ActivateEventClass | final simulated function bool ActivateEventClass(class<SequenceEvent> InClass, Actor InInstigator, const out array<SequenceEvent> EventList, optional const out array ActivateIndices, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents) |
ActivateOcclusion | function ActivateOcclusion(bool bInActivate) (no declaration: types are approximate) |
ActorEffectIsRelevant | simulated function bool ActorEffectIsRelevant(Pawn EffectInstigator, bool bForceDedicated, optional float VisibleCullDistance = 5000.0, optional float HiddenCullDistance = 350.0) |
AllActors | final native iterator function AllActors(class<actor> BaseClass, out actor Actor, optional class InterfaceClass) |
AllOwnedComponents | final native iterator function AllOwnedComponents(class<Component> BaseClass, out ActorComponent OutComponent) |
AnimTreeUpdated | simulated event AnimTreeUpdated(SkeletalMeshComponent SkelMesh) |
ApplyFluidSurfaceImpact | simulated function ApplyFluidSurfaceImpact(FluidSurfaceActor Fluid, vector HitLocation) |
Attach | event Attach(Actor Other) |
AttachComponent | final native function AttachComponent(ActorComponent NewComponent) |
AutonomousPhysics | final native function AutonomousPhysics(float DeltaSeconds) |
BaseChange | event BaseChange() |
BasedActors | final native iterator function BasedActors(class<actor> BaseClass, out actor Actor) |
BecomeViewTarget | event BecomeViewTarget(PlayerController PC) |
BeginAnimControl | event BeginAnimControl(InterpGroup InInterpGroup) |
BP2Vect | static final native function Vector BP2Vect(BasedPosition BP) |
BroadcastLocalizedMessage | event BroadcastLocalizedMessage(class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) |
BroadcastLocalizedTeamMessage | event BroadcastLocalizedTeamMessage(int TeamIndex, class<LocalMessage> InMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) |
Bump | event Bump(Actor Other, PrimitiveComponent OtherComp, Vector HitNormal) |
CalcCamera | simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV) |
CalculateMinSpeedTrajectory | final native function bool CalculateMinSpeedTrajectory(out vector out_Velocity, vector End, vector Start, float MaxTossSpeed, float MinTossSpeed, optional vector CollisionSize, optional float TerminalVelocity, optional float GravityZ = GetGravityZ(), optional bool bOnlyTraceUp) |
CanActorPlayFaceFXAnim | simulated function bool CanActorPlayFaceFXAnim() |
CanSplash | simulated function bool CanSplash() |
ChartData | final native function ChartData(string DataName, float DataValue) |
CheckForErrors | function bool CheckForErrors() |
CheckHitInfo | final simulated function CheckHitInfo(out TraceHitInfo HitInfo, PrimitiveComponent FallBackComponent, Vector Dir, out Vector out_HitLocation) |
ChildActors | final native iterator function ChildActors(class<actor> BaseClass, out actor Actor) |
ClampRotation | final native simulated function bool ClampRotation(out Rotator out_Rot, Rotator rBase, Rotator rUpperLimits, Rotator rLowerLimits) |
ClearAllTimers | final native function ClearAllTimers(optional Object inObj) |
ClearLatentAction | final simulated function ClearLatentAction(class<SeqAct_Latent> actionClass, optional bool bAborted, optional SeqAct_Latent exceptionAction) |
ClearTimer | final native function ClearTimer(optional Name inTimerFunc = 'Timer', optional Object inObj) |
Clock | final native function Clock(out float time) |
CollidingActors | final native iterator function CollidingActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bUseOverlapCheck, optional class InterfaceClass, optional out TraceHitInfo HitInfo) |
CollisionChanged | event CollisionChanged() |
ComponentList | final native iterator function ComponentList(class<ActorComponent> BaseClass, out ActorComponent out_Component) |
ConsoleCommand | native function string ConsoleCommand(string Command, optional bool bWriteToLog = true) |
ConstraintBrokenNotify | simulated event ConstraintBrokenNotify(Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance) |
ContainsPoint | final native function bool ContainsPoint(vector Spot) |
CreateAudioComponent | final native function AudioComponent CreateAudioComponent(SoundCue InSoundCue, optional bool bPlay, optional bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation, optional bool bAttachToSelf = true) |
