Zdexby TheHolyOneZ
1,876 classes
Class

UVictoryBPFunctionLibrary

: UBlueprintFunctionLibrary : UObject
/Script/VictoryBPLibrary.VictoryBPFunctionLibrary 0x0028 (40 B) align 1 inherited 0x0028 vtable /Script/VictoryBPLibrary
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 251

SignatureFlagsNativeParams
bool WorldType__InPIEWorld(UObject* WorldContextObject)FinalNative+2 flags0x09
bool WorldType__InGameInstanceWorld(UObject* WorldContextObject)FinalNative+2 flags0x09
bool WorldType__InEditorWorld(UObject* WorldContextObject)FinalNative+2 flags0x09
bool WidgetIsChildOf(UWidget* ChildWidget, UWidget* PossibleParent)FinalNative+2 flags0x11
UUserWidget* WidgetGetParentOfClass(UWidget* ChildWidget, TSubclassOf<UUserWidget> WidgetClass)FinalNative+2 flags0x18
void WidgetGetChildrenOfClass(UWidget* ParentWidget, const TArray<UUserWidget*>& ChildWidgets, TSubclassOf<UUserWidget> WidgetClass, bool bImmediateOnly)FinalNative+2 flags0x21
void Visibility__GetRenderedActors(UObject* WorldContextObject, const TArray<AActor*>& CurrentlyRenderedActors, float MinRecentTime)FinalNative+2 flags0x1C
void Visibility__GetNotRenderedActors(UObject* WorldContextObject, const TArray<AActor*>& CurrentlyNotRenderedActors, float MinRecentTime)FinalNative+2 flags0x1C
bool ViewportPositionDeproject(UObject* WorldContextObject, const FVector2D& ViewportPosition, const FVector& OutWorldOrigin, const FVector& OutWorldDirection)FinalNative+2 flags0x29
bool Viewport__SetMousePosition(APlayerController* ThePC, const float& PosX, const float& PosY)FinalNative+2 flags0x11
bool Viewport__GetMousePosition(APlayerController* ThePC, const float& PosX, const float& PosY)FinalNative+2 flags0x11
bool Viewport__GetCenterOfViewport(APlayerController* ThePC, const float& PosX, const float& PosY)FinalNative+2 flags0x11
bool Viewport__EnableWorldRendering(APlayerController* ThePC, bool RenderTheWorld)FinalNative+2 flags0x0A
bool VictorySoundVolumeChange(USoundClass* SoundClassObject, float NewVolume)FinalNative+2 flags0x0D
void VictorySortIntArray(const TArray<int32>& IntArray, const TArray<int32>& IntArrayRef)FinalNative+2 flags0x20
void VictorySortFloatArray(const TArray<float>& FloatArray, const TArray<float>& FloatArrayRef)FinalNative+2 flags0x20
void VictorySimulateMouseWheel(const float& Delta)FinalNative+2 flags0x04
void VictorySimulateKeyPress(APlayerController* ThePC, const FKey& Key, const EInputEvent& EventType)FinalNative+2 flags0x21
void VictorySetCustomConfigVar_Vector2D(const FString& SectionName, const FString& VariableName, const FVector2D& Value)FinalNative+2 flags0x28
void VictorySetCustomConfigVar_Vector(const FString& SectionName, const FString& VariableName, const FVector& Value)FinalNative+2 flags0x2C
void VictorySetCustomConfigVar_String(const FString& SectionName, const FString& VariableName, const FString& Value)FinalNative+2 flags0x30
void VictorySetCustomConfigVar_Rotator(const FString& SectionName, const FString& VariableName, const FRotator& Value)FinalNative+2 flags0x2C
void VictorySetCustomConfigVar_Int(const FString& SectionName, const FString& VariableName, int32 Value)FinalNative+2 flags0x24
void VictorySetCustomConfigVar_Float(const FString& SectionName, const FString& VariableName, float Value)FinalNative+2 flags0x24
void VictorySetCustomConfigVar_Color(const FString& SectionName, const FString& VariableName, const FLinearColor& Value)FinalNative+2 flags0x30
void VictorySetCustomConfigVar_Bool(const FString& SectionName, const FString& VariableName, bool Value)FinalNative+2 flags0x21
void VictoryRemoveAxisKeyBind(const FVictoryInputAxis& ToRemove)FinalNative+2 flags0x40
void VictoryRemoveActionKeyBind(const FVictoryInput& ToRemove)FinalNative+2 flags0x40
bool VictoryReBindAxisKey(const FVictoryInputAxis& Original, const FVictoryInputAxis& NewBinding)FinalNative+2 flags0x81
