Zdexby TheHolyOneZ
4,763 classes
Class

UPrimitiveComponent

: USceneComponent : UActorComponent : UObject
/Script/Engine.PrimitiveComponent 0x04F0 (1,264 B) align 16 inherited 0x0290 vtable /Script/Engine
0x00x04F0

Members 96

OffsetSizeNameTypeFlagsDefault
0x04MinDrawDistancefloat9 flags0
0x04LDMaxDrawDistancefloat9 flags0
0x04CachedMaxDrawDistancefloat10 flags0
0x01DepthPriorityGroupuint85 flags0
0x01ViewOwnerDepthPriorityGroupuint85 flags0
0x01IndirectLightingCacheQualityuint89 flags1
0x01LightmapTypeELightmapType9 flagsDefault
0x01bUseMaxLODAsImposter : 1bit 0bool6 flagsfalse
0x01bBatchImpostersAsInstances : 1bit 1bool6 flagsfalse
0x01bNeverDistanceCull : 1bit 2bool7 flagsfalse
0x01bAlwaysCreatePhysicsState : 1bit 7bool7 flagsfalse
0x01bGenerateOverlapEvents : 1bit 0bool5 flagstrue
0x01bMultiBodyOverlap : 1bit 1bool6 flagsfalse
0x01bTraceComplexOnMove : 1bit 2bool6 flagsfalse
0x01bReturnMaterialOnMove : 1bit 3bool6 flagsfalse
0x01bUseViewOwnerDepthPriorityGroup : 1bit 4bool3 flagsfalse
0x01bAllowCullDistanceVolume : 1bit 5bool7 flagstrue
0x01bHasMotionBlurVelocityMeshes : 1bit 6bool3 flagsfalse
0x01bVisibleInReflectionCaptures : 1bit 7bool7 flagstrue
0x01bVisibleInRealTimeSkyCaptures : 1bit 0bool7 flagstrue
0x01bVisibleInRayTracing : 1bit 1bool7 flagstrue
0x01bRenderInMainPass : 1bit 2bool7 flagstrue
0x01bRenderInDepthPass : 1bit 3bool7 flagstrue
0x01bReceivesDecals : 1bit 4bool7 flagstrue
0x01bOwnerNoSee : 1bit 5bool7 flagsfalse
0x01bOnlyOwnerSee : 1bit 6bool7 flagsfalse
0x01bTreatAsBackgroundForOcclusion : 1bit 7bool7 flagsfalse
0x01bUseAsOccluder : 1bit 0bool7 flagsfalse
0x01bSelectable : 1bit 1bool3 flagstrue
0x01bForceMipStreaming : 1bit 2bool7 flagsfalse
0x01bHasPerInstanceHitProxies : 1bit 3bool3 flagsfalse
0x01CastShadow : 1bit 4bool6 flagsfalse
0x01bAffectDynamicIndirectLighting : 1bit 5bool7 flagstrue
0x01bAffectDistanceFieldLighting : 1bit 6bool7 flagstrue
0x01bAffectedBySkyLight : 1bit 7bool7 flagstrue
0x01bExcludeSkyLightInReflection : 1bit 0bool6 flagsfalse
0x01bCastDynamicShadow : 1bit 1bool7 flagstrue
0x01bCastStaticShadow : 1bit 2bool7 flagstrue
0x01bCastVolumetricTranslucentShadow : 1bit 3bool7 flagsfalse
0x01bCastContactShadow : 1bit 4bool7 flagstrue
0x01bSelfShadowOnly : 1bit 5bool7 flagsfalse
0x01bCastFarShadow : 1bit 6bool7 flagsfalse
0x01bCastInsetShadow : 1bit 7bool7 flagsfalse
0x01bCastCinematicShadow : 1bit 0bool7 flagsfalse
0x01bCastHiddenShadow : 1bit 1bool7 flagsfalse
0x01bCastShadowAsTwoSided : 1bit 2bool7 flagsfalse
0x01bLightAsIfStatic : 1bit 3boolDeprecated+3 flagsfalse
0x01bLightAttachmentsAsGroup : 1bit 4bool7 flagsfalse
0x01bExcludeFromLightAttachmentGroup : 1bit 5bool7 flagsfalse
0x01bReceiveMobileCSMShadows : 1bit 6bool7 flagstrue
0x01bSingleSampleShadowFromStationaryLights : 1bit 7bool7 flagsfalse
0x01bIgnoreRadialImpulse : 1bit 0bool5 flagsfalse
0x01bIgnoreRadialForce : 1bit 1bool5 flagsfalse
0x01bApplyImpulseOnDamage : 1bit 2bool5 flagstrue
0x01bReplicatePhysicsToAutonomousProxy : 1bit 3bool5 flagstrue
0x01bFillCollisionUnderneathForNavmesh : 1bit 4bool4 flagsfalse
0x01AlwaysLoadOnClient : 1bit 5bool3 flagstrue
0x01AlwaysLoadOnServer : 1bit 6bool3 flagstrue
0x01bUseEditorCompositing : 1bit 7bool3 flagsfalse
0x01bRenderCustomDepth : 1bit 0bool7 flagsfalse
0x01bVisibleInSceneCaptureOnly : 1bit 1bool7 flagsfalse
0x01bHiddenInSceneCapture : 1bit 2bool7 flagsfalse
0x01bHasCustomNavigableGeometryuint85 flags0