CreateForceField | event bool CreateForceField(const AnimNotify_Forcefield AnimNotifyData) |
DebugFreezeGame | event DebugFreezeGame(optional Actor ActorToLookAt) |
DebugMessagePlayer | final event DebugMessagePlayer(coerce String Msg) |
Destroy | final native function bool Destroy() |
Destroyed | event Destroyed() |
Detach | event Detach(Actor Other) |
DetachComponent | final native function DetachComponent(ActorComponent ExComponent) |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
DoKismetAttachment | function DoKismetAttachment(Actor Attachment, SeqAct_AttachToActor Action) |
DrawDebugBox | static final native function DrawDebugBox(vector Center, vector Extent, byte R, byte G, byte B, optional bool bPersistentLines) |
DrawDebugCone | static final native function DrawDebugCone(Vector Origin, Vector Direction, FLOAT Length, FLOAT AngleWidth, FLOAT AngleHeight, INT NumSides, Color DrawColor, optional bool bPersistentLines) |
DrawDebugCoordinateSystem | static final native function DrawDebugCoordinateSystem(vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines) |
DrawDebugCylinder | static final native function DrawDebugCylinder(vector Start, vector End, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) |
DrawDebugFrustrum | static final native function DrawDebugFrustrum(const out Matrix FrustumToWorld, byte R, byte G, byte B, optional bool bPersistentLines) |
DrawDebugLine | static final native function DrawDebugLine(vector LineStart, vector LineEnd, byte R, byte G, byte B, optional bool bPersistentLines) |
DrawDebugPoint | static final native function DrawDebugPoint(vector Position, float Size, LinearColor PointColor, optional bool bPersistentLines) |
DrawDebugSphere | static final native function DrawDebugSphere(vector Center, float Radius, INT Segments, byte R, byte G, byte B, optional bool bPersistentLines) |
DrawDebugStar | static final native function DrawDebugStar(vector Position, float Size, byte R, byte G, byte B, optional bool bPersistentLines) |
DrawDebugString | static final native function DrawDebugString(vector TextLocation, coerce string Text, optional Actor TestBaseActor, optional color TextColor, optional float Duration = -1.f) |
DynamicActors | final native iterator function DynamicActors(class<actor> BaseClass, out actor Actor, optional class InterfaceClass) |
EffectIsRelevant | simulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance = 5000.0, optional float HiddenCullDistance = 350.0) |
EncroachedBy | event EncroachedBy(actor Other) |
EncroachingOn | event bool EncroachingOn(Actor Other) |
EndViewTarget | event EndViewTarget(PlayerController PC) |
Falling | event Falling() |
FastTrace | final native function bool FastTrace(vector TraceEnd, optional vector TraceStart, optional vector BoxExtent, optional bool bTraceBullet) |
FellOutOfWorld | simulated event FellOutOfWorld(class<DamageType> dmgType) |
FindBase | native function FindBase() |
FindEventsOfClass | final simulated function bool FindEventsOfClass(class<SequenceEvent> EventClass, optional out array<SequenceEvent> out_EventList, optional bool bIncludeDisabled) |
FindGoodEndView | simulated function FindGoodEndView(PlayerController PC, out Rotator GoodRotation) |
FindSpot | final native function bool FindSpot(vector BoxExtent, out vector SpotLocation) |
FinishAnim | final native latent function FinishAnim(AnimNodeSequence SeqNode, optional bool bFinishOnBlendOut) |
FinishAnimControl | event FinishAnimControl(InterpGroup InInterpGroup) |
fixedTurn | final native function int fixedTurn(int Current, int Desired, int DeltaRate) |
FlushDebugStrings | static final native function exec FlushDebugStrings() |
FlushPersistentDebugLines | static final native function FlushPersistentDebugLines() |
ForceNetRelevant | event ForceNetRelevant() |
ForceUpdateComponents | native function ForceUpdateComponents(optional bool bCollisionUpdate = FALSE, optional bool bTransformOnly = TRUE) |
GainedChild | event GainedChild(Actor Other) |
GetActorEyesViewPoint | simulated event GetActorEyesViewPoint(out vector out_Location, out Rotator out_Rotation) |
GetActorFaceFXAsset | event FaceFXAsset GetActorFaceFXAsset() |
GetActorMetrics | native simulated function int GetActorMetrics(EActorMetricsType MetricsType) |
GetActorSpriteComponent | native function SpriteComponent GetActorSpriteComponent() |
