Zdexby TheHolyOneZ
6,272 classes
Class

UGameplayStatics

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 123

SignatureFlagsNativeParams
void UnloadStreamLevelBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)FinalNative+2 flags0x49
void UnloadStreamLevel(UObject* WorldContextObject, const FName& LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)FinalNative+2 flags0x29
bool SuggestProjectileVelocity_CustomArc(UObject* WorldContextObject, const FVector& OutLaunchVelocity, const FVector& StartPos, const FVector& EndPos, float OverrideGravityZ, float ArcParam)FinalNative+2 flags0x35
UAudioComponent* SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy)FinalNative+2 flags0x60
UAudioComponent* SpawnSoundAtLocation(UObject* WorldContextObject, USoundBase* Sound, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy)FinalNative+2 flags0x58
UAudioComponent* SpawnSound2D(UObject* WorldContextObject, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy)FinalNative+2 flags0x38
UObject* SpawnObject(TSubclassOf<UObject> ObjectClass, UObject* Outer)FinalNative+2 flags0x18
UForceFeedbackComponent* SpawnForceFeedbackAttached(UForceFeedbackEffect* ForceFeedbackEffect, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping, float IntensityMultiplier, float StartTime, UForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy)FinalNative+2 flags0x58
UForceFeedbackComponent* SpawnForceFeedbackAtLocation(UObject* WorldContextObject, UForceFeedbackEffect* ForceFeedbackEffect, const FVector& Location, const FRotator& Rotation, bool bLooping, float IntensityMultiplier, float StartTime, UForceFeedbackAttenuation* AttenuationSettings, bool bAutoDestroy)FinalNative+2 flags0x50
UParticleSystemComponent* SpawnEmitterAttached(UParticleSystem* EmitterTemplate, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, const FVector& Scale, uint8 LocationType, bool bAutoDestroy, const EPSCPoolMethod& PoolingMethod, bool bAutoActivate)FinalNative+2 flags0x48
UParticleSystemComponent* SpawnEmitterAtLocation(UObject* WorldContextObject, UParticleSystem* EmitterTemplate, const FVector& Location, const FRotator& Rotation, const FVector& Scale, bool bAutoDestroy, const EPSCPoolMethod& PoolingMethod, bool bAutoActivateSystem)FinalNative+2 flags0x40
UAudioComponent* SpawnDialogueAttached(UDialogueWave* Dialogue, FDialogueContext& Context, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, bool bAutoDestroy)FinalNative+2 flags0x70
UAudioComponent* SpawnDialogueAtLocation(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, bool bAutoDestroy)FinalNative+2 flags0x68
UAudioComponent* SpawnDialogue2D(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, float VolumeMultiplier, float PitchMultiplier, float StartTime, bool bAutoDestroy)FinalNative+2 flags0x40
UDecalComponent* SpawnDecalAttached(UMaterialInterface* DecalMaterial, const FVector& DecalSize, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, float LifeSpan)FinalNative+2 flags0x50
UDecalComponent* SpawnDecalAtLocation(UObject* WorldContextObject, UMaterialInterface* DecalMaterial, const FVector& DecalSize, const FVector& Location, const FRotator& Rotation, float LifeSpan)FinalNative+2 flags0x40
void SetWorldOriginLocation(UObject* WorldContextObject, const FIntVector& NewLocation)FinalNative+2 flags0x14
void SetViewportMouseCaptureMode(UObject* WorldContextObject, const EMouseCaptureMode& MouseCaptureMode)FinalNative+2 flags0x09
void SetSubtitlesEnabled(bool bEnabled)FinalNative+2 flags0x01