0x02A90x01padding / unreflected
0x01CanCharacterStepUpOnuint87 flags1
0x01LightingChannelsFLightingChannels6 flags{bChannel0=true, bChannel1=false, bChannel2=false, bShadowC…
0x01CustomDepthStencilWriteMaskERendererStencilMask9 flagsERSM_Default
0x02AD0x03padding / unreflected
0x04CustomDepthStencilValueint329 flags0
0x02B40x04padding / unreflected
0x10CustomPrimitiveDataFCustomPrimitiveData3 flags{Data=[]}
0x10CustomPrimitiveDataInternalFCustomPrimitiveDataTransient+1 flags{Data=[]}
0x02D80x08padding / unreflected
0x04TranslucencySortPriorityint329 flags0
0x04TranslucencySortDistanceOffsetfloat9 flags0
0x04VisibilityIdint325 flags-1
0x02EC0x04padding / unreflected
0x10RuntimeVirtualTexturesTArray<int8>4 flags[]
0x01VirtualTextureLodBiasint87 flags0
0x01VirtualTextureCullMipsint87 flags0
0x01VirtualTextureMinCoverageint87 flags0
0x01VirtualTextureRenderPassTypeERuntimeVirtualTextureMainPassType8 flagsExclusive
0x03040x04padding / unreflected
0x04LpvBiasMultiplierfloat9 flags1
0x030C0x08padding / unreflected
0x04BoundsScalefloat7 flags1
0x03180x10padding / unreflected
0x10MoveIgnoreActorsTArray<TArray<FBodyInstance>>Transient+3 flags[]
0x10MoveIgnoreComponentsTArray<FBodyInstance>Transient+5 flags[]
0x03480x18padding / unreflected
0x158BodyInstanceFBodyInstance4 flags{ObjectType=0, CollisionEnabled=3, SleepFamily=Normal, DOFM…
0x01OnComponentHitFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentWakeFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentSleepFMulticastScriptDelegate4 flags<delegate>
0x04BD0x01padding / unreflected
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x04C60x1Apadding / unreflected
0x08LODParentPrimitiveUPrimitiveComponent*8 flagsnullptr
0x04E80x08unreflected bytes to end of UPrimitiveComponent
Inherited from USceneComponent 28
OffsetSizeNameTypeFlagsDefault
0x08PhysicsVolumeTWeakObjectPtr<APhysicsVolume>Transient+6 flags<0xffffffff>
0x08AttachParentUSceneComponent*NetRepNotify+7 flagsnullptr
0x08AttachSocketNameFNameNetRepNotify+5 flagsNone
0x10AttachChildrenTArray<TArray<FVector>>NetTransient+5 flags[]
0x01000x08padding / unreflected
0x10ClientAttachedChildrenTArray<FVector>Transient+4 flags[]
0x01180x2Cpadding / unreflected
0x0CRelativeLocationFVectorNetRepNotify+8 flags{X=0, Y=0, Z=0}
0x0CRelativeRotationFRotatorNetRepNotify+7 flags{Pitch=0, Yaw=0, Roll=0}
0x0CRelativeScale3DFVectorNetRepNotify+9 flags{X=1, Y=1, Z=1}
0x0CComponentVelocityFVector5 flags{X=0, Y=0, Z=0}
0x01740x08padding / unreflected
0x04UpdateComponentToWorldRateSecondsfloatProtected+7 flags0
0x04NextUpdateComponentToWorldExpectedTimefloatTransient+5 flags0
0x01bCanSkipIntermediateTransformUpdates : 1bit 1boolTransient+3 flagstrue
0x01bComponentToWorldUpdated : 1bit 2boolTransient+3 flagsfalse
0x01bAbsoluteLocation : 1bit 4boolNetRepNotify+6 flagsfalse
0x01bAbsoluteRotation : 1bit 5boolNetRepNotify+6 flagsfalse
0x01bAbsoluteScale : 1bit 6boolNetRepNotify+6 flagsfalse
0x01bVisible : 1bit 7boolNetRepNotify+6 flagstrue
0x01bShouldBeAttached : 1bit 0boolNetTransient+3 flagsfalse
0x01bShouldSnapLocationWhenAttached : 1bit 1boolNetTransient+3 flagsfalse
0x01bShouldSnapRotationWhenAttached : 1bit 2boolNetTransient+3 flagsfalse
0x01bShouldUpdatePhysicsVolume : 1bit 3bool6 flagsfalse
0x01bHiddenInGame : 1bit 4bool7 flagsfalse
0x01bBoundsChangeTriggersStreamingDataRebuild : 1bit 5bool3 flagsfalse
0x01bUseAttachParentBound : 1bit 6bool6 flagsfalse
