Zdexby TheHolyOneZ
5,372 classes
Class

UActorFunctionLibrary

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 60

SignatureFlagsNativeParams
void UnlockSpecificCharacters(const TArray<APlayerCharacter*>& Characters, const ECharacterState& UnlockIf, const ECharacterState& UnlockTo)FinalNative+2 flags0x12
void UnlockCharacters(UObject* WorldContextObject)FinalNative+2 flags0x08
float TimeSince(UObject* WorldContextObject, float Time)FinalNative+2 flags0x10
void SetScalarParameters(const FName& ParameterName, float Value, const TArray<UMaterialInstanceDynamic*>& Materials)FinalNative+2 flags0x20
void PlayCueOnClient(APlayerController* Target, USoundCue* cue)FinalNative+2 flags0x10
void PlayCueOnAll(UObject* WorldContextObject, USoundCue* cue)FinalNative+2 flags0x10
float PingPong(float Time, float Length, bool normalize)FinalNative+2 flags0x10
float MoveTowards(float Current, float End, float step)FinalNative+2 flags0x10
void LockSpecificCharactersIfState(const TArray<APlayerCharacter*>& Characters, const ECharacterState& stateToLock)FinalNative+2 flags0x11
void LockSpecificCharacters(const TArray<APlayerCharacter*>& Characters)FinalNative+2 flags0x10
bool LockSpecificCharacterIfState(APlayerCharacter* Character, const ECharacterState& LockIf, const ECharacterState& LockTo)FinalNative+2 flags0x0B
void LockCharacters(UObject* WorldContextObject)FinalNative+2 flags0x08
TSubclassOf<UWindowWidget> LoadWindowWidgetClass(const TSoftClassPtr<UWindowWidget>& WidgetClass)FinalNative+2 flags0x30
TSubclassOf<UUserWidget> LoadWidgetClass(const TSoftClassPtr<UUserWidget>& WidgetClass)FinalNative+2 flags0x30
TSubclassOf<UObject> LoadClass(const TSoftClassPtr<UObject>& softReference)FinalNative+2 flags0x30
void KillActorWithEffects(AActor* Actor, USceneComponent* visualsToHide, USoundCue* deathSound, UFXSystemAsset* deathParticles, float particleScale, UPathfinderCollisionComponent* pathColliderToDisable)FinalNative+2 flags0x30
bool IsWeakPoint(UFSDPhysicalMaterial* Material)FinalNative+2 flags0x09
bool IsSingleplayer(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsMovingPlatform(AActor* Actor)FinalNative+2 flags0x09
bool IsInRangeOfLocalPlayer(AActor* toActor, float MinDistance, float MaxDistance)FinalNative+2 flags0x11
bool IsCloseToLocalPlayer(AActor* toActor, float Distance)FinalNative+2 flags0x0D
int32 GetTotalHeroLevels(UObject* WorldContextObject, UPlayerCharacterID* characterID)FinalNative+2 flags0x14
FGuid GetSaveGameIDFromCharacterID(UPlayerCharacterID* characterID)FinalNative+2 flags0x18
FGuid GetSavegameID(TSubclassOf<UObject> objectClass)FinalNative+2 flags0x18
TArray<APlayerCharacter*> GetPlayersInRange(UObject* WorldContextObject, const FVector& Origin, float Radius, bool MustBeAlive)FinalNative+2 flags0x30
UItemID* GetItemID(TSubclassOf<AActor> itemClass)FinalNative+2 flags0x10
float GetHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID)FinalNative+2 flags0x14
FText GetHeroSwitchToMessage(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x20
FString GetHeroSourceName(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x18
float GetHeroProgress(UObject* WorldContextObject, UPlayerCharacterID* characterID)FinalNative+2 flags0x14
FText GetHeroName(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x20