void SetSoundMixClassOverride(UObject* WorldContextObject, USoundMix* InSoundMixModifier, USoundClass* InSoundClass, float Volume, float Pitch, float FadeInTime, bool bApplyToChildren)FinalNative+2 flags0x25
void SetSoundClassDistanceScale(UObject* WorldContextObject, USoundClass* SoundClass, float DistanceAttenuationScale, float TimeSec)FinalNative+2 flags0x18
void SetPlayerControllerID(APlayerController* Player, int32 ControllerId)FinalNative+2 flags0x0C
void SetMaxAudioChannelsScaled(UObject* WorldContextObject, float MaxChannelCountScale)FinalNative+2 flags0x0C
void SetGlobalTimeDilation(UObject* WorldContextObject, float TimeDilation)FinalNative+2 flags0x0C
void SetGlobalPitchModulation(UObject* WorldContextObject, float PitchModulation, float TimeSec)FinalNative+2 flags0x10
void SetGlobalListenerFocusParameters(UObject* WorldContextObject, float FocusAzimuthScale, float NonFocusAzimuthScale, float FocusDistanceScale, float NonFocusDistanceScale, float FocusVolumeScale, float NonFocusVolumeScale, float FocusPriorityScale, float NonFocusPriorityScale)FinalNative+2 flags0x28
bool SetGamePaused(UObject* WorldContextObject, bool bPaused)FinalNative+2 flags0x0A
void SetForceDisableSplitscreen(UObject* WorldContextObject, bool bDisable)FinalNative+2 flags0x09
void SetEnableWorldRendering(UObject* WorldContextObject, bool bEnable)FinalNative+2 flags0x09
void SetBaseSoundMix(UObject* WorldContextObject, USoundMix* InSoundMix)FinalNative+2 flags0x10
bool SaveGameToSlot(USaveGame* SaveGameObject, const FString& SlotName, int32 UserIndex)FinalNative+2 flags0x1D
void RemovePlayer(APlayerController* Player, bool bDestroyPawn)FinalNative+2 flags0x09
FVector RebaseZeroOriginOntoLocal(UObject* WorldContextObject, const FVector& WorldLocation)FinalNative+2 flags0x20
FVector RebaseLocalOriginOntoZero(UObject* WorldContextObject, const FVector& WorldLocation)FinalNative+2 flags0x20
void PushSoundMixModifier(UObject* WorldContextObject, USoundMix* InSoundMixModifier)FinalNative+2 flags0x10
bool ProjectWorldToScreen(APlayerController* Player, const FVector& WorldPosition, const FVector2D& ScreenPosition, bool bPlayerViewportRelative)FinalNative+2 flags0x1E
void PrimeSound(USoundBase* InSound)FinalNative+2 flags0x08
void PopSoundMixModifier(UObject* WorldContextObject, USoundMix* InSoundMixModifier)FinalNative+2 flags0x10
void PlayWorldCameraShake(UObject* WorldContextObject, TSubclassOf<UCameraShakeBase> Shake, const FVector& Epicenter, float InnerRadius, float OuterRadius, float Falloff, bool bOrientShakeTowardsEpicenter)FinalNative+2 flags0x29
void PlaySoundAtLocation(UObject* WorldContextObject, USoundBase* Sound, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, AActor* OwningActor)FinalNative+2 flags0x50
void PlaySound2D(UObject* WorldContextObject, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, AActor* OwningActor, bool bIsUISound)FinalNative+2 flags0x31
void PlayDialogueAtLocation(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings)FinalNative+2 flags0x58
void PlayDialogue2D(UObject* WorldContextObject, UDialogueWave* Dialogue, FDialogueContext& Context, float VolumeMultiplier, float PitchMultiplier, float StartTime)FinalNative+2 flags0x34
FString ParseOption(const FString& Options, const FString& Key)FinalNative+2 flags0x30
void OpenLevelBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, bool bAbsolute, const FString& Options)FinalNative+2 flags0x48
void OpenLevel(UObject* WorldContextObject, const FName& LevelName, bool bAbsolute, const FString& Options)FinalNative+2 flags0x28