0x01860x01padding / unreflected
0x01Mobilityuint88 flags2
0x01DetailModeuint89 flags0
0x01PhysicsVolumeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x018A0xAEpadding / unreflected
0x50ImportantSocketsTMap<FActorComponentTickFunction, FName>Protected+3 flags<TMap>
Inherited from UActorComponent 17
OffsetSizeNameTypeFlagsDefault
0x30PrimaryComponentTickFActorComponentTickFunction3 flags{}
0x10ComponentTagsTArray<TArray<int32>>4 flags[]
0x10AssetUserDataTArray<int32>Protected+6 flags[]
0x00880x04padding / unreflected
0x04UCSSerializationIndexint325 flags-1
0x01bNetAddressable : 1bit 3boolProtected+3 flagsfalse
0x01bReplicates : 1bit 4boolNet+7 flagsfalse
0x01bAutoActivate : 1bit 7bool6 flagsfalse
0x01bIsActive : 1bit 0boolNetTransient+4 flagsfalse
0x01bEditableWhenInherited : 1bit 1bool5 flagstrue
0x01bCanEverAffectNavigation : 1bit 3boolProtected+6 flagsfalse
0x01bIsEditorOnly : 1bit 5bool6 flagsfalse
0x01bShouldBeSaved : 1bit 7bool5 flagsfalse
0x01CreationMethodEComponentCreationMethod5 flagsNative
0x01OnComponentActivatedFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentDeactivatedFMulticastScriptDelegate4 flags<delegate>
0x00970x01padding / unreflected
0x10UCSModifiedPropertiesTArray<FString>2 flags[]
0x10ActorComponentKeyFString3 flags""

Functions 125

SignatureFlagsNativeParams
bool WasRecentlyRendered(float Tolerance)FinalNative+1 flags0x05
void WakeRigidBody(const FName& BoneName)NativePublic0x08
void WakeAllRigidBodies()NativePublic0x00
void SetWalkableSlopeOverride(FWalkableSlopeOverride& NewOverride)NativePublic0x10
void SetVisibleInSceneCaptureOnly(bool bValue)FinalNative+1 flags0x01
void SetUseCCD(bool InUseCCD, const FName& BoneName)NativePublic0x0C
void SetTranslucentSortPriority(int32 NewTranslucentSortPriority)FinalNative+1 flags0x04
void SetTranslucencySortDistanceOffset(float NewTranslucencySortDistanceOffset)FinalNative+1 flags0x04
void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights)FinalNative+1 flags0x01
void SetSimulatePhysics(bool bSimulate)NativePublic0x01
void SetRenderInMainPass(bool bValue)FinalNative+1 flags0x01
void SetRenderCustomDepth(bool bValue)FinalNative+1 flags0x01
void SetReceivesDecals(bool bNewReceivesDecals)FinalNative+1 flags0x01
void SetPhysMaterialOverride(UPhysicalMaterial* NewPhysMaterial)NativePublic0x08
void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName)FinalNative+1 flags0x10
void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName)FinalNative+1 flags0x10
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, const FName& BoneName)FinalNative+1 flags0x10
void SetPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent, const FName& BoneName)NativePublic0x18
void SetPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName)NativePublic0x18
void SetPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName)FinalNative+1 flags0x18
void SetPhysicsAngularVelocity(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName)FinalNative+1 flags0x18
void SetOwnerNoSee(bool bNewOwnerNoSee)FinalNative+1 flags0x01
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee)FinalNative+1 flags0x01
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)NativePublic0x01
void SetMaterialByName(const FName& MaterialSlotName, UMaterialInterface* Material)NativePublic0x10
void SetMaterial(int32 ElementIndex, UMaterialInterface* Material)NativePublic0x10