GetAggregateBaseVelocity | final native function Vector GetAggregateBaseVelocity(optional Actor TestBase) |
GetAimAdhesionExtent | simulated function GetAimAdhesionExtent(out float Width, out float Height, out vector Center) |
GetAimFrictionExtent | simulated function GetAimFrictionExtent(out float Width, out float Height, out vector Center) |
GetALocalPlayerController | final native function PlayerController GetALocalPlayerController() |
GetAnimTrailParticleSystem | native function ParticleSystem GetAnimTrailParticleSystem(const AnimNotify_Trails AnimNotifyData) |
GetAvoidanceVector | final native function vector GetAvoidanceVector(const out array<Actor> Obstacles, vector GoalLocation, float CollisionRadius, float MaxSpeed, optional int NumSamples = 8, optional float VelocityStepRate = 0.1f, optional float MaxTimeTilOverlap = 1.f) |
GetBasedPosition | static final native function Vector GetBasedPosition(BasedPosition BP) |
GetBaseMost | native function Actor GetBaseMost() |
GetBoundingCylinder | native function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight) |
GetComponentsBoundingBox | final native function GetComponentsBoundingBox(out box ActorBox) |
GetDebugName | function String GetDebugName() |
GetDestination | final native function vector GetDestination(Controller C) |
GetFaceFXAudioComponent | simulated event AudioComponent GetFaceFXAudioComponent() |
GetGravityZ | native function float GetGravityZ() |
GetHumanReadableName | simulated function String GetHumanReadableName() |
GetItemName | simulated function String GetItemName(string FullName) |
GetLocalString | static function string GetLocalString(optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2) |
GetPackageGuid | static final native function Guid GetPackageGuid(name PackageName) |
GetPhysicsName | simulated function String GetPhysicsName() |
GetRemainingTimeForTimer | final simulated function float GetRemainingTimeForTimer(optional name TimerFuncName = 'Timer', optional Object inObj) |
GetTargetLocation | native simulated function vector GetTargetLocation(optional actor RequestedBy, optional bool bRequestAlternateLoc) |
GetTeamNum | native simulated function byte GetTeamNum() |
GetTerminalVelocity | native function float GetTerminalVelocity() |
GetTimerCount | final native function float GetTimerCount(optional Name inTimerFunc = 'Timer', optional Object inObj) |
GetTimerRate | final native function float GetTimerRate(optional name TimerFuncName = 'Timer', optional Object inObj) |
GetURLMap | final native function string GetURLMap() |
HealDamage | event bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType) |
HitWall | event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) |
HurtRadius | simulated function bool HurtRadius(float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional Actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage) |
ImpactEffectIsRelevant | simulated function bool ImpactEffectIsRelevant(Pawn EffectInstigator, vector SpawnLocation, bool bForceDedicated, optional float VisibleCullDistance = 5000.0, optional float HiddenCullDistance = 350.0, optional bool bSkipLOSCheck) |
InterpolationChanged | simulated event InterpolationChanged(SeqAct_Interp InterpAction) |
InterpolationFinished | simulated event InterpolationFinished(SeqAct_Interp InterpAction) |
InterpolationStarted | simulated event InterpolationStarted(SeqAct_Interp InterpAction, InterpGroupInst GroupInst) |
IsActorPlayingFaceFXAnim | simulated function bool IsActorPlayingFaceFXAnim() |
IsBasedOn | final native function bool IsBasedOn(Actor TestActor) |
IsBlockedBy | final native function bool IsBlockedBy(const Actor Other) |
IsInPain | function bool IsInPain() |
IsInPersistentLevel | final native function bool IsInPersistentLevel(optional bool bIncludeLevelStreamingPersistent) |
IsMobileTouchEnabled | function bool IsMobileTouchEnabled() |
IsOverlapping | final native function bool IsOverlapping(Actor A) |
IsOwnedBy | final native function bool IsOwnedBy(Actor TestActor) |
IsPlayerOwned | native simulated function bool IsPlayerOwned() |
IsStationary | function bool IsStationary() |
IsTimerActive | final native function bool IsTimerActive(optional Name inTimerFunc = 'Timer', optional Object inObj) |
KilledBy | function KilledBy(pawn EventInstigator) |