FHitResult MakeHitResult(bool bBlockingHit, bool bInitialOverlap, float Time, float Distance, const FVector& Location, const FVector& ImpactPoint, const FVector& Normal, const FVector& ImpactNormal, UPhysicalMaterial* PhysMat, AActor* HitActor, UPrimitiveComponent* HitComponent, const FName& hitBoneName, int32 HitItem, int32 FaceIndex, const FVector& TraceStart, const FVector& TraceEnd)FinalNative+2 flags0x110
void LoadStreamLevelBySoftObjectPtr(UObject* WorldContextObject, const TSoftObjectPtr<UWorld>& Level, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)FinalNative+2 flags0x50
void LoadStreamLevel(UObject* WorldContextObject, const FName& LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)FinalNative+2 flags0x30
USaveGame* LoadGameFromSlot(const FString& SlotName, int32 UserIndex)FinalNative+2 flags0x20
bool IsSplitscreenForceDisabled(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsGamePaused(UObject* WorldContextObject)FinalNative+2 flags0x09
bool HasOption(const FString& Options, const FString& InKey)FinalNative+2 flags0x21
bool HasLaunchOption(const FString& OptionToCheck)FinalNative+2 flags0x11
int32 GrassOverlappingSphereCount(UObject* WorldContextObject, UStaticMesh* StaticMesh, const FVector& CenterPosition, float Radius)FinalNative+2 flags0x24
FIntVector GetWorldOriginLocation(UObject* WorldContextObject)FinalNative+2 flags0x14
float GetWorldDeltaSeconds(UObject* WorldContextObject)FinalNative+2 flags0x0C
void GetViewProjectionMatrix(const FMinimalViewInfo& DesiredView, const FMatrix& ViewMatrix, const FMatrix& ProjectionMatrix, const FMatrix& ViewProjectionMatrix)FinalNative+2 flags0x760
EMouseCaptureMode GetViewportMouseCaptureMode(UObject* WorldContextObject)FinalNative+2 flags0x09
float GetUnpausedTimeSeconds(UObject* WorldContextObject)FinalNative+2 flags0x0C
float GetTimeSeconds(UObject* WorldContextObject)FinalNative+2 flags0x0C
uint8 GetSurfaceType(FHitResult& Hit)FinalNative+2 flags0x91
TArray<void> GetSubLevelNames(const TSoftObjectPtr<UWorld>& Level)FinalNative+2 flags0x38
ULevelStreaming* GetStreamingLevel(UObject* WorldContextObject, const FName& PackageName)FinalNative+2 flags0x18
float GetRealTimeSeconds(UObject* WorldContextObject)FinalNative+2 flags0x0C
APawn* GetPlayerPawn(UObject* WorldContextObject, int32 PlayerIndex)FinalNative+2 flags0x18
int32 GetPlayerControllerID(APlayerController* Player)FinalNative+2 flags0x0C
APlayerController* GetPlayerControllerFromID(UObject* WorldContextObject, int32 ControllerId)FinalNative+2 flags0x18
APlayerController* GetPlayerController(UObject* WorldContextObject, int32 PlayerIndex)FinalNative+2 flags0x18
ACharacter* GetPlayerCharacter(UObject* WorldContextObject, int32 PlayerIndex)FinalNative+2 flags0x18
APlayerCameraManager* GetPlayerCameraManager(UObject* WorldContextObject, int32 PlayerIndex)FinalNative+2 flags0x18
FString GetPlatformName()FinalNative+2 flags0x10
TSubclassOf<UObject> GetObjectClass(UObject* Object)FinalNative+2 flags0x10
int32 GetMaxAudioChannelCount(UObject* WorldContextObject)FinalNative+2 flags0x0C
void GetKeyValue(const FString& Pair, const FString& Key, const FString& Value)FinalNative+2 flags0x30
int32 GetIntOption(const FString& Options, const FString& Key, int32 DefaultValue)FinalNative+2 flags0x28
float GetGlobalTimeDilation(UObject* WorldContextObject)FinalNative+2 flags0x0C
AGameStateBase* GetGameState(UObject* WorldContextObject)FinalNative+2 flags0x10
