LEAP Documentation 40220
Documentation for the LEAP project
UProjectXGameplayStatics Member List

This is the complete list of members for UProjectXGameplayStatics, including all inherited members.

ActorIsDamageableFrom(AActor *Victim, FVector const &Origin, const TArray< AActor * > &IgnoreActors, ECollisionChannel TraceChannel, FHitResult &OutHitResult, float MaxDistanceAllowed, UPrimitiveComponent *ClosestComponent=nullptr)UProjectXGameplayStaticsstatic
AddDamageAffliction(AActor *Victim, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser)UProjectXGameplayStaticsstatic
AddOrUpdateBlendableOnTarget(AActor *Target, TScriptInterface< IBlendableInterface > InBlendableObject, float InWeight)UProjectXGameplayStaticsstatic
ApplyRadialDamageSingle(AActor *Target, float BaseDamage, float MinimumDamage, const FVector &Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< class UDamageType > DamageTypeClass, AActor *DamageCauser, AController *InstigatedByController)UProjectXGameplayStaticsstatic
CleanupCharacterForServer(ACharacter *Character, bool bRemoveCharacterMesh=true)UProjectXGameplayStaticsstatic
ClearAllTimersForObject(const UObject *Object)UProjectXGameplayStaticsstatic
ClearFlag(int32 &Mask, T Flag)UProjectXGameplayStaticsinlinestatic
CopyToClipboard(const FString &ToCopy)UProjectXGameplayStaticsstatic
CreatePoseableMeshFromMeshComponent(AActor *Owner, USceneComponent *RootComponent, EAttachmentRule AttachmentRules, const TArray< UMeshComponent * > &MeshComponents)UProjectXGameplayStaticsstatic
FindOrCreateAdvancedUserWidget(const UObject *WorldContextObject, const TSubclassOf< class UAdvancedUserWidget > AdvancedUserWidget, const int32 ZOrder)UProjectXGameplayStaticsstatic
FindOrSpawnSingleton(const UObject *WorldContextObject)UProjectXGameplayStaticsinlinestatic
GetActionForKey(UObject *WorldContextObject, const FKeyEvent &KeyEvent)UProjectXGameplayStaticsstatic
GetActionKeyName(const UObject *WorldContextObject, const FName ActionName, const float BindScale=0)UProjectXGameplayStaticsstatic
GetActionNameForKey(const FKey &Key)UProjectXGameplayStaticsstatic
GetActorComponents(const UObject *WorldContextObject, const TSubclassOf< UActorComponent > TypeFilter, TArray< UActorComponent * > &Components)UProjectXGameplayStaticsstatic
GetActorScreenPercentage(APlayerController *PlayerController, AActor *Actor, bool bOnlyCollidingComponents, bool bIgnoreQueryOnlyComponents=false)UProjectXGameplayStaticsstatic
GetActorSizeOnScreen(APlayerController *PlayerController, AActor *Actor, bool bOnlyCollidingComponents, bool bIgnoreQueryOnlyComponents=false)UProjectXGameplayStaticsstatic
GetActorSizeOnScreenProjection(APlayerController *PlayerController, AActor *Actor, bool bOnlyCollidingComponents, bool bIgnoreQueryOnlyComponents=false)UProjectXGameplayStaticsstatic
GetAllAliveTargets(const UObject *WorldContextObject, TArray< AActor * > &TargetableActors, bool bTargetAllies=false)UProjectXGameplayStaticsstatic
GetAllObjectsImplementingInterface(const UObject *WorldContextObject, TSubclassOf< class UInterface > Interface, TArray< UObject * > &Objects)UProjectXGameplayStaticsstatic
GetAllObjectsImplementingInterface(const UObject *WorldContextObject, TArray< UObject * > &Objects)UProjectXGameplayStaticsinlinestatic
GetAudioComponentFloatParam(const UAudioComponent *Component, const FName ParamName)UProjectXGameplayStaticsstatic
GetBranchVersion()UProjectXGameplayStaticsinlinestatic
GetBuildVersion()UProjectXGameplayStaticsinlinestatic
GetCameraFrustumPoints(const UCameraComponent *const Camera)UProjectXGameplayStaticsstatic
GetClosestPointOnCollision(const AActor *Actor, const FVector &Point, const ECollisionChannel &Channel, FVector &ClosestPoint)UProjectXGameplayStaticsstatic