Landed | event Landed(vector HitNormal, actor FloorActor) |
LocalPlayerControllers | final native iterator function LocalPlayerControllers(class<PlayerController> BaseClass, out PlayerController PC) |
LostChild | event LostChild(Actor Other) |
MakeNoise | final native function MakeNoise(float Loudness, optional Name NoiseType) |
MatchStarting | function MatchStarting() |
ModifyHearSoundComponent | simulated event ModifyHearSoundComponent(AudioComponent AC) |
ModifyTimerTimeDilation | final native function ModifyTimerTimeDilation(const name TimerName, const float InTimerTimeDilation, optional Object inObj) |
Move | final native function bool Move(vector Delta) |
MoveSmooth | final native function bool MoveSmooth(vector Delta) |
MovingWhichWay | native function EMoveDir MovingWhichWay(out float Amount) |
NativePostRenderFor | native simulated function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) |
NotifyLocalPlayerTeamReceived | simulated function NotifyLocalPlayerTeamReceived() |
NotifySkelControlBeyondLimit | simulated event NotifySkelControlBeyondLimit(SkelControlLookAt LookAt) |
OnAnimEnd | event OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) |
OnAnimPlay | event OnAnimPlay(AnimNodeSequence SeqNode) |
OnAttachToActor | function OnAttachToActor(SeqAct_AttachToActor Action) |
OnChangeCollision | function OnChangeCollision(SeqAct_ChangeCollision Action) |
OnDestroy | simulated function OnDestroy(SeqAct_Destroy Action) |
OnMobileTouch | event bool OnMobileTouch(PlayerController InPC, Vector2D TouchLocation) |
OnModifyHealth | simulated function OnModifyHealth(SeqAct_ModifyHealth Action) |
OnRanOver | event OnRanOver(SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex) |
OnRigidBodySpringOverextension | simulated event OnRigidBodySpringOverextension(RB_BodyInstance BodyInstance) |
OnSetBlockRigidBody | simulated function OnSetBlockRigidBody(SeqAct_SetBlockRigidBody Action) |
OnSetPhysics | simulated function OnSetPhysics(SeqAct_SetPhysics Action) |
OnSetVelocity | simulated function OnSetVelocity(SeqAct_SetVelocity Action) |
OnSleepRBPhysics | event OnSleepRBPhysics() |
OnTeleport | simulated function OnTeleport(SeqAct_Teleport Action) |
OnToggleHidden | simulated function OnToggleHidden(SeqAct_ToggleHidden Action) |
OnWakeRBPhysics | event OnWakeRBPhysics() |
OutsideWorldBounds | simulated event OutsideWorldBounds() |
OverlappingActors | final native iterator function OverlappingActors(class<Actor> BaseClass, out Actor out_Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden) |
OverRotated | simulated event bool OverRotated(out Rotator out_Desired, out Rotator out_Actual) |
PauseTimer | final native function PauseTimer(bool bPause, optional Name inTimerFunc = 'Timer', optional Object inObj) |
PawnBaseDied | function PawnBaseDied() |
PhysicsVolumeChange | event PhysicsVolumeChange(PhysicsVolume NewVolume) |
PlayActorFaceFXAnim | event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay) |
PlayAkEvent | function PlayAkEvent(Object InSoundCue, struct SoundLocation, bool bNoRepToOwner, bool bNoRepToRelevant, bool bNotReplicated, bool bStopWhenOwnerDestroyed) (no declaration: types are approximate) |
PlayerCanSeeMe | final native function bool PlayerCanSeeMe(optional bool bForceLOSCheck) |
PlayParticleEffect | event bool PlayParticleEffect(const AnimNotify_PlayParticleEffect AnimNotifyData) |
PlaySound | final native function PlaySound(SoundCue InSoundCue, optional bool bNotReplicated, optional bool bNoRepToOwner, optional bool bStopWhenOwnerDestroyed, optional vector SoundLocation, optional bool bNoRepToRelevant) |
PlaySoundBase | function PlaySoundBase(Object InSoundCue, struct SoundLocation, bool bNoRepToOwner, bool bNoRepToRelevant, bool bNotReplicated, bool bStopWhenOwnerDestroyed) (no declaration: types are approximate) |
PlayTeleportEffect | function PlayTeleportEffect(bool bOut, bool bSound) |
PointCheckComponent | final native function bool PointCheckComponent(PrimitiveComponent InComponent, vector PointLocation, vector PointExtent) |
PostAkEvent | function PostAkEvent(Object InAkEvent) (no declaration: types are approximate) |
PostAkEventOnBone | function PostAkEventOnBone(name BoneName, Object InAkEvent) (no declaration: types are approximate) |
PostBeginPlay | event PostBeginPlay() |
