Zdexby TheHolyOneZ
5,360 classes
Class

UPrimitiveComponent

: USceneComponent : UActorComponent : UObject
/Script/Engine.PrimitiveComponent 0x0520 (1,312 B) align 16 inherited 0x0240 vtable /Script/Engine
0x00x0520

Members 109

OffsetSizeNameTypeFlagsDefault
0x02400x18padding / unreflected
0x04MinDrawDistancefloat9 flags0
0x04LDMaxDrawDistancefloat9 flags0
0x04CachedMaxDrawDistancefloat10 flags0
0x01DepthPriorityGroupESceneDepthPriorityGroup5 flagsSDPG_World
0x01ViewOwnerDepthPriorityGroupESceneDepthPriorityGroup5 flagsSDPG_World
0x01IndirectLightingCacheQualityEIndirectLightingCacheQuality9 flagsILCQ_Point
0x01LightmapTypeELightmapType9 flagsDefault
0x01HLODBatchingPolicyEHLODBatchingPolicy8 flagsNone
0x01ShadowCacheInvalidationBehaviorEShadowCacheInvalidationBehavior9 flagsAuto
0x01bEnableAutoLODGeneration : 1bit 0bool5 flagstrue
0x01bIsActorTextureStreamingBuiltData : 1bit 1bool3 flagsfalse
0x01bIsValidTextureStreamingBuiltData : 1bit 2bool3 flagsfalse
0x01bNeverDistanceCull : 1bit 3bool7 flagsfalse
0x01bAlwaysCreatePhysicsState : 1bit 2bool7 flagsfalse
0x01bGenerateOverlapEvents : 1bit 3bool5 flagstrue
0x01bMultiBodyOverlap : 1bit 4bool6 flagsfalse
0x01bTraceComplexOnMove : 1bit 5bool6 flagsfalse
0x01bReturnMaterialOnMove : 1bit 6bool6 flagsfalse
0x01bUseViewOwnerDepthPriorityGroup : 1bit 7bool3 flagsfalse
0x01bAllowCullDistanceVolume : 1bit 0bool7 flagstrue
0x01bVisibleInReflectionCaptures : 1bit 1bool7 flagstrue
0x01bVisibleInRealTimeSkyCaptures : 1bit 2bool7 flagstrue
0x01bVisibleInRayTracing : 1bit 3bool7 flagstrue
0x01bRenderInMainPass : 1bit 4bool7 flagstrue
0x01bRenderInDepthPass : 1bit 5bool7 flagstrue
0x01bReceivesDecals : 1bit 6bool7 flagstrue
0x01bHoldout : 1bit 7bool8 flagsfalse
0x01bOwnerNoSee : 1bit 0bool7 flagsfalse
0x01bOnlyOwnerSee : 1bit 1bool7 flagsfalse
0x01bTreatAsBackgroundForOcclusion : 1bit 2bool7 flagsfalse
0x01bUseAsOccluder : 1bit 3bool7 flagsfalse
0x01bSelectable : 1bit 4bool3 flagstrue
0x01bWantsEditorEffects : 1bit 5bool3 flagsfalse
0x01bForceMipStreaming : 1bit 6bool7 flagsfalse
0x01bHasPerInstanceHitProxies : 1bit 7bool7 flagsfalse
0x01CastShadow : 1bit 0bool7 flagsfalse
0x01bEmissiveLightSource : 1bit 1bool7 flagsfalse
0x01bAffectDynamicIndirectLighting : 1bit 2bool8 flagstrue
0x01bAffectIndirectLightingWhileHidden : 1bit 3bool8 flagsfalse
0x01bAffectDistanceFieldLighting : 1bit 4bool7 flagstrue
0x01bCastDynamicShadow : 1bit 5bool7 flagstrue
0x01bCastStaticShadow : 1bit 6bool7 flagstrue
0x01bCastVolumetricTranslucentShadow : 1bit 7bool7 flagsfalse
0x01bCastContactShadow : 1bit 0bool7 flagstrue
0x01bSelfShadowOnly : 1bit 1bool7 flagsfalse
0x01bCastFarShadow : 1bit 2bool7 flagsfalse
0x01bCastInsetShadow : 1bit 3bool7 flagsfalse
0x01bCastCinematicShadow : 1bit 4bool7 flagsfalse
0x01bCastHiddenShadow : 1bit 5bool8 flagsfalse
0x01bCastShadowAsTwoSided : 1bit 6bool7 flagsfalse
0x01bLightAsIfStatic : 1bit 7boolDeprecated+3 flagsfalse
0x01bLightAttachmentsAsGroup : 1bit 0bool7 flagsfalse
0x01bExcludeFromLightAttachmentGroup : 1bit 1bool7 flagsfalse
0x01bReceiveMobileCSMShadows : 1bit 2bool7 flagstrue
0x01bSingleSampleShadowFromStationaryLights : 1bit 3bool7 flagsfalse
0x01bIgnoreRadialImpulse : 1bit 4bool5 flagsfalse