int32 GetHeroLevel(UObject* WorldContextObject, UPlayerCharacterID* characterID)FinalNative+2 flags0x14
UInventoryList* GetHeroInventoryList(UPlayerCharacterID* characterID)FinalNative+2 flags0x10
FHeroInfo GetHeroInfo(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x90
UTexture2D* GetHeroImageSmall(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x10
UTexture2D* GetHeroImageFullSize(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x10
UTexture2D* GetHeroImage(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x10
FLinearColor GetHeroColor(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x18
UActorComponent* GetComponentFromClass(TSubclassOf<AActor> Actor, TSubclassOf<UActorComponent> ComponentClass)FinalNative+2 flags0x18
UActorComponent* GetComponentByClass(AActor* Actor, TSubclassOf<UActorComponent> ComponentClass)FinalNative+2 flags0x18
UPlayerCharacterID* GetCharacterIDFromCharacter(APlayerCharacter* Character)FinalNative+2 flags0x10
UPlayerCharacterID* GetCharacterID(TSubclassOf<APlayerCharacter> playerClass)FinalNative+2 flags0x10
TArray<APlayerCharacter*> GetAllPlayerCharacters(UObject* WorldContext)FinalNative+2 flags0x18
FVector GetActorTargetCenter(AActor* TargetActor)FinalNative+2 flags0x14
void FSDRemoveBlendable(UPostProcessComponent* PostProcessComponent, const TScriptInterface<IBlendableInterface>& InBlendableObject)FinalNative+2 flags0x18
void FSDRemoveAllWidgets(UObject* WorldContextObject)FinalNative+2 flags0x08
void FSDDumpCallStack(const FString& Msg)FinalNative+2 flags0x10
APlayerCharacter* FindNearestPlayerCharacter(UObject* WorldContextObject, const FVector& fromLocation, float MaxRadius, bool MustBeAlive, bool MustBeUnparalyzed, bool MustHaveLineOfSight)FinalNative+2 flags0x28
FVector FindLatejoinDroppodLocation(AFSDGameMode* GameMode)FinalNative+2 flags0x14
AActor* FindClosestEnemyFromLocation(const FVector& fromLocation, float range, bool LineOfSightCheck, UObject* WorldContextObject, const TArray<AActor*>& IgnoredActors, const FVector& Offset, bool onlyTargetable)FinalNative+2 flags0x48
AActor* FindClosestEnemyFromActorWithSkipChance(AActor* FromActor, float range, float SkipChance, bool LineOfSightCheck, FGameplayTagQuery& tagQuery, const FVector& Offset)FinalNative+2 flags0x78
AActor* FindClosestEnemyFromActor(AActor* FromActor, float range, bool LineOfSightCheck, FGameplayTagQuery& tagQuery, const FVector& Offset)FinalNative+2 flags0x70
FVector FindCharacterTeleportLocation(UObject* WorldContextObject, const FVector& closeToLocation, float desiredDistance)FinalNative+2 flags0x24
void FadeMaterials(UObject* WorldContextObject, const UMeshComponent*& Mesh, float Duration)FinalNative+2 flags0x14
float EvaluateRuntimeCurve(UObject* WorldContextObject, FRuntimeFloatCurve& Curve, float Time)FinalNative+2 flags0x98
void DissolveMaterials(UObject* WorldContextObject, const UMeshComponent*& Mesh, float Duration)FinalNative+2 flags0x14
TArray<UMaterialInstanceDynamic*> CreateDynamicMaterialInstances(UMeshComponent* Mesh)FinalNative+2 flags0x18
float AddHeroXP(UObject* WorldContextObject, UPlayerCharacterID* characterID, float amount)FinalNative+2 flags0x18
void AddEnemyKill(APlayerCharacter* Instigator, UEnemyComponent* EnemyComponent, AFSDGameState* GameState)FinalNative+2 flags0x18
bool ActorMatchesTagQuery(FGameplayTagQuery& Query, AActor* InActor)FinalNative+2 flags0x51