GetClosestPointOnCollision(const AActor *Actor, const FVector &Point, const ECollisionChannel &Channel, FVector &ClosestPoint, UPrimitiveComponent **ClosestComponent)UProjectXGameplayStaticsstatic
GetCurrentlyOpenAdvancedUserWidget(const UObject *WorldContextObject)UProjectXGameplayStaticsstatic
GetDefaultObject(const UClass *Class)UProjectXGameplayStaticsstatic
GetDeployScreenWidget(const UObject *WorldContextObject)UProjectXGameplayStaticsstatic
GetEnumValueFromString(const FString &Name, FString Value)UProjectXGameplayStaticsinlinestatic
GetEnumValueToString(const FString &Name, TEnum Value)UProjectXGameplayStaticsinlinestatic
GetFBoxFromActorBounds(const AActor *Actor)UProjectXGameplayStaticsstatic
GetGamepadPlatformKeyIcon(const UObject *WorldContextObject, FName Keyname)UProjectXGameplayStaticsstatic
GetKeysForAction(UObject *WorldContextObject, FName ActionName, TArray< FInputActionKeyMapping > &Bindings)UProjectXGameplayStaticsstatic
GetLoadoutMenuWidget(const UObject *WorldContextObject)UProjectXGameplayStaticsstatic
GetPenetrationAdjustment(UWorld const *World, AActor const *TestActor, UPrimitiveComponent const *PrimComp, FTransform const &TestWorldTransform, FVector &OutProposedAdjustment, const TArray< AActor * > &IgnoreActors)UProjectXGameplayStaticsstatic
GetPlatformKeyIcon(const UObject *WorldContextObject, FName Keyname)UProjectXGameplayStaticsstatic
GetPlayerAvatar(const FString &PlayerID)UProjectXGameplayStaticsstatic
GetPlayerID(UPARAM(ref) FUniqueNetIdRepl &NetID)UProjectXGameplayStaticsstatic
GetPlayerUserName(const FString &PlayerID)UProjectXGameplayStaticsstatic
GetPostProcessMaterial(class UPostProcessComponent *PostProcess, const int32 Index)UProjectXGameplayStaticsstatic
GetPostProcessMaterialDynamic(UPostProcessComponent *PostProcess, const int32 Index)UProjectXGameplayStaticsstatic
GetPostProcessMaterialScalarParameter(UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName)UProjectXGameplayStaticsstatic
GetPostProcessMaterialVectorParameter(UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName)UProjectXGameplayStaticsstatic
GetRandomArrayIndex(const TArray< T > &Array)UProjectXGameplayStaticsinlinestatic
GetRandomPointInActorBounds(const AActor *Actor)UProjectXGameplayStaticsstatic
GetScaledAnimationTime(const UAnimMontage *Montage, const float Time)UProjectXGameplayStaticsstatic
GetSocketTransformRelativeToRoot(FName Socket, USkeletalMeshComponent *SkeletalMesh, FTransform &OutTransform)UProjectXGameplayStaticsstatic
GetTargetsInRadius(const UObject *WorldContextObject, const FVector &StartLocation, float Radius, TArray< AActor * > &Targets)UProjectXGameplayStaticsstatic
GetUniqueID(const UObject *Object)UProjectXGameplayStaticsinlinestatic
GetValidSpawnLocationAroundTarget(const AProjectXPlayerState *TestInstigator, const AActor *TargetActor, FTransform &OutTransform, int SearchSteps=10, float DistanceFromTarget=1024.f, float UpwardsPlacementOffset=150.f)UProjectXGameplayStaticsstatic
GetWidgetPath(const UWidget *Widget)UProjectXGameplayStaticsstatic
HasEnumBitFlag(T Enum, int32 Data)UProjectXGameplayStaticsinlinestatic
HasFlag(int32 &Mask, T Flag)UProjectXGameplayStaticsinlinestatic
InverseLerp(float A, float B, float X, bool bClamped=true)UProjectXGameplayStaticsstatic
IsAnnouncerSpeaking(const UObject *WorldContextObject)UProjectXGameplayStaticsstatic
IsCDO(const UObject *const Object)UProjectXGameplayStaticsinlinestatic
IsConsolePlatform()UProjectXGameplayStaticsinlinestatic
IsDevBuild()UProjectXGameplayStaticsinlinestatic
IsEditor()UProjectXGameplayStaticsinlinestatic
IsPatchBuild()UProjectXGameplayStaticsinlinestatic
IsPathable(const UObject *WorldContextObject, const FVector &EndPosition, const FVector &StartPosition, TSubclassOf< AActor > NavAgentClass)UProjectXGameplayStaticsstatic
IsPS4()UProjectXGameplayStaticsinlinestatic
IsReleaseBuild()UProjectXGameplayStaticsinlinestatic