void SetMassScale(const FName& BoneName, float InMassScale)NativePublic0x0C
void SetMassOverrideInKg(const FName& BoneName, float MassInKg, bool bOverrideMass)NativePublic0x0D
void SetLinearDamping(float InDamping)NativePublic0x04
void SetLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2)FinalNative+1 flags0x03
void SetLightingAndShadowCastChannels(bool bChannel0, bool bChannel1, bool bChannel2, bool bShadowCastChannel0, bool bShadowCastChannel1, bool bShadowCastChannel2)FinalNative+1 flags0x06
void SetLightAttachmentsAsGroup(bool bInLightAttachmentsAsGroup)FinalNative+1 flags0x01
void SetHiddenInSceneCapture(bool bValue)FinalNative+1 flags0x01
void SetGenerateOverlapEvents(bool bInGenerateOverlapEvents)FinalNative+1 flags0x01
void SetExcludeSkyLightInReflection(bool bNewExcludeSkyLightInReflection)FinalNative+1 flags0x01
void SetExcludeFromLightAttachmentGroup(bool bInExcludeFromLightAttachmentGroup)FinalNative+1 flags0x01
void SetEnableGravity(bool bGravityEnabled)NativePublic0x01
void SetDefaultCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value)FinalNative+1 flags0x20
void SetDefaultCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value)FinalNative+1 flags0x10
void SetDefaultCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value)FinalNative+1 flags0x0C
void SetDefaultCustomPrimitiveDataFloat(int32 DataIndex, float Value)FinalNative+1 flags0x08
void SetCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value)FinalNative+1 flags0x20
void SetCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value)FinalNative+1 flags0x10
void SetCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value)FinalNative+1 flags0x0C
void SetCustomPrimitiveDataFloat(int32 DataIndex, float Value)FinalNative+1 flags0x08
void SetCustomDepthStencilWriteMask(const ERendererStencilMask& WriteMaskBit)FinalNative+1 flags0x01
void SetCustomDepthStencilValue(int32 Value)FinalNative+1 flags0x04
void SetCullDistance(float NewCullDistance)FinalNative+1 flags0x04
void SetConstraintMode(uint8 ConstraintMode)NativePublic0x01
void SetCollisionResponseToChannel(uint8 Channel, uint8 NewResponse)NativePublic0x02
void SetCollisionResponseToAllChannels(uint8 NewResponse)NativePublic0x01
void SetCollisionProfileName(const FName& InCollisionProfileName, bool bUpdateOverlaps)NativePublic0x09
void SetCollisionObjectType(uint8 Channel)NativePublic0x01
void SetCollisionEnabled(uint8 NewType)NativePublic0x01
void SetCenterOfMass(const FVector& CenterOfMassOffset, const FName& BoneName)FinalNative+1 flags0x14
void SetCastShadow(bool NewCastShadow)FinalNative+1 flags0x01
void SetCastInsetShadow(bool bInCastInsetShadow)FinalNative+1 flags0x01
void SetCastHiddenShadow(bool NewCastHiddenShadow)FinalNative+1 flags0x01
void SetBoundsScale(float NewBoundsScale)FinalNative+1 flags0x04
void SetAngularDamping(float InDamping)NativePublic0x04
void SetAllUseCCD(bool InUseCCD)NativePublic0x01
void SetAllPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent)NativePublic0x0D
void SetAllPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent)NativePublic0x0D
void SetAllPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent)FinalNative+1 flags0x0D
void SetAllMassScale(float InMassScale)NativePublic0x04
FVector ScaleByMomentOfInertia(const FVector& InputVector, const FName& BoneName)NativePublic0x20
void PutRigidBodyToSleep(const FName& BoneName)FinalNative+1 flags0x08