bool VictoryReBindActionKey(const FVictoryInput& Original, const FVictoryInput& NewBinding)FinalNative+2 flags0x81
bool VictoryPhysics_UpdateAngularDamping(UPrimitiveComponent* CompToUpdate, float NewAngularDamping)FinalNative+2 flags0x0D
FString VictoryPaths__WindowsNoEditorDir()FinalNative+2 flags0x10
FString VictoryPaths__Win64Dir_BinaryLocation()FinalNative+2 flags0x10
FString VictoryPaths__ScreenShotsDir()FinalNative+2 flags0x10
FString VictoryPaths__SavedDir()FinalNative+2 flags0x10
FString VictoryPaths__LogsDir()FinalNative+2 flags0x10
FString VictoryPaths__GameRootDirectory()FinalNative+2 flags0x10
FString VictoryPaths__ConfigDir()FinalNative+2 flags0x10
ULevelStreaming* VictoryLoadLevelInstance(UObject* WorldContextObject, const FString& MapFolderOffOfContent, const FString& LevelName, int32 InstanceNumber, const FVector& Location, const FRotator& Rotation, const bool& Success)FinalNative+2 flags0x50
void VictoryISM_GetAllVictoryISMActors(UObject* WorldContextObject, const TArray<AVictoryISM*>& Out)FinalNative+2 flags0x18
void VictoryISM_ConvertToVictoryISMActors(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const TArray<AVictoryISM*>& CreatedISMActors, bool DestroyOriginalActors, int32 MinCountToCreateISM)FinalNative+2 flags0x28
bool VictoryIsApplicationRunning(int32 ProcessId)FinalNative+2 flags0x05
void VictoryIntPlusEquals(const int32& Int, int32 Add, const int32& IntOut)FinalNative+2 flags0x0C
void VictoryIntMinusEquals(const int32& Int, int32 Sub, const int32& IntOut)FinalNative+2 flags0x0C
FVictoryInputAxis VictoryGetVictoryInputAxis(FKeyEvent& KeyEvent)FinalNative+2 flags0x78
FVictoryInput VictoryGetVictoryInput(FKeyEvent& KeyEvent)FinalNative+2 flags0x78
float VictoryGetSoundVolume(USoundClass* SoundClassObject)FinalNative+2 flags0x0C
FVector2D VictoryGetCustomConfigVar_Vector2D(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x2C
FVector VictoryGetCustomConfigVar_Vector(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x30
FString VictoryGetCustomConfigVar_String(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x38
FRotator VictoryGetCustomConfigVar_Rotator(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x30
int32 VictoryGetCustomConfigVar_Int(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x28
float VictoryGetCustomConfigVar_Float(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x28
FLinearColor VictoryGetCustomConfigVar_Color(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x34
bool VictoryGetCustomConfigVar_Bool(const FString& SectionName, const FString& VariableName, const bool& IsValid)FinalNative+2 flags0x22
FString VictoryGetApplicationName(int32 ProcessId)FinalNative+2 flags0x18
void VictoryGetAllAxisKeyBindings(const TArray<FVictoryInputAxis>& Bindings)FinalNative+2 flags0x10
void VictoryGetAllAxisAndActionMappingsForKey(const FKey& Key, const TArray<FVictoryInput>& ActionBindings, const TArray<FVictoryInputAxis>& AxisBindings)FinalNative+2 flags0x38
void VictoryGetAllActionKeyBindings(const TArray<FVictoryInput>& Bindings)FinalNative+2 flags0x10
void VictoryFloatPlusEquals(const float& Float, float Add, const float& FloatOut)FinalNative+2 flags0x0C
void VictoryFloatMinusEquals(const float& Float, float Sub, const float& FloatOut)FinalNative+2 flags0x0C
bool VictoryDestructible_DestroyChunk(UDestructibleComponent* DestructibleComp, int32 HitItem)FinalNative+2 flags0x0D
void VictoryCreateProc(const int32& ProcessId, const FString& FullPathOfProgramToRun, const TArray<FString>& CommandlineArgs, bool Detach, bool Hidden, int32 Priority, const FString& OptionalWorkingDirectory)FinalNative+2 flags0x40
void VictoryAppendInline(const FString& String, const FString& ToAppend, const FString& Result, bool AppendNewline)FinalNative+2 flags0x31
FString Victory_SecondsToHoursMinutesSeconds(float Seconds, bool TrimZeroes)FinalNative+2 flags0x18
