TOB Lua SDK

API Reference
/

Engine

46

AActor

class Actors extends UPrimalActor

Cheat/UE/SDK/Engine/AActor.hpp

Methods

AActor:bBlockInput
AActor:bBlockInput() -> boolean
Returns boolean bool
AActor:CustomTimeDilation
AActor:CustomTimeDilation() -> number
Returns number float
AActor:Owner
AActor:Owner() -> AActor
Returns AActor AActor *
AActor:Instigator
AActor:Instigator() -> APawn
Returns APawn class APawn *
AActor:RootComponent
AActor:RootComponent() -> USceneComponent
Returns USceneComponent class USceneComponent *
AActor:K2_SetActorLocation
AActor:K2_SetActorLocation(NewLocation, bSweep, SweepHitResult, bTeleport) -> boolean
NewLocation
FVector struct FVector &
bSweep
boolean bool
SweepHitResult
FHitResult struct FHitResult *
bTeleport
boolean bool
Returns boolean bool
AActor:K2_TeleportTo
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
AActor:K2_GetComponentsByClass(ComponentClass) -> table
ComponentClass
userdata TSubclassOf
Returns table TArray
AActor:GetVelocity
AActor:GetVelocity(bIsForRagdoll) -> FVector
bIsForRagdoll
boolean bool
Returns FVector FVector
AActor:K2_GetActorLocation
AActor:K2_GetActorLocation() -> FVector
Returns FVector FVector
AActor:K2_GetActorRotation
AActor:K2_GetActorRotation() -> FRotator
Returns FRotator FRotator
AActor:K2_SetActorRotation
AActor:K2_SetActorRotation(NewRotation, bTeleportPhysics) -> boolean
NewRotation
FRotator const struct FRotator &
bTeleportPhysics
boolean bool
Returns boolean bool
AActor:GetActorEyesViewPoint
AActor:GetActorEyesViewPoint(OutLocation, OutRotation) -> nil
OutLocation
FVector FVector &
OutRotation
FRotator FRotator &
Returns nil void
AActor:GetActorBounds
AActor:GetActorBounds(bOnlyCollidingComponents, Origin, BoxExtent, bIncludeFromChildActors) -> nil
bOnlyCollidingComponents
boolean bool
Origin
FVector FVector &
BoxExtent
FVector FVector &
bIncludeFromChildActors
boolean bool
Returns nil void
AActor:MulticastDrawDebugSphere
AActor:MulticastDrawDebugSphere(Center, Radius, Segments, LineColor, Duration, enableInShipping) -> nil
Center
FVector const struct FVector &
Radius
number float
Segments
integer int32_t
LineColor
FLinearColor const struct FLinearColor &
Duration
number float
enableInShipping
boolean bool
Returns nil void
AActor.StaticClass
static
AActor.StaticClass() -> UClass
Returns UClass UClass *

ABrush

class Actors extends AActor

Cheat/UE/SDK/Engine/ABrush.hpp

Methods

ABrush.StaticClass
static
ABrush.StaticClass() -> UClass
Returns UClass UClass *

ACharacter

class Actors extends APawn

Cheat/UE/SDK/Engine/ACharacter.hpp

Methods

ACharacter:Mesh
ACharacter:Mesh() -> USkeletalMeshComponent
Returns USkeletalMeshComponent class USkeletalMeshComponent *
ACharacter:CharacterMovement
ACharacter:CharacterMovement() -> UCharacterMovementComponent
Returns UCharacterMovementComponent class UCharacterMovementComponent *
ACharacter:CapsuleComponent
ACharacter:CapsuleComponent() -> UCapsuleComponent
Returns UCapsuleComponent class UCapsuleComponent *
ACharacter:ClientCheatFly
ACharacter:ClientCheatFly() -> nil
Returns nil void
ACharacter:ClientCheatGhost
ACharacter:ClientCheatGhost() -> nil
Returns nil void
ACharacter:ClientCheatWalk
ACharacter:ClientCheatWalk() -> nil
Returns nil void
ACharacter.StaticClass
static
ACharacter.StaticClass() -> UClass
Returns UClass UClass *

AController

class Actors extends AActor

Cheat/UE/SDK/Engine/AController.hpp

Methods

AController:Character
AController:Character() -> ACharacter
Returns ACharacter class ACharacter *
AController:ControlRotation
AController:ControlRotation() -> FRotator
Returns FRotator FRotator
AController:ResetInputFlags
AController:ResetInputFlags() -> nil
Returns nil void
AController:ClientSetRotation
AController:ClientSetRotation(NewRotation, bCameraReset) -> nil
NewRotation
FRotator FRotator &
bCameraReset
boolean bool
Returns nil void
AController:LineOfSightTo
AController:LineOfSightTo(Other, ViewPoint, bAlternateChecks) -> boolean
Other
AActor class AActor *
ViewPoint
FVector const struct FVector &
bAlternateChecks
boolean bool
Returns boolean bool
AController.StaticClass
static
AController.StaticClass() -> UClass
Returns UClass UClass *

AGameState

class Actors extends AGameStateBase

Cheat/UE/SDK/Engine/AGameState.hpp

AGameStateBase

class Actors extends AInfo

Cheat/UE/SDK/Engine/AGameStateBase.hpp

Methods

AGameStateBase:PlayerArray
AGameStateBase:PlayerArray() -> table
Returns table TArray
AGameStateBase:ReplicatedWorldTimeSeconds
AGameStateBase:ReplicatedWorldTimeSeconds() -> number
Returns number float
AGameStateBase.StaticClass
static
AGameStateBase.StaticClass() -> UClass
Returns UClass UClass *

AHUD

class Actors extends AActor

Cheat/UE/SDK/Engine/AHUD.hpp

Methods

AHUD:Canvas
AHUD:Canvas() -> UCanvas
Returns UCanvas class UCanvas *
AHUD:DebugCanvas
AHUD:DebugCanvas() -> UCanvas
Returns UCanvas class UCanvas *
AHUD:DrawLine
AHUD:DrawLine(StartScreenX, StartScreenY, EndScreenX, EndScreenY, LineColor, LineThickness) -> nil
StartScreenX
number float
StartScreenY
number float
EndScreenX
number float
EndScreenY
number float
LineColor
FLinearColor const struct FLinearColor &
LineThickness
number float
Returns nil void
AHUD:DrawRect
AHUD:DrawRect(RectColor, ScreenX, ScreenY, ScreenW, ScreenH) -> nil
RectColor
FLinearColor const struct FLinearColor &
ScreenX
number float
ScreenY
number float
ScreenW
number float
ScreenH
number float
Returns nil void
AHUD:DrawHUDText
AHUD:DrawHUDText(Text, TextColor, ScreenX, ScreenY, Font, Scale, bScalePosition) -> nil
Text
FString :str() → string const class FString &
TextColor
FLinearColor const struct FLinearColor &
ScreenX
number float
ScreenY
number float
Font
UFont class UFont *
Scale
number float
bScalePosition
boolean bool
Returns nil void
AHUD:DrawTexture
AHUD:DrawTexture(Texture, ScreenX, ScreenY, ScreenW, ScreenH, TextureU, TextureV, TextureUWidth, TextureVHeight, TintColor, BlendMode, Scale, bScalePosition, Rotation, RotPivot) -> nil
Texture
UTexture class UTexture *
ScreenX
number float
ScreenY
number float
ScreenW
number float
ScreenH
number float
TextureU
number float
TextureV
number float
TextureUWidth
number float
TextureVHeight
number float
TintColor
FLinearColor const struct FLinearColor &
BlendMode
integer EBlendMode
Scale
number float
bScalePosition
boolean bool
Rotation
number float
RotPivot
FVector2D const struct FVector2D &
Returns nil void
AHUD:ShowHUD
AHUD:ShowHUD() -> nil
Returns nil void
AHUD:Project
AHUD:Project(Location, bClampToZeroPlane) -> FVector
Location
FVector const struct FVector &
bClampToZeroPlane
boolean bool
Returns FVector struct FVector
AHUD:GetTextSize
AHUD:GetTextSize(Text, OutWidth, OutHeight, Font, Scale) -> nil
Text
FString :str() → string const class FString &
OutWidth
number float *
OutHeight
number float *
Font
UFont class UFont *
Scale
number float
Returns nil void
AHUD.StaticClass
static
AHUD.StaticClass() -> UClass
Returns UClass UClass *

AInfo

class Actors extends AActor

Cheat/UE/SDK/Engine/AInfo.hpp

Methods

AInfo.StaticClass
static
AInfo.StaticClass() -> UClass
Returns UClass UClass *

APawn

class Actors extends AActor

Cheat/UE/SDK/Engine/APawn.hpp

Methods

APawn:PlayerState
APawn:PlayerState() -> APlayerState
Returns APlayerState class APlayerState *
APawn:GetMovementComponent
APawn:GetMovementComponent() -> UPawnMovementComponent
Returns UPawnMovementComponent class UPawnMovementComponent *
APawn:IsLocallyControlled
APawn:IsLocallyControlled() -> boolean
Returns boolean bool
APawn.StaticClass
static
APawn.StaticClass() -> UClass
Returns UClass UClass *

APlayerCameraManager

class Actors extends AActor

Cheat/UE/SDK/Engine/APlayerCameraManager.hpp

Methods

APlayerCameraManager:DefaultFOV
APlayerCameraManager:DefaultFOV() -> number
Returns number float
APlayerCameraManager:CameraCachePrivate
APlayerCameraManager:CameraCachePrivate() -> userdata
Returns userdata struct FCameraCacheEntry
APlayerCameraManager:ViewPitchMin
APlayerCameraManager:ViewPitchMin() -> number
Returns number float
APlayerCameraManager:ViewPitchMax
APlayerCameraManager:ViewPitchMax() -> number
Returns number float
APlayerCameraManager:ViewYawMin
APlayerCameraManager:ViewYawMin() -> number
Returns number float
APlayerCameraManager:ViewYawMax
APlayerCameraManager:ViewYawMax() -> number
Returns number float
APlayerCameraManager:GetCameraLocation
APlayerCameraManager:GetCameraLocation() -> FVector
Returns FVector struct FVector
APlayerCameraManager:GetCameraRotation
APlayerCameraManager:GetCameraRotation() -> FRotator
Returns FRotator struct FRotator
APlayerCameraManager:ClearCameraLensEffects
APlayerCameraManager:ClearCameraLensEffects() -> nil
Returns nil void
APlayerCameraManager:StopAllCameraShakes
APlayerCameraManager:StopAllCameraShakes(bImmediately) -> nil
bImmediately
boolean bool
Returns nil void
APlayerCameraManager:StopAllCameraAnims
APlayerCameraManager:StopAllCameraAnims(bImmediate) -> nil
bImmediate
boolean bool
Returns nil void
APlayerCameraManager:StopCameraFade
APlayerCameraManager:StopCameraFade() -> nil
Returns nil void
APlayerCameraManager.StaticClass
static
APlayerCameraManager.StaticClass() -> UClass
Returns UClass UClass *

APlayerController

class Actors extends AController

Cheat/UE/SDK/Engine/APlayerController.hpp

Properties

Name Lua Type C++ Type Access
VTable nil void **

Methods

APlayerController:AcknowledgedPawn
APlayerController:AcknowledgedPawn() -> APawn
Returns APawn class APawn *
APlayerController:PlayerCameraManager
APlayerController:PlayerCameraManager() -> APlayerCameraManager
Returns APlayerCameraManager class APlayerCameraManager *
APlayerController:ClientIgnoreLookInput
APlayerController:ClientIgnoreLookInput(bIgnore) -> nil
bIgnore
boolean bool
Returns nil void
APlayerController:ClientIgnoreMoveInput
APlayerController:ClientIgnoreMoveInput(bIgnore) -> nil
bIgnore
boolean bool
Returns nil void
APlayerController:ServerAcknowledgePossession
APlayerController:ServerAcknowledgePossession(P) -> nil
P
APawn class APawn *
Returns nil void
APlayerController:GetHUD
APlayerController:GetHUD() -> AHUD
Returns AHUD class AHUD *
APlayerController:bShowMouseCursor
APlayerController:bShowMouseCursor() -> nil
Returns nil void
APlayerController:GetMousePosition
APlayerController:GetMousePosition(LocationX, LocationY, bEvenWhenMouseNotAttached) -> boolean
LocationX
number float *
LocationY
number float *
bEvenWhenMouseNotAttached
boolean bool
Returns boolean bool
APlayerController:IsInputKeyDown
APlayerController:IsInputKeyDown(Key) -> boolean
Key
FKey const struct FKey &
Returns boolean bool
APlayerController:WasInputKeyJustPressed
APlayerController:WasInputKeyJustPressed(Key) -> boolean
Key
FKey const struct FKey &
Returns boolean bool
APlayerController:WasInputKeyJustReleased
APlayerController:WasInputKeyJustReleased(Key) -> boolean
Key
FKey const struct FKey &
Returns boolean bool
APlayerController.StaticClass
static
APlayerController.StaticClass() -> UClass
Returns UClass UClass *

APlayerState

class Actors extends AInfo

Cheat/UE/SDK/Engine/APlayerState.hpp

Methods

APlayerState:CompressedPing
APlayerState:CompressedPing() -> integer
Returns integer uint8_t
APlayerState:PlayerNamePrivate
APlayerState:PlayerNamePrivate() -> FString :str() → string
Returns FString :str() → string FString
APlayerState:GetExactPing
APlayerState:GetExactPing() -> number
Returns number float
APlayerState:GetPingInMilliseconds
APlayerState:GetPingInMilliseconds() -> number
Returns number float
APlayerState.StaticClass
static
APlayerState.StaticClass() -> UClass
Returns UClass UClass *

AVolume

class Actors extends ABrush

Cheat/UE/SDK/Engine/AVolume.hpp

Methods

AVolume.StaticClass
static
AVolume.StaticClass() -> UClass
Returns UClass UClass *

UActorComponent

class Actors extends UObject

Cheat/UE/SDK/Engine/UActorComponent.hpp

Methods

UActorComponent:bReplicates
UActorComponent:bReplicates() -> boolean
Returns boolean bool
UActorComponent.StaticClass
static
UActorComponent.StaticClass() -> UClass
Returns UClass UClass *

