UObject
/
UPrimalActor
/
AActor
AActor
Cheat/UE/SDK/Engine/AActor.hpp
AActor : CustomTimeDilation ( ) -> number
Returns
number
float
AActor : Owner ( ) -> AActor
Returns
AActor
AActor *
AActor : Instigator ( ) -> APawn
Returns
APawn
class APawn *
AActor : RootComponent ( ) -> USceneComponent
Returns
USceneComponent
class USceneComponent *
AActor : K2_SetActorLocation ( NewLocation , bSweep , SweepHitResult , bTeleport ) -> boolean
NewLocation
FVector
struct FVector &
SweepHitResult
FHitResult
struct FHitResult *
Returns
boolean
bool
AActor : K2_TeleportTo ( DestLocation , DestRotation , bSimpleTeleport ) -> boolean
DestLocation
FVector
struct FVector &
DestRotation
FRotator
const struct FRotator &
bSimpleTeleport
boolean
bool
Returns
boolean
bool
AActor : K2_GetComponentsByClass ( ComponentClass ) -> table
ComponentClass
userdata
TSubclassOf
Returns
table
TArray
AActor : GetVelocity ( bIsForRagdoll ) -> FVector
bIsForRagdoll
boolean
bool
Returns
FVector
FVector
AActor : K2_GetActorLocation ( ) -> FVector
Returns
FVector
FVector
AActor : K2_GetActorRotation ( ) -> FRotator
Returns
FRotator
FRotator
AActor : K2_SetActorRotation ( NewRotation , bTeleportPhysics ) -> boolean
NewRotation
FRotator
const struct FRotator &
bTeleportPhysics
boolean
bool
Returns
boolean
bool
AActor : GetActorEyesViewPoint ( OutLocation , OutRotation ) -> nil
OutLocation
FVector
FVector &
OutRotation
FRotator
FRotator &
Returns
nil
void
AActor : GetActorBounds ( bOnlyCollidingComponents , Origin , BoxExtent , bIncludeFromChildActors ) -> nil
bOnlyCollidingComponents
boolean
bool
BoxExtent
FVector
FVector &
bIncludeFromChildActors
boolean
bool
Returns
nil
void
AActor : MulticastDrawDebugSphere ( Center , Radius , Segments , LineColor , Duration , enableInShipping ) -> nil
Center
FVector
const struct FVector &
LineColor
FLinearColor
const struct FLinearColor &
enableInShipping
boolean
bool
Returns
nil
void
AActor . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
ABrush
ABrush
Cheat/UE/SDK/Engine/ABrush.hpp
ABrush . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APawn
/
ACharacter
ACharacter
Cheat/UE/SDK/Engine/ACharacter.hpp
ACharacter : Mesh ( ) -> USkeletalMeshComponent
Returns
USkeletalMeshComponent
class USkeletalMeshComponent *
ACharacter : CharacterMovement ( ) -> UCharacterMovementComponent
Returns
UCharacterMovementComponent
class UCharacterMovementComponent *
ACharacter : CapsuleComponent ( ) -> UCapsuleComponent
Returns
UCapsuleComponent
class UCapsuleComponent *
ACharacter : ClientCheatFly ( ) -> nil
Returns
nil
void
ACharacter : ClientCheatGhost ( ) -> nil
Returns
nil
void
ACharacter : ClientCheatWalk ( ) -> nil
Returns
nil
void
ACharacter . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AController
AController
Cheat/UE/SDK/Engine/AController.hpp
AController : Character ( ) -> ACharacter
Returns
ACharacter
class ACharacter *
AController : ControlRotation ( ) -> FRotator
Returns
FRotator
FRotator
AController : ClientSetRotation ( NewRotation , bCameraReset ) -> nil
NewRotation
FRotator
FRotator &
bCameraReset
boolean
bool
Returns
nil
void
AController : LineOfSightTo ( Other , ViewPoint , bAlternateChecks ) -> boolean
Other
AActor
class AActor *
ViewPoint
FVector
const struct FVector &
bAlternateChecks
boolean
bool
Returns
boolean
bool
AController . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AInfo
/
AGameStateBase
AGameStateBase
Cheat/UE/SDK/Engine/AGameStateBase.hpp
AGameStateBase : PlayerArray ( ) -> table
Returns
table
TArray
AGameStateBase : ReplicatedWorldTimeSeconds ( ) -> number
Returns
number
float
AGameStateBase . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AHUD
AHUD
Cheat/UE/SDK/Engine/AHUD.hpp
AHUD : Canvas ( ) -> UCanvas
Returns
UCanvas
class UCanvas *
AHUD : DebugCanvas ( ) -> UCanvas
Returns
UCanvas
class UCanvas *
AHUD : DrawLine ( StartScreenX , StartScreenY , EndScreenX , EndScreenY , LineColor , LineThickness ) -> nil
StartScreenX
number
float
StartScreenY
number
float
LineColor
FLinearColor
const struct FLinearColor &
LineThickness
number
float
Returns
nil
void
AHUD : DrawRect ( RectColor , ScreenX , ScreenY , ScreenW , ScreenH ) -> nil
RectColor
FLinearColor
const struct FLinearColor &
Returns
nil
void
AHUD : DrawHUDText ( Text , TextColor , ScreenX , ScreenY , Font , Scale , bScalePosition ) -> nil
Text
FString
:str() → string
const class FString &
TextColor
FLinearColor
const struct FLinearColor &
bScalePosition
boolean
bool
Returns
nil
void
AHUD : DrawTexture ( Texture , ScreenX , ScreenY , ScreenW , ScreenH , TextureU , TextureV , TextureUWidth , TextureVHeight , TintColor , BlendMode , Scale , bScalePosition , Rotation , RotPivot ) -> nil
Texture
UTexture
class UTexture *
TextureUWidth
number
float
TextureVHeight
number
float
TintColor
FLinearColor
const struct FLinearColor &
BlendMode
integer
EBlendMode
bScalePosition
boolean
bool
RotPivot
FVector2D
const struct FVector2D &
Returns
nil
void
AHUD : ShowHUD ( ) -> nil
Returns
nil
void
AHUD : Project ( Location , bClampToZeroPlane ) -> FVector
Location
FVector
const struct FVector &
bClampToZeroPlane
boolean
bool
Returns
FVector
struct FVector
AHUD : GetTextSize ( Text , OutWidth , OutHeight , Font , Scale ) -> nil
Text
FString
:str() → string
const class FString &
Returns
nil
void
AHUD . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AInfo
AInfo
Cheat/UE/SDK/Engine/AInfo.hpp
AInfo . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APawn
APawn
Cheat/UE/SDK/Engine/APawn.hpp
APawn : PlayerState ( ) -> APlayerState
Returns
APlayerState
class APlayerState *
APawn : GetMovementComponent ( ) -> UPawnMovementComponent
Returns
UPawnMovementComponent
class UPawnMovementComponent *
APawn : IsLocallyControlled ( ) -> boolean
Returns
boolean
bool
APawn . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APlayerCameraManager
APlayerCameraManager
Cheat/UE/SDK/Engine/APlayerCameraManager.hpp
APlayerCameraManager : DefaultFOV ( ) -> number
Returns
number
float
APlayerCameraManager : CameraCachePrivate ( ) -> userdata
Returns
userdata
struct FCameraCacheEntry
APlayerCameraManager : ViewPitchMin ( ) -> number
Returns
number
float
APlayerCameraManager : ViewPitchMax ( ) -> number
Returns
number
float
APlayerCameraManager : ViewYawMin ( ) -> number
Returns
number
float
APlayerCameraManager : ViewYawMax ( ) -> number
Returns
number
float
APlayerCameraManager : GetCameraLocation ( ) -> FVector
Returns
FVector
struct FVector
APlayerCameraManager : GetCameraRotation ( ) -> FRotator
Returns
FRotator
struct FRotator
APlayerCameraManager : ClearCameraLensEffects ( ) -> nil
Returns
nil
void
APlayerCameraManager : StopAllCameraShakes ( bImmediately ) -> nil
bImmediately
boolean
bool
Returns
nil
void
APlayerCameraManager : StopAllCameraAnims ( bImmediate ) -> nil
Returns
nil
void
APlayerCameraManager : StopCameraFade ( ) -> nil
Returns
nil
void
APlayerCameraManager . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AController
/
APlayerController
APlayerController
Cheat/UE/SDK/Engine/APlayerController.hpp
Name
Lua Type
C++ Type
Access
VTable
nil
void **
APlayerController : AcknowledgedPawn ( ) -> APawn
Returns
APawn
class APawn *
APlayerController : PlayerCameraManager ( ) -> APlayerCameraManager
Returns
APlayerCameraManager
class APlayerCameraManager *
APlayerController : ServerAcknowledgePossession ( P ) -> nil
Returns
nil
void
APlayerController : GetHUD ( ) -> AHUD
Returns
AHUD
class AHUD *
APlayerController : bShowMouseCursor ( ) -> nil
Returns
nil
void
APlayerController : GetMousePosition ( LocationX , LocationY , bEvenWhenMouseNotAttached ) -> boolean
bEvenWhenMouseNotAttached
boolean
bool
Returns
boolean
bool
APlayerController . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AInfo
/
APlayerState
APlayerState
Cheat/UE/SDK/Engine/APlayerState.hpp
APlayerState : CompressedPing ( ) -> integer
Returns
integer
uint8_t
APlayerState : PlayerNamePrivate ( ) -> FString :str() → string
Returns
FString
:str() → string
FString
APlayerState : GetExactPing ( ) -> number
Returns
number
float
APlayerState : GetPingInMilliseconds ( ) -> number
Returns
number
float
APlayerState . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
UActorComponent
Cheat/UE/SDK/Engine/UActorComponent.hpp
UActorComponent : bReplicates ( ) -> boolean
Returns
boolean
bool
UActorComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UCanvas
UCanvas
Cheat/UE/SDK/Engine/UCanvas.hpp
UCanvas : SizeX ( ) -> integer
Returns
integer
int32_t
UCanvas : SizeY ( ) -> integer
Returns
integer
int32_t
UCanvas : ClipX ( ) -> number
Returns
number
float
UCanvas : ClipY ( ) -> number
Returns
number
float
UCanvas : K2_DrawBox ( ScreenPosition , ScreenSize , Thickness , RenderColor ) -> nil
ScreenPosition
FVector2D
const struct FVector2D &
ScreenSize
FVector2D
const struct FVector2D &
RenderColor
FLinearColor
const struct FLinearColor &
Returns
nil
void
UCanvas : K2_DrawBoxEx ( ScreenPosition , ScreenSize , Thickness , RenderColor , BlendMode ) -> nil
ScreenPosition
FVector2D
const struct FVector2D &
ScreenSize
FVector2D
const struct FVector2D &
RenderColor
FLinearColor
const struct FLinearColor &
BlendMode
integer
EBlendMode
Returns
nil
void
UCanvas : K2_DrawLine ( ScreenPositionA , ScreenPositionB , Thickness , RenderColor ) -> nil
ScreenPositionA
FVector2D
const struct FVector2D &
ScreenPositionB
FVector2D
const struct FVector2D &
RenderColor
FLinearColor
const struct FLinearColor &
Returns
nil
void
UCanvas : K2_DrawMaterial ( RenderMaterial , ScreenPosition , ScreenSize , CoordinatePosition , CoordinateSize , Rotation , PivotPoint , bApplyGammaCorrection ) -> nil
RenderMaterial
UMaterialInterface
class UMaterialInterface *
ScreenPosition
FVector2D
const struct FVector2D &
ScreenSize
FVector2D
const struct FVector2D &
CoordinatePosition
FVector2D
const struct FVector2D &
CoordinateSize
FVector2D
const struct FVector2D &
PivotPoint
FVector2D
const struct FVector2D &
bApplyGammaCorrection
boolean
bool
Returns
nil
void
UCanvas : K2_DrawMaterialTriangle ( RenderMaterial , Triangles ) -> nil
RenderMaterial
UMaterialInterface
class UMaterialInterface *
Triangles
table
const TArray &
Returns
nil
void
UCanvas : K2_DrawPolygon ( RenderTexture , ScreenPosition , Radius , NumberOfSides , RenderColor ) -> nil
RenderTexture
UTexture
class UTexture *
ScreenPosition
FVector2D
const struct FVector2D &
Radius
FVector2D
const struct FVector2D &
NumberOfSides
integer
int32_t
RenderColor
FLinearColor
const struct FLinearColor &
Returns
nil
void
UCanvas : K2_DrawText ( RenderFont , RenderText , ScreenPosition , Scale , RenderColor , Kerning , ShadowColor , ShadowOffset , bCentreX , bCentreY , bOutlined , OutlineColor ) -> nil
RenderFont
UFont
class UFont *
RenderText
FString
:str() → string
const class FString &
ScreenPosition
FVector2D
const struct FVector2D &
Scale
FVector2D
const struct FVector2D &
RenderColor
FLinearColor
const struct FLinearColor &
ShadowColor
FLinearColor
const struct FLinearColor &
ShadowOffset
FVector2D
const struct FVector2D &
OutlineColor
FLinearColor
const struct FLinearColor &
Returns
nil
void
UCanvas : K2_DrawTexture ( RenderTexture , ScreenPosition , ScreenSize , CoordinatePosition , CoordinateSize , RenderColor , BlendMode , Rotation , PivotPoint ) -> nil
RenderTexture
UTexture
class UTexture *
ScreenPosition
FVector2D
const struct FVector2D &
ScreenSize
FVector2D
const struct FVector2D &
CoordinatePosition
FVector2D
const struct FVector2D &
CoordinateSize
FVector2D
const struct FVector2D &
RenderColor
FLinearColor
const struct FLinearColor &
BlendMode
integer
EBlendMode
PivotPoint
FVector2D
const struct FVector2D &
Returns
nil
void
UCanvas : K2_DrawTriangle ( RenderTexture , Triangles ) -> nil
RenderTexture
UTexture
class UTexture *
Triangles
table
const TArray &
Returns
nil
void
UCanvas : K2_Project ( WorldLocation ) -> FVector
WorldLocation
FVector
const struct FVector &
Returns
FVector
FVector
UCanvas : W2S ( WorldLocation , CameraView ) -> FVector
WorldLocation
FVector
const struct FVector &
CameraView
FMinimalViewInfo
const struct FMinimalViewInfo &
Returns
FVector
FVector
UCanvas : K2_StrLen ( RenderFont , RenderText ) -> FVector2D
RenderFont
UFont
class UFont *
RenderText
FString
:str() → string
const class FString &
Returns
FVector2D
FVector2D
UCanvas : K2_TextSize ( RenderFont , RenderText , Scale ) -> FVector2D
RenderFont
UFont
class UFont *
RenderText
FString
:str() → string
const class FString &
Scale
FVector2D
const struct FVector2D &
Returns
FVector2D
FVector2D
UCanvas : DefaultTexture ( ) -> UTexture2D
Returns
UTexture2D
class UTexture2D *
UCanvas . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UChannel
UChannel
Cheat/UE/SDK/Engine/UChannel.hpp
UChannel : Connection ( ) -> UNetConnection
Returns
UNetConnection
class UNetConnection *
UChannel . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
UMovementComponent
/
UNavMovementComponent
/
UPawnMovementComponent
/
UCharacterMovementComponent
UCharacterMovementComponent
Cheat/UE/SDK/Engine/UCharacterMovementComponent.hpp
UCharacterMovementComponent : GravityScale ( ) -> number
Returns
number
float
UCharacterMovementComponent : GravityDirection ( ) -> FVector
Returns
FVector
FVector
UCharacterMovementComponent : Acceleration ( ) -> FVector
Returns
FVector
FVector
UCharacterMovementComponent : MaxSimulationTimeStep ( ) -> number
Returns
number
float
UCharacterMovementComponent : MaxSimulationIterations ( ) -> integer