AGameModeBase* GetGameMode(UObject* WorldContextObject)FinalNative+2 flags0x10
UGameInstance* GetGameInstance(UObject* WorldContextObject)FinalNative+2 flags0x10
bool GetEnableWorldRendering(UObject* WorldContextObject)FinalNative+2 flags0x09
UReverbEffect* GetCurrentReverbEffect(UObject* WorldContextObject)FinalNative+2 flags0x10
FString GetCurrentLevelName(UObject* WorldContextObject, bool bRemovePrefixString)FinalNative+2 flags0x20
bool GetClosestListenerLocation(UObject* WorldContextObject, const FVector& Location, float MaximumRange, bool bAllowAttenuationOverride, const FVector& ListenerPosition)FinalNative+2 flags0x29
float GetAudioTimeSeconds(UObject* WorldContextObject)FinalNative+2 flags0x0C
void GetAllActorsWithTag(UObject* WorldContextObject, const FName& Tag, const TArray<void>& OutActors)FinalNative+2 flags0x20
void GetAllActorsWithInterface(UObject* WorldContextObject, TSubclassOf<IInterface> Interface, const TArray<void>& OutActors)FinalNative+2 flags0x20
void GetAllActorsOfClassWithTag(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FName& Tag, const TArray<void>& OutActors)FinalNative+2 flags0x28
void GetAllActorsOfClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const TArray<void>& OutActors)FinalNative+2 flags0x20
AActor* GetActorOfClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass)FinalNative+2 flags0x18
void GetActorArrayBounds(const TArray<bool>& Actors, bool bOnlyCollidingComponents, const FVector& Center, const FVector& BoxExtent)FinalNative+2 flags0x2C
FVector GetActorArrayAverageLocation(const TArray<FVector>& Actors)FinalNative+2 flags0x1C
void GetAccurateRealTime(UObject* WorldContextObject, const int32& Seconds, const float& PartialSeconds)FinalNative+2 flags0x10
void FlushLevelStreaming(UObject* WorldContextObject)FinalNative+2 flags0x08
AActor* FinishSpawningActor(AActor* Actor, FTransform& SpawnTransform)FinalNative+2 flags0x48
bool FindCollisionUV(FHitResult& Hit, int32 UVChannel, const FVector2D& UV)FinalNative+2 flags0x9D
void EnableLiveStreaming(bool Enable)FinalNative+2 flags0x01
bool DoesSaveGameExist(const FString& SlotName, int32 UserIndex)FinalNative+2 flags0x15
bool DeprojectScreenToWorld(APlayerController* Player, const FVector2D& ScreenPosition, const FVector& WorldPosition, const FVector& WorldDirection)FinalNative+2 flags0x29
bool DeleteGameInSlot(const FString& SlotName, int32 UserIndex)FinalNative+2 flags0x15
void DeactivateReverbEffect(UObject* WorldContextObject, const FName& TagName)FinalNative+2 flags0x10
UAudioComponent* CreateSound2D(UObject* WorldContextObject, USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy)FinalNative+2 flags0x38
USaveGame* CreateSaveGameObject(TSubclassOf<USaveGame> SaveGameClass)FinalNative+2 flags0x10
APlayerController* CreatePlayer(UObject* WorldContextObject, int32 ControllerId, bool bSpawnPlayerController)FinalNative+2 flags0x18
void ClearSoundMixModifiers(UObject* WorldContextObject)FinalNative+2 flags0x08
void ClearSoundMixClassOverride(UObject* WorldContextObject, USoundMix* InSoundMixModifier, USoundClass* InSoundClass, float FadeOutTime)FinalNative+2 flags0x1C
void CancelAsyncLoading()FinalNative+2 flags0x00
void BreakHitResult(FHitResult& Hit, const bool& bBlockingHit, const bool& bInitialOverlap, const float& Time, const float& Distance, const FVector& Location, const FVector& ImpactPoint, const FVector& Normal, const FVector& ImpactNormal, const UPhysicalMaterial*& PhysMat, const AActor*& HitActor, const UPrimitiveComponent*& HitComponent, const FName& hitBoneName, const int32& HitItem, const int32& FaceIndex, const FVector& TraceStart, const FVector& TraceEnd)FinalNative+2 flags0x110