UCanvas

class GUI extends UObject

Cheat/UE/SDK/Engine/UCanvas.hpp

Methods

UCanvas:SizeX
UCanvas:SizeX() -> integer
Returns integer int32_t
UCanvas:SizeY
UCanvas:SizeY() -> integer
Returns integer int32_t
UCanvas:ClipX
UCanvas:ClipX() -> number
Returns number float
UCanvas:ClipY
UCanvas:ClipY() -> number
Returns number float
UCanvas:K2_DrawBox
UCanvas:K2_DrawBox(ScreenPosition, ScreenSize, Thickness, RenderColor) -> nil
ScreenPosition
FVector2D const struct FVector2D &
ScreenSize
FVector2D const struct FVector2D &
Thickness
number float
RenderColor
FLinearColor const struct FLinearColor &
Returns nil void
UCanvas:K2_DrawBoxEx
UCanvas:K2_DrawBoxEx(ScreenPosition, ScreenSize, Thickness, RenderColor, BlendMode) -> nil
ScreenPosition
FVector2D const struct FVector2D &
ScreenSize
FVector2D const struct FVector2D &
Thickness
number float
RenderColor
FLinearColor const struct FLinearColor &
BlendMode
integer EBlendMode
Returns nil void
UCanvas:K2_DrawLine
UCanvas:K2_DrawLine(ScreenPositionA, ScreenPositionB, Thickness, RenderColor) -> nil
ScreenPositionA
FVector2D const struct FVector2D &
ScreenPositionB
FVector2D const struct FVector2D &
Thickness
number float
RenderColor
FLinearColor const struct FLinearColor &
Returns nil void
UCanvas:K2_DrawMaterial
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 &
Rotation
number float
PivotPoint
FVector2D const struct FVector2D &
bApplyGammaCorrection
boolean bool
Returns nil void
UCanvas:K2_DrawMaterialTriangle
UCanvas:K2_DrawMaterialTriangle(RenderMaterial, Triangles) -> nil
RenderMaterial
UMaterialInterface class UMaterialInterface *
Triangles
table const TArray &
Returns nil void
UCanvas:K2_DrawPolygon
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
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 &
Kerning
number float
ShadowColor
FLinearColor const struct FLinearColor &
ShadowOffset
FVector2D const struct FVector2D &
bCentreX
boolean bool
bCentreY
boolean bool
bOutlined
boolean bool
OutlineColor
FLinearColor const struct FLinearColor &
Returns nil void
UCanvas:K2_DrawTexture
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
Rotation
number float
PivotPoint
FVector2D const struct FVector2D &
Returns nil void
UCanvas:K2_DrawTriangle
UCanvas:K2_DrawTriangle(RenderTexture, Triangles) -> nil
RenderTexture
UTexture class UTexture *
Triangles
table const TArray &
Returns nil void
UCanvas:K2_Project
UCanvas:K2_Project(WorldLocation) -> FVector
WorldLocation
FVector const struct FVector &
Returns FVector FVector
UCanvas:W2S
UCanvas:W2S(WorldLocation, CameraView) -> FVector
WorldLocation
FVector const struct FVector &
CameraView
FMinimalViewInfo const struct FMinimalViewInfo &
Returns FVector FVector
UCanvas:K2_StrLen
UCanvas:K2_StrLen(RenderFont, RenderText) -> FVector2D
RenderFont
UFont class UFont *
RenderText
FString :str() → string const class FString &
Returns FVector2D FVector2D
UCanvas:K2_TextSize
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
UCanvas:DefaultTexture() -> UTexture2D
Returns UTexture2D class UTexture2D *
UCanvas.StaticClass
static
UCanvas.StaticClass() -> UClass
Returns UClass UClass *

UChannel

class Memory extends UObject

Cheat/UE/SDK/Engine/UChannel.hpp

Methods

UChannel:Connection
UChannel:Connection() -> UNetConnection
Returns UNetConnection class UNetConnection *
UChannel.StaticClass
static
UChannel.StaticClass() -> UClass
Returns UClass UClass *

UCharacterMovementComponent

class Memory extends UPawnMovementComponent

Cheat/UE/SDK/Engine/UCharacterMovementComponent.hpp

Methods

UCharacterMovementComponent:GravityScale
UCharacterMovementComponent:GravityScale() -> number
Returns number float
UCharacterMovementComponent:GravityDirection
UCharacterMovementComponent:GravityDirection() -> FVector
Returns FVector FVector
UCharacterMovementComponent:Acceleration
UCharacterMovementComponent:Acceleration() -> FVector
Returns FVector FVector
UCharacterMovementComponent:MaxSimulationTimeStep
UCharacterMovementComponent:MaxSimulationTimeStep() -> number
Returns number float
UCharacterMovementComponent:MaxSimulationIterations
UCharacterMovementComponent:MaxSimulationIterations() -> integer
Returns integer int32_t
UCharacterMovementComponent:bOrientRotationToMovement
UCharacterMovementComponent:bOrientRotationToMovement() -> boolean
Returns boolean bool
UCharacterMovementComponent:SetbOrientRotationToMovement
UCharacterMovementComponent:SetbOrientRotationToMovement(bValue) -> nil
bValue
boolean bool
Returns nil void
UCharacterMovementComponent:RotationRate
UCharacterMovementComponent:RotationRate() -> FRotator
Returns FRotator FRotator
UCharacterMovementComponent:SetRotationRate
UCharacterMovementComponent:SetRotationRate(Value) -> nil
Value
FRotator const FRotator &
Returns nil void
UCharacterMovementComponent:NetworkSimulatedSmoothRotationTime
UCharacterMovementComponent:NetworkSimulatedSmoothRotationTime() -> number
Returns number float
UCharacterMovementComponent:SetNetworkSimulatedSmoothRotationTime
UCharacterMovementComponent:SetNetworkSimulatedSmoothRotationTime(Value) -> nil
Value
number float
Returns nil void
UCharacterMovementComponent.StaticClass
static
UCharacterMovementComponent.StaticClass() -> UClass
Returns UClass UClass *

UConsole

class Memory extends UObject

Cheat/UE/SDK/Engine/UConsole.hpp

Methods

UConsole.StaticClass
static
UConsole.StaticClass() -> UClass
Returns UClass UClass *

UFont

class GUI extends UObject

Cheat/UE/SDK/Engine/UFont.hpp

Methods

UFont.StaticClass
static
UFont.StaticClass() -> UClass
Returns UClass UClass *
UFont.Roboto
static
UFont.Roboto() -> UFont
Returns UFont UFont *
UFont.Roboto51
static
UFont.Roboto51() -> UFont
Returns UFont UFont *

UGameInstance

class Memory extends UObject

Cheat/UE/SDK/Engine/UGameInstance.hpp

Methods

UGameInstance:LocalPlayers
UGameInstance:LocalPlayers() -> table
Returns table TArray
UGameInstance.StaticClass
static
UGameInstance.StaticClass() -> UClass
Returns UClass UClass *

UGameViewportClient

class Memory extends UScriptViewportClient

Cheat/UE/SDK/Engine/UGameViewportClient.hpp

Properties

Name Lua Type C++ Type Access
VTable nil void **

Methods

UGameViewportClient:ViewportConsole
UGameViewportClient:ViewportConsole() -> UConsole
Returns UConsole class UConsole *
UGameViewportClient:bIgnoreInput
UGameViewportClient:bIgnoreInput() -> boolean
Returns boolean bool
UGameViewportClient:World
UGameViewportClient:World() -> UWorld
Returns UWorld class UWorld *
UGameViewportClient:GameInstance
UGameViewportClient:GameInstance() -> UGameInstance
Returns UGameInstance class UGameInstance *
UGameViewportClient.StaticClass
static
UGameViewportClient.StaticClass() -> UClass
Returns UClass UClass *

ULevel

class Memory extends UObject

Cheat/UE/SDK/Engine/ULevel.hpp

Methods

ULevel:Actors
ULevel:Actors() -> table
Returns table TArray
ULevel:OwningWorld
ULevel:OwningWorld() -> UWorld
Returns UWorld class UWorld *
ULevel:FindActorsOffset
ULevel:FindActorsOffset() -> integer
Returns integer int32_t
ULevel.StaticClass
static
ULevel.StaticClass() -> UClass
Returns UClass UClass *

ULocalPlayer

class Memory extends UPlayer

Cheat/UE/SDK/Engine/ULocalPlayer.hpp

Methods

ULocalPlayer:ViewportClient
ULocalPlayer:ViewportClient() -> UGameViewportClient
Returns UGameViewportClient class UGameViewportClient *
ULocalPlayer.StaticClass
static
ULocalPlayer.StaticClass() -> UClass
Returns UClass UClass *

UMaterial

class Memory extends UMaterialInterface

Cheat/UE/SDK/Engine/UMaterial.hpp

Methods

UMaterial:BlendMode
UMaterial:BlendMode() -> integer
Returns integer EBlendMode
UMaterial:SetBlendMode
UMaterial:SetBlendMode(NewBlendMode) -> nil
NewBlendMode
integer EBlendMode
Returns nil void
UMaterial:bDisableDepthTest
UMaterial:bDisableDepthTest() -> boolean
Returns boolean bool
UMaterial:SetbDisableDepthTest
UMaterial:SetbDisableDepthTest() -> nil
Returns nil void
UMaterial:Wireframe
UMaterial:Wireframe() -> boolean
Returns boolean bool
UMaterial:SetWireframe
UMaterial:SetWireframe() -> nil
Returns nil void
UMaterial.StaticClass
static
UMaterial.StaticClass() -> UClass
Returns UClass UClass *

UMaterialInstance

class Memory extends UMaterialInterface

Cheat/UE/SDK/Engine/UMaterialInstance.hpp

Methods

UMaterialInstance:ScalarParameterValues
UMaterialInstance:ScalarParameterValues() -> table
Returns table TArray
UMaterialInstance:VectorParameterValues
UMaterialInstance:VectorParameterValues() -> table
Returns table TArray
UMaterialInstance.StaticClass
static
UMaterialInstance.StaticClass() -> UClass
Returns UClass UClass *

UMaterialInstanceDynamic

class Memory extends UMaterialInstance

Cheat/UE/SDK/Engine/UMaterialInstanceDynamic.hpp

Methods

UMaterialInstanceDynamic:K2_CopyMaterialInstanceParameters
UMaterialInstanceDynamic:K2_CopyMaterialInstanceParameters(Source, bQuickParametersOnly) -> nil
Source
UMaterialInterface class UMaterialInterface *
bQuickParametersOnly
boolean bool
Returns nil void
UMaterialInstanceDynamic:SetVectorParameterValue
UMaterialInstanceDynamic:SetVectorParameterValue(ParameterName, Value) -> nil
ParameterName
string class FName
Value
FLinearColor const struct FLinearColor &
Returns nil void
UMaterialInstanceDynamic:SetScalarParameterValue
UMaterialInstanceDynamic:SetScalarParameterValue(ParameterName, Value) -> nil
ParameterName
string class FName
Value
number float
Returns nil void
UMaterialInstanceDynamic:SetTextureParameterValue
UMaterialInstanceDynamic:SetTextureParameterValue(ParameterName, Value) -> nil
ParameterName
string class FName
Value
UTexture class UTexture *
Returns nil void
UMaterialInstanceDynamic.StaticClass
static
UMaterialInstanceDynamic.StaticClass() -> UClass
Returns UClass UClass *

UMaterialInterface

class Memory extends UObject

Cheat/UE/SDK/Engine/UMaterialInterface.hpp

Methods

UMaterialInterface:GetBaseMaterial
UMaterialInterface:GetBaseMaterial() -> UMaterial
Returns UMaterial class UMaterial *
UMaterialInterface.StaticClass
static
UMaterialInterface.StaticClass() -> UClass
Returns UClass UClass *

UMeshComponent

class Memory extends UPrimitiveComponent

Cheat/UE/SDK/Engine/UMeshComponent.hpp

Methods

UMeshComponent:GetMaterials
UMeshComponent:GetMaterials() -> table
Returns table TArray
UMeshComponent.StaticClass
static
UMeshComponent.StaticClass() -> UClass
Returns UClass UClass *

UMovementComponent

class Memory extends UActorComponent

Cheat/UE/SDK/Engine/UMovementComponent.hpp

Methods

UMovementComponent:Velocity
UMovementComponent:Velocity() -> FVector
Returns FVector FVector
UMovementComponent:GetGravityZ
UMovementComponent:GetGravityZ() -> number
Returns number float
UMovementComponent:K2_MoveUpdatedComponent
UMovementComponent:K2_MoveUpdatedComponent(Delta, NewRotation, OutHit, bSweep, bTeleport) -> boolean
Delta
FVector const FVector &
NewRotation
FRotator const FRotator &
OutHit
FHitResult FHitResult *
bSweep
boolean bool
bTeleport
boolean bool
Returns boolean bool
UMovementComponent.StaticClass
static
UMovementComponent.StaticClass() -> UClass
Returns UClass UClass *

UNavMovementComponent

class Memory extends UMovementComponent

Cheat/UE/SDK/Engine/UNavMovementComponent.hpp

UNetConnection

class Memory extends UPlayer

Cheat/UE/SDK/Engine/UNetConnection.hpp

Methods

UNetConnection:Driver
UNetConnection:Driver() -> UNetDriver
Returns UNetDriver class UNetDriver *
UNetConnection:LastReceiveTime
UNetConnection:LastReceiveTime() -> number
Returns number double
UNetConnection:bHasArkLoginLock
UNetConnection:bHasArkLoginLock() -> boolean
Returns boolean bool
UNetConnection.StaticClass
static
UNetConnection.StaticClass() -> UClass
Returns UClass UClass *

UNetDriver

class Memory extends UObject

Cheat/UE/SDK/Engine/UNetDriver.hpp

Methods

UNetDriver:NetServerMaxTickRate
UNetDriver:NetServerMaxTickRate() -> integer
Returns integer int32_t
UNetDriver.StaticClass
static
UNetDriver.StaticClass() -> UClass
Returns UClass UClass *

UPawnMovementComponent

class Memory extends UNavMovementComponent

Cheat/UE/SDK/Engine/UPawnMovementComponent.hpp

Methods

UPawnMovementComponent:PawnOwner
UPawnMovementComponent:PawnOwner() -> APawn
Returns APawn class APawn *
UPawnMovementComponent.StaticClass
static
UPawnMovementComponent.StaticClass() -> UClass
Returns UClass UClass *

UPlayer

class Memory extends UObject

Cheat/UE/SDK/Engine/UPlayer.hpp

Methods

UPlayer:PlayerController
UPlayer:PlayerController() -> APlayerController
Returns APlayerController class APlayerController *
UPlayer:CurrentNetSpeed
UPlayer:CurrentNetSpeed() -> integer
Returns integer int32_t
UPlayer.StaticClass
static
UPlayer.StaticClass() -> UClass
Returns UClass UClass *

UPrimitiveComponent

class Memory extends USceneComponent

Cheat/UE/SDK/Engine/UPrimitiveComponent.hpp

Methods

UPrimitiveComponent:GetPhysicsLinearVelocity
UPrimitiveComponent:GetPhysicsLinearVelocity(BoneName) -> FVector
BoneName
string class FName
Returns FVector FVector
UPrimitiveComponent:SetMaterial
UPrimitiveComponent:SetMaterial(ElementIndex, Material) -> nil
ElementIndex
integer int32_t
Material
UMaterialInterface class UMaterialInterface *
Returns nil void
UPrimitiveComponent:GetMaterial
UPrimitiveComponent:GetMaterial(ElementIndex) -> UMaterialInterface
ElementIndex
integer int32_t
Returns UMaterialInterface class UMaterialInterface *
UPrimitiveComponent:GetNumMaterials
UPrimitiveComponent:GetNumMaterials() -> integer
Returns integer int32_t
UPrimitiveComponent.StaticClass
static
UPrimitiveComponent.StaticClass() -> UClass
Returns UClass UClass *

UProjectileMovementComponent

class Memory extends UMovementComponent

Cheat/UE/SDK/Engine/UProjectileMovementComponent.hpp

Methods

UProjectileMovementComponent:InitialSpeed
UProjectileMovementComponent:InitialSpeed() -> number
Returns number float
UProjectileMovementComponent:MaxSpeed
UProjectileMovementComponent:MaxSpeed() -> number
Returns number float
UProjectileMovementComponent:ProjectileGravityScale
UProjectileMovementComponent:ProjectileGravityScale() -> number
Returns number float
UProjectileMovementComponent.StaticClass
static
UProjectileMovementComponent.StaticClass() -> UClass
Returns UClass UClass *

USceneComponent

class Memory extends UActorComponent

Cheat/UE/SDK/Engine/USceneComponent.hpp

Methods

USceneComponent:RelativeLocation
USceneComponent:RelativeLocation() -> FVector
Returns FVector FVector
USceneComponent:RelativeRotation
USceneComponent:RelativeRotation() -> FRotator
Returns FRotator FRotator
USceneComponent:RelativeScale3D
USceneComponent:RelativeScale3D() -> FVector
Returns FVector FVector
USceneComponent:ComponentVelocity
USceneComponent:ComponentVelocity() -> FVector
Returns FVector FVector
USceneComponent:GetAllSocketNames
USceneComponent:GetAllSocketNames() -> table
Returns table TArray
USceneComponent:GetSocketLocation
USceneComponent:GetSocketLocation(InSocketName) -> FVector
InSocketName
string FName
Returns FVector FVector
USceneComponent:GetSocketRotation
USceneComponent:GetSocketRotation(InSocketName) -> FRotator
InSocketName
string FName
Returns FRotator FRotator
USceneComponent:K2_GetComponentLocation
USceneComponent:K2_GetComponentLocation() -> FVector
Returns FVector FVector
USceneComponent:K2_GetComponentRotation
USceneComponent:K2_GetComponentRotation() -> FRotator
Returns FRotator FRotator
USceneComponent:K2_GetComponentScale
USceneComponent:K2_GetComponentScale() -> FVector
Returns FVector FVector
USceneComponent.StaticClass
static
USceneComponent.StaticClass() -> UClass
Returns UClass UClass *

