isoverlappingactor is always returning false // Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "EngineDefines.h" #include "Engine/EngineBaseTypes.h" #include "Components/ActorComponent.h" #include "Engine/EngineTypes.h" #include "Runtime/InputCore/Classes/InputCoreTypes.h" isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false #include "Runtime/RenderCore/Public/RenderCommandFence.h" #include "Camera/CameraTypes.h" #include "Components/SceneComponent.h" #include "ComponentInstanceDataCache.h" class FTimerManager; UENUM(BlueprintType) namespace EEndPlayReason isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false { enum Type { ActorDestroyed, // When the Actor is explicitly destroyed LevelTransition, // When the world is being unloaded for a level transition EndPlayInEditor, // When the world is being unloaded because PIE is ending RemovedFromWorld, // When the level it is a member of is streamed out }; } isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false #include "Actor.generated.h" ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); // Delegate signatures DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams( FTakeAnyDamageSignature, float, Damage, const class UDamageType*, DamageType, class AController*, InstigatedBy, class AActor*, DamageCauser ); DECLARE_DYNAMIC_MULTICAST_DELEGATE_EightParams( FTakePointDamageSignature, float, Damage, class AController*, InstigatedBy, FVector, HitLocation, class UPrimitiveComponent*, FHitComponent, FName, BoneName, FVector, ShotFromDirection, const class UDamageType*, DamageType, class AActor*, DamageCauser ); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorBeginOverlapSignature, class AActor*, OtherActor ); isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorEndOverlapSignature, class AActor*, OtherActor ); DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams( FActorHitSignature, class AActor*, SelfActor, class AActor*, OtherActor, FVector, NormalImpulse, const FHitResult&, Hit ); DECLARE_DYNAMIC_MULTICAST_DELEGATE( FActorBeginCursorOverSignature ); DECLARE_DYNAMIC_MULTICAST_DELEGATE( FActorEndCursorOverSignature ); DECLARE_DYNAMIC_MULTICAST_DELEGATE( FActorOnClickedSignature ); DECLARE_DYNAMIC_MULTICAST_DELEGATE( FActorOnReleasedSignature ); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorOnInputTouchBeginSignature, ETouchIndex::Type, FingerIndex ); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorOnInputTouchEndSignature, ETouchIndex::Type, FingerIndex ); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorBeginTouchOverSignature, ETouchIndex::Type, FingerIndex ); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FActorEndTouchOverSignature, ETouchIndex::Type, FingerIndex ); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FActorDestroyedSignature); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorEndPlaySignature, EEndPlayReason::Type, EndPlayReason); DECLARE_DELEGATE_FourParams(FMakeNoiseDelegate, class AActor*, float, class APawn*, const FVector&); DECLARE_CYCLE_STAT_EXTERN(TEXT("GetComponentsTime"),STAT_GetComponentsTime,STATGROUP_Engine,ENGINE_API); /** isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false * Base class for an object that can be placed or spawned in a level. Actors may contain a collection of Components, and support network replication. * * The functions of interest to initialization order for an Actor is roughly as follows: * PostLoad/PostActorCreated - Do any setup of the actor required for construction. PostLoad for serialized actors, PostActorCreated for spawned. * AActor::OnConstruction - The construction of the actor, this is where Blueprint actors have their components created and blueprint variables are initialized * AActor::PreInitializeComponents - Called before InitializeComponent is called on the actor's components * UActorComponent::InitializeComponent - Each component in the actor's components array gets an initialize call (if bWantsInitializeComponent is true for that component) * AActor::PostInitializeComponents - Called after the actor's components have been initialized * AActor::BeginPlay - Called when the level is started */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false UCLASS(abstract, BlueprintType, Blueprintable, config=Engine) class ENGINE_API AActor : public UObject { GENERATED_UCLASS_BODY() /** Primary Actor tick function */ UPROPERTY() struct FActorTickFunction PrimaryActorTick; /** A fence to track when the primitive is detached from the scene in the rendering thread. */ // @todo UE4 move? isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false FRenderCommandFence DetachFence; /** Array of ActorComponents that is actually serialized per-instance. */ UPROPERTY(TextExportTransient) TArray< class UActorComponent* > SerializedComponents; /** Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick. */ UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category="Misc") float CustomTimeDilation; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false private: /** Used for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee) */ UPROPERTY(replicated) class AActor* Owner; /** Enables any collision on this actor */ UPROPERTY() bool bActorEnableCollision; public: isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Allows us to only see this Actor in the Editor, and not in the actual game. */ UPROPERTY(EditAnywhere, Category=Rendering, BlueprintReadOnly, replicated, meta=(DisplayName = "Actor Hidden In Game")) uint32 bHidden:1; /** Used for replication of our RootComponent's position and velocity */ UPROPERTY(ReplicatedUsing=OnRep_ReplicatedMovement) struct FRepMovement ReplicatedMovement; /** Used for replicating attachment of this actor's rootcomponent to another actor */ UPROPERTY(replicatedUsing=OnRep_AttachmentReplication) isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false struct FRepAttachment AttachmentReplication; /** Called on client when updated AttachmentReplication value is received for this actor. */ UFUNCTION() virtual void OnRep_AttachmentReplication(); /** Tear-off simulation in network play. */ UPROPERTY() uint32 bNetTemporary:1; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** This actor was loaded directly from the map, and for networking purposes can be addressed by its full path name */ UPROPERTY() uint32 bNetStartup:1; /** This actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed. */ UPROPERTY(Category=Replication, EditDefaultsOnly, BlueprintReadOnly) uint32 bOnlyRelevantToOwner:1; /** Always relevant for network (overrides bOnlyRelevantToOwner). */ UPROPERTY(Category=Replication, EditDefaultsOnly, BlueprintReadWrite) isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false uint32 bAlwaysRelevant:1; /** Replicate instigator to client (used by bNetTemporary projectiles for example). */ UPROPERTY() uint32 bReplicateInstigator:1; /** If true, replicate movement/location related properties */ UPROPERTY(Replicated, Category=Replication, EditDefaultsOnly) uint32 bReplicateMovement:1; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** if true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated. */ UPROPERTY(replicated) uint32 bTearOff:1; /** whether we already exchanged Role/RemoteRole on the client, as removing then re-adding a streaming level * causes all initialization to be performed again even though the actor may not have actually been reloaded */ UPROPERTY(transient) uint32 bExchangedRoles:1; /** Is this actor still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false UPROPERTY(transient) uint32 bPendingNetUpdate:1; /** This actor will be loaded on network clients during map load */ UPROPERTY(Category=Replication, EditDefaultsOnly) uint32 bNetLoadOnClient:1; /** If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority */ UPROPERTY(Category=Replication, EditDefaultsOnly, BlueprintReadWrite) uint32 bNetUseOwnerRelevancy:1; isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** If true, all input on the stack below this actor will not be considered */ UPROPERTY(EditDefaultsOnly, Category=Input) uint32 bBlockInput:1; private: /** Cached value whether this actor is relevant for navigation generation. Usually will be calculated in actor's constructor, but can be changed at runtime as well */ uint32 bNavigationRelevant:1; /** True if this actor is currently running user construction script (used to defer component registration) */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false uint32 bRunningUserConstructionScript:1; protected: // This actor will replicate to remote machines UPROPERTY(Category = Replication, EditDefaultsOnly, BlueprintReadOnly) uint32 bReplicates : 1; // This function should only be used in the constructor of classes that need to set the RemoteRole // to for backwards compatibility purposes void SetRemoteRoleForBackwardsCompat(const ENetRole InRemoteRole) { RemoteRole = InRemoteRole; } isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** * Does this actor have an owner responsible for replication (APlayerController typically) * * @return true if this actor can call RPCs or false if no such owner chain exists */ virtual bool HasNetOwner() const; private: // Describes how much control the remote machine has over the actor isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false // old UPROPERTY maintained for backwards compatibility, new non-uproperty as proper value UPROPERTY(Replicated, transient) TEnumAsByte RemoteRole; public: /** Changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list */ UFUNCTION(BlueprintCallable, Category = "Replication") void SetReplicates(bool bInReplicates); void SetAutonomousProxy(bool bInAutonomousProxy); isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false void CopyRemoteRoleFrom(const AActor* CopyFromActor); ENetRole GetRemoteRole() const; //Describes how much control the local machine has over the actor UPROPERTY(Replicated) TEnumAsByte Role; /** Dormancy setting for actor taking itself off of the replication list without being destroyed on clients */ TEnumAsByte NetDormancy; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Register actor to receive input from a player */ UPROPERTY(EditAnywhere, Category=Input) TEnumAsByte AutoReceiveInput; UPROPERTY() class UInputComponent* InputComponent; UPROPERTY() TEnumAsByte InputConsumeOption_DEPRECATED; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated. */ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category=Replication) float NetCullDistanceSquared; /** Internal - used by UWorld::ServerTickClients() */ UPROPERTY(transient) int32 NetTag; /** Next time this actor will be considered for replication, set by SetNetUpdateTime() */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false UPROPERTY() float NetUpdateTime; /** How often (per second) this actor will be considered for replication, used to determine NetUpdateTime */ UPROPERTY(Category=Replication, EditDefaultsOnly, BlueprintReadWrite) float NetUpdateFrequency; /** Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate */ UPROPERTY(Category=Replication, EditDefaultsOnly, BlueprintReadWrite) float NetPriority; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Last time this actor was updated for replication via NetUpdateTime * @warning: internal net driver time, not related to WorldSettings.TimeSeconds */ UPROPERTY(transient) float LastNetUpdateTime; /** Used to specify the net driver to replicate on (NAME_None || NAME_GameNetDriver is the default net driver) */ UPROPERTY() FName NetDriverName; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Method that allows an actor to replicate subobjects on its actor channel */ virtual bool ReplicateSubobjects(class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags); /** Called on the actor when a new subobject is dynamically created via replication */ virtual void OnSubobjectCreatedFromReplication(UObject *NewSubobject); /** Called on the actor when a new subobject is dynamically created via replication */ virtual void OnSubobjectDestroyFromReplication(UObject *NewSubobject); /** Called on the actor right before replication occurs */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false virtual void PreReplication( IRepChangedPropertyTracker & ChangedPropertyTracker ); /** True to destroy when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight. */ UPROPERTY(BlueprintReadWrite, Category=Actor) uint32 bAutoDestroyWhenFinished:1; /** Can take damage. Must be true for damage events (e.g. ReceiveDamage) to be called */ UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame, Replicated, Category=Actor) uint32 bCanBeDamaged:1; isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** set when actor is about to be deleted (since endstate and other functions called during deletion process before MarkPendingKill is called). See IsPendingKillPending(). */ UPROPERTY() uint32 bPendingKillPending:1; /** This actor collides with the world when placing, even if RootComponent collision is disabled */ UPROPERTY() uint32 bCollideWhenPlacing:1; /** Should this actor search for an owned camera component to view thru when used as a view target? */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Actor, AdvancedDisplay) isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false uint32 bFindCameraComponentWhenViewTarget:1; /** Pawn responsible for damage caused by this actor. */ UPROPERTY(BlueprintReadWrite, replicatedUsing=OnRep_Instigator, meta=(ExposeOnSpawn=true), Category=Actor) class APawn* Instigator; /** The time this actor was created, relative to World->GetTimeSeconds() */ float CreationTime; /** Array of Actors whose Owner is this actor */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false UPROPERTY(transient) TArray Children; // Animation update rate control. public: /** Unique Tag assigned to spread updates of SkinnedMeshes over time. */ UPROPERTY(Transient) uint32 AnimUpdateRateShiftTag; /** Frame counter to call AnimUpdateRateTick() just once per frame. */ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false UPROPERTY(Transient) uint32 AnimUpdateRateFrameCount; /** Animation Update Rate optimization parameters. */ UPROPERTY(Transient) struct FAnimUpdateRateParameters AnimUpdateRateParams; /** Aimation Update Rate Tick. */ void AnimUpdateRateTick(); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Updates AnimUpdateRateParams, used by SkinnedMeshComponents. * @param bRecentlyRendered : true if at least one SkinnedMeshComponent on this Actor has been rendered in the last second. * @param MaxDistanceFactor : Largest SkinnedMeshComponent of this Actor drawn on screen. */ void AnimUpdateRateSetParams(const bool & bRecentlyRendered, const float & MaxDistanceFactor, const bool & bPlayingRootMotion); protected: // Collision primitive. UPROPERTY() class USceneComponent* RootComponent; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** The matinee actors that control this actor **/ UPROPERTY(transient) TArray ControllingMatineeActors; /** How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be set once play has begun */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=Actor) float InitialLifeSpan; /** If false, the Blueprint ReceiveTick event will be disabled on dedicated servers. */ UPROPERTY() isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false uint32 bAllowReceiveTickEventOnDedicatedServer:1; public: /** Return the value of bAllowReceiveTickEventOnDedicatedServer, indicating whether the Blueprint ReceiveTick event will occur on dedicated servers */ FORCEINLINE bool AllowReceiveTickEventOnDedicatedServer() const { return bAllowReceiveTickEventOnDedicatedServer; } /** Layer's the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling. */ UPROPERTY() TArray< FName > Layers; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false #if WITH_EDITORONLY_DATA protected: UPROPERTY() uint32 bActorLabelEditable:1; // Is the actor label editable by the user? private: /** The friendly name for this actor, displayed in the editor. You should always use AActor::GetActorLabel() to access the actual label to display, and call AActor::SetActorLabel() or AActor::SetActorLabelUnique() to change the label. Never set the label directly. */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false UPROPERTY() FString ActorLabel; /** The folder path of this actor in the world (empty=root, / separated)*/ UPROPERTY() FName FolderPath; public: /** Is hidden within the editor at its startup. */ UPROPERTY() isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false uint32 bHiddenEd:1; protected: /** Whether the actor can be manipulated by editor operations. */ UPROPERTY() uint32 bEditable:1; /** True if this actor should be listed in the scene outliner */ UPROPERTY() uint32 bListedInSceneOutliner:1; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false public: /** Is hidden by the layer browser. */ UPROPERTY() uint32 bHiddenEdLayer:1; private: /** Is temporarily hidden within the editor; used for show/hide/etc. functionality w/o dirtying the actor */ UPROPERTY(transient) uint32 bHiddenEdTemporary:1; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false public: /** Is hidden by the level browser. */ UPROPERTY(transient) uint32 bHiddenEdLevel:1; /** Prevent the actor from being moved in the editor. */ UPROPERTY() uint32 bLockLocation:1; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false // Actor's layer name. UPROPERTY() FName Layer_DEPRECATED; UPROPERTY() FName Group_DEPRECATED; /** The group this actor is a part of. */ UPROPERTY(transient) isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false class AActor* GroupActor; /** The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games) */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Rendering, meta=(DisplayName="Editor Billboard Scale")) float SpriteScale; /** Returns how many lights are uncached for this actor */ int32 GetNumUncachedLights(); #endif // WITH_EDITORONLY_DATA isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** The Actor that owns the ChildActorComponent that owns this Actor */ UPROPERTY() TWeakObjectPtr ParentComponentActor; #if ENABLE_VISUAL_LOG /** indicates where given actor will be writing its visual log data. Defaults to 'this' */ const AActor* VLogRedirection; #endif // ENABLE_VISUAL_LOG public: isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** * Indicates that PreInitializeComponents/PostInitializeComponents have been called on this Actor * Prevents re-initializing of actors spawned during level startup */ UPROPERTY() uint32 bActorInitialized:1; /** Indicates the actor was pulled through a seamless travel. */ UPROPERTY() isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false uint32 bActorSeamlessTraveled:1; /** Whether this actor should no be affected by world origin shifting */ UPROPERTY(EditAnywhere, AdvancedDisplay, Category=Actor) uint32 bIgnoresOriginShifting:1; /** Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Tags) TArray Tags; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Bitflag to represent which views this actor is hidden in, via per-view layer visibility */ UPROPERTY(transient) uint64 HiddenEditorViews; //============================================================================================== // Delegates /** Called when the actor is damaged in any way. */ UPROPERTY(BlueprintAssignable, Category="Game|Damage") FTakeAnyDamageSignature OnTakeAnyDamage; isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Called when the actor is damaged by point damage */ UPROPERTY(BlueprintAssignable, Category="Game|Damage") FTakePointDamageSignature OnTakePointDamage; /** Called when another actor begins to overlap this actor */ UPROPERTY(BlueprintAssignable, Category="Collision") FActorBeginOverlapSignature OnActorBeginOverlap; /** Called when another actor ends overlap with this actor */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false UPROPERTY(BlueprintAssignable, Category="Collision") FActorEndOverlapSignature OnActorEndOverlap; /** Called when the mouse cursor is moved over this actor and mouse over events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input") FActorBeginCursorOverSignature OnBeginCursorOver; /** Called when the mouse cursor is moved off this actor and mouse over events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input") FActorEndCursorOverSignature OnEndCursorOver; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input") FActorOnClickedSignature OnClicked; /** Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input") FActorOnReleasedSignature OnReleased; /** Called when a touch input is received over this actor when touch events are enabled in the player controller */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false UPROPERTY(BlueprintAssignable, Category="Input|Touch Input") FActorOnInputTouchBeginSignature OnInputTouchBegin; /** Called when a touch input is received over this component when touch events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Touch Input") FActorOnInputTouchEndSignature OnInputTouchEnd; /** Called when a finger is moved over this actor when touch over events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Touch Input") FActorBeginTouchOverSignature OnInputTouchEnter; isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Called when a finger is moved off this actor when touch over events are enabled in the player controller */ UPROPERTY(BlueprintAssignable, Category="Input|Touch Input") FActorEndTouchOverSignature OnInputTouchLeave; /** Called when this actor is involved in a blocking collision */ UPROPERTY(BlueprintAssignable, Category="Collision") FActorHitSignature OnActorHit; /** List of replicated components, cooked builds won't rebuild this array */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false UPROPERTY() TArray< TWeakObjectPtr > ReplicatedComponents; /** Called on client when Instigator is replicated (only if bReplicateInstigator is true) */ UFUNCTION() virtual void OnRep_Instigator(); /** * Pushes this actor on to the stack of input being handled by the player controller * @param PlayerController - The player controller whose input events we are interested in receiving isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false */ UFUNCTION(BlueprintCallable, Category="Input") virtual void EnableInput(class APlayerController* PlayerController); /** * Removes this actor from the stack of input being handled by the player controller * @param PlayerController - The player controller whose input events we are no longer interested in receiving. If NULL, actor will be removed from all player controllers */ UFUNCTION(BlueprintCallable, Category="Input") virtual void DisableInput(class APlayerController* PlayerController); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Gets the value of the input axis if input is enabled for this actor */ UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", BlueprintProtected = "true", HidePin="InputAxisName")) float GetInputAxisValue(const FName InputAxisName) const; /** Gets the value of the input axis key if input is enabled for this actor */ UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", BlueprintProtected = "true", HidePin="InputAxisKey")) float GetInputAxisKeyValue(const FKey InputAxisKey) const; /** Gets the value of the input axis key if input is enabled for this actor */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", BlueprintProtected = "true", HidePin="InputAxisKey")) FVector GetInputVectorAxisValue(const FKey InputAxisKey) const; /** Returns the instigator for this actor, or NULL if there is none. */ UFUNCTION(BlueprintCallable, meta=(BlueprintProtected = "true"), Category="Game|Damage") APawn* GetInstigator() const; /** * Get the instigator, given a specific class * @return The instigator for this weapon, if it is the specified type. NULL, otherwise isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false */ template T* GetInstigator() const { return Cast(Instigator); }; /** Returns the instigator's controller for this actor, or NULL if there is none. */ UFUNCTION(BlueprintCallable, meta=(BlueprintProtected = "true"), Category="Game|Damage") AController* GetInstigatorController() const; //============================================================================= isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false // General functions. /** Get the class of this Actor*/ UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, FriendlyName = "GetActorClass"), Category="Class") class UClass* GetActorClass() const; /** Get the actor to world transform */ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "GetActorTransform"), Category="Utilities|Transformation") FTransform GetTransform() const; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** Returns location of the RootComponent of this Actor*/ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "GetActorLocation"), Category="Utilities|Transformation") FVector K2_GetActorLocation() const; /** * Move the Actor instantly to the specified location. * @param NewLocation The new location to teleport the Actor to. * @param bSweep Should we sweep to the destination location. If true, will stop short of the target if blocked by something. * @return Whether the location was successfully set if not swept, or whether movement occurred if swept. */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false UFUNCTION(BlueprintCallable, meta=(FriendlyName = "SetActorLocation"), Category="Utilities|Transformation") bool K2_SetActorLocation(FVector NewLocation, bool bSweep=false); /** Returns rotation of the RootComponent of this Actor */ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "GetActorRotation"), Category="Utilities|Transformation") FRotator K2_GetActorRotation() const; /** Get the forward (X) vector (length 1.0) from this Actor, in world space. */ UFUNCTION(BlueprintCallable, Category = "Utilities|Transformation") FVector GetActorForwardVector() const; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** Get the up (Z) vector (length 1.0) from this Actor, in world space. */ UFUNCTION(BlueprintCallable, Category = "Utilities|Transformation") FVector GetActorUpVector() const; /** Get the right (Y) vector (length 1.0) from this Actor, in world space. */ UFUNCTION(BlueprintCallable, Category = "Utilities|Transformation") FVector GetActorRightVector() const; /** isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * Returns the bounding box of all components that make up this Actor. * @param bOnlyCollidingComponents If TRUE, will only return the bounding box for components with collision enabled. */ UFUNCTION(BlueprintCallable, Category="Collision", meta=(FriendlyName = "GetActorBounds")) void GetActorBounds(bool bOnlyCollidingComponents, FVector& Origin, FVector& BoxExtent) const; /** Returns the RootComponent of this Actor */ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "GetRootComponent"), Category="Utilities|Transformation") class USceneComponent* K2_GetRootComponent() const; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") virtual FVector GetVelocity() const; /** * Move the Actor instantly to the specified location. * @param NewLocation The new location to teleport the Actor to. * @param bSweep Should we sweep to the destination location. If true, will stop short of the target if blocked by something. * @return Whether the location was successfully set if not swept, or whether movement occurred if swept. */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false bool SetActorLocation(const FVector& NewLocation, bool bSweep=false); /** * Set the Actor's rotation instantly to the specified rotation. * @param NewRotation The new rotation for the Actor. * @return Whether the rotation was successfully set. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") bool SetActorRotation(FRotator NewRotation); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** * Set the Actor's location and rotation instantly to the specified location and rotation. * @param NewLocation The new location to teleport the Actor to. * @param NewRotation The new rotation for the Actor. * @param bSweep Should we sweep to the destination location. If true, will stop short of the target if blocked by something. * @return Whether the rotation was successfully set. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") bool SetActorLocationAndRotation(const FVector& NewLocation, FRotator NewRotation, bool bSweep=false); isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** Set the Actor's world-space scale. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void SetActorScale3D(const FVector& NewScale3D); /** Returns the Actor's world-space scale. */ UFUNCTION(BlueprintCallable, Category="Utilities|Orientation") FVector GetActorScale3D() const; /** Returns the distance from this Actor to OtherActor. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false float GetDistanceTo(AActor* OtherActor); /** Returns the distance from this Actor to OtherActor, ignoring Z. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") float GetHorizontalDistanceTo(AActor* OtherActor); /** Returns the distance from this Actor to OtherActor, ignoring XY. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") float GetVerticalDistanceTo(AActor* OtherActor); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors. */ UFUNCTION(BlueprintCallable, Category = "Utilities|Transformation") float GetDotProductTo(AActor* OtherActor); /** Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors. */ UFUNCTION(BlueprintCallable, Category = "Utilities|Transformation") float GetHorizontalDotProductTo(AActor* OtherActor); /** * Set the Actors transform to the specified one. isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * @param bSweep Should we sweep to the destination location. If true, will stop short of the target if blocked by something. */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") bool SetActorTransform(const FTransform& NewTransform, bool bSweep=false); /** Adds a delta to the location of this component in its local reference frame */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void AddActorLocalOffset(FVector DeltaLocation, bool bSweep=false); /** Adds a delta to the rotation of this component in its local reference frame */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void AddActorLocalRotation(FRotator DeltaRotation, bool bSweep=false); /** Adds a delta to the transform of this component in its local reference frame */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void AddActorLocalTransform(const FTransform& NewTransform, bool bSweep=false); /** * Set the actor's RootComponent to the specified relative location * @param NewRelativeLocation New relative location to set the actor's RootComponent to isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * @param bSweep Should we sweep to the destination location. If true, will stop short of the target if blocked by something */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void SetActorRelativeLocation(FVector NewRelativeLocation, bool bSweep=false); /** * Set the actor's RootComponent to the specified relative rotation * @param NewRelativeRotation New relative rotation to set the actor's RootComponent to * @param bSweep Should we sweep to the destination rotation. If true, will stop short of the target if blocked by something */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void SetActorRelativeRotation(FRotator NewRelativeRotation, bool bSweep=false); /** * Set the actor's RootComponent to the specified relative transform * @param NewRelativeTransform New relative transform to set the actor's RootComponent to * @param bSweep Should we sweep to the destination transform. If true, will stop short of the target if blocked by something */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void SetActorRelativeTransform(const FTransform& NewRelativeTransform, bool bSweep=false); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** * Set the actor's RootComponent to the specified relative scale 3d * @param NewRelativeScale New scale to set the actor's RootComponent to */ UFUNCTION(BlueprintCallable, Category="Utilities|Transformation") void SetActorRelativeScale3D(FVector NewRelativeScale); /** * Return the actor's relative scale 3d isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false */ UFUNCTION(BlueprintCallable, Category="Utilities|Orientation") FVector GetActorRelativeScale3D() const; /** * Sets the actor to be hidden in the game * @param bNewHidden Whether or not to hide the actor and all its components */ UFUNCTION(BlueprintCallable, Category="Rendering", meta=( FriendlyName = "Set Actor Hidden In Game", Keywords = "Visible Hidden Show Hide" )) virtual void SetActorHiddenInGame(bool bNewHidden); isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** Allows enabling/disabling collision for the whole actor */ UFUNCTION(BlueprintCallable, Category="Collision") void SetActorEnableCollision(bool bNewActorEnableCollision); /** Get current state of collision for the whole actor */ UFUNCTION(BlueprintPure, Category="Collision") bool GetActorEnableCollision(); /** Destroy the actor */ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false UFUNCTION(BlueprintCallable, Category="Utilities", meta=(Keywords = "Delete", FriendlyName = "DestroyActor")) virtual void K2_DestroyActor(); /** Returns whether this actor has network authority */ UFUNCTION(BlueprintCallable, Category="Networking") bool HasAuthority() const; /** * Create a new component given a template name. Template is found in the owning Blueprint. * Automatic attachment causes the first component created to become the root component, and all subsequent components isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * will be attached to the root component. In manual mode, it is up to the user to attach or set as root. */ UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", DefaultToSelf="ComponentTemplateContext", HidePin="ComponentTemplateContext")) class UActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, const FTransform& RelativeTransform, const UObject* ComponentTemplateContext); /** DEPRECATED - Use Component::DestroyComponent */ UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage = "Use Component.DestroyComponent instead", BlueprintProtected = "true", FriendlyName = "DestroyComponent")) void K2_DestroyComponent(UActorComponent* Component); /** isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false * Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered. * @param AttachLocationType Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent. */ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "AttachActorToComponent", AttachLocationType="KeepRelativeOffset"), Category="Utilities|Transformation") void AttachRootComponentTo(class USceneComponent* InParent, FName InSocketName = NAME_None, EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset); /** * Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket. * @param InParentActor Actor to attach this actor's RootComponent to * @param InSocketName Socket name to attach to, if any isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * @param AttachLocationType Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent. */ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "AttachActorToActor", AttachLocationType="KeepRelativeOffset"), Category="Utilities|Transformation") void AttachRootComponentToActor(AActor* InParentActor, FName InSocketName = NAME_None, EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset); /** * Snap the RootComponent of this Actor to the supplied Actor's root component, optionally at a named socket. It is not valid to call this on components that are not Registered. * If InSocketName == NAME_None, it will attach to origin of the InParentActor. */ UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage = "Use AttachRootComponentTo with EAttachLocation::SnapToTarget option instead", FriendlyName = "SnapActorTo"), Category="Utilities|Transformation") isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false void SnapRootComponentTo(AActor* InParentActor, FName InSocketName = NAME_None); /** * Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. * @param bMaintainWorldTransform If true, update the relative location/rotation of this component to keep its world position the same */ UFUNCTION(BlueprintCallable, meta=(FriendlyName = "DetachActorFromActor"), Category="Utilities|Transformation") void DetachRootComponentFromParent(bool bMaintainWorldPosition = true); /** isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false * Detaches all SceneComponents in this Actor from the supplied parent SceneComponent. * @param InParentComponent SceneComponent to detach this actor's components from * @param bMaintainWorldTransform If true, update the relative location/rotation of this component to keep its world position the same */ void DetachSceneComponentsFromParent(class USceneComponent* InParentComponent, bool bMaintainWorldPosition = true); //============================================================================== // Tags /** See if this actor contains the supplied tag */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false UFUNCTION(BlueprintCallable, Category="Utilities") bool ActorHasTag(FName Tag) const; //============================================================================== // Misc Blueprint support /** Getter for the cached world pointer */ UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction)) UWorld* K2_GetWorld() const; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** * Get CustomTimeDilation - this can be used for input control or speed control for slomo * We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation */ UFUNCTION(BlueprintCallable, Category="Utilities|Time") float GetActorTimeDilation() const; /** Adds a dependent actor, so DependentActor ticks before this actor. */ UFUNCTION(BlueprintCallable, Category="Utilities", meta=(FriendlyName = "SetTickDependency")) isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false void SetTickPrerequisite(AActor* DependentActor); UFUNCTION(BlueprintCallable, Category="Utilities") void SetTickableWhenPaused(bool bTickableWhenPaused); /** Allocate a MID for a given parent material. */ UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction, DeprecationMessage="Use PrimitiveComponent.CreateAndSetMaterialInstanceDynamic instead.", BlueprintProtected = "true"), Category="Rendering|Material") class UMaterialInstanceDynamic* MakeMIDForMaterial(class UMaterialInterface* Parent); //============================================================================= isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false // Sound functions. /* DEPRECATED - Use UGameplayStatics::PlaySoundAttached */ UFUNCTION(BlueprintCallable, Category="Audio", meta=(DeprecatedFunction)) void PlaySoundOnActor(class USoundCue* InSoundCue, float VolumeMultiplier=1.f, float PitchMultiplier=1.f); /* DEPRECATED - Use UGameplayStatics::PlaySoundAtLocation */ UFUNCTION(BlueprintCallable, Category="Audio", meta=(DeprecatedFunction)) void PlaySoundAtLocation(class USoundCue* InSoundCue, FVector SoundLocation, float VolumeMultiplier=1.f, float PitchMultiplier=1.f); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false //============================================================================= // AI functions. /** * Trigger a noise caused by a given Pawn, at a given location. * Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. * Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator. * * @param Loudness - is the relative loudness of this noise (range 0.0 to 1.0). Directly affects the hearing range specified by the SensingComponent's HearingThreshold. * @param NoiseInstigator - Pawn responsible for this noise. Uses the actor's Instigator if NoiseInstigator=NULL isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false * @param NoiseLocation - Position of noise source. If zero vector, use the actor's location. */ UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Audio", meta=(BlueprintProtected = "true")) void MakeNoise(float Loudness=1.f, APawn* NoiseInstigator=NULL, FVector NoiseLocation=FVector::ZeroVector); //============================================================================= // Blueprint /** Event when play begins for this actor */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "BeginPlay")) isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false virtual void ReceiveBeginPlay(); virtual void BeginPlay(); /** Event when this actor takes ANY damage */ UFUNCTION(BlueprintImplementableEvent, BlueprintAuthorityOnly, meta=(FriendlyName = "AnyDamage"), Category="Damage") virtual void ReceiveAnyDamage(float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, class AActor* DamageCauser); /** * Event when this actor takes RADIAL damage isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false * @todo Pass it the full array of hits instead of just one? */ UFUNCTION(BlueprintImplementableEvent, BlueprintAuthorityOnly, meta=(FriendlyName = "RadialDamage"), Category="Damage") virtual void ReceiveRadialDamage(float DamageReceived, const class UDamageType* DamageType, FVector Origin, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser); /** Event when this actor takes POINT damage */ UFUNCTION(BlueprintImplementableEvent, BlueprintAuthorityOnly, meta=(FriendlyName = "PointDamage"), Category="Damage") virtual void ReceivePointDamage(float Damage, const class UDamageType* DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent* HitComponent, FName BoneName, FVector ShotFromDirection, class AController* InstigatedBy, class AActor* DamageCauser); /** Event called every frame */ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "Tick")) virtual void ReceiveTick(float DeltaSeconds); /** Event when this actor overlaps another actor. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "ActorBeginOverlap"), Category="Collision") virtual void ReceiveActorBeginOverlap(class AActor* OtherActor); /** Event when an actor no longer overlaps another actor, and they have separated. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "ActorEndOverlap"), Category="Collision") virtual void ReceiveActorEndOverlap(class AActor* OtherActor); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Event when this actor has the mouse moved over it with the clickable interface. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "ActorBeginCursorOver"), Category="Mouse Input") virtual void ReceiveActorBeginCursorOver(); /** Event when this actor has the mouse moved off of it with the clickable interface. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "ActorEndCursorOver"), Category="Mouse Input") virtual void ReceiveActorEndCursorOver(); /** Event when this actor is clicked by the mouse when using the clickable interface. */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "ActorOnClicked"), Category="Mouse Input") virtual void ReceiveActorOnClicked(); /** Event when this actor is under the mouse when left mouse button is released while using the clickable interface. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "ActorOnReleased"), Category="Mouse Input") virtual void ReceiveActorOnReleased(); /** Event when this actor is touched when click events are enabled. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "BeginInputTouch"), Category="Touch Input") virtual void ReceiveActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex); isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Event when this actor is under the finger when untouched when click events are enabled. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "EndInputTouch"), Category="Touch Input") virtual void ReceiveActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex); /** Event when this actor has a finger moved over it with the clickable interface. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "TouchEnter"), Category="Touch Input") virtual void ReceiveActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex); /** Event when this actor has a finger moved off of it with the clickable interface. */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "TouchLeave"), Category="Touch Input") virtual void ReceiveActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex); /** Event when keys/touches/tilt/etc happen */ UFUNCTION(BlueprintImplementableEvent, meta=(DeprecatedFunction)) virtual void ReceiveInput(const FString& InputName, float Value, FVector VectorValue, bool bStarted, bool bEnded); /** * Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself. * @param OverlappingActors [out] Returned list of overlapping actors isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * @param ClassFilter [optional] If set, only returns actors of this class or subclasses */ UFUNCTION(BlueprintCallable, Category="Collision", meta=(UnsafeDuringActorConstruction="true")) void GetOverlappingActors(TArray& OverlappingActors, UClass* ClassFilter=NULL) const; /** Returns list of components this actor is overlapping. */ UFUNCTION(BlueprintCallable, Category="Collision", meta=(UnsafeDuringActorConstruction="true")) void GetOverlappingComponents(TArray& OverlappingComponents) const; /** Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "Hit"), Category="Collision") virtual void ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit); /** Set the lifespan of this actor. When it expires the object will be destroyed. If requested lifespan is 0, the timer is cleared and the actor will not be destroyed. */ UFUNCTION(BlueprintCallable, Category="Utilities", meta=(Keywords = "delete destroy")) virtual void SetLifeSpan( float InLifespan ); /** Get the remaining lifespan of this actor. If zero is returned the actor lives forever. */ UFUNCTION(BlueprintCallable, Category="Utilities", meta=(Keywords = "delete destroy")) virtual float GetLifeSpan() const; isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** * Construction script, the place to spawn components and do other setup. * @note Name used in CreateBlueprint function * @param Location The location. * @param Rotation The rotation. */ UFUNCTION(BlueprintImplementableEvent, meta=(BlueprintInternalUseOnly = "true", FriendlyName = "Construction Script")) virtual void UserConstructionScript(); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /* * Destroy this actor. Returns true if destroyed, false if indestructible. * Destruction is latent. It occurs at the end of the tick. * @param bNetForce [opt] Ignored unless called during play. Default is false. * @param bShouldModifyLevel [opt] If true, Modify() the level before removing the actor. Default is true. * returns the state of the RF_PendingKill flag */ bool Destroy(bool bNetForce = false, bool bShouldModifyLevel = true ); UFUNCTION(BlueprintImplementableEvent, meta = (Keywords = "delete", FriendlyName = "Destroyed")) isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false virtual void ReceiveDestroyed(); /** Called when the actor is destroyed. */ UPROPERTY(BlueprintAssignable) FActorDestroyedSignature OnDestroyed; /** Event to notify blueprints this actor is about to be deleted. */ UFUNCTION(BlueprintImplementableEvent, meta=(Keywords = "delete", FriendlyName = "End Play")) virtual void ReceiveEndPlay(EEndPlayReason::Type EndPlayReason); isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** Called when the actor is destroyed. */ UPROPERTY(BlueprintAssignable) FActorEndPlaySignature OnEndPlay; // Begin UObject Interface virtual bool CheckDefaultSubobjects(bool bForceCheck = false) override; virtual void PostInitProperties() override; virtual bool Modify( bool bAlwaysMarkDirty=true ) override; virtual void ProcessEvent( UFunction* Function, void* Parameters ) override; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false virtual int32 GetFunctionCallspace( UFunction* Function, void* Parameters, FFrame* Stack ) override; virtual bool CallRemoteFunction( UFunction* Function, void* Parameters, FOutParmRec* OutParms, FFrame* Stack ) override; virtual void PostLoad() override; virtual void PostLoadSubobjects( FObjectInstancingGraph* OuterInstanceGraph ) override; virtual void BeginDestroy() override; virtual bool IsReadyForFinishDestroy() override; virtual bool Rename( const TCHAR* NewName=NULL, UObject* NewOuter=NULL, ERenameFlags Flags=REN_None ) override; static void AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector); #if WITH_EDITOR virtual void PreEditChange(UProperty* PropertyThatWillChange) override; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; virtual void PreEditUndo() override; virtual void PostEditUndo() override; struct FActorRootComponentReconstructionData { // Struct to store info about attached actors struct FAttachedActorInfo { TWeakObjectPtr