bool K2_SphereTraceComponent(const FVector& TraceStart, const FVector& TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit)FinalNative+1 flags0xC9
bool K2_SphereOverlapComponent(const FVector& InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit)FinalNative+1 flags0xBD
bool K2_LineTraceComponent(const FVector& TraceStart, const FVector& TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit)FinalNative+1 flags0xC5
bool K2_IsQueryCollisionEnabled()FinalNative+1 flags0x01
bool K2_IsPhysicsCollisionEnabled()FinalNative+1 flags0x01
bool K2_IsCollisionEnabled()FinalNative+1 flags0x01
bool K2_BoxOverlapComponent(const FVector& InBoxCentre, const FBox& InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, const FVector& HitLocation, const FVector& HitNormal, const FName& BoneName, FHitResult& OutHit)FinalNative+1 flags0xD5
bool IsOverlappingComponent(UPrimitiveComponent* OtherComp)FinalNative+1 flags0x09
bool IsOverlappingActor(AActor* Other)FinalNative+1 flags0x09
bool IsGravityEnabled()NativePublic0x01
bool IsAnyRigidBodyAwake()NativePublic0x01
void IgnoreComponentWhenMoving(UPrimitiveComponent* Component, bool bShouldIgnore)FinalNative+1 flags0x09
void IgnoreActorWhenMoving(AActor* Actor, bool bShouldIgnore)FinalNative+1 flags0x09
FWalkableSlopeOverride GetWalkableSlopeOverride()FinalNative+1 flags0x10
FVector GetPhysicsLinearVelocityAtPoint(const FVector& Point, const FName& BoneName)FinalNative+1 flags0x20
FVector GetPhysicsLinearVelocity(const FName& BoneName)FinalNative+1 flags0x14
FVector GetPhysicsAngularVelocityInRadians(const FName& BoneName)FinalNative+1 flags0x14
FVector GetPhysicsAngularVelocityInDegrees(const FName& BoneName)FinalNative+1 flags0x14
FVector GetPhysicsAngularVelocity(const FName& BoneName)FinalNative+1 flags0x14
void GetOverlappingComponents(const TArray<void>& OutOverlappingComponents)FinalNative+1 flags0x10
void GetOverlappingActors(const TArray<TSubclassOf<AActor>>& OverlappingActors, TSubclassOf<AActor> ClassFilter)FinalNative+1 flags0x18
int32 GetNumMaterials()NativePublic0x04
UMaterialInterface* GetMaterialFromCollisionFaceIndex(int32 FaceIndex, const int32& SectionIndex)NativePublic0x10
UMaterialInterface* GetMaterial(int32 ElementIndex)NativePublic0x10
float GetMassScale(const FName& BoneName)NativePublic0x0C
float GetMass()NativePublic0x04
float GetLinearDamping()NativePublic0x04
FVector GetInertiaTensor(const FName& BoneName)NativePublic0x14
bool GetGenerateOverlapEvents()FinalNative+1 flags0x01
bool GetExcludeSkyLightInReflection()FinalNative+1 flags0x01
uint8 GetCollisionResponseToChannel(uint8 Channel)NativePublic0x02
FName GetCollisionProfileName()FinalNative+1 flags0x08
uint8 GetCollisionObjectType()NativePublic0x01
uint8 GetCollisionEnabled()NativePublic0x01
float GetClosestPointOnCollision(const FVector& Point, const FVector& OutPointOnBody, const FName& BoneName)FinalNative+1 flags0x24
FVector GetCenterOfMass(const FName& BoneName)FinalNative+1 flags0x14
float GetAngularDamping()NativePublic0x04
UMaterialInstanceDynamic* CreateDynamicMaterialInstance(int32 ElementIndex, UMaterialInterface* SourceMaterial, const FName& OptionalName)NativePublic0x20
UMaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int32 ElementIndex, UMaterialInterface* Parent)NativePublic0x18
UMaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int32 ElementIndex)NativePublic0x10
TArray<void> CopyArrayOfMoveIgnoreComponents()FinalNative+1 flags0x10