UScriptViewportClient

class Memory extends UObject

Cheat/UE/SDK/Engine/UScriptViewportClient.hpp

USkeletalMeshComponent

class Memory extends USkinnedMeshComponent

Cheat/UE/SDK/Engine/USkeletalMeshComponent.hpp

Methods

USkeletalMeshComponent.StaticClass
static
USkeletalMeshComponent.StaticClass() -> UClass
Returns UClass UClass *

USkinnedMeshComponent

class Memory extends UMeshComponent

Cheat/UE/SDK/Engine/USkinnedMeshComponent.hpp

Methods

USkinnedMeshComponent:LeaderPoseComponent
USkinnedMeshComponent:LeaderPoseComponent() -> USkinnedMeshComponent
Returns USkinnedMeshComponent TWeakObjectPtr
USkinnedMeshComponent:GetRefPoseTransform
USkinnedMeshComponent:GetRefPoseTransform(BoneIndex) -> FTransform
BoneIndex
integer int32_t
Returns FTransform FTransform
USkinnedMeshComponent:GetBoneIndex
USkinnedMeshComponent:GetBoneIndex(BoneName) -> integer
BoneName
string FName
Returns integer int32_t
USkinnedMeshComponent:GetNumBones
USkinnedMeshComponent:GetNumBones() -> integer
Returns integer int32_t
USkinnedMeshComponent:GetBoneName
USkinnedMeshComponent:GetBoneName(BoneIndex) -> string
BoneIndex
integer int32_t
Returns string FName
USkinnedMeshComponent:GetSocketBoneName
USkinnedMeshComponent:GetSocketBoneName(InSocketName) -> string
InSocketName
string FName
Returns string FName
USkinnedMeshComponent:FindClosestBone_K2
USkinnedMeshComponent:FindClosestBone_K2(TestLocation, BoneLocation, IgnoreScale, bRequirePhysicsAsset) -> string
TestLocation
FVector const struct FVector &
BoneLocation
FVector struct FVector *
IgnoreScale
number float
bRequirePhysicsAsset
boolean bool
Returns string FName
USkinnedMeshComponent.StaticClass
static
USkinnedMeshComponent.StaticClass() -> UClass
Returns UClass UClass *

UStaticMesh

class Memory extends USkinnedMeshComponent

Cheat/UE/SDK/Engine/UStaticMesh.hpp

Methods

UStaticMesh:StaticMesh
UStaticMesh:StaticMesh() -> UStaticMesh
Returns UStaticMesh class UStaticMesh *
UStaticMesh.StaticClass
static
UStaticMesh.StaticClass() -> UClass
Returns UClass UClass *

UStaticMeshComponent

class Memory extends UMeshComponent

Cheat/UE/SDK/Engine/UStaticMeshComponent.hpp

Methods

UStaticMeshComponent:StaticMesh
UStaticMeshComponent:StaticMesh() -> UStaticMesh
Returns UStaticMesh class UStaticMesh *

UStreamableRenderAsset

class Memory extends UObject

Cheat/UE/SDK/Engine/UStreamableRenderAsset.hpp

Methods

UStreamableRenderAsset.StaticClass
static
UStreamableRenderAsset.StaticClass() -> UClass
Returns UClass UClass *

UTexture

class Memory extends UStreamableRenderAsset

Cheat/UE/SDK/Engine/UTexture.hpp

Methods

UTexture.StaticClass
static
UTexture.StaticClass() -> UClass
Returns UClass UClass *

UTexture2D

class Memory extends UTexture

Cheat/UE/SDK/Engine/UTexture2D.hpp

Methods

UTexture2D.StaticClass
static
UTexture2D.StaticClass() -> UClass
Returns UClass UClass *

UWorld

class Memory extends UPrimalWorld

Cheat/UE/SDK/Engine/UWorld.hpp

Methods

UWorld:NetDriver
UWorld:NetDriver() -> UNetDriver
Returns UNetDriver class UNetDriver *
UWorld:GameState
UWorld:GameState() -> AGameStateBase
Returns AGameStateBase class AGameStateBase *
UWorld:PersistentLevel
UWorld:PersistentLevel() -> ULevel
Returns ULevel class ULevel *
UWorld:Levels
UWorld:Levels() -> table
Returns table TArray
UWorld:OwningGameInstance
UWorld:OwningGameInstance() -> UGameInstance
Returns UGameInstance class UGameInstance *
UWorld:CanvasForRenderingToTarget
UWorld:CanvasForRenderingToTarget() -> UCanvas
Returns UCanvas class UCanvas *
UWorld:TimeSeconds
UWorld:TimeSeconds() -> number
Returns number double
UWorld:K2_GetWorldSettings
UWorld:K2_GetWorldSettings() -> AWorldSettings
Returns AWorldSettings class AWorldSettings *
UWorld:ExtraReferencedObjects
UWorld:ExtraReferencedObjects() -> table
Returns table TArray &
UWorld.StaticClass
static
UWorld.StaticClass() -> UClass
Returns UClass UClass *

ShooterGame

30

ABasePrimalWorldSettings

class Actors extends AInfo

Cheat/UE/SDK/ShooterGame/ABasePrimalWorldSettings.hpp

Methods

ABasePrimalWorldSettings.StaticClass
static
ABasePrimalWorldSettings.StaticClass() -> UClass
Returns UClass UClass *

ADroppedItem

class Actors extends AActor

Cheat/UE/SDK/ShooterGame/ADroppedItem.hpp

Methods

ADroppedItem:MyItem
ADroppedItem:MyItem() -> UPrimalItem
Returns UPrimalItem UPrimalItem *
ADroppedItem.StaticClass
static
ADroppedItem.StaticClass() -> UClass
Returns UClass UClass *

APrimalBuff

class Actors extends AActor

Cheat/UE/SDK/ShooterGame/APrimalBuff.hpp

Methods

APrimalBuff:GetTimeLeft
APrimalBuff:GetTimeLeft() -> number
Returns number float
APrimalBuff:GetUniqueName
APrimalBuff:GetUniqueName() -> FString :str() → string
Returns FString :str() → string class FString
APrimalBuff:bCheckPreventInput
APrimalBuff:bCheckPreventInput() -> boolean
Returns boolean bool
APrimalBuff.StaticClass
static
APrimalBuff.StaticClass() -> UClass
Returns UClass UClass *

APrimalCharacter

class Actors extends ACharacter

Cheat/UE/SDK/ShooterGame/APrimalCharacter.hpp

Methods

APrimalCharacter:TribeName
APrimalCharacter:TribeName() -> FString :str() → string
Returns FString :str() → string FString
APrimalCharacter:DescriptiveName
APrimalCharacter:DescriptiveName() -> FString :str() → string
Returns FString :str() → string FString
APrimalCharacter:MyCharacterStatusComponent
APrimalCharacter:MyCharacterStatusComponent() -> UPrimalCharacterStatusComponent
Returns UPrimalCharacterStatusComponent class UPrimalCharacterStatusComponent *
APrimalCharacter:MyInventoryComponent
APrimalCharacter:MyInventoryComponent() -> UPrimalInventoryComponent
Returns UPrimalInventoryComponent class UPrimalInventoryComponent *
APrimalCharacter:ReplicatedCurrentHealth
APrimalCharacter:ReplicatedCurrentHealth() -> number
Returns number float
APrimalCharacter:ReplicatedMaxHealth
APrimalCharacter:ReplicatedMaxHealth() -> number
Returns number float
APrimalCharacter:ReplicatedCurrentTorpor
APrimalCharacter:ReplicatedCurrentTorpor() -> number
Returns number float
APrimalCharacter:ReplicatedMaxTorpor
APrimalCharacter:ReplicatedMaxTorpor() -> number
Returns number float
APrimalCharacter:bIsSleeping
APrimalCharacter:bIsSleeping() -> integer
Returns integer uint8_t
APrimalCharacter:ForceUpdateAimedCharacters_Single
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
TraceRadius
number float
bOnlyRefreshRelevancyValues
boolean bool
Returns nil void
APrimalCharacter:ForceUpdateAimedCharacters
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
TraceRadius
number float
bOnlyRefreshRelevancyValues
boolean bool
Returns nil void
APrimalCharacter:IsBlockedByShield
APrimalCharacter:IsBlockedByShield(HitInfo, ShotDirection, bBlockAllPointDamage) -> boolean
HitInfo
FHitResult const struct FHitResult &
ShotDirection
FVector const struct FVector &
bBlockAllPointDamage
boolean bool
Returns boolean bool
APrimalCharacter:SetMyInventoryComponent
APrimalCharacter:SetMyInventoryComponent(TheInventoryComponent) -> nil
TheInventoryComponent
UPrimalInventoryComponent class UPrimalInventoryComponent *
Returns nil void
APrimalCharacter:GetAllBuffs
APrimalCharacter:GetAllBuffs(AllBuffs) -> nil
AllBuffs
table TArray *
Returns nil void
APrimalCharacter:GetBuff
APrimalCharacter:GetBuff(BuffClass) -> APrimalBuff
BuffClass
userdata TSubclassOf
Returns APrimalBuff class APrimalBuff *
APrimalCharacter:SetbPreventInventoryAccess
APrimalCharacter:SetbPreventInventoryAccess(bPrevent) -> nil
bPrevent
boolean bool
Returns nil void
APrimalCharacter:IsAlive
APrimalCharacter:IsAlive() -> boolean
Returns boolean bool
APrimalCharacter:IsDead
APrimalCharacter:IsDead() -> boolean
Returns boolean bool
APrimalCharacter:BPIsConscious
APrimalCharacter:BPIsConscious() -> boolean
Returns boolean bool
APrimalCharacter:IsBaby
APrimalCharacter:IsBaby() -> boolean
Returns boolean bool
APrimalCharacter:IsBossDino
APrimalCharacter:IsBossDino() -> boolean
Returns boolean bool
APrimalCharacter:IsFirstPerson
APrimalCharacter:IsFirstPerson() -> boolean
Returns boolean bool
APrimalCharacter:OnStartFire
APrimalCharacter:OnStartFire() -> nil
Returns nil void
APrimalCharacter:OnStopFire
APrimalCharacter:OnStopFire() -> nil
Returns nil void
APrimalCharacter:ClientRotationInterpSpeed
APrimalCharacter:ClientRotationInterpSpeed() -> number
Returns number float
APrimalCharacter:SetClientRotationInterpSpeed
APrimalCharacter:SetClientRotationInterpSpeed(Value) -> nil
Value
number float
Returns nil void
APrimalCharacter:ExtraRotationRateModifier
APrimalCharacter:ExtraRotationRateModifier() -> number
Returns number float
APrimalCharacter:SetExtraRotationRateModifier
APrimalCharacter:SetExtraRotationRateModifier(Value) -> nil
Value
number float
Returns nil void
APrimalCharacter:bPreventRotationRateModifier
APrimalCharacter:bPreventRotationRateModifier() -> boolean
Returns boolean bool
APrimalCharacter:SetbPreventRotationRateModifier
APrimalCharacter:SetbPreventRotationRateModifier(bValue) -> nil
bValue
boolean bool
Returns nil void
APrimalCharacter:bUseRotationAcceleration
APrimalCharacter:bUseRotationAcceleration() -> boolean
Returns boolean bool
APrimalCharacter:SetbUseRotationAcceleration
APrimalCharacter:SetbUseRotationAcceleration(bValue) -> nil
bValue
boolean bool
Returns nil void
APrimalCharacter:RotationAcceleration
APrimalCharacter:RotationAcceleration() -> number
Returns number float
APrimalCharacter:SetRotationAcceleration
APrimalCharacter:SetRotationAcceleration(Value) -> nil
Value
number float
Returns nil void
APrimalCharacter:RotationBraking
APrimalCharacter:RotationBraking() -> number
Returns number float
APrimalCharacter:SetRotationBraking
APrimalCharacter:SetRotationBraking(Value) -> nil
Value
number float
Returns nil void
APrimalCharacter:CurrentRotationSpeed
APrimalCharacter:CurrentRotationSpeed() -> FRotator
Returns FRotator FRotator
APrimalCharacter:SetCurrentRotationSpeed
APrimalCharacter:SetCurrentRotationSpeed(Value) -> nil
Value
FRotator const FRotator &
Returns nil void
APrimalCharacter.StaticClass
static
APrimalCharacter.StaticClass() -> UClass
Returns UClass UClass *

APrimalDinoCharacter

class Actors extends APrimalCharacter

Cheat/UE/SDK/ShooterGame/APrimalDinoCharacter.hpp

Methods

APrimalDinoCharacter:GeneTraits
APrimalDinoCharacter:GeneTraits() -> table
Returns table TArray
APrimalDinoCharacter:OwningPlayerName
APrimalDinoCharacter:OwningPlayerName() -> FString :str() → string
Returns FString :str() → string class FString
APrimalDinoCharacter:TamedOnServerName
APrimalDinoCharacter:TamedOnServerName() -> FString :str() → string
Returns FString :str() → string class FString
APrimalDinoCharacter:TamingTeamID
APrimalDinoCharacter:TamingTeamID() -> integer
Returns integer int32_t
APrimalDinoCharacter:BabyCuddleType
APrimalDinoCharacter:BabyCuddleType() -> integer
Returns integer EBabyCuddleType
APrimalDinoCharacter:bIsFemale
APrimalDinoCharacter:bIsFemale() -> integer
Returns integer uint8_t
APrimalDinoCharacter:bIsCarnivore
APrimalDinoCharacter:bIsCarnivore() -> integer
Returns integer uint8_t
APrimalDinoCharacter:bIsBaby
APrimalDinoCharacter:bIsBaby() -> integer
Returns integer uint8_t
APrimalDinoCharacter:bNeutered
APrimalDinoCharacter:bNeutered() -> integer
Returns integer uint8_t
APrimalDinoCharacter:bIsCorrupted
APrimalDinoCharacter:bIsCorrupted() -> integer
Returns integer uint8_t
APrimalDinoCharacter:bIsHordeDino
APrimalDinoCharacter:bIsHordeDino() -> integer
Returns integer uint8_t
APrimalDinoCharacter:bIsBossDino
APrimalDinoCharacter:bIsBossDino() -> integer
Returns integer uint8_t
APrimalDinoCharacter:IsTamed
APrimalDinoCharacter:IsTamed() -> boolean
Returns boolean bool
APrimalDinoCharacter:SetbPreventFlyerLanding
APrimalDinoCharacter:SetbPreventFlyerLanding(bPrevent) -> nil
bPrevent
boolean bool
Returns nil void
APrimalDinoCharacter:SetbIsLanding
APrimalDinoCharacter:SetbIsLanding(bLanding) -> nil
bLanding
boolean bool
Returns nil void
APrimalDinoCharacter:SetKeepFlightRemainingTime
APrimalDinoCharacter:SetKeepFlightRemainingTime(Time) -> nil
Time
number float
Returns nil void
APrimalDinoCharacter:ServerClearRider
APrimalDinoCharacter:ServerClearRider(OverrideUnboardDirection) -> nil
OverrideUnboardDirection
integer int32_t
Returns nil void
APrimalDinoCharacter:GetDinoVelocity
APrimalDinoCharacter:GetDinoVelocity() -> FVector
Returns FVector struct FVector
APrimalDinoCharacter.StaticClass
static
APrimalDinoCharacter.StaticClass() -> UClass
Returns UClass UClass *