Actor; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false FName SocketName; FTransform RelativeTransform; }; // The RootComponent's transform FTransform Transform; // The Actor the RootComponent is attached to FAttachedActorInfo AttachedParentInfo; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false // Actors that are attached to this RootComponent TArray AttachedToInfo; }; class FActorTransactionAnnotation : public ITransactionObjectAnnotation { public: FActorTransactionAnnotation(const AActor* Actor); bool HasInstanceData() const; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false FComponentInstanceDataCache ComponentInstanceData; // Root component reconstruction data bool bRootComponentDataCached; FActorRootComponentReconstructionData RootComponentData; }; /* Cached pointer to the transaction annotation data from PostEditUndo to be used in the next RerunConstructionScript */ TSharedPtr CurrentTransactionAnnotation; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false virtual TSharedPtr GetTransactionAnnotation() const override; virtual void PostEditUndo(TSharedPtr TransactionAnnotation) override; #endif // WITH_EDITOR // End UObject Interface #if WITH_EDITOR virtual void PostEditMove(bool bFinished); #endif // WITH_EDITOR isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false //----------------------------------------------------------------------------------------------- // PROPERTY REPLICATION /** fills ReplicatedMovement property */ virtual void GatherCurrentMovement(); // // See if this actor is owned by TestOwner. // inline bool IsOwnedBy( const AActor* TestOwner ) const isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false { for( const AActor* Arg=this; Arg; Arg=Arg->Owner ) { if( Arg == TestOwner ) return true; } return false; } /** Returns location of the RootComponent isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false this is a template for no other reason than to delay compilation until USceneComponent is defined */ template static #if !defined(_MSC_VER) || _MSC_VER != 1600 //VS210 bug FORCEINLINE #endif FVector GetActorLocation(T* RootComponent) { FVector Result(0.f); isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false if( RootComponent != NULL ) { Result = RootComponent->GetComponentLocation(); } return Result; } /** Returns rotation of the RootComponent this is a template for no other reason than to delay compilation until USceneComponent is defined */ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false template static #if !defined(_MSC_VER) || _MSC_VER != 1600 //VS210 bug FORCEINLINE #endif FRotator GetActorRotation(T* RootComponent) { FRotator Result(0,0,0); if( RootComponent != NULL ) { isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false Result = RootComponent->GetComponentRotation(); } return Result; } /** Returns scale of the RootComponent this is a template for no other reason than to delay compilation until USceneComponent is defined */ template static isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false #if !defined(_MSC_VER) || _MSC_VER != 1600 //VS210 bug FORCEINLINE #endif FVector GetActorScale(T* RootComponent) { FVector Result(1,1,1); if( RootComponent != NULL ) { Result = RootComponent->GetComponentScale(); } isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false return Result; } /** Returns quaternion of the RootComponent this is a template for no other reason than to delay compilation until USceneComponent is defined */ template static #if !defined(_MSC_VER) || _MSC_VER != 1600 //VS210 bug FORCEINLINE isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false #endif FQuat GetActorQuat(T* RootComponent) { FQuat Result(ForceInit); if( RootComponent != NULL ) { Result = RootComponent->GetComponentQuat(); } return Result; } isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Returns this actor's root component. */ FORCEINLINE class USceneComponent* GetRootComponent() const { return RootComponent; } /** Returns this actor's root component cast to a primitive component */ class UPrimitiveComponent* GetRootPrimitiveComponent() const; /** Sets root component to be the specified component. NewRootComponent's owner should be this actor. Returns true if successful. */ bool SetRootComponent(class USceneComponent* NewRootComponent); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Returns location of the RootComponent of this Actor*/ FORCEINLINE FVector GetActorLocation() const { return GetActorLocation(RootComponent); } /** Returns rotation of the RootComponent of this Actor */ FORCEINLINE FRotator GetActorRotation() const { return GetActorRotation(RootComponent); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false } /** Returns scale of the RootComponent of this Actor */ FORCEINLINE FVector GetActorScale() const { return GetActorScale(RootComponent); } /** Returns quaternion of the RootComponent of this Actor */ FORCEINLINE FQuat GetActorQuat() const isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false { return GetActorQuat(RootComponent); } /*----------------------------------------------------------------------------- Relations. -----------------------------------------------------------------------------*/ /** * Called by owning level to shift an actor location and all relevant data structures by specified delta isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false * * @param InWorldOffset Offset vector to shift actor location * @param bWorldShift Whether this call is part of whole world shifting */ virtual void ApplyWorldOffset(const FVector& InOffset, bool bWorldShift); /** * Indicates whether this actor should participate in level bounds calculations */ virtual bool IsLevelBoundsRelevant() const { return true; } isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false #if WITH_EDITOR // Editor specific /** @todo: Remove this flag once it is decided that additive interactive scaling is what we want */ static bool bUsePercentageBasedScaling; /** * Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. * The default implementation is simply to translate the actor's location. isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false */ virtual void EditorApplyTranslation(const FVector& DeltaTranslation, bool bAltDown, bool bShiftDown, bool bCtrlDown); /** * Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. * The default implementation is simply to modify the actor's rotation. */ virtual void EditorApplyRotation(const FRotator& DeltaRotation, bool bAltDown, bool bShiftDown, bool bCtrlDown); /** isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. * The default implementation is simply to modify the actor's draw scale. */ virtual void EditorApplyScale(const FVector& DeltaScale, const FVector* PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown); /** Called by MirrorActors to perform a mirroring operation on the actor */ virtual void EditorApplyMirror(const FVector& MirrorScale, const FVector& PivotLocation); /** * Simple accessor to check if the actor is hidden upon editor startup isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * @return true if the actor is hidden upon editor startup; false if it is not */ bool IsHiddenEdAtStartup() const { return bHiddenEd; } // Returns true if this actor is hidden in the editor viewports. bool IsHiddenEd() const; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** * Sets whether or not this actor is hidden in the editor for the duration of the current editor session * * @param bIsHidden True if the actor is hidden */ virtual void SetIsTemporarilyHiddenInEditor( bool bIsHidden ); /** * @return Whether or not this actor is hidden in the editor for the duration of the current editor session */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false bool IsTemporarilyHiddenInEditor() const { return bHiddenEdTemporary; } /** @return Returns true if this actor is allowed to be displayed, selected and manipulated by the editor. */ bool IsEditable() const; /** @return Returns true if this actor should be shown in the scene outliner */ bool IsListedInSceneOutliner() const; /** @return Returns true if this actor is allowed to be attached to the given actor */ virtual bool EditorCanAttachTo(const AActor* InParent, FText& OutReason) const; isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false // Called before editor copy, true allow export virtual bool ShouldExport() { return true; } // Called before editor paste, true allow import virtual bool ShouldImport(FString* ActorPropString, bool IsMovingLevel) { return true; } // For UUnrealEdEngine::UpdatePropertyWindows() virtual bool GetSelectedComponents(TArray& SelectedObjects) { return false; } isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Called by InputKey when an unhandled key is pressed with a selected actor */ virtual void EditorKeyPressed(FKey Key, EInputEvent Event) {} /** Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced */ virtual void EditorReplacedActor(AActor* OldActor) {} /** * Function that gets called from within Map_Check to allow this actor to check itself * for any potential errors and register them with map check dialog. */ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false virtual void CheckForErrors(); /** * Function that gets called from within Map_Check to allow this actor to check itself * for any potential errors and register them with map check dialog. */ virtual void CheckForDeprecated(); /** * Returns this actor's current label. Actor labels are only available in development builds. isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * @return The label text */ const FString& GetActorLabel() const; /** * Assigns a new label to this actor. Actor labels are only available in development builds. * @param NewActorLabel The new label string to assign to the actor. If empty, the actor will have a default label. */ void SetActorLabel( const FString& NewActorLabel ); isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Advanced - clear the actor label. */ void ClearActorLabel(); /** * Returns if this actor's current label is editable. Actor labels are only available in development builds. * @return The editable status of the actor's label */ bool IsActorLabelEditable() const; /** isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * Returns this actor's folder path. Actor folder paths are only available in development builds. * @return The folder path */ const FName& GetFolderPath() const; /** * Assigns a new folder to this actor. Actor folder paths are only available in development builds. * @param NewFolderPath The new folder to assign to the actor. */ void SetFolderPath(const FName& NewFolderPath); isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** * Used by the "Sync to Content Browser" right-click menu option in the editor. * @param Objects Array to add content object references to. * @return Whether the object references content (all overrides of this function should return true) */ virtual bool GetReferencedContentObjects( TArray& Objects ) const; /** Returns NumUncachedStaticLightingInteractions for this actor */ const int32 GetNumUncachedStaticLightingInteractions() const; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false #endif // WITH_EDITOR /** * @param ViewPos Position of the viewer * @param ViewDir Vector direction of viewer * @param Viewer PlayerController owned by the client for whom net priority is being determined * @param InChannel Channel on which this actor is being replicated. * @param Time Time since actor was last replicated * @param bLowBandwidth True if low bandwith of viewer isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false * @return Priority of this actor for replication */ virtual float GetNetPriority(const FVector& ViewPos, const FVector& ViewDir, class APlayerController* Viewer, UActorChannel* InChannel, float Time, bool bLowBandwidth); virtual bool GetNetDormancy(const FVector& ViewPos, const FVector& ViewDir, class APlayerController* Viewer, UActorChannel* InChannel, float Time, bool bLowBandwidth); /** * Allows for a specific response from the actor when the actor channel is opened (client side) * @param InBunch Bunch received at time of open * @param Connection