Returns
integer
int32_t
UCharacterMovementComponent : bOrientRotationToMovement ( ) -> boolean
Returns
boolean
bool
UCharacterMovementComponent : SetbOrientRotationToMovement ( bValue ) -> nil
Returns
nil
void
UCharacterMovementComponent : RotationRate ( ) -> FRotator
Returns
FRotator
FRotator
UCharacterMovementComponent : SetRotationRate ( Value ) -> nil
Value
FRotator
const FRotator &
Returns
nil
void
UCharacterMovementComponent : NetworkSimulatedSmoothRotationTime ( ) -> number
Returns
number
float
UCharacterMovementComponent : SetNetworkSimulatedSmoothRotationTime ( Value ) -> nil
Returns
nil
void
UCharacterMovementComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UConsole
UConsole
Cheat/UE/SDK/Engine/UConsole.hpp
UConsole . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UFont
UFont
Cheat/UE/SDK/Engine/UFont.hpp
UFont . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UFont . Roboto ( ) -> UFont
Returns
UFont
UFont *
UFont . Roboto51 ( ) -> UFont
Returns
UFont
UFont *
UObject
/
UGameInstance
UGameInstance
Cheat/UE/SDK/Engine/UGameInstance.hpp
UGameInstance : LocalPlayers ( ) -> table
Returns
table
TArray
UGameInstance . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UScriptViewportClient
/
UGameViewportClient
UGameViewportClient
Cheat/UE/SDK/Engine/UGameViewportClient.hpp
Name
Lua Type
C++ Type
Access
VTable
nil
void **
UGameViewportClient : ViewportConsole ( ) -> UConsole
Returns
UConsole
class UConsole *
UGameViewportClient : World ( ) -> UWorld
Returns
UWorld
class UWorld *
UGameViewportClient : GameInstance ( ) -> UGameInstance
Returns
UGameInstance
class UGameInstance *
UGameViewportClient . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
ULevel
ULevel
Cheat/UE/SDK/Engine/ULevel.hpp
ULevel : Actors ( ) -> table
Returns
table
TArray
ULevel : OwningWorld ( ) -> UWorld
Returns
UWorld
class UWorld *
ULevel : FindActorsOffset ( ) -> integer
Returns
integer
int32_t
ULevel . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPlayer
/
ULocalPlayer
ULocalPlayer
Cheat/UE/SDK/Engine/ULocalPlayer.hpp
ULocalPlayer : ViewportClient ( ) -> UGameViewportClient
Returns
UGameViewportClient
class UGameViewportClient *
ULocalPlayer . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UMaterialInterface
/
UMaterial
UMaterial
Cheat/UE/SDK/Engine/UMaterial.hpp
UMaterial : BlendMode ( ) -> integer
Returns
integer
EBlendMode
UMaterial : SetBlendMode ( NewBlendMode ) -> nil
NewBlendMode
integer
EBlendMode
Returns
nil
void
UMaterial : bDisableDepthTest ( ) -> boolean
Returns
boolean
bool
UMaterial : SetbDisableDepthTest ( ) -> nil
Returns
nil
void
UMaterial : Wireframe ( ) -> boolean
Returns
boolean
bool
UMaterial : SetWireframe ( ) -> nil
Returns
nil
void
UMaterial . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UMaterialInterface
/
UMaterialInstance
UMaterialInstance
Cheat/UE/SDK/Engine/UMaterialInstance.hpp
UMaterialInstance : ScalarParameterValues ( ) -> table
Returns
table
TArray
UMaterialInstance : VectorParameterValues ( ) -> table
Returns
table
TArray
UMaterialInstance . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UMaterialInterface
/
UMaterialInstance
/
UMaterialInstanceDynamic
UMaterialInstanceDynamic
Cheat/UE/SDK/Engine/UMaterialInstanceDynamic.hpp
UMaterialInstanceDynamic : K2_CopyMaterialInstanceParameters ( Source , bQuickParametersOnly ) -> nil
Source
UMaterialInterface
class UMaterialInterface *
bQuickParametersOnly
boolean
bool
Returns
nil
void
UMaterialInstanceDynamic : SetVectorParameterValue ( ParameterName , Value ) -> nil
ParameterName
string
class FName
Value
FLinearColor
const struct FLinearColor &
Returns
nil
void
UMaterialInstanceDynamic : SetScalarParameterValue ( ParameterName , Value ) -> nil
ParameterName
string
class FName
Returns
nil
void
UMaterialInstanceDynamic : SetTextureParameterValue ( ParameterName , Value ) -> nil
ParameterName
string
class FName
Value
UTexture
class UTexture *
Returns
nil
void
UMaterialInstanceDynamic . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UMaterialInterface
UMaterialInterface
Cheat/UE/SDK/Engine/UMaterialInterface.hpp
UMaterialInterface : GetBaseMaterial ( ) -> UMaterial
Returns
UMaterial
class UMaterial *
UMaterialInterface . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
UMovementComponent
UMovementComponent
Cheat/UE/SDK/Engine/UMovementComponent.hpp
UMovementComponent : Velocity ( ) -> FVector
Returns
FVector
FVector
UMovementComponent : GetGravityZ ( ) -> number
Returns
number
float
UMovementComponent : K2_MoveUpdatedComponent ( Delta , NewRotation , OutHit , bSweep , bTeleport ) -> boolean
Delta
FVector
const FVector &
NewRotation
FRotator
const FRotator &
OutHit
FHitResult
FHitResult *
Returns
boolean
bool
UMovementComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPlayer
/
UNetConnection
UNetConnection
Cheat/UE/SDK/Engine/UNetConnection.hpp
UNetConnection : Driver ( ) -> UNetDriver
Returns
UNetDriver
class UNetDriver *
UNetConnection : LastReceiveTime ( ) -> number
Returns
number
double
UNetConnection : bHasArkLoginLock ( ) -> boolean
Returns
boolean
bool
UNetConnection . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UNetDriver
UNetDriver
Cheat/UE/SDK/Engine/UNetDriver.hpp
UNetDriver : NetServerMaxTickRate ( ) -> integer
Returns
integer
int32_t
UNetDriver . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
UMovementComponent
/
UNavMovementComponent
/
UPawnMovementComponent
UPawnMovementComponent
Cheat/UE/SDK/Engine/UPawnMovementComponent.hpp
UPawnMovementComponent : PawnOwner ( ) -> APawn
Returns
APawn
class APawn *
UPawnMovementComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPlayer
UPlayer
Cheat/UE/SDK/Engine/UPlayer.hpp
UPlayer : PlayerController ( ) -> APlayerController
Returns
APlayerController
class APlayerController *
UPlayer : CurrentNetSpeed ( ) -> integer
Returns
integer
int32_t
UPlayer . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
USceneComponent
/
UPrimitiveComponent
UPrimitiveComponent
Cheat/UE/SDK/Engine/UPrimitiveComponent.hpp
UPrimitiveComponent : GetPhysicsLinearVelocity ( BoneName ) -> FVector
BoneName
string
class FName
Returns
FVector
FVector
UPrimitiveComponent : SetMaterial ( ElementIndex , Material ) -> nil
ElementIndex
integer
int32_t
Material
UMaterialInterface
class UMaterialInterface *
Returns
nil
void
UPrimitiveComponent : GetMaterial ( ElementIndex ) -> UMaterialInterface
ElementIndex
integer
int32_t
Returns
UMaterialInterface
class UMaterialInterface *
UPrimitiveComponent : GetNumMaterials ( ) -> integer
Returns
integer
int32_t
UPrimitiveComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
UMovementComponent
/
UProjectileMovementComponent
UProjectileMovementComponent
Cheat/UE/SDK/Engine/UProjectileMovementComponent.hpp
UProjectileMovementComponent : InitialSpeed ( ) -> number
Returns
number
float
UProjectileMovementComponent : MaxSpeed ( ) -> number
Returns
number
float
UProjectileMovementComponent : ProjectileGravityScale ( ) -> number
Returns
number
float
UProjectileMovementComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
USceneComponent
USceneComponent
Cheat/UE/SDK/Engine/USceneComponent.hpp
USceneComponent : RelativeLocation ( ) -> FVector
Returns
FVector
FVector
USceneComponent : RelativeRotation ( ) -> FRotator
Returns
FRotator
FRotator
USceneComponent : RelativeScale3D ( ) -> FVector
Returns
FVector
FVector
USceneComponent : ComponentVelocity ( ) -> FVector
Returns
FVector
FVector
USceneComponent : GetAllSocketNames ( ) -> table
Returns
table
TArray
USceneComponent : GetSocketLocation ( InSocketName ) -> FVector
InSocketName
string
FName
Returns
FVector
FVector
USceneComponent : GetSocketRotation ( InSocketName ) -> FRotator
InSocketName
string
FName
Returns
FRotator
FRotator
USceneComponent : K2_GetComponentLocation ( ) -> FVector
Returns
FVector
FVector
USceneComponent : K2_GetComponentRotation ( ) -> FRotator
Returns
FRotator
FRotator
USceneComponent : K2_GetComponentScale ( ) -> FVector
Returns
FVector
FVector
USceneComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UScriptViewportClient
UScriptViewportClient
Cheat/UE/SDK/Engine/UScriptViewportClient.hpp
UObject
/
UActorComponent
/
USceneComponent
/
UPrimitiveComponent
/
UMeshComponent
/
USkinnedMeshComponent
USkinnedMeshComponent
Cheat/UE/SDK/Engine/USkinnedMeshComponent.hpp
USkinnedMeshComponent : LeaderPoseComponent ( ) -> USkinnedMeshComponent
Returns
USkinnedMeshComponent
TWeakObjectPtr
USkinnedMeshComponent : GetBoneIndex ( BoneName ) -> integer
Returns
integer
int32_t
USkinnedMeshComponent : GetNumBones ( ) -> integer
Returns
integer
int32_t
USkinnedMeshComponent : GetBoneName ( BoneIndex ) -> string
BoneIndex
integer
int32_t
Returns
string
FName
USkinnedMeshComponent : GetSocketBoneName ( InSocketName ) -> string
InSocketName
string
FName
Returns
string
FName
USkinnedMeshComponent : FindClosestBone_K2 ( TestLocation , BoneLocation , IgnoreScale , bRequirePhysicsAsset ) -> string
TestLocation
FVector
const struct FVector &
BoneLocation
FVector
struct FVector *
bRequirePhysicsAsset
boolean
bool
Returns
string
FName
USkinnedMeshComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UStreamableRenderAsset
UStreamableRenderAsset
Cheat/UE/SDK/Engine/UStreamableRenderAsset.hpp
UStreamableRenderAsset . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UStreamableRenderAsset
/
UTexture
UTexture
Cheat/UE/SDK/Engine/UTexture.hpp
UTexture . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UStreamableRenderAsset
/
UTexture
/
UTexture2D
UTexture2D
Cheat/UE/SDK/Engine/UTexture2D.hpp
UTexture2D . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalWorld
/
UWorld
UWorld
Cheat/UE/SDK/Engine/UWorld.hpp
UWorld : NetDriver ( ) -> UNetDriver
Returns
UNetDriver
class UNetDriver *
UWorld : GameState ( ) -> AGameStateBase
Returns
AGameStateBase
class AGameStateBase *
UWorld : PersistentLevel ( ) -> ULevel
Returns
ULevel
class ULevel *
UWorld : Levels ( ) -> table
Returns
table
TArray
UWorld : OwningGameInstance ( ) -> UGameInstance
Returns
UGameInstance
class UGameInstance *
UWorld : CanvasForRenderingToTarget ( ) -> UCanvas
Returns
UCanvas
class UCanvas *
UWorld : TimeSeconds ( ) -> number
Returns
number
double
UWorld : K2_GetWorldSettings ( ) -> AWorldSettings
Returns
AWorldSettings
class AWorldSettings *
UWorld . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AInfo
/
ABasePrimalWorldSettings
ABasePrimalWorldSettings
Cheat/UE/SDK/ShooterGame/ABasePrimalWorldSettings.hpp
ABasePrimalWorldSettings . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
ADroppedItem
ADroppedItem
Cheat/UE/SDK/ShooterGame/ADroppedItem.hpp
ADroppedItem : MyItem ( ) -> UPrimalItem
Returns
UPrimalItem
UPrimalItem *
ADroppedItem . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalBuff
APrimalBuff
Cheat/UE/SDK/ShooterGame/APrimalBuff.hpp
APrimalBuff : GetTimeLeft ( ) -> number
Returns
number
float
APrimalBuff : GetUniqueName ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
APrimalBuff . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APawn
/
ACharacter
/
APrimalCharacter
APrimalCharacter
Cheat/UE/SDK/ShooterGame/APrimalCharacter.hpp
APrimalCharacter : TribeName ( ) -> FString :str() → string
Returns
FString
:str() → string
FString
APrimalCharacter : DescriptiveName ( ) -> FString :str() → string
Returns
FString
:str() → string
FString
APrimalCharacter : MyCharacterStatusComponent ( ) -> UPrimalCharacterStatusComponent
Returns
UPrimalCharacterStatusComponent
class UPrimalCharacterStatusComponent *
APrimalCharacter : MyInventoryComponent ( ) -> UPrimalInventoryComponent
Returns
UPrimalInventoryComponent
class UPrimalInventoryComponent *
APrimalCharacter : ReplicatedCurrentHealth ( ) -> number
Returns
number
float
APrimalCharacter : ReplicatedMaxHealth ( ) -> number
Returns
number
float
APrimalCharacter : ReplicatedCurrentTorpor ( ) -> number
Returns
number
float
APrimalCharacter : ReplicatedMaxTorpor ( ) -> number
Returns
number
float
APrimalCharacter : bIsSleeping ( ) -> integer
Returns
integer
uint8_t
APrimalCharacter : ForceUpdateAimedCharacters_Single ( World , StartLoc , EndLoc , IgnoreActor , bForceUpdateIgnoreActor , TraceRadius , bOnlyRefreshRelevancyValues ) -> nil
World
UWorld
class UWorld *
StartLoc
FVector
const struct FVector &
EndLoc
FVector
const struct FVector &
IgnoreActor
AActor
class AActor *
bForceUpdateIgnoreActor
boolean
bool
bOnlyRefreshRelevancyValues
boolean
bool
Returns
nil
void
APrimalCharacter : ForceUpdateAimedCharacters ( World , StartLoc , EndLoc , IgnoreActor , bForceUpdateIgnoreActor , TraceRadius , bOnlyRefreshRelevancyValues ) -> nil
World
UWorld
class UWorld *
StartLoc
FVector
const struct FVector &
EndLoc
FVector
const struct FVector &
IgnoreActor
AActor
class AActor *
bForceUpdateIgnoreActor
boolean
bool
bOnlyRefreshRelevancyValues
boolean
bool
Returns
nil
void
APrimalCharacter : IsBlockedByShield ( HitInfo , ShotDirection , bBlockAllPointDamage ) -> boolean
HitInfo
FHitResult
const struct FHitResult &
ShotDirection
FVector
const struct FVector &
bBlockAllPointDamage
boolean
bool
Returns
boolean
bool
APrimalCharacter : SetMyInventoryComponent ( TheInventoryComponent ) -> nil
TheInventoryComponent
UPrimalInventoryComponent
class UPrimalInventoryComponent *
Returns
nil
void
APrimalCharacter : GetAllBuffs ( AllBuffs ) -> nil
Returns
nil
void
APrimalCharacter : GetBuff ( BuffClass ) -> APrimalBuff