void Victory_SaveStringToOSClipboard(const FString& ToClipboard)FinalNative+2 flags0x10
bool Victory_SavePixels(const FString& FullFilePath, int32 Width, int32 Height, const TArray<FLinearColor>& ImagePixels, bool SaveAsBMP, bool SRGB, const FString& ErrorString)FinalNative+2 flags0x41
UTexture2D* Victory_LoadTexture2D_FromFile_Pixels(const FString& FullFilePath, const EJoyImageFormats& ImageFormat, const bool& IsValid, const int32& Width, const int32& Height, const TArray<FLinearColor>& OutPixels)FinalNative+2 flags0x38
UTexture2D* Victory_LoadTexture2D_FromFile(const FString& FullFilePath, const EJoyImageFormats& ImageFormat, const bool& IsValid, const int32& Width, const int32& Height)FinalNative+2 flags0x28
void Victory_GetStringFromOSClipboard(const FString& FromClipboard)FinalNative+2 flags0x10
bool Victory_GetPixelsArrayFromT2D(UTexture2D* T2D, const int32& TextureWidth, const int32& TextureHeight, const TArray<FLinearColor>& PixelArray)FinalNative+2 flags0x21
bool Victory_GetPixelFromT2D(UTexture2D* T2D, int32 X, int32 Y, const FLinearColor& PixelColor)FinalNative+2 flags0x21
FString Victory_GetGRHIAdapterName()FinalNative+2 flags0x10
void Victory_GetGPUInfo(const FString& DeviceDescription, const FString& Provider, const FString& DriverVersion, const FString& DriverDate)FinalNative+2 flags0x40
FString Victory_GetGPUBrand()FinalNative+2 flags0x10
bool Victory_Get_Pixel(const TArray<FLinearColor>& Pixels, int32 ImageHeight, int32 X, int32 Y, const FLinearColor& FoundColor)FinalNative+2 flags0x2D
EPathFollowingRequestResult Victory_AI_MoveToWithFilter(APawn* Pawn, const FVector& Dest, TSubclassOf<UNavigationQueryFilter> FilterClass, float AcceptanceRadius, bool bProjectDestinationToNavigation, bool bStopOnOverlap, bool bCanStrafe)FinalNative+2 flags0x28
float VerticalFOV(float HorizontalFOV, float AspectRatio)FinalNative+2 flags0x0C
FVector2D Vector2DInterpTo_Constant(const FVector2D& Current, const FVector2D& Target, float DeltaTime, float InterpSpeed)FinalNative+2 flags0x20
FVector2D Vector2DInterpTo(const FVector2D& Current, const FVector2D& Target, float DeltaTime, float InterpSpeed)FinalNative+2 flags0x20
void UTCToLocal(const FDateTime& UTCTime, const FDateTime& LocalTime)FinalNative+2 flags0x10
void UnloadStreamingLevel(ULevelStreamingDynamic* LevelInstance)FinalNative+2 flags0x08
FRotator TransformVectorToActorSpaceAngle(AActor* Actor, const FVector& InVector)FinalNative+1 flags0x20
FVector TransformVectorToActorSpace(AActor* Actor, const FVector& InVector)FinalNative+1 flags0x20
AActor* Traces__CharacterMeshTrace___ClosestSocket(UObject* WorldContextObject, AActor* TraceOwner, const FVector& TraceStart, const FVector& TraceEnd, const FVector& OutImpactPoint, const FVector& OutImpactNormal, const FName& ClosestSocketName, const FVector& SocketLocation, const bool& IsValid)FinalNative+2 flags0x60
AActor* Traces__CharacterMeshTrace___ClosestBone(AActor* TraceOwner, const FVector& TraceStart, const FVector& TraceEnd, const FVector& OutImpactPoint, const FVector& OutImpactNormal, const FName& ClosestBoneName, const FVector& ClosestBoneLocation, const bool& IsValid)FinalNative+2 flags0x58
bool TraceData__GetTraceDataFromSkeletalMeshSocket(const FVector& TraceStart, const FVector& TraceEnd, USkeletalMeshComponent* Mesh, const FRotator& TraceRotation, float TraceLength, const FName& Socket, bool DrawTraceData, const FLinearColor& TraceDataColor, float TraceDataThickness)FinalNative+2 flags0x51
bool TraceData__GetTraceDataFromCharacterSocket(const FVector& TraceStart, const FVector& TraceEnd, AActor* TheCharacter, const FRotator& TraceRotation, float TraceLength, const FName& Socket, bool DrawTraceData, const FLinearColor& TraceDataColor, float TraceDataThickness)FinalNative+2 flags0x51
int32 Text_ToInt(FText& text, bool UseDotForThousands)FinalNative+2 flags0x20
float Text_ToFloat(FText& text, bool UseDotForThousands)FinalNative+2 flags0x20
