Zdexby TheHolyOneZ
5,221 classes
Class

UVictoryBPFunctionLibrary

: UBlueprintFunctionLibrary : UObject
/Script/VictoryBPLibrary.VictoryBPFunctionLibrary 0x0028 (40 B) align 8 inherited 0x0028 /Script/VictoryBPLibrary
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 92

SignatureFlagsNativeParams
bool WorldType__InPIEWorld(UObject* WorldContextObject)FinalNative+2 flags0x09
bool WorldType__InGameInstanceWorld(UObject* WorldContextObject)FinalNative+2 flags0x09
bool WorldType__InEditorWorld(UObject* WorldContextObject)FinalNative+2 flags0x09
UUserWidget* WidgetGetParentOfClass(UWidget* ChildWidget, TSubclassOf<UUserWidget> WidgetClass)FinalNative+2 flags0x18
void WidgetGetChildrenOfClass(UWidget* ParentWidget, const TArray<UUserWidget*>& ChildWidgets, TSubclassOf<UUserWidget> WidgetClass, bool bImmediateOnly)FinalNative+2 flags0x21
bool ViewportPositionDeproject(UObject* WorldContextObject, const FVector2D& ViewportPosition, const FVector& OutWorldOrigin, const FVector& OutWorldDirection)FinalNative+2 flags0x49
bool Viewport__SetMousePosition(APlayerController* ThePC, const float& PosX, const float& PosY)FinalNative+2 flags0x11
bool Viewport__GetMousePosition(APlayerController* ThePC, const float& PosX, const float& PosY)FinalNative+2 flags0x11
bool Viewport__GetCenterOfViewport(APlayerController* ThePC, const float& PosX, const float& PosY)FinalNative+2 flags0x11
void VictorySortStringArray(const TArray<FString>& StringArray, const TArray<FString>& StringArrayRef)FinalNative+2 flags0x20
void VictorySortIntArray(const TArray<int32>& IntArray, const TArray<int32>& IntArrayRef)FinalNative+2 flags0x20
void VictorySortFloatArray(const TArray<float>& FloatArray, const TArray<float>& FloatArrayRef)FinalNative+2 flags0x20
void VictorySimulateMouseWheel(const float& Delta)FinalNative+2 flags0x04
void VictorySimulateKeyPress(APlayerController* ThePC, const FKey& Key, const EInputEvent& EventType)FinalNative+2 flags0x21
void VictorySetCustomConfigVar_Vector2D(const FString& SectionName, const FString& VariableName, const FVector2D& Value)FinalNative+2 flags0x30
void VictorySetCustomConfigVar_Vector(const FString& SectionName, const FString& VariableName, const FVector& Value)FinalNative+2 flags0x38
void VictorySetCustomConfigVar_String(const FString& SectionName, const FString& VariableName, const FString& Value)FinalNative+2 flags0x30
void VictorySetCustomConfigVar_Rotator(const FString& SectionName, const FString& VariableName, const FRotator& Value)FinalNative+2 flags0x38
void VictorySetCustomConfigVar_Int(const FString& SectionName, const FString& VariableName, int32 Value)FinalNative+2 flags0x24
void VictorySetCustomConfigVar_Float(const FString& SectionName, const FString& VariableName, float Value)FinalNative+2 flags0x24
void VictorySetCustomConfigVar_Color(const FString& SectionName, const FString& VariableName, const FLinearColor& Value)FinalNative+2 flags0x30
void VictorySetCustomConfigVar_Bool(const FString& SectionName, const FString& VariableName, bool Value)FinalNative+2 flags0x21
bool VictoryIsApplicationRunning(int32 ProcessId)FinalNative+2 flags0x05
void VictoryIntPlusEquals(const int32& int, int32 Add, const int32& IntOut)FinalNative+2 flags0x0C
void VictoryIntMinusEquals(const int32& int, int32 Sub, const int32& IntOut)FinalNative+2 flags0x0C
FVector2D VictoryGetCustomConfigVar_Vector2D(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x38
FVector VictoryGetCustomConfigVar_Vector(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x40
FString VictoryGetCustomConfigVar_String(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x38
FRotator VictoryGetCustomConfigVar_Rotator(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x40
int32 VictoryGetCustomConfigVar_Int(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x28
float VictoryGetCustomConfigVar_Float(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x28
FLinearColor VictoryGetCustomConfigVar_Color(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x34
