Zdexby TheHolyOneZ
4,763 classes
Class

AActor

: UObject
/Script/Engine.Actor 0x0240 (576 B) align 8 inherited 0x0030 vtable /Script/Engine
0x00x0240

Members 79

OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bNetStartup : 1bit 1bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bHidden : 1bit 5boolNet+7 flagsfalse
0x01bHiddenTemporary : 1bit 6boolTransient+5 flagsfalse
0x01bTearOff : 1bit 7boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 0bool3 flagsfalse
0x01bExchangedRoles : 1bit 1boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 2bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 3bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 4bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 5bool5 flagstrue
0x01bReplayRewindable : 1bit 6bool5 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 7bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 0bool4 flagsfalse
0x01bCanBeDamaged : 1bit 1boolNet+6 flagstrue
0x01bBlockInput : 1bit 2bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 3bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 4bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 5bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 6bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 7bool6 flagsfalse
0x01bIsEditorOnlyActor : 1bit 0bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 1bool3 flagsfalse
0x01bShouldBeSaved : 1bit 2bool5 flagsfalse
0x01bCanBeMovedToAnotherLevel : 1bit 3bool6 flagsfalse
0x01bReplicates : 1bit 4boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 5boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 6boolProtected+3 flagstrue
0x01bActorEnableCollision : 1bit 6bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 7boolTransient+4 flagsfalse
0x00650x01padding / unreflected
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleuint8NetTransient+5 flags0
0x00690x03padding / unreflected
0x34ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x00A80x08padding / unreflected
0x40AttachmentReplicationFRepAttachmentNetTransient+4 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01Roleuint8Net+5 flags3
0x01NetDormancyuint89 flags1
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputuint86 flags0
0x04InputPriorityint326 flags0
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01240x04padding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<USceneComponent*>Transient+2 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x10ControllingMatineeActorsTArray<TArray<TWeakObjectPtr<UChildActorComponent>>>TransientProtected+2 flags[]
0x01580x10padding / unreflected
0x10LayersTArray<TWeakObjectPtr<UChildActorComponent>>2 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flags<0xffffffff>
0x01800x08padding / unreflected
0x10TagsTArray<FMulticastScriptDelegate>5 flags[]
0x01OnTakeAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakePointDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakeRadialDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnActorBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnActorEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x01OnActorHitFMulticastScriptDelegate4 flags<delegate>
0x01OnDestroyedFMulticastScriptDelegate4 flags<delegate>
0x01OnEndPlayFMulticastScriptDelegate4 flags<delegate>
0x01A80x68padding / unreflected
0x10InstanceComponentsTArray<TArray<void>>4 flags[]
0x10BlueprintCreatedComponentsTArray<void>6 flags[]
0x02300x10unreflected bytes to end of AActor