APrimalPawn

class Actors extends APawn

Cheat/UE/SDK/ShooterGame/APrimalPawn.hpp

Methods

APrimalPawn:BPAcknowledgeServerCorrection
APrimalPawn:BPAcknowledgeServerCorrection(Timestamp, NewLoc, NewVel, NewBase, NewBaseBoneName, bHasBase, bBaseRelativePosition, ServerMovementMode) -> boolean
Timestamp
number float
NewLoc
FVector const struct FVector &
NewVel
FVector const struct FVector &
NewBase
UPrimitiveComponent class UPrimitiveComponent *
NewBaseBoneName
string class FName
bHasBase
boolean bool
bBaseRelativePosition
boolean bool
ServerMovementMode
integer uint8_t
Returns boolean bool
APrimalPawn:GetLastMovementDesiredRotation
APrimalPawn:GetLastMovementDesiredRotation() -> FRotator
Returns FRotator FRotator
APrimalPawn.StaticClass
static
APrimalPawn.StaticClass() -> UClass
Returns UClass UClass *

APrimalPlayerController

class Actors extends APlayerController

Cheat/UE/SDK/ShooterGame/APrimalPlayerController.hpp

Methods

APrimalPlayerController:bLockedInputUI
APrimalPlayerController:bLockedInputUI() -> boolean
Returns boolean bool
APrimalPlayerController:SetbLockedInputUI
APrimalPlayerController:SetbLockedInputUI(bLocked) -> nil
bLocked
boolean bool
Returns nil void
APrimalPlayerController:bForceShowMouseCursor
APrimalPlayerController:bForceShowMouseCursor() -> boolean
Returns boolean bool
APrimalPlayerController:SetbForceShowMouseCursor
APrimalPlayerController:SetbForceShowMouseCursor() -> nil
Returns nil void
APrimalPlayerController.StaticClass
static
APrimalPlayerController.StaticClass() -> UClass
Returns UClass UClass *

APrimalStructure

class Actors extends APrimalTargetableActor

Cheat/UE/SDK/ShooterGame/APrimalStructure.hpp

Methods

APrimalStructure:PlaceUsingItemID
APrimalStructure:PlaceUsingItemID() -> userdata
Returns userdata struct FItemNetID
APrimalStructure:MyStaticMesh
APrimalStructure:MyStaticMesh() -> UStaticMeshComponent
Returns UStaticMeshComponent class UStaticMeshComponent *
APrimalStructure:StructureID
APrimalStructure:StructureID() -> integer
Returns integer uint32_t
APrimalStructure.StaticClass
static
APrimalStructure.StaticClass() -> UClass
Returns UClass UClass *

APrimalStructureItemContainer

class Actors extends APrimalStructure

Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer.hpp

Methods

APrimalStructureItemContainer:MyInventoryComponent
APrimalStructureItemContainer:MyInventoryComponent() -> UPrimalInventoryComponent
Returns UPrimalInventoryComponent class UPrimalInventoryComponent *
APrimalStructureItemContainer:bIsPinLocked
APrimalStructureItemContainer:bIsPinLocked() -> integer
Returns integer uint8_t
APrimalStructureItemContainer:bContainerActivated
APrimalStructureItemContainer:bContainerActivated() -> integer
Returns integer uint8_t
APrimalStructureItemContainer:CurrentItemCount
APrimalStructureItemContainer:CurrentItemCount() -> integer
Returns integer int32_t
APrimalStructureItemContainer:MaxItemCount
APrimalStructureItemContainer:MaxItemCount() -> integer
Returns integer int32_t
APrimalStructureItemContainer:NetDestructionTime
APrimalStructureItemContainer:NetDestructionTime() -> number
Returns number double
APrimalStructureItemContainer:bHasFuel
APrimalStructureItemContainer:bHasFuel() -> integer
Returns integer uint8_t
APrimalStructureItemContainer:GetTimeFuelRemaining
APrimalStructureItemContainer:GetTimeFuelRemaining() -> number
Returns number float
APrimalStructureItemContainer.StaticClass
static
APrimalStructureItemContainer.StaticClass() -> UClass
Returns UClass UClass *

APrimalStructureItemContainer_HordeCrate

class Actors extends APrimalStructureItemContainer

Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer_HordeCrate.hpp

Methods

APrimalStructureItemContainer_HordeCrate:MinNumOfWaves
APrimalStructureItemContainer_HordeCrate:MinNumOfWaves() -> integer
Returns integer int32_t
APrimalStructureItemContainer_HordeCrate:MaxNumOfWaves
APrimalStructureItemContainer_HordeCrate:MaxNumOfWaves() -> integer
Returns integer int32_t
APrimalStructureItemContainer_HordeCrate:CurrentWave
APrimalStructureItemContainer_HordeCrate:CurrentWave() -> integer
Returns integer int32_t
APrimalStructureItemContainer_HordeCrate:CurrentQualityTier
APrimalStructureItemContainer_HordeCrate:CurrentQualityTier() -> integer
Returns integer int32_t
APrimalStructureItemContainer_HordeCrate:HordeType
APrimalStructureItemContainer_HordeCrate:HordeType() -> integer
Returns integer EHordeTypeEnum
APrimalStructureItemContainer_HordeCrate:NPCsLeft
APrimalStructureItemContainer_HordeCrate:NPCsLeft() -> integer
Returns integer int32_t
APrimalStructureItemContainer_HordeCrate:TribeAssigned
APrimalStructureItemContainer_HordeCrate:TribeAssigned() -> boolean
Returns boolean bool
APrimalStructureItemContainer_HordeCrate:bInitiated
APrimalStructureItemContainer_HordeCrate:bInitiated() -> boolean
Returns boolean bool
APrimalStructureItemContainer_HordeCrate:HordeDinos
APrimalStructureItemContainer_HordeCrate:HordeDinos() -> table
Returns table TArray &
APrimalStructureItemContainer_HordeCrate.StaticClass
static
APrimalStructureItemContainer_HordeCrate.StaticClass() -> UClass
Returns UClass UClass *

APrimalStructureItemContainer_SupplyCrate

class Actors extends APrimalStructureItemContainer

Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer_SupplyCrate.hpp

Methods

APrimalStructureItemContainer_SupplyCrate:bGeneratedCrateItems
APrimalStructureItemContainer_SupplyCrate:bGeneratedCrateItems() -> integer
Returns integer uint8_t
APrimalStructureItemContainer_SupplyCrate:bIsBonusCrate
APrimalStructureItemContainer_SupplyCrate:bIsBonusCrate() -> integer
Returns integer uint8_t
APrimalStructureItemContainer_SupplyCrate:RequiredLevelToAccess
APrimalStructureItemContainer_SupplyCrate:RequiredLevelToAccess() -> integer
Returns integer int32_t
APrimalStructureItemContainer_SupplyCrate:bIsUnderWaterCrate
APrimalStructureItemContainer_SupplyCrate:bIsUnderWaterCrate() -> boolean
Returns boolean bool
APrimalStructureItemContainer_SupplyCrate:CrateColorParameter
APrimalStructureItemContainer_SupplyCrate:CrateColorParameter() -> FLinearColor
Returns FLinearColor struct FLinearColor
APrimalStructureItemContainer_SupplyCrate.StaticClass
static
APrimalStructureItemContainer_SupplyCrate.StaticClass() -> UClass
Returns UClass UClass *

APrimalStructurePlacer

class Actors extends AInfo

Cheat/UE/SDK/ShooterGame/APrimalStructurePlacer.hpp

Methods

APrimalStructurePlacer:CurrentState
APrimalStructurePlacer:CurrentState() -> integer
Returns integer EPrimalStructurePlacerState
APrimalStructurePlacer:CurrentPlacingStructureIndex
APrimalStructurePlacer:CurrentPlacingStructureIndex() -> integer
Returns integer int32_t
APrimalStructurePlacer:CurrentPlacingStructure
APrimalStructurePlacer:CurrentPlacingStructure() -> APrimalStructure
Returns APrimalStructure class APrimalStructure *

APrimalStructureTurret

class Actors extends APrimalStructureItemContainer

Cheat/UE/SDK/ShooterGame/APrimalStructureTurret.hpp

Methods

APrimalStructureTurret:NumBullets
APrimalStructureTurret:NumBullets() -> integer
Returns integer int32_t
APrimalStructureTurret:TargetingRanges
APrimalStructureTurret:TargetingRanges() -> number
Returns number float *
APrimalStructureTurret:RangeSetting
APrimalStructureTurret:RangeSetting() -> integer
Returns integer uint8_t
APrimalStructureTurret.StaticClass
static
APrimalStructureTurret.StaticClass() -> UClass
Returns UClass UClass *

APrimalTargetableActor

class Actors extends AActor

Cheat/UE/SDK/ShooterGame/APrimalTargetableActor.hpp

Methods

APrimalTargetableActor:MyHarvestingComponent
APrimalTargetableActor:MyHarvestingComponent() -> UPrimalHarvestingComponent
Returns UPrimalHarvestingComponent class UPrimalHarvestingComponent *
APrimalTargetableActor:DescriptiveName
APrimalTargetableActor:DescriptiveName() -> FString :str() → string
Returns FString :str() → string class FString
APrimalTargetableActor:ReplicatedHealth
APrimalTargetableActor:ReplicatedHealth() -> number
Returns number float
APrimalTargetableActor:Health
APrimalTargetableActor:Health() -> number
Returns number float
APrimalTargetableActor:MaxHealth
APrimalTargetableActor:MaxHealth() -> number
Returns number float
APrimalTargetableActor.StaticClass
static
APrimalTargetableActor.StaticClass() -> UClass
Returns UClass UClass *

APrimalWeaponBow

class Actors extends AShooterWeapon_Projectile

Cheat/UE/SDK/ShooterGame/APrimalWeaponBow.hpp

Methods

APrimalWeaponBow:MinimumInitialSpeed
APrimalWeaponBow:MinimumInitialSpeed() -> number
Returns number float
APrimalWeaponBow:MaximumInitialSpeed
APrimalWeaponBow:MaximumInitialSpeed() -> number
Returns number float
APrimalWeaponBow:PullingTimeForMaximumSpeed
APrimalWeaponBow:PullingTimeForMaximumSpeed() -> number
Returns number float
APrimalWeaponBow:MinimumPullingTimeToFire
APrimalWeaponBow:MinimumPullingTimeToFire() -> number
Returns number float
APrimalWeaponBow:PullingTime
APrimalWeaponBow:PullingTime() -> number
Returns number float
APrimalWeaponBow:ProjectileSpeed
APrimalWeaponBow:ProjectileSpeed() -> number
Returns number float
APrimalWeaponBow:DamageFactorForSlowArrows
APrimalWeaponBow:DamageFactorForSlowArrows() -> number
Returns number float
APrimalWeaponBow:DamageFactorForFastArrows
APrimalWeaponBow:DamageFactorForFastArrows() -> number
Returns number float
APrimalWeaponBow:MaxPullCameraShake
APrimalWeaponBow:MaxPullCameraShake() -> nil
Returns nil void *
APrimalWeaponBow:SetMinimumPullingTimeToFire
APrimalWeaponBow:SetMinimumPullingTimeToFire(Value) -> nil
Value
number float
Returns nil void
APrimalWeaponBow:SetPullingTime
APrimalWeaponBow:SetPullingTime(Value) -> nil
Value
number float
Returns nil void
APrimalWeaponBow:SetMaxPullCameraShake
APrimalWeaponBow:SetMaxPullCameraShake(Value) -> nil
Value
nil void *
Returns nil void
APrimalWeaponBow:bPendingPullString
APrimalWeaponBow:bPendingPullString() -> integer
Returns integer uint8_t
APrimalWeaponBow:bIsPullingString
APrimalWeaponBow:bIsPullingString() -> integer
Returns integer uint8_t
APrimalWeaponBow:bDidFireWeapon
APrimalWeaponBow:bDidFireWeapon() -> integer
Returns integer uint8_t
APrimalWeaponBow:bReloadOnEmptyClip
APrimalWeaponBow:bReloadOnEmptyClip() -> integer
Returns integer uint8_t
APrimalWeaponBow:bDontRequireIdleForReload
APrimalWeaponBow:bDontRequireIdleForReload() -> integer
Returns integer uint8_t
APrimalWeaponBow:SetbReloadOnEmptyClip
APrimalWeaponBow:SetbReloadOnEmptyClip(Value) -> nil
Value
boolean bool
Returns nil void
APrimalWeaponBow:SetbDontRequireIdleForReload
APrimalWeaponBow:SetbDontRequireIdleForReload(Value) -> nil
Value
boolean bool
Returns nil void
APrimalWeaponBow:ServerSetPullString
APrimalWeaponBow:ServerSetPullString(bIsPulling) -> nil
bIsPulling
boolean bool
Returns nil void
APrimalWeaponBow:CancelPullString
APrimalWeaponBow:CancelPullString() -> nil
Returns nil void
APrimalWeaponBow:BPCanStartFire
APrimalWeaponBow:BPCanStartFire() -> boolean
Returns boolean bool
APrimalWeaponBow.StaticClass
static
APrimalWeaponBow.StaticClass() -> UClass
Returns UClass UClass *

APrimalWeaponGrenade

class Actors extends AShooterWeapon_Projectile

Cheat/UE/SDK/ShooterGame/APrimalWeaponGrenade.hpp

Methods

APrimalWeaponGrenade:DoFireProjectileCustom
APrimalWeaponGrenade:DoFireProjectileCustom(bExplodeInHand) -> nil
bExplodeInHand
boolean bool
Returns nil void
APrimalWeaponGrenade.StaticClass
static
APrimalWeaponGrenade.StaticClass() -> UClass
Returns UClass UClass *

AShooterCharacter

class Actors extends APrimalCharacter

Cheat/UE/SDK/ShooterGame/AShooterCharacter.hpp

Methods

AShooterCharacter:PlayerName
AShooterCharacter:PlayerName() -> FString :str() → string
Returns FString :str() → string class FString
AShooterCharacter:CurrentWeapon
AShooterCharacter:CurrentWeapon() -> AShooterWeapon
Returns AShooterWeapon class AShooterWeapon *
AShooterCharacter:GetRidingDino
AShooterCharacter:GetRidingDino() -> APrimalDinoCharacter
Returns APrimalDinoCharacter class APrimalDinoCharacter *
AShooterCharacter:ReplicatedWeight
AShooterCharacter:ReplicatedWeight() -> number
Returns number float
AShooterCharacter:bIsViewingInventory
AShooterCharacter:bIsViewingInventory() -> boolean
Returns boolean bool
AShooterCharacter.StaticClass
static
AShooterCharacter.StaticClass() -> UClass
Returns UClass UClass *

AShooterGameState

class Actors extends AGameState

Cheat/UE/SDK/ShooterGame/AShooterGameState.hpp

Methods

AShooterGameState:NumPlayerConnected
AShooterGameState:NumPlayerConnected() -> integer
Returns integer int32_t
AShooterGameState:DayNumber
AShooterGameState:DayNumber() -> integer
Returns integer int32_t
AShooterGameState:DayTime
AShooterGameState:DayTime() -> number
Returns number float
AShooterGameState:NetworkTime
AShooterGameState:NetworkTime() -> number
Returns number double
AShooterGameState:TimeUTC
AShooterGameState:TimeUTC() -> integer
Returns integer uint32_t
AShooterGameState:NetUTC
AShooterGameState:NetUTC() -> integer
Returns integer int32_t
AShooterGameState:bIsOfficialServer
AShooterGameState:bIsOfficialServer() -> boolean
Returns boolean bool
AShooterGameState:ServerFramerate
AShooterGameState:ServerFramerate() -> number
Returns number float
AShooterGameState:NumTamedDinos
AShooterGameState:NumTamedDinos() -> integer
Returns integer int32_t
AShooterGameState:PrivateNetworkTime
AShooterGameState:PrivateNetworkTime() -> number
Returns number double
AShooterGameState:LastServerSaveTime
AShooterGameState:LastServerSaveTime() -> number
Returns number double
AShooterGameState:ServerSaveInterval
AShooterGameState:ServerSaveInterval() -> number
Returns number float
AShooterGameState:ClusterId
AShooterGameState:ClusterId() -> FString :str() → string
Returns FString :str() → string class FString
AShooterGameState:ServerSessionName
AShooterGameState:ServerSessionName() -> FString :str() → string
Returns FString :str() → string class FString
AShooterGameState.StaticClass
static
AShooterGameState.StaticClass() -> UClass
Returns UClass UClass *