bool Text_IsNumeric(FText& text)FinalNative+2 flags0x19
bool StringIsEmpty(const FString& Target)FinalNative+2 flags0x11
void StringConversion__GetFloatAsStringWithPrecision(float TheFloat, const FString& TheString, int32 Precision, bool IncludeLeadingZero)FinalNative+2 flags0x1D
void String__ExplodeString(const TArray<FString>& OutputStrings, const FString& InputString, const FString& Separator, int32 Limit, bool bTrimElements)FinalNative+2 flags0x35
FString String__CombineStrings_Multi(const FString& A, const FString& B)FinalNative+2 flags0x30
FString String__CombineStrings(const FString& StringFirst, const FString& StringSecond, const FString& Separator, const FString& StringFirstLabel, const FString& StringSecondLabel)FinalNative+2 flags0x60
AActor* SpawnActorIntoLevel(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FName& Level, const FVector& Location, const FRotator& Rotation, bool SpawnEvenIfColliding)FinalNative+2 flags0x40
void SetGenericTeamId(AActor* Target, uint8 NewTeamId)FinalNative+2 flags0x09
void SetComponentTickRate(UActorComponent* Component, float Seconds)FinalNative+2 flags0x0C
void SetBloomIntensity(APostProcessVolume* PostProcessVolume, float Intensity)FinalNative+2 flags0x0C
void ServerTravel(UObject* WorldContextObject, const FString& MapName, bool bNotifyPlayers)FinalNative+2 flags0x19
void Selection_SelectionBox(UObject* WorldContextObject, const TArray<AActor*>& SelectedActors, const FVector2D& AnchorPoint, const FVector2D& DraggedPoint, TSubclassOf<AActor> ClassFilter)FinalNative+2 flags0x30
void seedRandWithTime()FinalNative+2 flags0x00
void seedRandWithEntropy()FinalNative+2 flags0x00
void seedRand(int32 Seed)FinalNative+2 flags0x04
bool ScreenShots_Rename_Move_Most_Recent(const FString& OriginalFileName, const FString& NewName, const FString& NewAbsoluteFolderPath, bool HighResolution)FinalNative+2 flags0x32
void SaveGameObject_GetAllSaveSlotFileNames(const TArray<FString>& FileNames)FinalNative+2 flags0x10
void Rendering__UnFreezeGameRendering()FinalNative+2 flags0x00
void Rendering__FreezeGameRendering()FinalNative+2 flags0x00
void RemoveFromStreamingLevels(UObject* WorldContextObject, FLevelStreamInstanceInfo& LevelInstanceInfo)FinalNative+2 flags0x38
void RemoveAllWidgetsOfClass(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass)FinalNative+2 flags0x10
void RealWorldTime__GetTimePassedSincePreviousTime(const FString& PreviousTime, const float& MilliSeconds, const float& Seconds, const float& Minutes, const float& Hours)FinalNative+2 flags0x20
void RealWorldTime__GetDifferenceBetweenTimes(const FString& PreviousTime1, const FString& PreviousTime2, const float& MilliSeconds, const float& Seconds, const float& Minutes, const float& Hours)FinalNative+2 flags0x30
FString RealWorldTime__GetCurrentOSTime(const int32& MilliSeconds, const int32& Seconds, const int32& Minutes, const int32& Hours12, const int32& Hours24, const int32& Day, const int32& Month, const int32& Year)FinalNative+2 flags0x30
int32 RandInt_uniDis_MT()FinalNative+2 flags0x04
int32 RandInt_uniDis()FinalNative+2 flags0x04
int32 RandInt_MINMAX_uniDis_MT(int32 iMin, int32 iMax)FinalNative+2 flags0x0C
int32 RandInt_MINMAX_uniDis(int32 iMin, int32 iMax)FinalNative+2 flags0x0C
float RandFloat_uniDis_MT()FinalNative+2 flags0x04
float RandFloat_uniDis()FinalNative+2 flags0x04
float RandFloat_MINMAX_uniDis_MT(float iMin, float iMax)FinalNative+2 flags0x0C
float RandFloat_MINMAX_uniDis(float iMin, float iMax)FinalNative+2 flags0x0C
bool RandBool_Bernoulli_MT(float fBias)FinalNative+2 flags0x05
bool RandBool_Bernoulli(float fBias)FinalNative+2 flags0x05
FVector2D ProjectWorldToScreenPosition(const FVector& WorldLocation)FinalNative+2 flags0x14
void PointDistanceToPlane(const FPlane& Plane, const FVector& Point, const float& Distance)FinalNative+2 flags0x20