bool VictoryGetCustomConfigVar_Bool(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x22
FString VictoryGetApplicationName(int32 ProcessId)FinalNative+2 flags0x18
void VictoryFloatPlusEquals(const float& float, float Add, const float& FloatOut)FinalNative+2 flags0x0C
void VictoryFloatMinusEquals(const float& float, float Sub, const float& FloatOut)FinalNative+2 flags0x0C
void VictoryCreateProc(const int32& ProcessId, const FString& FullPathOfProgramToRun, const TArray<FString>& CommandlineArgs, bool Detach, bool Hidden, int32 Priority, const FString& OptionalWorkingDirectory, URamaVictoryPluginCreateProcessPipe* ReadPipeObject)FinalNative+2 flags0x48
void Victory_SetTimeStamp(const FString& File, const FDateTime& Timestamp)FinalNative+2 flags0x18
void Victory_SaveStringToOSClipboard(const FString& ToClipboard)FinalNative+2 flags0x10
bool Victory_SavePixels(const FString& FullFilePath, int32 Width, int32 Height, const TArray<FLinearColor>& ImagePixels, bool SaveAsBMP, bool SRGB, const FString& ErrorString)FinalNative+2 flags0x41
UTexture2D* Victory_LoadTexture2D_FromFileByExtension(const FString& FullFilePath, const EJoyImageFormats& ImageFormat, const bool& IsValid, const int32& Width, const int32& Height)FinalNative+2 flags0x28
UTexture2D* Victory_LoadTexture2D_FromFile_Pixels(const FString& FullFilePath, const EJoyImageFormats& ImageFormat, const bool& IsValid, const int32& Width, const int32& Height, const TArray<FLinearColor>& OutPixels)FinalNative+2 flags0x38
UTexture2D* Victory_LoadTexture2D_FromFile(const FString& FullFilePath, const bool& IsValid, const int32& Width, const int32& Height)FinalNative+2 flags0x28
void Victory_GetStringFromOSClipboard(const FString& FromClipboard)FinalNative+2 flags0x10
bool Victory_GetPixelsArrayFromT2D(UTexture2D* T2D, const int32& TextureWidth, const int32& TextureHeight, const TArray<FLinearColor>& PixelArray)FinalNative+2 flags0x21
bool Victory_GetPixelFromT2D(UTexture2D* T2D, int32 X, int32 Y, const FLinearColor& PixelColor)FinalNative+2 flags0x21
FDateTime Victory_GetFileTimeStamp(const FString& File)FinalNative+2 flags0x18
bool Victory_GetFilesInRootAndAllSubFolders(const TArray<FString>& Files, const FString& RootFolderFullPath, const FString& Ext)FinalNative+2 flags0x31
bool Victory_GetFiles(const TArray<FString>& Files, const FString& RootFolderFullPath, const FString& Ext)FinalNative+2 flags0x31
bool Victory_Get_Pixel(const TArray<FLinearColor>& Pixels, int32 ImageHeight, int32 X, int32 Y, const FLinearColor& FoundColor)FinalNative+2 flags0x2D
void UTCToLocal(const FDateTime& UTCTime, const FDateTime& LocalTime)FinalNative+2 flags0x10
int32 Text_ToInt(FText& Text, bool UseDotForThousands)FinalNative+2 flags0x20
float Text_ToFloat(FText& Text, bool UseDotForThousands)FinalNative+2 flags0x20
FString String__CombineStrings_Multi(const FString& A, const FString& B)FinalNative+2 flags0x30
FString String__CombineStrings(const FString& StringFirst, const FString& StringSecond, const FString& Separator, const FString& StringFirstLabel, const FString& StringSecondLabel)FinalNative+2 flags0x60
void ServerTravel(UObject* WorldContextObject, const FString& MapName, bool bSkipNotifyPlayers)FinalNative+2 flags0x19
void RemoveAllWidgetsOfClass(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass)FinalNative+2 flags0x10
float NegateFloat(float A)FinalNative+2 flags0x08
bool LoadStringFromFile(const FString& Result, const FString& FullFilePath)FinalNative+2 flags0x21
bool LoadStringArrayFromFile(const TArray<FString>& StringArray, const int32& ArraySize, const FString& FullFilePath, bool ExcludeEmptyLines)FinalNative+2 flags0x2A
UObject* LoadObjectFromAssetPath(TSubclassOf<UObject> ObjectClass, const FName& Path, const bool& IsValid)FinalNative+2 flags0x20
bool IsWidgetOfClassInViewport(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass)FinalNative+2 flags0x11
bool IsAlphaNumeric(const FString& String)FinalNative+2 flags0x11
UPanelSlot* InsertChildAt(UWidget* Parent, int32 Index, UWidget* Content)FinalNative+2 flags0x20