AShooterHUD

class Actors extends AHUD

Cheat/UE/SDK/ShooterGame/AShooterHUD.hpp

Methods

AShooterHUD:ShowInventory
AShooterHUD:ShowInventory(InventoryComp) -> AShooterHUD
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
Returns AShooterHUD class AShooterHUD *
AShooterHUD:GetMainMenuUI
AShooterHUD:GetMainMenuUI() -> UUI_MainMenu
Returns UUI_MainMenu UUI_MainMenu *
AShooterHUD.StaticClass
static
AShooterHUD.StaticClass() -> UClass
Returns UClass UClass *

AShooterPlayerCameraManager

class Actors extends APlayerCameraManager

Cheat/UE/SDK/ShooterGame/AShooterPlayerCameraManager.hpp

Methods

AShooterPlayerCameraManager:NormalFOV
AShooterPlayerCameraManager:NormalFOV() -> number
Returns number float
AShooterPlayerCameraManager:SetNormalFOV
AShooterPlayerCameraManager:SetNormalFOV(Value) -> nil
Value
number float
Returns nil void
AShooterPlayerCameraManager:IsFirstPerson
AShooterPlayerCameraManager:IsFirstPerson() -> boolean
Returns boolean bool
AShooterPlayerCameraManager:GetCameraAimViewPoint
AShooterPlayerCameraManager:GetCameraAimViewPoint(OutCamLoc, OutCamRot) -> nil
OutCamLoc
FVector struct FVector *
OutCamRot
FRotator struct FRotator *
Returns nil void
AShooterPlayerCameraManager.StaticClass
static
AShooterPlayerCameraManager.StaticClass() -> UClass
Returns UClass UClass *

AShooterPlayerController

class Actors extends APrimalPlayerController

Cheat/UE/SDK/ShooterGame/AShooterPlayerController.hpp

Methods

AShooterPlayerController:StructurePlacer
AShooterPlayerController:StructurePlacer() -> APrimalStructurePlacer
Returns APrimalStructurePlacer class APrimalStructurePlacer *
AShooterPlayerController:GetViewingInventory
AShooterPlayerController:GetViewingInventory() -> UPrimalInventoryComponent
Returns UPrimalInventoryComponent class UPrimalInventoryComponent *
AShooterPlayerController:ServerActorViewRemoteInventory
AShooterPlayerController:ServerActorViewRemoteInventory(InventoryComp) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
Returns nil void
AShooterPlayerController:ServerAddItemFromArkInventory
AShooterPlayerController:ServerAddItemFromArkInventory(InventoryComp, ItemID, RequestedQuantity) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
ItemID
FItemNetID const struct FItemNetID &
RequestedQuantity
integer int32_t
Returns nil void
AShooterPlayerController:ServerAddItemToArkInventory
AShooterPlayerController:ServerAddItemToArkInventory(InventoryComp, ItemID, RequestedQuantity) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
ItemID
FItemNetID const struct FItemNetID &
RequestedQuantity
integer int32_t
Returns nil void
AShooterPlayerController:ServerDropFromRemoteInventory
AShooterPlayerController:ServerDropFromRemoteInventory(InventoryComp, ItemID) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
ItemID
FItemNetID const struct FItemNetID &
Returns nil void
AShooterPlayerController:ServerEquipPawnItem
AShooterPlayerController:ServerEquipPawnItem(ItemID) -> nil
ItemID
FItemNetID const struct FItemNetID &
Returns nil void
AShooterPlayerController:ServerEquipToRemoteInventory
AShooterPlayerController:ServerEquipToRemoteInventory(InventoryComp, ItemID) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
ItemID
FItemNetID const struct FItemNetID &
Returns nil void
AShooterPlayerController:ServerMultiUse
AShooterPlayerController:ServerMultiUse(ForObject, UseIndex) -> nil
ForObject
UObject class UObject *
UseIndex
integer int32_t
Returns nil void
AShooterPlayerController:ServerProcessItemNetExecCommandBP
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
AShooterPlayerController:ServerRequestActorItems(ForInventory, bInventoryItems, bWithFirstSpawn) -> nil
ForInventory
UPrimalInventoryComponent class UPrimalInventoryComponent *
bInventoryItems
boolean bool
bWithFirstSpawn
boolean bool
Returns nil void
AShooterPlayerController:ServerRequestDropAllItems
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
AShooterPlayerController:ServerRequestInventoryUseItem(InventoryComp, ItemID) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
ItemID
FItemNetID const struct FItemNetID &
Returns nil void
AShooterPlayerController:ServerRequestPlaceStructure
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 &
bIsCheat
boolean bool
bIsFlipped
boolean bool
WithSnapPointCycle
integer int32_t
Returns nil void
AShooterPlayerController:ServerRequestRemoteDropAllItems
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
AShooterPlayerController:ServerSuicide() -> nil
Returns nil void
AShooterPlayerController:ServerTransferAllFromRemoteInventory
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
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
OnlySkins
boolean bool
AlsoSkins
boolean bool
Returns nil void
AShooterPlayerController:ServerTransferFromRemoteInventory
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
bEquipItem
boolean bool
Returns nil void
AShooterPlayerController:ServerTransferFromRemoteToRemoteInventory
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
bEquipItem
boolean bool
Returns nil void
AShooterPlayerController:ServerUnlockPerMapExplorerNote
AShooterPlayerController:ServerUnlockPerMapExplorerNote(ExplorerNoteIndex, bAvoidBuff, SavePlayerData) -> nil
ExplorerNoteIndex
integer int32_t
bAvoidBuff
boolean bool
SavePlayerData
boolean bool
Returns nil void
AShooterPlayerController:ServerUploadCharaterDataToArk
AShooterPlayerController:ServerUploadCharaterDataToArk(InventoryComp) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
Returns nil void
AShooterPlayerController:ServerUploadCurrentCharacterAndItems
AShooterPlayerController:ServerUploadCurrentCharacterAndItems(InventoryComp, bForClubArkServer) -> nil
InventoryComp
UPrimalInventoryComponent class UPrimalInventoryComponent *
bForClubArkServer
integer int32_t
Returns nil void
AShooterPlayerController:UnlockExplorerNote
AShooterPlayerController:UnlockExplorerNote(ExplorerNoteIndex, forceShowExplorerNoteUI, SavePlayerData) -> nil
ExplorerNoteIndex
integer int32_t
forceShowExplorerNoteUI
boolean const bool
SavePlayerData
boolean bool
Returns nil void
AShooterPlayerController:UnlockExplorerNote_V2
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
AShooterPlayerController:ClientUnlockExplorerNote(ExplorerNoteIndex, forceShowExplorerNoteUI, SavePlayerData) -> nil
ExplorerNoteIndex
integer int32_t
forceShowExplorerNoteUI
boolean bool
SavePlayerData
boolean bool
Returns nil void
AShooterPlayerController:BPClientUnlockExplorerNote
AShooterPlayerController:BPClientUnlockExplorerNote(ExplorerNoteIndex, forceShowExplorerNoteUI) -> nil
ExplorerNoteIndex
integer int32_t
forceShowExplorerNoteUI
boolean bool
Returns nil void
AShooterPlayerController:MaxUseDistance
AShooterPlayerController:MaxUseDistance() -> number
Returns number float
AShooterPlayerController:MaxUseCheckRadius
AShooterPlayerController:MaxUseCheckRadius() -> number
Returns number float
AShooterPlayerController:ViewingAnUploadTerminal
AShooterPlayerController:ViewingAnUploadTerminal() -> boolean
Returns boolean bool
AShooterPlayerController:GetPlayerCharacter
AShooterPlayerController:GetPlayerCharacter() -> AShooterCharacter
Returns AShooterCharacter class AShooterCharacter *
AShooterPlayerController:GetShooterHud
AShooterPlayerController:GetShooterHud() -> AShooterHUD
Returns AShooterHUD class AShooterHUD *
AShooterPlayerController:IsViewingInventoryUI
AShooterPlayerController:IsViewingInventoryUI() -> boolean
Returns boolean bool
AShooterPlayerController:GetViewingInventoryUI
AShooterPlayerController:GetViewingInventoryUI() -> UUI_Inventory
Returns UUI_Inventory class UUI_Inventory *
AShooterPlayerController:SetCinematicModeAdvanced
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
AShooterPlayerController:ClientServerNotificationSingle(MessageText, MessageColor, DisplayScale, DisplayTime, MessageIcon, SoundToPlay, MessageTypeID, Priority) -> nil
MessageText
FString :str() → string const FString &
MessageColor
FLinearColor const FLinearColor &
DisplayScale
number float
DisplayTime
number float
MessageIcon
UTexture2D UTexture2D *
SoundToPlay
nil void *
MessageTypeID
integer int32_t
Priority
integer int32_t
Returns nil void
AShooterPlayerController.StaticClass
static
AShooterPlayerController.StaticClass() -> UClass
Returns UClass UClass *

AShooterWeapon

class Actors extends AActor

Cheat/UE/SDK/ShooterGame/AShooterWeapon.hpp

Methods

AShooterWeapon:AssociatedPrimalItem
AShooterWeapon:AssociatedPrimalItem() -> UPrimalItem
Returns UPrimalItem class UPrimalItem *
AShooterWeapon:WeaponConfig
AShooterWeapon:WeaponConfig() -> userdata
Returns userdata struct FWeaponData
AShooterWeapon:InstantConfig
AShooterWeapon:InstantConfig() -> userdata
Returns userdata struct FInstantWeaponData
AShooterWeapon:CurrentFiringSpread
AShooterWeapon:CurrentFiringSpread() -> number
Returns number float
AShooterWeapon:bIsSpyglass
AShooterWeapon:bIsSpyglass() -> integer
Returns integer uint8_t
AShooterWeapon:bUseScopeOverlay
AShooterWeapon:bUseScopeOverlay() -> integer
Returns integer uint8_t
AShooterWeapon:bAllowRunning
AShooterWeapon:bAllowRunning() -> integer
Returns integer uint8_t
AShooterWeapon:bBPDoClientCheckCanFire
AShooterWeapon:bBPDoClientCheckCanFire() -> integer
Returns integer uint8_t
AShooterWeapon:bCanFire
AShooterWeapon:bCanFire() -> integer
Returns integer uint8_t
AShooterWeapon:CurrentAmmo
AShooterWeapon:CurrentAmmo() -> integer
Returns integer int32_t
AShooterWeapon:CurrentAmmoInClip
AShooterWeapon:CurrentAmmoInClip() -> integer
Returns integer int32_t
AShooterWeapon:LastNotifyShotTime
AShooterWeapon:LastNotifyShotTime() -> number
Returns number double
AShooterWeapon:LastFireTime
AShooterWeapon:LastFireTime() -> number
Returns number double
AShooterWeapon:AimDriftYawAngle
AShooterWeapon:AimDriftYawAngle() -> number
Returns number float
AShooterWeapon:AimDriftPitchAngle
AShooterWeapon:AimDriftPitchAngle() -> number
Returns number float
AShooterWeapon:AimDriftYawFrequency
AShooterWeapon:AimDriftYawFrequency() -> number
Returns number float
AShooterWeapon:AimDriftPitchFrequency
AShooterWeapon:AimDriftPitchFrequency() -> number
Returns number float
AShooterWeapon:GetMuzzleDirection
AShooterWeapon:GetMuzzleDirection() -> FVector
Returns FVector struct FVector
AShooterWeapon:GetMuzzleLocation
AShooterWeapon:GetMuzzleLocation() -> FVector
Returns FVector struct FVector
AShooterWeapon:GetShootingCameraLocation
AShooterWeapon:GetShootingCameraLocation() -> FVector
Returns FVector struct FVector
AShooterWeapon:ServerStartReload
AShooterWeapon:ServerStartReload() -> nil
Returns nil void
AShooterWeapon:AmmoReloadState
AShooterWeapon:AmmoReloadState() -> integer
Returns integer EWeaponAmmoReloadState
AShooterWeapon:ReloadAnimPtr
AShooterWeapon:ReloadAnimPtr() -> FWeaponAnim
Returns FWeaponAnim struct FWeaponAnim *
AShooterWeapon:PartialReloadAnimPtr
AShooterWeapon:PartialReloadAnimPtr() -> FWeaponAnim
Returns FWeaponAnim struct FWeaponAnim *
AShooterWeapon:TargetingReloadAnimPtr
AShooterWeapon:TargetingReloadAnimPtr() -> FWeaponAnim
Returns FWeaponAnim struct FWeaponAnim *
AShooterWeapon:WeaponConfigPtr
AShooterWeapon:WeaponConfigPtr() -> FWeaponData
Returns FWeaponData struct FWeaponData *
AShooterWeapon:InstantConfigPtr
AShooterWeapon:InstantConfigPtr() -> FInstantWeaponData
Returns FInstantWeaponData struct FInstantWeaponData *
AShooterWeapon:SetLastFireTime
AShooterWeapon:SetLastFireTime(Value) -> nil
Value
number double
Returns nil void
AShooterWeapon:SetCurrentFiringSpread
AShooterWeapon:SetCurrentFiringSpread(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetAimDriftYawFrequency
AShooterWeapon:SetAimDriftYawFrequency(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetAimDriftPitchFrequency
AShooterWeapon:SetAimDriftPitchFrequency(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetReloadCameraShakeSpeedScale
AShooterWeapon:SetReloadCameraShakeSpeedScale(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetGlobalFireCameraShakeScaleTargeting
AShooterWeapon:SetGlobalFireCameraShakeScaleTargeting(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetTargetingDelayTime
AShooterWeapon:SetTargetingDelayTime(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetWeaponUnequipDelay
AShooterWeapon:SetWeaponUnequipDelay(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetEquipTime
AShooterWeapon:SetEquipTime(Value) -> nil
Value
number float
Returns nil void
AShooterWeapon:SetProneTPVReloadAnim
AShooterWeapon:SetProneTPVReloadAnim(Value) -> nil
Value
nil void *
Returns nil void
AShooterWeapon:SetProneTPVPartialReloadAnim
AShooterWeapon:SetProneTPVPartialReloadAnim(Value) -> nil
Value
nil void *
Returns nil void
AShooterWeapon:SetWeaponMesh3PReloadAnim
AShooterWeapon:SetWeaponMesh3PReloadAnim(Value) -> nil
Value
nil void *
Returns nil void
AShooterWeapon:SetProneTPVTargetingReloadAnim
AShooterWeapon:SetProneTPVTargetingReloadAnim(Value) -> nil
Value
nil void *
Returns nil void
AShooterWeapon:SetReloadCameraShake
AShooterWeapon:SetReloadCameraShake(Value) -> nil
Value
nil void *
Returns nil void
AShooterWeapon:SetbIsSpyglass
AShooterWeapon:SetbIsSpyglass(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbUseScopeOverlay
AShooterWeapon:SetbUseScopeOverlay(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbAllowRunning
AShooterWeapon:SetbAllowRunning(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbForceKeepEquippedWhileInInventory
AShooterWeapon:SetbForceKeepEquippedWhileInInventory(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbAllowRunningWhileFiring
AShooterWeapon:SetbAllowRunningWhileFiring(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbAllowRunningWhileReloading
AShooterWeapon:SetbAllowRunningWhileReloading(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbUsePartialReloadAnim
AShooterWeapon:SetbUsePartialReloadAnim(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbUseTargetingReloadAnim
AShooterWeapon:SetbUseTargetingReloadAnim(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbReloadAnimForceTickPoseOnServer
AShooterWeapon:SetbReloadAnimForceTickPoseOnServer(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbAllowTargetingWhileReloading
AShooterWeapon:SetbAllowTargetingWhileReloading(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbConsumeAmmoItemOnReload
AShooterWeapon:SetbConsumeAmmoItemOnReload(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbUseAutoReload
AShooterWeapon:SetbUseAutoReload(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbForceFirstPersonWhileTargeting
AShooterWeapon:SetbForceFirstPersonWhileTargeting(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbForceAllowPassengerTPV
AShooterWeapon:SetbForceAllowPassengerTPV(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbForceTPV_EquippedWhileRiding
AShooterWeapon:SetbForceTPV_EquippedWhileRiding(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbForceTPVCameraOffset
AShooterWeapon:SetbForceTPVCameraOffset(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbBPDoClientCheckCanFire
AShooterWeapon:SetbBPDoClientCheckCanFire(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetbCanFire
AShooterWeapon:SetbCanFire(Value) -> nil
Value
boolean bool
Returns nil void
AShooterWeapon:SetScopeOverlayMI
AShooterWeapon:SetScopeOverlayMI(Value) -> nil
Value
nil void *
Returns nil void
AShooterWeapon.StaticClass
static
AShooterWeapon.StaticClass() -> UClass
Returns UClass UClass *