IsShippingBuild()UProjectXGameplayStaticsinlinestatic
IsUsingGamePad(const UObject *WorldContextObject)UProjectXGameplayStaticsstatic
IsValidVersion(int VersionNumberIn, int BranchNumberIn)UProjectXGameplayStaticsstatic
IsXboxOne()UProjectXGameplayStaticsinlinestatic
KeyMatchesAction(UObject *WorldContextObject, FName ActionName, const FKeyEvent &KeyEvent)UProjectXGameplayStaticsstatic
MakeDamageEventFromClass(TSubclassOf< UDamageType > DamageType)UProjectXGameplayStaticsstatic
MakeJSONStringFromInt(FString &Output, const FString &FieldName, int Entry)UProjectXGameplayStaticsstatic
MakeJSONStringFromString(FString &Output, const FString &FieldName, const FString &Entry)UProjectXGameplayStaticsstatic
ModifyAmbientCubemapIntensity(APostProcessVolume *PostProcess, float NewValue)UProjectXGameplayStaticsstatic
ModifyAmbientCubemapTint(APostProcessVolume *PostProcess, FLinearColor NewColor)UProjectXGameplayStaticsstatic
OpenLevel(const UObject *WorldContextObject, FName LevelName, bool bAbsolute=true, FString Options=FString(TEXT("")))UProjectXGameplayStaticsstatic
PlayAnnouncerVoice(const UObject *WorldContextObject, FString const VoiceToPlay)UProjectXGameplayStaticsstatic
PlayLocalSound(const UObject *WorldContextObject, USoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, USoundConcurrency *ConcurrencySettings=nullptr, AActor *OwningActor=nullptr)UProjectXGameplayStaticsstatic
ProjectPointToNavigation(const UObject *WorldContextObject, FVector &Point, TSubclassOf< AActor > NavAgentClass, FVector Extents)UProjectXGameplayStaticsstatic
PXApplyRadialDamageWithFalloff(const UObject *WorldContextObject, const class UWeaponInstance *WeaponInstance, float BaseDamage, float MinimumDamage, const FVector &Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, TSubclassOf< class UDamageType > DamageTypeClass, const TArray< AActor * > &IgnoreActors, TArray< AActor * > &OutHitActors, AActor *DamageCauser, AController *InstigatedByController, ECollisionChannel DamagePreventionChannel, bool bActorsInRadiusAsIgnoredActors=true, bool bIgnoreAllies=false)UProjectXGameplayStaticsstatic
PXTimeSecondsToString(float InSeconds)UProjectXGameplayStaticsstatic
RemoveBlendableOnTarget(AActor *Target, TScriptInterface< IBlendableInterface > InBlendableObject)UProjectXGameplayStaticsstatic
ResolveBlackboardKeySelectorToVector(struct FBlackboardKeySelector BlackboardKeySelector, const UBlackboardComponent *BlackboardComponent)UProjectXGameplayStaticsstatic
ScaleAnimationToTime(UAnimMontage *&Montage, const float Time)UProjectXGameplayStaticsstatic
SetFlag(int32 &Mask, T Flag)UProjectXGameplayStaticsinlinestatic
SetFocusOnFirstFocuseableChild(class UUserWidget *Widget)UProjectXGameplayStaticsstatic
SetPostProcessMaterialScalarParameter(UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName, const float Value)UProjectXGameplayStaticsstatic
SetPostProcessMaterialVectorParameter(UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName, const FLinearColor &Value)UProjectXGameplayStaticsstatic
SetPostProcessTextureParameter(UPostProcessComponent *PostProcess, const int32 Index, const FName &ParamName, UTexture *const Texture)UProjectXGameplayStaticsstatic
SetTimer(const UObject *WorldContextObject, FTimerDelegate const &InDelegate, const float Time, const bool bLoop=false)UProjectXGameplayStaticsstatic
Shuffle(TArray< T > &Deck)UProjectXGameplayStaticsinlinestatic
SmoothStep(float A, float B, float X)UProjectXGameplayStaticsstatic
SortObjects(const TArray< UObject * > &InObjectArray, TArray< UObject * > &ObjectArray, FDelegateSortObject Condition)UProjectXGameplayStaticsstatic
SpaceText(UPARAM(ref) FText &Text)UProjectXGameplayStaticsstatic
VRandRange(const FVector &A, const FVector &B)UProjectXGameplayStaticsstatic
VRandRange2D(const FVector2D &A, const FVector2D &B)UProjectXGameplayStaticsstatic