bool HasSubstring(const FString& SearchIn, const FString& Substring, const ESearchCase& SearchCase, const ESearchDir& SearchDir)FinalNative+2 flags0x23
UWidget* GetWidgetFromName(UUserWidget* ParentUserWidget, const FName& Name)FinalNative+2 flags0x18
void GetUTCFromUnixTimeStamp(int64 UnixTimeStamp, const FDateTime& UTCTime)FinalNative+2 flags0x10
int64 GetUnixTimeStamp(const FDateTime& UTCTime)FinalNative+2 flags0x10
bool GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, const TArray<FVector>& VertexPositions, int32 LODIndex)FinalNative+2 flags0x1D
FName GetObjectPath(UObject* Obj)FinalNative+2 flags0x10
void GetNamesOfLoadedLevels(UObject* WorldContextObject, const TArray<FString>& NamesOfLoadedLevels)FinalNative+2 flags0x18
UUserWidget* GetFirstWidgetOfClass(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass, bool TopLevelOnly)FinalNative+2 flags0x20
AActor* GetClosestActorOfClassInRadiusOfLocation(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FVector& Center, float Radius, const bool& IsValid)FinalNative+2 flags0x38
AActor* GetClosestActorOfClassInRadiusOfActor(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, AActor* ActorCenter, float Radius, const bool& IsValid)FinalNative+2 flags0x28
int32 GetAllBoneNamesBelowBone(USkeletalMeshComponent* SkeletalMeshComp, const FName& StartingBoneName, const TArray<FName>& BoneNames)FinalNative+2 flags0x24
bool GenerateUniqueContentRelativeFileName(const FString& ContentRelativeFilePath, const FString& ContentRelativeNewFileName, const FString& AbsolutePath, bool CreateFolderTree)FinalNative+2 flags0x32
void FlashGameOnTaskBar(APlayerController* PC, bool FlashContinuous, int32 MaxFlashCount, int32 FlashFrequencyMilliseconds)FinalNative+2 flags0x14
bool FileIO__SaveStringTextToFile(const FString& SaveDirectory, const FString& JoyfulFileName, const FString& SaveText, bool AllowOverWriting, bool AllowAppend)FinalNative+2 flags0x33
bool FileIO__SaveStringArrayToFile(const FString& SaveDirectory, const FString& JoyfulFileName, const TArray<FString>& SaveText, bool AllowOverWriting, bool AllowAppend)FinalNative+2 flags0x33
UStaticMesh* CreateStaticMeshAssetFromDynamicMesh(const FString& ContentFolderPath, UDynamicMeshComponent* DynamicMeshComp, const FString& Status, const FString& NewAssetFilePath, const bool& Success)FinalNative+2 flags0x48
bool ClosestPointsOnTwoLines(const FVector& closestPointLine1, const FVector& closestPointLine2, const FVector& LinePoint1, const FVector& lineVec1, const FVector& LinePoint2, const FVector& lineVec2)FinalNative+2 flags0x91
void ClosestPointsOfLineSegments(const FVector& Line1Start, const FVector& Line1End, const FVector& Line2Start, const FVector& Line2End, const FVector& LinePoint1, const FVector& LinePoint2)FinalNative+2 flags0x90
bool ClientWindow__GameWindowIsForeGroundInOS()FinalNative+2 flags0x01
bool CaptureComponent2D_SaveImage(USceneCaptureComponent2D* Target, const FString& ImagePath, const FLinearColor& ClearColour)FinalNative+2 flags0x29
bool CaptureComponent2D_Project(USceneCaptureComponent2D* Target, const FVector& Location, const FVector2D& OutPixelLocation)FinalNative+2 flags0x31
bool Capture2D_SaveImage(ASceneCapture2D* Target, const FString& ImagePath, const FLinearColor& ClearColour)FinalNative+2 flags0x29
bool Capture2D_Project(ASceneCapture2D* Target, const FVector& Location, const FVector2D& OutPixelLocation)FinalNative+2 flags0x31
void Array_Sort(const TArray<int32>& TargetArray, bool bAscendingOrder, const FName& VariableName)FinalNative+2 flags0x1C
FString AppendMultiple(const FString& A, const FString& B)FinalNative+2 flags0x30
bool Animation__GetAimOffsetsFromRotation(AActor* AnimBPOwner, const FRotator& TheRotation, const float& Pitch, const float& Yaw)FinalNative+2 flags0x29
bool Animation__GetAimOffsets(AActor* AnimBPOwner, const float& Pitch, const float& Yaw)FinalNative+2 flags0x11
APlayerController* Accessor__GetPlayerController(AActor* TheCharacter, const bool& IsValid)FinalNative+2 flags0x18