AShooterWeapon_Instant

class Actors extends AShooterWeapon

Cheat/UE/SDK/ShooterGame/AShooterWeapon_Instant.hpp

Methods

AShooterWeapon_Instant:ServerNotifyShot
AShooterWeapon_Instant:ServerNotifyShot(Impacts, ShootDirs) -> nil
Impacts
table const TArray &
ShootDirs
table const TArray &
Returns nil void
AShooterWeapon_Instant:FireWeapon
AShooterWeapon_Instant:FireWeapon() -> nil
Returns nil void
AShooterWeapon_Instant.StaticClass
static
AShooterWeapon_Instant.StaticClass() -> UClass
Returns UClass UClass *

AShooterWeapon_Projectile

class Actors extends AShooterWeapon

Cheat/UE/SDK/ShooterGame/AShooterWeapon_Projectile.hpp

Methods

AShooterWeapon_Projectile:GetTrajectoryTarget
AShooterWeapon_Projectile:GetTrajectoryTarget(SubSteps, TotalTime) -> userdata
SubSteps
integer int32_t
TotalTime
number float
Returns userdata FHitResult
AShooterWeapon_Projectile:ServerFireProjectile
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
AShooterWeapon_Projectile:ServerFireProjectileEx(Origin, ShootDir, Speed, RandomSeed, ProjectileID) -> nil
Origin
FVector FVector &
ShootDir
FVector FVector &
Speed
number float
RandomSeed
integer int32_t
ProjectileID
integer int32_t
Returns nil void
AShooterWeapon_Projectile:ClientsFireProjectile
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
static
AShooterWeapon_Projectile.StaticClass() -> UClass
Returns UClass UClass *

AStorageBox_HordeShield_C

class Actors extends APrimalStructureItemContainer

Cheat/UE/SDK/ShooterGame/APrimalStructureItemContainer_HordeCrate.hpp

Methods

AStorageBox_HordeShield_C:DefaultShieldRadius
AStorageBox_HordeShield_C:DefaultShieldRadius() -> number
Returns number double
AStorageBox_HordeShield_C:ShieldRadiusScale
AStorageBox_HordeShield_C:ShieldRadiusScale() -> number
Returns number double
AStorageBox_HordeShield_C:ShieldColor
AStorageBox_HordeShield_C:ShieldColor() -> FLinearColor
Returns FLinearColor struct FLinearColor
AStorageBox_HordeShield_C.StaticClass
static
AStorageBox_HordeShield_C.StaticClass() -> UClass
Returns UClass UClass *

UPrimalActor

class Actors extends UObject

Cheat/UE/SDK/ShooterGame/UPrimalActor.hpp

Methods

UPrimalActor:TargetingTeam
UPrimalActor:TargetingTeam() -> integer
Returns integer int32_t
UPrimalActor:GetInterpolatedLocation
UPrimalActor:GetInterpolatedLocation() -> FVector
Returns FVector FVector
UPrimalActor:GetInterpolatedRotation
UPrimalActor:GetInterpolatedRotation() -> FRotator
Returns FRotator FRotator
UPrimalActor:GetInterpolatedVelocity
UPrimalActor:GetInterpolatedVelocity() -> FVector
Returns FVector FVector
UPrimalActor:GetClientPositionErrorToleranceSquared
UPrimalActor:GetClientPositionErrorToleranceSquared() -> number
Returns number float
UPrimalActor:GetActorViewDirection
UPrimalActor:GetActorViewDirection() -> FVector
Returns FVector FVector
UPrimalActor:IsDead
UPrimalActor:IsDead() -> boolean
Returns boolean bool
UPrimalActor:BPIsConscious
UPrimalActor:BPIsConscious() -> boolean
Returns boolean bool
UPrimalActor:CurrentlyHasRider
UPrimalActor:CurrentlyHasRider() -> boolean
Returns boolean bool
UPrimalActor:IsFirstPersonCamera
UPrimalActor:IsFirstPersonCamera() -> boolean
Returns boolean bool
UPrimalActor.StaticClass
static
UPrimalActor.StaticClass() -> UClass
Returns UClass UClass *

UPrimalCharacterStatusComponent

class Memory extends UActorComponent

Cheat/UE/SDK/ShooterGame/UPrimalCharacterStatusComponent.hpp

Methods

UPrimalCharacterStatusComponent:BaseCharacterLevel
UPrimalCharacterStatusComponent:BaseCharacterLevel() -> integer
Returns integer int32_t
UPrimalCharacterStatusComponent:ExtraCharacterLevel
UPrimalCharacterStatusComponent:ExtraCharacterLevel() -> integer
Returns integer uint16_t
UPrimalCharacterStatusComponent:MaxStatusValues
UPrimalCharacterStatusComponent:MaxStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:BaseLevelMaxStatusValues
UPrimalCharacterStatusComponent:BaseLevelMaxStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:CurrentStatusValues
UPrimalCharacterStatusComponent:CurrentStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:RecoveryRateStatusValue
UPrimalCharacterStatusComponent:RecoveryRateStatusValue() -> number
Returns number float *
UPrimalCharacterStatusComponent:TimeToRecoverAfterDepletionStatusValue
UPrimalCharacterStatusComponent:TimeToRecoverAfterDepletionStatusValue() -> number
Returns number float *
UPrimalCharacterStatusComponent:TimeToRecoverAfterDecreaseStatusValue
UPrimalCharacterStatusComponent:TimeToRecoverAfterDecreaseStatusValue() -> number
Returns number float *
UPrimalCharacterStatusComponent:ReplicatedCurrentStatusValues
UPrimalCharacterStatusComponent:ReplicatedCurrentStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:ReplicatedGlobalMaxStatusValues
UPrimalCharacterStatusComponent:ReplicatedGlobalMaxStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:ReplicatedGlobalCurrentStatusValues
UPrimalCharacterStatusComponent:ReplicatedGlobalCurrentStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:ReplicatedBaseLevelMaxStatusValues
UPrimalCharacterStatusComponent:ReplicatedBaseLevelMaxStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:AdditionalStatusValues
UPrimalCharacterStatusComponent:AdditionalStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:CurrentStatusStates
UPrimalCharacterStatusComponent:CurrentStatusStates() -> integer
Returns integer int8_t *
UPrimalCharacterStatusComponent:ExtraMaxStatusValues
UPrimalCharacterStatusComponent:ExtraMaxStatusValues() -> number
Returns number float *
UPrimalCharacterStatusComponent:StatusStateThresholds
UPrimalCharacterStatusComponent:StatusStateThresholds() -> integer
Returns integer uint8_t *
UPrimalCharacterStatusComponent:DontUseValue
UPrimalCharacterStatusComponent:DontUseValue() -> integer
Returns integer uint8_t *
UPrimalCharacterStatusComponent:SkipWildLevelUpValue
UPrimalCharacterStatusComponent:SkipWildLevelUpValue() -> integer
Returns integer uint8_t *
UPrimalCharacterStatusComponent:RunningStaminaConsumptionRate
UPrimalCharacterStatusComponent:RunningStaminaConsumptionRate() -> number
Returns number float
UPrimalCharacterStatusComponent:WalkingStaminaConsumptionRate
UPrimalCharacterStatusComponent:WalkingStaminaConsumptionRate() -> number
Returns number float
UPrimalCharacterStatusComponent:SwimmingOrFlyingStaminaConsumptionRate
UPrimalCharacterStatusComponent:SwimmingOrFlyingStaminaConsumptionRate() -> number
Returns number float
UPrimalCharacterStatusComponent:JumpStaminaConsumption
UPrimalCharacterStatusComponent:JumpStaminaConsumption() -> number
Returns number float
UPrimalCharacterStatusComponent:CrouchedStaminaConsumptionMultiplier
UPrimalCharacterStatusComponent:CrouchedStaminaConsumptionMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:ProneStaminaConsumptionMultiplier
UPrimalCharacterStatusComponent:ProneStaminaConsumptionMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:MovingStaminaRecoveryRateMultiplier
UPrimalCharacterStatusComponent:MovingStaminaRecoveryRateMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:StaminaRecoveryDecreaseWaterMultiplier
UPrimalCharacterStatusComponent:StaminaRecoveryDecreaseWaterMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:StaminaConsumptionDecreaseFoodMultiplier
UPrimalCharacterStatusComponent:StaminaConsumptionDecreaseFoodMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:SwimmingStaminaRecoveryRateMultiplier
UPrimalCharacterStatusComponent:SwimmingStaminaRecoveryRateMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:DehydrationStaminaRecoveryRate
UPrimalCharacterStatusComponent:DehydrationStaminaRecoveryRate() -> number
Returns number float
UPrimalCharacterStatusComponent:StaminaRecoveryExtraResourceDecreaseMultiplier
UPrimalCharacterStatusComponent:StaminaRecoveryExtraResourceDecreaseMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:XPEarnedPerStaminaConsumed
UPrimalCharacterStatusComponent:XPEarnedPerStaminaConsumed() -> number
Returns number float
UPrimalCharacterStatusComponent:StaminaConsumptionDecreaseWaterMultiplier
UPrimalCharacterStatusComponent:StaminaConsumptionDecreaseWaterMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:StaminaRecoveryDecreaseFoodMultiplier
UPrimalCharacterStatusComponent:StaminaRecoveryDecreaseFoodMultiplier() -> number
Returns number float
UPrimalCharacterStatusComponent:bUseStamina
UPrimalCharacterStatusComponent:bUseStamina() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbUseStamina
UPrimalCharacterStatusComponent:SetbUseStamina(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:bWalkingConsumesStamina
UPrimalCharacterStatusComponent:bWalkingConsumesStamina() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbWalkingConsumesStamina
UPrimalCharacterStatusComponent:SetbWalkingConsumesStamina(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:bRunningConsumesStamina
UPrimalCharacterStatusComponent:bRunningConsumesStamina() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbRunningConsumesStamina
UPrimalCharacterStatusComponent:SetbRunningConsumesStamina(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:bCanSuffocate
UPrimalCharacterStatusComponent:bCanSuffocate() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbCanSuffocate
UPrimalCharacterStatusComponent:SetbCanSuffocate(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:bCanSuffocateIfTamed
UPrimalCharacterStatusComponent:bCanSuffocateIfTamed() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbCanSuffocateIfTamed
UPrimalCharacterStatusComponent:SetbCanSuffocateIfTamed(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:bInfiniteStats
UPrimalCharacterStatusComponent:bInfiniteStats() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbInfiniteStats
UPrimalCharacterStatusComponent:SetbInfiniteStats(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:bFreezeStatusValues
UPrimalCharacterStatusComponent:bFreezeStatusValues() -> integer
Returns integer uint8_t
UPrimalCharacterStatusComponent:SetbFreezeStatusValues
UPrimalCharacterStatusComponent:SetbFreezeStatusValues(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalCharacterStatusComponent:ServerForceUpdateMaxStatValues
UPrimalCharacterStatusComponent:ServerForceUpdateMaxStatValues() -> nil
Returns nil void
UPrimalCharacterStatusComponent:ServerSyncReplicatedValues
UPrimalCharacterStatusComponent:ServerSyncReplicatedValues() -> nil
Returns nil void
UPrimalCharacterStatusComponent:NetSyncMaxStatusValues
UPrimalCharacterStatusComponent:NetSyncMaxStatusValues(MaxValues, BaseLevelMaxValues) -> nil
MaxValues
table TArray &
BaseLevelMaxValues
table TArray &
Returns nil void
UPrimalCharacterStatusComponent.StaticClass
static
UPrimalCharacterStatusComponent.StaticClass() -> UClass
Returns UClass UClass *

UPrimalInventoryComponent

class Memory extends UActorComponent

Cheat/UE/SDK/ShooterGame/UPrimalInventoryComponent.hpp

Methods

UPrimalInventoryComponent:InventoryItems
UPrimalInventoryComponent:InventoryItems() -> table
Returns table TArray *
UPrimalInventoryComponent:EquippedItems
UPrimalInventoryComponent:EquippedItems() -> table
Returns table TArray *
UPrimalInventoryComponent:ItemSlots
UPrimalInventoryComponent:ItemSlots() -> table
Returns table TArray *
UPrimalInventoryComponent:bReceivingEquippedItems
UPrimalInventoryComponent:bReceivingEquippedItems() -> integer
Returns integer uint8_t
UPrimalInventoryComponent:bReceivingInventoryItems
UPrimalInventoryComponent:bReceivingInventoryItems() -> integer
Returns integer uint8_t
UPrimalInventoryComponent:bReceivingArkInventoryItems
UPrimalInventoryComponent:bReceivingArkInventoryItems() -> integer
Returns integer uint8_t
UPrimalInventoryComponent:bIsTributeInventory
UPrimalInventoryComponent:bIsTributeInventory() -> integer
Returns integer uint8_t
UPrimalInventoryComponent:MaxInventoryItems
UPrimalInventoryComponent:MaxInventoryItems() -> integer
Returns integer int32_t
UPrimalInventoryComponent:NumSlots
UPrimalInventoryComponent:NumSlots() -> integer
Returns integer int32_t
UPrimalInventoryComponent:MaxInventoryAccessDistance
UPrimalInventoryComponent:MaxInventoryAccessDistance() -> number
Returns number float
UPrimalInventoryComponent:MaxRemoteInventoryViewingDistance
UPrimalInventoryComponent:MaxRemoteInventoryViewingDistance() -> number
Returns number float
UPrimalInventoryComponent:LastCraftRequestTime
UPrimalInventoryComponent:LastCraftRequestTime() -> number
Returns number double
UPrimalInventoryComponent:SetMaxInventoryAccessDistance
UPrimalInventoryComponent:SetMaxInventoryAccessDistance(Value) -> nil
Value
number float
Returns nil void
UPrimalInventoryComponent:SetMaxRemoteInventoryViewingDistance
UPrimalInventoryComponent:SetMaxRemoteInventoryViewingDistance(Value) -> nil
Value
number float
Returns nil void
UPrimalInventoryComponent:SetbReceivingEquippedItems
UPrimalInventoryComponent:SetbReceivingEquippedItems(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalInventoryComponent:SetbReceivingInventoryItems
UPrimalInventoryComponent:SetbReceivingInventoryItems(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalInventoryComponent:SetbReceivingArkInventoryItems
UPrimalInventoryComponent:SetbReceivingArkInventoryItems(Value) -> nil
Value
boolean bool
Returns nil void
UPrimalInventoryComponent:ServerCraftItem
UPrimalInventoryComponent:ServerCraftItem(ItemID, ByPC) -> nil
ItemID
FItemNetID struct FItemNetID *
ByPC
AShooterPlayerController class AShooterPlayerController *
Returns nil void
UPrimalInventoryComponent:ServerMergeItemStack
UPrimalInventoryComponent:ServerMergeItemStack(ItemID) -> nil
ItemID
FItemNetID const struct FItemNetID &
Returns nil void
UPrimalInventoryComponent:ServerRemoveItemFromSlot
UPrimalInventoryComponent:ServerRemoveItemFromSlot(ItemID) -> nil
ItemID
FItemNetID const struct FItemNetID &
Returns nil void
UPrimalInventoryComponent:ServerRequestItems
UPrimalInventoryComponent:ServerRequestItems(ForPC, bEquippedItems, bIsFirstSpawn) -> nil
ForPC
AShooterPlayerController class AShooterPlayerController *
bEquippedItems
boolean bool
bIsFirstSpawn
boolean bool
Returns nil void
UPrimalInventoryComponent:ServerSplitItemStack
UPrimalInventoryComponent:ServerSplitItemStack(ItemID, AmountToSplit) -> nil
ItemID
FItemNetID const struct FItemNetID &
AmountToSplit
integer int32_t
Returns nil void
UPrimalInventoryComponent.StaticClass
static
UPrimalInventoryComponent.StaticClass() -> UClass
Returns UClass UClass *