BuffClass
userdata
TSubclassOf
Returns
APrimalBuff
class APrimalBuff *
APrimalCharacter : SetbPreventInventoryAccess ( bPrevent ) -> nil
Returns
nil
void
APrimalCharacter : IsAlive ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : IsDead ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : BPIsConscious ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : IsBaby ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : IsBossDino ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : IsFirstPerson ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : OnStartFire ( ) -> nil
Returns
nil
void
APrimalCharacter : OnStopFire ( ) -> nil
Returns
nil
void
APrimalCharacter : ClientRotationInterpSpeed ( ) -> number
Returns
number
float
APrimalCharacter : SetClientRotationInterpSpeed ( Value ) -> nil
Returns
nil
void
APrimalCharacter : bPreventRotationRateModifier ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : SetbPreventRotationRateModifier ( bValue ) -> nil
Returns
nil
void
APrimalCharacter : bUseRotationAcceleration ( ) -> boolean
Returns
boolean
bool
APrimalCharacter : SetbUseRotationAcceleration ( bValue ) -> nil
Returns
nil
void
APrimalCharacter : RotationAcceleration ( ) -> number
Returns
number
float
APrimalCharacter : SetRotationAcceleration ( Value ) -> nil
Returns
nil
void
APrimalCharacter : RotationBraking ( ) -> number
Returns
number
float
APrimalCharacter : SetRotationBraking ( Value ) -> nil
Returns
nil
void
APrimalCharacter : CurrentRotationSpeed ( ) -> FRotator
Returns
FRotator
FRotator
APrimalCharacter : SetCurrentRotationSpeed ( Value ) -> nil
Value
FRotator
const FRotator &
Returns
nil
void
APrimalCharacter . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APawn
/
ACharacter
/
APrimalCharacter
/
APrimalDinoCharacter
APrimalDinoCharacter
Cheat/UE/SDK/ShooterGame/APrimalDinoCharacter.hpp
APrimalDinoCharacter : GeneTraits ( ) -> table
Returns
table
TArray
APrimalDinoCharacter : OwningPlayerName ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
APrimalDinoCharacter : TamedOnServerName ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
APrimalDinoCharacter : TamingTeamID ( ) -> integer
Returns
integer
int32_t
APrimalDinoCharacter : BabyCuddleType ( ) -> integer
Returns
integer
EBabyCuddleType
APrimalDinoCharacter : bIsFemale ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : bIsCarnivore ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : bIsBaby ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : bNeutered ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : bIsCorrupted ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : bIsHordeDino ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : bIsBossDino ( ) -> integer
Returns
integer
uint8_t
APrimalDinoCharacter : IsTamed ( ) -> boolean
Returns
boolean
bool
APrimalDinoCharacter : SetbPreventFlyerLanding ( bPrevent ) -> nil
Returns
nil
void
APrimalDinoCharacter : SetbIsLanding ( bLanding ) -> nil
Returns
nil
void
APrimalDinoCharacter : SetKeepFlightRemainingTime ( Time ) -> nil
Returns
nil
void
APrimalDinoCharacter : ServerClearRider ( OverrideUnboardDirection ) -> nil
OverrideUnboardDirection
integer
int32_t
Returns
nil
void
APrimalDinoCharacter : GetDinoVelocity ( ) -> FVector
Returns
FVector
struct FVector
APrimalDinoCharacter . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APawn
/
APrimalPawn
APrimalPawn
Cheat/UE/SDK/ShooterGame/APrimalPawn.hpp
APrimalPawn : BPAcknowledgeServerCorrection ( Timestamp , NewLoc , NewVel , NewBase , NewBaseBoneName , bHasBase , bBaseRelativePosition , ServerMovementMode ) -> boolean
NewLoc
FVector
const struct FVector &
NewVel
FVector
const struct FVector &
NewBase
UPrimitiveComponent
class UPrimitiveComponent *
NewBaseBoneName
string
class FName
bBaseRelativePosition
boolean
bool
ServerMovementMode
integer
uint8_t
Returns
boolean
bool
APrimalPawn : GetLastMovementDesiredRotation ( ) -> FRotator
Returns
FRotator
FRotator
APrimalPawn . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AController
/
APlayerController
/
APrimalPlayerController
APrimalPlayerController
Cheat/UE/SDK/ShooterGame/APrimalPlayerController.hpp
APrimalPlayerController : bForceShowMouseCursor ( ) -> boolean
Returns
boolean
bool
APrimalPlayerController : SetbForceShowMouseCursor ( ) -> nil
Returns
nil
void
APrimalPlayerController . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
/
APrimalStructure
APrimalStructure
Cheat/UE/SDK/ShooterGame/APrimalStructure.hpp
APrimalStructure : PlaceUsingItemID ( ) -> userdata
Returns
userdata
struct FItemNetID
APrimalStructure : MyStaticMesh ( ) -> UStaticMeshComponent
Returns
UStaticMeshComponent
class UStaticMeshComponent *
APrimalStructure : StructureID ( ) -> integer
Returns
integer
uint32_t
APrimalStructure . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
/
APrimalStructure
/
APrimalStructureItemContainer
APrimalStructureItemContainer
Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer.hpp
APrimalStructureItemContainer : MyInventoryComponent ( ) -> UPrimalInventoryComponent
Returns
UPrimalInventoryComponent
class UPrimalInventoryComponent *
APrimalStructureItemContainer : bIsPinLocked ( ) -> integer
Returns
integer
uint8_t
APrimalStructureItemContainer : bContainerActivated ( ) -> integer
Returns
integer
uint8_t
APrimalStructureItemContainer : CurrentItemCount ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer : MaxItemCount ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer : NetDestructionTime ( ) -> number
Returns
number
double
APrimalStructureItemContainer : bHasFuel ( ) -> integer
Returns
integer
uint8_t
APrimalStructureItemContainer : GetTimeFuelRemaining ( ) -> number
Returns
number
float
APrimalStructureItemContainer . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
/
APrimalStructure
/
APrimalStructureItemContainer
/
APrimalStructureItemContainer_HordeCrate
APrimalStructureItemContainer_HordeCrate
Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer_HordeCrate.hpp
APrimalStructureItemContainer_HordeCrate : MinNumOfWaves ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer_HordeCrate : MaxNumOfWaves ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer_HordeCrate : CurrentWave ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer_HordeCrate : CurrentQualityTier ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer_HordeCrate : HordeType ( ) -> integer
Returns
integer
EHordeTypeEnum
APrimalStructureItemContainer_HordeCrate : NPCsLeft ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer_HordeCrate : TribeAssigned ( ) -> boolean
Returns
boolean
bool
APrimalStructureItemContainer_HordeCrate : bInitiated ( ) -> boolean
Returns
boolean
bool
APrimalStructureItemContainer_HordeCrate : HordeDinos ( ) -> table
Returns
table
TArray &
APrimalStructureItemContainer_HordeCrate . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
/
APrimalStructure
/
APrimalStructureItemContainer
/
APrimalStructureItemContainer_SupplyCrate
APrimalStructureItemContainer_SupplyCrate
Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer_SupplyCrate.hpp
APrimalStructureItemContainer_SupplyCrate : bGeneratedCrateItems ( ) -> integer
Returns
integer
uint8_t
APrimalStructureItemContainer_SupplyCrate : bIsBonusCrate ( ) -> integer
Returns
integer
uint8_t
APrimalStructureItemContainer_SupplyCrate : RequiredLevelToAccess ( ) -> integer
Returns
integer
int32_t
APrimalStructureItemContainer_SupplyCrate : bIsUnderWaterCrate ( ) -> boolean
Returns
boolean
bool
APrimalStructureItemContainer_SupplyCrate : CrateColorParameter ( ) -> FLinearColor
Returns
FLinearColor
struct FLinearColor
APrimalStructureItemContainer_SupplyCrate . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AInfo
/
APrimalStructurePlacer
APrimalStructurePlacer
Cheat/UE/SDK/ShooterGame/APrimalStructurePlacer.hpp
APrimalStructurePlacer : CurrentState ( ) -> integer
Returns
integer
EPrimalStructurePlacerState
APrimalStructurePlacer : CurrentPlacingStructureIndex ( ) -> integer
Returns
integer
int32_t
APrimalStructurePlacer : CurrentPlacingStructure ( ) -> APrimalStructure
Returns
APrimalStructure
class APrimalStructure *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
/
APrimalStructure
/
APrimalStructureItemContainer
/
APrimalStructureTurret
APrimalStructureTurret
Cheat/UE/SDK/ShooterGame/APrimalStructureTurret.hpp
APrimalStructureTurret : NumBullets ( ) -> integer
Returns
integer
int32_t
APrimalStructureTurret : TargetingRanges ( ) -> number
Returns
number
float *
APrimalStructureTurret : RangeSetting ( ) -> integer
Returns
integer
uint8_t
APrimalStructureTurret . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
APrimalTargetableActor
Cheat/UE/SDK/ShooterGame/APrimalTargetableActor.hpp
APrimalTargetableActor : MyHarvestingComponent ( ) -> UPrimalHarvestingComponent
Returns
UPrimalHarvestingComponent
class UPrimalHarvestingComponent *
APrimalTargetableActor : DescriptiveName ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
APrimalTargetableActor : ReplicatedHealth ( ) -> number
Returns
number
float
APrimalTargetableActor : Health ( ) -> number
Returns
number
float
APrimalTargetableActor : MaxHealth ( ) -> number
Returns
number
float
APrimalTargetableActor . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AShooterWeapon
/
AShooterWeapon_Projectile
/
APrimalWeaponBow
APrimalWeaponBow
Cheat/UE/SDK/ShooterGame/APrimalWeaponBow.hpp
APrimalWeaponBow : MinimumInitialSpeed ( ) -> number
Returns
number
float
APrimalWeaponBow : MaximumInitialSpeed ( ) -> number
Returns
number
float
APrimalWeaponBow : MinimumPullingTimeToFire ( ) -> number
Returns
number
float
APrimalWeaponBow : PullingTime ( ) -> number
Returns
number
float
APrimalWeaponBow : ProjectileSpeed ( ) -> number
Returns
number
float
APrimalWeaponBow : DamageFactorForSlowArrows ( ) -> number
Returns
number
float
APrimalWeaponBow : DamageFactorForFastArrows ( ) -> number
Returns
number
float
APrimalWeaponBow : MaxPullCameraShake ( ) -> nil
Returns
nil
void *
APrimalWeaponBow : SetMinimumPullingTimeToFire ( Value ) -> nil
Returns
nil
void
APrimalWeaponBow : SetPullingTime ( Value ) -> nil
Returns
nil
void
APrimalWeaponBow : SetMaxPullCameraShake ( Value ) -> nil
Returns
nil
void
APrimalWeaponBow : bPendingPullString ( ) -> integer
Returns
integer
uint8_t
APrimalWeaponBow : bIsPullingString ( ) -> integer
Returns
integer
uint8_t
APrimalWeaponBow : bDidFireWeapon ( ) -> integer
Returns
integer
uint8_t
APrimalWeaponBow : bReloadOnEmptyClip ( ) -> integer
Returns
integer
uint8_t
APrimalWeaponBow : bDontRequireIdleForReload ( ) -> integer
Returns
integer
uint8_t
APrimalWeaponBow : SetbReloadOnEmptyClip ( Value ) -> nil
Returns
nil
void
APrimalWeaponBow : SetbDontRequireIdleForReload ( Value ) -> nil
Returns
nil
void
APrimalWeaponBow : ServerSetPullString ( bIsPulling ) -> nil
Returns
nil
void
APrimalWeaponBow : CancelPullString ( ) -> nil
Returns
nil
void
APrimalWeaponBow : BPCanStartFire ( ) -> boolean
Returns
boolean
bool
APrimalWeaponBow . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AShooterWeapon
/
AShooterWeapon_Projectile
/
APrimalWeaponGrenade
APrimalWeaponGrenade
Cheat/UE/SDK/ShooterGame/APrimalWeaponGrenade.hpp
APrimalWeaponGrenade : DoFireProjectileCustom ( bExplodeInHand ) -> nil
bExplodeInHand
boolean
bool
Returns
nil
void
APrimalWeaponGrenade . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APawn
/
ACharacter
/
APrimalCharacter
/
AShooterCharacter
AShooterCharacter
Cheat/UE/SDK/ShooterGame/AShooterCharacter.hpp
AShooterCharacter : PlayerName ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
AShooterCharacter : CurrentWeapon ( ) -> AShooterWeapon
Returns
AShooterWeapon
class AShooterWeapon *
AShooterCharacter : GetRidingDino ( ) -> APrimalDinoCharacter
Returns
APrimalDinoCharacter
class APrimalDinoCharacter *
AShooterCharacter : ReplicatedWeight ( ) -> number
Returns
number
float
AShooterCharacter : bIsViewingInventory ( ) -> boolean
Returns
boolean
bool
AShooterCharacter . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AInfo
/
AGameStateBase
/
AGameState
/
AShooterGameState
AShooterGameState
Cheat/UE/SDK/ShooterGame/AShooterGameState.hpp
AShooterGameState : NumPlayerConnected ( ) -> integer
Returns
integer
int32_t
AShooterGameState : DayNumber ( ) -> integer
Returns
integer
int32_t
AShooterGameState : DayTime ( ) -> number
Returns
number
float
AShooterGameState : NetworkTime ( ) -> number
Returns
number
double
AShooterGameState : TimeUTC ( ) -> integer
Returns
integer
uint32_t
AShooterGameState : NetUTC ( ) -> integer
Returns
integer
int32_t
AShooterGameState : bIsOfficialServer ( ) -> boolean
Returns
boolean
bool
AShooterGameState : ServerFramerate ( ) -> number
Returns
number
float
AShooterGameState : NumTamedDinos ( ) -> integer
Returns
integer
int32_t
AShooterGameState : PrivateNetworkTime ( ) -> number
Returns
number
double
AShooterGameState : LastServerSaveTime ( ) -> number
Returns
number
double
AShooterGameState : ServerSaveInterval ( ) -> number
Returns
number
float
AShooterGameState : ClusterId ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
AShooterGameState : ServerSessionName ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
AShooterGameState . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AHUD
/
AShooterHUD
AShooterHUD
Cheat/UE/SDK/ShooterGame/AShooterHUD.hpp
AShooterHUD : ShowInventory ( InventoryComp ) -> AShooterHUD
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
