Zdexby TheHolyOneZ
4,763 classes
Class

UActorUtils

: UBlueprintFunctionLibrary : UObject
/Script/AtomicHeart.ActorUtils 0x0030 (48 B) align 8 inherited 0x0030 vtable /Script/AtomicHeart
0x00x0030

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 49

SignatureFlagsNativeParams
void ValidateObject(UObject* Owner, UObject* ObjectToValidate, const FString& Message)FinalNative+2 flags0x20
void TryUseComponent(UActiveUserComponent* ActiveUserComponent, UActorComponent* ComponentToUse)FinalNative+2 flags0x10
void TryUseActor(UActiveUserComponent* ActiveUserComponent, AActor* ActorToUse)FinalNative+2 flags0x10
bool TryGetActorLocation(AActor* Actor, const FVector& OutLocation)FinalNative+2 flags0x15
void TryEnableActor(AActor* ActorToEnable)FinalNative+2 flags0x08
void TryDisableActor(AActor* ActorToDisable)FinalNative+2 flags0x08
void TryDeactivateActor(AActor* ActorToDeactivate)FinalNative+2 flags0x08
void TryActivateActor(AActor* ActorToActivate)FinalNative+2 flags0x08
AActor* SpawnActorOnSubLevel(TSubclassOf<UObject> Class, const FTransform& Transform, const FName& Name, AActor* OwnerActor, APawn* InstigatorPawn, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bDeferedSpawn)FinalNative+2 flags0x68
AActor* SpawnActorOnPersistentLevel(TSubclassOf<UObject> Class, const FTransform& Transform, const FName& Name, AActor* OwnerActor, APawn* InstigatorPawn, const ESpawnActorCollisionHandlingMethod& SpawnActorCollisionHandlingMethod, bool bDeferedSpawn)FinalNative+2 flags0x68
void SmoothRotateToLocation(AActor* ActorToRotate, const FVector& TargetLocation, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation, bool bForceSetRotation, bool bRotateOnlyYaw, float YawOffset)FinalNative+2 flags0x30
void SmoothRotateToEnemy(AAHAICharacter* AICharacter, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation, bool bForceSetRotation, float YawOffset)FinalNative+2 flags0x24
void SmoothRotatePlayerToLocation(AAHBaseCharacter* Player, const FVector& TargetLocation, float FrameDeltaTime, float SmoothRotationSpeed, const FRotator& OutResultRotation)FinalNative+2 flags0x28
void SetUseAsOccluderFlag(UPrimitiveComponent* PrimitiveComponent, bool bInEnabled)FinalNative+2 flags0x09
void SetPlayerPostProcess(UObject* Owner, UObject* PostProcessObject, float BlendWeight)FinalNative+2 flags0x14
void SetComponentTick(UActorComponent* ActorComponent, bool bInEnabled, float TickInterval)FinalNative+2 flags0x10
void SetComponentSkipBoundsUpdate(USceneComponent* Component, bool bValue)FinalNative+2 flags0x09
void SetComponentMovementEnabled(USceneComponent* Component, bool bEnabled, bool bImmediateUpdateToWorld)FinalNative+2 flags0x0A
void SetComponentCastDynamicShadow(UPrimitiveComponent* PrimitiveComponent, bool bCastDynamicShadow)FinalNative+2 flags0x09
void SetComponentAffectDistanceFieldLighting(UPrimitiveComponent* PrimitiveComponent, bool bAffectDistanceFieldLighting)FinalNative+2 flags0x09
void SetChildActorComponentActive(UChildActorComponent* ChildActorComponent, bool bActive)FinalNative+2 flags0x09
void SetActorTick(AActor* Actor, bool bInEnabled, float TickInterval)FinalNative+2 flags0x10
void SetActorSkipBoundsUpdate(AActor* Actor, bool bValue, bool bIncludeFromChildActors)FinalNative+2 flags0x0A
void SetActive(AActor* Actor, bool bActive, bool bWithChildrenComponents)FinalNative+2 flags0x0A
void SendHitDetected_K2(AActor* Actor, const FHitParameters& InHitParameters, const EChemicalElement& ProcessWithElement)FinalNative+2 flags0x141
bool IsComponentSkippingBoundsUpdate(USceneComponent* Component)FinalNative+2 flags0x09
bool IsActorInitialized(AActor* This)FinalNative+2 flags0x09
bool IsActorBeginningPlayFromLevelStreaming(AActor* This)FinalNative+2 flags0x09
bool IsActorBeginningPlay(AActor* This)FinalNative+2 flags0x09
void InvokeActorFunction(AActor* InActor, const FName& InFunctionName)FinalNative+2 flags0x10
bool HasActorBegunPlay(AActor* This)FinalNative+2 flags0x09
EWeightType GetWeightType(float Weight, UDA_WeightTypes* WeightTypes)FinalNative+2 flags0x11
AAHWheeledVehicle* GetPlayerWheeledVehicle()FinalNative+2 flags0x08
UPlayerHUD* GetPlayerHUD()FinalNative+2 flags0x08
AAHPlayerController* GetPlayerController()FinalNative+2 flags0x08
AAHBaseCharacter* GetPlayerCharacter()FinalNative+2 flags0x08
FVector GetPlayerCameraLocation()FinalNative+2 flags0x0C
FGameplayTagContainer GetObjectTags(UObject* Object)FinalNative+2 flags0x30
int32 GetNumberOfEnemiesAroundPlayer(float Radius, bool bAggressiveOnly)FinalNative+2 flags0x0C
TArray<void> GetCharactersAroundLocation(const FVector& Location, float Radius)FinalNative+2 flags0x20
FVector GetBoneOrSocketLocation(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneOrSocketName)FinalNative+2 flags0x1C
ABasePlayerController* GetBasePlayerController()FinalNative+2 flags0x08
void GetActorTagsFast(AActor* Actor, FGameplayTagContainer& ActorTags)FinalNative+2 flags0x30
FGameplayTagContainer GetActorTags(AActor* Actor)FinalNative+2 flags0x30
FActorSelectionInfo CreateActorSelectionInfo(AActor* TargetActor, const FVector& InstigatorLocation, const FVector& InstigatorDirection)FinalNative+2 flags0x38
bool CheckCapsuleSweepCollision(AActor* From, AActor* To, float CapsuleRadius, float CapsuleHalfHeight)FinalNative+2 flags0x19
bool CanReachLocation2D(AAHAICharacter* AICharacter, const FVector& PathTargetLocation, uint8 PathQueryType, TSubclassOf<UNavigationQueryFilter> FilterClass, AAHBaseCharacter* TargetCharacter, bool bAsync, bool bProjectStartLocation, bool bProjectTargetLocation, const FVector& ProjectionExtent)FinalNative+2 flags0x39
bool CanBeSeen(const FVector& ObserverLocation, const int32& NumberOfLoSChecksPerformed, const float& OutTotalTraceStrength, AAHBaseCharacter* ObservedCharacter, AActor* ObservingActor, AActor* ExtraIgnoredActor, const TArray<FGameplayTag>& OverrideTraceEntries, FGameplayTag& OutDynamicBehaviourGameplayTag)FinalNative+2 flags0x49
void ActivatePrimitiveComponent(UPrimitiveComponent* CollisionSphere, bool bEnable)FinalNative+2 flags0x09