UPrimalItem

class Memory extends UObject

Cheat/UE/SDK/ShooterGame/UPrimalItem.hpp

Methods

UPrimalItem:ItemIconJIT
UPrimalItem:ItemIconJIT() -> userdata
Returns userdata struct FJustInTimeTexture2D
UPrimalItem:BrokenIconJIT
UPrimalItem:BrokenIconJIT() -> userdata
Returns userdata struct FJustInTimeTexture2D
UPrimalItem:GetItemIcon
UPrimalItem:GetItemIcon() -> UTexture2D
Returns UTexture2D class UTexture2D *
UPrimalItem:DescriptiveNameBase
UPrimalItem:DescriptiveNameBase() -> FString :str() → string
Returns FString :str() → string class FString
UPrimalItem:SpoilingTime
UPrimalItem:SpoilingTime() -> number
Returns number float
UPrimalItem:BaseItemWeight
UPrimalItem:BaseItemWeight() -> number
Returns number float
UPrimalItem:ItemDurability
UPrimalItem:ItemDurability() -> number
Returns number float
UPrimalItem:MinItemDurability
UPrimalItem:MinItemDurability() -> number
Returns number float
UPrimalItem:SavedDurability
UPrimalItem:SavedDurability() -> number
Returns number float
UPrimalItem:GetDurabilityPercentage
UPrimalItem:GetDurabilityPercentage() -> number
Returns number float
UPrimalItem:ItemQuantity
UPrimalItem:ItemQuantity() -> integer
Returns integer int32_t
UPrimalItem:MaxItemQuantity
UPrimalItem:MaxItemQuantity() -> integer
Returns integer int32_t
UPrimalItem:MyItemType
UPrimalItem:MyItemType() -> integer
Returns integer EPrimalItemType
UPrimalItem:MyConsumableType
UPrimalItem:MyConsumableType() -> integer
Returns integer EPrimalConsumableType
UPrimalItem:MyEquipmentType
UPrimalItem:MyEquipmentType() -> integer
Returns integer EPrimalEquipmentType
UPrimalItem:ItemQualityIndex
UPrimalItem:ItemQualityIndex() -> integer
Returns integer uint8_t
UPrimalItem:bIsBlueprint
UPrimalItem:bIsBlueprint() -> integer
Returns integer uint8_t
UPrimalItem:bIsItemSkin
UPrimalItem:bIsItemSkin() -> integer
Returns integer uint8_t
UPrimalItem:bIsEgg
UPrimalItem:bIsEgg() -> integer
Returns integer uint8_t
UPrimalItem:bIsEngram
UPrimalItem:bIsEngram() -> integer
Returns integer uint8_t
UPrimalItem:bTekItem
UPrimalItem:bTekItem() -> integer
Returns integer uint8_t
UPrimalItem:IsBroken
UPrimalItem:IsBroken() -> boolean
Returns boolean bool
UPrimalItem.StaticClass
static
UPrimalItem.StaticClass() -> UClass
Returns UClass UClass *

UPrimalWorld

class Memory extends UObject

Cheat/UE/SDK/ShooterGame/UPrimalWorld.hpp

Methods

UPrimalWorld:FrameCounter
UPrimalWorld:FrameCounter() -> integer
Returns integer int32_t
UPrimalWorld.StaticClass
static
UPrimalWorld.StaticClass() -> UClass
Returns UClass UClass *

Kismet

7

UGameplayStatics

class Memory

Cheat/UE/SDK/UKismetLibrary/UGameplayStatics.hpp

Methods

UGameplayStatics.GetAllActorsOfClass
static
UGameplayStatics.GetAllActorsOfClass(WorldContextObject, ActorClass, OutActors) -> nil
WorldContextObject
UObject class UObject *
ActorClass
userdata TSubclassOf
OutActors
table TArray *
Returns nil void
UGameplayStatics.FindNearestActor
static
UGameplayStatics.FindNearestActor(Origin, ActorsToCheck, Distance) -> AActor
Origin
FVector struct FVector &
ActorsToCheck
table const TArray &
Distance
number float *
Returns AActor class AActor *
UGameplayStatics.SetViewportMouseCaptureMode
static
UGameplayStatics.SetViewportMouseCaptureMode(WorldContextObject, MouseCaptureMode) -> nil
WorldContextObject
UObject class UObject *
MouseCaptureMode
integer const EMouseCaptureMode
Returns nil void
UGameplayStatics.GetWorldDeltaSeconds
static
UGameplayStatics.GetWorldDeltaSeconds(WorldContextObject) -> number
WorldContextObject
UObject const class UObject *
Returns number double

UKismetMaterialLibrary

class Memory

Cheat/UE/SDK/UKismetLibrary/UKismetMaterialLibrary.hpp

Methods

UKismetMaterialLibrary.CreateDynamicMaterialInstance
static
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

Methods

UKismetMathLibrary.Cos
static
UKismetMathLibrary.Cos(A) -> number
A
number double
Returns number double
UKismetMathLibrary.Sin
static
UKismetMathLibrary.Sin(A) -> number
A
number double
Returns number double
UKismetMathLibrary.Abs
static
UKismetMathLibrary.Abs(A) -> number
A
number double
Returns number double
UKismetMathLibrary.Acos
static
UKismetMathLibrary.Acos(A) -> number
A
number double
Returns number double
UKismetMathLibrary.Sqrt
static
UKismetMathLibrary.Sqrt(A) -> number
A
number double
Returns number double
UKismetMathLibrary.Atan2
static
UKismetMathLibrary.Atan2(A, X) -> number
A
number double
X
number double
Returns number double
UKismetMathLibrary.DegreesToRadians
static
UKismetMathLibrary.DegreesToRadians(A) -> number
A
number double
Returns number double
UKismetMathLibrary.RadiansToDegrees
static
UKismetMathLibrary.RadiansToDegrees(A) -> number
A
number double
Returns number double
UKismetMathLibrary.HSVToRGB
static
UKismetMathLibrary.HSVToRGB(H, S, V, A) -> FLinearColor
H
number float
S
number float
V
number float
A
number float
Returns FLinearColor FLinearColor
UKismetMathLibrary.LerpUsingHSV
static
UKismetMathLibrary.LerpUsingHSV(From, To, Progress) -> FLinearColor
From
FLinearColor FLinearColor
To
FLinearColor FLinearColor
Progress
number float
Returns FLinearColor FLinearColor
UKismetMathLibrary.MakeColor
static
UKismetMathLibrary.MakeColor(R, G, B, A) -> FLinearColor
R
number float
G
number float
B
number float
A
number float
Returns FLinearColor FLinearColor
UKismetMathLibrary.LinearColor_SetRGBA
static
UKismetMathLibrary.LinearColor_SetRGBA(InOutColor, R, G, B, A) -> nil
InOutColor
FLinearColor struct FLinearColor &
R
number float
G
number float
B
number float
A
number float
Returns nil void
UKismetMathLibrary.LerpAngle
static
UKismetMathLibrary.LerpAngle(startDegrees, endDegrees, Alpha) -> number
startDegrees
number float
endDegrees
number float
Alpha
number float
Returns number float
UKismetMathLibrary.Lerp
static
UKismetMathLibrary.Lerp(A, B, Alpha) -> number
A
number double
B
number double
Alpha
number double
Returns number double
UKismetMathLibrary.FindLookAtRotation
static
UKismetMathLibrary.FindLookAtRotation(Start, Target) -> FRotator
Start
FVector const FVector &
Target
FVector const FVector &
Returns FRotator FRotator
UKismetMathLibrary.FInterpTo
static
UKismetMathLibrary.FInterpTo(Current, Target, DeltaTime, InterpSpeed) -> number
Current
number double
Target
number double
DeltaTime
number double
InterpSpeed
number double
Returns number double
UKismetMathLibrary.RandomIntgerInRange
static
UKismetMathLibrary.RandomIntgerInRange(Min, Max) -> integer
Min
integer int32_t
Max
integer int32_t
Returns integer int32_t
UKismetMathLibrary.FClamp
static
UKismetMathLibrary.FClamp(Value, Param_min_0, Param_max_0) -> number
Value
number double
Param_min_0
number double
Param_max_0
number double
Returns number double
UKismetMathLibrary.Max
static
UKismetMathLibrary.Max(A, B) -> integer
A
integer int32_t
B
integer int32_t
Returns integer int32_t
UKismetMathLibrary.Min
static
UKismetMathLibrary.Min(A, B) -> integer
A
integer int32_t
B
integer int32_t
Returns integer int32_t
UKismetMathLibrary.Round
static
UKismetMathLibrary.Round(A) -> integer
A
number double
Returns integer int32_t
UKismetMathLibrary.GetDirectionUnitVector
static
UKismetMathLibrary.GetDirectionUnitVector(From, To) -> FVector
From
FVector const FVector &
To
FVector const FVector &
Returns FVector FVector
UKismetMathLibrary.GetForwardVector
static
UKismetMathLibrary.GetForwardVector(InRot) -> FVector
InRot
FRotator const FRotator &
Returns FVector FVector

UKismetRenderingLibrary

class Memory

Cheat/UE/SDK/UKismetLibrary/UKismetRenderingLibrary.hpp

Methods

UKismetRenderingLibrary.ImportBufferAsTexture2D
static
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

Methods

UKismetStringLibrary.Conv_NameToString
static
UKismetStringLibrary.Conv_NameToString(InName) -> FString :str() → string
InName
string const FName &
Returns FString :str() → string FString
UKismetStringLibrary.Conv_StringToName
static
UKismetStringLibrary.Conv_StringToName(InString) -> string
InString
FString :str() → string const FString &
Returns string FName
UKismetStringLibrary.MatchesWildCard
static
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

Methods

UKismetSystemLibrary.GetPathName
static
UKismetSystemLibrary.GetPathName(Object) -> FString :str() → string
Object
UObject UObject *
Returns FString :str() → string FString
UKismetSystemLibrary.GetGameTimeInSeconds
static
UKismetSystemLibrary.GetGameTimeInSeconds(WorldContextObject) -> number
WorldContextObject
UObject const UObject *
Returns number double
UKismetSystemLibrary.GetPersistentTimeInSeconds
static
UKismetSystemLibrary.GetPersistentTimeInSeconds(WorldContextObject) -> number
WorldContextObject
UObject const UObject *
Returns number double
UKismetSystemLibrary.GetComponentBounds
static
UKismetSystemLibrary.GetComponentBounds(Component, Origin, BoxExtent, SphereRadius) -> nil
Component
USceneComponent USceneComponent *
Origin
FVector FVector *
BoxExtent
FVector FVector *
SphereRadius
number float *
Returns nil void
UKismetSystemLibrary.DrawDebugSphere
static
UKismetSystemLibrary.DrawDebugSphere(WorldContextObject, Center, Radius, Segments, LineColor, Duration, Thickness, bPersistent) -> nil
WorldContextObject
UObject const UObject *
Center
FVector const FVector &
Radius
number float
Segments
integer int32_t
LineColor
FLinearColor const FLinearColor &
Duration
number float
Thickness
number float
bPersistent
boolean bool
Returns nil void

UVictoryCore

class Memory

Cheat/UE/SDK/UKismetLibrary/UVictoryCore.hpp

Methods

UVictoryCore.GetObjectsReferencedBy
static
UVictoryCore.GetObjectsReferencedBy(ForObject, OutReferencedObjects, bIgnoreTransient) -> nil
ForObject
UObject class UObject *
OutReferencedObjects
table TArray *
bIgnoreTransient
boolean bool
Returns nil void
UVictoryCore.ServerSearchFoliage
static
UVictoryCore.ServerSearchFoliage(WorldContextObject, Origin, Radius, OutFoliage, bVisibleAndActiveOnly, bIncludeUsableFoliage, bIncludeMeshFoliage, bSortByDistance, bReverseSort) -> nil
WorldContextObject
UObject class UObject *
Origin
FVector const struct FVector &
Radius
number float
OutFoliage
table TArray *
bVisibleAndActiveOnly
boolean bool
bIncludeUsableFoliage
boolean bool
bIncludeMeshFoliage
boolean bool
bSortByDistance
boolean bool
bReverseSort
boolean bool
Returns nil void
UVictoryCore.ServerSearchFoliageByResource
static
UVictoryCore.ServerSearchFoliageByResource(WorldContextObject, Origin, Radius, OutFoliage, HarvestResources, bVisibleAndActiveOnly, bIncludeUsableFoliage, bIncludeMeshFoliage, bSortByDistance, bReverseSort) -> nil
WorldContextObject
UObject class UObject *
Origin
FVector const struct FVector &
Radius
number float
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
static
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
static
UVictoryCore.GetSpecialActorList(WorldContextObject, ActorListType, OutActors) -> nil
WorldContextObject
UObject UObject *
ActorListType
integer EActorListsBP
OutActors
table TArray *
Returns nil void
UVictoryCore.GetAllKeybindsByPredicate
static
UVictoryCore.GetAllKeybindsByPredicate(KeybindName) -> table
KeybindName
string FName
Returns table TArray
UVictoryCore.MulticastDrawDebugSphere
static
UVictoryCore.MulticastDrawDebugSphere(ReplicatedActor, Center, Radius, Segments, LineColor, Duration) -> nil
ReplicatedActor
AActor class AActor *
Center
FVector const struct FVector &
Radius
number float
Segments
integer int32_t
LineColor
FLinearColor const struct FLinearColor &
Duration
number float
Returns nil void

Types

5

FLinearColor

struct Types

Cheat/UE/Engine/Structs.hpp

Properties

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

Properties

Name Lua Type C++ Type Access
Pitch number double
Yaw number double
Roll number double

