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UTBLCheatManager

#include <TBLCheatManager.h>

Inherits from UCheatManager

Public Functions

Name
void AIObjectiveHere()
void AKStartProfilerCapture(const FString & Filename)
void AKStopProfilerCapture()
void AddAchievementProgress()
void ApplyCondition(FName Condition)
void ApplyDamage(float Damage, FName DamageType)
void ApplyStatBonus([[EStat]] Stat, float Value)
void AutoAttack(FName AttackName)
void AutoAttackClear()
void AutoAttackEx(FName AttackName, float ChargeTime, float LoopTime)
void AutoAttackHold(FName AttackName)
void AutoClimbLadder(float Direction)
void AutoMoveToCharacter(bool bEnable)
void AutoRunAway(bool bEnable)
void BlueprintDebugMenu()
void BotForceMoveToPlayer(int32 Team, int32 bClearOtherForcedMoves)
void BotGodsBecomeMortal()
void BotNearestForceMoveToPlayer(int32 Team)
void BotsBecomeGods()
bool BpCheat(const FString & Cmd)
void CheckLightingBuilt()
void ClearAllForceMoveToPlayer(int32 Team)
void ClearCharacterRuntimeAssetCache()
void ClearReplicationCounts()
void ClientBot()
void ClientForceGC()
void CloseBlueprintDebugMenu()
void DebugHideLoadingScreen()
void DebugShowLoadingScreen(const FString & MapName)
void DestroyAllForcedMoveForTeam(int32 Team)
void DestroyClientBot()
void DisableHUDPostProcess()
void DisableStaminaDrain()
void DrawUnits(float Distance)
void DumpCharacterReplicationCounts()
void DumpCharacters()
void DumpPlayers()
void DumpReplicationCounts()
void EnableHUDPostProcess()
void ExecFile(const FString & Filename)
void ExecFileDelay(float Time, float Variation)
void Exi(const FString & Cmd)
void FakeGameIntent(const FString & ActivityId)
void ForceGC()
void GiveArmoredHorse()
void GiveHorse()
void GoToStatePlaying()
void GotoState(FName CombatState, FName HitDirection, int32 Variant)
void HideBothMeshes()
void HideDebugActor()
void HorseAutorun(bool bEnable)
void HorseGotoState(FName CombatState, FName HitDirection, int32 Variant)
void Invulnerable()
bool IsAutoAttacking() const
bool IsFOVUncapped() const
void KillHorse()
void LoadAllCustomizationAssets()
void LoadCatapult()
void LoseHelmet()
void ManualInterrupt()
void MergeMaterials()
void MergeMeshes()
void NextLatentCommand()
void OnKilled()
void OnPossess()
void PauseAI()
void PauseCharacter()
void PingServer(const FString & ServerAddress)
void PlayFromHere()
void PlayerRVODisable()
void PlayerRVOEnable(float AvoidanceRadius)
void PrintStats()
void ProfileGpuTopMaterials()
void PromptForRemoteDebugging()
void PushCmd(const FString & Cmd)
void PushCmdToTrace(const FString & Cmd)
void PushLogs(const FString & SourcePath, const FString & DestPath)
void RandomizeLoadout(bool bEnable)
void ReceivedCheatFromClient(FName CheatCommand, FName Param)
void ReceivedCheatFromClientObj(FName CheatCommand, UObject * Param)
void RechargeSpecialItem()
void RemoveStamina()
void RespawnImmediately()
void RespawnLoadout()
void Revive()
void SaveAll(const FString & ClassName)
void SendToAll(const FString & Command)
void SendToTrace(const FString & Command)
void SetAmmo(int32 Ammo)
void SetCulture(const FString & Culture)
void SetHealth(float Value)
void SetStatBase([[EStat]] Stat, float Value)
void SetWatchedCharacter()
void ShowBothMeshes()
void ShowFirstPersonMesh()
void ShowServerFollowMesh()
void ShowThirdPersonMesh()
void SimulateLostServerConnection()
void SkipPushableToEndPoint(UObject * PushableActor)
void SpamRPC(int32 NumCalls, int32 NumBytesPerCall)
void SpawnAsPeasant()
void StartDumpingReplication()
void StartHeldParry()
void StopAllSounds()
void StopDumpingReplication()
void StopExecFile()
void StopHeldParry()
void TestDrawTime()
void TestRPCDesync()
void Tick(float DeltaTime)
void ToggleCameraAnimsAndShakes()
void ToggleShowBothMeshes()
UTBLCheatManager()
void UncapFOV()
void UnlimitedAmmo()
void UnpauseAI()
void UnpauseCharacter()
void UpdateVirtualGood()

Protected Functions

Name
void AutoAttackClearInternal()
void AutoAttackEndCharge()
void AutoAttackLoop()
void AutoAttackStart(FName AttackName, float ChargeTime, float LoopTime)
ATBLCharacter * GetAnotherCharacter()
void GotoStateOnComponent(UCombatStateComponent * Component, FName CombatState, FName HitDirection, int32 Variant)
void HeldParryLoop()
void IgnoreAI()
void InputAction(FName AttackName, TEnumAsByte< EInputEvent > Event)
void ResetHeldParry()
void SendCheatToServer(FName CheatComand, FName Param)
void SendCheatToServerObj(FName CheatComand, UObject * Obj)
void SetPauseAI(bool bPaused)
void SetPauseCharacter(bool bPaused)
void SetPawnRVO(ATBLCharacter * Character, bool bEnabled)
void UpdateAutoAttackHold()
void UpdateExecFileCommands(float DeltaTime)
void UpdateMoveToCharacter(float DeltaTime)
void UpdateRunAway(float DeltaTime)

Public Attributes

Name
TSoftClassPtr< UTBLBPCheatManager > BPCheatManagerClass

Protected Attributes

Name
float AutoAttackChargeTime
FName AutoAttackHoldName
float AutoAttackLoopTime
FName AutoAttackName
float AutoClimbDirection
UTBLBPCheatManager * BPCheatManager
ATBLAIController * ClientAIController
TArray< FString > ExecFileCommands
float ExecFileDelayTime
TArray< FName > ParryAbilities
float PlayerRVOConsiderationRadius
TArray< FName > RandomAttacks
bool bDisableStaminaDrain
bool bGodMode
bool bInvulnerable
bool bIsAutoAttack
bool bIsFOVUncapped
bool bIsHeldParry
bool bMoveToCharacter
bool bPlayerRVOEnabled
bool bRandomAttack
bool bRandomizeLoadout
bool bRunAway
bool bUnlimitedAmmo

Updated on 2025-01-21 at 09:02:24 +0100