UAudioComponent* PlaySoundAttachedFromFile(const FString& FilePath, USceneComponent* AttachToComponent, const FName& AttachPointName, const FVector& Location, const EAttachLocation& LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings)FinalNative+2 flags0x50
void PlaySoundAtLocationFromFile(UObject* WorldContextObject, const FString& FilePath, const FVector& Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings)FinalNative+2 flags0x38
bool PlayerState_GetPlayerID(APlayerController* ThePC, const int32& PlayerId)FinalNative+2 flags0x0D
bool PlayerController_GetControllerID(APlayerController* ThePC, const int32& ControllerId)FinalNative+2 flags0x0D
bool Physics__UpdateCharacterCameraToRagdollLocation(AActor* TheCharacter, float HeightOffset, float InterpSpeed)FinalNative+2 flags0x11
bool Physics__LeaveRagDoll(AActor* TheCharacter, bool SetToFallingMovementMode, float HeightAboveRBMesh, const FVector& InitLocation, const FRotator& InitRotation)FinalNative+2 flags0x29
bool Physics__IsRagDoll(AActor* TheCharacter)FinalNative+2 flags0x09
bool Physics__InitializeVictoryRagDoll(AActor* TheCharacter, const FVector& InitLocation, const FRotator& InitRotation)FinalNative+2 flags0x21
bool Physics__GetLocationofRagDoll(AActor* TheCharacter, const FVector& RagdollLocation)FinalNative+2 flags0x15
bool Physics__EnterRagDoll(AActor* TheCharacter)FinalNative+2 flags0x09
bool OptionsMenu__GetDisplayAdapterScreenResolutions(const TArray<int32>& Widths, const TArray<int32>& Heights, const TArray<int32>& RefreshRates, bool IncludeRefreshRates)FinalNative+2 flags0x32
void OperatingSystem__GetCurrentPlatform(const bool& Windows_, const bool& Mac, const bool& Linux, const bool& IOS, const bool& Android, const bool& Android_ARM, const bool& Android_Vulkan, const bool& PS4, const bool& XboxOne, const bool& HTML5, const bool& Apple)FinalNative+2 flags0x0B
void Open_URL_In_Web_Browser(const FString& TheURL)FinalNative+2 flags0x10
bool NotEqual_Vector2DVector2D(const FVector2D& A, const FVector2D& B, float ErrorTolerance)FinalNative+2 flags0x15
bool Mobility__SetSceneCompMobility(USceneComponent* SceneComp, const EComponentMobility& NewMobility)FinalNative+2 flags0x0A
void MinOfIntArray(const TArray<int32>& IntArray, const int32& IndexOfMinValue, const int32& MinValue)FinalNative+2 flags0x18
void MinOfFloatArray(const TArray<float>& FloatArray, const int32& IndexOfMinValue, const float& MinValue)FinalNative+2 flags0x18
void MaxOfIntArray(const TArray<int32>& IntArray, const int32& IndexOfMaxValue, const int32& MaxValue)FinalNative+2 flags0x18
void MaxOfFloatArray(const TArray<float>& FloatArray, const int32& IndexOfMaxValue, const float& MaxValue)FinalNative+2 flags0x18
float MapRangeClamped(float Value, float InRangeA, float InRangeB, float OutRangeA, float OutRangeB)FinalNative+2 flags0x18
void Loops_ResetBPRunawayCounter()FinalNative+2 flags0x00
UTexture2D* LoadTexture2D_FromFileByExtension(const FString& ImagePath, const bool& IsValid, const int32& OutWidth, const int32& OutHeight)FinalNative+2 flags0x28
UTexture2D* LoadTexture2D_FromDDSFile(const FString& FullFilePath)FinalNative+2 flags0x18
bool LoadStringFromFile(const FString& Result, const FString& FullFilePath)FinalNative+2 flags0x21
bool LoadStringArrayFromFile(const TArray<FString>& StringArray, const int32& ArraySize, const FString& FullFilePath, bool ExcludeEmptyLines)FinalNative+2 flags0x2A
UObject* LoadObjectFromAssetPath(TSubclassOf<UObject> ObjectClass, const FName& Path, const bool& IsValid)FinalNative+2 flags0x20
bool LensFlare__GetLensFlareOffsets(APlayerController* PlayerController, AActor* LightSource, const float& PitchOffset, const float& YawOffset, const float& RollOffset)FinalNative+2 flags0x1D
void JoyIsKey(FKeyEvent& KeyEvent, const FKey& Key, const bool& Ctrl, const bool& Shift, const bool& Alt, const bool& Cmd, const bool& Match)FinalNative+2 flags0x55