PostDemoRewind | simulated event PostDemoRewind() |
PostInitAnimTree | event PostInitAnimTree(SkeletalMeshComponent SkelComp) |
PostRenderFor | simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) |
PostTeleport | function PostTeleport(Teleporter OutTeleporter) |
PostTouch | event PostTouch(Actor Other) |
PostTrigger | function PostTrigger(name InTrigger) (no declaration: types are approximate) |
PreBeginPlay | event PreBeginPlay() |
PrestreamTextures | native function PrestreamTextures(float Seconds, bool bEnableStreaming, optional int CinematicTextureGroups = 0) |
PreTeleport | function bool PreTeleport(Teleporter InTeleporter) |
RanInto | event RanInto(Actor Other) |
ReattachComponent | final native function ReattachComponent(ActorComponent ComponentToReattach) |
ReceivedNewEvent | simulated event ReceivedNewEvent(SequenceEvent Evt) |
ReplaceText | static function ReplaceText(out string Text, string Replace, string With) |
ReplicatedEvent | simulated event ReplicatedEvent(name VarName) |
ReplicationEnded | simulated event ReplicationEnded() |
Reset | event Reset() |
ResetTimerTimeDilation | final native function ResetTimerTimeDilation(const name TimerName, optional Object inObj) |
RigidBodyCollision | event RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex) |
simulated event RootMotionExtracted(SkeletalMeshComponent SkelComp, out BoneAtom ExtractedRootMotionDelta) |
RootMotionModeChanged | simulated event RootMotionModeChanged(SkeletalMeshComponent SkelComp) |
RootMotionProcessed | simulated event RootMotionProcessed(SkeletalMeshComponent SkelComp) |
ScriptGetTeamNum | simulated event byte ScriptGetTeamNum() |
SearchForBaseBelow | native function SearchForBaseBelow(float HeightBelow, out Actor NewBase, out vector HitNormal) |
SetAnimPosition | event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion) |
SetBase | final native function SetBase(actor NewBase, optional vector NewFloor, optional SkeletalMeshComponent SkelComp, optional name AttachName) |
SetBasedPosition | static final native function SetBasedPosition(out BasedPosition BP, Vector Pos, optional Actor ForcedBase) |
SetCollision | final native function SetCollision(optional bool bNewColActors, optional bool bNewBlockActors, optional bool bNewIgnoreEncroachers) |
SetCollisionSize | final native function SetCollisionSize(float NewRadius, float NewHeight) |
SetCollisionType | final native function SetCollisionType(ECollisionType NewCollisionType) |
SetDrawScale | final native function SetDrawScale(float NewScale) |
SetDrawScale3D | final native function SetDrawScale3D(vector NewScale3D) |
SetForcedInitialReplicatedProperty | final native function SetForcedInitialReplicatedProperty(Property PropToReplicate, bool bAdd) |
SetHardAttach | final native function noexport SetHardAttach(optional bool bNewHardAttach) |
SetHidden | final native function SetHidden(bool bNewHidden) |
SetHUDLocation | native simulated function SetHUDLocation(vector NewHUDLocation) |
SetInitialState | simulated event SetInitialState() |
SetLocation | final native function bool SetLocation(vector NewLocation) |
SetMorphWeight | event SetMorphWeight(name MorphNodeName, float MorphWeight) |
SetNetUpdateTime | final native function SetNetUpdateTime(float NewUpdateTime) |
SetOnlyOwnerSee | final native function SetOnlyOwnerSee(bool bNewOnlyOwnerSee) |
SetOwner | final native function SetOwner(actor NewOwner) |
SetPhysics | final native function SetPhysics(EPhysics newPhysics) |
SetRelativeLocation | final native function bool SetRelativeLocation(vector NewLocation) |
SetRelativeRotation | final native function bool SetRelativeRotation(rotator NewRotation) |
SetRotation | final native function bool SetRotation(rotator NewRotation) |
SetRTPCValue | function SetRTPCValue(name InRTPC, float targetvalue) (no declaration: types are approximate) |
SetRTPCValueBus | function SetRTPCValueBus(name InRTPC, float targetvalue) (no declaration: types are approximate) |
SetShadowParentOnAllAttachedComponents | native simulated function SetShadowParentOnAllAttachedComponents(PrimitiveComponent MyPrimComp, LightEnvironmentComponent MyLightEnv) |
SetSkelControlScale | event SetSkelControlScale(name SkelControlName, float Scale) |
SetState | function SetState(name InState, name InStateGroup) (no declaration: types are approximate) |