Functions 132

SignatureFlagsNativeParams
bool WasRecentlyRendered(float Tolerance)FinalNative+1 flags0x05
void UserConstructionScript()EventPublic0x00
void TearOff()NativePublic0x00
void SnapRootComponentTo(AActor* InParentActor, const FName& InSocketName)FinalNative+1 flags0x10
void SetTickGroup(uint8 NewTickGroup)FinalNative+1 flags0x01
void SetTickableWhenPaused(bool bTickableWhenPaused)FinalNative+1 flags0x01
void SetReplicates(bool bInReplicates)FinalNative+1 flags0x01
void SetReplicateMovement(bool bInReplicateMovement)NativePublic0x01
void SetOwner(AActor* NewOwner)NativePublic0x08
void SetNetDormancy(uint8 NewDormancy)FinalNative+1 flags0x01
void SetLifeSpan(float InLifespan)NativePublic0x04
void SetAutoDestroyWhenFinished(bool bVal)FinalNative+1 flags0x01
void SetActorTickInterval(float TickInterval)FinalNative+1 flags0x04
void SetActorTickEnabled(bool bEnabled)FinalNative+1 flags0x01
void SetActorScale3D(const FVector& NewScale3D)FinalNative+1 flags0x0C
void SetActorRelativeScale3D(const FVector& NewRelativeScale)FinalNative+1 flags0x0C
void SetActorHiddenInGame(bool bNewHidden)NativePublic0x01
void SetActorEnableCollision(bool bNewActorEnableCollision)FinalNative+1 flags0x01
void RemoveTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent)NativePublic0x08
void RemoveTickPrerequisiteActor(AActor* PrerequisiteActor)NativePublic0x08
void ReceiveTick(float DeltaSeconds)EventPublic0x04
void ReceiveRadialDamage(float DamageReceived, UDamageType* DamageType, const FVector& Origin, FHitResult& HitInfo, AController* InstigatedBy, AActor* DamageCauser)EventPublic0xB8
void ReceivePointDamage(float Damage, UDamageType* DamageType, const FVector& HitLocation, const FVector& HitNormal, UPrimitiveComponent* HitComponent, const FName& BoneName, const FVector& ShotFromDirection, AController* InstigatedBy, AActor* DamageCauser, FHitResult& HitInfo)EventPublic0xE0
void ReceiveHit(UPrimitiveComponent* MyComp, AActor* Other, UPrimitiveComponent* OtherComp, bool bSelfMoved, const FVector& HitLocation, const FVector& HitNormal, const FVector& NormalImpulse, FHitResult& Hit)EventPublic0xC8
void ReceiveEndPlay(uint8 EndPlayReason)EventProtected0x01
void ReceiveDestroyed()EventPublic0x00
void ReceiveBeginPlay()EventProtected0x00
void ReceiveAnyDamage(float Damage, UDamageType* DamageType, AController* InstigatedBy, AActor* DamageCauser)EventPublic0x20
void ReceiveActorOnReleased(const FKey& ButtonReleased)EventPublic0x18
void ReceiveActorOnInputTouchLeave(uint8 FingerIndex)EventPublic0x01
void ReceiveActorOnInputTouchEnter(uint8 FingerIndex)EventPublic0x01
void ReceiveActorOnInputTouchEnd(uint8 FingerIndex)EventPublic0x01
void ReceiveActorOnInputTouchBegin(uint8 FingerIndex)EventPublic0x01
void ReceiveActorOnClicked(const FKey& ButtonPressed)EventPublic0x18
void ReceiveActorEndOverlap(AActor* OtherActor)EventPublic0x08
void ReceiveActorEndCursorOver()EventPublic0x00
void ReceiveActorBeginOverlap(AActor* OtherActor)EventPublic0x08
void ReceiveActorBeginCursorOver()EventPublic0x00
void PrestreamTextures(float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups)NativePublic0x0C
void OnRep_ReplicateMovement()NativePublic0x00
void OnRep_ReplicatedMovement()NativePublic0x00
void OnRep_Owner()NativeProtected0x00
void OnRep_Instigator()NativePublic0x00
void OnRep_AttachmentReplication()NativePublic0x00
void MakeNoise(float Loudness, APawn* NoiseInstigator, const FVector& NoiseLocation, float MaxRange, const FName& Tag)FinalNative+1 flags0x28
UMaterialInstanceDynamic* MakeMIDForMaterial(UMaterialInterface* Parent)FinalNative+1 flags0x10
bool K2_TeleportTo(const FVector& DestLocation, const FRotator& DestRotation)FinalNative+1 flags0x19
bool K2_SetActorTransform(FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0xBE
bool K2_SetActorRotation(const FRotator& NewRotation, bool bTeleportPhysics)FinalNative+1 flags0x0E
void K2_SetActorRelativeTransform(FTransform& NewRelativeTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0xBD
void K2_SetActorRelativeRotation(const FRotator& NewRelativeRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x99
void K2_SetActorRelativeLocation(const FVector& NewRelativeLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x99
bool K2_SetActorLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0xA6
bool K2_SetActorLocation(const FVector& NewLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x9A
void K2_OnReset()EventPublic0x00
void K2_OnEndViewTarget(APlayerController* PC)EventPublic0x08
void K2_OnBecomeViewTarget(APlayerController* PC)EventPublic0x08
USceneComponent* K2_GetRootComponent()FinalNative+1 flags0x08
TArray<void> K2_GetComponentsByClass(TSubclassOf<UActorComponent> ComponentClass)FinalNative+1 flags0x18
FRotator K2_GetActorRotation()FinalNative+1 flags0x0C
FVector K2_GetActorLocation()FinalNative+1 flags0x0C
void K2_DetachFromActor(const EDetachmentRule& LocationRule, const EDetachmentRule& RotationRule, const EDetachmentRule& ScaleRule)FinalNative+1 flags0x03
void K2_DestroyComponent(UActorComponent* Component)FinalNative+1 flags0x08
void K2_DestroyActor()NativePublic0x00
void K2_AttachToComponent(USceneComponent* Parent, const FName& SocketName, const EAttachmentRule& LocationRule, const EAttachmentRule& RotationRule, const EAttachmentRule& ScaleRule, bool bWeldSimulatedBodies)FinalNative+1 flags0x14
