Zdexby TheHolyOneZ
9,486 classes
Class

USN2Statics

: UBlueprintFunctionLibrary : UObject
/Script/Subnautica2.SN2Statics 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/Subnautica2
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 98

SignatureFlagsNativeParams
void UnregisterGlobalUIAction(UCommonUserWidget* Widget, const FUIActionBindingHandle& Handle)FinalNative+2 flags0x0C
AActor* SpawnItemWithImpulse(UObject* WorldContextObject, TSubclassOf<UObject> ActorClass, FTransform& ActorTransform, const FVector& Impulse)FinalNative+2 flags0x90
void SetHiddenInSeconds(UObject* WorldContextObject, AActor* Actor, float Time, bool bNewHidden)FinalNative+2 flags0x15
void SetActorEnableCollisionInSeconds(UObject* WorldContextObject, AActor* Actor, float Time, bool bNewEnableCollision)FinalNative+2 flags0x15
void RemoveGameplayCue_NonReplicated(AActor* Target, const FGameplayTag& GameplayCueTag, FGameplayCueParameters& Parameters)FinalNative+2 flags0xE8
FUIActionBindingHandle RegisterGlobalUIAction(UCommonUserWidget* Widget, UInputAction* Action, const FScriptDelegate& Callback, const EInputEvent& KeyEvent)FinalNative+2 flags0x28
bool PlayerPickupActor(AActor* PlayerCharacter, AActor* Pickupable, FHitResult& HitResult)FinalNative+2 flags0x111
void MinimizeGameWindow()FinalNative+2 flags0x00
void LogToScreen(const FString& Message, bool LongLasting)FinalNative+2 flags0x11
bool LocalPlayerHasTag(UObject* WorldContextObject, const FGameplayTag& Tag)FinalNative+2 flags0x11
void LeaveMenu()FinalNative+2 flags0x00
bool IsStandalone(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsLocalPossessedSN2Player(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsListenServer(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsInAttachmentHierarchy(AActor* Actor)FinalNative+2 flags0x09
bool IsDedicatedServer(UObject* WorldContextObject)FinalNative+1 flags0x09
bool IsClient(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsActorWeldable(AActor* Actor)FinalNative+2 flags0x09
bool IsActorScannable(AActor* Actor)FinalNative+2 flags0x09
bool IsActorPingable(AActor* Actor)FinalNative+2 flags0x09
bool IsActorItemType(AActor* Actor)FinalNative+2 flags0x09
bool IsActorCuttable(AActor* Actor)FinalNative+2 flags0x09
bool IsActorBreakable(AActor* Actor)FinalNative+2 flags0x09
UWindowManager* GetWindowManager(UObject* WorldContextObject)FinalNative+2 flags0x10
float GetVolumeForBink()FinalNative+2 flags0x04
float GetValueFromRuntimeCurve(const FRuntimeFloatCurve& Curve, float Time)FinalNative+2 flags0x90
FVector GetValidLocationForDroppedItem(ASN2PlayerCharacter* Player, AActor* Item)FinalNative+2 flags0x28
UUWEItemType* GetTypeDataForSourceObject(UObject* ContextObject)FinalNative+2 flags0x10
UUWEItemType* GetTypeDataForActor(AActor* Actor)FinalNative+2 flags0x10
bool GetShowOutlinesEnabled(UObject* WorldContextObject)FinalNative+2 flags0x09
FText GetServerName(UObject* WorldContextObject)FinalNative+2 flags0x18
UUWEScanData* GetScanDataForActor(AActor* Actor)FinalNative+2 flags0x10
UUWEResonatableData* GetResonatableDataForActor(AActor* Actor)FinalNative+2 flags0x10
TArray<FString> GetPlayerNames(UObject* WorldContextObject)FinalNative+2 flags0x18
ASN2PlayerCharacter* GetPlayerCharacterFromPlayerState(ASN2PlayerState* PlayerState)FinalNative+2 flags0x10
UUWEPingData* GetPingDataForActor(AActor* Actor)FinalNative+2 flags0x10
bool GetPickupForceFeedbackEnabled(UObject* WorldContextObject)FinalNative+2 flags0x09
UUWEToolbarComponent* GetLocalToolbarComponent(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWESubmarinePilotComponent* GetLocalSubmarinePilotComponent(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWEScannedActorsComponent* GetLocalScannedActorsComponent(UObject* WorldContextObject)FinalNative+2 flags0x10
ASN2PlayerState* GetLocalPlayerState(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWEInventoryRouterComponent* GetLocalPlayerInventoryRouter(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWEInventoryComponent* GetLocalPlayerInventory(UObject* WorldContextObject)FinalNative+2 flags0x10
int32 GetLocalPlayerID(UObject* WorldContextObject)FinalNative+2 flags0x0C
ASN2PlayerController* GetLocalPlayerController(UObject* WorldContextObject)FinalNative+2 flags0x10
ASN2PlayerCharacter* GetLocalPlayerCharacter(UObject* WorldContextObject)FinalNative+2 flags0x10
USN2LocalPlayer* GetLocalPlayer(UObject* WorldContextObject)FinalNative+2 flags0x10