0x01bIgnoreRadialForce : 1bit 5bool5 flagsfalse
0x01bApplyImpulseOnDamage : 1bit 6bool5 flagstrue
0x01bReplicatePhysicsToAutonomousProxy : 1bit 7bool5 flagstrue
0x01bFillCollisionUnderneathForNavmesh : 1bit 0bool4 flagsfalse
0x01bRasterizeAsFilledConvexVolume : 1bit 1bool4 flagsfalse
0x01AlwaysLoadOnClient : 1bit 2bool3 flagstrue
0x01AlwaysLoadOnServer : 1bit 3bool3 flagstrue
0x01bUseEditorCompositing : 1bit 4bool3 flagsfalse
0x01bIsBeingMovedByEditor : 1bit 5boolTransient+4 flagsfalse
0x01bRenderCustomDepth : 1bit 6bool7 flagsfalse
0x01bVisibleInSceneCaptureOnly : 1bit 7bool7 flagsfalse
0x01bHiddenInSceneCapture : 1bit 0bool7 flagsfalse
0x01bRayTracingFarField : 1bit 1bool3 flagsfalse
0x01FirstPersonPrimitiveTypeEFirstPersonPrimitiveType9 flagsNone
0x01bHasNoStreamableTextures : 1bit 1boolProtected+3 flagsfalse
0x01bStaticWhenNotMoveable : 1bit 2boolProtected+7 flagstrue
0x01bHasCustomNavigableGeometryEHasCustomNavigableGeometry5 flagsNo
0x02760x01padding / unreflected
0x01CanCharacterStepUpOnECanBeCharacterBase7 flagsECB_Yes
0x01LightingChannelsFLightingChannels6 flags{bChannel0=true, bChannel1=false, bChannel2=false}
0x02790x20padding / unreflected
0x01RayTracingGroupCullingPriorityERayTracingGroupCullingPriority9 flagsCP_4_DEFAULT
0x01CustomDepthStencilWriteMaskERendererStencilMask9 flagsERSM_Default
0x01ExcludeFromHLODLevelsuint87 flags0
0x04RayTracingGroupIdint329 flags-1
0x04VisibilityIdint325 flags-1
0x04CustomDepthStencilValueint329 flags0
0x10CustomPrimitiveDataFCustomPrimitiveData2 flags{Data=[]}
0x10CustomPrimitiveDataInternalFCustomPrimitiveDataTransient+1 flags{Data=[]}
0x02C80x28padding / unreflected
0x04TranslucencySortPriorityint329 flags0
0x04TranslucencySortDistanceOffsetfloat9 flags0
0x10RuntimeVirtualTexturesTArray<URuntimeVirtualTexture*>6 flags[]
0x01VirtualTextureLodBiasint87 flags0
0x01VirtualTextureCullMipsint87 flags0
0x01VirtualTextureMinCoverageint87 flags0
0x01VirtualTextureRenderPassTypeERuntimeVirtualTextureMainPassType7 flagsExclusive
0x030C0x08padding / unreflected
0x04BoundsScalefloat7 flags1
0x03180x30padding / unreflected
0x10MoveIgnoreActorsTArray<AActor*>Transient+5 flags[]
0x10MoveIgnoreComponentsTArray<UPrimitiveComponent*>Transient+7 flags[]
0x03680x10padding / unreflected
0x180BodyInstanceFBodyInstance4 flags{PositionSolverIterationCount=8, VelocitySolverIterationCou…
0x01OnComponentHitFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentWakeFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentSleepFMulticastScriptDelegate4 flags<delegate>
0x04FD0x01padding / unreflected
0x01OnComponentPhysicsStateChangedFMulticastScriptDelegate5 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>
0x05070x11padding / unreflected
0x08LODParentPrimitiveUPrimitiveComponent*9 flagsnullptr
Inherited from USceneComponent 29
OffsetSizeNameTypeFlagsDefault
0x08PhysicsVolumeTWeakObjectPtr<APhysicsVolume>Transient+6 flagsnullptr
0x08AttachParentUSceneComponent*NetRepNotify+8 flagsnullptr
0x08AttachSocketNameFNameNetRepNotify+5 flagsNone
0x00D80x08padding / unreflected
0x10AttachChildrenTArray<USceneComponent*>NetTransient+7 flags[]
0x10ClientAttachedChildrenTArray<USceneComponent*>Transient+6 flags[]