void K2_AttachToActor(AActor* ParentActor, const FName& SocketName, const EAttachmentRule& LocationRule, const EAttachmentRule& RotationRule, const EAttachmentRule& ScaleRule, bool bWeldSimulatedBodies)FinalNative+1 flags0x14
void K2_AttachRootComponentToActor(AActor* InParentActor, const FName& InSocketName, uint8 AttachLocationType, bool bWeldSimulatedBodies)FinalNative+1 flags0x12
void K2_AttachRootComponentTo(USceneComponent* InParent, const FName& InSocketName, uint8 AttachLocationType, bool bWeldSimulatedBodies)FinalNative+1 flags0x12
void K2_AddActorWorldTransformKeepScale(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0xBD
void K2_AddActorWorldTransform(FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0xBD
void K2_AddActorWorldRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x99
void K2_AddActorWorldOffset(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x99
void K2_AddActorLocalTransform(FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0xBD
void K2_AddActorLocalRotation(const FRotator& DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x99
void K2_AddActorLocalOffset(const FVector& DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport)FinalNative+1 flags0x99
bool IsOverlappingActor(AActor* Other)FinalNative+1 flags0x09
bool IsChildActor()FinalNative+1 flags0x01
bool IsActorTickEnabled()FinalNative+1 flags0x01
bool IsActorBeingDestroyed()FinalNative+1 flags0x01
bool HasAuthority()FinalNative+1 flags0x01
float GetVerticalDistanceTo(AActor* OtherActor)FinalNative+1 flags0x0C
FVector GetVelocity()NativePublic0x0C
FTransform GetTransform()FinalNative+1 flags0x30
bool GetTickableWhenPaused()FinalNative+1 flags0x01
float GetSquaredHorizontalDistanceTo(AActor* OtherActor)FinalNative+1 flags0x0C
float GetSquaredDistanceTo(AActor* OtherActor)FinalNative+1 flags0x0C
uint8 GetRemoteRole()FinalNative+1 flags0x01
UChildActorComponent* GetParentComponent()FinalNative+1 flags0x08
AActor* GetParentActor()FinalNative+1 flags0x08
AActor* GetOwner()FinalNative+1 flags0x08
void GetOverlappingComponents(const TArray<void>& OverlappingComponents)FinalNative+1 flags0x10
void GetOverlappingActors(const TArray<TSubclassOf<AActor>>& OverlappingActors, TSubclassOf<AActor> ClassFilter)FinalNative+1 flags0x18
uint8 GetLocalRole()FinalNative+1 flags0x01
float GetLifeSpan()NativePublic0x04
AController* GetInstigatorController()FinalNative+1 flags0x08
APawn* GetInstigator()FinalNative+1 flags0x08
FVector GetInputVectorAxisValue(const FKey& InputAxisKey)FinalNative+1 flags0x24
float GetInputAxisValue(const FName& InputAxisName)FinalNative+1 flags0x0C
float GetInputAxisKeyValue(const FKey& InputAxisKey)FinalNative+1 flags0x1C
float GetHorizontalDotProductTo(AActor* OtherActor)FinalNative+1 flags0x0C
float GetHorizontalDistanceTo(AActor* OtherActor)FinalNative+1 flags0x0C
float GetGameTimeSinceCreation()FinalNative+1 flags0x04
float GetDotProductTo(AActor* OtherActor)FinalNative+1 flags0x0C
float GetDistanceTo(AActor* OtherActor)FinalNative+1 flags0x0C
TArray<void> GetComponentsByTag(TSubclassOf<UActorComponent> ComponentClass, const FName& Tag)FinalNative+1 flags0x20
TArray<void> GetComponentsByInterface(TSubclassOf<IInterface> Interface)FinalNative+1 flags0x18
UActorComponent* GetComponentByClass(TSubclassOf<UActorComponent> ComponentClass)FinalNative+1 flags0x10
FName GetAttachParentSocketName()FinalNative+1 flags0x08
AActor* GetAttachParentActor()FinalNative+1 flags0x08
void GetAttachedActors(const TArray<bool>& OutActors, bool bResetArray)FinalNative+1 flags0x11
void GetAllChildActors(const TArray<bool>& ChildActors, bool bIncludeDescendants)FinalNative+1 flags0x11
FVector GetActorUpVector()FinalNative+1 flags0x0C
float GetActorTimeDilation()FinalNative+1 flags0x04
float GetActorTickInterval()FinalNative+1 flags0x04
FVector GetActorScale3D()FinalNative+1 flags0x0C
FVector GetActorRightVector()FinalNative+1 flags0x0C
FVector GetActorRelativeScale3D()FinalNative+1 flags0x0C
FVector GetActorForwardVector()FinalNative+1 flags0x0C
void GetActorEyesViewPoint(const FVector& OutLocation, const FRotator& OutRotation)NativePublic0x18
bool GetActorEnableCollision()FinalNative+1 flags0x01
void GetActorBounds(bool bOnlyCollidingComponents, const FVector& Origin, const FVector& BoxExtent, bool bIncludeFromChildActors)FinalNative+1 flags0x1D
void ForceNetUpdate()NativePublic0x00
void FlushNetDormancy()FinalNative+1 flags0x00
void FinishAddComponent(UActorComponent* Component, bool bManualAttachment, FTransform& RelativeTransform)FinalNative+1 flags0x40
void EnableInput(APlayerController* PlayerController)NativePublic0x08
void DisableInput(APlayerController* PlayerController)NativePublic0x08
void DetachRootComponentFromParent(bool bMaintainWorldPosition)FinalNative+1 flags0x01
void AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent)NativePublic0x08
void AddTickPrerequisiteActor(AActor* PrerequisiteActor)NativePublic0x08
UActorComponent* AddComponentByClass(TSubclassOf<UActorComponent> Class, bool bManualAttachment, FTransform& RelativeTransform, bool bDeferredFinish)FinalNative+1 flags0x50
UActorComponent* AddComponent(const FName& TemplateName, bool bManualAttachment, FTransform& RelativeTransform, UObject* ComponentTemplateContext, bool bDeferredFinish)FinalNative+1 flags0x58
bool ActorHasTag(const FName& Tag)FinalNative+1 flags0x09