Returns
AShooterHUD
class AShooterHUD *
AShooterHUD : GetMainMenuUI ( ) -> UUI_MainMenu
Returns
UUI_MainMenu
UUI_MainMenu *
AShooterHUD . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APlayerCameraManager
/
AShooterPlayerCameraManager
AShooterPlayerCameraManager
Cheat/UE/SDK/ShooterGame/AShooterPlayerCameraManager.hpp
AShooterPlayerCameraManager : NormalFOV ( ) -> number
Returns
number
float
AShooterPlayerCameraManager : SetNormalFOV ( Value ) -> nil
Returns
nil
void
AShooterPlayerCameraManager : IsFirstPerson ( ) -> boolean
Returns
boolean
bool
AShooterPlayerCameraManager : GetCameraAimViewPoint ( OutCamLoc , OutCamRot ) -> nil
OutCamLoc
FVector
struct FVector *
OutCamRot
FRotator
struct FRotator *
Returns
nil
void
AShooterPlayerCameraManager . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AController
/
APlayerController
/
APrimalPlayerController
/
AShooterPlayerController
AShooterPlayerController
Cheat/UE/SDK/ShooterGame/AShooterPlayerController.hpp
AShooterPlayerController : StructurePlacer ( ) -> APrimalStructurePlacer
Returns
APrimalStructurePlacer
class APrimalStructurePlacer *
AShooterPlayerController : GetViewingInventory ( ) -> UPrimalInventoryComponent
Returns
UPrimalInventoryComponent
class UPrimalInventoryComponent *
AShooterPlayerController : ServerActorViewRemoteInventory ( InventoryComp ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
Returns
nil
void
AShooterPlayerController : ServerAddItemFromArkInventory ( InventoryComp , ItemID , RequestedQuantity ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
RequestedQuantity
integer
int32_t
Returns
nil
void
AShooterPlayerController : ServerAddItemToArkInventory ( InventoryComp , ItemID , RequestedQuantity ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
RequestedQuantity
integer
int32_t
Returns
nil
void
AShooterPlayerController : ServerDropFromRemoteInventory ( InventoryComp , ItemID ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
Returns
nil
void
AShooterPlayerController : ServerEquipPawnItem ( ItemID ) -> nil
ItemID
FItemNetID
const struct FItemNetID &
Returns
nil
void
AShooterPlayerController : ServerEquipToRemoteInventory ( InventoryComp , ItemID ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
Returns
nil
void
AShooterPlayerController : ServerMultiUse ( ForObject , UseIndex ) -> nil
ForObject
UObject
class UObject *
Returns
nil
void
AShooterPlayerController : ServerProcessItemNetExecCommandBP ( ForInventory , ForItemID , bIsEquippedItem , CommandName , ExecParams ) -> nil
ForInventory
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ForItemID
FItemNetID
const struct FItemNetID &
bIsEquippedItem
boolean
bool
CommandName
string
class FName
ExecParams
FBPNetExecParams
const struct FBPNetExecParams &
Returns
nil
void
AShooterPlayerController : ServerRequestActorItems ( ForInventory , bInventoryItems , bWithFirstSpawn ) -> nil
ForInventory
UPrimalInventoryComponent
class UPrimalInventoryComponent *
bInventoryItems
boolean
bool
bWithFirstSpawn
boolean
bool
Returns
nil
void
AShooterPlayerController : ServerRequestDropAllItems ( CurrentCustomFolderFilter , CurrentNameFilter , OnlySkins , AlsoSkins ) -> nil
CurrentCustomFolderFilter
FString
:str() → string
const class FString &
CurrentNameFilter
FString
:str() → string
const class FString &
OnlySkins
boolean
const bool
AlsoSkins
boolean
const bool
Returns
nil
void
AShooterPlayerController : ServerRequestInventoryUseItem ( InventoryComp , ItemID ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
Returns
nil
void
AShooterPlayerController : ServerRequestPlaceStructure ( StructureIndex , BuildLocation , BuildRotation , PlayerViewRotation , PlaceUsingItemID , PlacementData , LocalData , bIsCheat , bIsFlipped , WithSnapPointCycle ) -> nil
StructureIndex
integer
int32_t
BuildLocation
FVector
const struct FVector &
BuildRotation
FRotator
const struct FRotator &
PlayerViewRotation
FRotator
const struct FRotator &
PlaceUsingItemID
FItemNetID
const struct FItemNetID &
PlacementData
FPlacementData
const struct FPlacementData &
LocalData
FBPNetExecParams
const struct FBPNetExecParams &
WithSnapPointCycle
integer
int32_t
Returns
nil
void
AShooterPlayerController : ServerRequestRemoteDropAllItems ( InventoryComp , CurrentCustomFolderFilter , CurrentNameFilter ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
CurrentCustomFolderFilter
FString
:str() → string
const class FString &
CurrentNameFilter
FString
:str() → string
const class FString &
Returns
nil
void
AShooterPlayerController : ServerSuicide ( ) -> nil
Returns
nil
void
AShooterPlayerController : ServerTransferAllFromRemoteInventory ( InventoryComp , CurrentCustomFolderFilter , CurrentNameFilter , CurrentDestinationFolder , bNoFolderView ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
CurrentCustomFolderFilter
FString
:str() → string
const class FString &
CurrentNameFilter
FString
:str() → string
const class FString &
CurrentDestinationFolder
FString
:str() → string
const class FString &
bNoFolderView
boolean
bool
Returns
nil
void
AShooterPlayerController : ServerTransferAllToRemoteInventory ( InventoryComp , CurrentCustomFolderFilter , CurrentNameFilter , CurrentDestinationFolder , bNoFolderView , OnlySkins , AlsoSkins ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
CurrentCustomFolderFilter
FString
:str() → string
const class FString &
CurrentNameFilter
FString
:str() → string
const class FString &
CurrentDestinationFolder
FString
:str() → string
const class FString &
bNoFolderView
boolean
bool
Returns
nil
void
AShooterPlayerController : ServerTransferFromRemoteInventory ( InventoryComp , ItemID , requestedQuantity , ToSlotIndex , bEquipItem ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
requestedQuantity
integer
int32_t
ToSlotIndex
integer
int32_t
Returns
nil
void
AShooterPlayerController : ServerTransferFromRemoteToRemoteInventory ( InventoryComp , toInventoryComp , ItemID , requestedQuantity , bEquipItem ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
toInventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
ItemID
FItemNetID
const struct FItemNetID &
requestedQuantity
integer
int32_t
Returns
nil
void
AShooterPlayerController : ServerUnlockPerMapExplorerNote ( ExplorerNoteIndex , bAvoidBuff , SavePlayerData ) -> nil
ExplorerNoteIndex
integer
int32_t
SavePlayerData
boolean
bool
Returns
nil
void
AShooterPlayerController : ServerUploadCharaterDataToArk ( InventoryComp ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
Returns
nil
void
AShooterPlayerController : ServerUploadCurrentCharacterAndItems ( InventoryComp , bForClubArkServer ) -> nil
InventoryComp
UPrimalInventoryComponent
class UPrimalInventoryComponent *
bForClubArkServer
integer
int32_t
Returns
nil
void
AShooterPlayerController : UnlockExplorerNote ( ExplorerNoteIndex , forceShowExplorerNoteUI , SavePlayerData ) -> nil
ExplorerNoteIndex
integer
int32_t
forceShowExplorerNoteUI
boolean
const bool
SavePlayerData
boolean
bool
Returns
nil
void
AShooterPlayerController : UnlockExplorerNote_V2 ( ExplorerNoteIndex , forceShowExplorerNoteUI , SavePlayerData , actuallyForceShowExplorerNoteEvenWhenAlreadyUnlockedLocally ) -> nil
ExplorerNoteIndex
integer
int32_t
forceShowExplorerNoteUI
boolean
const bool
SavePlayerData
boolean
bool
actuallyForceShowExplorerNoteEvenWhenAlreadyUnlockedLocally
boolean
bool
Returns
nil
void
AShooterPlayerController : ClientUnlockExplorerNote ( ExplorerNoteIndex , forceShowExplorerNoteUI , SavePlayerData ) -> nil
ExplorerNoteIndex
integer
int32_t
forceShowExplorerNoteUI
boolean
bool
SavePlayerData
boolean
bool
Returns
nil
void
AShooterPlayerController : BPClientUnlockExplorerNote ( ExplorerNoteIndex , forceShowExplorerNoteUI ) -> nil
ExplorerNoteIndex
integer
int32_t
forceShowExplorerNoteUI
boolean
bool
Returns
nil
void
AShooterPlayerController : MaxUseDistance ( ) -> number
Returns
number
float
AShooterPlayerController : MaxUseCheckRadius ( ) -> number
Returns
number
float
AShooterPlayerController : ViewingAnUploadTerminal ( ) -> boolean
Returns
boolean
bool
AShooterPlayerController : GetPlayerCharacter ( ) -> AShooterCharacter
Returns
AShooterCharacter
class AShooterCharacter *
AShooterPlayerController : GetShooterHud ( ) -> AShooterHUD
Returns
AShooterHUD
class AShooterHUD *
AShooterPlayerController : IsViewingInventoryUI ( ) -> boolean
Returns
boolean
bool
AShooterPlayerController : GetViewingInventoryUI ( ) -> UUI_Inventory
Returns
UUI_Inventory
class UUI_Inventory *
AShooterPlayerController : SetCinematicModeAdvanced ( bInCinematicMode , bPreventCameraAnimFPV , bSetHUDHidden , bDisableKeymappings , KeyActionNames , bDisableChat ) -> nil
bInCinematicMode
boolean
bool
bPreventCameraAnimFPV
boolean
bool
bSetHUDHidden
boolean
bool
bDisableKeymappings
boolean
bool
KeyActionNames
table
const TArray &
bDisableChat
boolean
bool
Returns
nil
void
AShooterPlayerController : ClientServerNotificationSingle ( MessageText , MessageColor , DisplayScale , DisplayTime , MessageIcon , SoundToPlay , MessageTypeID , Priority ) -> nil
MessageText
FString
:str() → string
const FString &
MessageColor
FLinearColor
const FLinearColor &
DisplayScale
number
float
MessageIcon
UTexture2D
UTexture2D *
MessageTypeID
integer
int32_t
Returns
nil
void
AShooterPlayerController . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AShooterWeapon
AShooterWeapon
Cheat/UE/SDK/ShooterGame/AShooterWeapon.hpp
AShooterWeapon : AssociatedPrimalItem ( ) -> UPrimalItem
Returns
UPrimalItem
class UPrimalItem *
AShooterWeapon : WeaponConfig ( ) -> userdata
Returns
userdata
struct FWeaponData
AShooterWeapon : InstantConfig ( ) -> userdata
Returns
userdata
struct FInstantWeaponData
AShooterWeapon : CurrentFiringSpread ( ) -> number
Returns
number
float
AShooterWeapon : bIsSpyglass ( ) -> integer
Returns
integer
uint8_t
AShooterWeapon : bUseScopeOverlay ( ) -> integer
Returns
integer
uint8_t
AShooterWeapon : bAllowRunning ( ) -> integer
Returns
integer
uint8_t
AShooterWeapon : bBPDoClientCheckCanFire ( ) -> integer
Returns
integer
uint8_t
AShooterWeapon : bCanFire ( ) -> integer
Returns
integer
uint8_t
AShooterWeapon : CurrentAmmo ( ) -> integer
Returns
integer
int32_t
AShooterWeapon : CurrentAmmoInClip ( ) -> integer
Returns
integer
int32_t
AShooterWeapon : LastNotifyShotTime ( ) -> number
Returns
number
double
AShooterWeapon : LastFireTime ( ) -> number
Returns
number
double
AShooterWeapon : AimDriftYawAngle ( ) -> number
Returns
number
float
AShooterWeapon : AimDriftPitchAngle ( ) -> number
Returns
number
float
AShooterWeapon : AimDriftYawFrequency ( ) -> number
Returns
number
float
AShooterWeapon : AimDriftPitchFrequency ( ) -> number
Returns
number
float
AShooterWeapon : GetMuzzleDirection ( ) -> FVector
Returns
FVector
struct FVector
AShooterWeapon : GetMuzzleLocation ( ) -> FVector
Returns
FVector
struct FVector
AShooterWeapon : GetShootingCameraLocation ( ) -> FVector
Returns
FVector
struct FVector
AShooterWeapon : ServerStartReload ( ) -> nil
Returns
nil
void
AShooterWeapon : AmmoReloadState ( ) -> integer
Returns
integer
EWeaponAmmoReloadState
AShooterWeapon : ReloadAnimPtr ( ) -> FWeaponAnim
Returns
FWeaponAnim
struct FWeaponAnim *
AShooterWeapon : PartialReloadAnimPtr ( ) -> FWeaponAnim
Returns
FWeaponAnim
struct FWeaponAnim *
AShooterWeapon : TargetingReloadAnimPtr ( ) -> FWeaponAnim
Returns
FWeaponAnim
struct FWeaponAnim *
AShooterWeapon : WeaponConfigPtr ( ) -> FWeaponData
Returns
FWeaponData
struct FWeaponData *
AShooterWeapon : InstantConfigPtr ( ) -> FInstantWeaponData
Returns
FInstantWeaponData
struct FInstantWeaponData *
AShooterWeapon : SetLastFireTime ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetCurrentFiringSpread ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetAimDriftYawFrequency ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetAimDriftPitchFrequency ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetReloadCameraShakeSpeedScale ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetGlobalFireCameraShakeScaleTargeting ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetTargetingDelayTime ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetWeaponUnequipDelay ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetEquipTime ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetProneTPVReloadAnim ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetProneTPVPartialReloadAnim ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetWeaponMesh3PReloadAnim ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetProneTPVTargetingReloadAnim ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetReloadCameraShake ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbIsSpyglass ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbUseScopeOverlay ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbAllowRunning ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbForceKeepEquippedWhileInInventory ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbAllowRunningWhileFiring ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbAllowRunningWhileReloading ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbUsePartialReloadAnim ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbUseTargetingReloadAnim ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbReloadAnimForceTickPoseOnServer ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbAllowTargetingWhileReloading ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbConsumeAmmoItemOnReload ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbUseAutoReload ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbForceFirstPersonWhileTargeting ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbForceAllowPassengerTPV ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbForceTPV_EquippedWhileRiding ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbForceTPVCameraOffset ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbBPDoClientCheckCanFire ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetbCanFire ( Value ) -> nil