0x01000x40padding / unreflected
0x18RelativeLocationFVectorNetRepNotify+8 flags{X=0, Y=0, Z=0}
0x18RelativeRotationFRotatorNetRepNotify+7 flags{Pitch=0, Yaw=0, Roll=0}
0x18RelativeScale3DFVectorNetRepNotify+8 flags{X=1, Y=1, Z=1}
0x18ComponentVelocityFVector5 flags{X=0, Y=0, Z=0}
0x01bComponentToWorldUpdated : 1bit 0boolTransient+3 flagsfalse
0x01bAbsoluteLocation : 1bit 2boolNetRepNotify+6 flagsfalse
0x01bAbsoluteRotation : 1bit 3boolNetRepNotify+6 flagsfalse
0x01bAbsoluteScale : 1bit 4boolNetRepNotify+6 flagsfalse
0x01bVisible : 1bit 5boolNetRepNotify+6 flagstrue
0x01bShouldBeAttached : 1bit 6boolNetTransient+3 flagsfalse
0x01bShouldSnapLocationWhenAttached : 1bit 7boolNetTransient+3 flagsfalse
0x01bShouldSnapRotationWhenAttached : 1bit 0boolNetTransient+3 flagsfalse
0x01bShouldSnapScaleWhenAttached : 1bit 1boolNetTransient+3 flagsfalse
0x01bShouldUpdatePhysicsVolume : 1bit 2bool6 flagsfalse
0x01bHiddenInGame : 1bit 3bool7 flagsfalse
0x01bBoundsChangeTriggersStreamingDataRebuild : 1bit 4bool3 flagsfalse
0x01bUseAttachParentBound : 1bit 5bool6 flagsfalse
0x01bComputeFastLocalBounds : 1bit 6bool3 flagsfalse
0x01bComputeBoundsOnceForGame : 1bit 7bool3 flagsfalse
0x01bComputedBoundsOnceForGame : 1bit 0bool3 flagsfalse
0x01bIsNotRenderAttachmentRoot : 1bit 1bool3 flagsfalse
0x01MobilityEComponentMobilityNet+8 flagsMovable
0x01DetailModeEDetailMode9 flagsDM_Low
0x01PhysicsVolumeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
Inherited from UActorComponent 15
OffsetSizeNameTypeFlagsDefault
0x30PrimaryComponentTickFActorComponentTickFunction3 flags{}
0x10ComponentTagsTArray<FName>4 flags[]
0x10AssetUserDataTArray<UAssetUserData*>Protected+8 flags[]
0x00880x04padding / unreflected
0x04UCSSerializationIndexint325 flags-1
0x00900x04padding / unreflected
0x01bNetAddressable : 1bit 5boolProtected+3 flagsfalse
0x01bReplicateUsingRegisteredSubObjectList : 1bit 6boolProtected+9 flagsfalse
0x01bReplicates : 1bit 7boolNet+7 flagsfalse
0x00950x01padding / unreflected
0x01bAutoActivate : 1bit 3bool6 flagsfalse
0x01bIsActive : 1bit 4boolNetTransient+4 flagsfalse
0x01bEditableWhenInherited : 1bit 5bool5 flagstrue
0x01bCanEverAffectNavigation : 1bit 7boolProtected+6 flagsfalse
0x01bIsEditorOnly : 1bit 1bool6 flagsfalse
0x00980x19padding / unreflected
0x01CreationMethodEComponentCreationMethod5 flagsNative
0x01OnComponentActivatedFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentDeactivatedFMulticastScriptDelegate4 flags<delegate>

Functions 161

SignatureFlagsNativeParams
bool WasRecentlyRendered(float Tolerance)FinalNative+1 flags0x05
void WakeRigidBody(const FName& BoneName)NativePublic0x08
void WakeAllRigidBodies()NativePublic0x00
void UnregisterAsFocalPointInPhysicsReplicationLOD()FinalNative+1 flags0x00
void SetWalkableSlopeOverride(FWalkableSlopeOverride& NewOverride)NativePublic0x10
void SetVisibleInSceneCaptureOnly(bool bValue)FinalNative+1 flags0x01
void SetVisibleInRayTracing(bool bNewVisibleInRayTracing)FinalNative+1 flags0x01
void SetVectorParameterForDefaultCustomPrimitiveData(const FName& ParameterName, const FVector4& Value)FinalNative+1 flags0x30
void SetVectorParameterForCustomPrimitiveData(const FName& ParameterName, const FVector4& Value)FinalNative+1 flags0x30