void JoyGraphicsSettings__FullScreen_Set(const EJoyGraphicsFullScreen& NewSetting)FinalNative+2 flags0x01
EJoyGraphicsFullScreen JoyGraphicsSettings__FullScreen_Get()FinalNative+2 flags0x01
bool JoyFileIO_GetFilesInRootAndAllSubFolders(const TArray<FString>& Files, const FString& RootFolderFullPath, const FString& Ext)FinalNative+2 flags0x31
bool JoyFileIO_GetFiles(const TArray<FString>& Files, const FString& RootFolderFullPath, const FString& Ext)FinalNative+2 flags0x31
bool IsWidgetOfClassInViewport(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass)FinalNative+2 flags0x11
bool IsStandAlone(UObject* WorldContextObject)FinalNative+2 flags0x09
bool IsPointOnPlane(const FPlane& Plane, const FVector& Point, float Tolerance)FinalNative+2 flags0x21
bool IsAlphaNumeric(const FString& String)FinalNative+2 flags0x11
UPanelSlot* InsertChildAt(UWidget* Parent, int32 Index, UWidget* Content)FinalNative+2 flags0x20
float HorizontalFOV(float VerticalFOV, float AspectRatio)FinalNative+2 flags0x0C
void HideStreamingLevel(ULevelStreamingDynamic* LevelInstance)FinalNative+2 flags0x08
bool HasSubstring(const FString& SearchIn, const FString& SubString, const ESearchCase& SearchCase, const ESearchDir& SearchDir)FinalNative+2 flags0x23
void GraphicsSettings__SetFrameRateToBeUnbound()FinalNative+2 flags0x00
void GraphicsSettings__SetFrameRateCap(float NewValue)FinalNative+2 flags0x04
UWidget* GetWidgetFromName(UUserWidget* ParentUserWidget, const FName& Name)FinalNative+2 flags0x18
bool GetViewportPositionHitResultByChannel(UObject* WorldContextObject, const FVector2D& ViewportPosition, const ECollisionChannel& TraceChannel, bool bTraceComplex, FHitResult& OutHitResult)FinalNative+2 flags0x9D
bool GetViewportPosition(UObject* WorldContextObject, const FVector2D& ScreenPosition, const FVector2D& OutViewportPosition)FinalNative+2 flags0x19
FVector GetVectorRelativeLocation(const FVector& ParentLocation, const FRotator& ParentRotation, const FVector& ChildLocation)FinalNative+2 flags0x30
void GetUTCFromUnixTimeStamp(int32 UnixTimeStamp, const FDateTime& UTCTime)FinalNative+2 flags0x10
void GetUserDisplayAdapterBrand(const bool& IsAMD, const bool& IsNvidia, const bool& IsIntel, const bool& IsUnknown, const int32& UnknownId)FinalNative+2 flags0x08
int32 GetUnixTimeStamp(const FDateTime& UTCTime)FinalNative+2 flags0x0C
float GetTimeInPlay(AActor* Actor)FinalNative+2 flags0x0C
float GetTimeAlive(AActor* Target)FinalNative+2 flags0x0C
bool GetStaticMeshVertexLocations(UStaticMeshComponent* Comp, const TArray<FVector>& VertexPositions)FinalNative+2 flags0x19
USoundWave* GetSoundWaveFromFile(const FString& FilePath)FinalNative+2 flags0x18
FRotator GetRotatorRelativeRotation(const FRotator& ParentRotation, const FRotator& ChildRotation)FinalNative+2 flags0x24
int32 GetPlayerUniqueNetID()FinalNative+2 flags0x04
APlayerStart* GetPlayerStart(UObject* WorldContextObject, const FString& PlayerStartName)FinalNative+2 flags0x20
FName GetObjectPath(UObject* Obj)FinalNative+2 flags0x10
void GetNamesOfLoadedLevels(UObject* WorldContextObject, const TArray<FString>& NamesOfLoadedLevels)FinalNative+2 flags0x18
FLevelStreamInstanceInfo GetLevelInstanceInfo(ULevelStreamingDynamic* LevelInstance)FinalNative+2 flags0x38
FName GetHeadMountedDisplayDeviceType()FinalNative+2 flags0x08
uint8 GetGenericTeamId(AActor* Target)FinalNative+2 flags0x09
UUserWidget* GetFirstWidgetOfClass(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass, bool TopLevelOnly)FinalNative+2 flags0x20
float GetDistanceToCollision(UPrimitiveComponent* CollisionComponent, const FVector& Point, const FVector& ClosestPointOnCollision)FinalNative+2 flags0x24
float GetDistanceBetweenComponentSurfaces(UPrimitiveComponent* CollisionComponent1, UPrimitiveComponent* CollisionComponent2, const FVector& PointOnSurface1, const FVector& PointOnSurface2)FinalNative+2 flags0x2C