Returns
nil
void
AShooterWeapon : SetScopeOverlayMI ( Value ) -> nil
Returns
nil
void
AShooterWeapon . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AShooterWeapon
/
AShooterWeapon_Instant
AShooterWeapon_Instant
Cheat/UE/SDK/ShooterGame/AShooterWeapon_Instant.hpp
AShooterWeapon_Instant : ServerNotifyShot ( Impacts , ShootDirs ) -> nil
Impacts
table
const TArray &
ShootDirs
table
const TArray &
Returns
nil
void
AShooterWeapon_Instant : FireWeapon ( ) -> nil
Returns
nil
void
AShooterWeapon_Instant . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
AShooterWeapon
/
AShooterWeapon_Projectile
AShooterWeapon_Projectile
Cheat/UE/SDK/ShooterGame/AShooterWeapon_Projectile.hpp
AShooterWeapon_Projectile : GetTrajectoryTarget ( SubSteps , TotalTime ) -> userdata
Returns
userdata
FHitResult
AShooterWeapon_Projectile : ServerFireProjectile ( Origin , ShootDir , ProjectileID ) -> nil
Origin
FVector
const FVector &
ShootDir
FVector_NetQuantizeNormal
const FVector_NetQuantizeNormal &
ProjectileID
integer
int32_t
Returns
nil
void
AShooterWeapon_Projectile : ServerFireProjectileEx ( Origin , ShootDir , Speed , RandomSeed , ProjectileID ) -> nil
ShootDir
FVector
FVector &
RandomSeed
integer
int32_t
ProjectileID
integer
int32_t
Returns
nil
void
AShooterWeapon_Projectile : ClientsFireProjectile ( Origin , ShootDir , ProjectileID ) -> nil
Origin
FVector
const FVector &
ShootDir
FVector_NetQuantizeNormal
const FVector_NetQuantizeNormal &
ProjectileID
integer
int32_t
Returns
nil
void
AShooterWeapon_Projectile . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
/
AActor
/
APrimalTargetableActor
/
APrimalStructure
/
APrimalStructureItemContainer
/
AStorageBox_HordeShield_C
AStorageBox_HordeShield_C
Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer_HordeCrate.hpp
AStorageBox_HordeShield_C : DefaultShieldRadius ( ) -> number
Returns
number
double
AStorageBox_HordeShield_C : ShieldRadiusScale ( ) -> number
Returns
number
double
AStorageBox_HordeShield_C : ShieldColor ( ) -> FLinearColor
Returns
FLinearColor
struct FLinearColor
AStorageBox_HordeShield_C . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalActor
UPrimalActor
Cheat/UE/SDK/ShooterGame/UPrimalActor.hpp
UPrimalActor : TargetingTeam ( ) -> integer
Returns
integer
int32_t
UPrimalActor : GetInterpolatedLocation ( ) -> FVector
Returns
FVector
FVector
UPrimalActor : GetInterpolatedRotation ( ) -> FRotator
Returns
FRotator
FRotator
UPrimalActor : GetInterpolatedVelocity ( ) -> FVector
Returns
FVector
FVector
UPrimalActor : GetClientPositionErrorToleranceSquared ( ) -> number
Returns
number
float
UPrimalActor : GetActorViewDirection ( ) -> FVector
Returns
FVector
FVector
UPrimalActor : IsDead ( ) -> boolean
Returns
boolean
bool
UPrimalActor : BPIsConscious ( ) -> boolean
Returns
boolean
bool
UPrimalActor : CurrentlyHasRider ( ) -> boolean
Returns
boolean
bool
UPrimalActor : IsFirstPersonCamera ( ) -> boolean
Returns
boolean
bool
UPrimalActor . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
UPrimalCharacterStatusComponent
UPrimalCharacterStatusComponent
Cheat/UE/SDK/ShooterGame/UPrimalCharacterStatusComponent.hpp
UPrimalCharacterStatusComponent : BaseCharacterLevel ( ) -> integer
Returns
integer
int32_t
UPrimalCharacterStatusComponent : MaxStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : BaseLevelMaxStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : CurrentStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : RecoveryRateStatusValue ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : TimeToRecoverAfterDepletionStatusValue ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : TimeToRecoverAfterDecreaseStatusValue ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : ReplicatedCurrentStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : ReplicatedGlobalMaxStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : ReplicatedGlobalCurrentStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : ReplicatedBaseLevelMaxStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : AdditionalStatusValues ( ) -> number
Returns
number
float *
UPrimalCharacterStatusComponent : CurrentStatusStates ( ) -> integer
Returns
integer
int8_t *
UPrimalCharacterStatusComponent : StatusStateThresholds ( ) -> integer
Returns
integer
uint8_t *
UPrimalCharacterStatusComponent : DontUseValue ( ) -> integer
Returns
integer
uint8_t *
UPrimalCharacterStatusComponent : SkipWildLevelUpValue ( ) -> integer
Returns
integer
uint8_t *
UPrimalCharacterStatusComponent : RunningStaminaConsumptionRate ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : WalkingStaminaConsumptionRate ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : SwimmingOrFlyingStaminaConsumptionRate ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : JumpStaminaConsumption ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : CrouchedStaminaConsumptionMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : ProneStaminaConsumptionMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : MovingStaminaRecoveryRateMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : StaminaRecoveryDecreaseWaterMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : StaminaConsumptionDecreaseFoodMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : SwimmingStaminaRecoveryRateMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : DehydrationStaminaRecoveryRate ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : XPEarnedPerStaminaConsumed ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : StaminaConsumptionDecreaseWaterMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : StaminaRecoveryDecreaseFoodMultiplier ( ) -> number
Returns
number
float
UPrimalCharacterStatusComponent : bUseStamina ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbUseStamina ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : bWalkingConsumesStamina ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbWalkingConsumesStamina ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : bRunningConsumesStamina ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbRunningConsumesStamina ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : bCanSuffocate ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbCanSuffocate ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : bCanSuffocateIfTamed ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbCanSuffocateIfTamed ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : bInfiniteStats ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbInfiniteStats ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : bFreezeStatusValues ( ) -> integer
Returns
integer
uint8_t
UPrimalCharacterStatusComponent : SetbFreezeStatusValues ( Value ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : ServerForceUpdateMaxStatValues ( ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : ServerSyncReplicatedValues ( ) -> nil
Returns
nil
void
UPrimalCharacterStatusComponent : NetSyncMaxStatusValues ( MaxValues , BaseLevelMaxValues ) -> nil
BaseLevelMaxValues
table
TArray &
Returns
nil
void
UPrimalCharacterStatusComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UActorComponent
/
UPrimalInventoryComponent
UPrimalInventoryComponent
Cheat/UE/SDK/ShooterGame/UPrimalInventoryComponent.hpp
UPrimalInventoryComponent : InventoryItems ( ) -> table
Returns
table
TArray *
UPrimalInventoryComponent : EquippedItems ( ) -> table
Returns
table
TArray *
UPrimalInventoryComponent : ItemSlots ( ) -> table
Returns
table
TArray *
UPrimalInventoryComponent : bReceivingEquippedItems ( ) -> integer
Returns
integer
uint8_t
UPrimalInventoryComponent : bReceivingInventoryItems ( ) -> integer
Returns
integer
uint8_t
UPrimalInventoryComponent : bReceivingArkInventoryItems ( ) -> integer
Returns
integer
uint8_t
UPrimalInventoryComponent : bIsTributeInventory ( ) -> integer
Returns
integer
uint8_t
UPrimalInventoryComponent : MaxInventoryItems ( ) -> integer
Returns
integer
int32_t
UPrimalInventoryComponent : NumSlots ( ) -> integer
Returns
integer
int32_t
UPrimalInventoryComponent : MaxInventoryAccessDistance ( ) -> number
Returns
number
float
UPrimalInventoryComponent : MaxRemoteInventoryViewingDistance ( ) -> number
Returns
number
float
UPrimalInventoryComponent : LastCraftRequestTime ( ) -> number
Returns
number
double
UPrimalInventoryComponent : SetMaxInventoryAccessDistance ( Value ) -> nil
Returns
nil
void
UPrimalInventoryComponent : SetMaxRemoteInventoryViewingDistance ( Value ) -> nil
Returns
nil
void
UPrimalInventoryComponent : SetbReceivingEquippedItems ( Value ) -> nil
Returns
nil
void
UPrimalInventoryComponent : SetbReceivingInventoryItems ( Value ) -> nil
Returns
nil
void
UPrimalInventoryComponent : SetbReceivingArkInventoryItems ( Value ) -> nil
Returns
nil
void
UPrimalInventoryComponent : ServerCraftItem ( ItemID , ByPC ) -> nil
ItemID
FItemNetID
struct FItemNetID *
ByPC
AShooterPlayerController
class AShooterPlayerController *
Returns
nil
void
UPrimalInventoryComponent : ServerMergeItemStack ( ItemID ) -> nil
ItemID
FItemNetID
const struct FItemNetID &
Returns
nil
void
UPrimalInventoryComponent : ServerRemoveItemFromSlot ( ItemID ) -> nil
ItemID
FItemNetID
const struct FItemNetID &
Returns
nil
void
UPrimalInventoryComponent : ServerRequestItems ( ForPC , bEquippedItems , bIsFirstSpawn ) -> nil
ForPC
AShooterPlayerController
class AShooterPlayerController *
bEquippedItems
boolean
bool
bIsFirstSpawn
boolean
bool
Returns
nil
void
UPrimalInventoryComponent : ServerSplitItemStack ( ItemID , AmountToSplit ) -> nil
ItemID
FItemNetID
const struct FItemNetID &
AmountToSplit
integer
int32_t
Returns
nil
void
UPrimalInventoryComponent . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalItem
UPrimalItem
Cheat/UE/SDK/ShooterGame/UPrimalItem.hpp
UPrimalItem : ItemIconJIT ( ) -> userdata
Returns
userdata
struct FJustInTimeTexture2D
UPrimalItem : BrokenIconJIT ( ) -> userdata
Returns
userdata
struct FJustInTimeTexture2D
UPrimalItem : GetItemIcon ( ) -> UTexture2D
Returns
UTexture2D
class UTexture2D *
UPrimalItem : DescriptiveNameBase ( ) -> FString :str() → string
Returns
FString
:str() → string
class FString
UPrimalItem : SpoilingTime ( ) -> number
Returns
number
float
UPrimalItem : BaseItemWeight ( ) -> number
Returns
number
float
UPrimalItem : ItemDurability ( ) -> number
Returns
number
float
UPrimalItem : MinItemDurability ( ) -> number
Returns
number
float
UPrimalItem : SavedDurability ( ) -> number
Returns
number
float
UPrimalItem : GetDurabilityPercentage ( ) -> number
Returns
number
float
UPrimalItem : ItemQuantity ( ) -> integer
Returns
integer
int32_t
UPrimalItem : MaxItemQuantity ( ) -> integer
Returns
integer
int32_t
UPrimalItem : MyItemType ( ) -> integer
Returns
integer
EPrimalItemType
UPrimalItem : MyConsumableType ( ) -> integer
Returns
integer
EPrimalConsumableType
UPrimalItem : MyEquipmentType ( ) -> integer
Returns
integer
EPrimalEquipmentType
UPrimalItem : ItemQualityIndex ( ) -> integer
Returns
integer
uint8_t
UPrimalItem : bIsBlueprint ( ) -> integer
Returns
integer
uint8_t
UPrimalItem : bIsItemSkin ( ) -> integer
Returns
integer
uint8_t
UPrimalItem : bIsEgg ( ) -> integer
Returns
integer
uint8_t
UPrimalItem : bIsEngram ( ) -> integer
Returns
integer
uint8_t
UPrimalItem : bTekItem ( ) -> integer
Returns
integer
uint8_t
UPrimalItem : IsBroken ( ) -> boolean
Returns
boolean
bool
UPrimalItem . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UObject
/
UPrimalWorld
UPrimalWorld
Cheat/UE/SDK/ShooterGame/UPrimalWorld.hpp
UPrimalWorld : FrameCounter ( ) -> integer
Returns
integer
int32_t
UPrimalWorld . StaticClass ( ) -> UClass
Returns
UClass
UClass *
UGameplayStatics
class
Memory
Cheat/UE/SDK/UKismetLibrary/UGameplayStatics.hpp
UGameplayStatics . GetAllActorsOfClass ( WorldContextObject , ActorClass , OutActors ) -> nil
WorldContextObject
UObject
class UObject *
ActorClass
userdata
TSubclassOf
Returns
nil
void
UGameplayStatics . FindNearestActor ( Origin , ActorsToCheck , Distance ) -> AActor
Origin
FVector
struct FVector &
ActorsToCheck
table
const TArray &
Returns
AActor
class AActor *
UGameplayStatics . SetViewportMouseCaptureMode ( WorldContextObject , MouseCaptureMode ) -> nil
WorldContextObject
UObject
class UObject *
MouseCaptureMode
integer
const EMouseCaptureMode
Returns
nil
void
UGameplayStatics . GetWorldDeltaSeconds ( WorldContextObject ) -> number
WorldContextObject
UObject
const class UObject *
Returns
number
double
UKismetMaterialLibrary
class
Memory
Cheat/UE/SDK/UKismetLibrary/UKismetMaterialLibrary.hpp
UKismetMaterialLibrary . CreateDynamicMaterialInstance ( WorldContextObject , Parent , OptionalName , CreationFlags ) -> UMaterialInstanceDynamic
WorldContextObject
UObject
class UObject *
Parent
UMaterialInterface
class UMaterialInterface *
OptionalName