bool BlueprintSuggestProjectileVelocity(UObject* WorldContextObject, const FVector& TossVelocity, const FVector& StartLocation, const FVector& EndLocation, float LaunchSpeed, float OverrideGravityZ, uint8 TraceOption, float CollisionRadius, bool bFavorHighArc, bool bDrawDebug)FinalNative+2 flags0x3F
bool Blueprint_PredictProjectilePath_ByTraceChannel(UObject* WorldContextObject, FHitResult& OutHit, const TArray<FVector>& OutPathPositions, const FVector& OutLastTraceDestination, const FVector& StartPos, const FVector& LaunchVelocity, bool bTracePath, float ProjectileRadius, uint8 TraceChannel, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ)FinalNative+2 flags0xFD
bool Blueprint_PredictProjectilePath_ByObjectType(UObject* WorldContextObject, FHitResult& OutHit, const TArray<FVector>& OutPathPositions, const FVector& OutLastTraceDestination, const FVector& StartPos, const FVector& LaunchVelocity, bool bTracePath, float ProjectileRadius, const TArray<bool>& ObjectTypes, bool bTraceComplex, const TArray<uint8>& ActorsToIgnore, uint8 DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ)FinalNative+2 flags0x115
bool Blueprint_PredictProjectilePath_Advanced(UObject* WorldContextObject, FPredictProjectilePathParams& PredictParams, FPredictProjectilePathResult& PredictResult)FinalNative+2 flags0x129
AActor* BeginSpawningActorFromClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, FTransform& SpawnTransform, bool bNoCollisionFail, AActor* Owner)FinalNative+2 flags0x58
AActor* BeginSpawningActorFromBlueprint(UObject* WorldContextObject, UBlueprint* Blueprint, FTransform& SpawnTransform, bool bNoCollisionFail)FinalNative+2 flags0x50
AActor* BeginDeferredActorSpawnFromClass(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, FTransform& SpawnTransform, const ESpawnActorCollisionHandlingMethod& CollisionHandlingOverride, AActor* Owner)FinalNative+2 flags0x58
bool AreSubtitlesEnabled()FinalNative+2 flags0x01
bool AreAnyListenersWithinRange(UObject* WorldContextObject, const FVector& Location, float MaximumRange)FinalNative+2 flags0x19
bool ApplyRadialDamageWithFalloff(UObject* WorldContextObject, float BaseDamage, float MinimumDamage, const FVector& Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf<UDamageType> DamageTypeClass, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, uint8 DamagePreventionChannel)FinalNative+2 flags0x52
bool ApplyRadialDamage(UObject* WorldContextObject, float BaseDamage, const FVector& Origin, float DamageRadius, TSubclassOf<UDamageType> DamageTypeClass, const TArray<AActor*>& IgnoreActors, AActor* DamageCauser, AController* InstigatedByController, bool bDoFullDamage, uint8 DamagePreventionChannel)FinalNative+2 flags0x4B
float ApplyPointDamage(AActor* DamagedActor, float BaseDamage, const FVector& HitFromDirection, FHitResult& HitInfo, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass)FinalNative+2 flags0xC4
float ApplyDamage(AActor* DamagedActor, float BaseDamage, AController* EventInstigator, AActor* DamageCauser, TSubclassOf<UDamageType> DamageTypeClass)FinalNative+2 flags0x2C
void AnnounceAccessibleString(const FString& AnnouncementString)FinalNative+2 flags0x10
void ActivateReverbEffect(UObject* WorldContextObject, UReverbEffect* ReverbEffect, const FName& TagName, float Priority, float Volume, float FadeTime)FinalNative+2 flags0x24