the connection associated with this actor isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false */ virtual void OnActorChannelOpen(class FInBunch& InBunch, class UNetConnection* Connection) {}; /** * SerializeNewActor has just been called on the actor before network replication (server side) * @param OutBunch Bunch containing serialized contents of actor prior to replication */ virtual void OnSerializeNewActor(class FOutBunch& OutBunch) {}; /** isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * Handles cleaning up the associated Actor when killing the connection * @param Connection the connection associated with this actor */ virtual void OnNetCleanup(class UNetConnection* Connection) {}; /** Swaps Role and RemoteRole if client */ void ExchangeNetRoles(bool bRemoteOwner); /** * When called, will call the virtual call chain to register all of the tick functions for both the actor and optionally all components isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * Do not override this function or make it virtual * @param bRegister - true to register, false, to unregister * @param bDoComponents - true to also apply the change to all components */ void RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents); /** * Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered * This only modifies the tick function on actor itself * @param bEnabled - Rather it should be enabled or not isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false */ virtual void SetActorTickEnabled(bool bEnabled); /** Returns whether this actor has tick enabled or not */ bool IsActorTickEnabled() const; /** * ticks the actor * @param DeltaTime The time slice of this tick * @param TickType The type of tick that is happening isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false * @param ThisTickFunction The tick function that is firing, useful for getting the completion handle */ virtual void TickActor( float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction ); /** * Called when an actor is done spawning into the world (from UWorld::SpawnActor). * For actors with a root component, the location and rotation will have already been set. * Takes place after any construction scripts have been called */ virtual void PostActorCreated(); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Called when the lifespawn of an actor expires (if he has one). */ virtual void LifeSpanExpired(); // Always called immediately before properties are received from the remote. virtual void PreNetReceive() override; // Always called immediately after properties are received from the remote. virtual void PostNetReceive() override; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network */ virtual bool IsNameStableForNetworking() const override; /** IsSupportedForNetworking means an object can be referenced over the network */ virtual bool IsSupportedForNetworking() const override; /** Returns a list of sub-objects that have stable names for networking */ virtual void GetSubobjectsWithStableNamesForNetworking(TArray &ObjList) override; // Always called immediately after spawning and reading in replicated properties isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false virtual void PostNetInit(); /** ReplicatedMovement struct replication event */ UFUNCTION() virtual void OnRep_ReplicatedMovement(); /** Update and smooth location, not called for simulated physics! */ DEPRECATED(4.4, "PostNetReceiveLocation() has been replaced by PostNetReceiveLocationAndRotation().") virtual void PostNetReceiveLocation() {} isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Update location and rotation from ReplicatedMovement. Not called for simulated physics! */ virtual void PostNetReceiveLocationAndRotation(); /** Update velocity - typically from ReplicatedMovement, not called for simulated physics! */ virtual void PostNetReceiveVelocity(const FVector& NewVelocity); /** Update and smooth simulated physic state, replaces PostNetReceiveLocation() and PostNetReceiveVelocity() */ virtual void PostNetReceivePhysicState(); /** Set the owner for this Actor */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false void SetOwner( AActor* NewOwner ); UFUNCTION(BlueprintCallable, Category=Actor) AActor* GetOwner() const; /** * This will check to see if the Actor is still in the world. It will check things like * the KillZ, outside world bounds, etc. and handle the situation. */ virtual bool CheckStillInWorld(); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false //-------------------------------------------------------------------------------------- // Actor overlap tracking /** * Queries world and updates overlap detection state for this actor. * @param bDoNotifies True to dispatch being/end overlap notifications when these events occur. */ void UpdateOverlaps(bool bDoNotifies=true); isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** * Check to see if current Actor is overlapping specified Actor * @param Other the Actor to test for * Returns true if any component of this actor is overlapping any component of Other. */ bool IsOverlappingActor(const AActor* Other) const; /** Returns whether a MatineeActor is currently controlling this Actor */ bool IsMatineeControlled() const; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** See if the root component has ModifyFrequency of MF_Static */ bool IsRootComponentStatic() const; /** See if the root component has Mobility of EComponentMobility::Stationary */ bool IsRootComponentStationary() const; /** See if the root component has Mobility of EComponentMobility::Movable */ bool IsRootComponentMovable() const; //-------------------------------------------------------------------------------------- isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false // Actor ticking /** accessor for the value of bCanEverTick */ FORCEINLINE bool CanEverTick() const { return PrimaryActorTick.bCanEverTick; } /** Called from main actor tick function to implement custom code at the appropriate point in the tick */ virtual void Tick( float DeltaSeconds ); /** If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly */ virtual bool ShouldTickIfViewportsOnly() const; isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false //-------------------------------------------------------------------------------------- // Actor relevancy determination /** * @param RealViewer - is the PlayerController associated with the client for which network relevancy is being checked * @param Viewer - is the Actor being used as the point of view for the PlayerController * @param SrcLocation - is the viewing location * * @return bool - true if this actor is network relevant to the client associated with RealViewer isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false */ virtual bool IsNetRelevantFor(class APlayerController* RealViewer, AActor* Viewer, const FVector& SrcLocation); /** * Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner * * @param ReplicatedActor - the actor we're doing a relevancy test on * @param ActorOwner - the owner of ReplicatedActor * @param ConnectionActor - the controller of the connection that we're doing relevancy checks for * isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false * @return bool - true if this actor should be considered the owner */ virtual bool IsRelevancyOwnerFor(AActor* ReplicatedActor, AActor* ActorOwner, AActor* ConnectionActor); /** Called after the actor is spawned in the world. Responsible for setting up actor for play. */ void PostSpawnInitialize(FVector const& SpawnLocation, FRotator const& SpawnRotation, AActor* InOwner, APawn* InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction); /** Called after the actor has run its construction. Responsible for finishing the actor spawn process. */ void PostActorConstruction(); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Called immediately before gameplay begins. */ virtual void PreInitializeComponents(); // Allow actors to initialize themselves on the C++ side virtual void PostInitializeComponents(); /** * Adds a controlling matinee actor for use during matinee playback * @param InMatineeActor The matinee actor which controls this actor * @todo UE4 would be nice to move this out of Actor to MatineeInterface, but it needs variable, and I can't declare variable in interface isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false * do we still need this? */ void AddControllingMatineeActor( AMatineeActor& InMatineeActor ); /** * Removes a controlling matinee actor * @param InMatineeActor The matinee actor which currently controls this actor */ void RemoveControllingMatineeActor( AMatineeActor& InMatineeActor ); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Dispatches ReceiveHit virtual and OnComponentHit delegate */ void DispatchPhysicsCollisionHit(const struct FRigidBodyCollisionInfo& MyInfo, const struct FRigidBodyCollisionInfo& OtherInfo, const FCollisionImpactData& RigidCollisionData); /** @return the owning UPlayer (if any) of this actor. This will be a local player, a net connection, or NULL. */ virtual class UPlayer* GetNetOwningPlayer(); /** * Get the owning connection used for communicating between client/server * @return NetConnection to the client or server for this actor */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false virtual class UNetConnection* GetNetConnection(); ENetMode GetNetMode() const; class UNetDriver * GetNetDriver() const; /** Puts actor in dormant networking state */ void SetNetDormancy(ENetDormancy NewDormancy); /** Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant) */ isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category="Networking") void FlushNetDormancy(); /** Ensure that all the components in the Components array are registered */ virtual void RegisterAllComponents(); /** Called after all the components in the Components array are registered */ virtual void PostRegisterAllComponents(); /** Returns true if Actor has a registered root component */ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false bool HasValidRootComponent(); /** Unregister all currently registered components */ virtual void UnregisterAllComponents(); /** Called after all currently registered components are cleared */ virtual void PostUnregisterAllComponents() {} /** Will reregister all components on this actor. Does a lot of work - should only really be used in editor, generally use UpdateComponentTransforms or MarkComponentsRenderStateDirty. */ virtual void ReregisterAllComponents(); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** * Incrementally registers components associated with this actor * * @param NumComponentsToRegister Number of components to register in this run, 0 for all * @return true when all components were registered for this actor */ bool IncrementalRegisterComponents(int32 NumComponentsToRegister); /** Flags all component's render state as dirty */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false void MarkComponentsRenderStateDirty(); /** Update all components transforms */ void UpdateComponentTransforms(); /** Iterate over components array and call InitializeComponent */ void InitializeComponents(); /** Debug rendering to visualize the component tree for this actor. */ void DrawDebugComponents(FColor const& BaseColor=FColor::White) const; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false virtual void MarkComponentsAsPendingKill(); /** Returns true if this actor has begun the destruction process. * This is set to true in UWorld::DestroyActor, after the network connection has been closed but before any other shutdown has been performed. * @return true if this actor has begun destruction, or if this actor has been destroyed already. **/ inline bool IsPendingKillPending() const { return bPendingKillPending || IsPendingKill(); isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false } /** Invalidate lighting cache with default options. */ void InvalidateLightingCache() { InvalidateLightingCacheDetailed(false); } /** Invalidates anything produced by the last lighting build. */ virtual void InvalidateLightingCacheDetailed(bool bTranslationOnly); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** * Used for adding actors to levels or teleporting them to a new location. * The result of this function is independent of the actor's current location and rotation. * If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such if bNoCheck is false. * * @param DestLocation The target destination point * @param DestRotation The target rotation at the destination * @param bIsATest is true if this is a test movement, which shouldn't cause any notifications (used by AI pathfinding, for example) * @param bNoCheck is true if we should skip checking for encroachment in the world or other actors isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * @return true if the actor has been successfully moved, or false if it couldn't fit. */ virtual bool TeleportTo( const FVector& DestLocation, const FRotator& DestRotation, bool bIsATest=false, bool bNoCheck=false ); /** * Teleport this actor to a new location. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such. * * @param DestLocation The target destination point * @param DestRotation The target rotation at the destination * @return true if the actor has been successfully moved, or false if it couldn't fit. isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false */ UFUNCTION(BlueprintCallable, meta=( FriendlyName="Teleport", Keywords = "Move Position" ), Category="Utilities|Transformation") bool K2_TeleportTo( FVector DestLocation, FRotator DestRotation ); /** Called from TeleportTo() when teleport succeeds */ virtual void TeleportSucceeded(bool bIsATest) {} /** * Trace a ray against the Components of this Actor and return the first blocking hit * @param OutHit First blocking hit found isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * @param Start Start location of the ray * @param End End location of the ray * @param TraceChannel The 'channel' that this ray is in, used to determine which components to hit * @param Params Additional parameters used for the trace * @return TRUE if a blocking hit is found */ bool ActorLineTraceSingle(struct FHitResult& OutHit, const FVector& Start, const FVector& End, ECollisionChannel TraceChannel, const struct FCollisionQueryParams& Params); /** * returns Distance to closest Body Instance surface. isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false * Checks against all components of this Actor having valid collision and blocking TraceChannel. * * @param Point World 3D vector * @param TraceChannel The 'channel' used to determine which components to consider. * @param ClosestPointOnCollision Point on the surface of collision closest to Point * @param OutPrimitiveComponent PrimitiveComponent ClosestPointOnCollision is on. * * @return Success if returns > 0.f, if returns 0.f, it is either not convex or inside of the point * If returns < 0.f, this Actor does not have any primitive with collision */ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false float ActorGetDistanceToCollision(const FVector& Point, ECollisionChannel TraceChannel, FVector& ClosestPointOnCollision, UPrimitiveComponent** OutPrimitiveComponent = NULL) const; /** * Returns true if this actor is contained by TestLevel. * @todo seamless: update once Actor->Outer != Level */ bool IsInLevel(const class ULevel *TestLevel) const; /** Return the ULevel that this Actor is part of. */ ULevel* GetLevel() const; isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false /** Do anything needed to clear out cross level references; Called from ULevel::PreSave */ virtual void ClearCrossLevelReferences(); /** Called whenever this actor is being removed from a level */ virtual void EndPlay(const EEndPlayReason::Type EndPlayReason); /** iterates up the Base chain to see whether or not this Actor is based on the given Actor * @param Other the Actor to test for * @return true if this Actor is based on Other Actor isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false */ virtual bool IsBasedOnActor(const AActor* Other) const; /** iterates up the Base chain to see whether or not this Actor is attached to the given Actor * @param Other the Actor to test for * @return true if this Actor is attached on Other Actor */ virtual bool IsAttachedTo( const AActor* Other ) const; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Get the extent used when placing this actor in the editor, used for 'pulling back' hit. */ FVector GetPlacementExtent() const; // Blueprint #if WITH_EDITOR /** Find all FRandomStream structs in this ACtor and generate new random seeds for them. */ void SeedAllRandomStreams(); #endif // WITH_EDITOR isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** Reset private properties to defaults, and all FRandomStream structs in this Actor, so they will start their sequence of random numbers again. */ void ResetPropertiesForConstruction(); /** Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. */ virtual void RerunConstructionScripts(); /* * Debug helper to show the component hierarchy of this actor. * @param Info Optional String to display at top of info */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false void DebugShowComponentHierarchy( const TCHAR* Info, bool bShowPosition = true); /* * Debug helper for showing the component hierarchy of one component * @param Info Optional String to display at top of info */ void DebugShowOneComponentHierarchy( USceneComponent* SceneComp, int32& NestLevel, bool bShowPosition ); /** * Run any construction script for this Actor. Will call OnConstruction. isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * @param Transform The transform to construct the actor at. * @param InstanceDataCache Optional cache of state to apply to newly created components (e.g. precomputed lighting) */ void ExecuteConstruction(const FTransform& Transform, const class FComponentInstanceDataCache* InstanceDataCache); /** * Called when an instance of this class is placed (in editor) or spawned. * @param Transform The transform the actor was constructed at. */ virtual void OnConstruction(const FTransform& Transform) {} isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false /** * Helper function to regoster tje specified component, and add it to the serialized components array * @param Component Component to be finalized */ void FinishAndRegisterComponent(UActorComponent* Component); /** Util to create a component based on a template */ UActorComponent* CreateComponentFromTemplate(UActorComponent* Template, const FString & InName = FString() ); isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** Destroys the constructed components. */ void DestroyConstructedComponents(); #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) private: // this is the old name of the tick function. We just want to avoid mistakes with an attempt to override this virtual void Tick( float DeltaTime, enum ELevelTick TickType ) final { check(0); } isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false #endif protected: /** * Virtual call chain to register all tick functions for the actor class hierarchy * @param bRegister - true to register, false, to unregister */ virtual void RegisterActorTickFunctions(bool bRegister); /** Runs UserConstructionScript, delays component registration until it's complete. */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false void ProcessUserConstructionScript(); /** * Checks components for validity, implemented in AActor */ bool CheckActorComponents(); public: /** Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns NULL */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false virtual class AActor* GetAttachParentActor() const; /** Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None */ virtual FName GetAttachParentSocketName() const; /** Find all Actors which are attached directly to a component in this actor */ virtual void GetAttachedActors(TArray& OutActors) const; /** * Sets the ticking group for this actor. isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * @param NewTickGroup the new value to assign */ void SetTickGroup(ETickingGroup NewTickGroup); /** Called once this actor has been deleted */ virtual void Destroyed(); /** Get the local-to-world transform of the RootComponent */ FTransform ActorToWorld() const; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Call ReceiveHit, as well as delegates on Actor and Component */ void DispatchBlockingHit(UPrimitiveComponent* MyComp, UPrimitiveComponent* OtherComp, bool bSelfMoved, FHitResult const& Hit); /** called when the actor falls out of the world 'safely' (below KillZ and such) */ virtual void FellOutOfWorld(const class UDamageType& dmgType); /** called when the Actor is outside the hard limit on world bounds */ virtual void OutsideWorldBounds(); /** isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * Returns the bounding box of all components in this Actor. * @param bNonColliding Indicates that you want to include non-colliding components in the bounding box */ virtual FBox GetComponentsBoundingBox(bool bNonColliding = false) const; /* Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false. */ virtual void GetComponentsBoundingCylinder(float& CollisionRadius, float& CollisionHalfHeight, bool bNonColliding = false) const; /** * Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false * If IsRootComponentCollisionRegistered() returns true, just returns its bounding cylinder, otherwise falls back to GetComponentsBoundingCylinder. */ virtual void GetSimpleCollisionCylinder(float& CollisionRadius, float& CollisionHalfHeight) const; /** @returns the radius of the collision cylinder from GetSimpleCollisionCylinder(). */ float GetSimpleCollisionRadius() const; /** @returns the half height of the collision cylinder from GetSimpleCollisionCylinder(). */ float GetSimpleCollisionHalfHeight() const; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** @returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder(). */ FVector GetSimpleCollisionCylinderExtent() const; /** @returns true if the root component is registered and has collision enabled. */ virtual bool IsRootComponentCollisionRegistered() const; // Networking - called on client when actor is torn off (bTearOff==true) virtual void TornOff(); //============================================================================= isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false // Collision functions. /** * Get Collision Response to the Channel that entered for all components * It returns Max of state - i.e. if Component A overlaps, but if Component B blocks, it will return block as response * if Component A ignores, but if Component B overlaps, it will return overlap * * @param Channel - The channel to change the response of */ virtual ECollisionResponse GetComponentsCollisionResponseToChannel(ECollisionChannel Channel) const; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false //============================================================================= // Physics /** Stop all simulation from all components in this actor */ void DisableComponentsSimulatePhysics(); public: /** @return WorldSettings for the World the actor is in - if you'd like to know UWorld this placed actor (not dynamic spawned actor) belong to, use GetTypedOuter() **/ isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false class AWorldSettings* GetWorldSettings() const; /** * Return true if the given Pawn can be "based" on this actor (ie walk on it). * @param Pawn - The pawn that wants to be based on this actor */ virtual bool CanBeBaseForCharacter(class APawn* Pawn) const; /** Apply damage to this actor. * @param DamageAmount How much damage to apply isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false * @param DamageEvent Data package that fully describes the damage received. * @param EventInstigator The Controller responsible for the damage. * @param DamageCauser The Actor that directly caused the damage (e.g. the projectile that exploded, the rock that landed on you) * @return The amount of damage actually applied. */ virtual float TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, class AActor* DamageCauser); protected: virtual float InternalTakeRadialDamage(float Damage, struct FRadialDamageEvent const& RadialDamageEvent, class AController* EventInstigator, class AActor* DamageCauser); virtual float InternalTakePointDamage(float Damage, struct FPointDamageEvent const& RadialDamageEvent, class AController* EventInstigator, class AActor* DamageCauser); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false public: /* Called when this actor becomes the given PlayerController's ViewTarget. Triggers the Blueprint event K2_OnBecomeViewTarget. */ virtual void BecomeViewTarget( class APlayerController* PC ); /* Called when this actor is no longer the given PlayerController's ViewTarget. Also triggers the Blueprint event K2_OnEndViewTarget. */ virtual void EndViewTarget( class APlayerController* PC ); /** Event called when this Actor becomes the view target for the given PlayerController. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName="OnBecomeViewTarget", Keywords="Activate Camera"), Category=Actor) isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false virtual void K2_OnBecomeViewTarget( class APlayerController* PC ); /** Event called when this Actor is no longer the view target for the given PlayerController. */ UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName="OnEndViewTarget", Keywords="Deactivate Camera"), Category=Actor) virtual void K2_OnEndViewTarget( class APlayerController* PC ); /** * Calculate camera view point, when viewing this actor. * * @param DeltaTime Delta time seconds since last update isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false * @param OutResult Camera configuration */ virtual void CalcCamera(float DeltaTime, struct FMinimalViewInfo& OutResult); // Returns the human readable string representation of an object. virtual FString GetHumanReadableName() const; /** Reset actor to initial state - used when restarting level without reloading. */ virtual void Reset(); isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false /** Returns the most recent time any of this actor's components were rendered */ virtual float GetLastRenderTime() const; /** Forces this actor to be net relevant if it is not already by default */ virtual void ForceNetRelevant(); /** Updates NetUpdateTime to the new value for future net relevancy checks */ void SetNetUpdateTime(float NewUpdateTime); /** Force actor to be updated to clients */ isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category="Networking") virtual void ForceNetUpdate(); /** * Calls PrestreamTextures() for all the actor's meshcomponents. * @param Seconds - Number of seconds to force all mip-levels to be resident * @param bEnableStreaming - Whether to start (true) or stop (false) streaming * @param CinematicTextureGroups - Bitfield indicating which texture groups that use extra high-resolution mips */ virtual void PrestreamTextures( float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups = 0 ); isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** * returns the point of view of the actor. * note that this doesn't mean the camera, but the 'eyes' of the actor. * For example, for a Pawn, this would define the eye height location, * and view rotation (which is different from the pawn rotation which has a zeroed pitch component). * A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point. * * @param OutLocation - location of view point * @param OutRotation - view rotation of actor. isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false */ virtual void GetActorEyesViewPoint( FVector& OutLocation, FRotator& OutRotation ) const; /** * @param RequestedBy - the Actor requesting the target location * @return the optimal location to fire weapons at this actor */ virtual FVector GetTargetLocation(class AActor* RequestedBy = NULL) const; /** isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false * Hook to allow actors to render HUD overlays for themselves. Called from AHUD::DrawActorOverlays(). * @param PC is the PlayerController on whose view this overlay is rendered * @param Canvas is the Canvas on which to draw the overlay * @param CameraPosition Position of Camera * @param CameraDir direction camera is pointing in. */ virtual void PostRenderFor(class APlayerController* PC, class UCanvas* Canvas, FVector CameraPosition, FVector CameraDir); /** whether this Actor is in the persistent level, i.e. not a sublevel */ bool IsInPersistentLevel(bool bIncludeLevelStreamingPersistent = false) const; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false /** Getter for the cached world pointer */ virtual UWorld* GetWorld() const override; /** Get the timer instance from the actors world */ class FTimerManager& GetWorldTimerManager() const; /** Gets the GameInstance that ultimately contains this actor. */ class UGameInstance* GetGameInstance() const; isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /** Returns true if this is a replicated actor that was placed in the map */ bool IsNetStartupActor() const; /** Searches components array and returns first encountered component of the specified class. */ virtual UActorComponent* FindComponentByClass(const TSubclassOf ComponentClass) const; /** Script exposed version of FindComponentByClass */ UFUNCTION() virtual UActorComponent* GetComponentByClass(TSubclassOf ComponentClass); isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false /* Gets all the components that inherit from the given class. Currently returns an array of UActorComponent which must be cast to the correct type. */ UFUNCTION(BlueprintCallable, Category="Actor", meta=(ComponentClass="ActorComponent")) TArray GetComponentsByClass(TSubclassOf ComponentClass) const; /** Templatized version for syntactic nicety. */ template T* FindComponentByClass() const { static_assert(CanConvertPointerFromTo::Result, "'T' template parameter to FindComponentByClass must be derived from ActorComponent"); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false return (T*)FindComponentByClass(T::StaticClass()); } template void GetComponents(TArray& OutComponents) const { static_assert(CanConvertPointerFromTo::Result, "'T' template parameter to GetComponents must be derived from ActorComponent"); SCOPE_CYCLE_COUNTER(STAT_GetComponentsTime); isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false OutComponents.Reset(OwnedComponents.Num()); for (UActorComponent* OwnedComponent : OwnedComponents) { T* Component = Cast(OwnedComponent); if (Component) { OutComponents.Add(Component); } isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false } } // UActorComponent specialization to avoid unnecessary casts void GetComponents(TArray& OutComponents) const { SCOPE_CYCLE_COUNTER(STAT_GetComponentsTime); OutComponents.Reset(OwnedComponents.Num()); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false for (UActorComponent* Component : OwnedComponents) { if (Component) { OutComponents.Add(Component); } } } void AddOwnedComponent(UActorComponent* Component); isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false void RemoveOwnedComponent(UActorComponent* Component); #if DO_CHECK bool OwnsComponent(UActorComponent* Component) const; #endif void ResetOwnedComponents(); private: TArray OwnedComponents; public: isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false //============================================================================= // Navigation related functions // /** Updates bNavigationRelevant. Override for custom navigation behaviors */ virtual bool UpdateNavigationRelevancy(); /** Indicates whether this actor is to be considered by navigation system a valid actor */ FORCEINLINE bool IsNavigationRelevant() const { return bNavigationRelevant; } /** Sets bNavigationRelevant, and notifies navigation system if value has changed */ isoverlappingactor is always returning false How to use it? isoverlappingactor is always returning false void SetNavigationRelevancy(const bool bNewRelevancy); //============================================================================= // Debugging functions public: /** * Draw important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used * * @param Canvas - Canvas to draw on * @param DebugDisplay - Contains information about what debug data to display isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false * @param YL - Height of the current font * @param YPos - Y position on Canvas. YPos += YL, gives position to draw text for next debug line. */ virtual void DisplayDebug(class UCanvas* Canvas, const class FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos); /** Retrieves actor's name used for logging, or string "NULL" if Actor == NULL */ static FString GetDebugName(const AActor* Actor) { return Actor ? Actor->GetName() : TEXT("NULL"); } #if ENABLE_VISUAL_LOG /** isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false * Hook for Actors to supply visual logger with additional data. * It's guaranteed that Snapshot != NULL */ virtual void GrabDebugSnapshot(struct FVisLogEntry* Snapshot) const {} FORCEINLINE const AActor* GetVisualLogRedirection() const { return VLogRedirection; } void RedirectToVisualLog(const AActor* NewRedir); private: friend class FVisualLog; isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false void SetVisualLogRedirection(const AActor* NewRedir) { VLogRedirection = NewRedir; } #endif // ENABLE_VISUAL_LOG //* Sets the friendly actor label and name */ void SetActorLabelInternal( const FString& NewActorLabelDirty, bool bMakeGloballyUniqueFName ); static FMakeNoiseDelegate MakeNoiseDelegate; public: static void MakeNoiseImpl(AActor* NoiseMaker, float Loudness, APawn* NoiseInstigator, const FVector& NoiseLocation); static void SetMakeNoiseDelegate(const FMakeNoiseDelegate& NewDelegate); isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false }; ////////////////////////////////////////////////////////////////////////// // Inlines FORCEINLINE float AActor::GetSimpleCollisionRadius() const { float Radius, HalfHeight; GetSimpleCollisionCylinder(Radius, HalfHeight); isoverlappingactor is always returning false How to get it? isoverlappingactor is always returning false return Radius; } FORCEINLINE float AActor::GetSimpleCollisionHalfHeight() const { float Radius, HalfHeight; GetSimpleCollisionCylinder(Radius, HalfHeight); return HalfHeight; } isoverlappingactor is always returning false PasteShr isoverlappingactor is always returning false FORCEINLINE FVector AActor::GetSimpleCollisionCylinderExtent() const { float Radius, HalfHeight; GetSimpleCollisionCylinder(Radius, HalfHeight); return FVector(Radius, Radius, HalfHeight); } ////////////////////////////////////////////////////////////////////////// // Macro to hide common Transform functions in native code for classes where they don't make sense. // Note that this doesn't prevent access through function calls from parent classes (ie an AActor*), but isoverlappingactor is always returning false How to get it for free? isoverlappingactor is always returning false // does prevent use in the class that hides them and any derived child classes. #define HIDE_ACTOR_TRANSFORM_FUNCTIONS() private: \ FTransform GetTransform() const { return Super::GetTransform(); } \ FVector GetActorLocation() const { return Super::GetActorLocation(); } \ FRotator GetActorRotation() const { return Super::GetActorRotation(); } \ FQuat GetActorQuat() const { return Super::GetActorQuat(); } \ FVector GetActorScale() const { return Super::GetActorScale(); } \ bool SetActorLocation(const FVector& NewLocation, bool bSweep=false) { return Super::SetActorLocation(NewLocation, bSweep); } \ bool SetActorRotation(FRotator NewRotation) { return Super::SetActorRotation(NewRotation); } \ isoverlappingactor is always returning false How to dowload it? isoverlappingactor is always returning false bool SetActorLocationAndRotation(const FVector& NewLocation, FRotator NewRotation, bool bSweep=false) { return Super::SetActorLocationAndRotation(NewLocation, NewRotation, bSweep); } \ virtual bool TeleportTo( const FVector& DestLocation, const FRotator& DestRotation, bool bIsATest, bool bNoCheck ) override { return Super::TeleportTo(DestLocation, DestRotation, bIsATest, bNoCheck); } \ virtual FVector GetVelocity() const override { return Super::GetVelocity(); } \ float GetDistanceTo(AActor* OtherActor) { return Super::GetDistanceTo(OtherActor); } isoverlappingactor is always returning false