string
class FName
CreationFlags
integer
EMIDCreationFlags
Returns
UMaterialInstanceDynamic
class UMaterialInstanceDynamic *
UKismetMathLibrary
class
Memory
Cheat/UE/SDK/UKismetLibrary/UKismetMathLibrary.hpp
UKismetMathLibrary . Cos ( A ) -> number
Returns
number
double
UKismetMathLibrary . Sin ( A ) -> number
Returns
number
double
UKismetMathLibrary . Abs ( A ) -> number
Returns
number
double
UKismetMathLibrary . Acos ( A ) -> number
Returns
number
double
UKismetMathLibrary . Sqrt ( A ) -> number
Returns
number
double
UKismetMathLibrary . Atan2 ( A , X ) -> number
Returns
number
double
UKismetMathLibrary . DegreesToRadians ( A ) -> number
Returns
number
double
UKismetMathLibrary . RadiansToDegrees ( A ) -> number
Returns
number
double
UKismetMathLibrary . HSVToRGB ( H , S , V , A ) -> FLinearColor
Returns
FLinearColor
FLinearColor
UKismetMathLibrary . LerpUsingHSV ( From , To , Progress ) -> FLinearColor
From
FLinearColor
FLinearColor
To
FLinearColor
FLinearColor
Returns
FLinearColor
FLinearColor
UKismetMathLibrary . MakeColor ( R , G , B , A ) -> FLinearColor
Returns
FLinearColor
FLinearColor
UKismetMathLibrary . LinearColor_SetRGBA ( InOutColor , R , G , B , A ) -> nil
InOutColor
FLinearColor
struct FLinearColor &
Returns
nil
void
UKismetMathLibrary . LerpAngle ( startDegrees , endDegrees , Alpha ) -> number
startDegrees
number
float
Returns
number
float
UKismetMathLibrary . Lerp ( A , B , Alpha ) -> number
Returns
number
double
UKismetMathLibrary . FindLookAtRotation ( Start , Target ) -> FRotator
Start
FVector
const FVector &
Target
FVector
const FVector &
Returns
FRotator
FRotator
UKismetMathLibrary . FInterpTo ( Current , Target , DeltaTime , InterpSpeed ) -> number
InterpSpeed
number
double
Returns
number
double
UKismetMathLibrary . RandomIntgerInRange ( Min , Max ) -> integer
Returns
integer
int32_t
UKismetMathLibrary . FClamp ( Value , Param_min_0 , Param_max_0 ) -> number
Param_min_0
number
double
Param_max_0
number
double
Returns
number
double
UKismetMathLibrary . Max ( A , B ) -> integer
Returns
integer
int32_t
UKismetMathLibrary . Min ( A , B ) -> integer
Returns
integer
int32_t
UKismetMathLibrary . Round ( A ) -> integer
Returns
integer
int32_t
UKismetMathLibrary . GetDirectionUnitVector ( From , To ) -> FVector
From
FVector
const FVector &
To
FVector
const FVector &
Returns
FVector
FVector
UKismetMathLibrary . GetForwardVector ( InRot ) -> FVector
InRot
FRotator
const FRotator &
Returns
FVector
FVector
UKismetRenderingLibrary
class
Memory
Cheat/UE/SDK/UKismetLibrary/UKismetRenderingLibrary.hpp
UKismetRenderingLibrary . ImportBufferAsTexture2D ( WorldContextObject , Buffer ) -> UTexture2D
WorldContextObject
UObject
class UObject *
Buffer
table
const TArray &
Returns
UTexture2D
class UTexture2D *
UKismetStringLibrary
class
Memory
Cheat/UE/SDK/UKismetLibrary/UKismetStringLibrary.hpp
UKismetStringLibrary . Conv_NameToString ( InName ) -> FString :str() → string
InName
string
const FName &
Returns
FString
:str() → string
FString
UKismetStringLibrary . Conv_StringToName ( InString ) -> string
InString
FString
:str() → string
const FString &
Returns
string
FName
UKismetStringLibrary . MatchesWildCard ( SourceString , WildCard , SearchCase ) -> boolean
SourceString
FString
:str() → string
const FString &
WildCard
FString
:str() → string
const FString &
SearchCase
integer
ESearchCase
Returns
boolean
bool
UKismetSystemLibrary
class
Memory
Cheat/UE/SDK/UKismetLibrary/UKismetSystemLibrary.hpp
UKismetSystemLibrary . GetPathName ( Object ) -> FString :str() → string
Returns
FString
:str() → string
FString
UKismetSystemLibrary . GetGameTimeInSeconds ( WorldContextObject ) -> number
WorldContextObject
UObject
const UObject *
Returns
number
double
UKismetSystemLibrary . GetPersistentTimeInSeconds ( WorldContextObject ) -> number
WorldContextObject
UObject
const UObject *
Returns
number
double
UKismetSystemLibrary . GetComponentBounds ( Component , Origin , BoxExtent , SphereRadius ) -> nil
Component
USceneComponent
USceneComponent *
BoxExtent
FVector
FVector *
SphereRadius
number
float *
Returns
nil
void
UKismetSystemLibrary . DrawDebugSphere ( WorldContextObject , Center , Radius , Segments , LineColor , Duration , Thickness , bPersistent ) -> nil
WorldContextObject
UObject
const UObject *
Center
FVector
const FVector &
LineColor
FLinearColor
const FLinearColor &
Returns
nil
void
UVictoryCore
class
Memory
Cheat/UE/SDK/UKismetLibrary/UVictoryCore.hpp
UVictoryCore . GetObjectsReferencedBy ( ForObject , OutReferencedObjects , bIgnoreTransient ) -> nil
ForObject
UObject
class UObject *
OutReferencedObjects
table
TArray *
bIgnoreTransient
boolean
bool
Returns
nil
void
UVictoryCore . ServerSearchFoliage ( WorldContextObject , Origin , Radius , OutFoliage , bVisibleAndActiveOnly , bIncludeUsableFoliage , bIncludeMeshFoliage , bSortByDistance , bReverseSort ) -> nil
WorldContextObject
UObject
class UObject *
Origin
FVector
const struct FVector &
OutFoliage
table
TArray *
bVisibleAndActiveOnly
boolean
bool
bIncludeUsableFoliage
boolean
bool
bIncludeMeshFoliage
boolean
bool
bSortByDistance
boolean
bool
bReverseSort
boolean
bool
Returns
nil
void
UVictoryCore . ServerSearchFoliageByResource ( WorldContextObject , Origin , Radius , OutFoliage , HarvestResources , bVisibleAndActiveOnly , bIncludeUsableFoliage , bIncludeMeshFoliage , bSortByDistance , bReverseSort ) -> nil
WorldContextObject
UObject
class UObject *
Origin
FVector
const struct FVector &
OutFoliage
table
TArray *
HarvestResources
table
const TArray> &
bVisibleAndActiveOnly
boolean
bool
bIncludeUsableFoliage
boolean
bool
bIncludeMeshFoliage
boolean
bool
bSortByDistance
boolean
bool
bReverseSort
boolean
bool
Returns
nil
void
UVictoryCore . VTraceSingleBP ( WorldContextObject , Start , End , TraceChannel , CollisionGroups , bTraceComplex , ActorToIgnore , DebugDrawDuration , outHitBuffer , outHitActorIndex ) -> boolean
WorldContextObject
UObject
UObject *
Start
FVector
const FVector &
End
FVector
const FVector &
TraceChannel
integer
ECollisionChannel
CollisionGroups
integer
int32_t
bTraceComplex
boolean
bool
ActorToIgnore
AActor
AActor *
DebugDrawDuration
number
float
outHitBuffer
integer
uint8_t *
outHitActorIndex
integer
int32_t *
Returns
boolean
bool
UVictoryCore . GetSpecialActorList ( WorldContextObject , ActorListType , OutActors ) -> nil
WorldContextObject
UObject
UObject *
ActorListType
integer
EActorListsBP
Returns
nil
void
UVictoryCore . GetAllKeybindsByPredicate ( KeybindName ) -> table
Returns
table
TArray
UVictoryCore . MulticastDrawDebugSphere ( ReplicatedActor , Center , Radius , Segments , LineColor , Duration ) -> nil
ReplicatedActor
AActor
class AActor *
Center
FVector
const struct FVector &
LineColor
FLinearColor
const struct FLinearColor &
Returns
nil
void
FLinearColor
struct
Types
Cheat/UE/Engine/Structs.hpp
Name
Lua Type
C++ Type
Access
R
number
float
G
number
float
B
number
float
A
number
float
FRotator
struct
Types
Cheat/UE/Engine/Structs.hpp
Name
Lua Type
C++ Type
Access
Pitch
number
double
Yaw
number
double
Roll
number
double
FRotator : operator- ( V ) -> FRotator
V
FRotator
const FRotator &
Returns
FRotator
FRotator
FRotator : operator+ ( V ) -> FRotator
V
FRotator
const FRotator &
Returns
FRotator
FRotator
FRotator : operator* ( Scale ) -> FRotator
Returns
FRotator
FRotator
FRotator : operator/ ( Scale ) -> FRotator
Returns
FRotator
FRotator
FRotator : operator+ ( A ) -> FRotator
Returns
FRotator
FRotator
FRotator : operator- ( A ) -> FRotator
Returns
FRotator
FRotator
FRotator : operator* ( V ) -> FRotator
V
FRotator
const FRotator &
Returns
FRotator
FRotator
FRotator : operator/ ( V ) -> FRotator
V
FRotator
const FRotator &
Returns
FRotator
FRotator
FRotator : operator| ( V ) -> number
V
FRotator
const FRotator &
Returns
number
double
FRotator : operator^ ( V ) -> number
V
FRotator
const FRotator &
Returns
number
double
FRotator : operator+= ( v ) -> FRotator
v
FRotator
const FRotator &
Returns
FRotator
FRotator &
FRotator : operator-= ( v ) -> FRotator
v
FRotator
const FRotator &
Returns
FRotator
FRotator &
FRotator : operator*= ( v ) -> FRotator
v
FRotator
const FRotator &
Returns
FRotator
FRotator &
FRotator : operator/= ( v ) -> FRotator
v
FRotator
const FRotator &
Returns
FRotator
FRotator &
FRotator : operator== ( src ) -> boolean
src
FRotator
const FRotator &
Returns
boolean
bool
FRotator : operator!= ( src ) -> boolean
src
FRotator
const FRotator &
Returns
boolean
bool
FRotator : FMod ( a1 , a2 ) -> number
Returns
number
double
FRotator : ClampAxis ( Angle ) -> number
Returns
number
double
FRotator : NormalizeAxis ( Angle ) -> number
Returns
number
double
FRotator : Clamp ( value , min , max ) -> number
Returns
number
double
FRotator : Normalize ( ) -> nil
Returns
nil
void
FString
struct
Types
Cheat/UE/Engine/Structs.hpp
FString : str ( ) -> integer
Returns
integer
const char*
FString : len ( ) -> integer
Returns
integer
int
FString : empty ( ) -> boolean
Returns
boolean
bool
FVector
struct
Types
Cheat/UE/Engine/Structs.hpp
Name
Lua Type
C++ Type
Access
X
number
double
Y
number
double
Z
number
double
FVector : operator- ( V ) -> FVector
V
FVector
const FVector &
Returns
FVector
FVector
FVector : operator+ ( V ) -> FVector
V
FVector
const FVector &
Returns
FVector
FVector
FVector : operator* ( Scale ) -> FVector
Returns
FVector
FVector
FVector : operator/ ( Scale ) -> FVector
Returns
FVector
FVector
FVector : operator+ ( A ) -> FVector
Returns
FVector
FVector
FVector : operator- ( A ) -> FVector
Returns
FVector
FVector
FVector : operator* ( V ) -> FVector
V
FVector
const FVector &
Returns
FVector
FVector
FVector : operator/ ( V ) -> FVector
V
FVector
const FVector &
Returns
FVector
FVector
FVector : operator| ( V ) -> number
V
FVector
const FVector &
Returns
number
double
FVector : operator^ ( V ) -> number
V
FVector
const FVector &
Returns
number
double
FVector : operator+= ( v ) -> FVector
v
FVector
const FVector &
Returns
FVector
FVector &
FVector : operator-= ( v ) -> FVector
v
FVector
const FVector &
Returns
FVector
FVector &
FVector : operator*= ( v ) -> FVector
v
FVector
const FVector &
Returns
FVector
FVector &
FVector : operator/= ( v ) -> FVector
v
FVector
const FVector &
Returns
FVector
FVector &
FVector : operator== ( src ) -> boolean
src
FVector
const FVector &
Returns
boolean
bool
FVector : operator!= ( src ) -> boolean
src
FVector
const FVector &
Returns
boolean
bool
FVector : SizeSquared ( ) -> number
Returns
number
double
FVector : SizeSquared2D ( ) -> number
Returns
number
double
FVector : Dot ( vOther ) -> number
vOther
FVector
const FVector &
Returns
number
double
FVector : CrossProduct ( vOther ) -> FVector
vOther
FVector
const FVector &
Returns
FVector
FVector
FVector : Distance ( v ) -> number
Returns
number
double
FVector2D
struct
Types
Cheat/UE/Engine/Structs.hpp
Name
Lua Type
C++ Type
Access
X
number
double
Y
number
double
FVector2D : operator- ( V ) -> FVector2D
V
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D
FVector2D : operator+ ( V ) -> FVector2D
V
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D
FVector2D : operator* ( Scale ) -> FVector2D
Returns
FVector2D
FVector2D
FVector2D : operator/ ( Scale ) -> FVector2D
Returns
FVector2D
FVector2D
FVector2D : operator+ ( A ) -> FVector2D
Returns
FVector2D
FVector2D
FVector2D : operator- ( A ) -> FVector2D
Returns
FVector2D
FVector2D
FVector2D : operator* ( V ) -> FVector2D
V
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D
FVector2D : operator/ ( V ) -> FVector2D
V
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D
FVector2D : operator| ( V ) -> number
V
FVector2D
const FVector2D &
Returns
number
double
FVector2D : operator^ ( V ) -> number
V
FVector2D
const FVector2D &
Returns
number
double
FVector2D : operator+= ( v ) -> FVector2D
v
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D &
FVector2D : operator-= ( v ) -> FVector2D
v
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D &
FVector2D : operator*= ( v ) -> FVector2D
v
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D &
FVector2D : operator/= ( v ) -> FVector2D
v
FVector2D
const FVector2D &
Returns
FVector2D
FVector2D &
FVector2D : operator== ( src ) -> boolean
src
FVector2D
const FVector2D &
Returns
boolean
bool
FVector2D : operator!= ( src ) -> boolean
src
FVector2D
const FVector2D &
Returns
boolean
bool
FVector2D : SizeSquared ( ) -> number
Returns
number
double
FVector2D : Dot ( vOther ) -> number
vOther
FVector2D
const FVector2D &
Returns
number
double
Containers
namespace
Containers
Bidirectional conversion between C++ TArray/TMap and Lua tables
Containers . ToActorArray ( table ) -> TArray_AActor
Returns
TArray_AActor
TArray_AActor
Containers . ToIntArray ( table ) -> TArray_Int
Returns
TArray_Int
TArray_Int
Containers . ToFloatArray ( table ) -> TArray_Float
Returns
TArray_Float
TArray_Float
Containers . ToStringIntMap ( table ) -> TMap_FString_Int
Returns
TMap_FString_Int
TMap_FString_Int
Containers . ToStringFloatMap ( table ) -> TMap_FString_Float
Returns
TMap_FString_Float
TMap_FString_Float
print
function
Core
print(value, ...) -> nil Converts all arguments to strings (numbers, booleans, nil, FString:str(), etc.) and appends the joined line to the in-game Lua console ring buffer. Multiple values are separated by two spaces. Raw function pointers and userdata addresses are never printed; userdata shows the metatable name instead.
