied ( class APawn *  inPawn)

◆ PickTarget()

class APawn* SDK::AController::PickTarget ( class UClass *  TargetClass,
const struct FVector &  FireDir,
const struct FVector &  projStart,
float  MaxRange,
float *  bestAim,
float *  bestDist 
)

◆ PickWallAdjust()

bool SDK::AController::PickWallAdjust ( const struct FVector &  HitNormal)

◆ PlayActorFaceFXAnim()

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

◆ PointReachable()

bool SDK::AController::PointReachable ( const struct FVector &  aPoint)

◆ Possess()

void SDK::AController::Possess ( class APawn *  inPawn,
bool  bVehicleTransition 
)

◆ PostBeginPlay()

void SDK::AController::PostBeginPlay ( )

◆ RatePickup()

float SDK::AController::RatePickup ( class AActor *  PickupHolder,
class UClass *  inPickup 
)

◆ ReachedPreciseDestination()

void SDK::AController::ReachedPreciseDestination ( )

◆ ReadyForLift()

void SDK::AController::ReadyForLift ( )

◆ ReceiveProjectileWarning()

void SDK::AController::ReceiveProjectileWarning ( class AProjectile *  Proj)

◆ ReceiveWarning()

void SDK::AController::ReceiveWarning ( class APawn *  shooter,
float  projSpeed,
const struct FVector &  FireDir 
)

◆ ReplicatedEvent()

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

◆ Reset()

void SDK::AController::Reset ( )

◆ Restart()

void SDK::AController::Restart ( bool  bVehicleTransition)

◆ RoundHasEnded()

void SDK::AController::RoundHasEnded ( class AActor *  EndRoundFocus)

◆ RouteCache_AddItem()

void SDK::AController::RouteCache_AddItem ( class ANavigationPoint *  Nav)

◆ RouteCache_Empty()

void SDK::AController::RouteCache_Empty ( )

◆ RouteCache_InsertItem()

void SDK::AController::RouteCache_InsertItem ( class ANavigationPoint *  Nav,
int  Idx 
)

◆ RouteCache_RemoveIndex()

void SDK::AController::RouteCache_RemoveIndex ( int  InIndex,
int  Count 
)

◆ RouteCache_RemoveItem()

void SDK::AController::RouteCache_RemoveItem ( class ANavigationPoint *  Nav)

◆ SeeMonster()

void SDK::AController::SeeMonster ( class APawn *  Seen)

◆ SeePlayer()

void SDK::AController::SeePlayer ( class APawn *  Seen)

◆ SendMessage()

void SDK::AController::SendMessage ( class APlayerReplicationInfo *  Recipient,
const struct FName &  MessageType,
float  Wait,
class UClass *  DamageType 
)

◆ ServerGivePawn()

void SDK::AController::ServerGivePawn ( )

◆ ServerRestartPlayer()

void SDK::AController::ServerRestartPlayer ( )

◆ SetAdjustLocation()

void SDK::AController::SetAdjustLocation ( const struct FVector &  NewLoc,
bool  bAdjust,
bool  bOffsetFromBase 
)

◆ SetAnimPosition()

void SDK::AController::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 
)

◆ SetCharacter()

void SDK::AController::SetCharacter ( const struct FString &  inCharacter)

◆ SetDestinationPosition()

void SDK::AController::SetDestinationPosition ( const struct FVector &  Dest,
bool  bOffsetFromBase 
)

◆ SetFocalPoint()

void SDK::AController::SetFocalPoint ( const struct FVector &  FP,
bool  bOffsetFromBase 
)

◆ SetMorphWeight()

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

◆ SetSkelControlScale()

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

◆ SetupSpecialPathAbilities()

void SDK::AController::SetupSpecialPathAbilities ( )

◆ StaticClass()

static UClass* SDK::AController::StaticClass ( )
inlinestatic
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◆ StopActorFaceFXAnim()

void SDK::AController::StopActorFaceFXAnim ( )

◆ StopFiring()

void SDK::AController::StopFiring ( )

◆ StopLatentExecution()

void SDK::AController::StopLatentExecution ( )

◆ SwitchToBestWeapon()

void SDK::AController::SwitchToBestWeapon ( bool  bForceNewWeapon)

◆ UnderLift()

void SDK::AController::UnderLift ( class ALiftCenter *  Lift)

◆ UnPossess()

void SDK::AController::UnPossess ( )

◆ WaitForLanding()

void SDK::AController::WaitForLanding ( float  waitDuration)

◆ WaitForMover()

void SDK::AController::WaitForMover ( class AInterpActor *  M)

◆ WarnProjExplode()

void SDK::AController::WarnProjExplode ( class AProjectile *  Proj)