TArray<void> CopyArrayOfMoveIgnoreActors()FinalNative+1 flags0x10
void ClearMoveIgnoreComponents()FinalNative+1 flags0x00
void ClearMoveIgnoreActors()FinalNative+1 flags0x00
bool CanCharacterStepUp(APawn* Pawn)NativePublic0x09
void AddTorqueInRadians(const FVector& Torque, const FName& BoneName, bool bAccelChange)NativePublic0x15
void AddTorqueInDegrees(const FVector& Torque, const FName& BoneName, bool bAccelChange)FinalNative+1 flags0x15
void AddTorque(const FVector& Torque, const FName& BoneName, bool bAccelChange)FinalNative+1 flags0x15
void AddRadialImpulse(const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bVelChange)NativePublic0x16
void AddRadialForce(const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bAccelChange)NativePublic0x16
void AddImpulseAtLocation(const FVector& Impulse, const FVector& Location, const FName& BoneName)NativePublic0x20
void AddImpulse(const FVector& Impulse, const FName& BoneName, bool bVelChange)NativePublic0x15
void AddForceAtLocationLocal(const FVector& Force, const FVector& Location, const FName& BoneName)NativePublic0x20
void AddForceAtLocation(const FVector& Force, const FVector& Location, const FName& BoneName)NativePublic0x20
void AddForce(const FVector& Force, const FName& BoneName, bool bAccelChange)NativePublic0x15
void AddAngularImpulseInRadians(const FVector& Impulse, const FName& BoneName, bool bVelChange)NativePublic0x15
void AddAngularImpulseInDegrees(const FVector& Impulse, const FName& BoneName, bool bVelChange)FinalNative+1 flags0x15
void AddAngularImpulse(const FVector& Impulse, const FName& BoneName, bool bVelChange)NativePublic0x15

Subclasses 34

Used by 98

types with a member, parameter or interface of this type
UAbilityTask_WaitOverlapAActorUActorUtilsUAdvancedSignificanceUtilsAAHBaseCharacterAAHBaseElevatorAAHBoobyTrapUAHBreakableGlassComponentUAHCharacterPhysicsSwitchBoxComponentUAHFlameComponentUAHHealthComponentAAHPickupableItemUAHPushDynamicBoxComponentAAHSimpleDestructibleActorUAHVehicleDetectionBoxComponentUAHVehicleWaterDetectionComponentUAHWeaponTargetSelectorUAHWwiseGeometryComponentAAHWwiseSpatialAudioVolumeUAIDirectorSubsystemUAIFlameThrowerAbilityAAIFlyingCharacterAAIInvocationTriggerAAIPickupableItemContainerUAISmokeAbilityUAISpitAbilityUAITelekineticSmashBaseAbilityUAkPortalComponentUAkRoomComponentAArcadeOrbitingBulletUAsyncTask_LoadXRDeviceVisComponentABaseDestructibleActorFBasedMovementInfoUBP_FunctionLib_CABP_WM2IndicatorBase_CUBPC_PhotoMode_CUBrushStampIndicatorUBuoyancyComponentABusaCorpseFChaosBreakEventUChaosGameplayEventDispatcherFChaosPhysicsCollisionInfoACharacterUCharacterMovementComponentUCommonUtilsADamageableMaterialDevActorADebugCameraControllerFDetectionZoneActorCollisionsInfoUDetectionZoneComponentADroppingBombUEBBarrelAEcosystemAutoFactoryUEditableMeshUEditableMeshFactoryFFlameOverlapInfoUFreezingAbilityUGameplayStaticsAGameplayTriggerUGizmoComponentHitTargetUGrabComponentUHitReactionComponentFHitResultFHitZoneActorCollisionsInfoUHitZoneComponentAInteractiveFoliageActorAInvisibilityShieldAInvisibilityShieldProjectileUKismetRenderingLibraryUKismetSystemLibraryALiquidStreamActorAManikenRagdollOnCollisionUMotionControllerComponentUMovementComponentANavigationDataUNPCReactionComponentUOverlapEffectApplierBulletComponentUOverlapImpulseApplierBulletComponentFOverlapResultAPerceptionVolumeAPhysicalHitApplierActor+18 more