print ( value , ... ) -> nil
Returns
nil
void
EObjectFlags
enum
Enums
EObjectFlags registration Most commonly used enum for object state checks
EObjectFlags. RF_NoFlags
EObjectFlags. RF_Public
EObjectFlags. RF_Standalone
EObjectFlags. RF_MarkAsNative
EObjectFlags. RF_Transactional
EObjectFlags. RF_ClassDefaultObject
EObjectFlags. RF_ArchetypeObject
EObjectFlags. RF_Transient
EObjectFlags. RF_MarkAsRootSet
EObjectFlags. RF_TagGarbageTemp
EObjectFlags. RF_NeedInitialization
EObjectFlags. RF_NeedLoad
EObjectFlags. RF_KeepForCooker
EObjectFlags. RF_NeedPostLoad
EObjectFlags. RF_NeedPostLoadSubobjects
EObjectFlags. RF_NewerVersionExists
EObjectFlags. RF_BeginDestroyed
EObjectFlags. RF_FinishDestroyed
EObjectFlags. RF_BeingRegenerated
EObjectFlags. RF_DefaultSubObject
EObjectFlags. RF_WasLoaded
EObjectFlags. RF_TextExportTransient
EObjectFlags. RF_LoadCompleted
EObjectFlags. RF_InheritableComponentTemplate
EObjectFlags. RF_DuplicateTransient
EObjectFlags. RF_StrongRefOnFrame
EObjectFlags. RF_NonPIEDuplicateTransient
EObjectFlags. RF_Dynamic
EObjectFlags. RF_WillBeLoaded
EObjectFlags. RF_HasExternalPackage
EFunctionFlags
enum
Enums
EFunctionFlags registration Useful for reflection and function inspection
EFunctionFlags. FUNC_None
EFunctionFlags. FUNC_Final
EFunctionFlags. FUNC_RequiredAPI
EFunctionFlags. FUNC_BlueprintAuthorityOnly
EFunctionFlags. FUNC_BlueprintCosmetic
EFunctionFlags. FUNC_Net
EFunctionFlags. FUNC_NetReliable
EFunctionFlags. FUNC_NetRequest
EFunctionFlags. FUNC_Exec
EFunctionFlags. FUNC_Native
EFunctionFlags. FUNC_Event
EFunctionFlags. FUNC_NetResponse
EFunctionFlags. FUNC_Static
EFunctionFlags. FUNC_NetMulticast
EFunctionFlags. FUNC_UbergraphFunction
EFunctionFlags. FUNC_MulticastDelegate
EFunctionFlags. FUNC_Public
EFunctionFlags. FUNC_Protected
EFunctionFlags. FUNC_Delegate
EFunctionFlags. FUNC_NetServer
EFunctionFlags. FUNC_HasOutParms
EFunctionFlags. FUNC_HasDefaults
EFunctionFlags. FUNC_NetClient
EFunctionFlags. FUNC_DLLImport
EFunctionFlags. FUNC_BlueprintCallable
EFunctionFlags. FUNC_BlueprintEvent
EFunctionFlags. FUNC_BlueprintPure
EFunctionFlags. FUNC_EditorOnly
EFunctionFlags. FUNC_Const
EFunctionFlags. FUNC_NetValidate
EFunctionFlags. FUNC_AllFlags
EInternalObjectFlags
enum
Enums
EInternalObjectFlags registration Useful for GC state checks
EInternalObjectFlags. ReachableInCluster
EInternalObjectFlags. ClusterRoot
EInternalObjectFlags. Native
EInternalObjectFlags. Async
EInternalObjectFlags. AsyncLoading
EInternalObjectFlags. Unreachable
EInternalObjectFlags. PendingKill
EInternalObjectFlags. RootSet
EInternalObjectFlags. GarbageCollectionKeepFlags
EInternalObjectFlags. AllFlags
EInternalObjectFlags. None
EClassFlags
enum
Enums
EClassFlags registration Useful for class inspection
EClassFlags. CLASS_None
EClassFlags. CLASS_Abstract
EClassFlags. CLASS_DefaultConfig
EClassFlags. CLASS_Config
EClassFlags. CLASS_Transient
EClassFlags. CLASS_Native
EClassFlags. CLASS_NotPlaceable
EClassFlags. CLASS_PerObjectConfig
EClassFlags. CLASS_EditInlineNew
EClassFlags. CLASS_CollapseCategories
EClassFlags. CLASS_Interface
EClassFlags. CLASS_Const
EClassFlags. CLASS_CompiledFromBlueprint
EClassFlags. CLASS_MinimalAPI
EClassFlags. CLASS_RequiredAPI
EClassFlags. CLASS_DefaultToInstanced
EClassFlags. CLASS_HasInstancedReference
EClassFlags. CLASS_Hidden
EClassFlags. CLASS_Deprecated
EClassFlags. CLASS_Intrinsic
EClassFlags. CLASS_Constructed
EClassFlags. CLASS_NewerVersionExists
EKeys
enum
Enums
EKeys registration String-valued key constants for input system
EKeys. LeftMouseButton
EKeys. RightMouseButton
EKeys. MiddleMouseButton
EKeys. SpaceBar
EKeys. Enter
EKeys. Escape
EKeys. Tab
EKeys. Backspace
EKeys. LeftShift
EKeys. RightShift
EKeys. LeftControl
EKeys. RightControl
EKeys. LeftAlt
EKeys. RightAlt
EKeys. F1
EKeys. F2
EKeys. F3
EKeys. F4
EKeys. F5
EKeys. F6
EKeys. F7
EKeys. F8
EKeys. F9
EKeys. F10
EKeys. F11
EKeys. F12
EKeys. W
EKeys. A
EKeys. S
EKeys. D
EKeys. E
EKeys. Q
EKeys. T
EKeys. U
EKeys. I
EKeys. O
EKeys. P
EKeys. F
EKeys. G
EKeys. H
EKeys. J
EKeys. K
EKeys. L
EKeys. C
EKeys. V
EKeys. N
EKeys. M
EKeys. One
EKeys. Two
EKeys. Three
EKeys. Four
EKeys. Five
EKeys. Six
EKeys. Seven
EKeys. Eight
EKeys. Nine
EKeys. Zero
EKeys. Insert
EKeys. Delete
EKeys. Home
EKeys. End
EKeys. PageUp
EKeys. PageDown
EKeys. Down
EMovementMode
enum
Enums
EMovementMode registration Integer-valued movement mode constants
EMovementMode. None
EMovementMode. Walking
EMovementMode. NavWalking
EMovementMode. Falling
EMovementMode. Swimming
EMovementMode. Flying
EMovementMode. Custom
DrawFilledRect
function
GUI
GUI Drawing functions (using Renderer class)
DrawFilledRect ( pos , size , color ) -> nil
size
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
DrawRect
function
GUI
GUI Drawing functions (using Renderer class)
DrawRect ( pos , size , color ) -> nil
size
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
DrawFilledRectOutline
function
GUI
DrawFilledRectOutline ( pos , size , fillColor , outlineColor ) -> nil
size
FVector2D
FVector2D*
fillColor
FLinearColor
FLinearColor*
outlineColor
FLinearColor
FLinearColor*
Returns
nil
void
DrawRoundedRect
function
GUI
DrawRoundedRect ( width , width , height , rounding , color ) -> nil
width
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
DrawTextShadow
function
GUI
DrawTextShadow ( text , pos , scale , color ) -> nil
scale
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
DrawFilledRectShadow
function
GUI
DrawFilledRectShadow ( pos , size , fillColor , outlineColor , shadowColor ) -> nil
size
FVector2D
FVector2D*
fillColor
FLinearColor
FLinearColor*
outlineColor
FLinearColor
FLinearColor*
shadowColor
FLinearColor
FLinearColor*
Returns
nil
void
DrawLine
function
GUI
DrawLine ( start , thickness , thickness , color ) -> nil
start
FVector2D
FVector2D*
thickness
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
GetFrameDelta
function
GUI
Get frame delta time from Menu
GetFrameDelta ( ) -> number
Returns
number
float
LerpColor
function
GUI
Lerp colors helper
LerpColor ( a , alpha , alpha ) -> FLinearColor
a
FLinearColor
FLinearColor*
alpha
FLinearColor
FLinearColor*
Returns
FLinearColor
FLinearColor
WithAlpha
function
GUI
Color with alpha helper
WithAlpha ( alpha , alpha ) -> FLinearColor
alpha
FLinearColor
FLinearColor*
Returns
FLinearColor
FLinearColor
DrawIcon
function
GUI
DrawIcon ( iconName , pos , size , color ) -> nil
iconName
string
const char*
size
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
DrawRoundedRectCorners
function
GUI
Draw rounded rect with corner flags Corners: 1=TopLeft, 2=TopRight, 4=BottomLeft, 8=BottomRight, 15=All
DrawRoundedRectCorners ( width , width , height , rounding , corners ) -> nil
width
FVector2D
FVector2D*
corners
FLinearColor
FLinearColor*
Returns
nil
void
DrawText
function
GUI
Canvas functions
DrawText ( text , pos , color ) -> nil
color
FLinearColor
FLinearColor*
Returns
nil
void
DrawTextScaled
function
GUI
DrawTextScaled ( text , pos , scale , color ) -> nil
scale
FVector2D
FVector2D*
color
FLinearColor
FLinearColor*
Returns
nil
void
GetScreenWidth
function
GUI
GetScreenWidth ( ) -> number
Returns
number
float
GetScreenHeight
function
GUI
GetScreenHeight ( ) -> number
Returns
number
float
UIColors
namespace
GUI
Register UIColors table
UIColors . Lerp ( a , alpha , alpha ) -> FLinearColor
a
FLinearColor
FLinearColor*
alpha
FLinearColor
FLinearColor*
Returns
FLinearColor
FLinearColor
UIColors . WithAlpha ( alpha , alpha ) -> FLinearColor
alpha
FLinearColor
FLinearColor*
Returns
FLinearColor
FLinearColor
UIColors. Purple
UIColors. PurpleHover
UIColors. TextActive
UIColors. TextInactive
UIColors. DescriptionText
UIColors. Background
UIColors. BackgroundInactive
UIColors. Border
UIConstants
namespace
GUI
Register UIConstants table
UIConstants. ScrollBarWidth
UIConstants. ScrollBarExpandedWidth
UIConstants. ScrollBarXOffset
UIConstants. ScrollBarPadding
UIConstants. ScrollSpeed
UIConstants. MinScrollBarHeight
UIConstants. TabWidth
UIConstants. TabHeight
UIConstants. TabSpacing
UIConstants. TabCornerRadius
UIConstants. CheckboxWidth
UIConstants. CheckboxWidthExpanded
UIConstants. CheckboxHeight
UIConstants. CheckboxSpacing
UIConstants. CheckboxCornerRadius
UIConstants. ToggleWidth
UIConstants. ToggleHeight
UIConstants. ToggleCornerRadius
UIConstants. ToggleIconSize
UIConstants. ToggleIconPadding
UIConstants. SliderWidth
UIConstants. SliderHeight
UIConstants. SliderHandleSize
UIConstants. SliderCornerRadius
UIConstants. ButtonWidth
UIConstants. ButtonHeight
UIConstants. ButtonCornerRadius
UIConstants. DropdownPopupWidth
UIConstants. DropdownPopupMaxHeight
UIConstants. DropdownItemHeight
UIConstants. DropdownAnimationSpeed
UIConstants. ColorPickerButtonSize
UIConstants. ColorPickerPopupWidth
UIConstants. ColorPickerPopupHeight
UIConstants. ColorPickerPadding
UIConstants. ColorPickerAnimationSpeed
UIConstants. AnimationSpeed
UIConstants. FastAnimationSpeed
UIConstants. SubTabAnimationSpeed
UIConstants. ContentXOffset
UIConstants. ContentYOffset
UIConstants. MinAlphaThreshold
UIConstants. FullVisibilityThreshold
UIConstants. ToastWidth
UIConstants. ToastHeight
UIConstants. ToastSpacing
UIConstants. ToastSlideSpeed
Corners
namespace
GUI
Register Corners flags table
Corners. TopLeft
Corners. TopRight
Corners. BottomLeft
Corners. BottomRight
Corners. All
Corners. Top
Corners. Bottom
Corners. Left
Corners. Right
GetMousePosition
function
Input
Input Query Functions GetMousePosition() -> FVector2D Returns current mouse screen coordinates
GetMousePosition ( ) -> FVector2D
Returns
FVector2D
FVector2D
IsKeyPressed
function
Input
IsKeyPressed(keyName) -> bool Returns true if key was just pressed this frame (on press event)
IsKeyPressed ( keyName ) -> boolean
keyName
string
const char*
Returns
boolean
bool
IsKeyDown
function
Input
IsKeyDown(keyName) -> bool Returns true while key is held down
IsKeyDown ( keyName ) -> boolean
keyName
string
const char*
Returns
boolean
bool
IsKeyReleased
function
Input
IsKeyReleased(keyName) -> bool Returns true if key was just released this frame (on release event)
IsKeyReleased ( keyName ) -> boolean
keyName
string
const char*
Returns
boolean
bool
IsMouseHovering
function
Input
IsMouseHovering(pos: FVector2D, size: FVector2D) -> bool Returns true if mouse is within rectangle defined by pos and size
IsMouseHovering ( pos , size ) -> boolean
size
FVector2D
FVector2D*
Returns
boolean
bool
Cast
function
TypeSystem
Cast(obj, "APawn") -> new userdata with target metatable, or nil Creates a NEW userdata so the original retains its metatable.