void SetUseMACD(bool InUseMACD, const FName& BoneName)NativePublic0x0C
void SetUseCCD(bool InUseCCD, const FName& BoneName)NativePublic0x0C
void SetUpdateKinematicFromSimulation(bool bUpdateKinematicFromSimulation)NativePublic0x01
void SetTranslucentSortPriority(int32 NewTranslucentSortPriority)FinalNative+1 flags0x04
void SetTranslucencySortDistanceOffset(float NewTranslucencySortDistanceOffset)FinalNative+1 flags0x04
void SetStaticWhenNotMoveable(bool bInStaticWhenNotMoveable)FinalNative+1 flags0x01
void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights)FinalNative+1 flags0x01
void SetSimulatePhysics(bool bSimulate)NativePublic0x01
void SetScalarParameterForDefaultCustomPrimitiveData(const FName& ParameterName, float Value)FinalNative+1 flags0x0C
void SetScalarParameterForCustomPrimitiveData(const FName& ParameterName, float Value)FinalNative+1 flags0x0C
void SetRenderInMainPass(bool bValue)FinalNative+1 flags0x01
void SetRenderInDepthPass(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 SetPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent, const FName& BoneName)NativePublic0x24
void SetPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName)NativePublic0x24
void SetPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent, const FName& BoneName)FinalNative+1 flags0x24
void SetOwnerNoSee(bool bNewOwnerNoSee)FinalNative+1 flags0x01
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee)FinalNative+1 flags0x01
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)NativePublic0x01
void SetMaxDepenetrationVelocity(const FName& BoneName, float InMaxDepenetrationVelocity)NativePublic0x0C
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 SetLightAttachmentsAsGroup(bool bInLightAttachmentsAsGroup)FinalNative+1 flags0x01
void SetIgnoreBoundsForEditorFocus(bool bIgnore)FinalNative+1 flags0x01
void SetHoldout(bool bNewHoldout)FinalNative+1 flags0x01
void SetHiddenInSceneCapture(bool bValue)FinalNative+1 flags0x01
void SetGyroscopicTorqueEnabled(bool bInGyroscopicTorqueEnabled)FinalNative+1 flags0x01
void SetGenerateOverlapEvents(bool bInGenerateOverlapEvents)FinalNative+1 flags0x01
void SetFirstPersonPrimitiveType(const EFirstPersonPrimitiveType& Value)FinalNative+1 flags0x01
void SetExcludeFromLightAttachmentGroup(bool bInExcludeFromLightAttachmentGroup)FinalNative+1 flags0x01
void SetExcludeForSpecificHLODLevels(const TArray<int32>& InExcludeForSpecificHLODLevels)FinalNative+1 flags0x10
void SetExcludedFromHLODLevel(const EHLODLevelExclusion& HLODLevel, bool bExcluded)FinalNative+1 flags0x02
void SetEnableGravity(bool bGravityEnabled)NativePublic0x01
void SetEmissiveLightSource(bool NewEmissiveLightSource)FinalNative+1 flags0x01
void SetDefaultCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value)FinalNative+1 flags0x30
void SetDefaultCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value)FinalNative+1 flags0x20
void SetDefaultCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value)FinalNative+1 flags0x18
void SetDefaultCustomPrimitiveDataFloatArray(int32 DataIndex, const TArray<float>& Values)FinalNative+1 flags0x18
void SetDefaultCustomPrimitiveDataFloat(int32 DataIndex, float Value)FinalNative+1 flags0x08