Member Data Documentation

◆ AdjustPosition

struct FBasedPosition SDK::AController::AdjustPosition

◆ bAdjusting

unsigned long SDK::AController::bAdjusting

◆ bAdvancedTactics

unsigned long SDK::AController::bAdvancedTactics

◆ bAltFire

unsigned char SDK::AController::bAltFire

◆ bCanDoSpecial

unsigned long SDK::AController::bCanDoSpecial

◆ bEarlyOutOfSighTestsForSameType

unsigned long SDK::AController::bEarlyOutOfSighTestsForSameType

◆ bFire

unsigned char SDK::AController::bFire

◆ bForceStrafe

unsigned long SDK::AController::bForceStrafe

◆ bGodMode

unsigned long SDK::AController::bGodMode

◆ bIsPlayer

unsigned long SDK::AController::bIsPlayer

◆ bLOSflag

unsigned long SDK::AController::bLOSflag

◆ bNotifyApex

unsigned long SDK::AController::bNotifyApex

◆ bNotifyFallingHitWall

unsigned long SDK::AController::bNotifyFallingHitWall

◆ bNotifyPostLanded

unsigned long SDK::AController::bNotifyPostLanded

◆ bOverrideSearchStart

unsigned long SDK::AController::bOverrideSearchStart

◆ bPreciseDestination

unsigned long SDK::AController::bPreciseDestination

◆ bPreparingMove

unsigned long SDK::AController::bPreparingMove

◆ bSeeFriendly

unsigned long SDK::AController::bSeeFriendly

◆ bSkipExtraLOSChecks

unsigned long SDK::AController::bSkipExtraLOSChecks

◆ bSlowerZAcquire

unsigned long SDK::AController::bSlowerZAcquire

◆ bSoaking

unsigned long SDK::AController::bSoaking

◆ bUsingPathLanes

unsigned long SDK::AController::bUsingPathLanes

◆ CurrentPath

class UReachSpec* SDK::AController::CurrentPath

◆ CurrentPathDir

struct FVector SDK::AController::CurrentPathDir

◆ DestinationPosition

struct FBasedPosition SDK::AController::DestinationPosition

◆ Enemy

class APawn* SDK::AController::Enemy

◆ FailedMoveTarget

class AActor* SDK::AController::FailedMoveTarget

◆ FailedReachLocation

struct FVector SDK::AController::FailedReachLocation

◆ FailedReachTime

float SDK::AController::FailedReachTime

◆ FocalPosition

struct FBasedPosition SDK::AController::FocalPosition

◆ Focus

class AActor* SDK::AController::Focus

◆ GoalList

class AActor* SDK::AController::GoalList[0x4]

◆ GroundPitchTime

float SDK::AController::GroundPitchTime

◆ HighJumpNodeCostModifier

int SDK::AController::HighJumpNodeCostModifier

◆ InUseNodeCostMultiplier

float SDK::AController::InUseNodeCostMultiplier

◆ LaneOffset

float SDK::AController::LaneOffset

◆ LastFailedReach

class AActor* SDK::AController::LastFailedReach

◆ LastRouteFind

float SDK::AController::LastRouteFind

◆ MaxMoveTowardPawnTargetTime

float SDK::AController::MaxMoveTowardPawnTargetTime

◆ MinHitWall

float SDK::AController::MinHitWall

◆ MoveFailureCount

int SDK::AController::MoveFailureCount

◆ MoveTarget

class AActor* SDK::AController::MoveTarget

◆ MoveTimer

float SDK::AController::MoveTimer

◆ NavigationHandle

class UNavigationHandle* SDK::AController::NavigationHandle

◆ NavigationHandleClass

class UClass* SDK::AController::NavigationHandleClass

◆ NavMeshPath_SearchExtent_Modifier

struct FVector SDK::AController::NavMeshPath_SearchExtent_Modifier

◆ NextController

class AController* SDK::AController::NextController

◆ NextRoutePath

class UReachSpec* SDK::AController::NextRoutePath

◆ OldBasedRotation

struct FRotator SDK::AController::OldBasedRotation

◆ OverrideSearchStart

struct FVector SDK::AController::OverrideSearchStart

◆ Pawn

class APawn* SDK::AController::Pawn

◆ PendingMover

class AInterpActor* SDK::AController::PendingMover

◆ PlayerNum

int SDK::AController::PlayerNum

◆ PlayerReplicationInfo

class APlayerReplicationInfo* SDK::AController::PlayerReplicationInfo

◆ RouteCache

TArray<class ANavigationPoint*> SDK::AController::RouteCache

◆ RouteDist

float SDK::AController::RouteDist

◆ RouteGoal

class AActor* SDK::AController::RouteGoal

◆ ShotTarget

class APawn* SDK::AController::ShotTarget

◆ SightCounter

float SDK::AController::SightCounter

◆ SightCounterInterval

float SDK::AController::SightCounterInterval

◆ StartSpot

class ANavigationPoint* SDK::AController::StartSpot

◆ UnknownData00

unsigned char SDK::AController::UnknownData00[0x2]

◆ VfTable_IInterface_NavigationHandle

struct FPointer SDK::AController::VfTable_IInterface_NavigationHandle

◆ VisiblePortals

TArray<struct FVisiblePortalInfo> SDK::AController::VisiblePortals

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