Methods

FRotator:operator-
FRotator:operator-(V) -> FRotator
V
FRotator const FRotator &
Returns FRotator FRotator
FRotator:operator+
FRotator:operator+(V) -> FRotator
V
FRotator const FRotator &
Returns FRotator FRotator
FRotator:operator*
FRotator:operator*(Scale) -> FRotator
Scale
number double
Returns FRotator FRotator
FRotator:operator/
FRotator:operator/(Scale) -> FRotator
Scale
number double
Returns FRotator FRotator
FRotator:operator+
FRotator:operator+(A) -> FRotator
A
number double
Returns FRotator FRotator
FRotator:operator-
FRotator:operator-(A) -> FRotator
A
number double
Returns FRotator FRotator
FRotator:operator*
FRotator:operator*(V) -> FRotator
V
FRotator const FRotator &
Returns FRotator FRotator
FRotator:operator/
FRotator:operator/(V) -> FRotator
V
FRotator const FRotator &
Returns FRotator FRotator
FRotator:operator|
FRotator:operator|(V) -> number
V
FRotator const FRotator &
Returns number double
FRotator:operator^
FRotator:operator^(V) -> number
V
FRotator const FRotator &
Returns number double
FRotator:operator+=
FRotator:operator+=(v) -> FRotator
v
FRotator const FRotator &
Returns FRotator FRotator &
FRotator:operator-=
FRotator:operator-=(v) -> FRotator
v
FRotator const FRotator &
Returns FRotator FRotator &
FRotator:operator*=
FRotator:operator*=(v) -> FRotator
v
FRotator const FRotator &
Returns FRotator FRotator &
FRotator:operator/=
FRotator:operator/=(v) -> FRotator
v
FRotator const FRotator &
Returns FRotator FRotator &
FRotator:operator==
FRotator:operator==(src) -> boolean
src
FRotator const FRotator &
Returns boolean bool
FRotator:operator!=
FRotator:operator!=(src) -> boolean
src
FRotator const FRotator &
Returns boolean bool
FRotator:FMod
FRotator:FMod(a1, a2) -> number
a1
number float
a2
number double
Returns number double
FRotator:ClampAxis
FRotator:ClampAxis(Angle) -> number
Angle
number double
Returns number double
FRotator:NormalizeAxis
FRotator:NormalizeAxis(Angle) -> number
Angle
number double
Returns number double
FRotator:Clamp
FRotator:Clamp(value, min, max) -> number
value
number double
min
number double
max
number double
Returns number double
FRotator:Normalize
FRotator:Normalize() -> nil
Returns nil void

FString

struct Types

Cheat/UE/Engine/Structs.hpp

Methods

FString:str
FString:str() -> integer
Returns integer const char*
FString:len
FString:len() -> integer
Returns integer int
FString:empty
FString:empty() -> boolean
Returns boolean bool

FVector

struct Types

Cheat/UE/Engine/Structs.hpp

Properties

Name Lua Type C++ Type Access
X number double
Y number double
Z number double

Methods

FVector:operator-
FVector:operator-(V) -> FVector
V
FVector const FVector &
Returns FVector FVector
FVector:operator+
FVector:operator+(V) -> FVector
V
FVector const FVector &
Returns FVector FVector
FVector:operator*
FVector:operator*(Scale) -> FVector
Scale
number double
Returns FVector FVector
FVector:operator/
FVector:operator/(Scale) -> FVector
Scale
number double
Returns FVector FVector
FVector:operator+
FVector:operator+(A) -> FVector
A
number double
Returns FVector FVector
FVector:operator-
FVector:operator-(A) -> FVector
A
number double
Returns FVector FVector
FVector:operator*
FVector:operator*(V) -> FVector
V
FVector const FVector &
Returns FVector FVector
FVector:operator/
FVector:operator/(V) -> FVector
V
FVector const FVector &
Returns FVector FVector
FVector:operator|
FVector:operator|(V) -> number
V
FVector const FVector &
Returns number double
FVector:operator^
FVector:operator^(V) -> number
V
FVector const FVector &
Returns number double
FVector:operator+=
FVector:operator+=(v) -> FVector
v
FVector const FVector &
Returns FVector FVector &
FVector:operator-=
FVector:operator-=(v) -> FVector
v
FVector const FVector &
Returns FVector FVector &
FVector:operator*=
FVector:operator*=(v) -> FVector
v
FVector const FVector &
Returns FVector FVector &
FVector:operator/=
FVector:operator/=(v) -> FVector
v
FVector const FVector &
Returns FVector FVector &
FVector:operator==
FVector:operator==(src) -> boolean
src
FVector const FVector &
Returns boolean bool
FVector:operator!=
FVector:operator!=(src) -> boolean
src
FVector const FVector &
Returns boolean bool
FVector:SizeSquared
FVector:SizeSquared() -> number
Returns number double
FVector:SizeSquared2D
FVector:SizeSquared2D() -> number
Returns number double
FVector:Dot
FVector:Dot(vOther) -> number
vOther
FVector const FVector &
Returns number double
FVector:CrossProduct
FVector:CrossProduct(vOther) -> FVector
vOther
FVector const FVector &
Returns FVector FVector
FVector:Distance
FVector:Distance(v) -> number
v
FVector FVector
Returns number double

FVector2D

struct Types

Cheat/UE/Engine/Structs.hpp

Properties

Name Lua Type C++ Type Access
X number double
Y number double

Methods

FVector2D:operator-
FVector2D:operator-(V) -> FVector2D
V
FVector2D const FVector2D &
Returns FVector2D FVector2D
FVector2D:operator+
FVector2D:operator+(V) -> FVector2D
V
FVector2D const FVector2D &
Returns FVector2D FVector2D
FVector2D:operator*
FVector2D:operator*(Scale) -> FVector2D
Scale
number double
Returns FVector2D FVector2D
FVector2D:operator/
FVector2D:operator/(Scale) -> FVector2D
Scale
number double
Returns FVector2D FVector2D
FVector2D:operator+
FVector2D:operator+(A) -> FVector2D
A
number double
Returns FVector2D FVector2D
FVector2D:operator-
FVector2D:operator-(A) -> FVector2D
A
number double
Returns FVector2D FVector2D
FVector2D:operator*
FVector2D:operator*(V) -> FVector2D
V
FVector2D const FVector2D &
Returns FVector2D FVector2D
FVector2D:operator/
FVector2D:operator/(V) -> FVector2D
V
FVector2D const FVector2D &
Returns FVector2D FVector2D
FVector2D:operator|
FVector2D:operator|(V) -> number
V
FVector2D const FVector2D &
Returns number double
FVector2D:operator^
FVector2D:operator^(V) -> number
V
FVector2D const FVector2D &
Returns number double
FVector2D:operator+=
FVector2D:operator+=(v) -> FVector2D
v
FVector2D const FVector2D &
Returns FVector2D FVector2D &
FVector2D:operator-=
FVector2D:operator-=(v) -> FVector2D
v
FVector2D const FVector2D &
Returns FVector2D FVector2D &
FVector2D:operator*=
FVector2D:operator*=(v) -> FVector2D
v
FVector2D const FVector2D &
Returns FVector2D FVector2D &
FVector2D:operator/=
FVector2D:operator/=(v) -> FVector2D
v
FVector2D const FVector2D &
Returns FVector2D FVector2D &
FVector2D:operator==
FVector2D:operator==(src) -> boolean
src
FVector2D const FVector2D &
Returns boolean bool
FVector2D:operator!=
FVector2D:operator!=(src) -> boolean
src
FVector2D const FVector2D &
Returns boolean bool
FVector2D:SizeSquared
FVector2D:SizeSquared() -> number
Returns number double
FVector2D:Dot
FVector2D:Dot(vOther) -> number
vOther
FVector2D const FVector2D &
Returns number double

Containers

namespace Containers

Bidirectional conversion between C++ TArray/TMap and Lua tables

Methods

Containers.ToActorArray
Containers.ToActorArray(table) -> TArray_AActor
table
table table
Returns TArray_AActor TArray_AActor
Containers.ToIntArray
Containers.ToIntArray(table) -> TArray_Int
table
table table
Returns TArray_Int TArray_Int
Containers.ToFloatArray
Containers.ToFloatArray(table) -> TArray_Float
table
table table
Returns TArray_Float TArray_Float
Containers.ToStringIntMap
Containers.ToStringIntMap(table) -> TMap_FString_Int
table
table table
Returns TMap_FString_Int TMap_FString_Int
Containers.ToStringFloatMap
Containers.ToStringFloatMap(table) -> TMap_FString_Float
table
table table
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
print(value, ...) -> nil
value
any any
...
any any
Returns nil void

EObjectFlags

enum Enums

EObjectFlags registration Most commonly used enum for object state checks

Values

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

Values

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

Values

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

Values

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

Values

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

Values

EMovementMode.None
EMovementMode.Walking
EMovementMode.NavWalking
EMovementMode.Falling
EMovementMode.Swimming
EMovementMode.Flying
EMovementMode.Custom

DrawFilledRect

function GUI

GUI Drawing functions (using Renderer class)

DrawFilledRect
DrawFilledRect(pos, size, color) -> nil
pos
FVector2D FVector2D*
size
FVector2D FVector2D*
color
FLinearColor FLinearColor*
Returns nil void

DrawRect

function GUI

GUI Drawing functions (using Renderer class)

DrawRect
DrawRect(pos, size, color) -> nil
pos
FVector2D FVector2D*
size
FVector2D FVector2D*
color
FLinearColor FLinearColor*
Returns nil void

DrawFilledRectOutline

function GUI
DrawFilledRectOutline
DrawFilledRectOutline(pos, size, fillColor, outlineColor) -> nil
pos
FVector2D FVector2D*
size
FVector2D FVector2D*
fillColor
FLinearColor FLinearColor*
outlineColor
FLinearColor FLinearColor*
Returns nil void

DrawRoundedRect

function GUI
DrawRoundedRect
DrawRoundedRect(width, width, height, rounding, color) -> nil
width
FVector2D FVector2D*
width
number float
height
number float
rounding
number float
color
FLinearColor FLinearColor*
Returns nil void

DrawTextShadow

function GUI
DrawTextShadow
DrawTextShadow(text, pos, scale, color) -> nil
text
string const char*
pos
FVector2D FVector2D*
scale
FVector2D FVector2D*
color
FLinearColor FLinearColor*
Returns nil void

DrawFilledRectShadow

function GUI
DrawFilledRectShadow
DrawFilledRectShadow(pos, size, fillColor, outlineColor, shadowColor) -> nil
pos
FVector2D FVector2D*
size
FVector2D FVector2D*
fillColor
FLinearColor FLinearColor*
outlineColor
FLinearColor FLinearColor*
shadowColor
FLinearColor FLinearColor*
Returns nil void

DrawLine

function GUI
DrawLine
DrawLine(start, thickness, thickness, color) -> nil
start
FVector2D FVector2D*
thickness
FVector2D FVector2D*
thickness
number float
color
FLinearColor FLinearColor*
Returns nil void

GetFrameDelta

function GUI

Get frame delta time from Menu

GetFrameDelta
GetFrameDelta() -> number
Returns number float

LerpColor

function GUI

Lerp colors helper

LerpColor
LerpColor(a, alpha, alpha) -> FLinearColor
a
FLinearColor FLinearColor*
alpha
FLinearColor FLinearColor*
alpha
number float
Returns FLinearColor FLinearColor

WithAlpha

function GUI

Color with alpha helper

WithAlpha
WithAlpha(alpha, alpha) -> FLinearColor
alpha
FLinearColor FLinearColor*
alpha
number float
Returns FLinearColor FLinearColor

DrawIcon

function GUI
DrawIcon
DrawIcon(iconName, pos, size, color) -> nil
iconName
string const char*
pos
FVector2D FVector2D*
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
DrawRoundedRectCorners(width, width, height, rounding, corners) -> nil
width
FVector2D FVector2D*
width
number float
height
number float
rounding
number float
corners
FLinearColor FLinearColor*
Returns nil void

DrawText

function GUI

Canvas functions

DrawText
DrawText(text, pos, color) -> nil
text
string const char*
pos
FVector2D FVector2D*
color
FLinearColor FLinearColor*
Returns nil void

DrawTextScaled

function GUI
DrawTextScaled
DrawTextScaled(text, pos, scale, color) -> nil
text
string const char*
pos
FVector2D FVector2D*
scale
FVector2D FVector2D*
color
FLinearColor FLinearColor*
Returns nil void

GetScreenWidth

function GUI
GetScreenWidth
GetScreenWidth() -> number
Returns number float

GetScreenHeight

function GUI
GetScreenHeight
GetScreenHeight() -> number
Returns number float

UIColors

namespace GUI

Register UIColors table

Methods

UIColors.Lerp
UIColors.Lerp(a, alpha, alpha) -> FLinearColor
a
FLinearColor FLinearColor*
alpha
FLinearColor FLinearColor*
alpha
number float
Returns FLinearColor FLinearColor
UIColors.WithAlpha
UIColors.WithAlpha(alpha, alpha) -> FLinearColor
alpha
FLinearColor FLinearColor*
alpha
number float
Returns FLinearColor FLinearColor

Fields

UIColors.Purple
UIColors.PurpleHover
UIColors.TextActive
UIColors.TextInactive
UIColors.DescriptionText
UIColors.Background
UIColors.BackgroundInactive
UIColors.Border

UIConstants

namespace GUI

Register UIConstants table

Fields

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

Fields

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
GetMousePosition() -> FVector2D
Returns FVector2D FVector2D

IsKeyPressed

function Input

IsKeyPressed(keyName) -> bool Returns true if key was just pressed this frame (on press event)

IsKeyPressed
IsKeyPressed(keyName) -> boolean
keyName
string const char*
Returns boolean bool

IsKeyDown

function Input

IsKeyDown(keyName) -> bool Returns true while key is held down

IsKeyDown
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
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
IsMouseHovering(pos, size) -> boolean
pos
FVector2D FVector2D*
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
Cast(className) -> any or nil
className
string const char*
Returns any or nil any

GetCameraLocation

function World

Global functions

GetCameraLocation
GetCameraLocation() -> FVector
Returns FVector FVector

GetCameraRotation

function World
GetCameraRotation
GetCameraRotation() -> FRotator
Returns FRotator FRotator

WorldToScreen

function World
WorldToScreen
WorldToScreen(worldPos) -> FVector2D
worldPos
FVector FVector*
Returns FVector2D FVector2D

GetLocalTargetingTeam

function World

GetLocalTargetingTeam() -> integer

GetLocalTargetingTeam
GetLocalTargetingTeam() -> integer
Returns integer int

GetActorsOfClass

function World

GetActorsOfClass("Dino") -> table of typed actors

GetActorsOfClass
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
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
GetActorClassName() -> string
Returns string const char*

GetGameState

function World

Context accessors — expose Globals.hpp helpers as Lua globals

GetGameState
GetGameState() -> AGameStateBase
Returns AGameStateBase AGameStateBase

GetShooterGameState

function World
GetShooterGameState
GetShooterGameState() -> AShooterGameState
Returns AShooterGameState AShooterGameState

GetLocalPlayerController

function World
GetLocalPlayerController
GetLocalPlayerController() -> APlayerController
Returns APlayerController APlayerController

GetLocalShooterController

function World
GetLocalShooterController
GetLocalShooterController() -> AShooterPlayerController
Returns AShooterPlayerController AShooterPlayerController

GetLocalPlayer

function World
GetLocalPlayer
GetLocalPlayer() -> AShooterCharacter
Returns AShooterCharacter AShooterCharacter

GetLocalCameraManager

function World
GetLocalCameraManager
GetLocalCameraManager() -> APlayerCameraManager
Returns APlayerCameraManager APlayerCameraManager

GetLocalWeapon

function World
GetLocalWeapon
GetLocalWeapon() -> AShooterWeapon
Returns AShooterWeapon AShooterWeapon

Cookbook

Quick-start examples demonstrating common API patterns.

Camera

lua
-- 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

lua
-- 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

lua
-- 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

Input

lua
-- Throttled key-press action and frame-rate-independent animation
-- Use GetFrameDelta() accumulation for debouncing — no os library available
local animTime  = 0.0
local cooldown  = 0.0   -- seconds remaining before next fire

function OnRender()
    local dt = GetFrameDelta()
    animTime = animTime + dt
    if cooldown > 0 then cooldown = cooldown - dt end

    -- Debounce: fire at most once every 0.5s while F is held
    if IsKeyDown("F") and cooldown <= 0 then
        cooldown = 0.5
        local player = GetLocalPlayer()
        local name = player and player:PlayerName() or "unknown"
        print("F pressed —", name)
    end

    -- Example: pulsing dot that moves with frame-delta time
    local sw, sh = GetScreenWidth(), GetScreenHeight()
    local angle = animTime * 2.0
    local px = sw * 0.5 + math.cos(angle) * 8.0
    local py = sh * 0.5 + math.sin(angle) * 8.0
    DrawFilledRect(FVector2D(px-3, py-3), FVector2D(6, 6),
                   FLinearColor(1.0, 0.4, 0.4, 0.9))
end

Structures

lua
-- 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

lua
-- 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