Zdexby TheHolyOneZ
5,159 classes
Class

UVehicleSystemFunctions

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 22

SignatureFlagsNativeParams
void SetLinearDamping(UPrimitiveComponent* Target, float InDamping, const FName& BoneName)FinalNative+2 flags0x14
void SetAngularDamping(UPrimitiveComponent* Target, float InDamping, const FName& BoneName)FinalNative+2 flags0x14
bool RunningInPIE_World(UObject* WorldContextObject)FinalNative+2 flags0x09
bool RunningInGame_World(UObject* WorldContextObject)FinalNative+2 flags0x09
bool RunningInEditor_World(UObject* WorldContextObject)FinalNative+2 flags0x09
void PrintToScreenWithTag(const FString& InString, const FLinearColor& TextColor, float Duration, int32 Tag)FinalNative+2 flags0x28
double LinearSpeedToRads(double cm_per_sec, float Radius)FinalNative+2 flags0x18
float GetWheelInertia(UPrimitiveComponent* Target, float MassKg, float RadiusCm)FinalNative+2 flags0x14
void GetUnrealEngineVersion(const int32& Major, const int32& Minor, const int32& Patch)FinalNative+2 flags0x0C
FString GetPluginVersion()FinalNative+2 flags0x10
float GetMeshRadius(UPrimitiveComponent* Target, const FName& BoneName)FinalNative+2 flags0x14
float GetMeshDiameter(UPrimitiveComponent* Target, const FName& BoneName)FinalNative+2 flags0x14
FVector GetMeshCenterOfMass(UPrimitiveComponent* Target, const FName& BoneName)FinalNative+2 flags0x28
void AVS_SetWheelAngularVelocity(UPrimitiveComponent* Target, float AngVel)FinalNative+2 flags0x0C
FTransform AVS_GetChaosTransform(UPrimitiveComponent* Target)FinalNative+2 flags0x70
void AVS_ChaosSetWheelAngularVelocity(UPrimitiveComponent* Target, float AngVel)FinalNative+2 flags0x0C
FVector AVS_ChaosGetVelocityAtLocation(UPrimitiveComponent* Component, const FVector& Location)FinalNative+2 flags0x38
void AVS_ChaosBrakes(UPrimitiveComponent* Target, float BrakeTorque, float ChaosDelta)FinalNative+2 flags0x10
void AVS_ChaosAddWheelTorque(UPrimitiveComponent* Target, float Torque, bool bAccelChange)FinalNative+2 flags0x0D
void AVS_ChaosAddTorque(UPrimitiveComponent* Target, const FVector& Torque, bool bAccelChange)FinalNative+2 flags0x21
void AVS_ChaosAddForceAtLocation(UPrimitiveComponent* Target, const FVector& Location, const FVector& Force)FinalNative+2 flags0x38
void AVS_ChaosAddForce(UPrimitiveComponent* Target, const FVector& Force, bool bAccelChange)FinalNative+2 flags0x21