float GetCreationTime(AActor* Target)FinalNative+2 flags0x0C
FRotator GetComponentRelativeRotation(USceneComponent* ParentComponent, USceneComponent* ChildComponent)FinalNative+2 flags0x1C
FVector GetComponentRelativeLocation(USceneComponent* ParentComponent, USceneComponent* ChildComponent)FinalNative+2 flags0x1C
FString GetCommandLine()FinalNative+2 flags0x10
AActor* GetClosestActorOfClassInRadiusOfLocation(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FVector& Center, float Radius, const bool& IsValid)FinalNative+2 flags0x30
AActor* GetClosestActorOfClassInRadiusOfActor(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, AActor* ActorCenter, float Radius, const bool& IsValid)FinalNative+2 flags0x28
void GetBoxContainingWorldPoints(const TArray<FVector>& points, const FVector& Center, const FVector& Extent)FinalNative+2 flags0x28
void GetAllWidgetsOfClass(UObject* WorldContextObject, TSubclassOf<UUserWidget> WidgetClass, const TArray<UUserWidget*>& FoundWidgets, bool TopLevelOnly)FinalNative+2 flags0x21
int32 GetAllBoneNamesBelowBone(USkeletalMeshComponent* SkeletalMeshComp, const FName& StartingBoneName, const TArray<FName>& BoneNames)FinalNative+2 flags0x24
FRotator GetActorRelativeRotation(AActor* ParentActor, AActor* ChildActor)FinalNative+2 flags0x1C
FVector GetActorRelativeLocation(AActor* ParentActor, AActor* ChildActor)FinalNative+2 flags0x1C
void FlushPressedKeys(APlayerController* PlayerController)FinalNative+2 flags0x08
void FlashGameOnTaskBar(APlayerController* PC, bool FlashContinuous, int32 MaxFlashCount, int32 FlashFrequencyMilliseconds)FinalNative+2 flags0x14
bool FileIO__SaveStringTextToFile(const FString& SaveDirectory, const FString& JoyfulFileName, const FString& SaveText, bool AllowOverWriting)FinalNative+2 flags0x32
bool FileIO__SaveStringArrayToFile(const FString& SaveDirectory, const FString& JoyfulFileName, const TArray<FString>& SaveText, bool AllowOverWriting)FinalNative+2 flags0x32
bool EqualEqual_Vector2DVector2D(const FVector2D& A, const FVector2D& B, float ErrorTolerance)FinalNative+2 flags0x15
void DrawCircle(UObject* WorldContextObject, const FVector& Center, float Radius, int32 NumPoints, float Thickness, const FLinearColor& LineColor, const FVector& YAxis, const FVector& ZAxis, float Duration, bool PersistentLines)FinalNative+2 flags0x4D
void Draw__Thick3DLineFromSocket(USkeletalMeshComponent* Mesh, const FVector& EndPoint, const FName& Socket, const FLinearColor& LineColor, float Thickness, float Duration)FinalNative+2 flags0x34
void Draw__Thick3DLineFromCharacterSocket(AActor* TheCharacter, const FVector& EndPoint, const FName& Socket, const FLinearColor& LineColor, float Thickness, float Duration)FinalNative+2 flags0x34
void Draw__Thick3DLineBetweenActors(AActor* StartActor, AActor* EndActor, const FLinearColor& LineColor, float Thickness, float Duration)FinalNative+2 flags0x28
bool DoesMaterialHaveParameter(UMaterialInterface* Mat, const FName& Parameter)FinalNative+2 flags0x11
float DistanceToSurface__DistaceOfPointToMeshSurface(AStaticMeshActor* TheSMA, const FVector& TestPoint, const FVector& ClosestSurfacePoint)FinalNative+2 flags0x24
bool Data__GetCharacterBoneLocations(AActor* TheCharacter, const TArray<FVector>& BoneLocations)FinalNative+2 flags0x19
UTextureRenderTarget2D* CreateTextureRenderTarget2D(int32 Width, int32 Height, const FLinearColor& ClearColor, float Gamma)FinalNative+2 flags0x28
UPrimitiveComponent* CreatePrimitiveComponent(UObject* WorldContextObject, TSubclassOf<UPrimitiveComponent> CompClass, const FName& Name, const FVector& Location, const FRotator& Rotation)FinalNative+2 flags0x38
FPlane CreatePlane(const FVector& Center, const FVector& Normal)FinalNative+2 flags0x30
UObject* CreateObject(UObject* WorldContextObject, TSubclassOf<UObject> TheObjectClass)FinalNative+2 flags0x18