void SetCustomPrimitiveDataVector4(int32 DataIndex, const FVector4& Value)FinalNative+1 flags0x30
void SetCustomPrimitiveDataVector3(int32 DataIndex, const FVector& Value)FinalNative+1 flags0x20
void SetCustomPrimitiveDataVector2(int32 DataIndex, const FVector2D& Value)FinalNative+1 flags0x18
void SetCustomPrimitiveDataFloatArray(int32 DataIndex, const TArray<float>& Values)FinalNative+1 flags0x18
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(const EDOFMode& ConstraintMode)NativePublic0x01
void SetCollisionResponseToChannel(const ECollisionChannel& Channel, const ECollisionResponse& NewResponse)NativePublic0x02
void SetCollisionResponseToAllChannels(const ECollisionResponse& NewResponse)NativePublic0x01
void SetCollisionProfileName(const FName& InCollisionProfileName, bool bUpdateOverlaps)NativePublic0x09
void SetCollisionObjectType(const ECollisionChannel& Channel)NativePublic0x01
void SetCollisionEnabled(const ECollisionEnabled& NewType)NativePublic0x01
void SetCenterOfMass(const FVector& CenterOfMassOffset, const FName& BoneName)FinalNative+1 flags0x20
void SetCastShadow(bool NewCastShadow)FinalNative+1 flags0x01
void SetCastInsetShadow(bool bInCastInsetShadow)FinalNative+1 flags0x01
void SetCastHiddenShadow(bool NewCastHiddenShadow)FinalNative+1 flags0x01
void SetCastContactShadow(bool bInCastContactShadow)FinalNative+1 flags0x01
void SetBoundsScale(float NewBoundsScale)FinalNative+1 flags0x04
void SetAngularDamping(float InDamping)NativePublic0x04
void SetAllUseMACD(bool InUseMACD)NativePublic0x01
void SetAllUseCCD(bool InUseCCD)NativePublic0x01
void SetAllPhysicsLinearVelocity(const FVector& NewVel, bool bAddToCurrent)NativePublic0x19
void SetAllPhysicsAngularVelocityInRadians(const FVector& NewAngVel, bool bAddToCurrent)NativePublic0x19
void SetAllPhysicsAngularVelocityInDegrees(const FVector& NewAngVel, bool bAddToCurrent)FinalNative+1 flags0x19
void SetAllMassScale(float InMassScale)NativePublic0x04
void SetAffectIndirectLightingWhileHidden(bool bNewAffectIndirectLightingWhileHidden)FinalNative+1 flags0x01
void SetAffectDynamicIndirectLighting(bool bNewAffectDynamicIndirectLighting)FinalNative+1 flags0x01
void SetAffectDistanceFieldLighting(bool NewAffectDistanceFieldLighting)FinalNative+1 flags0x01
FVector ScaleByMomentOfInertia(const FVector& InputVector, const FName& BoneName)NativePublic0x38
void RegisterAsFocalPointInPhysicsReplicationLOD()FinalNative+1 flags0x00
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 flags0x171
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 flags0x159
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 flags0x171
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 flags0x191
bool IsOverlappingComponent(UPrimitiveComponent* OtherComp)FinalNative+1 flags0x09
bool IsOverlappingActor(AActor* Other)FinalNative+1 flags0x09
bool IsMaterialSlotNameValid(const FName& MaterialSlotName)NativePublic0x09
bool IsGravityEnabled()NativePublic0x01
bool IsExcludedFromHLODLevel(const EHLODLevelExclusion& HLODLevel)FinalNative+1 flags0x02
bool IsAnyRigidBodyAwake()NativePublic0x01
void InvalidateLumenSurfaceCache()FinalNative+1 flags0x00