APawn* GetLocalPawn(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWENotificationComponent* GetLocalNotificationComponent(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWEInventoryRouterComponent* GetLocalInventoryRouterComponent(UObject* WorldContextObject)FinalNative+2 flags0x10
AUWEBaseItem* GetLocalEquippedTool(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWEEquipmentComponent* GetLocalEquipmentComponent(UObject* WorldContextObject)FinalNative+2 flags0x10
bool GetLargeTextScalingEnabled(UObject* WorldContextObject)FinalNative+2 flags0x09
FKey GetInvalidKeyInBlueprint()FinalNative+2 flags0x18
FKey GetInvalidGamepadKeyInBlueprint()FinalNative+2 flags0x18
FTransform GetInteractTransform(AActor* Actor)FinalNative+2 flags0x70
FUWETargetActor GetHoverTarget(UObject* WorldContextObject, float MaxDistance)FinalNative+2 flags0x148
ASN2GameState* GetGameState(UObject* WorldContextObject)FinalNative+2 flags0x10
UUWEGameConfigComponent* GetGameConfig(UObject* WorldContextObject)FinalNative+2 flags0x10
bool GetFeatureFlag(const FString& Feature)FinalNative+2 flags0x11
float GetDateTimeAlpha(const FDateTime& StartDateTime, const FDateTime& TargetDateTime, const FDateTime& CurrentDateTime)FinalNative+2 flags0x1C
UUWECuttableData* GetCuttableDataForActor(AActor* Actor)FinalNative+2 flags0x10
ECommonInputType GetCurrentInputType(UObject* WorldContextObject)FinalNative+2 flags0x09
float GetCurrentFOV(UObject* WorldContextObject)FinalNative+2 flags0x0C
UActorComponent* GetComponentFromReference(AActor* Owner, const FComponentReference& Reference)FinalNative+2 flags0x38
float GetCameraSwaySetting(UObject* WorldContextObject)FinalNative+2 flags0x0C
float GetCameraSpeedToFOVSetting(UObject* WorldContextObject)FinalNative+2 flags0x0C
float GetCameraShakesIntensitySetting(UObject* WorldContextObject)FinalNative+2 flags0x0C
bool GetCameraBobbingSetting(UObject* WorldContextObject)FinalNative+2 flags0x09
UUWEBreakableData* GetBreakableDataForActor(AActor* Actor)FinalNative+2 flags0x10
bool GetAnalyticsEnabled(UObject* WorldContextObject)FinalNative+2 flags0x09
FQuat GetActorQuat(AActor* Actor)FinalNative+2 flags0x30
FGameplayTag GameplayTagFromString(const FString& String)FinalNative+2 flags0x18
FText FormatCompactNumber(double Value, int32 MaxFractionalDigits, bool bUseSuffixSpacing)FinalNative+2 flags0x20
void ForcePhysicsTransformUpdate(AActor* Actor)FinalNative+2 flags0x08
APlayerController* FindLocalPlayerControllerFromActor(AActor* Actor)FinalNative+2 flags0x10
UUWEInventoryComponent* FindInventoryFromActor(AActor* Actor)FinalNative+2 flags0x10
TArray<FString> ExtractComputerTextInterfaceProgressBarTags(const FString& InText)FinalNative+2 flags0x20
void ExitProcess()FinalNative+2 flags0x00
void ExecuteGameplayCue_NonReplicated(AActor* Target, const FGameplayTag& GameplayCueTag, FGameplayCueParameters& Parameters)FinalNative+2 flags0xE8
void EnterMenu()FinalNative+2 flags0x00
void CrashProcessWithStackOverflow()FinalNative+2 flags0x00
void CrashProcessWithNullPointerException()FinalNative+2 flags0x00
void CrashProcessWithMemoryCorruption()FinalNative+2 flags0x00
void CrashProcessWithGPUHang()FinalNative+2 flags0x00
void CrashProcess()FinalNative+2 flags0x00
void CopySplineSetup(USplineComponent* SplineComponentSource, USplineComponent* SplineComponentDestination)FinalNative+2 flags0x10
FString ConsoleCommand(UObject* WorldContextObject, const FString& Cmd)FinalNative+2 flags0x28
void ClearAllNotifications(UObject* WorldContextObject)FinalNative+2 flags0x08
bool CanPlayerPickupActor(AActor* PlayerCharacter, AActor* Pickupable, FHitResult& HitResult, FGameplayTag& Reason)FinalNative+2 flags0x119
void ApplyDamageType(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Damage, const FGameplayTag& DamageType, AActor* EffectCauser, const FHitResult& HitResult)FinalNative+1 flags0x120
void AddOptionToOptionsString(const FString& Options, const FString& Key, const FString& Value)FinalNative+2 flags0x30
void AddImpulseToItem(AUWEBaseItem* Item, const FVector& Impulse)FinalNative+2 flags0x20
void AddImpulseToActor(AActor* Actor, const FVector& Impulse)FinalNative+2 flags0x20
void AddGameplayCue_NonReplicated(AActor* Target, const FGameplayTag& GameplayCueTag, FGameplayCueParameters& Parameters)FinalNative+2 flags0xE8
void AddExternalVelocityToActor(AActor* Actor, const FVector& Velocity, float MaxActorVolume, bool ScaleWithMaxActorVolume)FinalNative+2 flags0x25
void AddExternalInfluenceToActor(AActor* Actor, const EUWEMovementComponentInfluenceType& InfluenceType, const FVector& Value)FinalNative+2 flags0x28