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UTBLGameSingleton

#include <TBLGameSingleton.h>

Inherits from UObject

Public Functions

Name
TArray< AActor * > GetActorsWithTag(FName Tag, UWorld * World) const
void OnLevelAdded(ULevel * Level, UWorld * World)
UTBLGameSingleton()

Public Attributes

Name
TArray< UObject * > AsyncLoadedObjects
TArray< UObject * > CachedClassDefaultObjects
TMap< [[ECharacterClass]], [[EOnlineStat]] > CharacterClassToStat
FSoftObjectPath CharacterCombatStatesClasssName
UCharacterCustomizationSettings * CharacterCustomizationSettings
TMap< FString, int32 > CharacterExertionSwitchEvents
UMaterial * CompositeMaterial
FSoftObjectPath CompositeMaterialName
UDataTable * CustomPersonalityEmotesDataTable
TArray< FCustomPersonalityEmotesTableRow > CustomPersonalityRows
TArray< UCharacterCustomization * > CustomizationPresets
TArray< UDefaultCharacterCustomization * > DefaultCharacterCustomizations
[[UPlayerClassData]] * DefaultPlayerClassDataType
FSoftObjectPath DefaultPlayerClassDataTypeName
TArray< UDefaultWeaponCustomization * > DefaultWeaponsCustomizations
TArray< FFactionOverridePersonalityEmoteTableRow > FactionOverridePersonalityEmotes
UDataTable * FactionOverridePersonalityEmotesDataTable
UMaterial * HeraldryRenderMaterial
FSoftObjectPath HeraldryRenderMaterialName
FSoftObjectPath HorseClassName
UClass * OnlineConfigClass
UDataTable * PersonalityEmotesDataTable
TArray< FPersonalityEmoteTableRow > PersonalityRows
TMap< [[EOnlineStat]], UProgressionSpec * > ProgressionSpec
TMap< UWorld *, UTextureAtlasManager * > TextureAtlasManagers
TMap< FString, int32 > WeaponActionSwitchEvents
FSoftObjectPath WeaponFistClassName
TMap< [[EWeaponTag]], [[EOnlineStat]] > WeaponTagToStat
bool bNDAShown
bool bSynchronousLoad

Updated on 2025-01-21 at 09:02:25 +0100