void IgnoreComponentWhenMoving(UPrimitiveComponent* Component, bool bShouldIgnore)FinalNative+1 flags0x09
void IgnoreActorWhenMoving(AActor* Actor, bool bShouldIgnore)FinalNative+1 flags0x09
void HandlePostMigrationPhysicsStateChanged(UPrimitiveComponent* ChangedComponent, const EComponentPhysicsStateChange& StateChange)NativeProtected0x09
FWalkableSlopeOverride GetWalkableSlopeOverride()FinalNative+1 flags0x10
bool GetUpdateKinematicFromSimulation()NativePublic0x01
bool GetStaticWhenNotMoveable()FinalNative+1 flags0x01
FVector GetPhysicsLinearVelocityAtPoint(const FVector& Point, const FName& BoneName)FinalNative+1 flags0x38
FVector GetPhysicsLinearVelocity(const FName& BoneName)FinalNative+1 flags0x20
FVector GetPhysicsAngularVelocityInRadians(const FName& BoneName)FinalNative+1 flags0x20
FVector GetPhysicsAngularVelocityInDegrees(const FName& BoneName)FinalNative+1 flags0x20
void GetOverlappingComponents(const TArray<UPrimitiveComponent*>& OutOverlappingComponents)FinalNative+1 flags0x10
void GetOverlappingActors(const TArray<AActor*>& OverlappingActors, TSubclassOf<AActor> ClassFilter)FinalNative+1 flags0x18
int32 GetNumMaterials()NativePublic0x04
float GetMaxDepenetrationVelocity(const FName& BoneName)NativePublic0x0C
TArray<FName> GetMaterialSlotNames()NativePublic0x10
int32 GetMaterialIndex(const FName& MaterialSlotName)NativePublic0x0C
UMaterialInterface* GetMaterialFromCollisionFaceIndex(int32 FaceIndex, const int32& SectionIndex)NativePublic0x10
UMaterialInterface* GetMaterialByName(const FName& MaterialSlotName)NativePublic0x10
UMaterialInterface* GetMaterial(int32 ElementIndex)NativePublic0x10
float GetMassScale(const FName& BoneName)NativePublic0x0C
float GetMass()NativePublic0x04
float GetLinearDamping()NativePublic0x04
FVector GetInertiaTensor(const FName& BoneName)NativePublic0x20
bool GetIgnoreBoundsForEditorFocus()NativePublic0x01
bool GetGyroscopicTorqueEnabled()NativePublic0x01
bool GetGenerateOverlapEvents()FinalNative+1 flags0x01
TArray<int32> GetExcludeForSpecificHLODLevels()FinalNative+1 flags0x10
int32 GetCustomPrimitiveDataIndexForVectorParameter(const FName& ParameterName)FinalNative+1 flags0x0C
int32 GetCustomPrimitiveDataIndexForScalarParameter(const FName& ParameterName)FinalNative+1 flags0x0C
ECollisionResponse GetCollisionResponseToChannel(const ECollisionChannel& Channel)NativePublic0x02
FName GetCollisionProfileName()FinalNative+1 flags0x08
ECollisionChannel GetCollisionObjectType()NativePublic0x01
ECollisionEnabled GetCollisionEnabled()NativePublic0x01
float GetClosestPointOnCollision(const FVector& Point, const FVector& OutPointOnBody, const FName& BoneName)FinalNative+1 flags0x3C
FVector GetCenterOfMass(const FName& BoneName)FinalNative+1 flags0x20
FBodyInstanceAsyncPhysicsTickHandle GetBodyInstanceAsyncPhysicsTickHandle(const FName& BoneName, bool bGetWelded, int32 Index)FinalNative+1 flags0x18
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<UPrimitiveComponent*> CopyArrayOfMoveIgnoreComponents()FinalNative+1 flags0x10
TArray<AActor*> CopyArrayOfMoveIgnoreActors()FinalNative+1 flags0x10
void ClearMoveIgnoreComponents()FinalNative+1 flags0x00
void ClearMoveIgnoreActors()FinalNative+1 flags0x00
bool CanCharacterStepUp(APawn* Pawn)NativePublic0x09