SetSwitch | function SetSwitch(name InSwitch, name InSwitchGroup) (no declaration: types are approximate) |
SetTickGroup | final native function SetTickGroup(ETickingGroup NewTickGroup) |
SetTickIsDisabled | final native function SetTickIsDisabled(bool bInDisabled) |
SetTimer | final native function SetTimer(float InRate, optional bool inbLoop, optional Name inTimerFunc = 'Timer', optional Object inObj) |
SetZone | final native function SetZone(bool bForceRefresh) |
ShouldBeHiddenBySHOW_NavigationNodes | native function bool ShouldBeHiddenBySHOW_NavigationNodes() |
ShutDown | simulated event ShutDown() |
Sleep | final native latent function Sleep(float Seconds) |
Spawn | final native function actor Spawn(class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation, optional Actor ActorTemplate, optional bool bNoCollisionFail) |
SpawnedByKismet | event SpawnedByKismet() |
SpecialHandling | event Actor SpecialHandling(Pawn Other) |
StopActorFaceFXAnim | event StopActorFaceFXAnim() |
StopsProjectile | simulated function bool StopsProjectile(Projectile P) |
SuggestTossVelocity | final native function bool SuggestTossVelocity(out vector TossVelocity, vector Destination, vector Start, float TossSpeed, optional float BaseTossZ, optional float DesiredZPct, optional vector CollisionSize, optional float TerminalVelocity, optional float OverrideGravityZ, optional bool bOnlyTraceUp) |
SupportsKismetModification | final native function bool SupportsKismetModification(SequenceOp AskingOp, out string Reason) |
TakeDamage | event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) |
TakeRadiusDamage | simulated function TakeRadiusDamage(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent = 1.f) |
Tick | event Tick(float DeltaTime) |
TickSkelControl | event TickSkelControl(float DeltaTime, SkeletalMeshComponent SkelComp, SkelControlBase SkelCtrl) |
Timer | event Timer() |
TornOff | event TornOff() |
Touch | event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) |
TouchingActors | final native iterator function TouchingActors(class<actor> BaseClass, out actor Actor) |
Trace | final native function Actor Trace(out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags) |
TraceActors | final native iterator function TraceActors(class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent, optional out TraceHitInfo HitInfo, optional int ExtraTraceFlags) |
TraceAllPhysicsAssetInteractions | final native function bool TraceAllPhysicsAssetInteractions(SkeletalMeshComponent SkelMeshComp, Vector EndTrace, Vector StartTrace, optional Vector Extent) |
TraceComponent | final native function bool TraceComponent(out vector HitLocation, out vector HitNormal, PrimitiveComponent InComponent, vector TraceEnd, optional vector TraceStart, optional vector Extent, optional out TraceHitInfo HitInfo, optional bool bComplexCollision) |
TrailsNotify | event TrailsNotify(const AnimNotify_Trails AnimNotifyData) |
TrailsNotifyEnd | event TrailsNotifyEnd(const AnimNotify_Trails AnimNotifyData) |
TrailsNotifyTick | event TrailsNotifyTick(const AnimNotify_Trails AnimNotifyData) |
TriggerEventClass | simulated function bool TriggerEventClass(class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1, optional bool bTest, optional out array<SequenceEvent> ActivatedEvents) |
TriggerGlobalEventClass | simulated function bool TriggerGlobalEventClass(class<SequenceEvent> InEventClass, Actor InInstigator, optional int ActivateIndex = -1) |
UnClock | final native function UnClock(out float time) |
UnTouch | event UnTouch(Actor Other) |
UsedBy | function bool UsedBy(Pawn User) |
Vect2BP | static final native function Vect2BP(out BasedPosition BP, Vector Pos, optional Actor ForcedBase) |
VisibleActors | final native iterator function VisibleActors(class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc) |
VisibleCollidingActors | final native iterator function VisibleCollidingActors(class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden, optional vector Extent, optional bool bTraceActors, optional class InterfaceClass, optional out TraceHitInfo HitInfo) |
VolumeBasedDestroy | simulated function VolumeBasedDestroy(PhysicsVolume PV) |
WillOverlap | final native function bool WillOverlap(vector PosA, vector VelA, vector PosB, vector VelB, float StepSize, float Radius, out float Time) |