bool CreateMD5Hash(const FString& FileToHash, const FString& FileToStoreHashTo)FinalNative+2 flags0x21
int32 CountOccurrancesOfSubString(const FString& Source, const FString& SubString, const ESearchCase& SearchCase)FinalNative+2 flags0x28
FRotator Conversions__VectorToRotator(const FVector& TheVector)FinalNative+2 flags0x18
void Conversions__StringToVector(const FString& String, const FVector& ConvertedVector, const bool& IsValid)FinalNative+2 flags0x1D
void Conversions__StringToRotator(const FString& String, const FRotator& ConvertedRotator, const bool& IsValid)FinalNative+2 flags0x1D
void Conversions__StringToColor(const FString& String, const FLinearColor& ConvertedColor, const bool& IsValid)FinalNative+2 flags0x21
FVector Conversions__RotatorToVector(const FRotator& TheRotator)FinalNative+2 flags0x18
void Conversions__ColorToString(const FLinearColor& Color, const FString& ColorAsString)FinalNative+2 flags0x20
int32 Conversion__FloatToRoundedInteger(float IN_Float)FinalNative+2 flags0x08
void constructRand()FinalNative+2 flags0x00
void Component_PrestreamTextures(UMeshComponent* Target, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups)FinalNative+2 flags0x14
bool CompareMD5Hash(const FString& MD5HashFile1, const FString& MD5HashFile2)FinalNative+2 flags0x21
AStaticMeshActor* Clone__StaticMeshActor(UObject* WorldContextObject, const bool& IsValid, AStaticMeshActor* ToClone, const FVector& LocationOffset, const FRotator& RotationOffset)FinalNative+2 flags0x38
bool ClientWindow__GameWindowIsForeGroundInOS()FinalNative+2 flags0x01
bool CharacterMovement__SetMaxMoveSpeed(ACharacter* TheCharacter, float NewMaxMoveSpeed)FinalNative+2 flags0x0D
FRotator Character__GetControllerRotation(AActor* TheCharacter)FinalNative+2 flags0x14
bool CaptureComponent2D_SaveImage(USceneCaptureComponent2D* Target, const FString& ImagePath, const FLinearColor& ClearColour)FinalNative+2 flags0x29
bool CaptureComponent2D_Project(USceneCaptureComponent2D* Target, const FVector& Location, const FVector2D& OutPixelLocation)FinalNative+2 flags0x1D
bool Capture2D_SaveImage(ASceneCapture2D* Target, const FString& ImagePath, const FLinearColor& ClearColour)FinalNative+2 flags0x29
bool Capture2D_Project(ASceneCapture2D* Target, const FVector& Location, const FVector2D& OutPixelLocation)FinalNative+2 flags0x1D
float Calcs__ClosestPointToSourcePoint(const FVector& Source, const TArray<FVector>& OtherPoints, const FVector& ClosestPoint)FinalNative+2 flags0x30
void Array_Sort(const TArray<int32>& TargetArray, bool bAscendingOrder, const FName& VariableName)FinalNative+2 flags0x1C
bool Array_IsValidIndex(const TArray<int32>& TargetArray, int32 Index)FinalNative+2 flags0x15
FString AppendMultiple(const FString& A, const FString& B)FinalNative+2 flags0x30
bool Animation__GetAimOffsetsFromRotation(AActor* AnimBPOwner, const FRotator& TheRotation, const float& Pitch, const float& Yaw)FinalNative+2 flags0x1D
bool Animation__GetAimOffsets(AActor* AnimBPOwner, const float& Pitch, const float& Yaw)FinalNative+2 flags0x11
void AddToStreamingLevels(UObject* WorldContextObject, FLevelStreamInstanceInfo& LevelInstanceInfo)FinalNative+2 flags0x38
void AddToActorRotation(AActor* TheActor, const FRotator& AddRot)FinalNative+2 flags0x14
void Actor_PrestreamTextures(AActor* Target, float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups)FinalNative+2 flags0x14
bool Actor__TeleportToActor(AActor* ActorToTeleport, AActor* DestinationActor)FinalNative+2 flags0x11
void Actor__GetAttachedActors(AActor* ParentActor, const TArray<AActor*>& ActorsArray)FinalNative+2 flags0x18
APlayerController* Accessor__GetPlayerController(AActor* TheCharacter, const bool& IsValid)FinalNative+2 flags0x18
FString Accessor__GetNameAsString(UObject* TheObject)FinalNative+2 flags0x18
USkeletalMeshComponent* Accessor__GetCharacterSkeletalMesh(AActor* TheCharacter, const bool& IsValid)FinalNative+2 flags0x18