Subclasses 195

Used by 354

types with a member, parameter or interface of this type
UAbilityAsync_WaitGameplayEffectAppliedUAbilityAsync_WaitGameplayEventUAbilityAsync_WaitGameplayTagAddedUAbilityAsync_WaitGameplayTagRemovedUAbilitySystemBlueprintLibraryUAbilitySystemComponentUAbilityTask_AnimatedInteractionUAbilityTask_ApplyRootMotionMoveToActorForceUAbilityTask_ApplyRootMotionRadialForceUAbilityTask_GrabByPhysConstraintUAbilityTask_LaserBarrelControlUAbilityTask_SpawnActorUAbilityTask_WaitAttributeChangeUAbilityTask_WaitAttributeChangeRatioThresholdUAbilityTask_WaitAttributeChangeThresholdUAbilityTask_WaitGameplayEffectApplied_SelfUAbilityTask_WaitGameplayEffectApplied_TargetUAbilityTask_WaitGameplayEffectBlockedImmunityUAbilityTask_WaitGameplayEventUAbilityTask_WaitGameplayTagAddedUAbilityTask_WaitGameplayTagRemovedUAbilityTask_WaitOverlapUActiveUserComponentUActorChannelUActorComponentUActorOverlappedGTCFActorPerceptionBlueprintInfoFActorPerceptionUpdateInfoFActorSelectionInfoUActorsOfClassConditionFActorsSetUActorUtilsUAdvancedSignificanceUtilsUAHAbilitySystemUtilsUAHActorTrackingHandleFAHActorTrackingInfoUAHActorTrackingSubsystemAAHAICharacterAAHAIControllerAAHAIStaticCharacterAAHBaseCharacterAAHBaseElevatorAAHBoobyTrapUAHBreakableGlassComponentUAHBTDecorator_ConeCheckUAHCharacterPhysicsSwitchBoxComponentUAHDamageCapturerSubsystemUAHDamageUtilsUAHExplosionComponentUAHFlameComponentUAHGameInstanceAAHGameplayCueNotify_ActorUAHGameplayCueNotify_StaticUAHGameplayStaticsUAHHealthComponentAAHPickupableItemUAHPushDynamicBoxComponentAAHSimpleDestructibleActorUAHVehicleDetectionBoxComponentUAHVehicleWaterDetectionComponentUAHWeaponTargetSelectorAAHWheeledVehicleUAHWwiseComponentUAHWwiseGeometryComponentAAHWwiseScatterActorAAHWwiseSpatialAudioVolumeUAIBlueprintHelperLibraryAAIControllerFAIDamageEventUAIDirectorSubsystemUAIFlameThrowerAbilityAAIFlyingCharacterAAIInvocationTriggerUAIInvocatorComponentUAILaserShootingSimpleAbilityFAIMoveRequestFAINoiseEventUAIPerceptionComponentUAIPerceptionSystemAAIPickupableItemContainer+274 more