Cast ( className ) -> any or nil
className
string
const char*
Returns
any or nil
any
GetCameraLocation
function
World
Global functions
GetCameraLocation ( ) -> FVector
Returns
FVector
FVector
GetCameraRotation
function
World
GetCameraRotation ( ) -> FRotator
Returns
FRotator
FRotator
WorldToScreen
function
World
WorldToScreen ( worldPos ) -> FVector2D
worldPos
FVector
FVector*
Returns
FVector2D
FVector2D
GetLocalTargetingTeam
function
World
GetLocalTargetingTeam() -> integer
GetLocalTargetingTeam ( ) -> integer
Returns
integer
int
GetActorsOfClass
function
World
GetActorsOfClass("Dino") -> table of typed actors
GetActorsOfClass ( className ) -> integer
className
string
const char*
Returns
integer
int
ForEachActorOfClass
function
World
ForEachActorOfClass("Dino", function(dino) ... end) Allocates a fresh userdata per actor so stored references remain valid after the loop completes. Each actor receives the specific metatable for its resolved class, giving full access to the inheritance chain without any Cast() call in the script.
ForEachActorOfClass ( className , callback ) -> nil
className
string
const char*
callback
function
function
Returns
nil
void
GetActorClassName
function
World
GetActorClassName(actor) -> string Returns the UClass name as a UTF-8 Lua string (e.g. "Raptor_Character_C"). Works with any actor userdata. Useful for runtime class identification when you need the blueprint subclass name, not just the C++ type.
GetActorClassName ( ) -> string
Returns
string
const char*
GetGameState
function
World
Context accessors — expose Globals.hpp helpers as Lua globals
GetGameState ( ) -> AGameStateBase
Returns
AGameStateBase
AGameStateBase
GetShooterGameState
function
World
GetShooterGameState ( ) -> AShooterGameState
Returns
AShooterGameState
AShooterGameState
GetLocalPlayerController
function
World
GetLocalPlayerController ( ) -> APlayerController
Returns
APlayerController
APlayerController
GetLocalShooterController
function
World
GetLocalShooterController ( ) -> AShooterPlayerController
Returns
AShooterPlayerController
AShooterPlayerController
GetLocalPlayer
function
World
GetLocalPlayer ( ) -> AShooterCharacter
Returns
AShooterCharacter
AShooterCharacter
GetLocalCameraManager
function
World
GetLocalCameraManager ( ) -> APlayerCameraManager
Returns
APlayerCameraManager
APlayerCameraManager
GetLocalWeapon
function
World
GetLocalWeapon ( ) -> AShooterWeapon
Returns
AShooterWeapon
AShooterWeapon
Cookbook
Quick-start examples demonstrating common API patterns.
Camera
-- Derive the camera forward vector from pitch/yaw and display it on screen
function OnRender()
local sw = GetScreenWidth()
local camRot = GetCameraRotation()
local pitchRad = camRot.Pitch * 0.01745329 -- degrees → radians
local yawRad = camRot.Yaw * 0.01745329
local fwd = FVector(
math.cos(pitchRad) * math.cos(yawRad),
math.cos(pitchRad) * math.sin(yawRad),
math.sin(pitchRad)
)
local scale = FVector2D(0.85, 0.85)
local col = FLinearColor(0.6, 0.8, 1.0, 0.9)
DrawTextShadow(
string.format("Fwd X:%.2f Y:%.2f Z:%.2f", fwd.X, fwd.Y, fwd.Z),
FVector2D(sw - 240, 10), scale, col)
DrawTextShadow(
string.format("Yaw %.1f Pitch %.1f", camRot.Yaw, camRot.Pitch),
FVector2D(sw - 240, 28), scale,
FLinearColor(0.6, 0.8, 1.0, 0.7))
end
ESP
-- Dino bounding-box ESP: boxes + centered species label + distance
-- Uses GetActorBounds(), DescriptiveName(), DrawFilledRectOutline()
local function ProjectAABB(ox, oy, oz, ex, ey, ez)
local minX, minY = math.huge, math.huge
local maxX, maxY = -math.huge, -math.huge
local hit = false
for _, cx in ipairs({ox+ex, ox-ex}) do
for _, cy in ipairs({oy+ey, oy-ey}) do
for _, cz in ipairs({oz+ez, oz-ez}) do
local s = WorldToScreen(FVector(cx, cy, cz))
if s then
if s.X < minX then minX = s.X end
if s.Y < minY then minY = s.Y end
if s.X > maxX then maxX = s.X end
if s.Y > maxY then maxY = s.Y end
hit = true
end
end
end
end
if not hit then return nil end
return minX, minY, maxX, maxY
end
function OnRender()
local camPos = GetCameraLocation()
local myTeam = GetLocalTargetingTeam()
local noFill = FLinearColor(0, 0, 0, 0)
local scale = FVector2D(0.55, 0.55)
ForEachActorOfClass("Dino", function(dino)
local loc = dino:K2_GetActorLocation()
local dx = loc.X - camPos.X
local dy = loc.Y - camPos.Y
local dz = loc.Z - camPos.Z
local distM = math.sqrt(dx*dx + dy*dy + dz*dz) / 100.0
if distM > 300 then return end
-- GetActorBounds() returns two FVector values: origin, extent
local bx, by, bw, bh
local origin, extent = dino:GetActorBounds()
if origin then
local x1, y1, x2, y2 = ProjectAABB(
origin.X, origin.Y, origin.Z,
extent.X, extent.Y, extent.Z)
if x1 then bx, by, bw, bh = x1, y1, x2-x1, y2-y1 end
end
if not bx then
local s = WorldToScreen(loc)
if not s then return end
bx, by, bw, bh = s.X-20, s.Y-40, 40, 60
end
if bw < 4 or bh < 4 then return end
-- Box color by taming team
local teamId = dino:TamingTeamID()
local boxColor
if teamId == 0 then
boxColor = FLinearColor(0.85, 0.85, 0.85, 0.9)
elseif teamId == myTeam then
boxColor = FLinearColor(0.2, 1.0, 0.3, 0.9)
else
boxColor = FLinearColor(1.0, 0.2, 0.2, 0.9)
end
DrawFilledRectOutline(FVector2D(bx, by), FVector2D(bw, bh), noFill, boxColor)
local species = dino:DescriptiveName()
local label = species .. string.format(" %.0fm", distM)
if dino:bIsBaby() then label = "[B] " .. label end
-- centerX = true: text is centered on the given X position
DrawTextShadow(label, FVector2D(bx + bw*0.5, by - 13), scale,
FLinearColor(1, 1, 1, 0.9), true)
end)
end
HUD
-- Animated HP / stamina bars + player name in the bottom-left corner
local animTime = 0.0
function OnRender()
animTime = animTime + GetFrameDelta()
local sw, sh = GetScreenWidth(), GetScreenHeight()
local hx, hy = 20, sh - 120
local pulse = (math.sin(animTime * 3.0) + 1.0) * 0.5
local bg = FLinearColor(0.05, 0.05, 0.05, 0.7)
local green = FLinearColor(0.2 + pulse * 0.3, 0.8, 0.3, 0.9)
local blue = FLinearColor(0.3, 0.5, 1.0, 0.85)
local white = FLinearColor(1, 1, 1, 1)
local scaleM = FVector2D(0.9, 0.9)
local scaleL = FVector2D(1.1, 1.1)
-- HP bar (background + fill)
DrawFilledRect(FVector2D(hx, hy), FVector2D(200, 14), bg)
DrawFilledRect(FVector2D(hx+1, hy+1), FVector2D(148, 12), green)
DrawTextShadow("HP 74%", FVector2D(hx+4, hy+2), scaleM, white)
-- Stamina bar
DrawFilledRect(FVector2D(hx, hy+18), FVector2D(200, 10), bg)
DrawFilledRect(FVector2D(hx+1, hy+19), FVector2D(100, 8), blue)
DrawTextShadow("STA 50%", FVector2D(hx+4, hy+20), scaleM,
FLinearColor(0.8, 0.9, 1.0, 1.0))
-- Player name + level via GetLocalPlayer() accessor
local player = GetLocalPlayer()
if player then
local name = player:PlayerName()
local status = player:MyCharacterStatusComponent()
local level = 1
if status then
level = status:BaseCharacterLevel() + status:ExtraCharacterLevel()
end
DrawTextShadow(string.format("%s [Lv %d]", name, level),
FVector2D(hx, hy - 20), scaleL,
FLinearColor(0.9, 0.85, 1.0, 1.0))
end
end
Structures
-- Find nearby storage containers, draw a label at each one
function OnRender()
local camPos = GetCameraLocation()
local scale = FVector2D(0.7, 0.7)
local yellow = FLinearColor(1.0, 0.9, 0.3, 0.9)
ForEachActorOfClass("APrimalStructureItemContainer", function(box)
local loc = box:K2_GetActorLocation()
local dx = loc.X - camPos.X
local dy = loc.Y - camPos.Y
local dz = loc.Z - camPos.Z
local d = math.sqrt(dx*dx + dy*dy + dz*dz) / 100.0
if d > 50 then return end
local s = WorldToScreen(loc)
if not s then return end
DrawTextShadow(string.format("Box %.1fm", d),
FVector2D(s.X, s.Y - 10), scale, yellow, true)
end)
end
Types
-- Working with UE value types: FVector, FRotator, FLinearColor, FVector2D, FString
-- FVector arithmetic
local a = FVector(100, 200, 300)
local b = FVector(10, 20, 30)
local sum = a + b -- FVector(110, 220, 330)
local diff = a - b -- FVector( 90, 180, 270)
local scaled = a * 2.0 -- FVector(200, 400, 600)
print(a.X, a.Y, a.Z) -- field access
-- FRotator (Pitch, Yaw, Roll — all in degrees)
local rot = FRotator(0, 90, 0)
print(rot.Pitch, rot.Yaw, rot.Roll)
-- FLinearColor — all components in 0.0–1.0 range when used from Lua
local red = FLinearColor(1, 0, 0, 1) -- opaque red
local semiGreen = FLinearColor(0, 1, 0, 0.5) -- 50% alpha green
-- FVector2D (screen-space positions and sizes)
local sw, sh = GetScreenWidth(), GetScreenHeight()
local center = FVector2D(sw * 0.5, sh * 0.5)
local size = FVector2D(100, 40)
-- Most SDK string methods return a plain Lua string directly
local player = GetLocalPlayer()
if player then
local name = player:PlayerName() -- plain Lua string
local species = player:DescriptiveName() -- plain Lua string
print(name, "species:", species)
end
-- FString userdata is only returned by a few utility methods:
-- Conv_NameToString, GetPathName, ClusterId, ServerSessionName
-- For those, call :str() / :len() / :empty() on the returned value.
local world = GetWorld()
if world then
local sessionFs = world:ServerSessionName() -- FString userdata
print(sessionFs:str(), "len:", sessionFs:len())
end