bool AllowHLODLevelsExclusion()FinalNative+1 flags0x01
void AddVelocityChangeImpulseAtLocation(const FVector& Impulse, const FVector& Location, const FName& BoneName)NativePublic0x38
void AddTorqueInRadians(const FVector& Torque, const FName& BoneName, bool bAccelChange)NativePublic0x21
void AddTorqueInDegrees(const FVector& Torque, const FName& BoneName, bool bAccelChange)FinalNative+1 flags0x21
void AddRadialImpulse(const FVector& Origin, float Radius, float Strength, const ERadialImpulseFalloff& Falloff, bool bVelChange)NativePublic0x22
void AddRadialForce(const FVector& Origin, float Radius, float Strength, const ERadialImpulseFalloff& Falloff, bool bAccelChange)NativePublic0x22
void AddImpulseAtLocation(const FVector& Impulse, const FVector& Location, const FName& BoneName)NativePublic0x38
void AddImpulse(const FVector& Impulse, const FName& BoneName, bool bVelChange)NativePublic0x21
void AddForceAtLocationLocal(const FVector& Force, const FVector& Location, const FName& BoneName)NativePublic0x38
void AddForceAtLocation(const FVector& Force, const FVector& Location, const FName& BoneName)NativePublic0x38
void AddForce(const FVector& Force, const FName& BoneName, bool bAccelChange)NativePublic0x21
void AddAngularImpulseInRadians(const FVector& Impulse, const FName& BoneName, bool bVelChange)NativePublic0x21
void AddAngularImpulseInDegrees(const FVector& Impulse, const FName& BoneName, bool bVelChange)FinalNative+1 flags0x21

Subclasses 31

Used by 84

types with a member, parameter or interface of this type
AActorUAutoRTFMTestObjectFBasedMovementInfoABaseDoorABaseFirstPersonCharacterABaseSewagePitABaseVehiclePartABP_FuseBox_CUBrushStampIndicatorFChaosBreakEventAChaosCacheManagerFChaosCrumblingEventUChaosGameplayEventDispatcherFChaosPhysicsCollisionInfoFChaosRemovalEventACharacterUCharacterMovementComponentUClusterUnionComponentFClusterUnionInitializationDataUClusterUnionReplicatedProxyComponentFCollisionChaosEventBodyInfoUCombinedTransformGizmoACombinedTransformGizmoActorUCustomDataTransitionSubsystemADartADartBoardADebugCameraControllerFDressingPropBatchInfoAElectricityCableActorAEnvironmentDestructionReplicatorUEnvironmentEffectorComponentAFireProtectorFFlightRequestUFlyingSimSubsystemAFuseSpotUGameplayStaticsAGameplayVanUGizmoComponentHitTargetFHitResultUHouseDamageComponentUInteractComponentAInteractiveFoliageActorUIntervalGizmoAIronUmbrellaUItemGeneratorComponentUKismetRenderingLibraryUKismetSystemLibraryULODSyncComponentALooseMeshCollisionUpdaterActorUMaterialCacheVirtualTextureUMeshPaintVirtualTextureUMovementComponentANavigationDataUNetworkPhysicsSettingsComponentUNiagaraFunctionLibraryUOptimusDebugDrawDataProviderFOverlapResultUPawnMovementComponentUPhysicsConstraintComponentUPhysicsHandleComponentUPhysicsObjectBlueprintLibraryAPlayerControllerAPortableConductorUPowerLineDamageSubsystemFPrimitiveComponentInstanceDataFProcessedInstanceUPropShakeAudioComponentUPropShakeRegistrationComponentFRepRootMotionMontageASafeLandingZoneAScanningAreaTriggerUSceneCaptureComponentAScreenEffectTesterActorIShelterInterfaceUShelterRoomComponentUShelterSourceComponentUStormEscapeViewTrackSubsystemATornadoATrapDamageZoneATrapManager+4 more